/* move.c */
#include "copyright.h"
#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include "mudconf.h"
#include "config.h"
#include "db.h"
#include "interface.h"
#include "match.h"
#include "externs.h"
/* ---------------------------------------------------------------------------
* process_leave_loc: Generate messages and actions resulting from leaving
* a place.
*/
static void process_leave_loc (dbref thing, dbref dest, dbref cause,
int canhear, int hush)
{
dbref loc;
int quiet, oattr, aattr;
loc = Location(thing);
if ((loc == NOTHING) || (loc == dest))
return;
if (dest == HOME)
dest = Home(thing);
/* Run the LEAVE attributes in the current room if we meet any of
* following criteria:
* - The current room has wizard privs.
* - Neither the current room nor the moving object are dark.
* - The moving object can hear and does not hav wizard privs.
* EXCEPT if we were called with the HUSH_LEAVE key.
*/
quiet = (!Wizard(loc) &&
(Dark(thing) || Dark(loc)) &&
(!canhear || Wizard(thing))) ||
(hush & HUSH_LEAVE);
oattr = quiet ? 0 : A_OLEAVE;
aattr = quiet ? 0 : A_ALEAVE;
did_it(thing, loc, A_LEAVE, NULL, oattr, NULL, aattr,
(char **)NULL, 0);
/* Do OXENTER for receiving room */
if ((dest != NOTHING) && !quiet)
did_it(thing, dest, 0, NULL, A_OXENTER, NULL, 0,
(char **)NULL, 0);
/* Display the 'has left' message if we meet any of the following
* criteria:
* - Neither the current room nor the moving object are dark.
* - The object can hear and is not wizard.
*/
if ((!Dark(thing) && !Dark(loc)) ||
(canhear && !Wizard(thing))) {
notify_except2(loc, thing, thing, cause,
tprintf("%s has left.", Name(thing)), 1);
}
}
/* ---------------------------------------------------------------------------
* process_enter_loc: Generate messages and actions resulting from entering
* a place.
*/
static void process_enter_loc (dbref thing, dbref src, dbref cause,
int canhear, int hush)
{
dbref loc;
int quiet, oattr, aattr;
loc = Location(thing);
if ((loc == NOTHING) || (loc == src))
return;
/* Run the ENTER attributes in the current room if we meet any of
* following criteria:
* - The current room has wizard privs.
* - Neither the current room nor the moving object are dark.
* - The moving object can hear and does not hav wizard privs.
* EXCEPT if we were called with the HUSH_ENTER key.
*/
quiet = (!Wizard(loc) &&
(Dark(thing) || Dark(loc)) &&
(!canhear || Wizard(thing))) ||
(hush & HUSH_ENTER);
oattr = quiet ? 0 : A_OENTER;
aattr = quiet ? 0 : A_AENTER;
did_it(thing, loc, A_ENTER, NULL, oattr, NULL, aattr,
(char **)NULL, 0);
/* Do OXLEAVE for sending room */
if ((src != NOTHING) && !quiet)
did_it(thing, src, 0, NULL, A_OXLEAVE, NULL, 0,
(char **)NULL, 0);
/* Display the 'has arrived' message if we meet all of the following
* criteria:
* - The moving object can hear.
* - The object is not both dark and wizard.
*/
if (canhear && !(Dark(thing) && Wizard(thing))) {
notify_except2(loc, thing, thing, cause,
tprintf("%s has arrived.", Name(thing)), 1);
}
}
/* ---------------------------------------------------------------------------
* move_object: Physically move an object from one place to another.
* Does not generate any messages or actions.
*/
void move_object (dbref thing, dbref dest)
{
dbref src;
/* Remove from the source location */
src = Location(thing);
if (src != NOTHING)
s_Contents(src, remove_first(Contents(src), thing));
/* Special check for HOME */
if (dest == HOME)
dest = Home(thing);
/* Add to destination location */
if (dest != NOTHING)
s_Contents(dest, insert_first(Contents(dest), thing));
else
s_Next(thing, NOTHING);
s_Location(thing, dest);
/* Look around and do the penny check */
look_in (thing, dest, 1);
if ((Typeof(thing) == TYPE_PLAYER) &&
(mudconf.payfind > 0) &&
(Pennies(thing) < mudconf.paylimit) &&
(!Controls(thing, dest)) &&
((random() % mudconf.payfind) == 0)) {
giveto(thing, 1);
notify(thing, tprintf("You found a %s!", mudconf.one_coin));
}
}
/* ---------------------------------------------------------------------------
* send_dropto, process_sticky_dropto, process_dropped_dropto,
* process_sacrifice_dropto: Check for and process droptos.
*/
/* send_dropto: Send an object through the dropto of a room */
static void send_dropto (dbref thing, dbref player)
{
if (!(Flags(thing) & STICKY))
move_via_generic(thing, Dropto(Location(thing)), player, 0);
else
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
}
/* process_sticky_dropto: Call when an object leaves the room to see if
* we should empty the room
*/
static void process_sticky_dropto (dbref loc, dbref player)
{
dbref dropto, thing, next;
/* Do nothing if checking anything but a sticky room */
if (!Good_obj(loc) || !IS(loc, TYPE_ROOM, STICKY))
return;
/* Make sure dropto loc is valid */
dropto = Dropto(loc);
if ((dropto == NOTHING) || (dropto == loc))
return;
/* Make sure no players hanging out */
DOLIST(thing, Contents(loc)) {
if (Dropper(thing))
return;
}
/* Send everything through the dropto */
s_Contents(loc, reverse_list(Contents(loc)));
SAFE_DOLIST(thing, next, Contents(loc)) {
send_dropto(thing, player);
}
}
/* process_dropped_dropto: Check what to do when someone drops an object. */
static void process_dropped_dropto (dbref thing, dbref player)
{
dbref loc;
/* If STICKY, send home */
if (Flags(thing) & STICKY) {
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
return;
}
/* Process the dropto if location is a room and is not STICKY */
loc = Location(thing);
if ((Typeof(loc) == TYPE_ROOM) && (Dropto(loc) != NOTHING))
if (!(Flags(loc) & STICKY))
send_dropto(thing, player);
}
static void process_sacrifice_dropto (dbref thing, dbref player)
{
dbref loc;
/* Check for autodestroy on sacrifice */
if (mudconf.sac_dest || IS(thing, TYPE_THING, THING_DEST_OK)) {
move_via_generic(thing, NOTHING, player, 0);
empty_obj(thing);
destroy_obj(NOTHING, thing);
return;
}
/* If STICKY, send home */
if (Flags(thing) & STICKY) {
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
return;
}
/* Process the dropto on the location. If none (or if the location
* is not a room, send the object home */
loc = Location(thing);
if (Typeof(loc) != TYPE_ROOM) {
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
} else if (Dropto(loc) != NOTHING) {
send_dropto(thing, player);
} else {
move_via_generic(thing, HOME, player, 0);
divest_object(thing);
}
}
/* ---------------------------------------------------------------------------
* move_via_generic: Generic move routine, generates standard messages and
* actions.
*/
void move_via_generic (dbref thing, dbref dest, dbref cause, int hush)
{
dbref src;
int canhear;
if (dest == HOME)
dest = Home(thing);
src = Location(thing);
canhear = Hearer(thing);
process_leave_loc(thing, dest, cause, canhear, hush);
move_object(thing, dest);
did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
(char **)NULL, 0);
process_enter_loc(thing, src, cause, canhear, hush);
}
/* ---------------------------------------------------------------------------
* move_via_exit: Exit move routine, generic + exit messages + dropto check.
*/
void move_via_exit (dbref thing, dbref dest, dbref cause, dbref exit, int hush)
{
dbref src;
int canhear, darkwiz, quiet, oattr, aattr;
if (dest == HOME)
dest = Home(thing);
src = Location(thing);
canhear = Hearer(thing);
/* Dark wizards don't trigger OSUCC/ASUCC */
darkwiz = (Wizard(thing) && Dark(thing));
quiet = darkwiz || (hush & HUSH_EXIT);
oattr = quiet ? 0 : A_OSUCC;
aattr = quiet ? 0 : A_ASUCC;
did_it(thing, exit, A_SUCC, NULL, oattr, NULL, aattr,
(char **)NULL, 0);
process_leave_loc(thing, dest, cause, canhear, hush);
move_object(thing, dest);
/* Dark wizards don't trigger ODROP/ADROP */
oattr = quiet ? 0 : A_ODROP;
aattr = quiet ? 0 : A_ADROP;
did_it(thing, exit, A_DROP, NULL, oattr, NULL, aattr,
(char **)NULL, 0);
did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
(char **)NULL, 0);
process_enter_loc(thing, src, cause, canhear, hush);
process_sticky_dropto(src, thing);
}
/* ---------------------------------------------------------------------------
* move_via_teleport: Teleport move routine, generic + teleport messages +
* divestiture + dropto check.
*/
int move_via_teleport (dbref thing, dbref dest, dbref cause, int hush)
{
dbref src, curr;
int canhear, count;
src = Location(thing);
if ((dest != HOME) && Good_obj(src)) {
curr = src;
for (count=20; count>0; count--) {
if (!could_doit(thing, curr, A_LTELOUT)) {
if ((thing == cause) || (cause == NOTHING))
notify(thing,
"You can't teleport out!");
else
notify(cause,
"You can't teleport that out!");
return 0;
}
if (Typeof(curr) == TYPE_ROOM)
break;
curr = Location(curr);
}
}
if (dest == HOME)
dest = Home(thing);
canhear = Hearer(thing);
did_it(thing, thing, 0, NULL, A_OXTPORT, NULL, 0, (char **)NULL, 0);
process_leave_loc(thing, dest, NOTHING, canhear, hush);
move_object(thing, dest);
did_it(thing, thing, A_TPORT, NULL, A_OTPORT, NULL, A_ATPORT,
(char **)NULL, 0);
did_it(thing, thing, A_MOVE, NULL, A_OMOVE, NULL, A_AMOVE,
(char **)NULL, 0);
process_enter_loc(thing, src, NOTHING, canhear, hush);
divest_object(thing);
process_sticky_dropto(src, thing);
return 1;
}
/* ---------------------------------------------------------------------------
* move_exit: Try to move a player through an exit.
*/
void move_exit (dbref player, dbref exit, int divest, const char *failmsg,
int hush)
{
dbref loc;
int oattr, aattr;
loc = Location(exit);
if (loc == HOME)
loc = Home(player);
if (Good_obj(loc) && could_doit(player, exit, A_LOCK)) {
switch (Typeof(loc)) {
case TYPE_ROOM:
move_via_exit(player, loc, NOTHING, exit, hush);
if (divest)
divest_object(player);
break;
case TYPE_PLAYER:
case TYPE_THING:
if (Flags(loc) & GOING) {
notify(player, "You can't go that way.");
return;
}
move_via_exit(player, loc, NOTHING, exit, hush);
divest_object(player);
break;
case TYPE_EXIT:
notify(player, "You can't go that way.");
return;
}
} else {
if ((Wizard(player) && Dark(player)) || (hush & HUSH_EXIT)) {
oattr = 0;
aattr = 0;
} else {
oattr = A_OFAIL;
aattr = A_AFAIL;
}
did_it(player, exit, A_FAIL, failmsg, oattr, NULL, aattr,
(char **)NULL, 0);
}
}
/* ---------------------------------------------------------------------------
* do_move: Move from one place to another via exits or 'home'.
*/
void do_move(dbref player, dbref cause, int key, char *direction)
{
dbref exit, loc;
int i, quiet;
if (!string_compare(direction, "home")) { /* go home w/o stuff */
if ((loc = Location(player)) != NOTHING &&
!Dark(player) && !Dark(loc)) {
/* tell all */
notify_except(loc, player, player,
tprintf("%s goes home.", Name(player)), 1);
}
/* give the player the messages */
for (i=0; i<3; i++)
notify(player, "There's no place like home...");
move_via_generic(player, HOME, NOTHING, 0);
divest_object(player);
process_sticky_dropto(loc, player);
return;
}
/* find the exit */
init_match_check_keys(player, direction, TYPE_EXIT);
match_exit();
exit = match_result();
switch (exit) {
case NOTHING: /* try to force the object */
notify(player, "You can't go that way.");
break;
case AMBIGUOUS:
notify(player, "I don't know which way you mean!");
break;
default:
quiet = 0;
if ((key & MOVE_QUIET) && Controls(player, exit))
quiet = HUSH_EXIT;
move_exit(player, exit, 0, "You can't go that way.", quiet);
}
}
/* ---------------------------------------------------------------------------
* do_get: Get an object.
*/
void do_get(dbref player, dbref cause, int key, char *what)
{
dbref thing, loc, exitloc;
int quiet, oattr, aattr;
quiet = 0;
loc = Location(player);
if (!Good_obj(loc))
return;
/* You can only pick up things in rooms and ENTER_OK objects/players */
if ((Typeof(loc) != TYPE_ROOM) && !(Flags(loc) & ENTER_OK) &&
!controls(player, loc)) {
notify(player, "Permission denied.");
return;
}
/* Handle taking things from other people */
thing = is_possess(player, what);
if ((thing != NOTHING) && (thing != AMBIGUOUS)) {
if ((key & GET_QUIET) && Controls(player, thing))
quiet = 1;
if (could_doit(player, thing, A_LOCK) &&
(Flags(Location(thing)) & ENTER_OK)) {
notify(Location(thing),
tprintf("%s was taken from you.",
Name(thing)));
move_via_generic(thing, player, player, 0);
notify(thing, "Taken.");
oattr = quiet ? 0 : A_OSUCC;
aattr = quiet ? 0 : A_ASUCC;
did_it(player, thing, A_SUCC, "Taken.", oattr, NULL,
aattr, (char **)NULL, 0);
} else {
oattr = quiet ? 0 : A_OFAIL;
aattr = quiet ? 0 : A_AFAIL;
did_it(player, thing,
A_FAIL, "You can't take that from there.",
oattr, NULL, aattr, (char **)NULL, 0);
}
return;
}
/* Look for the object */
init_match_check_keys(player, what, TYPE_THING);
match_neighbor();
match_exit();
if (Wizard(player))
match_absolute(); /* the wizard has long fingers */
thing = noisy_match_result();
if (thing == NOTHING)
return;
switch (Typeof(thing)) {
case TYPE_PLAYER:
case TYPE_THING:
/* You can't take what you already have */
if (Location(thing) == player) {
notify(player, "You already have that!");
return;
}
if ((key & GET_QUIET) && Controls(player, thing))
quiet = 1;
if (thing == player) {
notify(player, "You cannot get yourself!");
} else if (could_doit(player, thing, A_LOCK)) {
move_via_generic(thing, player, player, 0);
notify(thing, "Taken.");
oattr = quiet ? 0 : A_OSUCC;
aattr = quiet ? 0 : A_ASUCC;
did_it(player, thing, A_SUCC, "Taken.", oattr, NULL,
aattr, (char **)NULL, 0);
} else {
oattr = quiet ? 0 : A_OFAIL;
aattr = quiet ? 0 : A_AFAIL;
did_it(player, thing,
A_FAIL, "You can't pick that up.",
oattr, NULL, aattr, (char **)NULL, 0);
}
break;
case TYPE_EXIT:
/* You can't take what you already have */
if (Exits(thing) == player) {
notify(player, "You already have that!");
return;
}
/* You must control either the exit or the location */
if (!Controls(player, thing) && !Controls(player, loc)) {
notify(player, "Permission denied.");
return;
}
/* Do it */
exitloc = Exits(thing);
s_Exits(exitloc, remove_first(Exits(exitloc), thing));
s_Exits(player, insert_first(Exits(player), thing));
s_Exits(thing, player);
if (!Quiet(player))
notify(player, "Exit taken.");
break;
default:
notify(player, "You can't take that!");
break;
}
}
/* ---------------------------------------------------------------------------
* drop_sacrifice, do_drop: Drop an object.
*/
static void drop_sacrifice (dbref player, dbref thing)
{
dbref loc;
char *buf;
int reward, maxreward;
/* Only players may sacrifice things */
if ((Typeof(player) != TYPE_PLAYER) ||
(Controls(player, thing)) ||
(Typeof(thing) == TYPE_PLAYER))
return;
loc = Location(player);
notify(thing, "You have been sacrificed.");
notify(player,
tprintf("%s is consumed in a burst of flame!",
Name(thing)));
if (Good_obj(loc)) {
buf = alloc_sbuf("drop_sacrifice");
strcpy(buf, Name(player));
notify_except(loc, player, player,
tprintf("%s sacrifices %s.", buf,
Name(thing)), 1);
free_sbuf(buf);
}
/* Give the player his reward and tell him about it */
reward = Pennies(thing);
maxreward = OBJECT_ENDOWMENT(mudconf.createmax);
if ((reward < 1) || (Pennies(Owner(player)) > mudconf.paylimit))
reward = 1;
else if (reward > maxreward)
reward = maxreward;
giveto(Owner(player), reward);
notify(player,
tprintf("You have received %d %s for your sacrifice.",
reward,
(reward==1) ? mudconf.one_coin : mudconf.many_coins));
}
void do_drop(dbref player, dbref cause, int key, char *name)
{
dbref loc, exitloc, thing;
char *buf;
int quiet, oattr, aattr;
loc = Location(player);
if (!Good_obj(loc))
return;
init_match(player, name, TYPE_THING);
match_possession();
match_carried_exit();
if (Wizard(player))
match_absolute(); /* the wizard has long fingers */
switch (thing = match_result()) {
case NOTHING:
notify(player, "You don't have that!");
return;
case AMBIGUOUS:
notify(player, "I don't know which you mean!");
return;
}
switch (Typeof(thing)) {
case TYPE_THING:
case TYPE_PLAYER:
/* You have to be carrying it */
if (((Location(thing) != player) && !Wizard(player)) ||
(!could_doit(player, thing, A_LDROP))) {
notify(player, "You can't drop that.");
return;
}
/* Move it */
move_via_generic (thing, Location(player), player, 0);
notify(thing, "Dropped.");
quiet = 0;
if ((key & DROP_QUIET) && Controls(player, thing))
quiet = 1;
buf = alloc_lbuf("do_drop.did_it");
sprintf(buf, "dropped %s.", Name(thing));
oattr = quiet ? 0 : A_ODROP;
aattr = quiet ? 0 : A_ADROP;
did_it(player, thing, A_DROP, "Dropped.", oattr, buf,
aattr, (char **)NULL, 0);
free_lbuf(buf);
/* Check for droptos or sacrifice */
if (IS(loc, TYPE_ROOM, ROOM_TEMPLE)) {
drop_sacrifice(player, thing);
process_sacrifice_dropto(thing, player);
} else {
process_dropped_dropto(thing, player);
}
break;
case TYPE_EXIT:
/* You have to be carrying it */
if ((Exits(thing) != player) && !Wizard(player)) {
notify(player, "You can't drop that.");
return;
}
if (!Controls(player, loc)) {
notify(player, "Permission denied.");
return;
}
/* Do it */
exitloc = Exits(thing);
s_Exits(exitloc, remove_first(Exits(exitloc), thing));
s_Exits(loc, insert_first(Exits(loc), thing));
s_Exits(thing, loc);
if (!Quiet(player))
notify(player, "Exit dropped.");
break;
default:
notify(player, "You can't drop that.");
}
}
/* ---------------------------------------------------------------------------
* do_enter, do_leave: The enter and leave commands.
*/
void do_enter_internal (dbref player, dbref thing, int quiet)
{
dbref loc;
int oattr, aattr;
if (!(Flags(thing) & ENTER_OK) && !controls(player, thing)) {
oattr = quiet ? 0 : A_OEFAIL;
aattr = quiet ? 0 : A_AEFAIL;
did_it (player, thing, A_EFAIL, "Permission denied.",
oattr, NULL, aattr, (char **)NULL, 0);
} else if (player == thing) {
notify(player, "You can't enter yourself!");
} else if (could_doit(player, thing, A_LENTER)) {
loc = Location(player);
oattr = quiet ? HUSH_ENTER : 0;
move_via_generic(player, thing, NOTHING, oattr);
divest_object(player);
process_sticky_dropto(loc, player);
} else {
oattr = quiet ? 0 : A_OEFAIL;
aattr = quiet ? 0 : A_AEFAIL;
did_it (player, thing, A_EFAIL, "You can't enter that.",
oattr, NULL, aattr, (char **)NULL, 0);
}
}
void do_enter(dbref player, dbref cause, int key, char *what)
{
dbref thing;
int quiet;
init_match(player, what, TYPE_THING);
match_neighbor();
if (Wizard(player))
match_absolute(); /* the wizard has long fingers */
if ((thing = noisy_match_result()) == NOTHING)
return;
switch (Typeof(thing)) {
case TYPE_PLAYER:
case TYPE_THING:
quiet = 0;
if ((key & MOVE_QUIET) && Controls(player, thing))
quiet = 1;
do_enter_internal(player, thing, quiet);
break;
default:
notify(player, "Permission denied.");
}
return;
}
void do_leave(dbref player, dbref cause, int key)
{
dbref loc;
int quiet, oattr, aattr;
loc = Location(player);
if (!Good_obj(loc) || (Typeof(loc) == TYPE_ROOM)) {
notify(player, "You can't leave.");
return;
}
quiet = 0;
if ((key & MOVE_QUIET) && Controls(player, loc))
quiet = HUSH_LEAVE;
if (could_doit(player, loc, A_LLEAVE)) {
move_via_generic(player, Location(loc), NOTHING, quiet);
} else {
oattr = quiet ? 0 : A_OLFAIL;
aattr = quiet ? 0 : A_ALFAIL;
did_it (player, loc, A_LFAIL, "You can't leave.",
oattr, NULL, aattr, (char **)NULL, 0);
}
}