/*
* RAM $Id: act_move.c 16 2008-10-22 04:42:21Z ram $
*/
/***************************************************************************
* 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>
#include <sys/time.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "db.h"
#include "interp.h"
#include "act.h"
const char *dir_name[] = {
"north", "east", "south", "west", "up", "down"
};
const char *dir_abbrev[] = { "N", "E", "S", "W", "U", "D" };
const int rev_dir[] = {
DIR_SOUTH,
DIR_WEST,
DIR_NORTH,
DIR_EAST,
DIR_DOWN,
DIR_UP
};
const int movement_loss[SECT_MAX] = {
1, /* SECT_INSIDE */
2, /* SECT_CITY */
2, /* SECT_FIELD */
3, /* SECT_FOREST */
4, /* SECT_HILLS */
6, /* SECT_MOUNTAIN */
4, /* SECT_WATER_SWIM */
1, /* SECT_WATER_NOSWIM */
6, /* SECT_UNUSED */
10, /* SECT_AIR */
6 /* SECT_DESERT */
};
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 >= MAX_EXIT )
{
bug( "Do_move: bad door %d.", 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 ) )
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_CLOSED )
&& ( !IS_AFFECTED( ch, AFF_PASS_DOOR ) || IS_SET( pexit->exit_info, EX_NOPASS ) )
&& !IS_TRUSTED( ch, ANGEL ) )
{
act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM )
&& ch->master != NULL && in_room == ch->master->in_room )
{
send_to_char( "What? And leave your beloved master?\n\r", ch );
return;
}
if ( !is_room_owner( ch, to_room ) && room_is_private( to_room ) )
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
if ( !IS_NPC( ch ) )
{
int iClass,
iGuild;
int move;
for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
for ( iGuild = 0; iGuild < MAX_GUILD; iGuild++ )
{
if ( iClass != ch->iclass
&& to_room->vnum == class_table[iClass].guild[iGuild] )
{
send_to_char( "You aren't allowed in there.\n\r", ch );
return;
}
}
}
if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED( ch, AFF_FLYING ) && !IS_IMMORTAL( ch ) )
{
send_to_char( "You can't fly.\n\r", ch );
return;
}
}
if ( ( in_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_NOSWIM )
&& !IS_AFFECTED( ch, AFF_FLYING ) )
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if ( IS_IMMORTAL( ch ) )
found = TRUE;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->item_type == ITEM_BOAT )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "You need a boat to go there.\n\r", ch );
return;
}
}
move = movement_loss[UMIN( SECT_MAX - 1, in_room->sector_type )]
+ movement_loss[UMIN( SECT_MAX - 1, to_room->sector_type )];
move /= 2; /* i.e. the average */
/*
* conditional effects
*/
if ( IS_AFFECTED( ch, AFF_FLYING ) || IS_AFFECTED( ch, AFF_HASTE ) )
move /= 2;
if ( IS_AFFECTED( ch, AFF_SLOW ) )
move *= 2;
if ( ch->move < move )
{
send_to_char( "You are too exhausted.\n\r", ch );
return;
}
WAIT_STATE( ch, 1 );
ch->move -= move;
}
if ( !IS_AFFECTED( ch, AFF_SNEAK ) && ch->invis_level < LEVEL_HERO )
act( "$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 );
}
}
return;
}
void do_north( CHAR_DATA *ch, const char *argument )
{
move_char( ch, DIR_NORTH, FALSE );
return;
}
void do_east( CHAR_DATA *ch, const char *argument )
{
move_char( ch, DIR_EAST, FALSE );
return;
}
void do_south( CHAR_DATA *ch, const char *argument )
{
move_char( ch, DIR_SOUTH, FALSE );
return;
}
void do_west( CHAR_DATA *ch, const char *argument )
{
move_char( ch, DIR_WEST, FALSE );
return;
}
void do_up( CHAR_DATA *ch, const char *argument )
{
move_char( ch, DIR_UP, FALSE );
return;
}
void do_down( CHAR_DATA *ch, const char *argument )
{
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 = DIR_NORTH;
else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) )
door = DIR_EAST;
else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) )
door = DIR_SOUTH;
else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) )
door = DIR_WEST;
else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) )
door = DIR_UP;
else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) )
door = DIR_DOWN;
else
{
for ( door = 0; door < MAX_EXIT; 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 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return -1;
}
return door;
}
void do_open( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Open what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* open portal
*/
if ( obj->item_type == ITEM_PORTAL )
{
if ( !IS_SET( obj->value[1], EX_ISDOOR ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], EX_CLOSED ) )
{
send_to_char( "It's already open.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], EX_LOCKED ) )
{
send_to_char( "It's locked.\n\r", ch );
return;
}
REMOVE_BIT( obj->value[1], EX_CLOSED );
act( "You open $p.", ch, obj, NULL, TO_CHAR );
act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
return;
}
/*
* 'open object'
*/
if ( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's already open.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's locked.\n\r", ch );
return;
}
REMOVE_BIT( obj->value[1], CONT_CLOSED );
act( "You open $p.", ch, obj, NULL, TO_CHAR );
act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'open door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "It's already open.\n\r", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
{
send_to_char( "It's locked.\n\r", ch );
return;
}
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
/*
* open the other side
*/
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_close( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Close what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* portal stuff
*/
if ( obj->item_type == ITEM_PORTAL )
{
if ( !IS_SET( obj->value[1], EX_ISDOOR )
|| IS_SET( obj->value[1], EX_NOCLOSE ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], EX_CLOSED ) )
{
send_to_char( "It's already closed.\n\r", ch );
return;
}
SET_BIT( obj->value[1], EX_CLOSED );
act( "You close $p.", ch, obj, NULL, TO_CHAR );
act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
return;
}
/*
* 'close object'
*/
if ( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's already closed.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
SET_BIT( obj->value[1], CONT_CLOSED );
act( "You close $p.", ch, obj, NULL, TO_CHAR );
act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'close door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "It's already closed.\n\r", ch );
return;
}
SET_BIT( pexit->exit_info, EX_CLOSED );
act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
/*
* close the other side
*/
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->u1.to_room == ch->in_room )
{
CHAR_DATA *rch;
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* portal stuff
*/
if ( obj->item_type == ITEM_PORTAL )
{
if ( !IS_SET( obj->value[1], EX_ISDOOR )
|| IS_SET( obj->value[1], EX_NOCLOSE ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], EX_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[4] < 0 || IS_SET( obj->value[1], EX_NOLOCK ) )
{
send_to_char( "It can't be locked.\n\r", ch );
return;
}
if ( !has_key( ch, obj->value[4] ) )
{
send_to_char( "You lack the key.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], EX_LOCKED ) )
{
send_to_char( "It's already locked.\n\r", ch );
return;
}
SET_BIT( obj->value[1], EX_LOCKED );
act( "You lock $p.", ch, obj, NULL, TO_CHAR );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
/*
* 'lock object'
*/
if ( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[2] < 0 )
{
send_to_char( "It can't be locked.\n\r", ch );
return;
}
if ( !has_key( ch, obj->value[2] ) )
{
send_to_char( "You lack the key.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already locked.\n\r", ch );
return;
}
SET_BIT( obj->value[1], CONT_LOCKED );
act( "You lock $p.", ch, obj, NULL, TO_CHAR );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'lock door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( pexit->key < 0 )
{
send_to_char( "It can't be locked.\n\r", ch );
return;
}
if ( !has_key( ch, pexit->key ) )
{
send_to_char( "You lack the key.\n\r", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
{
send_to_char( "It's already locked.\n\r", ch );
return;
}
SET_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\n\r", ch );
act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/*
* lock the other side
*/
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->u1.to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* portal stuff
*/
if ( obj->item_type == ITEM_PORTAL )
{
if ( !IS_SET( obj->value[1], EX_ISDOOR ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], EX_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[4] < 0 )
{
send_to_char( "It can't be unlocked.\n\r", ch );
return;
}
if ( !has_key( ch, obj->value[4] ) )
{
send_to_char( "You lack the key.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], EX_LOCKED ) )
{
send_to_char( "It's already unlocked.\n\r", ch );
return;
}
REMOVE_BIT( obj->value[1], EX_LOCKED );
act( "You unlock $p.", ch, obj, NULL, TO_CHAR );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
/*
* 'unlock object'
*/
if ( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[2] < 0 )
{
send_to_char( "It can't be unlocked.\n\r", ch );
return;
}
if ( !has_key( ch, obj->value[2] ) )
{
send_to_char( "You lack the key.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already unlocked.\n\r", ch );
return;
}
REMOVE_BIT( obj->value[1], CONT_LOCKED );
act( "You unlock $p.", ch, obj, NULL, TO_CHAR );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'unlock door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( pexit->key < 0 )
{
send_to_char( "It can't be unlocked.\n\r", ch );
return;
}
if ( !has_key( ch, pexit->key ) )
{
send_to_char( "You lack the key.\n\r", ch );
return;
}
if ( !IS_SET( pexit->exit_info, EX_LOCKED ) )
{
send_to_char( "It's already unlocked.\n\r", ch );
return;
}
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/*
* unlock the other side
*/
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/*
* look for guards
*/
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC( gch ) && IS_AWAKE( gch ) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC( ch ) && number_percent( ) > get_skill( ch, gsn_pick_lock ) )
{
send_to_char( "You failed.\n\r", ch );
check_improve( ch, gsn_pick_lock, FALSE, 2 );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* portal stuff
*/
if ( obj->item_type == ITEM_PORTAL )
{
if ( !IS_SET( obj->value[1], EX_ISDOOR ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], EX_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[4] < 0 )
{
send_to_char( "It can't be unlocked.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], EX_PICKPROOF ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
REMOVE_BIT( obj->value[1], EX_LOCKED );
act( "You pick the lock on $p.", ch, obj, NULL, TO_CHAR );
act( "$n picks the lock on $p.", ch, obj, NULL, TO_ROOM );
check_improve( ch, gsn_pick_lock, TRUE, 2 );
return;
}
/*
* 'pick object'
*/
if ( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( obj->value[2] < 0 )
{
send_to_char( "It can't be unlocked.\n\r", ch );
return;
}
if ( !IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already unlocked.\n\r", ch );
return;
}
if ( IS_SET( obj->value[1], CONT_PICKPROOF ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
REMOVE_BIT( obj->value[1], CONT_LOCKED );
act( "You pick the lock on $p.", ch, obj, NULL, TO_CHAR );
act( "$n picks the lock on $p.", ch, obj, NULL, TO_ROOM );
check_improve( ch, gsn_pick_lock, TRUE, 2 );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'pick door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) && !IS_IMMORTAL( ch ) )
{
send_to_char( "It's not closed.\n\r", ch );
return;
}
if ( pexit->key < 0 && !IS_IMMORTAL( ch ) )
{
send_to_char( "It can't be picked.\n\r", ch );
return;
}
if ( !IS_SET( pexit->exit_info, EX_LOCKED ) )
{
send_to_char( "It's already unlocked.\n\r", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_PICKPROOF ) && !IS_IMMORTAL( ch ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
check_improve( ch, gsn_pick_lock, TRUE, 2 );
/*
* pick the other side
*/
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, const char *argument )
{
OBJ_DATA *obj = NULL;
if ( argument[0] != '\0' )
{
if ( ch->position == POS_FIGHTING )
{
send_to_char( "Maybe you should finish fighting first?\n\r", ch );
return;
}
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You don't see that here.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_FURNITURE
|| ( !IS_SET( obj->value[2], STAND_AT )
&& !IS_SET( obj->value[2], STAND_ON )
&& !IS_SET( obj->value[2], STAND_IN ) ) )
{
send_to_char( "You can't seem to find a place to stand.\n\r", ch );
return;
}
if ( ch->on != obj && count_users( obj ) >= obj->value[0] )
{
act_new( "There's no room to stand on $p.",
ch, obj, NULL, TO_CHAR, POS_DEAD );
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED( ch, AFF_SLEEP ) )
{
send_to_char( "You can't wake up!\n\r", ch );
return;
}
if ( obj == NULL )
{
send_to_char( "You wake and stand up.\n\r", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if ( IS_SET( obj->value[2], STAND_AT ) )
{
act_new( "You wake and stand at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
act( "$n wakes and stands at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], STAND_ON ) )
{
act_new( "You wake and stand on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
act( "$n wakes and stands on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act_new( "You wake and stand in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
act( "$n wakes and stands in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_STANDING;
do_function( ch, &do_look, "auto" );
break;
case POS_RESTING:
case POS_SITTING:
if ( obj == NULL )
{
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if ( IS_SET( obj->value[2], STAND_AT ) )
{
act( "You stand at $p.", ch, obj, NULL, TO_CHAR );
act( "$n stands at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], STAND_ON ) )
{
act( "You stand on $p.", ch, obj, NULL, TO_CHAR );
act( "$n stands on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You stand in $p.", ch, obj, NULL, TO_CHAR );
act( "$n stands on $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char( "You are already standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_rest( CHAR_DATA *ch, const char *argument )
{
OBJ_DATA *obj = NULL;
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You are already fighting!\n\r", ch );
return;
}
/*
* okay, now that we know we can rest, find an object to rest on
*/
if ( argument[0] != '\0' )
{
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You don't see that here.\n\r", ch );
return;
}
}
else
obj = ch->on;
if ( obj != NULL )
{
if ( obj->item_type != ITEM_FURNITURE
|| ( !IS_SET( obj->value[2], REST_ON )
&& !IS_SET( obj->value[2], REST_IN )
&& !IS_SET( obj->value[2], REST_AT ) ) )
{
send_to_char( "You can't rest on that.\n\r", ch );
return;
}
if ( obj != NULL && ch->on != obj && count_users( obj ) >= obj->value[0] )
{
act_new( "There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED( ch, AFF_SLEEP ) )
{
send_to_char( "You can't wake up!\n\r", ch );
return;
}
if ( obj == NULL )
{
send_to_char( "You wake up and start resting.\n\r", ch );
act( "$n wakes up and starts resting.", ch, NULL, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], REST_AT ) )
{
act_new( "You wake up and rest at $p.",
ch, obj, NULL, TO_CHAR, POS_SLEEPING );
act( "$n wakes up and rests at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], REST_ON ) )
{
act_new( "You wake up and rest on $p.",
ch, obj, NULL, TO_CHAR, POS_SLEEPING );
act( "$n wakes up and rests on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act_new( "You wake up and rest in $p.",
ch, obj, NULL, TO_CHAR, POS_SLEEPING );
act( "$n wakes up and rests in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_RESTING;
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_STANDING:
if ( obj == NULL )
{
send_to_char( "You rest.\n\r", ch );
act( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], REST_AT ) )
{
act( "You sit down at $p and rest.", ch, obj, NULL, TO_CHAR );
act( "$n sits down at $p and rests.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], REST_ON ) )
{
act( "You sit on $p and rest.", ch, obj, NULL, TO_CHAR );
act( "$n sits on $p and rests.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You rest in $p.", ch, obj, NULL, TO_CHAR );
act( "$n rests in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_RESTING;
break;
case POS_SITTING:
if ( obj == NULL )
{
send_to_char( "You rest.\n\r", ch );
act( "$n rests.", ch, NULL, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], REST_AT ) )
{
act( "You rest at $p.", ch, obj, NULL, TO_CHAR );
act( "$n rests at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], REST_ON ) )
{
act( "You rest on $p.", ch, obj, NULL, TO_CHAR );
act( "$n rests on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You rest in $p.", ch, obj, NULL, TO_CHAR );
act( "$n rests in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_RESTING;
break;
}
return;
}
void do_sit( CHAR_DATA *ch, const char *argument )
{
OBJ_DATA *obj = NULL;
if ( ch->position == POS_FIGHTING )
{
send_to_char( "Maybe you should finish this fight first?\n\r", ch );
return;
}
/*
* okay, now that we know we can sit, find an object to sit on
*/
if ( argument[0] != '\0' )
{
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You don't see that here.\n\r", ch );
return;
}
}
else
obj = ch->on;
if ( obj != NULL )
{
if ( obj->item_type != ITEM_FURNITURE
|| ( !IS_SET( obj->value[2], SIT_ON )
&& !IS_SET( obj->value[2], SIT_IN )
&& !IS_SET( obj->value[2], SIT_AT ) ) )
{
send_to_char( "You can't sit on that.\n\r", ch );
return;
}
if ( obj != NULL && ch->on != obj && count_users( obj ) >= obj->value[0] )
{
act_new( "There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED( ch, AFF_SLEEP ) )
{
send_to_char( "You can't wake up!\n\r", ch );
return;
}
if ( obj == NULL )
{
send_to_char( "You wake and sit up.\n\r", ch );
act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], SIT_AT ) )
{
act_new( "You wake and sit at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
act( "$n wakes and sits at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], SIT_ON ) )
{
act_new( "You wake and sit on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
act( "$n wakes and sits at $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act_new( "You wake and sit in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD );
act( "$n wakes and sits in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SITTING;
break;
case POS_RESTING:
if ( obj == NULL )
send_to_char( "You stop resting.\n\r", ch );
else if ( IS_SET( obj->value[2], SIT_AT ) )
{
act( "You sit at $p.", ch, obj, NULL, TO_CHAR );
act( "$n sits at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], SIT_ON ) )
{
act( "You sit on $p.", ch, obj, NULL, TO_CHAR );
act( "$n sits on $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
send_to_char( "You are already sitting down.\n\r", ch );
break;
case POS_STANDING:
if ( obj == NULL )
{
send_to_char( "You sit down.\n\r", ch );
act( "$n sits down on the ground.", ch, NULL, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], SIT_AT ) )
{
act( "You sit down at $p.", ch, obj, NULL, TO_CHAR );
act( "$n sits down at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], SIT_ON ) )
{
act( "You sit on $p.", ch, obj, NULL, TO_CHAR );
act( "$n sits on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You sit down in $p.", ch, obj, NULL, TO_CHAR );
act( "$n sits down in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SITTING;
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, const char *argument )
{
OBJ_DATA *obj = NULL;
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if ( argument[0] == '\0' && ch->on == NULL )
{
send_to_char( "You go to sleep.\n\r", ch );
act( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
}
else
{
/*
* find an object and sleep on it
*/
if ( argument[0] == '\0' )
obj = ch->on;
else
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You don't see that here.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_FURNITURE
|| ( !IS_SET( obj->value[2], SLEEP_ON )
&& !IS_SET( obj->value[2], SLEEP_IN )
&& !IS_SET( obj->value[2], SLEEP_AT ) ) )
{
send_to_char( "You can't sleep on that!\n\r", ch );
return;
}
if ( ch->on != obj && count_users( obj ) >= obj->value[0] )
{
act_new( "There is no room on $p for you.",
ch, obj, NULL, TO_CHAR, POS_DEAD );
return;
}
ch->on = obj;
if ( IS_SET( obj->value[2], SLEEP_AT ) )
{
act( "You go to sleep at $p.", ch, obj, NULL, TO_CHAR );
act( "$n goes to sleep at $p.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_SET( obj->value[2], SLEEP_ON ) )
{
act( "You go to sleep on $p.", ch, obj, NULL, TO_CHAR );
act( "$n goes to sleep on $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You go to sleep in $p.", ch, obj, NULL, TO_CHAR );
act( "$n goes to sleep in $p.", ch, obj, NULL, TO_ROOM );
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
do_function( ch, &do_stand, "" );
return;
}
if ( !IS_AWAKE( ch ) )
{
send_to_char( "You are asleep yourself!\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_AWAKE( victim ) )
{
act( "$N is already awake.", ch, NULL, victim, TO_CHAR );
return;
}
if ( IS_AFFECTED( victim, AFF_SLEEP ) )
{
act( "You can't wake $M!", ch, NULL, victim, TO_CHAR );
return;
}
act_new( "$n wakes you.", ch, NULL, victim, TO_VICT, POS_SLEEPING );
do_function( ch, &do_stand, "" );
return;
}
void do_sneak( CHAR_DATA *ch, const char *argument )
{
AFFECT_DATA af;
send_to_char( "You attempt to move silently.\n\r", ch );
affect_strip( ch, gsn_sneak );
if ( IS_AFFECTED( ch, AFF_SNEAK ) )
return;
if ( number_percent( ) < get_skill( ch, gsn_sneak ) )
{
check_improve( ch, gsn_sneak, TRUE, 3 );
af.where = TO_AFFECTS;
af.type = gsn_sneak;
af.level = ch->level;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
else
check_improve( ch, gsn_sneak, FALSE, 3 );
return;
}
void do_hide( CHAR_DATA *ch, const char *argument )
{
send_to_char( "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.
*/
void do_visible( CHAR_DATA *ch, const char *argument )
{
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 );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_recall( CHAR_DATA *ch, const char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
if ( IS_NPC( ch ) && !IS_SET( ch->act, ACT_PET ) )
{
send_to_char( "Only players can recall.\n\r", ch );
return;
}
act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );
if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
|| IS_AFFECTED( ch, AFF_CURSE ) )
{
send_to_char( "Mota has forsaken you.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
int lose,
skill;
skill = get_skill( ch, gsn_recall );
if ( number_percent( ) < 80 * skill / 100 )
{
check_improve( ch, gsn_recall, FALSE, 6 );
WAIT_STATE( ch, 4 );
sprintf( buf, "You failed!.\n\r" );
send_to_char( buf, ch );
return;
}
lose = ( ch->desc != NULL ) ? 25 : 50;
gain_exp( ch, 0 - lose );
check_improve( ch, gsn_recall, TRUE, 4 );
sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move /= 2;
act( "$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;
}
void do_train( CHAR_DATA *ch, const char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mob;
int stat = -1;
const char *pOutput = NULL;
int cost;
if ( IS_NPC( ch ) )
return;
/*
* Check for trainer.
*/
for ( mob = ch->in_room->people; mob; mob = mob->next_in_room )
{
if ( IS_NPC( mob ) && IS_SET( mob->act, ACT_TRAIN ) )
break;
}
if ( mob == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
sprintf( buf, "You have %d training sessions.\n\r", ch->train );
send_to_char( buf, ch );
argument = "foo";
}
cost = 1;
if ( !str_cmp( argument, "str" ) )
{
if ( class_table[ch->iclass].attr_prime == STAT_STR )
cost = 1;
stat = STAT_STR;
pOutput = "strength";
}
else if ( !str_cmp( argument, "int" ) )
{
if ( class_table[ch->iclass].attr_prime == STAT_INT )
cost = 1;
stat = STAT_INT;
pOutput = "intelligence";
}
else if ( !str_cmp( argument, "wis" ) )
{
if ( class_table[ch->iclass].attr_prime == STAT_WIS )
cost = 1;
stat = STAT_WIS;
pOutput = "wisdom";
}
else if ( !str_cmp( argument, "dex" ) )
{
if ( class_table[ch->iclass].attr_prime == STAT_DEX )
cost = 1;
stat = STAT_DEX;
pOutput = "dexterity";
}
else if ( !str_cmp( argument, "con" ) )
{
if ( class_table[ch->iclass].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" );
send_to_char( buf, ch );
}
else
{
/*
* This message dedicated to Jordan ... you big stud!
*/
act( "You have nothing left to train, you $T!",
ch, NULL,
ch->sex == SEX_MALE ? "big stud" :
ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR );
}
return;
}
if ( !str_cmp( "hp", argument ) )
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10;
ch->max_hit += 10;
ch->hit += 10;
act( "Your durability increases!", ch, NULL, NULL, TO_CHAR );
act( "$n's durability increases!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( !str_cmp( "mana", argument ) )
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_mana += 10;
ch->max_mana += 10;
ch->mana += 10;
act( "Your power increases!", ch, NULL, NULL, TO_CHAR );
act( "$n's power increases!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( ch->perm_stat[stat] >= get_max_train( ch, stat ) )
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->perm_stat[stat] += 1;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
/* random room selection procedure */
ROOM_INDEX_DATA *get_random_room( CHAR_DATA *ch )
{
/*
* top_room is the number of rooms loaded. room_index_hash[MAX_KEY_HASH] is the set
* of rooms. Each room is stored in rih[vnum % MAX_KEY_HASH].
*/
ROOM_INDEX_DATA **pRooms = NULL;
ROOM_INDEX_DATA *pRoomIndex = NULL;
int iHash = 0;
int room_count = 0;
int target_room = 0;
if ( !
( pRooms =
( ROOM_INDEX_DATA ** ) calloc( top_room, sizeof( ROOM_INDEX_DATA * ) ) ) )
{
proper_exit( 1,
"get_random_room: can't alloc %d pointers for room pointer table.",
top_room );
}
/*
* First, we need to filter out rooms that aren't valid choices
*/
for ( iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
{
for ( pRoomIndex = room_index_hash[iHash];
pRoomIndex != NULL; pRoomIndex = pRoomIndex->next )
{
/*
* Skip private/safe rooms, no hiding in there!
*/
if ( IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE )
|| IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY )
|| IS_SET( pRoomIndex->room_flags, ROOM_SAFE ) )
continue;
/*
* Skip rooms the target can't "see"
*/
if ( !can_see_room( ch, pRoomIndex ) )
continue;
/*
* Skip rooms that are considered private beyond the flags
*/
if ( room_is_private( pRoomIndex ) )
continue;
/*
* Skip rooms that are LAW if the target is a non-PK player
*/
if ( IS_SET( pRoomIndex->room_flags, ROOM_LAW )
&& !IS_NPC( ch ) && !IS_SET( ch->act, ACT_AGGRESSIVE ) )
continue;
pRooms[room_count++] = pRoomIndex;
}
}
/*
* Now, we pick a random number and grab the room pointer
*/
target_room = number_range( 0, room_count );
pRoomIndex = pRooms[target_room];
free( pRooms );
return pRoomIndex;
}
/* RT Enter portals */
void do_enter( CHAR_DATA *ch, const char *argument )
{
ROOM_INDEX_DATA *location;
if ( ch->fighting != NULL )
return;
/*
* nifty portal stuff
*/
if ( argument[0] != '\0' )
{
ROOM_INDEX_DATA *old_room;
OBJ_DATA *portal;
CHAR_DATA *fch,
*fch_next;
old_room = ch->in_room;
portal = get_obj_list( ch, argument, ch->in_room->contents );
if ( portal == NULL )
{
send_to_char( "You don't see that here.\n\r", ch );
return;
}
if ( portal->item_type != ITEM_PORTAL
|| ( IS_SET( portal->value[1], EX_CLOSED ) && !IS_TRUSTED( ch, ANGEL ) ) )
{
send_to_char( "You can't seem to find a way in.\n\r", ch );
return;
}
if ( !IS_TRUSTED( ch, ANGEL ) && !IS_SET( portal->value[2], GATE_NOCURSE )
&& ( IS_AFFECTED( ch, AFF_CURSE )
|| IS_SET( old_room->room_flags, ROOM_NO_RECALL ) ) )
{
send_to_char( "Something prevents you from leaving...\n\r", ch );
return;
}
if ( IS_SET( portal->value[2], GATE_RANDOM ) || portal->value[3] == -1 )
{
location = get_random_room( ch );
portal->value[3] = location->vnum; /* for record keeping :) */
}
else if ( IS_SET( portal->value[2], GATE_BUGGY ) && ( number_percent( ) < 5 ) )
location = get_random_room( ch );
else
location = get_room_index( portal->value[3] );
if ( location == NULL
|| location == old_room
|| !can_see_room( ch, location )
|| ( room_is_private( location ) && !IS_TRUSTED( ch, IMPLEMENTOR ) ) )
{
act( "$p doesn't seem to go anywhere.", ch, portal, NULL, TO_CHAR );
return;
}
if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_AGGRESSIVE )
&& IS_SET( location->room_flags, ROOM_LAW ) )
{
send_to_char( "Something prevents you from leaving...\n\r", ch );
return;
}
act( "$n steps into $p.", ch, portal, NULL, TO_ROOM );
if ( IS_SET( portal->value[2], GATE_NORMAL_EXIT ) )
act( "You enter $p.", ch, portal, NULL, TO_CHAR );
else
act( "You walk through $p and find yourself somewhere else...",
ch, portal, NULL, TO_CHAR );
char_from_room( ch );
char_to_room( ch, location );
if ( IS_SET( portal->value[2], GATE_GOWITH ) ) /* take the gate along */
{
obj_from_room( portal );
obj_to_room( portal, location );
}
if ( IS_SET( portal->value[2], GATE_NORMAL_EXIT ) )
act( "$n has arrived.", ch, portal, NULL, TO_ROOM );
else
act( "$n has arrived through $p.", ch, portal, NULL, TO_ROOM );
do_function( ch, &do_look, "auto" );
/*
* charges
*/
if ( portal->value[0] > 0 )
{
portal->value[0]--;
if ( portal->value[0] == 0 )
portal->value[0] = -1;
}
/*
* protect against circular follows
*/
if ( old_room == location )
return;
for ( fch = old_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( portal == NULL || portal->value[0] == -1 )
/*
* no following through dead portals
*/
continue;
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 )
{
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 $N.", fch, NULL, ch, TO_CHAR );
do_function( fch, &do_enter, argument );
}
}
if ( portal != NULL && portal->value[0] == -1 )
{
act( "$p fades out of existence.", ch, portal, NULL, TO_CHAR );
if ( ch->in_room == old_room )
act( "$p fades out of existence.", ch, portal, NULL, TO_ROOM );
else if ( old_room->people != NULL )
{
act( "$p fades out of existence.",
old_room->people, portal, NULL, TO_CHAR );
act( "$p fades out of existence.",
old_room->people, portal, NULL, TO_ROOM );
}
extract_obj( portal );
}
return;
}
send_to_char( "Nope, can't do it.\n\r", ch );
return;
}