예제 #1
0
파일: Trap.c 프로젝트: jonm/SillyMUD
void trap_teleport(struct char_data *v) {
  int to_room;
  extern int top_of_world;      /* ref to the top element of world */

  if (saves_spell(v, SAVING_SPELL)) {
    send_to_char("You feel strange, but the effect fades.\n\r", v);
    return;
  }

  do {
    to_room = number(0, top_of_world);
  } while (IS_SET(real_roomp(to_room)->room_flags, PRIVATE));

  act("$n slowly fade out of existence.", FALSE, v, 0, 0, TO_ROOM);
  char_from_room(v);
  char_to_room(v, to_room);
  act("$n slowly fade in to existence.", FALSE, v, 0, 0, TO_ROOM);

  look_room(v);

  if (IS_SET(real_roomp(to_room)->room_flags, DEATH) &&
      get_max_level(v) < LOW_IMMORTAL) {
    nail_this_sucker(v);
  }
}
예제 #2
0
void CHSInterface::LookInRoom(HS_DBREF dbPlayer,
                              HS_DBREF dbRoom, HS_INT32 iHow)
{
#ifdef PENNMUSH
	NEW_PE_INFO *pe_info = make_pe_info("pe_info-HSpace_look_in_room");
    look_room(dbPlayer, dbRoom, (HS_LOOK_TYPE) iHow, pe_info);
#endif

#if defined(TM3) || defined(MUX)
    look_in(dbPlayer, dbRoom, iHow);
#endif
}
예제 #3
0
파일: look.c 프로젝트: mudchina/es2-utf8
int main(object me, string arg)
{
	object obj;
	int result;

	if( !arg ) result = look_room(me, environment(me));
	else if( (obj = present(arg, me)) || (obj = present(arg, environment(me)))) {
		if( obj->is_character() ) result = look_living(me, obj);
		else result = look_item(me, obj);
	} else result = look_room_item(me, arg);

	return result;
}
예제 #4
0
static void exec_action(int op,int arg1,int arg2)
{
  int i, j;
  char *tmpstr;

  switch(op) 
    {
    case 1000:goto_room(arg1-first_room);break;
    case 1001:goto_room(agt_rand(arg1,arg2)-first_room);break;
    case 1002:agt_var[arg1]=loc+first_room;break;
    case 1003:agt_var[arg1]=dobj;break;
    case 1004:agt_var[arg1]=iobj;break;
    case 1005:goto_room(agt_var[arg1]-first_room);break;
    case 1006:it_move(arg1,agt_var[arg2]);break;
    case 1007:get_obj(agt_var[arg1]);break;
    case 1008:msgout(agt_var[arg1],1);break;
    case 1009:get_obj(arg1);break;
    case 1010:get_obj(arg1);it_move(arg1,1000);break;
    case 1011:drop_obj(arg1);break;
    case 1012:
      if (it_loc(arg1)==1000) {
	if (PURE_WEAR) drop_obj(arg1);
	else it_move(arg1,1);
      }
      break;
    case 1013:fontcmd(0,arg1-1);break;  /* Load font */
    case 1014:pictcmd(1,pictable[arg1-1]);break;  /* Show picture */
    case 1015:changepict(arg1,arg2);break; /* ChangePicture */
    case 1016: if (PICT_SUPPORT && 
		     yesno("Would you like to see the picture?"))
      pictcmd(1,pictable[arg1-1]);break;
    case 1017:pictcmd(2,arg1);break;  /* Show room pix */
    case 1018: if (PICT_SUPPORT && 
		   yesno("Would you like to see the picture?"))
      pictcmd(2,arg1-1);break;
    case 1019:musiccmd(1,arg1-1);break;
    case 1020:musiccmd(1,agt_rand(arg1,arg2)-1);break;
    case 1021:musiccmd(2,arg1-1);break;
    case 1022:musiccmd(3,-1); break;  /* Stop Repeat */
    case 1023:musiccmd(4,-1); break;  /* Stop song */
    case 1024:musiccmd(5,-1); break;  /* Suspend song */
    case 1025:musiccmd(6,-1);break;   /* Resume song */
    case 1026: 
      if (tnoun(dobj)) 
	noun[dobj-first_noun].movable=!noun[dobj-first_noun].movable;
      break;
    case 1027: it_newdesc(arg1,&msg_ptr[arg2-1]); break;
    case 1028: 
      if (tnoun(arg1)) noun[arg1-first_noun].points=arg2;
      else if (tcreat(arg1)) creature[arg1-first_creat].points=arg2;
      else if (troom(arg1)) room[arg1-first_room].points=arg2;
      break;
    case 1029:it_destroy(iobj);break;
    case 1030:
      tmpstr=agt_readline(3);
      i=strlen(tmpstr)-1;
      if (i>0 && tmpstr[i]=='\n') tmpstr[i]=0;
      strncpy(userstr[arg1-1],tmpstr,80);
      rfree(tmpstr);
      break;
    case 1031:agt_var[arg1]=read_number();break;
    case 1032:agt_var[arg1]=curr_time;break;
    case 1033:curr_time=normalize_time(agt_var[arg1]);break; 
    case 1034:curr_time=normalize_time(arg1); break;
    case 1035:add_time(arg1);break; 
    case 1036:delta_time=arg1;break;
      /* 1037 and 1038 are subroutine commands */
    case 1039:get_obj(dobj);break;
    case 1040:it_move(dobj,1000);break;
    case 1041:drop_obj(dobj);break;
    case 1042:
      if (it_loc(dobj)==1000) {
	if (PURE_WEAR) it_move(dobj,1);
	else drop_obj(dobj);
      }
      break;
    case 1043: /* drop all */
      safecontloop(i,j,1) drop_obj(i);
      break;
    case 1044: /* remove all */
      safecontloop(i,j,1000) drop_obj(i);
      break;
    case 1045:deadflag=1;break;
    case 1046:it_move(arg1,loc+first_room);break;
    case 1047:it_move(arg1,arg2);break;
    case 1048:it_reposition(arg1,arg2,1);break; /* RePosition */
    case 1049:it_move(dobj,loc+first_room);break;
    case 1050:it_move(dobj,arg1);break;
    case 1051:
      safecontloop(i,j,1) it_move(i,arg1);
      safecontloop(i,j,1000) it_move(i,arg1);
      break;
    case 1052:
      nounloop(i)
	if (player_has(i+first_noun) && noun[i].points>arg2)
	  it_move(i+first_noun,arg1);
      break;
    case 1053:
      safecontloop(i,j,arg1) 
	if (tnoun(i)) it_move(i,arg2);
      break;
    case 1054:it_destroy(arg1);break;
    case 1055:it_destroy(dobj);break;
    case 1056:i=it_loc(arg1);
      it_move(arg1,it_loc(arg2));
      it_move(arg2,i);
      break;
    case 1057:it_move(arg1,it_loc(arg2));break;
    case 1058:it_move(dobj,it_loc(arg2));break;
    case 1059: case 1060: /* Add to/remove from group */
      if (tcreat(arg1))
	creature[arg1-first_creat].groupmemb=(op==1059);
      break;
    case 1061:   /* Move group */
      safecontloop(i,j,loc+first_room)
	if (it_group(i)) it_move(i,arg1);
      break; 
      /* 1062 is RedirectTo */
    case 1063:msgout(agt_rand(arg1,arg2),1);break;
    case 1064:print_contents(arg1,1);break;
    case 1065: case 1066: case 1067: case 1068: 
      obj_act(op-1065,arg1);break;
    case 1069: case 1070: case 1071: case 1072: 
      obj_act(op-1069,dobj);break;
    case 1073:print_score();break;
    case 1074: tscore+=arg1;break;
    case 1075: tscore-=arg1;break;
    case 1076:v_inventory();break;
    case 1077:wait_return();break;
    case 1078:writeln("Time passes...");break;
    case 1079:agt_delay(arg1);break;
    case 1080:agt_clrscr();break;
    case 1081:it_describe(arg1);break;
    case 1082:look_room();break;   /* LOOK */
    case 1083:msgout(arg1,1);break;
    case 1084:writeln("");break;
    case 1085:if (PURE_TONE && sound_on) 
	       agt_tone(arg1,arg2);break; /* Tone */
    case 1086:agt_number=ask_for_number(arg1,arg2);break;
    case 1087:agt_answer=ask_question(arg1);break;
    case 1088:change_passage(loc,arg1,arg2);break;
    case 1089:flag[arg1]=1;break;
    case 1090:flag[arg1]=0;break;
    case 1091:flag[arg1]=!flag[arg1];break;
    case 1092:room[loc].flag_noun_bits|=(1 << (arg1-1) );
      break; /* Roomflag on */ 
    case 1093:room[loc].flag_noun_bits&=~(1 << (arg1-1) );break; /* Off */ 
    case 1094:room[loc].flag_noun_bits^=(1 << (arg1-1) );break; /* Toggle */
    case 1095: /* if (agt_counter[arg1]==-1)*/
      agt_counter[arg1]=1;break;
    case 1096:agt_counter[arg1]=-1;break;
    case 1097:agt_var[arg1]=arg2;break;
    case 1098:agt_var[arg1]+=arg2;break;
    case 1099:agt_var[arg1]-=arg2;break;
    case 1100:agt_var[arg1]+=agt_var[arg2];break;
    case 1101:agt_var[arg1]-=agt_var[arg2];break;
    case 1102:agt_var[arg1]=agt_rand(0,arg2);break;
    case 1103:agt_var[arg1]=dobj_rec->num;break;
    case 1104:agt_var[arg1]=iobj_rec->num;break;
      
      /* The following are v1.8x specific */
    case 1105:quote(arg1);break;
    case 1106:add_time(arg1);break;
    case 1107:add_time(-arg1);break;
    case 1108:curr_time=(curr_time%100)+100*arg1;break;
    case 1109:curr_time=(curr_time/100)*100+arg1;break;
    case 1110:add_time(agt_var[arg1]);break;
    case 1111:add_time(-agt_var[arg1]);break;
    case 1112:curr_time=(curr_time%100)+100*agt_var[arg1];break;
    case 1113:curr_time=(curr_time/100)*100+agt_var[arg1];break;

      /* Now for the AGX additions */
    case 1114:add_time(-arg1);break; /* ME-style SubtractFromTime */
    case 1115: disambig_score=arg1; break; /* SetDisambigPriority */
    case 1116:agt_var[arg1]=delta_time;break;
    case 1117: /* ChangeStatus */
      statusmode=arg1;
      break;
    case 1118:
      if (!mult_rangecheck(agt_var[arg1],arg2)) break;
      agt_var[arg1]*=arg2;break;
    case 1119:
      if (arg2==0) {
	if (!PURE_ERROR)
	  writeln("GAME ERROR: Division by zero.");
      } else agt_var[arg1]/=arg2;
      break;
    case 1120:
      if (arg2==0) {
	if (!PURE_ERROR)
	  writeln("GAME ERROR: Attempt to divide by zero.");
      } else agt_var[arg1]%=arg2;
      break;
    case 1121:agt_waitkey();break;
    case 1122:last_he=arg1;break;   /* SetHE */
    case 1123:last_she=arg1;break;  
    case 1124:last_it=arg1;break;
    case 1125:last_they=arg1;break;
    case 1126:msgout(arg1,0);break;
    case 1127:
      if (!PURE_ERROR)
	sysmsg(arg1,"GAME ERROR: Standard message not defined.");
      break;
    case 1128: msgout(arg1,1);break; /* FailMessage */
    case 1129:  /* StdMessage */
      sysmsg(arg1,"GAME ERROR: Standard message not defined.");
      break;
    case 1130: msgout(arg2,1);break; /* ErrMessage */
    case 1131: /* StdErrMessage */
      sysmsg(arg1,"GAME ERROR: Standard message not defined.");
      break;
    case 1132: /* AND */
      break;  /* These don't do anything under normal circumstances */
    case 1133:  /* SetClass */
      if (troom(arg1)) room[arg1-first_room].oclass=arg2;
      else if (tnoun(arg1)) noun[arg1-first_noun].oclass=arg2;
      else if (tcreat(arg1)) noun[arg1-first_creat].oclass=arg2;
      break;
    case 1134: agt_var[arg1]=it_class(arg2); break; /* SetVariableToClass */
      
      /* Stack commands */
    case 1135: push_stack(arg1); break;
    case 1136: agt_var[arg1]=pop_stack(); break;
    case 1137: case 1138: case 1139: case 1140: case 1141: 
      op_stack(op-1137); /* +,-,*, /,% * */
      break;
    case 1142: { /* DupStack */
      long n;
      n=pop_stack();
      push_stack(n);
      push_stack(n);
      break;
    }    
    case 1143: pop_stack();break; /* Discard TOS */
    case 1144: agt_var[arg1]=agt_number;break; /* SetVariableToInput */
    case 1145: setattr(arg1,arg2,1); break; /* Set */
    case 1146: setattr(arg1,arg2,0); break; /* Clear */
    case 1147: push_stack(getprop(arg1,arg2));break; /* PushProp */
    case 1148: setprop(arg1,arg2,pop_stack());break; /* PopProp */
      /* 1149, 1150 handled by run_metacommand */
      /* 1151 is EndDisambig */
      /* 1152 is XRedirect */
    case 1153: rstrncpy(userstr[arg1-1],userstr[arg2-1],81);break; 
    case 1154: setcase(userstr[arg1-1],1); break;
    case 1155: setcase(userstr[arg1-1],0);break;
    case 1156: op_objflag(1,arg1,arg2);break;
    case 1157: op_objflag(0,arg1,arg2);break;
    case 1158: op_objflag(3,arg1,arg2);break;
    case 1159: push_stack(op_objprop(2,arg1,arg2,0)); break;
    case 1160: op_objprop(1,arg1,arg2,pop_stack()); break;
    case 1161: move_in_dir(arg1,arg2); break;
    default: 
      writeln("INTERNAL ERROR: Action token not supported.");
      rprintf("Action #%d",op);   
      writeln(""); 
    }
}
void stand(struct char_data *ch, struct gameobject *on)
{
    // TODO - need to extract can_get_obj from get_obj

    // Impassible positions.
    switch (ch->position) {
	case POS_STANDING:
	    if (on == NULL || on == ch->on) {
		send_to_char("You are already standing.\n\r", ch);
		return;
	    }
	    break;

	case POS_FIGHTING:
	    send_to_char("Maybe you should finish this fight first?\n\r", ch);
	    return;

	case POS_SLEEPING:
	    if (IS_AFFECTED(ch, AFF_SLEEP)) {
		send_to_char("You can't wake up!\n\r", ch);
		return;
	    }
	    break;
    }

    // Validate target object, if any.
    if (on != NULL) {
	if (!is_standupon(on)) {
	    send_to_char("You can't seem to find a place to stand.\n\r", ch);
	    return;
	}

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

	// TODO check if object is gettable
    }


    // stand up, possibly on something.
    ch->position = POS_STANDING;
    if (on != ch->on) {
	struct gameobject *old_on = ch->on;
	ch->on = on;
	if (old_on != NULL && can_see_obj(ch, old_on)) {
	    // TODO - only if object is gettable.
	    get_obj(ch, old_on, NULL);
	}
    }

    // Notify.

    switch (ch->position) {
	default:
	    if (on == NULL) {
		send_to_char("You stand up.\n\r", ch);
		act("$n stands up.", ch, NULL, NULL, TO_ROOM);
	    } else if (IS_SET(on->value[2], STAND_AT)) {
		act("You stand at $p.", ch, on, NULL, TO_CHAR);
		act("$n stands at $p.", ch, on, NULL, TO_ROOM);
	    } else if (IS_SET(on->value[2], STAND_ON)) {
		act("You stand on $p.", ch, on, NULL, TO_CHAR);
		act("$n stands on $p.", ch, on, NULL, TO_ROOM);
	    } else {
		act("You stand in $p.", ch, on, NULL, TO_CHAR);
		act("$n stands on $p.", ch, on, NULL, TO_ROOM);
	    }
	    break;
	case POS_SLEEPING:
	    if (on == NULL) {
		send_to_char("You wake and stand up.\n\r", ch);
		act("$n wakes and stands up.", ch, NULL, NULL, TO_ROOM);
	    } else if (IS_SET(on->value[2], STAND_AT)) {
		act_new("You wake and stand at $p.", ch, on, NULL, TO_CHAR, POS_DEAD, false);
		act("$n wakes and stands at $p.", ch, on, NULL, TO_ROOM);
	    } else if (IS_SET(on->value[2], STAND_ON)) {
		act_new("You wake and stand on $p.", ch, on, NULL, TO_CHAR, POS_DEAD, false);
		act("$n wakes and stands on $p.", ch, on, NULL, TO_ROOM);
	    } else {
		act_new("You wake and stand in $p.", ch, on, NULL, TO_CHAR, POS_DEAD, false);
		act("$n wakes and stands in $p.", ch, on, NULL, TO_ROOM);
	    }
	    look_room(ch, ch->in_room);
	    break;
    }
}