/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* 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. *
**************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
**************************************************************************/
/* QuickMUD - The Lazy Man's ROM - $Id: act_move.c,v 1.2 2000/12/01 10:48:33 ring0 Exp $ */
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include "merc.h"
#include "interp.h"
char *const dir_name[] = {
"north", "east", "south", "west", "up", "down"
};
const sh_int rev_dir[] = {
2, 3, 0, 1, 5, 4
};
const sh_int movement_loss[SECT_MAX] = {
1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6
};
/*
* Local functions.
*/
int find_door args ((CHAR_DATA * ch, char *arg));
bool has_key args ((CHAR_DATA * ch, int key));
void move_char (CHAR_DATA * ch, int door, bool follow)
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
if (door < 0 || door > 5)
{
bug ("Do_move: bad door %d.", door);
return;
}
/*
* Exit trigger, if activated, bail out. Only PCs are triggered.
*/
if (!IS_NPC (ch) && mp_exit_trigger (ch, door))
return;
in_room = ch->in_room;
if ((pexit = in_room->exit[door]) == NULL
|| (to_room = pexit->u1.to_room) == NULL
|| !can_see_room (ch, pexit->u1.to_room))
{
send_to_char ("Alas, you cannot go that way.\n\r", ch);
return;
}
if (IS_SET (pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED (ch, AFF_PASS_DOOR)
|| IS_SET (pexit->exit_info, EX_NOPASS))
&& !IS_TRUSTED (ch, ANGEL))
{
act ("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM)
&& ch->master != NULL && in_room == ch->master->in_room)
{
send_to_char ("What? And leave your beloved master?\n\r", ch);
return;
}
if (!is_room_owner (ch, to_room) && room_is_private (to_room))
{
send_to_char ("That room is private right now.\n\r", ch);
return;
}
if (!IS_NPC (ch))
{
int iClass, iGuild;
int move;
for (iClass = 0; iClass < MAX_CLASS; iClass++)
{
for (iGuild = 0; iGuild < MAX_GUILD; iGuild++)
{
if (iClass != ch->class
&& to_room->vnum == class_table[iClass].guild[iGuild])
{
send_to_char ("You aren't allowed in there.\n\r", ch);
return;
}
}
}
if (in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR)
{
if (!IS_AFFECTED (ch, AFF_FLYING) && !IS_IMMORTAL (ch))
{
send_to_char ("You can't fly.\n\r", ch);
return;
}
}
if ((in_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_NOSWIM)
&& !IS_AFFECTED (ch, AFF_FLYING))
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if (IS_IMMORTAL (ch))
found = TRUE;
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if (obj->item_type == ITEM_BOAT)
{
found = TRUE;
break;
}
}
if (!found)
{
send_to_char ("You need a boat to go there.\n\r", ch);
return;
}
}
move = movement_loss[UMIN (SECT_MAX - 1, in_room->sector_type)]
+ movement_loss[UMIN (SECT_MAX - 1, to_room->sector_type)];
move /= 2; /* i.e. the average */
/* conditional effects */
if (IS_AFFECTED (ch, AFF_FLYING) || IS_AFFECTED (ch, AFF_HASTE))
move /= 2;
if (IS_AFFECTED (ch, AFF_SLOW))
move *= 2;
if (ch->move < move)
{
send_to_char ("You are too exhausted.\n\r", ch);
return;
}
WAIT_STATE (ch, 1);
ch->move -= move;
}
if (!IS_AFFECTED (ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO)
act ("$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM);
char_from_room (ch);
char_to_room (ch, to_room);
if (!IS_AFFECTED (ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO)
act ("$n has arrived.", ch, NULL, NULL, TO_ROOM);
do_function (ch, &do_look, "auto");
if (in_room == to_room) /* no circular follows */
return;
for (fch = in_room->people; fch != NULL; fch = fch_next)
{
fch_next = fch->next_in_room;
if (fch->master == ch && IS_AFFECTED (fch, AFF_CHARM)
&& fch->position < POS_STANDING)
do_function (fch, &do_stand, "");
if (fch->master == ch && fch->position == POS_STANDING
&& can_see_room (fch, to_room))
{
if (IS_SET (ch->in_room->room_flags, ROOM_LAW)
&& (IS_NPC (fch) && IS_SET (fch->act, ACT_AGGRESSIVE)))
{
act ("You can't bring $N into the city.",
ch, NULL, fch, TO_CHAR);
act ("You aren't allowed in the city.",
fch, NULL, NULL, TO_CHAR);
continue;
}
act ("You follow $N.", fch, NULL, ch, TO_CHAR);
move_char (fch, door, TRUE);
}
}
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
if (IS_NPC (ch) && HAS_TRIGGER (ch, TRIG_ENTRY))
mp_percent_trigger (ch, NULL, NULL, NULL, TRIG_ENTRY);
if (!IS_NPC (ch))
mp_greet_trigger (ch);
return;
}
void do_north (CHAR_DATA * ch, char *argument)
{
move_char (ch, DIR_NORTH, FALSE);
return;
}
void do_east (CHAR_DATA * ch, char *argument)
{
move_char (ch, DIR_EAST, FALSE);
return;
}
void do_south (CHAR_DATA * ch, char *argument)
{
move_char (ch, DIR_SOUTH, FALSE);
return;
}
void do_west (CHAR_DATA * ch, char *argument)
{
move_char (ch, DIR_WEST, FALSE);
return;
}
void do_up (CHAR_DATA * ch, char *argument)
{
move_char (ch, DIR_UP, FALSE);
return;
}
void do_down (CHAR_DATA * ch, char *argument)
{
move_char (ch, DIR_DOWN, FALSE);
return;
}
int find_door (CHAR_DATA * ch, char *arg)
{
EXIT_DATA *pexit;
int door;
if (!str_cmp (arg, "n") || !str_cmp (arg, "north"))
door = 0;
else if (!str_cmp (arg, "e") || !str_cmp (arg, "east"))
door = 1;
else if (!str_cmp (arg, "s") || !str_cmp (arg, "south"))
door = 2;
else if (!str_cmp (arg, "w") || !str_cmp (arg, "west"))
door = 3;
else if (!str_cmp (arg, "u") || !str_cmp (arg, "up"))
door = 4;
else if (!str_cmp (arg, "d") || !str_cmp (arg, "down"))
door = 5;
else
{
for (door = 0; door <= 5; door++)
{
if ((pexit = ch->in_room->exit[door]) != NULL
&& IS_SET (pexit->exit_info, EX_ISDOOR)
&& pexit->keyword != NULL && is_name (arg, pexit->keyword))
return door;
}
act ("I see no $T here.", ch, NULL, arg, TO_CHAR);
return -1;
}
if ((pexit = ch->in_room->exit[door]) == NULL)
{
act ("I see no door $T here.", ch, NULL, arg, TO_CHAR);
return -1;
}
if (!IS_SET (pexit->exit_info, EX_ISDOOR))
{
send_to_char ("You can't do that.\n\r", ch);
return -1;
}
return door;
}
void do_open (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Open what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* open portal */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET (obj->value[1], EX_ISDOOR))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], EX_CLOSED))
{
send_to_char ("It's already open.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], EX_LOCKED))
{
send_to_char ("It's locked.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], EX_CLOSED);
act ("You open $p.", ch, obj, NULL, TO_CHAR);
act ("$n opens $p.", ch, obj, NULL, TO_ROOM);
return;
}
/* 'open object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's already open.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSEABLE))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_LOCKED))
{
send_to_char ("It's locked.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], CONT_CLOSED);
act ("You open $p.", ch, obj, NULL, TO_CHAR);
act ("$n opens $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door (ch, arg)) >= 0)
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET (pexit->exit_info, EX_CLOSED))
{
send_to_char ("It's already open.\n\r", ch);
return;
}
if (IS_SET (pexit->exit_info, EX_LOCKED))
{
send_to_char ("It's locked.\n\r", ch);
return;
}
REMOVE_BIT (pexit->exit_info, EX_CLOSED);
act ("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM);
send_to_char ("Ok.\n\r", ch);
/* open the other side */
if ((to_room = pexit->u1.to_room) != NULL
&& (pexit_rev = to_room->exit[rev_dir[door]]) != NULL
&& pexit_rev->u1.to_room == ch->in_room)
{
CHAR_DATA *rch;
REMOVE_BIT (pexit_rev->exit_info, EX_CLOSED);
for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
act ("The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR);
}
}
return;
}
void do_close (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Close what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET (obj->value[1], EX_ISDOOR)
|| IS_SET (obj->value[1], EX_NOCLOSE))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], EX_CLOSED))
{
send_to_char ("It's already closed.\n\r", ch);
return;
}
SET_BIT (obj->value[1], EX_CLOSED);
act ("You close $p.", ch, obj, NULL, TO_CHAR);
act ("$n closes $p.", ch, obj, NULL, TO_ROOM);
return;
}
/* 'close object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's already closed.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSEABLE))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
SET_BIT (obj->value[1], CONT_CLOSED);
act ("You close $p.", ch, obj, NULL, TO_CHAR);
act ("$n closes $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door (ch, arg)) >= 0)
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (IS_SET (pexit->exit_info, EX_CLOSED))
{
send_to_char ("It's already closed.\n\r", ch);
return;
}
SET_BIT (pexit->exit_info, EX_CLOSED);
act ("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM);
send_to_char ("Ok.\n\r", ch);
/* close the other side */
if ((to_room = pexit->u1.to_room) != NULL
&& (pexit_rev = to_room->exit[rev_dir[door]]) != 0
&& pexit_rev->u1.to_room == ch->in_room)
{
CHAR_DATA *rch;
SET_BIT (pexit_rev->exit_info, EX_CLOSED);
for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
act ("The $d closes.", rch, NULL, pexit_rev->keyword,
TO_CHAR);
}
}
return;
}
bool has_key (CHAR_DATA * ch, int key)
{
OBJ_DATA *obj;
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if (obj->pIndexData->vnum == key)
return TRUE;
}
return FALSE;
}
void do_lock (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Lock what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET (obj->value[1], EX_ISDOOR)
|| IS_SET (obj->value[1], EX_NOCLOSE))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], EX_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (obj->value[4] < 0 || IS_SET (obj->value[1], EX_NOLOCK))
{
send_to_char ("It can't be locked.\n\r", ch);
return;
}
if (!has_key (ch, obj->value[4]))
{
send_to_char ("You lack the key.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], EX_LOCKED))
{
send_to_char ("It's already locked.\n\r", ch);
return;
}
SET_BIT (obj->value[1], EX_LOCKED);
act ("You lock $p.", ch, obj, NULL, TO_CHAR);
act ("$n locks $p.", ch, obj, NULL, TO_ROOM);
return;
}
/* 'lock object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (obj->value[2] < 0)
{
send_to_char ("It can't be locked.\n\r", ch);
return;
}
if (!has_key (ch, obj->value[2]))
{
send_to_char ("You lack the key.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_LOCKED))
{
send_to_char ("It's already locked.\n\r", ch);
return;
}
SET_BIT (obj->value[1], CONT_LOCKED);
act ("You lock $p.", ch, obj, NULL, TO_CHAR);
act ("$n locks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door (ch, arg)) >= 0)
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET (pexit->exit_info, EX_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (pexit->key < 0)
{
send_to_char ("It can't be locked.\n\r", ch);
return;
}
if (!has_key (ch, pexit->key))
{
send_to_char ("You lack the key.\n\r", ch);
return;
}
if (IS_SET (pexit->exit_info, EX_LOCKED))
{
send_to_char ("It's already locked.\n\r", ch);
return;
}
SET_BIT (pexit->exit_info, EX_LOCKED);
send_to_char ("*Click*\n\r", ch);
act ("$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* lock the other side */
if ((to_room = pexit->u1.to_room) != NULL
&& (pexit_rev = to_room->exit[rev_dir[door]]) != 0
&& pexit_rev->u1.to_room == ch->in_room)
{
SET_BIT (pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_unlock (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Unlock what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET (obj->value[1], EX_ISDOOR))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], EX_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (obj->value[4] < 0)
{
send_to_char ("It can't be unlocked.\n\r", ch);
return;
}
if (!has_key (ch, obj->value[4]))
{
send_to_char ("You lack the key.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], EX_LOCKED))
{
send_to_char ("It's already unlocked.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], EX_LOCKED);
act ("You unlock $p.", ch, obj, NULL, TO_CHAR);
act ("$n unlocks $p.", ch, obj, NULL, TO_ROOM);
return;
}
/* 'unlock object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (obj->value[2] < 0)
{
send_to_char ("It can't be unlocked.\n\r", ch);
return;
}
if (!has_key (ch, obj->value[2]))
{
send_to_char ("You lack the key.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_LOCKED))
{
send_to_char ("It's already unlocked.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], CONT_LOCKED);
act ("You unlock $p.", ch, obj, NULL, TO_CHAR);
act ("$n unlocks $p.", ch, obj, NULL, TO_ROOM);
return;
}
if ((door = find_door (ch, arg)) >= 0)
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET (pexit->exit_info, EX_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (pexit->key < 0)
{
send_to_char ("It can't be unlocked.\n\r", ch);
return;
}
if (!has_key (ch, pexit->key))
{
send_to_char ("You lack the key.\n\r", ch);
return;
}
if (!IS_SET (pexit->exit_info, EX_LOCKED))
{
send_to_char ("It's already unlocked.\n\r", ch);
return;
}
REMOVE_BIT (pexit->exit_info, EX_LOCKED);
send_to_char ("*Click*\n\r", ch);
act ("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* unlock the other side */
if ((to_room = pexit->u1.to_room) != NULL
&& (pexit_rev = to_room->exit[rev_dir[door]]) != NULL
&& pexit_rev->u1.to_room == ch->in_room)
{
REMOVE_BIT (pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_pick (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Pick what?\n\r", ch);
return;
}
WAIT_STATE (ch, skill_table[gsn_pick_lock].beats);
/* look for guards */
for (gch = ch->in_room->people; gch; gch = gch->next_in_room)
{
if (IS_NPC (gch) && IS_AWAKE (gch) && ch->level + 5 < gch->level)
{
act ("$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR);
return;
}
}
if (!IS_NPC (ch) && number_percent () > get_skill (ch, gsn_pick_lock))
{
send_to_char ("You failed.\n\r", ch);
check_improve (ch, gsn_pick_lock, FALSE, 2);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET (obj->value[1], EX_ISDOOR))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], EX_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (obj->value[4] < 0)
{
send_to_char ("It can't be unlocked.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], EX_PICKPROOF))
{
send_to_char ("You failed.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], EX_LOCKED);
act ("You pick the lock on $p.", ch, obj, NULL, TO_CHAR);
act ("$n picks the lock on $p.", ch, obj, NULL, TO_ROOM);
check_improve (ch, gsn_pick_lock, TRUE, 2);
return;
}
/* 'pick object' */
if (obj->item_type != ITEM_CONTAINER)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (obj->value[2] < 0)
{
send_to_char ("It can't be unlocked.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_LOCKED))
{
send_to_char ("It's already unlocked.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_PICKPROOF))
{
send_to_char ("You failed.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], CONT_LOCKED);
act ("You pick the lock on $p.", ch, obj, NULL, TO_CHAR);
act ("$n picks the lock on $p.", ch, obj, NULL, TO_ROOM);
check_improve (ch, gsn_pick_lock, TRUE, 2);
return;
}
if ((door = find_door (ch, arg)) >= 0)
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET (pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL (ch))
{
send_to_char ("It's not closed.\n\r", ch);
return;
}
if (pexit->key < 0 && !IS_IMMORTAL (ch))
{
send_to_char ("It can't be picked.\n\r", ch);
return;
}
if (!IS_SET (pexit->exit_info, EX_LOCKED))
{
send_to_char ("It's already unlocked.\n\r", ch);
return;
}
if (IS_SET (pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL (ch))
{
send_to_char ("You failed.\n\r", ch);
return;
}
REMOVE_BIT (pexit->exit_info, EX_LOCKED);
send_to_char ("*Click*\n\r", ch);
act ("$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM);
check_improve (ch, gsn_pick_lock, TRUE, 2);
/* pick the other side */
if ((to_room = pexit->u1.to_room) != NULL
&& (pexit_rev = to_room->exit[rev_dir[door]]) != NULL
&& pexit_rev->u1.to_room == ch->in_room)
{
REMOVE_BIT (pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_stand (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj = NULL;
if (argument[0] != '\0')
{
if (ch->position == POS_FIGHTING)
{
send_to_char ("Maybe you should finish fighting first?\n\r", ch);
return;
}
obj = get_obj_list (ch, argument, ch->in_room->contents);
if (obj == NULL)
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET (obj->value[2], STAND_AT)
&& !IS_SET (obj->value[2], STAND_ON)
&& !IS_SET (obj->value[2], STAND_IN)))
{
send_to_char ("You can't seem to find a place to stand.\n\r", ch);
return;
}
if (ch->on != obj && count_users (obj) >= obj->value[0])
{
act_new ("There's no room to stand on $p.",
ch, obj, NULL, TO_CHAR, POS_DEAD);
return;
}
ch->on = obj;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED (ch, AFF_SLEEP))
{
send_to_char ("You can't wake up!\n\r", ch);
return;
}
if (obj == NULL)
{
send_to_char ("You wake and stand up.\n\r", ch);
act ("$n wakes and stands up.", ch, NULL, NULL, TO_ROOM);
ch->on = NULL;
}
else if (IS_SET (obj->value[2], STAND_AT))
{
act_new ("You wake and stand at $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
act ("$n wakes and stands at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], STAND_ON))
{
act_new ("You wake and stand on $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
act ("$n wakes and stands on $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act_new ("You wake and stand in $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
act ("$n wakes and stands in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_STANDING;
do_function (ch, &do_look, "auto");
break;
case POS_RESTING:
case POS_SITTING:
if (obj == NULL)
{
send_to_char ("You stand up.\n\r", ch);
act ("$n stands up.", ch, NULL, NULL, TO_ROOM);
ch->on = NULL;
}
else if (IS_SET (obj->value[2], STAND_AT))
{
act ("You stand at $p.", ch, obj, NULL, TO_CHAR);
act ("$n stands at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], STAND_ON))
{
act ("You stand on $p.", ch, obj, NULL, TO_CHAR);
act ("$n stands on $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You stand in $p.", ch, obj, NULL, TO_CHAR);
act ("$n stands on $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char ("You are already standing.\n\r", ch);
break;
case POS_FIGHTING:
send_to_char ("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_rest (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
send_to_char ("You are already fighting!\n\r", ch);
return;
}
/* okay, now that we know we can rest, find an object to rest on */
if (argument[0] != '\0')
{
obj = get_obj_list (ch, argument, ch->in_room->contents);
if (obj == NULL)
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
}
else
obj = ch->on;
if (obj != NULL)
{
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET (obj->value[2], REST_ON)
&& !IS_SET (obj->value[2], REST_IN)
&& !IS_SET (obj->value[2], REST_AT)))
{
send_to_char ("You can't rest on that.\n\r", ch);
return;
}
if (obj != NULL && ch->on != obj
&& count_users (obj) >= obj->value[0])
{
act_new ("There's no more room on $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
return;
}
ch->on = obj;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED (ch, AFF_SLEEP))
{
send_to_char ("You can't wake up!\n\r", ch);
return;
}
if (obj == NULL)
{
send_to_char ("You wake up and start resting.\n\r", ch);
act ("$n wakes up and starts resting.", ch, NULL, NULL,
TO_ROOM);
}
else if (IS_SET (obj->value[2], REST_AT))
{
act_new ("You wake up and rest at $p.",
ch, obj, NULL, TO_CHAR, POS_SLEEPING);
act ("$n wakes up and rests at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], REST_ON))
{
act_new ("You wake up and rest on $p.",
ch, obj, NULL, TO_CHAR, POS_SLEEPING);
act ("$n wakes up and rests on $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act_new ("You wake up and rest in $p.",
ch, obj, NULL, TO_CHAR, POS_SLEEPING);
act ("$n wakes up and rests in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_RESTING:
send_to_char ("You are already resting.\n\r", ch);
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char ("You rest.\n\r", ch);
act ("$n sits down and rests.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], REST_AT))
{
act ("You sit down at $p and rest.", ch, obj, NULL, TO_CHAR);
act ("$n sits down at $p and rests.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], REST_ON))
{
act ("You sit on $p and rest.", ch, obj, NULL, TO_CHAR);
act ("$n sits on $p and rests.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You rest in $p.", ch, obj, NULL, TO_CHAR);
act ("$n rests in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_SITTING:
if (obj == NULL)
{
send_to_char ("You rest.\n\r", ch);
act ("$n rests.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], REST_AT))
{
act ("You rest at $p.", ch, obj, NULL, TO_CHAR);
act ("$n rests at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], REST_ON))
{
act ("You rest on $p.", ch, obj, NULL, TO_CHAR);
act ("$n rests on $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You rest in $p.", ch, obj, NULL, TO_CHAR);
act ("$n rests in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_RESTING;
break;
}
return;
}
void do_sit (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
send_to_char ("Maybe you should finish this fight first?\n\r", ch);
return;
}
/* okay, now that we know we can sit, find an object to sit on */
if (argument[0] != '\0')
{
obj = get_obj_list (ch, argument, ch->in_room->contents);
if (obj == NULL)
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
}
else
obj = ch->on;
if (obj != NULL)
{
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET (obj->value[2], SIT_ON)
&& !IS_SET (obj->value[2], SIT_IN)
&& !IS_SET (obj->value[2], SIT_AT)))
{
send_to_char ("You can't sit on that.\n\r", ch);
return;
}
if (obj != NULL && ch->on != obj
&& count_users (obj) >= obj->value[0])
{
act_new ("There's no more room on $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
return;
}
ch->on = obj;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED (ch, AFF_SLEEP))
{
send_to_char ("You can't wake up!\n\r", ch);
return;
}
if (obj == NULL)
{
send_to_char ("You wake and sit up.\n\r", ch);
act ("$n wakes and sits up.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], SIT_AT))
{
act_new ("You wake and sit at $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
act ("$n wakes and sits at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], SIT_ON))
{
act_new ("You wake and sit on $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
act ("$n wakes and sits at $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act_new ("You wake and sit in $p.", ch, obj, NULL, TO_CHAR,
POS_DEAD);
act ("$n wakes and sits in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SITTING;
break;
case POS_RESTING:
if (obj == NULL)
send_to_char ("You stop resting.\n\r", ch);
else if (IS_SET (obj->value[2], SIT_AT))
{
act ("You sit at $p.", ch, obj, NULL, TO_CHAR);
act ("$n sits at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], SIT_ON))
{
act ("You sit on $p.", ch, obj, NULL, TO_CHAR);
act ("$n sits on $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
send_to_char ("You are already sitting down.\n\r", ch);
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char ("You sit down.\n\r", ch);
act ("$n sits down on the ground.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], SIT_AT))
{
act ("You sit down at $p.", ch, obj, NULL, TO_CHAR);
act ("$n sits down at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], SIT_ON))
{
act ("You sit on $p.", ch, obj, NULL, TO_CHAR);
act ("$n sits on $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You sit down in $p.", ch, obj, NULL, TO_CHAR);
act ("$n sits down in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SITTING;
break;
}
return;
}
void do_sleep (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj = NULL;
switch (ch->position)
{
case POS_SLEEPING:
send_to_char ("You are already sleeping.\n\r", ch);
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if (argument[0] == '\0' && ch->on == NULL)
{
send_to_char ("You go to sleep.\n\r", ch);
act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_SLEEPING;
}
else
{ /* find an object and sleep on it */
if (argument[0] == '\0')
obj = ch->on;
else
obj = get_obj_list (ch, argument, ch->in_room->contents);
if (obj == NULL)
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET (obj->value[2], SLEEP_ON)
&& !IS_SET (obj->value[2], SLEEP_IN)
&& !IS_SET (obj->value[2], SLEEP_AT)))
{
send_to_char ("You can't sleep on that!\n\r", ch);
return;
}
if (ch->on != obj && count_users (obj) >= obj->value[0])
{
act_new ("There is no room on $p for you.",
ch, obj, NULL, TO_CHAR, POS_DEAD);
return;
}
ch->on = obj;
if (IS_SET (obj->value[2], SLEEP_AT))
{
act ("You go to sleep at $p.", ch, obj, NULL, TO_CHAR);
act ("$n goes to sleep at $p.", ch, obj, NULL, TO_ROOM);
}
else if (IS_SET (obj->value[2], SLEEP_ON))
{
act ("You go to sleep on $p.", ch, obj, NULL, TO_CHAR);
act ("$n goes to sleep on $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You go to sleep in $p.", ch, obj, NULL, TO_CHAR);
act ("$n goes to sleep in $p.", ch, obj, NULL, TO_ROOM);
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
send_to_char ("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_wake (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0')
{
do_function (ch, &do_stand, "");
return;
}
if (!IS_AWAKE (ch))
{
send_to_char ("You are asleep yourself!\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (IS_AWAKE (victim))
{
act ("$N is already awake.", ch, NULL, victim, TO_CHAR);
return;
}
if (IS_AFFECTED (victim, AFF_SLEEP))
{
act ("You can't wake $M!", ch, NULL, victim, TO_CHAR);
return;
}
act_new ("$n wakes you.", ch, NULL, victim, TO_VICT, POS_SLEEPING);
do_function (ch, &do_stand, "");
return;
}
void do_sneak (CHAR_DATA * ch, char *argument)
{
AFFECT_DATA af;
send_to_char ("You attempt to move silently.\n\r", ch);
affect_strip (ch, gsn_sneak);
if (IS_AFFECTED (ch, AFF_SNEAK))
return;
if (number_percent () < get_skill (ch, gsn_sneak))
{
check_improve (ch, gsn_sneak, TRUE, 3);
af.where = TO_AFFECTS;
af.type = gsn_sneak;
af.level = ch->level;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char (ch, &af);
}
else
check_improve (ch, gsn_sneak, FALSE, 3);
return;
}
void do_hide (CHAR_DATA * ch, char *argument)
{
send_to_char ("You attempt to hide.\n\r", ch);
if (IS_AFFECTED (ch, AFF_HIDE))
REMOVE_BIT (ch->affected_by, AFF_HIDE);
if (number_percent () < get_skill (ch, gsn_hide))
{
SET_BIT (ch->affected_by, AFF_HIDE);
check_improve (ch, gsn_hide, TRUE, 3);
}
else
check_improve (ch, gsn_hide, FALSE, 3);
return;
}
/*
* Contributed by Alander.
*/
void do_visible (CHAR_DATA * ch, char *argument)
{
affect_strip (ch, gsn_invis);
affect_strip (ch, gsn_mass_invis);
affect_strip (ch, gsn_sneak);
REMOVE_BIT (ch->affected_by, AFF_HIDE);
REMOVE_BIT (ch->affected_by, AFF_INVISIBLE);
REMOVE_BIT (ch->affected_by, AFF_SNEAK);
send_to_char ("Ok.\n\r", ch);
return;
}
void do_recall (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
if (IS_NPC (ch) && !IS_SET (ch->act, ACT_PET))
{
send_to_char ("Only players can recall.\n\r", ch);
return;
}
act ("$n prays for transportation!", ch, 0, 0, TO_ROOM);
if ((location = get_room_index (ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char ("You are completely lost.\n\r", ch);
return;
}
if (ch->in_room == location)
return;
if (IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED (ch, AFF_CURSE))
{
send_to_char ("Mota has forsaken you.\n\r", ch);
return;
}
if ((victim = ch->fighting) != NULL)
{
int lose, skill;
skill = get_skill (ch, gsn_recall);
if (number_percent () < 80 * skill / 100)
{
check_improve (ch, gsn_recall, FALSE, 6);
WAIT_STATE (ch, 4);
sprintf (buf, "You failed!.\n\r");
send_to_char (buf, ch);
return;
}
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp (ch, 0 - lose);
check_improve (ch, gsn_recall, TRUE, 4);
sprintf (buf, "You recall from combat! You lose %d exps.\n\r", lose);
send_to_char (buf, ch);
stop_fighting (ch, TRUE);
}
ch->move /= 2;
act ("$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_function (ch, &do_look, "auto");
if (ch->pet != NULL)
do_function (ch->pet, &do_recall, "");
return;
}
void do_train (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mob;
sh_int stat = -1;
char *pOutput = NULL;
int cost;
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 == NULL)
{
send_to_char ("You can't do that here.\n\r", ch);
return;
}
if (argument[0] == '\0')
{
sprintf (buf, "You have %d training sessions.\n\r", ch->train);
send_to_char (buf, ch);
argument = "foo";
}
cost = 1;
if (!str_cmp (argument, "str"))
{
if (class_table[ch->class].attr_prime == STAT_STR)
cost = 1;
stat = STAT_STR;
pOutput = "strength";
}
else if (!str_cmp (argument, "int"))
{
if (class_table[ch->class].attr_prime == STAT_INT)
cost = 1;
stat = STAT_INT;
pOutput = "intelligence";
}
else if (!str_cmp (argument, "wis"))
{
if (class_table[ch->class].attr_prime == STAT_WIS)
cost = 1;
stat = STAT_WIS;
pOutput = "wisdom";
}
else if (!str_cmp (argument, "dex"))
{
if (class_table[ch->class].attr_prime == STAT_DEX)
cost = 1;
stat = STAT_DEX;
pOutput = "dexterity";
}
else if (!str_cmp (argument, "con"))
{
if (class_table[ch->class].attr_prime == STAT_CON)
cost = 1;
stat = STAT_CON;
pOutput = "constitution";
}
else if (!str_cmp (argument, "hp"))
cost = 1;
else if (!str_cmp (argument, "mana"))
cost = 1;
else
{
strcpy (buf, "You can train:");
if (ch->perm_stat[STAT_STR] < get_max_train (ch, STAT_STR))
strcat (buf, " str");
if (ch->perm_stat[STAT_INT] < get_max_train (ch, STAT_INT))
strcat (buf, " int");
if (ch->perm_stat[STAT_WIS] < get_max_train (ch, STAT_WIS))
strcat (buf, " wis");
if (ch->perm_stat[STAT_DEX] < get_max_train (ch, STAT_DEX))
strcat (buf, " dex");
if (ch->perm_stat[STAT_CON] < get_max_train (ch, STAT_CON))
strcat (buf, " con");
strcat (buf, " hp mana");
if (buf[strlen (buf) - 1] != ':')
{
strcat (buf, ".\n\r");
send_to_char (buf, ch);
}
else
{
/*
* This message dedicated to Jordan ... you big stud!
*/
act ("You have nothing left to train, you $T!",
ch, NULL,
ch->sex == SEX_MALE ? "big stud" :
ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR);
}
return;
}
if (!str_cmp ("hp", argument))
{
if (cost > ch->train)
{
send_to_char ("You don't have enough training sessions.\n\r", ch);
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10;
ch->max_hit += 10;
ch->hit += 10;
act ("Your durability increases!", ch, NULL, NULL, TO_CHAR);
act ("$n's durability increases!", ch, NULL, NULL, TO_ROOM);
return;
}
if (!str_cmp ("mana", argument))
{
if (cost > ch->train)
{
send_to_char ("You don't have enough training sessions.\n\r", ch);
return;
}
ch->train -= cost;
ch->pcdata->perm_mana += 10;
ch->max_mana += 10;
ch->mana += 10;
act ("Your power increases!", ch, NULL, NULL, TO_CHAR);
act ("$n's power increases!", ch, NULL, NULL, TO_ROOM);
return;
}
if (ch->perm_stat[stat] >= get_max_train (ch, stat))
{
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if (cost > ch->train)
{
send_to_char ("You don't have enough training sessions.\n\r", ch);
return;
}
ch->train -= cost;
ch->perm_stat[stat] += 1;
act ("Your $T increases!", ch, NULL, pOutput, TO_CHAR);
act ("$n's $T increases!", ch, NULL, pOutput, TO_ROOM);
return;
}