/***************************************************************************
* 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. *
* *
* Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley *
* *
* 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. *
* *
* _/ _/_/_/ _/ _/ _/ ACK! MUD is modified *
* _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code *
* _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 *
* _/_/_/_/ _/ _/ _/ Version #: 4.3 *
* _/ _/ _/_/_/ _/ _/ _/ *
* *
* http://ackmud.nuc.net/ *
* zenithar@ackmud.nuc.net *
* 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. *
***************************************************************************/
/***************************************************************************
* _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ AckFUSS is modified ACK!MUD 4.3.1 *
* _/ _/ _/ _/ _/ copyright Matt Goff (Kline) 2008 *
* _/_/ _/ _/ _/_/_/_/ _/_/_/_/ *
* _/ _/ _/ _/ _/ Support for this code is provided *
* _/ _/_/_/_/ _/_/_/_/ _/_/_/_/ at www.ackmud.net -- check it out!*
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <stdlib.h>
#include "globals.h"
#ifndef DEC_ACT_COMM_H
#include "h/act_comm.h"
#endif
#ifndef DEC_ACT_INFO_H
#include "h/act_info.h"
#endif
#ifndef DEC_ACT_MOB_H
#include "h/act_mob.h"
#endif
#ifndef DEC_ACT_MOVE_H
#include "h/act_move.h"
#endif
#ifndef DEC_BUILD_H
#include "h/build.h"
#endif
#ifndef DEC_COMM_H
#include "h/comm.h"
#endif
#ifndef DEC_DB_H
#include "h/db.h"
#endif
#ifndef DEC_FIGHT_H
#include "h/fight.h"
#endif
#ifndef DEC_HANDLER_H
#include "h/handler.h"
#endif
#ifndef DEC_MAGIC_H
#include "h/magic.h"
#endif
#ifndef DEC_MOUNT_H
#include "h/mount.h"
#endif
extern bool deathmatch;
extern const short rev_dir[];
extern const short movement_loss[];
void move_char( CHAR_DATA * ch, int door, bool look )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
char buf[MAX_STRING_LENGTH];
char move_buf[MAX_STRING_LENGTH];
char tmp[MAX_STRING_LENGTH];
int need_movement;
char door_name_leave[MSL];
char door_name_enter[MSL];
buf[0] = '\0';
move_buf[0] = '\0';
door_name_leave[0] = '\0';
door_name_leave[0] = '\0';
tmp[0] = '\0';
check_autodig(ch,door);
if( !IS_NPC(ch) && ch->pcdata->movement >= MAX_MOVE_DISPLAY && ch->act.test(ACT_AUTOBRIEF) )
look = FALSE;
if( door < 0 || door > MAX_DIR )
{
bug( "Do_move: bad door %d.", door );
ch->using_named_door = FALSE;
return;
}
if( !IS_NPC( ch ) && ( ( ch->stance == STANCE_AMBUSH ) || ( ch->stance == STANCE_AC_BEST ) ) )
{
send_to_char( "You step out of the shadows.\r\n", ch );
ch->stance = STANCE_WARRIOR;
ch->stance_ac_mod = 0;
ch->stance_dr_mod = 0;
ch->stance_hr_mod = 0;
act( "$n steps out of the Shadows!", ch, NULL, NULL, TO_ROOM );
}
if( IS_NPC( ch ) )
ch->using_named_door = TRUE;
in_room = ch->in_room;
if( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->to_room ) == NULL
|| ( ( str_cmp( pexit->keyword, "" ) ) && ( ch->using_named_door == FALSE ) ) )
{
send_to_char( "Alas, you cannot go that way.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
if( IS_NPC(ch) && pexit->exit_info.test(EX_NOMOB) )
return;
if( str_cmp( pexit->keyword, "" ) )
{
if( pexit->keyword[0] == '^' )
{
snprintf( door_name_leave, MSL, "through the %s", pexit->keyword + 1 );
snprintf( door_name_enter, MSL, "the %s", pexit->keyword + 1 );
}
else
{
snprintf( door_name_leave, MSL, "through the %s", pexit->keyword );
snprintf( door_name_enter, MSL, "the %s", pexit->keyword );
}
}
else
{
snprintf( door_name_leave, MSL, "%s", dir_name[door] );
snprintf( door_name_enter, MSL, "%s", rev_name[door] );
}
if( IS_SET( in_room->affected_by, ROOM_BV_ENCAPS ) || IS_SET( to_room->affected_by, ROOM_BV_ENCAPS ) )
{
if( AI_MOB(ch) )
{
if( ch->mana > mana_cost( ch, skill_lookup( "room dispel" ) ) )
do_cast( ch, "room dispel" );
}
else if( !IS_GHOST(ch) )
{
send_to_char( "A barely visible energy web stops your movement!\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
if( IS_SET( in_room->affected_by, ROOM_BV_HOLD ) )
{
if( AI_MOB(ch) )
{
if( ch->mana > mana_cost( ch, skill_lookup( "room dispel" ) ) )
do_cast( ch, "room dispel" );
}
else if( !IS_GHOST(ch) )
{
send_to_char( "A fleeting vision of bars appears before the exit, and stops your movement!\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
if( pexit->exit_info.test(EX_CLOSED) )
{
if( !IS_AFFECTED( ch, AFF_PASS_DOOR ) && ( !item_has_apply( ch, ITEM_APPLY_PASS_DOOR ) ) && !IS_GHOST(ch) )
{
if( pexit->exit_info.test(EX_NODETECT) )
send_to_char( "Alas, you cannot go that way.\r\n", ch );
else
act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
ch->using_named_door = FALSE;
return;
}
else if( pexit->exit_info.test(EX_PASSPROOF) )
{
if( pexit->exit_info.test(EX_NODETECT) )
send_to_char( "Alas, you cannot go that way.\r\n", ch );
else
act( "You don't seem to be able to pass through $d.", ch, NULL, pexit->keyword, TO_CHAR );
ch->using_named_door = FALSE;
return;
}
}
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master != NULL && in_room == ch->master->in_room )
{
send_to_char( "What? And leave your beloved master?\r\n", ch );
ch->using_named_door = FALSE;
return;
}
if( room_is_private( to_room ) && !IS_IMMORTAL( ch ) )
{
send_to_char( "That room is private right now.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
/*
* need 1 move if riding - Celestian
*/
if( ch->position == POS_RIDING )
{
need_movement = 1;
if( IS_RIDING( ch ) )
{
if( !IS_AWAKE( ch->riding ) )
{
send_to_char( "Your mount ignores you completely.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
if( ( ch->riding )->position != POS_STANDING )
{
act( "$N twists $S head around and looks at you quizzically.", ch, 0, ch->riding, TO_CHAR );
act( "$N looks quizzically at $n.", ch, 0, ch->riding, TO_CHAR );
ch->using_named_door = FALSE;
return;
}
}
else
{
send_to_char( "Bummer, looks like your mount gave you the slip.\r\n", ch );
ch->position = POS_STANDING;
update_pos( ch );
ch->using_named_door = FALSE;
return;
}
}
if( pexit->exit_info.test(EX_IMMORTAL) && !IS_IMMORTAL( ch ) )
{
send_to_char( "Only an Immortal may use that exit.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
/*
* Int Mobs need to be able to handle climbs
*/
if( pexit->exit_info.test(EX_CLIMB) && IS_NPC( ch ) && !IS_AFFECTED( ch, AFF_FLYING ) )
{
if( ch->mana > mana_cost( ch, skill_lookup( "fly" ) ) )
{
do_cast( ch, "fly" );
}
else
{
send_to_char( "Looks like you'd have to climb up there.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_climb] == 0
&& pexit->exit_info.test(EX_CLIMB) && !IS_AFFECTED( ch, AFF_FLYING ) && !item_has_apply( ch, ITEM_APPLY_FLY ) && !IS_GHOST(ch) )
{
send_to_char( "You'd need to be able to fly or climb to go that way!\r\n", ch );
ch->using_named_door = FALSE;
return;
}
{
int iClass;
int iRace;
int iClan;
int move;
/*
* Check if room is a guild-only one...
*/
for( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
if( to_room->vnum == class_table[iClass].guild )
{
if( ( IS_NPC( ch ) ) || ( ( !IS_IMMORTAL( ch ) ) && ( ch->lvl[iClass] == -1 ) ) )
{
send_to_char( "You aren't allowed in there.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
}
/*
* Check if room is a race-only one...
*/
for( iRace = 0; iRace < MAX_RACE; iRace++ )
{
if( ( to_room->vnum == race_table[iRace].race_room ) && ( iRace != ch->race ) && ( !IS_IMMORTAL( ch ) ) )
{
send_to_char( "You aren't allowed in there.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
/*
* Check if room is a clan-only one...
*/
for( iClan = 0; iClan < MAX_CLAN; iClan++ )
{
if( to_room->vnum == clan_table[iClan].clan_room )
{
if( ( IS_NPC( ch ) ) || ( ( !IS_IMMORTAL( ch ) ) && ( iClan != ch->clan ) ) )
{
send_to_char( "You aren't allowed in there.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
}
if( to_room->vnum == ROOM_VNUM_BUILDER && ( !IS_IMMORTAL( ch ) && !ch->act.test(ACT_BUILDER) ) )
{
send_to_char( "The Portal allows entrance to builders only.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
if( to_room->vnum == ROOM_VNUM_CLAN
&& ( IS_NPC( ch ) || ( ( !IS_IMMORTAL( ch ) ) && ( !ch->act.test(ACT_CBOSS) ) ) ) )
{
send_to_char( "Only Clan Bosses may enter this room.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
if( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR )
{
if( ( ( !IS_AFFECTED( ch, AFF_FLYING ) )
&& ( !item_has_apply( ch, ITEM_APPLY_FLY ) ) )
&& ( ( ch->riding != NULL ) && ( !IS_SET( ch->riding->affected_by, AFF_FLYING ) ) ) && !IS_GHOST(ch) )
{
if( AI_MOB(ch) && ( ch->mana > mana_cost( ch, skill_lookup( "fly" ) ) ) )
{
do_cast( ch, "fly" );
}
else
{
send_to_char( "You can't fly.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
}
if( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM )
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
/*
* Suggestion for flying above water by Sludge
*/
if( ( IS_AFFECTED( ch, AFF_FLYING ) ) || ( item_has_apply( ch, ITEM_APPLY_FLY ) ) || IS_GHOST(ch) )
found = TRUE;
if( ( ch->riding != NULL ) && ( IS_SET( ch->riding->affected_by, AFF_FLYING ) ) )
found = TRUE;
for( obj = ch->first_carry; obj != NULL; obj = obj->next_in_carry_list )
{
if( obj->item_type == ITEM_BOAT )
{
found = TRUE;
break;
}
}
if( !found )
{
if( AI_MOB(ch) && ( ch->mana > mana_cost( ch, skill_lookup( "fly" ) ) ) )
{
do_cast( ch, "fly" );
}
else if( !IS_IMMORTAL( ch ) )
{
send_to_char( "You need a boat to go there.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
}
}
move = movement_loss[UMIN( SECT_MAX - 1, in_room->sector_type )]
+ movement_loss[UMIN( SECT_MAX - 1, to_room->sector_type )];
if( IS_AFFECTED( ch, AFF_FLYING ) || item_has_apply( ch, ITEM_APPLY_FLY ) )
move = 1;
if( IS_GHOST(ch) )
move = 0;
if( ch->move < move )
{
send_to_char( "You are too exhausted.\r\n", ch );
ch->using_named_door = FALSE;
return;
}
WAIT_STATE( ch, 25 );
ch->move -= move;
}
/* Mount code - Celestian */
if( ch->position == POS_RIDING )
{
if( check_valid_ride( ch ) )
{
snprintf( tmp, MSL, "You ride %s on %s.\r\n", door_name_leave, NAME(ch->riding) );
send_to_char( tmp, ch );
snprintf( tmp, MSL, "$n rides %s on %s.", door_name_leave, NAME(ch->riding) );
}
}
/* if ( ( !IS_AFFECTED(ch, AFF_SNEAK) && !item_has_apply( ch, ITEM_APPLY_SNEAK ) )
&& ( IS_NPC(ch) || ch->act.test(PLR_WIZINVIS) ) ) */
{
if( pexit->exit_info.test(EX_CLIMB) ) /* dir_name[door] */
act( "$n climbs $T.", ch, NULL, door_name_leave, TO_ROOM );
else if( pexit->exit_info.test(EX_CLOSED) ) /* using passdoor */
{
snprintf( buf, MSL, "$L$n floats %s.", door_name_leave );
act( buf, ch, NULL, pexit->keyword, TO_ROOM );
}
else
{
if( IS_NPC( ch ) || ( !IS_NPC( ch ) && ( IS_WOLF( ch ) && ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) ) ) )
snprintf( move_buf, MSL, "$L$n %s $T.", "wanders" );
else if( ch->riding == NULL )
{
snprintf( move_buf, MSL, "$L%s$n %s $T.",
get_ruler_title( ch->pcdata->ruler_rank, ch->login_sex ), ch->pcdata->room_exit );
}
else if( ch->riding != NULL )
{
snprintf( move_buf, MSL, "$L%s$n rides $T on %s.",
get_ruler_title( ch->pcdata->ruler_rank, ch->login_sex ), NAME(ch->riding) );
}
act( move_buf, ch, NULL, door_name_leave, TO_ROOM );
}
}
char_from_room( ch );
char_to_room( ch, to_room );
/* Mount code - Celestian */
if( IS_RIDING( ch ) )
{
char_from_room( ch->riding );
char_to_room( ch->riding, to_room );
if( ( ch->riding )->in_room->vnum == NOWHERE )
{
ch->using_named_door = FALSE;
return;
}
}
/*
* if ( ( !IS_AFFECTED(ch, AFF_SNEAK) && !item_has_apply( ch, ITEM_APPLY_SNEAK ) )
* && ( IS_NPC(ch) || !ch->act.test(PLR_WIZINVIS) ) )
*/
{
if( IS_NPC( ch ) || ( !IS_NPC( ch ) && ( IS_WOLF( ch ) && ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) ) ) )
snprintf( move_buf, MSL, "$L$n %s $T.", "wanders in from" );
else if( ch->riding == NULL )
{
snprintf( move_buf, MSL, "$L%s$n %s $T.",
get_ruler_title( ch->pcdata->ruler_rank, ch->login_sex ), ch->pcdata->room_enter );
}
else if( ch->riding != NULL )
{
snprintf( move_buf, MSL, "$L%s$n rides in from $T on %s.",
get_ruler_title( ch->pcdata->ruler_rank, ch->login_sex ), NAME(ch->riding) );
}
act( move_buf, ch, NULL, door_name_enter, TO_ROOM );
}
if( in_room != to_room )
{
for( fch = in_room->first_person; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if( fch->master == ch && fch->position == POS_STANDING )
{
act( "You follow $N $t.", fch, dir_name[door], ch, TO_CHAR );
fch->using_named_door = TRUE;
move_char( fch, door, TRUE );
}
}
}
if( look )
do_look( ch, "auto" );
else
{
snprintf( buf, MSL, "%s%s%s\r\n", color_string( ch, "rooms" ), ch->in_room->name, color_string( ch, "normal" ) );
send_to_char( buf, ch );
if( IS_SWITCHED( ch ) || ( !IS_NPC( ch ) && ch->act.test(ACT_AUTOEXIT) ) )
do_exits( ch, "autonr" );
}
if( !IS_NPC( ch ) && IS_VAMP( ch ) && !IS_IMMORTAL( ch ) )
check_vamp( ch ); /* burn the vampire! */
ch->using_named_door = FALSE;
return;
}
void do_north( CHAR_DATA * ch, char *argument )
{
move_char( ch, DIR_NORTH, TRUE );
return;
}
void do_east( CHAR_DATA * ch, char *argument )
{
move_char( ch, DIR_EAST, TRUE );
return;
}
void do_south( CHAR_DATA * ch, char *argument )
{
move_char( ch, DIR_SOUTH, TRUE );
return;
}
void do_west( CHAR_DATA * ch, char *argument )
{
move_char( ch, DIR_WEST, TRUE );
return;
}
void do_up( CHAR_DATA * ch, char *argument )
{
move_char( ch, DIR_UP, TRUE );
return;
}
void do_down( CHAR_DATA * ch, char *argument )
{
move_char( ch, DIR_DOWN, TRUE );
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 < MAX_DIR; door++ )
{
if( ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->exit_info.test(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 )
|| ( str_cmp( pexit->keyword, "" ) && !is_name( arg, pexit->keyword ) ) )
{
act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if( !pexit->exit_info.test(EX_ISDOOR) )
{
send_to_char( "You can't do that.\r\n", ch );
return -1;
}
return door;
}
void do_open( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Open what?\r\n", ch );
return;
}
if( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* 'open object'
*/
if( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's already open.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
if( IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's locked.\r\n", ch );
return;
}
REMOVE_BIT( obj->value[1], CONT_CLOSED );
send_to_char( "Ok.\r\n", ch );
act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
return;
}
if( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'open door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if( !pexit->exit_info.test(EX_CLOSED) )
{
send_to_char( "It's already open.\r\n", ch );
return;
}
if( pexit->exit_info.test(EX_LOCKED) )
{
send_to_char( "It's locked.\r\n", ch );
return;
}
pexit->exit_info.reset(EX_CLOSED);
act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\r\n", ch );
/*
* open the other side
*/
if( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
pexit_rev->exit_info.reset(EX_CLOSED);
for( rch = to_room->first_person; rch != NULL; rch = rch->next_in_room )
act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_close( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Close what?\r\n", ch );
return;
}
if( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* 'close object'
*/
if( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\r\n", ch );
return;
}
if( IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's already closed.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
SET_BIT( obj->value[1], CONT_CLOSED );
send_to_char( "Ok.\r\n", ch );
act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
return;
}
if( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'close door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if( pexit->exit_info.test(EX_CLOSED) )
{
send_to_char( "It's already closed.\r\n", ch );
return;
}
pexit->exit_info.set(EX_CLOSED);
act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\r\n", ch );
/*
* close the other side
*/
if( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
pexit_rev->exit_info.set(EX_CLOSED);
for( rch = to_room->first_person; rch != NULL; rch = rch->next_in_room )
act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
bool has_key( CHAR_DATA * ch, int key )
{
OBJ_DATA *obj;
for( obj = ch->first_carry; obj != NULL; obj = obj->next_in_carry_list )
{
if( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Lock what?\r\n", ch );
return;
}
if( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* 'lock object'
*/
if( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( obj->value[2] < 0 )
{
send_to_char( "It can't be locked.\r\n", ch );
return;
}
if( !has_key( ch, obj->value[2] ) )
{
send_to_char( "You lack the key.\r\n", ch );
return;
}
if( IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already locked.\r\n", ch );
return;
}
SET_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'lock door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if( !pexit->exit_info.test(EX_CLOSED) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( pexit->key < 0 )
{
send_to_char( "It can't be locked.\r\n", ch );
return;
}
if( !has_key( ch, pexit->key ) )
{
send_to_char( "You lack the key.\r\n", ch );
return;
}
if( pexit->exit_info.test(EX_LOCKED) )
{
send_to_char( "It's already locked.\r\n", ch );
return;
}
pexit->exit_info.set(EX_LOCKED);
send_to_char( "*Click*\r\n", ch );
act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/*
* lock the other side
*/
if( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->to_room == ch->in_room )
{
pexit_rev->exit_info.set(EX_LOCKED);
}
}
return;
}
void do_unlock( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Unlock what?\r\n", ch );
return;
}
if( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* 'unlock object'
*/
if( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( obj->value[2] < 0 )
{
send_to_char( "It can't be unlocked.\r\n", ch );
return;
}
if( !has_key( ch, obj->value[2] ) )
{
send_to_char( "You lack the key.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already unlocked.\r\n", ch );
return;
}
REMOVE_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'unlock door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if( !pexit->exit_info.test(EX_CLOSED) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( pexit->key < 0 )
{
send_to_char( "It can't be unlocked.\r\n", ch );
return;
}
if( !has_key( ch, pexit->key ) )
{
send_to_char( "You lack the key.\r\n", ch );
return;
}
if( !pexit->exit_info.test(EX_LOCKED) )
{
send_to_char( "It's already unlocked.\r\n", ch );
return;
}
pexit->exit_info.reset(EX_LOCKED);
send_to_char( "*Click*\r\n", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/*
* unlock the other side
*/
if( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room )
{
pexit_rev->exit_info.reset(EX_LOCKED);
}
}
return;
}
void do_pick( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Pick what?\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/*
* look for guards
*/
for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
{
if( IS_NPC( gch ) && IS_AWAKE( gch ) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR );
return;
}
}
if( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
{
send_to_char( "You failed.\r\n", ch );
return;
}
if( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/*
* 'pick object'
*/
if( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( obj->value[2] < 0 )
{
send_to_char( "It can't be unlocked.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already unlocked.\r\n", ch );
return;
}
if( IS_SET( obj->value[1], CONT_PICKPROOF ) )
{
send_to_char( "You failed.\r\n", ch );
return;
}
REMOVE_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if( ( door = find_door( ch, arg ) ) >= 0 )
{
/*
* 'pick door'
*/
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if( !pexit->exit_info.test(EX_CLOSED) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( pexit->key < 0 )
{
send_to_char( "It can't be picked.\r\n", ch );
return;
}
if( !pexit->exit_info.test(EX_LOCKED) )
{
send_to_char( "It's already unlocked.\r\n", ch );
return;
}
if( pexit->exit_info.test(EX_PICKPROOF) )
{
send_to_char( "You failed.\r\n", ch );
return;
}
pexit->exit_info.reset(EX_LOCKED);
send_to_char( "*Click*\r\n", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/*
* pick the other side
*/
if( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room )
{
pexit_rev->exit_info.reset(EX_LOCKED);
}
}
return;
}
void do_stand( CHAR_DATA * ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
if( IS_AFFECTED( ch, AFF_SLEEP ) )
{
send_to_char( "You can't wake up!\r\n", ch );
return;
}
send_to_char( "You wake and stand up.\r\n", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_RESTING:
send_to_char( "You stand up.\r\n", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
if( ch->sitting != NULL )
{
ch->sitting->value[1]--;
ch->sitting = NULL;
}
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char( "You are already standing.\r\n", ch );
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\r\n", ch );
break;
case POS_RIDING:
send_to_char( "Dismount first!\r\n", ch );
break;
}
return;
}
void do_rest( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *furn = NULL;
bool sit;
sit = FALSE;
if( argument[0] != '\0' )
{
furn = get_obj_here( ch, argument );
if( furn == NULL || furn->item_type != ITEM_FURNITURE )
{
send_to_char( "You can't rest on that!\r\n", ch );
return;
}
if( furn->value[1] >= furn->value[0] )
{
send_to_char( "It's full already!\r\n", ch );
return;
}
sit = TRUE;
}
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\r\n", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\r\n", ch );
break;
case POS_STANDING:
if( sit == FALSE )
{
send_to_char( "You rest.\r\n", ch );
act( "$n rests.", ch, NULL, NULL, TO_ROOM );
}
else
{
ch->sitting = furn;
act( "$n rests on $p", ch, furn, NULL, TO_ROOM );
act( "You rest on $p", ch, furn, NULL, TO_CHAR );
ch->sitting->value[1]++;
}
ch->position = POS_RESTING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\r\n", ch );
break;
case POS_RIDING:
send_to_char( "Dismount first!\r\n", ch );
break;
}
return;
}
void do_sleep( CHAR_DATA * ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\r\n", ch );
break;
case POS_RESTING:
case POS_STANDING:
send_to_char( "You sleep.\r\n", ch );
act( "$n sleeps.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\r\n", ch );
break;
case POS_RIDING:
send_to_char( "Dismount first!\r\n", ch );
break;
}
return;
}
void do_wake( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
do_stand( ch, argument );
return;
}
if( !IS_AWAKE( ch ) )
{
send_to_char( "You are asleep yourself!\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", 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( "You wake $M.", ch, NULL, victim, TO_CHAR );
act( "$n wakes you.", ch, NULL, victim, TO_VICT );
victim->position = POS_STANDING;
return;
}
void do_shadowform( CHAR_DATA * ch, char *argument )
{
AFFECT_DATA af;
send_to_char( "You attempt to take on shadow form.\r\n", ch );
act( "$n tries to take on shadow form.", ch, NULL, NULL, TO_ROOM );
affect_strip( ch, gsn_sneak );
if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_shadow] )
{
af.type = gsn_sneak;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
return;
}
void do_sneak( CHAR_DATA * ch, char *argument )
{
AFFECT_DATA af;
send_to_char( "You attempt to move silently.\r\n", ch );
affect_strip( ch, gsn_sneak );
if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_sneak] )
{
af.type = gsn_sneak;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
return;
}
void do_warcry( CHAR_DATA *ch, char *argument ) /* Thanks Koron, saved me re-inventing the wheel ;) */
{
AFFECT_DATA af;
short chance;
if( is_affected(ch,skill_lookup("warcry")) )
{
send_to_char("You've already let out a warcry!\r\n",ch);
return;
}
if( IS_NPC(ch) )
chance = 80;
else
chance = ch->pcdata->learned[skill_lookup("warcry")];
if( chance < 10 )
{
send_to_char("You're really not sure how loud you should scream. Maybe you should practice more.\r\n",ch);
return;
}
WAIT_STATE(ch,skill_table[gsn_warcry].beats);
if( number_percent() > chance )
{
send_to_char("Your warcry comes out sounding more like an pubescent screech...\r\n",ch);
act("$n makes some very strange noises...",ch,NULL,NULL,TO_ROOM);
return;
}
af.type = skill_lookup("warcry");
af.duration = 4 + (get_psuedo_level(ch) * 6);
af.location = APPLY_HITROLL;
af.modifier = 10 + (get_psuedo_level(ch) / 12);
af.bitvector = 0;
affect_to_char(ch,&af);
af.location = APPLY_SAVING_SPELL;
af.modifier = -1 - (get_psuedo_level(ch) / 12);
affect_to_char(ch,&af);
send_to_char("You feel ready for battle!\r\n",ch);
act("$n screams a blood-curdling warcry!",ch,NULL,NULL,TO_ROOM);
return;
}
void do_hide( CHAR_DATA * ch, char *argument )
{
send_to_char( "You attempt to hide.\r\n", ch );
if( IS_AFFECTED( ch, AFF_HIDE ) )
REMOVE_BIT( ch->affected_by, AFF_HIDE );
if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
SET_BIT( ch->affected_by, AFF_HIDE );
return;
}
/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA * ch, char *argument )
{
affect_strip( ch, gsn_invis );
affect_strip( ch, gsn_mass_invis );
affect_strip( ch, gsn_sneak );
REMOVE_BIT( ch->affected_by, AFF_HIDE );
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT( ch->affected_by, AFF_SNEAK );
send_to_char( "You become more visible again.\r\n", ch );
return;
}
void do_clan_recall( CHAR_DATA * ch, char *argument )
{
ROOM_INDEX_DATA *location;
if( IS_NPC( ch ) )
return;
if( deathmatch )
{
send_to_char( "Not during a DEATHMATCH!!!\r\n", ch );
return;
}
if( ch->clan == 0 )
{
send_to_char( "You must be in a clan to use this command!!\r\n", ch );
return;
}
else
location = get_room_index( clan_table[ch->clan].clan_room );
if( location == NULL )
{
send_to_char( "You are well lost, like.\r\n", ch );
return;
}
if( ch->in_room->room_flags.test(RFLAG_NO_RECALL) || IS_AFFECTED( ch, AFF_CURSE ) )
{
send_to_char( "Some strange force prevents your transport.\r\n", ch );
return;
}
if( ch->in_room == location )
{
send_to_char( "You didn't have far to go, did you?\r\n", ch );
return;
}
if( ch->fighting != NULL )
{
send_to_char( "You can't use this command when fighting!!\r\n", ch );
return;
}
act( "$n is engulfed in a stream of red light!!", ch, NULL, NULL, TO_ROOM );
send_to_char( "You are engulfed in a stream of red light, carrying you home!\r\n", ch );
char_from_room( ch );
char_to_room( ch, location );
if( ch->riding != NULL )
{
char_from_room( ch->riding );
char_to_room( ch->riding, location );
}
act( "$n arrives, carried upon a stream of red light!!", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
return;
}
void do_recall( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
act( "$n makes the Holy Sign for transportation!", ch, 0, 0, TO_ROOM );
buf[0] = '\0';
/*
* FIXME: Need to check if NPC is charmed - if so find
* * owner's recall location..... -S-
*/
/*
* if ( IS_NPC( ch ) || ch->level < 6 )
*/
if( IS_VAMP( ch ) )
location = get_room_index( VAMPIRE_RECALL );
else
location = get_room_index( ROOM_VNUM_TEMPLE );
if( !IS_NPC( ch ) )
location = get_room_index( ch->pcdata->recall_vnum );
if( deathmatch )
{
location = get_room_index( ROOM_VNUM_DM_RECALL );
if( ch->hit > 250 )
{
send_to_char( "@@lYou wince in pain as you feel your molecules disperse, then reform.@@N\r\n", ch );
ch->hit -= 200;
}
else
{
send_to_char( "Your molecules begin to disperse, then reform quickly, leaving you here.\r\n", ch );
return;
}
}
if( location == NULL )
{
send_to_char( "You are completely lost.\r\n", ch );
return;
}
if( ch->in_room == location )
return;
if( ch->in_room->room_flags.test(RFLAG_NO_RECALL) || IS_AFFECTED( ch, AFF_CURSE ) )
{
send_to_char( "Some strange force prevents your recall.\r\n", ch );
return;
}
if( ( victim = ch->fighting ) != NULL )
{
int lose;
if( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 275 );
lose = ( ch->level / 4 ) + 1;
lose = UMIN( lose, ch->exp );
gain_exp( ch, 0 - lose );
snprintf( buf, MSL, "You failed! You lose %d exps.\r\n", lose );
send_to_char( buf, ch );
return;
}
lose = ( ch->level / 4 ) + 25;
lose = UMIN( lose, ch->exp );
gain_exp( ch, 0 - lose );
snprintf( buf, MSL, "You recall from combat! You lose %d exps.\r\n", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move = ( ch->move > 10 ) ? ( ch->move - 10 ) : 0;
act( "$n is engulfed by a stream of blue light!", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
if( ch->riding != NULL )
{
char_from_room( ch->riding );
char_to_room( ch->riding, location );
}
act( "$n arrives, carried by a stream of blue light!", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
return;
}
void do_train( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char buf2[20];
CHAR_DATA *mob;
int hp_gain = 0;
int mana_gain = 0;
int *pAbilityI = NULL;
short *pAbilityS = NULL; /* This is going to be ugly...But better on memory at least. --Kline */
int pMax = 0;
char *pOutput;
int cost, cost1, cost2, cost3, cost4, cost5; /* Urrgghh */
buf[0] = '\0';
buf2[0] = '\0';
if( IS_NPC( ch ) )
{
send_to_char( "Not for NPCs. Sorry.\r\n", ch );
return;
}
/*
* Check for trainer.
*/
for( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
{
if( IS_NPC( mob ) && mob->act.test(ACT_TRAIN) )
break;
}
if( mob == NULL )
{
send_to_char( "You can't do that here.\r\n", ch );
return;
}
if( argument[0] == '\0' )
{
snprintf( buf, MSL, "You have %d practice sessions.\r\n", ch->practice );
send_to_char( buf, ch );
argument = "foo";
}
cost = 4;
if( !str_cmp( argument, "str" ) )
{
if( class_table[ch->p_class].attr_prime == APPLY_STR )
cost = 3;
pAbilityS = &ch->pcdata->perm_str;
pMax = ch->pcdata->max_str;
pOutput = "strength";
}
else if( !str_cmp( argument, "int" ) )
{
if( class_table[ch->p_class].attr_prime == APPLY_INT )
cost = 3;
pAbilityS = &ch->pcdata->perm_int;
pMax = ch->pcdata->max_int;
pOutput = "intelligence";
}
else if( !str_cmp( argument, "wis" ) )
{
if( class_table[ch->p_class].attr_prime == APPLY_WIS )
cost = 3;
pAbilityS = &ch->pcdata->perm_wis;
pMax = ch->pcdata->max_wis;
pOutput = "wisdom";
}
else if( !str_cmp( argument, "dex" ) )
{
if( class_table[ch->p_class].attr_prime == APPLY_DEX )
cost = 3;
pAbilityS = &ch->pcdata->perm_dex;
pMax = ch->pcdata->max_dex;
pOutput = "dexterity";
}
else if( !str_cmp( argument, "con" ) )
{
if( class_table[ch->p_class].attr_prime == APPLY_CON )
cost = 3;
pAbilityS = &ch->pcdata->perm_con;
pMax = ch->pcdata->max_con;
pOutput = "constitution";
}
else if( !str_cmp( argument, "hp" ) )
{
pAbilityI = &ch->max_hit;
pOutput = "number of hit points";
cost = 4; /* this is pracs per "train hp" */
hp_gain = 1; /* this is hp gained per "train hp" */
}
else if( !str_cmp( argument, "mana" ) )
{
pAbilityI = &ch->max_mana;
pOutput = "amount of mana";
cost = 5;
mana_gain = 1;
}
else
{
/*
* Work out the costs...
*/
cost1 = 4;
cost2 = 4;
cost3 = 4;
cost4 = 4;
cost5 = 4;
if( class_table[ch->p_class].attr_prime == APPLY_STR )
cost1 = 3;
if( class_table[ch->p_class].attr_prime == APPLY_INT )
cost2 = 3;
if( class_table[ch->p_class].attr_prime == APPLY_WIS )
cost3 = 3;
if( class_table[ch->p_class].attr_prime == APPLY_DEX )
cost4 = 3;
if( class_table[ch->p_class].attr_prime == APPLY_CON )
cost5 = 3;
strcpy( buf, "You can train: hp (4) mana (5)" );
if( ch->pcdata->perm_str < ch->pcdata->max_str )
{
strncat( buf, " str", MSL );
snprintf( buf2, MSL, " (%d)", cost1 );
strncat( buf, buf2, MSL );
}
if( ch->pcdata->perm_int < ch->pcdata->max_int )
{
strncat( buf, " int", MSL );
snprintf( buf2, MSL, " (%d)", cost2 );
strncat( buf, buf2, MSL );
}
if( ch->pcdata->perm_wis < ch->pcdata->max_wis )
{
strncat( buf, " wis", MSL );
snprintf( buf2, MSL, " (%d)", cost3 );
strncat( buf, buf2, MSL );
}
if( ch->pcdata->perm_dex < ch->pcdata->max_dex )
{
strncat( buf, " dex", MSL );
snprintf( buf2, MSL, " (%d)", cost4 );
strncat( buf, buf2, MSL );
}
if( ch->pcdata->perm_con < ch->pcdata->max_con )
{
strncat( buf, " con", MSL );
snprintf( buf2, MSL, " (%d)", cost5 );
strncat( buf, buf2, MSL );
}
if( buf[strlen( buf ) - 1] != ':' )
{
strncat( buf, ".\r\n", MSL );
send_to_char( buf, ch );
}
return;
}
if( !str_cmp( argument, "hp" ) )
{
if( cost > ch->practice )
{
send_to_char( "You don't have enough practices.\r\n", ch );
return;
}
ch->practice -= cost;
*pAbilityI += hp_gain;
ch->pcdata->hp_from_gain += 1;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
if( !str_cmp( argument, "mana" ) )
{
if( cost > ch->practice )
{
send_to_char( "You don't have enough practices.\r\n", ch );
return;
}
ch->practice -= cost;
*pAbilityI += mana_gain;
ch->pcdata->mana_from_gain += 1;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
if( *pAbilityS >= pMax )
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if( cost > ch->practice )
{
send_to_char( "You don't have enough practices.\r\n", ch );
return;
}
ch->practice -= cost;
*pAbilityS += 1;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
void do_guild( CHAR_DATA * ch, char *argument )
{
send_to_char( "This command is no longer employed here!\r\n", ch );
return;
}
void do_halls( CHAR_DATA * ch, char *argument )
/*
* Quite a lot of the following code derives from the original
* * MERC2.2 code, although the tweaks are my own.
* * -- Stephen
*/
{
CHAR_DATA *victim;
/*
* Remember to limit use of this command to immorts!
*/
if( ch->level < 81 )
{
send_to_char( "Huh?\r\n", ch );
return;
}
act( "$n prepares to return to the Halls of the Immortals!", ch, 0, 0, TO_ROOM );
/*
* Check is immort is fighting.
* * Stop fight if they are!
*/
if( ( victim = ch->fighting ) != NULL )
{
stop_fighting( ch, TRUE );
}
act( "$n vanishes into a beam of energy!", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_HALLS ) );
act( "$n steps out of the energy beam!", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
return;
}
void do_smash( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int door;
int best;
int cnt;
bool joke; /* Was it unlocked to start with? */
joke = FALSE;
one_argument( argument, arg );
best = -1;
if( !IS_NPC( ch ) )
{
for( cnt = 0; cnt < MAX_CLASS; cnt++ )
if( ch->lvl[cnt] >= skill_table[gsn_smash].skill_level[cnt] )
best = cnt;
else
best = ch->level;
}
if( best == -1 )
{
send_to_char( "You don't know of such a skill.\r\n", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Smash what?\r\n", ch );
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( !pexit->exit_info.test(EX_CLOSED) )
{
send_to_char( "It's already open.\r\n", ch );
return;
}
if( ( 2 * number_percent( ) > ch->pcdata->learned[gsn_smash] ) || ( pexit->exit_info.test(EX_SMASHPROOF) ) )
{
act( "$n tries to smash the $d, but fails.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "You failed!\r\n", ch );
return;
}
if( pexit->exit_info.test(EX_LOCKED) )
pexit->exit_info.reset(EX_LOCKED);
else
joke = TRUE;
pexit->exit_info.reset(EX_CLOSED);
act( "$n smashes opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
act( "You smash open the $d.", ch, NULL, pexit->keyword, TO_CHAR );
if( joke )
{
act( "The $d was already unlocked!!!", ch, NULL, pexit->keyword, TO_ROOM );
act( "The $d was already unlocked!!!", ch, NULL, pexit->keyword, TO_CHAR );
act( "$n tumbles through $d!!!", ch, NULL, pexit->keyword, TO_ROOM );
act( "You tumble through $d!!!", ch, NULL, pexit->keyword, TO_CHAR );
}
/*
* open the other side
*/
if( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
if( pexit_rev->exit_info.test(EX_LOCKED) )
pexit_rev->exit_info.reset(EX_LOCKED);
pexit_rev->exit_info.reset(EX_CLOSED);
for( rch = to_room->first_person; rch != NULL; rch = rch->next_in_room )
act( "The $d is smashed open.", rch, NULL, pexit_rev->keyword, TO_CHAR );
if( joke )
{
char_from_room( ch );
char_to_room( ch, to_room );
act( "$n tumbles into the room, head over heels!", ch, NULL, NULL, TO_ROOM );
do_look( ch, "" );
}
}
}
return;
}
void do_scan( CHAR_DATA * ch, char *argument )
/* Informs ch if there are any (N)PCs in the 6 adjacent rooms.
* I'm sure this could be written better.... ;)
* -- Stephen
*/
{
ROOM_INDEX_DATA *location;
int door;
char buf[MAX_INPUT_LENGTH];
char person[MAX_INPUT_LENGTH];
CHAR_DATA *d;
bool found = FALSE;
buf[0] = '\0';
person[0] = '\0';
act( "$n looks all around for anyone else.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You look around.\r\n", ch );
location = ch->in_room;
for( door = 0; door < MAX_DIR; door++ )
{
EXIT_DATA *pexit;
if( ( pexit = location->exit[door] ) == 0
|| pexit->to_room == NULL
|| pexit->exit_info.test(EX_CLOSED)
|| ( str_cmp( pexit->keyword, "" ) ) || ( pexit->to_room->vnum == ch->in_room->vnum ) )
{
/*
* Then this direction is "invalid"
*/
continue;
}
else
{
for( d = pexit->to_room->first_person; d != NULL; d = d->next_in_room )
{
if( ( pexit->to_room->vnum == d->in_room->vnum ) && can_see( ch, d ) )
{
found = TRUE;
/*
* bit here to set person to (N)PC name
*/
if( IS_NPC( d ) )
{
snprintf( person, MIL, "%s (NPC)", NAME(d) );
}
else
{
snprintf( person, MIL, "%s", PERS( d, ch ) );
}
snprintf( buf, MSL, "%s : %s\r\n", dir_name[door], person );
send_to_char( buf, ch );
}
}
if( ( pexit->to_room->affected_by != 0 )
&& ( ( is_affected( ch, skill_lookup( "detect magic" ) ) ) || ( item_has_apply( ch, ITEM_APPLY_DET_MAG ) ) ) )
{
snprintf( buf, MSL, "The room %s has a @@rMagical@@N Affect!!!\r\n", dir_name[door] );
send_to_char( buf, ch );
}
}
}
if( !found )
{
send_to_char( "You fail to spot anyone around you.\r\n", ch );
}
return;
}
void do_enter( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *portal;
ROOM_INDEX_DATA *to_room;
OBJ_DATA *foo;
OBJ_DATA *foo_next;
int door;
if( argument[0] == '\0' )
{
send_to_char( "Enter what?\r\n", ch );
return;
}
portal = get_obj_here( ch, argument );
if( portal == NULL || portal->item_type != ITEM_PORTAL || portal->value[2] == 0 )
{
/* look for a keyworded door */
if( ( door = find_door( ch, argument ) ) >= 0 )
{
/*
* enterable exit
*/
ch->using_named_door = TRUE;
move_char( ch, door, TRUE );
return;
}
else
{
/* send_to_char( "You can't enter that!\r\n", ch ); */
return;
}
return;
}
if( ( to_room = get_room_index( portal->value[0] ) ) == NULL )
{
send_to_char( "Nothing happens.\r\n", ch );
return;
}
if( (ch->in_room->room_flags.test(RFLAG_NO_PORTAL) || to_room->room_flags.test(RFLAG_NO_PORTAL )) && number_range( 0, 100 ) < 75 )
{
act( "The anti-magic zone causes the portal to @@eIMPLODE@@N!!!", ch, NULL, NULL, TO_ROOM );
send_to_char( "The anti-magic zone causes the portal to @@eIMPLODE@@N!!!", ch );
extract_obj( portal );
/*
* Now check if there is a corresponding portal in to_room
*/
for( foo = to_room->first_content; foo != NULL; foo = foo_next )
{
foo_next = foo->next_in_room;
if( foo->item_type == ITEM_PORTAL && foo->value[0] == ch->in_room->vnum )
break;
extract_obj( foo );
}
return;
}
act( "$n enters $p.", ch, portal, NULL, TO_ROOM );
act( "You enter $p.", ch, portal, NULL, TO_CHAR );
/*
* Now check if there is a corresponding portal in to_room
*/
for( foo = to_room->first_content; foo != NULL; foo = foo->next_in_room )
if( foo->item_type == ITEM_PORTAL && foo->value[0] == ch->in_room->vnum )
break;
char_from_room( ch );
char_to_room( ch, to_room );
if( foo == NULL )
act( "A glowing sphere forms, and $n steps out!", ch, NULL, NULL, TO_ROOM );
else
act( "$n steps out of $p.", ch, foo, NULL, TO_ROOM );
do_look( ch, "" );
return;
}
void do_scout( CHAR_DATA * ch, char *argument )
{
ROOM_INDEX_DATA *loc;
ROOM_INDEX_DATA *tmploc;
int door;
int depth = 0;
int counter;
CHAR_DATA *target;
char buf[MAX_INPUT_LENGTH];
char pre[MAX_INPUT_LENGTH];
buf[0] = '\0';
pre[0] = '\0';
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_scout] == 0 )
{
send_to_char( "You are not trained in this skill!\r\n", ch );
return;
}
if( !IS_NPC( ch ) )
{
/*
* depth is the number of rooms AWAY from your present location
*/
if( ch->pcdata->learned[gsn_scout] > 78 )
depth = 4;
else if( ch->pcdata->learned[gsn_scout] > 64 )
depth = 3;
else if( ch->pcdata->learned[gsn_scout] > 40 )
depth = 2;
else
depth = 1;
}
act( "$n looks all around for anyone else.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You look around.\r\n", ch );
while( depth > 0 )
{
loc = ch->in_room;
for( door = 0; door < MAX_DIR; door++ )
{
tmploc = loc;
/*
* get the room
*/
for( counter = 0; counter < depth; counter++ )
{
if( tmploc->exit[door] == 0
|| tmploc->exit[door]->to_room == NULL
|| tmploc->exit[door]->exit_info.test(EX_CLOSED) || ( str_cmp( tmploc->exit[door]->keyword, "" ) ) )
break;
tmploc = tmploc->exit[door]->to_room;
}
/*
* if room didn't exist
*/
if( counter < depth )
continue;
for( target = tmploc->first_person; target != NULL; target = target->next_in_room )
{
if( target->in_room->vnum == ch->in_room->vnum )
break;
if( !can_see( ch, target ) )
continue;
if( depth == 1 )
snprintf( pre, MIL, "%s : ", dir_name[door] );
else if( depth == 2 )
snprintf( pre, MIL, "Far %s : ", dir_name[door] );
else if( depth == 3 )
snprintf( pre, MIL, "Very Far %s : ", dir_name[door] );
else if( depth == 4 )
snprintf( pre, MIL, "Distant %s : ", dir_name[door] );
snprintf( buf, MIL, "%s%s\r\n", pre, NAME(target) );
send_to_char( buf, ch );
}
}
depth = depth - 1;
}
}
void do_abandon( CHAR_DATA *ch, char *argument ) /* Thanks to Koron & Abel for the idea! */
{
CHAR_DATA *vch;
std::list<CHAR_DATA *>::iterator li;
if( ch->num_followers < 1 )
{
send_to_char("Sadly you have no followers to abandon.\r\n",ch);
return;
}
for( li = char_list.begin(); li != char_list.end(); li++ )
{
vch = *li;
if( vch->master == ch )
stop_follower(vch);
}
return;
}