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📄 act_move.c

📁 MUD服务器程序
💻 C
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	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->to_room               ) != NULL
	&&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
	&&   pexit_rev->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;
    }

    WAIT_STATE( ch, skill_table[gsn_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( ) > ch->pcdata->learned[gsn_pick_lock] )
    {
	send_to_char( "You failed.\n\r", ch);
	return;
    }

    if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
    {
	/* '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);
	send_to_char( "*Click*\n\r", ch );
	act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
	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) )
	    { send_to_char( "It's not closed.\n\r",        ch ); return; }
	if ( pexit->key < 0 )
	    { 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) )
	    { 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 );

	/* pick the other side */
	if ( ( to_room   = pexit->to_room               ) != NULL
	&&   ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
	&&   pexit_rev->to_room == ch->in_room )
	{
	    REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
	}
    }

    return;
}




void do_stand( CHAR_DATA *ch, char *argument )
{
    switch ( ch->position )
    {
    case POS_SLEEPING:
	if ( IS_AFFECTED(ch, AFF_SLEEP) )
	    { send_to_char( "You can't wake up!\n\r", ch ); return; }

	send_to_char( "You wake and stand up.\n\r", ch );
	act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
	ch->position = POS_STANDING;
	break;

    case POS_RESTING:
	send_to_char( "You stand up.\n\r", ch );
	act( "$n stands up.", ch, NULL, 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 )
{
    switch ( ch->position )
    {
    case POS_SLEEPING:
	send_to_char( "You are already sleeping.\n\r", ch );
	break;

    case POS_RESTING:
	send_to_char( "You are already resting.\n\r", ch );
	break;

    case POS_STANDING:
	send_to_char( "You rest.\n\r", ch );
	act( "$n rests.", ch, NULL, NULL, TO_ROOM );
	ch->position = POS_RESTING;
	break;

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

    return;
}



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

    case POS_RESTING:
    case POS_STANDING: 
	send_to_char( "You sleep.\n\r", ch );
	act( "$n sleeps.", ch, NULL, 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_stand( ch, argument ); return; }

    if ( !IS_AWAKE(ch) )
	{ send_to_char( "You are asleep yourself!\n\r",       ch ); return; }

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

    if ( IS_AWAKE(victim) )
	{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }

    if ( IS_AFFECTED(victim, AFF_SLEEP) )
	{ act( "You can't wake $M!",   ch, NULL, victim, TO_CHAR );  return; }

    act( "You wake $M.", ch, NULL, victim, TO_CHAR );
    act( "$n wakes you.", ch, NULL, victim, TO_VICT );
    victim->position = POS_STANDING;
    return;
}



void do_sneak( CHAR_DATA *ch, char *argument )
{
    AFFECT_DATA af;

    send_to_char( "You attempt to move silently.\n\r", ch );
    affect_strip( ch, gsn_sneak );

    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] )
    {
	af.type      = gsn_sneak;
	af.duration  = ch->level;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_SNEAK;
	affect_to_char( ch, &af );
    }

    return;
}



void do_hide( CHAR_DATA *ch, char *argument )
{
    send_to_char( "You attempt to hide.\n\r", ch );

    if ( IS_AFFECTED(ch, AFF_HIDE) )
	REMOVE_BIT(ch->affected_by, AFF_HIDE);

    if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
	SET_BIT(ch->affected_by, AFF_HIDE);

    return;
}



/*
 * Contributed by Alander.
 */
void do_visible( CHAR_DATA *ch, char *argument )
{
    affect_strip ( ch, gsn_invis			);
    affect_strip ( ch, gsn_mass_invis			);
    affect_strip ( ch, gsn_sneak			);
    REMOVE_BIT   ( ch->affected_by, AFF_HIDE		);
    REMOVE_BIT   ( ch->affected_by, AFF_INVISIBLE	);
    REMOVE_BIT   ( ch->affected_by, AFF_SNEAK		);
    send_to_char( "Ok.\n\r", ch );
    return;
}


void do_recall( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    ROOM_INDEX_DATA *location;
  
    act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );

//    if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
    if ( ( location = get_room_index( race_table[ch->race].city_temple ) ) == NULL )
    {
	send_to_char( "You are completely lost.\n\r", ch );
	return;
    }

    if ( ch->in_room == location )
	return;

    if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
    ||   IS_AFFECTED(ch, AFF_CURSE) )
    {
	send_to_char( "God has forsaken you.\n\r", ch );
	return;
    }

    if ( ( victim = ch->fighting ) != NULL )
    {
	int lose;

	if ( number_bits( 1 ) == 0 )
	{
	    WAIT_STATE( ch, 4 );
	    lose = (ch->desc != NULL) ? 50 : 100;
	    gain_exp( ch, 0 - lose );
	    sprintf( buf, "You failed!  You lose %d exps.\n\r", lose );
	    send_to_char( buf, ch );
	    return;
	}

	lose = (ch->desc != NULL) ? 100 : 200;
	gain_exp( ch, 0 - lose );
	sprintf( buf, "You recall from combat!  You lose %d exps.\n\r", lose );
	send_to_char( buf, ch );
	stop_fighting( ch, TRUE );
    }

    ch->move /= 2;
    act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
    char_from_room( ch );
    char_to_room( ch, location );
    act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
    do_look( ch, "auto" );

    return;
}

/*    { "identify", do_identify, POS_STANDING,  0,  LOG_NORMAL   }, */

#define MOB_VNUM_SAGE	   8911
void do_identify( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    CHAR_DATA *rch;

    if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
    {
       send_to_char( "You are not carrying that.\n\r", ch );
       return;
    }

    for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
       if (IS_NPC(rch) && rch->pIndexData->vnum == MOB_VNUM_SAGE)
          break;

    if (!rch)
    {
       send_to_char("No one here seems to know much about that.\n\r", ch);
       return;
    }

    if (IS_IMMORTAL(ch))
       act( "$n cackles and comps you!\n\r", rch, obj, ch, TO_VICT );
    else if (ch->gold < obj->level * 100 + 50)
       {
       act( "$n resumes tossing bones without looking at $p.",
             rch, obj, 0, TO_ROOM );
       return;
       }
    else
       {
       ch->gold -= obj->level * 100 + 50;
       send_to_char("Your purse feels lighter.\n\r", ch);
       }

    act( "$n fondles $p and tosses some chicken bones to the ground.",
       rch, obj, 0, TO_ROOM );
    spell_identify( 0, 0, ch, obj );
}



void do_train( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *mob;
    int hp_gain = 0;
    int mana_gain = 0;
    sh_int *pAbility;
    char *pOutput;
    int cost;

    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 ( argument[0] == '\0' )
    {
	sprintf( buf, "You have %d practice sessions.\n\r", ch->practice );
	send_to_char( buf, ch );
	argument = "foo";
    }

    cost = 5;

    if ( !str_cmp( argument, "str" ) )
    {
	if ( class_table[ch->class].attr_prime == APPLY_STR )
	    cost    = 3;
	pAbility    = &ch->pcdata->perm_str;
	pOutput     = "strength";
    }

    else if ( !str_cmp( argument, "int" ) )
    {
	if ( class_table[ch->class].attr_prime == APPLY_INT )
	    cost    = 3;
	pAbility    = &ch->pcdata->perm_int;
	pOutput     = "intelligence";
    }

    else if ( !str_cmp( argument, "wis" ) )
    {
	if ( class_table[ch->class].attr_prime == APPLY_WIS )
	    cost    = 3;
	pAbility    = &ch->pcdata->perm_wis;
	pOutput     = "wisdom";
    }

    else if ( !str_cmp( argument, "dex" ) )
    {
	if ( class_table[ch->class].attr_prime == APPLY_DEX )
	    cost    = 3;
	pAbility    = &ch->pcdata->perm_dex;
	pOutput     = "dexterity";
    }

    else if ( !str_cmp( argument, "con" ) )
    {
	if ( class_table[ch->class].attr_prime == APPLY_CON )
	    cost    = 3;
	pAbility    = &ch->pcdata->perm_con;
	pOutput     = "constitution";
    }

    else if ( !str_cmp( argument, "hp" ) )
      {
        pAbility = &ch->max_hit;
        pOutput = "number of hit points";
        cost = 1;    /* this is pracs per "train hp" */
        hp_gain = 2; /* this is hp gained per "train hp" */
      }
 
    else if ( !str_cmp( argument, "mana" ) )
      {
        pAbility = &ch->max_mana;
        pOutput = "amount of mana";
        cost =1;
        mana_gain = 3;
      }

    else
    {
   strcpy( buf, "You can train: hp mana" );
	if ( ch->pcdata->perm_str < 18 ) strcat( buf, " str" );
	if ( ch->pcdata->perm_int < 18 ) strcat( buf, " int" );
	if ( ch->pcdata->perm_wis < 18 ) strcat( buf, " wis" );
	if ( ch->pcdata->perm_dex < 18 ) strcat( buf, " dex" );
	if ( ch->pcdata->perm_con < 18 ) strcat( buf, " con" );

//	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( argument, "hp" ) )
      {
      
        if ( cost > ch->practice )
	  {
            send_to_char( "You don't have enough practices.\n\r", ch );
            return;
	  }

             ch->practice        -= cost;
             *pAbility           += hp_gain;
             act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
             act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
             return;
      }

if ( !str_cmp( argument, "mana" ) )
  {

        if ( cost > ch->practice )
	  {
            send_to_char( "You don't have enough practices.\n\r", ch );
            return;
	  }

             ch->practice        -= cost;
             *pAbility           += mana_gain;
             act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
             act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
             return;
      }
    if ( *pAbility >= 18 )
    {
	act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
	return;
    }

    if ( cost > ch->practice )
    {
	send_to_char( "You don't have enough practices.\n\r", ch );
	return;
    }

    ch->practice	-= cost;
    *pAbility		+= 1;
    act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
    act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
    return;
}

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