/*************************************************************************** * 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" 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; 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; } WAIT_STATE ( ch, 1 ); ch->move -= move; } if ( ( !IS_AFFECTED ( ch, AFF_SNEAK ) || !IS_AFFECTED ( ch, SHD_SWALK ) ) && ch->invis_level <= LEVEL_ANCIENT && ch->ghost_level <= LEVEL_ANCIENT ) if ( !quiet ) act ( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); char_from_room ( ch ); char_to_room ( ch, to_room ); if ( IS_NPC ( ch ) || !IS_IMMORTAL ( ch ) ) { for ( track = MAX_TRACK - 1; track > 0; track-- ) { ch->track_to[track] = ch->track_to[track - 1]; ch->track_from[track] = ch->track_from[track - 1]; } if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = in_room->vnum; ch->track_to[0] = to_room->vnum; } } if ( ( !IS_AFFECTED ( ch, AFF_SNEAK ) || !IS_AFFECTED ( ch, SHD_SWALK ) ) && ch->invis_level <= LEVEL_ANCIENT && ch->ghost_level <= LEVEL_ANCIENT ) { if ( !quiet ) act ( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); if ( IS_NPC ( ch ) ) { if ( ch->say_descr[0] != '\0' && ch->say_descr != NULL ) { 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 ) && 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 ) || !IS_AFFECTED ( ch, SHD_SWALK ) ) && ch->invis_level <= LEVEL_ANCIENT && ch->ghost_level <= LEVEL_ANCIENT ) { act ( "$n leaves $p.", ch, portal, NULL, TO_ROOM ); } char_from_room ( ch ); char_to_room ( ch, location ); if ( IS_NPC ( ch ) || !IS_IMMORTAL ( ch ) ) { for ( track = MAX_TRACK - 1; track > 0; track-- ) { ch->track_to[track] = ch->track_to[track - 1]; ch->track_from[track] = ch->track_from[track - 1]; } if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = old_room->vnum; ch->track_to[0] = location->vnum; } } if ( ( !IS_AFFECTED ( ch, AFF_SNEAK ) || !IS_AFFECTED ( ch, SHD_SWALK ) ) && ch->invis_level <= LEVEL_ANCIENT && ch->ghost_level <= LEVEL_ANCIENT ) { act ( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); if ( IS_NPC ( ch ) ) { if ( ch->say_descr[0] != '\0' && ch->say_descr != NULL ) { 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; } CH_CMD ( do_north ) { move_char ( ch, DIR_NORTH, FALSE, FALSE ); return; } CH_CMD ( do_east ) { move_char ( ch, DIR_EAST, FALSE, FALSE ); return; } CH_CMD ( do_south ) { move_char ( ch, DIR_SOUTH, FALSE, FALSE ); return; } CH_CMD ( do_west ) { move_char ( ch, DIR_WEST, FALSE, FALSE ); return; } CH_CMD ( do_up ) { move_char ( ch, DIR_UP, FALSE, FALSE ); return; } CH_CMD ( do_down ) { 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; } CH_CMD ( do_open ) { 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; } CH_CMD ( 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 ) && ( 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, long key ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) return TRUE; } return FALSE; } CH_CMD ( 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 ) && ( 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; } CH_CMD ( 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 ) { 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 $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT ( pexit_rev->exit_info, EX_LOCKED ); } } return; } CH_CMD ( do_pick ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Pick what?\n\r", ch ); return; } WAIT_STATE ( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC ( gch ) && IS_AWAKE ( gch ) && ch->level + 5 < gch->level ) { act ( "$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 ) && ( 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; } CH_CMD ( 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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD ); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) { send_to_char ( "You can't wake up!\n\r", ch ); return; } if ( obj == NULL ) { send_to_char ( "You wake and stand up.\n\r", ch ); act ( "$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; } CH_CMD ( 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 ( !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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD ); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: /* MUSKA */ if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) { send_to_char ( "You can't wake up!\n\r", ch ); return; } else if ( obj == NULL ) { send_to_char ( "You wake up and start resting.\n\r", ch ); act ( "$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; } CH_CMD ( 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_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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD ); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: /* MUSKA */ if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) { send_to_char ( "You can't wake up!\n\r", ch ); return; } if ( obj == NULL ) { send_to_char ( "You wake and sit up.\n\r", ch ); act ( "$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 $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_SITTING; break; } return; } CH_CMD ( do_sleep ) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_SLEEPING: send_to_char ( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if ( argument[0] == '\0' && ch->on == NULL ) { send_to_char ( "You go to sleep.\n\r", ch ); act ( "$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 ); 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 $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char ( "You are already fighting!\n\r", ch ); break; } return; } CH_CMD ( do_wake ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { do_stand ( ch, argument ); return; } if ( !IS_AWAKE ( ch ) ) { send_to_char ( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE ( victim ) ) { act ( "$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; } CH_CMD ( 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; } CH_CMD ( do_swalk ) { AFFECT_DATA af; send_to_char ( "You attempt to blend into the shadows.\n\r", ch ); affect_strip ( ch, gsn_swalk ); if ( IS_SHIELDED ( ch, SHD_SWALK ) ) { send_to_char ( "You are already there!\n\r", ch ); return; } if ( number_percent ( ) < get_skill ( ch, gsn_swalk ) ) { check_improve ( ch, gsn_swalk, TRUE, 3 ); af.where = TO_SHIELDS; af.type = gsn_swalk; af.level = ch->level; af.duration = ch->level / 20; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_SWALK; affect_to_char ( ch, &af ); } else { printf_to_char ( ch, "You attampt to meld into the shadows but fail." ); check_improve ( ch, gsn_swalk, FALSE, 3 ); } return; } CH_CMD ( do_hide ) { AFFECT_DATA af; if ( IS_AFFECTED ( ch, AFF_HIDE ) ) { REMOVE_BIT ( ch->affected_by, AFF_HIDE ); send_to_char ( "You were allready hidden!\n\r", ch ); return; } if ( number_percent ( ) < get_skill ( ch, gsn_hide ) ) { send_to_char ( "You are now hidden!\n\r", ch ); af.where = TO_AFFECTS; af.type = gsn_sneak; af.level = ch->level; af.duration = ch->level / 5; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_HIDE; affect_to_char ( ch, &af ); check_improve ( ch, gsn_hide, TRUE, 3 ); } else check_improve ( ch, gsn_hide, FALSE, 3 ); return; } /* * Contributed by Alander. */ CH_CMD ( do_visible ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); affect_strip ( ch, gsn_swalk ); 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; } CH_CMD ( do_recall ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; ROOM_INDEX_DATA *location; int track; char arg1[MAX_INPUT_LENGTH]; argument = one_argument ( argument, arg1 ); if ( IS_NPC ( ch ) && !IS_SET ( ch->act, ACT_PET ) ) { send_to_char ( "Only players can recall.\n\r", ch ); return; } act ( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ch->alignment < 0 ) { if ( ( location = get_room_index ( ROOM_VNUM_TEMPLEB ) ) == NULL ) { send_to_char ( "You are completely lost.\n\r", ch ); return; } } else { if ( ( location = get_room_index ( ROOM_VNUM_TEMPLE ) ) == NULL ) { send_to_char ( "You are completely lost.\n\r", ch ); return; } } if ( ch->in_room == location ) return; if ( ( IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL ) || IS_AFFECTED ( ch, AFF_CURSE ) ) && ( ch->level <= ANCIENT ) ) { act ( "$G has forsaken you.", ch, NULL, NULL, TO_CHAR ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose, skill; skill = get_skill ( ch, gsn_recall ); if ( number_percent ( ) < 80 * skill / 100 ) { check_improve ( ch, gsn_recall, FALSE, 6 ); WAIT_STATE ( ch, 4 ); sprintf ( buf, "You failed!.\n\r" ); send_to_char ( buf, ch ); return; } lose = ( ch->desc != NULL ) ? 25 : 50; gain_exp ( ch, 0 - lose ); check_improve ( ch, gsn_recall, TRUE, 4 ); sprintf ( buf, "You recall from combat! You lose %d exps.\n\r", lose ); send_to_char ( buf, ch ); if ( !IS_NPC ( ch ) ) { if ( !IS_NPC ( victim ) && ch->attacker == TRUE ) { send_to_char ( "The {RWrath of Loki {YZAPS{x your butt on the way out!\n\r", ch ); act ( "$n is {Yzapped{x in the butt by a lightning bolt from above!", ch, NULL, NULL, TO_ROOM ); ch->hit -= ( ch->hit / 4 ); } } stop_fighting ( ch, TRUE ); } if ( is_clan ( ch ) && ( clan_table[ch->clan].hall != ROOM_VNUM_ALTAR ) && !IS_SET ( ch->act, PLR_TWIT ) ) location = get_room_index ( clan_table[ch->clan].hall ); if ( IS_NPC ( ch ) && IS_SET ( ch->act, ACT_PET ) && is_clan ( ch->master ) && ( clan_table[ch->master->clan].hall != ROOM_VNUM_ALTAR ) && !IS_SET ( ch->master->act, PLR_TWIT ) ) location = get_room_index ( clan_table[ch->master->clan].hall ); ch->move *= .75; act ( "$n disappears.", ch, NULL, NULL, 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]; } ch->track_from[0] = ch->in_room->vnum; ch->track_to[0] = 0; } location = get_room_index ( pc_race_table[ch->race].recall ); if ( !str_cmp ( arg1, "clan" ) ) { if ( !is_clan ( ch ) ) { printf_to_char ( ch, "You are not even in a clan!" ); return; } else if ( is_clan ( ch ) && ( clan_table[ch->clan].hall != ROOM_VNUM_ALTAR ) && !IS_SET ( ch->act, PLR_TWIT ) ) location = get_room_index ( clan_table[ch->clan].hall ); } 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,""); do_goto(ch->pet,ch->master->name); */ return; } CH_CMD ( 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->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 $T!", ch, NULL, ch->sex == SEX_MALE ? "big stud" : ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR ); } return; } if ( !str_cmp ( "hp", argument ) ) { if ( cost > ch->train ) { send_to_char ( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_hit += 5; ch->max_hit += 5; ch->hit += 5; act ( "Your durability increases!", ch, NULL, NULL, TO_CHAR ); act ( "$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 += 5; ch->max_mana += 5; ch->mana += 5; act ( "Your power increases!", ch, NULL, NULL, TO_CHAR ); act ( "$n's power increases!", ch, NULL, NULL, TO_ROOM ); return; } if ( !str_cmp ( "move", argument ) ) { if ( cost > ch->train ) { send_to_char ( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_move += 20; ch->max_move += 20; ch->move += 20; act ( "Your endurance increases!", ch, NULL, NULL, TO_CHAR ); act ( "$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; }