Esempio n. 1
0
        private bool DoSimpleMove(CharacterData character, DirectionTypes direction, bool needsSpecialsCheck)
        {
            int needMovement;

            if (needsSpecialsCheck && Special (character, (int)direction + 1, String.Empty))
                return false;

            /* blocked by a leave trigger ? */
            //if (!leave_mtrigger (ch, dir))
            //	return 0;
            //if (!leave_wtrigger (&world[IN_ROOM (ch)], ch, dir))
            //	return 0;

            if (character.AffectFlagged (AffectFlags.Charm) && character.Master != null &&
                character.InRoom == character.Master.InRoom)
            {
                SendToCharacter (character, "The thought of leaving your master makes you weep.\r\n");
                Act("$n bursts into tears.", false, character, null, null, GlobalConstants.TO_ROOM);
                return false;
            }

            if ((GetRoomSector (character.InRoom) == SectorTypes.WaterNoSwim) ||
                GetRoomSector (GetExit (character, direction).ToRoom) == SectorTypes.WaterNoSwim)
            {
                if (!HasBoat (character))
                {
                    SendToCharacter (character, "You need a boat to go there.\r\n");
                    return false;
                }
            }

            needMovement = (MovementLoss[(int)GetRoomSector (character.InRoom)] +
                MovementLoss[(int)GetRoomSector (GetExit (character, direction).ToRoom)]) / 2;

            if (character.Points.Move < needMovement && !character.IsNPC)
            {
                if (needsSpecialsCheck && character.Master != null)
                    SendToCharacter (character, "You are too exhausted to follow.\r\n");
                else
                    SendToCharacter (character, "You are too exhausted.\r\n");

                return false;
            }

            if (_rooms[character.InRoom].RoomFlagged (RoomFlags.Atrium))
            {
                if (!HouseCanEnter (character, GetRoomVirtualNumber (GetExit (character, direction).ToRoom)))
                {
                    SendToCharacter (character, "That's private property -- no trespassing!\r\n");
                    return false;
                }
            }

            if (_rooms[GetExit (character, direction).ToRoom].RoomFlagged (RoomFlags.Tunnel) &&
                NumberOfPCInRoom (_rooms[GetExit (character, direction).ToRoom]) >= GlobalSettings.TunnelSize)
            {
                if (GlobalSettings.TunnelSize > 1)
                    SendToCharacter (character, "There isn't enough room for you to go there!\r\n");
                else
                    SendToCharacter (character, "There isn't enough room there for more than one person!\r\n");

                return false;
            }

            if (_rooms[GetExit (character, direction).ToRoom].RoomFlagged (RoomFlags.GodRoom) &&
                character.Level < GlobalConstants.LVL_GRGOD)
            {
                SendToCharacter (character, "You aren't godly enough to use that room!\r\n");
                return false;
            }

            if (character.Level < GlobalConstants.LVL_IMMORT && !character.IsNPC)
                character.Points.Move -= needMovement;

            if (!character.AffectFlagged (AffectFlags.Sneak))
            {
                Act("$n leaves "+GlobalConstants.Directions[(int)direction], true, character, null, null, GlobalConstants.TO_ROOM);
            }

            int wasInRoom = character.InRoom;
            CharacterFromRoom (character);
            CharacterToRoom (character, _rooms[wasInRoom].DirectionOptions[(int)direction].ToRoom);

            // Trigger Stuff
            /* move them first, then move them back if they aren't allowed to go. */
            /* see if an entry trigger disallows the move */
            //if (!entry_mtrigger(ch) || !enter_wtrigger(&world[IN_ROOM(ch)], ch, dir))
            //{
            //char_from_room(ch);
            //char_to_room(ch, was_in);
            //return 0;
            //}

            if (!character.AffectFlagged (AffectFlags.Sneak))
                Act ("$n has arrived.", true, character, null, null, GlobalConstants.TO_ROOM);

            if (character.Descriptor != null)
                //LookAtRoom (character, 0);

            if (_rooms[character.InRoom].RoomFlagged (RoomFlags.Death) && character.Level < GlobalConstants.LVL_IMMORT)
            {
                //LogDeathTrap (character);
                //DeathCry (character);
                //ExtractCharacter (character);
                return false;
            }

            //entry_memory_mtrigger (ch);

            //if (!greet_mtrigger (ch, dir))
            //{
            //	char_from_room (ch);
            //	char_to_room (ch, was_in);
            //	look_at_room (ch, 0);
            //}
            //else
            //	greet_memory_mtrigger (ch);

            return true;
        }
Esempio n. 2
0
        private bool HasBoat(CharacterData character)
        {
            if (character.Level > GlobalConstants.LVL_IMMORT)
                return true;

            if (character.AffectFlagged (AffectFlags.Waterwalk))
                return true;

            foreach (ObjectData obj in character.Inventory)
            {
                if (obj.Type == ObjectTypes.Boat && FindEquipmentPosition (character, obj, null) < WearTypes.None)
                    return true;
            }

            for (int i = 0; i < (int)WearTypes.Index; i++)
                if (character.Equipment[i] != null && character.Equipment[i].Type == ObjectTypes.Boat)
                    return true;

            return false;
        }
Esempio n. 3
0
 internal bool InvisibleOKObject(CharacterData character, ObjectData obj)
 {
     return !obj.ObjectFlagged(ObjectFlags.Invisible) || character.AffectFlagged(AffectFlags.DetectInvisibility);
 }
Esempio n. 4
0
 internal bool LightOK(CharacterData target)
 {
     return IsLight(target.InRoom) || target.AffectFlagged(AffectFlags.Infravision);
 }
Esempio n. 5
0
 internal bool InvisibleOK(CharacterData character, CharacterData target)
 {
     return !target.AffectFlagged(AffectFlags.Invisible) || target.AffectFlagged(AffectFlags.DetectInvisibility) && (!target.AffectFlagged(AffectFlags.Hide) || target.AffectFlagged(AffectFlags.SenseLife));
 }