/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops and Fireblade | *
* ------------------------------------------------------------------------ *
* 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"
#ifndef WIN32
/* #include <regex.h> */
/* #include "rx.h" */
#endif
/*
* 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);
char *act_string(const char *format, CHAR_DATA *to, CHAR_DATA *ch,
const void *arg1, const void *arg2, int flags);
/* mobchat.c -- Scion */
void do_mobchat(CHAR_DATA *vict, CHAR_DATA *ch, char *message);
/*
* 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 ) );
void drop_artifacts(CHAR_DATA *ch, OBJ_DATA *obj); /* Scion */
/*
* Profanity handler stuff (forgive me for what i must do)
*/
void add_profane_word( char * word);
int is_profane (char *what);
char *bigregex = NULL;
char * preg;
bool room_is_silent( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *room = ch->in_room;
if ( IS_SET( room->room_flags, ROOM_SILENCE ) )
return TRUE;
/* if ( xIS_SET( room->affected_by, ROOM_AFF_SILENCE ) )
return TRUE; */
return FALSE;
}
/* 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 "";
}
*/
LANG_DATA *get_lang(const char *name)
{
LANG_DATA *lng;
for (lng = first_lang; lng; lng = lng->next)
if (!str_cmp(lng->name, name))
return lng;
return NULL;
}
/* percent = percent knowing the language. */
char *translate(int percent, const char *in, const char *name)
{
LCNV_DATA *cnv;
static char buf[256];
char buf2[256];
const char *pbuf;
char *pbuf2 = buf2;
LANG_DATA *lng;
if ( percent > 99 || !str_cmp(name, "common") )
return (char *) in;
/* If we don't know this language... use "default" */
if ( !(lng=get_lang(name)) )
if ( !(lng = get_lang("default")) )
return (char *) in;
for (pbuf = in; *pbuf;)
{
for (cnv = lng->first_precnv; cnv; cnv = cnv->next)
{
if (!str_prefix(cnv->old, pbuf))
{
if ( percent && (rand() % 100) < percent )
{
strncpy(pbuf2, pbuf, cnv->olen);
pbuf2[cnv->olen] = '\0';
pbuf2 += cnv->olen;
}
else
{
strcpy(pbuf2, cnv->new);
pbuf2 += cnv->nlen;
}
pbuf += cnv->olen;
break;
}
}
if (!cnv)
{
if (isalpha(*pbuf) && (!percent || (rand() % 100) > percent) )
{
*pbuf2 = lng->alphabet[LOWER(*pbuf) - 'a'];
if ( isupper(*pbuf) )
*pbuf2 = UPPER(*pbuf2);
}
else
*pbuf2 = *pbuf;
pbuf++;
pbuf2++;
}
}
*pbuf2 = '\0';
for (pbuf = buf2, pbuf2 = buf; *pbuf;)
{
for (cnv = lng->first_cnv; cnv; cnv = cnv->next)
if (!str_prefix(cnv->old, pbuf))
{
strcpy(pbuf2, cnv->new);
pbuf += cnv->olen;
pbuf2 += cnv->nlen;
break;
}
if (!cnv)
*(pbuf2++) = *(pbuf++);
}
*pbuf2 = '\0';
#if 0
for (pbuf = in, pbuf2 = buf; *pbuf && *pbuf2; pbuf++, pbuf2++)
if (isupper(*pbuf))
*pbuf2 = UPPER(*pbuf2);
/* Attempt to align spacing.. */
else if (isspace(*pbuf))
while (*pbuf2 && !isspace(*pbuf2))
pbuf2++;
#endif
return buf;
}
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) == 'T' )
{
if ( number_percent() < ( drunk * 2 ) ) /* add 'h' after an 'T' */
{
*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;
}
/*
* An attempt to reduce redundancy - Tagith
*/
bool can_see_chan( CHAR_DATA *ch, DESCRIPTOR_DATA *d, int channel )
{
CHAR_DATA *och;
CHAR_DATA *vch;
if(!d) return FALSE; /* catch the link dead - shogar */
och = CH(d);
vch = d->character;
if ( IS_SET( och->deaf, channel ) )
return FALSE;
if ( channel != CHANNEL_NEWBIE && NOT_AUTHED(och) )
return FALSE;
if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(och) )
return FALSE;
if ( channel == CHANNEL_WARTALK && NOT_AUTHED( och ) )
return FALSE;
if ( channel == CHANNEL_AVTALK && !IS_HERO(och) )
return FALSE;
if ( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.muse_level )
return FALSE;
if ( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level )
return FALSE;
/* Fix by Narn to let newbie council members see the newbie channel. */
if ( channel == CHANNEL_NEWBIE &&
( !IS_IMMORTAL(och) && !NOT_AUTHED(och)
&& (!str_cmp( och->pcdata->council_name, "Newbie Council" )
|| !str_cmp( och->pcdata->council2_name, "Newbie Council" ) ) ) )
return FALSE;
if ( room_is_silent(vch) )
return FALSE;
if ( channel == CHANNEL_YELL
&& vch->in_room->area != ch->in_room->area )
return FALSE;
if ( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_GUILD )
{
if ( IS_NPC( vch ) )
return FALSE;
if ( vch->pcdata->clan != ch->pcdata->clan )
return FALSE;
}
/* if ( channel == CHANNEL_GUILD )
{
if ( IS_NPC( vch ) )
return FALSE;
if (vch->pcdata->guild != ch->pcdata->guild )
return FALSE;
} */
if ( channel == CHANNEL_COUNCIL )
{
if ( IS_NPC( vch ) )
return FALSE;
if (( vch->pcdata->council != ch->pcdata->council
&& vch->pcdata->council2 != ch->pcdata->council ))
return FALSE;
}
if ( channel == CHANNEL_COUNCIL2)
{
if ( IS_NPC( vch ) )
return FALSE;
if (( vch->pcdata->council != ch->pcdata->council2
&& vch->pcdata->council2 != ch->pcdata->council2 ))
return FALSE;
}
return TRUE;
}
/*
* Allows people to do socials, even targeted, over channels - Tagith
*/
void chan_social( CHAR_DATA *ch, char *argument, int channel, const char *verb )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char otherbuf[MAX_STRING_LENGTH];
CHAR_DATA *victim = NULL;
SOCIALTYPE *social;
DESCRIPTOR_DATA *d;
sh_int AType;
int position;
char *txt;
*argument = (int) argument++;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( social = find_social( arg1 ) ) == NULL )
{
send_to_char( "No such social.\n\r", ch );
return;
}
if ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_NO_EMOTE ) )
{
send_to_char( "You are anti-social!\n\r", ch );
return;
}
switch( channel )
{
default:
AType = AT_GOSSIP;
break;
case CHANNEL_IMMTALK:
case CHANNEL_AVTALK:
AType = AT_IMMORT;
break;
case CHANNEL_WARTALK:
AType = AT_WARTALK;
break;
}
otherbuf[0] = '\0';
if ( arg2[0] == '\0' )
{
position = ch->position;
ch->position = POS_STANDING;
sprintf( buf, "[%s] %s", verb, social->char_no_arg );
act( AType, buf, ch, NULL, victim, TO_CHAR );
ch->position = position;
if( social->others_no_arg && social->others_no_arg[0] != '\0' )
sprintf( otherbuf, "[%s] %s", verb, social->others_no_arg );
}
else if ( ( victim = get_char_world( ch, arg2 ) ) == NULL || IS_NPC(victim) )
send_to_char( "They aren't here.\n\r", ch );
else if ( victim == ch )
{
sprintf( buf, "[%s] %s", verb, social->char_auto );
position = ch->position;
ch->position = POS_STANDING;
act( AType, buf, ch, NULL, victim, TO_CHAR );
ch->position = position;
if ( social->others_auto && social->others_auto[0] != '\0' )
sprintf( otherbuf, "[%s] %s", verb, social->others_auto );
}
else
{
sprintf( buf, "[%s] %s", verb, social->char_found );
position = ch->position;
ch->position = POS_STANDING;
act( AType, buf, ch, NULL, victim, TO_CHAR );
ch->position = position;
if ( social->vict_found
&& social->vict_found[0] != '\0'
&& can_see_chan( ch, victim->desc, channel ) )
{
sprintf( buf, "[%s] %s", verb, social->vict_found );
position = victim->position;
victim->position = POS_STANDING;
act( AType, buf, ch, NULL, victim, TO_VICT );
victim->position = position;
}
if ( social->others_found && social->others_found[0] != '\0' )
sprintf( otherbuf, "[%s] %s", verb, social->others_found );
}
/* An attempt at reducing redundancy */
if ( !otherbuf || otherbuf[0] == '\0' )
return;
for ( d = first_descriptor; d; d = d->next )
{
CHAR_DATA *vch = d->character;
if ( d->connected == CON_PLAYING
&& vch != ch
&& vch != victim
&& can_see_chan( ch, d, channel ) )
{
if ( IS_IMMORTAL(vch) )
txt = act_string( otherbuf, vch, ch, NULL, victim, STRING_IMM );
else
txt = act_string( otherbuf, vch, ch, NULL, victim, STRING_NONE );
set_char_color( AType, vch );
send_to_char_color( txt, vch );
}
else
continue;
}
return;
}
/*
* Generic channel function. Revamped by Justice of AaernMUD, based on SMAUG 1.02a.
* August 3, 1998. Removal of redundant code, and implementation of global socials.
* August 25, 1998. Added global emotes and help comments.
* New talk_channel code originally written for GOTA
* act_string prototype necessary for global social code.
* October 7, 1998 Aaern came up yesterday, and I am now converting my talk_channel
* code to SMAUG 1.4
* March 19, 1999 Adding AaernMUD Talk_Channel code to UCMM --Justice
*/
char *act_string(const char *format, CHAR_DATA *to, CHAR_DATA *ch,
const void *arg1, const void *arg2, int flags);
void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
char soc_char[MAX_STRING_LENGTH];
char soc_vict[MAX_STRING_LENGTH];
char soc_others[MAX_STRING_LENGTH];
char emotetxt[MAX_STRING_LENGTH];
int position, i;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
SOCIALTYPE *social = NULL;
struct channel_data
{
int channel;
char *prefix;
char *act_text;
char *buf_text;
int color;
int type;
} fields[] = {
{ CHANNEL_CHAT, "&W[&G%s&W] &G%s&w", "&W[&G%s&W] &w$n&W: &G$t&w", "&W[&G%s&W] &wYou&W: &G%s&w\n\r", AT_GOSSIP, 1 },
{ CHANNEL_WARTALK, "&W[&r%s&W] &r%s&w", "&W[&r%s&W] &w$n&W: &r$t&w", "&W[&r%s&W] &wYou&W: &r%s&w\n\r", AT_WARTALK, 1 },
{ CHANNEL_IMMTALK, "&W[&Y%s&W] &Y%s&w", "&W[&Y%s&W] &w$n&W: &Y$t&w", "&W[&Y%s&W] &wYou&W: &Y%s&w\n\r", AT_IMMORT, 2 },
{ CHANNEL_AVTALK, "&W[&O%s&W] &O%s&w", "&W[&O%s&W] &w$n&W: &O$t&w", "&W[&O%s&W] &wYou&W: &O%s&w\n\r", AT_AVTALK, 2 },
{ CHANNEL_RACETALK, "&W[&B%s&W] &B%s&w", "&W[&B%s&W] &w$n&W: &B$t&w", "&W[&B%s&W] &wYou&W: &B%s&w\n\r", AT_RACETALK, 1 },
{ CHANNEL_MUSIC,"&W[&P%s&W] &P%s&w", "&W[&P%s&W] &w$n&W: &P$t&w", "&W[&P%s&W] &wYou&W: &P%s&w\n\r", AT_MUSIC, 1 },
{ CHANNEL_CLAN, "&W[&R%s&W] &R%s&w", "&W[&R%s&W] &w$n&W: &R$t&w", "&W[&R%s&W] &wYou&W: &R%s&w\n\r", AT_CLANTALK, 1 },
{ CHANNEL_GRATZ,"&C[&P%s&C] &C%s&w", "&C[&P%s&C] &w$n&W: &C$t&w", "&C[&P%s&C] &wYou&W: &C%s&w\n\r", AT_GRATZ, 1 },
{ CHANNEL_THINK,"&W[&C%s&W] &C%s&w", "&W[&C%s&W] &w$n&W: &C$t&w", "&W[&C%s&W] &wYou&W: &C%s&w\n\r", AT_CYAN, 1 },
{ -1, "&W[&c%s&W] &c%s&w", "&W[&c%s&W] &w$n&W: &c$t&w", "&W[&c%s&W] &wYou&W: &c%s&w\n\r", AT_CHAN_DEFAULT, 1 }
};
#ifndef SCRAMBLE
int speaking = -1, lang;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
/*******************************************************************************************
* Adding new channels: Add another field, as demonstrated above. Each channel must have *
* 6 variables. The first, is the channel flag, next you specify a prefix, which will be *
* used for socials and emotes. The next variable is the act statement text which will be *
* sent to the channel. Afterward you define the text that is sent to the character, then *
* you give it a color. The last variable is to specify channel type. Type 1 is normal, *
* type 2 is setup for imm channels (imm/avatar talk). *
* NOTE: The line containing -1 as the channel flag should always be the last channel, any *
* channels behind it will be ignored. *
*******************************************************************************************/
if ( IS_NPC( ch )
&& ((
channel == CHANNEL_CLAN
|| channel == CHANNEL_ORDER
|| channel == CHANNEL_COUNCIL
|| channel == CHANNEL_COUNCIL2
|| channel == CHANNEL_GUILD
)
|| ((IS_AFFECTED(ch, AFF_CHARM)) && (!xIS_SET(ch->act, ACT_PET)))
|| ((xIS_SET(ch->act, PLR_SILENCE)) && (!IS_NPC(ch)))
|| (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
))
{
ch_printf( ch, "For some odd reason, you lose your voice and can't %s.\n\r", capitalize( verb ) );
if ( ch->master )
ch_printf( ch->master, "A mystical force prevents %s from speaking.\n\r", IS_NPC( ch ) ?
ch->short_descr : capitalize( ch->name ) );
return;
}
if ( argument[0] == '\0' )
{
ch_printf( ch, "%s what?", capitalize( verb ) );
return;
}
REMOVE_BIT( ch->deaf, channel );
for ( i = 0; fields[i].channel != -1; i++ )
if ( fields[i].channel == channel )
break;
set_char_color( fields[i].color, ch );
if ( argument[0] == '@' ) /* was '@@', not sure whether it's bad or not -- Scion */
{
argument = one_argument( argument, arg );
if ( ( social = find_social( arg+1 ) ) == NULL )
{
ch_printf( ch, "%s is not a social!\n\r", capitalize( arg+1 ) );
return;
}
else
{
if ( argument[0] != '\0' && ( victim = get_char_world( ch, argument ) ) != NULL )
{
if ( victim == ch )
{
sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_auto );
sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_auto );
act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR );
}
else
{
sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_found );
sprintf( soc_vict, fields[i].prefix, capitalize( verb ), social->vict_found );
sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_found );
act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR );
}
}
else
{
if ( argument[0] != '\0' ) send_to_char( "You can't find that person.\n\r", ch );
sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_no_arg );
sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_no_arg );
act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR );
}
}
}
else if ( argument[0] == ',' )
{
sprintf( emotetxt, "%s %s", capitalize( ch->name ), argument+1 );
ch_printf( ch, fields[i].prefix, capitalize( verb ), emotetxt );
send_to_char( "\n\r", ch );
sprintf( buf, fields[i].prefix, capitalize( verb ), "$n $t" );
argument = argument+1;
}
else if ( fields[i].type == 1 )
{
ch_printf( ch, fields[i].buf_text, capitalize( verb ), argument );
sprintf( buf, fields[i].act_text, capitalize( verb ));
}
else if ( fields[i].type == 2 )
{
ch_printf( ch, fields[i].buf_text, capitalize( verb ), argument );
sprintf( buf, fields[i].act_text, capitalize( verb ));
}
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : capitalize( ch->name ),
argument, verb );
append_to_file( LOG_FILE, buf2 );
}
#ifdef HMM
if ( is_profane(argument) )
{
sprintf( buf2, "%s Profanity warning: %s: %s (%s)",
"say",
IS_NPC( ch ) ? ch->short_descr : ch->name,
argument,
verb );
/* force Puff mpat 6 mpforce imp mpat 1 say hi */
puff = get_char_world( ch, "Puff" );
if(puff!=NULL)
{
if ( ( location = get_room_index( 1 ) ) != NULL ){
original = puff->in_room;
char_from_room( puff );
char_to_room( puff, location );
interpret( puff, buf2 );
char_to_room( puff, original );
}
}
}
#endif
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;
char lbuf[MAX_INPUT_LENGTH + 4]; /* invis level string + buf */
if ( ( NOT_AUTHED( och ) && ( channel != CHANNEL_NEWBIE || channel == CHANNEL_WARTALK ) )
|| ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL( och ) )
|| ( channel == CHANNEL_AVTALK && !IS_HERO( och ) )
|| ( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.muse_level )
|| ( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level )
|| ( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area )
|| ( channel == CHANNEL_NEWBIE && ( !IS_IMMORTAL( och ) && !NOT_AUTHED( och )
&& !( och->pcdata->council && !str_cmp(
och->pcdata->council->name, "Newbie Council" ) )
|| !( och->pcdata->council2 && !str_cmp(
och->pcdata->council2_name, "Newbie Council") ) ) )
|| ( ( channel == CHANNEL_CLAN || channel == CHANNEL_GUILD || channel == CHANNEL_ORDER )
&& ( IS_NPC( vch ) || vch->pcdata->clan != ch->pcdata->clan ) )
|| ( ( channel == CHANNEL_RACETALK ) && ( vch->race != ch->race ) )
|| ( channel == CHANNEL_COUNCIL && ( IS_NPC( ch )
|| !( vch->pcdata->council != ch->pcdata->council
&& vch->pcdata->council != ch->pcdata->council2 ) ) )
|| ( channel == CHANNEL_COUNCIL2 && (IS_NPC( ch )
|| !( vch->pcdata->council2 != ch->pcdata->council
&& vch->pcdata->council2 != ch->pcdata->council2 ) ) )
|| IS_WRITING( vch ) )
continue;
if ( xIS_SET(ch->act, PLR_WIZINVIS) &&
can_see(vch, ch) && IS_IMMORTAL(vch))
{
sprintf(lbuf, "(%d) ", (!IS_NPC(ch))?ch->pcdata->wizinvis
:ch->mobinvis);
}
else
{
lbuf[0] = '\0';
}
position = vch->position;
if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL )
vch->position = POS_STANDING;
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(vch, ch->speaking, ch),
knows_language(ch, ch->speaking, vch));
if ( speakswell < 85 )
sbuf = translate(speakswell, argument, lang_names[speaking]);
}
#else
if ( !knows_language(vch, ch->speaking, ch)
&& (!IS_NPC(ch) || ch->speaking != 0) )
sbuf = scramble(argument, ch->speaking);
#endif
/* Scramble speech if vch or ch has nuisance flag */
if ( !IS_NPC(ch) && ch->pcdata->nuisance
&& ch->pcdata->nuisance->flags > 7
&& (number_percent()<((ch->pcdata->nuisance->flags-7)*10*
ch->pcdata->nuisance->power)))
sbuf = scramble(argument,number_range(1,10));
if ( !IS_NPC(vch) && vch->pcdata->nuisance &&
vch->pcdata->nuisance->flags > 7
&&(number_percent()<((vch->pcdata->nuisance->flags-7)*10*
vch->pcdata->nuisance->power)))
sbuf = scramble(argument, number_range(1,10));
MOBtrigger = FALSE;
if ( social )
{
set_char_color( fields[i].color, vch );
if ( victim && vch == victim )
send_to_char( act_string( soc_vict, victim, ch, NULL, victim, STRING_NONE ), vch );
else
send_to_char( act_string( soc_others, vch, ch, NULL, victim, STRING_NONE ), vch );
}
else
act( fields[i].color, strcat(lbuf, 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_WARN ||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_color( buf, vch );
}
}
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_counciltalk2( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( IS_NPC( ch ) || !ch->pcdata->council2 )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_COUNCIL2, "counciltalk2" );
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_gratz( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_GRATZ, "gratz" );
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, "staff" );
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;
EXT_BV actflags;
#ifndef SCRAMBLE
int speaking = -1, lang;
MOBtrigger = TRUE;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
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) )
xREMOVE_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;
/* Check to see if character is ignoring speaker */
if (is_ignoring(vch, ch))
{
/* continue unless speaker is an immortal */
if(!IS_IMMORTAL(ch) || get_trust(vch) > get_trust(ch))
continue;
else
{
set_char_color(AT_IGNORE, vch);
ch_printf(vch,"You attempt to ignore %s, but"
" are unable to do so.\n\r", ch->name);
}
}
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(vch, ch->speaking, ch),
knows_language(ch, ch->speaking, vch));
if ( speakswell < 75 )
sbuf = translate(speakswell, argument, lang_names[speaking]);
}
#else
if ( !knows_language(vch, ch->speaking, ch)
&& (!IS_NPC(ch) || ch->speaking != 0) )
sbuf = scramble(argument, ch->speaking);
#endif
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 );
}
/* Yakkov's amplify request - shogar */
if ( ch->in_room && IS_SET( ch->in_room->room_flags, ROOM_AMPLIFY ) )
{
ROOM_INDEX_DATA *was_in_room;
EXIT_DATA *pexit;
sprintf(buf,"You hear %s",argument);
actflags = ch->act;
xREMOVE_BIT(ch->act, ACT_SECRETIVE);
was_in_room = ch->in_room;
for ( pexit = was_in_room->first_exit; pexit; pexit = pexit->next )
{
if ( pexit->to_room
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
MOBtrigger = FALSE;
act( AT_CYAN, buf, ch, NULL, NULL, TO_ROOM );
}
}
ch->act = actflags;
ch->in_room = was_in_room;
}
if (MOBtrigger==TRUE) {
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_whisper( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
int speaking = -1, lang;
MOBtrigger = TRUE;
#ifndef SCRAMBLE
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
REMOVE_BIT( ch->deaf, CHANNEL_WHISPER );
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Whisper to whom what?\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 == victim )
{
send_to_char( "You have a nice little chat with yourself.\n\r", ch );
return;
}
if ( !IS_NPC( victim ) && ( victim->switched )
&& !IS_AFFECTED(victim->switched, AFF_POSSESS) )
{
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) && xIS_SET(victim->act, PLR_AFK) )
{
send_to_char( "That player is away.\n\r", ch );
return;
}
if ( IS_SET( victim->deaf, CHANNEL_WHISPER )
&& ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S whispers turned off.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_SILENCE) )
send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch );
if ( victim->desc /* make sure desc exists first -Thoric */
&& victim->desc->connected == CON_EDITING
&& get_trust(ch) < LEVEL_GOD )
{
act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
return;
}
/* Check to see if target of tell is ignoring the sender */
if(is_ignoring(victim, ch))
{
/* If the sender is an imm then they cannot be ignored */
if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch))
{
set_char_color(AT_IGNORE, ch);
ch_printf(ch,"%s is ignoring you.\n\r",
victim->name);
return;
}
else
{
set_char_color(AT_IGNORE, victim);
ch_printf(victim, "You attempt to ignore %s, but ",
"are unable to do so.\n\r", ch->name);
}
}
act( AT_WHISPER, "You whisper to $N '$t'", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
knows_language(ch, ch->speaking, victim));
if ( speakswell < 85 ) {
act( AT_WHISPER, "$n whispers to you '$t'", ch,
translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT );
#else
if ( !knows_language(vch, ch->speaking, ch ) &&
( !IS_NPC(ch) || ch->speaking != 0) ) {
act( AT_WHISPER, "$n whispers to you '$t'", ch,
translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT );
#endif
MOBtrigger=FALSE;
} else
act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT );
}
else
act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT );
if ( !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
act( AT_WHISPER, "$n whispers something to $N.", ch, argument, victim, TO_NOTVICT );
victim->position = position;
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (whisper 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 );
}
if (MOBtrigger==TRUE)
mprog_speech_trigger( argument, ch );
return;
}
/* beep snippet installed by Scion 3/30/99 */
void do_beep(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if (!*arg || !(victim = get_char_world(ch, arg)))
{
send_to_char( "Beep who?\n\r", ch );
return;
}
/* NPC check added by Samson 2-15-98 */
if ( IS_NPC( victim ))
{
send_to_char( "Beep who?\n\r", ch );
return;
}
/* PCFLAG_NOBEEP check added by Samson 2-15-98 */
if ( IS_SET(victim->pcdata->flags, PCFLAG_NOBEEP) )
{
ch_printf( ch, "%s is not accepting beeps at this time.\n\r",
victim->name );
return;
}
if (argument[0]!='\0') {
ch_printf(victim, "&W^z%s beeps: %s^x\r\n", PERS(ch, victim), argument);
ch_printf(ch, "&WYou beep %s: %s\r\n", PERS(victim, ch), argument);
} else {
ch_printf(victim, "&W^z%s beeps you from '%s'^x&w\a\n\r", PERS(ch, victim), ch->in_room->name);
ch_printf(ch, "&WYou beep %s.&w\n\r", PERS(victim, 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 = NULL;
#ifndef SCRAMBLE
int speaking = -1, lang;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
MOBtrigger=TRUE;
if (!IS_IMMORTAL(ch))
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)
&& ( xIS_SET(ch->act, PLR_SILENCE)
|| xIS_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_AFFECTED(victim->switched, AFF_POSSESS) )
{
send_to_char( "That player is switched.\n\r", ch );
return;
}
else if ( !IS_NPC( victim ) && ( victim->switched )
&& 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) && xIS_SET(victim->act, PLR_AFK) )
{
send_to_char( "That player is away and may not have received your tell.\n\r", ch );
}
if ( IS_SET( victim->deaf, CHANNEL_TELLS )
&& ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) <= get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_SILENCE) )
send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch );
if ( (!IS_IMMORTAL(ch) && !IS_AWAKE(victim) )
|| (!IS_NPC(victim)&&IS_SET(victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$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;
}
/* Check to see if target of tell is ignoring the sender */
if(is_ignoring(victim, ch))
{
/* If the sender is an imm then they cannot be ignored */
if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch))
{
set_char_color(AT_IGNORE, ch);
ch_printf(ch,"%s is ignoring you.\n\r",
victim->name);
return;
}
else
{
set_char_color(AT_IGNORE, victim);
ch_printf(victim, "You attempt to ignore %s, but ",
"are unable to do so.\n\r", ch->name);
}
}
ch->retell = victim;
if(!IS_NPC(victim) && IS_IMMORTAL(victim) && victim->pcdata->tell_history &&
isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]))
{
sprintf(buf, "%s told you '%s'\n\r",
capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
argument);
/* get lasttell index... assumes names begin with characters */
victim->pcdata->lt_index =
tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a';
/* get rid of old messages */
if(victim->pcdata->tell_history[victim->pcdata->lt_index])
STRFREE(victim->pcdata->tell_history[victim->pcdata->lt_index]);
/* store the new message */
victim->pcdata->tell_history[victim->pcdata->lt_index] =
STRALLOC(buf);
}
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 ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
knows_language(ch, ch->speaking, victim));
if ( speakswell < 85 ) {
act( AT_TELL, "$n tells you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT );
MOBtrigger=FALSE;
}
else
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
}
else
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
/* mobs can talk! -- Scion */
if (!IS_NPC(victim)) /* Mobs should never talk to one another: endless loop! */
do_mobchat(ch,victim,argument);
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 );
}
if (MOBtrigger==TRUE)
mprog_speech_trigger( argument, ch );
return;
}
void do_reply( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int position;
#ifndef SCRAMBLE
int speaking = -1, lang;
MOBtrigger=TRUE;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
if (!IS_IMMORTAL(ch))
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) && xIS_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) && xIS_SET(victim->act, PLR_AFK) )
{
send_to_char( "That player is away.\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;
}
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;
}
/* Check to see if the receiver is ignoring the sender */
if(is_ignoring(victim, ch))
{
/* If the sender is an imm they cannot be ignored */
if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch))
{
set_char_color(AT_IGNORE, ch);
ch_printf(ch,"%s is ignoring you.\n\r",
victim->name);
return;
}
else
{
set_char_color(AT_IGNORE, victim);
ch_printf(victim, "You attempt to ignore %s, but "
"are unable to do so.\n\r", ch->name);
}
}
act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
knows_language(ch, ch->speaking, victim));
if ( speakswell < 85 ) {
MOBtrigger=FALSE;
act( AT_TELL, "$n tells you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT );
}else
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
}
else
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
#else
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 );
#endif
if (MOBtrigger==TRUE)
mprog_speech_trigger( argument, ch );
victim->position = position;
victim->reply = ch;
ch->retell = victim;
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 );
}
if(!IS_NPC(victim) && IS_IMMORTAL(victim) && victim->pcdata->tell_history &&
isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]))
{
sprintf(buf, "%s told you '%s'\n\r",
capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
argument);
/* get lasttell index... assumes names begin with characters */
victim->pcdata->lt_index =
tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a';
/* get rid of old messages */
if(victim->pcdata->tell_history[victim->pcdata->lt_index])
STRFREE(victim->pcdata->tell_history[victim->pcdata->lt_index]);
/* store the new message */
victim->pcdata->tell_history[victim->pcdata->lt_index] =
STRALLOC(buf);
}
return;
}
void do_retell(CHAR_DATA *ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
CHAR_DATA *switched_victim = NULL;
#ifndef SCRAMBLE
int speaking = -1, lang;
MOBtrigger=TRUE;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
if (!IS_IMMORTAL(ch))
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) && (xIS_SET(ch->act, PLR_SILENCE)
|| xIS_SET(ch->act, PLR_NO_TELL)) )
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if(argument[0] == '\0')
{
ch_printf(ch, "What message do you wish to send?\n\r");
return;
}
victim = ch->retell;
if(!victim)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if(!IS_NPC(victim) && (victim->switched) &&
(get_trust(ch) > LEVEL_AVATAR) &&
!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_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) && xIS_SET(victim->act, PLR_AFK) )
{
send_to_char("That player is away.\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 $S tells turned off.", ch, NULL,
victim, TO_CHAR);
return;
}
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_SILENCE) )
send_to_char("That player is silenced. They will receive your message, but can not respond.\n\r", ch);
if((!IS_IMMORTAL(ch) && !IS_AWAKE(victim)) ||
(!IS_NPC(victim) &&
IS_SET(victim->in_room->room_flags, ROOM_SILENCE)))
{
act(AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR);
return;
}
if(victim->desc && 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;
}
/* check to see if the target is ignoring the sender */
if(is_ignoring(victim, ch))
{
/* if the sender is an imm then they cannot be ignored */
if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch))
{
set_char_color(AT_IGNORE, ch);
ch_printf(ch, "%s is ignoring you.\n\r",
victim->name);
return;
}
else
{
set_char_color(AT_IGNORE,victim);
ch_printf(victim, "You attempy to ignore %s, but "
"are unable to do so.\n\r", ch->name);
}
}
/* store tell history for victim */
if(!IS_NPC(victim) && IS_IMMORTAL(victim) && victim->pcdata->tell_history &&
isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]))
{
sprintf(buf, "%s told you '%s'\n\r",
capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
argument);
/* get lasttel index... assumes names begin with chars */
victim->pcdata->lt_index =
tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])
- 'a';
/* get rid of old messages */
if(victim->pcdata->tell_history[victim->pcdata->lt_index])
STRFREE(victim->pcdata->tell_history[victim->pcdata->lt_index]);
/* store the new messagec */
victim->pcdata->tell_history[victim->pcdata->lt_index] =
STRALLOC(buf);
}
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;
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
knows_language(ch, ch->speaking, victim));
if ( speakswell < 85 ){
MOBtrigger=FALSE;
act( AT_TELL, "$n tells you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT );
}else
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
}
else
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
#else
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);
}
#endif
victim->position = position;
victim->reply = ch;
if(IS_SET(ch->in_room->room_flags, ROOM_LOGSPEECH))
{
sprintf(buf, "%s: %s (retell 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);
}
if (MOBtrigger==TRUE)
mprog_speech_trigger(argument, ch);
return;
}
void do_repeat(CHAR_DATA *ch, char *argument)
{
int index;
if(IS_NPC(ch) || !IS_IMMORTAL(ch) || !ch->pcdata->tell_history)
{
ch_printf(ch, "Huh?\n\r");
return;
}
if(argument[0] == '\0')
{
index = ch->pcdata->lt_index;
}
else if(isalpha(argument[0]) && argument[1] == '\0')
{
index = tolower(argument[0]) - 'a';
}
else
{
ch_printf(ch, "You may only index your tell history using "
"a single letter.\n\r");
return;
}
if(ch->pcdata->tell_history[index])
{
set_char_color(AT_TELL, ch);
ch_printf(ch, ch->pcdata->tell_history[index]);
}
else
{
ch_printf(ch, "No one like that has sent you a tell.\n\r");
}
return;
}
void do_emote( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char *plast;
CHAR_DATA *vch;
EXT_BV actflags;
#ifndef SCRAMBLE
int speaking = -1, lang;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
if ( !IS_NPC(ch) && xIS_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) )
xREMOVE_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;
/* Check to see if character is ignoring emoter */
if(is_ignoring(vch, ch))
{
/* continue unless emoter is an immortal */
if(!IS_IMMORTAL(ch) || get_trust(vch) > get_trust(ch))
continue;
else
{
set_char_color(AT_IGNORE, vch);
ch_printf(vch,"You attempt to ignore %s, but"
" are unable to do so.\n\r", ch->name);
}
}
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(vch, ch->speaking, ch),
knows_language(ch, ch->speaking, vch));
if ( speakswell < 85 )
sbuf = translate(speakswell, argument, lang_names[speaking]);
}
#else
if ( !knows_language( vch, ch->speaking, ch ) &&
(!IS_NPC(ch) && ch->speaking != 0) )
sbuf = scramble(buf, ch->speaking);
#endif
MOBtrigger = FALSE;
act( AT_SOCIAL, "$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 )
{
char buf[MAX_STRING_LENGTH];
struct tm *t = localtime(¤t_time);
set_char_color( AT_PLAIN, ch );
if ( argument[0] == '\0' ) {
send_to_char( "\n\rUsage: 'bug <message>' (your location is automatically recorded)\n\r", ch );
return;
}
sprintf( buf, "(%-2.2d/%-2.2d): %s",
t->tm_mon+1, t->tm_mday, argument );
append_file( ch, PBUG_FILE, buf );
send_to_char( "Thanks, your bug notice has been recorded.\n\r", ch );
return;
}
void do_ide( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_PLAIN, ch );
send_to_char("\n\rIf you want to send an idea, type 'idea <message>'.\n\r", ch);
send_to_char("If you want to identify an object, use the identify spell.\n\r", ch);
return;
}
void do_idea( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_PLAIN, ch );
if ( argument[0] == '\0' ) {
send_to_char( "\n\rUsage: 'idea <message>'\n\r", ch );
return;
}
append_file( ch, IDEA_FILE, argument );
send_to_char( "Thanks, your idea has been recorded.\n\r", ch );
return;
}
void do_typo( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_PLAIN, ch );
if ( argument[0] == '\0' ) {
send_to_char( "\n\rUsage: 'typo <message>' (your location is automatically recorded)\n\r", ch );
if ( get_trust( ch ) >= LEVEL_ASCENDANT )
send_to_char( "Usage: 'typo list' or 'typo clear now'\n\r", ch );
return;
}
if ( !str_cmp( argument, "clear now" )
&& get_trust( ch ) >= LEVEL_ASCENDANT ) {
FILE *fp = fopen( TYPO_FILE, "w" );
if ( fp )
fclose( fp );
send_to_char( "Typo file cleared.\n\r", ch);
return;
}
if ( !str_cmp( argument, "list" ) ) {
send_to_char( "\n\r VNUM \n\r.......\n\r", ch );
show_file( ch, TYPO_FILE );
} else {
append_file( ch, TYPO_FILE, argument );
send_to_char( "Thanks, your typo notice has been recorded.\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 */
CHAR_DATA *vch;
int x, y;
int level;
if ( IS_NPC(ch) )
return;
if ( ch->position == POS_FIGHTING
|| ch->position == POS_EVASIVE
|| ch->position == POS_DEFENSIVE
|| ch->position == POS_AGGRESSIVE
|| ch->position == POS_BERSERK
)
{
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;
}
if ( IS_PKILL( ch ) && ch->wimpy > (int) ch->max_hit / 2.25 )
{
send_to_char( "Your wimpy has been adjusted to the maximum level for deadlies.\n\r", ch );
do_wimpy( ch, "max" );
}
if (in_arena( ch )) { /* Scion arenacode */
send_to_char( "Get out of the arena first!\r\n",ch);
return;
}
/* Make them lose artifact items. Can't leave the game with those! -- Scion */
drop_artifacts(ch, ch->last_carrying);
/* Get 'em dismounted until we finish mount saving -- Blodkai, 4/97 */
if ( ch->position == POS_MOUNTED )
do_dismount( ch, "" );
set_char_color( AT_WHITE, ch );
send_to_char( "You are wracked with uncontrollable pain as you are extracted from the matrix.\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 escaped the realm.", ch, NULL, NULL, TO_CANSEE );
set_char_color( AT_GREY, ch);
sprintf( log_buf, "%s has quit (Room %d).", ch->name,
( ch->in_room ? ch->in_room->vnum : -1 ) );
quitting_char = ch;
save_char_obj( ch );
if ( sysdata.save_pets && ch->pcdata->pet )
{
act( AT_BYE, "$N follows $S master into the Void.", ch, NULL,
ch->pcdata->pet, TO_ROOM );
extract_char( ch->pcdata->pet, TRUE );
}
/* Synch clandata up only when clan member quits now. --Shaddai
*/
if ( ch->pcdata->clan )
save_clan( ch->pcdata->clan );
if ( ch->level >= 1 )
for ( vch = first_char; vch; vch = vch->next )
{
if ( IS_NPC( vch ) || vch == ch )
continue;
act( AT_GREEN, "&R[&WINFO&R]&c $n has escaped the realm!", ch, NULL, vch, TO_VICT );
/* Don't really need this.. just annoys me :) -- Scion */
}
saving_char = NULL;
level = get_trust(ch);
/*
* After extract_char the ch is no longer valid!
*/
extract_char( ch, TRUE );
for ( x = 0; x < MAX_WEAR; x++ )
for ( y = 0; y < MAX_LAYERS; y++ )
save_equipment[x][y] = NULL;
/* don't show who's logging off to leaving player */
/*
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", level );
*/
log_string_plus( log_buf, LOG_COMM, level );
return;
}
/* Made this a function so it could work recursively on containers.
Make them drop artifact items. Can't leave the game with those! -- Scion */
void drop_artifacts(CHAR_DATA *ch, OBJ_DATA *obj) {
/* Expecting a ch->last_carrying or an obj->last_content
( We go BACKWARDS through the lists!) */
if (!obj)
return;
while (obj) {
if (obj->last_content)
drop_artifacts(ch, obj->last_content);
if (IS_OBJ_STAT(obj, ITEM_ARTIFACT)) {
OBJ_DATA *tobj;
tobj=obj;
obj=obj->prev_content;
if (tobj->in_obj)
obj_from_obj(tobj);
if (tobj->carried_by)
obj_from_char(tobj);
obj_to_room(tobj, ch->in_room);
act(AT_MAGIC, "$p falls to the ground, drawn by the magic of these lands!", ch, tobj, NULL, TO_CHAR);
act(AT_MAGIC, "$p falls from $n's hands, drawn by the magic of these lands!", ch, tobj, NULL, TO_CANSEE);
} else
obj = obj->prev_content;
}
}
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 );
/* looks like the menus keep crashing, lets log them - shogar */
sprintf(arg1,"%s: omenu %s",ch->name,argument);
log_string(arg1);
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 );
/* looks like the menus keep crashing, lets log them - shogar */
sprintf(arg1,"%s: rmenu %s",ch->name,argument);
log_string(arg1);
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 );
/* looks like the menus keep crashing, lets log them - shogar */
sprintf(arg1,"%s: cmenu %s",ch->name,argument);
log_string(arg1);
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 );
/* looks like the menus keep crashing, lets log them - shogar */
sprintf(arg1,"%s: mmenu %s",ch->name,argument);
log_string(arg1);
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);
xSET_BIT(ch->act,PLR_RIP);
xSET_BIT(ch->act,PLR_ANSI);
return;
}
if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) {
xREMOVE_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) ) {
xSET_BIT(ch->act,PLR_ANSI);
set_char_color( AT_WHITE + AT_BLINK, ch);
send_to_char( "Ansi On, Way Cool!!!\n\r", ch);
return;
}
if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) {
xREMOVE_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) )
return;
if ( ch->level < 2 ) {
send_to_char_color( "&BYou must be at least second level to save.\n\r", ch );
return;
}
WAIT_STATE( ch, 2 ); /* For big muds with save-happy players, like RoD */
update_aris(ch); /* update char affects and RIS */
save_char_obj( ch );
saving_char = NULL;
send_to_char( "Saved...\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_dismiss( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Dismiss 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( victim, AFF_CHARM ) )
&& ( IS_NPC( victim ) )
&& ( victim->master == ch ) )
{
stop_follower( victim );
stop_hating( victim );
stop_hunting( victim );
stop_fearing( victim );
act( AT_ACTION, "$n dismisses $N.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "You dismiss $N.", ch, NULL, victim, TO_CHAR );
}
else
{
send_to_char( "You cannot dismiss them.\n\r", ch );
}
return;
}
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 $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if ( victim == ch )
{
if ( !ch->master )
{
send_to_char( "You already follow yourself.\n\r", ch );
return;
}
stop_follower( ch );
return;
}
/*
if ( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 )
&& !IS_HERO(ch) && !(ch->level < 15 && !IS_NPC(victim)
&& victim->pcdata->council
&& !str_cmp(victim->pcdata->council->name,"Newbie Council")))
{
send_to_char( "You are not of the right caliber to follow.\n\r", ch );
return;
}
-- Screw this, level restrictions on following are stupid. -- Scion */
if ( circle_follow( ch, victim ) )
{
stop_follower( victim );
return;
}
if ( ch->master )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA *ch, CHAR_DATA *master )
{
if ( ch->master )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
/* Support for saving pets --Shaddai */
if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) && !IS_NPC(master) )
master->pcdata->pet = ch;
if ( can_see( master, ch ) )
act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT );
act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA *ch )
{
if ( !ch->master )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if ( IS_NPC(ch) && !IS_NPC(ch->master) && ch->master->pcdata->pet == ch )
ch->master->pcdata->pet = NULL;
if ( IS_AFFECTED(ch, AFF_CHARM) )
{
xREMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
}
if ( can_see( ch->master, ch ) )
if (!(!IS_NPC(ch->master) && IS_IMMORTAL(ch) && !IS_IMMORTAL(ch->master)))
act( AT_ACTION, "$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);
}
*/
/* Overhauled 2/97 -- Blodkai */
void do_group( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = ch->leader ? ch->leader : ch;
set_char_color( AT_DGREEN, ch );
ch_printf( ch, "\n\rFollowing %-12.12s [hitpnts] [ magic ] [mst] [mvs] [race]%s\n\r",
PERS(leader, ch),
ch->level < LEVEL_AVATAR ? " [to lvl]" : "" );
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) || IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS)) /*reveal no information*/
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
if ( gch->alignment > 750 ) sprintf(buf, " A");
else if ( gch->alignment > 350 ) sprintf(buf, "-A");
else if ( gch->alignment > 150 ) sprintf(buf, "+N");
else if ( gch->alignment > -150 ) sprintf(buf, " N");
else if ( gch->alignment > -350 ) sprintf(buf, "-N");
else if ( gch->alignment > -750 ) sprintf(buf, "+S");
else sprintf(buf, " S");
set_char_color( AT_DGREEN, ch );
send_to_char( "[", ch );
set_char_color( AT_GREEN, ch );
ch_printf( ch, "%-2d %2.2s %3.3s",
gch->level,
buf,
IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name );
set_char_color( AT_DGREEN, ch );
send_to_char( "] ", ch );
set_char_color( AT_GREEN, ch );
ch_printf( ch, "%-12.12s ",
capitalize( PERS(gch, ch) ) );
if ( gch->hit < gch->max_hit/4 )
set_char_color( AT_DANGER, ch );
else if ( gch->hit < gch->max_hit/2.5 )
set_char_color( AT_YELLOW, ch );
else set_char_color( AT_GREY, ch );
ch_printf( ch, "%5d", gch->hit );
set_char_color( AT_GREY, ch );
ch_printf( ch, "/%-5d ", gch->max_hit );
if ( IS_VAMPIRE(gch) )
set_char_color( AT_BLOOD, ch );
else
set_char_color( AT_LBLUE, ch );
if ( gch->class != CLASS_WARRIOR )
ch_printf( ch, "%5d/%-5d ",
IS_VAMPIRE(gch) ? gch->pcdata->condition[COND_BLOODTHIRST] : gch->mana,
IS_VAMPIRE(gch) ? 10 + gch->level : gch->max_mana );
else
send_to_char( " ", ch );
if ( gch->mental_state < -25 || gch->mental_state > 25 )
set_char_color( AT_YELLOW, ch );
else
set_char_color( AT_GREEN, ch );
ch_printf( ch, "%3.3s ",
gch->mental_state > 75 ? "+++" :
gch->mental_state > 50 ? "=++" :
gch->mental_state > 25 ? "==+" :
gch->mental_state > -25 ? "===" :
gch->mental_state > -50 ? "-==" :
gch->mental_state > -75 ? "--=" :
"---" );
set_char_color( AT_DGREEN, ch );
ch_printf( ch, "%5d ",
gch->move );
ch_printf( ch, "%6s ", npc_race[gch->race]);
set_char_color( AT_GREEN, ch );
if ( gch->level < LEVEL_AVATAR )
ch_printf( ch, "%8d ",
exp_level( gch, gch->level+1) - gch->exp );
send_to_char( "\n\r", ch);
}
}
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 Level restrict on groups is stupid -- Scion */
&& !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 $s followers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You group your followers.\n\r", ch );
}
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->master || ( ch->leader && ch->leader != ch ) )
{
send_to_char( "But you are following someone else!\n\r", ch );
return;
}
if ( victim->master != ch && ch != victim )
{
act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim == ch )
{
act( AT_PLAIN, "You can't group yourself.", 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 ( xIS_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;
#ifndef SCRAMBLE
int speaking = -1, lang;
for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if ( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
if ( argument[0] == '\0' )
{
send_to_char( "Tell your group what?\n\r", ch );
return;
}
if ( xIS_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 */
#ifndef SCRAMBLE
if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
{
int speakswell = UMIN(knows_language(gch, ch->speaking, ch),
knows_language(ch, ch->speaking, gch));
if ( speakswell < 85 )
ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, translate(speakswell, argument, lang_names[speaking]) );
else
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, argument );
#else
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) );
#endif
}
}
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
*
* Modified to return how well the language is known 04/04/98 - Thoric
* Currently returns 100% for known languages... but should really return
* a number based on player's wisdom (maybe 50+((25-wisdom)*2) ?)
*/
int knows_language( CHAR_DATA *ch, int language, CHAR_DATA *cch )
{
sh_int sn;
if ( !IS_NPC(ch) && IS_IMMORTAL(ch) )
return 100;
if ( IS_NPC(ch) && !ch->speaks ) /* No langs = knows nothing for npcs */
return 0;
if ( IS_NPC(ch) && IS_SET(ch->speaks, (language & ~LANG_CLAN)) )
return (50+(25 - ch->mod_int)*2);
/* everyone KNOWS common tongue
if ( IS_SET(language, LANG_COMMON) )
return (50+(25 - ch->int)*2);
if ( language & LANG_CLAN )
{
Clan = common for mobs.. snicker.. -- Altrag
if ( IS_NPC(ch) || IS_NPC(cch) )
return (50+(25 - ch->int)*2);
if ( ch->pcdata->clan == cch->pcdata->clan &&
ch->pcdata->clan != NULL )
return (50+(25 - ch->int)*2);
} */
if ( !IS_NPC( ch ) )
{
int lang;
/* Racial languages for PCs */
if ( IS_SET(race_table[ch->race]->language, language) )
return ((65+(25 - ch->mod_int)*2)<=100 ? (65+(25 - ch->mod_int)*2) : 100);
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 )
return ch->pcdata->learned[sn];
}
}
return 0;
}
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 };
char * const lang_names[] = {
"common", "elvish", "dwarven", "pixie", "ogre",
"orcish", "trollese", "rodent", "insectoid",
"mammal", "reptile", "dragon", "spiritual",
"magical", "goblin", "god", "ancient",
"halfling", "clan", "gith", "" };
/* 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;
}
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 $t.", ch,
lang_names[lang], NULL, TO_CHAR );
return;
}
for ( sch = ch->in_room->first_person; sch; sch = sch->next )
if ( IS_NPC(sch) && xIS_SET(sch->act, ACT_SCHOLAR)
&& knows_language( sch, ch->speaking, ch )
&& knows_language( sch, lang_array[lang], sch )
&& (!sch->speaking || knows_language( ch, sch->speaking, sch )) )
break;
if ( !sch )
{
send_to_char( "There is no one who can teach that language here.\n\r", ch );
return;
}
if ( countlangs(ch->speaks) >= (ch->level / 10) &&
ch->pcdata->learned[sn] <= 0 )
{
act( AT_TELL, "$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_SAY, ch );
else
set_char_color( AT_PLAIN, ch );
send_to_char( lang_names[lang], ch );
send_to_char( "\n\r", 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;
}
void do_racetalk( CHAR_DATA *ch, char *argument )
{
if (NOT_AUTHED(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
talk_channel( ch, argument, CHANNEL_RACETALK, "racetalk" );
return;
}
void
init_profanity_checker()
{
#ifndef WIN32
bigregex = (char *) malloc (4096);
add_profane_word("fuck");
/* skip over first 2 slashes and bar */
bigregex+=3;
add_profane_word("shit");
add_profane_word("cunt");
preg = re_comp( bigregex );
#endif
}
void add_profane_word( char * word)
{
#ifndef WIN32
char _word[4096];
int i,j;
j=0;
_word[j] = '\\'; j++;
_word[j] = '|'; j++;
_word[j] = '\\'; j++;
_word[j] = '('; j++;
for(i=0;i<strlen(word);i++){
_word[j]='['; j++;
_word[j]=tolower(word[i]); j++;
_word[j]=toupper(word[i]); j++;
_word[j]=']'; j++;
_word[j]='+'; j++;
_word[j]='['; j++;
_word[j]='-'; j++;
_word[j]=' '; j++;
_word[j]='\t'; j++;
_word[j]='`'; j++;
_word[j]='~'; j++;
_word[j]='1'; j++;
_word[j]='!'; j++;
_word[j]='2'; j++;
_word[j]='@'; j++; /* Was @@ -- Scion */
_word[j]='3'; j++;
_word[j]='#'; j++;
_word[j]='4'; j++;
_word[j]='5'; j++;
_word[j]='%'; j++;
_word[j]='6'; j++;
_word[j]='7'; j++;
_word[j]='&'; j++;
_word[j]='8'; j++;
_word[j]='9'; j++;
_word[j]='0'; j++;
_word[j]='_'; j++;
_word[j]=';'; j++;
_word[j]=':'; j++;
_word[j]=','; j++;
_word[j]='<'; j++;
/* These need to be escaped for C */
_word[j]='\''; j++;
_word[j]='\\'; j++;
_word[j]='\"'; j++;
/* These need to be escaped for regex*/
_word[j]='\\'; j++;
_word[j]='$'; j++;
_word[j]='>'; j++;
_word[j]='/'; j++;
_word[j]='\\'; j++;
_word[j]='^'; j++;
_word[j]='\\'; j++;
_word[j]='.'; j++;
_word[j]='\\'; j++;
_word[j]=')'; j++;
_word[j]='\\'; j++;
_word[j]='?'; j++;
_word[j]='\\'; j++;
_word[j]='*'; j++;
_word[j]='\\'; j++;
_word[j]='('; j++;
_word[j]='\\'; j++;
_word[j]='['; j++;
_word[j]='\\'; j++;
_word[j]='{'; j++;
_word[j]='\\'; j++;
_word[j]='+'; j++;
#ifdef BIG
/* i don't get what the deal is with this guy, it seems unescapable,
so to speak. */
_word[j]='\\'; j++;
_word[j]=']'; j++;
#endif
_word[j]='\\'; j++;
_word[j]='}'; j++;
_word[j]='\\'; j++;
_word[j]='|'; j++;
_word[j]='\\'; j++;
_word[j]='='; j++;
/* close up funny characters */
_word[j]=']'; j++;
_word[j]='*'; j++;
}
_word[j] = '\\'; j++;
_word[j] = ')'; j++;
_word[j]='\0';
strcat(bigregex, _word);
#endif
}
int is_profane (char *what)
{
#ifndef WIN32
int ret;
ret = re_exec(what);
if (ret==1)
return(1);
#endif
return(0);
}