/* ************************************************************************ * file: act.movement.c , Implementation of commands Part of DIKUMUD * * Usage : Movement commands, close/open & lock/unlock doors. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <string.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "constants.h" #include "ansi.h" /* external vars */ extern struct room_data *world; extern struct zone_data *zone_table; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct index_data *obj_index; extern int rev_dir[]; extern char *dirs[]; extern int movement_loss[]; /* external functs */ int special(struct char_data *ch, int cmd, char *arg); void death_cry(struct char_data *ch); struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name, struct obj_data *list); int do_simple_move(struct char_data *ch, int cmd, int following) /* Assumes, 1. That there is no master and no followers. 2. That the direction exists. Returns : 1 : If succes. 0 : If fail -1 : If dead. */ { char tmp[MAX_INPUT_LENGTH]; int was_in, to_room; int need_movement; struct obj_data *obj; bool has_boat; struct affected_type *hjp, *next_hjp; struct char_data *tmp_ch; int found = FALSE; int special(struct char_data *ch, int cmd, char *arg); if (special(ch, cmd+1, "")) /* Check for special routines (North is 1) */ return(FALSE); need_movement = (movement_loss[world[ch->in_room].sector_type]+ movement_loss[world[world[ch->in_room].dir_option[cmd]->to_room].sector_type]) / 2; if ((world[ch->in_room].sector_type == SECT_WATER_NOSWIM) || (world[world[ch->in_room].dir_option[cmd]->to_room].sector_type == SECT_UNDERWATER) || (world[world[ch->in_room].dir_option[cmd]->to_room].sector_type == SECT_WATER_NOSWIM)) { has_boat = FALSE; /* See if char is carrying a boat */ for (obj=ch->carrying; obj; obj=obj->next_content) if (obj->obj_flags.type_flag == ITEM_BOAT) has_boat = TRUE; if (!has_boat && world[world[ch->in_room].dir_option[cmd]->to_room].sector_type == SECT_WATER_NOSWIM) { ansi(CLR_ERROR, ch); send_to_char("You need a boat to go there.\n\r", ch); ansi(END, ch); return(FALSE); } else if (has_boat && world[world[ch->in_room].dir_option[cmd]->to_room].sector_type == SECT_UNDERWATER) { ansi(CLR_ERROR, ch); send_to_char("You can't take a boat underwater.\n\r", ch); ansi(END, ch); return(FALSE); } } if (GET_LEVEL(ch) < IMO_LEV && ( (IS_SET(world[world[ch->in_room].dir_option[cmd]->to_room].room_flags, LAWFULL) && IS_GOOD(ch)) || (IS_SET(world[world[ch->in_room].dir_option[cmd]->to_room].room_flags, NEUTRAL) && IS_NEUTRAL(ch)) || (IS_SET(world[world[ch->in_room].dir_option[cmd]->to_room].room_flags, CHAOTIC) && IS_EVIL(ch)) )) { ansi(CLR_ERROR, ch); send_to_char("An overpowering urge not to enter seizes your mind.\n\r",ch); ansi(END, ch); return(FALSE); } if(GET_MOVE(ch)<need_movement && !IS_NPC(ch)) { ansi(CLR_ERROR, ch); if(!following) send_to_char("You are too exhausted.\n\r",ch); else send_to_char("You are too exhausted to follow.\n\r",ch); ansi(END, ch); return(FALSE); } if(GET_LEVEL(ch)<IMO_LEV2 && !IS_NPC(ch)) GET_MOVE(ch) -= need_movement; if (!IS_AFFECTED(ch, AFF_SNEAK)) { sprintf(tmp, "$n leaves %s.", dirs[cmd]); ansi_act(tmp, TRUE, ch, 0,0,TO_ROOM,CLR_ACTION); } was_in = ch->in_room; to_room = world[was_in].dir_option[cmd]->to_room; /* are trying to go to a NOENTER zone */ if (world[ch->in_room].zone != world[to_room].zone) { if (IS_SET(zone_table[world[to_room].zone].flags, ZONE_NOENTER)){ ansi(CLR_ERROR, ch); send_to_char("You cant go that way (Zone is NOENTER).\n\r",ch); ansi(END, ch); return (FALSE); } } char_from_room(ch); char_to_room(ch, to_room); if (!IS_AFFECTED(ch, AFF_SNEAK)) ansi_act("$n has arrived.", TRUE, ch, 0,0, TO_ROOM,CLR_ACTION); do_look(ch, "\0",15); /* are we leaving a testing zone */ if (world[ch->in_room].zone != world[was_in].zone) { if (IS_SET(zone_table[world[was_in].zone].flags, ZONE_TESTING)) char_del_zone_objs(ch); } if ((world[ch->in_room].sector_type == SECT_UNDERWATER) && GET_LEVEL(ch) < IMO_LEV && !IS_AFFECTED(ch,AFF_BREATHWATER)) { ansi_act("You're starting to drown!.",FALSE,ch,0,0,TO_CHAR,CLR_DAM); GET_HIT(ch) -= number(1,6); update_pos(ch); } if (IS_SET(world[ch->in_room].room_flags, DRAIN_MAGIC) && GET_LEVEL(ch) < IMO_LEV) { GET_MANA(ch) >>= 1; for(hjp = ch->affected; hjp; hjp = next_hjp){ next_hjp = hjp->next; affect_remove( ch, hjp ); } } if (IS_SET(world[ch->in_room].room_flags, HARMFULL1) && GET_LEVEL(ch) < IMO_LEV) { ansi_act("Ouch! that hurt.",FALSE,ch,0,0,TO_CHAR,CLR_DAM); GET_HIT(ch) -= number(1,4); update_pos(ch); } if (IS_SET(world[ch->in_room].room_flags, HARMFULL2) && GET_LEVEL(ch) < IMO_LEV) { ansi_act("Ouch! that really hurt.",FALSE,ch,0,0,TO_CHAR,CLR_DAM); GET_HIT(ch) -= number(1,8); update_pos(ch); } switch (GET_POS(ch)) { case POSITION_MORTALLYW: ansi_act("$n is mortally wounded, and will die soon, if not aided.", TRUE, ch, 0, 0, TO_ROOM,CLR_HIT); ansi_act("You are mortally wounded, and will die soon, if not aided.", FALSE, ch, 0, 0, TO_CHAR,CLR_DAM); break; case POSITION_INCAP: ansi_act("$n is incapacitated and will slowly die, if not aided.", TRUE, ch, 0, 0, TO_ROOM,CLR_HIT); ansi_act("You are incapacitated an will slowly die, if not aided.", FALSE, ch, 0, 0, TO_CHAR,CLR_DAM); break; case POSITION_STUNNED: ansi_act("$n is stunned, but will probably regain conscience again.", TRUE, ch, 0, 0, TO_ROOM,CLR_HIT); ansi_act("You're stunned, but will probably regain conscience again.", FALSE, ch, 0, 0, TO_CHAR,CLR_DAM); break; case POSITION_DEAD: ansi_act("$n is dead! R.I.P.", TRUE, ch, 0, 0, TO_ROOM,CLR_HIT); ansi_act("You are dead! Sorry...", FALSE, ch, 0, 0, TO_CHAR,CLR_DAM); return(-1); break; default: if (GET_HIT(ch) < (hit_limit(ch)/5)) ansi_act("You wish that your wounds would stop BLEEDING that much!",FALSE,ch,0,0,TO_CHAR,CLR_DAM); break; } if (IS_SET(world[ch->in_room].room_flags, DEATH) && GET_LEVEL(ch) < IMO_LEV && isexactname(GET_NAME(ch), zone_table[world[ch->in_room].zone].lord)) { was_in = ch->in_room; death_cry(ch); extract_char(ch); for (obj = world[was_in].contents; obj; obj = world[was_in].contents) extract_obj(obj); return(-1); } /* check for auto-aggr to mobs in room */ if (!IS_NPC(ch)){ if (IS_SET(ch->specials.act, PLR_AUTOAGGR)) { for (tmp_ch = world[ch->in_room].people; tmp_ch && !found; tmp_ch=tmp_ch->next_in_room) if (IS_NPC(tmp_ch) && IS_SET(tmp_ch->specials.act, ACT_AGGRESSIVE) && !IS_SET(tmp_ch->specials.act, ACT_WIMPY)){ found = TRUE; hit(ch, tmp_ch, TYPE_UNDEFINED); WAIT_STATE(ch, PULSE_VIOLENCE); } } } else { /* maybe somebody in the room is autoaggr to us */ if (IS_SET(ch->specials.act, ACT_AGGRESSIVE) && !IS_SET(ch->specials.act, ACT_WIMPY)) { for (tmp_ch = world[ch->in_room].people; tmp_ch && !found; tmp_ch=tmp_ch->next_in_room) if (!tmp_ch->specials.fighting && !IS_NPC(tmp_ch) && IS_SET(tmp_ch->specials.act, PLR_AUTOAGGR)){ found = TRUE; hit(tmp_ch, ch, TYPE_UNDEFINED); WAIT_STATE(tmp_ch, PULSE_VIOLENCE); } } } return(1); } void do_move(struct char_data *ch, char *argument, int cmd) { char tmp[MAX_INPUT_LENGTH]; int was_in; struct char_data *tch1; struct follow_type *k, *next_dude; --cmd; if (!world[ch->in_room].dir_option[cmd]) { ansi(CLR_ERROR, ch); send_to_char("Alas, you cannot go that way...\n\r", ch); ansi(END, ch); } else { /* Direction is possible */ if (IS_SET(EXIT(ch, cmd)->exit_info, EX_CLOSED)) { if (EXIT(ch, cmd)->keyword) { sprintf(tmp, "The %s seems to be closed.\n\r", fname(EXIT(ch, cmd)->keyword)); send_to_char(tmp, ch); } else { send_to_char("It seems to be closed.\n\r", ch); } } else if (EXIT(ch, cmd)->to_room == NOWHERE) { ansi(CLR_ERROR, ch); send_to_char("Alas, you can't go that way.\n\r", ch); ansi(END, ch); } else if (!ch->followers && !ch->master) do_simple_move(ch,cmd,FALSE); else { if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master) && (ch->in_room == ch->master->in_room)) { ansi(CLR_ERROR, ch); send_to_char("The thought of leaving your master makes you weep.\n\r", ch); ansi(CLR_ACTION, ch); act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM); ansi(END, ch); } else { was_in = ch->in_room; if (do_simple_move(ch, cmd, TRUE) == 1) { /* Move the character */ if (ch->followers) { /* If succes move followers */ for(k = ch->followers; k; k = next_dude) { next_dude = k->next; if ((was_in == k->follower->in_room) && (GET_POS(k->follower) >= POSITION_STANDING)) { ansi_act("You follow $N.", FALSE, k->follower, 0, ch, TO_CHAR,CLR_ACTION); cmd++; send_to_char("\n\r", k->follower); do_move(k->follower, argument, cmd); cmd--; } } } } } } } } int find_door(struct char_data *ch, char *type, char *dir) { char buf[MAX_STRING_LENGTH]; int door; char *dirs[] = { "north", "east", "south", "west", "up", "down", "\n" }; if (*dir) /* a direction was specified */ { if ((door = search_block(dir, dirs, FALSE)) == -1) /* Partial Match */ { ansi(CLR_ERROR, ch); send_to_char("That's not a direction.\n\r", ch); ansi(END, ch); return(-1); } if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname(type, EXIT(ch, door)->keyword)) return(door); else { sprintf(buf, "I see no %s there.\n\r", type); ansi(CLR_ERROR, ch); send_to_char(buf, ch); ansi(END, ch); return(-1); } else return(door); else { ansi(CLR_ERROR, ch); send_to_char( "I really don't see how you can close anything there.\n\r", ch); ansi(END, ch); return(-1); } } else /* try to locate the keyword */ { for (door = 0; door <= 5; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname(type, EXIT(ch, door)->keyword)) return(door); sprintf(buf, "I see no %s here.\n\r", type); ansi(CLR_ERROR, ch); send_to_char(buf, ch); ansi(END, ch); return(-1); } } void do_open(struct char_data *ch, char *argument, int cmd) { int door, other_room, bits; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; struct room_direction_data *back; struct obj_data *obj; struct char_data *victim; argument_interpreter(argument, type, dir); if (!*type) { ansi(CLR_ERROR, ch); send_to_char("Open what?\n\r", ch); ansi(END, ch); } else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) /* this is an object */ if (obj->obj_flags.type_flag != ITEM_CONTAINER) { ansi(CLR_ERROR, ch); send_to_char("That's not a container.\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("But it's already open!\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSEABLE)) ansi(CLR_ERROR, ch); send_to_char("You can't do that.\n\r", ch); ansi(END, ch); } else if (IS_SET(obj->obj_flags.value[1], CONT_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("It seems to be locked.\n\r", ch); ansi(END, ch); } else { REMOVE_BIT(obj->obj_flags.value[1], CONT_CLOSED); ansi_act("You opens $p.", FALSE, ch, obj, 0, TO_CHAR,CLR_ACTION); ansi_act("$n opens $p.", FALSE, ch, obj, 0, TO_ROOM,CLR_ACTION); } else if ((door = find_door(ch, type, dir)) >= 0) /* perhaps it is a door */ if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR)) { ansi(CLR_ERROR, ch); send_to_char("That's impossible, I'm afraid.\n\r", ch); ansi(END, ch); } else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("It's already open!\n\r", ch); ansi(END, ch); } else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("It seems to be locked.\n\r", ch); ansi(END, ch); } else { REMOVE_BIT(EXIT(ch, door)->exit_info, EX_CLOSED); if (EXIT(ch, door)->keyword) ansi_act("$n opens the $F.", FALSE, ch, 0, EXIT(ch, door)->keyword,TO_ROOM,CLR_ACTION); else ansi_act("$n opens the door.", FALSE, ch, 0, 0, TO_ROOM,CLR_ACTIOn); send_to_char("Ok.\n\r", ch); /* now for opening the OTHER side of the door! */ if ((other_room = EXIT(ch, door)->to_room) != NOWHERE) if (back = world[other_room].dir_option[rev_dir[door]]) if (back->to_room == ch->in_room) { REMOVE_BIT(back->exit_info, EX_CLOSED); if (back->keyword) { sprintf(buf, "The %s is opened from the other side.\n\r", fname(back->keyword)); send_to_room(buf, EXIT(ch, door)->to_room); } else send_to_room( "The door is opened from the other side.\n\r", EXIT(ch, door)->to_room); } } } void do_close(struct char_data *ch, char *argument, int cmd) { int door, other_room; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; struct room_direction_data *back; struct obj_data *obj; struct char_data *victim; argument_interpreter(argument, type, dir); if (!*type) { ansi(CLR_ERROR, ch); send_to_char("Close what?\n\r", ch); ansi(END, ch); } else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) /* this is an object */ if (obj->obj_flags.type_flag != ITEM_CONTAINER) { ansi(CLR_ERROR, ch); send_to_char("That's not a container.\n\r", ch); ansi(END, ch); } else if (IS_SET(obj->obj_flags.value[1], CONT_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("But it's already closed!\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSEABLE)) { ansi(CLR_ERROR, ch); send_to_char("That's impossible.\n\r", ch); ansi(END, ch); } else { SET_BIT(obj->obj_flags.value[1], CONT_CLOSED); send_to_char("Ok.\n\r", ch); ansi_act("$n closes $p.", FALSE, ch, obj, 0, TO_ROOM,CLR_ACTION); } else if ((door = find_door(ch, type, dir)) >= 0) /* Or a door */ if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR)) { ansi(CLR_ERROR, ch); send_to_char("That's absurd.\n\r", ch); ansi(END, ch); } else if (IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("It's already closed!\n\r", ch); ansi(END, ch); } else { SET_BIT(EXIT(ch, door)->exit_info, EX_CLOSED); if (EXIT(ch, door)->keyword) ansi_act("$n closes the $F.", 0, ch, 0, EXIT(ch, door)->keyword,TO_ROOM,CLR_ACTION); else ansi_act("$n closes the door.", FALSE, ch, 0, 0, TO_ROOM,CLR_ACTION); send_to_char("Ok.\n\r", ch); /* now for closing the other side, too */ if ((other_room = EXIT(ch, door)->to_room) != NOWHERE) if (back = world[other_room].dir_option[rev_dir[door]]) if (back->to_room == ch->in_room) { SET_BIT(back->exit_info, EX_CLOSED); if (back->keyword) { sprintf(buf, "The %s closes quietly.\n\r", back->keyword); send_to_room(buf, EXIT(ch, door)->to_room); } else send_to_room( "The door closes quietly.\n\r", EXIT(ch, door)->to_room); } } } int has_key(struct char_data *ch, int key) { struct obj_data *o; for (o = ch->carrying; o; o = o->next_content) if (obj_index[o->item_number].virtual == key) return(1); if (ch->equipment[HOLD]) if (obj_index[ch->equipment[HOLD]->item_number].virtual == key) return(1); return(0); } void do_lock(struct char_data *ch, char *argument, int cmd) { int door, other_room; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; struct room_direction_data *back; struct obj_data *obj; struct char_data *victim; argument_interpreter(argument, type, dir); if (!*type) { ansi(CLR_ERROR, ch); send_to_char("Lock what?\n\r", ch); ansi(END, ch); } else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) /* this is an object */ if (obj->obj_flags.type_flag != ITEM_CONTAINER) { ansi(CLR_ERROR, ch); send_to_char("That's not a container.\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("Maybe you should close it first...\n\r", ch); ansi(END, ch); } else if (obj->obj_flags.value[2] < 0) { ansi(CLR_ERROR, ch); send_to_char("That thing can't be locked.\n\r", ch); ansi(END, ch); } else if (!has_key(ch, obj->obj_flags.value[2])) { ansi(CLR_ERROR, ch); send_to_char("You don't seem to have the proper key.\n\r", ch); ansi(END, ch); } else if (IS_SET(obj->obj_flags.value[1], CONT_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("It is locked already.\n\r", ch); ansi(END, ch); } else { SET_BIT(obj->obj_flags.value[1], CONT_LOCKED); ansi(CLR_ACTION, ch); send_to_char("*Cluck*\n\r", ch); ansi(END, ch); ansi_act("$n locks $p - 'cluck', it says.", FALSE, ch, obj, 0, TO_ROOM,CLR_ACTION); } else if ((door = find_door(ch, type, dir)) >= 0) /* a door, perhaps */ if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR)) { ansi(CLR_ERROR, ch); send_to_char("That's absurd.\n\r", ch); ansi(END, ch); } else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("You have to close it first, I'm afraid.\n\r", ch); ansi(END, ch); } else if (EXIT(ch, door)->key < 0) { ansi(CLR_ERROR, ch); send_to_char("There does not seem to be any keyholes.\n\r", ch); ansi(END, ch); } else if (!has_key(ch, EXIT(ch, door)->key)) { ansi(CLR_ERROR, ch); send_to_char("You don't have the proper key.\n\r", ch); ansi(END, ch); } else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("It's already locked!\n\r", ch); ansi(END, ch); } else { SET_BIT(EXIT(ch, door)->exit_info, EX_LOCKED); if (EXIT(ch, door)->keyword) ansi_act("$n locks the $F.", 0, ch, 0, EXIT(ch, door)->keyword,TO_ROOM,CLR_ACTION); else ansi_act("$n locks the door.", FALSE, ch, 0, 0, TO_ROOM,CLR_ACTION); ansi(CLR_ACTION, ch); send_to_char("*Click*\n\r", ch); ansi(END, ch); /* now for locking the other side, too */ if ((other_room = EXIT(ch, door)->to_room) != NOWHERE) if (back = world[other_room].dir_option[rev_dir[door]]) if (back->to_room == ch->in_room) SET_BIT(back->exit_info, EX_LOCKED); } } void do_unlock(struct char_data *ch, char *argument, int cmd) { int door, other_room; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; struct room_direction_data *back; struct obj_data *obj; struct char_data *victim; argument_interpreter(argument, type, dir); if (!*type) { ansi(CLR_ERROR, ch); send_to_char("Unlock what?\n\r", ch); ansi(END, ch); } else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) /* this is an object */ if (obj->obj_flags.type_flag != ITEM_CONTAINER) { ansi(CLR_ERROR, ch); send_to_char("That's not a container.\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("Silly - it ain't even closed!\n\r", ch); ansi(END, ch); } else if (obj->obj_flags.value[2] < 0) { ansi(CLR_ERROR, ch); send_to_char("Odd - you can't seem to find a keyhole.\n\r", ch); ansi(END, ch); } else if (!has_key(ch, obj->obj_flags.value[2])) { ansi(CLR_ERROR, ch); send_to_char("You don't seem to have the proper key.\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("Oh.. it wasn't locked, after all.\n\r", ch); ansi(END, ch); } else { REMOVE_BIT(obj->obj_flags.value[1], CONT_LOCKED); ansi(CLR_ACTION, ch); send_to_char("*Click*\n\r", ch); ansi(END, ch); ansi_act("$n unlocks $p.", FALSE, ch, obj, 0, TO_ROOM,CLR_ACTIOn); } else if ((door = find_door(ch, type, dir)) >= 0) /* it is a door */ if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR)) { ansi(CLR_ERROR, ch); send_to_char("That's absurd.\n\r", ch); ansi(END, ch); } else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("Heck.. it ain't even closed!\n\r", ch); ansi(END, ch); } else if (EXIT(ch, door)->key < 0) { ansi(CLR_ERROR, ch); send_to_char("You can't seem to spot any keyholes.\n\r", ch); ansi(END, ch); } else if (!has_key(ch, EXIT(ch, door)->key)) { ansi(CLR_ERROR, ch); send_to_char("You do not have the proper key for that.\n\r", ch); ansi(END, ch); } else if (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("It's already unlocked, it seems.\n\r", ch); ansi(END, ch); } else { REMOVE_BIT(EXIT(ch, door)->exit_info, EX_LOCKED); if (EXIT(ch, door)->keyword) ansi_act("$n unlocks the $F.", 0, ch, 0, EXIT(ch, door)->keyword,TO_ROOM,CLR_ACTION); else ansi_act("$n unlocks the door.", FALSE, ch, 0, 0, TO_ROOM,CLR_ACTION); ansi(CLR_ACTION, ch); send_to_char("*click*\n\r", ch); ansi(END, ch); /* now for unlocking the other side, too */ if ((other_room = EXIT(ch, door)->to_room) != NOWHERE) if (back = world[other_room].dir_option[rev_dir[door]]) if (back->to_room == ch->in_room) REMOVE_BIT(back->exit_info, EX_LOCKED); } } void do_pick(struct char_data *ch, char *argument, int cmd) { signed char percent; int door, other_room; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; struct room_direction_data *back; struct obj_data *obj; struct char_data *victim; argument_interpreter(argument, type, dir); percent=number(1,101); /* 101% is a complete failure */ if (percent > (ch->skills[SKILL_PICK_LOCK].learned)) { ansi(CLR_ERROR, ch); send_to_char("You failed to pick the lock.\n\r", ch); ansi(END, ch); return; } if (!*type) { ansi(CLR_ERROR, ch); send_to_char("Pick what?\n\r", ch); ansi(END, ch); } else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) /* this is an object */ if (obj->obj_flags.type_flag != ITEM_CONTAINER) { ansi(CLR_ERROR, ch); send_to_char("That's not a container.\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("Silly - it ain't even closed!\n\r", ch); ansi(END, ch); } else if (obj->obj_flags.value[2] < 0) { ansi(CLR_ERROR, ch); send_to_char("Odd - you can't seem to find a keyhole.\n\r", ch); ansi(END, ch); } else if (!IS_SET(obj->obj_flags.value[1], CONT_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("Oho! This thing is NOT locked!\n\r", ch); ansi(END, ch); } else if (IS_SET(obj->obj_flags.value[1], CONT_PICKPROOF)) { ansi(CLR_ERROR, ch); send_to_char("It resists your attempts at picking it.\n\r", ch); ansi(END, ch); } else { REMOVE_BIT(obj->obj_flags.value[1], CONT_LOCKED); ansi(CLR_ACTION, ch); send_to_char("*Click*\n\r", ch); ansi(END, ch); ansi_act("$n fiddles with $p.", FALSE, ch, obj, 0, TO_ROOM,CLR_ACTION); } else if ((door = find_door(ch, type, dir)) >= 0) if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR)) { ansi(CLR_ERROR, ch); send_to_char("That's absurd.\n\r", ch); ansi(END, ch); } else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)) { ansi(CLR_ERROR, ch); send_to_char("You realize that the door is already open.\n\r", ch); ansi(END, ch); } else if (EXIT(ch, door)->key < 0) { ansi(CLR_ERROR, ch); send_to_char("You can't seem to spot any lock to pick.\n\r", ch); ansi(END, ch); } else if (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) { ansi(CLR_ERROR, ch); send_to_char("Oh.. it wasn't locked at all.\n\r", ch); ansi(END, ch); } else if (IS_SET(EXIT(ch, door)->exit_info, EX_PICKPROOF)) { ansi(CLR_ERROR, ch); send_to_char("You seem to be unable to pick this lock.\n\r", ch); ansi(END, ch); } else { REMOVE_BIT(EXIT(ch, door)->exit_info, EX_LOCKED); if (EXIT(ch, door)->keyword) ansi_act("$n skillfully picks the lock of the $F.", 0, ch, 0,EXIT(ch, door)->keyword, TO_ROOM,CLR_ACTION); else ansi_act("$n picks the lock of the.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); ansi(CLR_ACTION, ch); send_to_char("The lock quickly yields to your skills.\n\r", ch); ansi(END, ch); /* now for unlocking the other side, too */ if ((other_room = EXIT(ch, door)->to_room) != NOWHERE) if (back = world[other_room].dir_option[rev_dir[door]]) if (back->to_room == ch->in_room) REMOVE_BIT(back->exit_info, EX_LOCKED); } } void do_enter(struct char_data *ch, char *argument, int cmd) { int door; char buf[MAX_INPUT_LENGTH], tmp[MAX_STRING_LENGTH]; void do_move(struct char_data *ch, char *argument, int cmd); one_argument(argument, buf); if (*buf) /* an argument was supplied, search for door keyword */ { for (door = 0; door <= 5; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (!str_cmp(EXIT(ch, door)->keyword, buf)) { do_move(ch, "", ++door); return; } sprintf(tmp, "There is no %s here.\n\r", buf); ansi(CLR_ERROR, ch); send_to_char(tmp, ch); ansi(END, ch); } else if (IS_SET(world[ch->in_room].room_flags, INDOORS)) { ansi(CLR_ERROR, ch); send_to_char("You are already indoors.\n\r", ch); ansi(END, ch); } else { /* try to locate an entrance */ for (door = 0; door <= 5; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) && IS_SET(world[EXIT(ch, door)->to_room].room_flags, INDOORS)) { do_move(ch, "", ++door); return; } ansi(CLR_ERROR, ch); send_to_char("You can't seem to find anything to enter.\n\r", ch); ansi(END, ch); } } void do_leave(struct char_data *ch, char *argument, int cmd) { int door; void do_move(struct char_data *ch, char *argument, int cmd); if (!IS_SET(world[ch->in_room].room_flags, INDOORS)) { ansi(CLR_ERROR, ch); send_to_char("You are outside.. where do you want to go?\n\r", ch); ansi(END, ch); } else { for (door = 0; door <= 5; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) && !IS_SET(world[EXIT(ch, door)->to_room].room_flags, INDOORS)) { do_move(ch, "", ++door); return; } ansi(CLR_ERROR, ch); send_to_char("I see no obvious exits to the outside.\n\r", ch); ansi(END, ch); } } void do_stand(struct char_data *ch, char *argument, int cmd) { char buffer[MAX_STRING_LENGTH]; switch(GET_POS(ch)) { case POSITION_STANDING : { ansi_act("You are already standing.",FALSE, ch,0,0,TO_CHAR,CLR_ERROR); } break; case POSITION_SITTING : { ansi_act("You stand up.", FALSE, ch,0,0,TO_CHAR,CLR_ACTION); ansi_act("$n clambers on $s feet.",TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_STANDING; } break; case POSITION_RESTING : { ansi_act("You stop resting, and stand up.", FALSE, ch,0,0,TO_CHAR,CLR_ACTION); ansi_act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_STANDING; } break; case POSITION_SLEEPING : { ansi_act("You have to wake up first!", FALSE, ch, 0,0,TO_CHAR,CLR_ERROR); } break; case POSITION_FIGHTING : { ansi_act("Do you not consider fighting as standing?",FALSE, ch, 0, 0, TO_CHAR,CLR_ERROR); } break; default : { ansi_act("You stop floating around, and put your feet on the ground.", FALSE, ch, 0, 0, TO_CHAR,CLR_ACTION); ansi_act("$n stops floating around, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); } break; } } void do_sit(struct char_data *ch, char *argument, int cmd) { char buffer[MAX_STRING_LENGTH]; switch(GET_POS(ch)) { case POSITION_STANDING : { ansi_act("You sit down.", FALSE, ch, 0,0, TO_CHAR,CLR_ACTION); ansi_act("$n sits down.", FALSE, ch, 0,0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SITTING; } break; case POSITION_SITTING : { ansi(CLR_ERROR, ch); send_to_char("You'r sitting already.\n\r", ch); ansi(END, ch); } break; case POSITION_RESTING : { ansi_act("You stop resting, and sit up.", FALSE, ch,0,0,TO_CHAR,CLR_ACTION); ansi_act("$n stops resting.", TRUE, ch, 0,0,TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SITTING; } break; case POSITION_SLEEPING : { ansi_act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR,CLR_ERROR); } break; case POSITION_FIGHTING : { ansi_act("Sit down while fighting? are you MAD?", FALSE, ch,0,0,TO_CHAR,CLR_ERROR); } break; default : { ansi_act("You stop floating around, and sit down.", FALSE, ch,0,0,TO_CHAR,CLR_ACTION); ansi_act("$n stops floating around, and sits down.", TRUE, ch,0,0,TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SITTING; } break; } } void do_rest(struct char_data *ch, char *argument, int cmd) { char buffer[MAX_STRING_LENGTH]; switch(GET_POS(ch)) { case POSITION_STANDING : { ansi_act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR,CLR_ACTION); ansi_act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_RESTING; } break; case POSITION_SITTING : { ansi_act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR,CLR_ACTION); ansi_act("$n rests.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_RESTING; } break; case POSITION_RESTING : { ansi_act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR,CLR_ERROR); } break; case POSITION_SLEEPING : { ansi_act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR,CLR_ERROR); } break; case POSITION_FIGHTING : { ansi_act("Rest while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR,CLR_ERROR); } break; default : { ansi_act("You stop floating around, and stop to rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR,CLR_ACTION); ansi_act("$n stops floating around, and rests.", FALSE, ch, 0,0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SITTING; } break; } } void do_sleep(struct char_data *ch, char *argument, int cmd) { char buffer[MAX_STRING_LENGTH]; switch(GET_POS(ch)) { case POSITION_STANDING : case POSITION_SITTING : case POSITION_RESTING : { ansi(CLR_ACTION, ch); send_to_char("You go to sleep.\n\r", ch); ansi(END, ch); ansi_act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SLEEPING; } break; case POSITION_SLEEPING : { ansi(CLR_ERROR, ch); send_to_char("You are already sound asleep.\n\r", ch); ansi(END, ch); } break; case POSITION_FIGHTING : { ansi(CLR_ERROR, ch); send_to_char("Sleep while fighting? are you MAD?\n\r", ch); ansi(END, ch); } break; default : { ansi_act("You stop floating around, and lie down to sleep.", FALSE, ch, 0, 0, TO_CHAR,CLR_ACTION); ansi_act("$n stops floating around, and lie down to sleep.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SLEEPING; } break; } } void do_wake(struct char_data *ch, char *argument, int cmd) { char buffer[MAX_STRING_LENGTH]; struct char_data *tmp_char; char arg[MAX_STRING_LENGTH]; one_argument(argument,arg); if (*arg) { if (GET_POS(ch) == POSITION_SLEEPING) { ansi_act("You can't wake people up if you are asleep yourself!", FALSE, ch,0,0,TO_CHAR,CLR_ERROR); } else { tmp_char = get_char_room_vis(ch, arg); if (tmp_char) { if (tmp_char == ch) { ansi_act("If you want to wake yourself up, just type 'wake'", FALSE, ch,0,0,TO_CHAR,CLR_ERROR); } else { if (GET_POS(tmp_char) == POSITION_SLEEPING) { if (IS_AFFECTED(tmp_char, AFF_SLEEP)) { ansi_act("You can not wake $M up!", FALSE, ch, 0, tmp_char, TO_CHAR,CLR_ERROR); } else { ansi_act("You wake $M up.", FALSE, ch, 0, tmp_char, TO_CHAR,CLR_ACTION); GET_POS(tmp_char) = POSITION_SITTING; ansi_act("You are awakened by $n.", FALSE, ch, 0, tmp_char, TO_VICT,CLR_ACTION); } } else { ansi_act("$N is already awake.",FALSE,ch,0,tmp_char, TO_CHAR,CLR_ERROR); } } } else { ansi(CLR_ERROR, ch); send_to_char("You do not see that person here.\n\r", ch); ansi(END, ch); } } } else { if (IS_AFFECTED(ch,AFF_SLEEP)) { ansi(CLR_ERROR, ch); send_to_char("You can't wake up!\n\r", ch); ansi(END, ch); } else { if (GET_POS(ch) > POSITION_SLEEPING) { ansi(CLR_ERROR, ch); send_to_char("You are already awake...\n\r", ch); ansi(CLR_ERROR, ch); } else { ansi(CLR_ACTION, ch); send_to_char("You wake, and sit up.\n\r", ch); ansi(END ch); ansi_act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM,CLR_ACTION); GET_POS(ch) = POSITION_SITTING; } } } } void do_follow(struct char_data *ch, char *argument, int cmd) { char name[160], buf[160]; struct char_data *leader, *k; void stop_follower(struct char_data *ch); void add_follower(struct char_data *ch, struct char_data *leader); one_argument(argument, name); if (*name) { if (!(leader = get_char_room_vis(ch, name))) { ansi(CLR_ERROR, ch); send_to_char("I see no person by that name here!\n\r", ch); ansi(END, ch); return; } } else { ansi(CLR_ERROR, ch); send_to_char("Who do you wish to follow?\n\r", ch); ansi(END, ch); return; } if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) { ansi_act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR,CLR_ERROR); } else { /* Not Charmed follow person */ if (leader == ch) { if (!ch->master) { ansi(CLR_ERROR, ch); send_to_char("You are already following yourself.\n\r", ch); ansi(END, ch); return; } stop_follower(ch); } else { if (circle_follow(ch, leader)) { ansi_act("Sorry, but following in 'loops' is not allowed", FALSE, ch, 0, 0, TO_CHAR,CLR_ERROR); return; } if (ch->master) stop_follower(ch); add_follower(ch, leader); } } }