/*************************************************************************** * 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 $d is closed.", ch, NULL, pexit->keyword, TO_CHAR); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room) { send_to_char ("What? And leave your beloved master?\n\r", ch); return; } if (!is_room_owner (ch, to_room) && room_is_private (to_room)) { send_to_char ("That room is private right now.\n\r", ch); return; } if (!IS_NPC (ch)) { int move; if (in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR) { if (!IS_AFFECTED (ch, AFF_FLYING) && !IS_IMMORTAL (ch)) { send_to_char ("You can't fly.\n\r", ch); return; } } if ((in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM) && !IS_AFFECTED (ch, AFF_FLYING)) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL (ch)) found = TRUE; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->item_type == ITEM_BOAT) { found = TRUE; break; } } if (!found) { send_to_char ("You need a boat to go there.\n\r", ch); return; } } move = movement_loss[UMIN (SECT_MAX - 1, in_room->sector_type)] + movement_loss[UMIN (SECT_MAX - 1, to_room->sector_type)]; move /= 2; /* i.e. the average */ /* conditional effects */ if (IS_AFFECTED (ch, AFF_FLYING) || IS_AFFECTED (ch, AFF_HASTE)) move /= 2; if (IS_AFFECTED (ch, AFF_SLOW)) move *= 2; WAIT_STATE (ch, 1); } if (!IS_AFFECTED (ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) act ("$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_stand (CHAR_DATA * ch, char *argument) { OBJ_DATA *obj = NULL; 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; } 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; } return; } void do_rest (CHAR_DATA * ch, char *argument) { OBJ_DATA *obj = NULL; /* 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; /* 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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SLEEPING; } break; } return; } void do_wake (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { do_function (ch, &do_stand, ""); return; } if (!IS_AWAKE (ch)) { send_to_char ("You are asleep yourself!\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (IS_AWAKE (victim)) { act ("$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; } /* * 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) { 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 ("$n prays for transportation!", ch, 0, 0, TO_ROOM); if ((location = get_room_index (ROOM_VNUM_TEMPLE)) == NULL) { send_to_char ("You are completely lost.\n\r", ch); return; } if (ch->in_room == location) return; if (IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED (ch, AFF_CURSE)) { send_to_char ("Mota has forsaken you.\n\r", ch); return; } act ("$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; } /* * for now */ void update_pos (CHAR_DATA * victim) { victim->position = POS_STANDING; return; }