/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * **************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "recycle.h" #include "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_quit ); DECLARE_DO_FUN(do_look); void obj_say_lordly args((CHAR_DATA *ch,OBJ_DATA *obj,char *argument)); void obj_say_heavenly_sceptre args((CHAR_DATA *ch,OBJ_DATA *obj,char *argument)); void mob_say_lady args((CHAR_DATA *ch, char *argument)); void say_prog_summon_demon args((CHAR_DATA *ch,char *argument)); void say_prog_raise_shadowlord args((CHAR_DATA *ch,char *argument)); void say_prog_karguska args((CHAR_DATA *ch,char *argument)); /* RT code to delete yourself */ void do_delet( CHAR_DATA *ch, char *argument) { send_to_char("You must type the full command to delete yourself.\n\r",ch); } void do_delete( CHAR_DATA *ch, char *argument) { char strsave[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if (ch->pcdata->confirm_delete) { if (argument[0] != '\0') { send_to_char("Delete status removed.\n\r",ch); ch->pcdata->confirm_delete = FALSE; return; } else { sprintf( strsave, "%s%s.plr", PLAYER_DIR, capitalize( ch->name ) ); wiznet("$N turns $Mself into line noise.",ch,NULL,0,0,0); ch->pause = 0; stop_fighting(ch,TRUE); do_quit(ch, ""); remove(strsave); return; } } if (argument[0] != '\0') { send_to_char("Just type delete. No argument.\n\r",ch); return; } send_to_char("Type delete again to confirm this command.\n\r",ch); send_to_char("WARNING: this command is irreversible.\n\r",ch); send_to_char("Typing delete with an argument will undo delete status.\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch)); } /* RT code to display channel status */ void do_channels( CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; /* lists all channels and their status */ send_to_char(" channel status\n\r",ch); send_to_char("---------------------\n\r",ch); send_to_char("auction ",ch); if (!IS_SET(ch->comm,COMM_NOAUCTION)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("Q/A ",ch); if (!IS_SET(ch->comm,COMM_NOQUESTION)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); if (IS_IMMORTAL(ch)) { send_to_char("god channel ",ch); if(!IS_SET(ch->comm,COMM_NOWIZ)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); } send_to_char("tells ",ch); if (!IS_SET(ch->comm,COMM_DEAF)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("quiet mode ",ch); if (IS_SET(ch->comm,COMM_QUIET)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); if (IS_SET(ch->comm,COMM_SNOOP_PROOF)) send_to_char("You are immune to snooping.\n\r",ch); if (ch->lines != PAGELEN) { if (ch->lines) { sprintf(buf,"You display %d lines of scroll.\n\r",ch->lines+2); send_to_char(buf,ch); } else send_to_char("Scroll buffering is off.\n\r",ch); } if (IS_SET(ch->comm,COMM_NOTELL)) send_to_char("You cannot use tell.\n\r",ch); if (IS_SET(ch->comm,COMM_NOCHANNELS)) send_to_char("You cannot use channels.\n\r",ch); if (IS_SET(ch->comm,COMM_NOEMOTE)) send_to_char("You cannot show emotions.\n\r",ch); } /* RT deaf blocks out all shouts */ void do_deaf( CHAR_DATA *ch, char *argument) { if (IS_SET(ch->comm,COMM_DEAF)) { send_to_char("You can now hear tells again.\n\r",ch); REMOVE_BIT(ch->comm,COMM_DEAF); } else { send_to_char("From now on, you won't hear tells.\n\r",ch); SET_BIT(ch->comm,COMM_DEAF); } } /* RT quiet blocks out all communication */ void do_quiet ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("Quiet mode removed.\n\r",ch); REMOVE_BIT(ch->comm,COMM_QUIET); } else { send_to_char("From now on, you will only hear says and emotes.\n\r",ch); SET_BIT(ch->comm,COMM_QUIET); } } void do_replay (CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) { send_to_char("You can't replay.\n\r",ch); return; } if (buf_string(ch->pcdata->buffer)[0] == '\0') { send_to_char("You have no tells to replay.\n\r",ch); return; } page_to_char(buf_string(ch->pcdata->buffer),ch); clear_buf(ch->pcdata->buffer); } /* RT auction rewritten in ROM style */ void do_auction( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOAUCTION)) { send_to_char("Auction channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOAUCTION); } else { send_to_char("Auction channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOAUCTION); } } else /* auction message sent, turn auction on if it is off */ { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } if(is_affected(ch,gsn_silence)) { send_to_char("You cannot find the words within you.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOAUCTION); if (IS_SET(ch->comm,COMM_ANSI)) sprintf( buf, "You auction '\x01B[1;36m%s\x01B[0;37m'\n\r", argument ); else sprintf( buf, "You auction '%s'\n\r", argument ); send_to_char( buf, ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if ( d->connected == CON_PLAYING && d->character != ch && ch->in_room->area == victim->in_room->area && !IS_SET(victim->comm,COMM_NOAUCTION) && !IS_SET(victim->comm,COMM_QUIET) ) { if (IS_SET(d->character->comm,COMM_ANSI)) act_new("$n auctions '\x01B[1;36m$t\x01B[0;37m'", ch,argument,d->character,TO_VICT,POS_DEAD); else act_new("$n auctions '$t'", ch,argument,d->character,TO_VICT,POS_DEAD); } } } } /* RT question channel */ void do_question( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOQUESTION)) { send_to_char("Q/A channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOQUESTION); } else { send_to_char("Q/A channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOQUESTION); } } else /* question sent, turn Q/A on if it isn't already */ { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOQUESTION); if (IS_SET(ch->comm,COMM_ANSI)) sprintf( buf, "You question '\x01B[1;36m%s\x01B[0;37m'\n\r", argument ); else sprintf( buf, "You question '%s'\n\r", argument ); send_to_char( buf, ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room->area == ch->in_room->area && !IS_SET(victim->comm,COMM_NOQUESTION) && !IS_SET(victim->comm,COMM_QUIET) ) { if (IS_SET(d->character->comm,COMM_ANSI)) act_new("$n questions '\x01B[1;36m$t\x01B[0;37m'", ch,argument,d->character,TO_VICT,POS_SLEEPING); else act_new("$n questions '$t'", ch,argument,d->character,TO_VICT,POS_SLEEPING); } } } } /* RT answer channel - uses same line as questions */ void do_answer( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOQUESTION)) { send_to_char("Q/A channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOQUESTION); } else { send_to_char("Q/A channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOQUESTION); } } else /* answer sent, turn Q/A on if it isn't already */ { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOQUESTION); if (IS_SET(ch->comm,COMM_ANSI)) sprintf( buf, "You answer '\x01B[1;36m%s\x01B[0;37m'\n\r", argument ); else sprintf( buf, "You answer '%s'\n\r", argument ); send_to_char( buf, ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room->area == ch->in_room->area && !IS_SET(victim->comm,COMM_NOQUESTION) && !IS_SET(victim->comm,COMM_QUIET) ) { if (IS_SET(d->character->comm,COMM_ANSI)) act_new("$n answers '\x01B[1;36m$t\x01B[0;37m'", ch,argument,d->character,TO_VICT,POS_SLEEPING); else act_new("$n answers '$t'", ch,argument,d->character,TO_VICT,POS_SLEEPING); } } } } void do_clantalk( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (!is_clan(ch) || clan_table[ch->clan].independent) { send_to_char("You aren't in a clan.\n\r",ch); return; } if ( argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOCLAN)) { send_to_char("Clan channel is now ON\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOCLAN); } else { send_to_char("Clan channel is now OFF\n\r",ch); SET_BIT(ch->comm,COMM_NOCLAN); } return; } if(is_affected(ch,gsn_silence)) { send_to_char("You cannot find the words within you.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOCLAN); if (IS_SET(ch->comm,COMM_ANSI)) sprintf( buf, "\x01B[1;37m%s%s: %s\x01B[0;37m\n\r", clan_table[ch->clan].who_name, IS_NPC(ch) ? ch->short_descr : ch->name,argument ); else sprintf( buf, "%s%s: %s\n\r", clan_table[ch->clan].who_name, IS_NPC(ch) ? ch->short_descr : ch->name, argument ); send_to_char( buf, ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && ( ( is_same_clan(ch,d->character) && !IS_SET(d->character->comm,COMM_NOCLAN)) || IS_SET(d->character->comm,COMM_ALL_CLANS) ) ) { if (IS_SET(d->character->comm,COMM_ANSI)) sprintf( buf, "\x01B[1;37m%s%s: %s\x01B[0;37m\n\r", clan_table[ch->clan].who_name, PERS(ch,d->character), argument ); else sprintf( buf, "%s%s: %s\n\r", clan_table[ch->clan].who_name,PERS(ch,d->character), argument ); send_to_char( buf, d->character ); } } return; } void do_global(CHAR_DATA *ch,char *argument) { if (IS_SET(ch->comm,COMM_ALL_CLANS)) { send_to_char("You will no longer hear all Clan channels.\n\r",ch); REMOVE_BIT(ch->comm,COMM_ALL_CLANS); } else { send_to_char("You will now hear all Clan channels.\n\r",ch); SET_BIT(ch->comm,COMM_ALL_CLANS); } return; } void do_immtalk( CHAR_DATA *ch, char *argument ) { CHAR_DATA *wch; int trust; trust = get_trust(ch); if (trust < 52 && (!IS_SET(ch->comm,COMM_IMMORTAL) )) { send_to_char("Huh?\n\r",ch); return; } if ( argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOWIZ)) { send_to_char("Immortal channel is now ON\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOWIZ); } else { send_to_char("Immortal channel is now OFF\n\r",ch); SET_BIT(ch->comm,COMM_NOWIZ); } return; } REMOVE_BIT(ch->comm,COMM_NOWIZ); if (IS_SET(ch->comm,COMM_ANSI)) act_new("\x01B[1;34m[IMM] $n: $t\x01B[0;37m",ch,argument,NULL,TO_CHAR,POS_DEAD); else act_new("[IMM] $n: $t",ch,argument,NULL,TO_CHAR,POS_DEAD); for (wch = char_list; wch != NULL; wch = wch->next) { if (IS_NPC(wch)) continue; if ( ( IS_IMMORTAL(wch)) || IS_SET(wch->comm,COMM_IMMORTAL)) { if (IS_SET(wch->comm,COMM_ANSI)) act_new("\x01B[1;34m[IMM] $n: $t\x01B[0;37m",ch,argument,wch,TO_VICT,POS_DEAD); else act_new("[IMM] $n: $t",ch,argument,wch,TO_VICT,POS_DEAD); } } return; } /* This is a real messy hack for a builder channel where people making areas, but who aren't immortals can talk and discuss the matter...(Ceran) */ void do_builder( CHAR_DATA *ch, char *argument ) { CHAR_DATA *wch; if (!IS_SET(ch->comm,COMM_BUILDER)) { send_to_char("Huh?\n\r",ch); return; } if ( argument[0] == '\0' ) return; if (IS_SET(ch->comm,COMM_ANSI)) act_new("\x01B[1;34m[BUILDER] $n: $t\x01B[0;37m",ch,argument,NULL,TO_CHAR,POS_DEAD); else act_new("[BUILDER] $n: $t",ch,argument,NULL,TO_CHAR,POS_DEAD); for (wch = char_list; wch != NULL; wch = wch->next) { if (IS_NPC(wch)) continue; if (IS_SET(wch->comm,COMM_BUILDER)) { if (IS_SET(wch->comm,COMM_ANSI)) act_new("\x01B[1;34m[BUILDER] $n: $t\x01B[0;37m",ch,argument,wch,TO_VICT,POS_DEAD); else act_new("[BUILDER] $n: $t",ch,argument,wch,TO_VICT,POS_DEAD); } } return; } /* Used for an object...take this out if you don't want it */ void obj_say_heavenly_sceptre(CHAR_DATA *ch,OBJ_DATA *obj,char *argument) { int sn; sn = -1; if (strstr(argument,"i am the wrath of god") || strstr(argument,"I am the wrath of god")) sn = skill_lookup("heavenly wrath"); if (strstr(argument,"feel the force of god") || strstr(argument,"Feel the force of god")) sn = skill_lookup("heavenly fire"); if (sn == -1) return; (*skill_table[sn].spell_fun) (sn,obj->level,ch,NULL,TAR_IGNORE); return; } void do_say( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; if (!IS_NPC(ch)) if ( argument[0] == '\0' ) { send_to_char( "Say what?\n\r", ch ); return; } if(is_affected(ch,gsn_silence)) { send_to_char("You cannot find the words within you.\n\r",ch); return; } for ( victim = ch->in_room->people; victim != NULL; victim = victim->next_in_room ) { if ( IS_AWAKE(victim) ) { if (is_affected(victim,gsn_shock_sphere)) act("$n says something you can't quite hear.",ch,0,victim,TO_VICT); else if (IS_SET(victim->comm,COMM_ANSI)) { act("$n says '\x01B[1;33m$t\x01B[0;37m'",ch,argument,victim,TO_VICT); } else { act("$n says '$t'",ch,argument,victim,TO_VICT); } } } if (IS_SET(ch->comm,COMM_ANSI)) { act( "You say '\x01B[1;33m$T\x01B[0;37m'", ch, NULL, argument, TO_CHAR ); } else { act( "You say '$T'", ch, NULL, argument, TO_CHAR ); } if ( !IS_NPC(ch) ) { CHAR_DATA *mob, *mob_next; for ( mob = ch->in_room->people; mob != NULL; mob = mob_next ) { mob_next = mob->next_in_room; if ( IS_NPC(mob) && HAS_TRIGGER( mob, TRIG_SPEECH ) && mob->position == mob->pIndexData->default_pos ) mp_act_trigger( argument, mob, ch, NULL, NULL, TRIG_SPEECH ); } } mob_say_lady(ch,argument); for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc != WEAR_NONE && obj->pIndexData->vnum == OBJ_VNUM_ROD_LORDLY) obj_say_lordly(ch,obj,argument); if (obj->wear_loc != WEAR_NONE && obj->pIndexData->vnum == OBJ_VNUM_HEAVENLY_SCEPTRE) obj_say_heavenly_sceptre(ch,obj,argument); } /* Ugh..ugly coded say_progs for arkham legion area. Take these out if you don't want to use legion.are ... (Ceran) */ say_prog_karguska(ch,argument); say_prog_summon_demon(ch, argument); say_prog_raise_shadowlord(ch,argument); return; } void do_pray( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; char *check; if (argument[0] == '\0' ) { send_to_char("Pray what?\n\r",ch); return; } if ( IS_SET(ch->comm, COMM_NOCHANNELS) ) { send_to_char( "You can't pray.\n\r", ch ); return; } check = str_dup(argument); WAIT_STATE( ch, 12 ); if (IS_SET(ch->comm,COMM_ANSI)) act( "\x01B[1;31mYou pray to the gods: $T.\x01B[0;37m", ch, NULL,argument, TO_CHAR ); else act( "You pray to the gods: $T.", ch, NULL, argument, TO_CHAR ); /* Quick anti-swearing hack for two common pray morons who like to pray stupid and insulting things...just add words you don't want to see prayed to you here....(Ceran) */ if (strstr(argument,"fuck") || strstr(argument,"fag") || strstr(argument,"FUCK") || strstr(argument,"FAG") || strstr(argument,"Fuck") || strstr(argument,"Fag") || strstr(argument,"!!!")) WAIT_STATE(ch,360); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if ( d->connected == CON_PLAYING && d->character != ch && !IS_SET(victim->comm, COMM_SHOUTSOFF) && !IS_SET(victim->comm, COMM_QUIET) && victim->level >= 53 ) { if (IS_SET(d->character->comm,COMM_ANSI)) act("\x01B[1;31m$f PRAYS: $t\x01B[0;37m",ch,argument,d->character,TO_VICT); else act("$f PRAYS: $t",ch,argument,d->character,TO_VICT); } } return; } void do_tell( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int count, number; char arg2[MAX_STRING_LENGTH]; if (is_affected(ch,gsn_silence)) { send_to_char("You cannot find the words within you.\n\r",ch); return; } if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_DEAF)) { send_to_char( "Your message didn't get through.\n\r", ch ); return; } if ( IS_SET(ch->comm, COMM_QUIET) ) { send_to_char( "You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET(ch->comm,COMM_DEAF)) { send_to_char("You must turn off deaf mode first.\n\r",ch); return; } argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Tell whom what?\n\r", ch ); return; } /* This added for decoy tells..without this you have to locate the number of the person you are trying to talk to when their decoys occupy 1.<name>, and that's mega annoying...(Ceran) */ arg2[0] = '\0'; sprintf(arg2,"%s",arg); /* * Can tell to PC's anywhere, but NPC's only in same room. * -- Furey */ number = number_argument(arg2, arg ); count = 0; for (victim = char_list; victim != NULL; victim = victim->next) { if (is_name(victim->name,arg) && (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_DECOY)) continue; if (victim->in_room == NULL || (IS_IMMORTAL(ch) ? !is_name(arg,(victim->original_name?victim->original_name:victim->name)): !is_name(arg,victim->name)) || !can_see( ch,victim )) continue; if ( ++count == number ) break; } if (victim == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act("$N seems to have lost consciousness...try again later.", ch,NULL,victim,TO_CHAR); sprintf(buf,"%s tells you '%s'\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) ) { act( "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if (is_affected(victim,gsn_shock_sphere)) { act("$E can't hear you.",ch,0,victim,TO_CHAR); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF)) && !IS_IMMORTAL(ch) ) /* Let Imms send tells to deaf players */ { act( "$E is not receiving tells.", ch, 0, victim, TO_CHAR ); return; } if(IS_IMMORTAL(ch)&&IS_SET(ch->comm,COMM_ANSI)) act("You tell $F '\x01b[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_CHAR); else if(IS_IMMORTAL(ch)) act("You tell $F '$t'",ch,argument,victim,TO_CHAR); else if (IS_SET(ch->comm,COMM_ANSI)) act( "You tell $N '\x01B[1;32m$t\x01B[0;37m'", ch, argument, victim, TO_CHAR ); else act( "You tell $N '$t'", ch, argument, victim, TO_CHAR ); if(IS_IMMORTAL(victim)&&IS_SET(victim->comm,COMM_ANSI)) act_new("$f tells you '\x01B[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD); else if(IS_IMMORTAL(victim)) act_new("$f tells you '$t'",ch,argument,victim,TO_VICT,POS_DEAD); else if (IS_SET(victim->comm,COMM_ANSI)) act_new("$n tells you '\x01B[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD); else act_new("$n tells you '$t'",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; if ( !IS_NPC(ch) && IS_NPC(victim) && HAS_TRIGGER(victim,TRIG_SPEECH) ) mp_act_trigger( argument, victim, ch, NULL, NULL, TRIG_SPEECH ); return; } void do_reply( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->comm, COMM_NOTELL) ) { send_to_char( "Your message didn't get through.\n\r", ch ); return; } if ( ( victim = ch->reply ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act("$N seems to have misplaced $S link...try again later.", ch,NULL,victim,TO_CHAR); sprintf(buf,"%s tells you '%s'\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF)) && !IS_IMMORTAL(ch) && !IS_IMMORTAL(victim)) { act_new( "$E is not receiving tells.", ch, 0, victim, TO_CHAR,POS_DEAD); return; } if (!IS_IMMORTAL(victim) && !IS_AWAKE(ch)) { send_to_char( "In your dreams, or what?\n\r", ch ); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act_new("$E is AFK, and not receiving tells.", ch,NULL,victim,TO_CHAR,POS_DEAD); return; } act_new("$E is AFK, but your tell will go through when $E returns.", ch,NULL,victim,TO_CHAR,POS_DEAD); sprintf(buf,"%s tells you '%s'\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if(IS_IMMORTAL(ch)&&IS_SET(ch->comm,COMM_ANSI)) act("You tell $F '\x01b[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_CHAR); else if(IS_IMMORTAL(ch)) act("You tell $F '$t'",ch,argument,victim,TO_CHAR); else if (IS_SET(ch->comm,COMM_ANSI)) act( "You tell $N '\x01B[1;32m$t\x01B[0;37m'", ch,argument,victim, TO_CHAR ); else act( "You tell $N '$t'", ch, argument, victim, TO_CHAR ); if(IS_IMMORTAL(victim)&&IS_SET(victim->comm,COMM_ANSI)) act_new("$f tells you '\x01B[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD); else if(IS_IMMORTAL(victim)) act_new("$f tells you '$t'",ch,argument,victim,TO_VICT,POS_DEAD); else if (IS_SET(victim->comm,COMM_ANSI)) act_new("$n tells you '\x01B[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD); else act_new("$n tells you '$t'",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; return; } void do_yell( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if(is_affected(ch,gsn_silence)) { send_to_char("You cannot find the words within you.\n\r",ch); return; } if ( IS_SET(ch->comm, COMM_NOSHOUT) ) { send_to_char( "You can't yell.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Yell what?\n\r", ch ); return; } if (IS_SET(ch->comm,COMM_ANSI)) act("You yell '\x01B[1;36m$t\x01B[0;37m'",ch,argument,NULL,TO_CHAR); else act("You yell '$t'",ch,argument,NULL,TO_CHAR); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area && !IS_SET(d->character->comm,COMM_QUIET) ) { if (is_affected(d->character,gsn_shock_sphere)) continue; if (IS_SET(d->character->comm,COMM_ANSI)) act("$n yells '\x01B[1;36m$t\x01B[0;37m'",ch,argument,d->character,TO_VICT); else act("$n yells '$t'",ch,argument,d->character,TO_VICT); } } return; } void do_myell( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if ( IS_SET(ch->comm, COMM_NOSHOUT) ) { send_to_char( "You can't yell.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Yell what?\n\r", ch ); return; } if (IS_SET(ch->comm,COMM_ANSI)) act("You yell '\x01B[1;36m$t\x01B[0;37m'",ch,argument,NULL,TO_CHAR); else act("You yell '$t'",ch,argument,NULL,TO_CHAR); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area && !IS_SET(d->character->comm,COMM_QUIET) ) { if (d->character->clan != CLAN_ENFORCER) { if (IS_SET(d->character->comm,COMM_ANSI)) act("$n yells '\x01B[1;36m$t\x01B[0;37m'",ch,argument,d->character,TO_VICT); else act("$n yells '$t'",ch,argument,d->character,TO_VICT); } else { if (IS_SET(d->character->comm,COMM_ANSI)) act("$n yells in panic '\x01B[1;36m$t\x01B[0;37m'",ch,argument,d->character,TO_VICT); else act("$n yells in panic '$t'",ch,argument,d->character,TO_VICT); } } } return; } void do_emote( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } MOBtrigger = FALSE; act( "$n $T", ch, NULL, argument, TO_ROOM ); act( "$n $T", ch, NULL, argument, TO_CHAR ); MOBtrigger = TRUE; return; } void do_pmote( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; char *letter,*name; char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH]; int matches = 0; if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } act( "$n $t", ch, argument, NULL, TO_CHAR ); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->desc == NULL || vch == ch) continue; if ((letter = strstr(argument,vch->name)) == NULL) { MOBtrigger = FALSE; act("$N $t",vch,argument,ch,TO_CHAR); MOBtrigger = TRUE; continue; } strcpy(temp,argument); temp[strlen(argument) - strlen(letter)] = '\0'; last[0] = '\0'; name = vch->name; for (; *letter != '\0'; letter++) { if (*letter == '\'' && matches == strlen(vch->name)) { strcat(temp,"r"); continue; } if (*letter == 's' && matches == strlen(vch->name)) { matches = 0; continue; } if (matches == strlen(vch->name)) { matches = 0; } if (*letter == *name) { matches++; name++; if (matches == strlen(vch->name)) { strcat(temp,"you"); last[0] = '\0'; name = vch->name; continue; } strncat(last,letter,1); continue; } matches = 0; strcat(temp,last); strncat(temp,letter,1); last[0] = '\0'; name = vch->name; } MOBtrigger = FALSE; act("$N $t",vch,temp,ch,TO_CHAR); MOBtrigger = TRUE; } return; } /* * All the posing stuff. */ struct pose_table_type { char * message[2*MAX_CLASS]; }; const struct pose_table_type pose_table [] = { { { "You sizzle with energy.", "$n sizzles with energy.", "You feel very holy.", "$n looks very holy.", "You perform a small card trick.", "$n performs a small card trick.", "You show your bulging muscles.", "$n shows $s bulging muscles." } }, { { "You turn into a butterfly, then return to your normal shape.", "$n turns into a butterfly, then returns to $s normal shape.", "You nonchalantly turn wine into water.", "$n nonchalantly turns wine into water.", "You wiggle your ears alternately.", "$n wiggles $s ears alternately.", "You crack nuts between your fingers.", "$n cracks nuts between $s fingers." } }, { { "Blue sparks fly from your fingers.", "Blue sparks fly from $n's fingers.", "A halo appears over your head.", "A halo appears over $n's head.", "You nimbly tie yourself into a knot.", "$n nimbly ties $mself into a knot.", "You grizzle your teeth and look mean.", "$n grizzles $s teeth and looks mean." } }, { { "Little red lights dance in your eyes.", "Little red lights dance in $n's eyes.", "You recite words of wisdom.", "$n recites words of wisdom.", "You juggle with daggers, apples, and eyeballs.", "$n juggles with daggers, apples, and eyeballs.", "You hit your head, and your eyes roll.", "$n hits $s head, and $s eyes roll." } }, { { "A slimy green monster appears before you and bows.", "A slimy green monster appears before $n and bows.", "Deep in prayer, you levitate.", "Deep in prayer, $n levitates.", "You steal the underwear off every person in the room.", "Your underwear is gone! $n stole it!", "Crunch, crunch -- you munch a bottle.", "Crunch, crunch -- $n munches a bottle." } }, { { "You turn everybody into a little pink elephant.", "You are turned into a little pink elephant by $n.", "An angel consults you.", "An angel consults $n.", "The dice roll ... and you win again.", "The dice roll ... and $n wins again.", "... 98, 99, 100 ... you do pushups.", "... 98, 99, 100 ... $n does pushups." } }, { { "A small ball of light dances on your fingertips.", "A small ball of light dances on $n's fingertips.", "Your body glows with an unearthly light.", "$n's body glows with an unearthly light.", "You count the money in everyone's pockets.", "Check your money, $n is counting it.", "The gods admire your physique.", "The gods admire $n's physique." } }, { { "Smoke and fumes leak from your nostrils.", "Smoke and fumes leak from $n's nostrils.", "A spot light hits you.", "A spot light hits $n.", "You balance a pocket knife on your tongue.", "$n balances a pocket knife on your tongue.", "Watch your feet, you are juggling granite boulders.", "Watch your feet, $n is juggling granite boulders." } }, { { "The light flickers as you rap in magical languages.", "The light flickers as $n raps in magical languages.", "Everyone levitates as you pray.", "You levitate as $n prays.", "You produce a coin from everyone's ear.", "$n produces a coin from your ear.", "Oomph! You squeeze water out of a granite boulder.", "Oomph! $n squeezes water out of a granite boulder." } }, { { "Your head disappears.", "$n's head disappears.", "A cool breeze refreshes you.", "A cool breeze refreshes $n.", "You step behind your shadow.", "$n steps behind $s shadow.", "You pick your teeth with a spear.", "$n picks $s teeth with a spear." } }, { { "A fire elemental singes your hair.", "A fire elemental singes $n's hair.", "The sun pierces through the clouds to illuminate you.", "The sun pierces through the clouds to illuminate $n.", "Your eyes dance with greed.", "$n's eyes dance with greed.", "Everyone is swept off their foot by your hug.", "You are swept off your feet by $n's hug." } }, { { "The sky changes color to match your eyes.", "The sky changes color to match $n's eyes.", "The ocean parts before you.", "The ocean parts before $n.", "You deftly steal everyone's weapon.", "$n deftly steals your weapon.", "Your karate chop splits a tree.", "$n's karate chop splits a tree." } }, { { "The stones dance to your command.", "The stones dance to $n's command.", "A thunder cloud kneels to you.", "A thunder cloud kneels to $n.", "The Grey Mouser buys you a beer.", "The Grey Mouser buys $n a beer.", "A strap of your armor breaks over your mighty thews.", "A strap of $n's armor breaks over $s mighty thews." } }, { { "The heavens and grass change colour as you smile.", "The heavens and grass change colour as $n smiles.", "The Burning Man speaks to you.", "The Burning Man speaks to $n.", "Everyone's pocket explodes with your fireworks.", "Your pocket explodes with $n's fireworks.", "A boulder cracks at your frown.", "A boulder cracks at $n's frown." } }, { { "Everyone's clothes are transparent, and you are laughing.", "Your clothes are transparent, and $n is laughing.", "An eye in a pyramid winks at you.", "An eye in a pyramid winks at $n.", "Everyone discovers your dagger a centimeter from their eye.", "You discover $n's dagger a centimeter from your eye.", "Mercenaries arrive to do your bidding.", "Mercenaries arrive to do $n's bidding." } }, { { "A black hole swallows you.", "A black hole swallows $n.", "Valentine Michael Smith offers you a glass of water.", "Valentine Michael Smith offers $n a glass of water.", "Where did you go?", "Where did $n go?", "Four matched Percherons bring in your chariot.", "Four matched Percherons bring in $n's chariot." } }, { { "The world shimmers in time with your whistling.", "The world shimmers in time with $n's whistling.", "The great god Mota gives you a staff.", "The great god Mota gives $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him." } } }; void do_pose( CHAR_DATA *ch, char *argument ) { int level; int pose; if ( IS_NPC(ch) ) return; level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 ); pose = number_range(0, level); act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR ); act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM ); return; } void do_bug( CHAR_DATA *ch, char *argument ) { append_file( ch, BUG_FILE, argument ); send_to_char( "Bug logged.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Typo logged.\n\r", ch ); return; } void do_rent( CHAR_DATA *ch, char *argument ) { send_to_char( "There is no rent here. Just save and quit.\n\r", ch ); return; } void do_qui( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch ); return; } void do_quit( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d,*d_next; OBJ_DATA *obj; OBJ_DATA *obj_next; int id; CHAR_DATA *wch; CHAR_DATA *wch_next; if ( IS_NPC(ch) ) return; if (IS_AFFECTED(ch,AFF_CHARM)) { send_to_char("Now why would you want to leave your master?\n\r", ch); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "No way! You are fighting.\n\r", ch ); return; } if ( ch->position < POS_STUNNED ) { send_to_char( "You're not DEAD yet.\n\r", ch ); return; } if ( ch->pause > 0 ) { send_to_char( "Your adrenaline is gushing too much to quit!\n\r", ch ); return; } if (is_affected(ch,gsn_blackjack)) { send_to_char("You're blackjacked, you can't quit!\n\r",ch); return; } if (is_affected(ch,gsn_strangle)) { send_to_char("You're strangled, you can't quit!\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM)) { send_to_char("You don't want to leave your master yet!\n\r",ch); return; } if (ch->in_room->clan != 0) { if (ch->in_room->clan != ch->clan) { send_to_char("You can't quit out in an enemy Clan!\n\r",ch); return; } } if (ch->clan != 0) announce_logout(ch); send_to_char( "Alas, all good things must come to an end.\n\r",ch); act( "$n has left the realm.", ch, NULL, NULL, TO_ROOM ); sprintf( log_buf, "%s has quit.", ch->name ); log_string( log_buf ); wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch)); /* * After extract_char the ch is no longer valid! */ /* Remove any Clan items first , also owners and any limiteds on levels 10 and below */ for (obj = object_list; obj != NULL; obj = obj_next) { obj_next = obj->next; if (obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ARCANA || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || (str_cmp(obj->owner,"none") && str_cmp(obj->owner,ch->name)) ) { if (obj->carried_by == ch) extract_obj(obj); } else if (obj->pIndexData->limtotal != 0 && ch->level < 10) { if (obj->carried_by == ch) extract_obj(obj); } } /* extract all decoys */ for (wch = char_list; wch != NULL; wch = wch_next) { wch_next = wch->next; if (wch->defending!= NULL && wch->defending == ch) wch->defending = NULL; /* Clear defend */ if (wch->nightfall != NULL /* Clear nightfall targets */ && wch->nightfall == ch) wch->nightfall = NULL; if (!IS_NPC(wch)) continue; if ((wch->pIndexData->vnum == MOB_VNUM_DECOY || wch->pIndexData->vnum == MOB_VNUM_SHADOW) && is_name(ch->name,wch->name)) { act("$n crumbles to dust.",wch,0,0,TO_ROOM); extract_char(wch,TRUE); } } save_char_obj( ch ); id = ch->id; d = ch->desc; extract_char( ch, TRUE ); if ( d != NULL ) close_socket( d ); /* toast evil cheating bastards */ for (d = descriptor_list; d != NULL; d = d_next) { CHAR_DATA *tch; d_next = d->next; tch = d->original ? d->original : d->character; if (tch && tch->id == id) { extract_char(tch,TRUE); close_socket(d); } } return; } void do_save( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; save_char_obj( ch ); send_to_char("Saving. Remember that Tartarus has automatic saving.\n\r", ch); return; } void do_follow( CHAR_DATA *ch, char *argument ) { /* RT changed to allow unlimited following and follow the NOFOLLOW rules */ char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Follow whom?\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_AFFECTED(ch, AFF_CHARM) && ch->master != NULL ) { act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( ch->master == NULL ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower(ch); return; } if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch)) { act("$N doesn't seem to want any followers.\n\r", ch,NULL,victim, TO_CHAR); return; } REMOVE_BIT(ch->act,PLR_NOFOLLOW); if ( ch->master != NULL ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master != NULL ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; if ( can_see( master, ch ) ) act( "$n now follows you.", ch, NULL, master, TO_VICT ); act( "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( ch->master == NULL ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) && ch->in_room != NULL) { act( "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act( "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); } if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; return; } /* nukes charmed monsters and pets */ void nuke_pets( CHAR_DATA *ch ) { CHAR_DATA *pet; if ((pet = ch->pet) != NULL) { stop_follower(pet); if (pet->in_room != NULL) act("$N slowly fades away.",ch,NULL,pet,TO_NOTVICT); extract_char(pet,TRUE); } ch->pet = NULL; return; } void die_follower( CHAR_DATA *ch ) { CHAR_DATA *fch; CHAR_DATA *fch_next; if ( ch->master != NULL ) { if (ch->master->pet == ch) ch->master->pet = NULL; stop_follower( ch ); } ch->leader = NULL; for ( fch = char_list; fch != NULL; fch = fch_next ) { /* NPC fading added by Ceran...you'll have to keep this in cos tracking crashes if you don't clear all trackers and followers. */ fch_next = fch->next; if ( (IS_NPC(fch)) && ( (is_affected(fch,gsn_animate_dead)) || (IS_AFFECTED(fch,AFF_CHARM) ) ) ) { if (fch->master == ch) { REMOVE_BIT(fch->affected_by,AFF_CHARM); affect_strip(fch,gsn_animate_dead); act("$n slowly fades away.",fch,NULL,NULL,TO_ROOM); extract_char(fch,TRUE); } } else { if ( fch->master == ch ) stop_follower( fch ); if ( fch->leader == ch ) fch->leader = fch; } } return; } void do_order( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; argument = one_argument( argument, arg ); one_argument(argument,arg2); if (!str_cmp(arg2,"delete") || !str_cmp(arg2,"mob")) { send_to_char("That will NOT be done.\n\r",ch); return; } if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Order whom to do what?\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You feel like taking, not giving, orders.\n\r", ch ); return; } if (!str_cmp(arg2,"trip") || !str_cmp(arg2,"bash")) return; if ( !str_cmp( arg, "all" ) ) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch || (IS_IMMORTAL(victim) && victim->trust >= ch->trust)) { send_to_char( "Do it yourself!\n\r", ch ); return; } } found = FALSE; for ( och = ch->in_room->people; och != NULL; och = och_next ) { och_next = och->next_in_room; if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; sprintf( buf, "$n orders you to '%s'.", argument ); act( buf, ch, NULL, och, TO_VICT ); interpret( och, argument ); } } if ( found ) { WAIT_STATE(ch,PULSE_VIOLENCE); send_to_char( "Ok.\n\r", ch ); } else send_to_char( "You have no followers here.\n\r", ch ); return; } void do_group( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf( buf, "%s's group:\n\r", PERS(leader, ch) ); send_to_char( buf, ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { sprintf( buf, "[%2d %s] %-16s %3d%%hp %3d%%mana %3d%%mv %5d xp\n\r", gch->level, IS_NPC(gch) ? "Mob" : class_table[gch->class].who_name, capitalize( PERS(gch, ch) ), (gch->max_hit == 0) ? 0 : (gch->hit*100)/gch->max_hit, (gch->max_mana == 0) ? 0 : (gch->mana*100)/gch->max_mana, (gch->max_move == 0) ? 0 : (gch->move*100)/gch->max_move, gch->exp ); send_to_char( buf, ch ); } } if (ch->life_lined != NULL) { gch = ch->life_lined; if (!is_same_group(ch,gch)) { sprintf(buf,"Life lined to %s.\n\r",gch->name); send_to_char(buf,ch); sprintf( buf, "[%2d %s] %-16s %3d%%hp %3d%%mana %3d%%mv %5d xp\n\r", gch->level, IS_NPC(gch) ? "Mob" : class_table[gch->class].who_name, capitalize( PERS(gch, ch) ), (gch->max_hit == 0) ? 0 : (gch->hit*100)/gch->max_hit, (gch->max_mana == 0) ? 0 : (gch->mana*100)/gch->max_mana, (gch->max_move == 0) ? 0 : (gch->move*100)/gch->max_move, gch->exp ); send_to_char( buf, ch ); } } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act_new("$N isn't following you.",ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } if (IS_AFFECTED(victim,AFF_CHARM)) { send_to_char("You can't remove charmed mobs from your group.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM)) { act_new("You like your master too much to leave $m!", ch,NULL,victim,TO_VICT,POS_SLEEPING); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act_new("$n removes $N from $s group.", ch,NULL,victim,TO_NOTVICT,POS_RESTING); act_new("$n removes you from $s group.", ch,NULL,victim,TO_VICT,POS_SLEEPING); act_new("You remove $N from your group.", ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } if (IS_GOOD(victim) && IS_EVIL(ch)) { send_to_char( "That person is too pure to group with you.\n\r", ch); return; } if (IS_EVIL(victim) && IS_GOOD(ch)) { send_to_char( "That person is too evil to group with you.\n\r", ch ); return; } victim->leader = ch; act_new("$N joins $n's group.",ch,NULL,victim,TO_NOTVICT,POS_RESTING); act_new("You join $n's group.",ch,NULL,victim,TO_VICT,POS_SLEEPING); act_new("$N joins your group.",ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount_gold = 0, amount_silver = 0; int share_gold, share_silver; int extra_gold, extra_silver; argument = one_argument( argument, arg1 ); one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Split how much?\n\r", ch ); return; } amount_silver = atoi( arg1 ); if (arg2[0] != '\0') amount_gold = atoi(arg2); if ( amount_gold < 0 || amount_silver < 0) { send_to_char( "Your group wouldn't like that.\n\r", ch ); return; } if ( amount_gold == 0 && amount_silver == 0 ) { send_to_char( "You hand out zero coins, but no one notices.\n\r", ch ); return; } if ( ch->gold < amount_gold || ch->silver < amount_silver) { send_to_char( "You don't have that much to split.\n\r", ch ); return; } members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) && !IS_AFFECTED(gch,AFF_CHARM)) members++; } if ( members < 2 ) { send_to_char( "Just keep it all.\n\r", ch ); return; } share_silver = amount_silver / members; extra_silver = amount_silver % members; share_gold = amount_gold / members; extra_gold = amount_gold % members; if ( share_gold == 0 && share_silver == 0 ) { send_to_char( "Don't even bother, cheapskate.\n\r", ch ); return; } ch->silver -= amount_silver; ch->silver += share_silver + extra_silver; ch->gold -= amount_gold; ch->gold += share_gold + extra_gold; if (share_silver > 0) { sprintf(buf, "You split %d silver coins. Your share is %d silver.\n\r", amount_silver,share_silver + extra_silver); send_to_char(buf,ch); } if (share_gold > 0) { sprintf(buf, "You split %d gold coins. Your share is %d gold.\n\r", amount_gold,share_gold + extra_gold); send_to_char(buf,ch); } if (share_gold == 0) { sprintf(buf,"$n splits %d silver coins. Your share is %d silver.", amount_silver,share_silver); } else if (share_silver == 0) { sprintf(buf,"$n splits %d gold coins. Your share is %d gold.", amount_gold,share_gold); } else { sprintf(buf, "$n splits %d silver and %d gold coins, giving you %d silver and %d gold.\n\r", amount_silver,amount_gold,share_silver,share_gold); } for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM)) { act( buf, ch, NULL, gch, TO_VICT ); gch->gold += share_gold; gch->silver += share_silver; } } return; } void do_gtell( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; if(is_affected(ch,gsn_silence)) { send_to_char("You cannot find the words within you.\n\r",ch); return; } if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( IS_SET( ch->comm, COMM_NOTELL ) ) { send_to_char( "Your message didn't get through!\n\r", ch ); return; } for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { if (IS_SET(gch->comm,COMM_ANSI)) act_new("$n tells the group '\x01B[1;35m$t\x01B[0;37m'", ch,argument,gch,TO_VICT,POS_SLEEPING); else act_new("$n tells the group '$t'", ch,argument,gch,TO_VICT,POS_SLEEPING); } } if (IS_SET(ch->comm,COMM_ANSI)) act_new("You tell the group '\x01B[1;35m$t\x01B[0;37m'",ch,argument,NULL,TO_CHAR,POS_SLEEPING); else act_new("You tell the group '$t'",ch,argument,NULL,TO_CHAR,POS_SLEEPING); return; } /* * It is very important that this be an equivalence relation: * (1) A ~ A * (2) if A ~ B then B ~ A * (3) if A ~ B and B ~ C, then A ~ C */ bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch ) { if ( ach == NULL || bch == NULL) return FALSE; /* if ( ( ach->level - bch->level > 8 || ach->level - bch->level < -8 ) && !IS_NPC(ach) ) return FALSE;*/ if ( ach->leader != NULL ) ach = ach->leader; if ( bch->leader != NULL ) bch = bch->leader; return ach == bch; } void do_release(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (arg[0] == '\0') { send_to_char("Release which follower?\n\r",ch); return; } victim = get_char_room(ch,arg); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (!IS_AFFECTED(victim,AFF_CHARM) || victim->master != ch) { send_to_char("They aren't under your control.\n\r",ch); return; } if (IS_NPC(victim)) { act("$n slowly fades away.",victim,0,0,TO_ROOM); extract_char(victim,TRUE); } else { send_to_char("You can't release a player into the void..maybe nofollow them?\n\r",ch); return; } return; } /* Rod of lordly might for use in drannor..take out if you don't want to use drannor areas...(Ceran) */ void obj_say_lordly(CHAR_DATA *ch,OBJ_DATA *obj,char *argument) { if (strstr(argument,"rulers are just figureheads")) { if (obj->item_type == ITEM_TRASH) { send_to_char("Your rod warms a little but nothing happens.\n\r",ch); WAIT_STATE(ch,12); return; } obj->value[0] = 0; obj->value[1] = 0; obj->value[2] = 0; obj->item_type = ITEM_TRASH; REMOVE_BIT(obj->wear_flags,ITEM_WIELD); SET_BIT(obj->wear_flags,ITEM_HOLD); obj->value[3] = 0; free_string(obj->short_descr); obj->short_descr = "the rod of lordly might"; act("$n's rod of lordly might clicks and changes form into a nodesript staff.",ch,0,0,TO_ROOM); send_to_char("Your rod of lordly might clicks and changes into a nondescript staff.\n\r",ch); WAIT_STATE(ch,12); return; } if (strstr(argument,"rule with an iron fist")) { if (obj->value[0] == WEAPON_MACE) { send_to_char("Your rod warms a little but nothing happens.\n\r",ch); WAIT_STATE(ch,12); return; } obj->value[0] = WEAPON_MACE; obj->value[1] = 7; obj->value[2] = 7; obj->item_type = ITEM_WEAPON; REMOVE_BIT(obj->wear_flags,ITEM_HOLD); SET_BIT(obj->wear_flags,ITEM_WIELD); obj->value[3] = attack_lookup("crush"); free_string(obj->short_descr); obj->short_descr = "A rod with a large heavy mace head"; act("$n's rod of lordly might clicks and changes form into a mace!",ch,0,0,TO_ROOM); send_to_char("Your rod of lordly might clicks and changes into a mace!\n\r",ch); WAIT_STATE(ch,12); return; } if (strstr(argument,"the strong rule the weak")) { if (obj->value[0] == WEAPON_SWORD) { send_to_char("Your rod warms a little but nothing happens.\n\r",ch); WAIT_STATE(ch,12); return; } obj->value[0] = WEAPON_SWORD; obj->value[1] = 7; obj->value[2] = 7; obj->item_type = ITEM_WEAPON; REMOVE_BIT(obj->wear_flags,ITEM_HOLD); SET_BIT(obj->wear_flags,ITEM_WIELD); obj->value[3] = attack_lookup("slash"); free_string(obj->short_descr); obj->short_descr = "A rod with long slim blade"; act("$n's rod of lordly might clicks and changes form into a sword!",ch,0,0,TO_ROOM); send_to_char("Your rod of lordly might clicks and changes into a sword!\n\r",ch); WAIT_STATE(ch,12); return; } if (strstr(argument,"rulership is for the divine")) { if (obj->value[0] == WEAPON_EXOTIC) { send_to_char("Your rod warms a little but nothing happens.\n\r",ch); WAIT_STATE(ch,12); return; } obj->value[0] = WEAPON_EXOTIC; obj->value[1] = 7; obj->value[2] = 7; obj->item_type = ITEM_WEAPON; REMOVE_BIT(obj->wear_flags,ITEM_HOLD); SET_BIT(obj->wear_flags,ITEM_WIELD); obj->value[3] = attack_lookup("divine"); free_string(obj->short_descr); obj->short_descr = "A rod wreathed in blue flames"; act("$n's rod of lordly might elongates and suddenly becomes wreathed in blue flames!",ch,0,0,TO_ROOM); send_to_char("Your rod of lordly might elongates and suddenly becomes wreathed in blue flames!\n\r",ch); WAIT_STATE(ch,12); return; } return; } /* a mob_say_trigger */ void mob_say_lady(CHAR_DATA *ch,char *argument) { CHAR_DATA *lady; if (IS_NPC(ch)) return; for (lady = ch->in_room->people; lady != NULL; lady = lady->next_in_room) { if (!IS_NPC(lady)) continue; if (lady->pIndexData->vnum == MOB_VNUM_DRANNOR_LADY) break; } if (lady == NULL) return; if (lady->position == POS_FIGHTING || lady->position == POS_SLEEPING) return; if (!str_cmp(argument,"yes")) { do_say(lady,"Bring me the head of the beast that slew my people as they fled to the seas."); do_say(lady,"It lives in the bloody waters, feeding off the bones of the elves it killed as they tried to flee."); return; } if (strstr(argument,"beast")) { do_say(lady,"The beast is dangerous beyond mortal comprehension."); do_say(lady,"Find the fallen knight in the towers and retrieve the slayer to kill the beast."); act("$n flickers for a moment then resumes her tranquil position of waiting.",lady,0,0,TO_ROOM); return; } return; } /* This is to introduce a basic random value in the ageing process. The amount varies for each race since they live different lifespans . */ void get_age_mod(CHAR_DATA *ch) { int mod; char *race; if (IS_NPC(ch)) return; race = pc_race_table[ch->race].name; if (!str_cmp(race,"human")) mod = dice(2,6); else if (!str_cmp(race,"elf") || !str_cmp(race,"grey-elf") || !str_cmp(race,"dark-elf")) { mod = dice(6,8); mod += dice(6,10); } else if (!str_cmp(race,"giant") || !str_cmp(race,"centaur") || !str_cmp(race,"troll")) mod = dice(4,5); else if (!str_cmp(race,"gnome")) { mod = dice(6,8); mod += dice(10,11); } else if (!str_cmp(race,"dwarf")) mod = dice(5,6); else mod = dice(4,5); ch->pcdata->age_mod = mod; return; } /* A new auto setting so players can indicate whether they want to accept objects sent via the transfer item spell. */ void do_notransfer(CHAR_DATA *ch,char *argument) { if (IS_NPC(ch)) return; if (IS_SET(ch->act,PLR_NO_TRANSFER)) { REMOVE_BIT(ch->act,PLR_NO_TRANSFER); send_to_char("You now accept transfered objects.\n\r",ch); return; } SET_BIT(ch->act,PLR_NO_TRANSFER); send_to_char("You no longer accept transfered objects.\n\r",ch); return; } void do_evaluation(CHAR_DATA *ch,char *argument) { if (IS_NPC(ch)) return; if (IS_SET(ch->act,PLR_EVALUATION)) { send_to_char("You no longer attempt to evaluate your opponent's wounds.\n\r",ch); REMOVE_BIT(ch->act,PLR_EVALUATION); return; } send_to_char("You now attempt to evaluate your opponent's wounds.\n\r",ch); SET_BIT(ch->act,PLR_EVALUATION); return; } /* Say progs for legion.are...remove these if you don't want to use legion.are */ void say_prog_summon_demon(CHAR_DATA *ch,char *argument) { CHAR_DATA *mob; char buf[MAX_STRING_LENGTH]; if (ch->in_room == NULL || ch->in_room->vnum != 29824) return; if (!strstr(argument,"Yal Dagon Nar Sothoth") && !strstr(argument,"Yal dagon nar sothoth") && !strstr(argument,"yal dagon nar sothoth")) return; for (mob = char_list;mob != NULL; mob = mob->next) if (IS_NPC(mob) && mob->pIndexData->vnum == 29736 && mob->in_room != NULL && mob->in_room->vnum != 29599) break; if (mob != NULL) return; for (mob = char_list;mob != NULL; mob = mob->next) if (IS_NPC(mob) && mob->pIndexData->vnum == 29736 && mob->in_room != NULL && mob->in_room->vnum == 29599) break; if (mob == NULL) return; char_from_room(mob); act("The pentegram sizzles and steams and a huge demon steps out from a gate!",ch,0,0,TO_ROOM); act("The pentegram sizzles and steams and a huge demon steps out from a gate!",ch,0,0,TO_CHAR); char_to_room(mob,ch->in_room); do_yell(mob,"You dare to summon me mortal!"); sprintf(buf,"Help! I'm being attacked by %s!",mob->short_descr); do_yell(ch,buf); multi_hit(mob,ch,-1); return; } void say_prog_raise_shadowlord(CHAR_DATA *ch,char *argument) { CHAR_DATA *mob; OBJ_DATA *obj; OBJ_DATA *obj_next; char buf[MAX_STRING_LENGTH]; if (ch->in_room == NULL || ch->in_room->vnum != 29842) return; if (!strstr(argument,"yal nosferatu vampyri sothoth")) return; for (mob = mob = char_list;mob != NULL; mob = mob->next) if (IS_NPC(mob) && mob->pIndexData->vnum == 29735 && mob->in_room != NULL && mob->in_room->vnum != 29599) break; if (mob != NULL) return; for (mob = char_list;mob != NULL; mob = mob->next) if (IS_NPC(mob) && mob->pIndexData->vnum == 29735 && mob->in_room != NULL && mob->in_room->vnum == 29599) break; if (mob == NULL) return; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if (obj->pIndexData->vnum == 29757) break; } if (obj == NULL) return; act("The corpses explode into a bloody mist and something dark forms out of it!",ch,0,0,TO_ROOM); act("The corpses explode into a bloody mist and something dark forms out of it!",ch,0,0,TO_CHAR); extract_obj(obj); char_from_room(mob); char_to_room(mob,ch->in_room); do_say(mob,"Feeeed me mortal!"); sprintf(buf,"Help! I'm being attacked by %s!",mob->short_descr); do_yell(ch,buf); multi_hit(mob,ch,-1); return; } /* This mostly rips off the venueport code..for use in legion.are */ void say_prog_karguska(CHAR_DATA *ch, char *argument) { int vnum; ROOM_INDEX_DATA *to_room; CHAR_DATA *group; CHAR_DATA *arrival; CHAR_DATA *g_next; ROOM_INDEX_DATA *VENUEPORT; CHAR_DATA *last_to_venue; int numb; if (ch->in_room == NULL) return; if (!strstr(argument,"karguska")) return; vnum = 0; if (ch->in_room->vnum == 29706) vnum = 29520; else if (ch->in_room->vnum == 29707) vnum = 29521; else if (ch->in_room->vnum == 29708) vnum = 29522; else if (ch->in_room->vnum == 29709) vnum = 29523; else if (ch->in_room->vnum == 29520) vnum = 29706; else if (ch->in_room->vnum == 29521) vnum = 29707; else if (ch->in_room->vnum == 29522) vnum = 29708; else if (ch->in_room->vnum == 29523) vnum = 29709; else vnum = 0; if (vnum == 0) return; VENUEPORT = get_room_index(ROOM_VNUM_VENUEPORT); to_room = get_room_index(vnum); if (to_room == NULL || VENUEPORT == NULL) return; last_to_venue = ch; numb = 1; for (group = ch->in_room->people; group != NULL; group = g_next) { g_next = group->next_in_room; if (!is_same_group(group,ch) || (group->fighting != NULL) ) continue; if (group == ch ) continue; numb++; send_to_char("The penegram glows red and with a blinding flash of light you are somewhere else!\n\r",group); char_from_room(group); char_to_room(group,to_room); act("The pentegram on the floor glows red and $n fades into existence.",group,0,0,TO_ROOM); char_from_room(group); char_to_room(group, VENUEPORT); last_to_venue = group; } act("The pentegram on the floor glows red and there is a blinding flash of light!",ch,0,0,TO_ROOM); send_to_char("The penegram glows red and with a blinding flash of light you are somewhere else!\n\r",ch); char_from_room(ch); char_to_room(ch,to_room); act("The pentegram on the floor glows red and $n fades into existence.",ch,0,0,TO_ROOM); if (last_to_venue == ch) { do_look(ch,"auto"); return; } for (arrival = last_to_venue->in_room->people; arrival != NULL; arrival = g_next) { g_next = arrival->next_in_room; if (arrival == ch) continue; if ((is_same_group(arrival,ch)) && (arrival != ch) ) { char_from_room(arrival); char_to_room(arrival,ch->in_room); } } for (arrival = ch->in_room->people; arrival != NULL; arrival = arrival->next_in_room) { do_look(arrival,"auto"); if (--numb <= 0) break; } return; }