/***************************************************************************
* 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 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* 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 *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "utils.h"
/* command procedures needed */
DECLARE_DO_FUN(do_look);
DECLARE_DO_FUN(do_stand);
/* random room generation procedure */
ROOM_INDEX_DATA *get_random_room(CHAR_DATA * ch)
{
ROOM_INDEX_DATA *room;
for (;;) {
room = get_room_index(number_range(0, 65535));
if (room != NULL)
if (can_see_room(ch, room)
&& !room_is_private(room)
&& !IS_SET(room->room_flags, ROOM_PRIVATE)
&& !IS_SET(room->room_flags, ROOM_SOLITARY)
&& !IS_SET(room->room_flags, ROOM_SAFE)
&& (IS_NPC(ch) || IS_SET(ch->act, ACT_AGGRESSIVE)
|| !IS_SET(room->room_flags, ROOM_LAW)))
break;
}
return room;
}
/* RT Enter portals */
void do_enter(CHAR_DATA * ch, 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_IMMORTAL(ch)
&& ( IS_SET(old_room->room_flags, ROOM_NO_RECALL)
|| (( IS_AFFECTED(ch, AFF_CURSE))
&& (IS_SET(portal->value[2], GATE_NOCURSE))))) {
send_to_char("You are cursed and cannot leave.\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("$p doesn't seem to go anywhere.", ch, portal, NULL,
TO_CHAR);
return;
}
if (IS_NPC(ch) && IS_SET(ch->act, ACT_AGGRESSIVE)
&& IS_SET(location->room_flags, ROOM_LAW)) {
send_to_char("You are aggressive and can't enter.\n\r", ch);
return;
}
act("$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_look(ch, "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_stand(fch, "");
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 $N.", fch, NULL, ch, TO_CHAR);
do_enter(fch, argument);
}
}
if (portal != NULL && portal->value[0] == -1) {
act("$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);
}
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
if (IS_NPC(ch) && HAS_TRIGGER(ch, TRIG_ENTRY))
mp_percent_trigger(ch, NULL, NULL, NULL, TRIG_ENTRY);
if (!IS_NPC(ch))
mp_greet_trigger(ch);
return;
}
send_to_char("Nope, can't do it.\n\r", ch);
return;
}