/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements 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 *
* benefiting. 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 *
***************************************************************************
* 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings *
* http://1stmud.dlmud.com/ <r-jenn@shaw.ca> *
***************************************************************************/
#include <sys/types.h>
#if !defined(WIN32)
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include "merc.h"
#include "interp.h"
char *const dir_name[] = {
"north", "east", "south", "west", "up", "down"
};
const int rev_dir[] = {
2, 3, 0, 1, 5, 4
};
const 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_t 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)
&& (p_exit_trigger(ch, door, PRG_MPROG)
|| p_exit_trigger(ch, door, PRG_OPROG)
|| p_exit_trigger(ch, door, PRG_RPROG)))
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))
{
chprintln(ch, "Alas, you cannot go that way.");
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 $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL &&
in_room == ch->master->in_room)
{
chprintln(ch, "What? And leave your beloved master?");
return;
}
if (!is_room_owner(ch, to_room) && room_is_private(to_room))
{
chprintln(ch, "That room is private right now.");
return;
}
if (IS_SET(to_room->area->area_flags, AREA_CLOSED))
{
chprintln(ch, "That area is closed to players.");
return;
}
if (!IS_NPC(ch))
{
int iClass, iGuild;
int move;
for (iClass = 0; iClass < maxClass; iClass++)
{
for (iGuild = 0; iGuild < MAX_GUILD; iGuild++)
{
if (!is_class(ch, iClass) &&
to_room->vnum == class_table[iClass].guild[iGuild])
{
chprintln(ch, "You aren't allowed in there.");
return;
}
}
}
if (in_room->sector_type == SECT_AIR ||
to_room->sector_type == SECT_AIR)
{
if (!IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch))
{
chprintln(ch, "You can't fly.");
return;
}
}
if ((in_room->sector_type == SECT_WATER_NOSWIM ||
to_room->sector_type == SECT_WATER_NOSWIM) &&
!IS_AFFECTED(ch, AFF_FLYING))
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if (IS_IMMORTAL(ch))
found = TRUE;
for (obj = ch->first_carrying; obj != NULL; obj = obj->next_content)
{
if (obj->item_type == ITEM_BOAT)
{
found = TRUE;
break;
}
}
if (!found)
{
chprintln(ch, "You need a boat to go there.");
return;
}
}
move =
movement_loss[UMIN(SECT_MAX - 1, in_room->sector_type)] +
movement_loss[UMIN(SECT_MAX - 1, to_room->sector_type)];
move /= 2; /* i.e. the average */
/* conditional effects */
if (IS_AFFECTED(ch, AFF_FLYING) || IS_AFFECTED(ch, AFF_HASTE))
move /= 2;
if (IS_AFFECTED(ch, AFF_SLOW))
move *= 2;
if (ch->move < move)
{
chprintln(ch, "You are too exhausted.");
return;
}
WAIT_STATE(ch, 1);
ch->move -= move;
}
if (!IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO)
act("$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->first_person; 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_MOB(ch, TRIG_ENTRY))
p_percent_trigger(ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY);
if (!IS_NPC(ch))
{
p_greet_trigger(ch, PRG_MPROG);
p_greet_trigger(ch, PRG_OPROG);
p_greet_trigger(ch, PRG_RPROG);
}
return;
}
CH_CMD(do_north)
{
ROOM_INDEX_DATA *was_room;
was_room = ch->in_room;
move_char(ch, DIR_NORTH, FALSE);
if (ch->desc && was_room == ch->in_room)
free_runbuf(ch->desc);
return;
}
CH_CMD(do_east)
{
ROOM_INDEX_DATA *was_room;
was_room = ch->in_room;
move_char(ch, DIR_EAST, FALSE);
if (ch->desc && was_room == ch->in_room)
free_runbuf(ch->desc);
return;
}
CH_CMD(do_south)
{
ROOM_INDEX_DATA *was_room;
was_room = ch->in_room;
move_char(ch, DIR_SOUTH, FALSE);
if (ch->desc && was_room == ch->in_room)
free_runbuf(ch->desc);
return;
}
CH_CMD(do_west)
{
ROOM_INDEX_DATA *was_room;
was_room = ch->in_room;
move_char(ch, DIR_WEST, FALSE);
if (ch->desc && was_room == ch->in_room)
free_runbuf(ch->desc);
return;
}
CH_CMD(do_up)
{
ROOM_INDEX_DATA *was_room;
was_room = ch->in_room;
move_char(ch, DIR_UP, FALSE);
if (ch->desc && was_room == ch->in_room)
free_runbuf(ch->desc);
return;
}
CH_CMD(do_down)
{
ROOM_INDEX_DATA *was_room;
was_room = ch->in_room;
move_char(ch, DIR_DOWN, FALSE);
if (ch->desc && was_room == ch->in_room)
free_runbuf(ch->desc);
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))
{
chprintln(ch, "You can't do that.");
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')
{
chprintln(ch, "Open what?");
return;
}
if ((obj = get_obj_here(ch, NULL, arg)) != NULL)
{
/* open portal */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1], EX_ISDOOR))
{
chprintln(ch, "You can't do that.");
return;
}
if (!IS_SET(obj->value[1], EX_CLOSED))
{
chprintln(ch, "It's already open.");
return;
}
if (IS_SET(obj->value[1], EX_LOCKED))
{
chprintln(ch, "It's locked.");
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)
{
chprintln(ch, "That's not a container.");
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
chprintln(ch, "It's already open.");
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSEABLE))
{
chprintln(ch, "You can't do that.");
return;
}
if (IS_SET(obj->value[1], CONT_LOCKED))
{
chprintln(ch, "It's locked.");
return;
}
REMOVE_BIT(obj->value[1], CONT_CLOSED);
act("You open $p.", ch, obj, NULL, TO_CHAR);
act("$n opens $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
chprintln(ch, "It's already open.");
return;
}
if (IS_SET(pexit->exit_info, EX_LOCKED))
{
chprintln(ch, "It's locked.");
return;
}
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
act("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM);
chprintln(ch, "Ok.");
/* 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->first_person; 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')
{
chprintln(ch, "Close what?");
return;
}
if ((obj = get_obj_here(ch, NULL, 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))
{
chprintln(ch, "You can't do that.");
return;
}
if (IS_SET(obj->value[1], EX_CLOSED))
{
chprintln(ch, "It's already closed.");
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)
{
chprintln(ch, "That's not a container.");
return;
}
if (IS_SET(obj->value[1], CONT_CLOSED))
{
chprintln(ch, "It's already closed.");
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSEABLE))
{
chprintln(ch, "You can't do that.");
return;
}
SET_BIT(obj->value[1], CONT_CLOSED);
act("You close $p.", ch, obj, NULL, TO_CHAR);
act("$n closes $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
chprintln(ch, "It's already closed.");
return;
}
SET_BIT(pexit->exit_info, EX_CLOSED);
act("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM);
chprintln(ch, "Ok.");
/* 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->first_person; 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_t key)
{
OBJ_DATA *obj;
for (obj = ch->first_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')
{
chprintln(ch, "Lock what?");
return;
}
if ((obj = get_obj_here(ch, NULL, 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))
{
chprintln(ch, "You can't do that.");
return;
}
if (!IS_SET(obj->value[1], EX_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (obj->value[4] < 0 || IS_SET(obj->value[1], EX_NOLOCK))
{
chprintln(ch, "It can't be locked.");
return;
}
if (!has_key(ch, obj->value[4]))
{
chprintln(ch, "You lack the key.");
return;
}
if (IS_SET(obj->value[1], EX_LOCKED))
{
chprintln(ch, "It's already locked.");
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)
{
chprintln(ch, "That's not a container.");
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (obj->value[2] < 0)
{
chprintln(ch, "It can't be locked.");
return;
}
if (!has_key(ch, obj->value[2]))
{
chprintln(ch, "You lack the key.");
return;
}
if (IS_SET(obj->value[1], CONT_LOCKED))
{
chprintln(ch, "It's already locked.");
return;
}
SET_BIT(obj->value[1], CONT_LOCKED);
act("You lock $p.", ch, obj, NULL, TO_CHAR);
act("$n locks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (pexit->key < 0)
{
chprintln(ch, "It can't be locked.");
return;
}
if (!has_key(ch, pexit->key))
{
chprintln(ch, "You lack the key.");
return;
}
if (IS_SET(pexit->exit_info, EX_LOCKED))
{
chprintln(ch, "It's already locked.");
return;
}
SET_BIT(pexit->exit_info, EX_LOCKED);
chprintln(ch, "*Click*");
act("$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')
{
chprintln(ch, "Unlock what?");
return;
}
if ((obj = get_obj_here(ch, NULL, arg)) != NULL)
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1], EX_ISDOOR))
{
chprintln(ch, "You can't do that.");
return;
}
if (!IS_SET(obj->value[1], EX_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (obj->value[4] < 0)
{
chprintln(ch, "It can't be unlocked.");
return;
}
if (!has_key(ch, obj->value[4]))
{
chprintln(ch, "You lack the key.");
return;
}
if (!IS_SET(obj->value[1], EX_LOCKED))
{
chprintln(ch, "It's already unlocked.");
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)
{
chprintln(ch, "That's not a container.");
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (obj->value[2] < 0)
{
chprintln(ch, "It can't be unlocked.");
return;
}
if (!has_key(ch, obj->value[2]))
{
chprintln(ch, "You lack the key.");
return;
}
if (!IS_SET(obj->value[1], CONT_LOCKED))
{
chprintln(ch, "It's already unlocked.");
return;
}
REMOVE_BIT(obj->value[1], CONT_LOCKED);
act("You unlock $p.", ch, obj, NULL, TO_CHAR);
act("$n unlocks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (pexit->key < 0)
{
chprintln(ch, "It can't be unlocked.");
return;
}
if (!has_key(ch, pexit->key))
{
chprintln(ch, "You lack the key.");
return;
}
if (!IS_SET(pexit->exit_info, EX_LOCKED))
{
chprintln(ch, "It's already unlocked.");
return;
}
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
chprintln(ch, "*Click*");
act("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* unlock the other side */
if ((to_room = pexit->u1.to_room) != NULL &&
(pexit_rev = to_room->exit[rev_dir[door]]) != NULL &&
pexit_rev->u1.to_room == ch->in_room)
{
REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
CH_CMD(do_pick)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument(argument, arg);
if (arg[0] == '\0')
{
chprintln(ch, "Pick what?");
return;
}
WAIT_STATE(ch, skill_table[gsn_pick_lock].beats);
/* look for guards */
for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room)
{
if (IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level)
{
act("$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))
{
chprintln(ch, "You failed.");
check_improve(ch, gsn_pick_lock, FALSE, 2);
return;
}
if ((obj = get_obj_here(ch, NULL, arg)) != NULL)
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1], EX_ISDOOR))
{
chprintln(ch, "You can't do that.");
return;
}
if (!IS_SET(obj->value[1], EX_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (obj->value[4] < 0)
{
chprintln(ch, "It can't be unlocked.");
return;
}
if (IS_SET(obj->value[1], EX_PICKPROOF))
{
chprintln(ch, "You failed.");
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)
{
chprintln(ch, "That's not a container.");
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
chprintln(ch, "It's not closed.");
return;
}
if (obj->value[2] < 0)
{
chprintln(ch, "It can't be unlocked.");
return;
}
if (!IS_SET(obj->value[1], CONT_LOCKED))
{
chprintln(ch, "It's already unlocked.");
return;
}
if (IS_SET(obj->value[1], CONT_PICKPROOF))
{
chprintln(ch, "You failed.");
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 $p.", ch, obj, NULL, TO_ROOM);
check_improve(ch, gsn_pick_lock, TRUE, 2);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch))
{
chprintln(ch, "It's not closed.");
return;
}
if (pexit->key < 0 && !IS_IMMORTAL(ch))
{
chprintln(ch, "It can't be picked.");
return;
}
if (!IS_SET(pexit->exit_info, EX_LOCKED))
{
chprintln(ch, "It's already unlocked.");
return;
}
if (IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch))
{
chprintln(ch, "You failed.");
return;
}
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
chprintln(ch, "*Click*");
act("$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)
{
chprintln(ch, "Maybe you should finish fighting first?");
return;
}
obj = get_obj_list(ch, argument, ch->in_room->first_content);
if (obj == NULL)
{
chprintln(ch, "You don't see that here.");
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)))
{
chprintln(ch, "You can't seem to find a place to stand.");
return;
}
if (ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no room to stand on $p.", ch, obj, NULL,
TO_CHAR, POS_DEAD);
return;
}
ch->on = obj;
if (HAS_TRIGGER_OBJ(obj, TRIG_SIT))
p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT);
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch, AFF_SLEEP))
{
chprintln(ch, "You can't wake up!");
return;
}
if (obj == NULL)
{
chprintln(ch, "You wake and stand up.");
act("$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 $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_STANDING;
do_function(ch, &do_look, "auto");
break;
case POS_RESTING:
case POS_SITTING:
if (obj == NULL)
{
chprintln(ch, "You stand up.");
act("$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:
chprintln(ch, "You are already standing.");
break;
case POS_FIGHTING:
chprintln(ch, "You are already fighting!");
break;
}
return;
}
CH_CMD(do_rest)
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
chprintln(ch, "You are already fighting!");
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->first_content);
if (obj == NULL)
{
chprintln(ch, "You don't see that here.");
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)))
{
chprintln(ch, "You can't rest on that.");
return;
}
if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no more room on $p.", ch, obj, NULL,
TO_CHAR, POS_DEAD);
return;
}
ch->on = obj;
if (HAS_TRIGGER_OBJ(obj, TRIG_SIT))
p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT);
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch, AFF_SLEEP))
{
chprintln(ch, "You can't wake up!");
return;
}
if (obj == NULL)
{
chprintln(ch, "You wake up and start resting.");
act("$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 $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_RESTING:
chprintln(ch, "You are already resting.");
break;
case POS_STANDING:
if (obj == NULL)
{
chprintln(ch, "You rest.");
act("$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 $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_SITTING:
if (obj == NULL)
{
chprintln(ch, "You rest.");
act("$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)
{
chprintln(ch, "Maybe you should finish this fight first?");
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->first_content);
if (obj == NULL)
{
chprintln(ch, "You don't see that here.");
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)))
{
chprintln(ch, "You can't sit on that.");
return;
}
if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no more room on $p.", ch, obj, NULL,
TO_CHAR, POS_DEAD);
return;
}
ch->on = obj;
if (HAS_TRIGGER_OBJ(obj, TRIG_SIT))
p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT);
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch, AFF_SLEEP))
{
chprintln(ch, "You can't wake up!");
return;
}
if (obj == NULL)
{
chprintln(ch, "You wake and sit up.");
act("$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)
chprintln(ch, "You stop resting.");
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 $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
chprintln(ch, "You are already sitting down.");
break;
case POS_STANDING:
if (obj == NULL)
{
chprintln(ch, "You sit down.");
act("$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 $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SITTING;
break;
}
return;
}
CH_CMD(do_sleep)
{
OBJ_DATA *obj = NULL;
switch (ch->position)
{
case POS_SLEEPING:
chprintln(ch, "You are already sleeping.");
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if (argument[0] == '\0' && ch->on == NULL)
{
chprintln(ch, "You go to sleep.");
act("$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->first_content);
if (obj == NULL)
{
chprintln(ch, "You don't see that here.");
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)))
{
chprintln(ch, "You can't sleep on that!");
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 (HAS_TRIGGER_OBJ(obj, TRIG_SIT))
p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT);
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 $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
chprintln(ch, "You are already fighting!");
break;
}
return;
}
CH_CMD(do_wake)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
do_function(ch, &do_stand, "");
return;
}
if (!IS_AWAKE(ch))
{
chprintln(ch, "You are asleep yourself!");
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (IS_AWAKE(victim))
{
act("$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;
chprintln(ch, "You attempt to move silently.");
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)
{
chprintln(ch, "You attempt to hide.");
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);
chprintln(ch, "Ok.");
return;
}
CH_CMD(do_recall)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) && !IS_SET(ch->act, ACT_PET))
{
chprintln(ch, "Only players can recall.");
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
chprintln(ch, "You can't recall while in the arena!");
return;
}
act("$n prays for transportation!", ch, 0, 0, TO_ROOM);
if ((location = get_room_index(ROOM_VNUM_TEMPLE)) == NULL)
{
chprintln(ch, "You are completely lost.");
return;
}
if (ch->in_room == location)
return;
if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
IS_AFFECTED(ch, AFF_CURSE))
{
act("$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);
chprintln(ch, "You failed!.");
return;
}
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp(ch, 0 - lose);
check_improve(ch, gsn_recall, TRUE, 4);
chprintlnf(ch, "You recall from combat! You lose %d exps.", lose);
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;
int stat = -1;
char *pOutput = NULL;
int cost;
if (IS_NPC(ch))
return;
/*
* Check for trainer.
*/
for (mob = ch->in_room->first_person; mob; mob = mob->next_in_room)
{
if (IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN))
break;
}
if (mob == NULL)
{
chprintln(ch, "You can't do that here.");
return;
}
if (argument[0] == '\0')
{
chprintlnf(ch, "You have %d training sessions.", ch->train);
argument = "foo";
}
cost = 1;
if (!str_cmp(argument, "str"))
{
if (is_prime_stat(ch, STAT_STR))
cost = 1;
stat = STAT_STR;
pOutput = "strength";
}
else if (!str_cmp(argument, "int"))
{
if (is_prime_stat(ch, STAT_INT))
cost = 1;
stat = STAT_INT;
pOutput = "intelligence";
}
else if (!str_cmp(argument, "wis"))
{
if (is_prime_stat(ch, STAT_WIS))
cost = 1;
stat = STAT_WIS;
pOutput = "wisdom";
}
else if (!str_cmp(argument, "dex"))
{
if (is_prime_stat(ch, STAT_DEX))
cost = 1;
stat = STAT_DEX;
pOutput = "dexterity";
}
else if (!str_cmp(argument, "con"))
{
if (is_prime_stat(ch, 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, ".");
chprintln(ch, buf);
}
else
{
/*
* This message dedicated to Jordan ... you big stud!
*/
act("You have nothing left to train, you $T!", ch, NULL,
ch->sex == SEX_MALE ? "big stud" : ch->sex ==
SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR);
}
return;
}
if (!str_cmp("hp", argument))
{
if (cost > ch->train)
{
chprintln(ch, "You don't have enough training sessions.");
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10;
ch->max_hit += 10;
ch->hit += 10;
act("Your durability increases!", ch, NULL, NULL, TO_CHAR);
act("$n's durability increases!", ch, NULL, NULL, TO_ROOM);
return;
}
if (!str_cmp("mana", argument))
{
if (cost > ch->train)
{
chprintln(ch, "You don't have enough training sessions.");
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)
{
chprintln(ch, "You don't have enough training sessions.");
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;
}
CH_CMD(do_run)
{
char buf[MAX_STRING_LENGTH], arg[MAX_INPUT_LENGTH];
char *p;
bool dFound = FALSE;
if (!ch->desc || *argument == '\0')
{
chprintln(ch, "You run in place!");
return;
}
buf[0] = '\0';
while (*argument != '\0')
{
argument = one_argument(argument, arg);
strcat(buf, arg);
}
for (p = buf + strlen(buf) - 1; p >= buf; p--)
{
if (!isdigit(*p))
{
switch (*p)
{
case 'n':
case 's':
case 'e':
case 'w':
case 'u':
case 'd':
dFound = TRUE;
break;
case 'o':
break;
default:
chprintln(ch, "Invalid direction!");
return;
}
}
else if (!dFound)
*p = '\0';
}
if (!dFound)
{
chprintln(ch, "No directions specified!");
return;
}
replace_string(ch->desc->run_buf, buf);
ch->desc->run_head = ch->desc->run_buf;
chprintln(ch, "You start running...");
return;
}