/***************************************************************************
* 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. *
* *
* 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 *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include "include.h"
char * const dir_name [] =
{
"north", "east", "south", "west", "up", "down"
};
int find_path(ROOM_INDEX_DATA *from, ROOM_INDEX_DATA *to, int max_depth);
extern char * const dir_name[];
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, 2
};
char * const rev_move [] =
{
"the south", "the west", "the north", "the east", "below", "above"
};
/*
* Local functions.
*/
int find_door args( ( CHAR_DATA *ch, char *arg ) );
bool has_key args( ( CHAR_DATA *ch, int key ) );
void blood_trail args( ( CHAR_DATA *ch, int direction ) );
void aggr_update args( ( void ) );
DECLARE_DO_FUN( do_look );
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;
char buf[MAX_STRING_LENGTH];
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
if ( !IS_NPC(ch)
&& (p_exit_trigger( ch, door, PRG_MPROG )
|| p_exit_trigger( ch, door, PRG_OPROG )
|| p_exit_trigger( ch, door, PRG_RPROG )) )
return;
in_room = ch->in_room;
if( !IS_NPC(ch) && in_room->exit[door] && in_room->exit[door]->to_shaft
&& !in_room->exit[door]->u1.to_room
&& !ch->pcdata->in_mine
&& door != DIR_UP)
{
put_char_mine( ch, in_room->exit[door] );
return;
}
if(!IS_NPC(ch) && IN_MINE(ch) && ch->pcdata->in_shaft == ch->pcdata->in_mine->shaft_first && ch->pcdata->in_shaft->exit[door] && ch->pcdata->in_shaft->exit[door]->u1.to_room )
{
char_from_mine(ch);
return;
}
if(!IS_NPC(ch) && IN_MINE(ch) )
{
move_char_mine(ch, door);
return;
}
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 );
sound( "yocant.wav", ch );
return;
}
if( pexit->u1.to_room != NULL && pexit->to_shaft != NULL )
{ logf2("BUG: Move_char with both shaft and room. %s\n\r",in_room->name );
return;
}
weather_move( ch, to_room, pexit );
if ((to_room->sector_type != SECT_INSIDE ) && (to_room->room_flags != ROOM_INDOORS) && !IS_NPC( ch ) )
weather_check( ch );
if ( IS_SET(to_room->room_flags, ROOM_RENTED))
{
if ( !IS_IMMORTAL(ch))
{
send_to_char( "You can't go in there.\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 ( MOUNTED(ch) )
{
if (MOUNTED(ch)->position < POS_FIGHTING)
{
send_to_char("Your mount must be standing.\n\r", ch);
return;
}
if (!mount_success(ch, MOUNTED(ch), FALSE))
{
send_to_char("Your mount stubbornly refuses to go that way.\n\r", ch);
return;
}
}
if ( !IS_NPC(ch) )
{
int move;
/*for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++)
{
if ( is_class( ch, iClass )
&& 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 ( MOUNTED(ch) )
{
if( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) )
{
send_to_char( "Your mount can't fly.\n\r", ch );
return;
}
}
else
{
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 )
&& (MOUNTED(ch) && IS_AFFECTED(MOUNTED(ch), AFF_FLYING) ))
{
sprintf( buf,"You can't take your mount there.\n\r");
send_to_char(buf, 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 */
if ( !MOUNTED(ch) )
{
/* 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 );
sound( "exhaust.wav", ch );
return;
}
}
else
{
if (IS_AFFECTED( MOUNTED(ch), AFF_FLYING)
|| IS_AFFECTED( MOUNTED(ch), AFF_HASTE))
move /= 2;
if (IS_AFFECTED( MOUNTED(ch), AFF_SLOW))
move *= 2;
if ( MOUNTED(ch)->move < move )
{
send_to_char( "Your mount is too exhausted.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 1 );
if (!MOUNTED(ch))
ch->move -= move;
else
MOUNTED(ch)->move -= move;
}
if (RIDDEN(ch))
{
CHAR_DATA *rch;
rch = RIDDEN(ch);
if (!mount_success(rch, ch, FALSE))
{
act( "Your mount escapes your control, and leaves $T.", rch, NULL, dir_name[door], TO_CHAR );
if (RIDDEN(ch))
ch = RIDDEN(ch);
}
else
{
send_to_char("You steady your mount.\n\r", rch);
return;
}
}
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO)
{
if (MOUNTED(ch))
{
if( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) )
sprintf(buf, "$n leaves $T, riding on %s.", MOUNTED(ch)->short_descr);
else
sprintf(buf, "$n soars $T, on %s.", MOUNTED(ch)->short_descr);
act( buf, ch, NULL, dir_name[door], TO_ROOM );
}
else
{
if ( is_affected( ch, skill_lookup("doorbash") ) )
act("$n goes crashing through the door $T.",ch,0,dir_name[door],TO_ROOM);
else
act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM );
if (ch->hit < (ch->max_hit / 2))
blood_trail( ch, door );
}
}
char_from_room( ch );
char_to_room( ch, to_room );
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO)
{
if (is_affected(ch,skill_lookup("doorbash")))
act("The $T door bursts open and $n comes crashing in!",ch,0,dir_name[door],TO_ROOM);
if(!MOUNTED(ch))
{
act( "$n has arrived.", ch, NULL, NULL, TO_ROOM );
}
else
{
if ( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) )
act( "$n has arrived, riding on $N.", ch, NULL, MOUNTED(ch), TO_ROOM );
else
act( "$n soars in, riding on $N.", ch, NULL, MOUNTED(ch), TO_ROOM );
}
}
if (MOUNTED(ch))
{
char_from_room( MOUNTED(ch) );
char_to_room( MOUNTED(ch), 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 ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) )
p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY );
if ( !IS_NPC( ch ) )
{
p_greet_trigger( ch, PRG_MPROG );
p_greet_trigger( ch, PRG_OPROG );
p_greet_trigger( ch, PRG_RPROG );
}
}
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, NULL, 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 );
sound( "dooropen.wav", ch );
printf_to_char(ch, "You open the %s.\n\r", pexit->keyword );
/* 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, NULL, 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 );
printf_to_char(ch, "You close the %s.\n\r", pexit->keyword );
sound( "doorclose.wav", 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 (MOUNTED(ch))
{
send_to_char("You can't reach the lock from your mount.\n\r", ch);
return;
}
if ( ( obj = get_obj_here( ch, NULL, 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 (MOUNTED(ch))
{
send_to_char("You can't reach the lock from your mount.\n\r", ch);
return;
}
if ( ( obj = get_obj_here( ch, NULL, 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 $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
if (MOUNTED(ch))
{
send_to_char("You can't pick locks while mounted.\n\r", ch);
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("pick lock")].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,skill_lookup("pick lock")))
{
send_to_char( "You failed.\n\r", ch);
check_improve(ch,skill_lookup("pick lock"),FALSE,2);
return;
}
if ( ( obj = get_obj_here( ch, NULL, 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,skill_lookup("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 $p.",ch,obj,NULL,TO_ROOM);
check_improve(ch,skill_lookup("pick lock"),TRUE,2);
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch))
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 && !IS_IMMORTAL(ch))
{ send_to_char( "It can't be picked.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch))
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
check_improve(ch,skill_lookup("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 $p.",
ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) )
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
if (obj == NULL)
{
send_to_char( "You wake and stand up.\n\r", ch );
act( "$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 (MOUNTED(ch))
{
send_to_char("You can't rest while mounted.\n\r", ch);
return;
}
if (RIDDEN(ch))
{
send_to_char("You can't rest while being ridden.\n\r", ch);
return;
}
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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
}
switch ( ch->position )
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
send_to_char( "You wake up and start resting.\n\r", ch );
act ("$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 (MOUNTED(ch))
{
send_to_char("You can't sit while mounted.\n\r", ch);
return;
}
if (RIDDEN(ch))
{
send_to_char("You can't sit while being ridden.\n\r", ch);
return;
}
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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
}
if (MOUNTED(ch))
{
send_to_char("You can't sleep while mounted.\n\r", ch);
return;
}
if (RIDDEN(ch))
{
send_to_char("You can't sleep while being ridden.\n\r", ch);
return;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
send_to_char( "You wake and sit up.\n\r", ch );
act( "$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 $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if (argument[0] == '\0' && ch->on == NULL)
{
send_to_char( "You go to sleep.\n\r", ch );
sound( "sleep.wav", ch );
act( "$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 ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
if (IS_SET(obj->value[2],SLEEP_AT))
{
act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR);
sound( "sleep.wav", ch );
act("$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 $p.",ch,obj,NULL,TO_CHAR);
sound( "sleep.wav", ch );
act("$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ do_function(ch, &do_stand, ""); return; }
if ( !IS_AWAKE(ch) )
{ send_to_char( "You are asleep yourself!\n\r", ch ); return; }
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{ send_to_char( "They aren't here.\n\r", ch ); return; }
if ( IS_AWAKE(victim) )
{ act( "$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;
if ( !IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("sneak") ) )
{
send_to_char(
"You are too clumsy to sneak.\n\r", ch );
return;
}
if (MOUNTED(ch))
{
send_to_char("You can't sneak while riding.\n\r", ch);
return;
}
if (IS_AFFECTED(ch,AFF_SNEAK))
{
affect_strip( ch, skill_lookup("sneak") );
REMOVE_BIT( ch->affected_by, AFF_SNEAK);
send_to_char( "You no longer move silently.\n\r", ch );
return;
}
if ( number_percent( ) < get_skill(ch,skill_lookup("sneak")))
{
check_improve(ch,skill_lookup("sneak"),TRUE,3);
af.where = TO_AFFECTS;
af.type = skill_lookup("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 );
send_to_char( "You begin to move silently.\n\r", ch );
}
else
{
check_improve(ch,skill_lookup("sneak"),FALSE,3);
send_to_char( "You fail to move silently.\n\r", ch );
}
return;
}
void do_hide( CHAR_DATA *ch, char *argument )
{
if (MOUNTED(ch))
{
send_to_char("You can't hide while riding.\n\r", ch);
return;
}
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,skill_lookup("hide")))
{
SET_BIT(ch->affected_by, AFF_HIDE);
check_improve(ch,skill_lookup("hide"),TRUE,3);
}
else
check_improve(ch,skill_lookup("hide"),FALSE,3);
return;
}
/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA *ch, char *argument )
{
affect_strip ( ch, skill_lookup("invis") );
affect_strip ( ch, skill_lookup("mass invis") );
affect_strip ( ch, skill_lookup("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) && !ch->mount )
{
send_to_char("Only players can recall.\n\r",ch);
return;
}
if( IN_MINE(ch) )
{ send_to_char("You can't recall from a mine!\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("You can't recall while in the arena!\n\r", ch);
return;
}
act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );
if ( ( location = get_room_index( hometown_table[ch->hometown].recall )) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE))
{
act( "ShadowStorm has forsaken you.\n\r", ch, NULL, 0, TO_CHAR );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
int lose,skill;
skill = get_skill(ch,skill_lookup("recall"));
if ( number_percent() < 80 * skill / 100 )
{
check_improve(ch,skill_lookup("recall"),FALSE,6);
WAIT_STATE( ch, 4 );
sprintf( buf, "You failed!.\n\r");
send_to_char( buf, ch );
return;
}
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp( ch, 0 - lose );
check_improve(ch,skill_lookup("recall"),TRUE,4);
sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move *= .80;
act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
sound( "recall.wav", ch );
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)
{
char_from_room( ch->pet );
char_to_room( ch->pet, ch->in_room );
do_function(ch->pet, &do_look, "auto" );
return;
}
if (ch->mount != NULL)
{
char_from_room( ch->mount );
char_to_room( ch->mount, ch->in_room );
do_function(ch->mount, &do_look, "auto" );
return;
}
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, number;
char arg[MSL];
char arg2[MSL];
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
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 ( arg2[0] == '\0' )
{
sprintf( buf, "You have %d training sessions.\n\r", ch->train );
send_to_char( buf, ch );
if (is_number( arg ) )
{
send_to_char("syntax: for the train command is train [number] type.\n\rThe number is optional\n\r", ch );
return;
}
strcpy( arg2, arg );
}
number = is_number(arg) ? atoi(arg) : 1;
if ( number < 2 )
cost = 1;
else if ( !str_cmp( arg2, "str" ) || !str_cmp( arg2, "wis" ) ||
!str_cmp( arg2, "dex" ) || !str_cmp( arg2, "con" ) || !str_cmp( arg2, "int" ) )
cost = number;
if ( !str_cmp( arg2, "str" ) )
{
if ( is_prime_stat(ch, STAT_STR) )
cost = 1;
stat = STAT_STR;
pOutput = "strength";
}
else if ( !str_cmp( arg2, "int" ) )
{
if ( is_prime_stat(ch, STAT_INT) )
cost = 1;
stat = STAT_INT;
pOutput = "intelligence";
}
else if ( !str_cmp( arg2, "wis" ) )
{
if ( is_prime_stat(ch, STAT_WIS) )
cost = 1;
stat = STAT_WIS;
pOutput = "wisdom";
}
else if ( !str_cmp( arg2, "dex" ) )
{
if ( is_prime_stat(ch, STAT_DEX) )
cost = 1;
stat = STAT_DEX;
pOutput = "dexterity";
}
else if ( !str_cmp( arg2, "con" ) )
{
if ( is_prime_stat(ch, STAT_CON) )
cost = 1;
stat = STAT_CON;
pOutput = "constitution";
}
else if ( !str_cmp(arg2, "hp" ) )
{
if ( number < 2 )
cost = 1;
else
cost = number;
}
else if ( !str_cmp(arg2, "mana" ) )
{
if ( number < 2 )
cost = 1;
else
cost = number;
}
else if ( !str_cmp(arg2, "move" ) )
{
if ( number < 2 )
cost = 1;
else
cost = number;
}
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 move");
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 $T!",
ch, NULL,
ch->sex == SEX_MALE ? "big stud" :
ch->sex == SEX_FEMALE ? "hot babe" :
"wild thing",
TO_CHAR );
}
return;
}
if (!str_cmp("hp",arg2))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10 * cost;
ch->max_hit += 10 * cost;
ch->hit += 10 * cost;
if ( number < 2 )
{
act( "Your durability increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM);
return;
}
else
{
printf_to_char( ch, "Your durability increases %d times!\n\r", cost );
act( "$n's durability increases!\n\r", ch, NULL, NULL, TO_ROOM );
return;
}
}
if (!str_cmp("mana",arg2))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_mana += 10 * cost;
ch->max_mana += 10 * cost;
ch->mana += 10 * cost;
if ( number < 2 )
{
act( "Your power increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's power increases!",ch,NULL,NULL,TO_ROOM);
return;
}
else
{
printf_to_char( ch, "Your power increases %d times!", number );
act( "$n's power increases!", ch, NULL, NULL, TO_ROOM );
return;
}
}
if ( !str_cmp( arg2, "move" ) )
{
if ( cost >= ch->train )
{
send_to_char( "You don't have enough training sessions!\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_move += cost * 10;
ch->max_move += cost * 10;
ch->move += cost * 10;
if ( number < 2 )
{
act( "Your stamina increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's stamina increases!",ch,NULL,NULL,TO_ROOM);
return;
}
else
{
printf_to_char( ch, "Your power increases %d times!", number );
act( "$n's stamina 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;
}
void do_push_drag( CHAR_DATA *ch, char *argument, char *verb )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
CHAR_DATA *victim;
EXIT_DATA *pexit;
OBJ_DATA *obj;
int door;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
victim = get_char_room(ch, NULL, arg1);
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
sprintf( buf, "%s whom or what where?\n\r", capitalize(verb));
send_to_char( buf, ch );
return;
}
if ( (!victim || !can_see(ch,victim))
&& (!obj || !can_see_obj(ch,obj)) )
{
sprintf(buf,"%s whom or what where?\n\r", capitalize(verb));
send_to_char( buf, ch );
return;
}
if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0;
else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1;
else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2;
else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3;
else if ( !str_cmp( arg2, "u" ) || !str_cmp( arg2, "up" ) ) door = 4;
else if ( !str_cmp( arg2, "d" ) || !str_cmp( arg2, "down" ) ) door = 5;
else
{
sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb );
send_to_char( buf, ch );
return;
}
if ( obj )
{
in_room = obj->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb );
send_to_char( buf, ch );
return;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
|| IS_SET(pexit->exit_info,EX_NOPASS) )
{
act( "You cannot $t it through the $d.", ch, verb, pexit->keyword, TO_CHAR );
act( "$n decides to $t $P around!", ch, verb, obj, TO_ROOM );
return;
}
act( "You attempt to $T $p out of the room.", ch, obj, verb, TO_CHAR );
act( "$n is attempting to $T $p out of the room.", ch, obj, verb, TO_ROOM );
if ( obj->weight > (2 * can_carry_w (ch)) )
{
act( "$p is too heavy to $T.\n\r", ch, obj, verb, TO_CHAR);
act( "$n attempts to $T $p, but it is too heavy.\n\r", ch, obj, verb, TO_ROOM);
return;
}
if ( !IS_IMMORTAL(ch)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) )
{
send_to_char( "It won't budge.\n\r", ch );
return;
}
if ( ch->move > 10 )
{
ch->move -= 10;
send_to_char( "You succeed!\n\r", ch );
act( "$n succeeds!", ch, NULL, NULL, TO_ROOM );
if (!str_cmp( verb, "drag" ))
{
act( "$n drags $p $T!", ch, obj, dir_name[door], TO_ROOM );
char_from_room( ch );
char_to_room( ch, pexit->u1.to_room );
do_look( ch, "auto" );
obj_from_room( obj );
obj->carried_by = ch;
obj_to_room( obj, to_room );
act( "$n drags $p into the room.", ch, obj, dir_name[door], TO_ROOM );
}
else if (!str_cmp( verb, "push" ))
{
act( "$p {Wflies{x $T!", ch, obj, dir_name[door], TO_ROOM );
act( "$p {Wflies{x $T!", ch, obj, dir_name[door], TO_CHAR );
char_from_room( ch );
char_to_room( ch, pexit->u1.to_room );
act( "You notice movement from nearby to the $T.",
ch, NULL, rev_move[door], TO_ROOM );
act( "$p {Wflies{x into the room!", ch, obj, dir_name[door], TO_ROOM );
char_from_room( ch );
char_to_room( ch, in_room );
obj_from_room( obj );
obj->carried_by = ch;
obj_to_room( obj, to_room );
}
}
else
{
sprintf( buf, "You are too tired to %s anything around!\n\r", verb );
send_to_char( buf, ch );
}
}
else
{
if ( ch == victim )
{
act( "You $t yourself about the room and look very silly.", ch, verb, NULL, TO_CHAR );
act( "$n decides to be silly and $t $mself about the room.", ch, verb, NULL, TO_ROOM );
return;
}
in_room = victim->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(victim,pexit->u1.to_room))
{
sprintf( buf, "Alas, you cannot %s them that way.\n\r", verb );
send_to_char( buf, ch );
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(victim, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)))
{
act( "You try to $t them through the $d.", ch, verb, pexit->keyword, TO_CHAR );
act( "$n decides to $t you around!", ch, verb, victim, TO_VICT );
act( "$n decides to $t $N around!", ch, verb, victim, TO_NOTVICT );
return;
}
act( "You attempt to $t $N out of the room.", ch, verb, victim, TO_CHAR );
act( "$n is attempting to $t you out of the room!", ch, verb, victim, TO_VICT );
act( "$n is attempting to $t $N out of the room.", ch, verb, victim, TO_NOTVICT );
if ( !IS_IMMORTAL(ch)
|| (IS_NPC(victim)
&& (IS_SET(victim->act,ACT_TRAIN)
|| IS_SET(victim->act,ACT_PRACTICE)
|| IS_SET(victim->act,ACT_IS_HEALER)
|| IS_SET(victim->act,ACT_IS_CHANGER)
|| IS_SET(victim->imm_flags,IMM_SUMMON)
|| victim->pIndexData->pShop ))
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| (!str_cmp( verb, "push" ) && victim->position != POS_STANDING)
|| is_safe(ch,victim)
|| (number_percent() > 90)
|| (victim->max_hit > (ch->max_hit + (get_curr_stat(ch,STAT_STR)*20))) )
{
send_to_char( "They won't budge.\n\r", ch );
return;
}
if ( ch->move > 10 )
{
ch->move -= 10;
send_to_char( "You succeed!\n\r", ch );
act( "$n succeeds!", ch, NULL, NULL, TO_ROOM );
if (!str_cmp( verb, "drag" ))
{
move_char( ch, door, FALSE );
act( "$n is dragged $T!", victim, NULL, dir_name[door], TO_ROOM );
act( "You are dragged $T!\n\r", victim, NULL, dir_name[door], TO_CHAR );
char_from_room( victim );
char_to_room( victim, pexit->u1.to_room );
do_look( victim, "auto" );
act( "$N drags $n into the room.", victim, NULL, ch, TO_NOTVICT );
}
else if (!str_cmp( verb, "push" ))
{
act( "$n {Wflies{x $T!", victim, NULL, dir_name[door], TO_ROOM );
act( "You {Wfly{x $T!\n\r", victim, NULL, dir_name[door], TO_CHAR );
char_from_room( victim );
char_to_room( victim, pexit->u1.to_room );
do_look( victim, "auto" );
act( "You notice movement from nearby to the $T.",
victim, NULL, rev_move[door], TO_ROOM );
act( "$n {Wflies{x into the room!", victim, NULL, NULL, TO_ROOM );
}
}
else
{
sprintf( buf, "You are too tired to %s anybody around!\n\r", verb );
send_to_char( buf, ch );
}
}
return;
}
void do_push( CHAR_DATA *ch, char *argument )
{
do_push_drag( ch, argument, "push" );
return;
}
void do_drag( CHAR_DATA *ch, char *argument )
{
do_push_drag( ch, argument, "drag" );
return;
}
void do_rental( CHAR_DATA *ch, char *argument )
{
int cost = 10;
if ( IS_SET(ch->in_room->room_flags, ROOM_RENTAL) )
{
if ( IS_NPC(ch))
return;
if ( IS_SET(ch->act, PLR_TENNANT))
{
send_to_char("You haven't checked out from last time, yet!\n\r", ch);
return;
}
if ( ch->gold < cost )
{
send_to_char("You need at least 10 gold to rent a room!\n\r", ch );
return;
}
send_to_char("You rent the room.\n\r", ch);
REMOVE_BIT(ch->in_room->room_flags, ROOM_RENTAL);
SET_BIT(ch->in_room->room_flags, ROOM_PRIVATE);
SET_BIT(ch->in_room->room_flags, ROOM_RENTED);
SET_BIT(ch->act, PLR_TENNANT);
ch->gold -= cost;
return;
}
else
{
send_to_char("You can't rent this room.\n\r", ch);
return;
}
}
void do_checkout( CHAR_DATA *ch, char *argument )
{
if ( IS_SET(ch->in_room->room_flags, ROOM_RENTED) )
{
if ( IS_NPC(ch))
return;
if ( IS_SET(ch->act, PLR_TENNANT) && ch->pcdata->rentroom == ch->in_room->vnum)
{
send_to_char("You check out of the room.\n\r", ch);
REMOVE_BIT(ch->act, PLR_TENNANT);
REMOVE_BIT(ch->in_room->room_flags, ROOM_RENTED);
SET_BIT(ch->in_room->room_flags, ROOM_RENTAL);
ch->pcdata->rentroom = 0;
return;
}
else
{
send_to_char("This is not your room.\n\r", ch);
return;
}
}
}
int find_path(ROOM_INDEX_DATA *from, ROOM_INDEX_DATA *to, int max_depth)
{
int bitvector[PATH_MAX_VNUM/BITS_PER_INT];
ROOM_INDEX_DATA *rlist;
ROOM_INDEX_DATA *track_room_list;
int i, depth;
bzero(bitvector, sizeof(bitvector));
PATH_SET_FLAG(bitvector, from->vnum);
track_room_list = from;
track_room_list->next_track = NULL;
for (depth = 0; depth < max_depth; depth++)
{
rlist = track_room_list;
track_room_list = NULL;
for (; rlist; rlist = rlist->next_track)
{
for (i = 0; i < PATH_MAX_DIR; i++)
{
if (!rlist->exit[i] || !rlist->exit[i]->u1.to_room ||
PATH_IS_FLAG(bitvector, rlist->exit[i]->u1.to_room->vnum))
continue;
PATH_SET_FLAG(bitvector, rlist->exit[i]->u1.to_room->vnum);
rlist->exit[i]->u1.to_room->track_came_from = rlist;
if (rlist->exit[i]->u1.to_room == to)
{
if (rlist == from)
return i;
// if you need access to the entire path, this is the place to get it.
// basically it's back-tracking how it got to the destination.
// Also a good place to hinder track based on sector, weather, etc.
while (rlist->track_came_from != from)
rlist = rlist->track_came_from;
for (i = 0; i < PATH_MAX_DIR; i++)
if (from->exit[i] && from->exit[i]->u1.to_room == rlist)
return i;
return -1;
}
else
{
rlist->exit[i]->u1.to_room->next_track = track_room_list;
track_room_list = rlist->exit[i]->u1.to_room;
}
}
}
}
return -1;
}
void do_track( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int direction;
bool fArea;
int skill = 100;
skill /= 4;
skill += ch->level/5;
one_argument( argument, arg );
if (IS_NPC(ch)
|| !can_use_skpell( ch, skill_lookup("hunt")) )
{
send_to_char("Who do you want to track?\n\r",ch);
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Whom are you trying to hunt?\n\r", ch );
return;
}
/* only imps can hunt to different areas */
fArea = ( get_trust(ch) < MAX_LEVEL );
if( fArea )
victim = get_char_area( ch, arg );
else
victim = get_char_world( ch, arg );
if( victim == NULL )
{
send_to_char("No-one around by that name.\n\r", ch );
return;
}
if( ch->in_room == victim->in_room )
{
act( "$N is here!", ch, NULL, victim, TO_CHAR );
return;
}
/*
* Deduct some movement.
*/
if( ch->move > 2 )
ch->move -= 3;
else
{
send_to_char( "You're too exhausted to hunt anyone!\n\r", ch );
return;
}
act( "$n carefully sniffs the air.", ch, NULL, NULL, TO_ROOM );
WAIT_STATE( ch, skill_table[skill_lookup("hunt")].beats );
direction = find_path(ch->in_room, victim->in_room, skill);
if( direction == -1 )
{
act( "You couldn't find a path to $N from here.",
ch, NULL, victim, TO_CHAR );
return;
}
if( direction < 0 || direction > 5 )
{
send_to_char( "Hmm... Something seems to be wrong.\n\r", ch );
return;
}
/*
* Give a random direction if the player misses the die roll.
*/
if( ( IS_NPC (ch) && number_percent () > 75) /* NPC @ 25% */
|| (!IS_NPC (ch) && number_percent () > /* PC @ norm */
ch->pcdata->learned[skill_lookup("hunt")] ) )
{
do
{
direction = number_door();
}
while( ( ch->in_room->exit[direction] == NULL )
|| ( ch->in_room->exit[direction]->u1.to_room == NULL) );
}
/*
* Display the results of the search.
*/
sprintf( buf, "$N is %s from here.", dir_name[direction] );
act( buf, ch, NULL, victim, TO_CHAR );
check_improve(ch,skill_lookup("hunt"),TRUE,1);
return;
}
void blood_trail ( CHAR_DATA *ch, int direction )
{
OBJ_DATA *trail;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
if(!ch || !ch->in_room)
return;
trail = create_object(get_obj_index(OBJ_VNUM_BLOOD_TRAIL), 0);
trail->timer = number_range( 8, 15 );
obj = get_obj_list(ch, "btrail", ch->in_room->contents);
if ( obj )
obj_from_room( obj );
sprintf(buf, trail->short_descr, dir_name[direction]);
free_string(trail->short_descr);
trail->short_descr = str_dup(buf);
sprintf(buf, trail->description, dir_name[direction]);
free_string(trail->description);
trail->description = str_dup(buf);
trail->carried_by = ch;
obj_to_room(trail, ch->in_room);
return;
}
void do_wpoint( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
char arg[MSL];
int a;
ROOM_INDEX_DATA *location;
if( ch->in_room == NULL )
{
return;
}
if ( IS_NPC( ch ) )
{
send_to_char( "Mobs don't need way points!\n\r", ch );
return;
}
if( IN_MINE(ch) )
{ send_to_char("You can't set a wpoint in a mine!\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if (!IS_SET(ch->in_room->room_flags,ROOM_WAYPOINT) )
{
send_to_char("You are not at a waypoint!\n\r", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( " {CLocation name{x\n\r" , ch );
send_to_char( " {G==========================={x\n\r" , ch );
for( a = 0; a < MAX_WAYPOINT; a++ )
{
location = get_room_index( ch->wpoint[a] );
sprintf( buf, " %2d: %s\n\r", a,
( location == NULL ? "(No way point set yet)" : location->name ) );
send_to_char( buf, ch );
location = NULL;
}
return;
}
if( !str_cmp( "set", arg ) )
{
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char("Syntx: wpoint set (number)\n\r", ch );
return;
}
a = atoi(arg);
if( a < 0 || a >= MAX_WAYPOINT )
{
printf_to_char( ch, "Please choose a number between 1 and %d.\n\r", MAX_WAYPOINT );
return;
}
else
{
ch->wpoint[a] = ch->in_room->vnum;
send_to_char("You memorize your current location.\n\r", ch );
return;
}
}
if( !str_cmp( "recall", arg ) )
{
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char("To visit another waypoint type wpoint recall (number).\n\r", ch );
return;
}
a = atoi( arg );
if( a < 0 || a >= MAX_WAYPOINT )
{
printf_to_char(ch, "Please choose a number between 1 and %d.\n\r", MAX_WAYPOINT );
return;
}
else
{
location = get_room_index( ch->wpoint[a] );
if ( ch->in_room == location )
{
send_to_char( "You are already there!\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) )
{
send_to_char("The room glows for a moment, then fades.\n\r", ch);
return;
}
if( location == NULL )
{
send_to_char("You remember no such location.\n\r", ch );
ch->wpoint[a] = 0;
return;
}
if (!IS_SET(ch->in_room->room_flags,ROOM_WAYPOINT) )
{
send_to_char("You are not at a waypoint!\n\r", ch );
return;
}
act("$n disappears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
char_from_room( ch );
char_to_room( ch, location );
act("$n appears suddenly from a puff of smoke!",ch,NULL,NULL,TO_ROOM);
do_function( ch, &do_look, "auto" );
return;
if (ch->pet != NULL)
{
char_from_room( ch->pet );
char_to_room( ch->pet, ch->in_room );
do_function(ch->pet, &do_look, "auto" );
return;
}
if (ch->mount != NULL)
{
char_from_room( ch->mount );
char_to_room( ch->mount, ch->in_room );
do_function(ch->mount, &do_look, "auto" );
return;
}
}
}
return;
}
void do_familiar (CHAR_DATA *ch, char *argument)
{
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *mount;
int i, chance;
if ((chance = get_skill(ch,skill_lookup("familiar"))) == 0
|| (!IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("familiar"))))
{
send_to_char("You can't summon a familiar you don't know how.\n\r",ch);
return;
}
if ( ch->pet != NULL )
{
send_to_char("You already have a pet.\n\r",ch);
return;
}
if(ch->position == POS_FIGHTING)
{
send_to_char("You can't summon a familiar while your fighting!\n\r",ch);
return;
}
if ( ( pMobIndex = get_mob_index(MOB_VNUM_FAMILIAR) ) == NULL )
{
send_to_char( "The familiar mob doesn't exist.\n\r", ch );
return;
}
if(ch->in_room->sector_type == SECT_INSIDE
|| ch->in_room->sector_type == SECT_WATER_SWIM
|| ch->in_room->sector_type == SECT_WATER_NOSWIM
|| ch->in_room->sector_type == SECT_AIR )
{
send_to_char("You are feeling too sick to concentrate.\n\r",ch);
return;
}
mount = create_mobile( pMobIndex );
mount->level = number_fuzzy(ch->level / 2);
mount->mana = mount->max_mana = number_fuzzy(ch->max_mana / 2);
mount->hit = mount->max_hit = number_fuzzy(ch->max_hit / 2);
mount->move = mount->max_move = number_fuzzy(ch->max_move / 2);
for(i = 0; i < 4; i++)
mount->armor[i] = number_fuzzy(ch->armor[i] - 20);
mount->hitroll = number_fuzzy(ch->level / 10);
mount->damroll = number_fuzzy(ch->level / 10);
/* free up the old mob names */
free_string(mount->description);
free_string(mount->name);
free_string(mount->short_descr);
free_string(mount->long_descr);
/* terrain */
switch(ch->in_room->sector_type)
{
case(SECT_CITY): /* rat */
case(SECT_FIELD):
mount->description = str_dup( "You see a large furry rat." );
mount->short_descr = str_dup("large rat");
mount->long_descr = str_dup("A large rodent is here looking for something to eat.");
mount->name = str_dup("familiar rat");
mount->dam_type = 22; /* scratch */
break;
case(SECT_FOREST): /* falcon */
case(SECT_HILLS):
mount->description = str_dup("You see a large falcon.");
mount->short_descr = str_dup("large falcon");
mount->long_descr = str_dup("A large falcon screams here.\n\r");
mount->name = str_dup("familiar falcon");
mount->dam_type = 5; /* claw */
break;
case(SECT_MOUNTAIN): /* mountain lion */
mount->description =
str_dup("You see a very large mountain lion. One wrong look and it could\n\r"
"have your head lying at your feet. You should think better than\n\r"
"cross this beast especial if you have a weapon in your hand.\n\r");
mount->short_descr = str_dup("large mountain lion");
mount->long_descr = str_dup("A large mountain lion claws the ground here.\n\r");
mount->name = str_dup("familiar mountain lion");
mount->dam_type = 10; /* bite */
break;
case(SECT_DESERT): /* sandworm */
mount->description =
str_dup("You see a large white sandworm wiggling in the light.\n\r"
"A red spot on one end makes you guess it is a mouth.\n\r"
"A loud moan comes from the direction of that red spot.\n\r");
mount->short_descr = str_dup("sandworm");
mount->long_descr = str_dup("A white sandworm wiggles on the ground here.\n\r");
mount->name = str_dup("familiar sandworm");
mount->dam_type = 12; /* suction */
break;
}
do_sit( ch, "" );
char_to_room( mount, ch->in_room );
act( "You begin your summoning spell and a $N appears before you!.",ch,NULL,mount,TO_CHAR);
act( "$n begins to chant and calls to a $N!", ch, NULL, mount, TO_ROOM );
WAIT_STATE(ch, 2 * PULSE_MOBILE);
add_follower( mount, ch );
mount->leader = ch;
ch->pet = mount;
do_stand(ch,"");
SET_BIT(mount->act, ACT_PET);
SET_BIT(mount->affected_by, AFF_CHARM);
ch->move -= (mount->level / 2);
check_improve(ch,skill_lookup("familiar"),TRUE,6);
return;
}
void do_doorbash(CHAR_DATA *ch,char *argument)
{
char arg[MAX_INPUT_LENGTH];
int door;
int chance;
AFFECT_DATA af;
one_argument(argument,arg);
if (arg[0] == '\0')
{
send_to_char("Bash door which door?\n\r",ch);
return;
}
chance = get_skill(ch,skill_lookup("doorbash"));
if (chance == 0
|| !can_use_skpell( ch, skill_lookup("doorbash") ) )
{
send_to_char("You'd hurt yourself doing that.\n\r",ch);
return;
}
if (ch->move < 5)
{
send_to_char("You are too exhausted.\n\r",ch);
return;
}
if ( (door = find_door(ch,arg) ) >= 0)
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info,EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (!IS_SET(pexit->exit_info,EX_LOCKED))
{
send_to_char("It's already unlocked, why not just use the knob?\n\r",ch);
return;
}
chance /= 4;
chance += ch->level/5;
chance += get_curr_stat(ch,STAT_STR)/2;
if (!str_cmp(pc_race_table[ch->race].name,"giant"))
chance += 15;
do_visible(ch,"");
if (number_percent() > chance || IS_SET(pexit->exit_info,EX_NOBASH) )
{
act("$n flies into the $T door and rebounds with a great lack of dignity!",ch,0,dir_name[door],TO_ROOM);
act("You fly into the door $T but simply bounce off it like a lump of rock!",ch,0,dir_name[door],TO_CHAR);
damage(ch,ch,dice(3,5),skill_lookup("doorbash"),DAM_BASH,TRUE);
damage(ch,ch,dice(3,5),skill_lookup("doorbash"),DAM_BASH,TRUE);
check_improve(ch,skill_lookup("doorbash"),FALSE,1);
WAIT_STATE(ch,12);
return;
}
act("$n slams into the $T door and throws it open with a mighty crash!",ch,0,dir_name[door],TO_ROOM);
act("You slam into the $T door and it cracks open with a deafening sound!",ch,0,dir_name[door],TO_CHAR);
check_improve(ch,skill_lookup("doorbash"),TRUE,1);
WAIT_STATE(ch,12);
REMOVE_BIT(pexit->exit_info,EX_LOCKED);
REMOVE_BIT(pexit->exit_info,EX_CLOSED);
if ( ( (to_room = pexit->u1.to_room) != NULL)
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room)
{
REMOVE_BIT(pexit_rev->exit_info,EX_LOCKED);
REMOVE_BIT(pexit_rev->exit_info,EX_CLOSED);
}
if (number_percent() < get_curr_stat(ch,STAT_DEX))
return;
af.where = TO_AFFECTS;
af.type = skill_lookup("doorbash");
af.location = 0;
af.modifier = 0;
af.duration = -1;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
move_char(ch,door,FALSE);
affect_strip(ch,skill_lookup("doorbash"));
}
return;
}
void do_sstep( CHAR_DATA *ch, char *argument )
{
char buf[MIL];
char buf2[MIL];
char arg[MIL];
ROOM_INDEX_DATA *in_room, *start_room;
AFFECT_DATA af;
int chance;
int count;
char *c, last_c, *num, *p;
int door = -1, outtop = 0;
bool dFound = FALSE;
chance = get_skill(ch,skill_lookup("shadowstep"));
if (chance == 0
|| !can_use_skpell( ch, skill_lookup("shadowstep") ) )
{
send_to_char("You'd hurt yourself doing that.\n\r",ch);
return;
}
if( argument[0] == '\0' )
{
send_to_char("Shadowstep where?\n\r",ch);
return;
}
if (!ch->desc || *argument == '\0')
{
send_to_char("You run in place!\n\r",ch);
return;
}
buf[0] = '\0';
while( *argument != '\0')
{
argument = one_argument(argument,arg);
strcat(buf,arg);
}
for( p = buf + strlen(buf)-1; p >= buf; p--)
{
if (!isdigit(*p))
{
switch( *p )
{
case 'n':
case 's':
case 'e':
case 'w':
case 'u':
case 'd':
dFound = TRUE;
break;
case 'o':
break;
default: send_to_char("Invalid direction!\n\r",ch);
return;
}
}
else if (!dFound)
*p = '\0';
}
if( !dFound )
{
send_to_char("No directions specified!\n\r",ch);
return;
}
send_to_char("You step into the {Dshadows{x.\n\r\n\r",ch);
act("$n steps into the {Dshadows{x.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,skill_lookup("shadowstep"),TRUE,2);
af.where = TO_AFFECTS;
af.type = skill_lookup("shadowstep");
af.level = ch->level;
af.duration = 0;
af.location = APPLY_NONE;
af.modifier = 0;
if( !IS_AFFECTED(ch, AFF_PASS_DOOR))
{
af.bitvector = AFF_PASS_DOOR;
affect_to_char(ch, &af);
}
if( !IS_AFFECTED(ch, AFF_SNEAK))
{
af.bitvector = AFF_SNEAK;
affect_to_char(ch, &af);
}
if( !IS_AFFECTED(ch, AFF_FLYING))
{
af.bitvector = AFF_FLYING;
affect_to_char(ch, &af);
}
if( ch->desc )
outtop = ch->desc->outtop;
start_room = ch->in_room;
last_c = '\0';
count = 1;
last_c = *buf;
for( c = buf; *c != '\0'; ++c )
{
count = 1;
if( isdigit(*c))
{
char nbuf[100];
num = nbuf;
*num = *c;
while( isdigit(*c))
{
*num = *c;
*(num+1) = '\0';
++c;
++num;
}
count = atoi(nbuf);
}
while( *c != '\0' && count )
{
door = -1;
if( *c == 'o' )
{
++c;
sprintf(buf2, "open ");
switch(*c)
{
case 'n' : strcat(buf, "north"); door = DIR_NORTH; break;
case 's' : strcat(buf, "south"); door = DIR_SOUTH; break;
case 'e' : strcat(buf, "east"); door = DIR_EAST; break;
case 'w' : strcat(buf, "west"); door = DIR_WEST; break;
case 'u' : strcat(buf, "up" ); door = DIR_UP; break;
case 'd' : strcat(buf, "down"); door = DIR_DOWN; break;
default: break;
}
if( door != -1
&& ch->in_room->exit[door]
&& IS_SET(ch->in_room->exit[door]->exit_info, EX_CLOSED)
&& IS_SET(ch->in_room->exit[door]->exit_info, EX_NOPASS))
{
interpret(ch,buf);
if( IS_SET(ch->in_room->exit[door]->exit_info, EX_CLOSED))
{
if( ch->desc )
ch->desc->outtop = outtop;
send_to_char("\n\rYou are thrown from the {Dshadows{x.\n\r",ch);
act("$n appears from the {Dshadows{x.",ch,NULL,NULL,TO_ROOM);
affect_strip(ch,skill_lookup("shadowstep"));
return;
}
}
if( ch->desc )
ch->desc->outtop = outtop;
continue;
}
switch(*c)
{
case 'n' : door = DIR_NORTH; break;
case 's' : door = DIR_SOUTH; break;
case 'e' : door = DIR_EAST; break;
case 'w' : door = DIR_WEST; break;
case 'u' : door = DIR_UP; break;
case 'd' : door = DIR_DOWN; break;
default: break;
}
if( door == -1 )
{
affect_strip(ch,skill_lookup("shadowstep"));
send_to_char("You are thrown from the {Dshadows{x.\n\r",ch);
if( ch->in_room != start_room )
act("$n appears from the {Dshadows{x.",ch,NULL,NULL,TO_ROOM);
return;
}
in_room = ch->in_room;
sprintf(buf2,"%s",dir_name[door]);
interpret(ch,buf2);
if( ch->in_room == in_room )
{
affect_strip(ch,skill_lookup("shadowstep"));
send_to_char("You are thrown from the {Dshadows{x.\n\r",ch);
if( ch->in_room != start_room )
act("$n appears from the {Dshadows{x.",ch,NULL,NULL,TO_ROOM);
return;
}
if( in_room->people && in_room != start_room && *(c+1) != '\0')
act("A dark {Dshadow{x passes over you.",in_room->people,NULL,NULL,TO_ALL);
if( ch->desc )
ch->desc->outtop = outtop;
aggr_update( );
}
}
affect_strip(ch, skill_lookup( "shadowstep_shadowstep"));
do_function( ch, &do_look, "auto" );
act("$n steps out of the {Dshadows{x.",ch,NULL,NULL,TO_ROOM);
return;
}
//Check to see if a vnum has been explored
bool explored_vnum(CHAR_DATA *ch, int vnum)
{ int mask = vnum / 32; //Get which bucket the bit is in
unsigned int bit = vnum % 32; //Get which bit in the bucket we're playing with
EXPLORE_HOLDER *pExp; //The buckets bucket.
if(bit == 0 ) // % 32 will return 0 if vnum == 32, instead make it the last bit of the previous mask
{ mask--;
bit = 32;
}
for(pExp = ch->pcdata->explored->bits ; pExp ; pExp = pExp->next ) //Iterate through the buckets
{ if(pExp->mask != mask)
continue;
//Found the right bucket, might be explored.
if(IS_SET(pExp->bits, ( 1 << bit ) ) ) //Convert bit to 2^(bit-1) and see if it's set.
return TRUE;
return FALSE; //Return immediately. This value wont be in any other bucket.
}
return FALSE;
}
//Explore a vnum. Assume it's not explored and just set it.
void explore_vnum(CHAR_DATA *ch, int vnum )
{ int mask = vnum / 32; //Get which bucket it will be in
unsigned int bit = vnum % 32; // Get which bit to set
EXPLORE_HOLDER *pExp; //The buckets bucket.
if(bit == 0 ) // % 32 will return 0 if vnum is a multiple 32, instead make it the last bit of the previous mask
{ mask--;
bit = 32;
}
//Find the bucket.
for(pExp = ch->pcdata->explored->bits ; pExp ; pExp = pExp->next )
if(pExp->mask == mask)
break;
if(!pExp) //If it's null, bucket not found, we'll whip one up.
{ pExp = (EXPLORE_HOLDER *)calloc(sizeof(*pExp), 1); //Alloc and zero
pExp->mask = mask;
pExp->next = ch->pcdata->explored->bits; //Add to
ch->pcdata->explored->bits = pExp; //the list
}
SET_BIT(pExp->bits, ( 1 << bit ) ); //Convert bit to 2^(bit-1) and set
ch->pcdata->explored->set++; //Tell how many rooms we've explored
}
//Explore a vnum.
void check_explore( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoom )
{ if(IS_NPC(ch) ) return;
if(explored_vnum(ch, pRoom->vnum) )
return;
explore_vnum(ch, pRoom->vnum);
}
void do_explored(CHAR_DATA *ch, char *argument )
{ char buf[MAX_STRING_LENGTH];
sprintf(buf, "You have explored %d room%s!{x\r\n", ch->pcdata->explored->set, (ch->pcdata->explored->set == 1 ? "" : "s") );
send_to_char(buf,ch);
//This shows all the rooms they've explored. Probably don't need mortals seeing this, and for immortals... it'd get really spammy. Mostly an example.
/* for(pExp = ch->pcdata->explored->bits ; pExp ; pExp = pExp->next )
{ for(bit = 1 ; bit <= 32 ; ++bit )
{ if(IS_SET(pExp->bits, (1 << bit) ) )
{ sprintf(buf, "[%-5d]", (pExp->mask * 32 + bit) );
send_to_char(buf,ch);
}
}
send_to_char("\r\n",ch);
}
*/
return;
}