/* ************************************************************************
* File: act.movement.c Part of CircleMUD *
* Usage: movement commands, door handling, & sleep/rest/etc state *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "house.h"
#include "constants.h"
#include "dg_scripts.h"
/* external vars */
extern struct room_data *world;
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list;
extern struct index_data *obj_index;
/* external functs */
void add_follower(struct char_data *ch, struct char_data *leader);
int special(struct char_data *ch, int cmd, char *arg);
void death_cry(struct char_data *ch);
int find_eq_pos(struct char_data * ch, struct obj_data * obj, char *arg);
void do_tracking(struct char_data * ch);
/* local functions */
int has_boat(struct char_data *ch);
int vehicle_pilot(struct char_data *ch);
int can_swim(struct char_data *ch);
int find_door(struct char_data *ch, const char *type, char *dir, const char *cmdname);
int has_key(struct char_data *ch, obj_vnum key);
void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd);
int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd);
int can_fly(struct char_data *ch);
ACMD(do_gen_door);
ACMD(do_enter);
ACMD(do_leave);
ACMD(do_stand);
ACMD(do_sit);
ACMD(do_rest);
ACMD(do_sleep);
ACMD(do_wake);
ACMD(do_follow);
ACMD(do_fly);
ACMD(do_mount);
ACMD(do_dismount);
ACMD(do_board);
/* simple function to determine if char can walk on water */
int has_boat(struct char_data *ch)
{
int i;
/*
if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA)
return (1);
*/
if (GET_LEVEL(ch) > LVL_IMMORT)
return (1);
if (AFF_FLAGGED(ch, AFF_WATERWALK) || AFF_FLAGGED(ch, AFF_FLY))
return (1);
/* Must be sitting in a valid craft for it to work */
if (SITTING_IN(ch))
if ((GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_BOAT) ||
(GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_AIRPLANE))
return (1);
/* and any boat you're wearing will do it too */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_BOAT)
return (1);
/* If riding a mount perform checks for mount */
if (RIDING(ch))
if (has_boat(RIDING(ch)))
return (1);
return (0);
}
/* simple function to determine if char is driving a vehicle */
int vehicle_pilot(struct char_data *ch) {
if ((SITTING_IN(ch)) && IS_VEHICLE(SITTING_IN(ch)) &&
(OBJ_SAT_IN_BY(SITTING_IN(ch)) == ch)) {
if (GET_POS(ch) < POS_SITTING) {
send_to_char("You're in no position to do anything now.\r\n", ch);
return (0); }
return (1); }
/* Riding is considered riding a vehicle */
if (RIDING(ch) || RIDDEN_BY(ch))
return 1;
return (0);
}
/* simple function to determine if char can fly */
int can_fly(struct char_data *ch)
{
if (GET_LEVEL(ch) > LVL_IMMORT)
return (1);
if (AFF_FLAGGED(ch, AFF_FLY))
return (1);
/* Must be sitting in a valid craft for it to work */
if (SITTING_IN(ch))
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_AIRPLANE)
return (1);
/* If riding a mount perform checks for mount */
if (RIDING(ch))
if (can_fly(RIDING(ch)))
return (1);
return (0);
}
/* simple function to determine if char can fly */
int can_swim(struct char_data *ch)
{
if (GET_LEVEL(ch) > LVL_IMMORT)
return (1);
if (AFF_FLAGGED(ch, AFF_WATERLUNG))
return (1);
/* If riding a mount perform checks for mount */
if (RIDING(ch))
if (can_swim(RIDING(ch)))
return (1);
return (0);
}
/* do_simple_move assumes
* 1. That there is no master and no followers.
* 2. That the direction exists.
*
* Returns :
* 1 : If succes.
* 0 : If fail
*/
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
room_rnum was_in;
int need_movement;
/*
* Check for special routines (North is 1 in command list, but 0 here) Note
* -- only check if following; this avoids 'double spec-proc' bug
*/
if (need_specials_check && special(ch, dir + 1, "")) /* XXX: Evaluate NULL */
return (0);
/* charmed? */
if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
send_to_char("The thought of leaving your master makes you weep.\r\n", ch);
act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
return (0);
}
/* If mount, use global direction checks for mount */
if (RIDING(ch))
if ((!CAN_GO(RIDING(ch),dir)) ||
(!has_boat(RIDING(ch)) && (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM))) {
send_to_char("Your mount looks in that direction and shakes it's head.\r\n", ch);
return(0); }
if (RIDDEN_BY(ch))
if ((!CAN_GO(ch ,dir)) ||
(!has_boat(ch) && (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM))) {
send_to_char("Your mount looks in that direction and shakes it's head.\r\n", RIDDEN_BY(ch));
return(0); }
/* Check for dock situations */
if ((SECT(ch->in_room) != SECT_WATER_NOSWIM) &&
(SECT(EXIT(ch, dir)->to_room) != SECT_WATER_NOSWIM)) {
if (SITTING_IN(ch) && (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_BOAT) && vehicle_pilot(ch)) {
switch (SECT(EXIT(ch, dir)->to_room)) {
case SECT_FLYING:
send_to_char("Your boat is too heavy to fly.\r\n", ch);
break;
case SECT_UNDERWATER:
send_to_char("Real good, drag your boat underwater!\r\n", ch);
break;
default:
send_to_char("Boats may come to shore but not travel on land!\r\n", ch);
break;
}
return (0);
}
}
/* if this room is up and the air, check for fly spell */
if ((SECT(ch->in_room) == SECT_FLYING) ||
(SECT(EXIT(ch, dir)->to_room) == SECT_FLYING)) {
if ((RIDING(ch)) && (!can_fly(RIDING(ch))) ) {
send_to_char("Your mount looks at you and shakes it's head.\r\n", ch);
return (0); } else
if (!can_fly(ch)) {
send_to_char("Your appendages resemble more an arm than a wing!\r\n", ch);
return (0); }
}
/* if ths room is underwater, check for waterlung spell */
if ((SECT(ch->in_room) == SECT_UNDERWATER) ||
(SECT(EXIT(ch, dir)->to_room) == SECT_UNDERWATER)) {
if (!can_swim(ch)) {
send_to_char("You have a fish face, but not the gills!\r\n", ch);
return (0); }
}
/* move points needed is avg. move loss for src and destination sect
type */
need_movement = (movement_loss[SECT(ch->in_room)] +
movement_loss[SECT(EXIT(ch, dir)->to_room)]) / 2;
if (GET_POS(ch) == POS_SWIMMING)
need_movement = (need_movement * 13);
if (RIDING(ch)) {
if (GET_MOVE(RIDING(ch)) < need_movement) {
send_to_char("Your mount is too exhausted.\r\n", ch);
return 0;
}
} else {
if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) {
if (need_specials_check && ch->master)
send_to_char("You are too exhausted to follow.\r\n", ch);
else
send_to_char("You are too exhausted.\r\n", ch);
return (0);
}
}
if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) {
if (!House_can_enter(ch, GET_ROOM_VNUM(EXIT(ch, dir)->to_room))) {
send_to_char("That's private property -- no trespassing!\r\n", ch);
return (0);
}
}
if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) &&
num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) > 1) {
send_to_char("There isn't enough room there for more than one person!\r\n", ch);
return (0);
}
/* Mortals and low level gods cannot enter greater god rooms. */
if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) &&
GET_LEVEL(ch) < LVL_GRGOD) {
send_to_char("You aren't godly enough to use that room!\r\n", ch);
return (0);
}
/* see if an entry trigger disallows the move */
if (!entry_mtrigger(ch))
return 0;
if (!enter_wtrigger(&world[EXIT(ch, dir)->to_room], ch, dir))
return 0;
/* Now we know we're allow to go into the room. */
if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch))
GET_MOVE(ch) -= need_movement;
else if (RIDING(ch))
GET_MOVE(RIDING(ch)) -= need_movement;
was_in = ch->in_room;
/* Positional adustments */
/* Swim if diving into water */
if ((GET_POS(ch) != POS_SWIMMING) && (GET_LEVEL(ch) < LVL_IMMORT) &&
((SECT(EXIT(ch, dir)->to_room) == SECT_UNDERWATER) ||
(SECT(EXIT(ch, dir)->to_room) == SECT_WATER_SWIM) ||
(SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) ) {
/* Jumping into water? */
if ( (SITTING_IN(ch) == NULL) && (!AFF_FLAGGED(ch, AFF_WATERWALK)) && (!AFF_FLAGGED(ch, AFF_FLY)) ) {
GET_POS(ch) = POS_SWIMMING;
act("$n jumps head first into the water.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char("You jump head first into the water.\r\n", ch);
}
if (SITTING_IN(ch))
if (SECT(EXIT(ch, dir)->to_room) == SECT_UNDERWATER) {
act("$n jumps from $p into the water.", FALSE, ch, SITTING_IN(ch), 0, TO_ROOM);
char_from_chair(ch);
GET_POS(ch) = POS_SWIMMING;
send_to_char("You dive down into the water.\r\n", ch); }
}
/* Positional adustments */
/* Stand if exiting water */
if ((GET_POS(ch) == POS_SWIMMING) &&
((SECT(EXIT(ch, dir)->to_room) != SECT_UNDERWATER) &&
(SECT(EXIT(ch, dir)->to_room) != SECT_WATER_SWIM) &&
(SECT(EXIT(ch, dir)->to_room) != SECT_WATER_NOSWIM)) ) {
send_to_char("You crawl up out of the water.\r\n", ch);
GET_POS(ch) = POS_STANDING;
}
/* Build entrance and exit messages */
if ( (!IS_AFFECTED(ch, AFF_SNEAK)) &&
( (!RIDING(ch)) || (!IS_AFFECTED(RIDING(ch), AFF_SNEAK))) ) {
sprintf(buf2, "$n ");
/* Type of movement */
/* Vehicle support */
if (SITTING_IN(ch) && vehicle_pilot(ch)) {
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_BOAT)
sprintf(buf2 + strlen(buf2), "sails ");
else
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_AIRPLANE)
sprintf(buf2 + strlen(buf2), "flies ");
else
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_WAGON)
sprintf(buf2 + strlen(buf2), "rides ");
/* Object Name */
sprintf(buf2 + strlen(buf2), "%s ", SITTING_IN(ch)->short_description);
} else {
/* Positional movement types */
switch (GET_POS(ch)) {
case POS_FLYING:
sprintf(buf2+ strlen(buf2), "flies ");
break;
case POS_SWIMMING:
sprintf(buf2+ strlen(buf2), "swims ");
break;
default:
if (RIDING(ch))
sprintf(buf2+ strlen(buf2), "rides ");
else {
if (dg_var_value(ch, "MovementOut") != NULL)
sprintf(buf2+ strlen(buf2), "%s ",
dg_var_value(ch, "MovementOut"));
else
sprintf(buf2+ strlen(buf2), "walks ");
}
break; }
/* Mount name? */
if (RIDING(ch))
sprintf(buf2 + strlen(buf2), "%s ", GET_NAME(RIDING(ch)));
}
/* Direction of travel */
sprintf(buf2 + strlen(buf2), "%s%s.", (dir < UP || dir > DOWN ? "to the " : ""), dirs[dir]);
/* Send leaving message */
act(buf2, TRUE, ch, 0, 0, TO_ROOM); }
/* Move character */
char_from_room(ch);
char_to_room(ch, world[was_in].dir_option[dir]->to_room);
/* Build Entrance Message */
if ( (!IS_AFFECTED(ch, AFF_SNEAK)) &&
( (!RIDING(ch)) || (!IS_AFFECTED(RIDING(ch), AFF_SNEAK))) ) {
sprintf(buf2, "$n ");
/* Vehicle Support */
if (SITTING_IN(ch) && vehicle_pilot(ch)) {
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_BOAT)
sprintf(buf2 + strlen(buf2), "has sailed in from ");
else
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_AIRPLANE)
sprintf(buf2 + strlen(buf2), "has flown in from ");
else
if (GET_OBJ_TYPE(SITTING_IN(ch)) == ITEM_WAGON)
sprintf(buf2 + strlen(buf2), "has ridden in from ");
} else {
/* Positional movement types */
switch (GET_POS(ch)) {
case POS_FLYING:
sprintf(buf2+ strlen(buf2), "has flown in from ");
break;
case POS_SWIMMING:
sprintf(buf2+ strlen(buf2), "has swam in from ");
break;
default:
if (RIDING(ch))
sprintf(buf2+ strlen(buf2), "has rode in from ");
else {
if (dg_var_value(ch, "MovementIn") != NULL)
sprintf(buf2+ strlen(buf2), "has %s in from ",
dg_var_value(ch, "MovementIn"));
else
sprintf(buf2+ strlen(buf2), "has walked in from ");
}
break; }
}
/* Direction of entrance */
sprintf(buf2 + strlen(buf2), "%s%s",
(dir < UP || dir > DOWN ? "the " : ""),
(dir == UP ? "below": dir == DOWN ? "above" : dirs[rev_dir[dir]]));
/* Object Name */
if (SITTING_IN(ch))
sprintf(buf2 + strlen(buf2), " %s %s",
sit_types[GET_OBJ_VAL(SITTING_IN(ch), 3)],
SITTING_IN(ch)->short_description);
/* Mount name */
if (RIDING(ch))
sprintf(buf2 + strlen(buf2), " on %s", GET_NAME(RIDING(ch)));
sprintf(buf2 + strlen(buf2), ".");
/* Send arriving message */
act(buf2, TRUE, ch, 0, 0, TO_ROOM);
}
/* Move vehicle and passengers */
if (SITTING_IN(ch))
move_vehicle(SITTING_IN(ch), world[was_in].dir_option[dir]->to_room);
/* Move mount? */
if ( (RIDING(ch)) && (was_in == IN_ROOM(RIDING(ch))) ) {
char_from_room(RIDING(ch));
char_to_room(RIDING(ch), IN_ROOM(ch)); }
/* Move Rider? */
if ( (RIDDEN_BY(ch)) && (was_in == IN_ROOM(RIDDEN_BY(ch))) ) {
char_from_room(RIDDEN_BY(ch));
char_to_room(RIDDEN_BY(ch), IN_ROOM(ch)); }
if (ch->desc != NULL)
look_at_room(ch, 0);
/* If PC is tracking a victim */
if (!IS_NPC(ch) && (HUNTING(ch) != NULL))
do_tracking(ch);
if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
if (!IS_NPC(ch))
GET_DT_CNT(ch)++;
if (RIDING(ch)) {
death_cry(RIDING(ch));
extract_char(RIDING(ch));
}
if (RIDDEN_BY(ch)) {
death_cry(RIDDEN_BY(ch));
extract_char(RIDDEN_BY(ch));
}
log_death_trap(ch);
death_cry(ch);
extract_char(ch);
return (0);
}
entry_memory_mtrigger(ch);
if (!greet_mtrigger(ch, dir)) {
char_from_room(ch);
char_to_room(ch, was_in);
look_at_room(ch, 0);
} else greet_memory_mtrigger(ch);
return (1);
}
int perform_move(struct char_data *ch, int dir, int need_specials_check)
{
room_rnum was_in;
struct follow_type *k, *next;
if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS) {
if (FIGHTING(ch) && (!vehicle_pilot(ch)) )
return (0); }
else if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE)
send_to_char("Alas, you cannot go that way...\r\n", ch);
else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED)) {
if (EXIT(ch, dir)->keyword) {
sprintf(buf2, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
send_to_char(buf2, ch);
} else
send_to_char("It seems to be closed.\r\n", ch);
} else {
if (!ch->followers)
return (do_simple_move(ch, dir, need_specials_check));
was_in = ch->in_room;
if (!do_simple_move(ch, dir, need_specials_check))
return (0);
if (SITTING_IN(ch) == NULL)
for (k = ch->followers; k; k = next) {
next = k->next;
if ((k->follower->in_room == was_in) &&
(GET_POS(k->follower) >= POS_STANDING)) {
act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
perform_move(k->follower, dir, 1);
}
}
return (1);
}
return (0);
}
ACMD(do_move)
{
/*
* This is basically a mapping of cmd numbers to perform_move indices.
* It cannot be done in perform_move because perform_move is called
* by other functions which do not require the remapping.
*/
perform_move(ch, subcmd - 1, 0);
}
int find_door(struct char_data *ch, const char *type, char *dir, const char *cmdname)
{
int door;
if (*dir) { /* a direction was specified */
if ((door = search_block(dir, dirs, FALSE)) == -1) /* Partial Match */
if ((door = search_block(dir, abbr_dirs, FALSE)) == -1) {
send_to_char("That's not a direction.\r\n", ch);
return (-1);
}
if (EXIT(ch, door)) { /* Braces added according to indent. -gg */
if (EXIT(ch, door)->keyword) {
if (isname(type, EXIT(ch, door)->keyword))
return (door);
else {
sprintf(buf2, "I see no %s there.\r\n", type);
send_to_char(buf2, ch);
return (-1);
}
} else
return (door);
} else {
sprintf(buf2, "I really don't see how you can %s anything there.\r\n", cmdname);
send_to_char(buf2, ch);
return (-1);
}
} else { /* try to locate the keyword */
if (!*type) {
sprintf(buf2, "What is it you want to %s?\r\n", cmdname);
send_to_char(buf2, ch);
return (-1);
}
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->keyword)
if (isname(type, EXIT(ch, door)->keyword))
return (door);
sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type);
send_to_char(buf2, ch);
return (-1);
}
}
int has_key(struct char_data *ch, obj_vnum key)
{
struct obj_data *o;
for (o = ch->carrying; o; o = o->next_content)
if (GET_OBJ_VNUM(o) == key)
return (1);
if (GET_EQ(ch, WEAR_HOLD))
if (GET_OBJ_VNUM(GET_EQ(ch, WEAR_HOLD)) == key)
return (1);
return (0);
}
#define NEED_OPEN (1 << 0)
#define NEED_CLOSED (1 << 1)
#define NEED_UNLOCKED (1 << 2)
#define NEED_LOCKED (1 << 3)
const char *cmd_door[] =
{
"open",
"close",
"unlock",
"lock",
"pick"
};
const int flags_door[] =
{
NEED_CLOSED | NEED_UNLOCKED,
NEED_OPEN,
NEED_CLOSED | NEED_LOCKED,
NEED_CLOSED | NEED_UNLOCKED,
NEED_CLOSED | NEED_LOCKED
};
#define EXITN(room, door) (world[room].dir_option[door])
#define OPEN_DOOR(room, obj, door) ((obj) ?\
(TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\
(TOGGLE_BIT(EXITN(room, door)->exit_info, EX_CLOSED)))
#define LOCK_DOOR(room, obj, door) ((obj) ?\
(TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\
(TOGGLE_BIT(EXITN(room, door)->exit_info, EX_LOCKED)))
void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd)
{
int other_room = 0;
struct room_direction_data *back = 0;
sprintf(buf, "$n %ss ", cmd_door[scmd]);
if (!obj && ((other_room = EXIT(ch, door)->to_room) != NOWHERE))
if ((back = world[other_room].dir_option[rev_dir[door]]) != NULL)
if (back->to_room != ch->in_room)
back = 0;
switch (scmd) {
case SCMD_OPEN:
case SCMD_CLOSE:
OPEN_DOOR(ch->in_room, obj, door);
if (back)
OPEN_DOOR(other_room, obj, rev_dir[door]);
send_to_char(OK, ch);
break;
case SCMD_UNLOCK:
case SCMD_LOCK:
LOCK_DOOR(ch->in_room, obj, door);
if (back)
LOCK_DOOR(other_room, obj, rev_dir[door]);
send_to_char("*Click*\r\n", ch);
break;
case SCMD_PICK:
LOCK_DOOR(ch->in_room, obj, door);
if (back)
LOCK_DOOR(other_room, obj, rev_dir[door]);
send_to_char("The lock quickly yields to your skills.\r\n", ch);
strcpy(buf, "$n skillfully picks the lock on ");
break;
}
/* Notify the room */
sprintf(buf + strlen(buf), "%s%s.", ((obj) ? "" : "the "), (obj) ? "$p" :
(EXIT(ch, door)->keyword ? "$F" : "door"));
if (!(obj) || (obj->in_room != NOWHERE))
act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM);
/* Notify the other room */
if ((scmd == SCMD_OPEN || scmd == SCMD_CLOSE) && back) {
sprintf(buf, "The %s is %s%s from the other side.",
(back->keyword ? fname(back->keyword) : "door"), cmd_door[scmd],
(scmd == SCMD_CLOSE) ? "d" : "ed");
if (world[EXIT(ch, door)->to_room].people) {
act(buf, FALSE, world[EXIT(ch, door)->to_room].people, 0, 0, TO_ROOM);
act(buf, FALSE, world[EXIT(ch, door)->to_room].people, 0, 0, TO_CHAR);
}
}
}
int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd)
{
int percent;
percent = number(1, 101);
if (scmd == SCMD_PICK) {
if (keynum < 0)
send_to_char("Odd - you can't seem to find a keyhole.\r\n", ch);
else if (pickproof)
send_to_char("It resists your attempts to pick it.\r\n", ch);
else if (percent > GET_SKILL(ch, SKILL_PICK_LOCK))
send_to_char("You failed to pick the lock.\r\n", ch);
else
return (1);
return (0);
}
return (1);
}
#define DOOR_IS_OPENABLE(ch, obj, door) ((obj) ? \
((GET_OBJ_TYPE(obj) == ITEM_CONTAINER) && \
OBJVAL_FLAGGED(obj, CONT_CLOSEABLE)) :\
(EXIT_FLAGGED(EXIT(ch, door), EX_ISDOOR)))
#define DOOR_IS_OPEN(ch, obj, door) ((obj) ? \
(!OBJVAL_FLAGGED(obj, CONT_CLOSED)) :\
(!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)))
#define DOOR_IS_UNLOCKED(ch, obj, door) ((obj) ? \
(!OBJVAL_FLAGGED(obj, CONT_LOCKED)) :\
(!EXIT_FLAGGED(EXIT(ch, door), EX_LOCKED)))
#define DOOR_IS_PICKPROOF(ch, obj, door) ((obj) ? \
(OBJVAL_FLAGGED(obj, CONT_PICKPROOF)) : \
(EXIT_FLAGGED(EXIT(ch, door), EX_PICKPROOF)))
#define DOOR_IS_CLOSED(ch, obj, door) (!(DOOR_IS_OPEN(ch, obj, door)))
#define DOOR_IS_LOCKED(ch, obj, door) (!(DOOR_IS_UNLOCKED(ch, obj, door)))
#define DOOR_KEY(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 2)) : \
(EXIT(ch, door)->key))
#define DOOR_LOCK(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 1)) : \
(EXIT(ch, door)->exit_info))
ACMD(do_gen_door)
{
int door = -1;
obj_vnum keynum;
char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
struct obj_data *obj = NULL;
struct char_data *victim = NULL;
skip_spaces(&argument);
if (!*argument) {
sprintf(buf, "%s what?\r\n", cmd_door[subcmd]);
send_to_char(CAP(buf), ch);
return;
}
two_arguments(argument, type, dir);
if (!generic_find(type, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj))
door = find_door(ch, type, dir, cmd_door[subcmd]);
if ((obj) || (door >= 0)) {
keynum = DOOR_KEY(ch, obj, door);
if (!(DOOR_IS_OPENABLE(ch, obj, door)))
act("You can't $F that!", FALSE, ch, 0, cmd_door[subcmd], TO_CHAR);
else if (!DOOR_IS_OPEN(ch, obj, door) &&
IS_SET(flags_door[subcmd], NEED_OPEN))
send_to_char("But it's already closed!\r\n", ch);
else if (!DOOR_IS_CLOSED(ch, obj, door) &&
IS_SET(flags_door[subcmd], NEED_CLOSED))
send_to_char("But it's currently open!\r\n", ch);
else if (!(DOOR_IS_LOCKED(ch, obj, door)) &&
IS_SET(flags_door[subcmd], NEED_LOCKED))
send_to_char("Oh.. it wasn't locked, after all..\r\n", ch);
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) &&
IS_SET(flags_door[subcmd], NEED_UNLOCKED))
send_to_char("It seems to be locked.\r\n", ch);
else if (!has_key(ch, keynum) && (GET_LEVEL(ch) < LVL_GOD) &&
((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK)))
send_to_char("You don't seem to have the proper key.\r\n", ch);
else if (ok_pick(ch, keynum, DOOR_IS_PICKPROOF(ch, obj, door), subcmd))
do_doorcmd(ch, obj, door, subcmd);
}
return;
}
ACMD(do_enter)
{
int door;
one_argument(argument, buf);
if (!strcmp(buf,"water")) {
/* Was char sitting in a boat and are they in a water sector? */
if ((SITTING_IN(ch))&&((SECT(ch->in_room) == SECT_WATER_SWIM)||(SECT(ch->in_room) == SECT_WATER_NOSWIM))) {
char_from_chair(ch);
GET_POS(ch) = POS_SWIMMING;
send_to_char("You jump head first into the water.\r\n", ch);
act("$n jumps into the water, abandoning $s vessel.", TRUE, ch, 0, 0, TO_ROOM);
}
/* Are they in the water already? */
else if ((SECT(ch->in_room) == SECT_WATER_SWIM)||(SECT(ch->in_room) == SECT_WATER_NOSWIM)||(SECT(ch->in_room) == SECT_UNDERWATER)) {
if (GET_POS(ch) == POS_SWIMMING)
{ send_to_char("You're already in the water.\r\n", ch); }
else {
GET_POS(ch) = POS_SWIMMING;
send_to_char("You begin swimming arround.\r\n", ch);
act("$n enters the water and begins swimming arround.", TRUE, ch, 0, 0, TO_ROOM);
}
}
else {
if ( (!SITTING_IN(ch)) || ( (SITTING_IN(ch)) && (GET_OBJ_TYPE(SITTING_IN(ch)) != ITEM_BOAT) ) )
{ send_to_char("Maybe you should get on your feet first?\r\n", ch); return; }
send_to_char("There is no water here.\r\n", ch);
}
}
else if (*buf) { /* an argument was supplied, search for door
* keyword */
if(GET_POS(ch) != POS_STANDING)
{ send_to_char("Maybe you should get on your feet first?\r\n", ch); return; }
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->keyword)
if (!str_cmp(EXIT(ch, door)->keyword, buf)) {
perform_move(ch, door, 1);
return;
}
sprintf(buf2, "There is no %s here.\r\n", buf);
send_to_char(buf2, ch);
} else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS))
send_to_char("You are already indoors.\r\n", ch);
else {
/* try to locate an entrance */
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->to_room != NOWHERE)
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
perform_move(ch, door, 1);
return;
}
send_to_char("You can't seem to find anything to enter.\r\n", ch);
}
}
ACMD(do_leave)
{
int door;
if (OUTSIDE(ch))
send_to_char("You are outside.. where do you want to go?\r\n", ch);
else {
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->to_room != NOWHERE)
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
!ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
perform_move(ch, door, 1);
return;
}
send_to_char("I see no obvious exits to the outside.\r\n", ch);
}
}
ACMD(do_stand)
{
if(RIDING(ch))
{ send_to_char("Your mount probably wouldn't like you standing on it.\r\n", ch); return;}
else if(RIDDEN_BY(ch) && GET_POS(ch)!=POS_STANDING)
{ send_to_char("It's mighty hard to stand up with someone on your back.\r\n", ch);
return;}
switch (GET_POS(ch)) {
case POS_STANDING:
send_to_char("You are already standing.\r\n", ch);
break;
case POS_SITTING:
if((SECT(ch->in_room) == SECT_WATER_NOSWIM) &&
(!AFF_FLAGGED(ch, AFF_WATERWALK)) ) {
send_to_char("Jesus could walk on water, not you!\r\n", ch);
break; }
if((SECT(ch->in_room) == SECT_WATER_SWIM) && (SITTING_IN(ch))) {
send_to_char("Maybe you should enter the water before you go standing up...\r\n", ch);
break; }
send_to_char("You stand up.\r\n", ch);
act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
/* Was char sitting in a chair/vehicle? */
if (SITTING_IN(ch))
char_from_chair(ch);
/* Will be sitting after a successful bash and may still be fighting. */
GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING;
break;
case POS_RESTING:
if((SECT(ch->in_room) == SECT_WATER_NOSWIM) &&
(!AFF_FLAGGED(ch, AFF_WATERWALK)) ) {
send_to_char("Jesus could walk on water, not you!\r\n", ch);
break; }
send_to_char("You stop resting, and stand up.\r\n", ch);
act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
/* Was char sitting in a chair/vehicle? */
if (SITTING_IN(ch))
char_from_chair(ch);
GET_POS(ch) = POS_STANDING;
break;
case POS_SLEEPING:
send_to_char("You have to wake up first!\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Do you not consider fighting as standing?\r\n", ch);
break;
case POS_FLYING:
if (SECT(ch->in_room) == SECT_FLYING) {
send_to_char("If there were something to stand on, maybe!\r\n", ch);
break; }
send_to_char("You stop flying about, and put your feet on the ground.\r\n",ch);
act("$n stops flying about, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
break;
default:
send_to_char("You stop floating around, and put your feet on the ground.\r\n", ch);
act("$n stops floating around, and puts $s feet on the ground.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
break;
}
}
ACMD(do_sit)
{
struct obj_data *chair = NULL;
struct char_data *tempch;
int found;
if(RIDING(ch))
{ send_to_char("You're mounted, what position do you think your in?\r\n", ch); return;}
else if(RIDDEN_BY(ch) && GET_POS(ch)!=POS_SITTING)
{ send_to_char("It's mighty hard to sit down with someone on your back.\r\n", ch);
return;}
one_argument(argument, arg);
if (!*arg)
found = 0;
if (!(chair = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
found = 0;
else {
found = 1;
}
switch (GET_POS(ch)) {
case POS_STANDING:
if (found == 0 ) {
send_to_char("You sit down.\r\n", ch);
act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
} else {
if (!OBJ_FLAGGED(chair, ITEM_SEAT)) {
send_to_char("You can't sit in that!\r\n", ch);
return;
} else if (GET_OBJ_VAL(chair, 1) > GET_OBJ_VAL(chair, 0)) {
/* val 1 is current number in chair, 0 is max in chair */
act("$p looks like it's all full.", TRUE, ch, chair, 0, TO_CHAR);
sprintf(buf, "SYSERR: chair %d holding too many people.", GET_OBJ_VNUM(chair));
return;
} else if (GET_OBJ_VAL(chair, 1) == GET_OBJ_VAL(chair, 0)) {
act("There is nowhere left to sit upon $p.", TRUE, ch, chair, 0, TO_CHAR);
return;
} else {
if (OBJ_SAT_IN_BY(chair) == NULL)
OBJ_SAT_IN_BY(chair) = ch;
for (tempch = OBJ_SAT_IN_BY(chair); tempch != ch ; tempch = NEXT_IN_SEAT(tempch)) {
if (NEXT_IN_SEAT(tempch))
continue;
NEXT_IN_SEAT(tempch) = ch; }
sprintf(buf, "You sit %s %s.\r\n",
sit_types[GET_OBJ_VAL(chair, 3)],
chair->short_description);
send_to_char(buf, ch);
if (IS_NPC(ch)) {
strcpy(buf, ch->player.short_descr);
CAP(buf);
} else
sprintf(buf, "%s", ch->player.name);
sprintf(buf + strlen(buf), " sits %s %s.",
sit_types[GET_OBJ_VAL(chair, 3)],
chair->short_description);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
SITTING_IN(ch) = chair;
NEXT_IN_SEAT(ch) = NULL;
GET_OBJ_VAL(chair, 1) += 1;
GET_POS(ch) = POS_SITTING;
}
}
break;
case POS_SITTING:
send_to_char("You're sitting already.\r\n", ch);
break;
case POS_RESTING:
send_to_char("You stop resting, and sit up.\r\n", ch);
act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
case POS_SLEEPING:
send_to_char("You have to wake up first.\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Sit down while fighting? Are you MAD?\r\n", ch);
break;
case POS_FLYING:
if (SECT(ch->in_room) == SECT_FLYING) {
send_to_char("If there were something to sit on, maybe!\r\n", ch);
break; }
send_to_char("You stop flying about, landing with your rump on the ground.\r\n",ch);
act("$n stops flying about, and lands with his $s rump on the ground.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
case POS_SWIMMING:
send_to_char("You are supposed to swim in water, not sit.\r\n", ch);
break;
default:
send_to_char("You stop floating around, and sit down.\r\n", ch);
act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
}
}
ACMD(do_rest)
{
struct obj_data *chair = NULL;
struct char_data *tempch;
int found;
if(RIDING(ch))
{ send_to_char("You can't find a comfortable way to rest while mounted.\r\n", ch); return;}
else if(RIDDEN_BY(ch) && GET_POS(ch)!=POS_RESTING)
{ send_to_char("It's mighty hard to rest with someone on your back.\r\n", ch);
return;}
one_argument(argument, arg);
if (!*arg)
found = 0;
else {
if (!(chair = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
found = 0;
else
found = 1;
}
switch (GET_POS(ch)) {
case POS_STANDING:
if (found == 0) {
send_to_char("You sit down and rest your tired bones.\r\n", ch);
act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
} else {
if (!OBJ_FLAGGED(chair, ITEM_SEAT)) {
send_to_char("You can't sit in that!\r\n", ch);
return;
} else if (GET_OBJ_VAL(chair, 1) > GET_OBJ_VAL(chair, 0)) {
/* val 1 is current number in chair, 0 is max in chair */
act("$p looks like it's all full.", TRUE, ch, chair, 0, TO_CHAR);
sprintf(buf, "SYSERR: chair %d holding too many people.", GET_OBJ_VNUM(chair));
return;
} else if (GET_OBJ_VAL(chair, 1) == GET_OBJ_VAL(chair, 0)) {
act("There is nowhere left to sit upon $p.", TRUE, ch, chair, 0, TO_CHAR);
return;
} else {
if (OBJ_SAT_IN_BY(chair) == NULL)
OBJ_SAT_IN_BY(chair) = ch;
for (tempch = OBJ_SAT_IN_BY(chair); tempch != ch ; tempch = NEXT_IN_SEAT(tempch)) {
if (NEXT_IN_SEAT(tempch))
continue;
NEXT_IN_SEAT(tempch) = ch;
}
sprintf(buf, "You rest your bones %s %s.\r\n",
sit_types[GET_OBJ_VAL(chair, 3)],
chair->short_description);
send_to_char(buf, ch);
if (IS_NPC(ch)) {
strcpy(buf, ch->player.short_descr);
CAP(buf);
} else
sprintf(buf, "%s", ch->player.name);
sprintf(buf + strlen(buf), " rests %s bones %s %s.",
HSHR(ch),
sit_types[GET_OBJ_VAL(chair, 3)],
chair->short_description);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
SITTING_IN(ch) = chair;
NEXT_IN_SEAT(ch) = NULL;
GET_OBJ_VAL(chair, 1) = 1;
GET_POS(ch) = POS_RESTING;
}
}
break;
case POS_SITTING:
send_to_char("You rest your tired bones.\r\n", ch);
act("$n rests.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
break;
case POS_RESTING:
send_to_char("You are already resting.\r\n", ch);
break;
case POS_SLEEPING:
send_to_char("You have to wake up first.\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Rest while fighting? Are you MAD?\r\n", ch);
break;
case POS_SWIMMING:
send_to_char("Calgon take me away...\r\n", ch);
break;
default:
send_to_char("You stop floating around, and stop to rest your tired bones.\r\n", ch);
act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
}
}
ACMD(do_sleep)
{
if(RIDING(ch)) {
act("You try to sleep on $N and fall right off.", FALSE, ch, 0, RIDING(ch), TO_CHAR);
act("$n tries to sleep and falls right off of you.", FALSE, ch, 0, RIDING(ch), TO_VICT);
act("$n tries to sleep, but falls right off of $N.", TRUE, ch, 0, RIDING(ch), TO_NOTVICT);
dismount_char(ch);
GET_POS(ch) = POS_SITTING;
return;
}
else if(RIDDEN_BY(ch) && GET_POS(ch)!=POS_SLEEPING)
{ send_to_char("It's mighty hard to sleep with someone on your back.\r\n", ch);
return;}
switch (GET_POS(ch)) {
case POS_STANDING:
case POS_SITTING:
case POS_RESTING:
send_to_char("You go to sleep.\r\n", ch);
act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
case POS_SLEEPING:
send_to_char("You are already sound asleep.\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Sleep while fighting? Are you MAD?\r\n", ch);
break;
case POS_FLYING:
send_to_char("You stop floating around, and lie down to sleep.\r\n", ch);
act("$n stops floating around, and lie down to sleep.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
case POS_SWIMMING:
send_to_char("Snoring and water don't quite mix!\r\n", ch);
break;
default:
send_to_char("You stop floating around, and lie down to sleep.\r\n", ch);
act("$n stops floating around, and lie down to sleep.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
}
}
ACMD(do_wake)
{
struct char_data *vict;
int self = 0;
if(RIDING(ch))
{ send_to_char("It probably wouldn't be wise sleeping while mounted.\r\n", ch); return; }
else if(RIDDEN_BY(ch)) {
send_to_char("You wake up to find someone mounted on your back.\r\n", ch);
send_to_char("It's struggle to sit up, but slowly and painfuly you do.\r\n", ch);
act("$n awakens with a heavy load on his back.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
return;
}
one_argument(argument, arg);
if (*arg) {
if (GET_POS(ch) == POS_SLEEPING)
send_to_char("Maybe you should wake yourself up first.\r\n", ch);
else if ((vict = get_char_vis(ch, arg, FIND_CHAR_ROOM)) == NULL)
send_to_char(NOPERSON, ch);
else if (vict == ch)
self = 1;
else if (AWAKE(vict))
act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR);
else if (AFF_FLAGGED(vict, AFF_SLEEP))
act("You can't wake $M up!", FALSE, ch, 0, vict, TO_CHAR);
else if (GET_POS(vict) < POS_SLEEPING)
act("$E's in pretty bad shape!", FALSE, ch, 0, vict, TO_CHAR);
else {
act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR);
act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP);
GET_POS(vict) = POS_SITTING;
}
if (!self)
return;
}
if (AFF_FLAGGED(ch, AFF_SLEEP))
send_to_char("You can't wake up!\r\n", ch);
else if (GET_POS(ch) > POS_SLEEPING)
send_to_char("You are already awake...\r\n", ch);
else {
send_to_char("You awaken, and sit up.\r\n", ch);
act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
}
}
ACMD(do_follow)
{
struct char_data *leader;
one_argument(argument, buf);
if (*buf) {
if (!(leader = get_char_vis(ch, buf, FIND_CHAR_ROOM))) {
send_to_char(NOPERSON, ch);
return;
}
} else {
send_to_char("Whom do you wish to follow?\r\n", ch);
return;
}
if (ch->master == leader) {
act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR);
return;
}
if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master)) {
act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
} else { /* Not Charmed follow person */
if (leader == ch) {
if (!ch->master) {
send_to_char("You are already following yourself.\r\n", ch);
return;
}
stop_follower(ch);
} else {
if (circle_follow(ch, leader)) {
send_to_char("Sorry, but following in loops is not allowed.\r\n", ch);
return;
}
if (ch->master)
stop_follower(ch);
REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
add_follower(ch, leader);
}
}
}
ACMD(do_fly) {
if (GET_POS(ch) == POS_FLYING) {
send_to_char("You are allready flying about.\r\n", ch);
return; }
if (!AFF_FLAGGED(ch, AFF_FLY)) {
send_to_char("You flap your arms but don't rise an inch.\r\n",ch);
act("$n flaps his arms like a chicken.", FALSE, ch, 0, 0, TO_ROOM);
return; }
if (SITTING_IN(ch))
char_from_chair(ch);
GET_POS(ch) = POS_FLYING;
send_to_char("You rise up into the air with ease.\r\n", ch);
act("$n rises up into the air.", FALSE, ch, 0, 0, TO_ROOM);
}
ACMD(do_mount) {
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
one_argument(argument, arg);
if (!arg || !*arg) {
send_to_char("Mount who?\r\n", ch);
return;
} else if (!(vict = get_char_room_vis(ch, arg))) {
send_to_char("There is no-one by that name here.\r\n", ch);
return;
} else if (ch == vict) {
send_to_char("Don't hurt yourself!\r\n", ch);
return;
} else if (!IS_NPC(vict) && GET_LEVEL(ch) < LVL_IMMORT) {
send_to_char("That's not gonna happen- sorry bud.\r\n", ch);
return;
} else if (RIDING(ch) || RIDDEN_BY(ch)) {
send_to_char("You are already mounted.\r\n", ch);
return;
} else if (RIDING(vict) || RIDDEN_BY(vict)) {
send_to_char("It is already mounted.\r\n", ch);
return;
} else if (GET_LEVEL(ch) < LVL_IMMORT && IS_NPC(vict) && !MOB_FLAGGED(vict, MOB_MOUNTABLE)) {
send_to_char("You can't mount that!\r\n", ch);
return;
} else if (!IS_NPC(ch) && (!GET_SKILL(ch, SKILL_RIDING))) {
send_to_char("First you need to learn *how* to mount.\r\n", ch);
return;
} else if (!IS_NPC(ch) && (GET_SKILL(ch, SKILL_RIDING) <= number(1, 101))) {
act("You try to mount $N, but slip and fall off.", FALSE, ch, 0, vict, TO_CHAR);
act("$n tries to mount you, but slips and falls off.", FALSE, ch, 0, vict, TO_VICT);
act("$n tries to mount $N, but slips and falls off.", TRUE, ch, 0, vict, TO_NOTVICT);
damage(ch, ch, dice(1, 2), -1);
return;
}
act("You mount $N.", FALSE, ch, 0, vict, TO_CHAR);
act("$n mounts you.", FALSE, ch, 0, vict, TO_VICT);
act("$n mounts $N.", TRUE, ch, 0, vict, TO_NOTVICT);
mount_char(ch, vict);
GET_POS(ch) = POS_SITTING;
}
ACMD(do_dismount) {
if (!RIDING(ch)) {
send_to_char("You aren't even riding anything.\r\n", ch);
return;
}
act("You dismount $N.", FALSE, ch, 0, RIDING(ch), TO_CHAR);
act("$n dismounts from you.", FALSE, ch, 0, RIDING(ch), TO_VICT);
act("$n dismounts $N.", TRUE, ch, 0, RIDING(ch), TO_NOTVICT);
dismount_char(ch);
GET_POS(ch) = POS_STANDING;
}
ACMD(do_board)
{
struct obj_data *chair = NULL;
struct char_data *tempch;
int found;
if(RIDING(ch))
{ send_to_char("Take your mount on a boat? HAH!\r\n", ch); return;}
else if(RIDDEN_BY(ch) && GET_POS(ch)!=POS_SITTING)
{ send_to_char("It's mighty hard to board anything with someone on your back.\r\n", ch);
return;}
one_argument(argument, arg);
if (!*arg)
found = 0;
if (!(chair = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
found = 0;
else {
found = 1;
}
switch (GET_POS(ch)) {
case POS_STANDING:
case POS_SWIMMING:
if (found == 0 ) {
send_to_char("I don't see that here...\r\n", ch);
} else {
if (!GET_OBJ_TYPE(chair) == ITEM_BOAT) {
send_to_char("That's not a boat!\r\n", ch);
return;
} else if (!OBJ_FLAGGED(chair, ITEM_SEAT)) {
send_to_char("You can't board that!\r\n", ch);
return;
} else if (GET_OBJ_VAL(chair, 1) > GET_OBJ_VAL(chair, 0)) {
/* val 1 is current number in chair, 0 is max in chair */
act("$p looks like it's all full.", TRUE, ch, chair, 0, TO_CHAR);
sprintf(buf, "SYSERR: chair %d holding too many people.", GET_OBJ_VNUM(chair));
return;
} else if (GET_OBJ_VAL(chair, 1) == GET_OBJ_VAL(chair, 0)) {
act("There is no room to board $p.", TRUE, ch, chair, 0, TO_CHAR);
return;
} else {
if (OBJ_SAT_IN_BY(chair) == NULL)
OBJ_SAT_IN_BY(chair) = ch;
for (tempch = OBJ_SAT_IN_BY(chair); tempch != ch ; tempch = NEXT_IN_SEAT(tempch)) {
if (NEXT_IN_SEAT(tempch))
continue;
NEXT_IN_SEAT(tempch) = ch; }
sprintf(buf, "You board %s.\r\n", chair->short_description);
send_to_char(buf, ch);
if (IS_NPC(ch)) {
strcpy(buf, ch->player.short_descr);
CAP(buf);
} else
sprintf(buf, "%s", ch->player.name);
sprintf(buf + strlen(buf), " boards %s.", chair->short_description);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
SITTING_IN(ch) = chair;
NEXT_IN_SEAT(ch) = NULL;
GET_OBJ_VAL(chair, 1) += 1;
GET_POS(ch) = POS_SITTING;
}
}
break;
case POS_SITTING:
case POS_RESTING:
send_to_char("You're gonna have to stand up to do this.\r\n", ch);
break;
case POS_SLEEPING:
send_to_char("You have to wake up first.\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Sit down and board a vessel while fighting? Are you MAD?\r\n", ch);
break;
default:
send_to_char("You better get your feet on the ground or your body in the water first!\r\n", ch);
break;
}
}