/*************************************************************************** * 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 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.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 "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_stand ); /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); void enter_exit args( ( CHAR_DATA *ch, char *arg ) ); void move_char( CHAR_DATA *ch, int door, bool follow, bool quiet ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; int track,count=0,mc=UMIN(MAX_CHARMIES,1+ch->level/25); bool fLimp=FALSE; AFFECT_DATA *pAf; if ( door < 0 || door > 11 ) { 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 ( ( ch->alignment < 0) && door < 6 && ( pexit = in_room->exit[door+6] ) != NULL ) { door += 6; } else if ( ( pexit = in_room->exit[door] ) == NULL) { if (!quiet) { OBJ_DATA *portal; portal = get_obj_list( ch, dir_name[door], ch->in_room->contents ); if (portal != NULL) { enter_exit( ch, dir_name[door] ); return; } } } if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { if (!quiet) 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,KNIGHT)) { if (!quiet) 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 ) { if (!quiet) send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( !is_room_owner(ch,to_room) && room_is_private( ch,to_room ) ) { if (!quiet) send_to_char( "That room is private right now.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { int iClass, iGuild; int move; bool ts1; bool ts2; ts1 = FALSE; ts2 = FALSE; 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] ) { ts1 = TRUE; } if ( iClass == ch->class && to_room->vnum == class_table[iClass].guild[iGuild] ) { ts2 = TRUE; } } } if (ts2) { ts1 = FALSE; } if (ts1) { if (!quiet) send_to_char( "You aren't allowed in there.\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)) { if (!quiet) 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 ) { if (!quiet) 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 ) { if (!quiet) send_to_char( "You are too exhausted.\n\r", ch ); return; } if(((pAf=affect_find(ch->affected,gsn_blade_poison))!=NULL) && (pAf->subtype == 1)) fLimp=TRUE; WAIT_STATE( ch, 1 ); if(fLimp) WAIT_STATE( ch, 5); ch->move -= move; } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) if (!quiet && !fLimp) act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); else if(!quiet && fLimp) { act( "$n leaves $T, limping.",ch,NULL,dir_name[door],TO_ROOM); } if(fLimp) send_to_char("Your legs hurt terribly and you can only walk slowly.\n\r",ch); char_from_room( ch ); char_to_room( ch, to_room ); if (IS_NPC(ch) || !IS_IMMORTAL(ch)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } if (IS_AFFECTED(ch,AFF_FLYING)) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = in_room->vnum; ch->track_to[0] = to_room->vnum; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { if (!quiet && !fLimp) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); else if(!quiet && fLimp) act( "$n has arrived, limping.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch)) { if( ch->say_descr[0] != '\0') { if (!quiet) act( "$n says '{a$T{x'", ch, NULL, ch->say_descr, TO_ROOM ); } } } if (!quiet) do_look( ch, "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)) count++; if(count>mc) continue; if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch,""); 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, FALSE ); } } /* * 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; } /* RW Enter movable exits */ void enter_exit( CHAR_DATA *ch, char *arg) { ROOM_INDEX_DATA *location; int track; if ( ch->fighting != NULL ) return; /* nifty portal stuff */ if (arg[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, arg, ch->in_room->contents ); if (portal == NULL) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } if (portal->item_type != ITEM_EXIT) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } location = get_room_index(portal->value[0]); if (location == NULL || location == old_room || !can_see_room(ch,location) || (room_is_private(ch,location) && !IS_TRUSTED(ch,IMPLEMENTOR))) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && old_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if (IS_NPC(ch) && IS_SET(ch->act,ACT_AGGRESSIVE) && IS_SET(location->room_flags,ROOM_LAW)) { send_to_char("You aren't allowed in the city.\n\r",ch); return; } if ( !IS_NPC(ch) ) { int move; if ( old_room->sector_type == SECT_AIR || location->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch)) { send_to_char( "You can't fly.\n\r", ch ); return; } } if (( old_room->sector_type == SECT_WATER_NOSWIM || location->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, old_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, location->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; } WAIT_STATE( ch, 1 ); ch->move -= move; } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { act( "$n leaves $p.", ch,portal,NULL,TO_ROOM); } char_from_room(ch); char_to_room(ch, location); if (IS_NPC(ch) || !IS_IMMORTAL(ch)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } if (IS_AFFECTED(ch,AFF_FLYING)) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = old_room->vnum; ch->track_to[0] = location->vnum; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { act("$n has arrived.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch)) { if( ch->say_descr[0] != '\0') { act( "$n says '{a$T{x'", ch, NULL, ch->say_descr, TO_ROOM ); } } } do_look(ch,"auto"); /* 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) continue; if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch,""); if ( fch->master == ch && fch->position == POS_STANDING && can_see_room(fch,location)) { 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 ); enter_exit(fch,arg); } } return; } send_to_char("Alas, you cannot go that way.\n\r",ch); return; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH, FALSE, FALSE ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST, FALSE, FALSE ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH, FALSE, FALSE ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST, FALSE, FALSE ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP, FALSE, FALSE ); return; } void do_down( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_DOWN, FALSE, 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 ( (ch->alignment < 0) && ( pexit = ch->in_room->exit[door+6] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) { return door+6; } else 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 ( (ch->alignment < 0) && (pexit = ch->in_room->exit[door+6] ) != NULL ) { door += 6; } 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; } 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( "Open what?\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("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 ) && ( obj->item_type != ITEM_PIT ) ) { 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; } 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( "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 ) && ( obj->item_type != ITEM_PIT ) ) { 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; } 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( "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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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; } 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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; do_look(ch,"auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$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 (!IS_SET(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 (!IS_SET(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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$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_stand(victim,""); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if(IS_AFFECTED(ch,AFF_SNEAK)) { send_to_char("You are already sneaking.\n\r",ch); 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 ); send_to_char("You start sneaking.\n\r",ch); } else { check_improve(ch,gsn_sneak,FALSE,3); send_to_char("You have the sneaking suspicion people are still noticing you.\n\r",ch); } return; } void do_shadow_walk( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if(IS_NPC(ch)) return; if(!get_skill(ch,gsn_shadow_walk)) { send_to_char("You have no idea how to step into the shadows.\n\r",ch); return; } if(has_pkflag(ch)) { send_to_char("Your heart is pounding too fast.\n\r",ch); return; } if (IS_SHIELDED(ch,SHD_SWALK)) { send_to_char("You are already walking in the shadows.\n\r",ch); return; } WAIT_STATE(ch,skill_table[gsn_shadow_walk].beats); if ( number_percent( ) < get_skill(ch,gsn_shadow_walk)) { check_improve(ch,gsn_shadow_walk,TRUE,3); af.where = TO_SHIELDS; af.type = gsn_shadow_walk; af.level = ch->level; af.duration = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_SWALK; affect_to_char( ch, &af ); send_to_char("You step into the shadows.\n\r",ch); act("$n steps into the shadows.\n\r",ch,NULL,NULL,TO_ROOM); } else { send_to_char("You fail to merge with the shadows.\n\r",ch); check_improve(ch,gsn_shadow_walk,FALSE,3); } return; } void do_hide( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument,arg); if(arg[0]!='\0') { if((obj=get_obj_carry(ch,arg)) == NULL) { send_to_char("You don't have that item.\n\r",ch); return; } if(IS_SET(obj->extra_flags,ITEM_QUEST) && !IS_IMMORTAL(ch)) { send_to_char("You can't hide quest items.\n\r",ch); return; } else if(IS_SET(obj->extra_flags,ITEM_QUEST)) { printf_log("%s hides %s [Q] at room %d.", ch->name,obj->short_descr,ch->in_room->vnum); } obj_from_char(obj); SET_BIT(obj->extra_flags,ITEM_HIDDEN); obj_to_room(obj,ch->in_room); act("$n hides something.",ch,obj,NULL,TO_ROOM); act("You hide $p.",ch,obj,NULL,TO_CHAR); return; } else { if ( IS_AFFECTED(ch, AFF_HIDE) ) { send_to_char("You are already hiding.\n\r",ch); return; } if ( number_percent( ) < get_skill(ch,gsn_hide)) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,gsn_hide,TRUE,3); send_to_char("You hide.\n\r",ch); } else { check_improve(ch,gsn_hide,FALSE,3); send_to_char("You look around but can't find a suitable hiding place.\n\r",ch); } return; } } void do_search( CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; if(IS_NPC(ch)) return; if((get_skill(ch,gsn_search)<1 ) || (skill_table[gsn_search].skill_level[ch->class]>ch->level)) { send_to_char("You search around clumsily.\n\r",ch); return; } if(number_percent() < get_skill(ch,gsn_search)) { check_improve(ch,gsn_search,TRUE,4); send_to_char("You search the room.\n\r",ch); for(obj=ch->in_room->contents;obj!=NULL;obj=obj->next_content) { if(IS_SET(obj->extra_flags,ITEM_HIDDEN) && (obj->pIndexData->item_type!=ITEM_COMPONENT)) { sprintf(buf,"You reveal %s.\n\r",obj->short_descr); send_to_char(buf,ch); REMOVE_BIT(obj->extra_flags,ITEM_HIDDEN); } } send_to_char("You have searched everywhere.\n\r",ch); WAIT_STATE(ch,12); } else { send_to_char("You didn't uncover anything unusual.\n\r",ch); check_improve(ch,gsn_search,FALSE,4); WAIT_STATE(ch,12); } return; } void do_forage( CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; if(IS_NPC(ch)) return; if((get_skill(ch,gsn_forage)<1 ) || (skill_table[gsn_forage].skill_level[ch->class]>ch->level)) { send_to_char("You don't know how to forage.\n\r",ch); return; } if(number_percent() < get_skill(ch,gsn_forage)) { check_improve(ch,gsn_forage,TRUE,2); send_to_char("You search the room for components.\n\r",ch); act("$n searches the room for components.",ch,NULL,NULL,TO_ROOM); for(obj=ch->in_room->contents;obj!=NULL;obj=obj->next_content) { if((obj->pIndexData->item_type==ITEM_COMPONENT) && IS_SET(obj->extra_flags,ITEM_HIDDEN)) { sprintf(buf,"You forage and reveal %s.\n\r",obj->short_descr); send_to_char(buf,ch); REMOVE_BIT(obj->extra_flags,ITEM_HIDDEN); } } send_to_char("You have searched everywhere.\n\r",ch); WAIT_STATE(ch,skill_table[gsn_forage].beats); } else { send_to_char("You didn't find anything.\n\r",ch); check_improve(ch,gsn_forage,FALSE,4); WAIT_STATE(ch,skill_table[gsn_forage].beats); } 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 ); affect_strip ( ch, gsn_shadow_walk ); affect_strip ( ch, gsn_ambush ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->shielded_by, SHD_INVISIBLE ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); REMOVE_BIT ( ch->shielded_by, SHD_SWALK ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *location=NULL; int track; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument,arg); if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET)) { send_to_char("Only players can recall.\n\r",ch); return; } if ((ch->in_room!=NULL) && IS_SET(ch->in_room->room_flags,ROOM_ARENA)) { send_to_char("You can't recall while in the arena!\n\r",ch); return; } if(global_quest==QUEST_CLOSED && ch->on_quest && IS_SET(quest_flags,QUEST_NORECALL)) { send_to_char("You can't recall for the duration of the quest.\n\r",ch); return; } if ( ch->alignment < 0 ) { if ( ( location = get_room_index( ROOM_VNUM_TEMPLEB ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } } else { if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } } if ( ( (ch->in_room!=NULL)&& IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) && (ch->level <= HERO) ) { act( "$G has forsaken you.", ch, NULL, NULL, TO_CHAR ); return; } if( has_pkflag(ch)) { send_to_char("Your heart is pounding too fast.\n\r",ch); return; } if((!IS_NPC(ch) &&is_clan(ch)) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET) && is_clan(ch->master))) { if(arg[0]=='\0') { send_to_char("{RS{ryntax{D: {Wrecall {Cc{clan{D|{Ct{cemple{x\n\r",ch); return; } if(!strcmp(arg,"temple")) ; else if(!strcmp(arg,"clan")) { if(gs_changing) { send_to_char("The world is about to change. You can't recall to your clanhall right now.\n\r",ch); return; } if(game_state==GS_PARADOX) { send_to_char("The world is in {GP{ga{Wr{Da{Wd{go{Gx{x. You can't recall to your clanhall right now.\n\r",ch); return; } if (!IS_NPC(ch) && (clan_table[ch->clan].hall != ROOM_VNUM_ALTAR) && !IS_SET(ch->act, PLR_TWIT)) location = get_room_index( clan_table[ch->clan].hall ); else if (IS_NPC(ch) && IS_SET(ch->act,ACT_PET) && is_clan(ch->master) && (clan_table[ch->master->clan].hall != ROOM_VNUM_ALTAR) && !IS_SET(ch->master->act, PLR_TWIT)) location = get_room_index( clan_table[ch->master->clan].hall ); } else { do_recall(ch,""); return; } } if ( ( victim = ch->fighting ) != NULL ) stop_fighting(ch, TRUE); if(location==NULL) { send_to_char("You are completely lost.\n\r",ch); return; } if ((ch->in_room!=NULL) && (ch->in_room == location) ) return; ch->move *= .75; act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); if (IS_NPC(ch) || !IS_IMMORTAL(ch) && (ch->in_room!=NULL)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } ch->track_from[0] = ch->in_room->vnum; ch->track_to[0] = 0; } char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if (ch->pet != NULL) do_recall(ch->pet,arg); 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; 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" ); 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( "$n's power increases!",ch,NULL,NULL,TO_ROOM); return; } if (!str_cmp("move",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_move += 10; ch->max_move += 10; ch->move += 10; act( "Your endurance increases!",ch,NULL,NULL,TO_CHAR); act( "$n's endurance increases!",ch,NULL,NULL,TO_ROOM); return; } 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; } void do_push_drag(CHAR_DATA *ch, char *argument, char *verb) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; CHAR_DATA *victim; EXIT_DATA *pexit; /* OBJ_DATA *obj;*/ int door; argument = one_argument(argument,arg1); argument = one_argument(argument,arg2); victim=get_char_room(ch,arg1); /*obj = get_obj_list(ch,arg1,ch->in_room->content);*/ if(arg1[0]=='\0'||arg2[0]=='\0') { sprintf(buf,"%s whom or what where?\n\r",capitalize(verb)); send_to_char(buf,ch); return; } if((!victim || !can_see(ch,victim)) /*&& (!obj || !can_see_obj(ch,obj))*/ ) { sprintf(buf,"%s whom where?\n\r",capitalize(verb)); send_to_char(buf,ch); return; } if(is_safe(ch,victim)) return; if(!str_cmp(arg2,"n") || !str_cmp(arg2,"north")) door = 0; else if(!str_cmp(arg2,"e") || !str_cmp(arg2,"east")) door = 1; else if(!str_cmp(arg2,"s") || !str_cmp(arg2,"south")) door = 2; else if(!str_cmp(arg2,"w") || !str_cmp(arg2,"west")) door = 3; else if(!str_cmp(arg2,"u") || !str_cmp(arg2,"up")) door = 4; else if(!str_cmp(arg2,"d") || !str_cmp(arg2,"down")) door = 5; else { sprintf(buf,"Alas, you cannot %s in that direction.\n\r",verb); send_to_char(buf,ch); return; } /*if(obj) { in_room = obj->in_room; if((pexit = in_room->exit[door])==NULL || (to_room = pexit->u1.to_room) == NULL || !can_see_room(ch,pexit->u1.to_room)) { sprintf(buf,"Alas, you cannot %s in that direction.\n\r",verb); send_to_char(buf,ch); return; }*/ if(ch==victim) { act("You $t yourself about the room and look very silly.",ch,verb,NULL,TO_CHAR); act("$n decides to be silly and $t $mself about the room.",ch,verb,NULL,TO_ROOM); return; } in_room=victim->in_room; if((pexit=in_room->exit[door])==NULL || (to_room=pexit->u1.to_room)==NULL || !can_see_room(victim,pexit->u1.to_room)) { sprintf(buf,"Alas, you cannot %s them that way.\n\r",verb); send_to_char(buf,ch); return; } if(IS_SET(pexit->exit_info,EX_CLOSED) &&(!IS_AFFECTED(victim,AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))) { /*act("You try to $t them through the $d.",ch,verb,pexit->keyword,TO_CHAR); act("$n decides to $t you around!",ch,verb,victim,TO_VICT); act("$n decides to $t $N around!",ch,verb,victim,TO_NOTVICT);*/ sprintf(buf,"Alas, you cannot %s them that way.\n\r",verb); send_to_char(buf,ch); return; } /*act("You attempt to $t $N out of the room.",ch,verb,victim,TO_CHAR); act("$n is attempting to $t you out of the room!",ch,verb,victim,TO_VICT); act("$n is attempting to $t $N out of the room.",ch,verb,victim,TO_NOTVICT);*/ if(!IS_NPC(victim) && IS_AWAKE(victim)) { sprintf(buf,"You cannot %s them around as long as they're awake.\n\r",verb); send_to_char(buf,ch); return; } else if(IS_NPC(victim) && ((victim->max_hit>(ch->max_hit+(get_curr_stat(ch,STAT_STR)*20))) && IS_AWAKE(victim))) { send_to_char("They won't budge.\n\r",ch); return; } if(ch->move>50) { ch->move-=50; if(!IS_NPC(victim)) WAIT_STATE(ch,12); sprintf(buf,"You $t $N %s.",dir_name[door]); act(buf,ch,verb,victim,TO_CHAR); if(!str_cmp(verb,"drag")) { act("$n drags $N $t.",ch,dir_name[door],victim,TO_ROOM); act("$n drags you $t.",ch,dir_name[door],victim,TO_VICT); char_from_room( victim ); char_to_room(victim, pexit->u1.to_room); /* if(IS_AWAKE(victim)) do_look(victim,"auto");*/ act("$N drags $n into the room.",victim,NULL,ch,TO_NOTVICT); char_from_room( ch ); char_to_room(ch,pexit->u1.to_room); if(IS_AWAKE(victim)) do_look(victim,"auto"); do_look(ch,"auto"); } else if(!str_cmp(verb,"push")) { act("$n pushes $N $t.",ch,dir_name[door],victim,TO_ROOM); act("$n pushes you $t.",ch,dir_name[door],victim,TO_VICT); char_from_room(victim); char_to_room(victim,pexit->u1.to_room); if(IS_AWAKE(victim)) do_look(victim,"auto"); act("$N pushes $n into the room.",victim,NULL,ch,TO_NOTVICT); } } else { sprintf(buf,"You are too tired to %s anybody around!\n\r",verb); send_to_char(buf,ch); } return; } void do_push(CHAR_DATA *ch,char *argument) { do_push_drag(ch,argument,"push"); return; } void do_drag(CHAR_DATA *ch,char *argument) { do_push_drag(ch,argument,"drag"); return; }