/**************************************************************************** * 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 * ***************************************************************************/ /**************************************************************************** * Demon's Dance MUD, and source code are property of Eric Goetschalckx * * By compiling this code, you agree to include the following in your * * login screen: * * Derivative of Demon's Dance, by Enzo/Stan * ***************************************************************************/ #if defined(macintosh) #include <types.h> #elif defined(WIN32) #include <sys/types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "interp.h" #include "recycle.h" #include "tables.h" #include "skill_tree.h" /* 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 $Mself into line noise.",ch,NULL,0,0,0); stop_fighting(ch,TRUE); do_function(ch, &do_quit, ""); unlink(strsave); return; } } if (argument[0] != '\0') { send_to_char("Just type delete. No argument.\n\r",ch); return; } send_to_char("Type delete again to confirm this command.\n\r",ch); send_to_char("WARNING: this command is irreversible.\n\r",ch); send_to_char("Typing delete with an argument will undo delete status.\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch)); } /* RT code to display channel status */ void do_channels( CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; /* lists all channels and their status */ send_to_char(" channel status\n\r",ch); send_to_char("---------------------\n\r",ch); send_to_char("gossip ",ch); if (!IS_SET(ch->comm,COMM_NOGOSSIP)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("war ",ch); if (!IS_SET(ch->comm,COMM_NOWAR)) send_to_char("ON\n\r", ch); else send_to_char("OFF\n\r", ch); send_to_char("auction ",ch); if (!IS_SET(ch->comm,COMM_NOAUCTION)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("music ",ch); if (!IS_SET(ch->comm,COMM_NOMUSIC)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("Q/A ",ch); if (!IS_SET(ch->comm,COMM_NOQUESTION)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("Quote ",ch); if (!IS_SET(ch->comm,COMM_NOQUOTE)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("grats ",ch); if (!IS_SET(ch->comm,COMM_NOGRATS)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("info ",ch); if (!IS_SET(ch->comm,COMM_NOINFO)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); if (IS_IMMORTAL(ch)) { send_to_char("god channel ",ch); if(!IS_SET(ch->comm,COMM_NOWIZ)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); } send_to_char("shouts ",ch); if (!IS_SET(ch->comm,COMM_SHOUTSOFF)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("tells ",ch); if (!IS_SET(ch->comm,COMM_DEAF)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); send_to_char("quiet mode ",ch); if (IS_SET(ch->comm,COMM_QUIET)) send_to_char("ON\n\r",ch); else send_to_char("OFF\n\r",ch); if (IS_SET(ch->comm,COMM_AFK)) send_to_char("You are AFK.\n\r",ch); if (IS_SET(ch->comm,COMM_SNOOP_PROOF)) send_to_char("You are immune to snooping.\n\r",ch); if (ch->lines != PAGELEN) { if (ch->lines) { sprintf(buf,"You display %d lines of scroll.\n\r",ch->lines+2); send_to_char(buf,ch); } else send_to_char("Scroll buffering is off.\n\r",ch); } if (ch->prompt != NULL) { sprintf(buf,"Your current prompt is: %s\n\r",ch->prompt); send_to_char(buf,ch); } if (IS_SET(ch->comm,COMM_NOSHOUT)) send_to_char("You cannot shout.\n\r",ch); if (IS_SET(ch->comm,COMM_NOTELL)) send_to_char("You cannot use tell.\n\r",ch); if (IS_SET(ch->comm,COMM_NOCHANNELS)) send_to_char("You cannot use channels.\n\r",ch); if (IS_SET(ch->comm,COMM_NOEMOTE)) send_to_char("You cannot show emotions.\n\r",ch); } /* RT deaf blocks out all shouts */ void do_deaf( CHAR_DATA *ch, char *argument) { if (IS_SET(ch->comm,COMM_DEAF)) { send_to_char("You can now hear tells again.\n\r",ch); REMOVE_BIT(ch->comm,COMM_DEAF); } else { send_to_char("From now on, you won't hear tells.\n\r",ch); SET_BIT(ch->comm,COMM_DEAF); } } /* RT quiet blocks out all communication */ void do_quiet ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("Quiet mode removed.\n\r",ch); REMOVE_BIT(ch->comm,COMM_QUIET); } else { send_to_char("From now on, you will only hear says and emotes.\n\r",ch); SET_BIT(ch->comm,COMM_QUIET); } } /* 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_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); } void do_say( CHAR_DATA *ch, char *argument ) { if ( argument[0] == '\0' ) { send_to_char( "Say what?\n\r", ch ); return; } if(!IS_IMMORTAL(ch)) strip_mortal_color( argument, FALSE ); act( "{W$n {wsays '{Y$T{w'{x", ch, NULL, argument, TO_ROOM ); act( "{WYou {wsay '{Y$T{w'{x", ch, NULL, argument, TO_CHAR ); if ( !IS_NPC(ch) ) { CHAR_DATA *mob, *mob_next; OBJ_DATA *obj, *obj_next; for ( mob = ch->in_room->people; mob != NULL; mob = mob_next ) { mob_next = mob->next_in_room; if ( IS_NPC(mob) && HAS_TRIGGER_MOB( mob, TRIG_SPEECH ) && mob->position == mob->pIndexData->default_pos ) p_act_trigger( argument, mob, NULL, NULL, ch, NULL, NULL, TRIG_SPEECH ); if (IS_NPC(mob) && HAS_TRIGGER_MOB( mob, TRIG_REGEX)) mp_regex_trigger(argument,mob,ch,NULL, NULL); for ( obj = mob->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( HAS_TRIGGER_OBJ( obj, TRIG_SPEECH ) ) p_act_trigger( argument, NULL, obj, NULL, ch, NULL, NULL, TRIG_SPEECH ); } } for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( HAS_TRIGGER_OBJ( obj, TRIG_SPEECH ) ) p_act_trigger( argument, NULL, obj, NULL, ch, NULL, NULL, TRIG_SPEECH ); } if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_SPEECH ) ) p_act_trigger( argument, NULL, NULL, ch->in_room, ch, NULL, NULL, TRIG_SPEECH ); } return; } void do_shout( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_SHOUTSOFF)) { send_to_char("You can hear shouts again.\n\r",ch); REMOVE_BIT(ch->comm,COMM_SHOUTSOFF); } else { send_to_char("You will no longer hear shouts.\n\r",ch); SET_BIT(ch->comm,COMM_SHOUTSOFF); } return; } if ( IS_SET(ch->comm, COMM_NOSHOUT) ) { send_to_char( "You can't shout.\n\r", ch ); return; } REMOVE_BIT(ch->comm,COMM_SHOUTSOFF); WAIT_STATE( ch, 12 ); act( "You shout '$T'", 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("$n shouts '$t'",ch,argument,d->character,TO_VICT); } } return; } void do_tell( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_DEAF)) { send_to_char( "{RYour message didn't get through.{x\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 $S link...try again later.", ch,NULL,victim,TO_CHAR); sprintf(buf,"{W%s {wtells you '{G%s{w'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) ) { act( "{R$E can't hear you.{x", ch, 0, victim, TO_CHAR ); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF)) && !IS_IMMORTAL(ch)) { act( "{R$E is not receiving tells.{x", ch, 0, victim, TO_CHAR ); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act("{R$E is AFK, and not receiving tells.{x",ch,NULL,victim,TO_CHAR); return; } act("{R$E is AFK, but your tell will go through when $E returns.{x", ch,NULL,victim,TO_CHAR); sprintf(buf,"{W%s {wtells you '{G%s{w'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); } if (IS_SET(victim->act,PLR_CODING)) { act("{R$E is {CC{co{Wdi{cn{Cg{R, but your tell will go through when $E returns.{x", ch,NULL,victim,TO_CHAR); sprintf(buf,"{W%s {wtells you '{G%s{w'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); } act_new( "{WYou {wtell $N '{G$t{w'{x", ch, argument, victim, TO_CHAR, POS_DEAD ); act_new("{W$n {wtells you '{G$t{w'{x",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; if ( !IS_NPC(ch) && IS_NPC(victim) && HAS_TRIGGER_MOB(victim,TRIG_SPEECH) ) p_act_trigger( argument, victim, NULL, NULL, ch, NULL, NULL, TRIG_SPEECH ); if ( !IS_NPC(ch) && IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_REGEX)) mp_regex_trigger(argument,victim,ch, NULL, NULL); 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 $S link...try again later.", ch,NULL,victim,TO_CHAR); sprintf(buf,"{W%s {wtells you '{G%s{w'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( "$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("$E is AFK, but your tell will go through when $E returns.",ch,NULL,victim,TO_CHAR); sprintf(buf,"{W%s {wtells you '{G%s{w'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); } if (IS_SET(victim->act,PLR_CODING)) { act("{R$E is {CC{co{Wdi{cn{Cg{R, but your tell will go through when $E returns.{x",ch,NULL,victim,TO_CHAR); sprintf(buf,"{W%s {wtells you '{G%s{w'{x\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); } act_new("{WYou {wtell $N '{G$t{w'{x",ch,argument,victim,TO_CHAR,POS_DEAD); act_new("{W$n {wtells you '{G$t{w'{x",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; return; } void do_yell( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; 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; } act("{WYou {wyell {w'{M$t{w'{x",ch,argument,NULL,TO_CHAR); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area && !IS_SET(d->character->comm,COMM_QUIET) ) { act("{W$n {wyells '{M$t{w'{x",ch,argument,d->character,TO_VICT); } } return; } void do_emote( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } MOBtrigger = FALSE; act( "$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 $t",vch,temp,ch,TO_CHAR); MOBtrigger = TRUE; } return; } /* * All the posing stuff. */ struct pose_table_type { char * message[2*MAX_CLASS]; }; const struct pose_table_type pose_table [] = { { { "You sizzle with energy.", "$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 Admin gives you a staff.", "The great god Admin gives $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him." } } }; void do_pose( CHAR_DATA *ch, char *argument ) { int level; int pose; if ( IS_NPC(ch) ) return; level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 ); pose = number_range(0, level); act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR ); act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM ); return; } void do_bug( CHAR_DATA *ch, char *argument ) { append_file( ch, BUG_FILE, argument ); send_to_char( "Bug logged.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Typo logged.\n\r", ch ); return; } void do_rent( CHAR_DATA *ch, char *argument ) { send_to_char( "There is no rent here. Just save and quit.\n\r", ch ); return; } void do_qui( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch ); return; } void do_quit( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d,*d_next; char buf[MSL]; int id; if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING ) { send_to_char( "No way! You are fighting.\n\r", ch ); return; } if (IS_SET(ch->in_room->room_flags,ROOM_ARENA)) { send_to_char( "You may not leave while in the arena.\n\r", ch ); return; } if (IS_SET(ch->plr2,PLR2_ARENA)) { send_to_char( "You may not leave while in the arena.\n\r", ch ); return; } if ( auction_info.high_bidder == ch || auction_info.owner == ch ) { send_to_char("You still have a stake in the auction!\n\r",ch); return; } if ( ch->position < POS_STUNNED ) { send_to_char( "You're not DEAD yet.\n\r", ch ); return; } affect_strip(ch,gsn_fortify); REMOVE_BIT(ch->affected2_by,AFF_FORTIFY); send_to_char( "Alas, all good things must come to an end.\n\r",ch); act( "$n has left the game.", ch, NULL, NULL, TO_ROOM ); sprintf( log_buf, "%s has quit.", ch->name ); log_string( log_buf ); wiznet("{W$N rejoins the real world.{x",ch,NULL,WIZ_LOGINS,0,0); sprintf(buf,"{W%s is sucked back into the sky, following the call of reality.{x\n\r",ch->name); do_info(ch,buf,ch); /* * After extract_char the ch is no longer valid! */ save_char_obj( ch ); id = ch->id; d = ch->desc; extract_char( ch, TRUE ); if ( d != NULL ) close_socket( d ); /* toast evil cheating bastards */ for (d = descriptor_list; d != NULL; d = d_next) { CHAR_DATA *tch; d_next = d->next; tch = d->original ? d->original : d->character; if (tch && tch->id == id) { extract_char(tch,TRUE); close_socket(d); } } return; } void do_save( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; save_char_obj( ch ); send_to_char("{WCharacter {Gsaved{x\n\r", ch); if (ch->version < 6) { convert_char(ch); } return; } void do_follow( CHAR_DATA *ch, char *argument ) { /* RT changed to allow unlimited following and follow the NOFOLLOW rules */ char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Follow whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL ) { act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( ch->master == NULL ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower(ch); return; } if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch)) { act("$N doesn't seem to want any followers.\n\r", ch,NULL,victim, TO_CHAR); return; } REMOVE_BIT(ch->act,PLR_NOFOLLOW); if ( ch->master != NULL ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master != NULL ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; if ( can_see( master, ch ) ) act( "$n now follows you.", ch, NULL, master, TO_VICT ); act( "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( ch->master == NULL ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) && ch->in_room != NULL) { act( "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act( "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); } if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; return; } /* nukes charmed monsters and pets */ void nuke_pets( CHAR_DATA *ch ) { CHAR_DATA *pet; if ((pet = ch->pet) != NULL) { stop_follower(pet); if (pet->in_room != NULL) act("$N slowly fades away.",ch,NULL,pet,TO_NOTVICT); extract_char(pet,TRUE); } ch->pet = NULL; return; } void die_follower( CHAR_DATA *ch ) { CHAR_DATA *fch; 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, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch || (IS_IMMORTAL(victim) && victim->trust >= ch->trust)) { send_to_char( "Do it yourself!\n\r", ch ); return; } } found = FALSE; for ( och = ch->in_room->people; och != NULL; och = och_next ) { och_next = och->next_in_room; if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; sprintf( buf, "$n orders you to '%s'.", argument ); act( buf, ch, NULL, och, TO_VICT ); interpret( och, argument ); } } if ( found ) { WAIT_STATE(ch,PULSE_VIOLENCE); send_to_char( "Ok.\n\r", ch ); } else send_to_char( "You have no followers here.\n\r", ch ); return; } void do_group( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf( buf, "%s's group:\n\r", PERS(leader, ch) ); send_to_char( buf, ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { sprintf( buf, "[%2d %s] %-16s %4ld/%4ld hp %4d/%4d mana %4d/%4d mv %5d xp\n\r", gch->level, IS_NPC(gch) ? "Mob" : class_table[gch->class].who_name, capitalize( PERS(gch, ch) ), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp ); send_to_char( buf, ch ); } } return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act_new("$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 $N from your group.", ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } victim->leader = ch; act_new("$N joins $n's group.",ch,NULL,victim,TO_NOTVICT,POS_RESTING); act_new("You join $n's group.",ch,NULL,victim,TO_VICT,POS_SLEEPING); act_new("$N joins your group.",ch,NULL,victim,TO_CHAR,POS_SLEEPING); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount_gold = 0, amount_silver = 0; int share_gold, share_silver; int extra_gold, extra_silver; argument = one_argument( argument, arg1 ); one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Split how much?\n\r", ch ); return; } amount_silver = atoi( arg1 ); if (arg2[0] != '\0') amount_gold = atoi(arg2); if ( amount_gold < 0 || amount_silver < 0) { send_to_char( "Your group wouldn't like that.\n\r", ch ); return; } if ( amount_gold == 0 && amount_silver == 0 ) { send_to_char( "You hand out zero coins, but no one notices.\n\r", ch ); return; } if ( ch->gold < amount_gold || ch->silver < amount_silver) { send_to_char( "You don't have that much to split.\n\r", ch ); return; } members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) && !IS_AFFECTED(gch,AFF_CHARM)) members++; } if ( members < 2 ) { send_to_char( "Just keep it all.\n\r", ch ); return; } share_silver = amount_silver / members; extra_silver = amount_silver % members; share_gold = amount_gold / members; extra_gold = amount_gold % members; if ( share_gold == 0 && share_silver == 0 ) { send_to_char( "Don't even bother, cheapskate.\n\r", ch ); return; } ch->silver -= amount_silver; ch->silver += share_silver + extra_silver; ch->gold -= amount_gold; ch->gold += share_gold + extra_gold; if (share_silver > 0) { sprintf(buf, "You split %d silver coins. Your share is %d silver.\n\r", amount_silver,share_silver + extra_silver); send_to_char(buf,ch); } if (share_gold > 0) { sprintf(buf, "You split %d gold coins. Your share is %d gold.\n\r", amount_gold,share_gold + extra_gold); send_to_char(buf,ch); } if (share_gold == 0) { sprintf(buf,"$n splits %d silver coins. Your share is %d silver.", amount_silver,share_silver); } else if (share_silver == 0) { sprintf(buf,"$n splits %d gold coins. Your share is %d gold.", amount_gold,share_gold); } else { sprintf(buf, "$n splits %d silver and %d gold coins, giving you %d silver and %d gold.\n\r", amount_silver,amount_gold,share_silver,share_gold); } for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM)) { act( buf, ch, NULL, gch, TO_VICT ); gch->gold += share_gold; gch->silver += share_silver; } } return; } void do_gtell( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( IS_SET( ch->comm, COMM_NOTELL ) ) { send_to_char( "Your message didn't get through!\n\r", ch ); return; } for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) act_new("$n tells the group '$t'", 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, Lope Oct '94 */ void do_colour( CHAR_DATA *ch, char *argument ) { char arg[ MAX_STRING_LENGTH ]; argument = one_argument( argument, arg ); if( !*arg ) { if( !IS_SET( ch->act, PLR_COLOUR ) ) { SET_BIT( ch->act, PLR_COLOUR ); send_to_char( "{bC{ro{yl{co{mu{gr{x is now {rON{x, Way Cool!\n\r", ch ); } else { send_to_char_bw( "Colour is now OFF, <sigh>\n\r", ch ); REMOVE_BIT( ch->act, PLR_COLOUR ); } return; } else { send_to_char_bw( "Colour Configuration is unavailable in this\n\r", ch ); send_to_char_bw( "version of colour, sorry\n\r", ch ); } return; } void do_wartalk(CHAR_DATA *ch, const char *txt) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; for (d = descriptor_list; d != NULL; d = d->next) { ch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && !IS_SET(ch->comm,COMM_NOWAR) && !IS_SET(ch->comm,COMM_QUIET)) { sprintf(buf, "{D[{RWAR{D] {W%s{x\n\r", txt); send_to_char(buf, ch); } } } void do_info(CHAR_DATA *ch, const char *txt, CHAR_DATA *ichar) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; for (d = descriptor_list; d != NULL; d = d->next) { ch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && !IS_SET(ch->comm,COMM_NOINFO) && !IS_SET(ch->comm,COMM_QUIET) && (ichar->invis_level <= ch->level)) { switch ( number_range(0,3)) { case 0: { sprintf(buf,"{MThrough the Grapevine: {W%s{x",txt); break; } case 1: { sprintf(buf,"{RThe demons scream: {W%s{x",txt); break; } case 2: { sprintf(buf,"{YThe angels proclaim: {W%s{x",txt); break; } case 3: { sprintf(buf,"{GA voice booms in your head: {W%s{x",txt); break; } break; } send_to_char(buf, ch); stc("\n\r",ch); } } } void do_nowar(CHAR_DATA *ch, char *argument) { if (IS_SET(ch->comm, COMM_NOWAR)) { REMOVE_BIT(ch->comm, COMM_NOWAR); send_to_char("War channel ON.\n\r", ch); } else { SET_BIT(ch->comm, COMM_NOWAR); send_to_char("War channel OFF.\n\r", ch); } } void do_noinfo(CHAR_DATA *ch, char *argument) { if (IS_SET(ch->comm, COMM_NOINFO)) { REMOVE_BIT(ch->comm, COMM_NOINFO); send_to_char("Info channel ON.\n\r", ch); } else { SET_BIT(ch->comm, COMM_NOINFO); send_to_char("Info channel OFF.\n\r", ch); } } void do_scan (CHAR_DATA *ch, char *argument) { EXIT_DATA * pexit; ROOM_INDEX_DATA * room; extern char * const dir_name[]; char buf[MAX_STRING_LENGTH]; int dir; int distance; for (dir = 0; dir < 6; dir++) /* look in every direction */ { room = ch->in_room; /* starting point */ for (distance = 1 ; distance < 2; distance++) { pexit = room->exit[dir]; /* find the door to the next room */ if ( (pexit == NULL) || (pexit->u1.to_room == NULL) || (IS_SET(pexit->exit_info, EX_CLOSED))) break; /* exit not there OR points to nothing OR is closed OR Nobody in Room*/ /* char can see the room */ sprintf (buf, "%d %s from here you see:\n\r", distance, dir_name[dir]); if (scan_room(ch,pexit->u1.to_room,buf)) /* if there is something there */ send_to_char (buf,ch); room = pexit->u1.to_room; /* go to the next room */ } /* for distance */ } /* for dir */ } void do_hctalk(CHAR_DATA *ch, const char *txt) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; for (d = descriptor_list; d != NULL; d = d->next) { ch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && !IS_SET(ch->comm,COMM_NOWAR) && !IS_SET(ch->comm,COMM_QUIET)) { sprintf(buf, "{D[{YHonor Circle{D] {W%s\n\r", txt); send_to_char(buf, ch); } } } /******************************************************************** * I ask for no credit on the mud for this, nor do i ask for any- * * thing in exchange. I believe in the philosophy of giving what you * * can to the mud community and then taking what others offer. Use * * this, copy this, give it to friends...whatever you like. * * -Bangle * ********************************************************************/ void do_gocial(CHAR_DATA *ch, char *argument) { char command[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int cmd; bool found; char arg[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; int counter; int count; char buf2[MAX_STRING_LENGTH]; char null_char[MSL]; argument = one_argument(argument,command); if (command[0] == '\0') { send_to_char("What do you wish to gocial?\n\r",ch); return; } found = FALSE; for (cmd = 0; social_table[cmd].name[0] != '\0'; cmd++) { if (command[0] == social_table[cmd].name[0] && !str_prefix( command,social_table[cmd].name ) ) { found = TRUE; break; } } if (!found) { send_to_char("What kind of social is that?!?!\n\r",ch); return; } if (!IS_NPC(ch) && IS_SET(ch->comm, COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOGOSSIP)) { send_to_char("But you have the gossip channel turned off!\n\r",ch); return; } switch (ch->position) { case POS_DEAD: send_to_char("Lie still; you are DEAD!\n\r",ch); return; case POS_INCAP: case POS_MORTAL: send_to_char("You are hurt far too bad for that.\n\r",ch); return; case POS_STUNNED: send_to_char("You are too stunned for that.\n\r",ch); return; } one_argument(argument,arg); victim = NULL; if (arg[0] == '\0') { sprintf(null_char,"$"); sprintf(buf, "{D[{GGocial{D]{W %s{x", social_table[cmd].char_no_arg ); act_new(buf,ch,NULL,NULL,TO_CHAR,POS_DEAD); sprintf(buf, "{D[{GGocial{D]{W %s{x", social_table[cmd].others_no_arg ); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *vch; vch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET(vch->comm,COMM_NOGOSSIP) && !IS_SET(vch->comm,COMM_QUIET)) { act_new(buf,ch,NULL,vch,TO_VICT,POS_DEAD); } } } else if ((victim = get_char_world(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } else if (victim == ch) { sprintf(buf,"{D[{GGocial{D]{W %s{x", social_table[cmd].char_auto); act_new(buf,ch,NULL,NULL,TO_CHAR,POS_DEAD); sprintf(buf,"{D[{GGocial{D]{W %s{x", social_table[cmd].others_auto); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *vch; vch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET(vch->comm,COMM_NOGOSSIP) && !IS_SET(vch->comm,COMM_QUIET)) { act_new(buf,ch,NULL,vch,TO_VICT,POS_DEAD); } } } else { sprintf(buf,"{D[{GGocial{D]{W %s{x", social_table[cmd].char_found); act_new(buf,ch,NULL,victim,TO_CHAR,POS_DEAD); sprintf(buf,"{D[{GGocial{D]{W %s{x", social_table[cmd].vict_found); act_new(buf,ch,NULL,victim,TO_VICT,POS_DEAD); sprintf(buf,"{D[{GGocial{D]{W %s{x", social_table[cmd].others_found); for (counter = 0; buf[counter+1] != '\0'; counter++) { if (buf[counter] == '$' && buf[counter + 1] == 'N') { strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,victim->name); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); } else if (buf[counter] == '$' && buf[counter + 1] == 'E') { switch (victim->sex) { default: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"it"); for (count = 0; buf[count] != '\0'; count ++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; case 1: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"it"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; case 2: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"it"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; } } else if (buf[counter] == '$' && buf[counter + 1] == 'M') { buf[counter] = '%'; buf[counter + 1] = 's'; switch (victim->sex) { default: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"it"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; case 1: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"him"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; case 2: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"her"); for (count = 0; buf[count] != '\0'; count++); { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; } } else if (buf[counter] == '$' && buf[counter + 1] == 'S') { switch (victim->sex) { default: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"its"); for (count = 0;buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; case 1: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"his"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; case 2: strcpy(buf2,buf); buf2[counter] = '\0'; strcat(buf2,"hers"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count+counter+2]; } strcat(buf2,buf); strcpy(buf,buf2); break; } } } for (d=descriptor_list; d != NULL; d = d->next) { CHAR_DATA *vch; vch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && d->character != victim && !IS_SET(vch->comm, COMM_NOGOSSIP) && !IS_SET(vch->comm,COMM_QUIET)) { act_new(buf,ch,NULL,vch,TO_VICT,POS_DEAD); } } } return; } void do_qprompt ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_QPROMPT)) { send_to_char("Quest Prompt disabled\n\r",ch); REMOVE_BIT(ch->comm,COMM_QPROMPT); } else { send_to_char("Quest Prompt Enabled\n\r",ch); SET_BIT(ch->comm,COMM_QPROMPT); } } void do_short_fights ( CHAR_DATA *ch, char * argument) { if (IS_SET(ch->comm,COMM_SHORT_FIGHTS)) { send_to_char("Long fights enables\n\r",ch); REMOVE_BIT(ch->comm,COMM_SHORT_FIGHTS); } else { send_to_char("Short Fights enabled\n\r",ch); SET_BIT(ch->comm,COMM_SHORT_FIGHTS); } } void do_beep ( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Beep who?\n\r", ch ); return; } if ( !( victim = get_char_world( ch, arg ) ) ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( IS_NPC(victim)) { send_to_char( "They are not beepable.\n\r", ch ); return; } sprintf( buf, "\aYou {RBEEP{x %s.\n\r", victim->name ); send_to_char( buf, ch ); sprintf( buf, "\a%s {RBEEPS{x you.\n\r", ch->name ); send_to_char( buf, victim ); return; } /* * strip color code function for support of color limiting for commands * by TAKA of GhostMUD June 2001 * * NOTE: You may need to use a different symbol preceeding color * or for the color codes listed. You may also wish to exclude * more or less colors. Also not everyone has clear screen */ void strip_mortal_color(char *bufin, bool GLOBAL) { const char *pointer; for(pointer = bufin; *pointer; pointer++) { if((*pointer == '^')) { pointer++; bufin++; *bufin = ' '; } bufin++; } }