/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
char * const dir_name [ ] =
{
"north", "east", "south", "west", "up", "down"
};
const int rev_dir [ ] =
{
2, 3, 0, 1, 5, 4
};
const int movement_loss [ SECT_MAX ] =
{
1, 2, 2, 3, 4, 6, 4, 1, 5, 10, 6
};
/*
* Local functions.
*/
int find_door args( ( CHAR_DATA *ch, char *arg ) );
bool has_key args( ( CHAR_DATA *ch, int key ) );
/*
* Local game functions.
*/
DECLARE_GAME_FUN( game_u_l_t );
void move_char( CHAR_DATA *ch, int door )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
int moved = 131072; /* Matches ACT & PLR bits */
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
/*
* Prevents infinite move loop in
* maze zone when group has 2 leaders - Kahn
*/
if ( IS_SET( ch->act, moved ) )
return;
if ( IS_AFFECTED( ch, AFF_HOLD ) )
{
send_to_char( "You are stuck in a snare! You can't move!\r\n", ch );
return;
}
in_room = ch->in_room;
if ( !( pexit = in_room->exit[door] ) || !( to_room = pexit->to_room ) )
{
send_to_char( "Alas, you cannot go that way.\r\n", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
if ( !IS_AFFECTED( ch, AFF_PASS_DOOR )
&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_PASSDOOR ) )
{
act( "The $d is closed.",
ch, NULL, pexit->keyword, TO_CHAR );
return;
}
if ( IS_SET( pexit->exit_info, EX_PASSPROOF ) )
{
act( "You are unable to pass through the $d.",
ch, NULL, pexit->keyword, TO_CHAR );
return;
}
}
if ( IS_AFFECTED( ch, AFF_CHARM )
&& ch->master
&& in_room == ch->master->in_room )
{
send_to_char( "What? And leave your beloved master?\r\n", ch );
return;
}
if ( room_is_private( to_room ) )
{
send_to_char( "That room is private right now.\r\n", ch );
return;
}
if ( !IS_NPC( ch ) )
{
int iClass;
int move;
for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
if ( iClass != ch->class
&& to_room->vnum == class_table[iClass].guild )
{
send_to_char( "You aren't allowed in there.\r\n", ch );
return;
}
}
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED( ch, AFF_FLYING )
&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_FLY ) )
{
send_to_char( "You can't fly.\r\n", ch );
return;
}
}
if ( to_room->sector_type != SECT_WATER_NOSWIM
&& to_room->sector_type != SECT_UNDERWATER
&& strcmp( race_table[ ch->race ].name, "God" )
&& strcmp( race_table[ ch->race ].name, "Bear" )
&& IS_SET( race_table[ ch->race ].race_abilities, RACE_SWIM ) )
{
send_to_char( "You flap around but you cant move!\r\n", 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;
/*
* Suggestion for flying above water by Sludge
*/
if ( IS_AFFECTED( ch, AFF_FLYING )
|| IS_SET( race_table[ ch->race ].race_abilities, RACE_FLY )
|| IS_SET( race_table[ ch->race ].race_abilities, RACE_WATERWALK )
|| IS_SET( race_table[ ch->race ].race_abilities, RACE_SWIM ) )
found = TRUE;
for ( obj = ch->carrying; obj; 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.\r\n", ch );
return;
}
}
if ( ( in_room->sector_type == SECT_UNDERWATER
|| to_room->sector_type == SECT_UNDERWATER )
&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_SWIM ) )
{
send_to_char( "You need to be able to swim to go there.\r\n", ch );
return;
}
move = movement_loss[UMIN( SECT_MAX-1, in_room->sector_type )]
+ movement_loss[UMIN( SECT_MAX-1, to_room->sector_type )]
;
/* Flying persons lose constant minimum movement. */
if ( IS_SET( race_table[ ch->race ].race_abilities, RACE_FLY )
|| IS_AFFECTED( ch, AFF_FLYING ) )
move = 2;
if ( ch->move < move )
{
send_to_char( "You are too exhausted.\r\n", ch );
return;
}
WAIT_STATE( ch, 1 );
ch->move -= move;
}
if ( !IS_AFFECTED( ch, AFF_SNEAK ) && ( IS_NPC( ch ) || !IS_SET( ch->act, PLR_WIZINVIS ) ) )
{
if ( ( ( in_room->sector_type == SECT_WATER_SWIM )
|| ( in_room->sector_type == SECT_UNDERWATER ) )
&& ( ( to_room->sector_type == SECT_WATER_SWIM )
|| ( to_room->sector_type == SECT_UNDERWATER ) ) )
act( "$n swims $T.", ch, NULL, dir_name[door], TO_ROOM );
else
act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM );
}
char_from_room( ch );
char_to_room( ch, to_room );
if ( !IS_AFFECTED( ch, AFF_SNEAK )
&& ( IS_NPC( ch ) || !IS_SET( ch->act, PLR_WIZINVIS ) ) )
act( "$n has arrived.", ch, NULL, NULL, TO_ROOM );
/* Because of the addition of the deleted flag, we can do this -Kahn */
if ( !IS_IMMORTAL( ch ) && ch->race == race_lookup( "vampire" )
&& to_room->sector_type == SECT_UNDERWATER )
{
send_to_char( "Arrgh! Large body of water!\r\n", ch );
act( "$n thrashes underwater!", ch, NULL, NULL, TO_ROOM );
damage( ch, ch, 20, TYPE_UNDEFINED, WEAR_NONE );
}
else if ( !IS_IMMORTAL( ch )
&& ( to_room->sector_type == SECT_UNDERWATER
&& !IS_AFFECTED( ch, AFF_GILLS )
&& !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WATERBREATH ) ) )
{
send_to_char( "You can't breathe!\r\n", ch );
act( "$n sputters and chokes!", ch, NULL, NULL, TO_ROOM );
damage( ch, ch, 2, TYPE_UNDEFINED, WEAR_NONE );
}
do_look( ch, "auto" );
SET_BIT( ch->act, moved );
for ( fch = in_room->people; fch; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( fch->deleted )
continue;
if ( fch->master == ch && fch->position == POS_STANDING )
{
act( "You follow $N.", fch, NULL, ch, TO_CHAR );
move_char( fch, door );
}
}
REMOVE_BIT( ch->act, moved );
return;
}
void do_north( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_NORTH );
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_EAST );
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_SOUTH );
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_WEST );
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_UP );
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_DOWN );
return;
}
int find_door( CHAR_DATA *ch, char *arg )
{
EXIT_DATA *pexit;
int door;
if ( !str_prefix( arg, "north" ) ) door = 0;
else if ( !str_prefix( arg, "east" ) ) door = 1;
else if ( !str_prefix( arg, "south" ) ) door = 2;
else if ( !str_prefix( arg, "west" ) ) door = 3;
else if ( !str_prefix( arg, "up" ) ) door = 4;
else if ( !str_prefix( arg, "down" ) ) door = 5;
else
{
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = ch->in_room->exit[door] )
&& IS_SET( pexit->exit_info, EX_ISDOOR )
&& pexit->keyword
&& 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] ) )
{
act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( !IS_SET( pexit->exit_info, EX_ISDOOR ) )
{
send_to_char( "You can't do that.\r\n", ch );
return -1;
}
return door;
}
void do_open( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Open what?\r\n", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) )
{
/* 'open object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{ send_to_char( "It's already open.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
{ send_to_char( "You can't do that.\r\n", ch ); return; }
if ( IS_SET( obj->value[1], CONT_LOCKED ) )
{ send_to_char( "It's locked.\r\n", ch ); return; }
REMOVE_BIT( obj->value[1], CONT_CLOSED );
send_to_char( "Ok.\r\n", ch );
act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'open door' */
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{ send_to_char( "It's already open.\r\n", ch ); return; }
if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
{ send_to_char( "It's locked.\r\n", ch ); return; }
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\r\n", ch );
/* open the other side */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch; rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
}
return;
}
void do_close( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Close what?\r\n", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) )
{
/* 'close object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\r\n", ch ); return; }
if ( IS_SET( obj->value[1], CONT_CLOSED ) )
{ send_to_char( "It's already closed.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_CLOSEABLE ) )
{ send_to_char( "You can't do that.\r\n", ch ); return; }
SET_BIT( obj->value[1], CONT_CLOSED );
send_to_char( "Ok.\r\n", ch );
act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'close door' */
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
pexit = ch->in_room->exit[door];
if ( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "It's already closed.\r\n", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_BASHED ) )
{
act( "The $d has been bashed open and cannot be closed.",
ch, NULL, pexit->keyword, TO_CHAR );
return;
}
SET_BIT( pexit->exit_info, EX_CLOSED );
act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\r\n", ch );
/* close the other side */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch; rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
}
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\r\n", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) )
{
/* 'lock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{ send_to_char( "It's not closed.\r\n", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be locked.\r\n", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\r\n", ch ); return; }
if ( IS_SET( obj->value[1], CONT_LOCKED ) )
{ send_to_char( "It's already locked.\r\n", ch ); return; }
SET_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'lock door' */
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{ send_to_char( "It's not closed.\r\n", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be locked.\r\n", ch ); return; }
if ( !has_key( ch, pexit->key ) )
{ send_to_char( "You lack the key.\r\n", ch ); return; }
if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
{ send_to_char( "It's already locked.\r\n", ch ); return; }
SET_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* lock the other side */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\r\n", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) )
{
/* 'unlock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{ send_to_char( "It's not closed.\r\n", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\r\n", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_LOCKED ) )
{ send_to_char( "It's already unlocked.\r\n", ch ); return; }
REMOVE_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'unlock door' */
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{ send_to_char( "It's not closed.\r\n", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be unlocked.\r\n", ch ); return; }
if ( !has_key( ch, pexit->key ) )
{ send_to_char( "You lack the key.\r\n", ch ); return; }
if ( !IS_SET( pexit->exit_info, EX_LOCKED ) )
{ send_to_char( "It's already unlocked.\r\n", ch ); return; }
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *gch;
char arg [ MAX_INPUT_LENGTH ];
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( gch->deleted )
continue;
if ( IS_NPC( gch ) && IS_AWAKE( gch ) && ch->level + 5 < gch->level )
{
act( "$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.\r\n", ch);
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) )
{
/* 'pick object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_CLOSED ) )
{ send_to_char( "It's not closed.\r\n", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\r\n", ch ); return; }
if ( !IS_SET( obj->value[1], CONT_LOCKED ) )
{ send_to_char( "It's already unlocked.\r\n", ch ); return; }
if ( IS_SET( obj->value[1], CONT_PICKPROOF ) )
{ send_to_char( "You failed.\r\n", ch ); return; }
REMOVE_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{ send_to_char( "It's not closed.\r\n", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be picked.\r\n", ch ); return; }
if ( !IS_SET( pexit->exit_info, EX_LOCKED ) )
{ send_to_char( "It's already unlocked.\r\n", ch ); return; }
if ( IS_SET( pexit->exit_info, EX_PICKPROOF ) )
{ send_to_char( "You failed.\r\n", ch ); return; }
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* pick the other side */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED( ch, AFF_SLEEP ) )
{ send_to_char( "You can't wake up!\r\n", ch ); return; }
send_to_char( "You wake and stand up.\r\n", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_RESTING:
send_to_char( "You stand up.\r\n", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\r\n", ch );
break;
case POS_STANDING:
send_to_char( "You are already standing.\r\n", ch );
break;
}
return;
}
void do_rest( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\r\n", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\r\n", ch );
break;
case POS_FIGHTING:
send_to_char( "Not while you're fighting!\r\n", ch );
break;
case POS_STANDING:
send_to_char( "You rest.\r\n", ch );
act( "$n rests.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_RESTING;
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\r\n", ch );
break;
case POS_RESTING:
case POS_STANDING:
send_to_char( "You sleep.\r\n", ch );
act( "$n sleeps.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
break;
case POS_FIGHTING:
send_to_char( "Not while you're fighting!\r\n", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ do_stand( ch, argument ); return; }
if ( !IS_AWAKE( ch ) )
{ send_to_char( "You are asleep yourself!\r\n", ch ); return; }
if ( !( victim = get_char_room( ch, arg ) ) )
{ send_to_char( "They aren't here.\r\n", ch ); return; }
if ( IS_AWAKE( victim ) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED( victim, AFF_SLEEP ) )
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
victim->position = POS_STANDING;
act( "You wake $M.", ch, NULL, victim, TO_CHAR );
act( "$n wakes you.", ch, NULL, victim, TO_VICT );
return;
}
void do_sneak( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_sneak].skill_level[ch->class] )
{
send_to_char( "Huh?\r\n", ch );
return;
}
send_to_char( "You attempt to move silently.\r\n", 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 )
{
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_hide].skill_level[ch->class] )
{
send_to_char( "Huh?\r\n", ch );
return;
}
send_to_char( "You attempt to hide.\r\n", 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 );
affect_strip ( ch, gsn_shadow );
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.\r\n", ch );
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
char buf [ MAX_STRING_LENGTH ];
int place;
act( "$n prays for transportation!", ch, NULL, NULL, TO_ROOM );
if ( IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
|| IS_AFFECTED( ch, AFF_CURSE ) )
{
send_to_char( "God has forsaken you.\r\n", ch );
return;
}
place = ch->in_room->area->recall;
if ( !( location = get_room_index( place ) ) )
{
send_to_char( "You are completely lost.\r\n", ch );
return;
}
if ( ch->in_room == location )
return;
if ( ( victim = ch->fighting ) )
{
int lose;
if ( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 4 );
lose = ( ch->desc ) ? 25 : 50;
gain_exp( ch, 0 - lose );
sprintf( buf, "You failed! You lose %d exps.\r\n", lose );
send_to_char( buf, ch );
return;
}
lose = ( ch->desc ) ? 50 : 100;
gain_exp( ch, 0 - lose );
sprintf( buf, "You recall from combat! You lose %d exps.\r\n", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move /= 2;
act( "$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" );
return;
}
void do_train( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *mob;
char *pOutput;
char buf [ MAX_STRING_LENGTH ];
bool ok = FALSE;
int *pAbility;
int cost;
int money;
int bone_flag = 0; /*Added for training of hp ma mv */
if ( IS_NPC( ch ) )
return;
/*
* Check for trainer.
*/
for ( mob = ch->in_room->people; mob; mob = mob->next_in_room )
{
if ( IS_NPC( mob ) && IS_SET( mob->act, ACT_TRAIN ) )
break;
}
if ( !mob )
{
send_to_char( "You can't do that here.\r\n", ch );
return;
}
if ( argument[0] == '\0' )
{
sprintf( buf, "You have %d practice sessions.\r\n", ch->practice );
send_to_char( buf, ch );
argument = "foo";
}
cost = 5;
money = ch->level * ch->level * 100;
if ( !str_cmp( argument, "str" ) )
{
if ( class_table[ch->class].attr_prime == APPLY_STR )
cost = 3;
pAbility = &ch->pcdata->perm_str;
pOutput = "strength";
}
else if ( !str_cmp( argument, "int" ) )
{
if ( class_table[ch->class].attr_prime == APPLY_INT )
cost = 3;
pAbility = &ch->pcdata->perm_int;
pOutput = "intelligence";
}
else if ( !str_cmp( argument, "wis" ) )
{
if ( class_table[ch->class].attr_prime == APPLY_WIS )
cost = 3;
pAbility = &ch->pcdata->perm_wis;
pOutput = "wisdom";
}
else if ( !str_cmp( argument, "dex" ) )
{
if ( class_table[ch->class].attr_prime == APPLY_DEX )
cost = 3;
pAbility = &ch->pcdata->perm_dex;
pOutput = "dexterity";
}
else if ( !str_cmp( argument, "con" ) )
{
if ( class_table[ch->class].attr_prime == APPLY_CON )
cost = 3;
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
/* ---------------- By Bonecrusher ------------------- */
else if ( !str_cmp( argument, "hp" ) )
{
cost = 1;
money = ch->level * ch->level * 20;
bone_flag = 1;
pAbility = &ch->max_hit;
pOutput = "hit points";
}
else if ( !str_cmp( argument, "mana" ) )
{
cost = 1;
money = ch->level * ch->level * 20;
bone_flag = 1;
pAbility = &ch->max_mana;
pOutput = "mana points";
}
else if ( !str_cmp( argument, "move" ) )
{
cost = 1;
money = ch->level * ch->level * 20;
bone_flag = 2;
pAbility = &ch->max_move;
pOutput = "move points";
}
/* --------------------------------------------*/
else
{
strcpy( buf, "You can train:" );
if ( ch->pcdata->perm_str < 18 + race_table[ ch->race ].str_mod )
strcat( buf, " str" );
if ( ch->pcdata->perm_int < 18 + race_table[ ch->race ].int_mod )
strcat( buf, " int" );
if ( ch->pcdata->perm_wis < 18 + race_table[ ch->race ].wis_mod )
strcat( buf, " wis" );
if ( ch->pcdata->perm_dex < 18 + race_table[ ch->race ].dex_mod )
strcat( buf, " dex" );
if ( ch->pcdata->perm_con < 18 + race_table[ ch->race ].con_mod )
strcat( buf, " con" );
strcat( buf, " hp mana move" );
if ( buf[strlen( buf )-1] != ':' )
{
strcat( buf, ".\r\n" );
send_to_char( buf, ch );
sprintf( buf, "Cost is %d gold coins for attributes.\r\n", money );
send_to_char( buf, ch );
money = ch->level * ch->level * 20;
sprintf( buf, "Cost is %d gold coins per hp/mana/move.\r\n",
money );
send_to_char( buf, ch );
}
return;
}
if ( bone_flag == 0 )
{
if ( !str_cmp( argument, "str" ) )
{
if ( *pAbility < 18 + race_table[ ch->race ].str_mod )
{
ok = TRUE;
}
}
else if ( !str_cmp( argument, "int" ) )
{
if ( *pAbility < 18 + race_table[ ch->race ].int_mod )
{
ok = TRUE;
}
}
else if ( !str_cmp( argument, "wis" ) )
{
if ( *pAbility < 18 + race_table[ ch->race ].wis_mod )
{
ok = TRUE;
}
}
else if ( !str_cmp( argument, "dex" ) )
{
if ( *pAbility < 18 + race_table[ ch->race ].dex_mod )
{
ok = TRUE;
}
}
else if ( !str_cmp( argument, "con" ) )
{
if ( *pAbility < 18 + race_table[ ch->race ].con_mod )
{
ok = TRUE;
}
}
if ( !ok )
{
act( "Your $T is already at maximum.",
ch, NULL, pOutput, TO_CHAR );
return;
}
}
if ( cost > ch->practice )
{
send_to_char( "You don't have enough practices.\r\n", ch );
return;
}
else if ( money > ch->gold )
{
send_to_char( "You don't have enough money.\r\n", ch );
return;
}
ch->practice -= cost;
ch->gold -= money;
if ( bone_flag == 0 )
*pAbility += 1;
else if ( bone_flag == 1 )
*pAbility += dice( 1, 2 );
else
*pAbility += dice( 1, 5 );
if ( bone_flag == 0 )
{
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
act( "Your $T increase!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increase!", ch, NULL, pOutput, TO_ROOM );
return;
}
void do_chameleon ( CHAR_DATA *ch, char *argument )
{
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_chameleon].skill_level[ch->class] )
{
send_to_char( "Huh?\r\n", ch );
return;
}
send_to_char( "You attempt to blend in with your surroundings.\r\n", ch);
if ( IS_AFFECTED( ch, AFF_HIDE ) )
REMOVE_BIT( ch->affected_by, AFF_HIDE );
if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_chameleon] )
SET_BIT( ch->affected_by, AFF_HIDE );
return;
}
void do_heighten ( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_heighten].skill_level[ch->class] )
{
send_to_char( "Huh?\r\n", ch );
return;
}
if ( is_affected( ch, gsn_heighten ) )
return;
if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_heighten] )
{
af.type = gsn_heighten;
af.duration = 24;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char( ch, &af );
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char( ch, &af );
af.bitvector = AFF_INFRARED;
affect_to_char( ch, &af );
send_to_char( "Your senses are heightened.\r\n", ch );
}
return;
}
void do_shadow ( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_shadow].skill_level[ch->class] )
{
send_to_char( "Huh?\r\n", ch );
return;
}
send_to_char( "You attempt to move in the shadows.\r\n", ch );
affect_strip( ch, gsn_shadow );
if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_shadow] )
{
af.type = gsn_shadow;
af.duration = ch->level;
af.modifier = APPLY_NONE;
af.location = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
return;
}
/*
* Bash code by Thelonius for EnvyMud (originally bash_door)
* Damage modified using Morpheus's code
* Message for bashproof doors by that wacky guy Kahn
*/
void do_bash( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *gch;
char arg [ MAX_INPUT_LENGTH ];
int door;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_bash].skill_level[ch->class] )
{
send_to_char( "You're not enough of a warrior to bash doors!\r\n",
ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Bash what?\r\n", ch );
return;
}
if ( ch->fighting )
{
send_to_char( "You can't break off your fight.\r\n", ch );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
int chance;
pexit = ch->in_room->exit[door];
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Calm down. It is already open.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_bash].beats );
if ( !IS_NPC( ch ) )
chance = ch->pcdata->learned[gsn_bash]/2;
else
chance = 0;
if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
chance /= 2;
if ( IS_SET( pexit->exit_info, EX_BASHPROOF ) )
{
act( "WHAAAAM!!! You bash against the $d, but it doesn't budge.",
ch, NULL, pexit->keyword, TO_CHAR );
act( "WHAAAAM!!! $n bashes against the $d, but it holds strong.",
ch, NULL, pexit->keyword, TO_ROOM );
damage( ch, ch, ( ch->max_hit / 5 ), gsn_bash, WEAR_NONE );
return;
}
if ( ( get_curr_str( ch ) >= 20 )
&& number_percent( ) <
( chance + 4 * ( get_curr_str( ch ) - 20 ) ) )
{
/* Success */
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
if ( IS_SET( pexit->exit_info, EX_LOCKED ) )
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
SET_BIT( pexit->exit_info, EX_BASHED );
act( "Crash! You bashed open the $d!",
ch, NULL, pexit->keyword, TO_CHAR );
act( "$n bashes open the $d!",
ch, NULL, pexit->keyword, TO_ROOM );
damage( ch, ch, ( ch->max_hit / 20 ), gsn_bash, WEAR_NONE );
/* Bash through the other side */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if ( IS_SET( pexit_rev->exit_info, EX_LOCKED ) )
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
SET_BIT( pexit_rev->exit_info, EX_BASHED );
for ( rch = to_room->people; rch; rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
act( "The $d crashes open!",
rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
}
else
{
/* Failure */
act( "OW! You bash against the $d, but it doesn't budge.",
ch, NULL, pexit->keyword, TO_CHAR );
act( "$n bashes against the $d, but it holds strong.",
ch, NULL, pexit->keyword, TO_ROOM );
damage( ch, ch, ( ch->max_hit / 10 ), gsn_bash, WEAR_NONE );
}
}
/*
* Check for "guards"... anyone bashing a door is considered as
* a potential aggressor, and there's a 25% chance that mobs
* will do unto before being done unto.
* But first...let's make sure ch ain't dead? That'd be a pain.
*/
if ( ch->deleted || ch->hit <= 1 )
return;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( !gch->deleted
&& gch != ch
&& IS_AWAKE( gch )
&& can_see( gch, ch )
&& !gch->fighting
&& ( IS_NPC( gch ) && !IS_AFFECTED( gch, AFF_CHARM ) )
&& ( ch->level - gch->level <= 4 )
&& number_bits( 2 ) == 0 )
multi_hit( gch, ch, TYPE_UNDEFINED );
}
return;
}
/* Snare skill by Binky for EnvyMud */
void do_snare( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
/*
* First, this checks for case of no second argument (valid only
* while fighting already). Later, if an argument is given, it
* checks validity of argument. Unsuccessful snares flow through
* and receive messages at the end of the function.
*/
if ( arg[0] == '\0' )
{
if ( !( victim = ch->fighting ) )
{
send_to_char( "Ensnare whom?\r\n", ch );
return;
}
/* No argument, but already fighting: valid use of snare */
WAIT_STATE( ch, skill_table[gsn_snare].beats );
if ( IS_NPC( ch )
|| number_percent( ) < ch->pcdata->learned[gsn_snare] )
{
affect_strip( victim, gsn_snare );
af.type = gsn_snare;
af.duration = 1 + ( ( ch->level ) / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_HOLD;
affect_to_char( victim, &af );
act( "You have ensnared $M!", ch, NULL, victim, TO_CHAR );
act( "$n has ensnared you!", ch, NULL, victim, TO_VICT );
act( "$n has ensnared $N.", ch, NULL, victim, TO_NOTVICT );
}
else
{
act( "You failed to ensnare $M. Uh oh!",
ch, NULL, victim, TO_CHAR );
act( "$n tried to ensnare you! Get $m!",
ch, NULL, victim, TO_VICT );
act( "$n attempted to ensnare $N, but failed!",
ch, NULL, victim, TO_NOTVICT );
}
}
else /* argument supplied */
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( !IS_NPC( ch ) && !IS_NPC( victim ) )
{
send_to_char( "You can't ensnare another player.\r\n", ch );
return;
}
if ( victim != ch->fighting ) /* TRUE if not fighting, or fighting */
{ /* if person other than victim */
if ( ch->fighting ) /* TRUE if fighting other than vict. */
{
send_to_char(
"Take care of the person you are fighting first!\r\n",
ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_snare].beats );
if ( IS_NPC( ch ) /* here, arg supplied, ch not fighting */
|| number_percent( ) < ch->pcdata->learned[gsn_snare] )
{
affect_strip( victim, gsn_snare );
af.type = gsn_snare;
af.duration = 3 + ( (ch->level ) / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_HOLD;
affect_to_char( victim, &af );
act( "You have ensnared $M!", ch, NULL, victim, TO_CHAR );
act( "$n has ensnared you!", ch, NULL, victim, TO_VICT );
act( "$n has ensnared $N.", ch, NULL, victim, TO_NOTVICT );
}
else
{
act( "You failed to ensnare $M. Uh oh!",
ch, NULL, victim, TO_CHAR );
act( "$n tried to ensnare you! Get $m!",
ch, NULL, victim, TO_VICT );
act( "$n attempted to ensnare $N, but failed!",
ch, NULL, victim, TO_NOTVICT );
}
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
WAIT_STATE( ch, skill_table[gsn_snare].beats );
if ( IS_NPC( ch )
|| number_percent( ) < ch->pcdata->learned[gsn_snare] )
{
affect_strip( victim, gsn_snare );
af.type = gsn_snare;
af.duration = 1 + ( ( ch->level ) / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_HOLD;
affect_to_char( victim, &af );
act( "You have ensnared $M!", ch, NULL, victim, TO_CHAR );
act( "$n has ensnared you!", ch, NULL, victim, TO_VICT );
act( "$n has ensnared $N.", ch, NULL, victim, TO_NOTVICT );
}
else
{
act( "You failed to ensnare $M. Uh oh!",
ch, NULL, victim, TO_CHAR );
act( "$n tried to ensnare you! Get $m!",
ch, NULL, victim, TO_VICT );
act( "$n attempted to ensnare $N, but failed!",
ch, NULL, victim, TO_NOTVICT );
}
}
}
return;
}
/* Untangle by Thelonius for EnvyMud */
void do_untangle( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_untangle].skill_level[ch->class] )
{
send_to_char( "You aren't nimble enough.\r\n", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
victim = ch;
else if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( !is_affected( victim, gsn_snare ) )
return;
if ( ( IS_NPC( ch ) && !IS_AFFECTED( ch, AFF_CHARM ) )
|| ( !IS_NPC( ch )
&& number_percent( ) < ch->pcdata->learned[gsn_untangle] ) )
{
affect_strip( victim, gsn_snare );
if ( victim != ch )
{
act( "You untangle $N.", ch, NULL, victim, TO_CHAR );
act( "$n untangles you.", ch, NULL, victim, TO_VICT );
act( "$n untangles $n.", ch, NULL, victim, TO_NOTVICT );
}
else
{
send_to_char( "You untangle yourself.\r\n", ch );
act( "$n untangles $mself.", ch, NULL, NULL, TO_ROOM );
}
return;
}
}
/*
* Menu for all game functions.
* Thelonius (Monk) 5/94
*/
void do_bet( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *croupier;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
{
send_to_char( "You can't seem to break the silence.\r\n", ch );
return;
}
/*
* The following searches for a valid croupier. It allows existing
* ACT_GAMBLE mobs to attempt to gamble with other croupiers, but
* will not allow them to gamble with themselves (i.e., switched
* imms). This takes care of ch == croupier in later act()'s
*/
for( croupier = ch->in_room->people;
croupier;
croupier = croupier->next_in_room )
{
if ( IS_NPC( croupier )
&& IS_SET( croupier->act, ACT_GAMBLE )
&& !IS_AFFECTED( croupier, AFF_MUTE )
&& croupier != ch )
break;
}
if ( !croupier )
{
send_to_char( "You can't gamble here.\r\n", ch );
return;
}
switch( croupier->pIndexData->vnum )
{
default:
bug( "ACT_GAMBLE set on undefined game; vnum = %d",
croupier->pIndexData->vnum );
break;
case MOB_VNUM_ULT:
game_u_l_t( ch, croupier, argument );
break;
}
return;
}
/*
* Upper-Lower-Triple
* Game idea by Partan
* Coded by Thelonius
*/
void game_u_l_t( CHAR_DATA *ch, CHAR_DATA *croupier, char *argument )
{
char msg [ MAX_STRING_LENGTH ];
char buf [ MAX_STRING_LENGTH ];
char limit [ MAX_STRING_LENGTH ] = "5000";
char wager [ MAX_INPUT_LENGTH ];
char choice [ MAX_INPUT_LENGTH ];
int ichoice;
int amount;
int die1;
int die2;
int die3;
int total;
argument = one_argument( argument, wager );
one_argument( argument, choice );
if ( wager[0] == '\0' || !is_number( wager ) )
{
send_to_char( "How much would you like to bet?\r\n", ch );
return;
}
amount = atoi( wager );
if ( amount > ch->gold )
{
send_to_char( "You don't have enough gold!\r\n", ch );
return;
}
if ( amount > atoi( limit ) )
{
act( "$n tells you, 'Sorry, the house limit is $t.'",
croupier, limit, ch, TO_VICT );
ch->reply = croupier;
return;
}
/*
* At the moment, the winnings (and losses) do not actually go through
* the croupier. They could do so, if each croupier is loaded with a
* certain bankroll. Unfortunately, they would probably be popular
* (and rich) targets.
*/
if ( !str_cmp( choice, "lower" ) ) ichoice = 1;
else if ( !str_cmp( choice, "upper" ) ) ichoice = 2;
else if ( !str_cmp( choice, "triple" ) ) ichoice = 3;
else
{
send_to_char( "What do you wish to bet: Upper, Lower, or Triple?\r\n",
ch );
return;
}
/*
* Now we have a wagering amount, and a choice.
* Let's place the bets and roll the dice, shall we?
*/
act( "You place $t gold coins on the table, and bet '$T'.",
ch, wager, choice, TO_CHAR );
act( "$n places a bet with you.",
ch, NULL, croupier, TO_VICT );
act( "$n plays a dice game.",
ch, NULL, croupier, TO_NOTVICT );
ch->gold -= amount;
die1 = number_range( 1, 6 );
die2 = number_range( 1, 6 );
die3 = number_range( 1, 6 );
total = die1 + die2 + die3;
sprintf( msg, "$n rolls the dice: they come up %d, %d, and %d",
die1, die2, die3 );
if( die1 == die2 && die2 == die3 )
{
strcat( msg, "." );
act( msg, croupier, NULL, ch, TO_VICT );
if ( ichoice == 3 )
{
char haul [ MAX_STRING_LENGTH ];
amount *= 37;
sprintf( haul, "%d", amount );
act( "It's a TRIPLE! You win $t gold coins!",
ch, haul, NULL, TO_CHAR );
ch->gold += amount;
}
else
send_to_char( "It's a TRIPLE! You lose!\r\n", ch );
return;
}
sprintf( buf, ", totalling %d.", total );
strcat( msg, buf );
act( msg, croupier, NULL, ch, TO_VICT );
if ( ( ( total <= 10 ) && ( ichoice == 1 ) )
|| ( ( total >= 11 ) && ( ichoice == 2 ) ) )
{
char haul [ MAX_STRING_LENGTH ];
amount *= 2;
sprintf( haul, "%d", amount );
act( "You win $t gold coins!", ch, haul, NULL, TO_CHAR );
ch->gold += amount;
}
else
send_to_char( "Sorry, better luck next time!\r\n", ch );
return;
}