/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Stfeldt, 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <ctype.h> #include <string.h> #include <stdlib.h> #include "include.h" char * const dir_name [] = { "north", "east", "south", "west", "up", "down" }; int find_path(ROOM_INDEX_DATA *from, ROOM_INDEX_DATA *to, int max_depth); extern char * const dir_name[]; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4 }; const sh_int movement_loss [SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6, 2 }; char * const rev_move [] = { "the south", "the west", "the north", "the east", "below", "above" }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); void blood_trail args( ( CHAR_DATA *ch, int direction ) ); void aggr_update args( ( void ) ); DECLARE_DO_FUN( do_look ); void move_char_ocean(CHAR_DATA *ch, int door ); 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; char buf[MAX_STRING_LENGTH]; if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } if ( !IS_NPC(ch) && (p_exit_trigger( ch, door, PRG_MPROG ) || p_exit_trigger( ch, door, PRG_OPROG ) || p_exit_trigger( ch, door, PRG_RPROG )) ) return; in_room = IN_ROOM(ch); if( IS_VIRTUAL(ch->in_ocean) ) {*/ move_char_ocean(ch, door); return; // } /* if( !IS_NPC(ch) && (*(in_room->exit))[door] && (*(in_room->exit))[door]->to_shaft && !(*(in_room->exit))[door]->u1.to_room && !ch->pcdata->in_mine && door != DIR_UP) { put_char_mine( ch, (*(in_room->exit))[door] ); return; } if(!IS_NPC(ch) && IN_MINE(ch) && ch->pcdata->in_shaft == ch->pcdata->in_mine->shaft_first && ch->pcdata->in_shaft->exit[door] && ch->pcdata->in_shaft->exit[door]->u1.to_room ) { char_from_mine(ch); return; } if(!IS_NPC(ch) && IN_MINE(ch) ) { move_char_mine(ch, door); return; } 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( pexit->u1.to_room != NULL && pexit->to_shaft != NULL ) { logf2("BUG: Move_char with both shaft and room. %s\n\r",in_room->name ); return; } if ( IS_SET(to_room->room_flags, ROOM_RENTED)) { if ( !IS_IMMORTAL(ch)) { send_to_char( "You can't go in there.\n\r", ch ); return; } } if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_TRUSTED(ch,ANGEL)) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); 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 ( MOUNTED(ch) ) { if (MOUNTED(ch)->position < POS_FIGHTING) { send_to_char("Your mount must be standing.\n\r", ch); return; } if (!mount_success(ch, MOUNTED(ch), FALSE)) { send_to_char("Your mount stubbornly refuses to go that way.\n\r", ch); return; } } if ( !IS_NPC(ch) ) { int move; if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM )) { OBJ_DATA *obj; bool found; found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( get_obj_use(obj, UTYPE_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; if ( !MOUNTED(ch) ) { if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } } else { if ( MOUNTED(ch)->move < move ) { send_to_char( "Your mount is too exhausted.\n\r", ch ); return; } } WAIT_STATE( ch, 1 ); if (!MOUNTED(ch)) ch->move -= move; else MOUNTED(ch)->move -= move; } if (RIDDEN(ch)) { CHAR_DATA *rch; rch = RIDDEN(ch); if (!mount_success(rch, ch, FALSE)) { act( "Your mount escapes your control, and leaves $T.", rch, NULL, dir_name[door], TO_CHAR ); if (RIDDEN(ch)) ch = RIDDEN(ch); } else { send_to_char("You steady your mount.\n\r", rch); return; } } if ( ch->invis_level < LEVEL_HERO) { if (MOUNTED(ch)) { sprintf(buf, "$n leaves $T, riding on %s.", MOUNTED(ch)->short_descr); act( buf, ch, NULL, dir_name[door], TO_ROOM ); } else { act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); if (ch->hit < (ch->max_hit / 2)) blood_trail( ch, door ); } } char_from_room( ch ); char_to_room( ch, to_room ); if ( ch->invis_level < LEVEL_HERO) { if(!MOUNTED(ch)) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); else act( "$n has arrived, riding on $N.", ch, NULL, MOUNTED(ch), TO_ROOM ); if (MOUNTED(ch)) { char_from_room( MOUNTED(ch) ); char_to_room( MOUNTED(ch), to_room ); } do_function(ch, &do_look, "auto" ); if (in_room == to_room) return; for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( fch->master == ch && fch->position == POS_STANDING && can_see_room(fch,to_room)) { if (IS_SET(ch->in_room->room_flags,ROOM_LAW) && (IS_NPC(fch) && IS_SET(fch->act,ACT_AGGRESSIVE))) { act("You can't bring $N into the city.", ch,NULL,fch,TO_CHAR); act("You aren't allowed in the city.", fch,NULL,NULL,TO_CHAR); continue; } act( "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, door, TRUE ); } } if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) ) p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY ); if ( !IS_NPC( ch ) ) { p_greet_trigger( ch, PRG_MPROG ); p_greet_trigger( ch, PRG_OPROG ); p_greet_trigger( ch, PRG_RPROG ); } } */ } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH, FALSE ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST, FALSE ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH, FALSE ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST, FALSE ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP, FALSE ); return; } void do_down( CHAR_DATA *ch, 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 = 0; else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1; else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2; else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3; else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4; else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5; else { for ( door = 0; door <= 5; door++ ) { if ( ( pexit = (*(IN_ROOM(ch)->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 = (*(IN_ROOM(ch)->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, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; USE *use; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* open portal */ if ( ( use = get_obj_use(obj, UTYPE_PORTAL) ) != NULL ) { if (!IS_SET(use->value[1], EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(use->value[1], EX_CLOSED)) { send_to_char("It's already open.\n\r",ch); return; } if (IS_SET(use->value[1], EX_LOCKED)) { send_to_char("It's locked.\n\r",ch); return; } REMOVE_BIT(use->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 ( !( use = get_obj_use(obj, UTYPE_CONTAINER) ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_SET(use->value[1], CONT_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(use->value[1], CONT_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = (*(IN_ROOM(ch)->exit))[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); printf_to_char(ch, "You open the %s.\n\r", pexit->keyword ); /* 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 == IN_ROOM(ch) ) { 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, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; USE *use; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if ( ( use = get_obj_use(obj, UTYPE_PORTAL) ) ) { if (!IS_SET(use->value[1],EX_ISDOOR) || IS_SET(use->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (IS_SET(use->value[1],EX_CLOSED)) { send_to_char("It's already closed.\n\r",ch); return; } SET_BIT(use->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 ( !( use = get_obj_use(obj, UTYPE_CONTAINER ) ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(use->value[1], CONT_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } SET_BIT(use->value[1], CONT_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = (*(IN_ROOM(ch)->exit))[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); printf_to_char(ch, "You close the %s.\n\r", pexit->keyword ); /* 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 == IN_ROOM(ch) ) { 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, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; USE *use; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't reach the lock from your mount.\n\r", ch); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if ( ( use = get_obj_use(obj, UTYPE_PORTAL) ) ) { if (!IS_SET(use->value[1],EX_ISDOOR) || IS_SET(use->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(use->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (use->value[4] < 0 || IS_SET(use->value[1],EX_NOLOCK)) { send_to_char("It can't be locked.\n\r",ch); return; } if (!has_key(ch,use->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (IS_SET(use->value[1],EX_LOCKED)) { send_to_char("It's already locked.\n\r",ch); return; } SET_BIT(use->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 ( !( use = get_obj_use(obj, UTYPE_CONTAINER ) ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( use->value[2] < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, use->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(use->value[1], CONT_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(use->value[1], CONT_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = (*(IN_ROOM(ch)->exit))[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 == IN_ROOM(ch) ) { SET_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; USE *use; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Unlock what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't reach the lock from your mount.\n\r", ch); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if ( ( use = get_obj_use(obj, UTYPE_PORTAL) ) ) { if (!IS_SET(use->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(use->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (use->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (!has_key(ch,use->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (!IS_SET(use->value[1],EX_LOCKED)) { send_to_char("It's already unlocked.\n\r",ch); return; } REMOVE_BIT(use->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 ( !( use = get_obj_use(obj, UTYPE_CONTAINER ) ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( use->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, use->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(use->value[1], CONT_LOCKED); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = (*(IN_ROOM(ch)->exit))[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = (*(to_room->exit))[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == IN_ROOM(ch) ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; USE *use; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't pick locks while mounted.\n\r", ch); return; } WAIT_STATE( ch, skill_table[skill_lookup("pick lock")].beats ); /* look for guards */ for ( gch = IN_ROOM(ch)->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,skill_lookup("pick lock"))) { send_to_char( "You failed.\n\r", ch); check_improve(ch,skill_lookup("pick lock"),FALSE,2); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if ( ( use = get_obj_use(obj, UTYPE_PORTAL) ) ) { if (!IS_SET(use->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(use->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (use->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (IS_SET(use->value[1],EX_PICKPROOF)) { send_to_char("You failed.\n\r",ch); return; } REMOVE_BIT(use->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,skill_lookup("pick lock"),TRUE,2); return; } /* 'pick object' */ if ( !( use = get_obj_use(obj, UTYPE_CONTAINER ) ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( use->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !IS_SET(use->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(use->value[1], CONT_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(use->value[1], CONT_LOCKED); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,skill_lookup("pick lock"),TRUE,2); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = (*(IN_ROOM(ch)->exit))[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch)) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL(ch)) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); check_improve(ch,skill_lookup("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 == IN_ROOM(ch) ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_stand( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; USE *use = 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,IN_ROOM(ch)->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if ( !( use = get_obj_use(obj, UTYPE_FURNITURE ) ) || (!IS_SET(use->value[2],STAND_AT) && !IS_SET(use->value[2],STAND_ON) && !IS_SET(use->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) >= use->value[0]) { act_new("There's no room to stand on $p.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } switch ( ch->position ) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake and stand up.\n\r", ch ); act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(use->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(use->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(use->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(use->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, char *argument ) { OBJ_DATA *obj = NULL; USE *use = NULL; if (MOUNTED(ch)) { send_to_char("You can't rest while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't rest while being ridden.\n\r", ch); return; } 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,IN_ROOM(ch)->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 ( ( use = get_obj_use(obj, UTYPE_FURNITURE ) ) || (!IS_SET(use->value[2],REST_ON) && !IS_SET(use->value[2],REST_IN) && !IS_SET(use->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) >= use->value[0]) { act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } switch ( ch->position ) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake up and start resting.\n\r", ch ); act ("$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(use->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(use->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(use->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(use->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(use->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(use->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, char *argument ) { OBJ_DATA *obj = NULL; USE *use = NULL; if (MOUNTED(ch)) { send_to_char("You can't sit while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't sit while being ridden.\n\r", ch); return; } 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,IN_ROOM(ch)->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 ( ( use = get_obj_use(obj, UTYPE_FURNITURE) ) || (!IS_SET(use->value[2],SIT_ON) && !IS_SET(use->value[2],SIT_IN) && !IS_SET(use->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) >= use->value[0]) { act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } if (MOUNTED(ch)) { send_to_char("You can't sleep while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't sleep while being ridden.\n\r", ch); return; } switch (ch->position) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(use->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(use->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(use->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(use->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(use->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(use->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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; USE *use; switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); act( "$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, IN_ROOM(ch)->contents ); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if ( ( use = get_obj_use(obj, UTYPE_FURNITURE) ) || (!IS_SET(use->value[2],SLEEP_ON) && !IS_SET(use->value[2],SLEEP_IN) && !IS_SET(use->value[2],SLEEP_AT))) { send_to_char("You can't sleep on that!\n\r",ch); return; } if (ch->on != obj && count_users(obj) >= use->value[0]) { act_new("There is no room on $p for you.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); if (IS_SET(use->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(use->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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_function(ch, &do_stand, ""); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING ); do_function(ch, &do_stand, ""); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { /* AFFECT_DATA af; */ if ( !IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("sneak") ) ) { send_to_char( "You are too clumsy to sneak.\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't sneak while riding.\n\r", ch); return; } /* if ( number_percent( ) < get_skill(ch,skill_lookup("sneak"))) { check_improve(ch,skill_lookup("sneak"),TRUE,3); af.where = TO_AFFECTS; af.type = skill_lookup("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 ); send_to_char( "You begin to move silently.\n\r", ch ); } else { check_improve(ch,skill_lookup("sneak"),FALSE,3); */ send_to_char( "You fail to move silently.\n\r", ch ); // } return; } void do_hide( CHAR_DATA *ch, char *argument ) { if (MOUNTED(ch)) { send_to_char("You can't hide while riding.\n\r", ch); return; } 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,skill_lookup("hide"))) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,skill_lookup("hide"),TRUE,3); } else check_improve(ch,skill_lookup("hide"),FALSE,3); */ return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { /*affect_strip ( ch, skill_lookup("invis") ); affect_strip ( ch, skill_lookup("mass invis") ); affect_strip ( ch, skill_lookup("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, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; ROOM_INDEX_DATA *location; if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET) && !ch->mount ) { send_to_char("Only players can recall.\n\r",ch); return; } if( IN_MINE(ch) ) { send_to_char("You can't recall from a mine!\n\r",ch); return; } if (IS_SET(IN_ROOM(ch)->room_flags, ROOM_ARENA)) { send_to_char("You can't recall while in the arena!\n\r", ch); return; } if( !IS_SET(ch->act, PLR_MARK) && ch->level >= 10) { send_to_char("You cannot recall. You arn't marked by a god!\n\r",ch); return; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ( location = get_room_index( hometown_table[ch->hometown].recall )) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( IN_ROOM(ch) == location ) return; if ( IS_SET(IN_ROOM(ch)->room_flags, ROOM_NO_RECALL)) { act( "The Gods has forsaken you.\n\r", ch, NULL, 0, TO_CHAR ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose,skill; skill = get_skill(ch,skill_lookup("recall")); if ( number_percent() < 80 * skill / 100 ) { check_improve(ch,skill_lookup("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,skill_lookup("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 = (long)(ch->move * .80); 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) { char_from_room( ch->pet ); char_to_room( ch->pet, IN_ROOM(ch) ); do_function(ch->pet, &do_look, "auto" ); return; } if (ch->mount != NULL) { char_from_room( ch->mount ); char_to_room( ch->mount, IN_ROOM(ch) ); do_function(ch->mount, &do_look, "auto" ); return; } return; } void do_train( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mob; sh_int stat = - 1; char *pOutput = NULL; int cost=0, number; char arg[MSL]; char arg2[MSL]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; /* * Check for trainer. */ for ( mob = IN_ROOM(ch)->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 ( arg2[0] == '\0' ) { sprintf( buf, "You have %d training sessions.\n\r", ch->train ); send_to_char( buf, ch ); if (is_number( arg ) ) { send_to_char("syntax: for the train command is train [number] type.\n\rThe number is optional\n\r", ch ); return; } strcpy( arg2, arg ); } number = is_number(arg) ? atoi(arg) : 1; if ( number < 2 ) cost = 1; else if ( !str_cmp( arg2, "str" ) || !str_cmp( arg2, "wis" ) || !str_cmp( arg2, "dex" ) || !str_cmp( arg2, "con" ) || !str_cmp( arg2, "int" ) ) cost = number; if ( !str_cmp( arg2, "str" ) ) { if ( is_prime_stat(ch, STAT_STR) ) cost = 1; stat = STAT_STR; pOutput = "strength"; } else if ( !str_cmp( arg2, "int" ) ) { if ( is_prime_stat(ch, STAT_INT) ) cost = 1; stat = STAT_INT; pOutput = "intelligence"; } else if ( !str_cmp( arg2, "wis" ) ) { if ( is_prime_stat(ch, STAT_WIS) ) cost = 1; stat = STAT_WIS; pOutput = "wisdom"; } else if ( !str_cmp( arg2, "dex" ) ) { if ( is_prime_stat(ch, STAT_DEX) ) cost = 1; stat = STAT_DEX; pOutput = "dexterity"; } else if ( !str_cmp( arg2, "con" ) ) { if ( is_prime_stat(ch, STAT_CON) ) cost = 1; stat = STAT_CON; pOutput = "constitution"; } else if ( !str_cmp(arg2, "hp" ) ) { if ( number < 2 ) cost = 1; else cost = number; } else if ( !str_cmp(arg2, "mana" ) ) { if ( number < 2 ) cost = 1; else cost = number; } else if ( !str_cmp(arg2, "move" ) ) { if ( number < 2 ) cost = 1; else cost = number; } 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 move"); 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 $T!", ch, NULL, ch->sex == SEX_MALE ? "big stud" : ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR ); } return; } if (!str_cmp("hp",arg2)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_hit += 10 * cost; ch->max_hit += 10 * cost; ch->hit += 10 * cost; if ( number < 2 ) { act( "Your durability increases!",ch,NULL,NULL,TO_CHAR); act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM); return; } else { printf_to_char( ch, "Your durability increases %d times!\n\r", cost ); act( "$n's durability increases!\n\r", ch, NULL, NULL, TO_ROOM ); return; } } if (!str_cmp("mana",arg2)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_mana += 10 * cost; ch->max_mana += 10 * cost; ch->mana += 10 * cost; if ( number < 2 ) { act( "Your power increases!",ch,NULL,NULL,TO_CHAR); act( "$n's power increases!",ch,NULL,NULL,TO_ROOM); return; } else { printf_to_char( ch, "Your power increases %d times!", number ); act( "$n's power increases!", ch, NULL, NULL, TO_ROOM ); return; } } if ( !str_cmp( arg2, "move" ) ) { if ( cost >= ch->train ) { send_to_char( "You don't have enough training sessions!\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_move += cost * 10; ch->max_move += cost * 10; ch->move += cost * 10; if ( number < 2 ) { act( "Your stamina increases!",ch,NULL,NULL,TO_CHAR); act( "$n's stamina increases!",ch,NULL,NULL,TO_ROOM); return; } else { printf_to_char( ch, "Your power increases %d times!", number ); act( "$n's stamina 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; } void do_push_drag( CHAR_DATA *ch, char *argument, char *verb ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; CHAR_DATA *victim; EXIT_DATA *pexit; OBJ_DATA *obj; int door; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); victim = get_char_room(ch, NULL, arg1); obj = get_obj_list( ch, arg1, IN_ROOM(ch)->contents ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { sprintf( buf, "%s whom or what where?\n\r", capitalize(verb)); send_to_char( buf, ch ); return; } if ( (!victim || !can_see(ch,victim)) && (!obj || !can_see_obj(ch,obj)) ) { sprintf(buf,"%s whom or what where?\n\r", capitalize(verb)); send_to_char( buf, ch ); return; } if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0; else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1; else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2; else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3; else if ( !str_cmp( arg2, "u" ) || !str_cmp( arg2, "up" ) ) door = 4; else if ( !str_cmp( arg2, "d" ) || !str_cmp( arg2, "down" ) ) door = 5; else { sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb ); send_to_char( buf, ch ); return; } if ( obj ) { in_room = obj->in_room; if ( ( pexit = (*(in_room->exit))[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb ); send_to_char( buf, ch ); return; } if ( IS_SET(pexit->exit_info, EX_CLOSED) || IS_SET(pexit->exit_info,EX_NOPASS) ) { act( "You cannot $t it through the $d.", ch, verb, pexit->keyword, TO_CHAR ); act( "$n decides to $t $P around!", ch, verb, obj, TO_ROOM ); return; } act( "You attempt to $T $p out of the room.", ch, obj, verb, TO_CHAR ); act( "$n is attempting to $T $p out of the room.", ch, obj, verb, TO_ROOM ); if ( obj->weight > (2 * can_carry_w (ch)) ) { act( "$p is too heavy to $T.\n\r", ch, obj, verb, TO_CHAR); act( "$n attempts to $T $p, but it is too heavy.\n\r", ch, obj, verb, TO_ROOM); return; } if ( !IS_IMMORTAL(ch) || IS_SET(IN_ROOM(ch)->room_flags, ROOM_SAFE) || IS_SET(IN_ROOM(ch)->room_flags, ROOM_PRIVATE) || IS_SET(IN_ROOM(ch)->room_flags, ROOM_SOLITARY) ) { send_to_char( "It won't budge.\n\r", ch ); return; } if ( ch->move > 10 ) { ch->move -= 10; send_to_char( "You succeed!\n\r", ch ); act( "$n succeeds!", ch, NULL, NULL, TO_ROOM ); if (!str_cmp( verb, "drag" )) { act( "$n drags $p $T!", ch, obj, dir_name[door], TO_ROOM ); char_from_room( ch ); char_to_room( ch, pexit->u1.to_room ); do_look( ch, "auto" ); obj_from_room( obj ); obj->carried_by = ch; obj_to_room( obj, to_room ); act( "$n drags $p into the room.", ch, obj, dir_name[door], TO_ROOM ); } else if (!str_cmp( verb, "push" )) { act( "$p flies $T!", ch, obj, dir_name[door], TO_ROOM ); act( "$p flies $T!", ch, obj, dir_name[door], TO_CHAR ); char_from_room( ch ); char_to_room( ch, pexit->u1.to_room ); act( "You notice movement from nearby to the $T.", ch, NULL, rev_move[door], TO_ROOM ); act( "$p flies into the room!", ch, obj, dir_name[door], TO_ROOM ); char_from_room( ch ); char_to_room( ch, in_room ); obj_from_room( obj ); obj->carried_by = ch; obj_to_room( obj, to_room ); } } else { sprintf( buf, "You are too tired to %s anything around!\n\r", verb ); send_to_char( buf, ch ); } } else { if ( ch == victim ) { act( "You $t yourself about the room and look very silly.", ch, verb, NULL, TO_CHAR ); act( "$n decides to be silly and $t $mself about the room.", ch, verb, NULL, TO_ROOM ); return; } in_room = IN_ROOM(victim); if ( ( pexit = (*(in_room->exit))[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(victim,pexit->u1.to_room)) { sprintf( buf, "Alas, you cannot %s them that way.\n\r", verb ); send_to_char( buf, ch ); return; } act( "You attempt to $t $N out of the room.", ch, verb, victim, TO_CHAR ); act( "$n is attempting to $t you out of the room!", ch, verb, victim, TO_VICT ); act( "$n is attempting to $t $N out of the room.", ch, verb, victim, TO_NOTVICT ); if ( !IS_IMMORTAL(ch) || (IS_NPC(victim) && (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER) || victim->pIndexData->pShop )) || IN_ROOM(victim) == NULL || IS_SET(IN_ROOM(victim)->room_flags, ROOM_SAFE) || IS_SET(IN_ROOM(victim)->room_flags, ROOM_PRIVATE) || IS_SET(IN_ROOM(victim)->room_flags, ROOM_SOLITARY) || (!str_cmp( verb, "push" ) && victim->position != POS_STANDING) || is_safe(ch,victim) || (number_percent() > 90) || (victim->max_hit > (ch->max_hit + (get_curr_stat(ch,STAT_STR)*20))) ) { send_to_char( "They won't budge.\n\r", ch ); return; } if ( ch->move > 10 ) { ch->move -= 10; send_to_char( "You succeed!\n\r", ch ); act( "$n succeeds!", ch, NULL, NULL, TO_ROOM ); if (!str_cmp( verb, "drag" )) { move_char( ch, door, FALSE ); act( "$n is dragged $T!", victim, NULL, dir_name[door], TO_ROOM ); act( "You are dragged $T!\n\r", victim, NULL, dir_name[door], TO_CHAR ); char_from_room( victim ); char_to_room( victim, pexit->u1.to_room ); do_look( victim, "auto" ); act( "$N drags $n into the room.", victim, NULL, ch, TO_NOTVICT ); } else if (!str_cmp( verb, "push" )) { act( "$n flies $T!", victim, NULL, dir_name[door], TO_ROOM ); act( "You fly $T!\n\r", victim, NULL, dir_name[door], TO_CHAR ); char_from_room( victim ); char_to_room( victim, pexit->u1.to_room ); do_look( victim, "auto" ); act( "You notice movement from nearby to the $T.", victim, NULL, rev_move[door], TO_ROOM ); act( "$n flies into the room!", victim, NULL, NULL, TO_ROOM ); } } else { sprintf( buf, "You are too tired to %s anybody around!\n\r", verb ); send_to_char( buf, ch ); } } return; } void do_push( CHAR_DATA *ch, char *argument ) { do_push_drag( ch, argument, "push" ); return; } void do_drag( CHAR_DATA *ch, char *argument ) { do_push_drag( ch, argument, "drag" ); return; } void do_rental( CHAR_DATA *ch, char *argument ) { int cost = 10; if ( IS_SET(IN_ROOM(ch)->room_flags, ROOM_RENTAL) ) { if ( IS_NPC(ch)) return; if ( IS_SET(ch->act, PLR_TENNANT)) { send_to_char("You haven't checked out from last time, yet!\n\r", ch); return; } if ( ch->gold < cost ) { send_to_char("You need at least 10 gold to rent a room!\n\r", ch ); return; } send_to_char("You rent the room.\n\r", ch); REMOVE_BIT(IN_ROOM(ch)->room_flags, ROOM_RENTAL); SET_BIT(IN_ROOM(ch)->room_flags, ROOM_PRIVATE); SET_BIT(IN_ROOM(ch)->room_flags, ROOM_RENTED); SET_BIT(ch->act, PLR_TENNANT); ch->gold -= cost; return; } else { send_to_char("You can't rent this room.\n\r", ch); return; } } void do_checkout( CHAR_DATA *ch, char *argument ) { if ( IS_SET(IN_ROOM(ch)->room_flags, ROOM_RENTED) ) { if ( IS_NPC(ch)) return; if ( IS_SET(ch->act, PLR_TENNANT) && ch->pcdata->rentroom == IN_ROOM(ch)->vnum) { send_to_char("You check out of the room.\n\r", ch); REMOVE_BIT(ch->act, PLR_TENNANT); REMOVE_BIT(IN_ROOM(ch)->room_flags, ROOM_RENTED); SET_BIT(IN_ROOM(ch)->room_flags, ROOM_RENTAL); ch->pcdata->rentroom = 0; return; } else { send_to_char("This is not your room.\n\r", ch); return; } } } int find_path(ROOM_INDEX_DATA *from, ROOM_INDEX_DATA *to, int max_depth) { int bitvector[PATH_MAX_VNUM/BITS_PER_INT]; ROOM_INDEX_DATA *rlist; ROOM_INDEX_DATA *track_room_list; int i, depth; bzero(bitvector, sizeof(bitvector)); PATH_SET_FLAG(bitvector, from->vnum); track_room_list = from; track_room_list->next_track = NULL; for (depth = 0; depth < max_depth; depth++) { rlist = track_room_list; track_room_list = NULL; for (; rlist; rlist = rlist->next_track) { for (i = 0; i < PATH_MAX_DIR; i++) { if (!(*(rlist->exit))[i] || !(*(rlist->exit))[i]->u1.to_room || PATH_IS_FLAG(bitvector, (*(rlist->exit))[i]->u1.to_room->vnum)) continue; PATH_SET_FLAG(bitvector, (*(rlist->exit))[i]->u1.to_room->vnum); (*(rlist->exit))[i]->u1.to_room->track_came_from = rlist; if ((*(rlist->exit))[i]->u1.to_room == to) { if (rlist == from) return i; // if you need access to the entire path, this is the place to get it. // basically it's back-tracking how it got to the destination. // Also a good place to hinder track based on sector, weather, etc. while (rlist->track_came_from != from) rlist = rlist->track_came_from; for (i = 0; i < PATH_MAX_DIR; i++) if ((*(from->exit))[i] && (*(from->exit))[i]->u1.to_room == rlist) return i; return -1; } else { (*(rlist->exit))[i]->u1.to_room->next_track = track_room_list; track_room_list = (*(rlist->exit))[i]->u1.to_room; } } } } return -1; } void do_track( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; int direction; bool fArea; int skill = 100; skill /= 4; skill += ch->level/5; one_argument( argument, arg ); if (IS_NPC(ch) || !can_use_skpell( ch, skill_lookup("hunt")) ) { send_to_char("Who do you want to track?\n\r",ch); return; } if( arg[0] == '\0' ) { send_to_char( "Whom are you trying to hunt?\n\r", ch ); return; } /* only imps can hunt to different areas */ fArea = ( get_trust(ch) < MAX_LEVEL ); if( fArea ) victim = get_char_area( ch, arg ); else victim = get_char_world( ch, arg ); if( victim == NULL ) { send_to_char("No-one around by that name.\n\r", ch ); return; } if( IN_ROOM(ch) == IN_ROOM(victim) ) { act( "$N is here!", ch, NULL, victim, TO_CHAR ); return; } /* * Deduct some movement. */ if( ch->move > 2 ) ch->move -= 3; else { send_to_char( "You're too exhausted to hunt anyone!\n\r", ch ); return; } act( "$n carefully sniffs the air.", ch, NULL, NULL, TO_ROOM ); WAIT_STATE( ch, skill_table[skill_lookup("hunt")].beats ); direction = find_path(IN_ROOM(ch), IN_ROOM(victim), skill); if( direction == -1 ) { act( "You couldn't find a path to $N from here.", ch, NULL, victim, TO_CHAR ); return; } if( direction < 0 || direction > 5 ) { send_to_char( "Hmm... Something seems to be wrong.\n\r", ch ); return; } /* * Give a random direction if the player misses the die roll. */ if( ( IS_NPC (ch) && number_percent () > 75) /* NPC @ 25% */ || (!IS_NPC (ch) && number_percent () > /* PC @ norm */ ch->pcdata->learned[skill_lookup("hunt")] ) ) { do { direction = number_door(); } while( ( (*(IN_ROOM(ch)->exit))[direction] == NULL ) || ( (*(IN_ROOM(ch)->exit))[direction]->u1.to_room == NULL) ); } /* * Display the results of the search. */ sprintf( buf, "$N is %s from here.", dir_name[direction] ); act( buf, ch, NULL, victim, TO_CHAR ); check_improve(ch,skill_lookup("hunt"),TRUE,1); return; } void blood_trail ( CHAR_DATA *ch, int direction ) { OBJ_DATA *trail; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; if(!ch || !IN_ROOM(ch)) return; trail = create_object(get_obj_index(OBJ_VNUM_BLOOD_TRAIL), 0); trail->timer = number_range( 8, 15 ); obj = get_obj_list(ch, "btrail", IN_ROOM(ch)->contents); if ( obj ) obj_from_room( obj ); sprintf(buf, trail->short_descr, dir_name[direction]); free_string(trail->short_descr); trail->short_descr = str_dup(buf); sprintf(buf, trail->description, dir_name[direction]); free_string(trail->description); trail->description = str_dup(buf); trail->carried_by = ch; obj_to_room(trail, IN_ROOM(ch)); return; } void do_wpoint( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char arg[MSL]; int a; ROOM_INDEX_DATA *location; if( IN_ROOM(ch) == NULL ) { return; } if ( IS_NPC( ch ) ) { send_to_char( "Mobs don't need way points!\n\r", ch ); return; } if( IN_MINE(ch) ) { send_to_char("You can't set a wpoint in a mine!\n\r",ch); return; } argument = one_argument( argument, arg ); if (!IS_SET(IN_ROOM(ch)->room_flags,ROOM_WAYPOINT) ) { send_to_char("You are not at a waypoint!\n\r", ch ); return; } if( arg[0] == '\0' ) { send_to_char( " Location name\n\r" , ch ); send_to_char( " ===========================\n\r" , ch ); for( a = 0; a < MAX_WAYPOINT; a++ ) { location = get_room_index( ch->wpoint[a] ); sprintf( buf, " %2d: %s\n\r", a, ( location == NULL ? "(No way point set yet)" : location->name ) ); send_to_char( buf, ch ); location = NULL; } return; } if( !str_cmp( "set", arg ) ) { argument = one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char("Syntx: wpoint set (number)\n\r", ch ); return; } a = atoi(arg); if( a < 0 || a >= MAX_WAYPOINT ) { printf_to_char( ch, "Please choose a number between 1 and %d.\n\r", MAX_WAYPOINT ); return; } else { ch->wpoint[a] = IN_ROOM(ch)->vnum; send_to_char("You memorize your current location.\n\r", ch ); return; } } if( !str_cmp( "recall", arg ) ) { argument = one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char("To visit another waypoint type wpoint recall (number).\n\r", ch ); return; } a = atoi( arg ); if( a < 0 || a >= MAX_WAYPOINT ) { printf_to_char(ch, "Please choose a number between 1 and %d.\n\r", MAX_WAYPOINT ); return; } else { location = get_room_index( ch->wpoint[a] ); if ( IN_ROOM(ch) == location ) { send_to_char( "You are already there!\n\r", ch ); return; } if( IS_SET( IN_ROOM(ch)->room_flags, ROOM_NO_RECALL ) ) { send_to_char("The room glows for a moment, then fades.\n\r", ch); return; } if( location == NULL ) { send_to_char("You remember no such location.\n\r", ch ); ch->wpoint[a] = 0; return; } if (!IS_SET(IN_ROOM(ch)->room_flags,ROOM_WAYPOINT) ) { send_to_char("You are not at a waypoint!\n\r", ch ); return; } act("$n disappears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM); char_from_room( ch ); char_to_room( ch, location ); act("$n appears suddenly from a puff of smoke!",ch,NULL,NULL,TO_ROOM); do_function( ch, &do_look, "auto" ); return; if (ch->pet != NULL) { char_from_room( ch->pet ); char_to_room( ch->pet, IN_ROOM(ch) ); do_function(ch->pet, &do_look, "auto" ); return; } if (ch->mount != NULL) { char_from_room( ch->mount ); char_to_room( ch->mount, IN_ROOM(ch) ); do_function(ch->mount, &do_look, "auto" ); return; } } } return; } void do_doorbash(CHAR_DATA *ch,char *argument) { char arg[MAX_INPUT_LENGTH]; int door; int chance; // AFFECT_DATA af; one_argument(argument,arg); if (arg[0] == '\0') { send_to_char("Bash door which door?\n\r",ch); return; } chance = get_skill(ch,skill_lookup("doorbash")); if (chance == 0 || !can_use_skpell( ch, skill_lookup("doorbash") ) ) { send_to_char("You'd hurt yourself doing that.\n\r",ch); return; } if (ch->move < 5) { send_to_char("You are too exhausted.\n\r",ch); return; } if ( (door = find_door(ch,arg) ) >= 0) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = (*(IN_ROOM(ch)->exit))[door]; if (!IS_SET(pexit->exit_info,EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (!IS_SET(pexit->exit_info,EX_LOCKED)) { send_to_char("It's already unlocked, why not just use the knob?\n\r",ch); return; } chance /= 4; chance += ch->level/5; chance += get_curr_stat(ch,STAT_STR)/2; if (!str_cmp(pc_race_table[ch->race].name,"giant")) chance += 15; do_visible(ch,""); if (number_percent() > chance || IS_SET(pexit->exit_info,EX_NOBASH) ) { act("$n flies into the $T door and rebounds with a great lack of dignity!",ch,0,dir_name[door],TO_ROOM); act("You fly into the door $T but simply bounce off it like a lump of rock!",ch,0,dir_name[door],TO_CHAR); damage(ch,ch,dice(3,5),skill_lookup("doorbash"),DAM_BASH,TRUE); damage(ch,ch,dice(3,5),skill_lookup("doorbash"),DAM_BASH,TRUE); check_improve(ch,skill_lookup("doorbash"),FALSE,1); WAIT_STATE(ch,12); return; } act("$n slams into the $T door and throws it open with a mighty crash!",ch,0,dir_name[door],TO_ROOM); act("You slam into the $T door and it cracks open with a deafening sound!",ch,0,dir_name[door],TO_CHAR); check_improve(ch,skill_lookup("doorbash"),TRUE,1); WAIT_STATE(ch,12); REMOVE_BIT(pexit->exit_info,EX_LOCKED); REMOVE_BIT(pexit->exit_info,EX_CLOSED); if ( ( (to_room = pexit->u1.to_room) != NULL) && ( pexit_rev = (*(to_room->exit))[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == IN_ROOM(ch)) { REMOVE_BIT(pexit_rev->exit_info,EX_LOCKED); REMOVE_BIT(pexit_rev->exit_info,EX_CLOSED); } if (number_percent() < get_curr_stat(ch,STAT_DEX)) return; move_char(ch,door,FALSE); } return; } int gpos_lookup(const char *name ) { int i; for(i = 0; gpos_table[i].name != NULL ; i++ ) { if( LOWER(name[0] ) == LOWER(gpos_table[i].name[0]) && !str_prefix(name, gpos_table[i].name ) ) return gpos_table[i].iPos; } return -1; } char * gpos_name(int pos) { int i; for( i = 0; gpos_table[i].name != NULL ; i++ ) { if(gpos_table[i].iPos == pos) return gpos_table[i].name; } return "none"; } void look_ocean( CHAR_DATA *ch ); void move_char_ocean(CHAR_DATA *ch, int door ) { int x2, y2, z2; OCEAN_DATA *to; x2 = ch->cordinate[CORD_X] + setexit[door][CORD_X]; y2 = ch->cordinate[CORD_Y] + setexit[door][CORD_Y]; z2 = ch->cordinate[CORD_Z] + setexit[door][CORD_Z]; if(ch->is_building()) { ch->move_building(x2, y2, z2, door); return; } if(x2 > MAX_OCEAN_X ) x2 = 0; if(y2 > MAX_OCEAN_Y ) { if( x2 > MAX_OCEAN_X/2 ) x2 -= MAX_OCEAN_X/2; else x2 += MAX_OCEAN_X/2; y2 = MAX_OCEAN_Y; } if( x2 < 0 ) x2 = MAX_OCEAN_X; if(y2 < 0 ) { if( x2 > MAX_OCEAN_X/2 ) x2 -= MAX_OCEAN_X/2; else x2 += MAX_OCEAN_X/2; y2 = 0; } if( !ch->in_ocean ) handle_virtual_room(ch, 0, 0, 0, ch->cordinate[CORD_X], ch->cordinate[CORD_Y], ch->cordinate[CORD_Z]); if( (to = get_ocean_xy(x2, y2, z2) ) && !IS_VIRTUAL(to)) { if(!IS_VIRTUAL(ch->in_ocean) && !(*(ch->in_ocean->room->exit))[door] ) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } if(IS_VIRTUAL(ch->in_ocean) ) { if(to->sector_type == SECT_CITY ) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } } char_from_room(ch); ch->in_ocean = to; char_to_room(ch, to->room); ch->cordinate[CORD_X] = x2; ch->cordinate[CORD_Y] = y2; ch->cordinate[CORD_Z] = z2; do_function(ch, &do_look, ""); return; } if( !to ) { if( ch->cordinate[CORD_Z] < z2 ) send_to_char("You can't find a way up.\n\r",ch); else send_to_char("You cannot go there without a boat.\n\r",ch); return; } handle_virtual_room(ch, ch->cordinate[CORD_X], ch->cordinate[CORD_Y], ch->cordinate[CORD_Z], x2, y2, z2 ); ch->cordinate[CORD_X] = x2; ch->cordinate[CORD_Y] = y2; ch->cordinate[CORD_Z] = z2; if( IS_VIRTUAL(ch->in_ocean) ) { look_ocean(ch); return; } do_function(ch, &do_look, ""); return; } bool char_data::is_building( ) { if(in_building) return true; return false; } void remove_virtual_room(CHAR_DATA *); void char_data::to_building( BUILDING *pBld, int x, int y, int z ) { in_building = pBld; if( IS_VIRTUAL(in_ocean) && !IN_ROOM_LIST(this)->next_in_room) remove_virtual_room(this); next_in_room = NULL; in_room = NULL; in_ocean = NULL; in_building = pBld; if(x >= pBld->interior[0] || y >= pBld->interior[1] || z >= pBld->max_levels ) x = y = z = 0; cordinate[CORD_X] = x; cordinate[CORD_Y] = y; cordinate[CORD_Z] = z; char_to_room(this, pBld->levels[z].rooms[x][y]); return; } void char_data::move_building( int x, int y, int z, int door ) {/* if(x >= in_building->interior[0] || y >= in_building->interior[1] || x < 0 || y < 0 || z < 0) //This has to be changed to support for windows/doors { send_to_char("You can't walk through walls!... Yet :)\n\r", this); return; } */ if(z != cordinate[CORD_Z] && (!(*(IN_ROOM(this)->exit))[door] || z > in_building->max_levels ) ) { send_to_char("You can't fly through ceilings!... Yet :)\n\r", this); return; } if(!(*(IN_ROOM(this)->exit))[door] ) { send_to_char("You cannot go that way.\n\r",this); return; } char_from_room(this); char_to_room(this, in_building->levels[z].rooms[x][y]); do_function(this, &do_look, ""); return; } #define IS_LINKKED(pR, door ) ( (*(pR)->exit)[rev_dir[(door)]] ) bool check_nw( ROOM_INDEX_DATA *room ) { if( ((*(room->exit))[DIR_NORTH] && !IS_SET((*(room->exit))[DIR_NORTH]->exit_info, EX_HIDDEN) && (*((*(room->exit))[DIR_NORTH]->u1.to_room->exit))[DIR_WEST] ) && ((*(room->exit))[DIR_WEST] && !IS_SET((*(room->exit))[DIR_WEST]->exit_info, EX_HIDDEN) && (*((*(room->exit))[DIR_WEST]->u1.to_room->exit))[DIR_NORTH] ) ) return TRUE; return FALSE; } bool check_ne( ROOM_INDEX_DATA *room ) { if( ((*(room->exit))[DIR_NORTH] && !IS_SET((*(room->exit))[DIR_NORTH]->exit_info, EX_HIDDEN) && (*((*(room->exit))[DIR_NORTH]->u1.to_room->exit))[DIR_EAST] ) && ((*(room->exit))[DIR_EAST] && !IS_SET((*(room->exit))[DIR_EAST]->exit_info, EX_HIDDEN) && (*((*(room->exit))[DIR_EAST]->u1.to_room->exit))[DIR_NORTH] ) ) return TRUE; return FALSE; } bool check_sw( ROOM_INDEX_DATA *room ) { if( ((*room->exit)[DIR_SOUTH] && !IS_SET((*(room->exit))[DIR_SOUTH]->exit_info, EX_HIDDEN) && (*((*room->exit)[DIR_SOUTH]->u1.to_room->exit))[DIR_WEST] ) && ((*room->exit)[DIR_WEST] && !IS_SET((*(room->exit))[DIR_WEST]->exit_info, EX_HIDDEN) && (*((*room->exit)[DIR_WEST]->u1.to_room->exit))[DIR_SOUTH] ) ) return TRUE; return FALSE; } bool check_se( ROOM_INDEX_DATA *room ) { if( ((*(room->exit))[DIR_SOUTH] && !IS_SET((*(room->exit))[DIR_SOUTH]->exit_info, EX_HIDDEN) && (*((*(room->exit))[DIR_SOUTH]->u1.to_room->exit))[DIR_EAST] ) && ((*(room->exit))[DIR_EAST] && !IS_SET((*(room->exit))[DIR_EAST]->exit_info, EX_HIDDEN) && (*((*(room->exit))[DIR_EAST]->u1.to_room->exit))[DIR_SOUTH] ) ) return TRUE; return FALSE; } #define BUILDING_CHECK(dir) (!(*pR->exit)[(dir)] || !IS_LINKKED((*pR->exit)[(dir)]->u1.to_room,(dir) ) ) char * spotOne(ROOM_INDEX_DATA *pR, int depth, CHAR_DATA *ch) { static char buf[MSL]; char buf2[MSL]; buf[0] = '\0'; if(depth == 0) { if( BUILDING_CHECK(DIR_NORTH) && BUILDING_CHECK(DIR_WEST)) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else if( !check_nw(pR) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } if( BUILDING_CHECK(DIR_NORTH) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2);; } if( BUILDING_CHECK(DIR_NORTH) && BUILDING_CHECK(DIR_EAST) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else if( !check_ne(pR) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } return buf; } if(depth == 1) { if( BUILDING_CHECK(DIR_WEST) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } if(ch->in_room == pR) { sprintf(buf2, "{R@{x"); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } if( BUILDING_CHECK(DIR_EAST) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } return buf; } if(depth == 2) { if( BUILDING_CHECK(DIR_SOUTH) && BUILDING_CHECK(DIR_WEST) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else if( !check_sw(pR) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } if( BUILDING_CHECK(DIR_SOUTH) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2);; } if(BUILDING_CHECK(DIR_SOUTH) && BUILDING_CHECK(DIR_EAST) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else if( !check_se(pR) ) { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].wall); strcat(buf, buf2); } else { sprintf(buf2, "%s", rgbsect_table[pR->sector_type].walk); strcat(buf, buf2); } return buf; } sprintf(buf, " "); return buf; } char * sendTriList(CHAR_DATA *ch, int depth, ROOM_INDEX_DATA *pR ) { static char buf[MSL]; buf[0] = '\0'; if( depth == 0 ) strcat(buf, spotOne(pR, depth, ch)); if( depth == 1 ) strcat(buf, spotOne(pR, depth, ch)); if( depth == 2 ) strcat(buf, spotOne(pR, depth, ch)); strcat(buf, "{x"); return buf; } void char_data::building_map(BUILDING *build) { BUILDING *pBld = build ? build : in_building; int x, y; int height = 3; int centerx = cordinate[CORD_X]; int centery = cordinate[CORD_Y]; int door = 0; send_to_char("\n\r",this); for( y = centery-height; y < centery+height ; y++ ) { for(door = 0 ; door < 3 ; door++ ) { for( x = centerx-height ; x < centerx+height; x++ ) { if(y < 0 || x < 0 || x >= pBld->interior[0] || y >= pBld->interior[1] ) send_to_char(" ",this); else printf_to_char(this, "%s", sendTriList(this, door, pBld->levels[cordinate[CORD_Z]].rooms[x][y])); //strcat(line, send_tri_list(ch, door, city_map[x][y])); } printf_to_char(this, " {c|{x\n\r"); } } return; }