/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * **************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <ctype.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "interp.h" #include "recycle.h" #include "tables.h" char* ooc1; char* ooc2; char* ooc3; char* ooc4; char* ooc5; char* ooc6; char* ooc7; char* ooc8; char* ooc9; void channel_stuff(CHAR_DATA *ch, char *argument, int type); char *to_gnome(CHAR_DATA* ch, char* argument) { char buf[MAX_INPUT_LENGTH]; if(!IS_NPC(ch) && !str_cmp(pc_race_table[ch->race].name, "gnome")) { int count; for(count = 0; *argument != '\0'; argument++) { if(isalnum(*argument) || *argument == '-' || *argument == '*' || *argument == '!' || *argument == '?') { buf[count++] = *argument; } } buf[count] = '\0'; strcpy(argument, buf); } return argument; } /* RT code to delete yourself */ void do_delet( CHAR_DATA *ch, char *argument) { send_to_char("You must type the full command to delete yourself.\n\r",ch); } void do_delete( CHAR_DATA *ch, char *argument) { char strsave[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if (ch->pcdata->confirm_delete) { if (argument[0] != '\0') { send_to_char("Delete status removed.\n\r",ch); ch->pcdata->confirm_delete = FALSE; return; } else { sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) ); wiznet("$N turns $Mself into line noise.",ch,NULL,0,0,0); stop_fighting(ch,TRUE); do_function(ch, &do_quit, ""); save_char_obj( ch ); unlink(strsave); return; } } if (argument[0] != '\0') { send_to_char("Just type delete. No argument.\n\r",ch); return; } send_to_char("Type delete again to confirm this command.\n\r",ch); send_to_char("WARNING: this command is irreversible.\n\r",ch); send_to_char("Typing delete with an argument will undo delete status.\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch)); } void show_channels(CHAR_DATA *me) { DESCRIPTOR_DATA *d; BUFFER *buf; char line[MAX_STRING_LENGTH]; buf = new_buf(); sprintf(line, "%-14s Channels Off\n\r", "Name"); add_buf(buf, line); add_buf(buf,"---------------------------------------------------------------------------\n\r"); for(d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *ch; if(d->connected != CON_PLAYING) continue; ch = d->character ? d->character : d->original; if(!can_see(me, ch)) continue; // Check channel information for this character. sprintf(line, "%-14s %s%s%s%s%s%s%s%s%s%s\n\r", ch->name, IS_SET(ch->comm, COMM_NOOOC) ? "[{MOOC{x]" : "", IS_SET(ch->comm, COMM_NOOSAY) ? "[{Wosay{x]" : "", IS_SET(ch->comm, COMM_NOIC) ? "[{GIC{x]" : "", IS_SET(ch->comm, COMM_NOAUCTION) ? "[{YAuc{x]" : "", IS_SET(ch->comm, COMM_NOMUSIC) ? "[{mMus{x]" : "", IS_SET(ch->comm, COMM_NOGRATS) ? "[{RGRAT{x]" : "", IS_SET(ch->comm, COMM_DEAF) ? "[{yTell{x]" : "", IS_SET(ch->comm, COMM_QUIET) ? "[{DQuiet{x]" : "", IS_IMMORTAL(me) ? (IS_SET(ch->comm, COMM_NOWIZ) ? "[{CImm{x]" : "") : "", (is_clan(ch) || !clan_table[ch->clan].independent) ? (IS_SET(ch->comm, COMM_NOCLAN) ? "[{BCLAN{x]" : "") : "" ); add_buf(buf, line); } page_to_char(buf_string(buf), me); send_to_char("\n\rFor your old channel information, type 'channels self'.\n\r", me); } /* RT code to display channel status */ void do_channels( CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; if(str_cmp(argument, "self")) { show_channels(ch); return; } /* lists all channels and their status */ send_to_char(" {cchannel {Wstatus{x\n\r",ch); send_to_char("{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{x\n\r",ch); send_to_char(" {Mooc{x ",ch); if (!IS_SET(ch->comm,COMM_NOOOC)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); send_to_char(" {Wosay{x ",ch); if (!IS_SET(ch->comm,COMM_NOOSAY)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); send_to_char(" {Gic{x ",ch); if (!IS_SET(ch->comm,COMM_NOIC)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); send_to_char(" {Yauction{x ",ch); if (!IS_SET(ch->comm,COMM_NOAUCTION)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); send_to_char(" {cmusic{x ",ch); if (!IS_SET(ch->comm,COMM_NOMUSIC)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); send_to_char(" {Rgrats{x ",ch); if (!IS_SET(ch->comm,COMM_NOGRATS)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); if (!is_clan(ch) || clan_table[ch->clan].independent) ; else { send_to_char(" {Cclantalk{x ",ch); if(!IS_SET(ch->comm,COMM_NOCLAN)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); } if (IS_IMMORTAL(ch)) { send_to_char(" {Cimmtalk{x ",ch); if(!IS_SET(ch->comm,COMM_NOWIZ)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); } /* send_to_char(" {rshouts{x ",ch); if (!IS_SET(ch->comm,COMM_SHOUTSOFF)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); */ send_to_char(" {ytells{x ",ch); if (!IS_SET(ch->comm,COMM_DEAF)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); send_to_char(" quiet mode ",ch); if (IS_SET(ch->comm,COMM_QUIET)) send_to_char("{YON{x\n\r",ch); else send_to_char("{DOFF{x\n\r",ch); if (IS_SET(ch->comm,COMM_NOSHOUT)) send_to_char(" You cannot {rshout{x.\n\r",ch); if (IS_SET(ch->comm,COMM_NOTELL)) send_to_char(" You cannot use {ytell{x.\n\r",ch); if (IS_SET(ch->comm,COMM_NOEMOTE)) send_to_char(" You cannot use emote.\n\r",ch); if (IS_SET(ch->comm,COMM_NOCHANNELS)) send_to_char(" {RYou cannot use any channels!{x\n\r",ch); if (IS_SET(ch->comm,COMM_IAW)) send_to_char(" You are {yIAW{x. (in another window)\n\r",ch); if (IS_SET(ch->comm,COMM_AFK)) send_to_char(" You are {RAFK{x.\n\r",ch); if (IS_SET(ch->comm,COMM_SNOOP_PROOF)) send_to_char(" You are immune to snooping.\n\r",ch); if (ch->lines != PAGELEN) { if (ch->lines) { sprintf(buf," {WYou display {m%d{W lines of scroll.{x\n\r",ch->lines+2); send_to_char(buf,ch); } else send_to_char(" Scroll buffering is off.\n\r",ch); } if (ch->prompt != NULL) { sprintf(buf," Your prompt is: %s\n\r",ch->prompt); send_to_char(buf,ch); } send_to_char("{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{c*{W*{x\n\r",ch); } /* RT deaf blocks out all shouts */ void do_deaf( CHAR_DATA *ch, char *argument) { if (IS_SET(ch->comm,COMM_DEAF)) { send_to_char("You can now hear tells again.\n\r",ch); REMOVE_BIT(ch->comm,COMM_DEAF); } else { send_to_char("From now on, you won't hear tells.\n\r",ch); SET_BIT(ch->comm,COMM_DEAF); } } /* RT quiet blocks out all communication */ void do_quiet ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("{YQuiet {bmode {mremoved{x.\n\r",ch); REMOVE_BIT(ch->comm,COMM_QUIET); } else { send_to_char("From now on, you will only hear says and emotes.\n\r",ch); SET_BIT(ch->comm,COMM_QUIET); } } /* afk command */ void do_afk ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_AFK)) { send_to_char("AFK mode removed. Type 'replay' to see tells.\n\r",ch); REMOVE_BIT(ch->comm,COMM_AFK); } else { send_to_char("You are now in AFK mode.\n\r",ch); SET_BIT(ch->comm,COMM_AFK); } } void do_iaw ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_IAW)) { send_to_char("You aren't in another window anymore.\n\r",ch); REMOVE_BIT(ch->comm,COMM_IAW); } else { send_to_char("You are now in another window.\n\r",ch); SET_BIT(ch->comm,COMM_IAW); } } void do_replay (CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) { send_to_char("You can't replay.\n\r",ch); return; } if (buf_string(ch->pcdata->buffer)[0] == '\0') { send_to_char("You have no tells to replay.\n\r",ch); return; } page_to_char(buf_string(ch->pcdata->buffer),ch); clear_buf(ch->pcdata->buffer); } /* RT auction rewritten in ROM style */ void do_auction( CHAR_DATA *ch, char *argument ) { channel_stuff(ch, argument, CHAN_AUCTION); } void channel_stuff( CHAR_DATA *ch, char *argument, int type ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } if (argument[0] == '\0' ) { switch( type ) { case CHAN_OOC: if (IS_SET(ch->comm,COMM_NOOOC)) { send_to_char("OOC channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOOOC); } else { send_to_char("OOC channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOOOC); } break; case CHAN_IC: if (IS_SET(ch->comm,COMM_NOIC)) { send_to_char("IC channels are now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOIC); } else { send_to_char("IC channels are now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOIC); } break; case CHAN_IC2: if (IS_SET(ch->comm,COMM_NOIC)) { send_to_char("IC channels are now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOIC); } else { send_to_char("IC channels are now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOIC); } break; case CHAN_GRATS: if (IS_SET(ch->comm,COMM_NOGRATS)) { send_to_char("Grats channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOGRATS); } else { send_to_char("Grats channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOGRATS); } break; case CHAN_MUSIC: if (IS_SET(ch->comm,COMM_NOMUSIC)) { send_to_char("Music channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOMUSIC); } else { send_to_char("Music channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOMUSIC); } break; case CHAN_IMM: if (ch->level < 102 ) { send_to_char("Huh?",ch); return; } if (IS_SET(ch->comm,COMM_NOWIZ)) { send_to_char("IC channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOWIZ); } else { send_to_char("IC channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOWIZ); } break; case CHAN_AUCTION: if (IS_SET(ch->comm,COMM_NOAUCTION)) { send_to_char("Auction channel is now ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOAUCTION); } else { send_to_char("Auction channel is now OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOAUCTION); } } return; } else { switch(type) { case CHAN_AUCTION: sprintf( buf, "You auction '{Y%s{x'{x\n\r", argument ); send_to_char( buf, ch ); break; case CHAN_OOC: REMOVE_BIT(ch->comm,COMM_NOOOC); sprintf( buf, "You OOC '{M%s{x'\n\r", argument ); send_to_char( buf, ch ); break; case CHAN_IC: REMOVE_BIT(ch->comm,COMM_NOIC); argument = to_gnome(ch, argument); sprintf( buf, "You IC '{G%s{x'{x\n\r", argument ); send_to_char( buf, ch ); break; case CHAN_IC2: REMOVE_BIT(ch->comm,COMM_NOIC); argument = to_gnome(ch, argument); sprintf( buf, "You IC '{C%s{x'{x\n\r", argument ); send_to_char( buf, ch ); break; case CHAN_GRATS: REMOVE_BIT(ch->comm,COMM_NOGRATS); sprintf( buf, "You grats '{R%s{x'{x\n\r", argument ); send_to_char( buf, ch ); break; case CHAN_MUSIC: REMOVE_BIT(ch->comm,COMM_NOMUSIC); sprintf( buf, "(You) {BMUSIC:{x '{c%s{x'{x\n\r", argument ); send_to_char( buf, ch ); break; case CHAN_IMM: REMOVE_BIT(ch->comm,COMM_NOWIZ); } for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->character; switch(type) { case CHAN_OOC: if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOOOC) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "%s OOCs '{M%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : "Someone" , argument); send_to_char(buf, victim); } else { sprintf(buf, "%s OOCs '{M%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : ch->pcdata->wiziname , argument); send_to_char(buf, victim); } } break; case CHAN_IC: if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOIC) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "%s ICs '{G%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : "Someone", argument); send_to_char(buf, victim); } else { sprintf(buf, "%s ICs '{G%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : ch->pcdata->wiziname, argument); send_to_char(buf, victim); } } break; case CHAN_IC2: if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOIC) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { sprintf(buf, "%s ICs '{C%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : "Someone", argument); send_to_char(buf, victim); } break; case CHAN_MUSIC: if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOMUSIC) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { if(!IS_IMMORTAL(ch)) { sprintf( buf, "{B%s MUSIC:{x '{c%s{x'\n\r", can_see(victim, ch) ? ch->name : "Someone", argument ); send_to_char(buf, victim); } else { sprintf( buf, "{B%s MUSIC:{x '{c%s{x'\n\r", can_see(victim, ch) ? ch->name : ch->pcdata->wiziname , argument ); send_to_char(buf, victim); } } break; case CHAN_GRATS: if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOGRATS) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "%s grats '{R%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : "Someone", argument); send_to_char(buf, victim); } else { sprintf(buf, "%s grats '{R%s{x'\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : ch->pcdata->wiziname, argument); send_to_char(buf, victim); } } break; case CHAN_IMM: if ( d->connected == CON_PLAYING && IS_IMMORTAL(victim) && !IS_SET(victim->comm,COMM_NOWIZ) && victim->position >= POS_DEAD ) { char buf2[MAX_STRING_LENGTH]; if(can_see(victim, ch) && (ch->invis_level > 0 || ch->incog_level > 0)) sprintf(buf2,"(%d)", UMAX(ch->invis_level, ch->incog_level)); else sprintf(buf2, "%s", ""); sprintf(buf, "%s{W[{C%s{W]: {C%s{x\n\r", buf2, can_see(victim, ch) ? ch->name : ch->pcdata->wiziname , argument); send_to_char(buf, victim); } break; case CHAN_AUCTION: if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOAUCTION) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_DEAD) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "%s auctions '{Y%s{x'\n\r", can_see(victim, ch) ? ch->name : "Someone", argument); send_to_char(buf, victim); } else { sprintf(buf, "%s auctions '{Y%s{x'\n\r", can_see(victim, ch) ? ch->name : ch->pcdata->wiziname, argument); send_to_char(buf, victim); } } break; } } } } void do_ooc( CHAR_DATA *ch, char *argument ) { channel_stuff(ch, argument, CHAN_OOC ); } void do_ic( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; sprintf(buf, "{g%s ICs '{G%s{x'", ch->name, argument); ooc9 = ooc8; ooc8 = ooc7; ooc7 = ooc6; ooc6 = ooc5; ooc5 = ooc4; ooc4 = ooc3; ooc3 = ooc2; ooc2 = ooc1; ooc1 = str_dup(buf); channel_stuff(ch, argument, CHAN_IC ); } void do_icaction( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; sprintf(buf1, "{g<{GIC{g> %s %s{x", ch->name, argument); ooc9 = ooc8; ooc8 = ooc7; ooc7 = ooc6; ooc6 = ooc5; ooc5 = ooc4; ooc4 = ooc3; ooc3 = ooc2; ooc2 = ooc1; ooc1 = str_dup(buf1); if( argument[0] == '\0' ) { send_to_char( "You must have an action to perform.\n\r", ch ); return; } if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOIC); /* argument = to_gnome(ch, argument); */ sprintf( buf, "<{GIC{X> {g%s %s{x\n\r", capitalize(ch->name), argument ); send_to_char( buf, ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->character ? d->character : d->original; if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOIC) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "<{GIC{x> {g%s %s{x\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : "Someone", argument); send_to_char(buf, victim); } else { sprintf(buf, "<{GIC{x> {g%s %s{x\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : ch->pcdata->wiziname, argument); send_to_char(buf, victim); } } } } void do_ic2( CHAR_DATA *ch, char *argument ) { channel_stuff(ch, argument, CHAN_IC2 ); } void do_icaction2( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if( argument[0] == '\0' ) { send_to_char( "You must have an action to perform.\n\r", ch ); return; } if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOIC); /* argument = to_gnome(ch, argument); */ sprintf( buf, "<{cIC{X> {c%s %s{x\n\r", capitalize(ch->name), argument ); send_to_char( buf, ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->character ? d->character : d->original; if ( d->connected == CON_PLAYING && victim != ch && !IS_SET(victim->comm,COMM_NOIC) && !IS_SET(victim->comm,COMM_QUIET) && victim->position >= POS_SLEEPING ) { sprintf(buf, "<{cIC{x> {c%s %s{x\n\r", can_see(victim, ch) ? (!IS_NPC(ch) ? ch->name : ch->short_descr) : "Someone", argument); send_to_char(buf, victim); } } } void do_grats( CHAR_DATA *ch, char *argument ) { channel_stuff(ch, argument, CHAN_GRATS ); } /* RT music channel */ void do_music( CHAR_DATA *ch, char *argument ) { channel_stuff(ch, argument, CHAN_MUSIC ); } /* clan channels */ void do_clantalk( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (!is_clan(ch) || clan_table[ch->clan].independent) { send_to_char("You aren't in a clan.\n\r",ch); return; } if ( argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOCLAN)) { send_to_char("Clan channel is now ON\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOCLAN); } else { send_to_char("Clan channel is now OFF\n\r",ch); SET_BIT(ch->comm,COMM_NOCLAN); } return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } REMOVE_BIT(ch->comm,COMM_NOCLAN); sprintf( buf2, "%s", ctalk_table[ch->clan].message ); sprintf( buf, "You call %s to send a message:\n\r {C%s{x.\n\r", buf2, argument ); send_to_char( buf, ch ); act( "$n calls $t to send a message.", ch, buf2, NULL, TO_ROOM ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && is_same_clan(ch,d->character) && !IS_SET(d->character->comm,COMM_NOCLAN) && !IS_SET(d->character->comm,COMM_QUIET) ) { sprintf( buf3, "%s %s", /* act not powerful enough */ clanrank_name( ch ), can_see( d->character, ch ) ? capitalize( ch->name ) : "someone" ); act_new( "$t comes into the room to deliver a message to you from $T.", d->character, capitalize(buf2), buf3, TO_CHAR, POS_SLEEPING ); sprintf( buf, " {c%s{x.\n\r", argument ); send_to_char( buf, d->character ); act( "$t comes into the room to deliver a message to $n.", d->character, capitalize(buf2), NULL, TO_ROOM ); } } return; } void do_immtalk( CHAR_DATA *ch, char *argument ) { channel_stuff(ch, argument, CHAN_IMM); } void do_lsay( CHAR_DATA *ch, char *argument ) { char langarg[MAX_INPUT_LENGTH]; int chance; int lang_gsn; char language[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *rch; if(IS_NPC(ch)) { send_to_char("You don't speak any other languages.\n\r", ch); return; } argument = one_argument(argument, langarg); if(langarg[0] == '\0') { send_to_char("What do you want to say, and in which language?\n\r", ch); return; } if(!str_prefix(langarg, "human")) { strcpy(language, "Human"); lang_gsn = gsn_human; } else if(!str_prefix(langarg, "silvanesti")) { strcpy(language, "Silvanesti"); lang_gsn = gsn_silvanesti; } else if(!str_prefix(langarg, "qualinesti")) { strcpy(language, "Qualinesti"); lang_gsn = gsn_qualinesti; } else if(!str_prefix(langarg, "dargonesti")) { strcpy(language, "Dargonesti"); lang_gsn = gsn_dargonesti; } else if(!str_prefix(langarg, "dimernesti")) { strcpy(language, "Dimernesti"); lang_gsn = gsn_dimernesti; } else if(!str_prefix(langarg, "hylar")) { strcpy(language, "Hylar"); lang_gsn = gsn_hylar; } else if(!str_prefix(langarg, "neidar")) { strcpy(language, "Neidar"); lang_gsn = gsn_neidar; } else if(!str_prefix(langarg, "gnome")) { strcpy(language, "Gnome"); lang_gsn = gsn_gnome; } else if(!str_prefix(langarg, "draconian")) { strcpy(language, "Draconian"); lang_gsn = gsn_draconian; } else if(!str_prefix(langarg, "kagonesti")) { strcpy(language, "Kagonesti"); lang_gsn = gsn_kagonesti; } else if(!str_prefix(langarg, "aghar")) { strcpy(language, "Aghar"); lang_gsn = gsn_aghar; } else if(!str_prefix(langarg, "kender")) { strcpy(language, "Kender"); lang_gsn = gsn_kender; } else if(!str_prefix(langarg, "minotaur")) { strcpy(language, "Minotaur"); lang_gsn = gsn_minotaur; } else { send_to_char("There is no such race.\n\r", ch); return; } chance = get_skill(ch, lang_gsn); if(chance < number_percent()) { act("$n utters something in a language unknown to Krynn.", ch, NULL, NULL, TO_ROOM); send_to_char("You say something you think is a language spoken on Krynn.\n\r", ch); check_improve(ch, lang_gsn, FALSE, 2); return; } check_improve(ch, lang_gsn, TRUE, 2); act("In $t, you say '$T'", ch, language, argument, TO_CHAR); for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if(IS_NPC(rch) || rch == ch) continue; chance = get_skill(rch, lang_gsn); if(chance < 1) { act("$n utters something in a language you've never heard before.", ch, NULL, rch, TO_VICT); continue; } if(chance < number_percent()) { sprintf(buf, "%s utters something in %s, but you can't make it out.\n\r", ch->name, language); send_to_char(buf, rch); continue; } sprintf(buf, "In %s, %s says '%s'\n\r", language, ch->name, argument); send_to_char(buf, rch); } } void do_say( CHAR_DATA *ch, char *argument ) { CHAR_DATA *rch; char buf[MAX_STRING_LENGTH]; if(IS_AFFECTED2(ch, AFF_SILENCE)) { send_to_char("Something's wrong with your voice.\n\r", ch); return; } if ( argument[0] == '\0' ) { send_to_char( "Say what?\n\r", ch ); return; } argument = to_gnome(ch, argument); sprintf(buf, "You say '{g%s{x'\n\r", argument); send_to_char(buf, ch); for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if(rch != ch && rch->position >= POS_RESTING) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "%s says '{g%s{x'\n\r", can_see(rch, ch) ? (IS_NPC(ch) ? ch->short_descr : ch->name) : "Someone", argument); send_to_char(buf, rch); } else { sprintf(buf, "%s says '{g%s{x'\n\r", can_see(rch, ch) ? (IS_NPC(ch) ? ch->short_descr : ch->name) : ch->pcdata->wiziname , argument); send_to_char(buf, rch); } } } if ( !IS_NPC(ch) ) { CHAR_DATA *mob, *mob_next; for ( mob = ch->in_room->people; mob != NULL; mob = mob_next ) { mob_next = mob->next_in_room; if ( IS_NPC(mob) && HAS_TRIGGER( mob, TRIG_SPEECH ) && mob->position == mob->pIndexData->default_pos ) mp_act_trigger( argument, mob, ch, NULL, NULL, TRIG_SPEECH ); } } return; } void do_osay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *rch; char buf[MAX_STRING_LENGTH]; if (argument[0] == '\0') { if(!IS_SET(ch->comm, COMM_NOOSAY)) { SET_BIT(ch->comm, COMM_NOOSAY); send_to_char("You will no longer hear ooc says.\n\r", ch); return; } else { REMOVE_BIT(ch->comm, COMM_NOOSAY); send_to_char("You will hear ooc says again.\n\r", ch); return; } } // act ("{6$n says (ooc) '{W$T{x'{x", ch, NULL, argument, TO_ROOM); // Using osay automatically removes osay channel mute. REMOVE_BIT(ch->comm, COMM_NOOSAY); for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if(rch == ch) continue; if(!IS_SET(rch->comm, COMM_NOOSAY) && rch->position >= POS_RESTING) { if(!IS_IMMORTAL(ch)) { sprintf(buf, "%s {Wsays (ooc) {x'{W%s{x'\n\r", can_see(rch, ch) ? (IS_NPC(ch) ? ch->short_descr : ch->name) : "Someone", argument); send_to_char(buf, rch); } else { sprintf(buf, "%s {Wsays (ooc) {x'{W%s{x'\n\r", can_see(rch, ch) ? (IS_NPC(ch) ? ch->short_descr : ch->name) : ch->pcdata->wiziname , argument); send_to_char(buf, rch); } } } act ("{6You say (ooc) '{W$T{x'{x", ch, NULL, argument, TO_CHAR); if (!IS_NPC (ch)) { CHAR_DATA *mob, *mob_next; for (mob = ch->in_room->people; mob != NULL; mob = mob_next) { mob_next = mob->next_in_room; if (IS_NPC (mob) && HAS_TRIGGER (mob, TRIG_SPEECH) && mob->position == mob->pIndexData->default_pos) mp_act_trigger (argument, mob, ch, NULL, NULL, TRIG_SPEECH); } } return; } #if 0 void do_shout( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_SHOUTSOFF)) { send_to_char("You can hear shouts again.\n\r",ch); REMOVE_BIT(ch->comm,COMM_SHOUTSOFF); } else { send_to_char("You will no longer hear shouts.\n\r",ch); SET_BIT(ch->comm,COMM_SHOUTSOFF); } return; } if ( IS_SET(ch->comm, COMM_NOSHOUT) ) { send_to_char( "You can't shout.\n\r", ch ); return; } REMOVE_BIT(ch->comm,COMM_SHOUTSOFF); WAIT_STATE( ch, 12 ); argument = to_gnome(ch, argument); act( "You shout '{r$T{x'", ch, NULL, argument, TO_CHAR ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if ( d->connected == CON_PLAYING && d->character != ch && !IS_SET(victim->comm, COMM_SHOUTSOFF) && !IS_SET(victim->comm, COMM_QUIET) ) { act("$n shouts '{r$t{x'",ch,argument,d->character,TO_VICT); } } return; } #endif void do_tell( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_DEAF)) { send_to_char( "Your message didn't get through.\n\r", ch ); return; } if ( IS_SET(ch->comm, COMM_QUIET) ) { send_to_char( "You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET(ch->comm,COMM_DEAF)) { send_to_char("You must turn off deaf mode first.\n\r",ch); return; } argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Tell whom what?\n\r", ch ); return; } /* * Can tell to PC's anywhere, but NPC's only in same room. * -- Furey */ if ( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act("$N seems to have misplaced $S link...try again later.", ch,NULL,victim,TO_CHAR); sprintf(buf,"%s tells you '{y%s{x'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) ) { act( "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF)) && !IS_IMMORTAL(ch)) { act( "$E is not receiving tells.", ch, 0, victim, TO_CHAR ); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act("$E is AFK, and not receiving tells.",ch,NULL,victim,TO_CHAR); return; } act("$E is AFK, but your tell will go through when $E returns.", ch,NULL,victim,TO_CHAR); sprintf(buf,"%s tells you '{y%s{x'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } act( "You tell $N '{y$t{x'{x", ch, argument, victim, TO_CHAR ); act_new("$n tells you '{y$t{x'{x",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; if ( !IS_NPC(ch) && IS_NPC(victim) && HAS_TRIGGER(victim,TRIG_SPEECH) ) mp_act_trigger( argument, victim, ch, NULL, NULL, TRIG_SPEECH ); return; } void do_reply( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->comm, COMM_NOTELL) ) { send_to_char( "Your message didn't get through.\n\r", ch ); return; } if ( ( victim = ch->reply ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act("$N seems to have misplaced $S link...try again later.", ch,NULL,victim,TO_CHAR); sprintf(buf,"%s tells you '{y%s{x'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF)) && !IS_IMMORTAL(ch) && !IS_IMMORTAL(victim)) { act_new( "$E is not receiving tells.", ch, 0, victim, TO_CHAR,POS_DEAD); return; } if (!IS_IMMORTAL(victim) && !IS_AWAKE(ch)) { send_to_char( "In your dreams, or what?\n\r", ch ); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act_new("$E is AFK, and not receiving tells.", ch,NULL,victim,TO_CHAR,POS_DEAD); return; } act_new("$E is AFK, but your tell will go through when $E returns.", ch,NULL,victim,TO_CHAR,POS_DEAD); sprintf(buf,"%s tells you '{y%s{x'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } act_new("You tell $N '{y$t{x'{x",ch,argument,victim,TO_CHAR,POS_DEAD); act_new("$n tells you '{y$t{x'{x",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; return; } void do_yell( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->comm, COMM_NOSHOUT) ) { send_to_char( "You can't yell.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Yell what?\n\r", ch ); return; } argument = to_gnome(ch, argument); sprintf(buf, "You yell '{y%s{x'\n\r", argument); send_to_char(buf, ch); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->character ? d->character : d->original; if ( d->connected == CON_PLAYING && victim != ch && victim->in_room != NULL && victim->in_room->area == ch->in_room->area && !IS_SET(victim->comm,COMM_QUIET) ) { sprintf(buf, "%s yells '{y%s{x'\n\r", can_see(victim, ch) ? ch->name : "Someone", argument); send_to_char(buf, victim); } } return; } void do_emote( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } MOBtrigger = FALSE; if(argument[0] == '\'') { act("$n$T", ch, NULL, argument, TO_CHAR); act("$n$T", ch, NULL, argument, TO_ROOM); } else { act( "$n $T", ch, NULL, argument, TO_ROOM ); act( "$n $T", ch, NULL, argument, TO_CHAR ); } MOBtrigger = TRUE; return; } void do_pmote( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; char *letter,*name; char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH]; int matches = 0; if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } act( "$n $t", ch, argument, NULL, TO_CHAR ); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->desc == NULL || vch == ch) continue; if ((letter = strstr(argument,vch->name)) == NULL) { MOBtrigger = FALSE; act("$N $t",vch,argument,ch,TO_CHAR); MOBtrigger = TRUE; continue; } strcpy(temp,argument); temp[strlen(argument) - strlen(letter)] = '\0'; last[0] = '\0'; name = vch->name; for (; *letter != '\0'; letter++) { if (*letter == '\'' && matches == strlen(vch->name)) { strcat(temp,"r"); continue; } if (*letter == 's' && matches == strlen(vch->name)) { matches = 0; continue; } if (matches == strlen(vch->name)) { matches = 0; } if (*letter == *name) { matches++; name++; if (matches == strlen(vch->name)) { strcat(temp,"you"); last[0] = '\0'; name = vch->name; continue; } strncat(last,letter,1); continue; } matches = 0; strcat(temp,last); strncat(temp,letter,1); last[0] = '\0'; name = vch->name; } MOBtrigger = FALSE; act("$N $t",vch,temp,ch,TO_CHAR); MOBtrigger = TRUE; } return; } /* * All the posing stuff. */ struct pose_table_type { char * message[2*MAX_CLASS]; }; struct quote_type { char * text; char * by; }; const struct quote_type quote_table [MAX_QUOTES] = { { "The gods look after fools, children, and drunks. Kenders count for two out of theose three.", "Dwarven Saying" }, { "Alas all good things must come to an end.","Random" }, { "Do you feel me near, Dwarf?", "Dalamar" } }; void do_quote(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; int number; number = number_range(0, MAX_QUOTES-1); sprintf( buf, "\n\r%s\n\r - %s \n\r", quote_table[number].text, quote_table[number].by); send_to_char( buf, ch); return; } const struct pose_table_type pose_table [] = { { { "You sizzle with energy.", "$n sizzles with energy.", "You feel very holy.", "$n looks very holy.", "You perform a small card trick.", "$n performs a small card trick.", "You show your bulging muscles.", "$n shows $s bulging muscles.", "...", "..." } }, { { "You turn into a butterfly, then return to your normal shape.", "$n turns into a butterfly, then returns to $s normal shape.", "You nonchalantly turn wine into water.", "$n nonchalantly turns wine into water.", "You wiggle your ears alternately.", "$n wiggles $s ears alternately.", "You crack nuts between your fingers.", "$n cracks nuts between $s fingers." "...", "...", } }, { { "Blue sparks fly from your fingers.", "Blue sparks fly from $n's fingers.", "A halo appears over your head.", "A halo appears over $n's head.", "You nimbly tie yourself into a knot.", "$n nimbly ties $mself into a knot.", "You grizzle your teeth and look mean.", "$n grizzles $s teeth and looks mean.", "...", "...", } }, { { "Little red lights dance in your eyes.", "Little red lights dance in $n's eyes.", "You recite words of wisdom.", "$n recites words of wisdom.", "You juggle with daggers, apples, and eyeballs.", "$n juggles with daggers, apples, and eyeballs.", "You hit your head, and your eyes roll.", "$n hits $s head, and $s eyes roll.", "...", "...", } }, { { "A slimy green monster appears before you and bows.", "A slimy green monster appears before $n and bows.", "Deep in prayer, you levitate.", "Deep in prayer, $n levitates.", "You steal the underwear off every person in the room.", "Your underwear is gone! $n stole it!", "Crunch, crunch -- you munch a bottle.", "Crunch, crunch -- $n munches a bottle.", "...", "...", } }, { { "You turn everybody into a little pink elephant.", "You are turned into a little pink elephant by $n.", "An angel consults you.", "An angel consults $n.", "The dice roll ... and you win again.", "The dice roll ... and $n wins again.", "... 98, 99, 100 ... you do pushups.", "... 98, 99, 100 ... $n does pushups.", "...", "..." } }, { { "A small ball of light dances on your fingertips.", "A small ball of light dances on $n's fingertips.", "Your body glows with an unearthly light.", "$n's body glows with an unearthly light.", "You count the money in everyone's pockets.", "Check your money, $n is counting it.", "Arnold Schwarzenegger admires your physique.", "Arnold Schwarzenegger admires $n's physique.", "...", "..." } }, { { "Smoke and fumes leak from your nostrils.", "Smoke and fumes leak from $n's nostrils.", "A spot light hits you.", "A spot light hits $n.", "You balance a pocket knife on your tongue.", "$n balances a pocket knife on your tongue.", "Watch your feet, you are juggling granite boulders.", "Watch your feet, $n is juggling granite boulders.", "...", "..." } }, { { "The light flickers as you rap in magical languages.", "The light flickers as $n raps in magical languages.", "Everyone levitates as you pray.", "You levitate as $n prays.", "You produce a coin from everyone's ear.", "$n produces a coin from your ear.", "Oomph! You squeeze water out of a granite boulder.", "Oomph! $n squeezes water out of a granite boulder.", "...", "..." } }, { { "Your head disappears.", "$n's head disappears.", "A cool breeze refreshes you.", "A cool breeze refreshes $n.", "You step behind your shadow.", "$n steps behind $s shadow.", "You pick your teeth with a spear.", "$n picks $s teeth with a spear.", "...", "..." } }, { { "A fire elemental singes your hair.", "A fire elemental singes $n's hair.", "The sun pierces through the clouds to illuminate you.", "The sun pierces through the clouds to illuminate $n.", "Your eyes dance with greed.", "$n's eyes dance with greed.", "Everyone is swept off their foot by your hug.", "You are swept off your feet by $n's hug.", "...", "..." } }, { { "The sky changes color to match your eyes.", "The sky changes color to match $n's eyes.", "The ocean parts before you.", "The ocean parts before $n.", "You deftly steal everyone's weapon.", "$n deftly steals your weapon.", "Your karate chop splits a tree.", "$n's karate chop splits a tree.", "...", "..." } }, { { "The stones dance to your command.", "The stones dance to $n's command.", "A thunder cloud kneels to you.", "A thunder cloud kneels to $n.", "The Grey Mouser buys you a beer.", "The Grey Mouser buys $n a beer.", "A strap of your armor breaks over your mighty thews.", "A strap of $n's armor breaks over $s mighty thews.", "...", "..." } }, { { "The heavens and grass change colour as you smile.", "The heavens and grass change colour as $n smiles.", "The Burning Man speaks to you.", "The Burning Man speaks to $n.", "Everyone's pocket explodes with your fireworks.", "Your pocket explodes with $n's fireworks.", "A boulder cracks at your frown.", "A boulder cracks at $n's frown.", "...", "..." } }, { { "Everyone's clothes are transparent, and you are laughing.", "Your clothes are transparent, and $n is laughing.", "An eye in a pyramid winks at you.", "An eye in a pyramid winks at $n.", "Everyone discovers your dagger a centimeter from their eye.", "You discover $n's dagger a centimeter from your eye.", "Mercenaries arrive to do your bidding.", "Mercenaries arrive to do $n's bidding.", "...", "..." } }, { { "A black hole swallows you.", "A black hole swallows $n.", "Valentine Michael Smith offers you a glass of water.", "Valentine Michael Smith offers $n a glass of water.", "Where did you go?", "Where did $n go?", "Four matched Percherons bring in your chariot.", "Four matched Percherons bring in $n's chariot.", "...", "..." } }, { { "The world shimmers in time with your whistling.", "The world shimmers in time with $n's whistling.", "The great god $g gives you a staff.", "The great god $g gives $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him.", "...", "..." } } }; void do_pose( CHAR_DATA *ch, char *argument ) { int level; int pose; if ( IS_NPC(ch) ) return; level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 ); pose = number_range(0, level); act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR ); act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM ); return; } void do_bug( CHAR_DATA *ch, char *argument ) { append_file( ch, BUG_FILE, argument ); send_to_char( "Bug logged.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Typo logged.\n\r", ch ); return; } void do_rent( CHAR_DATA *ch, char *argument ) { send_to_char( "There is no rent here. Just save and quit.\n\r", ch ); return; } void do_qui( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch ); return; } void do_quit( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d,*d_next; int id; if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING ) { send_to_char( "No way! You are fighting.\n\r", ch ); return; } if( IS_SET(ch->act, PLR_VIOLENT) ) { send_to_char( "You're too excited to quit.\n\r", ch ); return; } if ( ch->position < POS_STUNNED ) { send_to_char( "You're not DEAD yet.\n\r", ch ); return; } if( IS_SET(ch->act, PLR_SLAIN) ) { REMOVE_BIT( ch->act, PLR_SLAIN ); ch->slain = 0; } if (IS_SET(ch->act, PLR_QUESTOR)) { send_to_char( "Your quest was reset!\n\r", ch ); REMOVE_BIT(ch->act, PLR_QUESTOR); ch->questgiver = NULL; ch->countdown = 0; ch->questmob = 0; ch->questobj = 0; ch->nextquest = 10; return; } if(IS_AFFECTED(ch, AFF_CHARM)) { send_to_char("You can not quit while charmed", ch); return; } // send_to_char( // "Alas, all good things must come to an end.\n\r",ch); do_quote(ch); act( "$n has left the game.", ch, NULL, NULL, TO_ROOM ); sprintf( log_buf, "%s has quit.", ch->name ); log_string( log_buf ); wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch)); /* * After extract_char the ch is no longer valid! */ if(str_cmp(argument, "finger")) save_char_obj( ch ); id = ch->id; d = ch->desc; extract_char( ch, TRUE ); if ( d != NULL ) close_socket( d ); /* toast evil cheating bastards */ for (d = descriptor_list; d != NULL; d = d_next) { CHAR_DATA *tch; d_next = d->next; tch = d->original ? d->original : d->character; if (tch && tch->id == id) { extract_char(tch,TRUE); close_socket(d); } } // web_update(); // return; } void do_save( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; save_char_obj( ch ); send_to_char("Saving. Remember that ROM has automatic saving now.\n\r", ch); /* WAIT_STATE(ch,2 * PULSE_VIOLENCE); */ return; } void do_follow( CHAR_DATA *ch, char *argument ) { /* RT changed to allow unlimited following and follow the NOFOLLOW rules */ char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Follow whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL ) { act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( ch->master == NULL ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower(ch); return; } if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch)) { act("$N doesn't seem to want any followers.", ch,NULL,victim, TO_CHAR); return; } REMOVE_BIT(ch->act,PLR_NOFOLLOW); if ( ch->master != NULL ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master != NULL ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; if ( can_see( master, ch ) ) act( "$n now follows you.", ch, NULL, master, TO_VICT ); act( "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( ch->master == NULL ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) && ch->in_room != NULL) { act( "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act( "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); } if(ch == ch->master->pet && IS_SET(ch->master->act, PLR_MOUNTED)) { REMOVE_BIT(ch->master->act, PLR_MOUNTED); ch->master->position = POS_STANDING; } if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; return; } /* nukes charmed monsters and pets */ void nuke_pets( CHAR_DATA *ch ) { CHAR_DATA *pet; if ((pet = ch->pet) != NULL) { stop_follower(pet); if (pet->in_room != NULL) act("$N slowly fades away.",ch,NULL,pet,TO_NOTVICT); extract_char(pet,TRUE); } ch->pet = NULL; return; } void die_follower( CHAR_DATA *ch ) { CHAR_DATA *fch; if ( ch->master != NULL ) { if (ch->master->pet == ch) ch->master->pet = NULL; stop_follower( ch ); } ch->leader = NULL; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch->master == ch ) stop_follower( fch ); if ( fch->leader == ch ) fch->leader = fch; } return; } void do_order( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; argument = one_argument( argument, arg ); one_argument(argument,arg2); if (!str_cmp(arg2,"delete") || !str_cmp(arg2,"mob")) { send_to_char("That will NOT be done.\n\r",ch); return; } if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Order whom to do what?\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You feel like taking, not giving, orders.\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch || (IS_IMMORTAL(victim) && victim->trust >= ch->trust)) { send_to_char( "Do it yourself!\n\r", ch ); return; } } found = FALSE; for ( och = ch->in_room->people; och != NULL; och = och_next ) { och_next = och->next_in_room; if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; sprintf( buf, "$n orders you to '%s'.", argument ); act( buf, ch, NULL, och, TO_VICT ); interpret( och, argument ); } } if ( found ) { WAIT_STATE(ch,PULSE_VIOLENCE); send_to_char( "Ok.\n\r", ch ); } else send_to_char( "You have no followers here.\n\r", ch ); return; } void do_group( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf( buf, "{Y%s's {Rgroup:{x\n\r", PERS(leader, ch) ); send_to_char( buf, ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { sprintf( buf, "{r[{c%2d {g%s{r] {y%-14s {r%4d{x/{R%4d hp {g%4d{x/{G%4d mana {b%4d{x/{B%4d mv {W%5d xp{x\n\r", gch->level, IS_NPC(gch) ? "Mob" : class_table[gch->class].who_name, capitalize( PERS(gch, ch) ), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp ); send_to_char( buf, ch ); } } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act_new("$N isn't following you.",ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } if (IS_AFFECTED(victim,AFF_CHARM)) { send_to_char("You can't remove charmed mobs from your group.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM)) { act_new("You like your master too much to leave $m!", ch,NULL,victim,TO_VICT,POS_SLEEPING); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act_new("$n removes $N from $s group.", ch,NULL,victim,TO_NOTVICT,POS_RESTING); act_new("$n removes you from $s group.", ch,NULL,victim,TO_VICT,POS_SLEEPING); act_new("You remove $N from your group.", ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } if( ch->level > victim->level + 15 ) { act( "You're too powerful to group $N.", ch, NULL, victim, TO_CHAR ); return; } if( ch->level < victim->level - 15 ) { act( "$N is too powerful to group.", ch, NULL, victim, TO_CHAR ); return; } victim->leader = ch; act_new("$N joins $n's group.",ch,NULL,victim,TO_NOTVICT,POS_RESTING); act_new("You join $n's group.",ch,NULL,victim,TO_VICT,POS_SLEEPING); act_new("$N joins your group.",ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount_steel = 0, amount_gold = 0; int share_steel, share_gold; int extra_steel, extra_gold; argument = one_argument( argument, arg1 ); one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Split how much?\n\r", ch ); return; } amount_gold = atoi( arg1 ); if (arg2[0] != '\0') amount_steel = atoi(arg2); if ( amount_steel < 0 || amount_gold < 0) { send_to_char( "Your group wouldn't like that.\n\r", ch ); return; } if ( amount_steel == 0 && amount_gold == 0 ) { send_to_char( "You hand out zero coins, but no one notices.\n\r", ch ); return; } if ( ch->steel < amount_steel || ch->gold < amount_gold) { send_to_char( "You don't have that much to split.\n\r", ch ); return; } members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) && !IS_AFFECTED(gch,AFF_CHARM)) members++; } if ( members < 2 ) { send_to_char( "Just keep it all.\n\r", ch ); return; } share_gold = amount_gold / members; extra_gold = amount_gold % members; share_steel = amount_steel / members; extra_steel = amount_steel % members; if ( share_steel == 0 && share_gold == 0 ) { send_to_char( "Don't even bother, cheapskate.\n\r", ch ); return; } ch->gold -= amount_gold; ch->gold += share_gold + extra_gold; ch->steel -= amount_steel; ch->steel += share_steel + extra_steel; if (share_gold > 0) { sprintf(buf, "You split %d gold coins. Your share is %d gold.\n\r", amount_gold,share_gold + extra_gold); send_to_char(buf,ch); } if (share_steel > 0) { sprintf(buf, "You split %d steel coins. Your share is %d steel.\n\r", amount_steel,share_steel + extra_steel); send_to_char(buf,ch); } if (share_steel == 0) { sprintf(buf,"$n splits %d gold coins. Your share is %d gold.", amount_gold,share_gold); } else if (share_gold == 0) { sprintf(buf,"$n splits %d steel coins. Your share is %d steel.", amount_steel,share_steel); } else { sprintf(buf, "$n splits %d gold and %d steel coins, giving you %d gold and %d steel.\n\r", amount_gold,amount_steel,share_gold,share_steel); } for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM)) { act( buf, ch, NULL, gch, TO_VICT ); gch->steel += share_steel; gch->gold += share_gold; } } return; } void do_gtell( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( IS_SET( ch->comm, COMM_NOTELL ) ) { send_to_char( "Your message didn't get through!\n\r", ch ); return; } act_new( "You tell the group '{y$t{x'", ch, argument, NULL, TO_CHAR, POS_SLEEPING ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) act_new("$n tells the group '{y$t{x'", ch,argument,gch,TO_VICT,POS_SLEEPING); } return; } /* * It is very important that this be an equivalence relation: * (1) A ~ A * (2) if A ~ B then B ~ A * (3) if A ~ B and B ~ C, then A ~ C */ bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch ) { if ( ach == NULL || bch == NULL) return FALSE; if ( ach->leader != NULL ) ach = ach->leader; if ( bch->leader != NULL ) bch = bch->leader; return ach == bch; } /* * ColoUr setting and unsetting, way cool, Ant Oct 94 * revised to include config colour, Ant Feb 95 */ void do_colour( CHAR_DATA *ch, char *argument ) { if( IS_NPC( ch ) ) { send_to_char_bw( "ColoUr is not ON, Way Moron!\n\r", ch ); return; } if( !IS_SET( ch->act, PLR_COLOUR ) ) { SET_BIT( ch->act, PLR_COLOUR ); send_to_char( "ColoUr is now ON, Way Cool!\n\r", ch ); send_to_char( "ColoUr is brought to you by Lope, ant@solace.mh.se.\n\r", ch ); } else { send_to_char_bw( "ColoUr is now OFF, <sigh>\n\r", ch ); REMOVE_BIT( ch->act, PLR_COLOUR ); } return; } void do_beep( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_SET( ch->comm, COMM_NOTELL ) ) { send_to_char( "Your beep didn't get through.\n\r", ch ); return; } if ( IS_SET( ch->comm, COMM_QUIET ) ) { send_to_char( "You must turn off quiet mode first.\n\r", ch); return; } if ( argument[0]=='\0' ) { if ( IS_SET( ch->comm, COMM_NOBEEP ) ) { REMOVE_BIT( ch->comm, COMM_NOBEEP ); send_to_char( "You now accept beeps.\n\r", ch ); } else { SET_BIT( ch->comm, COMM_NOBEEP ); send_to_char( "You no longer accept beeps.\n\r", ch ); } return; } if ( IS_SET( ch->comm, COMM_NOBEEP ) ) { send_to_char( "You have to turn on the beep channel first.\n\r", ch); return; } if ( ( victim=get_char_world( ch, argument ) )==NULL ) { send_to_char( "Nobody like that.\n\r", ch ); return; } if ( IS_SET( victim->comm, COMM_NOBEEP ) ) { act_new("$N is not receiving beeps.", ch, NULL, victim, TO_CHAR, POS_DEAD); return; } act_new( "\aYou beep to $N.", ch, NULL, victim, TO_CHAR, POS_DEAD ); act_new( "\a$n beeps you.", ch, NULL, victim, TO_VICT, POS_DEAD ); return; } void do_pray( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOPRAY)) { send_to_char("Pray channel is now ON\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOPRAY); } else { send_to_char("Pray channel is now OFF\n\r",ch); SET_BIT(ch->comm,COMM_NOPRAY); } return; } REMOVE_BIT(ch->comm,COMM_NOPRAY); sprintf( buf, "{y$n:{c %s{x", argument ); act_new("$n prays {B$t{x",ch,argument,NULL,TO_CHAR,POS_DEAD); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && ( ch->god == d->character->god ) && !IS_SET(d->character->comm,COMM_NOPRAY) && !IS_SET(d->character->comm,COMM_QUIET) ) { act_new("$n prays '{B$t'{x",ch,argument,d->character,TO_VICT,POS_DEAD); } } return; } void do_bounty( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Place a bounty on who's head?\n\rSyntax: Bounty<victim> <amount>\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL) { send_to_char( "They are currently not logged in!", ch ); return; } if (IS_NPC(victim)) { send_to_char( "You cannot put a bounty on NPCs!", ch ); return; } if ( is_number( arg2 ) ) { int amount; amount = atoi(arg2); if (ch->steel < amount) { send_to_char( "You don't have that much steel!", ch ); return; } if (amount < 0) { send_to_char( "Wow, you are special... I dont think so", ch ); return; } ch->steel -= amount; victim->pcdata->bounty +=amount; sprintf( buf, "You have placed a %d gold bounty on %s{g.\n\r%s now has a bounty of %d steel.", amount,victim->name,victim->name,victim->pcdata->bounty ); send_to_char(buf,ch); return; } }