/* ************************************************************************
* File: act.movement.c Part of CircleMUD *
* Usage: movement commands, door handling, & sleep/rest/etc state *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include <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 "house.h"
/* external vars */
extern struct room_data *world;
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list;
extern struct index_data *obj_index;
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);
/* do_simple_move assumes
* 1. That there is no master and no followers.
* 2. That the direction exists.
*
* Returns :
* 1 : If succes.
* 0 : If fail
*/
int do_simple_move(struct char_data * ch, int dir, int need_specials_check)
{
int was_in, need_movement, has_boat = 0;
struct obj_data *obj;
int special(struct char_data * ch, int cmd, char *arg);
/*
* Check for special routines (North is 1 in command list, but 0 here) Note
* -- only check if following; this avoids 'double spec-proc' bug
*/
if (need_specials_check && special(ch, dir + 1, ""))
return 0;
/* charmed? */
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
send_to_char("The thought of leaving your master makes you weep.\r\n", ch);
act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
return 0;
}
/* if this room or the one we're going to needs a boat, check for one */
if ((world[ch->in_room].sector_type == SECT_WATER_NOSWIM) ||
(world[EXIT(ch, dir)->to_room].sector_type == SECT_WATER_NOSWIM)) {
for (obj = ch->carrying; obj; obj = obj->next_content)
if (GET_OBJ_TYPE(obj) == ITEM_BOAT)
has_boat = TRUE;
if (!has_boat) {
send_to_char("You need a boat to go there.\r\n", ch);
return 0;
}
}
need_movement = (movement_loss[world[ch->in_room].sector_type] +
movement_loss[world[world[ch->in_room].dir_option[dir]->to_room].sector_type]) >> 1;
if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) {
if (need_specials_check && ch->master)
send_to_char("You are too exhausted to follow.\r\n", ch);
else
send_to_char("You are too exhausted.\r\n", ch);
return 0;
}
if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ATRIUM))
if (!House_can_enter(ch, world[EXIT(ch, dir)->to_room].number)) {
send_to_char("That's private property -- no trespassing!\r\n", ch);
return 0;
}
if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch))
GET_MOVE(ch) -= need_movement;
if (!IS_AFFECTED(ch, AFF_SNEAK)) {
sprintf(buf2, "$n leaves %s.", dirs[dir]);
act(buf2, TRUE, ch, 0, 0, TO_ROOM);
}
was_in = ch->in_room;
char_from_room(ch);
char_to_room(ch, world[was_in].dir_option[dir]->to_room);
if (!IS_AFFECTED(ch, AFF_SNEAK))
act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM);
look_at_room(ch, 0);
if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
log_death_trap(ch);
death_cry(ch);
extract_char(ch);
return 0;
}
return 1;
}
int perform_move(struct char_data * ch, int dir, int need_specials_check)
{
int was_in;
struct follow_type *k, *next;
if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS)
return 0;
else if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE)
send_to_char("Alas, you cannot go that way...\r\n", ch);
else if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED)) {
if (EXIT(ch, dir)->keyword) {
sprintf(buf2, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
send_to_char(buf2, ch);
} else
send_to_char("It seems to be closed.\r\n", ch);
} else {
if (!ch->followers)
return (do_simple_move(ch, dir, need_specials_check));
was_in = ch->in_room;
if (!do_simple_move(ch, dir, need_specials_check))
return 0;
for (k = ch->followers; k; k = next) {
next = k->next;
if ((was_in == k->follower->in_room) &&
(GET_POS(k->follower) >= POS_STANDING)) {
act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
perform_move(k->follower, dir, 1);
}
}
return 1;
}
return 0;
}
ACMD(do_move)
{
/*
* This is basically a mapping of cmd numbers to perform_move indices.
* It cannot be done in perform_move because perform_move is called
* by other functions which do not require the remapping.
*/
perform_move(ch, cmd - 1, 0);
}
int find_door(struct char_data * ch, char *type, char *dir)
{
int door;
if (*dir) { /* a direction was specified */
if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */
send_to_char("That's not a direction.\r\n", ch);
return -1;
}
if (EXIT(ch, door))
if (EXIT(ch, door)->keyword)
if (isname(type, EXIT(ch, door)->keyword))
return door;
else {
sprintf(buf2, "I see no %s there.\r\n", type);
send_to_char(buf2, ch);
return -1;
}
else
return door;
else {
send_to_char("I really don't see how you can close anything there.\r\n", ch);
return -1;
}
} else { /* try to locate the keyword */
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->keyword)
if (isname(type, EXIT(ch, door)->keyword))
return door;
sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type);
send_to_char(buf2, ch);
return -1;
}
}
ACMD(do_open)
{
int door, other_room;
char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
struct room_direction_data *back;
struct obj_data *obj;
struct char_data *victim;
two_arguments(argument, type, dir);
if (!*type)
send_to_char("Open what?\r\n", ch);
else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
ch, &victim, &obj))
/* this is an object */
if (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)
send_to_char("That's not a container.\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED))
send_to_char("But it's already open!\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSEABLE))
send_to_char("You can't do that.\r\n", ch);
else if (IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED))
send_to_char("It seems to be locked.\r\n", ch);
else {
REMOVE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED);
send_to_char(OK, ch);
act("$n opens $p.", FALSE, ch, obj, 0, TO_ROOM);
}
else if ((door = find_door(ch, type, dir)) >= 0)
/* perhaps it is a door */
if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
send_to_char("That's impossible, I'm afraid.\r\n", ch);
else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
send_to_char("It's already open!\r\n", ch);
else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
send_to_char("It seems to be locked.\r\n", ch);
else {
REMOVE_BIT(EXIT(ch, door)->exit_info, EX_CLOSED);
if (EXIT(ch, door)->keyword)
act("$n opens the $F.", FALSE, ch, 0, EXIT(ch, door)->keyword,
TO_ROOM);
else
act("$n opens the door.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char(OK, 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.\r\n",
fname(back->keyword));
send_to_room(buf, EXIT(ch, door)->to_room);
} else
send_to_room("The door is opened from the other side.\r\n",
EXIT(ch, door)->to_room);
}
}
}
ACMD(do_close)
{
int door, other_room;
char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
struct room_direction_data *back;
struct obj_data *obj;
struct char_data *victim;
two_arguments(argument, type, dir);
if (!*type)
send_to_char("Close what?\r\n", ch);
else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj))
/* this is an object */
if (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)
send_to_char("That's not a container.\r\n", ch);
else if (IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED))
send_to_char("But it's already closed!\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSEABLE))
send_to_char("That's impossible.\r\n", ch);
else {
SET_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED);
send_to_char(OK, ch);
act("$n closes $p.", FALSE, ch, obj, 0, TO_ROOM);
}
else if ((door = find_door(ch, type, dir)) >= 0)
/* Or a door */
if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
send_to_char("That's absurd.\r\n", ch);
else if (IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
send_to_char("It's already closed!\r\n", ch);
else {
SET_BIT(EXIT(ch, door)->exit_info, EX_CLOSED);
if (EXIT(ch, door)->keyword)
act("$n closes the $F.", 0, ch, 0, EXIT(ch, door)->keyword,
TO_ROOM);
else
act("$n closes the door.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char(OK, 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.\r\n", back->keyword);
send_to_room(buf, EXIT(ch, door)->to_room);
} else
send_to_room("The door closes quietly.\r\n", 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 (GET_OBJ_VNUM(o) == key)
return 1;
if (ch->equipment[WEAR_HOLD])
if (GET_OBJ_VNUM(ch->equipment[WEAR_HOLD]) == key)
return 1;
return 0;
}
ACMD(do_lock)
{
int door, other_room;
char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
struct room_direction_data *back;
struct obj_data *obj;
struct char_data *victim;
two_arguments(argument, type, dir);
if (!*type)
send_to_char("Lock what?\r\n", ch);
else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
ch, &victim, &obj))
/* this is an object */
if (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)
send_to_char("That's not a container.\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED))
send_to_char("Maybe you should close it first...\r\n", ch);
else if (GET_OBJ_VAL(obj, 2) < 0)
send_to_char("That thing can't be locked.\r\n", ch);
else if (!has_key(ch, GET_OBJ_VAL(obj, 2)))
send_to_char("You don't seem to have the proper key.\r\n", ch);
else if (IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED))
send_to_char("It is locked already.\r\n", ch);
else {
SET_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED);
send_to_char("*Cluck*\r\n", ch);
act("$n locks $p - 'cluck', it says.", FALSE, ch, obj, 0, TO_ROOM);
}
else if ((door = find_door(ch, type, dir)) >= 0)
/* a door, perhaps */
if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
send_to_char("That's absurd.\r\n", ch);
else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
send_to_char("You have to close it first, I'm afraid.\r\n", ch);
else if (EXIT(ch, door)->key < 0)
send_to_char("There does not seem to be a keyhole.\r\n", ch);
else if (!has_key(ch, EXIT(ch, door)->key) && GET_LEVEL(ch) < LVL_GOD)
send_to_char("You don't have the proper key.\r\n", ch);
else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
send_to_char("It's already locked!\r\n", ch);
else {
SET_BIT(EXIT(ch, door)->exit_info, EX_LOCKED);
if (EXIT(ch, door)->keyword)
act("$n locks the $F.", 0, ch, 0, EXIT(ch, door)->keyword,
TO_ROOM);
else
act("$n locks the door.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char("*Click*\r\n", 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);
}
}
ACMD(do_unlock)
{
int door, other_room;
char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
struct room_direction_data *back;
struct obj_data *obj;
struct char_data *victim;
two_arguments(argument, type, dir);
if (!*type)
send_to_char("Unlock what?\r\n", ch);
else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM,
ch, &victim, &obj))
/* this is an object */
if (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)
send_to_char("That's not a container.\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED))
send_to_char("Silly - it ain't even closed!\r\n", ch);
else if (GET_OBJ_VAL(obj, 2) < 0)
send_to_char("Odd - you can't seem to find a keyhole.\r\n", ch);
else if (!has_key(ch, GET_OBJ_VAL(obj, 2)))
send_to_char("You don't seem to have the proper key.\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED))
send_to_char("Oh.. it wasn't locked, after all.\r\n", ch);
else {
REMOVE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED);
send_to_char("*Click*\r\n", ch);
act("$n unlocks $p.", FALSE, ch, obj, 0, TO_ROOM);
}
else if ((door = find_door(ch, type, dir)) >= 0)
/* it is a door */
if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
send_to_char("That's absurd.\r\n", ch);
else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
send_to_char("Heck.. it ain't even closed!\r\n", ch);
else if (EXIT(ch, door)->key < 0)
send_to_char("You can't seem to spot any keyholes.\r\n", ch);
else if (!has_key(ch, EXIT(ch, door)->key) && GET_LEVEL(ch) < LVL_GOD)
send_to_char("You do not have the proper key for that.\r\n", ch);
else if (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
send_to_char("It's already unlocked, it seems.\r\n", ch);
else {
REMOVE_BIT(EXIT(ch, door)->exit_info, EX_LOCKED);
if (EXIT(ch, door)->keyword)
act("$n unlocks the $F.", 0, ch, 0, EXIT(ch, door)->keyword,
TO_ROOM);
else
act("$n unlocks the door.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char("*click*\r\n", 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);
}
}
ACMD(do_pick)
{
byte percent;
int door, other_room;
char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH];
struct room_direction_data *back;
struct obj_data *obj;
struct char_data *v;
two_arguments(argument, type, dir);
percent = number(1, 101); /* 101% is a complete failure */
if (!*type)
send_to_char("Pick what?\r\n", ch);
else if (generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &v, &obj)) {
/* this is an object */
if (GET_OBJ_TYPE(obj) != ITEM_CONTAINER)
send_to_char("That's not a container.\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED))
send_to_char("Silly - it isn't even closed!\r\n", ch);
else if (GET_OBJ_VAL(obj, 2) < 0)
send_to_char("Odd - you can't seem to find a keyhole.\r\n", ch);
else if (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED))
send_to_char("Oho! This thing is NOT locked!\r\n", ch);
else if (IS_SET(GET_OBJ_VAL(obj, 1), CONT_PICKPROOF))
send_to_char("It resists your attempts at picking it.\r\n", ch);
else if (percent > GET_SKILL(ch, SKILL_PICK_LOCK))
send_to_char("You failed to pick the lock.\r\n", ch);
else {
REMOVE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED);
send_to_char("*Click*\r\n", ch);
act("$n fiddles with $p.", FALSE, ch, obj, 0, TO_ROOM);
}
} else if ((door = find_door(ch, type, dir)) >= 0)
if (!IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))
send_to_char("That's absurd.\r\n", ch);
else if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
send_to_char("You realize that the door is already open.\r\n", ch);
else if (EXIT(ch, door)->key < 0)
send_to_char("You can't seem to spot any lock to pick.\r\n", ch);
else if (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
send_to_char("Oh.. it wasn't locked at all.\r\n", ch);
else if (IS_SET(EXIT(ch, door)->exit_info, EX_PICKPROOF))
send_to_char("You seem to be unable to pick this lock.\r\n", ch);
else if (percent > GET_SKILL(ch, SKILL_PICK_LOCK))
send_to_char("You failed to pick the lock.\r\n", ch);
else {
REMOVE_BIT(EXIT(ch, door)->exit_info, EX_LOCKED);
if (EXIT(ch, door)->keyword)
act("$n skillfully picks the lock of the $F.", 0, ch, 0,
EXIT(ch, door)->keyword, TO_ROOM);
else
act("$n picks the lock of the door.", TRUE, ch, 0, 0, TO_ROOM);
send_to_char("The lock quickly yields to your skills.\r\n", 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);
}
}
ACMD(do_enter)
{
int door;
one_argument(argument, buf);
if (*buf) { /* an argument was supplied, search for door
* keyword */
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->keyword)
if (!str_cmp(EXIT(ch, door)->keyword, buf)) {
perform_move(ch, door, 1);
return;
}
sprintf(buf2, "There is no %s here.\r\n", buf);
send_to_char(buf2, ch);
} else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
send_to_char("You are already indoors.\r\n", ch);
else {
/* try to locate an entrance */
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->to_room != NOWHERE)
if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) &&
IS_SET(ROOM_FLAGS(EXIT(ch, door)->to_room), ROOM_INDOORS)) {
perform_move(ch, door, 1);
return;
}
send_to_char("You can't seem to find anything to enter.\r\n", ch);
}
}
ACMD(do_leave)
{
int door;
if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
send_to_char("You are outside.. where do you want to go?\r\n", ch);
else {
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->to_room != NOWHERE)
if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) &&
!IS_SET(ROOM_FLAGS(EXIT(ch, door)->to_room), ROOM_INDOORS)) {
perform_move(ch, door, 1);
return;
}
send_to_char("I see no obvious exits to the outside.\r\n", ch);
}
}
ACMD(do_stand)
{
switch (GET_POS(ch)) {
case POS_STANDING:
act("You are already standing.", FALSE, ch, 0, 0, TO_CHAR);
break;
case POS_SITTING:
act("You stand up.", FALSE, ch, 0, 0, TO_CHAR);
act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
break;
case POS_RESTING:
act("You stop resting, and stand up.", FALSE, ch, 0, 0, TO_CHAR);
act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
break;
case POS_SLEEPING:
act("You have to wake up first!", FALSE, ch, 0, 0, TO_CHAR);
break;
case POS_FIGHTING:
act("Do you not consider fighting as standing?", FALSE, ch, 0, 0, TO_CHAR);
break;
default:
act("You stop floating around, and put your feet on the ground.",
FALSE, ch, 0, 0, TO_CHAR);
act("$n stops floating around, and puts $s feet on the ground.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_STANDING;
break;
}
}
ACMD(do_sit)
{
switch (GET_POS(ch)) {
case POS_STANDING:
act("You sit down.", FALSE, ch, 0, 0, TO_CHAR);
act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
case POS_SITTING:
send_to_char("You're sitting already.\r\n", ch);
break;
case POS_RESTING:
act("You stop resting, and sit up.", FALSE, ch, 0, 0, TO_CHAR);
act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
case POS_SLEEPING:
act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
break;
case POS_FIGHTING:
act("Sit down while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR);
break;
default:
act("You stop floating around, and sit down.", FALSE, ch, 0, 0, TO_CHAR);
act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
}
}
ACMD(do_rest)
{
switch (GET_POS(ch)) {
case POS_STANDING:
act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
break;
case POS_SITTING:
act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR);
act("$n rests.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_RESTING;
break;
case POS_RESTING:
act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR);
break;
case POS_SLEEPING:
act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR);
break;
case POS_FIGHTING:
act("Rest while fighting? Are you MAD?", FALSE, ch, 0, 0, TO_CHAR);
break;
default:
act("You stop floating around, and stop to rest your tired bones.",
FALSE, ch, 0, 0, TO_CHAR);
act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
break;
}
}
ACMD(do_sleep)
{
switch (GET_POS(ch)) {
case POS_STANDING:
case POS_SITTING:
case POS_RESTING:
send_to_char("You go to sleep.\r\n", ch);
act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
case POS_SLEEPING:
send_to_char("You are already sound asleep.\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Sleep while fighting? Are you MAD?\r\n", ch);
break;
default:
act("You stop floating around, and lie down to sleep.",
FALSE, ch, 0, 0, TO_CHAR);
act("$n stops floating around, and lie down to sleep.",
TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SLEEPING;
break;
}
}
ACMD(do_wake)
{
struct char_data *vict;
int self = 0;
one_argument(argument, arg);
if (*arg) {
if (GET_POS(ch) == POS_SLEEPING)
send_to_char("You can't wake people up if you're asleep yourself!\r\n", ch);
else if ((vict = get_char_room_vis(ch, arg)) == NULL)
send_to_char(NOPERSON, ch);
else if (vict == ch)
self = 1;
else if (GET_POS(vict) > POS_SLEEPING)
act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR);
else if (IS_AFFECTED(vict, AFF_SLEEP))
act("You can't wake $M up!", FALSE, ch, 0, vict, TO_CHAR);
else {
act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR);
act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP);
GET_POS(vict) = POS_SITTING;
}
if (!self)
return;
}
if (IS_AFFECTED(ch, AFF_SLEEP))
send_to_char("You can't wake up!\r\n", ch);
else if (GET_POS(ch) > POS_SLEEPING)
send_to_char("You are already awake...\r\n", ch);
else {
send_to_char("You awaken, and sit up.\r\n", ch);
act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM);
GET_POS(ch) = POS_SITTING;
}
}
ACMD(do_follow)
{
struct char_data *leader;
void stop_follower(struct char_data * ch);
void add_follower(struct char_data * ch, struct char_data * leader);
one_argument(argument, buf);
if (*buf) {
if (!(leader = get_char_room_vis(ch, buf))) {
send_to_char(NOPERSON, ch);
return;
}
} else {
send_to_char("Whom do you wish to follow?\r\n", ch);
return;
}
if (ch->master == leader) {
act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) {
act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
} else { /* Not Charmed follow person */
if (leader == ch) {
if (!ch->master) {
send_to_char("You are already following yourself.\r\n", ch);
return;
}
stop_follower(ch);
} else {
if (circle_follow(ch, leader)) {
act("Sorry, but following in loops is not allowed.", FALSE, ch, 0, 0, TO_CHAR);
return;
}
if (ch->master)
stop_follower(ch);
REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
add_follower(ch, leader);
}
}
}