/***************************************************************************
* 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)
|| (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$p {wdoesn't seem to go anywhere.{x", ch, portal, NULL,
TO_CHAR);
return;
}
if (IS_NPC (ch) && IS_SET (ch->act, ACT_AGGRESSIVE)
&& IS_SET (location->room_flags, ROOM_LAW))
{
send_to_char ("{RSomething prevents you from leaving...{x\n\r", ch);
return;
}
act ("{W$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 enter $p.{x", ch, portal, NULL, TO_CHAR);
char_from_room (ch);
char_to_room (ch, location);
if (IS_SET (portal->value[2], GATE_GOWITH)) // take the gate along
{
obj_from_room (portal);
obj_to_room (portal, location);
}
if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
act ("{W$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$p {Dfades out of existence.{x", ch, portal, NULL, TO_CHAR);
if (ch->in_room == old_room)
act ("{w$p {Dfades out 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 ("{REnter what?{x\n\r", ch);
return;
}