/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#include <sys/types.h>
#if !defined(WIN32)
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include "merc.h"
#include "interp.h"
char *const dir_name[] = {
"north", "east", "south", "west", "up", "down"
};
const sh_int rev_dir[] = {
2, 3, 0, 1, 5, 4
};
const sh_int movement_loss[SECT_MAX] = {
1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6
};
/*
* Local functions.
*/
int find_door args ( ( CHAR_DATA * ch, char *arg ) );
bool has_key args ( ( CHAR_DATA * ch, VNUM key ) );
void move_char ( CHAR_DATA * ch, int door, bool follow )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
if ( door < 0 || door > 5 )
{
bug ( "Do_move: bad door %d.", door );
return;
}
/*
* Exit trigger, if activated, bail out. Only PCs are triggered.
*/
if ( !IS_NPC ( ch ) && mp_exit_trigger ( ch, door ) )
return;
in_room = ch->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL ||
( to_room = pexit->u1.to_room ) == NULL ||
!can_see_room ( ch, pexit->u1.to_room ) )
{
chsend ( "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, ANGEL ) )
{
act ( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master != NULL &&
in_room == ch->master->in_room )
{
chsend ( "What? And leave your beloved master?\n\r", ch );
return;
}
if ( !is_room_owner ( ch, to_room ) && room_is_private ( to_room ) )
{
chsend ( "That room is private right now.\n\r", ch );
return;
}
if ( !IS_NPC ( ch ) )
{
int iClass, iGuild;
int move;
for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
for ( iGuild = 0; iGuild < MAX_GUILD; iGuild++ )
{
if ( iClass != ch->Class &&
to_room->vnum == class_table[iClass].guild[iGuild] )
{
chsend ( "You aren't allowed in there.\n\r", ch );
return;
}
}
}
if ( in_room->sector_type == SECT_AIR ||
to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED ( ch, AFF_FLYING ) && !IS_IMMORTAL ( ch ) )
{
chsend ( "You can't fly.\n\r", ch );
return;
}
}
if ( ( in_room->sector_type == SECT_WATER_NOSWIM ||
to_room->sector_type == SECT_WATER_NOSWIM ) &&
!IS_AFFECTED ( ch, AFF_FLYING ) )
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if ( IS_IMMORTAL ( ch ) )
found = TRUE;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->item_type == ITEM_BOAT )
{
found = TRUE;
break;
}
}
if ( !found )
{
chsend ( "You need a boat to go there.\n\r", ch );
return;
}
}
move =
movement_loss[UMIN ( SECT_MAX - 1, in_room->sector_type )] +
movement_loss[UMIN ( SECT_MAX - 1, to_room->sector_type )];
move /= 2; /* i.e. the average */
/* conditional effects */
if ( IS_AFFECTED ( ch, AFF_FLYING ) || IS_AFFECTED ( ch, AFF_HASTE ) )
move /= 2;
if ( IS_AFFECTED ( ch, AFF_SLOW ) )
move *= 2;
if ( ch->move < move )
{
chsend ( "You are too exhausted.\n\r", ch );
return;
}
WAIT_STATE ( ch, 1 );
ch->move -= move;
}
if ( !IS_AFFECTED ( ch, AFF_SNEAK ) && ch->invis_level < LEVEL_HERO )
act ( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM );
char_from_room ( ch );
char_to_room ( ch, to_room );
if ( !IS_AFFECTED ( ch, AFF_SNEAK ) && ch->invis_level < LEVEL_HERO )
act ( "$n has arrived.", ch, NULL, NULL, TO_ROOM );
do_function ( ch, &do_look, "auto" );
if ( in_room == to_room ) /* no circular follows */
return;
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( fch->master == ch && IS_AFFECTED ( fch, AFF_CHARM ) &&
fch->position < POS_STANDING )
do_function ( fch, &do_stand, "" );
if ( fch->master == ch && fch->position == POS_STANDING &&
can_see_room ( fch, to_room ) )
{
if ( IS_SET ( ch->in_room->room_flags, ROOM_LAW ) &&
( IS_NPC ( fch ) && IS_SET ( fch->act, ACT_AGGRESSIVE ) ) )
{
act ( "You can't bring $N into the city.", ch, NULL, fch,
TO_CHAR );
act ( "You aren't allowed in the city.", fch, NULL, NULL,
TO_CHAR );
continue;
}
act ( "You follow $N.", fch, NULL, ch, TO_CHAR );
move_char ( fch, door, TRUE );
}
}
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
if ( IS_NPC ( ch ) && HAS_TRIGGER ( ch, TRIG_ENTRY ) )
mp_percent_trigger ( ch, NULL, NULL, NULL, TRIG_ENTRY );
if ( !IS_NPC ( ch ) )
mp_greet_trigger ( ch );
return;
}
CH_CMD ( do_north )
{
move_char ( ch, DIR_NORTH, FALSE );
return;
}
CH_CMD ( do_east )
{
move_char ( ch, DIR_EAST, FALSE );
return;
}
CH_CMD ( do_south )
{
move_char ( ch, DIR_SOUTH, FALSE );
return;
}
CH_CMD ( do_west )
{
move_char ( ch, DIR_WEST, FALSE );
return;
}
CH_CMD ( do_up )
{
move_char ( ch, DIR_UP, FALSE );
return;
}
CH_CMD ( do_down )
{
move_char ( ch, DIR_DOWN, FALSE );
return;
}
int find_door ( CHAR_DATA * ch, char *arg )
{
EXIT_DATA *pexit;
int door;
if ( !str_cmp ( arg, "n" ) || !str_cmp ( arg, "north" ) )
door = 0;
else if ( !str_cmp ( arg, "e" ) || !str_cmp ( arg, "east" ) )
door = 1;
else if ( !str_cmp ( arg, "s" ) || !str_cmp ( arg, "south" ) )
door = 2;
else if ( !str_cmp ( arg, "w" ) || !str_cmp ( arg, "west" ) )
door = 3;
else if ( !str_cmp ( arg, "u" ) || !str_cmp ( arg, "up" ) )
door = 4;
else if ( !str_cmp ( arg, "d" ) || !str_cmp ( arg, "down" ) )
door = 5;
else
{
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = ch->in_room->exit[door] ) != NULL &&
IS_SET ( pexit->exit_info, EX_ISDOOR ) &&
pexit->keyword != NULL && is_name ( arg, pexit->keyword ) )
return door;
}
act ( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( ( pexit = ch->in_room->exit[door] ) == NULL )
{
act ( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( !IS_SET ( pexit->exit_info, EX_ISDOOR ) )
{
chsend ( "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' )
{
chsend ( "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 ) )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], EX_CLOSED ) )
{
chsend ( "It's already open.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], EX_LOCKED ) )
{
chsend ( "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 )
{
chsend ( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_CLOSED ) )
{
chsend ( "It's already open.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_CLOSEABLE ) )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], CONT_LOCKED ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door ( ch, arg ) ) >= 0 )
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) )
{
chsend ( "It's already open.\n\r", ch );
return;
}
if ( IS_SET ( pexit->exit_info, EX_LOCKED ) )
{
chsend ( "It's locked.\n\r", ch );
return;
}
REMOVE_BIT ( pexit->exit_info, EX_CLOSED );
act ( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
chsend ( "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' )
{
chsend ( "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 ) )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], EX_CLOSED ) )
{
chsend ( "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 )
{
chsend ( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], CONT_CLOSED ) )
{
chsend ( "It's already closed.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_CLOSEABLE ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door ( ch, arg ) ) >= 0 )
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( IS_SET ( pexit->exit_info, EX_CLOSED ) )
{
chsend ( "It's already closed.\n\r", ch );
return;
}
SET_BIT ( pexit->exit_info, EX_CLOSED );
act ( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
chsend ( "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, VNUM 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' )
{
chsend ( "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 ) )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], EX_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[4] < 0 || IS_SET ( obj->value[1], EX_NOLOCK ) )
{
chsend ( "It can't be locked.\n\r", ch );
return;
}
if ( !has_key ( ch, obj->value[4] ) )
{
chsend ( "You lack the key.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], EX_LOCKED ) )
{
chsend ( "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 )
{
chsend ( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[2] < 0 )
{
chsend ( "It can't be locked.\n\r", ch );
return;
}
if ( !has_key ( ch, obj->value[2] ) )
{
chsend ( "You lack the key.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], CONT_LOCKED ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door ( ch, arg ) ) >= 0 )
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( pexit->key < 0 )
{
chsend ( "It can't be locked.\n\r", ch );
return;
}
if ( !has_key ( ch, pexit->key ) )
{
chsend ( "You lack the key.\n\r", ch );
return;
}
if ( IS_SET ( pexit->exit_info, EX_LOCKED ) )
{
chsend ( "It's already locked.\n\r", ch );
return;
}
SET_BIT ( pexit->exit_info, EX_LOCKED );
chsend ( "*Click*\n\r", ch );
act ( "$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' )
{
chsend ( "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 ) )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], EX_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[4] < 0 )
{
chsend ( "It can't be unlocked.\n\r", ch );
return;
}
if ( !has_key ( ch, obj->value[4] ) )
{
chsend ( "You lack the key.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], EX_LOCKED ) )
{
chsend ( "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 )
{
chsend ( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[2] < 0 )
{
chsend ( "It can't be unlocked.\n\r", ch );
return;
}
if ( !has_key ( ch, obj->value[2] ) )
{
chsend ( "You lack the key.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_LOCKED ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door ( ch, arg ) ) >= 0 )
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( pexit->key < 0 )
{
chsend ( "It can't be unlocked.\n\r", ch );
return;
}
if ( !has_key ( ch, pexit->key ) )
{
chsend ( "You lack the key.\n\r", ch );
return;
}
if ( !IS_SET ( pexit->exit_info, EX_LOCKED ) )
{
chsend ( "It's already unlocked.\n\r", ch );
return;
}
REMOVE_BIT ( pexit->exit_info, EX_LOCKED );
chsend ( "*Click*\n\r", ch );
act ( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL &&
( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL &&
pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT ( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
CH_CMD ( do_pick )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
chsend ( "Pick what?\n\r", ch );
return;
}
WAIT_STATE ( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC ( gch ) && IS_AWAKE ( gch ) &&
ch->level + 5 < gch->level )
{
act ( "$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 ) )
{
chsend ( "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 ) )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], EX_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[4] < 0 )
{
chsend ( "It can't be unlocked.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], EX_PICKPROOF ) )
{
chsend ( "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 )
{
chsend ( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_CLOSED ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[2] < 0 )
{
chsend ( "It can't be unlocked.\n\r", ch );
return;
}
if ( !IS_SET ( obj->value[1], CONT_LOCKED ) )
{
chsend ( "It's already unlocked.\n\r", ch );
return;
}
if ( IS_SET ( obj->value[1], CONT_PICKPROOF ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
check_improve ( ch, gsn_pick_lock, TRUE, 2 );
return;
}
if ( ( door = find_door ( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) && !IS_IMMORTAL ( ch ) )
{
chsend ( "It's not closed.\n\r", ch );
return;
}
if ( pexit->key < 0 && !IS_IMMORTAL ( ch ) )
{
chsend ( "It can't be picked.\n\r", ch );
return;
}
if ( !IS_SET ( pexit->exit_info, EX_LOCKED ) )
{
chsend ( "It's already unlocked.\n\r", ch );
return;
}
if ( IS_SET ( pexit->exit_info, EX_PICKPROOF ) &&
!IS_IMMORTAL ( ch ) )
{
chsend ( "You failed.\n\r", ch );
return;
}
REMOVE_BIT ( pexit->exit_info, EX_LOCKED );
chsend ( "*Click*\n\r", ch );
act ( "$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 )
{
chsend ( "Maybe you should finish fighting first?\n\r", ch );
return;
}
obj = get_obj_list ( ch, argument, ch->in_room->contents );
if ( obj == NULL )
{
chsend ( "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 ) ) )
{
chsend ( "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 $p.", ch, obj, NULL,
TO_CHAR, POS_DEAD );
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED ( ch, AFF_SLEEP ) )
{
chsend ( "You can't wake up!\n\r", ch );
return;
}
if ( obj == NULL )
{
chsend ( "You wake and stand up.\n\r", ch );
act ( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if ( IS_SET ( obj->value[2], STAND_AT ) )
{
act_new ( "You wake and stand at $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD );
act ( "$n wakes and stands at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET ( obj->value[2], STAND_ON ) )
{
act_new ( "You wake and stand on $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD );
act ( "$n wakes and stands on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act_new ( "You wake and stand in $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD );
act ( "$n wakes and stands in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_STANDING;
do_function ( ch, &do_look, "auto" );
break;
case POS_RESTING:
case POS_SITTING:
if ( obj == NULL )
{
chsend ( "You stand up.\n\r", ch );
act ( "$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:
chsend ( "You are already standing.\n\r", ch );
break;
case POS_FIGHTING:
chsend ( "You are already fighting!\n\r", ch );
break;
}
return;
}
CH_CMD ( do_rest )
{
OBJ_DATA *obj = NULL;
if ( ch->position == POS_FIGHTING )
{
chsend ( "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 )
{
chsend ( "You don't see that here.\n\r", ch );
return;
}
}
else
obj = ch->on;
if ( obj != NULL )
{
if ( obj->item_type != ITEM_FURNITURE ||
( !IS_SET ( obj->value[2], REST_ON ) &&
!IS_SET ( obj->value[2], REST_IN ) &&
!IS_SET ( obj->value[2], REST_AT ) ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD );
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED ( ch, AFF_SLEEP ) )
{
chsend ( "You can't wake up!\n\r", ch );
return;
}
if ( obj == NULL )
{
chsend ( "You wake up and start resting.\n\r", ch );
act ( "$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 $p.", ch, obj, NULL,
TO_ROOM );
}
ch->position = POS_RESTING;
break;
case POS_RESTING:
chsend ( "You are already resting.\n\r", ch );
break;
case POS_STANDING:
if ( obj == NULL )
{
chsend ( "You rest.\n\r", ch );
act ( "$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 $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_RESTING;
break;
case POS_SITTING:
if ( obj == NULL )
{
chsend ( "You rest.\n\r", ch );
act ( "$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 )
{
chsend ( "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 )
{
chsend ( "You don't see that here.\n\r", ch );
return;
}
}
else
obj = ch->on;
if ( obj != NULL )
{
if ( obj->item_type != ITEM_FURNITURE ||
( !IS_SET ( obj->value[2], SIT_ON ) &&
!IS_SET ( obj->value[2], SIT_IN ) &&
!IS_SET ( obj->value[2], SIT_AT ) ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD );
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED ( ch, AFF_SLEEP ) )
{
chsend ( "You can't wake up!\n\r", ch );
return;
}
if ( obj == NULL )
{
chsend ( "You wake and sit up.\n\r", ch );
act ( "$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 )
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
chsend ( "You are already sitting down.\n\r", ch );
break;
case POS_STANDING:
if ( obj == NULL )
{
chsend ( "You sit down.\n\r", ch );
act ( "$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 $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SITTING;
break;
}
return;
}
CH_CMD ( do_sleep )
{
OBJ_DATA *obj = NULL;
switch ( ch->position )
{
case POS_SLEEPING:
chsend ( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if ( argument[0] == '\0' && ch->on == NULL )
{
chsend ( "You go to sleep.\n\r", ch );
act ( "$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 )
{
chsend ( "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 ) ) )
{
chsend ( "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 $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
chsend ( "You are already fighting!\n\r", ch );
break;
}
return;
}
CH_CMD ( do_wake )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
do_function ( ch, &do_stand, "" );
return;
}
if ( !IS_AWAKE ( ch ) )
{
chsend ( "You are asleep yourself!\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( IS_AWAKE ( victim ) )
{
act ( "$N is already awake.", ch, NULL, victim, TO_CHAR );
return;
}
if ( IS_AFFECTED ( victim, AFF_SLEEP ) )
{
act ( "You can't wake $M!", ch, NULL, victim, TO_CHAR );
return;
}
act_new ( "$n wakes you.", ch, NULL, victim, TO_VICT, POS_SLEEPING );
do_function ( ch, &do_stand, "" );
return;
}
CH_CMD ( do_sneak )
{
AFFECT_DATA af;
chsend ( "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_hide )
{
chsend ( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED ( ch, AFF_HIDE ) )
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
if ( number_percent ( ) < get_skill ( ch, gsn_hide ) )
{
SET_BIT ( ch->affected_by, AFF_HIDE );
check_improve ( ch, gsn_hide, TRUE, 3 );
}
else
check_improve ( ch, gsn_hide, FALSE, 3 );
return;
}
/*
* Contributed by Alander.
*/
CH_CMD ( do_visible )
{
affect_strip ( ch, gsn_invis );
affect_strip ( ch, gsn_mass_invis );
affect_strip ( ch, gsn_sneak );
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ch->affected_by, AFF_SNEAK );
chsend ( "Ok.\n\r", ch );
return;
}
CH_CMD ( do_recall )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
if ( IS_NPC ( ch ) && !IS_SET ( ch->act, ACT_PET ) )
{
chsend ( "Only players can recall.\n\r", ch );
return;
}
act ( "$n prays for transportation!", ch, 0, 0, TO_ROOM );
if ( ( location = get_room_index ( ROOM_VNUM_TEMPLE ) ) == NULL )
{
chsend ( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL ) ||
IS_AFFECTED ( ch, AFF_CURSE ) )
{
chsend ( "Mota has forsaken you.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
int lose, skill;
skill = get_skill ( ch, gsn_recall );
if ( number_percent ( ) < 80 * skill / 100 )
{
check_improve ( ch, gsn_recall, FALSE, 6 );
WAIT_STATE ( ch, 4 );
sprintf ( buf, "You failed!.\n\r" );
chsend ( buf, ch );
return;
}
lose = ( ch->desc != NULL ) ? 25 : 50;
gain_exp ( ch, 0 - lose );
check_improve ( ch, gsn_recall, TRUE, 4 );
sprintf ( buf, "You recall from combat! You lose %d exps.\n\r",
lose );
chsend ( buf, ch );
stop_fighting ( ch, TRUE );
}
ch->move /= 2;
act ( "$n disappears.", ch, NULL, NULL, TO_ROOM );
char_from_room ( ch );
char_to_room ( ch, location );
act ( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
do_function ( ch, &do_look, "auto" );
if ( ch->pet != NULL )
do_function ( ch->pet, &do_recall, "" );
return;
}
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 )
{
chsend ( "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 );
chsend ( 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
{
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" );
if ( buf[strlen ( buf ) - 1] != ':' )
{
strcat ( buf, ".\n\r" );
chsend ( buf, ch );
}
else
{
/*
* This message dedicated to Jordan ... you big stud!
*/
act ( "You have nothing left to train, you $T!", ch, NULL,
ch->sex == SEX_MALE ? "big stud" : ch->sex ==
SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR );
}
return;
}
if ( !str_cmp ( "hp", argument ) )
{
if ( cost > ch->train )
{
chsend ( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10;
ch->max_hit += 10;
ch->hit += 10;
act ( "Your durability increases!", ch, NULL, NULL, TO_CHAR );
act ( "$n's durability increases!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( !str_cmp ( "mana", argument ) )
{
if ( cost > ch->train )
{
chsend ( "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 ( 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 )
{
chsend ( "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;
}