Example #1
0
/*
 * Generic get obj function that supports optional containers.	-Thoric
 * currently only used for "eat" and "quaff".
 */
obj_data *find_obj( char_data * ch, string argument, bool carryonly )
{
   string arg1, arg2;
   obj_data *obj = NULL;

   argument = one_argument( argument, arg1 );
   argument = one_argument( argument, arg2 );

   if( !str_cmp( arg2, "from" ) && !argument.empty(  ) )
      argument = one_argument( argument, arg2 );

   if( arg2.empty(  ) )
   {
      if( carryonly && !( obj = ch->get_obj_carry( arg1 ) ) )
      {
         ch->print( "You do not have that item.\r\n" );
         return NULL;
      }
      else if( !carryonly && !( obj = ch->get_obj_here( arg1 ) ) )
      {
         ch->printf( "I see no %s here.\r\n", arg1.c_str(  ) );
         return NULL;
      }
      return obj;
   }
   else
   {
      obj_data *container = NULL;

      if( carryonly && !( container = ch->get_obj_carry( arg2 ) ) && !( container = ch->get_obj_wear( arg2 ) ) )
      {
         ch->print( "You do not have that item.\r\n" );
         return NULL;
      }
      if( !carryonly && !( container = ch->get_obj_here( arg2 ) ) )
      {
         ch->printf( "I see no %s here.\r\n", arg2.c_str(  ) );
         return NULL;
      }
      if( !container->extra_flags.test( ITEM_COVERING ) && IS_SET( container->value[1], CONT_CLOSED ) )
      {
         ch->printf( "The %s is closed.\r\n", container->name );
         return NULL;
      }
      if( !( obj = get_obj_list( ch, arg1, container->contents ) ) )
         act( AT_PLAIN, container->extra_flags.test( ITEM_COVERING ) ?
              "I see nothing like that beneath $p." : "I see nothing like that in $p.", ch, container, NULL, TO_CHAR );
      return obj;
   }
}
Example #2
0
/* RT Enter portals */
void do_enter( CHAR_DATA *ch, char *argument)
{    
    ROOM_INDEX_DATA *location; 

    if ( ch->fighting != NULL ) 
	return;

    /* nifty portal stuff */
    if (argument[0] != '\0')
    {
        ROOM_INDEX_DATA *old_room;
	OBJ_DATA *portal;
	CHAR_DATA *fch, *fch_next;

        old_room = ch->in_room;

	portal = get_obj_list( ch, argument,  ch->in_room->contents );
	
	if (portal == NULL)
	{
	    send_to_char("You don't see that here.\n\r",ch);
	    return;
	}

	if (portal->item_type != ITEM_PORTAL 
        ||  (IS_SET(portal->value[1],EX_CLOSED) && !IS_TRUSTED(ch,KNIGHT)))
	{
	    send_to_char("You can't seem to find a way in.\n\r",ch);
	    return;
	}

	if (!IS_TRUSTED(ch,KNIGHT) && !IS_SET(portal->value[2],GATE_NOCURSE)
	&&  IS_AFFECTED(ch,AFF_CURSE) )
	{
	    send_to_char("Something prevents you from leaving...\n\r",ch);
	    return;
	}

	if (IS_SET(portal->value[2],GATE_RANDOM) || portal->value[3] == -1)
	{
	    location = get_random_room(ch);
	    portal->value[3] = location->vnum; /* for record keeping :) */
	}
	else if (IS_SET(portal->value[2],GATE_BUGGY) && (number_percent() < 5))
	    location = get_random_room(ch);
	else
	    location = get_room_index(portal->value[3]);

	if (location == NULL
	||  location == old_room
	||  !can_see_room(ch,location) 
	||  (room_is_private(ch,location) && !IS_TRUSTED(ch,IMPLEMENTOR)))
	{
	   act("$p doesn't seem to go anywhere.",ch,portal,NULL,TO_CHAR);
	   return;
	}

        if (IS_NPC(ch) && IS_SET(ch->act,ACT_AGGRESSIVE)
        &&  IS_SET(location->room_flags,ROOM_LAW))
        {
            send_to_char("Something prevents you from leaving...\n\r",ch);
            return;
        }

	act("$n steps into $p.",ch,portal,NULL,TO_ROOM);
	
	if (IS_SET(portal->value[2],GATE_NORMAL_EXIT))
	    act("You enter $p.",ch,portal,NULL,TO_CHAR);
	else
	    act("You walk through $p and find yourself somewhere else...",
	        ch,portal,NULL,TO_CHAR); 

	char_from_room(ch);
	char_to_room(ch, location);

	if (IS_SET(portal->value[2],GATE_GOWITH)) /* take the gate along */
	{
	    obj_from_room(portal);
	    obj_to_room(portal,location);
	}

	if (IS_SET(portal->value[2],GATE_NORMAL_EXIT))
	    act("$n has arrived.",ch,portal,NULL,TO_ROOM);
	else
	    act("$n has arrived through $p.",ch,portal,NULL,TO_ROOM);

	do_look(ch,"auto");

	/* charges */
	if (portal->value[0] > 0)
	{
	    portal->value[0]--;
	    if (portal->value[0] == 0)
		portal->value[0] = -1;
	}

	/* protect against circular follows */
	if (old_room == location)
	    return;

    	for ( fch = old_room->people; fch != NULL; fch = fch_next )
    	{
            fch_next = fch->next_in_room;

            if (portal == NULL || portal->value[0] == -1) 
	    /* no following through dead portals */
                continue;
 
            if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM)
            &&   fch->position < POS_STANDING)
            	do_stand(fch,"");

            if ( fch->master == ch && fch->position == POS_STANDING)
            {
 
                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 );
		do_enter(fch,argument);
            }
    	}

 	if (portal != NULL && portal->value[0] == -1)
	{
	    act("$p fades out of existence.",ch,portal,NULL,TO_CHAR);
	    if (ch->in_room == old_room)
		act("$p fades out of existence.",ch,portal,NULL,TO_ROOM);
	    else if (old_room->people != NULL)
	    {
		act("$p fades out of existence.", 
		    old_room->people,portal,NULL,TO_CHAR);
		act("$p fades out of existence.",
		    old_room->people,portal,NULL,TO_ROOM);
	    }
	    extract_obj(portal);
	}

	/* 
	 * 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;
    }

    send_to_char("Nope, can't do it.\n\r",ch);
    return;
}
void look_object(struct char_data *ch, struct gameobject *obj, const char *argument) {
    struct gameobject *portal;
    struct room_index_data *location;

    if (!validate_look(ch)) {
	return;
    }

    switch (obj->item_type) {
	default:
	    send_to_char("That is not a container.\n\r", ch);
	    break;

	case ITEM_DRINK_CON:
	    if (obj->value[1] == 0) {
		send_to_char("It is empty.\n\r", ch);
	    } else {
		printf_to_char(ch, "It's %sfilled with  a %s liquid.\n\r",
			obj->value[1] < obj->value[0] / 4
			? "less than half-" :
			obj->value[1] < 3 * obj->value[0] / 4
			? "about half-" : "more than half-",
			liq_table[obj->value[2]].liq_color);
	    }
	    break;

	case ITEM_CONTAINER:
	case ITEM_CORPSE_NPC:
	case ITEM_CORPSE_PC:
	    if (IS_SET(obj->value[1], CONT_CLOSED)) {
		send_to_char("It is closed.\n\r", ch);
	    } else {
		act("$p holds```8:``", ch, obj, NULL, TO_CHAR);
		show_list_to_char(obj->contains, ch, true, true);
	    }
	    break;
	case ITEM_PORTAL:
	    portal = get_obj_list(ch, argument, ch->in_room->contents);
	    if (portal != NULL) {
		location = get_room_index(portal->value[3]);
		if (location == NULL) {
		    send_to_char("It looks very empty..\n\r", ch);
		} else {
		    send_to_char(location->name, ch);
		    send_to_char("\n\r", ch);
		    if (!IS_SET(location->room_flags, ROOM_INDOORS))
			print_weather(ch);
		    else
			send_to_char("You can not discern weather conditions beyond this portal.\n\r", ch);
		    if (!IS_NPC(ch) && !IS_SET(ch->comm, COMM_BRIEF)) {
			send_to_char(location->description, ch);
		    }
		    send_to_char("\n\r", ch);

		    if (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) {
			char showexit[100];

			sprintf(showexit, "%ld exits auto", location->vnum);
			do_at(ch, showexit);
		    }

		    show_list_to_char(location->contents, ch, false, false);
		    show_char_to_char(location->people, ch);
		}
	    }
	    break;
    }
}
Example #4
0
void do_stand (CHAR_DATA * ch, char *argument)
{
    OBJ_DATA *obj = NULL;

    if (argument[0] != '\0')
    {
        if(ch->infight)
        {
            send_to_char ("Maybe you should finish fighting first?\n\r", ch);
            return;
        }
        obj = get_obj_list (ch, argument, ch->in_room->contents);
        if (obj == NULL)
        {
            send_to_char ("You don't see that here.\n\r", ch);
            return;
        }
        if (obj->item_type != ITEM_FURNITURE
            || (!IS_SET (obj->value[2], STAND_AT)
                && !IS_SET (obj->value[2], STAND_ON)
                && !IS_SET (obj->value[2], STAND_IN)))
        {
            send_to_char ("You can't seem to find a place to stand.\n\r", ch);
            return;
        }
        if (ch->on != obj && count_users (obj) >= obj->value[0])
        {
            act_new ("There's no room to stand on $p.",
                     ch, obj, NULL, TO_CHAR, POS_DEAD);
            return;
        }
        ch->on = obj;
    }

    switch (ch->position)
    {
        case POS_SLEEPING:

            if (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;
}
Example #5
0
void do_sleep (CHAR_DATA * ch, char *argument)
{
    OBJ_DATA *obj = NULL;

    switch (ch->position)
    {
        case POS_SLEEPING:
            send_to_char ("You are already sleeping.\n\r", ch);
            break;

        case POS_RESTING:
        case POS_SITTING:
        case POS_STANDING:
            if (argument[0] == '\0' && ch->on == NULL)
            {
                send_to_char ("You go to sleep.\n\r", ch);
                act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM);
                ch->position = POS_SLEEPING;
            }
            else
            {                    /* find an object and sleep on it */

                if (argument[0] == '\0')
                    obj = ch->on;
                else
                    obj = get_obj_list (ch, argument, ch->in_room->contents);

                if (obj == NULL)
                {
                    send_to_char ("You don't see that here.\n\r", ch);
                    return;
                }
                if (obj->item_type != ITEM_FURNITURE
                    || (!IS_SET (obj->value[2], SLEEP_ON)
                        && !IS_SET (obj->value[2], SLEEP_IN)
                        && !IS_SET (obj->value[2], SLEEP_AT)))
                {
                    send_to_char ("You can't sleep on that!\n\r", ch);
                    return;
                }

                if (ch->on != obj && count_users (obj) >= obj->value[0])
                {
                    act_new ("There is no room on $p for you.",
                             ch, obj, NULL, TO_CHAR, POS_DEAD);
                    return;
                }

                ch->on = obj;
                if (IS_SET (obj->value[2], SLEEP_AT))
                {
                    act ("You go to sleep at $p.", ch, obj, NULL, TO_CHAR);
                    act ("$n goes to sleep at $p.", ch, obj, NULL, TO_ROOM);
                }
                else if (IS_SET (obj->value[2], SLEEP_ON))
                {
                    act ("You go to sleep on $p.", ch, obj, NULL, TO_CHAR);
                    act ("$n goes to sleep on $p.", ch, obj, NULL, TO_ROOM);
                }
                else
                {
                    act ("You go to sleep in $p.", ch, obj, NULL, TO_CHAR);
                    act ("$n goes to sleep in $p.", ch, obj, NULL, TO_ROOM);
                }
                ch->position = POS_SLEEPING;
            }
            break;

        case POS_FIGHTING:
            send_to_char ("You are already fighting!\n\r", ch);
            break;
    }

    return;
}
Example #6
0
void do_sit (CHAR_DATA * ch, char *argument)
{
    OBJ_DATA *obj = NULL;

           if(ch->infight)
    {
        send_to_char ("Maybe you should finish this fight first?\n\r", ch);
        return;
    }

    /* okay, now that we know we can sit, find an object to sit on */
    if (argument[0] != '\0')
    {
        obj = get_obj_list (ch, argument, ch->in_room->contents);
        if (obj == NULL)
        {
            send_to_char ("You don't see that here.\n\r", ch);
            return;
        }
    }
    else
        obj = ch->on;

    if (obj != NULL)
    {
        if (obj->item_type != ITEM_FURNITURE
            || (!IS_SET (obj->value[2], SIT_ON)
                && !IS_SET (obj->value[2], SIT_IN)
                && !IS_SET (obj->value[2], SIT_AT)))
        {
            send_to_char ("You can't sit on that.\n\r", ch);
            return;
        }

        if (obj != NULL && ch->on != obj
            && count_users (obj) >= obj->value[0])
        {
            act_new ("There's no more room on $p.", ch, obj, NULL, TO_CHAR,
                     POS_DEAD);
            return;
        }

        ch->on = obj;
    }
    switch (ch->position)
    {
        case POS_SLEEPING:

            if (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;
}
Example #7
0
void group_cast( int sn, int level, CHAR_DATA * ch, char * argument ) {
  CHAR_DATA * victim = NULL;
  OBJ_DATA  * obj    = NULL;
  int         mana;

  if ( IS_NPC( ch ) ) {
    return;
  }

  if ( ch->gspell && ch->gspell->timer > 0 ) {
    send_to_char( AT_BLUE, "You already have a group spell in progress.\n\r", ch );
    return;
  }

  mana = MANA_COST( ch, sn );

  if ( number_percent() > ch->pcdata->learned[ sn ] ) {
    send_to_char( AT_BLUE, "You lost your concentration.\n\r", ch );
    ch->mana -= mana / 2;
    return;
  }

  ch->mana -= mana;
  update_skpell( ch, sn );

  switch ( skill_table[ sn ].target ) {
    default:
      bug( "group_cast: non-group target on sn #%d.", sn );
      return;
    case TAR_GROUP_DEFENSIVE:

      if ( argument[ 0 ] == '\0' ) {
        victim = ch;
        break;
      }

      if ( !( victim = get_char_room( ch, argument ) ) ) {
        send_to_char( AT_BLUE, "They aren't here.\n\r", ch );
        return;
      }

      add_gspell( ch, sn, level, (void *) victim );
      break;
    case TAR_GROUP_OFFENSIVE:

      if ( argument[ 0 ] == '\0' ) {
        if ( ch->fighting ) {
          victim = ch->fighting;
        } else {
          send_to_char( AT_BLUE, "Cast the spell on whom?\n\r", ch );
          return;
        }
      } else {
        if ( !( victim = get_char_room( ch, argument ) ) ) {
          send_to_char( AT_BLUE, "They aren't here.\n\r", ch );
          return;
        }
      }

      add_gspell( ch, sn, level, (void *) victim );
      break;
    case TAR_GROUP_ALL:
      add_gspell( ch, sn, level, NULL );
      break;
    case TAR_GROUP_OBJ:

      if ( !( obj = get_obj_list( ch, argument, ch->in_room->contents ) ) ) {
        send_to_char( AT_WHITE, "You don't see that.\n\r", ch );
        return;
      }

      add_gspell( ch, sn, level, (void *) obj );
      break;
    case TAR_IGNORE:
      add_gspell( ch, sn, level, (void *) argument );
      break;
  }

  return;
}