/***************************************************************************
* file: act_comm.c , Implementation of commands. Part of DIKUMUD *
* Usage : Communication. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
* *
* Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse *
* Performance optimization and bug fixes by MERC Industries. *
* You can use our stuff in any way you like whatsoever so long as this *
* copyright notice remains intact. If you like it please drop a line *
* to mec@garnet.berkeley.edu. *
* *
* This is free software and you are benefitting. We hope that you *
* share your changes too. What goes around, comes around. *
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include "structs.h"
#include "mob.h"
#include "obj.h"
#include "utils.h"
#include "interp.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
/* extern variables */
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern const char *color_table[];
void do_say(struct char_data *ch, char *argument, int cmd)
{
int i;
struct char_data *to;
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
for (i = 0; *(argument + i) == ' '; i++);
if (!*(argument + i))
send_to_char("Yes, but WHAT do you want to say?\r\n", ch);
else if (CAN_SEE(to, ch))
{
sprintf(buf,"%s says '%s'",
(!IS_MOB(ch) ? GET_NAME(ch) : ch->player.short_descr), argument + i);
to=world[ch->in_room].people;
for(;to;to=to->next_in_room) {
sprintf(buf2,"%s%s%s\r\n",
(IS_SET(to->player.kalbits,KAL_COLOR)?
color_table[to->player.col[CHA_SAY]]:""),
buf,
(IS_SET(to->player.kalbits,KAL_COLOR)?
color_table[to->player.col[CHA_NORMAL]]:""));
if(to != ch)
send_to_char(buf, to);
}
}
else /* "Someone says 'argument'", added by Talen (Rick) */
{
sprintf(buf, "Someone says '%s'", argument + i);
to=world[ch->in_room].people;
for(;to;to=to->next_in_room) {
sprintf(buf2, "%s%s%s/n/r",
(IS_SET(to->player.kalbits, KAL_COLOR)?
color_table[to->player.col[CHA_SAY]]:""),
buf,
(IS_SET(to->player.kalbits,KAL_COLOR)?
color_table[to->player.col[CHA_NORMAL]]:""));
if (to != ch)
act(buf,FALSE,ch,0,0,TO_ROOM);
}
}
sprintf(buf,"You say '%s'", argument + i);
act(buf,FALSE,ch,0,0,TO_CHAR);
}
void do_shout(struct char_data *ch, char *argument, int cmd)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
struct descriptor_data *i;
if (!IS_NPC(ch) && IS_SET(ch->specials.act, PLR_NOSHOUT))
{
send_to_char("You can't shout!!\r\n", ch);
return;
}
if (GET_MOVE(ch) < GET_MAX_MOVE(ch)/3 && cmd!=10 && cmd!=11 && cmd!=12)
{
send_to_char("You are too exhausted to shout. Use gossip or auction instead!\r\n", ch);
return;
}
if(cmd!=10&&cmd!=11&&cmd!=12) GET_MOVE(ch) -= GET_MAX_MOVE(ch)/3;
for (; *argument == ' '; argument++);
if (!(*argument)) {
if (cmd==10)
{
if (IS_SET(ch->specials.act, PLR_GOSSIP))
REMOVE_BIT(ch->specials.act, PLR_GOSSIP);
else
SET_BIT(ch->specials.act, PLR_GOSSIP);
sprintf(buf1, "Gossip channel is now %s.\r\n",
(IS_SET(ch->specials.act, PLR_GOSSIP)?"on":"off"));
act(buf1, 0, ch, 0, 0, TO_CHAR);
}
else if (cmd==11)
{
if (IS_SET(ch->specials.act, PLR_AUCTION))
REMOVE_BIT(ch->specials.act, PLR_AUCTION);
else
SET_BIT(ch->specials.act, PLR_AUCTION);
sprintf(buf1, "Auction channel is now %s.\r\n",
(IS_SET(ch->specials.act, PLR_AUCTION)?"on":"off"));
act(buf1, 0, ch, 0, 0, TO_CHAR);
}
else if (cmd==12)
{
if (IS_SET(ch->player.kalbits, KAL_WIZLINE))
REMOVE_BIT(ch->player.kalbits, KAL_WIZLINE);
else
SET_BIT(ch->player.kalbits, KAL_WIZLINE);
sprintf(buf1, "The immortal line is now %s.\r\n",
(IS_SET(ch->player.kalbits, KAL_WIZLINE)?"on":"off"));
act(buf1, 0, ch, 0, 0, TO_CHAR);
}
else
act("Perhaps you could specify what you want to shout?\r\n"
,0,ch,0,0,TO_CHAR);
}
else
{
if(cmd==10)
{
if (CAN_SEE(i->character, ch))
sprintf(buf1, "%s gossips-- '%s'",
(!IS_MOB(ch) ? GET_NAME(ch) : ch->player.short_descr), argument);
else if (!(CAN_SEE(i->character, ch)))
sprintf(buf1,"Someone gossips-- '%s'", argument);
sprintf(buf2, "You gossip-- '%s'", argument);
}
else if (cmd==11)
{
if (CAN_SEE(i->character, ch))
sprintf(buf1, "%s auctions-- '%s'",
(!IS_MOB(ch) ? GET_NAME(ch) : ch->player.short_descr), argument);
else if (!(CAN_SEE(i->character, ch))) /*What if they are can't see? Someone...*/
sprintf(buf1,"Someone auctions-- '%s'", argument);
sprintf(buf2, "You auction-- '%s'", argument);
}
else if (cmd==12)
{
if (CAN_SEE(i->character, ch))
sprintf(buf1, "%s: '%s'", GET_NAME(ch), argument);/* Mobs can't use*/
else if (!(CAN_SEE(i->character, ch))) /*wizline */
sprintf(buf1, "Someone: '%s'", argument);
sprintf(buf2, "Over the wizline you say: '%s'", argument);
}
else
{
if (CAN_SEE(i->character, ch))
sprintf(buf1, "%s shouts '%s'",
(!IS_MOB(ch)?GET_NAME(ch):ch->player.short_descr), argument);
else if (!(CAN_SEE(i->character, ch)))
sprintf(buf1, "Someone shouts '%s'", argument);
sprintf(buf2, "USE GOSSIP AND AUCTION INSTEAD.\r\nYou shout '%s'",
argument);
}
act(buf2, 0, ch, 0, 0, TO_CHAR);
for (i = descriptor_list; i; i = i->next)
if (i->character != ch && !i->connected &&
!IS_SET(i->character->specials.act, PLR_NOSHOUT) &&
((cmd==10&&IS_SET(i->character->specials.act, PLR_GOSSIP)) ||
(cmd==11&&IS_SET(i->character->specials.act, PLR_AUCTION)) ||
(cmd==12&&IS_SET(i->character->player.kalbits, KAL_WIZLINE)) ||
(cmd!=10&&cmd!=11&&cmd!=12))) {
sprintf(buf2,"%s%s%s\r\n",
(IS_SET(i->character->player.kalbits,KAL_COLOR)?
color_table[i->character->player.col[
(cmd==9?CHA_SHOUT:(cmd==10?CHA_GOSSIP:CHA_AUCTION))]]:""),
buf1,
(IS_SET(i->character->player.kalbits,KAL_COLOR)?
color_table[i->character->player.col[CHA_NORMAL]]:""));
send_to_char(buf2,i->character);
}
}
}
void do_tell(struct char_data *ch, char *argument, int cmd)
{
struct char_data *vict;
char name[100], message[MAX_STRING_LENGTH],
buf[MAX_STRING_LENGTH];
half_chop(argument,name,message);
if(!*name || !*message)
send_to_char("Who do you wish to tell what??\r\n", ch);
else if (!(vict = get_char_vis(ch, name)))
send_to_char("No-one by that name here.\r\n", ch);
else if (ch == vict)
send_to_char("You try to tell yourself something.\r\n", ch);
else if ( ( GET_POS(vict) == POSITION_SLEEPING ) && GET_LEVEL(ch)<31 )
{
act("$E can't hear you.",FALSE,ch,0,vict,TO_CHAR);
}
else
{
if (CAN_SEE(vict, ch))
sprintf(buf,"%s%s tells you, '%s'%s\r\n",
(IS_SET(vict->player.kalbits,KAL_COLOR)?
color_table[vict->player.col[CHA_TELL]]:""),
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)), message,
(IS_SET(vict->player.kalbits,KAL_COLOR)?
color_table[vict->player.col[CHA_NORMAL]]:""));
else if (!(CAN_SEE(vict, ch))) {
sprintf(buf,"Someone tells you, '%s'\r\n", message);
send_to_char(buf, vict);
}
sprintf(buf,"You tell %s, '%s'\r\n",
(IS_MOB(ch)?ch->player.short_descr:GET_NAME(ch)), message);
send_to_char(buf, ch);
}
}
void do_whisper(struct char_data *ch, char *argument, int cmd)
{
struct char_data *vict;
char name[100], message[MAX_STRING_LENGTH],
buf[MAX_STRING_LENGTH];
half_chop(argument,name,message);
if(!*name || !*message)
send_to_char("Who do you want to whisper to.. and what??\r\n", ch);
else if (!(vict = get_char_room_vis(ch, name)))
send_to_char("No-one by that name here..\r\n", ch);
else if (vict == ch)
{
act("$n whispers quietly to $mself.",FALSE,ch,0,0,TO_ROOM);
send_to_char(
"You can't seem to get your mouth close enough to your ear...\r\n",
ch);
}
else
{
if (CAN_SEE(vict, ch)) {
sprintf(buf,"$s whispers to you, '%s'\r\n",
(IS_MOB(ch)?ch->player.short_descr:GET_NAME(ch)), message);
send_to_char(buf, vict);
}
else if (!(CAN_SEE(vict, ch))) {
sprintf(buf,"Someone whispers to you, '%s'\r\n", message);
send_to_char(buf, vict);
}
sprintf(buf,"You whisper to $N, '%s'.",message);
act(buf,FALSE,ch,0,vict,TO_CHAR);
}
}
void do_ask(struct char_data *ch, char *argument, int cmd)
{
struct char_data *vict;
char name[100], message[MAX_STRING_LENGTH],
buf[MAX_STRING_LENGTH];
half_chop(argument,name,message);
if(!*name || !*message)
send_to_char("Who do you want to ask something, and what??\r\n", ch);
else if (!(vict = get_char_room_vis(ch, name)))
send_to_char("No-one by that name here.\r\n", ch);
else if (vict == ch)
{
act("$n quietly asks $mself a question.",FALSE,ch,0,0,TO_ROOM);
send_to_char("You think about it for a while...\r\n", ch);
}
else
{
if (CAN_SEE(vict, ch)) {
sprintf(buf,"$n asks you, '%s'.\r\n",
(IS_MOB(ch) ? ch->player.short_descr : GET_NAME(ch)),message);
send_to_char(buf, vict);
}
else if (!(CAN_SEE(vict, ch))) {
sprintf(buf,"Someone asks you, '%s'\r\n", argument);
send_to_char(buf, vict);
}
sprintf(buf,"You ask $N, '%s'.\r\n",message);
act(buf, FALSE, ch, 0, vict, TO_CHAR);
}
}
#define MAX_NOTE_LENGTH 1000 /* arbitrary */
void do_write(struct char_data *ch, char *argument, int cmd)
{
struct obj_data *paper = 0, *pen = 0;
char papername[MAX_INPUT_LENGTH], penname[MAX_INPUT_LENGTH],
buf[MAX_STRING_LENGTH];
argument_interpreter(argument, papername, penname);
if (!ch->desc)
return;
if (!*papername) /* nothing was delivered */
{
send_to_char(
"Write? with what? ON what? what are you trying to do??\r\n", ch);
return;
}
if (*penname) /* there were two arguments */
{
if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying)))
{
sprintf(buf, "You have no %s.\r\n", papername);
send_to_char(buf, ch);
return;
}
if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying)))
{
sprintf(buf, "You have no %s.\r\n", papername);
send_to_char(buf, ch);
return;
}
}
else /* there was one arg.let's see what we can find */
{
if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying)))
{
sprintf(buf, "There is no %s in your inventory.\r\n", papername);
send_to_char(buf, ch);
return;
}
if (paper->obj_flags.type_flag == ITEM_PEN) /* oops, a pen.. */
{
pen = paper;
paper = 0;
}
else if (paper->obj_flags.type_flag != ITEM_NOTE)
{
send_to_char("That thing has nothing to do with writing.\r\n", ch);
return;
}
/* one object was found. Now for the other one. */
if (!ch->equipment[HOLD])
{
sprintf(buf, "You can't write with a %s alone.\r\n", papername);
send_to_char(buf, ch);
return;
}
if (!CAN_SEE_OBJ(ch, ch->equipment[HOLD]))
{
send_to_char("The stuff in your hand is invisible! Yeech!!\r\n", ch);
return;
}
if (pen)
paper = ch->equipment[HOLD];
else
pen = ch->equipment[HOLD];
}
/* ok.. now let's see what kind of stuff we've found */
if (pen->obj_flags.type_flag != ITEM_PEN)
{
act("$p is no good for writing with.",FALSE,ch,pen,0,TO_CHAR);
}
else if (paper->obj_flags.type_flag != ITEM_NOTE)
{
act("You can't write on $p.", FALSE, ch, paper, 0, TO_CHAR);
}
else if (paper->action_description)
send_to_char("There's something written on it already.\r\n", ch);
else
{
/* we can write - hooray! */
send_to_char("Ok.. go ahead and write.. end the note with a @.\r\n",
ch);
act("$n begins to jot down a note.", TRUE, ch, 0,0,TO_ROOM);
ch->desc->str = &paper->action_description;
ch->desc->max_str = MAX_NOTE_LENGTH;
}
}