/***************************************************************************
* 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@hypercube.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 "merc.h"
#include "interp.h"
char * const dir_name [] =
{
"north", "east", "south", "west", "up", "down"
};
const sh_int rev_dir [] =
{
2, 3, 0, 1, 5, 4
};
const sh_int movement_loss [SECT_MAX] =
{
1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6
};
/*
* Local functions.
*/
int find_door args( ( CHAR_DATA *ch, char *arg ) );
bool has_key args( ( CHAR_DATA *ch, int key ) );
void move_char( CHAR_DATA *ch, int door, bool follow )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
/*
* Exit trigger, if activated, bail out. Only PCs are triggered.
*/
if ( !IS_NPC(ch) && mp_exit_trigger( ch, door ) )
return;
in_room = ch->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
send_to_char( "{RAlas, you cannot go that way.{x\n\r", ch );
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
&& !IS_TRUSTED(ch,ANGEL))
{
act( "{YThe {W$d {Yis closed.{x", ch, NULL, pexit->keyword, TO_CHAR );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM)
&& ch->master != NULL
&& in_room == ch->master->in_room )
{
send_to_char( "{RWhat? And leave your beloved master?{x\n\r", ch );
return;
}
if ( !is_room_owner(ch,to_room) && room_is_private( to_room ) )
{
send_to_char( "{RThat room is private right now.{x\n\r", ch );
return;
}
/*
* Ensure your newaffects data lists all the classes in the same
* order as your class and race tables. Remember race has a null
* first element hence + 29 not + 30.
*
* Be careful here.
* I also added a flag to show weather there were race and class
* restrictions on an room.
*
* This code is by Taka of Ghost Dancer
*/
if IS_SETX(to_room->newraff[(CLASS_ONLY/8)], (CLASS_ONLY))
{
if (!IS_SETX(to_room->newraff[((ch->class + CLASS_INDEX)/8)],
(ch->class + CLASS_INDEX)))
{
send_to_char( "{RYou can not enter this room you are the wrong class.\n\r{x", ch);
return;
}
}
if IS_SETX(to_room->newraff[(RACE_ONLY/8)], (RACE_ONLY))
{
if (!IS_SETX(to_room->newraff[((ch->race + RACE_INDEX)/8)],
(ch->race + RACE_INDEX)))
{
send_to_char( "{RYou can not enter this room you are the wrong race.{x\n\r", ch);
return;
}
}
/*
* We use remort code here this checks an room for remort use only.
*/
if IS_SETX(to_room->newraff[(REMORT_ONLY / 8)], (REMORT_ONLY))
{
if (ch->pcdata->incarnations <= 1)
{
send_to_char( "{RYou are not a remort!{x\n\r", ch);
return;
}
}
/*
* End of remort, class, and race checking for an item.
*/
if IS_SETX(to_room->newraff[(ROOM_CHAMPION / 8)], (ROOM_CHAMPION))
{
CHAR_DATA *golem;
int level, i;
golem = create_mobile( get_mob_index(MOB_VNUM_GGOLEM) );
for (i = 0; i < MAX_STATS; i ++)
golem->perm_stat[i] = UMIN(25,15 + ch->level/10);
golem->perm_stat[STAT_STR] += 3;
golem->perm_stat[STAT_INT] -= 1;
golem->perm_stat[STAT_CON] += 2;
if (ch->level < 20)
golem->max_hit = (ch->max_hit * 2) + (ch->level * 100);
else if (ch->level < 40)
golem->max_hit = (ch->max_hit * 3) + (ch->level * 110);
else if (ch->level < 60)
golem->max_hit = (ch->max_hit * 3) + (ch->level * 150);
else if (ch->level < 80)
golem->max_hit = (ch->max_hit * 4) + (ch->level * 200);
else if (ch->level < 100)
golem->max_hit = (ch->max_hit * 5) + (ch->level * 300);
else if (ch->level < 110)
golem->max_hit = (ch->max_hit * 6) + (ch->level * 300);
else
golem->max_hit = ch->max_hit;
golem->hit = golem->max_hit;
golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
golem->mana = golem->max_mana;
level = ch->level + 9;
if (level >= 110)
level = 110;
golem->level = level;
for (i=0; i < 3; i++)
{
if (ch->armor <= 0)
golem->armor[i] = ch->armor[i] *2;
else
golem->armor[i] = ch->armor[i] / 2;
}
golem->gold = ch->level * 5;
golem->timer = 0;
if (golem->level < 10)
{
golem->damage[DICE_NUMBER] = 2;
golem->damage[DICE_TYPE] = 4;
golem->damage[DICE_BONUS] = ch->level/2;
}
else if (golem->level < 20)
{
golem->damage[DICE_NUMBER] = 2;
golem->damage[DICE_TYPE] = 6;
golem->damage[DICE_BONUS] = ch->level/4;
}
else if (golem->level < 30)
{
golem->damage[DICE_NUMBER] = 2;
golem->damage[DICE_TYPE] = 10;
golem->damage[DICE_BONUS] = 1;
}
else if (golem->level < 40)
{
golem->damage[DICE_NUMBER] = 4;
golem->damage[DICE_TYPE] = 8;
golem->damage[DICE_BONUS] = 2;
}
else if (golem->level < 50)
{
golem->damage[DICE_NUMBER] = 5;
golem->damage[DICE_TYPE] = 8;
golem->damage[DICE_BONUS] = 2;
}
else if (golem->level < 60)
{
golem->damage[DICE_NUMBER] = 8;
golem->damage[DICE_TYPE] = 6;
golem->damage[DICE_BONUS] = 3;
}
else if (golem->level < 70)
{
golem->damage[DICE_NUMBER] = 8;
golem->damage[DICE_TYPE] = 10;
golem->damage[DICE_BONUS] = 4;
}
else if (golem->level < 80)
{
golem->damage[DICE_NUMBER] = 8;
golem->damage[DICE_TYPE] = 11;
golem->damage[DICE_BONUS] = 4;
}
else if (golem->level < 90)
{
golem->damage[DICE_NUMBER] = 9;
golem->damage[DICE_TYPE] = 11;
golem->damage[DICE_BONUS] = 5;
}
else if (golem->level < 100)
{
golem->damage[DICE_NUMBER] = 12;
golem->damage[DICE_TYPE] = 12;
golem->damage[DICE_BONUS] = 5;
}
else
{
golem->damage[DICE_NUMBER] = 13;
golem->damage[DICE_TYPE] = 12;
golem->damage[DICE_BONUS] = 6;
}
char_to_room(golem,ch->in_room);
}
if ( !IS_NPC(ch) )
{
int iClass, iGuild;
int move;
for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++)
{
if ( iClass != ch->class
&& to_room->vnum == class_table[iClass].guild[iGuild] )
{
send_to_char( "{RYou aren't allowed in there.{x\n\r", ch );
return;
}
}
}
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch))
{
send_to_char( "{YYou can't fly.{x\n\r", ch );
return;
}
}
if (( in_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_NOSWIM )
&& !IS_AFFECTED(ch,AFF_FLYING))
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if (IS_IMMORTAL(ch))
found = TRUE;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->item_type == ITEM_BOAT )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "{YYou need a boat to go there.{x\n\r", ch );
return;
}
}
move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)]
+ movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)]
;
move /= 2; /* i.e. the average */
/* conditional effects */
if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE))
move /= 2;
if (IS_AFFECTED(ch,AFF_SLOW))
move *= 2;
if ( ch->move < move )
{
send_to_char( "{YYou are too exhausted.{x\n\r", ch );
return;
}
WAIT_STATE( ch, 1 );
ch->move -= move;
}
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO)
act( "{W$n {Gleaves $T.{x", ch, NULL, dir_name[door], TO_ROOM );
char_from_room( ch );
char_to_room( ch, to_room );
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO)
act( "{W$n {Ghas arrived.{x", ch, NULL, NULL, TO_ROOM );
do_function(ch, &do_look, "auto" );
if (in_room == to_room) /* no circular follows */
return;
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
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
&& can_see_room(fch,to_room))
{
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 );
move_char( fch, door, TRUE );
}
}
/*
* 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;
}
void do_north( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED( ch, AFF_CONFUSE ) )
move_char( ch, number_range( 0, 5 ), FALSE );
else
move_char( ch, DIR_NORTH, FALSE );
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED( ch, AFF_CONFUSE ) )
move_char( ch, number_range( 0, 5 ), FALSE );
else
move_char( ch, DIR_EAST, FALSE );
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED( ch, AFF_CONFUSE ) )
move_char( ch, number_range( 0, 5 ), FALSE );
else
move_char( ch, DIR_SOUTH, FALSE );
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED( ch, AFF_CONFUSE ) )
move_char( ch, number_range( 0, 5 ), FALSE );
else
move_char( ch, DIR_WEST, FALSE );
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED( ch, AFF_CONFUSE ) )
move_char( ch, number_range( 0, 5 ), FALSE );
else
move_char( ch, DIR_UP, FALSE );
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED( ch, AFF_CONFUSE ) )
move_char( ch, number_range( 0, 5 ), FALSE );
else
move_char( ch, DIR_DOWN, FALSE );
return;
}
int find_door( CHAR_DATA *ch, char *arg )
{
EXIT_DATA *pexit;
int door;
if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1;
else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3;
else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4;
else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5;
else
{
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = ch->in_room->exit[door] ) != NULL
&& IS_SET(pexit->exit_info, EX_ISDOOR)
&& pexit->keyword != NULL
&& is_name( arg, pexit->keyword ) )
return door;
}
act( "{YI see no {W$T {Ghere.{x", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( ( pexit = ch->in_room->exit[door] ) == NULL )
{
act( "{YI see no door {W$T {Ghere.{x", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
{
send_to_char( "{RYou can't do that.{x\n\r", ch );
return -1;
}
return door;
}
void do_open( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "{ROpen what?{x\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* open portal */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1], EX_ISDOOR))
{
send_to_char("{RYou can't do that.{x\n\r",ch);
return;
}
if (!IS_SET(obj->value[1], EX_CLOSED))
{
send_to_char("{YIt's already open.{x\n\r",ch);
return;
}
if (IS_SET(obj->value[1], EX_LOCKED))
{
send_to_char("{YIt's locked.{x\n\r",ch);
return;
}
REMOVE_BIT(obj->value[1], EX_CLOSED);
act("{GYou open {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
act("{W$n {Gopens {Y$p{G.{x",ch,obj,NULL,TO_ROOM);
return;
}
/* 'open object' */
if ( obj->item_type != ITEM_CONTAINER)
{ send_to_char( "{YThat's not a container.{x\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "{YIt's already open.{x\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) )
{ send_to_char( "{RYou can't do that.{x\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "{YIt's locked.{x\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_CLOSED);
act("{GYou open {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
act( "{W$n {Gopens {Y$p{G.{x", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "{YIt's already open.{x\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "{YIt's locked.{x\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
act( "{W$n {Gopens the {Y$d{G.{x", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "{GYou opened it.{x\n\r", ch );
/* open the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "{GThe {Y$d {Gopens.{x", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_close( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "{RClose what?{x\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR)
|| IS_SET(obj->value[1],EX_NOCLOSE))
{
send_to_char("{RYou can't do that.{x\n\r",ch);
return;
}
if (IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("{YIt's already closed.{x\n\r",ch);
return;
}
SET_BIT(obj->value[1],EX_CLOSED);
act("{GYou close {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
act("{W$n {Gcloses {Y$p{G.{x",ch,obj,NULL,TO_ROOM);
return;
}
/* 'close object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "{YThat's not a container.{x\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "{YIt's already closed.{x\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) )
{ send_to_char( "{RYou can't do that.{x\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_CLOSED);
act("{GYou close {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
act( "{W$n {Gcloses {Y$p{G.{x", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "{YIt's already closed.{x\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_CLOSED);
act( "{W$n {Gcloses the {Y$d{G.{x", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "{GYou close it.{x\n\r", ch );
/* close the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->u1.to_room == ch->in_room )
{
CHAR_DATA *rch;
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "{GThe {Y$d {Gcloses.{x", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "{RLock what?{x\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR)
|| IS_SET(obj->value[1],EX_NOCLOSE))
{
send_to_char("{RYou can't do that.{x\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("{YIt's not closed.{x\n\r",ch);
return;
}
if (obj->value[4] < 0 || IS_SET(obj->value[1],EX_NOLOCK))
{
send_to_char("{RIt can't be locked.{x\n\r",ch);
return;
}
if (!has_key(ch,obj->value[4]))
{
send_to_char("{YYou lack the key.{x\n\r",ch);
return;
}
if (IS_SET(obj->value[1],EX_LOCKED))
{
send_to_char("{YIt's already locked.{x\n\r",ch);
return;
}
SET_BIT(obj->value[1],EX_LOCKED);
act("{GYou lock {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
act("{W$n {Glocks {Y$p{G.{x",ch,obj,NULL,TO_ROOM);
return;
}
/* 'lock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "{RThat's not a container.{x\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "{YIt's not closed.{x\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "{RIt can't be locked.{x\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "{YYou lack the key.{x\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "{YIt's already locked.{x\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_LOCKED);
act("{GYou lock {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
act( "{W$n {Glocks {Y$p{G.{x", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "{YIt's not closed.{x\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "{RIt can't be locked.{x\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "{YYou lack the key.{x\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "{YIt's already locked.{x\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "{Y*{GClick{Y*{x\n\r", ch );
act( "{W$n {Glocks the {Y$d{G.{x", ch, NULL, pexit->keyword, TO_ROOM );
/* lock the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->u1.to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (obj->value[4] < 0)
{
send_to_char("It can't be unlocked.\n\r",ch);
return;
}
if (!has_key(ch,obj->value[4]))
{
send_to_char("You lack the key.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_LOCKED))
{
send_to_char("It's already unlocked.\n\r",ch);
return;
}
REMOVE_BIT(obj->value[1],EX_LOCKED);
act("You unlock $p.",ch,obj,NULL,TO_CHAR);
act("$n unlocks $p.",ch,obj,NULL,TO_ROOM);
return;
}
/* 'unlock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
act("You unlock $p.",ch,obj,NULL,TO_CHAR);
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,gsn_pick_lock))
{
send_to_char( "You failed.\n\r", ch);
check_improve(ch,gsn_pick_lock,FALSE,2);
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (obj->value[4] < 0)
{
send_to_char("It can't be unlocked.\n\r",ch);
return;
}
if (IS_SET(obj->value[1],EX_PICKPROOF))
{
send_to_char("You failed.\n\r",ch);
return;
}
REMOVE_BIT(obj->value[1],EX_LOCKED);
act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR);
act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM);
check_improve(ch,gsn_pick_lock,TRUE,2);
return;
}
/* 'pick object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR);
act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM);
check_improve(ch,gsn_pick_lock,TRUE,2);
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch))
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 && !IS_IMMORTAL(ch))
{ send_to_char( "It can't be picked.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch))
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
check_improve(ch,gsn_pick_lock,TRUE,2);
/* pick the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
if (argument[0] != '\0')
{
if (ch->position == POS_FIGHTING)
{
send_to_char("Maybe you should finish fighting first?\n\r",ch);
return;
}
obj = get_obj_list(ch,argument,ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET(obj->value[2],STAND_AT)
&& !IS_SET(obj->value[2],STAND_ON)
&& !IS_SET(obj->value[2],STAND_IN)))
{
send_to_char("You can't seem to find a place to stand.\n\r",ch);
return;
}
if (ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no room to stand on $p.",
ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) )
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
if (obj == NULL)
{
send_to_char( "You wake and stand up.\n\r", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if (IS_SET(obj->value[2],STAND_AT))
{
act_new("You wake and stand at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and stands at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],STAND_ON))
{
act_new("You wake and stand on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act_new("You wake and stand in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_STANDING;
do_function(ch, &do_look, "auto");
break;
case POS_RESTING: case POS_SITTING:
if (obj == NULL)
{
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if (IS_SET(obj->value[2],STAND_AT))
{
act("You stand at $p.",ch,obj,NULL,TO_CHAR);
act("$n stands at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],STAND_ON))
{
act("You stand on $p.",ch,obj,NULL,TO_CHAR);
act("$n stands on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You stand in $p.",ch,obj,NULL,TO_CHAR);
act("$n stands on $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char( "You are already standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_rest( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
send_to_char("You are already fighting!\n\r",ch);
return;
}
/* okay, now that we know we can rest, find an object to rest on */
if (argument[0] != '\0')
{
obj = get_obj_list(ch,argument,ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
}
else obj = ch->on;
if (obj != NULL)
{
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET(obj->value[2],REST_ON)
&& !IS_SET(obj->value[2],REST_IN)
&& !IS_SET(obj->value[2],REST_AT)))
{
send_to_char("You can't rest on that.\n\r",ch);
return;
}
if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
send_to_char( "You wake up and start resting.\n\r", ch );
act ("$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_AT))
{
act_new("You wake up and rest at $p.",
ch,obj,NULL,TO_CHAR,POS_SLEEPING);
act("$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_ON))
{
act_new("You wake up and rest on $p.",
ch,obj,NULL,TO_CHAR,POS_SLEEPING);
act("$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act_new("You wake up and rest in $p.",
ch,obj,NULL,TO_CHAR,POS_SLEEPING);
act("$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char( "You rest.\n\r", ch );
act( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM );
}
else if (IS_SET(obj->value[2],REST_AT))
{
act("You sit down at $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits down at $p and rests.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_ON))
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You rest in $p.",ch,obj,NULL,TO_CHAR);
act("$n rests in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_SITTING:
if (obj == NULL)
{
send_to_char("You rest.\n\r",ch);
act("$n rests.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_AT))
{
act("You rest at $p.",ch,obj,NULL,TO_CHAR);
act("$n rests at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_ON))
{
act("You rest on $p.",ch,obj,NULL,TO_CHAR);
act("$n rests on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You rest in $p.",ch,obj,NULL,TO_CHAR);
act("$n rests in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_RESTING;
break;
}
return;
}
void do_sit (CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
send_to_char("Maybe you should finish this fight first?\n\r",ch);
return;
}
/* okay, now that we know we can sit, find an object to sit on */
if (argument[0] != '\0')
{
obj = get_obj_list(ch,argument,ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
}
else obj = ch->on;
if (obj != NULL)
{
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET(obj->value[2],SIT_ON)
&& !IS_SET(obj->value[2],SIT_IN)
&& !IS_SET(obj->value[2],SIT_AT)))
{
send_to_char("You can't sit on that.\n\r",ch);
return;
}
if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
send_to_char( "You wake and sit up.\n\r", ch );
act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM );
}
else if (IS_SET(obj->value[2],SIT_AT))
{
act_new("You wake and sit at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_ON))
{
act_new("You wake and sit on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act_new("You wake and sit in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and sits in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
case POS_RESTING:
if (obj == NULL)
send_to_char("You stop resting.\n\r",ch);
else if (IS_SET(obj->value[2],SIT_AT))
{
act("You sit at $p.",ch,obj,NULL,TO_CHAR);
act("$n sits at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_ON))
{
act("You sit on $p.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
send_to_char("You are already sitting down.\n\r",ch);
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char("You sit down.\n\r",ch);
act("$n sits down on the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_AT))
{
act("You sit down at $p.",ch,obj,NULL,TO_CHAR);
act("$n sits down at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_ON))
{
act("You sit on $p.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You sit down in $p.",ch,obj,NULL,TO_CHAR);
act("$n sits down in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if (argument[0] == '\0' && ch->on == NULL)
{
send_to_char( "You go to sleep.\n\r", ch );
act( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
}
else /* find an object and sleep on it */
{
if (argument[0] == '\0')
obj = ch->on;
else
obj = get_obj_list( ch, argument, ch->in_room->contents );
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET(obj->value[2],SLEEP_ON)
&& !IS_SET(obj->value[2],SLEEP_IN)
&& !IS_SET(obj->value[2],SLEEP_AT)))
{
send_to_char("You can't sleep on that!\n\r",ch);
return;
}
if (ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There is no room on $p for you.",
ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
if (IS_SET(obj->value[2],SLEEP_AT))
{
act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR);
act("$n goes to sleep at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SLEEP_ON))
{
act("You go to sleep on $p.",ch,obj,NULL,TO_CHAR);
act("$n goes to sleep on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You go to sleep in $p.",ch,obj,NULL,TO_CHAR);
act("$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ do_function(ch, &do_stand, ""); return; }
if ( !IS_AWAKE(ch) )
{ send_to_char( "You are asleep yourself!\n\r", ch ); return; }
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{ send_to_char( "They aren't here.\n\r", ch ); return; }
if ( IS_AWAKE(victim) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED(victim, AFF_SLEEP) )
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING );
do_function(ch, &do_stand, "");
return;
}
void do_sneak( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
send_to_char( "You attempt to move silently.\n\r", ch );
affect_strip( ch, gsn_sneak );
if (IS_AFFECTED(ch,AFF_SNEAK))
return;
if ( number_percent( ) < get_skill(ch,gsn_sneak))
{
check_improve(ch,gsn_sneak,TRUE,3);
af.where = TO_AFFECTS;
af.type = gsn_sneak;
af.level = ch->level;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
else
check_improve(ch,gsn_sneak,FALSE,3);
return;
}
void do_hide( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg );
if(arg[0] != '\0')
{
if(( obj = get_obj_carry(ch,arg,ch)) == NULL)
{
send_to_char("{RYou don't have that item.{x\n\r",ch);
return;
}
obj_from_char(obj);
SET_BIT(obj->extra_flags,ITEM_HIDDEN);
obj_to_room(obj,ch->in_room);
act("{W$n {Ghides {Y$p{G.{x",ch,obj,NULL,TO_ROOM);
act("{GYou hide {Y$p{G.{x",ch,obj,NULL,TO_CHAR);
return;
}
else
send_to_char( "{RYou attempt to hide.{x\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
REMOVE_BIT(ch->affected_by, AFF_HIDE);
if ( number_percent( ) < get_skill(ch,gsn_hide))
{
SET_BIT(ch->affected_by, AFF_HIDE);
check_improve(ch,gsn_hide,TRUE,3);
}
else
check_improve(ch,gsn_hide,FALSE,3);
return;
}
/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA *ch, char *argument )
{
affect_strip ( ch, gsn_invis );
affect_strip ( ch, gsn_mass_invis );
affect_strip ( ch, gsn_sneak );
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ch->affected_by, AFF_SNEAK );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET))
{
send_to_char("Only players can recall.\n\r",ch);
return;
}
act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );
if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE))
{
send_to_char( "Mota has forsaken you.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
int lose,skill;
skill = get_skill(ch,gsn_recall);
if ( number_percent() < 80 * skill / 100 )
{
check_improve(ch,gsn_recall,FALSE,6);
WAIT_STATE( ch, 4 );
sprintf( buf, "You failed!.\n\r");
send_to_char( buf, ch );
return;
}
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp( ch, 0 - lose );
check_improve(ch,gsn_recall,TRUE,4);
sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move /= 2;
act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
do_function(ch, &do_look, "auto" );
if (ch->pet != NULL)
do_function(ch->pet, &do_recall, "");
return;
}
void do_train( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mob;
sh_int stat = - 1;
char *pOutput = NULL;
int cost;
if ( IS_NPC(ch) )
return;
/*
* Check for trainer.
*/
for ( mob = ch->in_room->people; mob; mob = mob->next_in_room )
{
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) )
break;
}
if ( mob == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
sprintf( buf, "You have %d training sessions.\n\r", ch->train );
send_to_char( buf, ch );
argument = "foo";
}
cost = 1;
if ( !str_cmp( argument, "str" ) )
{
if ( class_table[ch->class].attr_prime == STAT_STR )
cost = 1;
stat = STAT_STR;
pOutput = "strength";
}
else if ( !str_cmp( argument, "int" ) )
{
if ( class_table[ch->class].attr_prime == STAT_INT )
cost = 1;
stat = STAT_INT;
pOutput = "intelligence";
}
else if ( !str_cmp( argument, "wis" ) )
{
if ( class_table[ch->class].attr_prime == STAT_WIS )
cost = 1;
stat = STAT_WIS;
pOutput = "wisdom";
}
else if ( !str_cmp( argument, "dex" ) )
{
if ( class_table[ch->class].attr_prime == STAT_DEX )
cost = 1;
stat = STAT_DEX;
pOutput = "dexterity";
}
else if ( !str_cmp( argument, "con" ) )
{
if ( class_table[ch->class].attr_prime == STAT_CON )
cost = 1;
stat = STAT_CON;
pOutput = "constitution";
}
else if ( !str_cmp(argument, "hp" ) )
cost = 1;
else if ( !str_cmp(argument, "mana" ) )
cost = 1;
/* TAKA added train movement */
else if ( !str_cmp(argument, "move" ) )
cost = 1;
else
{
strcpy( buf, "You can train:" );
if ( ch->perm_stat[STAT_STR] < get_max_train(ch,STAT_STR))
strcat( buf, " str" );
if ( ch->perm_stat[STAT_INT] < get_max_train(ch,STAT_INT))
strcat( buf, " int" );
if ( ch->perm_stat[STAT_WIS] < get_max_train(ch,STAT_WIS))
strcat( buf, " wis" );
if ( ch->perm_stat[STAT_DEX] < get_max_train(ch,STAT_DEX))
strcat( buf, " dex" );
if ( ch->perm_stat[STAT_CON] < get_max_train(ch,STAT_CON))
strcat( buf, " con" );
/* TAKA added train movement */
strcat( buf, " hp mana move");
if ( buf[strlen(buf)-1] != ':' )
{
strcat( buf, ".\n\r" );
send_to_char( buf, ch );
}
else
{
/*
* This message dedicated to Jordan ... you big stud!
*/
act( "You have nothing left to train, you $T!",
ch, NULL,
ch->sex == SEX_MALE ? "big stud" :
ch->sex == SEX_FEMALE ? "hot babe" :
"wild thing",
TO_CHAR );
}
return;
}
if (!str_cmp("hp",argument))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10;
ch->max_hit += 10;
ch->hit +=10;
act( "Your durability increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM);
return;
}
if (!str_cmp("mana",argument))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_mana += 10;
ch->max_mana += 10;
ch->mana += 10;
act( "Your power increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's power increases!",ch,NULL,NULL,TO_ROOM);
return;
}
/* TAKA added train movement */
/* Allow trian movement */
if (!str_cmp("move",argument))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_move += 10;
ch->max_move += 10;
ch->move += 10;
act( "Your endurance increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's endurance increases!",ch,NULL,NULL,TO_ROOM);
return;
}
/* end train movement TAKA */
if ( ch->perm_stat[stat] >= get_max_train(ch,stat) )
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->perm_stat[stat] += 1;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}