/*************************************************************************** * 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 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * 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> #if !defined(WIN32) #include <sys/time.h> #endif #endif #include <stdio.h> #include <string.h> #include <stdlib.h> // para atoi() #include <time.h> #include <ctype.h> // para toupper() #include <unistd.h> // para unlink() #include "merc.h" #include "recycle.h" #include "tables.h" #include "plist.h" #include "screen.h" #include "lookup.h" #include "comm.h" #include "language.h" #include "auction.h" /* command procedures needed */ DECLARE_DO_FUN(do_quit ); DECLARE_DO_FUN(do_clear ); void do_quote_exit(CHAR_DATA *ch); #define FORCE_LANGUAGE char *makedrunk args( (char *string ,CHAR_DATA *ch) ); bool can_talk args( (CHAR_DATA *ch) ); /* * Drunk struct */ struct struckdrunk { int min_drunk_level; int number_of_rep; char *replacement[11]; }; int esta_ignorando( CHAR_DATA *ch, char *str ) { int i; if (IS_NPC(ch)) return -1; for ( i = 0; i < MAX_IGNORE; ++i ) if ( ch->pcdata->ignore[i] && !str_prefix( str, ch->pcdata->ignore[i] ) ) return i; return -1; } /* RT code to delete yourself */ void do_delet( CHAR_DATA *ch, char *argument) { send_to_char("Debes escribir el comando completo para poder borrarte.\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("Estado de delete removido.\n\r",ch); ch->pcdata->confirm_delete = FALSE; return; } else { char * name = str_dup(ch->name); sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) ); wiznet("$N se convierte en ruido de linea.",ch,NULL,0,0,0); stop_fighting(ch,TRUE); do_quit(ch,""); unlink(strsave); player_delete(name); nuke_corpse(name, TRUE); free_string(name); return; } } if (argument[0] != '\0') { send_to_char("Solo escribe delete. Sin argumento.\n\r",ch); return; } send_to_char("Escribe delete otra vez para confirmar el comando.\n\r",ch); send_to_char("ADVERTENCIA: este comando es irreversible.\n\r",ch); send_to_char("Escribe delete con un argumento para eliminar el status actual de delete.\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet("$N se pregunta si hacer delete o no.",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(" canal status\n\r",ch); send_to_char("---------------------\n\r",ch); send_to_char("chat ",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("remates ",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("P/R ",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("citas ",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("felicitaciones ",ch); if (!IS_SET(ch->comm,COMM_NOGRATS)) 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("exclamaciones ",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("Estas AFK.\n\r",ch); if (IS_SET(ch->comm,COMM_SNOOP_PROOF)) send_to_char("Eres inmune al snoop.\n\r",ch); if (!IS_NPC(ch) && (ch->pcdata->lines != PAGELEN)) { if (ch->pcdata->lines) { sprintf(buf,"Ves %d lineas de scroll.\n\r", ch->pcdata->lines + 2); send_to_char(buf,ch); } else send_to_char("Buffer de scroll esta off.\n\r",ch); } if (!IS_NPC(ch) && ch->pcdata->prompt != NULL) { sprintf(buf,"Tu prompt actual es: %s\n\r",ch->pcdata->prompt); send_to_char(buf,ch); } if (IS_SET(ch->comm,COMM_NOSHOUT)) send_to_char("No puedes exclamar.\n\r",ch); if (IS_SET(ch->comm,COMM_NOTELL)) send_to_char("No puedes hacer tell.\n\r",ch); if (IS_SET(ch->comm,COMM_NOCHANNELS)) send_to_char("No puedes usar canales.\n\r",ch); if (IS_SET(ch->comm,COMM_NOEMOTE)) send_to_char("No puedes mostrar emociones.\n\r",ch); if (IS_SET(ch->comm,COMM_OLC_PAUSA)) send_to_char("Tienes pausa en los editores OLC.\n\r", ch ); if (IS_SET(ch->comm,COMM_OLCX)) send_to_char("Tienes activadas las extensiones VT100 para OLC.\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("Puedes escuchar tells de nuevo.\n\r",ch); REMOVE_BIT(ch->comm,COMM_DEAF); } else { send_to_char("Desde ahora, no escucharas 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("Modo Quiet desactivado.\n\r",ch); REMOVE_BIT(ch->comm,COMM_QUIET); } else { send_to_char("Desde ahora, solo oiras says y 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("Modo AFK removido.", ch ); if ( !IS_NPC(ch) && !IS_NULLSTR(buf_string(ch->pcdata->buffer)) ) send_to_char( "Escribe 'replay' para ver los tells.",ch); send_to_char( "\n\r", ch ); REMOVE_BIT(ch->comm,COMM_AFK); } else { send_to_char("Estas ahora en el modo AFK.\n\r",ch); SET_BIT(ch->comm,COMM_AFK); } } void do_replay (CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) { send_to_char("No tienes replay.\n\r",ch); return; } if (buf_string(ch->pcdata->buffer)[0] == '\0') { send_to_char("No te han hecho tells.\n\r",ch); return; } page_to_char(buf_string(ch->pcdata->buffer),ch); clear_buf(ch->pcdata->buffer); } /* RT chat replaced with ROM gossip */ void do_gossip( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOGOSSIP)) { send_to_char("Canal de Chat ahora esta ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOGOSSIP); } else { send_to_char("Canal de Chat ahora esta OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOGOSSIP); } } else /* gossip message sent, turn gossip on if it isn't already */ { if (!can_talk(ch)) return; REMOVE_BIT(ch->comm,COMM_NOGOSSIP); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu charlas '%s'#n\n\r", argument ); send_to_char( buf, ch ); 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_NOGOSSIP) && !IS_SET(victim->comm,COMM_QUIET) ) { act_new( "$n charla '$t'#n", ch,strToEnt(argument,ch->in_room), chToEnt(d->character), TO_VICT,POS_SLEEPING ); } } } } void do_grats( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOGRATS)) { send_to_char("Canal de Felicitaciones ahora esta ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOGRATS); } else { send_to_char("Canal de Felicitaciones ahora esta OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOGRATS); } } else /* grats message sent, turn grats on if it isn't already */ { if (!can_talk(ch)) return; REMOVE_BIT(ch->comm,COMM_NOGRATS); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu felicitas '%s'#n\n\r", argument ); send_to_char( buf, ch ); 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_NOGRATS) && !IS_SET(victim->comm,COMM_QUIET) ) { act_new( "$n felicita '$t'#n", ch,strToEnt(argument,ch->in_room), chToEnt(d->character), TO_VICT,POS_SLEEPING ); } } } } void do_quote( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOQUOTE)) { send_to_char("Canal de Citas ahora esta ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOQUOTE); } else { send_to_char("Canal de Citas ahora esta OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOQUOTE); } } else /* quote message sent, turn quote on if it isn't already */ { if (!can_talk(ch)) return; REMOVE_BIT(ch->comm,COMM_NOQUOTE); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu citas '%s'#n\n\r", argument ); send_to_char( buf, ch ); 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_NOQUOTE) && !IS_SET(victim->comm,COMM_QUIET) ) { act_new( "$n cita '$t'#n", ch,strToEnt(argument,ch->in_room), chToEnt(d->character), TO_VICT,POS_SLEEPING ); } } } } /* RT question channel */ void do_question( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOQUESTION)) { send_to_char("Canal de P/R ahora esta ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOQUESTION); } else { send_to_char("Canal de P/R ahora esta OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOQUESTION); } } else /* question sent, turn Q/A on if it isn't already */ { if (!can_talk(ch)) return; REMOVE_BIT(ch->comm,COMM_NOQUESTION); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu preguntas '%s'#n\n\r", argument ); send_to_char( buf, ch ); 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_NOQUESTION) && !IS_SET(victim->comm,COMM_QUIET) ) { act_new("$n pregunta '$t'#n", ch,strToEnt(argument,ch->in_room),chToEnt(d->character),TO_VICT,POS_SLEEPING); } } } } /* RT answer channel - uses same line as questions */ void do_answer( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOQUESTION)) { send_to_char("Canal de P/R ahora esta ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOQUESTION); } else { send_to_char("Canal de P/R ahora esta OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOQUESTION); } } else /* answer sent, turn Q/A on if it isn't already */ { if (!can_talk(ch)) return; REMOVE_BIT(ch->comm,COMM_NOQUESTION); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu respondes '%s'#n\n\r", argument ); send_to_char( buf, ch ); 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_NOQUESTION) && !IS_SET(victim->comm,COMM_QUIET) ) { act_new("$n responde '$t'#n", ch,strToEnt(argument,ch->in_room),chToEnt(d->character),TO_VICT,POS_SLEEPING); } } } } /* RT music channel */ void do_music( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOMUSIC)) { send_to_char("Canal de Musica esta ahora ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOMUSIC); } else { send_to_char("Canal de Musica esta ahora OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOMUSIC); } } else /* music sent, turn music on if it isn't already */ { if (!can_talk(ch)) return; REMOVE_BIT(ch->comm,COMM_NOMUSIC); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu cantas : '%s'#n\n\r", argument ); send_to_char( buf, ch ); sprintf( buf, "$n canta : '%s'#n", argument ); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if ( d->connected == CON_PLAYING && d->character != ch && !IS_SET(victim->comm,COMM_NOMUSIC) && !IS_SET(victim->comm,COMM_QUIET) ) { act_new("$n canta : '$t'#n", ch,strToEnt(argument,ch->in_room),chToEnt(d->character),TO_VICT,POS_SLEEPING); } } } } /* clan channels */ void do_clantalk( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if ( !is_clan(ch) || ES_INDEP(ch->clan) ) { send_to_char("No estas en un clan.\n\r",ch); return; } if ( argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOCLAN)) { send_to_char("Canal de Clan ahora esta ON.\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOCLAN); } else { send_to_char("Canal de Clan ahora esta OFF.\n\r",ch); SET_BIT(ch->comm,COMM_NOCLAN); } return; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("Los dioses han eliminado tus privilegios de uso de canales.\n\r",ch); return; } if ( IS_AFFECTED2( ch, AFF_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) { send_to_char( "Parece que no puedes romper el silencio.\n\r", ch ); return; } REMOVE_BIT(ch->comm,COMM_NOCLAN); argument = makedrunk ( (char *) argument , ch); sprintf( buf, "Tu dices al clan '%s'#n\n\r", argument ); send_to_char( buf, ch ); sprintf( buf, "$n dice al clan '%s'#n", argument ); 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) ) { act_new("$n dice al clan '$t'#n",ch,strToEnt(argument,ch->in_room),chToEnt(d->character),TO_VICT,POS_DEAD); } } return; } void do_immtalk( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_NOWIZ)) { send_to_char("Canal Immortal ahora esta ON\n\r",ch); REMOVE_BIT(ch->comm,COMM_NOWIZ); } else { send_to_char("Canal Immortal ahora esta OFF\n\r",ch); SET_BIT(ch->comm,COMM_NOWIZ); } return; } REMOVE_BIT(ch->comm,COMM_NOWIZ); sprintf( buf, "$n: %s#n", argument ); act_new("$n: $t#n",ch,strToEnt(argument,ch->in_room),NULL,TO_CHAR,POS_DEAD); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && IS_IMMORTAL(d->character) && !IS_SET(d->character->comm,COMM_NOWIZ) ) { act_new("$n: $t#n",ch,strToEnt(argument,ch->in_room),chToEnt(d->character),TO_VICT,POS_DEAD); } } return; } void do_say( CHAR_DATA *ch, char *argument ) { CHAR_DATA *mob, *mob_next; int oneshot = 0; if ( argument[0] == '\0' ) { send_to_char( "Que quieres decir?\n\r", ch ); return; } if ( !IS_NPC(ch) ) do_language( ch, argument, ch->pcdata->speaking ); else do_language( ch, argument, race_table[ch->race].race_lang ); if ( HAS_ROOM_TRIGGER(ch->in_room, RTRIG_SPEECH) ) mp_act_trigger( argument, roomToEnt(ch->in_room), chToEnt(ch), NULL, NULL, RTRIG_SPEECH ); if ( !char_died(ch) ) for ( mob = ch->in_room->people; mob != NULL; mob = mob_next ) { mob_next = mob->next_in_room; if ( IS_NPC(mob) && mob != ch && (oneshot == 0 || oneshot != mob->pIndexData->vnum) && mob->position == mob->pIndexData->default_pos ) { if ( HAS_TRIGGER( mob, TRIG_SPEECH ) ) { if (mp_act_trigger( argument, chToEnt(mob), chToEnt(ch), NULL, NULL, TRIG_SPEECH ) && HAS_TRIGGER(mob,TRIG_ONESHOT)) oneshot = mob->pIndexData->vnum; } else if ( HAS_TRIGGER( mob, TRIG_NSPEECH ) ) mp_act_trigger( argument, chToEnt(mob), chToEnt(ch), NULL, NULL, TRIG_NSPEECH ); } } return; } void do_shout( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if (argument[0] == '\0' ) { if (IS_SET(ch->comm,COMM_SHOUTSOFF)) { send_to_char("Puedes escuchar exclamaciones otra vez.\n\r",ch); REMOVE_BIT(ch->comm,COMM_SHOUTSOFF); } else { send_to_char("No escucharas mas exclamaciones.\n\r",ch); SET_BIT(ch->comm,COMM_SHOUTSOFF); } return; } if ( IS_SET(ch->comm, COMM_NOSHOUT) ) { send_to_char( "No puedes exclamar.\n\r", ch ); return; } if ( IS_AFFECTED2( ch, AFF_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) { send_to_char( "Parece que no puedes romper el silencio.\n\r", ch ); return; } REMOVE_BIT(ch->comm,COMM_SHOUTSOFF); WAIT_STATE( ch, 12 ); argument = makedrunk ( (char *) argument , ch); act( "Tu exclamas '$T'", ch, NULL, strToEnt(argument,ch->in_room), 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("$n exclama '$t'#n", ch, strToEnt(argument,ch->in_room), chToEnt(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( "Tu mensaje no salio.\n\r", ch ); return; } if ( IS_SET(ch->comm, COMM_QUIET) ) { send_to_char( "Debes apagar el modo quiet primero.\n\r", ch); return; } if (IS_SET(ch->comm,COMM_DEAF)) { send_to_char("Debes apagar el modo deaf primero.\n\r",ch); return; } argument = one_argument( argument, arg ); if ( IS_NULLSTR(arg) ) { send_to_char( "Decirle que a quien?\n\r", ch ); return; } if ( IS_NULLSTR(argument) ) { send_to_char( "Que quieres decirle?\n\r", ch ); return; } if ( IS_AFFECTED2( ch, AFF_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) { send_to_char( "Parece que no puedes romper el silencio.\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( "No esta aqui.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act("$N parece que se cayo ...intentalo mas tarde.", ch, NULL, chToEnt(victim),TO_CHAR); sprintf(buf,"%s te dice '%s'#n\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !(IS_IMMORTAL(ch) && getNivelPr(ch) > LEVEL_IMMORTAL) && !IS_AWAKE(victim) ) { act( "$E no puede oirte.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF)) && !IS_IMMORTAL(ch)) { act( "$E no esta recibiendo tells.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } if ( !IS_NPC(victim) && (esta_ignorando(victim,ch->name) != -1) ) { act( "$E te esta ignorando.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act("$E esta AFK, y no recibe tells.",ch,NULL,chToEnt(victim),TO_CHAR); return; } act("$E esta AFK, pero tu tell llegara cuando $E vuelva.", ch,NULL,chToEnt(victim),TO_CHAR); sprintf(buf,"%s te dice '%s'#n\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } act( "Le dices a $N '$t'#n", ch, strToEnt(argument,ch->in_room), chToEnt(victim), TO_CHAR ); act_new("$n te dice '$t'#n",ch, strToEnt(argument,ch->in_room),chToEnt(victim),TO_VICT,POS_DEAD); victim->reply = ch; if ( !IS_NPC(ch) && IS_NPC(victim) && HAS_TRIGGER(victim,TRIG_SPEECH) ) mp_act_trigger( argument, chToEnt(victim), chToEnt(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( "Tu mensaje no salio.\n\r", ch ); return; } if ( ( victim = ch->reply ) == NULL ) { send_to_char( "No esta aqui.\n\r", ch ); return; } if ( IS_AFFECTED2( ch, AFF_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) { send_to_char( "Parece que no puedes romper el silencio.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act("$N parece que se cayo ...intentalo mas tarde.", ch,NULL,chToEnt(victim),TO_CHAR); sprintf(buf,"%s te dice '%s'#n\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( "$E no puede oirte.", ch, NULL, chToEnt(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( "$E no esta recibiendo tells.", ch, NULL, chToEnt(victim), TO_CHAR,POS_DEAD); return; } if (!IS_IMMORTAL(victim) && !IS_AWAKE(ch)) { send_to_char( "En tus suenos, o que?\n\r", ch ); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act_new("$E esta AFK, y no recibe tells.", ch,NULL,chToEnt(victim),TO_CHAR,POS_DEAD); return; } act_new("$E esta AFK, pero tu tell llegara cuando $E vuelva.", ch,NULL,chToEnt(victim),TO_CHAR,POS_DEAD); sprintf(buf,"%s te dice '%s'#n\n\r",PERS(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } act_new("Le dices a $N '$t'#n",ch,strToEnt(argument,ch->in_room),chToEnt(victim),TO_CHAR,POS_DEAD); act_new("$n te dice '$t'#n",ch,strToEnt(argument,ch->in_room),chToEnt(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( "No puedes gritar.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Gritar que?\n\r", ch ); return; } if ( IS_AFFECTED2( ch, AFF_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) { send_to_char( "Parece que no puedes romper el silencio.\n\r", ch ); return; } argument = makedrunk ( (char *) argument , ch); act("Tu gritas '$t'#n",ch,strToEnt(argument,ch->in_room),NULL,TO_CHAR); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area && !IS_SET(d->character->comm,COMM_QUIET) ) { act("$n grita '$t'#n",ch,strToEnt(argument,ch->in_room),chToEnt(d->character),TO_VICT); } } return; } void do_emote( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "No puedes mostrar tus emociones.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote que?\n\r", ch ); return; } argument = makedrunk ( (char *) argument , ch); MOBtrigger = FALSE; act( "$n $T", ch, NULL, strToEnt(argument,ch->in_room), TO_ROOM ); act( "$n $T", ch, NULL, strToEnt(argument,ch->in_room), TO_CHAR ); MOBtrigger = TRUE; return; } void do_pmote( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; char *letter,*name; char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH]; int matches = 0; if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) ) { send_to_char( "No puedes mostrar tus emociones.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote que?\n\r", ch ); return; } argument = makedrunk ( (char *) argument , ch); act( "$n $t#n", ch, strToEnt(argument,ch->in_room), NULL, TO_CHAR ); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->desc == NULL || vch == ch) continue; if ((letter = strstr(argument,vch->name)) == NULL) { MOBtrigger = FALSE; act("$N $t#n",vch,strToEnt(argument,ch->in_room),chToEnt(ch),TO_CHAR); MOBtrigger = TRUE; continue; } strcpy(temp,argument); temp[strlen(argument) - strlen(letter)] = '\0'; last[0] = '\0'; name = vch->name; for (; *letter != '\0'; letter++) { if (*letter == '\'' && matches == (signed) strlen(vch->name)) { strcat(temp,"r"); continue; } if (*letter == 's' && matches == (signed) strlen(vch->name)) { matches = 0; continue; } if (matches == (signed) strlen(vch->name)) { matches = 0; } if (*letter == *name) { matches++; name++; if (matches == (signed) strlen(vch->name)) { strcat(temp,"you"); last[0] = '\0'; name = vch->name; continue; } strncat(last,letter,1); continue; } matches = 0; strcat(temp,last); strncat(temp,letter,1); last[0] = '\0'; name = vch->name; } MOBtrigger = FALSE; act("$N $t#n",vch,strToEnt(temp,ch->in_room),chToEnt(ch),TO_CHAR); MOBtrigger = TRUE; } return; } /* * All the posing stuff. */ struct pose_table_type { char * message[2*MAX_CLASS]; }; const struct pose_table_type pose_table [] = { { { "Rebosas de energia.", "$n rebosa de energia.", "Te sientes muy pur$o.", "$n se siente muy pur$o.", "Haces un pequeno truco con cartas.", "$n hace un pequeno truco con cartas .", "Muestras tus sobresalientes musculos.", "$n muestra sus sobresalientes musculos.", "Stop it with the Ouija board, will ya?", "Great, $n is playing with $s Ouija board again." } }, { { "Te conviertes en una mariposa, y despues vuelves a tu forma normal.", "$n se convierte en una mariposa, y despues vuelve a su forma normal.", "Conviertes vino en agua. Asombroso.", "$n convierte vino en agua. Asombroso.", "Mueves tus orejas alternativamente.", "$n mueve sus orejas alternativamente.", "Rompes una nuez con tus dedos.", "$n rompe una nuez con sus dedos.", "You read everyone's mind....and shudder with disgust.", "$n reads your mind...eww, you pervert!" } }, { { "Chispas azules salen desde tus dedos.", "Chispas azules salen desde los dedos de $n.", "Una aureola aparece sobre tu cabeza.", "Una aureola aparece sobre la cabeza de $n.", "Agilmente te tuerces en forma de nudo.", "$n agilmente se tuerce en forma de nudo.", "You grizzle your teeth and look mean.", "$n grizzles $s teeth and looks mean.", "You show everyone your awards for perfect school attendance", "You aren't impressed by $n's school attendance awards. Geek." } }, { { "Pequenas luces rojas bailan en tus ojos.", "Pequenas luces rojas bailan en los ojos de $n.", "Recitas palabras de sabiduria.", "$n recita palabras de sabiduria.", "You juggle with daggers, apples, and eyeballs.", "$n juggles with daggers, apples, and eyeballs.", "Golpeas tu cabeza, y tus ojos dan vueltas.", "$n golpea su cabeza, y sus ojos dan vueltas.", "A will-o-the-wisp arrives with your slippers.", "A will-o-the-wisp arrives with $n's slippers." } }, { { "Un monstruo verde y baboso aparece delante tuyo y se inclina ante ti.", "Un monstruo verde y baboso aparece delante de $n y se inclina ante $e.", "Meditando profundamente, empiezas a levitar.", "Meditando profundamente, $n empieza a levitar.", "Robas la ropa interior de cada persona del cuarto.", "Tu ropa interior no esta! $n la robo!", "Crunch, crunch -- mascas una botella.", "Crunch, crunch -- $n masca una botella.", "What's with the extra leg?", "Why did $n sprout an extra leg just now?" } }, { { "Conviertes a todo en diminutos elefantes rosados.", "$n te convirtio en un diminuto elefante rosado.", "Un angel te consulta.", "Un angel consulta a $n.", "Tiras los dados ... y ganas otra vez.", "$n tira los dados ... y gana otra vez.", "... 98, 99, 100 ... haces flexiones.", "... 98, 99, 100 ... $n hace flexiones.", "The spoons flee as you begin to concentrate.", "The spoons flee as $n begins to concentrate." } }, { { "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.", "Stop wiggling your brain at people.", "Make $n stop wiggling $s brain at you!" } }, { { "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.", "MENSA called...they want your opinion on something.", "MENSA just called $n for consultation." } }, { { "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.", "Chairs fly around the room at your slightest whim.", "Chairs fly around the room at $n's slightest whim." } }, { { "Your head disappears.", "$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.", "Oof...maybe you shouldn't summon any more hippopotamuses.", "Oof! Guess $n won't be summoning any more hippos for a while." } }, { { "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 $n's hug.", "Oops...your hair is sizzling from thinking too hard.", "Oops...$n's hair is sizzling from thinking too hard." } }, { { "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.", "What? You were too busy concentrating.", "What? Oh, $n was lost in thought...again." } }, { { "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.", "Will you get down here before you get hurt?", "Quick, get a stick, $n is doing $s pinata impression again." } }, { { "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.", "Careful...don't want to disintegrate anyone!", "LOOK OUT! $n is trying to disintegrate something!" } }, { { "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.", "You run off at the mouth about 'mind over matter'.", "Yeah, yeah, mind over matter. Shut up, $n." } }, { { "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.", "Thud.", "Thud." } }, { { "The world shimmers in time with your whistling.", "The world shimmers in time with $n's whistling.", "The great god Mota gives you a staff.", "The great god Mota gives $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him.", "You charm the pants off everyone...and refuse to give them back.", "Your pants are charmed off by $n, and $e won't give them back." } } }; void do_pose( CHAR_DATA *ch, char *argument ) { int level; int pose; if ( IS_NPC(ch) ) return; level = UMIN( getNivelPr(ch), sizeof(pose_table) / sizeof(pose_table[0]) - 1 ); pose = number_range(0, level); act( pose_table[pose].message[2*getClasePr(ch)+0], ch, NULL, NULL, TO_CHAR ); act( pose_table[pose].message[2*getClasePr(ch)+1], ch, NULL, NULL, TO_ROOM ); return; } void do_bug( CHAR_DATA *ch, char *argument ) { append_file( ch, BUG_FILE, argument ); send_to_char( "Bug logged.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Typo logged.\n\r", ch ); return; } void do_rent( CHAR_DATA *ch, char *argument ) { send_to_char( "No hay rent aqui. Solo save y quit.\n\r", ch ); return; } void do_qui( CHAR_DATA *ch, char *argument ) { send_to_char( "Si quieres irte, debes escribirlo bien.\n\r", ch ); return; } void do_quit( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d,*d_next; int id; /* extern char * help_bye; */ if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING ) { send_to_char( "De ninguna manera! Estas peleando.\n\r", ch ); return; } if ( ch->position < POS_STUNNED ) { send_to_char( "No estas MUERTO todavia.\n\r", ch ); return; } if ( auction->item != NULL && ((ch == auction->buyer) || (ch == auction->seller)) ) { send_to_char ("Wait till you have sold/bought the item on auction.\n\r",ch); return; } if ( ch->fdata != NULL && difftime(current_time, ch->fdata->when) < MINUTOS(1) && ch->pcdata->confirm_delete == FALSE ) { act( "Todavia estas demasiado excitad$o por la pelea que acaba de ocurrir!\n\r", ch, NULL, NULL, TO_CHAR ); return; } if ( IS_SET(ch->comm, COMM_OLCX) ) do_clear( ch, "reset" ); do_quote_exit(ch); act( "$n ha dejado el juego.", ch, NULL, NULL, TO_ROOM ); sprintf( log_buf, "%s se retira.", ch->name ); log_string( log_buf ); wiznet("$N vuelve al mundo real.",ch,NULL,WIZ_LOGINS,0,get_trust(ch)); /* * After extract_char the ch is no longer valid! */ if ( !IS_SET(ch->act, PLR_NOSAVE) && ch->pcdata->corpse ) { save_corpse(ch, FALSE); extract_obj(ch->pcdata->corpse, FALSE); // guardamos los limites! } save_char_obj( ch ); id = ch->id; d = ch->desc; if (ch->in_room != NULL && !is_in_room(ch, ch->in_room) ) char_to_room( ch, get_room_index(ROOM_VNUM_LIMBO) ); 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("Grabando. Recuerda que ROM graba automaticamente.\n\r", ch); WAIT_STATE(ch,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( "Seguir a quien?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "No esta aqui.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL ) { act( "Pero tu prefieres seguir a $N!", ch, NULL, chToEnt(ch->master), TO_CHAR ); return; } if ( victim == ch ) { if ( ch->master == NULL ) { act("Ya te sigues a ti mism$o.", ch, NULL, NULL, TO_CHAR ); return; } stop_follower(ch); return; } if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch)) { act("$N parece no querer seguidores.", ch,NULL,chToEnt(victim), TO_CHAR); return; } REMOVE_BIT(ch->act,PLR_NOFOLLOW); if ( ch->master != NULL ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master != NULL ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; if ( can_see( master, ch ) ) act( "$n te sigue ahora.", ch, NULL, chToEnt(master), TO_VICT ); act( "Ahora sigues a $N.", ch, NULL, chToEnt(master), TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( ch->master == NULL ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) && ch->in_room != NULL && ch->master->in_room != NULL && is_in_room(ch, ch->in_room) && is_in_room(ch->master, ch->master->in_room) ) { act( "$n deja de seguirte.", ch, NULL, chToEnt(ch->master), TO_VICT ); act( "Dejas de seguir a $N.", ch, NULL, chToEnt(ch->master), TO_CHAR ); } if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; return; } /* nukes charmed monsters and pets */ void nuke_pets( CHAR_DATA *ch ) { CHAR_DATA *pet; if ((pet = ch->pet) != NULL) { stop_follower(pet); if (pet->in_room != NULL) act("$N se desvanece lentamente.",ch,NULL,chToEnt(pet),TO_NOTVICT); extract_char(pet,TRUE); } ch->pet = NULL; return; } void die_follower( CHAR_DATA *ch, bool pets ) { 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 ( !pets && IS_NPC(fch) && IS_PET(fch) && fch->master == ch ) continue; if ( fch->master == ch ) stop_follower( fch ); if ( fch->leader == ch ) fch->leader = fch; } return; } bool order_mob = FALSE; 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("Eso NO sera hecho.\n\r",ch); return; } if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Ordenar a quien hacer que?\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "Tienes ganas de tomar, no de dar, ordenes.\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( "No esta aqui.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "OK OK, de inmediato!\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch || (IS_IMMORTAL(victim) && victim->trust >= ch->trust)) { send_to_char( "Hazlo tu mismo!\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, "$n te ordena '%s'#n.", argument ); act( buf, ch, NULL, chToEnt(och), TO_VICT ); if (IS_NPC(och)) order_mob = TRUE; interpret( och, argument ); order_mob = FALSE; } } if ( found ) { WAIT_STATE(ch,PULSE_VIOLENCE); send_to_char( "Ok.\n\r", ch ); } else send_to_char( "No tienes seguidores aqui.\n\r", ch ); return; } void do_group( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf( buf, "Grupo de %s:\n\r", PERS(leader, ch) ); send_to_char( buf, ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { sprintf( buf, "[%2d %s] %-16s %4d/%4d hp %4d/%4d mana %4d/%4d mv %5d xp\n\r", getNivelPr(gch), IS_NPC(gch) ? "Mob" : class_table[getClasePr(gch)].who_name, capitalize( PERS(gch, ch) ), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp ); send_to_char( buf, ch ); } } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "No esta aqui.\n\r", ch ); return; } if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) ) { send_to_char( "Pero tu estas siguiendo a otro!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act_new("$N no te esta siguiendo.",ch,NULL,chToEnt(victim),TO_CHAR,POS_SLEEPING); return; } if (IS_AFFECTED(victim,AFF_CHARM)) { send_to_char("No puedes sacar a mobs afectados por CHARM de tu grupo.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM)) { act_new("Te gusta demasiado seguir a tu maestro $m para dejarlo!", ch,NULL,chToEnt(victim),TO_VICT,POS_SLEEPING); return; } if (is_clan(ch) && is_clan(victim) && !is_same_clan(ch, victim)) { send_to_char("El lider de tu clan se enojaria al saber que quieres agruparte con esa basura!\n\r", ch ); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act_new("$n saca a $N de su grupo.", ch,NULL,chToEnt(victim),TO_NOTVICT,POS_RESTING); act_new("$n te saca de su grupo.", ch,NULL,chToEnt(victim),TO_VICT,POS_SLEEPING); act_new("Sacas a $N de tu grupo.", ch,NULL,chToEnt(victim),TO_CHAR,POS_SLEEPING); return; } victim->leader = ch; act_new("$N se une al grupo de $n.",ch,NULL,chToEnt(victim),TO_NOTVICT,POS_RESTING); act_new("Te unes al grupo de $n.",ch,NULL,chToEnt(victim),TO_VICT,POS_SLEEPING); act_new("$N se une a tu grupo.",ch,NULL,chToEnt(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( "Repartir cuanto?\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( "A tu grupo no le gustaria eso.\n\r", ch ); return; } if ( amount_gold == 0 && amount_silver == 0 ) { send_to_char( "Les das cero monedas, pero nadie se da cuenta.\n\r", ch ); return; } if ( ch->gold < amount_gold || ch->silver < amount_silver) { send_to_char( "No tienes tantas monedas para repartir.\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( "Mejor quedate con todo.\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( "No molestes, amarrete.\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, "Repartes %d monedas de plata. Tu parte son %d monedas.\n\r", amount_silver,share_silver + extra_silver); send_to_char(buf,ch); } if (share_gold > 0) { sprintf(buf, "Repartes %d monedas de oro. Tu parte son %d monedas.\n\r", amount_gold,share_gold + extra_gold); send_to_char(buf,ch); } if (share_gold == 0) { sprintf(buf,"$n reparte %d monedas de plata. Tu parte son %d monedas.", amount_silver,share_silver); } else if (share_silver == 0) { sprintf(buf,"$n reparte %d monedas de oro. Tu parte son %d monedas.", amount_gold,share_gold); } else { sprintf(buf, "$n reparte %d monedas de plata y %d de oro, tu parte son %d de plata y %d de oro.\n\r", amount_silver,amount_gold,share_silver,share_gold); } for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM)) { act( buf, ch, NULL, chToEnt(gch), TO_VICT ); gch->gold += share_gold; gch->silver += share_silver; } } return; } void do_gtell( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; char buf[MAX_STRING_LENGTH]; if ( argument[0] == '\0' ) { send_to_char( "Que quieres decirle a tu grupo?\n\r", ch ); return; } if ( IS_SET( ch->comm, COMM_NOTELL ) ) { send_to_char( "Tu mensaje no salio!\n\r", ch ); return; } sprintf( buf, "Dices al grupo '%s'#n\n\r", argument ); send_to_char( buf, ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) act_new("$n dice al grupo '$t'#n", ch,strToEnt(argument,ch->in_room),chToEnt(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; } char * makedrunk (char *string, CHAR_DATA * ch) { /* This structure defines all changes for a character */ struct struckdrunk drunk[] = { {3, 10, {"a", "a", "a", "A", "aa", "ah", "Ah", "ao", "aw", "oa", "ahhhh"}}, {8, 5, {"b", "b", "b", "B", "B", "vb"}}, {3, 5, {"c", "c", "C", "cj", "sj", "zj"}}, {5, 2, {"d", "d", "D"}}, {3, 3, {"e", "e", "eh", "E"}}, {4, 5, {"f", "f", "ff", "fff", "fFf", "F"}}, {8, 2, {"g", "g", "G"}}, {9, 6, {"h", "h", "hh", "hhh", "Hhh", "HhH", "H"}}, {7, 6, {"i", "i", "Iii", "ii", "iI", "Ii", "I"}}, {9, 5, {"j", "j", "jj", "Jj", "jJ", "J"}}, {7, 2, {"k", "k", "K"}}, {3, 2, {"l", "l", "L"}}, {5, 8, {"m", "m", "mm", "mmm", "mmmm", "mmmmm", "MmM", "mM", "M"}}, {6, 6, {"n", "n", "nn", "Nn", "nnn", "nNn", "N"}}, {6, 6, {"n", "n", "nn", "Nn", "nnn", "nNn", "N"}}, {3, 6, {"o", "o", "ooo", "ao", "aOoo", "Ooo", "ooOo"}}, {3, 2, {"p", "p", "P"}}, {5, 5, {"q", "q", "Q", "ku", "ququ", "kukeleku"}}, {4, 2, {"r", "r", "R"}}, {2, 5, {"s", "ss", "zzZzssZ", "ZSssS", "sSzzsss", "sSss"}}, {5, 2, {"t", "t", "T"}}, {3, 6, {"u", "u", "uh", "Uh", "Uhuhhuh", "uhU", "uhhu"}}, {4, 2, {"v", "v", "V"}}, {4, 2, {"w", "w", "W"}}, {5, 6, {"x", "x", "X", "ks", "iks", "kz", "xz"}}, {3, 2, {"y", "y", "Y"}}, {2, 9, {"z", "z", "ZzzZz", "Zzz", "Zsszzsz", "szz", "sZZz", "ZSz", "zZ", "Z"}} }; #define LARGO (MAX_INPUT_LENGTH) char buf[LARGO*2]; char temp; int pos = 0; int drunklevel; int randomnum; /* Check how drunk a person is... */ if (IS_NPC(ch)) drunklevel = 0; else drunklevel = ch->pcdata->condition[COND_DRUNK]; if (drunklevel > 0) { do { temp = toupper (*string); if ((temp >= 'A') && (temp <= 'Z')) { if (drunklevel > drunk[temp - 'A'].min_drunk_level) { randomnum = number_range (0, drunk[temp - 'A'].number_of_rep); if ( (pos + strlen(drunk[temp - 'A'].replacement[randomnum])) < (LARGO - 2) ) { strcpy (&buf[pos], drunk[temp - 'A'].replacement[randomnum]); pos += strlen (drunk[temp - 'A'].replacement[randomnum]); } } else if ( (pos + 1) < (LARGO - 2) ) buf[pos++] = *string; } else { if ((temp >= '0') && (temp <= '9') && ((pos + 1) < (LARGO - 2)) ) { temp = '0' + number_range (0, 9); buf[pos++] = temp; } else if ( (pos + 1) < (LARGO - 2) ) buf[pos++] = *string; } } while (*string++); buf[UMIN(pos,MAX_INPUT_LENGTH - 2)] = '\0'; /* Mark end of the string... */ strcpy(string, buf); return(string); } return (string); } 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 a quien?\n\r", ch ); return; } if (!can_talk(ch)) return; if ( !( victim = get_char_world( ch, arg ) ) ) { send_to_char( "No esta aqui.\n\r", ch ); return; } if ( IS_NPC(victim)) { send_to_char( "No es beepeable.\n\r", ch ); return; } if ( esta_ignorando( victim, ch->name ) != -1 ) { act( "$N no quiere mensajes tuyos.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } sprintf( buf, "\aBeepeas a %s.\n\r", victim->name ); send_to_char( buf, ch ); sprintf( buf, "\a%s te beepeo.\n\r", ch->name ); send_to_char( buf, victim ); return; } bool can_talk (CHAR_DATA *ch) { if (IS_SET(ch->comm,COMM_QUIET)) { send_to_char("Debes apagar el modo quiet primero.\n\r",ch); return FALSE; } if (IS_SET(ch->comm,COMM_NOCHANNELS)) { send_to_char("Los dioses han eliminado tus privilegios de uso de canales.\n\r",ch); return FALSE; } if ( IS_AFFECTED2( ch, AFF_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) { send_to_char( "Parece que no puedes romper el silencio.\n\r", ch ); return FALSE; } return TRUE; } /* * this function sends raw argument over the AUCTION: channel * I am not too sure if this method is right.. */ void talk_auction (char *argument) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; CHAR_DATA *original; sprintf (buf,"#BREMATE#b: %s", argument); for (d = descriptor_list; d != NULL; d = d->next) { original = d->original ? d->original : d->character; /* if switched */ if ((d->connected == CON_PLAYING) && !IS_SET(original->comm,COMM_NOAUCTION)) act (buf, original, NULL, NULL, TO_CHAR); } } void do_clear(CHAR_DATA *ch, char *argument) { if ( !str_cmp( argument, "reset" ) ) send_to_char(term_table[ch->desc->term].reset, ch); send_to_char(term_table[ch->desc->term].clear, ch); if (ch->desc && ch->desc->screenmap) InitScreenMap(ch->desc); return; } void do_mensaje(CHAR_DATA *ch, char*argument) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (argument[0] == '\0') { sprintf( buf, "Tu mensaje actual es: %s\n\r", ch->pcdata->mensaje ); send_to_char( buf, ch ); return; } if ( strlen(argument) > 70 ) argument[70] = '\0'; free_string( ch->pcdata->mensaje ); if ( !str_cmp( argument, "ninguno" ) ) ch->pcdata->mensaje = str_dup( "" ); else ch->pcdata->mensaje = str_dup(argument); send_to_char( "Ok.\n\r", ch ); return; } void mostrar_mensaje( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; const char *str; bool mob = FALSE; if (IS_NPC(ch)) return; str = ch->pcdata->mensaje; sprintf( buf, "%s ", SELFPERS(ch) ); while ( *str ) { if ( *str == '*' && mob == FALSE ) { strcat(buf, PERS(victim, ch) ); mob = TRUE; } else { sprintf( buf2, "%c", *str ); strcat( buf, buf2 ); } ++str; } strcat( buf, " #n" ); act( buf, ch, NULL, NULL, TO_ALL ); return; } /* * Structure for a Quote */ struct quote_type { char * text; char * by; }; /* * The Quotes - insert yours in, and increase MAX_QUOTES in merc.h */ #define MAX_QUOTES 30 const struct quote_type quote_table [MAX_QUOTES] = { { "Todo lo bueno debe acabarse alguna vez.", NULL }, { "Cogito Ergo Sum.", "Descartes" }, { "Acabe con el hambre y la pobreza. Comase un pobre.", NULL }, { "640kb should be enough for everyone!", "Bill Gates" }, { "Muchas cosas se juzgan imposibles de hacer...hasta que estan hechas.", "Plinio" }, { "Nunca seas el primero en ser el segundo.", NULL }, { "Soy el mejor en lo que hago, pero lo que hago no es muy grato", "Wolverine" }, { "It's always funny...until someone gets hurt", "Ricochet - Faith No More" }, { "I have never understood the female capacity to avoid a direct answer to\n\r" "any question.", "Spock, \"This Side of Paradise\", stardate 3417.3" }, { "Extreme feminine beauty is always disturbing.", "Spock, \"The Cloud Minders\", stardate 5818.4" }, { "-Sr. Pinochet, que opina Ud. de que se hayan encontrado tumbas con varias personas dentro?\n\r" "-Bueno, que economia mas grande!!!", NULL }, { "Haz lo necesario, luego lo posible, entonces te encontraras haciendo lo imposible.", NULL }, { "No me importa ser ciego, lo que realmente me molestaria es ser negro", "Stevie Wonder" }, { "Para ser un buen guerrero...primero hazte invencible", "Sun Tzu" }, { "Un buen guerrero nunca va a la pelea...la pelea viene hacia el", "Sun Tzu" }, { "Joven...dile no a la droga, somos muchos y la droga es poca", NULL }, { "Mas vale una al a~no que cien en el ba~no", NULL }, { "Si la vida te da la espalda, agarrale el culo!", NULL }, { "-Cual es el colmo de un sanguche de potito?\n\r-Que se lo coma Paul Schaeffer.", NULL }, { "El masoquista le dice al sadico : 'PEGAME!!!!'.\n\rY el sadico le responde : 'No'.", NULL }, { "Mi esposa tiene el mejor fisico del mundo.", "Albert Einstein" }, { "Lo mejor que hace un curado no sirve para nada.", NULL }, { "La mentira tiene patas cortas.", NULL }, { "Callense, comunistas de mierda!!!", "Evelyn Matthei" }, { "Segmentation fault (core dumped)", NULL }, { "Traicionaron a Cristo y no van a traicionar a mi padre.", "El hijo de Pinochet" }, { "Nunca te cases con una mujer perfecta...te casarias con un hombre", "Loki" }, { "Toda mi vida es un juego", "Mario Bros." }, { "Autoridad que no abusa pierde su prestigio.", NULL }, { "La conciencia es lo que duele cuando todo se siente bien.", NULL } }; /* * The Routine * Quote Code is by elfren@aros.net */ void do_quote_exit( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; int number; number = number_range(0, 1000) % MAX_QUOTES; sprintf( buf, "\n\r%s\n\r", quote_table[number].text ); send_to_char( buf, ch ); if ( quote_table[number].by ) { sprintf( buf, " - #B%s#b\n\r", quote_table[number].by ); send_to_char( buf, ch ); } return; } void do_pausa( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char *mensaje = NULL; if ( IS_SET(ch->comm, COMM_OLC_PAUSA) ) mensaje = "OFF"; /* al reves! */ else mensaje = "ON"; sprintf( buf, "Pausas en OLC estan ahora #B%s#b.\n\r", mensaje ); send_to_char( buf, ch ); TOGGLE_BIT(ch->comm, COMM_OLC_PAUSA); return; } void do_condicion( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char *mensaje = NULL; if (IS_NULLSTR(argument)) { sprintf(buf,"Condicion propia durante las peleas : #B%s#b.\n\r", IS_SET(ch->comm,COMM_STAT) ? "ON" : "OFF" ); send_to_char( buf, ch ); sprintf(buf,"Condicion del equipo al ver el eq : #B%s#b.\n\r", IS_SET(ch->comm,COMM_CONDICION) ? "ON" : "OFF" ); send_to_char(buf, ch ); send_to_char("Para cambiar la configuracion, escribe '#Bcondicion propia#b' o '#Bcondicion eq#b'.\n\r", ch ); return; } if ( !str_cmp(argument,"propia") ) { if ( IS_SET(ch->comm, COMM_STAT) ) mensaje = "OFF"; /* al reves! */ else mensaje = "ON"; sprintf( buf, "Condicion propia durante las peleas ahora esta #B%s#b.\n\r", mensaje ); send_to_char( buf, ch ); TOGGLE_BIT(ch->comm, COMM_STAT); return; } if ( !str_cmp(argument,"eq") ) { if ( IS_SET(ch->comm, COMM_CONDICION) ) mensaje = "OFF"; /* al reves! */ else mensaje = "ON"; sprintf( buf, "Condicion del equipo al ver el eq ahora esta #B%s#b.\n\r", mensaje ); send_to_char( buf, ch ); TOGGLE_BIT(ch->comm, COMM_CONDICION); return; } do_condicion(ch,""); return; } void do_ignorar( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int i, pos; bool found = FALSE; char buf[MIL]; if (IS_NPC(ch)) return; if (IS_NULLSTR(argument)) { for ( i = 0; i < MAX_IGNORE; ++i ) if (!IS_NULLSTR(ch->pcdata->ignore[i])) { if (!found) send_to_char( "Estas ignorando a:\n\r", ch ); sprintf( buf, "%2d. %s\n\r", i, ch->pcdata->ignore[i] ); send_to_char( buf, ch ); found = TRUE; } if (!found) send_to_char( "No estas ignorando a nadie.\n\r", ch ); return; } if ( (pos = esta_ignorando(ch,argument)) != -1 ) { free_string(ch->pcdata->ignore[pos]); ch->pcdata->ignore[pos] = str_dup( "" ); act( "Dejas de ignorar a $T.", ch, NULL, strToEnt(argument,ch->in_room), TO_CHAR ); return; } if ( (victim = get_char_world( ch, argument )) == NULL || IS_NPC(victim) ) { send_to_char( "No esta jugando.\n\r", ch ); return; } if ( IS_IMMORTAL(victim) ) { send_to_char( "No es ignorable.\n\r", ch ); return; } for ( i = 0; i < MAX_IGNORE; ++i ) if (IS_NULLSTR(ch->pcdata->ignore[i])) { free_string(ch->pcdata->ignore[i]); ch->pcdata->ignore[i] = str_dup( victim->name ); act( "Ahora ignoras a $N.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } send_to_char( "No puedes ignorar a mas personas.\n\r", ch ); return; } void do_term( CHAR_DATA *ch, char * argument ) { int term = -1; if ( !ch->desc ) return; if ( IS_NULLSTR(argument) ) { printf_to_char( ch, "Tu tipo de terminal es : %s.\n\r", term_table[ch->desc->term].name ); send_to_char( "Para ver la lista de terminales, escribe '#Bterm lista#b'.\n\r", ch ); return; } if ( !str_cmp( argument, "lista" ) ) { send_to_char( "Configuraciones disponibles:\n\r", ch ); for ( term = 0; term_table[term].name; term++ ) printf_to_char( ch, "#B%d#b. #B%s#b\n\r", term + 1, term_table[term].name ); return; } term = term_lookup( argument ); if ( term == -1 ) { send_to_char( "Ese terminal no existe.\n\r", ch ); return; } ch->desc->term = term; send_to_char( "Ok.\n\r", ch ); } void do_color( CHAR_DATA *ch, char *argument ) { int color; if ( IS_NPC(ch) ) return; if ( IS_NULLSTR(argument) || !is_number(argument) ) { send_to_char( "Sintaxis : color [1..15]\n\r", ch ); send_to_char( "El color estandar es el 7.\n\r", ch ); send_to_char( "Colores arriba de 7 son los mismos de 1..7 pero con #Bnegrita#b.\n\r", ch ); return; } color = atoi(argument); if ( color < 1 || color > 15 ) { send_to_char( "Solo numeros entre 1 y 15.\n\r", ch ); return; } ch->pcdata->color = color; send_to_char( "Ok.\n\r", ch ); } DO_FUN_DEC(do_olcx) { if ( IS_SET(ch->comm, COMM_OLCX) ) send_to_char("Extensiones VT100 para OLC desactivadas.\n\r", ch ); else send_to_char("Extensiones VT100 para OLC activadas.\n\r", ch ); TOGGLE_BIT(ch->comm, COMM_OLCX); }