/**************************************************************************** * [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; } if ( !IS_SET( ch->affected_by, race_table[ch->race].affected ) ) SET_BIT( ch->affected_by, race_table[ch->race].affected ); if ( !IS_SET( ch->resistant, race_table[ch->race].resist ) ) SET_BIT( ch->resistant, race_table[ch->race].resist ); if ( !IS_SET( ch->susceptible, race_table[ch->race].suscept ) ) SET_BIT( ch->susceptible, race_table[ch->race].suscept ); if ( ch->pcdata->deity ) { if ( !IS_SET( ch->affected_by, ch->pcdata->deity->affected ) ) SET_BIT( ch->affected_by, ch->pcdata->deity->affected ); if ( !IS_SET( ch->resistant, ch->pcdata->deity->element ) ) SET_BIT( ch->resistant, ch->pcdata->deity->element ); if ( !IS_SET( ch->susceptible, ch->pcdata->deity->suscept ) ) SET_BIT( ch->susceptible, ch->pcdata->deity->suscept ); } 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 ( !strcmp( arg, "disband" )) { CHAR_DATA *gch; int count = 0; if ( ch->leader || ch->master ) { send_to_char( "You cannot disband a group if you're following someone.\n\r", ch ); return; } for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( ch, gch ) && ( ch != gch ) ) { gch->leader = NULL; gch->master = NULL; count++; send_to_char( "Your group is disbanded.\n\r", gch ); } } if ( count == 0 ) send_to_char( "You have no group members to disband.\n\r", ch ); else send_to_char( "You disband your group.\n\r", ch ); return; } if ( !strcmp( arg, "all" ) ) { CHAR_DATA *rch; int count = 0; for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if ( ch != rch && !IS_NPC( rch ) && can_see( ch, rch ) && rch->master == ch && !ch->master && !ch->leader && abs( ch->level - rch->level ) < 8 && !is_same_group( rch, ch ) && IS_PKILL( ch ) == IS_PKILL( rch ) ) { rch->leader = ch; count++; } } if ( count == 0 ) send_to_char( "You have no eligible group members.\n\r", ch ); else { act( AT_ACTION, "$n groups $s followers.", ch, NULL, victim, TO_ROOM ); send_to_char( "You group your followers.\n\r", ch ); } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master || ( ch->leader && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act( AT_PLAIN, "$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; }