/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@efn.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "interp.h" /* random room generation procedure */ ROOM_INDEX_DATA *get_random_room(CHAR_DATA *ch) { ROOM_INDEX_DATA *room; for ( ; ; ) { room = get_room_index( number_range( 0, 65535 ) ); if ( room != NULL ) if ( can_see_room(ch,room) && !room_is_private(room) && !IS_SET(room->room_flags, ROOM_PRIVATE) && !IS_SET(room->room_flags, ROOM_SOLITARY) && !IS_SET(room->room_flags, ROOM_SAFE) && (IS_NPC(ch) || IS_SET(ch->act,ACT_AGGRESSIVE) || !IS_SET(room->room_flags,ROOM_LAW))) break; } return room; } /* RT Enter portals */ void do_enter( CHAR_DATA *ch, char *argument) { ROOM_INDEX_DATA *location; if ( ch->fighting != NULL ) return; /* nifty portal stuff */ if (argument[0] != '\0') { ROOM_INDEX_DATA *old_room; OBJ_DATA *portal; CHAR_DATA *fch, *fch_next; old_room = ch->in_room; portal = get_obj_list( ch, argument, ch->in_room->contents ); if (portal == NULL) { send_to_char("{RYou don't see that here.{x\n\r",ch); return; } if ((portal->item_type != ITEM_PORTAL && portal->item_type != ITEM_VEHICLE) /*061801*/ || (IS_SET(portal->value[1],EX_CLOSED) && !IS_TRUSTED(ch,ANGEL))) { printf_to_char(ch, "%d", portal->item_type); send_to_char("{RYou can't seem to find a way in.{x\n\r",ch); return; } if (!IS_TRUSTED(ch,ANGEL) && !IS_SET(portal->value[2],GATE_NOCURSE) && (IS_AFFECTED(ch,AFF_CURSE))) /*|| IS_SET(old_room->room_flags,ROOM_NO_RECALL)))*/ { send_to_char("{RSomething prevents you from leaving...{x\n\r",ch); return; } /*Add vehicle code here 061801*/ if(portal->item_type == ITEM_VEHICLE) { SET_BIT(ch->affected_by, AFF_IN_BOAT); stc("{GYou step into the boat and sit down.{x\n\r", ch); ch->on = portal; return; } if (IS_SET(portal->value[2],GATE_RANDOM) || portal->value[3] == -1) { location = get_random_room(ch); portal->value[3] = location->vnum; /* for record keeping :) */ } else if (IS_SET(portal->value[2],GATE_BUGGY) && (number_percent() < 5)) location = get_random_room(ch); else location = get_room_index(portal->value[3]); if (location == NULL || location == old_room || !can_see_room(ch,location) || (room_is_private(location) && !IS_TRUSTED(ch,IMPLEMENTOR))) { act("{w$p {Gdoesn't seem to go anywhere.{x",ch,portal,NULL,TO_CHAR); return; } if (IS_NPC(ch) && IS_SET(ch->act,ACT_AGGRESSIVE) && IS_SET(location->room_flags,ROOM_LAW)) { send_to_char("{RSomething prevents you from leaving...{x\n\r",ch); return; } act("{W$n {Gsteps into {w$p.{x",ch,portal,NULL,TO_ROOM); if (IS_SET(portal->value[2],GATE_NORMAL_EXIT)) act("{GYou enter {w$p{x.",ch,portal,NULL,TO_CHAR); else act("{GYou walk through {w$p {Gand find yourself somewhere else...{x", ch,portal,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch, location); if (IS_SET(portal->value[2],GATE_GOWITH)) /* take the gate along */ { obj_from_room(portal); obj_to_room(portal,location); } if (IS_SET(portal->value[2],GATE_NORMAL_EXIT)) act("{W$n {Ghas arrived.{x",ch,portal,NULL,TO_ROOM); else act("{W$n {Ghas arrived through {w$p.{x",ch,portal,NULL,TO_ROOM); do_function(ch, &do_look, "auto"); /* charges */ if (portal->value[0] > 0) { portal->value[0]--; if (portal->value[0] == 0) portal->value[0] = -1; } /* protect against circular follows */ if (old_room == location) return; for ( fch = old_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if (portal == NULL || portal->value[0] == -1) /* no following through dead portals */ continue; if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_function(fch, &do_stand, ""); if ( fch->master == ch && fch->position == POS_STANDING) { if (IS_SET(ch->in_room->room_flags,ROOM_LAW) && (IS_NPC(fch) && IS_SET(fch->act,ACT_AGGRESSIVE))) { act("{GYou can't bring {W$N {Ginto the city.{x", ch,NULL,fch,TO_CHAR); act("{GYou aren't allowed in the city.{x", fch,NULL,NULL,TO_CHAR); continue; } act( "{GYou follow {W$N.{x", fch, NULL, ch, TO_CHAR ); do_function(fch, &do_enter, argument); } } if (portal != NULL && portal->value[0] == -1) { act("{w$p {Dfades {Gout of existence.{x",ch,portal,NULL,TO_CHAR); if (ch->in_room == old_room) act("{w$p {Dfades {Gout of existence.{x",ch,portal,NULL,TO_ROOM); else if (old_room->people != NULL) { act("{w$p {Dfades {Gout of existence.{x", old_room->people,portal,NULL,TO_CHAR); act("{w$p {Dfades {Gout of existence.{x", old_room->people,portal,NULL,TO_ROOM); } extract_obj(portal); } /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) ) p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY ); if ( !IS_NPC( ch ) ) { p_greet_trigger( ch, PRG_MPROG ); p_greet_trigger( ch, PRG_OPROG ); p_greet_trigger( ch, PRG_RPROG ); } return; } send_to_char("{RNope, can't do it.{x\n\r",ch); return; }