/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
void horn args((CHAR_DATA * ch));
char *const dir_name[] = {
"north", "east", "south", "west", "up", "down"
};
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
};
/*
* Local functions.
*/
int find_door args (( CHAR_DATA * ch, char *arg ));
bool has_key args (( CHAR_DATA * ch, int key ));
int count_imms args (( CHAR_DATA * ch ));
bool check_track args (( CHAR_DATA * ch, int direction ));
void add_tracks args (( CHAR_DATA * ch, int direction ));
void move_char(CHAR_DATA * ch, int door)
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
CHAR_DATA *mount;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
OBJ_DATA *obj;
EXIT_DATA *pexit;
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
char poly[MAX_STRING_LENGTH];
char mount2[MAX_INPUT_LENGTH];
char leave[20];
int revdoor;
bool bad_wall = FALSE;
if (door < 0 || door > 5)
{
bug("Do_move: bad door %d.", door);
return;
}
in_room = ch->in_room;
if (!in_room)
{
bug("Move_char : ch not in any room.", 0);
return;
}
if ((pexit = in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
send_to_char("Alas, you cannot go that way.\n\r", ch);
return;
}
if (door == DIR_NORTH && ((obj = get_obj_list(ch, "walln", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walls", to_room->contents)) != NULL))
bad_wall = TRUE;
if (door == DIR_SOUTH && ((obj = get_obj_list(ch, "walls", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walln", to_room->contents)) != NULL))
bad_wall = TRUE;
if (door == DIR_EAST && ((obj = get_obj_list(ch, "walle", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "wallw", to_room->contents)) != NULL))
bad_wall = TRUE;
if (door == DIR_WEST && ((obj = get_obj_list(ch, "wallw", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walle", to_room->contents)) != NULL))
bad_wall = TRUE;
if (door == DIR_UP && ((obj = get_obj_list(ch, "wallu", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walld", to_room->contents)) != NULL))
bad_wall = TRUE;
if (door == DIR_DOWN && ((obj = get_obj_list(ch, "walld", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "wallu", to_room->contents)) != NULL))
bad_wall = TRUE;
if (bad_wall)
{
send_to_char("You are unable to pass the wall.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info, EX_NOPASS)) && !IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
act("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
return;
}
if (IS_SET(pexit->exit_info, EX_PRISMATIC_WALL) && IS_SET(pexit->exit_info, EX_CLOSED))
{
stc("The prismatic wall prevents movement through this closed exit.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room)
{
send_to_char("What? And leave your beloved master?\n\r", ch);
return;
}
if (IS_NPC(ch) && (mount = ch->mount) != NULL && IS_SET(ch->mounted, IS_MOUNT))
{
send_to_char("You better wait for instructions from your rider.\n\r", ch);
return;
}
if (room_is_private(to_room))
{
if (IS_NPC(ch) || ch->trust < MAX_LEVEL)
{
send_to_char("That room is private right now.\n\r", ch);
return;
}
else
send_to_char("That room is private (Access granted).\n\r", ch);
}
if ((IS_LEG_L(ch, BROKEN_LEG) || IS_LEG_L(ch, LOST_LEG)) &&
(IS_LEG_R(ch, BROKEN_LEG) || IS_LEG_R(ch, LOST_LEG)) &&
(IS_ARM_L(ch, BROKEN_ARM) || IS_ARM_L(ch, LOST_ARM) || get_eq_char(ch, WEAR_HOLD) != NULL) && (IS_ARM_R(ch, BROKEN_ARM) || IS_ARM_R(ch, LOST_ARM) || get_eq_char(ch, WEAR_WIELD) != NULL))
{
send_to_char("You need at least one free arm to drag yourself with.\n\r", ch);
return;
}
else if (IS_BODY(ch, BROKEN_SPINE) &&
(IS_ARM_L(ch, BROKEN_ARM) || IS_ARM_L(ch, LOST_ARM) || get_eq_char(ch, WEAR_HOLD) != NULL) && (IS_ARM_R(ch, BROKEN_ARM) || IS_ARM_R(ch, LOST_ARM) || get_eq_char(ch, WEAR_WIELD) != NULL))
{
send_to_char("You cannot move with a broken spine.\n\r", ch);
return;
}
if (!IS_NPC(ch))
{
int move;
if (in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR)
{
if (!IS_AFFECTED(ch, AFF_FLYING))
{
send_to_char("You can't fly.\n\r", ch);
return;
}
}
if (in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM)
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if (IS_AFFECTED(ch, AFF_FLYING))
found = TRUE;
if (!found)
{
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if (obj->item_type == ITEM_BOAT)
{
found = TRUE;
break;
}
}
if (!found)
{
send_to_char("You need a boat to go there.\n\r", ch);
return;
}
}
}
else if (!IS_AFFECTED(ch, AFF_FLYING) && IS_POLYAFF(ch, POLY_FISH))
{
bool from_ok = FALSE;
bool to_ok = FALSE;
if (in_room->sector_type == SECT_WATER_NOSWIM)
from_ok = TRUE;
if (in_room->sector_type == SECT_WATER_SWIM)
from_ok = TRUE;
if (to_room->sector_type == SECT_WATER_NOSWIM)
to_ok = TRUE;
if (to_room->sector_type == SECT_WATER_SWIM)
to_ok = TRUE;
if (!from_ok || !to_ok)
{
send_to_char("You cannot cross land.\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)];
if (IS_HERO(ch))
move = 0;
if (ch->move <= 0)
{
send_to_char("You are too Exhausted.\n\r", ch);
return;
}
if (IS_SET(ch->mounted, IS_RIDING) && (ch->move < move || ch->move < 1))
{
send_to_char("You are too exhausted.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_IRON_WALL) && !IS_AFFECTED(ch, AFF_PASS_DOOR))
{
send_to_char("A towering wall of iron blocks your path.\n\r", ch);
act("$n's path is blocked by the wall of iron.", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_SET(pexit->exit_info, EX_MUSHROOM_WALL))
{
send_to_char("The mushrooms block your path.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_FIRE_WALL) && ch->class == 0)
{
act("$n bursts through the wall of fire.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the flames and are unaffected.\n\r", ch);
}
else if (IS_SET(pexit->exit_info, EX_FIRE_WALL) && ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
{
act("$n bursts through the wall of fire.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the flames.\n\r", ch);
ch->hit -= dice(6, 50);
stc("The flames sear your flesh.\n\r", ch);
}
if (IS_SET(pexit->exit_info, EX_SWORD_WALL) && ch->class == 0)
{
act("$n bursts through the wall of swords.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the swords and are unaffected.\n\r", ch);
}
else if (IS_SET(pexit->exit_info, EX_SWORD_WALL) && ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
{
act("$n jumps through the wall of swords.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the swords.\n\r", ch);
send_to_char("Aaaaaaaaarghhhhhhh! That hurt!\n\r", ch);
ch->hit -= dice(6, 70);
}
if (IS_SET(pexit->exit_info, EX_ASH_WALL))
{
send_to_char("You scream in agony as the wall of ash rips apart your life force.\n\r", ch);
act("$n screams in agony as the wall of ash rips $s life force apart.", ch, NULL, NULL, TO_ROOM);
ch->hit /= 2;
ch->move /= 2;
}
WAIT_STATE(ch, 1);
if (!IS_SET(ch->mounted, IS_RIDING))
ch->move -= move;
}
/* Check for mount message - KaVir */
if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
{
if (IS_NPC(mount))
sprintf(mount2, " on %s.", mount->short_descr);
else
sprintf(mount2, " on %s.", mount->name);
}
else
sprintf(mount2, ".");
if (IS_HEAD(ch, LOST_HEAD) || IS_EXTRA(ch, EXTRA_OSWITCH))
sprintf(leave, "rolls");
else if (IS_AFFECTED(ch, AFF_ETHEREAL))
sprintf(leave, "floats");
else if (ch->in_room->sector_type == SECT_WATER_SWIM)
sprintf(leave, "swims");
else if (IS_SET(ch->polyaff, POLY_SERPENT))
sprintf(leave, "slithers");
else if (IS_SET(ch->polyaff, POLY_WOLF))
sprintf(leave, "stalks");
else if (IS_SET(ch->polyaff, POLY_FROG))
sprintf(leave, "hops");
else if (IS_SET(ch->polyaff, POLY_FISH))
sprintf(leave, "swims");
else if (IS_BODY(ch, BROKEN_SPINE))
sprintf(leave, "drags $mself");
else if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG))
sprintf(leave, "drags $mself");
else if ((IS_LEG_L(ch, BROKEN_LEG) || IS_LEG_L(ch, LOST_LEG) || IS_LEG_L(ch, LOST_FOOT)) && (IS_LEG_R(ch, BROKEN_LEG) || IS_LEG_R(ch, LOST_LEG) || IS_LEG_R(ch, LOST_FOOT)))
sprintf(leave, "crawls");
else if (ch->hit < (ch->max_hit / 4))
sprintf(leave, "crawls");
else if ((IS_LEG_R(ch, LOST_LEG) || IS_LEG_R(ch, LOST_FOOT)) && (!IS_LEG_L(ch, BROKEN_LEG) && !IS_LEG_L(ch, LOST_LEG) && !IS_LEG_L(ch, LOST_FOOT)))
sprintf(leave, "hops");
else if ((IS_LEG_L(ch, LOST_LEG) || IS_LEG_L(ch, LOST_FOOT)) && (!IS_LEG_R(ch, BROKEN_LEG) && !IS_LEG_R(ch, LOST_LEG) && !IS_LEG_R(ch, LOST_FOOT)))
sprintf(leave, "hops");
else if ((IS_LEG_L(ch, BROKEN_LEG) || IS_LEG_L(ch, LOST_FOOT)) && (!IS_LEG_R(ch, BROKEN_LEG) && !IS_LEG_R(ch, LOST_LEG) && !IS_LEG_R(ch, LOST_FOOT)))
sprintf(leave, "limps");
else if ((IS_LEG_R(ch, BROKEN_LEG) || IS_LEG_R(ch, LOST_FOOT)) && (!IS_LEG_L(ch, BROKEN_LEG) && !IS_LEG_L(ch, LOST_LEG) && !IS_LEG_L(ch, LOST_FOOT)))
sprintf(leave, "limps");
else if (ch->hit < (ch->max_hit / 3))
sprintf(leave, "limps");
else if (ch->hit < (ch->max_hit / 2))
sprintf(leave, "staggers");
else if (!IS_NPC(ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 10)
sprintf(leave, "staggers");
else
sprintf(leave, "walks");
}
else if (IS_SET(ch->act, ACT_FISH))
sprintf(leave, "swims");
else
sprintf(leave, "walks");
if (!IS_NPC(ch) && ch->stance[0] != -1)
do_stance(ch, "");
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
if ((victim = d->character) == NULL)
continue;
if (ch->in_room == NULL || victim->in_room == NULL)
continue;
if (ch == victim || ch->in_room != victim->in_room)
continue;
if (d->connected != CON_PLAYING || !can_see(ch, victim))
continue;
if (!IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch, AFF_POLYMORPH) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)) && can_see(victim, ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING))
sprintf(poly, "%s flies $T%s", ch->morph, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf(poly, "%s rides $T%s", ch->morph, mount2);
else
sprintf(poly, "%s %s $T%s", ch->morph, leave, mount2);
act(poly, victim, NULL, dir_name[door], TO_CHAR);
}
else if (!IS_AFFECTED(ch, AFF_SNEAK) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)) && can_see(victim, ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING))
sprintf(poly, "$n flies %s%s", dir_name[door], mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf(poly, "$n rides %s%s", dir_name[door], mount2);
else
sprintf(poly, "$n %s %s%s", leave, dir_name[door], mount2);
act(poly, ch, NULL, victim, TO_VICT);
}
}
char_from_room(ch);
char_to_room(ch, to_room);
if (door == 0)
{
revdoor = 2;
sprintf(buf, "the south");
}
else if (door == 1)
{
revdoor = 3;
sprintf(buf, "the west");
}
else if (door == 2)
{
revdoor = 0;
sprintf(buf, "the north");
}
else if (door == 3)
{
revdoor = 1;
sprintf(buf, "the east");
}
else if (door == 4)
{
revdoor = 5;
sprintf(buf, "below");
}
else
{
revdoor = 4;
sprintf(buf, "above");
}
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
if ((victim = d->character) == NULL)
continue;
if (ch->in_room == NULL || victim->in_room == NULL)
continue;
if (ch == victim || ch->in_room != victim->in_room)
continue;
if (d->connected != CON_PLAYING || !can_see(ch, victim))
continue;
if (!IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch, AFF_POLYMORPH) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)) && can_see(victim, ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING))
sprintf(poly, "%s flies in from %s%s", ch->morph, buf, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf(poly, "%s rides in from %s%s", ch->morph, buf, mount2);
else
sprintf(poly, "%s %s in from %s%s", ch->morph, leave, buf, mount2);
act(poly, ch, NULL, victim, TO_VICT);
}
else if (!IS_AFFECTED(ch, AFF_SNEAK) && can_see(victim, ch) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING))
sprintf(poly, "$n flies in from %s%s", buf, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf(poly, "$n rides in from %s%s", buf, mount2);
else
sprintf(poly, "$n %s in from %s%s", leave, buf, mount2);
act(poly, ch, NULL, victim, TO_VICT);
}
}
do_look(ch, "auto");
for (fch = in_room->people; fch != NULL; fch = fch_next)
{
fch_next = fch->next_in_room;
if ((mount = fch->mount) != NULL && mount == ch && IS_SET(fch->mounted, IS_MOUNT))
{
act("$N digs $S heels into you.", fch, NULL, ch, TO_CHAR);
char_from_room(fch);
char_to_room(fch, ch->in_room);
}
if (fch->master == ch && fch->position == POS_STANDING && fch->in_room != ch->in_room)
{
act("You follow $N.", fch, NULL, ch, TO_CHAR);
move_char(fch, door);
}
}
room_text(ch, ">enter<");
return;
}
void do_flex(CHAR_DATA * ch, char *argument)
{
act("You flex your bulging muscles.", ch, NULL, NULL, TO_CHAR);
act("$n flexes $s bulging muscles.", ch, NULL, NULL, TO_ROOM);
if (IS_NPC(ch))
return;
if (IS_EXTRA(ch, TIED_UP))
{
act("The ropes restraining you snap.", ch, NULL, NULL, TO_CHAR);
act("The ropes restraining $n snap.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
WAIT_STATE(ch, 12);
return;
}
void do_north(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
move_char(ch, DIR_NORTH);
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks(ch, DIR_NORTH);
char_from_room(ch);
char_to_room(ch, old_room);
}
return;
}
void do_east(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
move_char(ch, DIR_EAST);
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks(ch, DIR_EAST);
char_from_room(ch);
char_to_room(ch, old_room);
}
return;
}
void do_south(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
move_char(ch, DIR_SOUTH);
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks(ch, DIR_SOUTH);
char_from_room(ch);
char_to_room(ch, old_room);
}
return;
}
void do_west(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
move_char(ch, DIR_WEST);
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks(ch, DIR_WEST);
char_from_room(ch);
char_to_room(ch, old_room);
}
return;
}
void do_up(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
move_char(ch, DIR_UP);
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks(ch, DIR_UP);
char_from_room(ch);
char_to_room(ch, old_room);
}
return;
}
void do_down(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
move_char(ch, DIR_DOWN);
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks(ch, DIR_DOWN);
char_from_room(ch);
char_to_room(ch, old_room);
}
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 = ch->in_room->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 = ch->in_room->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;
}
ROOM_INDEX_DATA *get_rand_room()
{
ROOM_INDEX_DATA *room;
for (;;)
{
room = get_room_index(number_range(1000, 32000));
if (room != NULL)
if (!IS_SET(room->room_flags, ROOM_PRIVATE) && !IS_SET(room->room_flags, ROOM_ASTRAL) &&
!IS_SET(room->room_flags, ROOM_SAFE))
break;
}
return room;
}
/* Designed for the portal spell, but can also have other uses...KaVir
* V0 = Where the portal will take you.
* V1 = The access code.
* V2 = if =! 0, cannot be entered.
* V3 = The room the portal is currently in.
*/
void do_enter(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *pRoomIndex;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char poly[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *portal;
OBJ_DATA *portal_next;
CHAR_DATA *mount;
CHAR_DATA *gch;
CHAR_DATA *gch_next;
bool found;
argument = one_argument(argument, arg);
if (ch->in_room != NULL)
{
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char("The portal cannot function in an astral room.\n\r", ch);
return;
}
}
if (arg[0] == '\0')
{
send_to_char("Enter what?\n\r", ch);
return;
}
obj = get_obj_list(ch, arg, ch->in_room->contents);
if (obj == NULL)
{
act("I see no $T here.", ch, NULL, arg, TO_CHAR);
return;
}
if (obj->item_type != ITEM_PORTAL)
{
act("You cannot enter that.", ch, NULL, arg, TO_CHAR);
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("You are too insubstantual.\n\r", ch);
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("It is too insubstantual.\n\r", ch);
return;
}
if (obj->item_type == ITEM_PORTAL)
{
if (obj->value[2] != 0)
{
act("It seems to be closed.", ch, NULL, arg, TO_CHAR);
return;
}
pRoomIndex = get_room_index(obj->value[0]);
location = ch->in_room;
if (pRoomIndex == NULL)
{
act("You are unable to enter.", ch, NULL, arg, TO_CHAR);
return;
}
act("You step into $p.", ch, obj, NULL, TO_CHAR);
if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH))
sprintf(poly, "%s steps into $p.", ch->morph);
else
sprintf(poly, "$n steps into $p.");
act(poly, ch, obj, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, pRoomIndex);
if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH))
sprintf(poly, "%s steps out of $p.", ch->morph);
else
sprintf(poly, "$n steps out of $p.");
act(poly, ch, obj, NULL, TO_ROOM);
found = FALSE;
for (portal = ch->in_room->contents; portal != NULL; portal = portal_next)
{
portal_next = portal->next_content;
if ((obj->value[0] == portal->value[3]) && (obj->value[3] == portal->value[0]))
{
found = TRUE;
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(portal->extra_flags, ITEM_SHADOWPLANE))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(portal->extra_flags, ITEM_SHADOWPLANE))
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
}
}
do_look(ch, "auto");
if ((mount = ch->mount) != NULL)
{
char_from_room(mount);
char_to_room(mount, ch->in_room);
}
for (gch = location->people; gch; gch = gch_next)
{
gch_next = gch->next_in_room;
if (gch->master == ch && gch->position == POS_STANDING && gch->in_room != ch->in_room)
{
act("You follow $N.", gch, NULL, ch, TO_CHAR);
do_enter(gch, arg);
}
}
return;
}
return;
}
void do_smother(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *inroom;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
inroom = ch->in_room;
if (arg[0] == '\0' && !IS_SET(inroom->room_flags, ROOM_FLAMING))
{
send_to_char("Smother whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
send_to_char("But they are not on fire!\n\r", ch);
return;
}
if (number_percent() > (ch->level * 10))
{
act("You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR);
act("$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT);
act("$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT);
if (number_percent() > 98 && !IS_AFFECTED(ch, AFF_FLAMING))
{
act("A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR);
act("A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT);
act("A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT);
SET_BIT(ch->affected_by, AFF_FLAMING);
}
return;
}
act("You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR);
act("$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT);
act("$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT);
REMOVE_BIT(victim->affected_by, AFF_FLAMING);
return;
}
void do_open(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Open what?\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, arg)) != NULL)
{
/* 'open object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char("That's not a container.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
send_to_char("It's already open.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSEABLE))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (IS_SET(obj->value[1], CONT_LOCKED))
{
send_to_char("It's locked.\n\r", ch);
return;
}
REMOVE_BIT(obj->value[1], CONT_CLOSED);
send_to_char("Ok.\n\r", ch);
act("$n opens $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
send_to_char("It's already open.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_LOCKED))
{
send_to_char("It's locked.\n\r", ch);
return;
}
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
act("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM);
send_to_char("Ok.\n\r", ch);
/* open the other side */
if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room)
{
CHAR_DATA *rch;
REMOVE_BIT(pexit_rev->exit_info, EX_CLOSED);
for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
act("The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR);
}
}
return;
}
void do_close(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Close what?\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, arg)) != NULL)
{
/* 'close object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char("That's not a container.\n\r", ch);
return;
}
if (IS_SET(obj->value[1], CONT_CLOSED))
{
send_to_char("It's already closed.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSEABLE))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
SET_BIT(obj->value[1], CONT_CLOSED);
send_to_char("Ok.\n\r", ch);
act("$n closes $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
send_to_char("It's already closed.\n\r", ch);
return;
}
SET_BIT(pexit->exit_info, EX_CLOSED);
act("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM);
send_to_char("Ok.\n\r", ch);
/* close the other side */
if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room == ch->in_room)
{
CHAR_DATA *rch;
SET_BIT(pexit_rev->exit_info, EX_CLOSED);
for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
act("The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR);
}
}
return;
}
bool has_key(CHAR_DATA * ch, int key)
{
OBJ_DATA *obj;
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if (obj->pIndexData->vnum == key)
return TRUE;
}
return FALSE;
}
void do_lock(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Lock what?\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, arg)) != NULL)
{
/* 'lock object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char("That's not a container.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
send_to_char("It's not closed.\n\r", ch);
return;
}
if (obj->value[2] < 0)
{
send_to_char("It can't be locked.\n\r", ch);
return;
}
if (!has_key(ch, obj->value[2]))
{
send_to_char("You lack the key.\n\r", ch);
return;
}
if (IS_SET(obj->value[1], CONT_LOCKED))
{
send_to_char("It's already locked.\n\r", ch);
return;
}
SET_BIT(obj->value[1], CONT_LOCKED);
send_to_char("*Click*\n\r", ch);
act("$n locks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
send_to_char("It's not closed.\n\r", ch);
return;
}
if (pexit->key < 0)
{
send_to_char("It can't be locked.\n\r", ch);
return;
}
if (!has_key(ch, pexit->key))
{
send_to_char("You lack the key.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_LOCKED))
{
send_to_char("It's already locked.\n\r", ch);
return;
}
SET_BIT(pexit->exit_info, EX_LOCKED);
send_to_char("*Click*\n\r", ch);
act("$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* lock the other side */
if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room == ch->in_room)
{
SET_BIT(pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_unlock(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Unlock what?\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, arg)) != NULL)
{
/* 'unlock object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char("That's not a container.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
send_to_char("It's not closed.\n\r", ch);
return;
}
if (obj->value[2] < 0)
{
send_to_char("It can't be unlocked.\n\r", ch);
return;
}
if (!has_key(ch, obj->value[2]))
{
send_to_char("You lack the key.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_LOCKED))
{
send_to_char("It's already unlocked.\n\r", ch);
return;
}
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char("*Click*\n\r", ch);
act("$n unlocks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
send_to_char("It's not closed.\n\r", ch);
return;
}
if (pexit->key < 0)
{
send_to_char("It can't be unlocked.\n\r", ch);
return;
}
if (!has_key(ch, pexit->key))
{
send_to_char("You lack the key.\n\r", ch);
return;
}
if (!IS_SET(pexit->exit_info, EX_LOCKED))
{
send_to_char("It's already unlocked.\n\r", ch);
return;
}
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char("*Click*\n\r", ch);
act("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* unlock the other side */
if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room)
{
REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_pick(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Pick what?\n\r", ch);
return;
}
WAIT_STATE(ch, skill_table[gsn_pick_lock].beats);
/* look for guards */
for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
{
if (IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level)
{
act("$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR);
return;
}
}
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_pick_lock])
{
send_to_char("You failed.\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, arg)) != NULL)
{
/* 'pick object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char("That's not a container.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_CLOSED))
{
send_to_char("It's not closed.\n\r", ch);
return;
}
if (obj->value[2] < 0)
{
send_to_char("It can't be unlocked.\n\r", ch);
return;
}
if (!IS_SET(obj->value[1], CONT_LOCKED))
{
send_to_char("It's already unlocked.\n\r", ch);
return;
}
if (IS_SET(obj->value[1], CONT_PICKPROOF))
{
send_to_char("You failed.\n\r", ch);
return;
}
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char("*Click*\n\r", ch);
act("$n picks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door(ch, arg)) >= 0)
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info, EX_CLOSED))
{
send_to_char("It's not closed.\n\r", ch);
return;
}
if (pexit->key < 0)
{
send_to_char("It can't be picked.\n\r", ch);
return;
}
if (!IS_SET(pexit->exit_info, EX_LOCKED))
{
send_to_char("It's already unlocked.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_PICKPROOF))
{
send_to_char("You failed.\n\r", ch);
return;
}
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char("*Click*\n\r", ch);
act("$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* pick the other side */
if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room)
{
REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_stand(CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
send_to_char("You wake and stand up.\n\r", ch);
act("$n wakes and stands up.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_STANDING;
break;
case POS_RESTING:
case POS_SITTING:
send_to_char("You stand up.\n\r", ch);
act("$n stands up.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_STANDING;
break;
case POS_MEDITATING:
send_to_char("You uncross your legs and stand up.\n\r", ch);
act("$n uncrosses $s legs and stands up.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char("You are already standing.\n\r", ch);
break;
case POS_FIGHTING:
send_to_char("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_rest(CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
send_to_char("You are already sleeping.\n\r", ch);
break;
case POS_RESTING:
send_to_char("You are already resting.\n\r", ch);
break;
case POS_MEDITATING:
case POS_SITTING:
case POS_STANDING:
send_to_char("You rest.\n\r", ch);
act("$n rests.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_RESTING;
break;
case POS_FIGHTING:
send_to_char("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_sit(CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
send_to_char("You are already sleeping.\n\r", ch);
break;
case POS_RESTING:
send_to_char("You are already resting.\n\r", ch);
break;
case POS_MEDITATING:
send_to_char("You are already meditating.\n\r", ch);
break;
case POS_SITTING:
send_to_char("You are already sitting.\n\r", ch);
break;
case POS_STANDING:
send_to_char("You sit down.\n\r", ch);
act("$n sits down.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_SITTING;
break;
case POS_FIGHTING:
send_to_char("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_sleep(CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
send_to_char("You are already sleeping.\n\r", ch);
break;
case POS_SITTING:
case POS_MEDITATING:
case POS_RESTING:
case POS_STANDING:
send_to_char("You sleep.\n\r", ch);
act("$n sleeps.", ch, NULL, 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_stand(ch, argument);
return;
}
if (!IS_AWAKE(ch))
{
send_to_char("You are asleep yourself!\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_AWAKE(victim))
{
act("$N is already awake.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->position < POS_SLEEPING)
{
act("$E doesn't respond!", ch, NULL, victim, TO_CHAR);
return;
}
act("You wake $M.", ch, NULL, victim, TO_CHAR);
act("$n wakes you.", ch, NULL, victim, TO_VICT);
victim->position = POS_STANDING;
return;
}
void do_sneak(CHAR_DATA * ch, char *argument)
{
AFFECT_DATA af;
send_to_char("You attempt to move silently.\n\r", ch);
affect_strip(ch, gsn_sneak);
if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_sneak])
{
af.type = gsn_sneak;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char(ch, &af);
}
return;
}
void do_hide(CHAR_DATA * ch, char *argument)
{
send_to_char("You attempt to hide.\n\r", ch);
if (IS_AFFECTED(ch, AFF_HIDE))
REMOVE_BIT(ch->affected_by, AFF_HIDE);
if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_hide])
SET_BIT(ch->affected_by, AFF_HIDE);
return;
}
/*
* Contributed by Alander.
*/
void do_visible(CHAR_DATA * ch, char *argument)
{
affect_strip(ch, gsn_invis);
affect_strip(ch, gsn_mass_invis);
affect_strip(ch, gsn_sneak);
REMOVE_BIT(ch->affected_by, AFF_HIDE);
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
send_to_char("Ok.\n\r", ch);
return;
}
void do_recall(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
if (IS_NPC(ch))
return;
act("$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM);
act("Your body flickers with green energy.", ch, NULL, NULL, TO_CHAR);
if ((location = get_room_index(ch->home)) == NULL)
{
send_to_char("You are completely lost.\n\r", ch);
return;
}
if (ch->in_room == location)
return;
if (IS_SET(location->room_flags, ROOM_ASTRAL))
{
send_to_char("You cannot recall back into astral rooms.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE))
{
send_to_char("You are unable to recall.\n\r", ch);
return;
}
if (IS_SET(ch->flag2, AFF_TOTALBLIND))
{
stc("You are unable to recall.\n\r", ch);
return;
}
if ((victim = ch->fighting) != NULL)
{
if (number_bits(1) == 0)
{
WAIT_STATE(ch, 4);
sprintf(buf, "You failed!\n\r");
send_to_char(buf, ch);
return;
}
sprintf(buf, "You recall from combat!\n\r");
send_to_char(buf, ch);
stop_fighting(ch, TRUE);
}
act("$n disappears.", ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, location);
act("$n appears in the room.", ch, NULL, NULL, TO_ROOM);
do_look(ch, "auto");
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
return;
}
void do_home(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0' || str_cmp(arg, "here"))
{
send_to_char("If you wish this to be your room, you must type 'home here'.\n\r", ch);
return;
}
if (ch->in_room->vnum == ch->home)
{
send_to_char("But this is already your home!\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(ch->in_room->area->areabits, AREA_BIT_NOHOME) || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char("You are unable to make this room your home.\n\r", ch);
return;
}
if (ch->in_room->vnum == 3001)
{
send_to_char("You are unable to make this room your home.\n\r", ch);
return;
}
ch->home = ch->in_room->vnum;
send_to_char("This room is now your home.\n\r", ch);
return;
}
void do_escape(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) || !IS_HERO(ch))
return;
if (ch->position >= POS_SLEEPING)
{
send_to_char("You can only do this if you are dying.\n\r", ch);
return;
}
if ((location = get_room_index(ch->home)) == NULL)
{
send_to_char("You are completely lost.\n\r", ch);
return;
}
if (ch->in_room != NULL)
{
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("No silly.\n\r", ch);
return;
}
}
if (in_fortress(ch))
{
send_to_char("Theres nowhere to run.\n\r", ch);
return;
}
if (ch->in_room == location)
return;
ch->move = 0;
ch->mana = 0;
act("$n fades out of existance.", ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, location);
act("$n fades into existance.", ch, NULL, NULL, TO_ROOM);
do_look(ch, "auto");
sprintf(buf, "%s has escaped #Gdefenceless#n, easy kill for the quick.", ch->pcdata->switchname);
do_info(ch, buf);
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
if (ch->in_room != NULL)
if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
return;
}
return;
}
void do_relearn(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
argument = one_argument(argument, arg1);
if (IS_NPC(ch))
return;
if (!str_cmp(arg1, "slash") || !str_cmp(arg1, "slice"))
{
if (IS_IMMUNE(ch, IMM_SLASH))
{
REMOVE_BIT(ch->immune, IMM_SLASH);
send_to_char("You forget Slash & Slice resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "stab") || !str_cmp(arg1, "pierce"))
{
if (IS_IMMUNE(ch, IMM_STAB))
{
REMOVE_BIT(ch->immune, IMM_STAB);
send_to_char("You forget Stab & Pierce resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "smash") || !str_cmp(arg1, "pound") || !str_cmp(arg1, "blast") || !str_cmp(arg1, "crush"))
{
if (IS_IMMUNE(ch, IMM_SMASH))
{
REMOVE_BIT(ch->immune, IMM_SMASH);
send_to_char("You forget Pound, Blast & Crush resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "beast") || !str_cmp(arg1, "claw") || !str_cmp(arg1, "bite"))
{
if (IS_IMMUNE(ch, IMM_ANIMAL))
{
REMOVE_BIT(ch->immune, IMM_ANIMAL);
send_to_char("You forget Claw & Bite resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "grab") || !str_cmp(arg1, "grep") || !str_cmp(arg1, "whip") || !str_cmp(arg1, "suck"))
{
if (IS_IMMUNE(ch, IMM_MISC))
{
REMOVE_BIT(ch->immune, IMM_MISC);
send_to_char("You forget Grep, Whip & Suck resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "charm"))
{
if (IS_IMMUNE(ch, IMM_CHARM))
{
REMOVE_BIT(ch->immune, IMM_CHARM);
send_to_char("You forget Charm immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "heat"))
{
if (IS_IMMUNE(ch, IMM_HEAT))
{
REMOVE_BIT(ch->immune, IMM_HEAT);
send_to_char("You forget Heat immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "cold"))
{
if (IS_IMMUNE(ch, IMM_COLD))
{
REMOVE_BIT(ch->immune, IMM_COLD);
send_to_char("You forget Cold immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "lightning"))
{
if (IS_IMMUNE(ch, IMM_LIGHTNING))
{
REMOVE_BIT(ch->immune, IMM_LIGHTNING);
send_to_char("You forget Lightning immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "acid"))
{
if (IS_IMMUNE(ch, IMM_ACID))
{
REMOVE_BIT(ch->immune, IMM_ACID);
send_to_char("You forget Acid immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "cold"))
{
if (IS_IMMUNE(ch, IMM_COLD))
{
REMOVE_BIT(ch->immune, IMM_COLD);
send_to_char("You forget Cold immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "drain"))
{
if (IS_IMMUNE(ch, IMM_DRAIN))
{
REMOVE_BIT(ch->immune, IMM_DRAIN);
send_to_char("You forget Drain immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "hurl"))
{
if (IS_IMMUNE(ch, IMM_HURL))
{
REMOVE_BIT(ch->immune, IMM_HURL);
send_to_char("You forget Hurl immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "backstab"))
{
if (IS_IMMUNE(ch, IMM_BACKSTAB))
{
REMOVE_BIT(ch->immune, IMM_BACKSTAB);
send_to_char("You forget Backstab immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "kick"))
{
if (IS_IMMUNE(ch, IMM_KICK))
{
REMOVE_BIT(ch->immune, IMM_KICK);
send_to_char("You forget Kick immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "disarm"))
{
if (IS_IMMUNE(ch, IMM_DISARM))
{
REMOVE_BIT(ch->immune, IMM_DISARM);
send_to_char("You forget Disarm immunity.\n\r", ch);
return;
}
}
if (!strcmp(arg1, "steal"))
{
if (IS_IMMUNE(ch, IMM_STEAL))
{
REMOVE_BIT(ch->immune, IMM_STEAL);
send_to_char("You forget Steal immunity.\n\r", ch);
return;
}
}
else
{
send_to_char("Command: relearn an already learned immunity/resistance.\n\r", ch);
return;
}
}
void do_train(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
sh_int *pAbility;
char *pOutput;
int cost;
int immcost;
int primal;
int max_stat = 25;
bool last = TRUE;
bool is_ok = FALSE;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (!str_cmp(arg1, "generation"))
{
int gencost = 0;
if (ch->generation < 3)
{
do_train(ch, "");
return;
}
if (ch->generation == 3)
gencost = 400000000;
else if (ch->generation == 4)
gencost = 200000000;
else if (ch->generation == 5)
gencost = 50000000;
else
gencost = 10000000;
if (ch->exp < gencost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->generation--;
ch->exp -= gencost;
return;
}
if (!str_cmp(arg1, "primal"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (!is_number(arg2) && strcmp(arg2, "all"))
{
send_to_char("Please enter a numeric value.\n\r", ch);
return;
}
if (is_number(arg2))
{
amount = atoi(arg2);
if (amount < 1 || amount > 500)
{
send_to_char("Please enter a value between 1 and 500.\n\r", ch);
return;
}
}
else
{
amount = 100000;
}
for (urin = 0; urin < amount; urin++)
{
if (ch->exp >= (ch->practice + 1) * 500)
{
ch->practice++;
ch->exp -= ch->practice * 500;
urin_counter++;
}
}
if (urin_counter == 0)
{
send_to_char("You need more exp to gain any primal.\n\r", ch);
}
if (urin_counter == 1)
{
send_to_char("You gain 1 primal.\n\r", ch);
}
if (urin_counter > 1)
{
sprintf(buf, "You gain %d primal.\n\r", urin_counter);
send_to_char(buf, ch);
}
return;
}
if (!str_cmp(arg1, "hp"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
int statcap = UMIN(120000, 20000 + 4000 * ch->pkill);
if (ch->max_hit >= statcap)
{
send_to_char("You've reached the statcap.\n\r", ch);
return;
}
if (!is_number(arg2) && strcmp(arg2, "all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r", ch);
return;
}
if (is_number(arg2))
{
amount = atoi(arg2);
if (amount < 1 || amount > 4000)
{
send_to_char("Please enter a value between 1 and 4000.\n\r", ch);
return;
}
}
else
amount = 100000;
for (urin = 0; urin < amount; urin++)
{
if (ch->exp >= UMAX((ch->max_hit + 1), 1) && ch->max_hit < statcap)
{
ch->max_hit++;
ch->exp -= UMAX(ch->max_hit, 1);
urin_counter++;
}
}
if (urin_counter == 0)
send_to_char("You need more exp to gain any hps.\n\r", ch);
else if (urin_counter == 1)
send_to_char("You gain 1 hp.\n\r", ch);
else
{
sprintf(buf, "You gain %d hps.\n\r", urin_counter);
send_to_char(buf, ch);
}
return;
}
if (!str_cmp(arg1, "move"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
int statcap = UMIN(120000, 20000 + 4000 * ch->pkill);
if (ch->max_move >= statcap)
{
send_to_char("You've reached the statcap.\n\r", ch);
return;
}
if (!is_number(arg2) && strcmp(arg2, "all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r", ch);
return;
}
if (is_number(arg2))
{
amount = atoi(arg2);
if (amount < 1 || amount > 4000)
{
send_to_char("Please enter a value between 1 and 4000.\n\r", ch);
return;
}
}
else
amount = 100000;
for (urin = 0; urin < amount; urin++)
{
if (ch->exp >= UMAX((ch->max_move + 1), 1) && ch->max_move < statcap)
{
ch->max_move++;
ch->exp -= UMAX(1, ch->max_move);
urin_counter++;
}
}
if (urin_counter == 0)
send_to_char("You need more exp to gain more move.\n\r", ch);
else if (urin_counter == 1)
send_to_char("You gain 1 move.\n\r", ch);
else
{
sprintf(buf, "You gain %d move.\n\r", urin_counter);
send_to_char(buf, ch);
}
return;
}
if (!str_cmp(arg1, "mana"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
int statcap = UMIN(120000, 20000 + 4000 * ch->pkill);
if (ch->max_mana >= statcap)
{
send_to_char("You've reached the statcap.\n\r", ch);
return;
}
if (!is_number(arg2) && strcmp(arg2, "all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r", ch);
return;
}
if (is_number(arg2))
{
amount = atoi(arg2);
if (amount < 1 || amount > 4000)
{
send_to_char("Please enter a value between 1 and 4000.\n\r", ch);
return;
}
}
else
amount = 100000;
for (urin = 0; urin < amount; urin++)
{
if (ch->exp >= UMAX((ch->max_mana + 1), 1) && ch->max_mana < statcap)
{
ch->max_mana++;
ch->exp -= UMAX(ch->max_mana, 1);
urin_counter++;
}
}
if (urin_counter == 0)
send_to_char("You need more exp to gain any mana.\n\r", ch);
else if (urin_counter == 1)
send_to_char("You gain 1 mana.\n\r", ch);
else
{
sprintf(buf, "You gain %d mana.\n\r", urin_counter);
send_to_char(buf, ch);
}
return;
}
if (!str_cmp(arg1, "slash") || !str_cmp(arg1, "stab") || !str_cmp(arg1, "smash") || !str_cmp(arg1, "beast") || !str_cmp(arg1, "grab") || !str_cmp(arg1, "charm") || !str_cmp(arg1, "heat")
|| !str_cmp(arg1, "cold") || !str_cmp(arg1, "lightning") || !str_cmp(arg1, "acid") || !str_cmp(arg1, "drain") || !str_cmp(arg1, "hurl") || !str_cmp(arg1, "backstab") || !str_cmp(arg1, "kick")
|| !str_cmp(arg1, "disarm") || !str_cmp(arg1, "steal"))
{
int immune_counter = 0;
if (IS_IMMUNE(ch, IMM_SLASH))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_STAB))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_SMASH))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_ANIMAL))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_MISC))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_CHARM))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_HEAT))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_COLD))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_LIGHTNING))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_ACID))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_DRAIN))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_HURL))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_BACKSTAB))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_DISARM))
immune_counter += 1;
if (IS_IMMUNE(ch, IMM_STEAL))
immune_counter += 1;
if (immune_counter > 10)
{
send_to_char("You already have 10 immunities/resistances.\n\r", ch);
send_to_char("Use relearn to remove an immunity/resistance.\n\r", ch);
return;
}
}
if (arg1[0] == '\0')
{
sprintf(buf, "You have %d experience points.\n\r", ch->exp);
send_to_char(buf, ch);
sprintf(arg1, "foo");
}
if (!str_cmp(arg1, "str"))
is_ok = TRUE;
else if (!str_cmp(arg1, "int"))
is_ok = TRUE;
else if (!str_cmp(arg1, "wis"))
is_ok = TRUE;
else if (!str_cmp(arg1, "dex"))
is_ok = TRUE;
else if (!str_cmp(arg1, "con"))
is_ok = TRUE;
else if (!str_cmp(arg1, "hp"))
is_ok = TRUE;
else if (!str_cmp(arg1, "mana"))
is_ok = TRUE;
else if (!str_cmp(arg1, "move"))
is_ok = TRUE;
else if (!str_cmp(arg1, "slash") || !str_cmp(arg1, "smash") ||
!str_cmp(arg1, "beast") || !str_cmp(arg1, "grab") ||
!str_cmp(arg1, "heat") || !str_cmp(arg1, "cold") || !str_cmp(arg1, "lightning") ||
!str_cmp(arg1, "acid") || !str_cmp(arg1, "drain") || !str_cmp(arg1, "hurl") ||
!str_cmp(arg1, "backstab") || !str_cmp(arg1, "kick") || !str_cmp(arg1, "disarm") || !str_cmp(arg1, "steal") || !str_cmp(arg1, "stab"))
is_ok = TRUE;
cost = 200;
immcost = count_imms(ch);
primal = (1 + ch->practice) * 500;
if (!str_cmp(arg1, "str"))
{
pAbility = &ch->pcdata->perm_str;
pOutput = "strength";
}
else if (!str_cmp(arg1, "int"))
{
pAbility = &ch->pcdata->perm_int;
pOutput = "intelligence";
}
else if (!str_cmp(arg1, "wis"))
{
pAbility = &ch->pcdata->perm_wis;
pOutput = "wisdom";
}
else if (!str_cmp(arg1, "dex"))
{
pAbility = &ch->pcdata->perm_dex;
pOutput = "dexterity";
}
else if (!str_cmp(arg1, "con"))
{
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
else if (!str_cmp(arg1, "avatar") && (ch->level == 2))
{
if (ch->max_hit < 2000)
{
stc("You need 2000 hp to train avatar.\n\r", ch);
return;
}
do_clearstats2(ch, "");
if (ch->max_hit < 2000)
{
stc("You need 2000 hp to train avatar.\n\r", ch);
return;
}
ch->level = 3;
if (!ragnarok)
ch->pcdata->safe_counter = 10;
else
ch->pcdata->safe_counter = 3;
act("You become an avatar!", ch, NULL, NULL, TO_CHAR);
if (IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR))
avatar_message(ch);
else
{
sprintf(buf, "%s has become an avatar!", ch->pcdata->switchname);
avatar_info(buf);
}
return;
}
else if (!str_cmp(arg1, "slash") && !IS_IMMUNE(ch, IMM_SLASH))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SLASH);
send_to_char("You are now more resistant to slashing and slicing weapons.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "stab") && !IS_IMMUNE(ch, IMM_STAB))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STAB);
send_to_char("You are now more resistant to stabbing and piercing weapons.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "smash") && !IS_IMMUNE(ch, IMM_SMASH))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SMASH);
send_to_char("You are now more resistant to blasting, pounding and crushing weapons.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "beast") && !IS_IMMUNE(ch, IMM_ANIMAL))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ANIMAL);
send_to_char("You are now more resistant to claw and bite attacks.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "grab") && !IS_IMMUNE(ch, IMM_MISC))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_MISC);
send_to_char("You are now more resistant to grepping, sucking and whipping weapons.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "charm") && !IS_IMMUNE(ch, IMM_CHARM))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_CHARM);
send_to_char("You are now immune to charm spells.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "heat") && !IS_IMMUNE(ch, IMM_HEAT))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HEAT);
send_to_char("You are now immune to heat and fire spells.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "cold") && !IS_IMMUNE(ch, IMM_COLD))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_COLD);
send_to_char("You are now immune to cold spells.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "lightning") && !IS_IMMUNE(ch, IMM_LIGHTNING))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_LIGHTNING);
send_to_char("You are now immune to lightning and electrical spells.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "acid") && !IS_IMMUNE(ch, IMM_ACID))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ACID);
send_to_char("You are now immune to acid spells.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "drain") && !IS_IMMUNE(ch, IMM_DRAIN))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DRAIN);
send_to_char("You are now immune to the energy drain spell.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "hurl") && !IS_IMMUNE(ch, IMM_HURL))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HURL);
send_to_char("You are now immune to being hurled.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "backstab") && !IS_IMMUNE(ch, IMM_BACKSTAB))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_BACKSTAB);
send_to_char("You are now immune to being backstabbed.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "kick") && !IS_IMMUNE(ch, IMM_KICK))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_KICK);
send_to_char("You are now immune to being kicked.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "disarm") && !IS_IMMUNE(ch, IMM_DISARM))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DISARM);
send_to_char("You are now immune to being disarmed.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "steal") && !IS_IMMUNE(ch, IMM_STEAL))
{
if (ch->exp < immcost)
{
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STEAL);
send_to_char("You are now immune to being stolen from.\n\r", ch);
return;
}
else
{
sprintf(buf, "You can train the following:\n\r");
send_to_char(buf, ch);
send_to_char("Stats:", ch);
if (ch->pcdata->perm_str < max_stat)
send_to_char(" Str", ch);
if (ch->pcdata->perm_int < max_stat)
send_to_char(" Int", ch);
if (ch->pcdata->perm_wis < max_stat)
send_to_char(" Wis", ch);
if (ch->pcdata->perm_dex < max_stat)
send_to_char(" Dex", ch);
if (ch->pcdata->perm_con < max_stat)
send_to_char(" Con", ch);
if ((ch->pcdata->perm_str >= max_stat) && (ch->pcdata->perm_wis >= max_stat) && (ch->pcdata->perm_int >= max_stat) && (ch->pcdata->perm_dex >= max_stat) && (ch->pcdata->perm_con >= max_stat))
send_to_char(" None left to train.\n\r", ch);
else
send_to_char(".\n\r", ch);
if (ch->level == 2 && ch->max_hit > 1999)
{
sprintf(buf, "Become an avatar - free.\n\r");
send_to_char(buf, ch);
}
if (ch->max_hit < (150000))
{
sprintf(buf, "Hp - %d exp per point.\n\r", (ch->max_hit + 1));
send_to_char(buf, ch);
}
if (ch->max_mana < (150000))
{
sprintf(buf, "Mana - %d exp per point.\n\r", (ch->max_mana + 1));
send_to_char(buf, ch);
}
if (ch->max_move < (150000))
{
sprintf(buf, "Move - %d exp per point.\n\r", (ch->max_move + 1));
send_to_char(buf, ch);
}
if (ch->practice < 999)
{
sprintf(buf, "Primal - %d exp per point of primal energy.\n\r", (1 + ch->practice) * 500);
send_to_char(buf, ch);
}
if (ch->generation == 3)
send_to_char("Generation : 400 mill exp\n\r", ch);
else if (ch->generation == 4)
send_to_char("Generation : 200 mill exp\n\r", ch);
else if (ch->generation == 5)
send_to_char("Generation : 50 mill exp\n\r", ch);
else if (ch->generation > 5)
send_to_char("Generation : 10 mill exp\n\r", ch);
sprintf(buf, "Natural resistances and immunities - %d exp each.\n\r", immcost);
send_to_char(buf, ch);
/* Weapon resistance affects */
send_to_char("Weapon resistances:", ch);
if (!IS_IMMUNE(ch, IMM_SLASH))
send_to_char(" Slash", ch);
if (!IS_IMMUNE(ch, IMM_STAB))
send_to_char(" Stab", ch);
if (!IS_IMMUNE(ch, IMM_SMASH))
send_to_char(" Smash", ch);
if (!IS_IMMUNE(ch, IMM_ANIMAL))
send_to_char(" Beast", ch);
if (!IS_IMMUNE(ch, IMM_MISC))
send_to_char(" Grab", ch);
if (IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) && IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) && IS_IMMUNE(ch, IMM_MISC))
send_to_char(" None left to learn.\n\r", ch);
else
send_to_char(".\n\r", ch);
/* Spell immunity affects */
send_to_char("Magical immunities:", ch);
if (!IS_IMMUNE(ch, IMM_CHARM))
send_to_char(" Charm", ch);
if (!IS_IMMUNE(ch, IMM_HEAT))
send_to_char(" Heat", ch);
if (!IS_IMMUNE(ch, IMM_COLD))
send_to_char(" Cold", ch);
if (!IS_IMMUNE(ch, IMM_LIGHTNING))
send_to_char(" Lightning", ch);
if (!IS_IMMUNE(ch, IMM_ACID))
send_to_char(" Acid", ch);
if (!IS_IMMUNE(ch, IMM_DRAIN))
send_to_char(" Drain", ch);
if (IS_IMMUNE(ch, IMM_HEAT) && IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) && IS_IMMUNE(ch, IMM_ACID) && IS_IMMUNE(ch, IMM_DRAIN))
send_to_char(" None left to learn.\n\r", ch);
else
send_to_char(".\n\r", ch);
/* Skill immunity affects */
send_to_char("Skill immunities:", ch);
if (!IS_IMMUNE(ch, IMM_HURL))
send_to_char(" Hurl", ch);
if (!IS_IMMUNE(ch, IMM_BACKSTAB))
send_to_char(" Backstab", ch);
if (!IS_IMMUNE(ch, IMM_KICK))
send_to_char(" Kick", ch);
if (!IS_IMMUNE(ch, IMM_DISARM))
send_to_char(" Disarm", ch);
if (!IS_IMMUNE(ch, IMM_STEAL))
send_to_char(" Steal", ch);
if (IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) && IS_IMMUNE(ch, IMM_KICK) && IS_IMMUNE(ch, IMM_DISARM) && IS_IMMUNE(ch, IMM_STEAL))
send_to_char(" None left to learn.\n\r", ch);
else
send_to_char(".\n\r", ch);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp(arg1, "str")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp(arg1, "int")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp(arg1, "wis")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp(arg1, "dex")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp(arg1, "con")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 15000) && (!str_cmp(arg1, "hp")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 15000) && (!str_cmp(arg1, "mana")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 15000) && (!str_cmp(arg1, "move")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 999) && (!str_cmp(arg1, "primal")))
{
if (last)
act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if (cost < 1)
cost = 1;
else if (cost > ch->exp)
{
if (last)
send_to_char("You don't have enough exp.\n\r", ch);
return;
}
ch->exp -= cost;
*pAbility += 1;
if (last)
act("Your $T increases!", ch, NULL, pOutput, TO_CHAR);
return;
}
void do_mount(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Mount what?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You cannot ride in this form.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("You cannot ride on your own back!\n\r", ch);
return;
}
if (ch->mounted > 0)
{
send_to_char("You are already riding.\n\r", ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMORTAL(ch))
{
send_to_char("You cannot mount them.\n\r", ch);
return;
}
if (victim->mounted > 0)
{
send_to_char("You cannot mount them.\n\r", ch);
return;
}
if (IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) && !IS_IMMORTAL(ch))
{
send_to_char("You cannot mount them.\n\r", ch);
return;
}
if (victim->position < POS_STANDING)
{
if (victim->position < POS_SLEEPING)
act("$N is too badly hurt for that.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_SLEEPING)
act("First you better wake $m up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_RESTING)
act("First $e better stand up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_MEDITATING)
act("First $e better stand up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_SITTING)
act("First $e better stand up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_SLEEPING)
act("First you better wake $m up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_FIGHTING)
act("Not while $e's fighting.", ch, NULL, victim, TO_CHAR);
return;
}
if (!IS_NPC(ch) && ch->stance[0] != -1)
do_stance(ch, "");
ch->mounted = IS_RIDING;
victim->mounted = IS_MOUNT;
ch->mount = victim;
victim->mount = ch;
act("You clamber onto $N's back.", ch, NULL, victim, TO_CHAR);
act("$n clambers onto $N's back.", ch, NULL, victim, TO_ROOM);
return;
}
void do_dismount(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_SET(ch->mounted, IS_RIDING))
{
if ((victim = ch->mount) == NULL)
{
ch->mounted = 0;
send_to_char("You stop riding the air.\n\r", ch);
return;
}
}
if (ch->mounted == 0)
{
send_to_char("But you are not riding!\n\r", ch);
return;
}
if ((victim = ch->mount) == NULL)
{
send_to_char("But you are not riding!\n\r", ch);
return;
}
act("You clamber off $N's back.", ch, NULL, victim, TO_CHAR);
act("$n clambers off $N's back.", ch, NULL, victim, TO_ROOM);
ch->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
ch->mount = NULL;
victim->mount = NULL;
return;
}
void do_tie(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
bool found = FALSE;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("You cannot tie a mob up!\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char("You cannot tie yourself up!\n\r", ch);
return;
}
if (IS_EXTRA(victim, TIED_UP))
{
send_to_char("But they are already tied up!\n\r", ch);
return;
}
if (victim->position > POS_STUNNED || victim->hit > 0)
{
send_to_char("You can only tie up a defenceless person.\n\r", ch);
return;
}
if (victim->in_room != NULL)
{
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
{
sprintf(buf, "#C%s #ohas been vanquished from the #Rarena#o by #C%s#n", victim->name, ch->name);
do_info(ch, buf);
victim->pcdata->alosses++;
if ((location = get_room_index(ROOM_VNUM_ALTAR)) == NULL)
return;
char_from_room(victim);
char_to_room(victim, location);
victim->fight_timer = 0;
do_restore(victim, "self");
do_call(victim, "all");
/* Check for winner */
found = FALSE;
for (victim = char_list; victim != NULL; victim = victim->next)
{
if (IS_NPC(victim))
continue;
if (victim->in_room != NULL && victim->in_room->area == ch->in_room->area && victim->pcdata->chobj == NULL && victim != ch)
{
found = TRUE;
}
}
if (!found)
{
sprintf(buf, "#C%s #oemerges victorious from the #Rarena#n", ch->name);
ch->pcdata->awins++;
do_info(ch, buf);
if ((location = get_room_index(ROOM_VNUM_ALTAR)) == NULL)
return;
char_from_room(ch);
char_to_room(ch, location);
ch->fight_timer = 0;
do_restore(ch, "self");
win_prize(ch);
}
return;
}
}
act("You quickly tie up $N.", ch, NULL, victim, TO_CHAR);
act("$n quickly ties up $N.", ch, NULL, victim, TO_ROOM);
send_to_char("You have been tied up!\n\r", victim);
SET_BIT(victim->extra, TIED_UP);
if (IS_SET(ch->pcdata->jflags, JFLAG_SETTIE))
tie_message(ch, victim);
else
{
sprintf(buf, "#P%s #yhas been tied up by #R%s#n", victim->name, ch->name);
do_info(ch, buf);
}
return;
}
void do_untie(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (!IS_EXTRA(victim, TIED_UP))
{
send_to_char("But they are not tied up!\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char("You cannot untie yourself!\n\r", ch);
return;
}
act("You quickly untie $N.", ch, NULL, victim, TO_CHAR);
act("$n quickly unties $N.", ch, NULL, victim, TO_NOTVICT);
act("$n quickly unties you.", ch, NULL, victim, TO_VICT);
REMOVE_BIT(victim->extra, TIED_UP);
return;
}
void do_gag(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim == ch && !IS_EXTRA(victim, GAGGED) && IS_EXTRA(victim, TIED_UP))
{
send_to_char("You cannot gag yourself!\n\r", ch);
return;
}
if (!IS_EXTRA(victim, TIED_UP) && !IS_EXTRA(victim, GAGGED))
{
send_to_char("You can only gag someone who is tied up!\n\r", ch);
return;
}
if (!IS_EXTRA(victim, GAGGED))
{
act("You place a gag over $N's mouth.", ch, NULL, victim, TO_CHAR);
act("$n places a gag over $N's mouth.", ch, NULL, victim, TO_NOTVICT);
act("$n places a gag over your mouth.", ch, NULL, victim, TO_VICT);
SET_BIT(victim->extra, GAGGED);
return;
}
if (ch == victim)
{
act("You remove the gag from your mouth.", ch, NULL, victim, TO_CHAR);
act("$n removes the gag from $s mouth.", ch, NULL, victim, TO_ROOM);
REMOVE_BIT(victim->extra, GAGGED);
return;
}
act("You remove the gag from $N's mouth.", ch, NULL, victim, TO_CHAR);
act("$n removes the gag from $N's mouth.", ch, NULL, victim, TO_NOTVICT);
act("$n removes the gag from your mouth.", ch, NULL, victim, TO_VICT);
REMOVE_BIT(victim->extra, GAGGED);
return;
}
void do_blindfold(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim == ch && !IS_EXTRA(victim, BLINDFOLDED) && IS_EXTRA(victim, TIED_UP))
{
send_to_char("You cannot blindfold yourself!\n\r", ch);
return;
}
if (!IS_EXTRA(victim, TIED_UP) && !IS_EXTRA(victim, BLINDFOLDED))
{
send_to_char("You can only blindfold someone who is tied up!\n\r", ch);
return;
}
if (!IS_EXTRA(victim, BLINDFOLDED))
{
act("You place a blindfold over $N's eyes.", ch, NULL, victim, TO_CHAR);
act("$n places a blindfold over $N's eyes.", ch, NULL, victim, TO_NOTVICT);
act("$n places a blindfold over your eyes.", ch, NULL, victim, TO_VICT);
SET_BIT(victim->extra, BLINDFOLDED);
return;
}
if (ch == victim)
{
act("You remove the blindfold from your eyes.", ch, NULL, victim, TO_CHAR);
act("$n removes the blindfold from $s eyes.", ch, NULL, victim, TO_ROOM);
REMOVE_BIT(victim->extra, BLINDFOLDED);
return;
}
act("You remove the blindfold from $N's eyes.", ch, NULL, victim, TO_CHAR);
act("$n removes the blindfold from $N's eyes.", ch, NULL, victim, TO_NOTVICT);
act("$n removes the blindfold from your eyes.", ch, NULL, victim, TO_VICT);
REMOVE_BIT(victim->extra, BLINDFOLDED);
return;
}
int count_imms(CHAR_DATA * ch)
{
int count = 0;
if (IS_IMMUNE(ch, IMM_SLASH))
count += 1;
if (IS_IMMUNE(ch, IMM_STAB))
count += 1;
if (IS_IMMUNE(ch, IMM_SMASH))
count += 1;
if (IS_IMMUNE(ch, IMM_ANIMAL))
count += 1;
if (IS_IMMUNE(ch, IMM_MISC))
count += 1;
if (IS_IMMUNE(ch, IMM_CHARM))
count += 1;
if (IS_IMMUNE(ch, IMM_HEAT))
count += 1;
if (IS_IMMUNE(ch, IMM_COLD))
count += 1;
if (IS_IMMUNE(ch, IMM_LIGHTNING))
count += 1;
if (IS_IMMUNE(ch, IMM_ACID))
count += 1;
if (IS_IMMUNE(ch, IMM_SLEEP))
count += 1;
if (IS_IMMUNE(ch, IMM_DRAIN))
count += 1;
if (IS_IMMUNE(ch, IMM_HURL))
count += 1;
if (IS_IMMUNE(ch, IMM_BACKSTAB))
count += 1;
if (IS_IMMUNE(ch, IMM_KICK))
count += 1;
if (IS_IMMUNE(ch, IMM_DISARM))
count += 1;
if (IS_IMMUNE(ch, IMM_STEAL))
count += 1;
return ((count * 10000) + 10000);
}
void do_track(CHAR_DATA * ch, char *argument)
{
bool found = FALSE;
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r", ch);
return;
}
if (check_track(ch, 0))
found = TRUE;
if (check_track(ch, 1))
found = TRUE;
if (check_track(ch, 2))
found = TRUE;
if (check_track(ch, 3))
found = TRUE;
if (check_track(ch, 4))
found = TRUE;
if (found == FALSE)
{
send_to_char("You cannot sense any trails from this room.\n\r", ch);
return;
}
act("$n carefully examines the ground for tracks.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_hunt(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch)) return;
if (arg[0] == '\0')
{
if (strlen(ch->hunting) > 1)
{
free_string(ch->hunting);
ch->hunting = str_dup("");
send_to_char("You stop hunting your prey.\n\r", ch);
}
else
send_to_char("Who do you wish to hunt?\n\r", ch);
return;
}
if (!str_cmp(arg, ch->name))
{
send_to_char("How can you hunt yourself?\n\r", ch);
return;
}
free_string(ch->hunting);
ch->hunting = str_dup(arg);
send_to_char("Ok.\n\r", ch);
return;
}
void check_hunt(CHAR_DATA * ch)
{
CHAR_DATA *victim;
bool found = FALSE;
int direction = 0;
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r", ch);
free_string(ch->hunting);
ch->hunting = str_dup("");
return;
}
if (check_track(ch, 0))
{
found = TRUE;
direction = ch->in_room->track_dir[0];
}
else if (check_track(ch, 1))
{
found = TRUE;
direction = ch->in_room->track_dir[1];
}
else if (check_track(ch, 2))
{
found = TRUE;
direction = ch->in_room->track_dir[2];
}
else if (check_track(ch, 3))
{
found = TRUE;
direction = ch->in_room->track_dir[3];
}
else if (check_track(ch, 4))
{
found = TRUE;
direction = ch->in_room->track_dir[4];
}
else if ((victim = get_char_room(ch, ch->hunting)) == NULL)
{
send_to_char("You cannot sense any trails from this room.\n\r", ch);
free_string(ch->hunting);
ch->hunting = str_dup("");
return;
}
if (strlen(ch->hunting) < 2)
return;
if ((victim = get_char_room(ch, ch->hunting)) != NULL)
return;
act("$n carefully examines the ground for tracks.", ch, NULL, NULL, TO_ROOM);
move_char(ch, direction);
if (in_room == ch->in_room || victim != NULL)
{
free_string(ch->hunting);
ch->hunting = str_dup("");
}
return;
}
void add_tracks(CHAR_DATA * ch, int direction)
{
int loop;
if (IS_NPC(ch))
return;
if (IS_ITEMAFF(ch, ITEMA_STALKER))
return;
for (loop = 0; loop <= 4; loop++)
{
if (ch->in_room->track[loop] != NULL && !str_cmp(ch->in_room->track[loop], ch->name))
{
free_string(ch->in_room->track[loop]);
ch->in_room->track[loop] = str_dup("");
}
}
if (ch->in_room->track[0] != NULL && strlen(ch->in_room->track[0]) < 2)
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[0] = direction;
}
else if (ch->in_room->track[1] != NULL && strlen(ch->in_room->track[1]) < 2)
{
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[1] = direction;
}
else if (ch->in_room->track[2] != NULL && strlen(ch->in_room->track[2]) < 2)
{
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[2] = direction;
}
else if (ch->in_room->track[3] != NULL && strlen(ch->in_room->track[3]) < 2)
{
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[3] = direction;
}
else if (ch->in_room->track[4] != NULL && strlen(ch->in_room->track[4]) < 2)
{
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[4] = direction;
}
else
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->in_room->track[1]);
ch->in_room->track_dir[0] = ch->in_room->track_dir[1];
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->in_room->track[2]);
ch->in_room->track_dir[1] = ch->in_room->track_dir[2];
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->in_room->track[3]);
ch->in_room->track_dir[2] = ch->in_room->track_dir[3];
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->in_room->track[4]);
ch->in_room->track_dir[3] = ch->in_room->track_dir[4];
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->name);
ch->in_room->track_dir[4] = direction;
}
return;
}
bool check_track(CHAR_DATA * ch, int direction)
{
CHAR_DATA *victim;
char buf[MAX_INPUT_LENGTH];
char vict[MAX_INPUT_LENGTH];
int door;
if (ch->hunting != NULL)
strcpy(vict, ch->hunting);
else
return FALSE;
if (!str_cmp(ch->hunting, vict))
{
if ((victim = get_char_room(ch, vict)) != NULL)
{
act("You have found $N!", ch, NULL, victim, TO_CHAR);
free_string(ch->hunting);
ch->hunting = str_dup("");
return TRUE;
}
}
if (strlen(ch->in_room->track[direction]) < 2)
return FALSE;
if (!str_cmp(ch->in_room->track[direction], ch->name))
return FALSE;
if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction], ch->hunting))
return FALSE;
door = ch->in_room->track_dir[direction];
sprintf(buf, "You sense the trail of %s leading $T from here.", ch->in_room->track[direction]);
act(buf, ch, NULL, dir_name[door], TO_CHAR);
return TRUE;
}