/**************************************************************************** * ResortMUD 4.0 Beta by Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir, * * Kratas, Scion, Shogar and Tagith. Special thanks to Thoric, Nivek, * * Altrag, Arlorn, Justice, Samson, Dace, HyperEye and Yakkov. * **************************************************************************** * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld * * of Lorain, Ohio - ALL RIGHTS RESERVED * * The text and pictures of this publication, or any part thereof, may not * * be reproduced or transmitted in any form or by any means, electronic or * * mechanical, includes photocopying, recording, storage in a information * * retrieval system, or otherwise, without the prior written or e-mail * * consent from the publisher. * **************************************************************************** * GREETING must mention ResortMUD programmers and the help file named * * CREDITS must remain completely intact as listed in the SMAUG license. * ****************************************************************************/ /**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Player communication module * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" /* * Externals */ void send_obj_page_to_char( CHAR_DATA * ch, OBJ_INDEX_DATA * idx, char page ); void send_room_page_to_char( CHAR_DATA * ch, ROOM_INDEX_DATA * idx, char page ); void send_page_to_char( CHAR_DATA * ch, MOB_INDEX_DATA * idx, char page ); void send_control_page_to_char( CHAR_DATA * ch, char page ); char *act_string( const char *format, CHAR_DATA * to, CHAR_DATA * ch, const void *arg1, const void *arg2, int flags ); /* * Local functions. */ void talk_channel( CHAR_DATA * ch, char *argument, int channel, const char *verb ); char *scramble( const char *argument, int modifier ); char *drunk_speech( const char *argument, CHAR_DATA * ch ); void drop_artifacts( CHAR_DATA * ch, OBJ_DATA * obj ); /* Scion */ /* * Channel Data */ struct channel_data { int channel; char *prefix; char *act_text; char *buf_text; int color; int type; char *history[10][2]; int history_level[10]; } fields[] = { { CHANNEL_CHAT, "&W[&G%s&W] &G%s&w", "&W[&G%s&W] &w$n&W: &G$t&w", "&W[&G%s&W] &wYou&W: &G%s&w\r\n", AT_GOSSIP, 1}, { CHANNEL_WARTALK, "&W[&r%s&W] &r%s&w", "&W[&r%s&W] &w$n&W: &r$t&w", "&W[&r%s&W] &wYou&W: &r%s&w\r\n", AT_WARTALK, 1}, { CHANNEL_IMMTALK, "&W[&Y%s&W] &Y%s&w", "&W[&Y%s&W] &w$n&W: &Y$t&w", "&W[&Y%s&W] &wYou&W: &Y%s&w\r\n", AT_IMMORT, 2}, { CHANNEL_AVTALK, "&W[&O%s&W] &O%s&w", "&W[&O%s&W] &w$n&W: &O$t&w", "&W[&O%s&W] &wYou&W: &O%s&w\r\n", AT_AVTALK, 2}, { CHANNEL_RACETALK, "&W[&B%s&W] &B%s&w", "&W[&B%s&W] &w$n&W: &B$t&w", "&W[&B%s&W] &wYou&W: &B%s&w\r\n", AT_RACETALK, 1}, { CHANNEL_MUSIC, "&W[&P%s&W] &P%s&w", "&W[&P%s&W] &w$n&W: &P$t&w", "&W[&P%s&W] &wYou&W: &P%s&w\r\n", AT_MUSIC, 1}, { CHANNEL_CLAN, "&W[&R%s&W] &R%s&w", "&W[&R%s&W] &w$n&W: &R$t&w", "&W[&R%s&W] &wYou&W: &R%s&w\r\n", AT_CLANTALK, 1}, { CHANNEL_GRATZ, "&C[&P%s&C] &C%s&w", "&C[&P%s&C] &w$n&W: &C$t&w", "&C[&P%s&C] &wYou&W: &C%s&w\r\n", AT_GRATZ, 1}, { CHANNEL_THINK, "&W[&C%s&W] &C%s&w", "&W[&C%s&W] &w$n&W: &C$t&w", "&W[&C%s&W] &wYou&W: &C%s&w\r\n", AT_CYAN, 1}, { -1, "&W[&c%s&W] &c%s&w", "&W[&c%s&W] &w$n&W: &c$t&w", "&W[&c%s&W] &wYou&W: &c%s&w\r\n", AT_CHAN_DEFAULT, 1} }; bool room_is_silent( CHAR_DATA * ch ) { ROOM_INDEX_DATA *room = ch->in_room; if( IS_SET( room->room_flags, ROOM_SILENCE ) ) return TRUE; /* * if ( xIS_SET( room->affected_by, ROOM_AFF_SILENCE ) ) * return TRUE; */ return FALSE; } /* Text scrambler -- Altrag */ char *scramble( const char *argument, int modifier ) { static char arg[MAX_INPUT_LENGTH]; short position; short conversion = 0; modifier %= number_range( 80, 300 ); /* Bitvectors get way too large #s */ for( position = 0; position < MAX_INPUT_LENGTH; position++ ) { if( argument[position] == '\0' ) { arg[position] = '\0'; return arg; } else if( argument[position] >= 'A' && argument[position] <= 'Z' ) { conversion = -conversion + position - modifier + argument[position] - 'A'; conversion = number_range( conversion - 5, conversion + 5 ); while( conversion > 25 ) conversion -= 26; while( conversion < 0 ) conversion += 26; arg[position] = conversion + 'A'; } else if( argument[position] >= 'a' && argument[position] <= 'z' ) { conversion = -conversion + position - modifier + argument[position] - 'a'; conversion = number_range( conversion - 5, conversion + 5 ); while( conversion > 25 ) conversion -= 26; while( conversion < 0 ) conversion += 26; arg[position] = conversion + 'a'; } else if( argument[position] >= '0' && argument[position] <= '9' ) { conversion = -conversion + position - modifier + argument[position] - '0'; conversion = number_range( conversion - 2, conversion + 2 ); while( conversion > 9 ) conversion -= 10; while( conversion < 0 ) conversion += 10; arg[position] = conversion + '0'; } else arg[position] = argument[position]; } arg[position] = '\0'; return arg; } /* I'll rewrite this later if its still needed.. -- Altrag char *translate( CHAR_DATA *ch, CHAR_DATA *victim, const char *argument ) { return ""; } */ LANG_DATA *get_lang( const char *name ) { LANG_DATA *lng; for( lng = first_lang; lng; lng = lng->next ) if( !str_cmp( lng->name, name ) ) return lng; return NULL; } /* percent = percent knowing the language. */ char *translate( int percent, const char *in, const char *name ) { LCNV_DATA *cnv; static char buf[256]; char buf2[256]; const char *pbuf; char *pbuf2 = buf2; LANG_DATA *lng; if( percent > 99 || !str_cmp( name, "common" ) ) return ( char * )in; /* * If we don't know this language... use "default" */ if( !( lng = get_lang( name ) ) ) if( !( lng = get_lang( "default" ) ) ) return ( char * )in; for( pbuf = in; *pbuf; ) { for( cnv = lng->first_precnv; cnv; cnv = cnv->next ) { if( !str_prefix( cnv->old, pbuf ) ) { if( percent && ( rand( ) % 100 ) < percent ) { strncpy( pbuf2, pbuf, cnv->olen ); pbuf2[cnv->olen] = '\0'; pbuf2 += cnv->olen; } else { strcpy( pbuf2, cnv->new ); pbuf2 += cnv->nlen; } pbuf += cnv->olen; break; } } if( !cnv ) { if( isalpha( *pbuf ) && ( !percent || ( rand( ) % 100 ) > percent ) ) { *pbuf2 = lng->alphabet[LOWER( *pbuf ) - 'a']; if( isupper( *pbuf ) ) *pbuf2 = UPPER( *pbuf2 ); } else *pbuf2 = *pbuf; pbuf++; pbuf2++; } } *pbuf2 = '\0'; for( pbuf = buf2, pbuf2 = buf; *pbuf; ) { for( cnv = lng->first_cnv; cnv; cnv = cnv->next ) if( !str_prefix( cnv->old, pbuf ) ) { strcpy( pbuf2, cnv->new ); pbuf += cnv->olen; pbuf2 += cnv->nlen; break; } if( !cnv ) *( pbuf2++ ) = *( pbuf++ ); } *pbuf2 = '\0'; #if 0 for( pbuf = in, pbuf2 = buf; *pbuf && *pbuf2; pbuf++, pbuf2++ ) if( isupper( *pbuf ) ) *pbuf2 = UPPER( *pbuf2 ); /* * Attempt to align spacing.. */ else if( isspace( *pbuf ) ) while( *pbuf2 && !isspace( *pbuf2 ) ) pbuf2++; #endif return buf; } char *drunk_speech( const char *argument, CHAR_DATA * ch ) { const char *arg = argument; static char buf[MAX_INPUT_LENGTH * 2]; char buf1[MAX_INPUT_LENGTH * 2]; short drunk; char *txt; char *txt1; if( IS_NPC( ch ) || !ch->pcdata ) return ( char * )argument; drunk = ch->pcdata->condition[COND_DRUNK]; if( drunk <= 0 ) return ( char * )argument; buf[0] = '\0'; buf1[0] = '\0'; if( !argument ) { bug( "Drunk_speech: NULL argument", 0 ); return ""; } /* * if ( *arg == '\0' ) * return (char *) argument; */ txt = buf; txt1 = buf1; while( *arg != '\0' ) { if( toupper( *arg ) == 'T' ) { if( number_percent( ) < ( drunk * 2 ) ) /* add 'h' after an 'T' */ { *txt++ = *arg; *txt++ = 'h'; } else *txt++ = *arg; } else if( toupper( *arg ) == 'X' ) { if( number_percent( ) < ( drunk * 2 / 2 ) ) { *txt++ = 'c', *txt++ = 's', *txt++ = 'h'; } else *txt++ = *arg; } else if( number_percent( ) < ( drunk * 2 / 5 ) ) /* slurred letters */ { short slurn = number_range( 1, 2 ); short currslur = 0; while( currslur < slurn ) *txt++ = *arg, currslur++; } else *txt++ = *arg; arg++; }; *txt = '\0'; txt = buf; while( *txt != '\0' ) /* Let's mess with the string's caps */ { if( number_percent( ) < ( 2 * drunk / 2.5 ) ) { if( isupper( *txt ) ) *txt1 = tolower( *txt ); else if( islower( *txt ) ) *txt1 = toupper( *txt ); else *txt1 = *txt; } else *txt1 = *txt; txt1++, txt++; }; *txt1 = '\0'; txt1 = buf1; txt = buf; while( *txt1 != '\0' ) /* Let's make them stutter */ { if( *txt1 == ' ' ) /* If there's a space, then there's gotta be a */ { /* along there somewhere soon */ while( *txt1 == ' ' ) /* Don't stutter on spaces */ *txt++ = *txt1++; if( ( number_percent( ) < ( 2 * drunk / 4 ) ) && *txt1 != '\0' ) { short offset = number_range( 0, 2 ); short pos = 0; while( *txt1 != '\0' && pos < offset ) *txt++ = *txt1++, pos++; if( *txt1 == ' ' ) /* Make sure not to stutter a space after */ { /* the initial offset into the word */ *txt++ = *txt1++; continue; } pos = 0; offset = number_range( 2, 4 ); while( *txt1 != '\0' && pos < offset ) { *txt++ = *txt1; pos++; if( *txt1 == ' ' || pos == offset ) /* Make sure we don't stick */ { /* A hyphen right before a space */ txt1--; break; } *txt++ = '-'; } if( *txt1 != '\0' ) txt1++; } } else *txt++ = *txt1++; } *txt = '\0'; return buf; } /* * An attempt to reduce redundancy - Tagith */ bool can_see_chan( CHAR_DATA * ch, DESCRIPTOR_DATA * d, int channel ) { CHAR_DATA *och; CHAR_DATA *vch; if( !d ) return FALSE; /* catch the link dead - shogar */ och = CH( d ); vch = d->character; if( IS_SET( och->deaf, channel ) ) return FALSE; if( channel != CHANNEL_NEWBIE && NOT_AUTHED( och ) ) return FALSE; if( channel == CHANNEL_IMMTALK && !IS_IMMORTAL( och ) ) return FALSE; if( channel == CHANNEL_WARTALK && NOT_AUTHED( och ) ) return FALSE; if( channel == CHANNEL_AVTALK && !IS_HERO( och ) ) return FALSE; if( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.staff_level ) return FALSE; if( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level ) return FALSE; /* * Fix by Narn to let newbie council members see the newbie channel. */ if( channel == CHANNEL_NEWBIE && ( !IS_IMMORTAL( och ) && !NOT_AUTHED( och ) && ( !str_cmp( och->pcdata->council_name, "Newbie Council" ) || !str_cmp( och->pcdata->council2_name, "Newbie Council" ) ) ) ) return FALSE; if( room_is_silent( vch ) ) return FALSE; if( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area ) return FALSE; if( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_GUILD ) { if( IS_NPC( vch ) ) return FALSE; if( vch->pcdata->clan != ch->pcdata->clan ) return FALSE; } /* * if ( channel == CHANNEL_GUILD ) * { * if ( IS_NPC( vch ) ) * return FALSE; * if (vch->pcdata->guild != ch->pcdata->guild ) * return FALSE; * } */ if( channel == CHANNEL_COUNCIL ) { if( IS_NPC( vch ) ) return FALSE; if( ( vch->pcdata->council != ch->pcdata->council && vch->pcdata->council2 != ch->pcdata->council ) ) return FALSE; } if( channel == CHANNEL_COUNCIL2 ) { if( IS_NPC( vch ) ) return FALSE; if( ( vch->pcdata->council != ch->pcdata->council2 && vch->pcdata->council2 != ch->pcdata->council2 ) ) return FALSE; } return TRUE; } /* * Allows people to do socials, even targeted, over channels - Tagith */ void chan_social( CHAR_DATA * ch, char *argument, int channel, const char *verb ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char otherbuf[MAX_STRING_LENGTH]; CHAR_DATA *victim = NULL; SOCIALTYPE *social; DESCRIPTOR_DATA *d; short AType; int position; char *txt; argument++; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if( ( social = find_social( arg1 ) ) == NULL ) { send_to_char( "No such social.\r\n", ch ); return; } if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_NO_EMOTE ) ) { send_to_char( "You are anti-social!\r\n", ch ); return; } switch ( channel ) { default: AType = AT_GOSSIP; break; case CHANNEL_IMMTALK: case CHANNEL_AVTALK: AType = AT_IMMORT; break; case CHANNEL_WARTALK: AType = AT_WARTALK; break; } otherbuf[0] = '\0'; if( arg2[0] == '\0' ) { position = ch->position; ch->position = POS_STANDING; sprintf( buf, "[%s] %s", verb, social->char_no_arg ); act( AType, buf, ch, NULL, victim, TO_CHAR ); ch->position = position; if( social->others_no_arg && social->others_no_arg[0] != '\0' ) sprintf( otherbuf, "[%s] %s", verb, social->others_no_arg ); } else if( ( victim = get_char_world( ch, arg2 ) ) == NULL || IS_NPC( victim ) ) send_to_char( "They aren't here.\r\n", ch ); else if( victim == ch ) { sprintf( buf, "[%s] %s", verb, social->char_auto ); position = ch->position; ch->position = POS_STANDING; act( AType, buf, ch, NULL, victim, TO_CHAR ); ch->position = position; if( social->others_auto && social->others_auto[0] != '\0' ) sprintf( otherbuf, "[%s] %s", verb, social->others_auto ); } else { sprintf( buf, "[%s] %s", verb, social->char_found ); position = ch->position; ch->position = POS_STANDING; act( AType, buf, ch, NULL, victim, TO_CHAR ); ch->position = position; if( social->vict_found && social->vict_found[0] != '\0' && can_see_chan( ch, victim->desc, channel ) ) { sprintf( buf, "[%s] %s", verb, social->vict_found ); position = victim->position; victim->position = POS_STANDING; act( AType, buf, ch, NULL, victim, TO_VICT ); victim->position = position; } if( social->others_found && social->others_found[0] != '\0' ) sprintf( otherbuf, "[%s] %s", verb, social->others_found ); } /* * An attempt at reducing redundancy */ if( !otherbuf || otherbuf[0] == '\0' ) return; for( d = first_descriptor; d; d = d->next ) { CHAR_DATA *vch = d->character; if( d->connected == CON_PLAYING && vch != ch && vch != victim && can_see_chan( ch, d, channel ) ) { if( IS_IMMORTAL( vch ) ) txt = act_string( otherbuf, vch, ch, NULL, victim, STRING_IMM ); else txt = act_string( otherbuf, vch, ch, NULL, victim, STRING_NONE ); set_char_color( AType, vch ); send_to_char_color( txt, vch ); } else continue; } return; } /* * Generic channel function. Revamped by Justice of AaernMUD, based on SMAUG 1.02a. * August 3, 1998. Removal of redundant code, and implementation of global socials. * August 25, 1998. Added global emotes and help comments. * New talk_channel code originally written for GOTA * act_string prototype necessary for global social code. * October 7, 1998 Aaern came up yesterday, and I am now converting my talk_channel * code to SMAUG 1.4 * March 19, 1999 Adding AaernMUD Talk_Channel code to UCMM --Justice */ void talk_channel( CHAR_DATA * ch, char *argument, int channel, const char *verb ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; char soc_char[MAX_STRING_LENGTH]; char soc_vict[MAX_STRING_LENGTH]; char soc_others[MAX_STRING_LENGTH]; char emotetxt[MAX_STRING_LENGTH]; int position, i; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; SOCIALTYPE *social = NULL; bool emote = FALSE; #ifndef SCRAMBLE int speaking = -1, lang; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif /******************************************************************************************* * Adding new channels: Add another field, as demonstrated above. Each channel must have * * 6 variables. The first, is the channel flag, next you specify a prefix, which will be * * used for socials and emotes. The next variable is the act statement text which will be * * sent to the channel. Afterward you define the text that is sent to the character, then * * you give it a color. The last variable is to specify channel type. Type 1 is normal, * * type 2 is setup for imm channels (imm/avatar talk). * * NOTE: The line containing -1 as the channel flag should always be the last channel, any * * channels behind it will be ignored. * *******************************************************************************************/ if( IS_NPC( ch ) && ( ( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_COUNCIL || channel == CHANNEL_COUNCIL2 || channel == CHANNEL_GUILD ) || ( ( IS_AFFECTED( ch, AFF_CHARM ) ) && ( !xIS_SET( ch->act, ACT_PET ) ) ) || ( ( xIS_SET( ch->act, PLR_SILENCE ) ) && ( !IS_NPC( ch ) ) ) || ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) ) ) { ch_printf( ch, "For some odd reason, you lose your voice and can't %s.\r\n", capitalize( verb ) ); if( ch->master ) ch_printf( ch->master, "A mystical force prevents %s from speaking.\r\n", IS_NPC( ch ) ? ch->short_descr : capitalize( ch->name ) ); return; } for( i = 0; fields[i].channel != -1; i++ ) if( fields[i].channel == channel ) break; if( argument[0] == '\0' ) { char *name; int x; if( fields[i].channel == -1 || channel == CHANNEL_CLAN ) { ch_printf( ch, "%s what?", capitalize( verb ) ); return; } ch_printf( ch, "&cThe Last %d %s messages:\r\n", MAX_CHANHISTORY, verb ); for( x = 0; x < MAX_CHANHISTORY; x++ ) { if( fields[i].history[x][0] != NULL ) { switch ( fields[i].history_level[x] ) { case 0: name = fields[i].history[x][0]; break; case 1: if( IS_AFFECTED( ch, AFF_DETECT_INVIS ) || xIS_SET( ch->act, PLR_HOLYLIGHT ) ) name = fields[i].history[x][0]; else name = "Someone"; break; case 2: if( get_trust( ch ) >= LEVEL_IMMORTAL ) name = fields[i].history[x][0]; else name = "Someone"; break; default: name = "Someone"; } ch_printf( ch, " &G%s&w %sed&W:&G %s\r\n", name, verb, fields[i].history[x][1] ); } else break; } return; } REMOVE_BIT( ch->deaf, channel ); set_char_color( fields[i].color, ch ); if( argument[0] == '@' ) /* was '@@', not sure whether it's bad or not -- Scion */ { argument = one_argument( argument, arg ); if( ( social = find_social( arg + 1 ) ) == NULL ) { ch_printf( ch, "%s is not a social!\r\n", capitalize( arg + 1 ) ); return; } else { if( argument[0] != '\0' && ( victim = get_char_world( ch, argument ) ) != NULL ) { if( victim == ch ) { sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_auto ); sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_auto ); act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR ); } else { sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_found ); sprintf( soc_vict, fields[i].prefix, capitalize( verb ), social->vict_found ); sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_found ); act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR ); } } else { if( argument[0] != '\0' ) send_to_char( "You can't find that person.\r\n", ch ); sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_no_arg ); sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_no_arg ); act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR ); } } emote = TRUE; } else if( argument[0] == ',' ) { sprintf( emotetxt, "%s %s", capitalize( ch->name ), argument + 1 ); ch_printf( ch, fields[i].prefix, capitalize( verb ), emotetxt ); send_to_char( "\r\n", ch ); sprintf( buf, fields[i].prefix, capitalize( verb ), "$n $t" ); argument = argument + 1; emote = TRUE; } else if( fields[i].type == 1 ) { ch_printf( ch, fields[i].buf_text, capitalize( verb ), argument ); sprintf( buf, fields[i].act_text, capitalize( verb ) ); } else if( fields[i].type == 2 ) { ch_printf( ch, fields[i].buf_text, capitalize( verb ), argument ); sprintf( buf, fields[i].act_text, capitalize( verb ) ); } if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : capitalize( ch->name ), argument, verb ); append_to_file( LOG_FILE, buf2 ); } if( fields[i].channel != -1 || channel == CHANNEL_CLAN ) { if( !emote ) { int x; for( x = 0; x < MAX_CHANHISTORY; x++ ) { int type; type = 0; if( IS_AFFECTED( ch, AFF_INVISIBLE ) ) type = 1; if( xIS_SET( ch->act, PLR_WIZINVIS ) ) type = 2; if( fields[i].history[x][0] == NULL ) { if( IS_NPC( ch ) ) fields[i].history[x][0] = str_dup( ch->short_descr ); else fields[i].history[x][0] = str_dup( ch->name ); fields[i].history[x][1] = str_dup( argument ); fields[i].history_level[x] = type; break; } if( x == MAX_CHANHISTORY - 1 ) { int y; for( y = 1; y < MAX_CHANHISTORY; y++ ) { int z = y - 1; if( fields[i].history[z][0] != NULL ) { DISPOSE( fields[i].history[z][0] ); DISPOSE( fields[i].history[z][1] ); fields[i].history[z][0] = str_dup( fields[i].history[y][0] ); fields[i].history[z][1] = str_dup( fields[i].history[y][1] ); fields[i].history_level[z] = fields[i].history_level[y]; } } if( IS_NPC( ch ) ) fields[i].history[x][0] = str_dup( ch->short_descr ); else fields[i].history[x][0] = str_dup( ch->name ); fields[i].history[x][1] = str_dup( argument ); fields[i].history_level[x] = type; } } } } for( d = first_descriptor; d; d = d->next ) { CHAR_DATA *och; CHAR_DATA *vch; och = d->original ? d->original : d->character; vch = d->character; if( d->connected == CON_PLAYING && vch != ch && !IS_SET( och->deaf, channel ) ) { char *sbuf = argument; char lbuf[MAX_INPUT_LENGTH + 4]; /* invis level string + buf */ if( ( NOT_AUTHED( och ) && ( channel != CHANNEL_NEWBIE || channel == CHANNEL_WARTALK ) ) || ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL( och ) ) || ( channel == CHANNEL_AVTALK && !IS_HERO( och ) ) || ( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.staff_level ) || ( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level ) || ( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area ) || ( channel == CHANNEL_NEWBIE && ( !IS_IMMORTAL( och ) && !NOT_AUTHED( och ) && ( ! ( och->pcdata->council && !str_cmp( och->pcdata->council->name, "Newbie Council" ) ) || !( och->pcdata->council2 && !str_cmp( och->pcdata->council2_name, "Newbie Council" ) ) ) ) ) || ( ( channel == CHANNEL_CLAN || channel == CHANNEL_GUILD || channel == CHANNEL_ORDER ) && ( IS_NPC( vch ) || vch->pcdata->clan != ch->pcdata->clan ) ) || ( ( channel == CHANNEL_RACETALK ) && ( vch->race != ch->race ) ) || ( channel == CHANNEL_COUNCIL && ( IS_NPC( ch ) || !( vch->pcdata->council != ch->pcdata->council && vch->pcdata->council != ch->pcdata->council2 ) ) ) || ( channel == CHANNEL_COUNCIL2 && ( IS_NPC( ch ) || !( vch->pcdata->council2 != ch->pcdata->council && vch->pcdata-> council2 != ch->pcdata->council2 ) ) ) || IS_WRITING( vch ) ) continue; if( xIS_SET( ch->act, PLR_WIZINVIS ) && can_see( vch, ch ) && IS_IMMORTAL( vch ) ) { sprintf( lbuf, "(%d) ", ( !IS_NPC( ch ) ) ? ch->pcdata->wizinvis : ch->mobinvis ); } else { lbuf[0] = '\0'; } position = vch->position; if( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL ) vch->position = POS_STANDING; #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( vch, ch->speaking, ch ), knows_language( ch, ch->speaking, vch ) ); if( speakswell < 85 ) sbuf = translate( speakswell, argument, lang_names[speaking] ); } #else if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) || ch->speaking != 0 ) ) sbuf = scramble( argument, ch->speaking ); #endif /* * Scramble speech if vch or ch has nuisance flag */ if( !IS_NPC( ch ) && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 7 && ( number_percent( ) < ( ( ch->pcdata->nuisance->flags - 7 ) * 10 * ch->pcdata->nuisance->power ) ) ) sbuf = scramble( argument, number_range( 1, 10 ) ); if( !IS_NPC( vch ) && vch->pcdata->nuisance && vch->pcdata->nuisance->flags > 7 && ( number_percent( ) < ( ( vch->pcdata->nuisance->flags - 7 ) * 10 * vch->pcdata->nuisance->power ) ) ) sbuf = scramble( argument, number_range( 1, 10 ) ); MOBtrigger = FALSE; if( social ) { set_char_color( fields[i].color, vch ); if( victim && vch == victim ) send_to_char( act_string( soc_vict, victim, ch, NULL, victim, STRING_NONE ), vch ); else send_to_char( act_string( soc_others, vch, ch, NULL, victim, STRING_NONE ), vch ); } else act( fields[i].color, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT ); vch->position = position; } } return; } void to_channel( const char *argument, int channel, const char *verb, short level ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if( !first_descriptor || argument[0] == '\0' ) return; sprintf( buf, "%s: %s\r\n", verb, argument ); for( d = first_descriptor; d; d = d->next ) { CHAR_DATA *och; CHAR_DATA *vch; och = d->original ? d->original : d->character; vch = d->character; if( !och || !vch ) continue; if( !IS_IMMORTAL( vch ) || ( get_trust( vch ) < sysdata.build_level && channel == CHANNEL_BUILD ) || ( get_trust( vch ) < sysdata.log_level && ( channel == CHANNEL_LOG || channel == CHANNEL_HIGH || channel == CHANNEL_WARN || channel == CHANNEL_COMM ) ) ) continue; if( d->connected == CON_PLAYING && !IS_SET( och->deaf, channel ) && get_trust( vch ) >= level ) { set_char_color( AT_LOG, vch ); send_to_char_color( buf, vch ); } } return; } void do_chat( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_CHAT, "chat" ); return; } void do_clantalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } if( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type == CLAN_ORDER || ch->pcdata->clan->clan_type == CLAN_GUILD ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_CLAN, "clantalk" ); return; } void do_newbiechat( CHAR_DATA * ch, char *argument ) { if( IS_NPC( ch ) || ( !NOT_AUTHED( ch ) && !IS_IMMORTAL( ch ) && !( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) ) ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" ); return; } void do_ot( CHAR_DATA * ch, char *argument ) { do_ordertalk( ch, argument ); } void do_ordertalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } if( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_ORDER ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_ORDER, "ordertalk" ); return; } void do_counciltalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } if( IS_NPC( ch ) || !ch->pcdata->council ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_COUNCIL, "counciltalk" ); return; } void do_counciltalk2( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } if( IS_NPC( ch ) || !ch->pcdata->council2 ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_COUNCIL2, "counciltalk2" ); return; } void do_guildtalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } if( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_GUILD ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_GUILD, "guildtalk" ); return; } void do_music( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_MUSIC, "music" ); return; } void do_gratz( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_GRATZ, "gratz" ); return; } void do_quest( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_QUEST, "quest" ); return; } void do_ask( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_ASK, "ask" ); return; } void do_answer( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_ASK, "answer" ); return; } void do_shout( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SHOUT, "shout" ); WAIT_STATE( ch, 12 ); return; } void do_yell( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_YELL, "yell" ); return; } void do_immtalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_IMMTALK, "immtalk" ); return; } void do_staff( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_HIGHGOD, "staff" ); return; } void do_think( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_HIGH, "think" ); return; } void do_avtalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_AVTALK, "avtalk" ); return; } void do_say( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch; EXT_BV actflags; #ifndef SCRAMBLE int speaking = -1, lang; MOBtrigger = TRUE; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if( argument[0] == '\0' ) { send_to_char( "Say what?\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\r\n", ch ); return; } actflags = ch->act; if( IS_NPC( ch ) ) xREMOVE_BIT( ch->act, ACT_SECRETIVE ); for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { char *sbuf = argument; if( vch == ch ) continue; /* * Check to see if character is ignoring speaker */ if( is_ignoring( vch, ch ) ) { /* * continue unless speaker is an immortal */ if( !IS_IMMORTAL( ch ) || get_trust( vch ) > get_trust( ch ) ) continue; else { set_char_color( AT_IGNORE, vch ); ch_printf( vch, "You attempt to ignore %s, but" " are unable to do so.\r\n", ch->name ); } } #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( vch, ch->speaking, ch ), knows_language( ch, ch->speaking, vch ) ); if( speakswell < 75 ) sbuf = translate( speakswell, argument, lang_names[speaking] ); } #else if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) || ch->speaking != 0 ) ) sbuf = scramble( argument, ch->speaking ); #endif sbuf = drunk_speech( sbuf, ch ); MOBtrigger = FALSE; act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT ); } /* MOBtrigger = FALSE; act( AT_SAY, "$n says '$T'", ch, NULL, argument, TO_ROOM );*/ ch->act = actflags; MOBtrigger = FALSE; act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR ); if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, argument ); append_to_file( LOG_FILE, buf ); } /* * Yakkov's amplify request - shogar */ if( ch->in_room && IS_SET( ch->in_room->room_flags, ROOM_AMPLIFY ) ) { ROOM_INDEX_DATA *was_in_room; EXIT_DATA *pexit; sprintf( buf, "You hear %s", argument ); actflags = ch->act; xREMOVE_BIT( ch->act, ACT_SECRETIVE ); was_in_room = ch->in_room; for( pexit = was_in_room->first_exit; pexit; pexit = pexit->next ) { if( pexit->to_room && pexit->to_room != was_in_room ) { ch->in_room = pexit->to_room; MOBtrigger = FALSE; act( AT_CYAN, buf, ch, NULL, NULL, TO_ROOM ); } } ch->act = actflags; ch->in_room = was_in_room; } if( MOBtrigger == TRUE ) { mprog_speech_trigger( argument, ch ); if( char_died( ch ) ) return; oprog_speech_trigger( argument, ch ); if( char_died( ch ) ) return; rprog_speech_trigger( argument, ch ); return; } } void do_whisper( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; int speaking = -1, lang; MOBtrigger = TRUE; #ifndef SCRAMBLE for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif REMOVE_BIT( ch->deaf, CHANNEL_WHISPER ); argument = one_argument( argument, arg ); if( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Whisper to whom what?\r\n", ch ); return; } if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( ch == victim ) { send_to_char( "You have a nice little chat with yourself.\r\n", ch ); return; } if( !IS_NPC( victim ) && ( victim->switched ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) ) { send_to_char( "That player is switched.\r\n", ch ); return; } else if( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\r\n", ch ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) ) { send_to_char( "That player is away.\r\n", ch ); return; } if( IS_SET( victim->deaf, CHANNEL_WHISPER ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S whispers turned off.", ch, NULL, victim, TO_CHAR ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) ) send_to_char( "That player is silenced. They will receive your message but can not respond.\r\n", ch ); if( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* * Check to see if target of tell is ignoring the sender */ if( is_ignoring( victim, ch ) ) { /* * If the sender is an imm then they cannot be ignored */ if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) ) { set_char_color( AT_IGNORE, ch ); ch_printf( ch, "%s is ignoring you.\r\n", victim->name ); return; } else { set_char_color( AT_IGNORE, victim ); ch_printf( victim, "You attempt to ignore %s, but ", "are unable to do so.\r\n", ch->name ); } } /* * Bug fix by guppy@wavecomputers.net */ MOBtrigger = FALSE; act( AT_WHISPER, "You whisper to $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( victim, ch->speaking, ch ), knows_language( ch, ch->speaking, victim ) ); if( speakswell < 85 ) act( AT_WHISPER, "$n whispers to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT ); } else act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT ); #else if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) || ch->speaking != 0 ) ) act( AT_WHISPER, "$n whispers to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT ); else act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT ); #endif if( !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act( AT_WHISPER, "$n whispers something to $N.", ch, argument, victim, TO_NOTVICT ); victim->position = position; if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (whisper to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } mprog_speech_trigger( argument, ch ); return; } /* * beep snippet installed by Scion 3/30/99 */ void do_beep( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); if( !*arg || !( victim = get_char_world( ch, arg ) ) ) { send_to_char( "Beep who?\r\n", ch ); return; } /* * NPC check added by Samson 2-15-98 */ if( IS_NPC( victim ) ) { send_to_char( "Beep who?\r\n", ch ); return; } /* * PCFLAG_NOBEEP check added by Samson 2-15-98 */ if( IS_SET( victim->pcdata->flags, PCFLAG_NOBEEP ) ) { ch_printf( ch, "%s is not accepting beeps at this time.\r\n", victim->name ); return; } if( argument[0] != '\0' ) { ch_printf( victim, "&W^z%s beeps: %s^x\r\n", PERS( ch, victim ), argument ); ch_printf( ch, "&WYou beep %s: %s\r\n", PERS( victim, ch ), argument ); } else { ch_printf( victim, "&W^z%s beeps you from '%s'^x&w\a\r\n", PERS( ch, victim ), ch->in_room->name ); ch_printf( ch, "&WYou beep %s.&w\r\n", PERS( victim, ch ) ); } return; } void do_tell( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; CHAR_DATA *switched_victim = NULL; #ifndef SCRAMBLE int speaking = -1, lang; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif MOBtrigger = TRUE; if( !IS_IMMORTAL( ch ) ) REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\r\n", ch ); return; } if( !IS_NPC( ch ) && ( xIS_SET( ch->act, PLR_SILENCE ) || xIS_SET( ch->act, PLR_NO_TELL ) ) ) { send_to_char( "You can't do that.\r\n", ch ); return; } argument = one_argument( argument, arg ); if( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Tell whom what?\r\n", ch ); return; } if( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC( victim ) && victim->in_room != ch->in_room ) || ( !NOT_AUTHED( ch ) && NOT_AUTHED( victim ) && !IS_IMMORTAL( ch ) ) ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( ch == victim ) { send_to_char( "You have a nice little chat with yourself.\r\n", ch ); return; } if( NOT_AUTHED( ch ) && !NOT_AUTHED( victim ) && !IS_IMMORTAL( victim ) ) { send_to_char( "They can't hear you because you are not authorized.\r\n", ch ); return; } if( !IS_NPC( victim ) && ( victim->switched ) && ( get_trust( ch ) > LEVEL_AVATAR ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) ) { send_to_char( "That player is switched.\r\n", ch ); return; } else if( !IS_NPC( victim ) && ( victim->switched ) && IS_AFFECTED( victim->switched, AFF_POSSESS ) ) switched_victim = victim->switched; else if( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\r\n", ch ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) ) { send_to_char( "That player is away and may not have received your tell.\r\n", ch ); } if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) <= get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) ) send_to_char( "That player is silenced. They will receive your message but can not respond.\r\n", ch ); if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) || ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* * Check to see if target of tell is ignoring the sender */ if( is_ignoring( victim, ch ) ) { /* * If the sender is an imm then they cannot be ignored */ if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) ) { set_char_color( AT_IGNORE, ch ); ch_printf( ch, "%s is ignoring you.\r\n", victim->name ); return; } else { set_char_color( AT_IGNORE, victim ); ch_printf( victim, "You attempt to ignore %s, but ", "are unable to do so.\r\n", ch->name ); } } ch->retell = victim; if( !IS_NPC( victim ) && IS_IMMORTAL( victim ) && victim->pcdata->tell_history && isalpha( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) ) { sprintf( buf, "%s told you '%s'\r\n", capitalize( IS_NPC( ch ) ? ch->short_descr : ch->name ), argument ); /* * get lasttell index... assumes names begin with characters */ victim->pcdata->lt_index = tolower( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) - 'a'; /* * get rid of old messages */ if( victim->pcdata->tell_history[victim->pcdata->lt_index] ) STRFREE( victim->pcdata->tell_history[victim->pcdata->lt_index] ); /* * store the new message */ victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC( buf ); } if( switched_victim ) victim = switched_victim; /* * Bug fix by guppy@wavecomputers.net */ MOBtrigger = FALSE; act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( victim, ch->speaking, ch ), knows_language( ch, ch->speaking, victim ) ); if( speakswell < 85 ) { act( AT_TELL, "$n tells you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT ); MOBtrigger = FALSE; } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); MOBtrigger = TRUE; victim->position = position; victim->reply = ch; if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (tell to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } mprog_speech_trigger( argument, ch ); return; } void do_reply( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int position; #ifndef SCRAMBLE int speaking = -1, lang; MOBtrigger = TRUE; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if( !IS_IMMORTAL( ch ) ) REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\r\n", ch ); return; } if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_SILENCE ) ) { send_to_char( "Your message didn't get through.\r\n", ch ); return; } if( ( victim = ch->reply ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( !IS_NPC( victim ) && ( victim->switched ) && can_see( ch, victim ) && ( get_trust( ch ) > LEVEL_AVATAR ) ) { send_to_char( "That player is switched.\r\n", ch ); return; } else if( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\r\n", ch ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) ) { send_to_char( "That player is away.\r\n", ch ); return; } if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) || ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* * Check to see if the receiver is ignoring the sender */ if( is_ignoring( victim, ch ) ) { /* * If the sender is an imm they cannot be ignored */ if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) ) { set_char_color( AT_IGNORE, ch ); ch_printf( ch, "%s is ignoring you.\r\n", victim->name ); return; } else { set_char_color( AT_IGNORE, victim ); ch_printf( victim, "You attempt to ignore %s, but " "are unable to do so.\r\n", ch->name ); } } /* * Bug fix by guppy@wavecomputers.net */ MOBtrigger = FALSE; act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( victim, ch->speaking, ch ), knows_language( ch, ch->speaking, victim ) ); if( speakswell < 85 ) { MOBtrigger = FALSE; act( AT_TELL, "$n tells you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); #else if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) ) act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); else act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT ); #endif MOBtrigger = TRUE; mprog_speech_trigger( argument, ch ); victim->position = position; victim->reply = ch; ch->retell = victim; if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (reply to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } if( !IS_NPC( victim ) && IS_IMMORTAL( victim ) && victim->pcdata->tell_history && isalpha( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) ) { sprintf( buf, "%s told you '%s'\r\n", capitalize( IS_NPC( ch ) ? ch->short_descr : ch->name ), argument ); /* * get lasttell index... assumes names begin with characters */ victim->pcdata->lt_index = tolower( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) - 'a'; /* * get rid of old messages */ if( victim->pcdata->tell_history[victim->pcdata->lt_index] ) STRFREE( victim->pcdata->tell_history[victim->pcdata->lt_index] ); /* * store the new message */ victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC( buf ); } mprog_speech_trigger( argument, ch ); return; } void do_retell( CHAR_DATA * ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; CHAR_DATA *switched_victim = NULL; #ifndef SCRAMBLE int speaking = -1, lang; MOBtrigger = TRUE; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if( !IS_IMMORTAL( ch ) ) REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\r\n", ch ); return; } if( !IS_NPC( ch ) && ( xIS_SET( ch->act, PLR_SILENCE ) || xIS_SET( ch->act, PLR_NO_TELL ) ) ) { send_to_char( "You can't do that.\r\n", ch ); return; } if( argument[0] == '\0' ) { ch_printf( ch, "What message do you wish to send?\r\n" ); return; } victim = ch->retell; if( !victim ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( !IS_NPC( victim ) && ( victim->switched ) && ( get_trust( ch ) > LEVEL_AVATAR ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) ) { send_to_char( "That player is switched.\r\n", ch ); return; } else if( !IS_NPC( victim ) && ( victim->switched ) && IS_AFFECTED( victim->switched, AFF_POSSESS ) ) { switched_victim = victim->switched; } else if( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\r\n", ch ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_AFK ) ) { send_to_char( "That player is away.\r\n", ch ); return; } if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) ) send_to_char( "That player is silenced. They will receive your message, but can not respond.\r\n", ch ); if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) || ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if( victim->desc && victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please " "try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* * check to see if the target is ignoring the sender */ if( is_ignoring( victim, ch ) ) { /* * if the sender is an imm then they cannot be ignored */ if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) ) { set_char_color( AT_IGNORE, ch ); ch_printf( ch, "%s is ignoring you.\r\n", victim->name ); return; } else { set_char_color( AT_IGNORE, victim ); ch_printf( victim, "You attempy to ignore %s, but " "are unable to do so.\r\n", ch->name ); } } /* * store tell history for victim */ if( !IS_NPC( victim ) && IS_IMMORTAL( victim ) && victim->pcdata->tell_history && isalpha( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) ) { sprintf( buf, "%s told you '%s'\r\n", capitalize( IS_NPC( ch ) ? ch->short_descr : ch->name ), argument ); /* * get lasttel index... assumes names begin with chars */ victim->pcdata->lt_index = tolower( IS_NPC( ch ) ? ch->short_descr[0] : ch->name[0] ) - 'a'; /* * get rid of old messages */ if( victim->pcdata->tell_history[victim->pcdata->lt_index] ) STRFREE( victim->pcdata->tell_history[victim->pcdata->lt_index] ); /* * store the new messagec */ victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC( buf ); } if( switched_victim ) victim = switched_victim; /* * Bug fix by guppy@wavecomputers.net */ MOBtrigger = FALSE; act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( victim, ch->speaking, ch ), knows_language( ch, ch->speaking, victim ) ); if( speakswell < 85 ) { MOBtrigger = FALSE; act( AT_TELL, "$n tells you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); #else if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) ) { act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else { act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT ); } #endif MOBtrigger = TRUE; victim->position = position; victim->reply = ch; if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (retell to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } mprog_speech_trigger( argument, ch ); return; } void do_repeat( CHAR_DATA * ch, char *argument ) { int tindex; if( IS_NPC( ch ) || !IS_IMMORTAL( ch ) || !ch->pcdata->tell_history ) { ch_printf( ch, "Huh?\r\n" ); return; } if( argument[0] == '\0' ) { tindex = ch->pcdata->lt_index; } else if( isalpha( argument[0] ) && argument[1] == '\0' ) { tindex = tolower( argument[0] ) - 'a'; } else { ch_printf( ch, "You may only index your tell history using " "a single letter.\r\n" ); return; } if( ch->pcdata->tell_history[tindex] ) { set_char_color( AT_TELL, ch ); send_to_char( ch->pcdata->tell_history[tindex], ch ); } else { send_to_char( "No one like that has sent you a tell.\r\n", ch ); } return; } void do_emote( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char *plast; CHAR_DATA *vch; EXT_BV actflags; #ifndef SCRAMBLE int speaking = -1, lang; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_NO_EMOTE ) ) { send_to_char( "You can't show your emotions.\r\n", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Emote what?\r\n", ch ); return; } actflags = ch->act; if( IS_NPC( ch ) ) xREMOVE_BIT( ch->act, ACT_SECRETIVE ); for( plast = argument; *plast != '\0'; plast++ ) ; strcpy( buf, argument ); if( isalpha( plast[-1] ) ) strcat( buf, "." ); for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { char *sbuf = buf; /* * Check to see if character is ignoring emoter */ if( is_ignoring( vch, ch ) ) { /* * continue unless emoter is an immortal */ if( !IS_IMMORTAL( ch ) || get_trust( vch ) > get_trust( ch ) ) continue; else { set_char_color( AT_IGNORE, vch ); ch_printf( vch, "You attempt to ignore %s, but" " are unable to do so.\r\n", ch->name ); } } #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( vch, ch->speaking, ch ), knows_language( ch, ch->speaking, vch ) ); if( speakswell < 85 ) sbuf = translate( speakswell, argument, lang_names[speaking] ); } #else if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC( ch ) && ch->speaking != 0 ) ) sbuf = scramble( buf, ch->speaking ); #endif MOBtrigger = FALSE; act( AT_SOCIAL, "$n $t", ch, sbuf, vch, ( vch == ch ? TO_CHAR : TO_VICT ) ); } /* * MOBtrigger = FALSE; * act( AT_ACTION, "$n $T", ch, NULL, buf, TO_ROOM ); * MOBtrigger = FALSE; * act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR ); */ ch->act = actflags; if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument ); append_to_file( LOG_FILE, buf ); } return; } void do_bug( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; struct tm *t = localtime( ¤t_time ); set_char_color( AT_PLAIN, ch ); if( argument[0] == '\0' ) { send_to_char( "\r\nUsage: 'bug <message>' (your location is automatically recorded)\r\n", ch ); return; } sprintf( buf, "(%-2.2d/%-2.2d): %s", t->tm_mon + 1, t->tm_mday, argument ); append_file( ch, PBUG_FILE, buf ); send_to_char( "Thanks, your bug notice has been recorded.\r\n", ch ); return; } void do_ide( CHAR_DATA * ch, char *argument ) { set_char_color( AT_PLAIN, ch ); send_to_char( "\r\nIf you want to send an idea, type 'idea <message>'.\r\n", ch ); send_to_char( "If you want to identify an object, use the identify spell.\r\n", ch ); return; } void do_idea( CHAR_DATA * ch, char *argument ) { set_char_color( AT_PLAIN, ch ); if( argument[0] == '\0' ) { send_to_char( "\r\nUsage: 'idea <message>'\r\n", ch ); return; } append_file( ch, IDEA_FILE, argument ); send_to_char( "Thanks, your idea has been recorded.\r\n", ch ); return; } void do_typo( CHAR_DATA * ch, char *argument ) { set_char_color( AT_PLAIN, ch ); if( argument[0] == '\0' ) { send_to_char( "\r\nUsage: 'typo <message>' (your location is automatically recorded)\r\n", ch ); if( get_trust( ch ) >= LEVEL_ASCENDANT ) send_to_char( "Usage: 'typo list' or 'typo clear now'\r\n", ch ); return; } if( !str_cmp( argument, "clear now" ) && get_trust( ch ) >= LEVEL_ASCENDANT ) { FILE *fp = fopen( TYPO_FILE, "w" ); if( fp ) fclose( fp ); send_to_char( "Typo file cleared.\r\n", ch ); return; } if( !str_cmp( argument, "list" ) ) { send_to_char( "\r\n VNUM \r\n.......\r\n", ch ); show_file( ch, TYPO_FILE ); } else { append_file( ch, TYPO_FILE, argument ); send_to_char( "Thanks, your typo notice has been recorded.\r\n", ch ); } return; } void do_rent( CHAR_DATA * ch, char *argument ) { set_char_color( AT_WHITE, ch ); send_to_char( "There is no rent here. Just save and quit.\r\n", ch ); return; } void do_qui( CHAR_DATA * ch, char *argument ) { set_char_color( AT_RED, ch ); send_to_char( "If you want to QUIT, you have to spell it out.\r\n", ch ); return; } void do_quit( CHAR_DATA * ch, char *argument ) { /* * OBJ_DATA *obj; unused */ CHAR_DATA *vch; int x, y; int level; if( IS_NPC( ch ) ) return; if( ch->position == POS_FIGHTING || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK ) { set_char_color( AT_RED, ch ); send_to_char( "No way! You are fighting.\r\n", ch ); return; } if( ch->position < POS_STUNNED ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You're not DEAD yet.\r\n", ch ); return; } if( get_timer( ch, TIMER_RECENTFIGHT ) > 0 && !IS_IMMORTAL( ch ) ) { set_char_color( AT_RED, ch ); send_to_char( "Your adrenaline is pumping too hard to quit now!\r\n", ch ); return; } if( auction->item != NULL && ( ( ch == auction->buyer ) || ( ch == auction->seller ) ) ) { send_to_char( "Wait until you have bought/sold the item on auction.\r\n", ch ); return; } if( IS_PKILL( ch ) && ch->wimpy > ( int )ch->max_hit / 2.25 ) { send_to_char( "Your wimpy has been adjusted to the maximum level for deadlies.\r\n", ch ); do_wimpy( ch, "max" ); } if( in_arena( ch ) ) { /* Scion arenacode */ send_to_char( "Get out of the arena first!\r\n", ch ); return; } /* * Make them lose artifact items. Can't leave the game with those! -- Scion */ drop_artifacts( ch, ch->last_carrying ); /* * Get 'em dismounted until we finish mount saving -- Blodkai, 4/97 */ if( ch->position == POS_MOUNTED ) do_dismount( ch, "" ); set_char_color( AT_WHITE, ch ); send_to_char( "You are wracked with uncontrollable pain as you are extracted from the matrix.\r\n\r\n", ch ); act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR ); act( AT_BYE, "$n has escaped the realm.", ch, NULL, NULL, TO_CANSEE ); set_char_color( AT_GREY, ch ); sprintf( log_buf, "%s has quit (Room %d).", ch->name, ( ch->in_room ? ch->in_room->vnum : -1 ) ); quitting_char = ch; save_char_obj( ch ); if( sysdata.save_pets && ch->pcdata->pet ) { act( AT_BYE, "$N follows $S master into the Void.", ch, NULL, ch->pcdata->pet, TO_ROOM ); extract_char( ch->pcdata->pet, TRUE ); } /* * Synch clandata up only when clan member quits now. --Shaddai */ if( ch->pcdata->clan ) save_clan( ch->pcdata->clan ); if( ch->level >= 1 ) for( vch = first_char; vch; vch = vch->next ) { if( IS_NPC( vch ) || vch == ch ) continue; act( AT_GREEN, "&R[&WINFO&R]&c $n has escaped the realm!", ch, NULL, vch, TO_VICT ); /* Don't really need this.. just annoys me :) -- Scion */ } saving_char = NULL; level = get_trust( ch ); /* * After extract_char the ch is no longer valid! */ extract_char( ch, TRUE ); for( x = 0; x < MAX_WEAR; x++ ) for( y = 0; y < MAX_LAYERS; y++ ) save_equipment[x][y] = NULL; /* * don't show who's logging off to leaving player */ /* to_channel( log_buf, CHANNEL_MONITOR, "Monitor", level ); */ log_string_plus( log_buf, LOG_COMM, level ); return; } /* Made this a function so it could work recursively on containers. Make them drop artifact items. Can't leave the game with those! -- Scion */ void drop_artifacts( CHAR_DATA * ch, OBJ_DATA * obj ) { /* * Expecting a ch->last_carrying or an obj->last_content * ( We go BACKWARDS through the lists!) */ if( !obj ) return; while( obj ) { if( obj->last_content ) drop_artifacts( ch, obj->last_content ); if( IS_OBJ_STAT( obj, ITEM_ARTIFACT ) ) { OBJ_DATA *tobj; tobj = obj; obj = obj->prev_content; if( tobj->in_obj ) obj_from_obj( tobj ); if( tobj->carried_by ) obj_from_char( tobj ); obj_to_room( tobj, ch->in_room ); act( AT_MAGIC, "$p falls to the ground, drawn by the magic of these lands!", ch, tobj, NULL, TO_CHAR ); act( AT_MAGIC, "$p falls from $n's hands, drawn by the magic of these lands!", ch, tobj, NULL, TO_CANSEE ); } else obj = obj->prev_content; } } void send_rip_screen( CHAR_DATA * ch ) { FILE *rpfile; int num = 0; char BUFF[MAX_STRING_LENGTH * 2]; if( ( rpfile = fopen( RIPSCREEN_FILE, "r" ) ) != NULL ) { while( ( BUFF[num] = fgetc( rpfile ) ) != EOF ) num++; fclose( rpfile ); BUFF[num] = 0; write_to_buffer( ch->desc, BUFF, num ); } } void send_rip_title( CHAR_DATA * ch ) { FILE *rpfile; int num = 0; char BUFF[MAX_STRING_LENGTH * 2]; if( ( rpfile = fopen( RIPTITLE_FILE, "r" ) ) != NULL ) { while( ( BUFF[num] = fgetc( rpfile ) ) != EOF ) num++; fclose( rpfile ); BUFF[num] = 0; write_to_buffer( ch->desc, BUFF, num ); } } void send_ansi_title( CHAR_DATA * ch ) { FILE *rpfile; int num = 0; char BUFF[MAX_STRING_LENGTH * 2]; if( ( rpfile = fopen( ANSITITLE_FILE, "r" ) ) != NULL ) { while( ( BUFF[num] = fgetc( rpfile ) ) != EOF ) num++; fclose( rpfile ); BUFF[num] = 0; write_to_buffer( ch->desc, BUFF, num ); } } void send_ascii_title( CHAR_DATA * ch ) { FILE *rpfile; int num = 0; char BUFF[MAX_STRING_LENGTH]; if( ( rpfile = fopen( ASCTITLE_FILE, "r" ) ) != NULL ) { while( ( BUFF[num] = fgetc( rpfile ) ) != EOF ) num++; fclose( rpfile ); BUFF[num] = 0; write_to_buffer( ch->desc, BUFF, num ); } } void do_rip( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Rip ON or OFF?\r\n", ch ); return; } if( ( strcmp( arg, "on" ) == 0 ) || ( strcmp( arg, "ON" ) == 0 ) ) { send_rip_screen( ch ); xSET_BIT( ch->act, PLR_RIP ); xSET_BIT( ch->act, PLR_ANSI ); return; } if( ( strcmp( arg, "off" ) == 0 ) || ( strcmp( arg, "OFF" ) == 0 ) ) { xREMOVE_BIT( ch->act, PLR_RIP ); send_to_char( "!|*\r\nRIP now off...\r\n", ch ); return; } } void do_ansi( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "ANSI ON or OFF?\r\n", ch ); return; } if( ( strcmp( arg, "on" ) == 0 ) || ( strcmp( arg, "ON" ) == 0 ) ) { xSET_BIT( ch->act, PLR_ANSI ); set_char_color( AT_WHITE + AT_BLINK, ch ); send_to_char( "Ansi On, Way Cool!!!\r\n", ch ); return; } if( ( strcmp( arg, "off" ) == 0 ) || ( strcmp( arg, "OFF" ) == 0 ) ) { xREMOVE_BIT( ch->act, PLR_ANSI ); send_to_char( "Okay... ANSI support is now off.\r\n", ch ); return; } } void do_save( CHAR_DATA * ch, char *argument ) { if( IS_NPC( ch ) ) return; if( ch->level < 2 ) { send_to_char_color( "&BYou must be at least second level to save.\r\n", ch ); return; } WAIT_STATE( ch, 2 ); /* For big muds with save-happy players, like RoD */ update_aris( ch ); /* update char affects and RIS */ save_char_obj( ch ); saving_char = NULL; send_to_char( "Saved...\r\n", ch ); return; } /* * Something from original DikuMUD that Merc yanked out. * Used to prevent following loops, which can cause problems if people * follow in a loop through an exit leading back into the same room * (Which exists in many maze areas) -Thoric */ bool circle_follow( CHAR_DATA * ch, CHAR_DATA * victim ) { CHAR_DATA *tmp; for( tmp = victim; tmp; tmp = tmp->master ) if( tmp == ch ) return TRUE; return FALSE; } void do_dismiss( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Dismiss whom?\r\n", ch ); return; } if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( ( IS_AFFECTED( victim, AFF_CHARM ) ) && ( IS_NPC( victim ) ) && ( victim->master == ch ) ) { stop_follower( victim ); stop_hating( victim ); stop_hunting( victim ); stop_fearing( victim ); act( AT_ACTION, "$n dismisses $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You dismiss $N.", ch, NULL, victim, TO_CHAR ); } else { send_to_char( "You cannot dismiss them.\r\n", ch ); } return; } void do_follow( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Follow whom?\r\n", ch ); return; } if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master ) { act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); return; } if( victim == ch ) { if( !ch->master ) { send_to_char( "You already follow yourself.\r\n", ch ); return; } stop_follower( ch ); return; } /* if ( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 ) && !IS_HERO(ch) && !(ch->level < 15 && !IS_NPC(victim) && victim->pcdata->council && !str_cmp(victim->pcdata->council->name,"Newbie Council"))) { send_to_char( "You are not of the right caliber to follow.\r\n", ch ); return; } -- Screw this, level restrictions on following are stupid. -- Scion */ if( circle_follow( ch, victim ) ) { stop_follower( victim ); return; } if( ch->master ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA * ch, CHAR_DATA * master ) { if( ch->master ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; /* * Support for saving pets --Shaddai */ if( IS_NPC( ch ) && xIS_SET( ch->act, ACT_PET ) && !IS_NPC( master ) ) master->pcdata->pet = ch; if( can_see( master, ch ) ) act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT ); act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA * ch ) { if( !ch->master ) { bug( "Stop_follower: null master.", 0 ); return; } if( IS_NPC( ch ) && !IS_NPC( ch->master ) && ch->master->pcdata->pet == ch ) ch->master->pcdata->pet = NULL; if( IS_AFFECTED( ch, AFF_CHARM ) ) { xREMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if( can_see( ch->master, ch ) ) if( !( !IS_NPC( ch->master ) && IS_IMMORTAL( ch ) && !IS_IMMORTAL( ch->master ) ) ) act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); ch->master = NULL; ch->leader = NULL; return; } void die_follower( CHAR_DATA * ch ) { CHAR_DATA *fch; if( ch->master ) stop_follower( ch ); ch->leader = NULL; for( fch = first_char; fch; fch = fch->next ) { if( fch->master == ch ) stop_follower( fch ); if( fch->leader == ch ) fch->leader = fch; } return; } void do_order( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char argbuf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; strcpy( argbuf, argument ); argument = one_argument( argument, arg ); if( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Order whom to do what?\r\n", ch ); return; } if( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You feel like taking, not giving, orders.\r\n", ch ); return; } if( !str_cmp( arg, "all" ) ) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "Aye aye, right away!\r\n", ch ); return; } if( !IS_AFFECTED( victim, AFF_CHARM ) || victim->master != ch ) { send_to_char( "Do it yourself!\r\n", ch ); return; } } found = FALSE; for( och = ch->in_room->first_person; och; och = och_next ) { och_next = och->next_in_room; if( IS_AFFECTED( och, AFF_CHARM ) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; act( AT_ACTION, "$n orders you to '$t'.", ch, argument, och, TO_VICT ); interpret( och, argument ); } } if( found ) { sprintf( log_buf, "%s: order %s.", ch->name, argbuf ); log_string_plus( log_buf, LOG_NORMAL, ch->level ); send_to_char( "Ok.\r\n", ch ); WAIT_STATE( ch, 12 ); } else send_to_char( "You have no followers here.\r\n", ch ); return; } /* Overhauled 2/97 -- Blodkai */ void do_group( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = ch->leader ? ch->leader : ch; set_char_color( AT_DGREEN, ch ); ch_printf( ch, "\r\nFollowing %-12.12s [hitpnts] [ magic ] [mst] [mvs] [race]%s\r\n", PERS( leader, ch ), ch->level < LEVEL_AVATAR ? " [to lvl]" : "" ); for( gch = first_char; gch; gch = gch->next ) { if( is_same_group( gch, ch ) ) { set_char_color( AT_DGREEN, ch ); if( IS_AFFECTED( gch, AFF_POSSESS ) || IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS ) ) /*reveal no information */ ch_printf( ch, "[%2d %s] %-16s %4s/%4s hp %4s/%4s %s %4s/%4s mv %5s xp\r\n", gch->level, IS_NPC( gch ) ? "Mob" : class_table[gch->class]->who_name, capitalize( PERS( gch, ch ) ), "????", "????", "????", "????", IS_VAMPIRE( gch ) ? "bp" : "mana", "????", "????", "?????" ); else if( gch->alignment > 750 ) sprintf( buf, " A" ); else if( gch->alignment > 350 ) sprintf( buf, "-A" ); else if( gch->alignment > 150 ) sprintf( buf, "+N" ); else if( gch->alignment > -150 ) sprintf( buf, " N" ); else if( gch->alignment > -350 ) sprintf( buf, "-N" ); else if( gch->alignment > -750 ) sprintf( buf, "+S" ); else sprintf( buf, " S" ); set_char_color( AT_DGREEN, ch ); send_to_char( "[", ch ); set_char_color( AT_GREEN, ch ); ch_printf( ch, "%-2d %2.2s %3.3s", gch->level, buf, IS_NPC( gch ) ? "Mob" : class_table[gch->class]->who_name ); set_char_color( AT_DGREEN, ch ); send_to_char( "] ", ch ); set_char_color( AT_GREEN, ch ); ch_printf( ch, "%-12.12s ", capitalize( PERS( gch, ch ) ) ); if( gch->hit < gch->max_hit / 4 ) set_char_color( AT_DANGER, ch ); else if( gch->hit < gch->max_hit / 2.5 ) set_char_color( AT_YELLOW, ch ); else set_char_color( AT_GREY, ch ); ch_printf( ch, "%5d", gch->hit ); set_char_color( AT_GREY, ch ); ch_printf( ch, "/%-5d ", gch->max_hit ); if( IS_VAMPIRE( gch ) ) set_char_color( AT_BLOOD, ch ); else set_char_color( AT_LBLUE, ch ); if( gch->class != CLASS_WARRIOR ) ch_printf( ch, "%5d/%-5d ", IS_VAMPIRE( gch ) ? gch->pcdata->condition[COND_BLOODTHIRST] : gch->mana, IS_VAMPIRE( gch ) ? 10 + gch->level : gch->max_mana ); else send_to_char( " ", ch ); if( gch->mental_state < -25 || gch->mental_state > 25 ) set_char_color( AT_YELLOW, ch ); else set_char_color( AT_GREEN, ch ); ch_printf( ch, "%3.3s ", gch->mental_state > 75 ? "+++" : gch->mental_state > 50 ? "=++" : gch->mental_state > 25 ? "==+" : gch->mental_state > -25 ? "===" : gch->mental_state > -50 ? "-==" : gch->mental_state > -75 ? "--=" : "---" ); set_char_color( AT_DGREEN, ch ); ch_printf( ch, "%5d ", gch->move ); ch_printf( ch, "%6s ", npc_race[gch->race] ); set_char_color( AT_GREEN, ch ); if( gch->level < LEVEL_AVATAR ) ch_printf( ch, "%8d ", exp_level( gch, gch->level + 1 ) - gch->exp ); send_to_char( "\r\n", ch ); } } return; } if( !strcmp( arg, "disband" ) ) { CHAR_DATA *gch; int count = 0; if( ch->leader || ch->master ) { send_to_char( "You cannot disband a group if you're following someone.\r\n", ch ); return; } for( gch = first_char; gch; gch = gch->next ) { if( is_same_group( ch, gch ) && ( ch != gch ) ) { gch->leader = NULL; gch->master = NULL; count++; send_to_char( "Your group is disbanded.\r\n", gch ); } } if( count == 0 ) send_to_char( "You have no group members to disband.\r\n", ch ); else send_to_char( "You disband your group.\r\n", ch ); return; } if( !strcmp( arg, "all" ) ) { CHAR_DATA *rch; int count = 0; for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if( ch != rch && !IS_NPC( rch ) && can_see( ch, rch ) && rch->master == ch && !ch->master && !ch->leader /* && abs( ch->level - rch->level ) < 8 Level restrict on groups is stupid -- Scion */ && !is_same_group( rch, ch ) && IS_PKILL( ch ) == IS_PKILL( rch ) ) { rch->leader = ch; count++; } } if( count == 0 ) send_to_char( "You have no eligible group members.\r\n", ch ); else { act( AT_ACTION, "$n groups $s followers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You group your followers.\r\n", ch ); } return; } if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( ch->master || ( ch->leader && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\r\n", ch ); return; } if( victim->master != ch && ch != victim ) { act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR ); return; } if( victim == ch ) { act( AT_PLAIN, "You can't group yourself.", ch, NULL, victim, TO_CHAR ); return; } if( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act( AT_ACTION, "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n removes you from $s group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "You remove $N from your group.", ch, NULL, victim, TO_CHAR ); return; } if( ch->level - victim->level < -8 || ch->level - victim->level > 8 || ( IS_PKILL( ch ) != IS_PKILL( victim ) ) ) { act( AT_PLAIN, "$N cannot join $n's group.", ch, NULL, victim, TO_NOTVICT ); act( AT_PLAIN, "You cannot join $n's group.", ch, NULL, victim, TO_VICT ); act( AT_PLAIN, "$N cannot join your group.", ch, NULL, victim, TO_CHAR ); return; } victim->leader = ch; act( AT_ACTION, "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You join $n's group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$N joins your group.", ch, NULL, victim, TO_CHAR ); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount; int share; int extra; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Split how much?\r\n", ch ); return; } amount = atoi( arg ); if( amount < 0 ) { send_to_char( "Your group wouldn't like that.\r\n", ch ); return; } if( amount == 0 ) { send_to_char( "You hand out zero coins, but no one notices.\r\n", ch ); return; } if( ch->gold < amount ) { send_to_char( "You don't have that much gold.\r\n", ch ); return; } members = 0; for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if( is_same_group( gch, ch ) ) members++; } if( xIS_SET( ch->act, PLR_AUTOGOLD ) && members < 2 ) return; if( members < 2 ) { send_to_char( "Just keep it all.\r\n", ch ); return; } share = amount / members; extra = amount % members; if( share == 0 ) { send_to_char( "Don't even bother, cheapskate.\r\n", ch ); return; } ch->gold -= amount; ch->gold += share + extra; set_char_color( AT_GOLD, ch ); ch_printf( ch, "You split %d gold coins. Your share is %d gold coins.\r\n", amount, share + extra ); sprintf( buf, "$n splits %d gold coins. Your share is %d gold coins.", amount, share ); for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if( gch != ch && is_same_group( gch, ch ) ) { act( AT_GOLD, buf, ch, NULL, gch, TO_VICT ); gch->gold += share; } } return; } void do_gtell( CHAR_DATA * ch, char *argument ) { CHAR_DATA *gch; #ifndef SCRAMBLE int speaking = -1, lang; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if( argument[0] == '\0' ) { send_to_char( "Tell your group what?\r\n", ch ); return; } if( xIS_SET( ch->act, PLR_NO_TELL ) ) { send_to_char( "Your message didn't get through!\r\n", ch ); return; } /* * Note use of send_to_char, so gtell works on sleepers. */ /* sprintf( buf, "%s tells the group '%s'.\r\n", ch->name, argument );*/ for( gch = first_char; gch; gch = gch->next ) { if( is_same_group( gch, ch ) ) { set_char_color( AT_GTELL, gch ); /* * Groups unscrambled regardless of clan language. Other languages * still garble though. -- Altrag */ #ifndef SCRAMBLE if( speaking != -1 && ( !IS_NPC( ch ) || ch->speaking ) ) { int speakswell = UMIN( knows_language( gch, ch->speaking, ch ), knows_language( ch, ch->speaking, gch ) ); if( speakswell < 85 ) ch_printf( gch, "%s tells the group '%s'.\r\n", ch->name, translate( speakswell, argument, lang_names[speaking] ) ); else ch_printf( gch, "%s tells the group '%s'.\r\n", ch->name, argument ); } else ch_printf( gch, "%s tells the group '%s'.\r\n", ch->name, argument ); #else if( knows_language( gch, ch->speaking, gch ) || ( IS_NPC( ch ) && !ch->speaking ) ) ch_printf( gch, "%s tells the group '%s'.\r\n", ch->name, argument ); else ch_printf( gch, "%s tells the group '%s'.\r\n", ch->name, scramble( argument, ch->speaking ) ); #endif } } return; } /* * It is very important that this be an equivalence relation: * (1) A ~ A * (2) if A ~ B then B ~ A * (3) if A ~ B and B ~ C, then A ~ C */ bool is_same_group( CHAR_DATA * ach, CHAR_DATA * bch ) { if( ach->leader ) ach = ach->leader; if( bch->leader ) bch = bch->leader; return ach == bch; } /* * this function sends raw argument over the AUCTION: channel * I am not too sure if this method is right.. */ void talk_auction( char *argument ) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; CHAR_DATA *original; sprintf( buf, "Auction: %s", argument ); /* last %s to reset color */ for( d = first_descriptor; d; d = d->next ) { original = d->original ? d->original : d->character; /* if switched */ if( ( d->connected == CON_PLAYING ) && !IS_SET( original->deaf, CHANNEL_AUCTION ) && !IS_SET( original->in_room->room_flags, ROOM_SILENCE ) && !NOT_AUTHED( original ) ) act( AT_GOSSIP, buf, original, NULL, NULL, TO_CHAR ); } } /* * Language support functions. -- Altrag * 07/01/96 * * Modified to return how well the language is known 04/04/98 - Thoric * Currently returns 100% for known languages... but should really return * a number based on player's wisdom (maybe 50+((25-wisdom)*2) ?) */ int knows_language( CHAR_DATA * ch, int language, CHAR_DATA * cch ) { short sn; if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) ) return 100; if( IS_NPC( ch ) && !ch->speaks ) /* No langs = knows nothing for npcs */ return 0; if( IS_NPC( ch ) && IS_SET( ch->speaks, ( language & ~LANG_CLAN ) ) ) return ( 50 + ( 25 - ch->mod_int ) * 2 ); /* * everyone KNOWS common tongue * if ( IS_SET(language, LANG_COMMON) ) * return (50+(25 - ch->int)*2); * * if ( language & LANG_CLAN ) * { * Clan = common for mobs.. snicker.. -- Altrag * if ( IS_NPC(ch) || IS_NPC(cch) ) * return (50+(25 - ch->int)*2); * if ( ch->pcdata->clan == cch->pcdata->clan && * ch->pcdata->clan != NULL ) * return (50+(25 - ch->int)*2); * } */ if( !IS_NPC( ch ) ) { int lang; /* * Racial languages for PCs */ if( IS_SET( race_table[ch->race]->language, language ) ) return ( ( 65 + ( 25 - ch->mod_int ) * 2 ) <= 100 ? ( 65 + ( 25 - ch->mod_int ) * 2 ) : 100 ); for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( IS_SET( language, lang_array[lang] ) && IS_SET( ch->speaks, lang_array[lang] ) ) { if( ( sn = skill_lookup( lang_names[lang] ) ) != -1 ) return ch->pcdata->learned[sn]; } } return 0; } bool can_learn_lang( CHAR_DATA * ch, int language ) { if( language & LANG_CLAN ) return FALSE; if( IS_NPC( ch ) || IS_IMMORTAL( ch ) ) return FALSE; if( race_table[ch->race]->language & language ) return FALSE; if( ch->speaks & language ) { int lang; for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( language & lang_array[lang] ) { int sn; if( !( VALID_LANGS & lang_array[lang] ) ) return FALSE; if( ( sn = skill_lookup( lang_names[lang] ) ) < 0 ) { bug( "Can_learn_lang: valid language without sn: %d", lang ); continue; } if( ch->pcdata->learned[sn] >= 99 ) return FALSE; } } if( VALID_LANGS & language ) return TRUE; return FALSE; } int const lang_array[] = { LANG_COMMON, LANG_ELVEN, LANG_DWARVEN, LANG_PIXIE, LANG_OGRE, LANG_ORCISH, LANG_TROLLISH, LANG_RODENT, LANG_INSECTOID, LANG_MAMMAL, LANG_REPTILE, LANG_DRAGON, LANG_SPIRITUAL, LANG_MAGICAL, LANG_GOBLIN, LANG_GOD, LANG_ANCIENT, LANG_HALFLING, LANG_CLAN, LANG_GITH, LANG_GNOME, LANG_UNKNOWN }; char *const lang_names[] = { "common", "elvish", "dwarven", "pixie", "ogre", "orcish", "trollese", "rodent", "insectoid", "mammal", "reptile", "dragon", "spiritual", "magical", "goblin", "god", "ancient", "halfling", "clan", "gith", "gnome", "" }; /* Note: does not count racial language. This is intentional (for now). */ int countlangs( int languages ) { int numlangs = 0; int looper; for( looper = 0; lang_array[looper] != LANG_UNKNOWN; looper++ ) { if( lang_array[looper] == LANG_CLAN ) continue; if( languages & lang_array[looper] ) numlangs++; } return numlangs; } void do_speak( CHAR_DATA * ch, char *argument ) { int langs; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if( !str_cmp( arg, "all" ) && IS_IMMORTAL( ch ) ) { set_char_color( AT_SAY, ch ); ch->speaking = ~LANG_CLAN; send_to_char( "Now speaking all languages.\r\n", ch ); return; } for( langs = 0; lang_array[langs] != LANG_UNKNOWN; langs++ ) if( !str_prefix( arg, lang_names[langs] ) ) if( knows_language( ch, lang_array[langs], ch ) ) { if( lang_array[langs] == LANG_CLAN && ( IS_NPC( ch ) || !ch->pcdata->clan ) ) continue; ch->speaking = lang_array[langs]; set_char_color( AT_SAY, ch ); ch_printf( ch, "You now speak %s.\r\n", lang_names[langs] ); return; } set_char_color( AT_SAY, ch ); send_to_char( "You do not know that language.\r\n", ch ); } void do_languages( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int lang; argument = one_argument( argument, arg ); if( arg[0] != '\0' && !str_prefix( arg, "learn" ) && !IS_IMMORTAL( ch ) && !IS_NPC( ch ) ) { CHAR_DATA *sch; char arg2[MAX_INPUT_LENGTH]; int sn; int prct; int prac; argument = one_argument( argument, arg2 ); if( arg2[0] == '\0' ) { send_to_char( "Learn which language?\r\n", ch ); return; } for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) { if( lang_array[lang] == LANG_CLAN ) continue; if( !str_prefix( arg2, lang_names[lang] ) ) break; } if( lang_array[lang] == LANG_UNKNOWN ) { send_to_char( "That is not a language.\r\n", ch ); return; } if( !( VALID_LANGS & lang_array[lang] ) ) { send_to_char( "You may not learn that language.\r\n", ch ); return; } if( ( sn = skill_lookup( lang_names[lang] ) ) < 0 ) { send_to_char( "That is not a language.\r\n", ch ); return; } if( race_table[ch->race]->language & lang_array[lang] || lang_array[lang] == LANG_COMMON || ch->pcdata->learned[sn] >= 99 ) { act( AT_PLAIN, "You are already fluent in $t.", ch, lang_names[lang], NULL, TO_CHAR ); return; } for( sch = ch->in_room->first_person; sch; sch = sch->next_in_room ) if( IS_NPC( sch ) && xIS_SET( sch->act, ACT_SCHOLAR ) && knows_language( sch, ch->speaking, ch ) && knows_language( sch, lang_array[lang], sch ) && ( !sch->speaking || knows_language( ch, sch->speaking, sch ) ) ) break; if( !sch ) { send_to_char( "There is no one who can teach that language here.\r\n", ch ); return; } if( countlangs( ch->speaks ) >= ( ch->level / 10 ) && ch->pcdata->learned[sn] <= 0 ) { act( AT_TELL, "$n tells you 'You may not learn a new language yet.'", sch, NULL, ch, TO_VICT ); return; } /* * 0..16 cha = 2 pracs, 17..25 = 1 prac. -- Altrag */ prac = 2 - ( get_curr_cha( ch ) / 17 ); if( ch->practice < prac ) { act( AT_TELL, "$n tells you 'You do not have enough practices.'", sch, NULL, ch, TO_VICT ); return; } ch->practice -= prac; /* * Max 12% (5 + 4 + 3) at 24+ int and 21+ wis. -- Altrag */ prct = 5 + ( get_curr_int( ch ) / 6 ) + ( get_curr_wis( ch ) / 7 ); ch->pcdata->learned[sn] += prct; ch->pcdata->learned[sn] = UMIN( ch->pcdata->learned[sn], 99 ); SET_BIT( ch->speaks, lang_array[lang] ); if( ch->pcdata->learned[sn] == prct ) act( AT_PLAIN, "You begin lessons in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else if( ch->pcdata->learned[sn] < 60 ) act( AT_PLAIN, "You continue lessons in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else if( ch->pcdata->learned[sn] < 60 + prct ) act( AT_PLAIN, "You feel you can start communicating in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else if( ch->pcdata->learned[sn] < 99 ) act( AT_PLAIN, "You become more fluent in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else act( AT_PLAIN, "You now speak perfect $t.", ch, lang_names[lang], NULL, TO_CHAR ); return; } for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if( knows_language( ch, lang_array[lang], ch ) ) { if( ch->speaking & lang_array[lang] || ( IS_NPC( ch ) && !ch->speaking ) ) set_char_color( AT_SAY, ch ); else set_char_color( AT_PLAIN, ch ); send_to_char( lang_names[lang], ch ); send_to_char( "\r\n", ch ); } send_to_char( "\r\n", ch ); return; } void do_wartalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_WARTALK, "war" ); return; } void do_racetalk( CHAR_DATA * ch, char *argument ) { if( NOT_AUTHED( ch ) ) { send_to_char( "Huh?\r\n", ch ); return; } talk_channel( ch, argument, CHANNEL_RACETALK, "racetalk" ); return; }