/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard * * Woolcock. This mud is NOT to be copied in whole or in part, or to be * * run without the permission of Richard Woolcock. Nobody else has * * permission to authorise the use of this code. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <unistd.h> #include "merc.h" /* * Local functions. */ void call_all args( ( CHAR_DATA *ch ) ); #define DD DESCRIPTOR_DATA DD *copyover_descriptor args( (void) ); bool write_to_descriptor args( ( int desc, char *txt, int length ) ); DESCRIPTOR_DATA *copyover_descriptor(void) { static DESCRIPTOR_DATA d_zero; DESCRIPTOR_DATA *d; if (descriptor_free == NULL) d = alloc_perm(sizeof(*d)); else { d = descriptor_free; descriptor_free = descriptor_free->next; } *d = d_zero; d->connected = CON_GET_NAME; d->outsize = 2000; d->outbuf = alloc_mem( d->outsize ); return d; } void do_wizhelp( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cmd; int col; col = 0; for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ ) { if ( cmd_table[cmd].level > LEVEL_ARCHMAGE && cmd_table[cmd].level <= get_trust( ch ) ) { sprintf( buf, "%-12s", cmd_table[cmd].name ); send_to_char( buf, ch ); if ( ++col % 6 == 0 ) send_to_char( "\n\r", ch ); } } if ( col % 6 != 0 ) send_to_char( "\n\r", ch ); return; } void do_bamfin( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) ) { smash_tilde( argument ); free_string( ch->pcdata->bamfin ); ch->pcdata->bamfin = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); } return; } void do_bamfout( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) ) { smash_tilde( argument ); free_string( ch->pcdata->bamfout ); ch->pcdata->bamfout = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); } return; } void do_godless( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0') { send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } if ( ( (ch->level > 6) || (ch->level < 2) || (ch->trust > 6) ) && !IS_SET(ch->act, PLR_GODLESS)) { send_to_char( "Sorry, you must be an avatar.\n\r", ch ); return; } if (IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"off")) { REMOVE_BIT(ch->act, PLR_GODLESS); send_to_char("You now obey the gods.\n\r", ch); sprintf(buf,"%s now follows the whims of the gods.",ch->name); do_info(ch,buf); } else if (!IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"off")) { send_to_char("But you already obey the gods!\n\r", ch); return;} else if (!IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"on")) { SET_BIT(ch->act, PLR_GODLESS); send_to_char("You no longer obey the gods.\n\r", ch); sprintf(buf,"%s has rejected the gods.",ch->name); do_info(ch,buf); } else if (IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"on")) { send_to_char("But you have already rejected the gods!\n\r", ch); return;} else send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } void do_nice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0') { send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } if (IS_SET(world_affects, WORLD_NICE) && !str_cmp(arg,"off")) { REMOVE_BIT(world_affects, WORLD_NICE); send_to_char("Nice mode OFF.\n\r", ch); } else if (!IS_SET(world_affects, WORLD_NICE) && !str_cmp(arg,"off")) send_to_char("Nice mode already off.\n\r", ch); else if (!IS_SET(world_affects, WORLD_NICE) && !str_cmp(arg,"on")) { SET_BIT(world_affects, WORLD_NICE); send_to_char("Nice mode ON.\n\r", ch); } else if (IS_SET(world_affects, WORLD_NICE) && !str_cmp(arg,"on")) send_to_char("Nice mode already on.\n\r", ch); else send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } void do_ptalk( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0') { send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } if (IS_EXTRA(ch, EXTRA_PSAY) && !str_cmp(arg,"off")) { REMOVE_BIT(ch->extra, EXTRA_PSAY); send_to_char("Psay mode OFF.\n\r", ch); } else if (!IS_EXTRA(ch, EXTRA_PSAY) && !str_cmp(arg,"off")) send_to_char("Psay mode is already off.\n\r", ch); else if (!IS_EXTRA(ch, EXTRA_PSAY) && !str_cmp(arg,"on")) { SET_BIT(ch->extra, EXTRA_PSAY); send_to_char("Psay mode ON.\n\r", ch); } else if (IS_EXTRA(ch, EXTRA_PSAY) && !str_cmp(arg,"on")) send_to_char("Psay mode is already on.\n\r", ch); else send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } void do_summon( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0') { send_to_char( "Do you wish to switch summon ON or OFF?\n\r", ch ); return; } if (IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg,"off")) { REMOVE_BIT(ch->immune, IMM_SUMMON); send_to_char("You can no longer be the target of summon and portal.\n\r", ch); } else if (!IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg,"off")) { send_to_char("But it is already off!\n\r", ch); return;} else if (!IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg,"on")) { SET_BIT(ch->immune, IMM_SUMMON); send_to_char("You can now be the target of summon and portal.\n\r", ch); } else if (IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg,"on")) { send_to_char("But it is already on!\n\r", ch); return;} else send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } void do_transport( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0') { send_to_char( "Do you wish to switch transport ON or OFF?\n\r", ch ); return; } if (IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg,"off")) { REMOVE_BIT(ch->immune, IMM_TRANSPORT); send_to_char("You can no longer be the target of transport spells.\n\r", ch); } else if (!IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg,"off")) { send_to_char("But it is already off!\n\r", ch); return;} else if (!IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg,"on")) { SET_BIT(ch->immune, IMM_TRANSPORT); send_to_char("You can now be the target of transport spells.\n\r", ch); } else if (IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg,"on")) { send_to_char("But it is already on!\n\r", ch); return;} else send_to_char( "Do you wish to switch it ON or OFF?\n\r", ch ); return; } void do_watcher( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_WATCHER) || (ch->level > 6) || (ch->level < 2) || (ch->trust > 0) ) { send_to_char( "Huh?\n\r", ch ); return; } if ( arg[0] == '\0' ) { do_users(ch,""); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch == victim) { send_to_char( "Not on yourself.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( victim->desc->snoop_by != NULL ) { send_to_char( "You better not, they are being snooped.\n\r", ch ); return; } SET_BIT(victim->act, PLR_WATCHER); act( "$n has made you a watcher.", ch, NULL, victim, TO_VICT ); act( "You make $N a watcher.", ch, NULL, victim, TO_CHAR ); return; } void do_deny( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char *strtime; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int release_date; sprintf(buf,"%s: Deny %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: Deny <player> <number of days>\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (!is_number(arg2) || (release_date = atoi(arg2)) < 1) { send_to_char( "Please enter a valid number of days.\n\r", ch ); return; } if (release_date > 365) { send_to_char( "Geez...why don't you just delete them instead?\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } strtime = ctime( ¤t_time ); strtime[strlen(strtime)-1] = '\0'; sprintf(buf,"You have been denied access for %d days.\n\r",release_date); send_to_char( buf, victim ); send_to_char( "OK.\n\r", ch ); release_date += date_to_int(strtime); victim->pcdata->denydate = release_date; do_quit( victim, "" ); return; } void do_disconnect( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *victim; sprintf(buf,"%s: Disconnect %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Disconnect whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL ) { act( "$N doesn't have a descriptor.", ch, NULL, victim, TO_CHAR ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d == victim->desc ) { close_socket( d ); send_to_char( "Ok.\n\r", ch ); return; } } bug( "Do_disconnect: desc not found.", 0 ); send_to_char( "Descriptor not found!\n\r", ch ); return; } void do_howl( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; CHAR_DATA *vch; if (IS_NPC(ch)) return; if (!IS_WEREWOLF(ch) && !IS_JUDGE(ch)) { send_to_char("Huh?\n\r",ch); return; } if ( argument[0] == '\0' ) { send_to_char("What do you wish to howl?\n\r",ch); return; } if (IS_SET( ch->act, PLR_SILENCE ) ) { send_to_char( "You can't howl!\n\r", ch ); return; } if (IS_SET(ch->deaf, CHANNEL_HOWL)) { send_to_char("But you're not even on the channel!\n\r",ch); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (vch = d->character) == NULL ) continue; if ( IS_SET(vch->deaf, CHANNEL_HOWL) ) continue; if ( ch->in_room == NULL || vch->in_room == NULL) continue; if ( vch == ch ) act("You howl '#C$T#n'.", ch, NULL, argument, TO_CHAR); else if ( vch->in_room == ch->in_room ) act("$n throws back $s head and howls loudly.", ch, NULL, vch, TO_VICT); else if ( vch->in_room->area == ch->in_room->area ) act("You hear a loud howl from nearby.", ch, NULL, vch, TO_VICT); else act("You hear a loud howl in the distance.", ch, NULL, vch, TO_VICT); if (ch != vch && !IS_NPC(vch) && (/*IS_POLYAFF(vch, POLY_WOLF) ||*/ IS_WEREWOLF(vch) || IS_IMMORTAL(vch))) { act4( "#r$n#n howls '#C$t#n'.", ch, argument, vch, TO_VICT ); } } return; } DO_COM( do_info ) { DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) return; if (!IS_NPC(ch) && IS_IMMORTAL(ch) && IS_SET(ch->act,PLR_WIZINVIS)) return; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->character == NULL ) continue; if ( IS_NPC( d->character ) ) continue; if ( d->connected == CON_PLAYING && !IS_SET(d->character->deaf, CHANNEL_INFO) ) { if ( can_see( d->character, ch ) ) { STC( "#wInfo ->#n ", d->character ); STC( argument, d->character ); STC( "\n\r", d->character ); } } } return; } void do_fatality( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) return; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && !IS_SET(d->character->deaf, CHANNEL_INFO) ) { send_to_char( "#rFatality #p->#n ",d->character ); send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } return; } void sysmes( char *argument ) { DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING ) { send_to_char( "[SYSTEM: ",d->character ); send_to_char( argument, d->character ); send_to_char( "]\n\r", d->character ); } } return; } void do_pchat( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if (!IS_EXTRA(ch, EXTRA_PSAY)) { send_to_char( "Please switch Ptalk ON first.\n\r", ch ); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: pchat <person> <what they see> <what others see>\n\r", ch ); return; } if ( argument[0] != '\0' ) { send_to_char( "Please enclose your messages in quotes.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != NULL ) { if (d->character == ch) { act("To $N: You chat '$t'.",ch,arg2,victim,TO_CHAR); act("To others: You chat '$t'.",ch,arg3,victim,TO_CHAR); } else if (d->character == victim) act("$n chats '#g$t#n'.",ch,arg2,victim,TO_VICT); else act("$n chats '#g$t#n'.",ch,arg3,d->character,TO_VICT); } } return; } void do_watching( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && IS_SET(d->character->act, PLR_WATCHER) && !IS_SET(d->character->deaf, CHANNEL_INFO) ) { send_to_char( "Monitor -> ",d->character ); send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } return; } void logchan( char *argument ) { CHAR_DATA *ch; DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( ( ch = d->character ) == NULL ) continue; if ( (d->connected == CON_PLAYING) && IS_JUDGE(ch) && !IS_SET(ch->deaf,CHANNEL_LOG) ) { send_to_char( "[", ch ); send_to_char( argument, ch ); send_to_char( "]\n\r", ch ); } } return; } void do_echo( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s: Echo %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); if ( argument[0] == '\0' ) { send_to_char( "Echo what?\n\r", ch ); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING ) { send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } return; } void do_recho( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s: Recho %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); if ( argument[0] == '\0' ) { send_to_char( "Recho what?\n\r", ch ); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character->in_room == ch->in_room ) { send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } return; } ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ) { CHAR_DATA *victim; OBJ_DATA *obj; if ( is_number(arg) && atoi(arg) != 30008 ) return get_room_index( atoi( arg ) ); if ( ( victim = get_char_world( ch, arg ) ) != NULL ) return victim->in_room; if ( ( obj = get_obj_world( ch, arg ) ) != NULL && obj->in_room != NULL) return obj->in_room; if ( obj != NULL && obj->carried_by != NULL && obj->carried_by->in_room != NULL) return obj->carried_by->in_room; if ( obj != NULL && obj->in_obj != NULL && obj->in_obj->in_room != NULL) return obj->in_obj->in_room; if ( obj != NULL && obj->in_obj != NULL && obj->in_obj->carried_by && obj->in_obj->carried_by->in_room != NULL) return obj->in_obj->carried_by->in_room; return NULL; } void do_transfer( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; DESCRIPTOR_DATA *d; CHAR_DATA *victim; CHAR_DATA *mount; sprintf(buf,"%s: Transfer %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Transfer whom (and where)?\n\r", ch ); return; } if ( !str_cmp( arg1, "all" ) ) { for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && can_see( ch, d->character ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s %s", d->character->name, arg2 ); if (!IS_NPC(d->character)) { if (IS_SET(d->character->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) continue; } do_transfer( ch, buf ); } } return; } /* * Thanks to Grodyn for the optional location parameter. */ if ( arg2[0] == '\0' ) { location = ch->in_room; } else { if ( ( location = find_location( ch, arg2 ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->in_room == NULL ) { send_to_char( "They are in limbo.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if ( victim->fighting != NULL ) stop_fighting( victim, TRUE ); act( "$n disappears in a mushroom cloud.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, location ); act( "$n arrives from a puff of smoke.", victim, NULL, NULL, TO_ROOM ); if ( ch != victim ) act( "$n has transferred you.", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); if ( (mount = victim->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, get_room_index(victim->in_room->vnum) ); if ( ch != mount ) act( "$n has transferred you.", ch, NULL, mount, TO_VICT ); do_look( mount, "auto" ); } void do_at( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *original; CHAR_DATA *wch; sprintf(buf,"%s: At %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "At where what?\n\r", ch ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } original = ch->in_room; char_from_room( ch ); char_to_room( ch, location ); interpret( ch, argument ); /* * See if 'ch' still exists before continuing! * Handles 'at XXXX quit' case. */ for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch == ch ) { char_from_room( ch ); char_to_room( ch, original ); break; } } return; } void do_goto( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *mount; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Goto where?\n\r", ch ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) && get_trust(ch) < LEVEL_IMPLEMENTOR ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); if ( !IS_SET(ch->act, PLR_WIZINVIS) ) { act( "$n $T.", ch, NULL, (ch->pcdata != NULL && ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "leaves in a swirling mist", TO_ROOM ); } char_from_room( ch ); char_to_room( ch, location ); if ( !IS_SET(ch->act, PLR_WIZINVIS) ) { act( "$n $T.", ch, NULL, (ch->pcdata != NULL && ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "appears in a swirling mist", TO_ROOM ); } do_look( ch, "auto" ); if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } void do_rstat( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; OBJ_DATA *obj; CHAR_DATA *rch; int door; one_argument( argument, arg ); location = ( arg[0] == '\0' ) ? ch->in_room : find_location( ch, arg ); if ( location == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( ch->in_room != location && room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } sprintf( buf, "Name: '%s.'\n\rArea: '%s'.\n\r", location->name, location->area->name ); send_to_char( buf, ch ); sprintf( buf, "Vnum: %d. Sector: %d. Light: %d.\n\r", location->vnum, location->sector_type, location->light ); send_to_char( buf, ch ); sprintf( buf, "Room flags: %d.\n\rDescription:\n\r%s", location->room_flags, location->description ); send_to_char( buf, ch ); if ( location->extra_descr != NULL ) { EXTRA_DESCR_DATA *ed; send_to_char( "Extra description keywords: '", ch ); for ( ed = location->extra_descr; ed; ed = ed->next ) { send_to_char( ed->keyword, ch ); if ( ed->next != NULL ) send_to_char( " ", ch ); } send_to_char( "'.\n\r", ch ); } send_to_char( "Characters:", ch ); for ( rch = location->people; rch; rch = rch->next_in_room ) { send_to_char( " ", ch ); one_argument( rch->name, buf ); send_to_char( buf, ch ); } send_to_char( ".\n\rObjects: ", ch ); for ( obj = location->contents; obj; obj = obj->next_content ) { send_to_char( " ", ch ); one_argument( obj->name, buf ); send_to_char( buf, ch ); } send_to_char( ".\n\r", ch ); for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = location->exit[door] ) != NULL ) { sprintf( buf, "Door: %d. To: %d. Key: %d. Exit flags: %d.\n\rKeyword: '%s'. Description: %s", door, pexit->to_room != NULL ? pexit->to_room->vnum : 0, pexit->key, pexit->exit_info, pexit->keyword, pexit->description[0] != '\0' ? pexit->description : "(none).\n\r" ); send_to_char( buf, ch ); } } return; } void do_ostat( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; char nm1[40]; char nm2[40]; AFFECT_DATA *paf; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Ostat what?\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (obj->questmaker != NULL && strlen(obj->questmaker) > 1) sprintf(nm1,obj->questmaker); else sprintf(nm1,"None"); if (obj->questowner != NULL && strlen(obj->questowner) > 1) sprintf(nm2,obj->questowner); else sprintf(nm2,"None"); sprintf( buf, "Name: %s.\n\r", obj->name ); send_to_char( buf, ch ); sprintf( buf, "Vnum: %d. Type: %s.\n\r", obj->pIndexData->vnum, item_type_name( obj->item_type ) ); send_to_char( buf, ch ); sprintf( buf, "Short description: %s.\n\rLong description: %s\n\r", obj->short_descr, obj->description ); send_to_char( buf, ch ); sprintf( buf, "Object creator: %s. Object owner: %s. Quest points: %d.\n\r", nm1, nm2, obj->points ); send_to_char( buf, ch ); if (obj->quest != 0) { send_to_char( "Quest selections:", ch ); if (IS_SET(obj->quest,QUEST_STR)) send_to_char(" Str",ch); if (IS_SET(obj->quest,QUEST_DEX)) send_to_char(" Dex",ch); if (IS_SET(obj->quest,QUEST_INT)) send_to_char(" Int",ch); if (IS_SET(obj->quest,QUEST_WIS)) send_to_char(" Wis",ch); if (IS_SET(obj->quest,QUEST_CON)) send_to_char(" Con",ch); if (IS_SET(obj->quest,QUEST_HIT)) send_to_char(" Hp",ch); if (IS_SET(obj->quest,QUEST_MANA)) send_to_char(" Mana",ch); if (IS_SET(obj->quest,QUEST_MOVE)) send_to_char(" Move",ch); if (IS_SET(obj->quest,QUEST_HITROLL)) send_to_char(" Hit",ch); if (IS_SET(obj->quest,QUEST_DAMROLL)) send_to_char(" Dam",ch); if (IS_SET(obj->quest,QUEST_AC)) send_to_char(" Ac",ch); send_to_char( ".\n\r", ch ); } sprintf( buf, "Wear bits: %d. Extra bits: %s.\n\r", obj->wear_flags, extra_bit_name( obj->extra_flags ) ); send_to_char( buf, ch ); sprintf( buf, "Weight: %d/%d.\n\r", obj->weight, get_obj_weight( obj ) ); send_to_char( buf, ch ); sprintf( buf, "Cost: %d. Timer: %d. Level: %d.\n\r", obj->cost, obj->timer, obj->level ); send_to_char( buf, ch ); sprintf( buf, "In room: %d. In object: %s. Carried by: %s. Wear_loc: %d.\n\r", obj->in_room == NULL ? 0 : obj->in_room->vnum, obj->in_obj == NULL ? "(none)" : obj->in_obj->short_descr, obj->carried_by == NULL ? "(none)" : obj->carried_by->name, obj->wear_loc ); send_to_char( buf, ch ); sprintf( buf, "Values: %d %d %d %d.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); if ( obj->extra_descr != NULL || obj->pIndexData->extra_descr != NULL ) { EXTRA_DESCR_DATA *ed; send_to_char( "Extra description keywords: '", ch ); for ( ed = obj->extra_descr; ed != NULL; ed = ed->next ) { send_to_char( ed->keyword, ch ); if ( ed->next != NULL ) send_to_char( " ", ch ); } for ( ed = obj->pIndexData->extra_descr; ed != NULL; ed = ed->next ) { send_to_char( ed->keyword, ch ); if ( ed->next != NULL ) send_to_char( " ", ch ); } send_to_char( "'.\n\r", ch ); } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "%s %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "%s %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } return; } void do_mstat( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; AFFECT_DATA *paf; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mstat whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } sprintf( buf, "Name: %s.\n\r", victim->name ); send_to_char( buf, ch ); sprintf( buf, "Vnum: %d. Sex: %s. Room: %d.\n\r", IS_NPC(victim) ? victim->pIndexData->vnum : 0, victim->sex == SEX_MALE ? "male" : victim->sex == SEX_FEMALE ? "female" : "neutral", victim->in_room == NULL ? 0 : victim->in_room->vnum ); send_to_char( buf, ch ); sprintf( buf, "Str: %d. Int: %d. Wis: %d. Dex: %d. Con: %d.\n\r", get_curr_str(victim), get_curr_int(victim), get_curr_wis(victim), get_curr_dex(victim), get_curr_con(victim) ); send_to_char( buf, ch ); sprintf( buf, "Hp: %d/%d. Mana: %d/%d. Move: %d/%d. Primal: %d.\n\r", victim->hit, victim->max_hit, victim->mana, victim->max_mana, victim->move, victim->max_move, victim->practice ); send_to_char( buf, ch ); sprintf( buf, "Lv: %d. Trst: %d. Security: %d. Align: %d. AC: %d. Exp: %d.\n\r", victim->level, victim->trust, IS_NPC(victim) ? 0 : GET_PC( victim, security, 0 ), victim->alignment, char_ac(victim), victim->exp ); send_to_char( buf, ch ); sprintf( buf, "Hitroll: %d. Damroll: %d. Position: %d. Wimpy: %d.\n\r", char_hitroll(victim), char_damroll(victim), victim->position, victim->wimpy ); send_to_char( buf, ch ); sprintf( buf, "Fighting: %s.\n\r", victim->fighting ? victim->fighting->name : "(none)" ); send_to_char( buf, ch ); if ( !IS_NPC(victim) ) { sprintf( buf, "Thirst: %d. Full: %d. Drunk: %d. Learn: %d. Teach: %d. Blood: %d/%d.\n\r", victim->pcdata->condition[COND_THIRST], victim->pcdata->condition[COND_FULL], victim->pcdata->condition[COND_DRUNK], victim->pcdata->learn, victim->pcdata->teach, victim->blood[0], victim->blood[1] ); send_to_char( buf, ch ); if (IS_VAMPIRE(victim) || IS_WEREWOLF(victim)) { if (strlen(victim->clan) > 1) sprintf( buf, "Clan: %s. ", victim->clan); else sprintf( buf, "Clan: None. "); send_to_char( buf, ch ); sprintf( buf, "Rage: %d. ", victim->pcdata->wolf); send_to_char( buf, ch ); if (IS_VAMPIRE(victim)) { sprintf( buf, "Beast: %d. ", victim->beast); send_to_char( buf, ch ); sprintf( buf, "Generation: %d.", victim->vampgen); send_to_char( buf, ch ); } send_to_char( "\n\r", ch ); } if (IS_SET(victim->act, PLR_DEMON) || IS_SET(victim->act, PLR_CHAMPION)) { if (IS_SET(victim->act, PLR_CHAMPION)) { if (strlen(victim->lord) > 1) sprintf( buf, "Lord: %s. ", victim->lord); else sprintf( buf, "Lord: None. "); send_to_char( buf, ch ); } sprintf( buf, "Demonic armor: %d pieces. ", victim->pcdata->demonic); send_to_char( buf, ch ); sprintf( buf, "Power: %d (%d).", victim->pcdata->power[0], victim->pcdata->power[1]); send_to_char( buf, ch ); send_to_char( "\n\r", ch ); } } sprintf( buf, "Carry number: %d. Carry weight: %d.\n\r", victim->carry_number, victim->carry_weight ); send_to_char( buf, ch ); sprintf( buf, "Age: %d. Played: %d. Timer: %d. Act: %d.\n\r", get_age( victim ), (int) victim->played, victim->timer, victim->act ); send_to_char( buf, ch ); sprintf( buf, "Master: %s. Leader: %s. Affected by: %s.\n\r", victim->master ? victim->master->name : "(none)", victim->leader ? victim->leader->name : "(none)", affect_bit_name( victim->affected_by ) ); send_to_char( buf, ch ); sprintf( buf, "Short description: %s.\n\rLong description: %s", victim->short_descr[0] != '\0' ? victim->short_descr : "(none)", victim->long_descr[0] != '\0' ? victim->long_descr : "(none).\n\r" ); send_to_char( buf, ch ); if ( IS_NPC(victim) && victim->spec_fun != 0 ) send_to_char( "Mobile has spec fun.\n\r", ch ); for ( paf = victim->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "Spell: '%s' modifies %s by %d for %d hours with bits %s.\n\r", skill_table[(int) paf->type].name, affect_loc_name( paf->location ), paf->modifier, paf->duration, affect_bit_name( paf->bitvector ) ); send_to_char( buf, ch ); } return; } void do_mfind( CHAR_DATA *ch, char *argument ) { extern int top_mob_index; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; MOB_INDEX_DATA *pMobIndex; int vnum; int nMatch; bool fAll; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mfind whom?\n\r", ch ); return; } fAll = !str_cmp( arg, "all" ); found = FALSE; nMatch = 0; /* * Yeah, so iterating over all vnum's takes 10,000 loops. * Get_mob_index is fast, and I don't feel like threading another link. * Do you? * -- Furey */ for ( vnum = 0; nMatch < top_mob_index; vnum++ ) { if ( ( pMobIndex = get_mob_index( vnum ) ) != NULL ) { nMatch++; if ( fAll || is_name( arg, pMobIndex->player_name ) ) { found = TRUE; sprintf( buf, "[%5d] %s\n\r", pMobIndex->vnum, capitalize( pMobIndex->short_descr ) ); send_to_char( buf, ch ); } } } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void do_ofind( CHAR_DATA *ch, char *argument ) { extern int top_obj_index; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; int vnum; int nMatch; bool fAll; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Ofind what?\n\r", ch ); return; } fAll = !str_cmp( arg, "all" ); found = FALSE; nMatch = 0; /* * Yeah, so iterating over all vnum's takes 10,000 loops. * Get_obj_index is fast, and I don't feel like threading another link. * Do you? * -- Furey */ for ( vnum = 0; nMatch < top_obj_index; vnum++ ) { if ( ( pObjIndex = get_obj_index( vnum ) ) != NULL ) { nMatch++; if ( fAll || is_name( arg, pObjIndex->name ) ) { found = TRUE; sprintf( buf, "[%5d] %s\n\r", pObjIndex->vnum, capitalize( pObjIndex->short_descr ) ); send_to_char( buf, ch ); } } } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void do_mwhere( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mwhere whom?\n\r", ch ); return; } /* Had problems when lots of gremlins existed - KaVir if ( !str_cmp( arg, "gremlin" ) ) { send_to_char( "Sorry, but in the interest of mud stability you cannot do that.\n\r", ch ); return; } */ found = FALSE; for ( victim = char_list; victim != NULL; victim = victim->next ) { if ( IS_NPC(victim) && victim->in_room != NULL && is_name( arg, victim->name ) ) { found = TRUE; sprintf( buf, "[%5d] %-28s [%5d] %s\n\r", victim->pIndexData->vnum, victim->short_descr, victim->in_room->vnum, victim->in_room->name ); send_to_char( buf, ch ); } } if ( !found ) act( "You didn't find any $T.", ch, NULL, arg, TO_CHAR ); return; } void do_reboot( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; extern int bootcount; int boottime; if (argument[0] == '\0') { char buf[MAX_STRING_LENGTH]; extern bool merc_down; sprintf( buf, "#rReboot by #w%s#r.#n", ch->name ); do_echo( ch, buf ); do_forceauto(ch,"stand"); do_forceauto(ch,"call all"); do_forceauto(ch,"save"); do_autosave(ch,""); merc_down = TRUE; return; } if (!str_cmp(argument,"stop")) { strcpy(buf,"#rReboot aborted#n"); sysmes(buf); bootcount = 0; return; } if (!is_number(argument)) { send_to_char("Syntax: Reboot <STOP/number of seconds>\n\r",ch); return; } if ( ( boottime = atoi(argument) ) < 1 || boottime > 600 ) { send_to_char("Please enter between 1 and 600 seconds.\n\r",ch); return; } bootcount = ++boottime; return; } void do_shutdown( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; extern bool merc_down; sprintf( buf, "#rShutdown by #w%s#r.#n", ch->name ); append_file( ch, SHUTDOWN_FILE, buf ); strcat( buf, "\n\r" ); do_echo( ch, buf ); do_forceauto(ch,"stand"); do_forceauto(ch,"call all"); do_forceauto(ch,"recall"); do_forceauto(ch,"save"); do_autosave(ch,""); merc_down = TRUE; return; } void do_snoop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *victim; sprintf(buf,"%s: Snoop %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Snoop whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL ) { send_to_char( "No descriptor to snoop.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Cancelling all snoops.\n\r", ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->snoop_by == ch->desc ) d->snoop_by = NULL; } return; } if ( victim->desc->snoop_by != NULL ) { send_to_char( "Busy already.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_WATCHER)) { send_to_char( "Busy already.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( ch->desc != NULL ) { for ( d = ch->desc->snoop_by; d != NULL; d = d->snoop_by ) { if ( d->character == victim || d->original == victim ) { send_to_char( "No snoop loops.\n\r", ch ); return; } } } victim->desc->snoop_by = ch->desc; send_to_char( "Ok.\n\r", ch ); return; } void do_oswitch( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; CHAR_DATA *mount; sprintf(buf,"%s: Oswitch %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( arg[0] == '\0' ) { send_to_char( "Switch into what?\n\r", ch ); return; } if ( IS_EXTRA(ch, EXTRA_OSWITCH) || IS_HEAD(ch,LOST_HEAD) ) { send_to_char( "You are already oswitched.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_POLYMORPH) ) { send_to_char( "Not while polymorphed.\n\r", ch ); return; } if ( IS_NPC(ch) || IS_EXTRA(ch,EXTRA_SWITCH) ) { send_to_char( "Not while switched.\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( obj->chobj != NULL ) { send_to_char( "Object in use.\n\r", ch ); return; } if ( (mount = ch->mount) != NULL) do_dismount(ch,""); obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); send_to_char( "Ok.\n\r", ch ); return; } void do_oreturn( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; sprintf(buf,"%s: Oreturn",ch->name); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch,LOST_HEAD) ) { send_to_char( "You are not oswitched.\n\r", ch ); return; } if ( ( obj = ch->pcdata->chobj ) != NULL ) obj->chobj = NULL; ch->pcdata->chobj = NULL; REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->extra, EXTRA_OSWITCH); if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0], LOST_HEAD); free_string(ch->morph); ch->morph = str_dup(""); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); send_to_char( "Ok.\n\r", ch ); return; } void do_switch( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; sprintf(buf,"%s: Switch %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Switch into whom?\n\r", ch ); return; } if ( ch->desc == NULL ) return; if ( ch->desc->original != NULL ) { send_to_char( "You are already switched.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Ok.\n\r", ch ); return; } if ( victim->desc != NULL ) { send_to_char( "Character in use.\n\r", ch ); return; } if ( !IS_NPC(victim)) { send_to_char( "Only on NPC's.\n\r", ch ); return; } SET_BIT(ch->extra, EXTRA_SWITCH); ch->desc->character = victim; ch->desc->original = ch; victim->desc = ch->desc; ch->desc = NULL; send_to_char( "Ok.\n\r", victim ); return; } void do_return( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s: Return %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); if ( ch->desc == NULL ) return; if ( ch->desc->original == NULL ) { send_to_char( "You aren't switched.\n\r", ch ); return; } send_to_char( "You return to your original body.\n\r", ch ); REMOVE_BIT(ch->desc->original->extra, EXTRA_SWITCH); ch->desc->character = ch->desc->original; ch->desc->original = NULL; ch->desc->character->desc = ch->desc; ch->desc = NULL; return; } void do_mload( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *victim; sprintf(buf,"%s: Mload %s",ch->name,argument); if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' || !is_number(arg) ) { send_to_char( "Syntax: mload <vnum>.\n\r", ch ); return; } if ( ( pMobIndex = get_mob_index( atoi( arg ) ) ) == NULL ) { send_to_char( "No mob has that vnum.\n\r", ch ); return; } victim = create_mobile( pMobIndex ); char_to_room( victim, ch->in_room ); act( "$n has created $N!", ch, NULL, victim, TO_ROOM ); act( "You have created $N!", ch, NULL, victim, TO_CHAR ); return; } void do_pload( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; ROOM_INDEX_DATA *in_room; bool fOld; if ( IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL ) return; if ( argument[0] == '\0' ) { send_to_char( "Syntax: pload <name>.\n\r", ch ); return; } if (!check_parse_name( argument )) { send_to_char( "Thats an illegal name.\n\r", ch ); return; } if ( !char_exists(FILE_PLAYER,argument) ) { send_to_char( "That player doesn't exist.\n\r", ch ); return; } sprintf(buf,"%s: Pload %s",ch->name,argument); if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); argument[0] = UPPER(argument[0]); sprintf(buf,"You transform into %s.\n\r",argument); send_to_char(buf,ch); sprintf(buf,"$n transforms into %s.",argument); act(buf,ch,NULL,NULL,TO_ROOM); d = ch->desc; do_autosave(ch,""); in_room = ch->in_room; extract_char(ch, TRUE); d->character = NULL; fOld = load_char_obj( d, argument ); ch = d->character; ch->next = char_list; char_list = ch; char_to_room(ch,in_room); return; } void do_preturn( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; bool fOld; if (IS_NPC(ch)) {send_to_char("Huh?\n\r",ch);return;} if (ch->pload == NULL) {send_to_char("Huh?\n\r",ch);return;} sprintf(arg,ch->pload); if (strlen(arg) < 3 || strlen(arg) > 8) {send_to_char("Huh?\n\r",ch);return;} if (!str_cmp(ch->name,arg)) {send_to_char("Huh?\n\r",ch);return;} d = ch->desc; sprintf(buf,"You transform back into %s.\n\r",capitalize(ch->pload)); send_to_char(buf,ch); sprintf(buf,"$n transforms back into %s.",capitalize(ch->pload)); act(buf,ch,NULL,NULL,TO_ROOM); do_autosave(ch,""); if (ch != NULL && ch->desc != NULL) extract_char(ch,TRUE); else if (ch != NULL) extract_char(ch,TRUE); if (ch->desc) ch->desc->character = NULL; /* ch->next = char_list; char_list = ch; */ fOld = load_char_obj(d, capitalize(arg)); if (ch->in_room != NULL) char_to_room(ch,ch->in_room); else char_to_room(ch,get_room_index(3001)); free_string(ch->pload); ch->pload = str_dup(""); return; } void do_oload( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int level; if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} sprintf(buf,"%s: Oload %s",ch->name,argument); if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || !is_number( arg1 ) ) { send_to_char( "Syntax: oload <vnum> <level>.\n\r", ch ); return; } if ( arg2[0] == '\0' ) { level = get_trust( ch ); } else { /* * New feature from Alander. */ if ( !is_number( arg2 ) ) { send_to_char( "Syntax: oload <vnum> <level>.\n\r", ch ); return; } level = atoi( arg2 ); if ( level < 0 || level > get_trust( ch ) ) { send_to_char( "Limited to your trust level.\n\r", ch ); return; } } if ( ( pObjIndex = get_obj_index( atoi( arg1 ) ) ) == NULL ) { send_to_char( "No object has that vnum.\n\r", ch ); return; } obj = create_object( pObjIndex, level ); if ( CAN_WEAR(obj, ITEM_TAKE) ) { obj_to_char( obj, ch ); act( "$p appears in $n's hands!", ch, obj, NULL, TO_ROOM ); } else { obj_to_room( obj, ch->in_room ); act( "$n has created $p!", ch, obj, NULL, TO_ROOM ); } act( "You create $p.", ch, obj, NULL, TO_CHAR ); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } void do_purge( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { /* 'purge' */ CHAR_DATA *vnext; OBJ_DATA *obj_next; for ( victim = ch->in_room->people; victim != NULL; victim = vnext ) { vnext = victim->next_in_room; if (IS_NPC(victim) && victim->desc == NULL && victim->mount == NULL && victim->embrace == NULL) extract_char( victim, TRUE ); } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; extract_obj( obj ); } act( "$n purges the room!", ch, NULL, NULL, TO_ROOM); send_to_char( "Ok.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } if ( victim->desc != NULL ) { send_to_char( "Not on switched players.\n\r", ch ); return; } act( "$n purges $N.", ch, NULL, victim, TO_NOTVICT ); extract_char( victim, TRUE ); return; } void do_restore( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *prev = ch; DESCRIPTOR_DATA *d; int sn, check, oldcheck; sprintf(buf,"%s: Restore %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Restore whom?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && ( victim = d->character ) != NULL && victim != ch && victim->in_room != NULL && can_see( ch, victim ) ) { if (!IS_NPC(victim)) { if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) continue; } if ( prev == ch ) { act("Lightning arcs from $n's finger, striking $N in the chest.",ch,NULL,victim, TO_NOTVICT); act("Lightning arcs from your finger, striking $N in the chest.",ch,NULL,victim,TO_CHAR); act("Lightning arcs from $n's finger, striking you in the chest.",ch,NULL,victim,TO_VICT); } else { act("Lightning arcs from $n's body, striking $N in the chest.",prev,NULL,victim, TO_NOTVICT); act("Lightning arcs from your body, striking $N in the chest.",prev,NULL,victim,TO_CHAR); act("Lightning arcs from $n's body, striking you in the chest.",prev,NULL,victim,TO_VICT); } prev = victim; victim->mana = victim->max_mana; victim->move = victim->max_move; if (!((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5] + victim->loc_hp[6]) == 0 && victim->hit == victim->max_hit)) { if ( (check = victim->loc_hp[6]) > 0) { oldcheck = 0; sn = skill_lookup( "clot" ); while ( oldcheck != (check = victim->loc_hp[6]) ) { oldcheck = check; (*skill_table[sn].spell_fun) (sn,ch->level,ch,victim); } } if ((check = (victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5])) > 0) { oldcheck = 0; while ( oldcheck != (check = victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5]) ) { oldcheck = check; reg_mend(victim); } } victim->hit = victim->max_hit; victim->agg = 0; send_to_char("You have been completely healed!\n\r",victim); act("$n's wounds have been completely healed!",victim,NULL,NULL,TO_ROOM); update_pos(victim); } } } if ( prev != ch ) { act("Lightning arcs from $n's chest, back into $N's finger.",prev,NULL,ch, TO_NOTVICT); act("Lightning arcs from your chest, back into $N's finger.",prev,NULL,ch,TO_CHAR); act("Lightning arcs from $n's chest, back into your finger.",prev,NULL,ch,TO_VICT); } send_to_char( "Ok.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } victim->hit = victim->max_hit; victim->mana = victim->max_mana; victim->move = victim->max_move; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; update_pos( victim ); act( "$n has restored you.", ch, NULL, victim, TO_VICT ); send_to_char( "Ok.\n\r", ch ); return; } void do_freeze( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; sprintf(buf,"%s: Freeze %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Freeze whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_FREEZE) ) { REMOVE_BIT(victim->act, PLR_FREEZE); send_to_char( "You can play again.\n\r", victim ); send_to_char( "FREEZE removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_FREEZE); send_to_char( "You can't do ANYthing!\n\r", victim ); send_to_char( "FREEZE set.\n\r", ch ); } do_autosave(victim,""); return; } void do_log( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; sprintf(buf,"%s: Log %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Log whom?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { if ( fLogAll ) { fLogAll = FALSE; send_to_char( "Log ALL off.\n\r", ch ); } else { fLogAll = TRUE; send_to_char( "Log ALL on.\n\r", ch ); } return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } /* * No level check, gods can log anyone. */ if ( IS_SET(victim->act, PLR_LOG) ) { REMOVE_BIT(victim->act, PLR_LOG); send_to_char( "LOG removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_LOG); send_to_char( "LOG set.\n\r", ch ); } return; } void do_noemote( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; sprintf(buf,"%s: Noemote %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Noemote whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_NO_EMOTE) ) { REMOVE_BIT(victim->act, PLR_NO_EMOTE); send_to_char( "You can emote again.\n\r", victim ); send_to_char( "NO_EMOTE removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_NO_EMOTE); send_to_char( "You can't emote!\n\r", victim ); send_to_char( "NO_EMOTE set.\n\r", ch ); } return; } void do_notell( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; sprintf(buf,"%s: Notell %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Notell whom?", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_NO_TELL) ) { REMOVE_BIT(victim->act, PLR_NO_TELL); send_to_char( "You can tell again.\n\r", victim ); send_to_char( "NO_TELL removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_NO_TELL); send_to_char( "You can't tell!\n\r", victim ); send_to_char( "NO_TELL set.\n\r", ch ); } return; } void do_silence( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; sprintf(buf,"%s: Silence %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Silence whom?", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_SILENCE) ) { REMOVE_BIT(victim->act, PLR_SILENCE); send_to_char( "You can use channels again.\n\r", victim ); send_to_char( "SILENCE removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_SILENCE); send_to_char( "You can't use channels!\n\r", victim ); send_to_char( "SILENCE set.\n\r", ch ); } return; } void do_peace( CHAR_DATA *ch, char *argument ) { CHAR_DATA *rch; char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s: Peace %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( rch->fighting != NULL ) stop_fighting( rch, TRUE ); } send_to_char( "Ok.\n\r", ch ); return; } BAN_DATA * ban_free; BAN_DATA * ban_list; void do_ban( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; bool newplayers = FALSE; BAN_DATA *pban; if ( IS_NPC( ch ) ) return; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( arg[0] == '\0' ) { send_to_char( "Site Who Trust Newbie Locked\n\r", ch ); for( pban = ban_list ; pban != NULL ; pban = pban->next ) { sprintf( buf, "%-20s %-12s %-5d %s\n\r", pban->name, pban->by_who, pban->level, !pban->newbie_banned ? "No" : "Yes" ); send_to_char( buf, ch ); } return; } if ( arg2[0] == '\0' ) { send_to_char( "Syntax: ban [site] [y/n]\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Y/N meaning newbie banned only.\n\r", ch ); return; } if ( !str_cmp( arg2, "y" ) || !str_cmp( arg2, "yes" ) ) newplayers = TRUE; else if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "no" ) ) newplayers = FALSE; else { do_ban( ch, "moose" ); return; } for ( pban = ban_list; pban != NULL ; pban = pban->next ) { if ( !str_cmp( arg, pban->name ) ) { send_to_char( "That site is already banned!\n\r", ch ); return; } } if ( ban_free == NULL ) { pban = alloc_perm( sizeof( *pban ) ); } else { pban = ban_free; ban_free = ban_free->next; } pban->name = str_dup( arg ); pban->by_who = str_dup( ch->name ); pban->level = get_trust( ch ); if ( pban->level > LEVEL_IMPLEMENTOR ) pban->level = LEVEL_IMPLEMENTOR; pban->newbie_banned = newplayers; pban->next = ban_list; ban_list = pban; save_bans( ); send_to_char( "Site banned.\n\r", ch ); return; } void do_allow( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; BAN_DATA *prev; BAN_DATA *curr; sprintf(buf,"%s: Allow %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove which site from the ban list?\n\r", ch ); return; } prev = NULL; for ( curr = ban_list; curr != NULL; prev = curr, curr = curr->next ) { if ( !str_cmp( arg, curr->name ) ) { if ( get_trust( ch ) < curr->level ) { send_to_char( "You are not permitted to allow that site.\n\r", ch ); return; } if ( prev == NULL ) ban_list = ban_list->next; else prev->next = curr->next; free_string( curr->name ); free_string( curr->by_who ); curr->next = ban_free; ban_free = curr; save_bans( ); send_to_char( "Ok.\n\r", ch ); return; } } send_to_char( "Site is not banned.\n\r", ch ); return; } void do_wizlock( CHAR_DATA *ch, char *argument ) { extern bool wizlock; char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s: Wizlock %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); wizlock = !wizlock; if ( wizlock ) send_to_char( "Game wizlocked.\n\r", ch ); else send_to_char( "Game un-wizlocked.\n\r", ch ); return; } void do_slookup( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int sn; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slookup what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; sprintf( buf, "Sn: %4d Slot: %4d Skill/spell: '%s'\n\r", sn, skill_table[sn].slot, skill_table[sn].name ); send_to_char( buf, ch ); } } else { if ( ( sn = skill_lookup( arg ) ) < 0 ) { send_to_char( "No such skill or spell.\n\r", ch ); return; } sprintf( buf, "Sn: %4d Slot: %4d Skill/spell: '%s'\n\r", sn, skill_table[sn].slot, skill_table[sn].name ); send_to_char( buf, ch ); } return; } void do_sset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int value; int sn; bool fAll; sprintf(buf,"%s: Sset %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: sset <victim> <skill> <value>\n\r", ch ); send_to_char( "or: sset <victim> all <value>\n\r", ch ); send_to_char( "Skill being any skill or spell.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } fAll = !str_cmp( arg2, "all" ); sn = 0; if ( !fAll && ( sn = skill_lookup( arg2 ) ) < 0 ) { send_to_char( "No such skill or spell.\n\r", ch ); return; } /* * Snarf the value. */ if ( !is_number( arg3 ) ) { send_to_char( "Value must be numeric.\n\r", ch ); return; } value = atoi( arg3 ); if ( value < 0 || value > 100 ) { send_to_char( "Value range is 0 to 100.\n\r", ch ); return; } if ( fAll ) { for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name != NULL ) victim->pcdata->learned[sn] = value; } } else { victim->pcdata->learned[sn] = value; } send_to_char("Ok.\n\r",ch); return; } void do_mset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH+5]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int value; sprintf(buf,"%s: Mset %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: mset <victim> <field> <value>\n\r", ch ); send_to_char( "or: mset <victim> <string> <value>\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Field being one of:\n\r", ch ); send_to_char( " level trust exp notes notes+ notes-\n\r", ch ); send_to_char( " str int wis dex con sex\n\r", ch ); send_to_char( " gold hp mana move primal align damcap\n\r",ch ); send_to_char( " thirst drunk full blood hit dam ac\n\r", ch ); send_to_char( " security\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "String being one of:\n\r", ch ); send_to_char( " name short long description title spec\n\r", ch ); send_to_char( " email\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } /* * Snarf the value (which need not be numeric). */ value = is_number( arg3 ) ? atoi( arg3 ) : -1; /* * Set something. */ if (!str_cmp( arg2, "damcap" ) ) { if ( IS_NPC(ch) || IS_NPC(victim) ) { send_to_char("Not on NPC's.\n\r", ch); return; } victim->damcap[0] = value; send_to_char("Ok.\n\r", ch); send_to_char("Your damcap has been adjusted.\n\r", victim); return; } if ( !str_cmp( arg2, "security" ) ) { int security; if ( IS_NPC(ch) || IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } security = IS_JUDGE(ch) ? 1 : GET_PC( ch, security, 0 ); if ( ch == victim && !IS_JUDGE(ch) ) { send_to_char( "Not on yourself.\n\r", ch ); return; } if ( value < security || value > 9 ) { if ( security != 9 ) { sprintf(buf,"Enter a security level between %d and 9.\n\r", security ); send_to_char(buf, ch ); } else send_to_char("You can only set their security level to 9.\n\r", ch ); return; } if ( victim->pcdata->security == value ) { sprintf(buf,"They already have security level %d!\n\r", value ); send_to_char(buf, ch ); return; } victim->pcdata->security = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "str" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Strength range is 3 to 18.\n\r", ch ); return; } if (IS_JUDGE(ch)) { victim->pcdata->perm_str = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "int" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Intelligence range is 3 to 18.\n\r", ch ); return; } if (IS_JUDGE(ch)) { victim->pcdata->perm_int = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "wis" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Wisdom range is 3 to 18.\n\r", ch ); return; } if (IS_JUDGE(ch)) { victim->pcdata->perm_wis = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "dex" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Dexterity range is 3 to 18.\n\r", ch ); return; } if (IS_JUDGE(ch)) { victim->pcdata->perm_dex = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "con" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Constitution range is 3 to 18.\n\r", ch ); return; } if (IS_JUDGE(ch)) { victim->pcdata->perm_con = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "notes" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 25 ) { send_to_char( "Notes range is 0 to 25.\n\r", ch ); return; } victim->pcdata->notes = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "notes+" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 1 ) { send_to_char( "Please enter a positive value.\n\r", ch ); return; } if ( (ch->pcdata->notes + value) >= 25 ) { send_to_char( "Setting notes limit to 25.\n\r", ch ); victim->pcdata->notes = 25; return; } victim->pcdata->notes += value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "notes-" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 1 ) { send_to_char( "Please enter a positive value.\n\r", ch ); return; } if ( (ch->pcdata->notes - value) < 1 ) { send_to_char( "Setting notes limit to 0.\n\r", ch ); victim->pcdata->notes = 0; return; } victim->pcdata->notes -= value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "sex" ) ) { if ( !str_cmp( arg3, "none" ) ) value = 0; else if ( !str_cmp( arg3, "male" ) ) value = 1; else if ( !str_cmp( arg3, "female" ) ) value = 2; else if ( value < 0 || value > 2 ) { send_to_char( "Sex should be one of: Male, Female, None.\n\r", ch ); return; } victim->sex = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "level" ) ) { if ( IS_NPC(victim) && ( value < 1 || value > 250 ) ) { send_to_char( "Level range is 1 to 250 for mobs.\n\r", ch ); return; } else if (!IS_JUDGE(ch)) { send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg3, "mortal" ) ) value = 2; else if ( !str_cmp( arg3, "avatar" ) ) value = 3; else if ( !str_cmp( arg3, "apprentice" ) ) value = 4; else if ( !str_cmp( arg3, "mage" ) ) value = 5; else if ( !str_cmp( arg3, "archmage" ) ) value = 6; else if ( !str_cmp( arg3, "builder" ) ) value = 7; else if ( !str_cmp( arg3, "questmaker" ) ) value = 8; else if ( !str_cmp( arg3, "enforcer" ) ) value = 9; else if ( !str_cmp( arg3, "judge" ) ) value = 10; else if ( !str_cmp( arg3, "highjudge" ) ) value = 11; else if (!IS_NPC(victim)) { send_to_char( "Level should be one of the following:\n\rMortal, Avatar, Apprentice, Mage, Archmage, Builder, Questmaker, Enforcer,\n\rJudge, or Highjudge.\n\r", ch ); return; } if (value >= ch->level && !IS_NPC(victim)) send_to_char( "Sorry, no can do...\n\r", ch ); else {victim->level = value; send_to_char("Ok.\n\r",ch);} return; } if ( !str_cmp( arg2, "trust" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } else if (!IS_JUDGE(ch)) { send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg3, "none" ) ) value = 0; else if ( !str_cmp( arg3, "apprentice" ) ) value = 4; else if ( !str_cmp( arg3, "mage" ) ) value = 5; else if ( !str_cmp( arg3, "archmage" ) ) value = 6; else if ( !str_cmp( arg3, "builder" ) ) value = 7; else if ( !str_cmp( arg3, "questmaker" ) ) value = 8; else if ( !str_cmp( arg3, "enforcer" ) ) value = 9; else if ( !str_cmp( arg3, "judge" ) ) value = 10; else if ( !str_cmp( arg3, "highjudge" ) ) value = 11; else { send_to_char( "Trust should be one of the following:\n\rNone, Apprentice, Mage, Archmage, Builder, Questmaker, Enforcer,\n\rJudge, or Highjudge.\n\r", ch ); return; } if (value >= ch->level) send_to_char( "Sorry, no can do...\n\r", ch ); else {victim->trust = value; send_to_char("Ok.\n\r",ch);} return; } if ( !str_cmp( arg2, "hitroll" ) || !str_cmp( arg2, "hit" ) ) { if ( !IS_NPC(victim) && ( value < 0 || value > 50 ) ) { send_to_char( "Hitroll range is 0 to 50.\n\r", ch ); return; } else if ( IS_NPC(victim) && ( value < 0 || value > 250 ) ) { send_to_char( "Hitroll range is 0 to 250.\n\r", ch ); return; } if (!IS_NPC(victim) && !IS_JUDGE(ch) && ch != victim) { send_to_char( "Sorry, no can do...\n\r", ch ); return; } victim->hitroll = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "damroll" ) || !str_cmp( arg2, "dam" ) ) { if ( !IS_NPC(victim) && ( value < 0 || value > 50 ) ) { send_to_char( "Damroll range is 0 to 50.\n\r", ch ); return; } else if ( IS_NPC(victim) && ( value < 0 || value > 250 ) ) { send_to_char( "Damroll range is 0 to 250.\n\r", ch ); return; } if (!IS_NPC(victim) && !IS_JUDGE(ch) && ch != victim) { send_to_char( "Sorry, no can do...\n\r", ch ); return; } victim->damroll = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "armor" ) || !str_cmp( arg2, "ac" ) ) { if ( !IS_NPC(victim) && ( value < -200 || value > 200 ) ) { send_to_char( "Armor class range is -200 to 200.\n\r", ch ); return; } if (!IS_NPC(victim) && !IS_JUDGE(ch) && ch != victim) { send_to_char( "Sorry, no can do...\n\r", ch ); return; } victim->armor = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "exp" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 ) { send_to_char( "Exp must be at least 0.\n\r", ch ); return; } if ( value > 50000000 ) { send_to_char( "No more than 50000000 possible.\n\r", ch ); return; } if (IS_JUDGE(ch) || (ch == victim)) { victim->exp = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "gold" ) ) { if (value > 100000 && !IS_JUDGE(ch)) send_to_char("Don't be so damn greedy!\n\r",ch); else {victim->gold = value; send_to_char("Ok.\n\r",ch);} return; } if ( !str_cmp( arg2, "hp" ) ) { if ( value < 1 || value > 30000 ) { send_to_char( "Hp range is 1 to 30,000 hit points.\n\r", ch ); return; } if (IS_JUDGE(ch) || (ch == victim) || (IS_NPC(victim)) ) { victim->max_hit = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "mana" ) ) { if ( value < 0 || value > 30000 ) { send_to_char( "Mana range is 0 to 30,000 mana points.\n\r", ch ); return; } if (IS_JUDGE(ch) || (ch == victim) || (IS_NPC(victim)) ) { victim->max_mana = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "move" ) ) { if ( value < 0 || value > 30000 ) { send_to_char( "Move range is 0 to 30,000 move points.\n\r", ch ); return; } if (IS_JUDGE(ch) || (ch == victim) || (IS_NPC(victim)) ) { victim->max_move = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "primal" ) ) { if ( value < 0 || value > 100 ) { send_to_char( "Primal range is 0 to 100.\n\r", ch ); return; } if (IS_JUDGE(ch) || (ch == victim)) { victim->practice = value; send_to_char("Ok.\n\r",ch);} else send_to_char( "Sorry, no can do...\n\r", ch ); return; } if ( !str_cmp( arg2, "align" ) ) { if ( value < -1000 || value > 1000 ) { send_to_char( "Alignment range is -1000 to 1000.\n\r", ch ); return; } victim->alignment = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "thirst" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 100 ) { send_to_char( "Thirst range is 0 to 100.\n\r", ch ); return; } victim->pcdata->condition[COND_THIRST] = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "blood" ) ) { if ( value < 0 || value > victim->blood[BLOOD_POOL] ) { sprintf(buf,"Blood range is 0 to %d.\n\r", victim->blood[BLOOD_POOL]); send_to_char(buf, ch ); return; } victim->blood[BLOOD_CURRENT] = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "drunk" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 100 ) { send_to_char( "Drunk range is 0 to 100.\n\r", ch ); return; } victim->pcdata->condition[COND_DRUNK] = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "full" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 100 ) { send_to_char( "Full range is 0 to 100.\n\r", ch ); return; } victim->pcdata->condition[COND_FULL] = value; send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "name" ) ) { if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } free_string( victim->name ); victim->name = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "short" ) ) { free_string( victim->short_descr ); victim->short_descr = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "long" ) ) { free_string( victim->long_descr ); strcat(arg3,"\n\r"); victim->long_descr = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "side" ) ) { if (!str_cmp(arg3,"camarilla")) { free_string( victim->side ); victim->side = str_dup( "Camarilla" ); send_to_char("Ok.\n\r",ch); } else if (!str_cmp(arg3,"sabbat")) { free_string( victim->side ); victim->side = str_dup( "Sabbat" ); send_to_char("Ok.\n\r",ch); } else if (!str_cmp(arg3,"anarch")) { free_string( victim->side ); victim->side = str_dup( "Anarch" ); send_to_char("Ok.\n\r",ch); } else if (!str_cmp(arg3,"inconnu")) { free_string( victim->side ); victim->side = str_dup( "Inconnu" ); send_to_char("Ok.\n\r",ch); } else send_to_char("Please choose Camarilla, Sabbat, Anarch or Inconnu.\n\r",ch); return; } if ( !str_cmp( arg2, "email" ) ) { if (!IS_JUDGE(ch)) { send_to_char("Only Judges can change a player's email address.\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char("Not on NPC's.\n\r",ch); return; } free_string( victim->pcdata->email ); victim->pcdata->email = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "title" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } set_title( victim, arg3 ); send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "spec" ) ) { if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } if ( ( victim->spec_fun = spec_lookup( arg3 ) ) == 0 ) { send_to_char( "No such spec fun.\n\r", ch ); return; } send_to_char("Ok.\n\r",ch); return; } /* * Generate usage message. */ do_mset( ch, "" ); return; } void do_oset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *morph; OBJ_INDEX_DATA *pObjIndex; int value; if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} sprintf(buf,"%s: Oset %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: oset <object> <field> <value>\n\r", ch ); send_to_char( "or: oset <object> <string> <value>\n\r", ch ); send_to_char( "or: oset <object> <affect> <value>\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Field being one of:\n\r", ch ); send_to_char( " value0 value1 value2 value3\n\r", ch ); send_to_char( " level weight cost timer morph\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "String being one of:\n\r", ch ); send_to_char( " name short long ed type extra wear owner\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Affect being one of:\n\r", ch ); send_to_char( " str dex int wis con\n\r", ch ); send_to_char( " hit dam ac hp mana move\n\r", ch ); send_to_char( " relic artifact\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (obj->carried_by != NULL && !IS_NPC(obj->carried_by) && IS_SET(obj->carried_by->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker))) { send_to_char("You don't have permission to change that item.\n\r", ch); return; } /* * Snarf the value (which need not be numeric). */ value = atoi( arg3 ); /* * Set something. */ if ( !str_cmp( arg2, "value0" ) || !str_cmp( arg2, "v0" ) ) { if (obj->item_type == ITEM_WEAPON && !IS_JUDGE(ch)) { send_to_char("You are not authorised to create spell weapons.\n\r", ch); return;} else if (obj->item_type == ITEM_QUEST) { send_to_char("You cannot change a quest tokens value with oset.\n\r", ch); return;} else if (obj->item_type == ITEM_ARMOR && value > 15) obj->value[0] = 15; else obj->value[0] = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "value1" ) || !str_cmp( arg2, "v1" ) ) { if (obj->item_type == ITEM_WEAPON && value > 10) obj->value[1] = 10; else obj->value[1] = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "value2" ) || !str_cmp( arg2, "v2" ) ) { if (obj->item_type == ITEM_WEAPON && value > 20) obj->value[2] = 20; else obj->value[2] = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "value3" ) || !str_cmp( arg2, "v3" ) ) { if (obj->item_type == ITEM_ARMOR && !IS_JUDGE(ch)) send_to_char("You are not authorised to create spell armour.\n\r", ch); else {obj->value[3] = value; send_to_char("Ok.\n\r",ch);} if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "morph" ) ) { int mnum; if ( IS_SET(obj->spectype, SITEM_MORPH) ) { send_to_char( "This item can already morph.\n\r", ch ); return; } if ( ( pObjIndex = get_obj_index( value ) ) == NULL ) { send_to_char( "No object has that vnum.\n\r", ch ); return; } morph = create_object( pObjIndex, obj->level ); if ( !CAN_WEAR(morph, ITEM_TAKE) ) SET_BIT(morph->wear_flags, ITEM_TAKE); if ( !IS_SET(obj->spectype, SITEM_MORPH) ) SET_BIT(obj->spectype, SITEM_MORPH); if ( !IS_SET(morph->spectype, SITEM_MORPH) ) SET_BIT(morph->spectype, SITEM_MORPH); obj_to_char( morph, ch ); act( "$p morphs into $P in $n's hands!", ch, obj, morph, TO_ROOM ); act( "$p morphs into $P in your hands!", ch, obj, morph, TO_CHAR ); mnum = obj->wear_loc; obj_from_char( obj ); obj_to_obj( obj, morph ); if ( morph->wear_flags == obj->wear_flags && mnum != WEAR_NONE ) equip_char( ch, morph, mnum ); if (morph->questmaker != NULL) free_string(morph->questmaker); morph->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "extra" ) ) { if ( !str_cmp( arg3, "glow" )) value = ITEM_GLOW; else if ( !str_cmp( arg3, "hum" )) value = ITEM_HUM; else if ( !str_cmp( arg3, "thrown" )) value = ITEM_THROWN; else if ( !str_cmp( arg3, "vanish" )) value = ITEM_VANISH; else if ( !str_cmp( arg3, "invis" )) value = ITEM_INVIS; else if ( !str_cmp( arg3, "magic" )) value = ITEM_MAGIC; else if ( !str_cmp( arg3, "nodrop" )) value = ITEM_NODROP; else if ( !str_cmp( arg3, "bless" )) value = ITEM_BLESS; else if ( !str_cmp( arg3, "anti-good" )) value = ITEM_ANTI_GOOD; else if ( !str_cmp( arg3, "anti-evil" )) value = ITEM_ANTI_EVIL; else if ( !str_cmp( arg3, "anti-neutral" )) value = ITEM_ANTI_NEUTRAL; else if ( !str_cmp( arg3, "noremove" )) value = ITEM_NOREMOVE; else if ( !str_cmp( arg3, "inventory" )) value = ITEM_INVENTORY; else if ( !str_cmp( arg3, "loyal" )) value = ITEM_LOYAL; else { send_to_char("Extra flag can be from the following: Glow, Hum, Thrown, Vanish, Invis, Magic, Nodrop, Bless, Anti-Good, Anti-Evil, Anti-Neutral, Noremove, Inventory, Loyal.\n\r",ch); return;} /* Removing magic flag allows multiple enchants */ if (IS_SET(obj->extra_flags,value) && value == ITEM_MAGIC && !IS_JUDGE(ch)) {send_to_char("Sorry, no can do...\n\r",ch); return;} if (IS_SET(obj->extra_flags,value)) REMOVE_BIT(obj->extra_flags, value); else SET_BIT(obj->extra_flags, value); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "wear" ) ) { if ( !str_cmp( arg3, "none" ) || !str_cmp( arg3, "clear" )) { obj->wear_flags = 0; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } else if ( !str_cmp( arg3, "take" )) { if (IS_SET(obj->wear_flags,ITEM_TAKE)) REMOVE_BIT(obj->wear_flags, ITEM_TAKE); else SET_BIT(obj->wear_flags, ITEM_TAKE); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } else if ( !str_cmp( arg3, "finger" )) value = ITEM_WEAR_FINGER; else if ( !str_cmp( arg3, "neck" )) value = ITEM_WEAR_NECK; else if ( !str_cmp( arg3, "body" )) value = ITEM_WEAR_BODY; else if ( !str_cmp( arg3, "head" )) value = ITEM_WEAR_HEAD; else if ( !str_cmp( arg3, "legs" )) value = ITEM_WEAR_LEGS; else if ( !str_cmp( arg3, "feet" )) value = ITEM_WEAR_FEET; else if ( !str_cmp( arg3, "hands" )) value = ITEM_WEAR_HANDS; else if ( !str_cmp( arg3, "arms" )) value = ITEM_WEAR_ARMS; else if ( !str_cmp( arg3, "about" )) value = ITEM_WEAR_ABOUT; else if ( !str_cmp( arg3, "waist" )) value = ITEM_WEAR_WAIST; else if ( !str_cmp( arg3, "wrist" )) value = ITEM_WEAR_WRIST; else if ( !str_cmp( arg3, "hold" )) value = ITEM_WIELD; else if ( !str_cmp( arg3, "face" )) value = ITEM_WEAR_FACE; else { send_to_char("Wear location can be from: None, Take, Finger, Neck, Body, Head, Legs, Hands, Arms, About, Waist, Hold, Face.\n\r",ch); return;} if (IS_SET(obj->wear_flags,ITEM_TAKE) ) value += 1; obj->wear_flags = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "level" ) ) { if (value < 1) value = 1; else if (value > 50) value = 50; if (!IS_JUDGE(ch)) send_to_char("You are not authorised to change an items level.\n\r", ch); else {obj->level = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name);} return; } if ( !str_cmp( arg2, "weight" ) ) { obj->weight = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "cost" ) ) { if (value > 100000 && !IS_JUDGE(ch)) send_to_char("Don't be so damn greedy!\n\r",ch); else {obj->cost = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name);} return; } if ( !str_cmp( arg2, "timer" ) ) { obj->timer = value; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "relic" ) ) { if (!IS_JUDGE(ch)) { send_to_char("You are not authorised to make an item a relic.\n\r", ch); return; } if (!IS_SET(obj->quest, QUEST_RELIC)) { SET_BIT(obj->quest, QUEST_RELIC); send_to_char("You make the item a relic!\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_RELIC)) { REMOVE_BIT(obj->quest, QUEST_RELIC); send_to_char("The item is no longer a relic.\n\r",ch); return; } else { send_to_char("Error....in setting QUEST_RELIC.\n\r",ch); return; } } if ( !str_cmp( arg2, "artifact" ) ) { if (!IS_JUDGE(ch)) { send_to_char("You are not authorised to make an item an artifact.\n\r", ch); return; } if (!IS_SET(obj->quest, QUEST_ARTIFACT)) { SET_BIT(obj->quest, QUEST_ARTIFACT); send_to_char("You make the item a artifact!\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT)) { REMOVE_BIT(obj->quest, QUEST_ARTIFACT); send_to_char("The item is no longer an artifact.\n\r",ch); return; } else { send_to_char("Error....in setting QUEST_ARTIFACT.\n\r",ch); return; } } /* if ( !str_cmp( arg2, "hitroll" ) || !str_cmp( arg2, "hit" ) ) {oset_affect(ch,obj,value,APPLY_HITROLL,FALSE);return;} else if ( !str_cmp( arg2, "damroll" ) || !str_cmp( arg2, "dam" ) ) {oset_affect(ch,obj,value,APPLY_DAMROLL,FALSE);return;} else if ( !str_cmp( arg2, "armor" ) || !str_cmp( arg2, "ac" ) ) {oset_affect(ch,obj,value,APPLY_AC,FALSE);return;} else if ( !str_cmp( arg2, "hitpoints" ) || !str_cmp( arg2, "hp" ) ) {oset_affect(ch,obj,value,APPLY_HIT,FALSE);return;} else if ( !str_cmp( arg2, "mana" ) ) {oset_affect(ch,obj,value,APPLY_MANA,FALSE);return;} else if ( !str_cmp( arg2, "move" ) || !str_cmp( arg2, "movement" ) ) {oset_affect(ch,obj,value,APPLY_MOVE,FALSE);return;} else if ( !str_cmp( arg2, "str" ) || !str_cmp( arg2, "strength" ) ) {oset_affect(ch,obj,value,APPLY_STR,FALSE);return;} else if ( !str_cmp( arg2, "dex" ) || !str_cmp( arg2, "dexterity" ) ) {oset_affect(ch,obj,value,APPLY_DEX,FALSE);return;} else if ( !str_cmp( arg2, "int" ) || !str_cmp( arg2, "intelligence" ) ) {oset_affect(ch,obj,value,APPLY_INT,FALSE);return;} else if ( !str_cmp( arg2, "wis" ) || !str_cmp( arg2, "wisdom" ) ) {oset_affect(ch,obj,value,APPLY_WIS,FALSE);return;} else if ( !str_cmp( arg2, "con" ) || !str_cmp( arg2, "constitution" ) ) {oset_affect(ch,obj,value,APPLY_CON,FALSE);return;} */ if ( !str_cmp( arg2, "type" ) ) { if (!IS_JUDGE(ch)) { send_to_char("You are not authorised to change an item type.\n\r", ch); return; } if (!str_cmp( arg3, "light")) obj->item_type = 1; else if (!str_cmp( arg3, "scroll")) obj->item_type = 2; else if (!str_cmp( arg3, "wand")) obj->item_type = 3; else if (!str_cmp( arg3, "staff")) obj->item_type = 4; else if (!str_cmp( arg3, "weapon")) obj->item_type = 5; else if (!str_cmp( arg3, "treasure")) obj->item_type = 8; else if (!str_cmp( arg3, "armor")) obj->item_type = 9; else if (!str_cmp( arg3, "armour")) obj->item_type = 9; else if (!str_cmp( arg3, "potion")) obj->item_type = 10; else if (!str_cmp( arg3, "furniture")) obj->item_type = 12; else if (!str_cmp( arg3, "trash")) obj->item_type = 13; else if (!str_cmp( arg3, "container")) obj->item_type = 15; else if (!str_cmp( arg3, "drink")) obj->item_type = 17; else if (!str_cmp( arg3, "key")) obj->item_type = 18; else if (!str_cmp( arg3, "food")) obj->item_type = 19; else if (!str_cmp( arg3, "money")) obj->item_type = 20; else if (!str_cmp( arg3, "boat")) obj->item_type = 22; else if (!str_cmp( arg3, "corpse")) obj->item_type = 23; else if (!str_cmp( arg3, "fountain")) obj->item_type = 25; else if (!str_cmp( arg3, "pill")) obj->item_type = 26; else if (!str_cmp( arg3, "portal")) obj->item_type = 27; else if (!str_cmp( arg3, "stake")) obj->item_type = 30; else {send_to_char("Type can be one of: Light, Scroll, Wand, Staff, Weapon, Treasure, Armor, Potion, Furniture, Trash, Container, Drink, Key, Food, Money, Boat, Corpse, Fountain, Pill, Portal, Stake.\n\r", ch); return;} send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "owner" ) ) { if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch);return;} if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker))) {send_to_char("Someone else has already changed this item.\n\r",ch);return;} if ( ( victim = get_char_world( ch, arg3 ) ) == NULL ) {send_to_char("You cannot find any player by that name.\n\r",ch);return;} if (IS_NPC(victim)) {send_to_char("Not on NPC's.\n\r",ch);return;} if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(victim->name); send_to_char("Ok.\n\r",ch); return; } if ( !str_cmp( arg2, "name" ) ) { free_string( obj->name ); obj->name = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "short" ) ) { free_string( obj->short_descr ); obj->short_descr = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "long" ) ) { free_string( obj->description ); obj->description = str_dup( arg3 ); send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } if ( !str_cmp( arg2, "ed" ) ) { EXTRA_DESCR_DATA *ed; argument = one_argument( argument, arg3 ); if ( argument == NULL ) { send_to_char( "Syntax: oset <object> ed <keyword> <string>\n\r", ch ); return; } if ( extra_descr_free == NULL ) { ed = alloc_perm( sizeof(*ed) ); } else { ed = extra_descr_free; /* Bug fix - KaVir extra_descr_free = ed; */ extra_descr_free = extra_descr_free->next; } ed->keyword = str_dup( arg3 ); ed->description = str_dup( argument ); ed->next = obj->extra_descr; obj->extra_descr = ed; send_to_char("Ok.\n\r",ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); return; } /* * Generate usage message. */ do_oset( ch, "" ); return; } void do_rset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; int value; sprintf(buf,"%s: Rset %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: rset <location> <field> value\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Field being one of:\n\r", ch ); send_to_char( " flags sector\n\r", ch ); return; } if ( ( location = find_location( ch, arg1 ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } /* * Snarf the value. */ if ( !is_number( arg3 ) ) { send_to_char( "Value must be numeric.\n\r", ch ); return; } value = atoi( arg3 ); /* * Set something. */ if ( !str_cmp( arg2, "flags" ) ) { location->room_flags = value; return; } if ( !str_cmp( arg2, "sector" ) ) { location->sector_type = value; return; } /* * Generate usage message. */ do_rset( ch, "" ); return; } void do_users( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int count; count = 0; buf[0] = '\0'; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->character != NULL && can_see( ch, d->character ) ) { count++; if (strlen(d->character->lasthost) < 2) { sprintf( buf + strlen(buf), "[%3d %2d] %s@%s\n\r", d->descriptor, d->connected, d->original ? d->original->name : d->character ? d->character->name : "(none)", d->host ); } else { sprintf( buf + strlen(buf), "[%3d %2d] %s@%s\n\r", d->descriptor, d->connected, d->original ? d->original->name : d->character ? d->character->name : "(none)", d->character->lasthost ); } } } sprintf( buf2, "%d user%s\n\r", count, count == 1 ? "" : "s" ); send_to_char( buf2, ch ); send_to_char( buf, ch ); return; } /* * Thanks to Grodyn for pointing out bugs in this function. */ void do_force( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s: Force %s",ch->name,argument); if (ch->level < NO_WATCH) do_watching(ch,buf); argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Force whom to do what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { DESCRIPTOR_DATA *d; if ( is_in( argument, "|quit*" ) ) { send_to_char( "Nope... Sorry!\n\r", ch ); return; } for ( d = descriptor_list ; d != NULL ; d = d->next ) { if ( d->connected == CON_PLAYING && !IS_NPC( d->character ) && d->character != ch && d->character->in_room != NULL && get_trust( d->character ) < get_trust( ch ) && can_see( ch, d->character ) ) { if ( IS_SET( d->character->act, PLR_GODLESS ) && get_trust( ch ) < NO_GODLESS ) continue; act("$n forces you to '$t'.", ch, argument, d->character, TO_VICT ); interpret( d->character, argument ); } } return; } else { CHAR_DATA *victim; if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "Do it yourself!\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } act( "$n forces you to '$t'.", ch, argument, victim, TO_VICT ); interpret( victim, argument ); } send_to_char( "Ok.\n\r", ch ); return; } void do_forceauto( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( !IS_NPC(vch) && vch != ch ) { act( "Autocommand: $t.", ch, argument, vch, TO_VICT ); interpret( vch, argument ); } } return; } /* * New routines by Dionysos. */ void do_invis( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET(ch->act, PLR_WIZINVIS) ) { REMOVE_BIT(ch->act, PLR_WIZINVIS); act( "$n slowly fades into existence.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade back into existence.\n\r", ch ); } else { act( "$n slowly fades into thin air.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly vanish into thin air.\n\r", ch ); SET_BIT(ch->act, PLR_WIZINVIS); } return; } void do_holylight( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Holy light mode off.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Holy light mode on.\n\r", ch ); } return; } void do_safe( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch) || ch->in_room == NULL) return; if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) send_to_char( "You cannot be attacked by other players here.\n\r", ch ); else send_to_char( "You are not safe from player attacks in this room.\n\r", ch ); if (!IS_VAMPIRE(ch) ) return; if (ch->in_room->sector_type == SECT_INSIDE) { send_to_char( "You are inside, which means you are safe from sunlight.\n\r", ch ); return; } if (weather_info.sunlight == SUN_DARK) { send_to_char( "It is not yet light out, so you are safe from the sunlight...for now.\n\r", ch ); return; } if ( room_is_dark(ch->in_room) ) { send_to_char( "This room is dark, and will protect you from the sunlight.\n\r", ch ); return; } send_to_char( "This room will provide you no protection from the sunlight.\n\r", ch ); return; } void do_qstat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char("Which item?\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg) ) == NULL ) { send_to_char("You are not carrying that item.\n\r",ch); return; } sprintf(buf,"Object %s.\n\r",obj->short_descr); send_to_char(buf,ch); sprintf(buf,"Owner when worn: %s\n\r",obj->chpoweron); send_to_char(buf,ch); sprintf(buf,"Other when worn: %s\n\r",obj->victpoweron); send_to_char(buf,ch); sprintf(buf,"Owner when removed: %s\n\r",obj->chpoweroff); send_to_char(buf,ch); sprintf(buf,"Other when removed: %s\n\r",obj->victpoweroff); send_to_char(buf,ch); sprintf(buf,"Owner when used: %s\n\r",obj->chpoweruse); send_to_char(buf,ch); sprintf(buf,"Other when used: %s\n\r",obj->victpoweruse); send_to_char(buf,ch); send_to_char("Type:",ch); if ( IS_SET(obj->spectype, SITEM_ACTIVATE)) send_to_char(" Activate",ch); if ( IS_SET(obj->spectype, SITEM_TWIST)) send_to_char(" Twist",ch); if ( IS_SET(obj->spectype, SITEM_PRESS)) send_to_char(" Press",ch); if ( IS_SET(obj->spectype, SITEM_PULL)) send_to_char(" Pull",ch); if ( IS_SET(obj->spectype, SITEM_TARGET)) send_to_char(" Target",ch); if ( IS_SET(obj->spectype, SITEM_SPELL)) send_to_char(" Spell",ch); if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) send_to_char(" Transporter",ch); if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) send_to_char(" Teleporter",ch); if ( IS_SET(obj->spectype, SITEM_OBJECT)) send_to_char(" Object",ch); if ( IS_SET(obj->spectype, SITEM_MOBILE)) send_to_char(" Mobile",ch); if ( IS_SET(obj->spectype, SITEM_ACTION)) send_to_char(" Action",ch); if ( IS_SET(obj->spectype, SITEM_DELAY1)) send_to_char(" Delay1",ch); if ( IS_SET(obj->spectype, SITEM_DELAY2)) send_to_char(" Delay2",ch); if ( !IS_SET(obj->spectype, SITEM_ACTIVATE ) && !IS_SET(obj->spectype, SITEM_TWIST ) && !IS_SET(obj->spectype, SITEM_PRESS ) && !IS_SET(obj->spectype, SITEM_PULL ) && !IS_SET(obj->spectype, SITEM_TARGET ) && !IS_SET(obj->spectype, SITEM_SPELL ) && !IS_SET(obj->spectype, SITEM_TELEPORTER ) && !IS_SET(obj->spectype, SITEM_DELAY1 ) && !IS_SET(obj->spectype, SITEM_DELAY2 ) && !IS_SET(obj->spectype, SITEM_OBJECT ) && !IS_SET(obj->spectype, SITEM_MOBILE ) && !IS_SET(obj->spectype, SITEM_ACTION ) && !IS_SET(obj->spectype, SITEM_TRANSPORTER ) ) send_to_char(" No flags set",ch); send_to_char(".\n\r",ch); sprintf(buf,"Power: %d.\n\r",obj->specpower); send_to_char(buf,ch); return; } void do_qset( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int value; smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '0' ) { send_to_char("You can change the following fields...\n\r", ch); send_to_char("chwear = Message to owner when item is worn.\n\r",ch); send_to_char("chrem = Message to owner when item is removed.\n\r",ch); send_to_char("chuse = Message to owner when item is used.\n\r",ch); send_to_char("victwear = Message to others in room when item is worn.\n\r",ch); send_to_char("victrem = Message to others in room when item is removed.\n\r",ch); send_to_char("victuse = Message to others in room when item is used.\n\r",ch); send_to_char("type activate = Item can be activated.\n\r",ch); send_to_char(" twist = Item can be twisted.\n\r",ch); send_to_char(" press = Item can be pressed.\n\r",ch); send_to_char(" pull = Item can be pulled.\n\r",ch); send_to_char(" target = Item can target people (for spell, etc).\n\r",ch); send_to_char(" spell = Item can cast spells.\n\r",ch); send_to_char(" transporter = Owner can transport freely between two locations.\n\r",ch); send_to_char(" teleporter = Owner can transport to target location at will.\n\r",ch); send_to_char(" object = Owner can create the specified object.\n\r",ch); send_to_char(" mobile = Owner can create the specified mobile.\n\r",ch); send_to_char(" action = Target must perform an action.\n\r",ch); send_to_char(" delay1 = Sets a delay of half a round on spell items.\n\r",ch); send_to_char(" delay2 = Sets a delay of one round on spell items.\n\r",ch); send_to_char(" song = Use this on a page to let people sing.\n\r",ch); send_to_char(" message = Object gives message with chuse and victuse.\n\r",ch); send_to_char("power <value> = Spell number/transporter room number.\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg1) ) == NULL ) { send_to_char("You are not carrying that item.\n\r",ch); return; } value = is_number( arg3 ) ? atoi( arg3 ) : -1; if (!str_cmp(arg2,"chwear") ) { if (obj->chpoweron != NULL) strcpy(buf,obj->chpoweron); if (!str_cmp(arg3,"clear")) { free_string( obj->chpoweron ); obj->chpoweron = str_dup( "(null)" ); } else if (obj->chpoweron != NULL && buf[0] != '\0' && str_cmp(buf,"(null)")) { if (strlen(buf)+strlen(arg3) >= MAX_STRING_LENGTH-4) { send_to_char("Line too long.\n\r",ch); return; } else { free_string( obj->chpoweron ); strcat( buf, "\n\r" ); strcat( buf, arg3 ); obj->chpoweron = str_dup( buf ); } } else { free_string( obj->chpoweron ); obj->chpoweron = str_dup( arg3 ); } } else if (!str_cmp(arg2,"chrem") ) { if (obj->chpoweroff != NULL) strcpy(buf,obj->chpoweroff); if (!str_cmp(arg3,"clear")) { free_string( obj->chpoweroff ); obj->chpoweroff = str_dup( "(null)" ); } else if (obj->chpoweroff != NULL && buf[0] != '\0' && str_cmp(buf,"(null)")) { if (strlen(buf)+strlen(arg3) >= MAX_STRING_LENGTH-4) { send_to_char("Line too long.\n\r",ch); return; } else { free_string( obj->chpoweroff ); strcat( buf, "\n\r" ); strcat( buf, arg3 ); obj->chpoweroff = str_dup( buf ); } } else { free_string( obj->chpoweroff ); obj->chpoweroff = str_dup( arg3 ); } } else if (!str_cmp(arg2,"chuse") ) { if (obj->chpoweruse != NULL) strcpy(buf,obj->chpoweruse); if (!str_cmp(arg3,"clear")) { free_string( obj->chpoweruse ); obj->chpoweruse = str_dup( "(null)" ); } else if (obj->chpoweruse != NULL && buf[0] != '\0' && str_cmp(buf,"(null)")) { if (strlen(buf)+strlen(arg3) >= MAX_STRING_LENGTH-4) { send_to_char("Line too long.\n\r",ch); return; } else { free_string( obj->chpoweruse ); strcat( buf, "\n\r" ); strcat( buf, arg3 ); obj->chpoweruse = str_dup( buf ); } } else { free_string( obj->chpoweruse ); obj->chpoweruse = str_dup( arg3 ); } } else if (!str_cmp(arg2,"victwear") ) { if (obj->victpoweron != NULL) strcpy(buf,obj->victpoweron); if (!str_cmp(arg3,"clear")) { free_string( obj->victpoweron ); obj->victpoweron = str_dup( "(null)" ); } else if (obj->victpoweron != NULL && buf[0] != '\0' && str_cmp(buf,"(null)")) { if (strlen(buf)+strlen(arg3) >= MAX_STRING_LENGTH-4) { send_to_char("Line too long.\n\r",ch); return; } else { free_string( obj->victpoweron ); strcat( buf, "\n\r" ); strcat( buf, arg3 ); obj->victpoweron = str_dup( buf ); } } else { free_string( obj->victpoweron ); obj->victpoweron = str_dup( arg3 ); } } else if (!str_cmp(arg2,"victrem") ) { if (obj->victpoweroff != NULL) strcpy(buf,obj->victpoweroff); if (!str_cmp(arg3,"clear")) { free_string( obj->victpoweroff ); obj->victpoweroff = str_dup( "(null)" ); } else if (obj->victpoweroff != NULL && buf[0] != '\0' && str_cmp(buf,"(null)")) { if (strlen(buf)+strlen(arg3) >= MAX_STRING_LENGTH-4) { send_to_char("Line too long.\n\r",ch); return; } else { free_string( obj->victpoweroff ); strcat( buf, "\n\r" ); strcat( buf, arg3 ); obj->victpoweroff = str_dup( buf ); } } else { free_string( obj->victpoweroff ); obj->victpoweroff = str_dup( arg3 ); } } else if (!str_cmp(arg2,"victuse") ) { if (obj->victpoweruse != NULL) strcpy(buf,obj->victpoweruse); if (!str_cmp(arg3,"clear")) { free_string( obj->victpoweruse ); obj->victpoweruse = str_dup( "(null)" ); } else if (obj->victpoweruse != NULL && buf[0] != '\0' && str_cmp(buf,"(null)")) { if (strlen(buf)+strlen(arg3) >= MAX_STRING_LENGTH-4) { send_to_char("Line too long.\n\r",ch); return; } else { free_string( obj->victpoweruse ); strcat( buf, "\n\r" ); strcat( buf, arg3 ); obj->victpoweruse = str_dup( buf ); } } else { free_string( obj->victpoweruse ); obj->victpoweruse = str_dup( arg3 ); } } else if ( !str_cmp( arg2, "type" ) ) { if ( !str_cmp( arg3, "activate" ) && IS_SET(obj->spectype, SITEM_ACTIVATE) ) REMOVE_BIT(obj->spectype, SITEM_ACTIVATE); else if ( !str_cmp( arg3, "activate" ) && !IS_SET(obj->spectype, SITEM_ACTIVATE) ) SET_BIT(obj->spectype, SITEM_ACTIVATE); else if ( !str_cmp( arg3, "twist" ) && IS_SET(obj->spectype, SITEM_TWIST) ) REMOVE_BIT(obj->spectype, SITEM_TWIST); else if ( !str_cmp( arg3, "twist" ) && !IS_SET(obj->spectype, SITEM_TWIST) ) SET_BIT(obj->spectype, SITEM_TWIST); else if ( !str_cmp( arg3, "press" ) && IS_SET(obj->spectype, SITEM_PRESS) ) REMOVE_BIT(obj->spectype, SITEM_PRESS); else if ( !str_cmp( arg3, "press" ) && !IS_SET(obj->spectype, SITEM_PRESS) ) SET_BIT(obj->spectype, SITEM_PRESS); else if ( !str_cmp( arg3, "pull" ) && IS_SET(obj->spectype, SITEM_PULL) ) REMOVE_BIT(obj->spectype, SITEM_PULL); else if ( !str_cmp( arg3, "pull" ) && !IS_SET(obj->spectype, SITEM_PULL) ) SET_BIT(obj->spectype, SITEM_PULL); else if ( !str_cmp( arg3, "target" ) && IS_SET(obj->spectype, SITEM_TARGET) ) REMOVE_BIT(obj->spectype, SITEM_TARGET); else if ( !str_cmp( arg3, "target" ) && !IS_SET(obj->spectype, SITEM_TARGET) ) SET_BIT(obj->spectype, SITEM_TARGET); else if ( !str_cmp( arg3, "spell" ) && IS_SET(obj->spectype, SITEM_SPELL) ) REMOVE_BIT(obj->spectype, SITEM_SPELL); else if ( !str_cmp( arg3, "spell" ) && !IS_SET(obj->spectype, SITEM_SPELL) ) SET_BIT(obj->spectype, SITEM_SPELL); else if ( !str_cmp( arg3, "transporter" ) && IS_SET(obj->spectype, SITEM_TRANSPORTER) ) REMOVE_BIT(obj->spectype, SITEM_TRANSPORTER); else if ( !str_cmp( arg3, "transporter" ) && !IS_SET(obj->spectype, SITEM_TRANSPORTER) ) SET_BIT(obj->spectype, SITEM_TRANSPORTER); else if ( !str_cmp( arg3, "teleporter" ) && IS_SET(obj->spectype, SITEM_TELEPORTER) ) REMOVE_BIT(obj->spectype, SITEM_TELEPORTER); else if ( !str_cmp( arg3, "teleporter" ) && !IS_SET(obj->spectype, SITEM_TELEPORTER) ) SET_BIT(obj->spectype, SITEM_TELEPORTER); else if ( !str_cmp( arg3, "object" ) && IS_SET(obj->spectype, SITEM_OBJECT) ) REMOVE_BIT(obj->spectype, SITEM_OBJECT); else if ( !str_cmp( arg3, "object" ) && !IS_SET(obj->spectype, SITEM_OBJECT) ) SET_BIT(obj->spectype, SITEM_OBJECT); else if ( !str_cmp( arg3, "mobile" ) && IS_SET(obj->spectype, SITEM_MOBILE) ) REMOVE_BIT(obj->spectype, SITEM_MOBILE); else if ( !str_cmp( arg3, "mobile" ) && !IS_SET(obj->spectype, SITEM_MOBILE) ) SET_BIT(obj->spectype, SITEM_MOBILE); else if ( !str_cmp( arg3, "action" ) && IS_SET(obj->spectype, SITEM_ACTION) ) REMOVE_BIT(obj->spectype, SITEM_ACTION); else if ( !str_cmp( arg3, "action" ) && !IS_SET(obj->spectype, SITEM_ACTION) ) SET_BIT(obj->spectype, SITEM_ACTION); else if ( !str_cmp( arg3, "delay1" ) && IS_SET(obj->spectype, SITEM_DELAY1) ) REMOVE_BIT(obj->spectype, SITEM_DELAY1); else if ( !str_cmp( arg3, "delay1" ) && !IS_SET(obj->spectype, SITEM_DELAY1) ) SET_BIT(obj->spectype, SITEM_DELAY1); else if ( !str_cmp( arg3, "delay2" ) && IS_SET(obj->spectype, SITEM_DELAY2) ) REMOVE_BIT(obj->spectype, SITEM_DELAY2); else if ( !str_cmp( arg3, "delay2" ) && !IS_SET(obj->spectype, SITEM_DELAY2) ) SET_BIT(obj->spectype, SITEM_DELAY2); else if ( !str_cmp( arg3, "song" ) && IS_SET(obj->quest, QUEST_SONG) ) REMOVE_BIT(obj->quest, QUEST_SONG); else if ( !str_cmp( arg3, "song" ) && !IS_SET(obj->quest, QUEST_SONG) ) SET_BIT(obj->quest, QUEST_SONG); else if ( !str_cmp( arg3, "message" ) && IS_SET(obj->spectype, SITEM_MESSAGE) ) REMOVE_BIT(obj->spectype, SITEM_MESSAGE); else if ( !str_cmp( arg3, "message" ) && !IS_SET(obj->spectype, SITEM_MESSAGE) ) SET_BIT(obj->spectype, SITEM_MESSAGE); else { send_to_char("No such flag to set.\n\r",ch); return; } sprintf(buf,"%s flag toggled.\n\r",capitalize(arg3)); send_to_char(buf,ch); return; } else if ( !str_cmp( arg2, "power" ) ) obj->specpower = value; else { send_to_char("No such flag.\n\r",ch); return; } send_to_char("Ok.\n\r",ch); return; } void do_oclone( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; OBJ_DATA *obj2; AFFECT_DATA *paf; AFFECT_DATA *paf2; argument = one_argument( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char( "Make a clone of what object?\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker) || strlen(obj->questmaker) < 2)) { send_to_char("You can only clone your own creations.\n\r", ch); return; } pObjIndex = get_obj_index( obj->pIndexData->vnum); obj2 = create_object( pObjIndex, obj->level ); /* Copy any changed parts of the object. */ free_string(obj2->name); obj2->name=str_dup(obj->name); free_string(obj2->short_descr); obj2->short_descr=str_dup(obj->short_descr); free_string(obj2->description); obj2->description=str_dup(obj->description); if (obj->questmaker != NULL && strlen(obj->questmaker) > 1) { free_string(obj2->questmaker); obj2->questmaker=str_dup(obj->questmaker); } if (obj->chpoweron != NULL) { free_string(obj2->chpoweron); obj2->chpoweron=str_dup(obj->chpoweron); } if (obj->chpoweroff != NULL) { free_string(obj2->chpoweroff); obj2->chpoweroff=str_dup(obj->chpoweroff); } if (obj->chpoweruse != NULL) { free_string(obj2->chpoweruse); obj2->chpoweruse=str_dup(obj->chpoweruse); } if (obj->victpoweron != NULL) { free_string(obj2->victpoweron); obj2->victpoweron=str_dup(obj->victpoweron); } if (obj->victpoweroff != NULL) { free_string(obj2->victpoweroff); obj2->victpoweroff=str_dup(obj->victpoweroff); } if (obj->victpoweruse != NULL) { free_string(obj2->victpoweruse); obj2->victpoweruse=str_dup(obj->victpoweruse); } obj2->item_type = obj->item_type; obj2->extra_flags = obj->extra_flags; obj2->wear_flags = obj->wear_flags; obj2->weight = obj->weight; obj2->spectype = obj->spectype; obj2->specpower = obj->specpower; obj2->condition = obj->condition; obj2->toughness = obj->toughness; obj2->resistance = obj->resistance; obj2->quest = obj->quest; obj2->points = obj->points; obj2->cost = obj->cost; obj2->value[0] = obj->value[0]; obj2->value[1] = obj->value[1]; obj2->value[2] = obj->value[2]; obj2->value[3] = obj->value[3]; /*****************************************/ obj_to_char(obj2,ch); if (obj->affected != NULL) { for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if (affect_free == NULL) paf2 = alloc_perm( sizeof(*paf) ); else { paf2 = affect_free; affect_free = affect_free->next; } paf2->type = 0; paf2->duration = paf->duration; paf2->location = paf->location; paf2->modifier = paf->modifier; paf2->bitvector = 0; paf2->next = obj2->affected; obj2->affected = paf2; } } act( "You create a clone of $p.", ch, obj, NULL, TO_CHAR ); return; } void do_clearclass( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int i; one_argument( argument, arg ); if ( arg[0] == '\0' || is_number(arg) ) { send_to_char( "Clear who's clan?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if (IS_VAMPIRE(victim)) mortal_vamp(victim); victim->blood[BLOOD_POOL] = 100; if ( victim->blood[BLOOD_CURRENT] > 100 ) victim->blood[BLOOD_CURRENT] = 100; victim->blood[BLOOD_POTENCY] = 1; victim->pcdata->willpower[0] = victim->pcdata->willpower[1] = 50; victim->class = CLASS_NONE; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->vampgen = 0; victim->vampaff = 0; victim->vamppass = -1; for ( i = 0; i <= 2; i++ ) victim->pcdata->cland[i] = 0; for ( i = 0; i <= BREED_MAX; i++ ) victim->pcdata->breed[i] = 0; for ( i = 0; i <= AUSPICE_MAX; i++ ) victim->pcdata->auspice[i] = 0; for ( i = 0; i <= DISC_MAX; i++ ) victim->pcdata->powers[i] = 0; // Remove Mage Magic levels if (victim->spl[PURPLE_MAGIC] > 200) victim->spl[PURPLE_MAGIC] = 200; if (victim->spl[RED_MAGIC] > 200) victim->spl[RED_MAGIC] = 200; if (victim->spl[BLUE_MAGIC] > 200) victim->spl[BLUE_MAGIC] = 200; if (victim->spl[GREEN_MAGIC] > 200) victim->spl[GREEN_MAGIC] = 200; if (victim->spl[YELLOW_MAGIC] > 200) victim->spl[YELLOW_MAGIC] = 200; // Remove Highlander weapon skills if (victim->wpn[0] > 200) victim->wpn[0] = 200; if (victim->wpn[1] > 200) victim->wpn[1] = 200; if (victim->wpn[2] > 200) victim->wpn[2] = 200; if (victim->wpn[3] > 200) victim->wpn[3] = 200; if (victim->wpn[4] > 200) victim->wpn[4] = 200; if (victim->wpn[5] > 200) victim->wpn[5] = 200; if (victim->wpn[6] > 200) victim->wpn[6] = 200; if (victim->wpn[7] > 200) victim->wpn[7] = 200; if (victim->wpn[8] > 200) victim->wpn[8] = 200; if (victim->wpn[9] > 200) victim->wpn[9] = 200; if (victim->wpn[10] > 200) victim->wpn[10] = 200; if (victim->wpn[11] > 200) victim->wpn[11] = 200; if (victim->wpn[12] > 200) victim->wpn[12] = 200; victim->polyaff = 0; victim->class = 0; victim->race = 0; victim->home = 3001; victim->level = LEVEL_AVATAR; victim->pcdata->power[POWER_TOTAL] = 0; victim->pcdata->power[POWER_CURRENT] = 0; REMOVE_BIT(victim->extra, EXTRA_SIRE); REMOVE_BIT(victim->extra, EXTRA_PRINCE); REMOVE_BIT(victim->act, PLR_DEMON); REMOVE_BIT(victim->act, PLR_CHAMPION); victim->pcdata->wolf = 0; victim->pcdata->rank = AGE_CHILDE; // Removes other class powers and affects REMOVE_BIT(victim->more, MORE_HAND_FLAME); REMOVE_BIT(victim->more, MORE_OUTCAST); REMOVE_BIT(victim->more, MORE_INFORM); REMOVE_BIT(victim->affected_by, AFF_SHADOWPLANE); REMOVE_BIT(victim->act, ACT_COMMANDED); REMOVE_BIT(victim->affected_by, AFF_HIDE); REMOVE_BIT(victim->affected_by, AFF_INVISIBLE); REMOVE_BIT(victim->affected_by, AFF_SNEAK); REMOVE_BIT(victim->vampaff, VAM_OBFUSCATE); REMOVE_BIT(victim->extra,TIED_UP); REMOVE_BIT(victim->extra,GAGGED); REMOVE_BIT(victim->extra,BLINDFOLDED); REMOVE_BIT(victim->act, PLR_GODLESS); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->act, PLR_HOLYLIGHT); REMOVE_BIT(victim->act, PLR_WIZINVIS); REMOVE_BIT(victim->pcdata->bodymods, MOD_HORNS); REMOVE_BIT(victim->pcdata->bodymods, MOD_UNFOLDED); REMOVE_BIT(victim->pcdata->disc[C_CURRENT], DEM_UNFOLDED); REMOVE_BIT(victim->pcdata->disc[C_CURRENT], DEM_WINGS); REMOVE_BIT(victim->act, PLR_WOLFMAN); REMOVE_BIT(victim->pcdata->disc[C_CURRENT], DEM_HOOVES); REMOVE_BIT(victim->more, MORE_GUARDIAN); REMOVE_BIT(victim->vampaff, VAM_DISGUISED); REMOVE_BIT(victim->vampaff, VAM_CLAWS); REMOVE_BIT(victim->vampaff, VAM_NIGHTSIGHT); REMOVE_BIT(victim->extra, EXTRA_VICISSITUDE); REMOVE_BIT(victim->polyaff, POLY_ZULO); REMOVE_BIT(victim->more, MORE_DARKNESS); REMOVE_BIT(victim->more, MORE_SILENCE); REMOVE_BIT(victim->more, MORE_REINA); REMOVE_BIT(victim->more, MORE_NEUTRAL); REMOVE_BIT(victim->polyaff, POLY_CHANGELING); REMOVE_BIT(victim->pcdata->bodymods, MOD_FINS); REMOVE_BIT(victim->pcdata->bodymods, MOD_TAIL); REMOVE_BIT(victim->pcdata->bodymods, MOD_WINGS); REMOVE_BIT(victim->polyaff, POLY_FLESHCRAFT); REMOVE_BIT(victim->pcdata->bodymods, MOD_TUSKS); REMOVE_BIT(victim->pcdata->bodymods, MOD_HORNS); REMOVE_BIT(victim->pcdata->bodymods, MOD_EXOSKELETON); REMOVE_BIT(victim->polyaff, POLY_BONECRAFT); REMOVE_BIT(victim->more, MORE_PLASMA); REMOVE_BIT(victim->more, MORE_LOYAL); REMOVE_BIT(victim->more, MORE_MUMMIFIED); REMOVE_BIT(victim->polyaff, POLY_SHADOW); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->polyaff, POLY_HAGS); REMOVE_BIT(victim->more, MORE_ASHES); REMOVE_BIT(victim->polyaff, POLY_SPIRIT); REMOVE_BIT(victim->vampaff, VAM_FLYING); REMOVE_BIT(victim->more, MORE_EVILEYE); REMOVE_BIT(victim->spectype,EYE_SPELL); REMOVE_BIT(victim->spectype,EYE_SELFACTION); REMOVE_BIT(victim->spectype,EYE_ACTION); REMOVE_BIT(victim->vampaff, VAM_SPIRITEYES); REMOVE_BIT(victim->more, MORE_STAKED); REMOVE_BIT(victim->immune, IMM_SUNLIGHT); REMOVE_BIT(victim->immune, IMM_VOODOO); REMOVE_BIT(victim->more, MORE_COURAGE); REMOVE_BIT(victim->more, MORE_CALM); REMOVE_BIT(victim->more, MORE_ANGER); REMOVE_BIT(victim->more, MORE_NOPAIN); REMOVE_BIT(victim->extra, EXTRA_AWE); REMOVE_BIT(victim->more, MORE_BRISTLES); REMOVE_BIT(victim->vampaff, VAM_EARTHMELDED); REMOVE_BIT(victim->more, MORE_ANIMAL_MASTER); REMOVE_BIT(victim->vampaff, VAM_FANGS); REMOVE_BIT(victim->polyaff, POLY_WOLF); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); REMOVE_BIT(victim->polyaff, POLY_MASK); REMOVE_BIT(victim->vampaff, VAM_SONIC); REMOVE_BIT(victim->polyaff, POLY_BAT); REMOVE_BIT(victim->polyaff, POLY_MIST); REMOVE_BIT(victim->vampaff, VAM_CHANGED); REMOVE_BIT(victim->extra, EXTRA_FAKE_CON); REMOVE_BIT(victim->immune, IMM_SHIELDED); REMOVE_BIT(victim->polyaff, POLY_SERPENT); REMOVE_BIT(victim->extra, EXTRA_NO_ACTION); REMOVE_BIT(victim->more, MORE_PROJECTION); REMOVE_BIT(victim->more, MORE_OBEAH); REMOVE_BIT(victim->itemaffect, ITEMA_SUNSHIELD); clear_stats(victim); FILL_STRING( victim->pcdata->conding, "" ); FILL_STRING( victim->morph, "" ); FILL_STRING( victim->long_descr, "" ); FILL_STRING( victim->short_descr, victim->name ); if (!IS_IMMORTAL(victim)) { victim->level = LEVEL_AVATAR; victim->trust = 0; } send_to_char( "Ok.\n\r", ch ); send_to_char( "Your class has been cleared.\n\r", victim ); return; } void do_call( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim = NULL; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to call?\n\r", ch ); return; } if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if (!IS_HEAD(ch, LOST_HEAD)) { act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR); act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM); } if (!str_cmp(arg,"all")) { call_all(ch); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp(obj->questowner,ch->name) || obj->item_type == ITEM_PAGE || obj->item_type == ITEM_CORPSE_PC) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (obj->carried_by != NULL && obj->carried_by != ch) { victim = obj->carried_by; if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return; act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else { if (!IS_HEAD(ch, LOST_HEAD)) send_to_char( "Nothing happens.\n\r", ch ); return; } obj_to_char(obj,ch); if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE); act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); do_autosave(ch,""); if (victim != NULL) do_autosave(victim,""); return; } void call_all( CHAR_DATA *ch ) { OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; bool found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp( ch->name, obj->questowner ) || obj->item_type == ITEM_PAGE || obj->item_type == ITEM_CORPSE_PC) continue; found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) continue; } if (obj->carried_by != NULL) { if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING) { if (!IS_NPC(obj->carried_by)) return; } act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM); SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else continue; obj_to_char(obj,ch); if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE); if (!IS_HEAD(ch, LOST_HEAD)) { act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); } } if ( !found && !IS_HEAD(ch, LOST_HEAD) ) send_to_char( "Nothing happens.\n\r", ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (victim = d->character) == NULL ) continue; if ( IS_NPC(victim) ) continue; if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue; REMOVE_BIT(victim->extra, EXTRA_CALL_ALL); do_autosave(victim,""); } return; } void do_artifact( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !IS_SET(obj->quest, QUEST_ARTIFACT) ) continue; found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL ) { sprintf( buf, "%s is carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { sprintf( buf, "%s is in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } /* OLD WAY if ( in_obj->carried_by != NULL ) { sprintf( buf, "%s created by %s and carried by %s.\n\r", obj->short_descr, obj->questmaker, PERS(in_obj->carried_by, ch) ); } else { sprintf( buf, "%s created by %s and in %s.\n\r", obj->short_descr, obj->questmaker, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } END OLD WAY */ buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); } if ( !found ) send_to_char( "There are no artifacts in the game.\n\r", ch ); return; } void do_locate( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp( ch->name, obj->questowner )) continue; found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL ) { sprintf( buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { sprintf( buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); } if ( !found ) send_to_char( "You cannot locate any items belonging to you.\n\r", ch ); return; } void do_claim( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to claim ownership of an item.\n\r",ch); return;} if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to claim ownership of?\n\r", ch ); return; } if ( ( obj = get_obj_carry(ch, arg) ) == NULL ) {send_to_char("You are not carrying that item.\n\r",ch); return;} if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO || obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || obj->item_type == ITEM_PAGE || IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } if ( obj->questowner != NULL && strlen(obj->questowner) > 1 ) { if (!str_cmp(ch->name,obj->questowner)) send_to_char("But you already own it!\n\r",ch); else send_to_char("Someone else has already claimed ownership to it.\n\r",ch); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(ch->name); act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR); act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM); return; } void do_gift( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to make a gift of an item.\n\r",ch); return;} if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Make a gift of which object to whom?\n\r", ch ); return; } if ( ( obj = get_obj_carry(ch, arg1) ) == NULL ) {send_to_char("You are not carrying that item.\n\r",ch); return;} if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) {send_to_char("Nobody here by that name.\n\r",ch); return;} if ( IS_NPC(victim) ) { send_to_char("Not on NPC's.\n\r",ch); return; } if ( obj->questowner == NULL || strlen(obj->questowner) < 2 ) { send_to_char("That item has not yet been claimed.\n\r",ch); return; } if (str_cmp(ch->name,obj->questowner)) { send_to_char("But you don't own it!\n\r",ch); return; } if ( IS_SET( obj->quest, QUEST_NOGIFT ) ) { send_to_char( "You can't gift that item.\n\r", ch ); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(victim->name); act("You grant ownership of $p to $N.",ch,obj,victim,TO_CHAR); act("$n grants ownership of $p to $N.",ch,obj,victim,TO_NOTVICT); act("$n grants ownership of $p to you.",ch,obj,victim,TO_VICT); return; } void do_create( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int itemtype = 13; int level; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) itemtype = ITEM_TRASH; else if (!str_cmp(arg1,"light" )) itemtype = ITEM_LIGHT; else if (!str_cmp(arg1,"scroll" )) itemtype = ITEM_SCROLL; else if (!str_cmp(arg1,"wand" )) itemtype = ITEM_WAND; else if (!str_cmp(arg1,"staff" )) itemtype = ITEM_STAFF; else if (!str_cmp(arg1,"weapon" )) itemtype = ITEM_WEAPON; else if (!str_cmp(arg1,"treasure" )) itemtype = ITEM_TREASURE; else if (!str_cmp(arg1,"armor" )) itemtype = ITEM_ARMOR; else if (!str_cmp(arg1,"armour" )) itemtype = ITEM_ARMOR; else if (!str_cmp(arg1,"potion" )) itemtype = ITEM_POTION; else if (!str_cmp(arg1,"furniture")) itemtype = ITEM_FURNITURE; else if (!str_cmp(arg1,"trash" )) itemtype = ITEM_TRASH; else if (!str_cmp(arg1,"container")) itemtype = ITEM_CONTAINER; else if (!str_cmp(arg1,"drink" )) itemtype = ITEM_DRINK_CON; else if (!str_cmp(arg1,"key" )) itemtype = ITEM_KEY; else if (!str_cmp(arg1,"food" )) itemtype = ITEM_FOOD; else if (!str_cmp(arg1,"money" )) itemtype = ITEM_MONEY; else if (!str_cmp(arg1,"boat" )) itemtype = ITEM_BOAT; else if (!str_cmp(arg1,"corpse" )) itemtype = ITEM_CORPSE_NPC; else if (!str_cmp(arg1,"fountain" )) itemtype = ITEM_FOUNTAIN; else if (!str_cmp(arg1,"pill" )) itemtype = ITEM_PILL; else if (!str_cmp(arg1,"portal" )) itemtype = ITEM_PORTAL; else if (!str_cmp(arg1,"egg" )) itemtype = ITEM_EGG; else if (!str_cmp(arg1,"stake" )) itemtype = ITEM_STAKE; else if (!str_cmp(arg1,"missile" )) itemtype = ITEM_MISSILE; else itemtype = ITEM_TRASH; if ( arg2[0] == '\0' || !is_number( arg2 ) ) { level = 0; } else { level = atoi( arg2 ); if ( level < 1 || level > 50 ) { send_to_char( "Level should be within range 1 to 50.\n\r", ch ); return; } } if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL ) { send_to_char( "Error...missing object, please inform Morglum.\n\r", ch ); return; } obj = create_object( pObjIndex, level ); obj->level = level; obj->item_type = itemtype; obj_to_char(obj,ch); if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); act( "You reach up into the air and draw out a ball of protoplasm.", ch, obj, NULL, TO_CHAR ); act( "$n reaches up into the air and draws out a ball of protoplasm.", ch, obj, NULL, TO_ROOM ); return; } DO_COM( do_token ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; CHAR_DATA *victim; int value; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) || (ch->pcdata->quest < 1 && !IS_JUDGE(ch)) ) { send_to_char("You are unable to make a quest token.\n\r",ch); return; } else if ( arg1[0] == '\0' || !is_number( arg1 ) ) { send_to_char("Please specify a value for the quest token.\n\r",ch); return; } else { value = atoi( arg1 ); if ( !IS_IMPLEMENTOR( ch ) && ( value < 1 || value > 100 ) ) { send_to_char( "Quest token should have a value between 1 and 100.\n\r", ch ); return; } /* Morglum : Imps can now create larger q tokens for reimb's - quests etc :) */ else if ( IS_CREATOR( ch ) && ( value < 1 || value > 10000 ) ) { send_to_char( "Quest token should have a value between 1 and 10000.\n\r", ch ); return; } else if ( value > ch->pcdata->quest && !IS_JUDGE(ch) ) { sprintf(buf,"You only have %d quest points left to put into tokens.\n\r",ch->pcdata->quest); send_to_char( buf, ch ); return; } } victim = get_char_room( ch, arg2 ); if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL ) { send_to_char( "Error...missing object, please inform an imp.\n\r", ch ); return; } ch->pcdata->quest -= value; if (ch->pcdata->quest < 0) ch->pcdata->quest = 0; obj = create_object( pObjIndex, value ); obj->value[0] = value; obj->level = 1; obj->cost = value*1000; obj->item_type = ITEM_QUEST; obj_to_char(obj,ch); FILL_STRING( obj->questmaker, ch->name ); FILL_STRING( obj->name, "quest token" ); sprintf(buf,"a %d point quest token",value); FILL_STRING( obj->short_descr, buf ); sprintf(buf,"A %d point quest token lies on the floor.",value); FILL_STRING( obj->description, buf ); if (victim != NULL && victim != ch) { act( "You reach behind $N's ear and produce $p.", ch, obj, victim, TO_CHAR ); act( "$n reaches behind $N's ear and produces $p.", ch, obj, victim, TO_NOTVICT ); act( "$n reaches behind your ear and produces $p.", ch, obj, victim, TO_VICT ); } else { act( "You snap your fingers and reveal $p.", ch, obj, NULL, TO_CHAR ); act( "$n snaps $s fingers and reveals $p.", ch, obj, NULL, TO_ROOM ); } return; } void do_qtrust( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Syntax: qtrust <char> <on/off>.\n\r", ch ); return; } if ( arg2[0] == '\0' ) { send_to_char( "Do you wish to set qtrust ON or OFF?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if (str_cmp(arg2,"on") && str_cmp(arg2,"off")) { send_to_char( "Do you want to set their qtrust ON or OFF?\n\r", ch); return; } if (!str_cmp(arg2,"off")) { if (!IS_EXTRA(victim, EXTRA_TRUSTED)) { send_to_char("Their qtrust is already off.\n\r",ch); return; } REMOVE_BIT(victim->extra, EXTRA_TRUSTED); send_to_char("Quest trust OFF.\n\r",ch); send_to_char("You are no longer quest trusted.\n\r",victim); return; } else if (!str_cmp(arg2,"on")) { if (IS_EXTRA(victim, EXTRA_TRUSTED)) { send_to_char("Their qtrust is already on.\n\r",ch); return; } SET_BIT(victim->extra, EXTRA_TRUSTED); send_to_char("Quest trust ON.\n\r",ch); send_to_char("You are now quest trusted.\n\r",victim); return; } return; } void do_mclear( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *obj_next; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int disc; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Syntax: mclear <char>.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char( "Not on NPC's.\n\r", ch); return; } if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE ) {obj_from_char(obj); obj_to_char(obj,victim);} } while ( victim->affected ) affect_remove( victim, victim->affected ); if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; victim->armor = 100; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->pcdata->demonic = 0; victim->pcdata->atm = 0; victim->pcdata->followers = 0; victim->pcdata->powers_set_wear = 0; send_to_char("Your stats have been cleared. Please rewear your equipment.\n\r",victim); send_to_char("Ok.\n\r",ch); if (victim->polyaff > 0) { if (IS_POLYAFF(victim, POLY_BAT) || IS_POLYAFF(victim, POLY_WOLF) || IS_POLYAFF(victim, POLY_MIST) || IS_POLYAFF(victim, POLY_SERPENT) || IS_POLYAFF(victim, POLY_RAVEN) || IS_POLYAFF(victim, POLY_FISH) || IS_POLYAFF(victim, POLY_FROG) || IS_POLYAFF(victim, POLY_SHADOW) ) { do_autosave( victim, "" ); return; } } if (IS_VAMPIRE(victim) && victim->polyaff < 1) { for ( disc = DISC_ANIMALISM; disc <= DISC_VICISSITUDE; disc++ ) { victim->pcdata->powers_mod[disc] = 0; victim->pcdata->powers_set[disc] = 0; } } do_autosave( victim, "" ); return; } void do_clearstats( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *obj_next; int disc; if (IS_NPC(ch)) return; if (ch->in_room == NULL || ch->in_room->vnum != 3054) { send_to_char("You can only clear your stats at the Temple Altar of Midgaard.\n\r",ch); return; } for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE ) {obj_from_char(obj); obj_to_char(obj,ch);} } while ( ch->affected ) affect_remove( ch, ch->affected ); if (!IS_AFFECTED(ch,AFF_POLYMORPH)) { free_string(ch->long_descr); ch->long_descr = str_dup( "" ); } if (IS_AFFECTED(ch,AFF_POLYMORPH) && IS_AFFECTED(ch,AFF_ETHEREAL)) { ch->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(ch,AFF_POLYMORPH)) ch->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(ch,AFF_ETHEREAL)) ch->affected_by = AFF_ETHEREAL; else ch->affected_by = 0; ch->armor = 100; ch->hit = UMAX( 1, ch->hit ); ch->mana = UMAX( 1, ch->mana ); ch->move = UMAX( 1, ch->move ); ch->hitroll = 0; ch->damroll = 0; ch->saving_throw = 0; ch->pcdata->demonic = 0; ch->pcdata->atm = 0; ch->pcdata->followers = 0; ch->pcdata->powers_set_wear = 0; send_to_char("Your stats have been cleared. Please rewear your equipment.\n\r",ch); if (ch->polyaff > 0) { if (IS_POLYAFF(ch, POLY_BAT) || IS_POLYAFF(ch, POLY_WOLF) || IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(ch, POLY_SERPENT) || IS_POLYAFF(ch, POLY_RAVEN) || IS_POLYAFF(ch, POLY_FISH) || IS_POLYAFF(ch, POLY_FROG) || IS_POLYAFF(ch, POLY_SHADOW) ) { do_autosave( ch, "" ); return; } } if (IS_VAMPIRE(ch) && ch->polyaff < 1) { for ( disc = DISC_ANIMALISM; disc <= DISC_VICISSITUDE; disc++ ) { ch->pcdata->powers_mod[disc] = 0; ch->pcdata->powers_set[disc] = 0; } } do_autosave( ch, "" ); return; } void do_otransfer( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Otransfer which object?\n\r", ch ); return; } if ( arg2[0] == '\0' ) victim = ch; else if ( ( victim = get_char_world( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker) || strlen(obj->questmaker) < 2)) { send_to_char("You don't have permission to otransfer that item.\n\r", ch); return; } if (obj->carried_by != NULL) { if (!IS_NPC(obj->carried_by) && IS_SET(obj->carried_by->act,PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char("You failed.\n\r",ch); act("$p flickers briefly with energy.",obj->carried_by,obj,NULL,TO_CHAR); return; } act("$p vanishes from your hands in an explosion of energy.",obj->carried_by,obj,NULL,TO_CHAR); act("$p vanishes from $n's hands in an explosion of energy.",obj->carried_by,obj,NULL,TO_ROOM); obj_from_char(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground in an explosion of energy.",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground in an explosion of energy.",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else { send_to_char( "You were unable to get it.\n\r", ch ); return; } obj_to_char(obj,victim); act("$p appears in your hands in an explosion of energy.",victim,obj,NULL,TO_CHAR); act("$p appears in $n's hands in an explosion of energy.",victim,obj,NULL,TO_ROOM); return; } void bind_char( CHAR_DATA *ch ) { OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; ROOM_INDEX_DATA *location; if ( IS_NPC(ch) || ch->pcdata->obj_vnum < 1 ) return; if ( ( pObjIndex = get_obj_index( ch->pcdata->obj_vnum ) ) == NULL ) return; if ( ch->in_room == NULL || ch->in_room->vnum == ROOM_VNUM_IN_OBJECT ) { location = get_room_index(ROOM_VNUM_ALTAR); char_from_room(ch); char_to_room(ch,location); } else location = ch->in_room; obj = create_object( pObjIndex, 50 ); if (IS_MORE(ch, MORE_MUMMIFIED)) mummify_corpse(ch, obj); if (IS_MORE(ch, MORE_STAKED)) staked_corpse(ch, obj); obj_to_room(obj,location); SET_BIT(obj->quest, QUEST_VANISH); obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); send_to_char( "You reform yourself.\n\r", ch ); act("$p fades into existance on the floor.",ch,obj,NULL,TO_ROOM); do_look(ch,"auto"); return; } void do_bind( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: bind <player> <object>\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if (ch == victim) { send_to_char( "You can't do this to yourself.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char( "Not on NPC's.\n\r", ch); return; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) { send_to_char( "You cannot do this while they are polymorphed.\n\r", ch); return; } else if (IS_IMMORTAL(victim)) { send_to_char( "Only on mortals or avatars.\n\r", ch); return; } else if (IS_SET(victim->act, PLR_GODLESS) && get_trust(ch) < NO_GODLESS) { send_to_char( "You failed.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg2) ) == NULL ) { send_to_char("You are not carrying that item.\n\r",ch); return; } if (obj->questmaker != NULL && strlen(obj->questmaker) > 1) { send_to_char("You cannot bind someone into a modified item.\n\r",ch); return; } if (obj->chobj != NULL) { send_to_char( "That item already has someone bound in it.\n\r", ch); return; } send_to_char("Ok.\n\r",ch); act("$n transforms into a white vapour and pours into $p.",victim,obj,NULL,TO_ROOM); act("You transform into a white vapour and pour into $p.",victim,obj,NULL,TO_CHAR); victim->pcdata->obj_vnum = obj->pIndexData->vnum; obj->chobj = victim; victim->pcdata->chobj = obj; SET_BIT(victim->affected_by, AFF_POLYMORPH); SET_BIT(victim->extra, EXTRA_OSWITCH); free_string(victim->morph); victim->morph = str_dup(obj->short_descr); return; } void do_release( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Syntax: release <object>\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg) ) == NULL ) { send_to_char("You are not carrying that item.\n\r",ch); return; } if ( (victim = obj->chobj) == NULL) { send_to_char( "There is nobody bound in that item.\n\r", ch); return; } send_to_char("Ok.\n\r",ch); victim->pcdata->obj_vnum = 0; obj->chobj = NULL; victim->pcdata->chobj = NULL; REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->extra, EXTRA_OSWITCH); free_string(victim->morph); victim->morph = str_dup(""); act("A white vapour pours out of $p and forms into $n.",victim,obj,NULL,TO_ROOM); act("Your spirit floats out of $p and reforms its body.",victim,obj,NULL,TO_CHAR); return; } void do_morph( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *morph; int mnum; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Syntax: morph <object> <form>\n\r", ch ); return; } if ( ( obj = get_obj_wear( ch, arg1) ) == NULL ) { if ( ( obj = get_obj_carry( ch, arg1) ) == NULL ) { send_to_char("You are not carrying that item.\n\r",ch); return; } } if ( !IS_SET(obj->spectype, SITEM_MORPH) ) { send_to_char("That item cannot morph.\n\r",ch); return; } if ( arg2[0] == '\0' ) { act("$p can morph into the following forms:",ch,obj,NULL,TO_CHAR); show_list_to_char( obj->contains, ch, TRUE, TRUE ); return; } if ( ( morph = get_obj_list( ch, arg2, obj->contains ) ) == NULL ) { send_to_char("It cannot assume that form.\n\r",ch); return; } obj_from_obj( morph ); obj_to_char( morph, ch ); act( "$p morphs into $P in $n's hands!", ch, obj, morph, TO_ROOM ); act( "$p morphs into $P in your hands!", ch, obj, morph, TO_CHAR ); mnum = obj->wear_loc; obj_from_char( obj ); obj_to_obj( obj, morph ); if ( morph->wear_flags == obj->wear_flags && mnum != WEAR_NONE ) equip_char( ch, morph, mnum ); return; } void do_move( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *mount; one_argument( argument, arg ); if (!IS_NPC(ch) || ch->wizard == NULL || !IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char( "Huh?\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Move where?\n\r", ch ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); char_from_room( ch ); char_to_room( ch, location ); do_look( ch, "auto" ); if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } #define CH(descriptor) ((descriptor)->original ? \ (descriptor)->original : (descriptor)->character) #define COPYOVER_FILE "copyover.data" #define EXE_FILE "../src/merc" void do_copyover (CHAR_DATA *ch, char * argument) { FILE *fp; DESCRIPTOR_DATA *d, *d_next; char buf [100], buf2[100]; extern int port,control; /* db.c */ fp = fopen (COPYOVER_FILE, "w"); if (!fp) { send_to_char ("Copyover file not writeable, aborted.\n\r",ch); logf ("Could not write to copyover file: %s", COPYOVER_FILE); perror ("do_copyover:fopen"); return; } /* Consider changing all saved areas here, if you use OLC */ do_asave (ch, "changed"); /* autosave changed areas */ sprintf (buf, "\n\r*** COPYOVER in progress - please remain seated!\n\r"/*, ch->name*/); /* For each playing descriptor, save its state */ for (d = descriptor_list; d ; d = d_next) { CHAR_DATA * och = CH (d); d_next = d->next; /* We delete from the list , so need to save this */ if (!d->character || d->connected > CON_PLAYING) /* drop those logging on */ { write_to_descriptor (d->descriptor, "\n\rSorry, we are rebooting. Come back in a few minutes.\n\r", 0); close_socket (d); /* throw'em out */ } else { fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host); save_char_obj (och); write_to_descriptor (d->descriptor, buf, 0); } } fprintf (fp, "-1\n"); fclose (fp); /* Close reserve and other always-open files and release other resources */ fclose (fpReserve); /* exec - descriptors are inherited */ sprintf (buf, "%d", port); sprintf (buf2, "%d", control); execl (EXE_FILE, "merc", buf, "copyover", buf2, (char *) NULL); /* Failed - sucessful exec will not return */ perror ("do_copyover: execl"); send_to_char ("Copyover FAILED!\n\r",ch); /* Here you might want to reopen fpReserve */ } /* Recover from a copyover - load players */ void copyover_recover () { DESCRIPTOR_DATA *d; FILE *fp; char name [100]; char host[MAX_STRING_LENGTH]; int desc; bool fOld; logf ("Copyover recovery initiated"); fp = fopen (COPYOVER_FILE, "r"); if (!fp) /* there are some descriptors open which will hang forever then ? */ { perror ("copyover_recover:fopen"); logf ("Copyover file not found. Exitting.\n\r"); exit (1); } unlink (COPYOVER_FILE); /* In case something crashes - doesn't prevent reading */ for (;;) { fscanf (fp, "%d %s %s\n", &desc, name, host); if (desc == -1) break; /* Write something, and check if it goes error-free */ if (!write_to_descriptor (desc, "\n\rRestoring from copyover...\n\r",0)) { close (desc); /* nope */ continue; } d = copyover_descriptor(); d->descriptor = desc; d->host = str_dup (host); d->next = descriptor_list; descriptor_list = d; d->connected = CON_COPYOVER_RECOVER; /* -15, so close_socket frees the char */ /* Now, find the pfile */ fOld = load_char_obj (d, name); if (!fOld) /* Player file not found?! */ { write_to_descriptor (desc, "\n\rSomehow, your character was lost in the copyover. Sorry.\n\r", 0); close_socket (d); } else /* ok! */ { write_to_descriptor (desc, "\n\rCopyover recovery complete.\n\r",0); /* Just In Case */ if (!d->character->in_room) d->character->in_room = get_room_index (ROOM_VNUM_TEMPLE); /* Insert in the char_list */ d->character->next = char_list; char_list = d->character; char_to_room (d->character, d->character->in_room); do_look (d->character, ""); act ("$n materializes!", d->character, NULL, NULL, TO_ROOM); d->connected = CON_PLAYING; } } fclose (fp); } void do_shell( CHAR_DATA *ch, char *argument ) { /* system( argument ); */ return; }