/************************************************************************** * 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) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "recycle.h" #include "vnums.h" #include "tables.h" Proto (int find_door, (CharData *, char *)); Proto (void quest_room_check, (CharData *)); Proto (bool has_key, (CharData *, vnum_t)); void move_char (CharData * ch, int door, bool follow) { CharData *fch; CharData *fch_next; RoomIndex *in_room; RoomIndex *to_room; ExitData *pexit; if (door < 0 || door > 5) { bugf ("Do_move: bad door %d.", door); return; } if (!IsNPC (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 (IsSet (pexit->exit_info, EX_CLOSED) && (!IsAffected (ch, AFF_PASS_DOOR) || IsSet (pexit->exit_info, EX_NOPASS)) && !IsTrusted (ch, ANGEL)) { act ("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR); return; } if (IsAffected (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 (IsSet (to_room->area->area_flags, AREA_CLOSED)) { chprintln (ch, "That area is closed to players."); return; } if (!IsNPC (ch)) { int move; if (to_room->guild > -1 && to_room->guild < top_class && !is_class (ch, to_room->guild) && !IsImmortal (ch)) { chprintln (ch, "You aren't allowed in there."); return; } if (in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR) { if (!IsAffected (ch, AFF_FLYING) && !IsImmortal (ch)) { chprintln (ch, "You can't fly."); return; } } if ((in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM) && !IsAffected (ch, AFF_FLYING)) { ObjData *obj; bool found; found = false; if (IsImmortal (ch)) found = true; for (obj = ch->carrying_first; 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[Min (SECT_MAX - 1, in_room->sector_type)] + movement_loss[Min (SECT_MAX - 1, to_room->sector_type)]; move /= 2; if (IsAffected (ch, AFF_FLYING) || IsAffected (ch, AFF_HASTE)) move /= 2; if (IsAffected (ch, AFF_SLOW)) move *= 2; if (ch->move < move) { chprintln (ch, "You are too exhausted."); return; } WaitState (ch, 1); ch->move -= move; } if (ValidStance (GetStance (ch, STANCE_CURRENT))) do_function (ch, &do_stance, ""); if (!IsAffected (ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { char leave[MIL]; if (IsAffected (ch, AFF_FLYING)) strcpy (leave, "flies"); else if (ch->desc && ch->desc->run_buf) strcpy (leave, "runs"); else if (ch->in_room->sector_type == SECT_WATER_SWIM) strcpy (leave, "swims"); else if (ch->hit < (ch->max_hit / 4)) strcpy (leave, "crawls"); else if (ch->hit < (ch->max_hit / 3)) strcpy (leave, "limps"); else if (ch->hit < (ch->max_hit / 2)) strcpy (leave, "staggers"); else if (IsDrunk (ch)) strcpy (leave, "stumbles"); else strcpy (leave, "leaves"); act ("$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM); } char_from_room (ch); char_to_room (ch, to_room); if (!IsAffected (ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { char enter[MIL]; if (IsAffected (ch, AFF_FLYING)) strcpy (enter, "flies in"); else if (ch->desc && ch->desc->run_buf) strcpy (enter, "runs by"); else if (ch->in_room->sector_type == SECT_WATER_SWIM) strcpy (enter, "swims in"); else if (ch->hit < (ch->max_hit / 4)) strcpy (enter, "crawls in"); else if (ch->hit < (ch->max_hit / 3)) strcpy (enter, "limps in"); else if (ch->hit < (ch->max_hit / 2)) strcpy (enter, "staggers in"); else if (IsDrunk (ch)) strcpy (enter, "stumbles in"); else strcpy (enter, "arrives"); act ("$n has arrived.", ch, NULL, NULL, TO_ROOM); } do_function (ch, &do_look, "auto"); if (in_room == to_room) return; else if (in_room->area != to_room->area) { if (to_room->area->sound) send_sound (ch, to_room->area->sound); } for (fch = in_room->person_first; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (fch->master == ch && IsAffected (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 (IsSet (ch->in_room->room_flags, ROOM_LAW) && (IsNPC (fch) && IsSet (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 (IsNPC (ch) && HasTriggerMob (ch, TRIG_ENTRY)) p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY); if (!IsNPC (ch)) { p_greet_trigger (ch, PRG_MPROG); p_greet_trigger (ch, PRG_OPROG); p_greet_trigger (ch, PRG_RPROG); quest_room_check (ch); } return; } Do_Fun (do_north) { RoomIndex *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; } Do_Fun (do_east) { RoomIndex *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; } Do_Fun (do_south) { RoomIndex *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; } Do_Fun (do_west) { RoomIndex *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; } Do_Fun (do_up) { RoomIndex *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; } Do_Fun (do_down) { RoomIndex *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 (CharData * ch, char *arg) { ExitData *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 < MAX_DIR; door++) { if ((pexit = ch->in_room->exit[door]) != NULL && IsSet (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 (!IsSet (pexit->exit_info, EX_ISDOOR)) { chprintln (ch, "You can't do that."); return -1; } return door; } Do_Fun (do_open) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Open what?"); return; } if ((obj = get_obj_here (ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet (obj->value[1], EX_ISDOOR)) { chprintln (ch, "You can't do that."); return; } if (!IsSet (obj->value[1], EX_CLOSED)) { chprintln (ch, "It's already open."); return; } if (IsSet (obj->value[1], EX_LOCKED)) { chprintln (ch, "It's locked."); return; } RemBit (obj->value[1], EX_CLOSED); act ("You open $p.", ch, obj, NULL, TO_CHAR); act ("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln (ch, "That's not a container."); return; } if (!IsSet (obj->value[1], CONT_CLOSED)) { chprintln (ch, "It's already open."); return; } if (!IsSet (obj->value[1], CONT_CLOSEABLE)) { chprintln (ch, "You can't do that."); return; } if (IsSet (obj->value[1], CONT_LOCKED)) { chprintln (ch, "It's locked."); return; } RemBit (obj->value[1], CONT_CLOSED); act ("You open $p.", ch, obj, NULL, TO_CHAR); act ("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door (ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet (pexit->exit_info, EX_CLOSED)) { chprintln (ch, "It's already open."); return; } if (IsSet (pexit->exit_info, EX_LOCKED)) { chprintln (ch, "It's locked."); return; } RemBit (pexit->exit_info, EX_CLOSED); act ("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM); chprintln (ch, "Ok."); 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) { CharData *rch; RemBit (pexit_rev->exit_info, EX_CLOSED); for (rch = to_room->person_first; rch != NULL; rch = rch->next_in_room) act ("The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR); } } return; } Do_Fun (do_close) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Close what?"); return; } if ((obj = get_obj_here (ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet (obj->value[1], EX_ISDOOR) || IsSet (obj->value[1], EX_NOCLOSE)) { chprintln (ch, "You can't do that."); return; } if (IsSet (obj->value[1], EX_CLOSED)) { chprintln (ch, "It's already closed."); return; } SetBit (obj->value[1], EX_CLOSED); act ("You close $p.", ch, obj, NULL, TO_CHAR); act ("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln (ch, "That's not a container."); return; } if (IsSet (obj->value[1], CONT_CLOSED)) { chprintln (ch, "It's already closed."); return; } if (!IsSet (obj->value[1], CONT_CLOSEABLE)) { chprintln (ch, "You can't do that."); return; } SetBit (obj->value[1], CONT_CLOSED); act ("You close $p.", ch, obj, NULL, TO_CHAR); act ("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door (ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (IsSet (pexit->exit_info, EX_CLOSED)) { chprintln (ch, "It's already closed."); return; } SetBit (pexit->exit_info, EX_CLOSED); act ("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM); chprintln (ch, "Ok."); 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) { CharData *rch; SetBit (pexit_rev->exit_info, EX_CLOSED); for (rch = to_room->person_first; rch != NULL; rch = rch->next_in_room) act ("The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR); } } return; } bool has_key (CharData * ch, vnum_t key) { ObjData *obj; for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content) { if (obj->pIndexData->vnum == key) return true; } return false; } Do_Fun (do_lock) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Lock what?"); return; } if ((obj = get_obj_here (ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet (obj->value[1], EX_ISDOOR) || IsSet (obj->value[1], EX_NOCLOSE)) { chprintln (ch, "You can't do that."); return; } if (!IsSet (obj->value[1], EX_CLOSED)) { chprintln (ch, "It's not closed."); return; } if (obj->value[4] < 0 || IsSet (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 (IsSet (obj->value[1], EX_LOCKED)) { chprintln (ch, "It's already locked."); return; } SetBit (obj->value[1], EX_LOCKED); act ("You lock $p.", ch, obj, NULL, TO_CHAR); act ("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln (ch, "That's not a container."); return; } if (!IsSet (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 (IsSet (obj->value[1], CONT_LOCKED)) { chprintln (ch, "It's already locked."); return; } SetBit (obj->value[1], CONT_LOCKED); act ("You lock $p.", ch, obj, NULL, TO_CHAR); act ("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door (ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet (pexit->exit_info, EX_CLOSED)) { chprintln (ch, "It's not closed."); return; } if (pexit->key < 0) { chprintln (ch, "It can't be locked."); return; } if (!has_key (ch, pexit->key)) { chprintln (ch, "You lack the key."); return; } if (IsSet (pexit->exit_info, EX_LOCKED)) { chprintln (ch, "It's already locked."); return; } SetBit (pexit->exit_info, EX_LOCKED); chprintln (ch, "*Click*"); act ("$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM); 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) { SetBit (pexit_rev->exit_info, EX_LOCKED); } } return; } Do_Fun (do_unlock) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Unlock what?"); return; } if ((obj = get_obj_here (ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet (obj->value[1], EX_ISDOOR)) { chprintln (ch, "You can't do that."); return; } if (!IsSet (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 (!IsSet (obj->value[1], EX_LOCKED)) { chprintln (ch, "It's already unlocked."); return; } RemBit (obj->value[1], EX_LOCKED); act ("You unlock $p.", ch, obj, NULL, TO_CHAR); act ("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln (ch, "That's not a container."); return; } if (!IsSet (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 (!IsSet (obj->value[1], CONT_LOCKED)) { chprintln (ch, "It's already unlocked."); return; } RemBit (obj->value[1], CONT_LOCKED); act ("You unlock $p.", ch, obj, NULL, TO_CHAR); act ("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door (ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet (pexit->exit_info, EX_CLOSED)) { chprintln (ch, "It's not closed."); return; } if (pexit->key < 0) { chprintln (ch, "It can't be unlocked."); return; } if (!has_key (ch, pexit->key)) { chprintln (ch, "You lack the key."); return; } if (!IsSet (pexit->exit_info, EX_LOCKED)) { chprintln (ch, "It's already unlocked."); return; } RemBit (pexit->exit_info, EX_LOCKED); chprintln (ch, "*Click*"); act ("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM); if ((to_room = pexit->u1.to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->u1.to_room == ch->in_room) { RemBit (pexit_rev->exit_info, EX_LOCKED); } } return; } Do_Fun (do_pick) { char arg[MAX_INPUT_LENGTH]; CharData *gch; ObjData *obj; int door; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Pick what?"); return; } WaitState (ch, skill_table[gsn_pick_lock].beats); for (gch = ch->in_room->person_first; gch; gch = gch->next_in_room) { if (IsNPC (gch) && IsAwake (gch) && ch->level + 5 < gch->level) { act ("$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR); return; } } if (!IsNPC (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) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet (obj->value[1], EX_ISDOOR)) { chprintln (ch, "You can't do that."); return; } if (!IsSet (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 (IsSet (obj->value[1], EX_PICKPROOF)) { chprintln (ch, "You failed."); return; } RemBit (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; } if (obj->item_type != ITEM_CONTAINER) { chprintln (ch, "That's not a container."); return; } if (!IsSet (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 (!IsSet (obj->value[1], CONT_LOCKED)) { chprintln (ch, "It's already unlocked."); return; } if (IsSet (obj->value[1], CONT_PICKPROOF)) { chprintln (ch, "You failed."); return; } RemBit (obj->value[1], CONT_LOCKED); act ("You pick the lock on $p.", ch, obj, NULL, TO_CHAR); act ("$n picks the lock on $p.", ch, obj, NULL, TO_ROOM); check_improve (ch, gsn_pick_lock, true, 2); return; } if ((door = find_door (ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet (pexit->exit_info, EX_CLOSED) && !IsImmortal (ch)) { chprintln (ch, "It's not closed."); return; } if (pexit->key < 0 && !IsImmortal (ch)) { chprintln (ch, "It can't be picked."); return; } if (!IsSet (pexit->exit_info, EX_LOCKED)) { chprintln (ch, "It's already unlocked."); return; } if (IsSet (pexit->exit_info, EX_PICKPROOF) && !IsImmortal (ch)) { chprintln (ch, "You failed."); return; } RemBit (pexit->exit_info, EX_LOCKED); chprintln (ch, "*Click*"); act ("$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM); check_improve (ch, gsn_pick_lock, true, 2); 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) { RemBit (pexit_rev->exit_info, EX_LOCKED); } } return; } Do_Fun (do_stand) { ObjData *obj = NULL; if (!NullStr (argument)) { if (ch->position == POS_FIGHTING) { chprintln (ch, "Maybe you should finish fighting first?"); return; } obj = get_obj_list (ch, argument, ch->in_room->content_first); if (obj == NULL) { chprintln (ch, "You don't see that here."); return; } if (obj->item_type != ITEM_FURNITURE || (!IsSet (obj->value[2], STAND_AT) && !IsSet (obj->value[2], STAND_ON) && !IsSet (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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HasTriggerObj (obj, TRIG_SIT)) p_percent_trigger (NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IsAffected (ch, AFF_SLEEP)) { chprintln (ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln (ch, "You wake and stand up."); act ("$n wakes and stands up.", ch, NULL, NULL, TO_ROOM); ch->on = NULL; } else if (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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; default: break; } return; } Do_Fun (do_rest) { ObjData *obj = NULL; if (ch->position == POS_FIGHTING) { chprintln (ch, "You are already fighting!"); return; } if (!NullStr (argument)) { obj = get_obj_list (ch, argument, ch->in_room->content_first); 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 || (!IsSet (obj->value[2], REST_ON) && !IsSet (obj->value[2], REST_IN) && !IsSet (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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HasTriggerObj (obj, TRIG_SIT)) p_percent_trigger (NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IsAffected (ch, AFF_SLEEP)) { chprintln (ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln (ch, "You wake up and start resting."); act ("$n wakes up and starts resting.", ch, NULL, NULL, TO_ROOM); } else if (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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; default: break; } return; } Do_Fun (do_sit) { ObjData *obj = NULL; if (ch->position == POS_FIGHTING) { chprintln (ch, "Maybe you should finish this fight first?"); return; } if (!NullStr (argument)) { obj = get_obj_list (ch, argument, ch->in_room->content_first); 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 || (!IsSet (obj->value[2], SIT_ON) && !IsSet (obj->value[2], SIT_IN) && !IsSet (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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HasTriggerObj (obj, TRIG_SIT)) p_percent_trigger (NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IsAffected (ch, AFF_SLEEP)) { chprintln (ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln (ch, "You wake and sit up."); act ("$n wakes and sits up.", ch, NULL, NULL, TO_ROOM); } else if (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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 (IsSet (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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SITTING; break; default: break; } return; } Do_Fun (do_sleep) { ObjData *obj = NULL; switch (ch->position) { case POS_SLEEPING: chprintln (ch, "You are already sleeping."); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (NullStr (argument) && ch->on == NULL) { chprintln (ch, "You go to sleep."); act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; } else { if (NullStr (argument)) obj = ch->on; else obj = get_obj_list (ch, argument, ch->in_room->content_first); if (obj == NULL) { chprintln (ch, "You don't see that here."); return; } if (obj->item_type != ITEM_FURNITURE || (!IsSet (obj->value[2], SLEEP_ON) && !IsSet (obj->value[2], SLEEP_IN) && !IsSet (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 (HasTriggerObj (obj, TRIG_SIT)) p_percent_trigger (NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); if (IsSet (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 (IsSet (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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: chprintln (ch, "You are already fighting!"); break; default: break; } return; } Do_Fun (do_wake) { char arg[MAX_INPUT_LENGTH]; CharData *victim; one_argument (argument, arg); if (NullStr (arg)) { do_function (ch, &do_stand, ""); return; } if (!IsAwake (ch)) { chprintln (ch, "You are asleep yourself!"); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (IsAwake (victim)) { act ("$N is already awake.", ch, NULL, victim, TO_CHAR); return; } if (IsAffected (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; } Do_Fun (do_sneak) { AffectData af; chprintln (ch, "You attempt to move silently."); affect_strip (ch, gsn_sneak); if (IsAffected (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; } Do_Fun (do_hide) { chprintln (ch, "You attempt to hide."); if (IsAffected (ch, AFF_HIDE)) RemBit (ch->affected_by, AFF_HIDE); if (number_percent () < get_skill (ch, gsn_hide)) { SetBit (ch->affected_by, AFF_HIDE); check_improve (ch, gsn_hide, true, 3); } else check_improve (ch, gsn_hide, false, 3); return; } Do_Fun (do_visible) { affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); affect_strip (ch, gsn_sneak); RemBit (ch->affected_by, AFF_HIDE); RemBit (ch->affected_by, AFF_INVISIBLE); RemBit (ch->affected_by, AFF_SNEAK); chprintln (ch, "Ok."); return; } void perform_recall (CharData * ch, RoomIndex * location, const char *what) { CharData *victim; if (IsNPC (ch) && !IsSet (ch->act, ACT_PET)) { chprintlnf (ch, "Only players can %s.", what); return; } if (IsSet (ch->in_room->room_flags, ROOM_ARENA)) { chprintlnf (ch, "You can't %s while in the arena!", what); return; } act ("$n prays for transportation!", ch, 0, 0, TO_ROOM); if (location == NULL) { chprintln (ch, "You are completely lost."); return; } if (ch->in_room == location) return; if (IsSet (ch->in_room->room_flags, ROOM_NO_RECALL) || IsAffected (ch, AFF_CURSE)) { act ("$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); WaitState (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 %s from combat! You lose %d exps.", what, 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) { act ("$n disappears.", ch, NULL, NULL, TO_ROOM); char_from_room (ch->pet); char_to_room (ch->pet, location); act ("$n appears in the room.", ch, NULL, NULL, TO_ROOM); } } Do_Fun (do_recall) { RoomIndex *location; if (!ch->in_room || !ch->in_room->area->recall || (location = get_room_index (ch->in_room->area->recall)) == NULL) location = get_room_index (ROOM_VNUM_TEMPLE); perform_recall (ch, location, "recall"); return; } Do_Fun (do_train) { char buf[MAX_STRING_LENGTH]; CharData *mob; int stat = -1; int cost; if (IsNPC (ch)) return; for (mob = ch->in_room->person_first; mob; mob = mob->next_in_room) { if (IsNPC (mob) && IsSet (mob->act, ACT_TRAIN)) break; } if (mob == NULL) { chprintln (ch, "You can't do that here."); return; } if (NullStr (argument)) { chprintlnf (ch, "You have %d training sessions.", ch->train); argument = "foo"; } cost = 1; if ((stat = (int) flag_value (stat_types, argument)) != NO_FLAG) { if (is_prime_stat (ch, stat)) cost = 1; } else if (!str_cmp (argument, "hp")) cost = 1; else if (!str_cmp (argument, "mana")) cost = 1; else { strcpy (buf, "You can train:"); for (stat = 0; stat < STAT_MAX; stat++) { if (ch->perm_stat[stat] < get_max_train (ch, stat)) sprintf (buf + strlen (buf), " %.3s", stat_types[stat].name); } strcat (buf, " hp mana."); chprintln (ch, buf); 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, stat_types[stat].name, 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 $T increases!", ch, NULL, stat_types[stat].name, TO_CHAR); act ("$n's $T increases!", ch, NULL, stat_types[stat].name, TO_ROOM); return; } Do_Fun (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_str (&ch->desc->run_buf, buf); ch->desc->run_head = ch->desc->run_buf; chprintln (ch, "You start running..."); return; }