/*
* move.c -- Routines for moving about
*/
/*
* $Id: move.c,v 1.2 2005/08/08 09:43:07 murrayma Exp $
*/
#include "copyright.h"
#include "config.h"
#include "mudconf.h"
#include "config.h"
#include "db.h"
#include "interface.h"
#include "match.h"
#include "attrs.h"
#include "externs.h"
#include "powers.h"
/*
* ---------------------------------------------------------------------------
* * process_leave_loc: Generate messages and actions resulting from leaving
* * a place.
*/
static void process_leave_loc(thing, dest, cause, canhear, hush)
dbref thing, dest, cause;
int canhear, hush;
{
dbref loc;
int quiet, pattr, oattr, aattr;
loc = Location(thing);
if ((loc == NOTHING) || (loc == dest))
return;
if (dest == HOME)
dest = Home(thing);
if (Html(thing)) {
notify_html(thing, "<xch_page clear=links>");
}
/*
* Run the LEAVE attributes in the current room if we meet any of * *
*
* * * * following criteria: * - The current room has wizard privs.
* * - * * * Neither the current room nor the moving object are dark.
* * - The * * * moving object can hear and does not hav wizard
* privs. * EXCEPT * if * * we were called with the HUSH_LEAVE key.
*/
quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
!(Wizard(thing) && Dark(thing))))) || (hush & HUSH_LEAVE);
oattr = quiet ? 0 : A_OLEAVE;
aattr = quiet ? 0 : A_ALEAVE;
pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_LEAVE;
did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);
/*
* Do OXENTER for receiving room
*/
if ((dest != NOTHING) && !quiet)
did_it(thing, dest, 0, NULL, A_OXENTER, NULL, 0, (char **) NULL,
0);
/*
* Display the 'has left' message if we meet any of the following * *
*
* * * * criteria: * - Neither the current room nor the moving
* object are * * * dark. * - The object can hear and is not a dark
* wizard.
*/
if (!quiet)
if ((!Dark(thing) && !Dark(loc)) || (canhear && !(Wizard(thing) &&
Dark(thing)))) {
notify_except2(loc, thing, thing, cause,
tprintf("%s has left.", Name(thing)));
}
}
/*
* ---------------------------------------------------------------------------
* * process_enter_loc: Generate messages and actions resulting from entering
* * a place.
*/
static void process_enter_loc(thing, src, cause, canhear, hush)
dbref thing, src, cause;
int canhear, hush;
{
dbref loc;
int quiet, pattr, oattr, aattr;
loc = Location(thing);
if ((loc == NOTHING) || (loc == src))
return;
show_vrml_url(thing, loc);
/*
* Run the ENTER attributes in the current room if we meet any of * *
*
* * * * following criteria: * - The current room has wizard privs.
* * - * * * Neither the current room nor the moving object are dark.
* * - The * * * moving object can hear and does not hav wizard
* privs. * EXCEPT * if * * we were called with the HUSH_ENTER key.
*/
quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
!(Wizard(thing) && Dark(thing))))) || (hush & HUSH_ENTER);
oattr = quiet ? 0 : A_OENTER;
aattr = quiet ? 0 : A_AENTER;
pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_ENTER;
did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);
/*
* Do OXLEAVE for sending room
*/
if ((src != NOTHING) && !quiet)
did_it(thing, src, 0, NULL, A_OXLEAVE, NULL, 0, (char **) NULL, 0);
/*
* Display the 'has arrived' message if we meet all of the following
* * * * * criteria: * - The moving object can hear. * - The object
* is * * not * a dark wizard.
*/
if (!quiet && canhear && !(Dark(thing) && Wizard(thing))) {
notify_except2(loc, thing, thing, cause, tprintf("%s has arrived.",
Name(thing)));
}
}
/*
* ---------------------------------------------------------------------------
* * move_object: Physically move an object from one place to another.
* * Does not generate any messages or actions.
*/
void move_object(thing, dest)
dbref thing, dest;
{
dbref src;
/*
* Remove from the source location
*/
src = Location(thing);
if (src != NOTHING)
s_Contents(src, remove_first(Contents(src), thing));
/*
* Special check for HOME
*/
if (dest == HOME)
dest = Home(thing);
/*
* Add to destination location
*/
if (dest != NOTHING)
s_Contents(dest, insert_first(Contents(dest), thing));
else
s_Next(thing, NOTHING);
s_Location(thing, dest);
/*
* Look around and do the penny check
*/
look_in(thing, dest, (LK_SHOWEXIT | LK_OBEYTERSE));
if (isPlayer(thing) && (mudconf.payfind > 0) &&
(Pennies(thing) < mudconf.paylimit) && (!Controls(thing, dest)) &&
((random() % mudconf.payfind) == 0)) {
giveto(thing, 1);
notify(thing, tprintf("You found a %s!", mudconf.one_coin));
}
}
/*
* ---------------------------------------------------------------------------
* * send_dropto, process_sticky_dropto, process_dropped_dropto,
* * process_sacrifice_dropto: Check for and process droptos.
*/
/*
* send_dropto: Send an object through the dropto of a room
*/
static void send_dropto(thing, player)
dbref thing, player;
{
if (!Sticky(thing))
move_via_generic(thing, Dropto(Location(thing)), player, 0);
else
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
}
/*
* process_sticky_dropto: Call when an object leaves the room to see if
* * we should empty the room
*/
static void process_sticky_dropto(loc, player)
dbref loc, player;
{
dbref dropto, thing, next;
/*
* Do nothing if checking anything but a sticky room
*/
if (!Good_obj(loc) || !Has_dropto(loc) || !Sticky(loc))
return;
/*
* Make sure dropto loc is valid
*/
dropto = Dropto(loc);
if ((dropto == NOTHING) || (dropto == loc))
return;
/*
* Make sure no players hanging out
*/
DOLIST(thing, Contents(loc)) {
if (Dropper(thing))
return;
}
/*
* Send everything through the dropto
*/
s_Contents(loc, reverse_list(Contents(loc)));
SAFE_DOLIST(thing, next, Contents(loc)) {
send_dropto(thing, player);
}
}
/*
* process_dropped_dropto: Check what to do when someone drops an object.
*/
static void process_dropped_dropto(thing, player)
dbref thing, player;
{
dbref loc;
/*
* If STICKY, send home
*/
if (Sticky(thing)) {
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
return;
}
/*
* Process the dropto if location is a room and is not STICKY
*/
loc = Location(thing);
if (Has_dropto(loc) && (Dropto(loc) != NOTHING) && !Sticky(loc))
send_dropto(thing, player);
}
/*
* ---------------------------------------------------------------------------
* * move_via_generic: Generic move routine, generates standard messages and
* * actions.
*/
void move_via_generic(thing, dest, cause, hush)
dbref thing, dest, cause;
int hush;
{
dbref src;
int canhear;
if (dest == HOME)
dest = Home(thing);
src = Location(thing);
canhear = Hearer(thing);
process_leave_loc(thing, dest, cause, canhear, hush);
move_object(thing, dest);
did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
(char **) NULL, 0);
process_enter_loc(thing, src, cause, canhear, hush);
}
/*
* ---------------------------------------------------------------------------
* * move_via_exit: Exit move routine, generic + exit messages + dropto check.
*/
void move_via_exit(thing, dest, cause, exit, hush)
dbref thing, dest, cause, exit;
int hush;
{
dbref src;
int canhear, darkwiz, quiet, pattr, oattr, aattr;
if (dest == HOME)
dest = Home(thing);
src = Location(thing);
canhear = Hearer(thing);
/*
* Dark wizards don't trigger OSUCC/ASUCC
*/
darkwiz = (Wizard(thing) && Dark(thing));
quiet = darkwiz || (hush & HUSH_EXIT);
oattr = quiet ? 0 : A_OSUCC;
aattr = quiet ? 0 : A_ASUCC;
pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_SUCC;
did_it(thing, exit, pattr, NULL, oattr, NULL, aattr, (char **) NULL,
0);
process_leave_loc(thing, dest, cause, canhear, hush);
move_object(thing, dest);
/*
* Dark wizards don't trigger ODROP/ADROP
*/
oattr = quiet ? 0 : A_ODROP;
aattr = quiet ? 0 : A_ADROP;
pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_DROP;
did_it(thing, exit, pattr, NULL, oattr, NULL, aattr, (char **) NULL,
0);
did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
(char **) NULL, 0);
process_enter_loc(thing, src, cause, canhear, hush);
process_sticky_dropto(src, thing);
}
/*
* ---------------------------------------------------------------------------
* * move_via_teleport: Teleport move routine, generic + teleport messages +
* * divestiture + dropto check.
*/
int move_via_teleport(thing, dest, cause, hush)
dbref thing, dest, cause;
int hush;
{
dbref src, curr;
int canhear, count;
char *failmsg;
src = Location(thing);
if ((dest != HOME) && Good_obj(src)) {
curr = src;
for (count = mudconf.ntfy_nest_lim; count > 0; count--) {
if (!could_doit(thing, curr, A_LTELOUT)) {
if ((thing == cause) || (cause == NOTHING))
failmsg = (char *)
"You can't teleport out!";
else {
failmsg = (char *)
"You can't be teleported out!";
notify_quiet(cause, "You can't teleport that out!");
}
did_it(thing, src, A_TOFAIL, failmsg, A_OTOFAIL, NULL,
A_ATOFAIL, (char **) NULL, 0);
return 0;
}
if (isRoom(curr))
break;
curr = Location(curr);
}
}
if (dest == HOME)
dest = Home(thing);
canhear = Hearer(thing);
if (!(hush & HUSH_LEAVE))
did_it(thing, thing, 0, NULL, A_OXTPORT, NULL, 0, (char **) NULL,
0);
process_leave_loc(thing, dest, NOTHING, canhear, hush);
move_object(thing, dest);
if (!(hush & HUSH_ENTER))
did_it(thing, thing, A_TPORT, NULL, A_OTPORT, NULL, A_ATPORT,
(char **) NULL, 0);
did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
(char **) NULL, 0);
process_enter_loc(thing, src, NOTHING, canhear, hush);
divest_object(thing);
process_sticky_dropto(src, thing);
return 1;
}
/*
* ---------------------------------------------------------------------------
* * move_exit: Try to move a player through an exit.
*/
void move_exit(player, exit, divest, failmsg, hush)
dbref player, exit;
int divest, hush;
const char *failmsg;
{
dbref loc;
int oattr, aattr;
loc = Location(exit);
if (loc == HOME)
loc = Home(player);
if (Good_obj(loc) && could_doit(player, exit, A_LOCK)) {
switch (Typeof(loc)) {
case TYPE_ROOM:
move_via_exit(player, loc, NOTHING, exit, hush);
if (divest)
divest_object(player);
break;
case TYPE_PLAYER:
case TYPE_THING:
if (Going(loc)) {
notify(player, "You can't go that way.");
return;
}
move_via_exit(player, loc, NOTHING, exit, hush);
divest_object(player);
break;
case TYPE_EXIT:
notify(player, "You can't go that way.");
return;
}
} else {
if ((Wizard(player) && Dark(player)) || (hush & HUSH_EXIT)) {
oattr = 0;
aattr = 0;
} else {
oattr = A_OFAIL;
aattr = A_AFAIL;
}
did_it(player, exit, A_FAIL, failmsg, oattr, NULL, aattr,
(char **) NULL, 0);
}
}
/*
* ---------------------------------------------------------------------------
* * do_move: Move from one place to another via exits or 'home'.
*/
void do_move(player, cause, key, direction)
dbref player, cause;
int key;
char *direction;
{
dbref exit, loc;
int i, quiet;
if (!string_compare(direction, "home")) { /*
* go home w/o stuff
*/
if ((Fixed(player) || Fixed(Owner(player))) && !(WizRoy(player))) {
notify(player, mudconf.fixed_home_msg);
return;
}
if ((loc = Location(player)) != NOTHING && !Dark(player) &&
!Dark(loc)) {
/*
* tell all
*/
notify_except(loc, player, player, tprintf("%s goes home.",
Name(player)));
}
/*
* give the player the messages
*/
for (i = 0; i < 3; i++)
notify(player, "There's no place like home...");
move_via_generic(player, HOME, NOTHING, 0);
divest_object(player);
process_sticky_dropto(loc, player);
return;
}
/*
* find the exit
*/
init_match_check_keys(player, direction, TYPE_EXIT);
match_exit();
exit = match_result();
switch (exit) {
case NOTHING: /*
* try to force the object
*/
notify(player, "You can't go that way.");
break;
case AMBIGUOUS:
notify(player, "I don't know which way you mean!");
break;
default:
quiet = 0;
if ((key & MOVE_QUIET) && Controls(player, exit))
quiet = HUSH_EXIT;
move_exit(player, exit, 0, "You can't go that way.", quiet);
}
}
/*
* ---------------------------------------------------------------------------
* * do_get: Get an object.
*/
void do_get(player, cause, key, what)
dbref player, cause;
int key;
char *what;
{
dbref thing, playerloc, thingloc;
char *failmsg;
int oattr, aattr, quiet;
playerloc = Location(player);
if (!Good_obj(playerloc))
return;
/*
* You can only pick up things in rooms and ENTER_OK objects/players
*/
if (!isRoom(playerloc) && !Enter_ok(playerloc) &&
!controls(player, playerloc)) {
notify(player, "Permission denied.");
return;
}
/*
* Look for the thing locally
*/
init_match_check_keys(player, what, TYPE_THING);
match_neighbor();
match_exit();
if (Long_Fingers(player))
match_absolute(); /*
* long fingers
*/
thing = match_result();
/*
* Look for the thing in other people's inventories
*/
if (!Good_obj(thing))
thing =
match_status(player, match_possessed(player, player, what,
thing, 1));
if (!Good_obj(thing))
return;
/*
* If we found it, get it
*/
quiet = 0;
switch (Typeof(thing)) {
case TYPE_PLAYER:
case TYPE_THING:
/*
* You can't take what you already have
*/
thingloc = Location(thing);
if (thingloc == player) {
notify(player, "You already have that!");
break;
}
if ((key & GET_QUIET) && Controls(player, thing))
quiet = 1;
if (thing == player) {
notify(player, "You cannot get yourself!");
} else if (could_doit(player, thing, A_LOCK)) {
if (thingloc != Location(player)) {
notify(thingloc, tprintf("%s was taken from you.",
Name(thing)));
}
move_via_generic(thing, player, player, 0);
notify(thing, "Taken.");
oattr = quiet ? 0 : A_OSUCC;
aattr = quiet ? 0 : A_ASUCC;
did_it(player, thing, A_SUCC, "Taken.", oattr, NULL, aattr,
(char **) NULL, 0);
} else {
oattr = quiet ? 0 : A_OFAIL;
aattr = quiet ? 0 : A_AFAIL;
if (thingloc != Location(player))
failmsg = (char *) "You can't take that from there.";
else
failmsg = (char *) "You can't pick that up.";
did_it(player, thing, A_FAIL, failmsg, oattr, NULL, aattr,
(char **) NULL, 0);
}
break;
case TYPE_EXIT:
/*
* You can't take what you already have
*/
thingloc = Exits(thing);
if (thingloc == player) {
notify(player, "You already have that!");
break;
}
/*
* You must control either the exit or the location
*/
playerloc = Location(player);
if (!Controls(player, thing) && !Controls(player, playerloc)) {
notify(player, "Permission denied.");
break;
}
/*
* Do it
*/
s_Exits(thingloc, remove_first(Exits(thingloc), thing));
s_Exits(player, insert_first(Exits(player), thing));
s_Exits(thing, player);
if (!Quiet(player))
notify(player, "Exit taken.");
break;
default:
notify(player, "You can't take that!");
break;
}
}
/*
* ---------------------------------------------------------------------------
* * do_drop: Drop an object.
*/
void do_drop(player, cause, key, name)
dbref player, cause;
int key;
char *name;
{
dbref loc, exitloc, thing;
char *buf, *bp;
int quiet, oattr, aattr;
loc = Location(player);
if (!Good_obj(loc))
return;
init_match(player, name, TYPE_THING);
match_possession();
match_carried_exit();
switch (thing = match_result()) {
case NOTHING:
notify(player, "You don't have that!");
return;
case AMBIGUOUS:
notify(player, "I don't know which you mean!");
return;
}
switch (Typeof(thing)) {
case TYPE_THING:
case TYPE_PLAYER:
/*
* You have to be carrying it
*/
if (((Location(thing) != player) && !Wizard(player)) ||
(!could_doit(player, thing, A_LDROP))) {
did_it(player, thing, A_DFAIL, "You can't drop that.",
A_ODFAIL, NULL, A_ADFAIL, (char **) NULL, 0);
return;
}
/*
* Move it
*/
move_via_generic(thing, Location(player), player, 0);
notify(thing, "Dropped.");
quiet = 0;
if ((key & DROP_QUIET) && Controls(player, thing))
quiet = 1;
bp = buf = alloc_lbuf("do_drop.did_it");
safe_tprintf_str(buf, &bp, "dropped %s.", Name(thing));
oattr = quiet ? 0 : A_ODROP;
aattr = quiet ? 0 : A_ADROP;
did_it(player, thing, A_DROP, "Dropped.", oattr, buf, aattr,
(char **) NULL, 0);
free_lbuf(buf);
/*
* Process droptos
*/
process_dropped_dropto(thing, player);
break;
case TYPE_EXIT:
/*
* You have to be carrying it
*/
if ((Exits(thing) != player) && !Wizard(player)) {
notify(player, "You can't drop that.");
return;
}
if (!Controls(player, loc)) {
notify(player, "Permission denied.");
return;
}
/*
* Do it
*/
exitloc = Exits(thing);
s_Exits(exitloc, remove_first(Exits(exitloc), thing));
s_Exits(loc, insert_first(Exits(loc), thing));
s_Exits(thing, loc);
if (!Quiet(player))
notify(player, "Exit dropped.");
break;
default:
notify(player, "You can't drop that.");
}
}
/*
* ---------------------------------------------------------------------------
* * do_enter, do_leave: The enter and leave commands.
*/
void do_enter_internal(player, thing, quiet)
dbref player, thing;
int quiet;
{
dbref loc = Location(player);
int oattr, aattr;
if (!Enter_ok(thing) && !controls(player, thing)) {
oattr = quiet ? 0 : A_OEFAIL;
aattr = quiet ? 0 : A_AEFAIL;
did_it(player, thing, A_EFAIL, "Permission denied.", oattr, NULL,
aattr, (char **) NULL, 0);
} else if (player == thing) {
notify(player, "You can't enter yourself!");
#ifdef ENTER_REQUIRES_LEAVESUCC
} else if (could_doit(player, thing, A_LENTER) &&
could_doit(player, loc, A_LLEAVE))
#else
} else if (could_doit(player, thing, A_LENTER))
#endif
{
oattr = quiet ? HUSH_ENTER : 0;
move_via_generic(player, thing, NOTHING, oattr);
divest_object(player);
process_sticky_dropto(loc, player);
} else {
oattr = quiet ? 0 : A_OEFAIL;
aattr = quiet ? 0 : A_AEFAIL;
did_it(player, thing, A_EFAIL, "You can't enter that.", oattr,
NULL, aattr, (char **) NULL, 0);
}
}
void do_enter(player, cause, key, what)
dbref player, cause;
int key;
char *what;
{
dbref thing;
int quiet;
init_match(player, what, TYPE_THING);
match_neighbor();
if (Long_Fingers(player))
match_absolute(); /*
* the wizard has long fingers
*/
if ((thing = noisy_match_result()) == NOTHING)
return;
switch (Typeof(thing)) {
case TYPE_PLAYER:
case TYPE_THING:
quiet = 0;
if ((key & MOVE_QUIET) && Controls(player, thing))
quiet = 1;
do_enter_internal(player, thing, quiet);
break;
default:
notify(player, "Permission denied.");
}
return;
}
void do_leave(player, cause, key)
dbref player, cause;
int key;
{
dbref loc;
int quiet, oattr, aattr;
loc = Location(player);
if (!Good_obj(loc) || isRoom(loc) || Going(loc)) {
notify(player, "You can't leave.");
return;
}
quiet = 0;
if ((key & MOVE_QUIET) && Controls(player, loc))
quiet = HUSH_LEAVE;
#ifdef LEAVE_REQUIRES_ENTERSUCC
if (could_doit(player, loc, A_LLEAVE) &&
could_doit(player, Location(loc), A_LENTER)) {
#else
if (could_doit(player, loc, A_LLEAVE)) {
#endif
move_via_generic(player, Location(loc), NOTHING, quiet);
} else {
oattr = quiet ? 0 : A_OLFAIL;
aattr = quiet ? 0 : A_ALFAIL;
did_it(player, loc, A_LFAIL, "You can't leave.", oattr, NULL,
aattr, (char **) NULL, 0);
}
}