/**************************************************************************
* File: act.movement.c Part of tbaMUD *
* Usage: Movement commands, door handling, & sleep/rest/etc state. *
* *
* All rights reserved. See license 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"
#include "act.h"
#include "fight.h"
#include "oasis.h" /* for buildwalk */
/* local only functions */
/* do_simple_move utility functions */
static int has_boat(struct char_data *ch);
/* do_gen_door utility functions */
static int find_door(struct char_data *ch, const char *type, char *dir, const char *cmdname);
static int has_key(struct char_data *ch, obj_vnum key);
static void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd);
static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd);
/* simple function to determine if char can walk on water */
static int has_boat(struct char_data *ch)
{
struct obj_data *obj;
int i;
if (GET_LEVEL(ch) > LVL_IMMORT)
return (1);
if (AFF_FLAGGED(ch, AFF_WATERWALK) || AFF_FLAGGED(ch, AFF_FLYING))
return (1);
/* non-wearable boats in inventory will do it */
for (obj = ch->carrying; obj; obj = obj->next_content)
if (GET_OBJ_TYPE(obj) == ITEM_BOAT && (find_eq_pos(ch, obj, NULL) < 0))
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);
return (0);
}
/* Simple function to determine if char can fly. */
int has_flight(struct char_data *ch)
{
struct obj_data *obj;
int i;
if (GET_LEVEL(ch) > LVL_IMMORT)
return (1);
if (AFF_FLAGGED(ch, AFF_FLYING))
return (1);
/* Non-wearable flying items in inventory will do it. */
for (obj = ch->carrying; obj; obj = obj->next_content)
if (OBJAFF_FLAGGED(obj, AFF_FLYING) && OBJAFF_FLAGGED(obj, AFF_FLYING))
return (1);
/* Any equipped objects with AFF_FLYING will do it too. */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i) && OBJAFF_FLAGGED(GET_EQ(ch, i), AFF_FLYING))
return (1);
return (0);
}
/* Simple function to determine if char can scuba. */
int has_scuba(struct char_data *ch)
{
struct obj_data *obj;
int i;
if (GET_LEVEL(ch) > LVL_IMMORT)
return (1);
if (AFF_FLAGGED(ch, AFF_SCUBA))
return (1);
/* Non-wearable scuba items in inventory will do it. */
for (obj = ch->carrying; obj; obj = obj->next_content)
if (OBJAFF_FLAGGED(obj, AFF_SCUBA) && (find_eq_pos(ch, obj, NULL) < 0))
return (1);
/* Any equipped objects with AFF_SCUBA will do it too. */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i) && OBJAFF_FLAGGED(GET_EQ(ch, i), AFF_SCUBA))
return (1);
return (0);
}
/** Move a PC/NPC character from their current location to a new location. This
* is the standard movement locomotion function that all normal walking
* movement by characters should be sent through. This function also defines
* the move cost of normal locomotion as:
* ( (move cost for source room) + (move cost for destination) ) / 2
*
* @pre Function assumes that ch has no master controlling character, that
* ch has no followers (in other words followers won't be moved by this
* function) and that the direction traveled in is one of the valid, enumerated
* direction.
* @param ch The character structure to attempt to move.
* @param dir The defined direction (NORTH, SOUTH, etc...) to attempt to
* move into.
* @param need_specials_check If TRUE will cause
* @retval int 1 for a successful move (ch is now in a new location)
* or 0 for a failed move (ch is still in the original location). */
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
/* Begin Local variable definitions */
/*---------------------------------------------------------------------*/
/* Used in our special proc check. By default, we pass a NULL argument
* when checking for specials */
char spec_proc_args[MAX_INPUT_LENGTH] = "";
/* The room the character is currently in and will move from... */
room_rnum was_in = IN_ROOM(ch);
/* ... and the room the character will move into. */
room_rnum going_to = EXIT(ch, dir)->to_room;
/* How many movement points are required to travel from was_in to going_to.
* We redefine this later when we need it. */
int need_movement = 0;
/* Contains the "leave" message to display to the was_in room. */
char leave_message[SMALL_BUFSIZE];
/*---------------------------------------------------------------------*/
/* End Local variable definitions */
/* Begin checks that can prevent a character from leaving the was_in room. */
/* Future checks should be implemented within this section and return 0. */
/*---------------------------------------------------------------------*/
/* Check for special routines that might activate because of the move and
* also might prevent the movement. Special requires commands, so we pass
* in the "command" equivalent of the direction (ie. North is '1' in the
* command list, but NORTH is defined as '0').
* Note -- only check if following; this avoids 'double spec-proc' bug */
if (need_specials_check && special(ch, dir + 1, spec_proc_args))
return 0;
/* Leave Trigger Checks: Does a leave trigger block exit from the room? */
if (!leave_mtrigger(ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
return 0;
if (!leave_wtrigger(&world[IN_ROOM(ch)], ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
return 0;
if (!leave_otrigger(&world[IN_ROOM(ch)], ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
return 0;
/* Charm effect: Does it override the movement? */
if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && was_in == IN_ROOM(ch->master))
{
send_to_char(ch, "The thought of leaving your master makes you weep.\r\n");
act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
return (0);
}
/* Water, No Swimming Rooms: Does the deep water prevent movement? */
if ((SECT(was_in) == SECT_WATER_NOSWIM) ||
(SECT(going_to) == SECT_WATER_NOSWIM))
{
if (!has_boat(ch))
{
send_to_char(ch, "You need a boat to go there.\r\n");
return (0);
}
}
/* Flying Required: Does lack of flying prevent movement? */
if ((SECT(was_in) == SECT_FLYING) || (SECT(going_to) == SECT_FLYING))
{
if (!has_flight(ch))
{
send_to_char(ch, "You need to be flying to go there!\r\n");
return (0);
}
}
/* Underwater Room: Does lack of underwater breathing prevent movement? */
if ((SECT(was_in) == SECT_UNDERWATER) || (SECT(going_to) == SECT_UNDERWATER))
{
if (!has_scuba(ch) && !IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) {
send_to_char(ch, "You need to be able to breathe water to go there!\r\n");
return (0);
}
}
/* Houses: Can the player walk into the house? */
if (ROOM_FLAGGED(was_in, ROOM_ATRIUM))
{
if (!House_can_enter(ch, GET_ROOM_VNUM(going_to)))
{
send_to_char(ch, "That's private property -- no trespassing!\r\n");
return (0);
}
}
/* Check zone level recommendations */
if ((ZONE_MINLVL(GET_ROOM_ZONE(going_to)) != -1) && ZONE_MINLVL(GET_ROOM_ZONE(going_to)) > GET_LEVEL(ch)) {
send_to_char(ch, "This zone is above your recommended level.\r\n");
}
/* Check zone flag restrictions */
if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_CLOSED)) {
send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
return (0);
}
if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_NOIMMORT) && (GET_LEVEL(ch) >= LVL_IMMORT) && (GET_LEVEL(ch) < LVL_GRGOD)) {
send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
return (0);
}
/* Room Size Capacity: Is the room full of people already? */
if (ROOM_FLAGGED(going_to, ROOM_TUNNEL) &&
num_pc_in_room(&(world[going_to])) >= CONFIG_TUNNEL_SIZE)
{
if (CONFIG_TUNNEL_SIZE > 1)
send_to_char(ch, "There isn't enough room for you to go there!\r\n");
else
send_to_char(ch, "There isn't enough room there for more than one person!\r\n");
return (0);
}
/* Room Level Requirements: Is ch privileged enough to enter the room? */
if (ROOM_FLAGGED(going_to, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GOD)
{
send_to_char(ch, "You aren't godly enough to use that room!\r\n");
return (0);
}
/* All checks passed, nothing will prevent movement now other than lack of
* move points. */
/* move points needed is avg. move loss for src and destination sect type */
need_movement = (movement_loss[SECT(was_in)] +
movement_loss[SECT(going_to)]) / 2;
/* Move Point Requirement Check */
if (GET_MOVE(ch) < need_movement && !IS_NPC(ch))
{
if (need_specials_check && ch->master)
send_to_char(ch, "You are too exhausted to follow.\r\n");
else
send_to_char(ch, "You are too exhausted.\r\n");
return (0);
}
/*---------------------------------------------------------------------*/
/* End checks that can prevent a character from leaving the was_in room. */
/* Begin: the leave operation. */
/*---------------------------------------------------------------------*/
/* If applicable, subtract movement cost. */
if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch))
GET_MOVE(ch) -= need_movement;
/* Generate the leave message and display to others in the was_in room. */
if (!AFF_FLAGGED(ch, AFF_SNEAK))
{
snprintf(leave_message, sizeof(leave_message), "$n leaves %s.", dirs[dir]);
act(leave_message, TRUE, ch, 0, 0, TO_ROOM);
}
char_from_room(ch);
char_to_room(ch, going_to);
/*---------------------------------------------------------------------*/
/* End: the leave operation. The character is now in the new room. */
/* Begin: Post-move operations. */
/*---------------------------------------------------------------------*/
/* Post Move Trigger Checks: Check the new room for triggers.
* Assumptions: The character has already truly left the was_in room. If
* the entry trigger "prevents" movement into the room, it is the triggers
* job to provide a message to the original was_in room. */
if (!entry_mtrigger(ch) || !enter_wtrigger(&world[going_to], ch, dir)) {
char_from_room(ch);
char_to_room(ch, was_in);
return 0;
}
/* Display arrival information to anyone in the destination room... */
if (!AFF_FLAGGED(ch, AFF_SNEAK))
act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM);
/* ... and the room description to the character. */
if (ch->desc != NULL)
look_at_room(ch, 0);
/* ... and Kill the player if the room is a death trap. */
if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT)
{
mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to), world[going_to].name);
death_cry(ch);
extract_char(ch);
return (0);
}
/* At this point, the character is safe and in the room. */
/* Fire memory and greet triggers, check and see if the greet trigger
* prevents movement, and if so, move the player back to the previous room. */
entry_memory_mtrigger(ch);
if (!greet_mtrigger(ch, dir))
{
char_from_room(ch);
char_to_room(ch, was_in);
look_at_room(ch, 0);
/* Failed move, return a failure */
return (0);
}
else
greet_memory_mtrigger(ch);
/*---------------------------------------------------------------------*/
/* End: Post-move operations. */
/* Only here is the move successful *and* complete. Return success for
* calling functions to handle post move operations. */
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 || FIGHTING(ch))
return (0);
else if (!CONFIG_DIAGONAL_DIRS && IS_DIAGONAL(dir))
send_to_char(ch, "Alas, you cannot go that way...\r\n");
else if ((!EXIT(ch, dir) && !buildwalk(ch, dir)) || EXIT(ch, dir)->to_room == NOWHERE)
send_to_char(ch, "Alas, you cannot go that way...\r\n");
else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)))) {
if (EXIT(ch, dir)->keyword)
send_to_char(ch, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
else
send_to_char(ch, "It seems to be closed.\r\n");
} else {
if (!ch->followers)
return (do_simple_move(ch, dir, need_specials_check));
was_in = IN_ROOM(ch);
if (!do_simple_move(ch, dir, need_specials_check))
return (0);
for (k = ch->followers; k; k = next) {
next = k->next;
if ((IN_ROOM(k->follower) == 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)
{
/* These subcmd defines are mapped precisely to the direction defines. */
perform_move(ch, subcmd, 0);
}
static 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, autoexits, FALSE)) == -1) { /* Check 'short' dirs too */
send_to_char(ch, "That's not a direction.\r\n");
return (-1);
}
}
if (EXIT(ch, door)) { /* Braces added according to indent. -gg */
if (EXIT(ch, door)->keyword) {
if (is_name(type, EXIT(ch, door)->keyword))
return (door);
else {
send_to_char(ch, "I see no %s there.\r\n", type);
return (-1);
}
} else
return (door);
} else {
send_to_char(ch, "I really don't see how you can %s anything there.\r\n", cmdname);
return (-1);
}
} else { /* try to locate the keyword */
if (!*type) {
send_to_char(ch, "What is it you want to %s?\r\n", cmdname);
return (-1);
}
for (door = 0; door < DIR_COUNT; door++)
{
if (EXIT(ch, door))
{
if (EXIT(ch, door)->keyword)
{
if (isname(type, EXIT(ch, door)->keyword))
{
if ((!IS_NPC(ch)) && (!PRF_FLAGGED(ch, PRF_AUTODOOR)))
return door;
else if (is_abbrev(cmdname, "open"))
{
if (IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
return door;
else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
return door;
}
else if ((is_abbrev(cmdname, "close")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))) )
return door;
else if ((is_abbrev(cmdname, "lock")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))) )
return door;
else if ((is_abbrev(cmdname, "unlock")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) )
return door;
else if ((is_abbrev(cmdname, "pick")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) )
return door;
}
}
}
}
if ((!IS_NPC(ch)) && (!PRF_FLAGGED(ch, PRF_AUTODOOR)))
send_to_char(ch, "There doesn't seem to be %s %s here.\r\n", AN(type), type);
else if (is_abbrev(cmdname, "open"))
send_to_char(ch, "There doesn't seem to be %s %s that can be opened.\r\n", AN(type), type);
else if (is_abbrev(cmdname, "close"))
send_to_char(ch, "There doesn't seem to be %s %s that can be closed.\r\n", AN(type), type);
else if (is_abbrev(cmdname, "lock"))
send_to_char(ch, "There doesn't seem to be %s %s that can be locked.\r\n", AN(type), type);
else if (is_abbrev(cmdname, "unlock"))
send_to_char(ch, "There doesn't seem to be %s %s that can be unlocked.\r\n", AN(type), type);
else
send_to_char(ch, "There doesn't seem to be %s %s that can be picked.\r\n", AN(type), type);
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)
/* cmd_door is required external from act.movement.c */
const char *cmd_door[] =
{
"open",
"close",
"unlock",
"lock",
"pick"
};
static 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) ?\
(REMOVE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\
(REMOVE_BIT(EXITN(room, door)->exit_info, EX_CLOSED)))
#define CLOSE_DOOR(room, obj, door) ((obj) ?\
(SET_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\
(SET_BIT(EXITN(room, door)->exit_info, EX_CLOSED)))
#define LOCK_DOOR(room, obj, door) ((obj) ?\
(SET_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\
(SET_BIT(EXITN(room, door)->exit_info, EX_LOCKED)))
#define UNLOCK_DOOR(room, obj, door) ((obj) ?\
(REMOVE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\
(REMOVE_BIT(EXITN(room, door)->exit_info, EX_LOCKED)))
#define TOGGLE_LOCK(room, obj, door) ((obj) ?\
(TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\
(TOGGLE_BIT(EXITN(room, door)->exit_info, EX_LOCKED)))
static void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd)
{
char buf[MAX_STRING_LENGTH];
size_t len;
room_rnum other_room = NOWHERE;
struct room_direction_data *back = NULL;
if (!door_mtrigger(ch, scmd, door))
return;
if (!door_wtrigger(ch, scmd, door))
return;
len = snprintf(buf, sizeof(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 != IN_ROOM(ch))
back = NULL;
switch (scmd) {
case SCMD_OPEN:
OPEN_DOOR(IN_ROOM(ch), obj, door);
if (back)
OPEN_DOOR(other_room, obj, rev_dir[door]);
send_to_char(ch, "%s", CONFIG_OK);
break;
case SCMD_CLOSE:
CLOSE_DOOR(IN_ROOM(ch), obj, door);
if (back)
CLOSE_DOOR(other_room, obj, rev_dir[door]);
send_to_char(ch, "%s", CONFIG_OK);
break;
case SCMD_LOCK:
LOCK_DOOR(IN_ROOM(ch), obj, door);
if (back)
LOCK_DOOR(other_room, obj, rev_dir[door]);
send_to_char(ch, "*Click*\r\n");
break;
case SCMD_UNLOCK:
UNLOCK_DOOR(IN_ROOM(ch), obj, door);
if (back)
UNLOCK_DOOR(other_room, obj, rev_dir[door]);
send_to_char(ch, "*Click*\r\n");
break;
case SCMD_PICK:
TOGGLE_LOCK(IN_ROOM(ch), obj, door);
if (back)
TOGGLE_LOCK(other_room, obj, rev_dir[door]);
send_to_char(ch, "The lock quickly yields to your skills.\r\n");
len = strlcpy(buf, "$n skillfully picks the lock on ", sizeof(buf));
break;
}
/* Notify the room. */
if (len < sizeof(buf))
snprintf(buf + len, sizeof(buf) - len, "%s%s.",
obj ? "" : "the ", obj ? "$p" : EXIT(ch, door)->keyword ? "$F" : "door");
if (!obj || IN_ROOM(obj) != NOWHERE)
act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM);
/* Notify the other room */
if (back && (scmd == SCMD_OPEN || scmd == SCMD_CLOSE))
send_to_room(EXIT(ch, door)->to_room, "The %s is %s%s from the other side.\r\n",
back->keyword ? fname(back->keyword) : "door", cmd_door[scmd],
scmd == SCMD_CLOSE ? "d" : "ed");
}
static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd)
{
int percent, skill_lvl;
if (scmd != SCMD_PICK)
return (1);
percent = rand_number(1, 101);
skill_lvl = GET_SKILL(ch, SKILL_PICK_LOCK) + dex_app_skill[GET_DEX(ch)].p_locks;
if (keynum == NOTHING)
send_to_char(ch, "Odd - you can't seem to find a keyhole.\r\n");
else if (pickproof)
send_to_char(ch, "It resists your attempts to pick it.\r\n");
else if (percent > skill_lvl)
send_to_char(ch, "You failed to pick the lock.\r\n");
else
return (1);
return (0);
}
#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))
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) {
send_to_char(ch, "%c%s what?\r\n", UPPER(*cmd_door[subcmd]), cmd_door[subcmd] + 1);
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) && (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)) {
obj = NULL;
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)))
send_to_char(ch, "You can't %s that!\r\n", cmd_door[subcmd]);
else if (!DOOR_IS_OPEN(ch, obj, door) &&
IS_SET(flags_door[subcmd], NEED_OPEN))
send_to_char(ch, "But it's already closed!\r\n");
else if (!DOOR_IS_CLOSED(ch, obj, door) &&
IS_SET(flags_door[subcmd], NEED_CLOSED))
send_to_char(ch, "But it's currently open!\r\n");
else if (!(DOOR_IS_LOCKED(ch, obj, door)) &&
IS_SET(flags_door[subcmd], NEED_LOCKED))
send_to_char(ch, "Oh.. it wasn't locked, after all..\r\n");
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (has_key(ch, keynum)) )
{
send_to_char(ch, "It is locked, but you have the key.\r\n");
send_to_char(ch, "*Click*\r\n");
do_doorcmd(ch, obj, door, subcmd);
}
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (!has_key(ch, keynum)) )
{
send_to_char(ch, "It is locked, and you do not have the key!\r\n");
}
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) &&
IS_SET(flags_door[subcmd], NEED_UNLOCKED) &&
(GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE))))
send_to_char(ch, "It seems to be locked.\r\n");
else if (!has_key(ch, keynum) && (GET_LEVEL(ch) < LVL_GOD) &&
((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK)))
send_to_char(ch, "You don't seem to have the proper key.\r\n");
else if (ok_pick(ch, keynum, DOOR_IS_PICKPROOF(ch, obj, door), subcmd))
do_doorcmd(ch, obj, door, subcmd);
}
return;
}
ACMD(do_enter)
{
char buf[MAX_INPUT_LENGTH];
int door;
one_argument(argument, buf);
if (*buf) { /* an argument was supplied, search for door
* keyword */
for (door = 0; door < DIR_COUNT; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->keyword)
if (!str_cmp(EXIT(ch, door)->keyword, buf)) {
perform_move(ch, door, 1);
return;
}
send_to_char(ch, "There is no %s here.\r\n", buf);
} else if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_INDOORS))
send_to_char(ch, "You are already indoors.\r\n");
else {
/* try to locate an entrance */
for (door = 0; door < DIR_COUNT; 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(ch, "You can't seem to find anything to enter.\r\n");
}
}
ACMD(do_leave)
{
int door;
if (OUTSIDE(ch))
send_to_char(ch, "You are outside.. where do you want to go?\r\n");
else {
for (door = 0; door < DIR_COUNT; 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(ch, "I see no obvious exits to the outside.\r\n");
}
}
ACMD(do_stand)
{
switch (GET_POS(ch)) {
case POS_STANDING:
send_to_char(ch, "You are already standing.\r\n");
break;
case POS_SITTING:
send_to_char(ch, "You stand up.\r\n");
act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
/* Were they sitting in something? */
char_from_furniture(ch);
/* Will be sitting after a successful bash and may still be fighting. */
GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING;
break;
case POS_RESTING:
send_to_char(ch, "You stop resting, and stand up.\r\n");
act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
/* Were they sitting in something. */
char_from_furniture(ch);
break;
case POS_SLEEPING:
send_to_char(ch, "You have to wake up first!\r\n");
break;
case POS_FIGHTING:
send_to_char(ch, "Do you not consider fighting as standing?\r\n");
break;
default:
send_to_char(ch, "You stop floating around, and put your feet on the ground.\r\n");
act("$n stops floating around, and puts $s feet on the ground.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
break;
}
}
ACMD(do_sit)
{
char arg[MAX_STRING_LENGTH];
struct obj_data *furniture;
struct char_data *tempch;
int found;
one_argument(argument, arg);
if (!*arg)
found = 0;
if (!(furniture = get_obj_in_list_vis(ch, arg, NULL, world[ch->in_room].contents)))
found = 0;
else
found = 1;
switch (GET_POS(ch)) {
case POS_STANDING:
if (found == 0) {
send_to_char(ch, "You sit down.\r\n");
act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
} else {
if (GET_OBJ_TYPE(furniture) != ITEM_FURNITURE) {
send_to_char(ch, "You can't sit on that!\r\n");
return;
} else if (GET_OBJ_VAL(furniture, 1) > GET_OBJ_VAL(furniture, 0)) {
/* Val 1 is current number sitting, 0 is max in sitting. */
act("$p looks like it's all full.", TRUE, ch, furniture, 0, TO_CHAR);
log("SYSERR: Furniture %d holding too many people.", GET_OBJ_VNUM(furniture));
return;
} else if (GET_OBJ_VAL(furniture, 1) == GET_OBJ_VAL(furniture, 0)) {
act("There is no where left to sit upon $p.", TRUE, ch, furniture, 0, TO_CHAR);
return;
} else {
if (OBJ_SAT_IN_BY(furniture) == NULL)
OBJ_SAT_IN_BY(furniture) = ch;
for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch ; tempch = NEXT_SITTING(tempch)) {
if (NEXT_SITTING(tempch))
continue;
NEXT_SITTING(tempch) = ch;
}
act("You sit down upon $p.", TRUE, ch, furniture, 0, TO_CHAR);
act("$n sits down upon $p.", TRUE, ch, furniture, 0, TO_ROOM);
SITTING(ch) = furniture;
NEXT_SITTING(ch) = NULL;
GET_OBJ_VAL(furniture, 1) += 1;
GET_POS(ch) = POS_SITTING;
}
}
break;
case POS_SITTING:
send_to_char(ch, "You're sitting already.\r\n");
break;
case POS_RESTING:
send_to_char(ch, "You stop resting, and sit up.\r\n");
act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
case POS_SLEEPING:
send_to_char(ch, "You have to wake up first.\r\n");
break;
case POS_FIGHTING:
send_to_char(ch, "Sit down while fighting? Are you MAD?\r\n");
break;
default:
send_to_char(ch, "You stop floating around, and sit down.\r\n");
act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
}
}
ACMD(do_rest)
{
switch (GET_POS(ch)) {
case POS_STANDING:
send_to_char(ch, "You sit down and rest your tired bones.\r\n");
act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
break;
case POS_SITTING:
send_to_char(ch, "You rest your tired bones.\r\n");
act("$n rests.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
break;
case POS_RESTING:
send_to_char(ch, "You are already resting.\r\n");
break;
case POS_SLEEPING:
send_to_char(ch, "You have to wake up first.\r\n");
break;
case POS_FIGHTING:
send_to_char(ch, "Rest while fighting? Are you MAD?\r\n");
break;
default:
send_to_char(ch, "You stop floating around, and stop to rest your tired bones.\r\n");
act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
break;
}
}
ACMD(do_sleep)
{
switch (GET_POS(ch)) {
case POS_STANDING:
case POS_SITTING:
case POS_RESTING:
send_to_char(ch, "You go to sleep.\r\n");
act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
case POS_SLEEPING:
send_to_char(ch, "You are already sound asleep.\r\n");
break;
case POS_FIGHTING:
send_to_char(ch, "Sleep while fighting? Are you MAD?\r\n");
break;
default:
send_to_char(ch, "You stop floating around, and lie down to sleep.\r\n");
act("$n stops floating around, and lie down to sleep.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
}
}
ACMD(do_wake)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
int self = 0;
one_argument(argument, arg);
if (*arg) {
if (GET_POS(ch) == POS_SLEEPING)
send_to_char(ch, "Maybe you should wake yourself up first.\r\n");
else if ((vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)) == NULL)
send_to_char(ch, "%s", CONFIG_NOPERSON);
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 $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP);
GET_POS(vict) = POS_SITTING;
}
if (!self)
return;
}
if (AFF_FLAGGED(ch, AFF_SLEEP))
send_to_char(ch, "You can't wake up!\r\n");
else if (GET_POS(ch) > POS_SLEEPING)
send_to_char(ch, "You are already awake...\r\n");
else {
send_to_char(ch, "You awaken, and sit up.\r\n");
act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
}
}
ACMD(do_follow)
{
char buf[MAX_INPUT_LENGTH];
struct char_data *leader;
one_argument(argument, buf);
if (*buf) {
if (!(leader = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM))) {
send_to_char(ch, "%s", CONFIG_NOPERSON);
return;
}
} else {
send_to_char(ch, "Whom do you wish to follow?\r\n");
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(ch, "You are already following yourself.\r\n");
return;
}
stop_follower(ch);
} else {
if (circle_follow(ch, leader)) {
send_to_char(ch, "Sorry, but following in loops is not allowed.\r\n");
return;
}
if (ch->master)
stop_follower(ch);
REMOVE_BIT_AR(AFF_FLAGS(ch), AFF_GROUP);
add_follower(ch, leader);
}
}
}