/*************************************************************************** * 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 * ***************************************************************************/ #include "merc.h" #include "interp.h" char * dir_name [] = { "north", "east", "south", "west", "up", "down", "\n" }; 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 }; char * dir_text[MAX_DIR] = { "the north", "the east", "the south", "the west", "above", "below", }; char * dir_text_2[MAX_DIR] = { "to the north of", "to the east of", "to the south of", "to the west of", "above", "below" }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); void handle_motion_leaving args( ( CHAR_DATA *ch, int direction ) ); void handle_motion_entering args( ( CHAR_DATA *ch, int direction ) ); 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 ) { mudlogf(BRF, LVL_CODER, TRUE, "SYSERR: 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( "Alas, you cannot go that way.\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, LVL_IMMORT)) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( !is_room_owner(ch,to_room) && room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { int move; if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !NO_STAFF_HASSLE(ch)) { send_to_char( "You can't fly.\n\r", ch ); return; } } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING)) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)] ; move /= 2; /* i.e. the average */ /* conditional effects */ if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE)) move /= 2; if (IS_AFFECTED(ch,AFF_SLOW)) move *= 2; if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } if (!IS_STAFF(ch)) { WAIT_STATE( ch, 1 ); ch->move -= move; } } if (!IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LVL_HERO) { if (IS_DRUNK(ch)) act("$n leaves $T in a drunken stupor.",ch,NULL,dir_name[door], TO_ROOM); else act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); } handle_motion_leaving(ch, door); char_from_room(ch); char_to_room(ch, to_room); handle_motion_entering(ch, door); if (!IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LVL_HERO) { if (IS_DRUNK(ch)) act("$n stumbles in from $T.", ch, NULL, dir_text[door], TO_ROOM); else act("$n has arrived from $T.", ch, NULL, dir_text[door], TO_ROOM); } look_at_room(ch, 0); 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, "", 0); 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("You can't bring $N into the city.", ch,NULL,fch,TO_CHAR); act("You aren't allowed in the city.", fch,NULL,NULL,TO_CHAR); continue; } act( "You follow $N.", 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; } ACMD(do_north) { move_char( ch, DIR_NORTH, FALSE ); return; } ACMD(do_east) { move_char( ch, DIR_EAST, FALSE ); return; } ACMD(do_south) { move_char( ch, DIR_SOUTH, FALSE ); return; } ACMD(do_west) { move_char( ch, DIR_WEST, FALSE ); return; } ACMD(do_up) { move_char( ch, DIR_UP, FALSE ); return; } ACMD(do_down) { 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( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return -1; } return door; } ACMD(do_open) { int door; OBJ_DATA *obj; ShipData *ship; char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (arg[0] == '\0') { ch->Send("Open what?\n\r"); return; } /* if (!str_cmp(arg, "hatch")) { do_openhatch(ch, argument, 0); return; } if ((ship = ship_in_room(IN_ROOM(ch), arg)) != NULL) { if (ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED) { ch->Send("That ship has already started to launch.\n\r"); return; } if (!check_pilot(ch, ship)) { ch->Send("That's not your ship!\n\r"); return; } if (!ship->hatchopen) { ship->hatchopen = TRUE; act("You open the hatch on $T.", ch, 0, ship->name, TO_CHAR); act("$n opens the hatch on $T.", ch, 0, ship->name, TO_ROOM); echo_to_room(ship->entrance, "The hatch opens from the outside.`n"); return; } ch->Send("Its already open.\n\r"); 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("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { send_to_char("It's already open.\n\r",ch); return; } if (IS_SET(obj->value[1], EX_LOCKED)) { send_to_char("It's locked.\n\r",ch); return; } REMOVE_BIT(obj->value[1], EX_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act("$n opens $p.",ch,obj,NULL,TO_ROOM); return; } /* 'open 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 already open.\n\r", ch ); return; } if (!IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\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( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } ACMD(do_close) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close 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) || IS_SET(obj->value[1],EX_NOCLOSE)) { 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 already closed.\n\r",ch); return; } SET_BIT(obj->value[1],EX_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act("$n closes $p.",ch,obj,NULL,TO_ROOM); return; } /* 'close 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 already closed.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\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( "The $d closes.", 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; } ACMD(do_lock) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock 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) || IS_SET(obj->value[1],EX_NOCLOSE)) { 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 || IS_SET(obj->value[1],EX_NOLOCK)) { send_to_char("It can't be locked.\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 locked.\n\r",ch); return; } SET_BIT(obj->value[1],EX_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act("$n locks $p.",ch,obj,NULL,TO_ROOM); return; } /* 'lock 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 locked.\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 locked.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if (( pexit->key < 0) && !IS_STAFF(ch) ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) && !IS_STAFF(ch)) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n locks the $d.", 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; } ACMD(do_unlock) { 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) && !IS_STAFF(ch)) { 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if (( pexit->key < 0) && !IS_STAFF(ch)) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) && !IS_STAFF(ch)) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } ACMD(do_pick) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$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; } ACMD(do_stand) { 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 $p.", ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) || AFF2_FLAGGED(ch, AFF_DRUNK)) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { send_to_char( "You wake and stand up.\n\r", ch ); act( "$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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); act("$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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); act("$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and stand in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); act("$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; look_at_room(ch, 0); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$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; } ACMD(do_rest) { 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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP) || AFF2_FLAGGED(ch, AFF_DRUNK)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { send_to_char( "You wake up and start resting.\n\r", ch ); act ("$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 $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING, TRUE, FALSE); act("$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 $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING, TRUE, FALSE); act("$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake up and rest in $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING, TRUE, FALSE); act("$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; } ACMD(do_sit) { 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 (IS_MOUNTABLE(obj)) { do_mount(ch, argument, 0); return; } 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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); return; } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP) || AFF2_FLAGGED(ch, AFF_DRUNK)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); act("$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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and sit in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD, TRUE, FALSE); act("$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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } ACMD(do_sleep) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); act( "$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, TRUE, FALSE); 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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } ACMD(do_wake) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_function(ch, &do_stand, "", 0); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) || AFF2_FLAGGED(ch, AFF_DRUNK)) { act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING,TRUE, FALSE); do_function(ch, &do_stand, "", 0); return; } ACMD(do_sneak) { 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; } ACMD(do_hide) { send_to_char( "You attempt to hide.\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. */ ACMD(do_visible) { 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( "You are now visible.\n\r", ch ); return; } ACMD(do_recall) { 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("$n prays for transportation!", ch, 0, 0, TO_ROOM); if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { send_to_char( "The gods have forsaken you.\n\r", ch ); return; } if (!(location = StartRoom(ch))) { send_to_char("You are completely lost.\n\r", ch); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose,skill; skill = get_skill(ch,gsn_recall); if ( number_percent() < 80 * skill / 100 ) { check_improve(ch,gsn_recall,FALSE,6); WAIT_STATE( ch, 4 ); send_to_char( "You failed!\n\r", ch ); return; } check_improve(ch,gsn_recall,TRUE,4); stop_fighting(ch, TRUE); } act( "$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 ); look_at_room(ch, 0); if (ch->pet != NULL) do_function(ch->pet, &do_recall, "", 0); return; } ACMD(do_train) { 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->attr_points); send_to_char( buf, ch ); argument = "foo"; } cost = 1; if ( !str_cmp( argument, "str" ) ) { cost = 1; stat = STAT_STR; pOutput = "strength"; } else if ( !str_cmp( argument, "int" ) ) { cost = 1; stat = STAT_INT; pOutput = "intelligence"; } else if ( !str_cmp( argument, "wis" ) ) { cost = 1; stat = STAT_WIS; pOutput = "wisdom"; } else if ( !str_cmp( argument, "dex" ) ) { cost = 1; stat = STAT_DEX; pOutput = "dexterity"; } else if ( !str_cmp( argument, "con" ) ) { cost = 1; stat = STAT_CON; pOutput = "constitution"; } else if ( !str_cmp(argument, "cha" ) ) { cost = 1; stat = STAT_CHA; pOutput = "charisma"; } else if ( !str_cmp(argument, "hp" ) ) cost = 1; else if ( !str_cmp(argument, "mana" ) ) 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" ); if ( ch->perm_stat[STAT_CHA] < get_max_train(ch,STAT_CHA)) strcat( buf, " cha" ); strcat( buf, " hp mana"); 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 ( 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->attr_points ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->attr_points -= 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; } #define MAX_DISTANCE 6 const char * distance_text[MAX_DISTANCE + 1] = { "SHOULD NOT SEE! REPORT IMMEDIATELY!", "Immediately", "Nearby", "A little ways away", "A ways", "Off in the distance", "Far away" }; const char * distance_text_2[MAX_DISTANCE + 1] = { "SHOULD NOT SEE! REPORT IMMEDIATELY!", "immediately", "nearby", "a little ways away", "a ways", "off in the distance", "far away" }; void handle_motion_leaving(CHAR_DATA *ch, int direction) { CHAR_DATA *vict; int door, distance; ROOM_INDEX_DATA *nextroom; char buf[MAX_STRING_LENGTH]; for (door = 0; door < MAX_DIR; door++) { if (!CAN_GO(ch, door)) continue; nextroom = IN_ROOM(ch); for (distance = 1; (distance < MAX_DISTANCE + 1); distance++) { if (!CAN_GO2(nextroom, door)) break; nextroom = nextroom->exit[door]->u1.to_room; for (vict = nextroom->people; vict != NULL; vict = vict->next_in_room) { if (!IS_AWAKE(vict)) continue; if (AFF_FLAGGED(vict, AFF_MOTIONTRACKING)) { vict->Send("You detect motion %s %s you.\n\r", distance_text_2[distance], dir_text_2[rev_dir[door]]); } if (rev_dir[CHAR_WATCHING(vict)-1] == door && can_see(vict, ch)) { if (((distance == MAX_DISTANCE) && (CHAR_WATCHING(vict) - 1 == direction)) || ((door != direction) && (door != rev_dir[direction]))) { sprintf(buf, "%s %s you see $N move out of view.", distance_text[distance], dir_text_2[CHAR_WATCHING(vict)-1]); act(buf, vict, 0, ch, TO_CHAR); } else if ((door != direction) || (distance > 1)) { sprintf(buf, "%s %s you see $N move %s you.", distance_text[distance], dir_name[CHAR_WATCHING(vict)-1], (direction == (CHAR_WATCHING(vict)-1)) ? "away from" : "towards"); act(buf, vict, 0, ch, TO_CHAR); } } } } } } void handle_motion_entering(CHAR_DATA *ch, int direction) { CHAR_DATA *vict; int door, distance; ROOM_INDEX_DATA *nextroom; char buf[MAX_STRING_LENGTH]; direction = rev_dir[direction]; for (door = 0; door < MAX_DIR; door++) { if (!CAN_GO(ch, door)) continue; nextroom = IN_ROOM(ch); for (distance = 1; (distance < MAX_DISTANCE + 1); distance++) { if (!CAN_GO2(nextroom, door)) break; nextroom = nextroom->exit[door]->u1.to_room; for (vict = nextroom->people; vict != NULL; vict = vict->next_in_room) { if (!IS_AWAKE(vict)) continue; if (AFF_FLAGGED(vict, AFF_MOTIONTRACKING) && (((distance == MAX_DISTANCE) && (direction == rev_dir[door])) || ((door != direction) && (door != rev_dir[direction])))) { vict->Send("You detect motion %s %s you.\n\r", distance_text_2[distance], dir_text_2[rev_dir[door]]); } if (rev_dir[CHAR_WATCHING(vict)-1] == door && can_see(vict, ch)) { if (((distance == MAX_DISTANCE) && (CHAR_WATCHING(vict)-1 == direction)) || ((door != direction) && (door != rev_dir[direction]))) { sprintf(buf, "%s %s you see $N move into view.", distance_text[distance], dir_text_2[CHAR_WATCHING(vict)-1]); act(buf, vict, 0, ch, TO_CHAR); } } } } } }