/***************************************************************************
* 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 *
***************************************************************************/
/***************************************************************************
* POSmud code is copyright (C) 1999-2000 and for exclusive use of *
* POSmud only. Hah! *
***************************************************************************/
#include "include.h"
/* command procedures needed */
DECLARE_DO_FUN(do_quit );
DECLARE_DO_FUN(do_look);
DECLARE_DO_FUN(do_yell);
DECLARE_DO_FUN(do_illithid_yell);
DECLARE_DO_FUN(do_delete);
DECLARE_DO_FUN(do_revert);
DECLARE_DO_FUN(do_shadowform);
#define PDEATH_LOG_FILE "permdeaths.txt"
#define DEATH_LOG_FILE "tempdeaths.txt"
#define LOGIN_LOG_FILE "logins.txt"
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));
//static const char *garble(CHAR_DATA *ch, const char *i);
char *garble(CHAR_DATA *ch, char *i);
//static const char *upstring(CHAR_DATA *ch, const char *i);
const char *upstring(const char *i);
bool arena;
void perm_death_log(CHAR_DATA *ch, int deltype);
void report_cabal_items(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 (isShifted(ch))
{
send_to_char("You can't delete while in another form.\n\r",ch);
return;
}
if (is_affected(ch,gsn_cloak_form))
{
send_to_char("You must uncloak before you delete!\n\r",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
{
perm_death_log(ch,1);
sprintf( strsave, "%s%s.plr", PLAYER_DIR, capitalize( ch->name ) );
wiznet("$N turns $Mself into line noise.",ch,NULL,0,0,0);
ch->pause = 0;
while (ch->affected) {
affect_remove(ch,ch->affected);
}
stop_fighting(ch,TRUE);
do_quit(ch, "");
remove(strsave);
return;
}
}
if (argument[0] != '\0')
{
send_to_char("Just type delete. No argument.\n\r",ch);
return;
}
send_to_char("Type delete again to confirm this command.\n\r",ch);
send_to_char("WARNING: this command is irreversible.\n\r",ch);
send_to_char("Typing delete with an argument will undo delete status.\n\r",
ch);
ch->pcdata->confirm_delete = TRUE;
wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch));
//WAIT_STATE(ch,PULSE_VIOLENCE*3);
}
/* 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("ooctell ",ch);
if (!IS_SET(ch->comm,COMM_NO_OOC_TELL))
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_ooctell( 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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if (is_affected(ch,gsn_silence))
{
send_to_char("You cannot find the words within you.\n\r",ch);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\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 ( argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NO_OOC_TELL))
{
send_to_char("OOC channel on!\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NO_OOC_TELL);
}
else
{
send_to_char("OOC channel off!\n\r",ch);
SET_BIT(ch->comm,COMM_NO_OOC_TELL);
}
return;
}
arg2[0] = '\0';
sprintf(arg2,"%s",arg);
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("$E can't hear you.",ch,0,victim,TO_CHAR);
return;
}
if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF))
&& !IS_IMMORTAL(ch) )
{
act( "$E is not receiving ooctells.", ch, 0, victim, TO_CHAR );
return;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
argument = str_dup(upstring(argument));
}
if(IS_IMMORTAL(ch)&&IS_SET(ch->comm,COMM_ANSI))
act("\x01B[1;37m[OOC] to $F '$t\x01B[0;37m'",ch,argument,victim,TO_CHAR);
else if(IS_IMMORTAL(ch))
act("[OOC] to $F '$t'",ch,argument,victim,TO_CHAR);
else if (IS_SET(ch->comm,COMM_ANSI))
act( "\x01B[1;37m[OOC] to $N '$t\x01B[0;37m'", ch, argument, victim, TO_CHAR );
else
act( "[OOC] to $N '$t'", ch, argument, victim, TO_CHAR );
if(IS_IMMORTAL(victim)&&IS_SET(victim->comm,COMM_ANSI))
act_new("\x01B[1;37m[OOC] from $f '$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD);
else if(IS_IMMORTAL(victim))
act_new("[OOC] from $f '$t'",ch,argument,victim,TO_VICT,POS_DEAD);
else if (IS_SET(victim->comm,COMM_ANSI))
act_new("\x01B[1;37m[OOC] to $n '$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD);
else
act_new("[OOC] from $n '$t'",ch,argument,victim,TO_VICT,POS_DEAD);
return;
}
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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
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;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
argument = garble(ch, argument);
REMOVE_BIT(ch->comm,COMM_NOAUCTION);
if (IS_SET(ch->act,PLR_COLOR))
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->act,PLR_COLOR))
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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
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;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
argument = garble(ch, argument);
REMOVE_BIT(ch->comm,COMM_NOQUESTION);
if (IS_SET(ch->act,PLR_COLOR))
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->act,PLR_COLOR))
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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
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;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
argument = garble(ch, argument);
REMOVE_BIT(ch->comm,COMM_NOQUESTION);
if (IS_SET(ch->act,PLR_COLOR))
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->act,PLR_COLOR))
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_cb( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if (!is_cabal(ch) || cabal_table[ch->cabal].independent)
{
send_to_char("You aren't in a cabal.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOCABAL))
{
send_to_char("Cabal channel is now ON\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOCABAL);
}
else
{
send_to_char("Cabal channel is now OFF\n\r",ch);
SET_BIT(ch->comm,COMM_NOCABAL);
}
return;
}
if(is_affected(ch,gsn_silence))
{
send_to_char("You cannot find the words within you.\n\r",ch);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\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;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
// argument = upstring(ch,argument);
sprintf(argument,"%s", upstring(argument));
}
REMOVE_BIT(ch->comm,COMM_NOCABAL);
if (IS_SET(ch->act,PLR_COLOR)) {
sprintf( buf, "\x01B[1;37m%s%s: %s\x01B[0;37m\n\r",
cabal_table[ch->cabal].who_name, IS_NPC(ch) ? ch->short_descr : ch->name,argument );
if (is_affected(ch,gsn_cloak_form)) {
sprintf( buf, "\x01B[1;37m%s%s (%s): %s\x01B[0;37m\n\r",
cabal_table[ch->cabal].who_name, ch->name, ch->original_name, argument );
}
} else {
sprintf( buf, "%s%s: %s\n\r", cabal_table[ch->cabal].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_cabal(ch,d->character) &&
!IS_SET(d->character->comm,COMM_NOCABAL))
|| IS_SET(d->character->comm,COMM_ALL_CABALS) ) )
{
if (IS_SET(d->character->act,PLR_COLOR)) {
sprintf( buf, "\x01B[1;37m%s%s: %s\x01B[0;37m\n\r",
cabal_table[ch->cabal].who_name, PERS(ch,d->character), argument );
if (is_affected(ch,gsn_cloak_form)) {
sprintf( buf, "\x01B[1;37m%s%s (%s): %s\x01B[0;37m\n\r",
cabal_table[ch->cabal].who_name, PERS(ch,d->character), ch->original_name, argument );
}
} else {
sprintf( buf, "%s%s: %s\n\r", cabal_table[ch->cabal].who_name,PERS(ch,d->character), argument );
if (is_affected(ch,gsn_cloak_form)) {
sprintf( buf, "%s%s (%s): %s\n\r",
cabal_table[ch->cabal].who_name, PERS(ch,d->character), ch->original_name, argument );
}
}
send_to_char( buf, d->character );
}
}
return;
}
void do_global(CHAR_DATA *ch,char *argument)
{
if (IS_SET(ch->comm,COMM_ALL_CABALS))
{
send_to_char("You will no longer hear all Cabal channels.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_ALL_CABALS);
}
else
{
send_to_char("You will now hear all Cabal channels.\n\r",ch);
SET_BIT(ch->comm,COMM_ALL_CABALS);
}
return;
}
void do_immtalk( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *wch;
int trust;
char arg1[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int level;
trust = get_trust(ch);
if (trust < 52 && (!IS_SET(ch->comm,COMM_IMMORTAL) && (!IS_HEROIMM(ch))))
{
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;
}
sprintf(buf2,"%s",argument);
argument = one_argument(argument,arg1);
if (arg1[0] == '\0' )
{
send_to_char("Syntax: immtalk <level?> <message>\n\r",ch);
return;
}
if (!is_number(arg1)) {
level = LEVEL_HERO;
} else {
level = atoi(arg1);
if (level > trust || level < LEVEL_HERO) {
level = LEVEL_HERO;
} else {
free_string(buf2);
sprintf(buf2,"%s",argument);
}
}
if (buf2[0] == '\0' )
{
send_to_char("Syntax: immtalk <level?> <message>\n\r",ch);
return;
}
if (level > LEVEL_HERO)
sprintf(buf," [%d]: %s",level,buf2);
else
sprintf(buf,": %s",buf2);
REMOVE_BIT(ch->comm,COMM_NOWIZ);
if (IS_SET(ch->comm,PLR_COLOR)) {
sprintf(buf2,"{B%s[IMM] $n$t%s",get_char_color(ch,"immtalk"),END_COLOR(ch));
act_new(buf2,ch,buf,0,TO_CHAR,POS_DEAD); }
else
act_new("{B[IMM] $n$t{x",ch,buf,0,TO_CHAR,POS_DEAD);
for (wch = char_list; wch != NULL; wch = wch->next)
{
if (IS_NPC(wch) && wch->desc == NULL) continue;
if ( ( IS_IMMORTAL(wch)) || IS_SET(wch->comm,COMM_IMMORTAL) || IS_HEROIMM(wch) ||
(IS_NPC(wch) && (wch->desc != NULL) && IS_IMMORTAL(wch->desc->original)) )
{
if (level > get_trust(wch))
continue;
if (IS_SET(wch->comm,PLR_COLOR))
{
sprintf(buf2,"{B%s[IMM] $n$t%s",get_char_color(wch,"immtalk"),END_COLOR(wch));
act_new(buf2,ch,buf,wch,TO_VICT,POS_DEAD);
}
else
act_new("{B[IMM] $n$t{x",ch,buf,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->act,PLR_COLOR))
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->act,PLR_COLOR))
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;
}
/*static const char *garble(CHAR_DATA *ch, const char *i)
{
static char buf[MAX_STRING_LENGTH];
char *o;
if (!is_affected(ch, gsn_garble))
return i;
for (o = buf; *i && o-buf < sizeof(buf)-1; i++, o++) {
if (*i >= 65 && *i <= 90)
{
*o = number_range(65, 90);
}
else if (*i >= 97 && *i <= 122)
{
*o = number_range(97,122);
}
else
{
*o = *i;
}
}
*o = '\0';
return buf;
}
*/
char *garble(CHAR_DATA *ch, char *i)
{
static char buf[MAX_STRING_LENGTH];
char *o;
if (!is_affected(ch, gsn_garble))
return i;
for (o = buf; *i && o-buf < sizeof(buf)-1; i++, o++) {
if (*i >= 65 && *i <= 90)
{
*o = number_range(65, 90);
}
else if (*i >= 97 && *i <= 122)
{
*o = number_range(97,122);
}
else
{
*o = *i;
}
}
*o = '\0';
return buf;
}
/*static const char *upstring(CHAR_DATA *ch, const char *i)
{
static char buf[MAX_STRING_LENGTH];
char *o;
for (o = buf; *i && o-buf < sizeof(buf)-1; i++, o++) {
if (*i >= 97 && *i <= 122)
{
*o = UPPER(*i);
}
else
{
*o = *i;
}
}
*o = '\0';
return buf;
}
*/
const char *upstring(const char *i)
{
static char buf[MAX_STRING_LENGTH];
char *o;
const char *or;
or = i;
for (o = buf; *i && o-buf < sizeof(buf)-1; i++, o++) {
*o = UPPER(*i);
}
*o = '\0';
return buf;
}
void do_say( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
if (!IS_NPC(ch))
if(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
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;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
do_yell(ch,argument);
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_IMMORTAL(ch)) && is_affected(victim,gsn_deafen)) {
act("$n says something you can't quite hear.",ch,0,victim,TO_VICT);
}
else if(!(IS_IMMORTAL(ch)) && is_affected(victim,gsn_nullify_sound))
{
act("$n seems to be saying something but you hear nothing.",ch,NULL,victim,TO_VICT);
}
else if(!(IS_IMMORTAL(ch)) && is_affected(ch,gsn_nullify_sound))
{
act("$n's lips are moving but you hear nothing.",ch,NULL,victim,TO_VICT);
}
else if (IS_SET(victim->act,PLR_COLOR))
{
if (ch->race==race_lookup("illithid"))
act("$n mentally projects '\x01B[1;33m$t\x01B[0;37m'",ch,argument,victim,TO_VICT);
else
act("$n says '\x01B[1;33m$t\x01B[0;37m'",ch,argument,victim,TO_VICT);
}
else
{
if (ch->race==race_lookup("illithid"))
act("$n mentally projects '\x01B[1;33m$t\x01B[0;37m'",ch,argument,victim,TO_VICT);
else
act("$n says '$t'",ch,argument,victim,TO_VICT);
}
}
}
if (IS_SET(ch->act,PLR_COLOR))
{
if (ch->race==race_lookup("illithid"))
act( "You mentally project '\x01B[1;33m$T\x01B[0;37m'", ch, NULL, argument, TO_CHAR );
else
act( "You say '\x01B[1;33m$T\x01B[0;37m'", ch, NULL, argument, TO_CHAR );
} else{
if (ch->race==race_lookup("illithid"))
act( "You mentally project '$T'", ch, NULL, argument, TO_CHAR );
else
act( "You say '$T'", ch, NULL, argument, TO_CHAR );
}
if ( !IS_NPC(ch) )
{
CHAR_DATA *mob, *mob_next;
for ( mob = ch->in_room->people; mob != NULL; mob = mob_next )
{
mob_next = mob->next_in_room;
if ( IS_NPC(mob) && HAS_TRIGGER( mob, TRIG_SPEECH )
&& mob->position == mob->pIndexData->default_pos )
mp_act_trigger( argument, mob, ch, NULL, NULL, TRIG_SPEECH );
}
}
mob_say_lady(ch,argument);
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if (obj->wear_loc != WEAR_NONE && obj->pIndexData->vnum == OBJ_VNUM_ROD_LORDLY)
obj_say_lordly(ch,obj,argument);
if (obj->wear_loc != WEAR_NONE && obj->pIndexData->vnum == OBJ_VNUM_HEAVENLY_SCEPTRE)
obj_say_heavenly_sceptre(ch,obj,argument);
}
report_cabal_items(ch, argument);
check_bloodoath(ch,argument);
/*
Ugh..ugly coded say_progs for arkham legion area. Take these out if you
don't want to use legion.are ... (Ceran)
*/
say_prog_karguska(ch,argument);
say_prog_summon_demon(ch, argument);
say_prog_raise_shadowlord(ch,argument);
return;
}
void do_whisper( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
// OBJ_DATA *obj;
if (!IS_NPC(ch))
if(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Whisper what?\n\r", ch );
return;
}
if(is_affected(ch,gsn_silence))
{
send_to_char("You cannot find the words within you.\n\r",ch);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
do_yell(ch,argument);
return;
}
for ( victim = ch->in_room->people; victim != NULL; victim = victim->next_in_room )
{
if ( IS_AWAKE(victim) )
{
if (is_affected(victim,gsn_shock_sphere))
{
act("$n says something you can't quite hear.",ch,0,victim,TO_VICT);
} else if (!(IS_IMMORTAL(ch)) && is_affected(victim,gsn_deafen)) {
act("$n says something you can't quite hear.",ch,0,victim,TO_VICT);
} else if (IS_SET(victim->act,PLR_COLOR)) {
act("$n whispers '\x01B[1;31m$t\x01B[0;37m'",ch,argument,victim,TO_VICT);
} else {
act("$n whispers '$t'",ch,argument,victim,TO_VICT);
}
}
}
if (IS_SET(ch->act,PLR_COLOR))
{
act( "You whisper '\x01B[1;31m$T\x01B[0;37m'", ch, NULL, argument, TO_CHAR );
} else {
act( "You whisper '$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 );
}
}
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->act,PLR_COLOR))
act( "\x01B[1;31mYou pray to the gods: $T.\x01B[0;37m", ch, NULL,argument, TO_CHAR );
else
act( "You pray to the gods: $T.", ch, NULL, argument, TO_CHAR );
/* Quick anti-swearing hack for two common pray morons who like to pray
stupid and insulting things...just add words you don't want to see prayed
to you here....(Ceran)
*/
if (strstr(argument,"fuck") || strstr(argument,"fag")
|| strstr(argument,"FUCK")
|| strstr(argument,"FAG")
|| strstr(argument,"Fuck")
|| strstr(argument,"Fag")
|| strstr(argument,"!!!"))
WAIT_STATE(ch,360);
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm, COMM_SHOUTSOFF) &&
!IS_SET(victim->comm, COMM_QUIET) &&
victim->level >= 53 )
{
if (IS_SET(d->character->act,PLR_COLOR))
act("\x01B[1;31m$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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if (is_affected(ch,gsn_silence))
{
send_to_char("You cannot find the words within you.\n\r",ch);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\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)) && is_affected(victim,gsn_deafen)) {
act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) )
{
act( "$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;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
argument = str_dup(upstring(argument));
}
if (ch->race==race_lookup("illithid"))
{
act("You mentally project to $F '\x01b[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_CHAR);
act_new("$n mentally projects to you '\x01B[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD);
victim->reply = ch;
return;
}
if(IS_IMMORTAL(ch)&&IS_SET(ch->act,PLR_COLOR))
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->act,PLR_COLOR))
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->act,PLR_COLOR))
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->act,PLR_COLOR))
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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if ( IS_SET(ch->comm, COMM_NOTELL) )
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\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_IMMORTAL(ch)) && is_affected(victim,gsn_deafen)) {
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;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
// argument = upstring(ch,argument);
argument = str_dup(upstring(argument));
}
if (ch->race==race_lookup("illithid"))
{
act("You mentally project to $F '\x01b[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_CHAR);
act_new("$n mentally projects to you '\x01B[1;32m$t\x01B[0;37m'",ch,argument,victim,TO_VICT,POS_DEAD);
return;
}
if(IS_IMMORTAL(ch)&&IS_SET(ch->act,PLR_COLOR))
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->act,PLR_COLOR))
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->act,PLR_COLOR))
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->act,PLR_COLOR))
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(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if(is_affected(ch,gsn_silence))
{
send_to_char("You cannot find the words within you.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\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;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
argument = str_dup(upstring(argument));
}
if (ch->race==race_lookup("illithid"))
{
if (IS_SET(ch->act,PLR_COLOR))
act("You mentally blast '\x01B[1;36m$t\x01B[0;37m'",ch,argument,NULL,TO_CHAR);
else
act("You mentally blast '$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->act,PLR_COLOR))
act("$n mentally blasts '\x01B[1;36m$t\x01B[0;37m'",ch,argument,d->character,TO_VICT);
else
act("$n mentally blasts '$t'",ch,argument,d->character,TO_VICT);
}
}
return;
}
if (IS_SET(ch->act,PLR_COLOR))
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->act,PLR_COLOR))
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(isShifted(ch))
{
for (d = descriptor_list; d; d = d->next)
{
if (d->connected == CON_PLAYING
&& d->character->in_room != NULL && ch->in_room != NULL
&& d->character->in_room->area == ch->in_room->area
&& d->character != ch
&& !IS_SET(d->character->in_room->room_flags, COMM_QUIET))
{
send_to_char(form_table[ch->pcdata->shifted].yell,d->character);
send_to_char("\n\r",d->character);
}
}
send_to_char("You make some noise as you are attacked.\n\r",ch);
return;
}
if ( IS_SET(ch->comm, COMM_NOSHOUT) )
{
send_to_char( "You can't yell.\n\r", ch );
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Yell what?\n\r", ch );
return;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
argument = str_dup(upstring(argument));
}
if (ch->race==race_lookup("illithid"))
{
if (IS_SET(ch->act,PLR_COLOR))
act("You mentally blast '\x01B[1;36m$t\x01B[0;37m'",ch,argument,NULL,TO_CHAR);
else
act("You mentally blast '$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->act,PLR_COLOR))
act("$n mentally blasts '\x01B[1;36m$t\x01B[0;37m'",ch,argument,d->character,TO_VICT);
else
act("$n mentally blasts '$t'",ch,argument,d->character,TO_VICT);
}
}
return;
}
if (IS_SET(ch->act,PLR_COLOR))
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_SET(d->character->act,PLR_COLOR))
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 new_yell( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0' )
return;
if (!(IS_NPC(ch) && ch->master != NULL && IS_AFFECTED(ch,AFF_CHARM)))
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
act( "{wYou yell '{C$T{x'", ch, NULL, argument, TO_CHAR);
for ( d = descriptor_list; d != NULL; d = d->next )
if ( d->connected == CON_PLAYING
&& d->character != ch
&& d->character->in_room != NULL
&& (d->character->in_room->area == ch->in_room->area)
&& !IS_SET(d->character->comm, COMM_QUIET))
{
if (d->character->cabal != CABAL_VIGILANTE)
act_new("$n yells '{C$t{x'",ch,argument,d->character,TO_VICT,POS_RESTING);
else
act_new("$n yells wildly '{C$t{x'",ch,argument,d->character,TO_VICT,POS_RESTING);
}
}
void do_emote( CHAR_DATA *ch, char *argument )
{
char buffer[MAX_STRING_LENGTH*2];
if(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
{
send_to_char( "You can't show your emotions.\n\r", ch );
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Emote what?\n\r", ch );
return;
}
argument = garble(ch, argument);
if (IS_IMMORTAL(ch)) {
colorconv(buffer, argument, ch);
} else {
strcpy(buffer, argument);
}
MOBtrigger = FALSE;
act( "$n $T", ch, NULL, buffer, TO_ROOM );
act( "$n $T", ch, NULL, buffer, TO_CHAR );
MOBtrigger = TRUE;
return;
}
void do_pmote( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
char *letter,*name;
char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH];
int matches = 0;
if(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
{
send_to_char( "You can't show your emotions.\n\r", ch );
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Emote what?\n\r", ch );
return;
}
argument = garble(ch, argument);
act( "$n $t", ch, argument, NULL, TO_CHAR );
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->desc == NULL || vch == ch)
continue;
argument = garble(ch, argument);
if ((letter = strstr(argument,vch->name)) == NULL)
{
MOBtrigger = FALSE;
act("$N $t",vch,argument,ch,TO_CHAR);
MOBtrigger = TRUE;
continue;
}
strcpy(temp,argument);
temp[strlen(argument) - strlen(letter)] = '\0';
last[0] = '\0';
name = vch->name;
for (; *letter != '\0'; letter++)
{
if (*letter == '\'' && matches == strlen(vch->name))
{
strcat(temp,"r");
continue;
}
if (*letter == 's' && matches == strlen(vch->name))
{
matches = 0;
continue;
}
if (matches == strlen(vch->name))
{
matches = 0;
}
if (*letter == *name)
{
matches++;
name++;
if (matches == strlen(vch->name))
{
strcat(temp,"you");
last[0] = '\0';
name = vch->name;
continue;
}
strncat(last,letter,1);
continue;
}
matches = 0;
strcat(temp,last);
strncat(temp,letter,1);
last[0] = '\0';
name = vch->name;
}
argument = garble(ch, argument);
MOBtrigger = FALSE;
act("$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, sn;
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 (arena) {
send_to_char("You can't quit now, the Arena is running!\n\r",ch);
}
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_sleep))
{
send_to_char("You can't quit!\n\r",ch);
return;
}
sn = skill_lookup("channel");
if (is_affected(ch,sn) )
{
affect_strip(ch, sn);
}
sn = skill_lookup("fortitude");
if (is_affected(ch,sn) )
{
affect_strip(ch, sn);
}
if (is_affected(ch,gsn_cloak_form))
{
do_shadowform(ch,"auto");
}
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->cabal != 0)
{
if (ch->in_room->cabal != ch->cabal)
{
send_to_char("You can't quit out in an enemy Cabal!\n\r",ch);
return;
}
}
for (obj = object_list; obj != NULL; obj = obj_next)
{
obj_next = obj->next;
if (isCabalItem(obj))
{
if (obj->carried_by != NULL && obj->carried_by == ch) {
act("A bolt from the heavens comes down and smites $n!",ch,obj,0,TO_ROOM);
act("A bolt from the heavens comes down and smites your bitch ass!",ch,obj,0,TO_CHAR);
send_to_char("You can't quit with cabal items in inventory.", ch);
// raw_kill(ch,ch);
return;
}
}
}
if (IS_SET(ch->comm, COMM_MOUNTED))
{
do_dismount(ch,"");
}
// if (is_affected(ch,gsn_cloak_form))
// affect_strip(ch, gsn_cloak_form);
if (ch->cabal != 0)
announce_logout(ch);
send_to_char(
"\n\r{BWelcome back to the Real World!{x\n\r\0",ch);
act( "$n has left the realm.", ch, NULL, NULL, TO_ROOM );
if (isShifted(ch))
do_revert(ch,"");
sprintf( log_buf, "%s has quit.", ch->name);
login_log( log_buf );
log_string( log_buf );
wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch));
/*
* After extract_char the ch is no longer valid!
*/
/* Remove any Cabal items first , also owners
and any limiteds on levels 10 and below
*/
for (obj = object_list; obj != NULL; obj = obj_next)
{
obj_next = obj->next;
if (isCabalItem(obj))
{
if (obj->carried_by != NULL && obj->carried_by == ch)
extract_obj(obj);
}
else if (obj->pIndexData->limtotal != 0 && ch->level < 10)
{
if (obj->carried_by == ch)
extract_obj(obj);
}
}
/* extract all decoys */
for (wch = char_list; wch != NULL; wch = wch_next)
{
wch_next = wch->next;
if (wch->defending!= NULL
&& wch->defending == ch)
wch->defending = NULL; /* Clear defend */
if (wch->nightfall != NULL /* Clear nightfall targets */
&& wch->nightfall == ch)
wch->nightfall = NULL;
if (!IS_NPC(wch))
continue;
if ((wch->pIndexData->vnum == MOB_VNUM_DECOY
|| wch->pIndexData->vnum == MOB_VNUM_SHADOW)
&& is_name(ch->name,wch->name))
{
act("$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 Inahn 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("$n slowly fades away.",fch,NULL,NULL,TO_ROOM);
extract_char(fch,TRUE);
}
}
else
{
if ( fch->master == ch )
stop_follower( fch );
if ( fch->leader == ch )
fch->leader = fch;
}
}
return;
}
void do_order( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
argument = one_argument( argument, arg );
one_argument(argument,arg2);
if (!str_cmp(arg2,"remove") || !str_cmp(arg,"rem"))
{
send_to_char("Don't do that!\n\r",ch);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
send_to_char("Your throat constricts too painfully.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
if (!str_cmp(arg2,"delete") || !str_cmp(arg2,"mob"))
{
send_to_char("That will NOT be done.\n\r",ch);
return;
}
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
return;
}
if (!str_cmp(arg2,"trip")
|| !str_cmp(arg2,"bash")
|| !str_cmp(arg2,"palm")
|| !str_cmp(arg2,"throw"))
return;
if ( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Aye aye, right away!\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch
|| (IS_IMMORTAL(victim) && victim->trust >= ch->trust))
{
send_to_char( "Do it yourself!\n\r", ch );
return;
}
}
found = FALSE;
for ( och = ch->in_room->people; och != NULL; och = och_next )
{
och_next = och->next_in_room;
if ( IS_AFFECTED(och, AFF_CHARM)
&& och->master == ch
&& ( fAll || och == victim ) )
{
found = TRUE;
sprintf( buf, "$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 );
}
}
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,
"$n splits %d silver and %d gold coins, giving you %d silver and %d gold.\n\r",
amount_silver,amount_gold,share_silver,share_gold);
}
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM))
{
act( buf, ch, NULL, gch, TO_VICT );
gch->gold += share_gold;
gch->silver += share_silver;
}
}
return;
}
void do_gtell( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *gch;
if(isShifted(ch) && !IS_IMMORTAL(ch))
{
send_to_char("You can't seem to form the words.\n\r",ch);
return;
}
if(is_affected(ch,gsn_silence))
{
send_to_char("You cannot find the words within you.\n\r",ch);
return;
}
if (is_affected(ch, gsn_gag) )
{
send_to_char("You find difficultly talking.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Tell your group what?\n\r", ch );
return;
}
if ( IS_SET( ch->comm, COMM_NOTELL ) )
{
send_to_char( "Your message didn't get through!\n\r", ch );
return;
}
argument = garble(ch, argument);
if (is_affected(ch,gsn_deafen)) {
// argument = upstring(ch,argument);
argument = str_dup(upstring(argument));
}
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
{
if (IS_SET(gch->act,PLR_COLOR))
act_new("$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 '$t'",
ch,argument,gch,TO_VICT,POS_SLEEPING);
}
}
if (IS_SET(ch->act,PLR_COLOR))
act_new("You tell the group '\x01B[1;35m$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,"cloud") || !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;
}
void perm_death_log( CHAR_DATA *ch, int deltype )
{
FILE *fp;
if ((fp = fopen( PDEATH_LOG_FILE, "a" )) != NULL)
{
if(deltype==1) {
fprintf(fp,"DELETE||[%2d %5s %s]||%s%s%s%s||Kills: %d||Age: %d||Hours: %d||%s",
ch->level,
pc_race_table[ch->race].who_name,
class_table[ch->class].who_name,
cabal_table[ch->cabal].who_name,
(ch->original_name) ? ch->original_name : ch->name,
IS_NPC(ch) ? "" : ch->pcdata->title,
IS_NPC(ch) ? "" : (ch->pcdata->extitle) ? ch->pcdata->extitle : "",
ch->pcdata->kills[PK_KILLS],
get_age(ch),
(int) (ch->played + current_time - ch->logon) / 3600,
(char *) ctime( ¤t_time )
);
}
if(deltype==2) {
fprintf(fp,"CON-DIE||[%2d %5s %s]||%s%s%s%s||Kills: %d||Age: %d||Hours: %d||%s",
ch->level,
pc_race_table[ch->race].who_name,
class_table[ch->class].who_name,
cabal_table[ch->cabal].who_name,
(ch->original_name) ? ch->original_name : ch->name,
IS_NPC(ch) ? "" : ch->pcdata->title,
IS_NPC(ch) ? "" : (ch->pcdata->extitle) ? ch->pcdata->extitle : "",
ch->pcdata->kills[PK_KILLS],
get_age(ch),
(int) (ch->played + current_time - ch->logon) / 3600,
(char *) ctime( ¤t_time )
);
}
}
fclose(fp);
}
void temp_death_log( CHAR_DATA *killer, CHAR_DATA *dead)
{
FILE *fp;
char deadname[MAX_STRING_LENGTH];
char killname[MAX_STRING_LENGTH];
if (IS_IMMORTAL(killer)) {
return;
}
if ( IS_NPC(killer) && (killer->master != NULL)) {
killer = killer->master;
}
if (IS_NPC(killer) || (IS_NPC(dead))) {
return;
}
if ( !IS_NPC(killer) && is_affected(killer,gsn_cloak_form)) {
sprintf(killname,killer->original_name);
} else {
sprintf(killname,killer->name);
}
if ( !IS_NPC(dead) && is_affected(dead,gsn_cloak_form)) {
sprintf(deadname,dead->original_name);
} else {
sprintf(deadname,dead->name);
}
if ((fp = fopen( DEATH_LOG_FILE, "a" )) != NULL)
{
fprintf(fp,"%s | %s | %s | %s",
deadname,
(IS_NPC(killer) ? killer->short_descr : killname),
killer->in_room->name,
(char *) ctime( ¤t_time )
);
}
fclose(fp);
}
void login_log(const char *str)
{
FILE *fp;
char *strtime;
strtime = ctime(¤t_time);
strtime[strlen(strtime)-1] = '\0';
if ((fp = fopen( LOGIN_LOG_FILE, "a" )) != NULL)
{
fprintf( fp, "%s :: %s\n", strtime, str );
fclose(fp);
}
return;
}