/***************************************************************************
* 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 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/***************************************************************************
* ROT 1.4 is copyright 1996-1997 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file doc/rot.license *
***************************************************************************/
#if defined(macintosh)
#include <types.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 "recycle.h"
#include "tables.h"
/* command procedures needed */
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_autolist );
/* 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];
char strmoved[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
{
if (is_clead(ch))
update_clanlist(ch, ch->pcdata->clead, FALSE, TRUE);
if (is_clan(ch))
update_clanlist(ch, ch->clan, FALSE, FALSE);
sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
sprintf( strmoved, "%s%s", DEL_PLAYER, capitalize( ch->name ) );
wiznet("$N turns $Mself into line noise.",ch,NULL,0,0,0);
stop_fighting(ch,TRUE);
if (ch->level > HERO)
{
update_wizlist(ch, 1);
}
do_quit(ch,"");
rename( strsave, strmoved );
return;
}
}
if (argument[0] != '\0')
{
send_to_char("Just type delete. No argument.\n\r",ch);
return;
}
send_to_char("Type delete again to confirm this command.\n\r",ch);
send_to_char("WARNING: this command is irreversible.\n\r",ch);
send_to_char("Typing delete with an argument will undo delete status.\n\r",
ch);
ch->pcdata->confirm_delete = TRUE;
wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch));
}
void do_rerol( CHAR_DATA *ch, char *argument)
{
send_to_char("You must type the full command to reroll yourself.\n\r",ch);
}
void do_reroll( CHAR_DATA *ch, char *argument)
{
char strsave[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
if ((ch->class < MAX_CLASS/2) && (!IS_REMORT_LEVEL(ch)))
{
send_to_char("You must be remorting level in the first tier to reroll.\n\rSee HELP REROLL for details.\n\r",ch);
return;
}
if ((ch->questpoints < 100 || ch->platinum <2000)&&(ch->class>=MAX_CLASS/2))
{
send_to_char("The cost is 100 quest points, and 2000 platinum.\n\r", ch);
return;
}
if (ch->pcdata->confirm_reroll)
{
if (argument[0] != '\0')
{
send_to_char("Reroll status removed.\n\r",ch);
ch->pcdata->confirm_reroll = FALSE;
return;
}
else
{
/*
if (is_clead(ch))
update_clanlist(ch, ch->pcdata->clead, FALSE, TRUE);
if (is_clan(ch))
update_clanlist(ch, ch->clan, FALSE, FALSE);
*/
sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
wiznet("$N turns $Mself into a whole new being.",ch,NULL,0,0,0);
stop_fighting(ch,TRUE);
if ((ch->questpoints < 100 || ch->platinum<2000)&&(ch->class>MAX_CLASS/2))
{
ch->questpoints -= 100;
ch->platinum -= 2000;
}
if ( ( IS_REMORT(ch) && IS_HERO(ch) ) || IS_OMNI( ch ) )
SET_BIT( ch->act, PLR_REROLL2 );
SET_BIT( ch->act, PLR_REROLL );
ch->pcdata->tier = 1;
if (ch->level > HERO)
update_wizlist(ch, 1);
do_quit(ch,"");
return;
}
}
if (argument[0] != '\0')
{
send_to_char("Just type reroll. No argument.\n\r",ch);
return;
}
send_to_char("Type reroll again to confirm this command.\n\r",ch);
send_to_char("WARNING: this command is irreversible.\n\r",ch);
send_to_char("Typing reroll with an argument will undo reroll status.\n\r",
ch);
ch->pcdata->confirm_reroll = TRUE;
wiznet("$N is contemplating rerolling.",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("clan gossip ",ch);
if (!IS_SET(ch->comm,COMM_NOCGOSSIP))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("quest gossip ",ch);
if (!IS_SET(ch->comm,COMM_NOCGOSSIP))
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_NOASK))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("Flame ",ch);
if (!IS_SET(ch->comm,COMM_NOFLAME))
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);
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_STORE))
send_to_char("You store tells during fights.\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);
if (IS_SET(ch->act,PLR_MXP))
{
send_to_char( "Your <COLOR red><B>MXP</B></COLOR> commands are <COLOR blue><B>ENABLED</B></COLOR>!\n\r", ch );
if ( IS_SET( ch->act, PLR_MSP ) )
send_to_char( "You choose to receive MSP sound events.\n\r", ch );
else
send_to_char( "But you choose not to receive MSP sound messages.{x\n\r", ch );
}
else
{
send_to_char( "MXP parsing is turned OFF.\n\r", ch );
if ( IS_SET( ch->act, PLR_MSP ) )
send_to_char( "But you choose to receive MSP sound events.\n\r", ch );
else
send_to_char( "You choose not to receive MSP sound messages.{x\n\r", ch );
}
}
/* RT deaf blocks out all shouts */
void do_deaf( CHAR_DATA *ch, char *argument)
{
if (IS_SET(ch->comm,COMM_DEAF))
{
send_to_char("You can now hear tells again.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_DEAF);
}
else
{
send_to_char("From now on, you won't hear tells.\n\r",ch);
SET_BIT(ch->comm,COMM_DEAF);
}
}
/* RT quiet blocks out all communication */
void do_quiet ( CHAR_DATA *ch, char * argument)
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("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)
{
char buf[MAX_STRING_LENGTH];
if (IS_SET(ch->comm,COMM_AFK))
{
if(ch->tells)
{
sprintf( buf, "AFK mode removed. You have {R%d{x tells waiting.\n\r", ch->tells );
send_to_char( buf, ch );
send_to_char("Type 'replay' to see tells.\n\r",ch);
}
else
{
send_to_char("AFK mode removed. You have no tells waiting.\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_autostore ( CHAR_DATA *ch, char * argument)
{
if (IS_SET(ch->comm,COMM_STORE))
{
send_to_char("You will no longer store tells during fights.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_STORE);
}
else
{
send_to_char("You will now store tells during fights.\n\r",ch);
SET_BIT(ch->comm,COMM_STORE);
}
}
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);
ch->tells = 0;
}
/* RT auction rewritten in ROM style */
void do_auction( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOAUCTION))
{
send_to_char("Auction channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOAUCTION);
}
else
{
send_to_char("Auction channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOAUCTION);
}
}
else /* auction message sent, turn auction on if it is off */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
REMOVE_BIT(ch->comm,COMM_NOAUCTION);
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
sprintf( buf, "You {Bau{Wct{Bion '{W%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Auction: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOAUCTION) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new("$n {Bau{Wct{Bions '{W$t{x'",
ch,argument,d->character,TO_VICT,POS_DEAD);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT chat replaced with ROM gossip */
void do_gossip( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOGOSSIP))
{
send_to_char("Gossip channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOGOSSIP);
}
else
{
send_to_char("Gossip channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOGOSSIP);
}
}
else /* gossip message sent, turn gossip on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOGOSSIP);
sprintf( buf, "You {Dgo{Wss{Dip{x '{H%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Gossip: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOGOSSIP) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new( "$n {Dgo{Wss{Dip{Ws '{H$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_guildtalk( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if ( IS_NPC( ch ) )
{
send_to_char( "Only guilded human players may use this command.\n\r", ch );
return;
}
if ( !ch->pcdata->guild )
{
send_to_char( "Only official members of the guild may use this command.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Tell the guild what?\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
sprintf( buf, "You {mtell the guild{x '{%c%s{x'\n\r",
( IS_GM( ch ) ?
UPPER( class_table[ch->class].colorcode ) :
class_table[ch->class].colorcode ),
argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->character;
if ( victim == NULL )
continue;
if ( IS_SWITCHED( victim ) || IS_NPC( victim ) )
continue;
if ( d->connected == CON_PLAYING
&& d->character != ch
&& !IS_SET(victim->comm,COMM_QUIET)
&& ( victim->class == ch->class
|| ( victim->class == ch->class +
( ch->class < MAX_CLASS / 2 ?
( MAX_CLASS / 2 ) : -( MAX_CLASS / 2 )
)
)
)
&& victim->pcdata->guild )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
sprintf( log_buf, "%s {mtells the guild{x (%s) '{%c%s{x'\n\r",
ch->name,
guild_rank_name( ch->pcdata->guild, ch->class ),
( IS_GM( ch ) ?
UPPER( class_table[ch->class].colorcode ) :
class_table[ch->class].colorcode ),
argument );
send_to_char( log_buf, d->character );
}
}
}
}
void do_qgossip( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (!ch->on_quest && !IS_IMMORTAL(ch))
{
send_to_char("You are not on a quest!\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOQGOSSIP))
{
send_to_char("Quest gossip channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOQGOSSIP);
}
else
{
send_to_char("Quest gossip channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOQGOSSIP);
}
}
else /* qgossip message sent, turn qgossip on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOQGOSSIP);
sprintf( buf, "You qgossip '{l%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Qgossip: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOQGOSSIP) &&
!IS_SET(victim->comm,COMM_QUIET) &&
((victim->on_quest) || IS_IMMORTAL(victim)))
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new( "$n qgossips '{l$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_grats( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char bufy[MAX_STRING_LENGTH];
char bufz[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
buf[0] = '\0';
bufy[0] = '\0';
bufz[0] = '\0';
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOGRATS))
{
send_to_char("Grats channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOGRATS);
}
else
{
send_to_char("Grats channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOGRATS);
}
}
else /* grats message sent, turn grats on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOGRATS);
sprintf( buf, "You grats '{J%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Grats: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOGRATS) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new( "$n grats '{J$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_flame( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOFLAME))
{
send_to_char("Flame channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOFLAME);
}
else
{
send_to_char("Flame channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOFLAME);
}
}
else /* Flame message sent, turn Flame on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOFLAME);
sprintf( buf, "You {rf{Yl{Wa{Ym{re{x '{r%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Flame: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOFLAME) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new( "$n {rF{Yl{Wam{Ye{rs{x '{Q$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT ask channel */
void do_ask( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOASK))
{
send_to_char("Q/A channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOASK);
}
else
{
send_to_char("Q/A channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOASK);
}
}
else /* ask sent, turn Q/A on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOASK);
sprintf( buf, "You ask '{P%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Ask: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOASK) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new("$n asks '{P$t{x'",
ch,argument,d->character,TO_VICT,POS_SLEEPING);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT answer channel - uses same line as asks */
void do_answer( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOASK))
{
send_to_char("Q/A channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOASK);
}
else
{
send_to_char("Q/A channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOASK);
}
}
else /* answer sent, turn Q/A on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOASK);
sprintf( buf, "You answer '{P%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Answer: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOASK) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new("$n answers '{P$t{x'",
ch,argument,d->character,TO_VICT,POS_SLEEPING);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT music channel */
void do_music( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOMUSIC))
{
send_to_char("Music channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOMUSIC);
}
else
{
send_to_char("Music channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOMUSIC);
}
}
else /* music sent, turn music on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
#ifdef CENSOR_CHANNELS
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
#endif
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOMUSIC);
sprintf( buf, "You MUSIC: '{N%s{x'\n\r", argument );
send_to_char( buf, ch );
sprintf( buf, "$n MUSIC: '{N%s{x'", argument );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Music: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOMUSIC) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act_new("$n MUSIC: '{N$t{x'",
ch,argument,d->character,TO_VICT,POS_SLEEPING);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_immtalk( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if ( argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOWIZ))
{
send_to_char("Immortal channel is now ON\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOWIZ);
}
else
{
send_to_char("Immortal channel is now OFF\n\r",ch);
SET_BIT(ch->comm,COMM_NOWIZ);
}
return;
}
REMOVE_BIT(ch->comm,COMM_NOWIZ);
sprintf( buf, "$n: {L%s{x", argument );
act_new("$n: {L$t{x",ch,argument,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("$n: {L$t{x",ch,argument,d->character,TO_VICT,POS_DEAD);
}
}
return;
}
void do_say( CHAR_DATA *ch, char *argument )
{
if ( argument[0] == '\0' )
{
send_to_char( "Say what?\n\r", ch );
return;
}
act( "$n {Bs{wa{By{ws{x '{c$T{x'", ch, NULL, argument, TO_ROOM );
act( "You {Bs{wa{By{x '{S$T{x'", ch, NULL, argument, TO_CHAR );
if ( !IS_NPC(ch) )
{
CHAR_DATA *mob, *mob_next;
for ( mob = ch->in_room->people; mob != NULL; mob = mob_next )
{
mob_next = mob->next_in_room;
if ( IS_NPC(mob) && HAS_TRIGGER( mob, TRIG_SPEECH ) )
/* Why? */
/*
&& mob->position == mob->pIndexData->default_pos )
*/
mp_act_trigger( argument, mob, ch, NULL, NULL, TRIG_SPEECH );
}
}
return;
}
void do_shout( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_SHOUTSOFF))
{
send_to_char("You can hear shouts again.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_SHOUTSOFF);
}
else
{
send_to_char("You will no longer hear shouts.\n\r",ch);
SET_BIT(ch->comm,COMM_SHOUTSOFF);
}
return;
}
if ( IS_SET(ch->comm, COMM_NOSHOUT) )
{
send_to_char( "You can't shout.\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_SHOUTSOFF);
WAIT_STATE( ch, 12 );
act( "You shout '{T$T{x'", ch, NULL, argument, TO_CHAR );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( !victim )
{
log_string( "Shout: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm, COMM_SHOUTSOFF) &&
!IS_SET(victim->comm, COMM_QUIET) )
{
if ( !IS_NPC( victim ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act("$n shouts '{T$t{x'",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;
int pos;
bool found = FALSE;
int wtime;
if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_DEAF))
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if ( IS_SET(ch->comm, COMM_QUIET) )
{
send_to_char( "You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET(ch->comm,COMM_DEAF))
{
send_to_char("You must turn off deaf mode first.\n\r",ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Tell whom what?\n\r", ch );
return;
}
/*
* Can tell to PC's anywhere, but NPC's only in same room.
* -- Furey
*/
if ( ( victim = get_char_world( ch, arg ) ) == NULL
|| ( IS_NPC(victim) && victim->in_room != ch->in_room ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim->desc == NULL && !IS_NPC(victim))
{
act("$N seems to have misplaced $S link...try again later.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if (!IS_NPC(victim))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (found)
{
act("$N doesn't seem to be listening to you.",ch,NULL,victim,TO_CHAR);
return;
}
/* Removed..Vengeance */
/*
if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) )
{
act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
*/
if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF))
&& !IS_IMMORTAL(ch))
{
act( "$E is not receiving tells.", ch, 0, victim, TO_CHAR );
return;
}
if (IS_SET(victim->comm,COMM_AFK))
{
if (IS_NPC(victim))
{
act("$E is AFK, and not receiving tells.",ch,NULL,victim,TO_CHAR);
return;
}
act("$E is AFK, but your tell will go through when $E returns.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if (IS_SET(victim->comm,COMM_STORE)
&& (victim->fighting != NULL) )
{
if (IS_NPC(victim))
{
act("$E is fighting, and not receiving tells.",ch,NULL,victim,TO_CHAR);
return;
}
act("$E is fighting, but your tell will go through when $E finishes.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
act( "You tell $N '{U$t{x'", ch, argument, victim, TO_CHAR );
act_new("$n tells you '{U$t{x'",ch,argument,victim,TO_VICT,POS_DEAD);
victim->reply = ch;
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
return;
}
void do_reply( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int pos;
bool found = FALSE;
int wtime;
if ( IS_SET(ch->comm, COMM_NOTELL) )
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
if ( ( victim = ch->reply ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim->desc == NULL && !IS_NPC(victim))
{
act("$N seems to have misplaced $S link...try again later.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if (!IS_NPC(victim))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (found)
{
act("$N doesn't seem to be listening to you.",ch,NULL,victim,TO_CHAR);
return;
}
/* Removed...Vengeance */
/*
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;
}
/* Removed....Vengeance */
/*
if (!IS_IMMORTAL(victim) && !IS_AWAKE(ch))
{
send_to_char( "In your dreams, or what?\n\r", ch );
return;
}
*/
if (IS_SET(victim->comm,COMM_AFK))
{
if (IS_NPC(victim))
{
act_new("$E is AFK, and not receiving tells.",
ch,NULL,victim,TO_CHAR,POS_DEAD);
return;
}
act_new("$E is AFK, but your tell will go through when $E returns.",
ch,NULL,victim,TO_CHAR,POS_DEAD);
sprintf(buf,"%s tells you '{U%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
act_new("You tell $N '{U$t{x'",ch,argument,victim,TO_CHAR,POS_DEAD);
act_new("$n tells you '{U$t{x'",ch,argument,victim,TO_VICT,POS_DEAD);
victim->reply = ch;
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
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;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
act("You yell '{T$t{x'",ch,argument,NULL,TO_CHAR);
for ( d = descriptor_list; d != NULL; d = d->next )
{
int pos;
bool found = FALSE;
if ( !d->character )
{
log_string( "Yell: descriptor not linked to character." );
write_to_buffer( d, "Ack! Your connection is messed up.\n\rRecovering....\n\r", 0 );
continue;
}
if ( d->connected == CON_PLAYING
&& d->character != ch
&& d->character->in_room != NULL
&& d->character->in_room->area == ch->in_room->area
&& !IS_SET(d->character->comm,COMM_QUIET) )
{
if ( !IS_NPC( d->character ) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (d->character->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name, d->character->pcdata->forget[pos]))
found = TRUE;
}
}
if (!found)
{
act("$n yells '{T$t{x'",ch,argument,d->character,TO_VICT);
}
}
}
return;
}
void do_emote( CHAR_DATA *ch, char *argument )
{
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
{
send_to_char( "You can't show your emotions.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Emote what?\n\r", ch );
return;
}
MOBtrigger = FALSE;
act( "{B$n $T{x", ch, NULL, argument, TO_ROOM );
act( "{B$n $T{x", ch, NULL, argument, TO_CHAR );
MOBtrigger = TRUE;
return;
}
void do_pmote( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
char *letter,*name;
char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH];
int matches = 0;
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
{
send_to_char( "You can't show your emotions.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Emote what?\n\r", ch );
return;
}
act( "{c$n $t{x", ch, argument, NULL, TO_CHAR );
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->desc == NULL || vch == ch)
continue;
if ((letter = strstr(argument,vch->name)) == NULL)
{
MOBtrigger = FALSE;
act("{c$N $t{x",vch,argument,ch,TO_CHAR);
MOBtrigger = TRUE;
continue;
}
strcpy(temp,argument);
temp[strlen(argument) - strlen(letter)] = '\0';
last[0] = '\0';
name = vch->name;
for (; *letter != '\0'; letter++)
{
if (*letter == '\'' && matches == strlen(vch->name))
{
strcat(temp,"r");
continue;
}
if (*letter == 's' && matches == strlen(vch->name))
{
matches = 0;
continue;
}
if (matches == strlen(vch->name))
{
matches = 0;
}
if (*letter == *name)
{
matches++;
name++;
if (matches == strlen(vch->name))
{
strcat(temp,"you");
last[0] = '\0';
name = vch->name;
continue;
}
strncat(last,letter,1);
continue;
}
matches = 0;
strcat(temp,last);
strncat(temp,letter,1);
last[0] = '\0';
name = vch->name;
}
MOBtrigger = FALSE;
act("{c$N $t{x",vch,temp,ch,TO_CHAR);
MOBtrigger = TRUE;
}
return;
}
/*
* All the posing stuff.
*/
struct pose_table_type
{
char * message[2*MAX_CLASS];
};
const struct pose_table_type pose_table [] =
{
{
{
"You sizzle with {Be{bn{Be{br{Bg{by{x.",
"$n sizzles with {Be{bn{Be{br{Bg{by{x.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x.",
"You perform a small card trick.",
"$n performs a small card trick.",
"You show your bulging muscles.",
"$n shows $s pitiful muscles.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"... 98, 99, 100 ... you do pushups.",
"..1....mmph!.. 2 .. $n does pushups.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"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.",
"A {Whalo{x appears over your head.",
"A {Whalo{x appears over $n's head.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"{BBlue sparks{x fly from your fingers.",
"{BBlue sparks{x fly from $n's fingers.",
"A {Whalo{x appears over your head.",
"A {Whalo{x 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.",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
"Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
"Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs.",
"You recite words of wisdom.",
"$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 $s eyes roll.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"A spot light hits you.",
"A spot light hits $n.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"A slimy {ggreen monster{x appears before you and bows.",
"A slimy {ggreen monster{x 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.",
"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.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"You turn everybody into a little pink elephant.",
"You are turned into a little pink elephant by $n.",
"An {Wangel{x consults you.",
"An {Wangel{x consults $n.",
"The dice roll ... and you win again.",
"The dice roll ... and $n craps out.",
"... 98, 99, 100 ... you do pushups.",
"..1....mmph!.. 2 .. $n does pushups.",
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"A small ball of light dances on your fingertips.",
"A small ball of light dances on $n's fingertips.",
"Your body {Yglows with an unearthly light{x.",
"$n's body {Yglows with an unearthly light{x.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it.",
"Arnold Schwarzenegger admires your physique.",
"PeeWee Herman laughs at $n's physique.",
"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! $n squeezes water out of a granite boulder.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"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.",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"Arnold Schwarzenegger admires your physique.",
"PeeWee Herman laughs at $n's physique.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"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.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"You pick your teeth with a spear.",
"$n picks $s teeth with a spear.",
"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 $n a beer.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"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 $n's hug.",
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x 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 breaks $s hand.",
"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 $s rolls of fat.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"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 rolls of fat.",
"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 $n's fireworks.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"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 w{zi{xnks at you.",
"An eye in a pyramid w{zi{xnks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid w{zi{xnks at you.",
"An eye in a pyramid w{zi{xnks 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 $n go?",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot.",
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god $G gives you a staff.",
"The great god $G gives $n a staff.",
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
},
{
{
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god $G gives you a staff.",
"The great god $G gives $n a staff.",
"Click.",
"Click.",
"Atlas asks you to relieve him.",
"Atlas asks $n to relieve him.",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x."
}
}
};
void do_pose( CHAR_DATA *ch, char *argument )
{
int level;
int pose;
if ( IS_NPC(ch) )
return;
level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 );
pose = number_range(0, level);
if (ch->class < MAX_CLASS/2)
{
act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR );
act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM );
} else {
act( pose_table[pose].message[2*(ch->class-(MAX_CLASS/2))+0], ch, NULL, NULL, TO_CHAR );
act( pose_table[pose].message[2*(ch->class-(MAX_CLASS/2))+1], ch, NULL, NULL, TO_ROOM );
}
return;
}
void do_bug( CHAR_DATA *ch, char *argument )
{
append_file( ch, BUG_FILE, argument );
send_to_char( "Bug logged.\n\r", ch );
return;
}
void do_typo( CHAR_DATA *ch, char *argument )
{
append_file( ch, TYPO_FILE, argument );
send_to_char( "Typo logged.\n\r", ch );
return;
}
void do_rent( CHAR_DATA *ch, char *argument )
{
send_to_char( "There is no rent here. Just save and quit.\n\r", ch );
return;
}
void do_qui( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch );
return;
}
void do_quit( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d,*d_next;
int id;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( IS_NPC(ch) )
return;
if ( ch->position == POS_FIGHTING )
{
send_to_char( "No way! You are fighting.\n\r", ch );
return;
}
if ( ch->pcdata->countdown > 0 )
{
send_to_char( "Give up your quest first!\n\r", ch );
return;
}
if ( ch->position < POS_STUNNED )
{
send_to_char( "You're not DEAD yet.\n\r", ch );
return;
}
if ( ch->pcdata->recall_lag )
{
send_to_char( "You're still too dazed from the fight.\n\r", ch );
return;
}
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if (IS_OBJ_STAT(obj,ITEM_UNIQUE))
{
unequip_char( ch, obj );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$p detaches itself from $n and falls to the ground.", ch, obj, NULL, TO_ROOM );
act( "$p detaches itself from you and falls to the ground.", ch, obj, NULL, TO_CHAR );
}
}
send_to_char( "{rReality is attacking you!{x\n\r",ch);
send_to_char( "{cYou hit Reality hard!{x\n\r",ch);
send_to_char( "{BReality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch);
WAIT_STATE(ch,25 * PULSE_VIOLENCE);
act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
sprintf( log_buf, "%s has quit.", ch->name );
log_string( log_buf );
sprintf( log_buf, "%s@%s rejoins the real world.", ch->name,
( ch->desc ? ( ch->desc->host ? ch->desc->host : "null" ) : "null" ) );
wiznet( log_buf, NULL, NULL, WIZ_LOGINS, 0, get_trust( ch ) );
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj( ch );
id = ch->id;
d = ch->desc;
extract_char( ch, TRUE );
if ( d != NULL )
close_socket( d );
/* toast evil cheating bastards */
for (d = descriptor_list; d != NULL; d = d_next)
{
CHAR_DATA *tch;
d_next = d->next;
tch = d->original ? d->original : d->character;
if (tch && tch->id == id)
{
extract_char(tch,TRUE);
close_socket(d);
}
}
return;
}
void force_quit( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d,*d_next;
int id;
int lose;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( IS_NPC(ch) )
return;
if ( ch->level >= LEVEL_IMMORTAL )
return;
if ( ch->position == POS_FIGHTING )
{
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp( ch, 0 - lose );
stop_fighting( ch, TRUE );
}
if ( ch->position < POS_STUNNED )
{
lose = (ch->desc != NULL) ? 50 : 100;
gain_exp( ch, 0 - lose );
}
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if (IS_OBJ_STAT(obj,ITEM_UNIQUE))
{
unequip_char( ch, obj );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$p detaches itself from $n and falls to the ground.", ch, obj, NULL, TO_ROOM );
act( "$p detaches itself from you and falls to the ground.", ch, obj, NULL, TO_CHAR );
}
}
send_to_char( "{rReality is attacking you!{x\n\r",ch);
send_to_char( "{cYou hit Reality hard!{x\n\r",ch);
send_to_char( "{BReality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch);
WAIT_STATE(ch,25 * PULSE_VIOLENCE);
act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
sprintf( log_buf, "%s has quit.", ch->name );
log_string( log_buf );
wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch));
/*
* After extract_char the ch is no longer valid!
*/
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 update_char( CHAR_DATA *ch )
{
if ( ch->version < 10)
{
ch->pcdata->arenad = 0;
ch->pcdata->arenak = 0;
ch->version = 10;
}
}
void do_save( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
update_char(ch);
save_char_obj( ch );
send_to_char("Saving. Remember that ROT has automatic saving.\n\r", ch);
WAIT_STATE(ch,4 * PULSE_VIOLENCE);
return;
}
void do_follow( CHAR_DATA *ch, char *argument )
{
/* RT changed to allow unlimited following and follow the NOFOLLOW rules */
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Follow whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL )
{
act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if ( victim == ch )
{
if ( ch->master == NULL )
{
send_to_char( "You already follow yourself.\n\r", ch );
return;
}
stop_follower(ch);
return;
}
if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch))
{
act("$N doesn't seem to want any followers.\n\r",
ch,NULL,victim, TO_CHAR);
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act("You can't seem to follow $N.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
REMOVE_BIT(ch->act,PLR_NOFOLLOW);
if ( ch->master != NULL )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA *ch, CHAR_DATA *master )
{
if ( ch->master != NULL )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
if ( can_see( master, ch ) )
act( "$n now follows you.", ch, NULL, master, TO_VICT );
act( "You now follow $N.", ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA *ch )
{
if ( ch->master == NULL )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) )
{
REMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
}
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
{
REMOVE_BIT(ch->act, ACT_PET);
ch->timer = 0;
ch->hastimer = TRUE;
}
if ( can_see( ch->master, ch ) && ch->in_room != NULL)
{
act( "$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 (!str_cmp(arg2,"reroll") || !str_cmp(arg2,"steal"))
{
send_to_char("That will NOT be done.\n\r",ch);
return;
}
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Aye aye, right away!\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch
|| (IS_IMMORTAL(victim) && victim->trust >= ch->trust))
{
send_to_char( "Do it yourself!\n\r", ch );
return;
}
}
found = FALSE;
for ( och = ch->in_room->people; och != NULL; och = och_next )
{
och_next = och->next_in_room;
if ( IS_AFFECTED(och, AFF_CHARM)
&& och->master == ch
&& ( fAll || och == victim ) )
{
found = TRUE;
sprintf( buf, "$n orders you to '%s'.", argument );
act( buf, ch, NULL, och, TO_VICT );
interpret( och, argument );
}
}
if ( found )
{
WAIT_STATE(ch,PULSE_VIOLENCE);
send_to_char( "Ok.\n\r", ch );
}
else
send_to_char( "You have no followers here.\n\r", ch );
return;
}
void do_group( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = (ch->leader != NULL) ? ch->leader : ch;
sprintf( buf, "%s's group:\n\r", PERS(leader, ch) );
send_to_char( buf, ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
{
sprintf( buf,
"[%2d %s] %-16s %4ld/%4ld hp %4ld/%4ld mana %4ld/%4ld mv %5ld xp\n\r",
gch->level,
IS_NPC(gch) ? "Mob" : class_table[gch->class].who_name,
capitalize( PERS(gch, ch) ),
gch->hit, gch->max_hit,
gch->mana, gch->max_mana,
gch->move, gch->max_move,
gch->exp );
send_to_char( buf, ch );
}
}
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) )
{
send_to_char( "But you are following someone else!\n\r", ch );
return;
}
if ( victim->master != ch && ch != victim )
{
act_new( "$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("You like your master too much to leave $m!",ch,NULL,victim,TO_VICT);
return;
}
if (victim->level - ch->level > 14)
{
send_to_char("They are to high of a level for your group.\n\r",ch);
return;
}
if (victim->level - ch->level < -14)
{
send_to_char("They are to low of a level for your group.\n\r",ch);
return;
}
if ( is_same_group( victim, ch ) && ch != victim )
{
victim->leader = NULL;
act( "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT );
act( "$n removes you from $s group.", ch, NULL, victim, TO_VICT );
act( "You remove $N from your group.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("They are unable to join your group.\n\r",ch);
return;
}
victim->leader = ch;
act( "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT );
act( "You join $n's group.", ch, NULL, victim, TO_VICT );
act( "$N joins your group.", ch, NULL, victim, TO_CHAR );
return;
}
/*
* 'Split' originally by Gnort, God of Chaos.
*/
void do_split( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount_platinum = 0, amount_gold = 0, amount_silver = 0;
int share_platinum, share_gold, share_silver;
int extra_platinum, extra_gold, extra_silver;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
one_argument( argument, arg3 );
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 (arg3[0] != '\0')
amount_platinum = atoi(arg3);
if ( amount_platinum < 0 || amount_gold < 0 || amount_silver < 0)
{
send_to_char( "Your group wouldn't like that.\n\r", ch );
return;
}
if ( amount_platinum == 0 && amount_gold == 0 && amount_silver == 0 )
{
send_to_char( "You hand out zero coins, but no one notices.\n\r", ch );
return;
}
if ( (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) )
< (amount_silver + (amount_gold * 100) + (amount_platinum * 10000) ) )
{
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_platinum = amount_platinum / members;
extra_platinum = amount_platinum % members;
amount_gold += (extra_platinum * 100);
share_gold = amount_gold / members;
extra_gold = amount_gold % members;
amount_silver += (extra_gold * 100);
share_silver = amount_silver / members;
extra_silver = amount_silver % members;
if ( share_platinum == 0 && share_gold == 0 && share_silver == 0 )
{
send_to_char( "Don't even bother, cheapskate.\n\r", ch );
return;
}
deduct_cost(ch,amount_platinum-extra_platinum,VALUE_PLATINUM);
add_cost(ch,share_platinum,VALUE_PLATINUM);
deduct_cost(ch,amount_gold-extra_gold,VALUE_GOLD);
add_cost(ch,share_gold,VALUE_GOLD);
deduct_cost(ch,amount_silver,VALUE_SILVER);
add_cost(ch,share_silver+extra_silver,VALUE_SILVER);
if (share_platinum > 0)
{
sprintf(buf,
"You split %d platinum coins. Your share is %d platinum.\n\r",
amount_platinum-extra_platinum,share_platinum);
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-extra_gold,share_gold);
send_to_char(buf,ch);
}
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 && share_silver == 0)
{
sprintf(buf,"$n splits %d platinum coins. Your share is %d platinum.",
amount_platinum-extra_platinum,share_platinum);
}
else if (share_platinum == 0 && share_silver == 0)
{
sprintf(buf,"$n splits %d gold coins. Your share is %d gold.",
amount_gold-extra_gold,share_gold);
}
else if (share_platinum == 0 && 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 platinum and %d gold coins. giving you %d platinum and %d gold.\n\r",
amount_platinum-extra_platinum, amount_gold-extra_gold,
share_platinum, share_gold);
}
else if (share_gold == 0)
{
sprintf(buf,
"$n splits %d platinum and %d silver coins. giving you %d platinum and %d silver.\n\r",
amount_platinum-extra_platinum, amount_silver,
share_platinum, share_silver);
}
else if (share_platinum == 0)
{
sprintf(buf,
"$n splits %d gold and %d silver coins. giving you %d gold and %d silver.\n\r",
amount_gold-extra_gold, amount_silver,
share_gold, share_silver);
}
else
{
sprintf(buf,
"$n splits %d platinum, %d gold and %d silver coins. giving you %d platinum, %d gold and %d silver.\n\r",
amount_platinum-extra_platinum, amount_gold-extra_gold, amount_silver,
share_platinum, share_gold, share_silver);
}
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 );
add_cost(gch,share_platinum,VALUE_PLATINUM);
add_cost(gch,share_gold,VALUE_GOLD);
add_cost(gch,share_silver,VALUE_SILVER);
}
}
return;
}
void do_gtell( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
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;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
/*
* Note use of send_to_char, so gtell works on sleepers.
*/
sprintf( buf, "%s tells the group '{K%s{x'\n\r", ch->name, argument );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
send_to_char( buf, gch );
}
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 ];
int ccolor;
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 );
}
}
else if (!str_prefix(arg,"list"))
{
send_to_char( "\n\rColors:\n\r",ch);
send_to_char( " 0 - Reset 9 - Bright Red\n\r",ch);
send_to_char( " 1 - Red 10 - Bright Green\n\r",ch);
send_to_char( " 2 - Green 11 - Yellow\n\r",ch);
send_to_char( " 3 - Brown 12 - Bright Blue\n\r",ch);
send_to_char( " 4 - Blue 13 - Bright Magenta\n\r",ch);
send_to_char( " 5 - Magenta 14 - Bright Cyan\n\r",ch);
send_to_char( " 6 - Cyan 15 - Bright White\n\r",ch);
send_to_char( " 7 - White 16 - Black\n\r",ch);
send_to_char( " 8 - Grey 17 - None\n\r",ch);
send_to_char( "Channels:\n\r",ch);
send_to_char( " auction cgossip clan\n\r",ch);
send_to_char( " gossip grats gtell\n\r",ch);
send_to_char( " immtalk music ask\n\r",ch);
send_to_char( " flame say shout\n\r",ch);
send_to_char( " tell wiznet mobsay\n\r",ch);
send_to_char( " room condition fight\n\r",ch);
send_to_char( " opponent witness disarm\n\r",ch);
send_to_char( " qgossip\n\r",ch);
send_to_char( "For a more detailed list, see HELP COLORS\n\r",ch);
send_to_char( "For a list of current settings, see HELP SETTINGS\n\r",ch);
}
else if (!strcmp(arg,"0"))
{
ch->color = 0;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"1"))
{
ch->color = 1;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"2"))
{
ch->color = 2;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"3"))
{
ch->color = 3;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"4"))
{
ch->color = 4;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"5"))
{
ch->color = 5;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"6"))
{
ch->color = 6;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"7"))
{
ch->color = 7;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"8"))
{
ch->color = 8;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"9"))
{
ch->color = 9;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"10"))
{
ch->color = 10;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"11"))
{
ch->color = 11;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"12"))
{
ch->color = 12;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"13"))
{
ch->color = 13;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"14"))
{
ch->color = 14;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"15"))
{
ch->color = 15;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"16"))
{
ch->color = 16;
send_to_char( "{xOK\n\r",ch);
}
else if (!strcmp(arg,"17"))
{
ch->color = 0;
send_to_char( "{xOK\n\r",ch);
}
else if ( argument[0] == '\0' )
{
send_to_char( "Syntax: color {{list|#|<channel> #}\n\r", ch );
}
else if (!is_number( argument ) )
{
send_to_char( "Syntax: color {{list|#|<channel> #}\n\r", ch );
}
else
{
ccolor = atoi(argument);
if (ccolor >= 18)
{
send_to_char( "Color number must be 0-17\n\r", ch );
return;
}
if (!str_prefix(arg,"auction"))
{
ch->color_auc = ccolor;
send_to_char( "auction channel set.\n\r",ch);
}
else if (!str_prefix(arg,"cgossip"))
{
ch->color_cgo = ccolor;
send_to_char( "clan gossip channel set.\n\r",ch);
}
else if (!str_prefix(arg,"clan"))
{
ch->color_cla = ccolor;
send_to_char( "clan talk channel set.\n\r",ch);
}
else if (!str_prefix(arg,"gossip"))
{
ch->color_gos = ccolor;
send_to_char( "gossip channel set.\n\r",ch);
}
else if (!str_prefix(arg,"grats"))
{
ch->color_gra = ccolor;
send_to_char( "grats channel set.\n\r",ch);
}
else if (!str_prefix(arg,"gtell"))
{
ch->color_gte = ccolor;
send_to_char( "group tell channel set.\n\r",ch);
}
else if (!str_prefix(arg,"immtalk"))
{
ch->color_imm = ccolor;
send_to_char( "immortal talk channel set.\n\r",ch);
}
else if (!str_prefix(arg,"music"))
{
ch->color_mus = ccolor;
send_to_char( "music channel set.\n\r",ch);
}
else if (!str_prefix(arg,"ask"))
{
ch->color_que = ccolor;
send_to_char( "question/answer channel set.\n\r",ch);
}
else if (!str_prefix(arg,"flame"))
{
ch->color_quo = ccolor;
send_to_char( "flame channel set.\n\r",ch);
}
else if (!str_prefix(arg,"say"))
{
ch->color_say = ccolor;
send_to_char( "say channel set.\n\r",ch);
}
else if (!str_prefix(arg,"shout"))
{
ch->color_sho = ccolor;
send_to_char( "shout/yell channel set.\n\r",ch);
}
else if (!str_prefix(arg,"tell"))
{
ch->color_tel = ccolor;
send_to_char( "tell/reply channel set.\n\r",ch);
}
else if (!str_prefix(arg,"wiznet"))
{
ch->color_wiz = ccolor;
send_to_char( "wiznet channel set.\n\r",ch);
}
else if (!str_prefix(arg,"mobsay"))
{
ch->color_mob = ccolor;
send_to_char( "mobile talk channel set.\n\r",ch);
}
else if (!str_prefix(arg,"room"))
{
ch->color_roo = ccolor;
send_to_char( "room name display set.\n\r",ch);
}
else if (!str_prefix(arg,"condition"))
{
ch->color_con = ccolor;
send_to_char( "character condition display set.\n\r",ch);
}
else if (!str_prefix(arg,"fight"))
{
ch->color_fig = ccolor;
send_to_char( "your fight actions set.\n\r",ch);
}
else if (!str_prefix(arg,"opponent"))
{
ch->color_opp = ccolor;
send_to_char( "opponents fight actions set.\n\r",ch);
}
else if (!str_prefix(arg,"disarm"))
{
ch->color_dis = ccolor;
send_to_char( "disarm display set.\n\r",ch);
}
else if (!str_prefix(arg,"witness"))
{
ch->color_wit = ccolor;
send_to_char( "witness fight actions set.\n\r",ch);
}
else if (!str_prefix(arg,"qgossip"))
{
ch->color_qgo = ccolor;
send_to_char( "quest gossip channel set.\n\r",ch);
}
else
{
send_to_char( "Syntax: color {{list|#|<channel> #}\n\r", ch );
}
}
return;
}
void do_bounty( CHAR_DATA *ch , char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int cost;
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' || !is_number( arg2 ) )
{
send_to_char("Syntax: bounty <name> <amount>\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char("That person is not on the mud.\n\r",ch);
return;
}
if ( atoi( arg2 ) <= 0 )
{
send_to_char( "Positive bounties only, please.\n\r", ch );
return;
}
cost = is_number( arg2 ) ? atoi( arg2 ) : -1;
if ( cost == -1 )
{
send_to_char("Error, please report this.\n\r",ch);
return;
}
if ( cost < 1 || cost > 32000 )
{
send_to_char( "Maximum bounty is 32,000 platinum.\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobs, dummy!\n\r",ch);
return;
}
if ( ( cost + victim->pcdata->bounty ) > 32000 )
{
sprintf( buf, "The most you can add to %s's bounty is %d.\n\r", victim->name, ( 32000 - victim->pcdata->bounty ) );
send_to_char( buf, ch );
return;
}
if ( ch->platinum < cost )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if (!IS_IMMORTAL(ch))
{
if (!is_clan(victim))
{
send_to_char("Why would they want to die? they cannot be pked!\n\r",ch);
return;
}
}
victim->pcdata->bounty += cost;
if ( victim->pcdata->bounty < 0 )
{
sprintf( buf, "%s bounty overflow to %d.", victim->name, victim->pcdata->bounty );
log_string( buf );
send_to_all_chars( "Error in BOUNTY. Please inform an immortal.\n\r" );
victim->pcdata->bounty = 0;
return;
}
if ( ( victim->pcdata->bounty - cost ) != 0 )
{
sprintf( buf, "Your bounty's now %d platinum!\n\r", victim->pcdata->bounty );
send_to_char( buf, victim );
sprintf( buf, "%s's bounty's now %d platinum! Happy Hunting!\n\r", victim->name, victim->pcdata->bounty );
send_to_all_chars( buf );
}
else
{
sprintf( buf, "You have been bountied for %d platinum!\n\r", victim->pcdata->bounty );
send_to_char( buf, victim );
sprintf( buf, "%s has been bountied for %d platinum! Happy Hunting!\n\r", victim->name, victim->pcdata->bounty );
send_to_all_chars( buf );
}
send_to_char( "Target bountied.\n\r",ch);
ch->platinum -= cost;
return;
}
void do_unbounty ( CHAR_DATA *ch , char *argument)
{
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1);
if ( ( victim = get_char_world(ch,arg1) ) == NULL )
{
send_to_char("That person is not on the mud.\n\r",ch);
return;
}
if ( IS_NPC( victim ) )
{
send_to_char("Not on mobs, dummy!\n\r",ch);
return;
}
if ( ch->platinum < victim->pcdata->bounty )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( victim->pcdata->bounty < 1 )
{
send_to_char("That person is not bountied.\n\r",ch);
return;
}
if ( ch != victim )
send_to_char( "You have freed them from their bounty.\n\r", ch );
send_to_char( "You have been released from your bounty.\n\r", victim );
ch->platinum -= ( victim->pcdata->bounty );
victim->pcdata->bounty = 0;
sprintf( buf, "The bounty on %s has been removed.\n\r", victim->name);
send_to_all_chars( buf );
return;
}
void do_initiate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if ( IS_NPC( ch ) )
{
send_to_char( "Sorry, only players may use this command.\n\r", ch );
return;
}
if ( !ch->pcdata->guild && !IS_IMMORTAL( ch ) )
{
send_to_char( "Only players already in a guild may use this command.\n\r", ch );
return;
}
if ( !IS_GM( ch ) && !IS_IMMORTAL( ch ) )
{
send_to_char( "Only guildmasters may initiate new members.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Syntax: initiate <char>.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, argument ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC( victim ) )
{
send_to_char( "Only on human players, please.\n\r", ch );
return;
}
if ( ch->class != victim->class
&& ch->class != ( victim->class < (MAX_CLASS / 2) ?
victim->class + (MAX_CLASS / 2) :
victim->class - (MAX_CLASS / 2) )
&& !IS_IMMORTAL( ch ) )
{
send_to_char( "Sorry, you can only initiate members of your own\n\r"
" or corresponding class.\n\r", ch );
return;
}
if ( IS_SET( victim->act, PLR_BANISHED ) )
{
send_to_char( "That person's been banished from the guild!\n\r", ch );
return;
}
send_to_char( "You are now an official member of your guild!\n\r", victim );
victim->pcdata->guild = GUILD_MEMBER;
send_to_char( "Ok.\n\r", ch );
}
void do_guildrank( CHAR_DATA *ch, char *argument )
{
char *gr_titles[1+TOP_GUILD];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
register int i=0;
if ( IS_NPC( ch ) )
{
send_to_char( "Sorry, only players may use this command.\n\r", ch );
return;
}
if ( !ch->pcdata->guild && !IS_IMMORTAL( ch ) )
{
send_to_char( "Only players already in a guild may use this command.\n\r", ch );
return;
}
for ( i=0; i <= TOP_GUILD; i++ );
{
if ( str_cmp( guild_rank_name( i, ch->class ), UNKNOWN_STR ) )
{
send_to_char( guild_rank_name( i, ch->class ), ch );
if ( ( ch->pcdata->guild <= GUILD_MEMBER
|| argument[0] == '\0' )
&& ch->pcdata->guild == i )
send_to_char( " <-- You are here.", ch );
send_to_char( "\n\r", ch );
strcpy( gr_titles[i], guild_rank_name( i, ch->class ) );
}
else
gr_titles[i][0] = '\0';
}
if ( ch->pcdata->guild <= GUILD_MEMBER || argument[0] == '\0' )
return;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Syntax: guildrank <person> <rank>.\n\r"
" Use \"guildrank\" by itself for a rank listing.\n\r",
ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC( victim ) )
{
send_to_char( "Only on human players, please.\n\r", ch );
return;
}
if ( ch->class != victim->class
&& ch->class != ( victim->class < (MAX_CLASS / 2) ?
victim->class + (MAX_CLASS / 2) :
victim->class - (MAX_CLASS / 2) )
&& !IS_IMMORTAL( ch ) )
{
send_to_char( "Sorry, you can only rank members of your own\n\r"
" or corresponding class.\n\r", ch );
return;
}
if ( IS_SET( victim->act, PLR_BANISHED ) )
{
send_to_char( "That person's been banished from the guild!\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
for ( i=0; i <= TOP_GUILD; i++ )
{
if ( gr_titles[i][0] == '\0' )
continue;
send_to_char( gr_titles[i], ch );
send_to_char( " <-- Current Rank", ch );
send_to_char( "\n\r", ch );
}
return;
}
for ( i=0; i <= TOP_GUILD; i++ )
if ( !str_cmp( gr_titles[i], argument ) )
break;
if ( str_cmp( gr_titles[i], argument ) )
{
send_to_char( "Type \"guildrank\" by itself for a rank listing.\n\r", ch );
return;
}
if ( i > ch->pcdata->guild )
{
send_to_char( "You can only promote to ranks below your own.\n\r", ch );
return;
}
victim->pcdata->guild = i;
send_to_char( "You've been promoted to {R", victim );
send_to_char( gr_titles[i], victim );
send_to_char( "{x!\n\r", victim );
send_to_char( "Ok.\n\r", ch );
}
void do_guildmaster( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if ( IS_NPC( ch ) )
{
send_to_char( "Sorry, only players may use this command.\n\r", ch );
return;
}
if ( !IS_GUILDIMM( ch ) )
{
send_to_char( "Sorry, only guild immortals may use this command.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Syntax: guildmaster <char>.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, argument ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC( victim ) )
{
send_to_char( "Only on human players, please.\n\r", ch );
return;
}
if ( ch->class != victim->class
&& ch->class != ( victim->class < (MAX_CLASS / 2) ?
victim->class + (MAX_CLASS / 2) :
victim->class - (MAX_CLASS / 2) )
&& ch->pcdata->guild != GUILD_ADMINISTRATOR )
{
send_to_char( "Sorry, you can only initiate members of your own\n\r"
" or corresponding class.\n\r", ch );
return;
}
if ( IS_SET( victim->act, PLR_BANISHED ) )
{
send_to_char( "That person's been banished from the guild!\n\r", ch );
return;
}
send_to_char( "You're now the guildmaster for your guild!\n\r", victim );
victim->pcdata->guild = GUILD_GM;
send_to_char( "Ok.\n\r", ch );
}
void do_guildimm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if ( IS_NPC( ch ) )
{
send_to_char( "Sorry, only players may use this command.\n\r", ch );
return;
}
if ( ch->pcdata->guild != GUILD_ADMINISTRATOR )
{
send_to_char( "Sorry, only the guild administrator may use this command.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Syntax: guildimm <char>.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, argument ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC( victim ) )
{
send_to_char( "Only on human players, please.\n\r", ch );
return;
}
if ( !IS_IMMORTAL( victim ) )
{
send_to_char( "But they're not an immortal!\n\r", ch );
return;
}
if ( IS_SET( victim->act, PLR_BANISHED ) )
{
send_to_char( "That person's been banished from the guild!\n\r", ch );
return;
}
send_to_char( "You're now the guild immortal for your guild!\n\r", victim );
victim->pcdata->guild = GUILD_GUILDIMM;
send_to_char( "Ok.\n\r", ch );
}
void do_newyears( CHAR_DATA *ch, char * argument )
{
char buf[MAX_STRING_LENGTH];
if ( str_infix("Sat Jan 1 ",(char *) ctime( ¤t_time ) ) )
{
send_to_char( "Please tell the IMPs to remove this command.\n\r", ch );
return;
}
if ( IS_NPC( ch ) )
{
send_to_char( "This bonus is for players only.\n\r", ch );
return;
}
if ( ch->pcdata->voted && !str_cmp( ch->pcdata->voted, "y2kreward" ) )
{
send_to_char( "Sorry, only one bonus per player, please.\n\r", ch );
return;
}
if ( IS_HERO( ch ) )
{
long reward = ( ch->platinum > 100 ? ( ch->platinum / 10 ) : 100 );
sprintf( buf, "Our gift to you: %ld platinum!\n\r", reward );
send_to_char( buf, ch );
ch->platinum += reward;
sprintf( buf, "Y2k: %s from %s getting %ld plat for %ld total.",
ch->name, ( ch->desc ? ch->desc->host : "<null>" ),
reward, ch->platinum );
log_string( buf );
ch->pcdata->voted = str_dup( "y2kreward" );
return;
}
else
{
send_to_char( "Happy new year, and happy new level!\n\r", ch );
advance_level( ch );
ch->level++;
ch->pcdata->voted = str_dup( "y2kreward" );
sprintf( buf, "Y2k: %s from %s getting a level to %d.",
ch->name, ( ch->desc ? ch->desc->host : "<null>" ), ch->level );
log_string( buf );
return;
}
}
void do_banish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if ( !IS_GM( ch ) )
{
send_to_char( "Only guildmasters can use this command.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Syntax: banish <victim>.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, argument ) ) == NULL )
{
send_to_char( "There's no one by that name here.\n\r", ch );
return;
}
if ( !IS_SAME_GUILD( ch, victim ) )
{
send_to_char( "Only to people in your own guild!\n\r", ch );
return;
}
if ( IS_SET( victim->act, PLR_BANISHED ) )
{
send_to_char( "That person's already banished!", ch );
return;
}
if ( victim->pcdata->guild >= ch->pcdata->guild )
{
send_to_char( "You can't do that to THEM!", ch );
return;
}
sprintf( buf, "%s banishes %s from the %s guild!\n\r",
ch->name, victim->name, class_table[ch->class].name );
log_string( buf );
send_to_char( "{RYou have been {M{zBANISHED{x{R from your guild!{x\n\r", victim );
SET_BIT( victim->act, PLR_BANISHED );
victim->pcdata->guild = GUILD_NOT;
send_to_char( "Ok.\n\r", ch );
}
void do_msp( CHAR_DATA *ch, char *argument )
{
if ( IS_SET( ch->act, PLR_MSP ) )
{
REMOVE_BIT( ch->act, PLR_MSP );
send_to_char( "You will no longer receive MSP or MXP sounds.\n\r", ch );
return;
}
else
{
SET_BIT( ch->act, PLR_MSP );
send_to_char( "You will now receive MSP sounds", ch );
if ( IS_SET( ch->act, PLR_MXP ) )
send_to_char( ", encapsulated within MSP.\n\r", ch );
else
send_to_char( ".\n\r", ch );
return;
}
}
void do_mxp( CHAR_DATA *ch, char *argument )
{
if ( IS_SET( ch->act, PLR_MXP ) )
{
REMOVE_BIT( ch->act, PLR_MXP );
send_to_char( "You will no longer receive MXP tags.\n\r", ch );
return;
}
else
{
SET_BIT( ch->act, PLR_MXP );
send_to_char( "You will now receive MXP tags", ch );
if ( IS_SET( ch->act, PLR_MSP ) )
send_to_char( " and MXP-encapsulated MSP audio.\n\r", ch );
else
send_to_char( ".\n\r", ch );
do_help( ch, "MXP_DEF" );
return;
}
}
void do_configuration( CHAR_DATA *ch, char *argument )
{
do_channels( ch, "" );
send_to_char( "\n\r", ch );
do_autolist( ch, "" );
}