Exemplo n.º 1
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;
}
Exemplo n.º 2
0
void do_at(struct char_data *ch, const char *argument)
{
    struct room_index_data *location = NULL;
    struct room_index_data *original;
    struct char_data *wch = NULL;
    struct char_data *vch = NULL;
    struct gameobject *on;
    char arg[MAX_INPUT_LENGTH];
    char cmd[MAX_STRING_LENGTH];

    DENY_NPC(ch)

        argument = one_argument(argument, arg);
    if (arg[0] == '\0' || argument[0] == '\0'
        || arg[0] == '?' || !str_cmp(arg, "help")) {
        show_help(ch->desc, "at_imm_command", NULL);
        return;
    }

    if (!str_prefix(arg, "random")) {
        struct area_data *area;
        char check[MAX_INPUT_LENGTH];

        argument = one_argument(argument, arg);
        area = NULL;
        one_argument(argument, check);
        if (!str_prefix(check, "area")) {
            argument = one_argument(argument, check);
            area = ch->in_room->area;
        }

        if (!str_prefix(arg, "room")) {
            location = get_random_room(ch, area);
        } else if (!str_prefix(arg, "mob")) {
            vch = get_random_npc(ch, area);
            location = vch->in_room;
        } else if (!str_prefix(arg, "char") || !str_prefix(arg, "player")) {
            vch = get_random_pc(ch, area);
            location = vch->in_room;
        }
    } else {
        location = find_location(ch, arg);
    }

    if (location == NULL) {
        send_to_char("No such location.\n\r", ch);
        return;
    }

    if (!is_room_owner(ch, location) && room_is_private(location) && get_trust(ch) < LEVEL_IMMORTAL) {
        send_to_char("That room is private right now.\n\r", ch);
        return;
    }

    original = ch->in_room;
    on = ch->on;

    char_from_room(ch);
    char_to_room(ch, location);
    if (vch != NULL) {
        if (expand_cmd(vch, argument, cmd, '@'))
            interpret(ch, cmd);
    } else {
        interpret(ch, argument);
    }
    /*
     * See if 'ch' still exists before continuing!
     * Handles 'at XXXX quit' case.
     */
    for (wch = char_list; wch != NULL; wch = wch->next) {
        if (wch == ch) {
            char_from_room(ch);
            char_to_room(ch, original);
            ch->on = on;
            break;
        }
    }

    return;
}