/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~*
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Player communication module *
****************************************************************************/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/*
* Externals
*/
void send_obj_page_to_char(CHAR_DATA * ch, OBJ_INDEX_DATA * idx, char page);
void send_room_page_to_char(CHAR_DATA * ch, ROOM_INDEX_DATA * idx, char page);
void send_page_to_char(CHAR_DATA * ch, MOB_INDEX_DATA * idx, char page);
void send_control_page_to_char(CHAR_DATA * ch, char page);
/*
* Local functions.
*/
void talk_channel args( ( CHAR_DATA *ch, char *argument,
int channel, const char *verb ) );
char * scramble args( ( const char *argument, int modifier ) );
char * drunk_speech args( ( const char *argument, CHAR_DATA *ch ) );
/* Text scrambler -- Altrag */
char *scramble( const char *argument, int modifier )
{
static char arg[MAX_INPUT_LENGTH];
sh_int position;
sh_int conversion = 0;
modifier %= number_range( 80, 300 ); /* Bitvectors get way too large #s */
for ( position = 0; position < MAX_INPUT_LENGTH; position++ )
{
if ( argument[position] == '\0' )
{
arg[position] = '\0';
return arg;
}
else if ( argument[position] >= 'A' && argument[position] <= 'Z' )
{
conversion = -conversion + position - modifier + argument[position] - 'A';
conversion = number_range( conversion - 5, conversion + 5 );
while ( conversion > 25 )
conversion -= 26;
while ( conversion < 0 )
conversion += 26;
arg[position] = conversion + 'A';
}
else if ( argument[position] >= 'a' && argument[position] <= 'z' )
{
conversion = -conversion + position - modifier + argument[position] - 'a';
conversion = number_range( conversion - 5, conversion + 5 );
while ( conversion > 25 )
conversion -= 26;
while ( conversion < 0 )
conversion += 26;
arg[position] = conversion + 'a';
}
else if ( argument[position] >= '0' && argument[position] <= '9' )
{
conversion = -conversion + position - modifier + argument[position] - '0';
conversion = number_range( conversion - 2, conversion + 2 );
while ( conversion > 9 )
conversion -= 10;
while ( conversion < 0 )
conversion += 10;
arg[position] = conversion + '0';
}
else
arg[position] = argument[position];
}
arg[position] = '\0';
return arg;
}
/* I'll rewrite this later if its still needed.. -- Altrag */
char *translate( CHAR_DATA *ch, CHAR_DATA *victim, const char *argument )
{
return "";
}
char *drunk_speech( const char *argument, CHAR_DATA *ch )
{
const char *arg = argument;
static char buf[MAX_INPUT_LENGTH*2];
char buf1[MAX_INPUT_LENGTH*2];
sh_int drunk;
char *txt;
char *txt1;
if ( IS_NPC( ch ) || !ch->pcdata ) return (char *) argument;
drunk = ch->pcdata->condition[COND_DRUNK];
if ( drunk <= 0 )
return (char *) argument;
buf[0] = '\0';
buf1[0] = '\0';
if ( !argument )
{
bug( "Drunk_speech: NULL argument", 0 );
return "";
}
/*
if ( *arg == '\0' )
return (char *) argument;
*/
txt = buf;
txt1 = buf1;
while ( *arg != '\0' )
{
if ( toupper(*arg) == 'S' )
{
if ( number_percent() < ( drunk * 2 ) ) /* add 'h' after an 's' */
{
*txt++ = *arg;
*txt++ = 'h';
}
else
*txt++ = *arg;
}
else if ( toupper(*arg) == 'X' )
{
if ( number_percent() < ( drunk * 2 / 2 ) )
{
*txt++ = 'c', *txt++ = 's', *txt++ = 'h';
}
else
*txt++ = *arg;
}
else if ( number_percent() < ( drunk * 2 / 5 ) ) /* slurred letters */
{
sh_int slurn = number_range( 1, 2 );
sh_int currslur = 0;
while ( currslur < slurn )
*txt++ = *arg, currslur++;
}
else
*txt++ = *arg;
arg++;
};
*txt = '\0';
txt = buf;
while ( *txt != '\0' ) /* Let's mess with the string's caps */
{
if ( number_percent() < ( 2 * drunk / 2.5 ) )
{
if ( isupper(*txt) )
*txt1 = tolower( *txt );
else
if ( islower(*txt) )
*txt1 = toupper( *txt );
else
*txt1 = *txt;
}
else
*txt1 = *txt;
txt1++, txt++;
};
*txt1 = '\0';
txt1 = buf1;
txt = buf;
while ( *txt1 != '\0' ) /* Let's make them stutter */
{
if ( *txt1 == ' ' ) /* If there's a space, then there's gotta be a */
{ /* along there somewhere soon */
while ( *txt1 == ' ' ) /* Don't stutter on spaces */
*txt++ = *txt1++;
if ( ( number_percent() < ( 2 * drunk / 4 ) ) && *txt1 != '\0' )
{
sh_int offset = number_range( 0, 2 );
sh_int pos = 0;
while ( *txt1 != '\0' && pos < offset )
*txt++ = *txt1++, pos++;
if ( *txt1 == ' ' ) /* Make sure not to stutter a space after */
{ /* the initial offset into the word */
*txt++ = *txt1++;
continue;
}
pos = 0;
offset = number_range( 2, 4 );
while ( *txt1 != '\0' && pos < offset )
{
*txt++ = *txt1;
pos++;
if ( *txt1 == ' ' || pos == offset ) /* Make sure we don't stick */
{ /* A hyphen right before a space */
txt1--;
break;
}
*txt++ = '-';
}
if ( *txt1 != '\0' )
txt1++;
}
}
else
*txt++ = *txt1++;
}
*txt = '\0';
return buf;
}
/*
* Generic channel function.
*/
void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int position;
if ( IS_NPC( ch ) && channel == CHANNEL_CLAN )
{
send_to_char( "Mobs can't be in clans.\n\r", ch );
return;
}
if ( IS_NPC( ch ) && channel == CHANNEL_ORDER )
{
send_to_char( "Mobs can't be in orders.\n\r", ch );
return;
}
if ( IS_NPC( ch ) && channel == CHANNEL_COUNCIL )
{
send_to_char( "Mobs can't be in councils.\n\r", ch);
return;
}
if ( IS_NPC( ch ) && channel == CHANNEL_GUILD )
{
send_to_char( "Mobs can't be in guilds.\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
if ( ch->master )
send_to_char( "I don't think so...\n\r", ch->master );
return;
}
if ( argument[0] == '\0' )
{
sprintf( buf, "%s what?\n\r", verb );
buf[0] = UPPER(buf[0]);
send_to_char( buf, ch ); /* where'd this line go? */
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
{
ch_printf( ch, "You can't %s.\n\r", verb );
return;
}
REMOVE_BIT(ch->deaf, channel);
switch ( channel )
{
default:
set_char_color( AT_GOSSIP, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_WARTALK:
set_char_color( AT_WARTALK, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_IMMTALK:
case CHANNEL_AVTALK:
sprintf( buf, "$n%c $t", channel == CHANNEL_IMMTALK ? '>' : ':' );
position = ch->position;
ch->position = POS_STANDING;
act( AT_IMMORT, buf, ch, argument, NULL, TO_CHAR );
ch->position = position;
break;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : ch->name,
argument, verb );
append_to_file( LOG_FILE, buf2 );
}
for ( d = first_descriptor; d; d = d->next )
{
CHAR_DATA *och;
CHAR_DATA *vch;
och = d->original ? d->original : d->character;
vch = d->character;
if ( d->connected == CON_PLAYING
&& vch != ch
&& !IS_SET(och->deaf, channel) )
{
char *sbuf = argument;
if ( channel != CHANNEL_NEWBIE && NOT_AUTHED(och) )
continue;
if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(och) )
continue;
if ( channel == CHANNEL_WARTALK && NOT_AUTHED( och ) )
continue;
if ( channel == CHANNEL_AVTALK && !IS_HERO(och) )
continue;
if ( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.muse_level )
continue;
if ( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level )
continue;
/* Fix by Narn to let newbie council members see the newbie channel. */
if ( channel == CHANNEL_NEWBIE &&
( !IS_IMMORTAL(och) && !NOT_AUTHED(och)
&& !( och->pcdata->council &&
!str_cmp( och->pcdata->council->name, "Newbie Council" ) ) ) )
continue;
if ( IS_SET( vch->in_room->room_flags, ROOM_SILENCE ) )
continue;
if ( channel == CHANNEL_YELL
&& vch->in_room->area != ch->in_room->area )
continue;
if ( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER
|| channel == CHANNEL_GUILD )
{
if ( IS_NPC( vch ) )
continue;
if ( vch->pcdata->clan != ch->pcdata->clan )
continue;
}
if ( channel == CHANNEL_COUNCIL )
{
if ( IS_NPC( vch ) )
continue;
if ( vch->pcdata->council != ch->pcdata->council )
continue;
}
position = vch->position;
if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL )
vch->position = POS_STANDING;
if ( !knows_language( vch, ch->speaking, ch ) &&
(!IS_NPC(ch) || ch->speaking != 0) )
sbuf = scramble(argument, ch->speaking);
MOBtrigger = FALSE;
if ( channel == CHANNEL_IMMTALK || channel == CHANNEL_AVTALK )
act( AT_IMMORT, buf, ch, sbuf, vch, TO_VICT );
else if (channel == CHANNEL_WARTALK)
act( AT_WARTALK, buf, ch, sbuf, vch, TO_VICT );
else
act( AT_GOSSIP, buf, ch, sbuf, vch, TO_VICT );
vch->position = position;
}
}
return;
}
void to_channel( const char *argument, int channel, const char *verb, sh_int level )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if ( !first_descriptor || argument[0] == '\0' )
return;
sprintf(buf, "%s: %s\r\n", verb, argument );
for ( d = first_descriptor; d; d = d->next )
{
CHAR_DATA *och;
CHAR_DATA *vch;
och = d->original ? d->original : d->character;
vch = d->character;
if ( !och || !vch )
continue;
if ( !IS_IMMORTAL(vch)
|| ( get_trust(vch) < sysdata.build_level && channel == CHANNEL_BUILD )
|| ( get_trust(vch) < sysdata.log_level
&& ( channel == CHANNEL_LOG || channel == CHANNEL_HIGH || channel == CHANNEL_COMM) ) )
continue;
if ( d->connected == CON_PLAYING
&& !IS_SET(och->deaf, channel)
&& get_trust( vch ) >= level )
{
set_char_color( AT_LOG, vch );
send_to_char( buf, vch );
}
}
return;
}
/*
void do_auction( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_AUCTION, "auction" );
return;
}
*/
void do_chat( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_CHAT, "chat" );
return;
}
void do_clantalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_NPC( ch ) || !ch->pcdata->clan
|| ch->pcdata->clan->clan_type == CLAN_ORDER
|| ch->pcdata->clan->clan_type == CLAN_GUILD )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_CLAN, "clantalk" );
return;
}
void do_newbiechat( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch )
|| ( !NOT_AUTHED( ch ) && !IS_IMMORTAL(ch)
&& !( ch->pcdata->council &&
!str_cmp( ch->pcdata->council->name, "Newbie Council" ) ) ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" );
return;
}
void do_ot( CHAR_DATA *ch, char *argument )
{
do_ordertalk( ch, argument );
}
void do_ordertalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_NPC( ch ) || !ch->pcdata->clan
|| ch->pcdata->clan->clan_type != CLAN_ORDER )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_ORDER, "ordertalk" );
return;
}
void do_counciltalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_NPC( ch ) || !ch->pcdata->council )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_COUNCIL, "counciltalk" );
return;
}
void do_guildtalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_GUILD )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_GUILD, "guildtalk" );
return;
}
void do_music( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_MUSIC, "music" );
return;
}
void do_quest( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_QUEST, "quest" );
return;
}
void do_ask( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_ASK, "ask" );
return;
}
void do_answer( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_ASK, "answer" );
return;
}
void do_shout( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SHOUT, "shout" );
WAIT_STATE( ch, 12 );
return;
}
void do_yell( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_YELL, "yell" );
return;
}
void do_immtalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_IMMTALK, "immtalk" );
return;
}
void do_muse( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_HIGHGOD, "muse" );
return;
}
void do_think( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_HIGH, "think" );
return;
}
void do_avtalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_AVTALK, "avtalk" );
return;
}
void do_say( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *vch;
int actflags;
if ( argument[0] == '\0' )
{
send_to_char( "Say what?\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
actflags = ch->act;
if ( IS_NPC( ch ) ) REMOVE_BIT( ch->act, ACT_SECRETIVE );
for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
{
char *sbuf = argument;
if ( vch == ch )
continue;
if ( !knows_language(vch, ch->speaking, ch) &&
(!IS_NPC(ch) || ch->speaking != 0) )
sbuf = scramble(argument, ch->speaking);
sbuf = drunk_speech( sbuf, ch );
MOBtrigger = FALSE;
act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT );
}
/* MOBtrigger = FALSE;
act( AT_SAY, "$n says '$T'", ch, NULL, argument, TO_ROOM );*/
ch->act = actflags;
MOBtrigger = FALSE;
act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR );
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name,
argument );
append_to_file( LOG_FILE, buf );
}
mprog_speech_trigger( argument, ch );
if ( char_died(ch) )
return;
oprog_speech_trigger( argument, ch );
if ( char_died(ch) )
return;
rprog_speech_trigger( argument, ch );
return;
}
void do_tell( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
CHAR_DATA *switched_victim;
switched_victim = NULL;
REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if (!IS_NPC(ch)
&& ( IS_SET(ch->act, PLR_SILENCE)
|| IS_SET(ch->act, PLR_NO_TELL) ) )
{
send_to_char( "You can't do that.\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;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL
|| ( IS_NPC(victim) && victim->in_room != ch->in_room )
|| (!NOT_AUTHED(ch) && NOT_AUTHED(victim) && !IS_IMMORTAL(ch) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You have a nice little chat with yourself.\n\r", ch );
return;
}
if (NOT_AUTHED(ch) && !NOT_AUTHED(victim) && !IS_IMMORTAL(victim) )
{
send_to_char( "They can't hear you because you are not authorized.\n\r", ch);
return;
}
if ( !IS_NPC( victim ) && ( victim->switched )
&& ( get_trust( ch ) > LEVEL_AVATAR )
&& !IS_SET(victim->switched->act, ACT_POLYMORPHED)
&& !IS_AFFECTED(victim->switched, AFF_POSSESS) )
{
send_to_char( "That player is switched.\n\r", ch );
return;
}
else if ( !IS_NPC( victim ) && ( victim->switched )
&& (IS_SET(victim->switched->act, ACT_POLYMORPHED)
|| IS_AFFECTED(victim->switched, AFF_POSSESS) ) )
switched_victim = victim->switched;
else if ( !IS_NPC( victim ) && ( !victim->desc ) )
{
send_to_char( "That player is link-dead.\n\r", ch );
return;
}
if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_AFK ) ) )
{
send_to_char( "That player is afk.\n\r", ch );
return;
}
if ( IS_SET( victim->deaf, CHANNEL_TELLS )
&& ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_SILENCE ) ) )
{
send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch );
}
if ( (!IS_IMMORTAL(ch) && !IS_AWAKE(victim) )
|| (!IS_NPC(victim)&&IS_SET(victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
if ( victim->desc /* make sure desc exists first -Thoric */
&& victim->desc->connected == CON_EDITING
&& get_trust(ch) < LEVEL_GOD )
{
act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
return;
}
if(switched_victim)
victim = switched_victim;
act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
if ( knows_language( victim, ch->speaking, ch )
|| (IS_NPC(ch) && !ch->speaking) )
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
else
act( AT_TELL, "$n tells you '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT );
victim->position = position;
victim->reply = ch;
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (tell to) %s.",
IS_NPC( ch ) ? ch->short_descr : ch->name,
argument,
IS_NPC( victim ) ? victim->short_descr : victim->name );
append_to_file( LOG_FILE, buf );
}
mprog_speech_trigger( argument, ch );
return;
}
void do_reply( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int position;
REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if ( ( victim = ch->reply ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC( victim ) && ( victim->switched )
&& can_see( ch, victim ) && ( get_trust( ch ) > LEVEL_AVATAR ) )
{
send_to_char( "That player is switched.\n\r", ch );
return;
}
else if ( !IS_NPC( victim ) && ( !victim->desc ) )
{
send_to_char( "That player is link-dead.\n\r", ch );
return;
}
if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_AFK ) ) )
{
send_to_char( "That player is afk.\n\r", ch );
return;
}
if ( IS_SET( victim->deaf, CHANNEL_TELLS )
&& ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) )
|| ( !IS_NPC(victim) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
if ( knows_language( victim, ch->speaking, ch ) ||
(IS_NPC(ch) && !ch->speaking) )
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
else
act( AT_TELL, "$n tells you '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT );
victim->position = position;
victim->reply = ch;
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (reply to) %s.",
IS_NPC( ch ) ? ch->short_descr : ch->name,
argument,
IS_NPC( victim ) ? victim->short_descr : victim->name );
append_to_file( LOG_FILE, buf );
}
return;
}
void do_emote( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char *plast;
CHAR_DATA *vch;
int actflags;
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_NO_EMOTE) )
{
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;
}
actflags = ch->act;
if ( IS_NPC( ch ) ) REMOVE_BIT( ch->act, ACT_SECRETIVE );
for ( plast = argument; *plast != '\0'; plast++ )
;
strcpy( buf, argument );
if ( isalpha(plast[-1]) )
strcat( buf, "." );
for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
{
char *sbuf = buf;
if ( !knows_language( vch, ch->speaking, ch ) &&
(!IS_NPC(ch) || ch->speaking != 0) )
sbuf = scramble(buf, ch->speaking);
MOBtrigger = FALSE;
act( AT_ACTION, "$n $t", ch, sbuf, vch, (vch == ch ? TO_CHAR : TO_VICT) );
}
/* MOBtrigger = FALSE;
act( AT_ACTION, "$n $T", ch, NULL, buf, TO_ROOM );
MOBtrigger = FALSE;
act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR );*/
ch->act = actflags;
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name,
argument );
append_to_file( LOG_FILE, buf );
}
return;
}
void do_bug( CHAR_DATA *ch, char *argument )
{
append_file( ch, BUG_FILE, argument );
send_to_char( "Ok. Thanks.\n\r", ch );
return;
}
void do_ide( CHAR_DATA *ch, char *argument )
{
send_to_char("If you want to send an idea, type 'idea <message>'.\n\r", ch);
send_to_char("If you want to identify an object and have the identify spell,\n\r", ch);
send_to_char("Type 'cast identify <object>'.\n\r", ch);
return;
}
void do_idea( CHAR_DATA *ch, char *argument )
{
append_file( ch, IDEA_FILE, argument );
send_to_char( "Ok. Thanks.\n\r", ch );
return;
}
void do_typo( CHAR_DATA *ch, char *argument )
{
append_file( ch, TYPO_FILE, argument );
send_to_char( "Ok. Thanks.\n\r", ch );
return;
}
void do_rent( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_WHITE, ch );
send_to_char( "There is no rent here. Just save and quit.\n\r", ch );
return;
}
void do_qui( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_RED, ch );
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 )
{
/* OBJ_DATA *obj; */ /* Unused */
int x, y;
int level;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_POLYMORPHED))
{
send_to_char("You can't quit while polymorphed.\n\r", ch);
return;
}
if ( IS_NPC(ch) )
return;
if ( ch->position == POS_FIGHTING )
{
set_char_color( AT_RED, ch );
send_to_char( "No way! You are fighting.\n\r", ch );
return;
}
if ( ch->position < POS_STUNNED )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You're not DEAD yet.\n\r", ch );
return;
}
if ( get_timer(ch, TIMER_RECENTFIGHT) > 0
&& !IS_IMMORTAL(ch) )
{
set_char_color( AT_RED, ch );
send_to_char( "Your adrenaline is pumping too hard to quit now!\n\r", ch );
return;
}
if ( auction->item != NULL && ((ch == auction->buyer) || (ch == auction->seller) ) )
{
send_to_char("Wait until you have bought/sold the item on auction.\n\r", ch);
return;
}
set_char_color( AT_WHITE, ch );
send_to_char( "Your surroundings begin to fade as a mystical swirling vortex of colors\n\renvelops your body... When you come to, things are not as they were.\n\r\n\r", ch );
act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR );
act( AT_BYE, "$n has left the game.", ch, NULL, NULL, TO_ROOM );
set_char_color( AT_GREY, ch);
sprintf( log_buf, "%s has quit.", ch->name );
quitting_char = ch;
save_char_obj( ch );
saving_char = NULL;
level = get_trust(ch);
/*
* After extract_char the ch is no longer valid!
*/
extract_char( ch, TRUE );
for ( x = 0; x < MAX_WEAR; x++ )
for ( y = 0; y < MAX_LAYERS; y++ )
save_equipment[x][y] = NULL;
/* don't show who's logging off to leaving player */
/*
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", level );
*/
log_string_plus( log_buf, LOG_COMM, level );
return;
}
void send_rip_screen( CHAR_DATA *ch )
{
FILE *rpfile;
int num=0;
char BUFF[MAX_STRING_LENGTH*2];
if ((rpfile = fopen(RIPSCREEN_FILE,"r")) !=NULL) {
while ((BUFF[num]=fgetc(rpfile)) != EOF)
num++;
fclose(rpfile);
BUFF[num] = 0;
write_to_buffer(ch->desc,BUFF,num);
}
}
void send_rip_title( CHAR_DATA *ch )
{
FILE *rpfile;
int num=0;
char BUFF[MAX_STRING_LENGTH*2];
if ((rpfile = fopen(RIPTITLE_FILE,"r")) !=NULL) {
while ((BUFF[num]=fgetc(rpfile)) != EOF)
num++;
fclose(rpfile);
BUFF[num] = 0;
write_to_buffer(ch->desc,BUFF,num);
}
}
void send_ansi_title( CHAR_DATA *ch )
{
FILE *rpfile;
int num=0;
char BUFF[MAX_STRING_LENGTH*2];
if ((rpfile = fopen(ANSITITLE_FILE,"r")) !=NULL) {
while ((BUFF[num]=fgetc(rpfile)) != EOF)
num++;
fclose(rpfile);
BUFF[num] = 0;
write_to_buffer(ch->desc,BUFF,num);
}
}
void send_ascii_title( CHAR_DATA *ch )
{
FILE *rpfile;
int num=0;
char BUFF[MAX_STRING_LENGTH];
if ((rpfile = fopen(ASCTITLE_FILE,"r")) !=NULL) {
while ((BUFF[num]=fgetc(rpfile)) != EOF)
num++;
fclose(rpfile);
BUFF[num] = 0;
write_to_buffer(ch->desc,BUFF,num);
}
}
void do_omenu( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
strcpy( arg3, argument );
if ( arg1[0] == '\0' )
{
send_to_char( "Syntax: omenu <object> [page] \n\r", ch );
send_to_char( " Where: <object> is a prototype object \n\r", ch );
send_to_char( " and <page> is an optional letter to select menu-pages\n\r", ch );
return;
}
if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
/* can redit or something */
ch->inter_type = OBJ_TYPE;
ch->inter_substate = SUB_NORTH;
if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
ch->inter_editing = str_dup(obj->pIndexData->name);
sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
ch->inter_editing_vnum = obj->pIndexData->vnum;
send_obj_page_to_char(ch, obj->pIndexData, arg2[0]);
}
void do_rmenu( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *idx;
char arg1[MAX_INPUT_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
idx = ch->in_room;
/* can redit or something */
ch->inter_type = ROOM_TYPE;
ch->inter_substate = SUB_NORTH;
if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
ch->inter_editing = str_dup(idx->name);
sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
ch->inter_editing_vnum = idx->vnum;
send_room_page_to_char(ch, idx, arg1[0]);
}
void do_cmenu( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
ch->inter_type = CONTROL_TYPE;
if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
ch->inter_editing = str_dup("Control Panel");
sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
send_control_page_to_char(ch, arg1[0]);
}
void do_mmenu( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
strcpy( arg3, argument );
if ( arg1[0] == '\0' )
{
send_to_char( "Syntax: mmenu <victim> [page] \n\r", ch );
send_to_char( " Where: <victim> is a prototype mob \n\r", ch );
send_to_char( " and <page> is an optional letter to select menu-pages\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if ( get_trust( ch ) < victim->level )
{
set_char_color( AT_IMMORT, ch );
send_to_char( "Their godly glow prevents you from getting a good look .\n\r", ch );
return;
}
ch->inter_type = MOB_TYPE;
if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
ch->inter_editing = str_dup(arg1);
sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
ch->inter_editing_vnum = victim->pIndexData->vnum;
send_page_to_char(ch, victim->pIndexData, arg2[0]);
}
void do_rip( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rip ON or OFF?\n\r", ch );
return;
}
if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) {
send_rip_screen(ch);
SET_BIT(ch->act,PLR_RIP);
SET_BIT(ch->act,PLR_ANSI);
return;
}
if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) {
REMOVE_BIT(ch->act,PLR_RIP);
send_to_char( "!|*\n\rRIP now off...\n\r", ch );
return;
}
}
void do_ansi( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "ANSI ON or OFF?\n\r", ch );
return;
}
if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) {
SET_BIT(ch->act,PLR_ANSI);
set_char_color( AT_WHITE + AT_BLINK, ch);
send_to_char( "ANSI ON!!!\n\r", ch);
return;
}
if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) {
REMOVE_BIT(ch->act,PLR_ANSI);
send_to_char( "Okay... ANSI support is now off\n\r", ch );
return;
}
}
void do_save( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_POLYMORPHED))
{
send_to_char("You can't save while polymorphed.\n\r", ch);
return;
}
if ( IS_NPC(ch) )
return;
if ( ch->level < 2 )
{
set_char_color( AT_BLUE, ch );
send_to_char( "You must be at least second level to save.\n\r", ch );
return;
}
save_char_obj( ch );
saving_char = NULL;
send_to_char( "Ok.\n\r", ch );
return;
}
/*
* Something from original DikuMUD that Merc yanked out.
* Used to prevent following loops, which can cause problems if people
* follow in a loop through an exit leading back into the same room
* (Which exists in many maze areas) -Thoric
*/
bool circle_follow( CHAR_DATA *ch, CHAR_DATA *victim )
{
CHAR_DATA *tmp;
for ( tmp = victim; tmp; tmp = tmp->master )
if ( tmp == ch )
return TRUE;
return FALSE;
}
void do_follow( CHAR_DATA *ch, char *argument )
{
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 )
{
act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if ( victim == ch )
{
if ( !ch->master )
{
send_to_char( "You already follow yourself.\n\r", ch );
return;
}
stop_follower( ch );
return;
}
if ( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 )
&& !IS_HERO(ch) )
{
send_to_char( "You are not of the right caliber to follow.\n\r", ch );
return;
}
if ( circle_follow( ch, victim ) )
{
send_to_char( "Following in loops is not allowed... sorry.\n\r", ch );
return;
}
if ( ch->master )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA *ch, CHAR_DATA *master )
{
if ( ch->master )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
if ( can_see( master, ch ) )
act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT );
act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA *ch )
{
if ( !ch->master )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) )
{
REMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
}
if ( can_see( ch->master, ch ) )
act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT );
act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR );
ch->master = NULL;
ch->leader = NULL;
return;
}
void die_follower( CHAR_DATA *ch )
{
CHAR_DATA *fch;
if ( ch->master )
stop_follower( ch );
ch->leader = NULL;
for ( fch = first_char; fch; fch = fch->next )
{
if ( fch->master == ch )
stop_follower( fch );
if ( fch->leader == ch )
fch->leader = fch;
}
return;
}
void do_order( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char argbuf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
strcpy( argbuf, argument );
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Aye aye, right away!\n\r", ch );
return;
}
if ( !IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch )
{
send_to_char( "Do it yourself!\n\r", ch );
return;
}
}
found = FALSE;
for ( och = ch->in_room->first_person; och; och = och_next )
{
och_next = och->next_in_room;
if ( IS_AFFECTED(och, AFF_CHARM)
&& och->master == ch
&& ( fAll || och == victim ) )
{
found = TRUE;
act( AT_ACTION, "$n orders you to '$t'.", ch, argument, och, TO_VICT );
interpret( och, argument );
}
}
if ( found )
{
sprintf( log_buf, "%s: order %s.", ch->name, argbuf );
log_string_plus( log_buf, LOG_NORMAL, ch->level );
send_to_char( "Ok.\n\r", ch );
WAIT_STATE( ch, 12 );
}
else
send_to_char( "You have no followers here.\n\r", ch );
return;
}
/*
char *itoa(int foo)
{
static char bar[256];
sprintf(bar,"%d",foo);
return(bar);
}
*/
void do_group( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = ch->leader ? ch->leader : ch;
set_char_color( AT_GREEN, ch );
ch_printf( ch, "%s's group:\n\r", PERS(leader, ch) );
/* Changed so that no info revealed on possess */
for ( gch = first_char; gch; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
{
set_char_color( AT_DGREEN, ch );
if (IS_AFFECTED(gch, AFF_POSSESS))
ch_printf( ch,
"[%2d %s] %-16s %4s/%4s hp %4s/%4s %s %4s/%4s mv %5s xp\n\r",
gch->level,
IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name,
capitalize( PERS(gch, ch) ),
"????",
"????",
"????",
"????",
IS_VAMPIRE(gch) ? "bp" : "mana",
"????",
"????",
"?????" );
else
ch_printf( ch,
"[%2d %s] %-16s %4d/%4d hp %4d/%4d %s %4d/%4d mv %5d xp\n\r",
gch->level,
IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name,
capitalize( PERS(gch, ch) ),
gch->hit,
gch->max_hit,
IS_VAMPIRE(gch) ? gch->pcdata->condition[COND_BLOODTHIRST]
: gch->mana,
IS_VAMPIRE(gch) ? 10 + gch->level : gch->max_mana,
IS_VAMPIRE(gch) ? "bp" : "mana",
gch->move,
gch->max_move,
gch->exp );
}
}
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->master || ( ch->leader && ch->leader != ch ) )
{
send_to_char( "But you are following someone else!\n\r", ch );
return;
}
if ( victim->master != ch && ch != victim )
{
act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR );
return;
}
if ( is_same_group( victim, ch ) && ch != victim )
{
victim->leader = NULL;
act( AT_ACTION, "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n removes you from $s group.", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "You remove $N from your group.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->level - victim->level < -8
|| ch->level - victim->level > 8
|| ( IS_PKILL( ch ) != IS_PKILL( victim ) ) )
{
act( AT_PLAIN, "$N cannot join $n's group.", ch, NULL, victim, TO_NOTVICT );
act( AT_PLAIN, "You cannot join $n's group.", ch, NULL, victim, TO_VICT );
act( AT_PLAIN, "$N cannot join your group.", ch, NULL, victim, TO_CHAR );
return;
}
victim->leader = ch;
act( AT_ACTION, "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "You join $n's group.", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$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 arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount;
int share;
int extra;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Split how much?\n\r", ch );
return;
}
amount = atoi( arg );
if ( amount < 0 )
{
send_to_char( "Your group wouldn't like that.\n\r", ch );
return;
}
if ( amount == 0 )
{
send_to_char( "You hand out zero coins, but no one notices.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You don't have that much gold.\n\r", ch );
return;
}
members = 0;
for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if (( IS_SET(ch->act, PLR_AUTOGOLD)) && (members < 2))
return;
if ( members < 2 )
{
send_to_char( "Just keep it all.\n\r", ch );
return;
}
share = amount / members;
extra = amount % members;
if ( share == 0 )
{
send_to_char( "Don't even bother, cheapskate.\n\r", ch );
return;
}
ch->gold -= amount;
ch->gold += share + extra;
set_char_color( AT_GOLD, ch );
ch_printf( ch,
"You split %d gold coins. Your share is %d gold coins.\n\r",
amount, share + extra );
sprintf( buf, "$n splits %d gold coins. Your share is %d gold coins.",
amount, share );
for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
{
if ( gch != ch && is_same_group( gch, ch ) )
{
act( AT_GOLD, buf, ch, NULL, gch, TO_VICT );
gch->gold += share;
}
}
return;
}
void do_gtell( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *gch;
if ( argument[0] == '\0' )
{
send_to_char( "Tell your group what?\n\r", ch );
return;
}
if ( IS_SET( ch->act, PLR_NO_TELL ) )
{
send_to_char( "Your message didn't get through!\n\r", ch );
return;
}
/*
* Note use of send_to_char, so gtell works on sleepers.
*/
/* sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument );*/
for ( gch = first_char; gch; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
{
set_char_color( AT_GTELL, gch );
/* Groups unscrambled regardless of clan language. Other languages
still garble though. -- Altrag */
if ( knows_language( gch, ch->speaking, gch )
|| (IS_NPC(ch) && !ch->speaking) )
ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );
else
ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, scramble(argument, ch->speaking) );
}
}
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->leader ) ach = ach->leader;
if ( bch->leader ) bch = bch->leader;
return ach == bch;
}
/*
* 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,"Auction: %s", argument); /* last %s to reset color */
for (d = first_descriptor; d; d = d->next)
{
original = d->original ? d->original : d->character; /* if switched */
if ((d->connected == CON_PLAYING) && !IS_SET(original->deaf,CHANNEL_AUCTION)
&& !IS_SET(original->in_room->room_flags, ROOM_SILENCE) && !NOT_AUTHED(original))
act( AT_GOSSIP, buf, original, NULL, NULL, TO_CHAR );
}
}
/*
* Language support functions. -- Altrag
* 07/01/96
*/
bool knows_language( CHAR_DATA *ch, int language, CHAR_DATA *cch )
{
sh_int sn;
if ( !IS_NPC(ch) && IS_IMMORTAL(ch) )
return TRUE;
if ( IS_NPC(ch) && !ch->speaks ) /* No langs = knows all for npcs */
return TRUE;
if ( IS_NPC(ch) && IS_SET(ch->speaks, (language & ~LANG_CLAN)) )
return TRUE;
/* everyone KNOWS common tongue */
if ( IS_SET(language, LANG_COMMON) )
return TRUE;
if ( language & LANG_CLAN )
{
/* Clan = common for mobs.. snicker.. -- Altrag */
if ( IS_NPC(ch) || IS_NPC(cch) )
return TRUE;
if ( ch->pcdata->clan == cch->pcdata->clan &&
ch->pcdata->clan != NULL )
return TRUE;
}
if ( !IS_NPC( ch ) )
{
int lang;
/* Racial languages for PCs */
if ( IS_SET(race_table[ch->race].language, language) )
return TRUE;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( IS_SET(language, lang_array[lang]) &&
IS_SET(ch->speaks, lang_array[lang]) )
{
if ( (sn = skill_lookup(lang_names[lang])) != -1
&& ch->pcdata->learned[sn] >= 60 )
return TRUE;
}
}
return FALSE;
}
bool can_learn_lang( CHAR_DATA *ch, int language )
{
if ( language & LANG_CLAN )
return FALSE;
if ( IS_NPC(ch) || IS_IMMORTAL(ch) )
return FALSE;
if ( race_table[ch->race].language & language )
return FALSE;
if ( ch->speaks & language )
{
int lang;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( language & lang_array[lang] )
{
int sn;
if ( !(VALID_LANGS & lang_array[lang]) )
return FALSE;
if ( ( sn = skill_lookup( lang_names[lang] ) ) < 0 )
{
bug( "Can_learn_lang: valid language without sn: %d", lang );
continue;
}
if ( ch->pcdata->learned[sn] >= 99 )
return FALSE;
}
}
if ( VALID_LANGS & language )
return TRUE;
return FALSE;
}
int const lang_array[] = { LANG_COMMON, LANG_ELVEN, LANG_DWARVEN, LANG_PIXIE,
LANG_OGRE, LANG_ORCISH, LANG_TROLLISH, LANG_RODENT,
LANG_INSECTOID, LANG_MAMMAL, LANG_REPTILE,
LANG_DRAGON, LANG_SPIRITUAL, LANG_MAGICAL,
LANG_GOBLIN, LANG_GOD, LANG_ANCIENT, LANG_HALFLING,
LANG_CLAN, LANG_GITH, LANG_UNKNOWN };
/* Note: does not count racial language. This is intentional (for now). */
int countlangs( int languages )
{
int numlangs = 0;
int looper;
for ( looper = 0; lang_array[looper] != LANG_UNKNOWN; looper++ )
{
if ( lang_array[looper] == LANG_CLAN )
continue;
if ( languages & lang_array[looper] )
numlangs++;
}
return numlangs;
}
char * const lang_names[] = { "common", "elvish", "dwarven", "pixie", "ogre",
"orcish", "trollese", "rodent", "insectoid",
"mammal", "reptile", "dragon", "spiritual",
"magical", "goblin", "god", "ancient",
"halfling", "clan", "gith", "" };
void do_speak( CHAR_DATA *ch, char *argument )
{
int langs;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg );
if ( !str_cmp( arg, "all" ) && IS_IMMORTAL( ch ) )
{
set_char_color( AT_SAY, ch );
ch->speaking = ~LANG_CLAN;
send_to_char( "Now speaking all languages.\n\r", ch );
return;
}
for ( langs = 0; lang_array[langs] != LANG_UNKNOWN; langs++ )
if ( !str_prefix( arg, lang_names[langs] ) )
if ( knows_language( ch, lang_array[langs], ch ) )
{
if ( lang_array[langs] == LANG_CLAN &&
(IS_NPC(ch) || !ch->pcdata->clan) )
continue;
ch->speaking = lang_array[langs];
set_char_color( AT_SAY, ch );
ch_printf( ch, "You now speak %s.\n\r", lang_names[langs] );
return;
}
set_char_color( AT_SAY, ch );
send_to_char( "You do not know that language.\n\r", ch );
}
void do_languages( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int lang;
argument = one_argument( argument, arg );
if ( arg[0] != '\0' && !str_prefix( arg, "learn" ) &&
!IS_IMMORTAL(ch) && !IS_NPC(ch) )
{
CHAR_DATA *sch;
char arg2[MAX_INPUT_LENGTH];
int sn;
int prct;
int prac;
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Learn which language?\n\r", ch );
return;
}
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
{
if ( lang_array[lang] == LANG_CLAN )
continue;
if ( !str_prefix( arg2, lang_names[lang] ) )
break;
}
if ( lang_array[lang] == LANG_UNKNOWN )
{
send_to_char( "That is not a language.\n\r", ch );
return;
}
if ( !(VALID_LANGS & lang_array[lang]) )
{
send_to_char( "You may not learn that language.\n\r", ch );
return;
}
if ( ( sn = skill_lookup( lang_names[lang] ) ) < 0 )
{
send_to_char( "That is not a language.\n\r", ch );
return;
}
if ( race_table[ch->race].language & lang_array[lang] ||
lang_array[lang] == LANG_COMMON ||
ch->pcdata->learned[sn] >= 99 )
{
act( AT_PLAIN, "You are already fluent in $t.", ch,
lang_names[lang], NULL, TO_CHAR );
return;
}
for ( sch = ch->in_room->first_person; sch; sch = sch->next )
if ( IS_NPC(sch) && IS_SET(sch->act, ACT_SCHOLAR) &&
knows_language( sch, ch->speaking, ch ) &&
knows_language( sch, lang_array[lang], sch ) &&
(!sch->speaking || knows_language( ch, sch->speaking, sch )) )
break;
if ( !sch )
{
send_to_char( "There is no one who can teach that language here.\n\r", ch );
return;
}
if ( countlangs(ch->speaks) >= (ch->level / 10) &&
ch->pcdata->learned[sn] <= 0 )
{
act( AT_TELL, "$n tells you 'You may not learn a new language yet.'",
sch, NULL, ch, TO_VICT );
return;
}
/* 0..16 cha = 2 pracs, 17..25 = 1 prac. -- Altrag */
prac = 2 - (get_curr_cha(ch) / 17);
if ( ch->practice < prac )
{
act( AT_TELL, "$n tells you 'You do not have enough practices.'",
sch, NULL, ch, TO_VICT );
return;
}
ch->practice -= prac;
/* Max 12% (5 + 4 + 3) at 24+ int and 21+ wis. -- Altrag */
prct = 5 + (get_curr_int(ch) / 6) + (get_curr_wis(ch) / 7);
ch->pcdata->learned[sn] += prct;
ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn], 99);
SET_BIT( ch->speaks, lang_array[lang] );
if ( ch->pcdata->learned[sn] == prct )
act( AT_PLAIN, "You begin lessons in $t.", ch, lang_names[lang],
NULL, TO_CHAR );
else if ( ch->pcdata->learned[sn] < 60 )
act( AT_PLAIN, "You continue lessons in $t.", ch, lang_names[lang],
NULL, TO_CHAR );
else if ( ch->pcdata->learned[sn] < 60 + prct )
act( AT_PLAIN, "You feel you can start communicating in $t.", ch,
lang_names[lang], NULL, TO_CHAR );
else if ( ch->pcdata->learned[sn] < 99 )
act( AT_PLAIN, "You become more fluent in $t.", ch,
lang_names[lang], NULL, TO_CHAR );
else
act( AT_PLAIN, "You now speak perfect $t.", ch, lang_names[lang],
NULL, TO_CHAR );
return;
}
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( knows_language( ch, lang_array[lang], ch ) )
{
if ( ch->speaking & lang_array[lang] ||
(IS_NPC(ch) && !ch->speaking) )
set_char_color( AT_RED, ch );
else
set_char_color( AT_SAY, ch );
send_to_char( lang_names[lang], ch );
send_to_char( " ", ch );
}
send_to_char( "\n\r", ch );
return;
}
void do_wartalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_WARTALK, "war" );
return;
}