/***************************************************************************
* 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
|| (IS_SET(portal->value[1],EX_CLOSED) && !IS_TRUSTED(ch,ANGEL)))
{
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;
}
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( ch, TRIG_ENTRY ) )
mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_ENTRY );
if ( !IS_NPC( ch ) )
mp_greet_trigger( ch );
return;
}
send_to_char("{RNope, can't do it.{x\n\r",ch);
return;
}