/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
**************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
**************************************************************************/
/* QuickMUD - The Lazy Man's ROM - $Id: act_comm.c,v 1.2 2000/12/01 10:48:33 ring0 Exp $ */
#include "include.h"
#include "interp.h"
#include "recycle.h"
#include "tables.h"
/* RT code to delete yourself */
void do_delete (CHAR_DATA * ch, char *argument)
{
char strsave[MAX_INPUT_LENGTH];
if (IS_NPC (ch))
return;
if (ch->pcdata->confirm_delete)
{
if (argument[0] != '\0')
{
send_to_char ("Delete status removed.\n\r", ch);
ch->pcdata->confirm_delete = FALSE;
return;
}
else
{
sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name));
wiznet ("$N turns $Mself into line noise.", ch, NULL, 0, 0, 0);
stop_fighting (ch, TRUE);
do_function (ch, &do_quit, "");
unlink (strsave);
return;
}
}
if (argument[0] != '\0')
{
send_to_char ("Just type delete. No argument.\n\r", ch);
return;
}
send_to_char ("Type delete again to confirm this command.\n\r", ch);
send_to_char ("WARNING: this command is irreversible.\n\r", ch);
send_to_char
("Typing delete with an argument will undo delete status.\n\r", ch);
ch->pcdata->confirm_delete = TRUE;
wiznet ("$N is contemplating deletion.", ch, NULL, 0, 0, get_trust (ch));
}
/* RT code to display channel status */
void do_channels (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
/* lists all channels and their status */
send_to_char (" channel status\n\r", ch);
send_to_char ("---------------------\n\r", ch);
send_to_char ("{dgossip{x ", ch);
if (!IS_SET (ch->comm, COMM_NOGOSSIP))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{aauction{x ", ch);
if (!IS_SET (ch->comm, COMM_NOAUCTION))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{emusic{x ", ch);
if (!IS_SET (ch->comm, COMM_NOMUSIC))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{qQ{x/{fA{x ", ch);
if (!IS_SET (ch->comm, COMM_NOQUESTION))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{hQuote{x ", ch);
if (!IS_SET (ch->comm, COMM_NOQUOTE))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{tgrats{x ", ch);
if (!IS_SET (ch->comm, COMM_NOGRATS))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
if (IS_IMMORTAL (ch))
{
send_to_char ("{igod channel{x ", ch);
if (!IS_SET (ch->comm, COMM_NOWIZ))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
}
send_to_char ("{tshouts{x ", ch);
if (!IS_SET (ch->comm, COMM_SHOUTSOFF))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{ktells{x ", ch);
if (!IS_SET (ch->comm, COMM_DEAF))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char("{cOOC{x ",ch);
if (!IS_SET (ch->comm, COMM_OOCOFF))
send_to_char("{GON{x\n\r",ch);
else
send_to_char("{boff{x\n\r",ch);
send_to_char ("{tquiet mode{x ", ch);
if (IS_SET (ch->comm, COMM_QUIET))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
if (IS_SET (ch->comm, COMM_AFK))
send_to_char ("You are AFK.\n\r", ch);
if (IS_SET (ch->comm, COMM_SNOOP_PROOF))
send_to_char ("You are immune to snooping.\n\r", ch);
if (ch->lines != PAGELEN)
{
if (ch->lines)
{
sprintf (buf, "You display %d lines of scroll.\n\r",
ch->lines + 2);
send_to_char (buf, ch);
}
else
send_to_char ("Scroll buffering is off.\n\r", ch);
}
if (ch->prompt != NULL)
{
sprintf (buf, "Your current prompt is: %s\n\r", ch->prompt);
send_to_char (buf, ch);
}
if (IS_SET (ch->comm, COMM_NOSHOUT))
send_to_char ("You cannot shout.\n\r", ch);
if (IS_SET (ch->comm, COMM_NOTELL))
send_to_char ("You cannot use tell.\n\r", ch);
if (IS_SET (ch->comm, COMM_NOCHANNELS))
send_to_char ("You cannot use channels.\n\r", ch);
if (IS_SET (ch->comm, COMM_NOEMOTE))
send_to_char ("You cannot show emotions.\n\r", ch);
}
/* RT deaf blocks out all shouts */
void do_deaf (CHAR_DATA * ch, char *argument)
{
if (IS_SET (ch->comm, COMM_DEAF))
{
send_to_char ("You can now hear tells again.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_DEAF);
}
else
{
send_to_char ("From now on, you won't hear tells.\n\r", ch);
SET_BIT (ch->comm, COMM_DEAF);
}
}
/* RT quiet blocks out all communication */
void do_quiet (CHAR_DATA * ch, char *argument)
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("Quiet mode removed.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_QUIET);
}
else
{
send_to_char ("From now on, you will only hear says and emotes.\n\r",
ch);
SET_BIT (ch->comm, COMM_QUIET);
}
}
/* afk command */
void do_afk (CHAR_DATA * ch, char *argument)
{
if (IS_SET (ch->comm, COMM_AFK))
{
send_to_char ("AFK mode removed. Type 'replay' to see tells.\n\r",
ch);
REMOVE_BIT (ch->comm, COMM_AFK);
}
else
{
send_to_char ("You are now in AFK mode.\n\r", ch);
SET_BIT (ch->comm, COMM_AFK);
}
}
void do_replay (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
{
send_to_char ("You can't replay.\n\r", ch);
return;
}
if (buf_string (ch->pcdata->buffer)[0] == '\0')
{
send_to_char ("You have no tells to replay.\n\r", ch);
return;
}
page_to_char (buf_string (ch->pcdata->buffer), ch);
clear_buf (ch->pcdata->buffer);
}
/* RT chat replaced with ROM gossip */
void do_gossip (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOGOSSIP))
{
send_to_char ("Gossip channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOGOSSIP);
}
else
{
send_to_char ("Gossip channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOGOSSIP);
}
}
else
{ /* gossip message sent, turn gossip on if it isn't already */
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char
("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOGOSSIP);
/* Make the words drunk if needed */
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
argument = makedrunk(argument,ch);
act( "{C[{wGOSSIP{C]{c $n:{C'{D$T{C'{x", ch, NULL, argument, TO_CHAR );
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOGOSSIP) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act_new ("{C[{wGOSSIP{C]{c $n:{C'{D$t{C'{x",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
void do_grats (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOGRATS))
{
send_to_char ("Grats channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOGRATS);
}
else
{
send_to_char ("Grats channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOGRATS);
}
}
else
{ /* grats message sent, turn grats on if it isn't already */
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char
("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOGRATS);
sprintf (buf, "{tYou grats '%s'{x\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOGRATS) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act_new ("{t$n grats '$t'{x",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
void do_quote (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOQUOTE))
{
send_to_char ("{hQuote channel is now ON.{x\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOQUOTE);
}
else
{
send_to_char ("{hQuote channel is now OFF.{x\n\r", ch);
SET_BIT (ch->comm, COMM_NOQUOTE);
}
}
else
{ /* quote message sent, turn quote on if it isn't already */
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char
("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOQUOTE);
sprintf (buf, "{hYou quote '{H%s{h'{x\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOQUOTE) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act_new ("{h$n quotes '{H$t{h'{x",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
/* RT question channel */
void do_question (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOQUESTION))
{
send_to_char ("Q/A channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOQUESTION);
}
else
{
send_to_char ("Q/A channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOQUESTION);
}
}
else
{ /* question sent, turn Q/A on if it isn't already */
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char
("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOQUESTION);
sprintf (buf, "{qYou question '{Q%s{q'{x\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOQUESTION) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act_new ("{q$n questions '{Q$t{q'{x",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
/* RT answer channel - uses same line as questions */
void do_answer (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOQUESTION))
{
send_to_char ("Q/A channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOQUESTION);
}
else
{
send_to_char ("Q/A channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOQUESTION);
}
}
else
{ /* answer sent, turn Q/A on if it isn't already */
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char
("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOQUESTION);
sprintf (buf, "{fYou answer '{F%s{f'{x\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOQUESTION) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act_new ("{f$n answers '{F$t{f'{x",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
/* RT music channel */
void do_music (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOMUSIC))
{
send_to_char ("Music channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOMUSIC);
}
else
{
send_to_char ("Music channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOMUSIC);
}
}
else
{ /* music sent, turn music on if it isn't already */
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char
("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOMUSIC);
sprintf (buf, "{eYou MUSIC: '{E%s{e'{x\n\r", argument);
send_to_char (buf, ch);
sprintf (buf, "$n MUSIC: '%s'", argument);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOMUSIC) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act_new ("{e$n MUSIC: '{E$t{e'{x",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
/* clan channels */
void do_clantalk (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (!is_clan (ch) || clan_table[ch->clan].independent)
{
send_to_char ("You aren't in a clan.\n\r", ch);
return;
}
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOCLAN))
{
send_to_char ("Clan channel is now ON\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOCLAN);
}
else
{
send_to_char ("Clan channel is now OFF\n\r", ch);
SET_BIT (ch->comm, COMM_NOCLAN);
}
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r",
ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOCLAN);
sprintf (buf, "You clan '%s'{x\n\r", argument);
send_to_char (buf, ch);
sprintf (buf, "$n clans '%s'", argument);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING &&
d->character != ch &&
is_same_clan (ch, d->character) &&
!IS_SET (d->character->comm, COMM_NOCLAN) &&
!IS_SET (d->character->comm, COMM_QUIET))
{
act_new ("$n clans '$t'{x", ch, argument, d->character, TO_VICT,
POS_DEAD);
}
}
return;
}
void do_immtalk (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOWIZ))
{
send_to_char ("Immortal channel is now ON\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOWIZ);
}
else
{
send_to_char ("Immortal channel is now OFF\n\r", ch);
SET_BIT (ch->comm, COMM_NOWIZ);
}
return;
}
REMOVE_BIT (ch->comm, COMM_NOWIZ);
act_new ("{i[{I$n{i]: $t{x", ch, argument, NULL, TO_CHAR, POS_DEAD);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING &&
IS_IMMORTAL (d->character) &&
!IS_SET (d->character->comm, COMM_NOWIZ))
{
act_new ("{i[{I$n{i]: $t{x", ch, argument, d->character, TO_VICT,
POS_DEAD);
}
}
return;
}
void do_whisper ( CHAR_DATA *ch, char *argument )
{
char arg[MIL];
CHAR_DATA *victim;
argument = one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Whisper to who?\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char ( "Whisper what?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
act ( "$n {Rwhi{rsp{Rers{x to you, '$t'", ch, argument, victim, TO_VICT );
act ( "You {Rwh{risp{Rer{x to $N, '$t'", ch, argument, victim, TO_CHAR );
act ( "$n {Rwhi{rsp{Rers{x something to $N.", ch, NULL, victim, TO_NOTVICT );
return;
}
void do_say (CHAR_DATA * ch, char *argument)
{
int length;
/* Make the words drunk if needed */
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
argument = makedrunk(argument,ch);
if ( argument[0] == '\0' )
{
send_to_char ( "Say what?\n\r", ch );
return;
}
length = strlen ( argument );
if ( argument[length - 1] == '!' )
{
if ( argument[length - 2] != '!' )
{
act ( "$n exclaims '$T'", ch, NULL, argument, TO_ROOM );
act ( "You exclaim '$T'", ch, NULL, argument, TO_CHAR );
}
else
{
act ( "$n screams '$T'", ch, NULL, argument, TO_ROOM );
act ( "You scream '$T'", ch, NULL, argument, TO_CHAR );
}
}
else if ( argument[length - 1] == '?' )
{
if ( argument[length - 2] == '!' )
{
act ( "$n boggles '$T'", ch, NULL, argument, TO_ROOM );
act ( "You boggle '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( argument[length - 2] != '?' )
{
act ( "$n {Ya{ys{Yk{ys{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Ya{ys{Yk{x '$T'", ch, NULL, argument, TO_CHAR );
}
else
{
act ( "$n demands '$T'", ch, NULL, argument, TO_ROOM );
act ( "You demand '$T'", ch, NULL, argument, TO_CHAR );
}
}
else if ( argument[length - 1] == '.' && argument[length - 2] == '.' &&
argument[length - 3] == '.' )
{
act ( "$n {Mmu{mtte{Mrs{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Mmu{mtt{Mer{x '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( argument[length - 1] == ')' &&
( argument[length - 2] == '=' || argument[length - 2] == ':' ) )
{
act ( "$n {Cchu{cck{Cles{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Cch{cuck{Cle{x '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( argument[length - 1] == '(' &&
( argument[length - 2] == '=' || argument[length - 2] == ':' ) )
{
act ( "$n {Dsulks{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Dsulk{x '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( argument[length - 1] == 'P' &&
( argument[length - 2] == '=' || argument[length - 2] == ':' ) )
{
act ( "$n {Wsm{wir{Wks{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Ws{wmir{Wk{x '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( argument[length - 1] == ')' && argument[length - 2] == ';' )
{
act ( "$n {Bl{beer{Bs{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Bl{bee{Br{x '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( argument[length - 1] == 'O' &&
( argument[length - 2] == '=' || argument[length - 2] == ':' ) )
{
act ( "$n sings '$T'", ch, NULL, argument, TO_ROOM );
act ( "You sing '$T'", ch, NULL, argument, TO_CHAR );
}
else if ( IS_DRUNK ( ch ) )
{
act ( "$n slurs '$T'", ch, NULL, argument, TO_ROOM );
act ( "You slur '$T'", ch, NULL, argument, TO_CHAR );
}
else
{
act ( "$n {Gsays{x '$T'", ch, NULL, argument, TO_ROOM );
act ( "You {Gsay{x '$T'", ch, NULL, argument, TO_CHAR );
}
if (!IS_NPC (ch))
{
CHAR_DATA *mob, *mob_next;
for (mob = ch->in_room->people; mob != NULL; mob = mob_next)
{
mob_next = mob->next_in_room;
if (IS_NPC (mob) && HAS_TRIGGER (mob, TRIG_SPEECH)
&& mob->position == mob->pIndexData->default_pos)
mp_act_trigger (argument, mob, ch, NULL, NULL, TRIG_SPEECH);
}
}
return;
}
void do_ooc( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The {Rgods{x have revoked your channel priviliges.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_OOCOFF))
{
send_to_char("You can hear {MOOC{x messages again.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_OOCOFF);
}
else
{
send_to_char("You will no longer hear {MOOC{x messages.\n\r",ch);
SET_BIT(ch->comm,COMM_OOCOFF);
}
return;
}
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The {Rgods{x have revoked your channel priviliges.\n\r",ch);
return;
}
if ( IS_SET(ch->comm,COMM_OOCOFF))
{
send_to_char("{MOOC{x is currently off. Type {MOOC{x without any arguements to turn it on.",ch);
return;
}
act( "{C[{wOOC{C]{c $n:{C'{D$T{C'{x", ch, NULL, argument, TO_CHAR );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm, COMM_OOCOFF) &&
!IS_SET(victim->comm, COMM_QUIET) &&
!IS_SET(victim->comm, COMM_NOCHANNELS))
{
act("{C[{wOOC{C]{c $n:{C'{D$t{C'{x",ch,argument,d->character,TO_VICT);
}
}
}
void do_shout (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_SHOUTSOFF))
{
send_to_char ("You can hear shouts again.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_SHOUTSOFF);
}
else
{
send_to_char ("You will no longer hear shouts.\n\r", ch);
SET_BIT (ch->comm, COMM_SHOUTSOFF);
}
return;
}
if (IS_SET (ch->comm, COMM_NOSHOUT))
{
send_to_char ("You can't shout.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_SHOUTSOFF);
WAIT_STATE (ch, 12);
act ("You shout '$T'", ch, NULL, argument, TO_CHAR);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_SHOUTSOFF) &&
!IS_SET (victim->comm, COMM_QUIET))
{
act ("$n shouts '$t'", ch, argument, d->character, TO_VICT);
}
}
return;
}
/*void do_spousetalk(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *spouse;
if ( IS_NPC ( ch ) )
return;
if ( !IS_MARRIED( ch ) )
{
send_to_char ( "You aren't married!\n\r",ch);
return;
}
if ( argument[0] == '\0')
{
send_to_char( "Tell your spouse what?\n\r",ch);
return;
}
if ( ( spouse = get_player_world( ch, ch->pcdata->spouse) ) == NULL)
{
act( "You can't find $t.",ch,ch->pcdata->spouse, NULL, TO_CHAR);
return;
}
act("You confide in $N: $t",ch,argument,spouse,TO_CHAR);
act("$N confides in you: $t",spouse,argument, ch, TO_CHAR);
return;
}*/
void do_tell (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
if (IS_SET (ch->comm, COMM_NOTELL) || IS_SET (ch->comm, COMM_DEAF))
{
send_to_char ("Your message didn't get through.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_DEAF))
{
send_to_char ("You must turn off deaf mode first.\n\r", ch);
return;
}
argument = one_argument (argument, arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char ("Tell whom what?\n\r", ch);
return;
}
/*
* Can tell to PC's anywhere, but NPC's only in same room.
* -- Furey
*/
if ((victim = get_char_world (ch, arg)) == NULL
|| (IS_NPC (victim) && victim->in_room != ch->in_room))
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim->desc == NULL && !IS_NPC (victim))
{
act ("$N seems to have misplaced $S link...try again later.",
ch, NULL, victim, TO_CHAR);
sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim),
argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
return;
}
if (!(IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL)
&& !IS_AWAKE (victim))
{
act ("$E can't hear you.", ch, 0, victim, TO_CHAR);
return;
}
if (
(IS_SET (victim->comm, COMM_QUIET)
|| IS_SET (victim->comm, COMM_DEAF)) && !IS_IMMORTAL (ch))
{
act ("$E is not receiving tells.", ch, 0, victim, TO_CHAR);
return;
}
if (IS_SET (victim->comm, COMM_AFK))
{
if (IS_NPC (victim))
{
act ("$E is AFK, and not receiving tells.", ch, NULL, victim,
TO_CHAR);
return;
}
act ("$E is AFK, but your tell will go through when $E returns.",
ch, NULL, victim, TO_CHAR);
sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim),
argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
return;
}
if (victim->desc->connected >= CON_NOTE_TO && victim->desc->connected <= CON_NOTE_FINISH)
{
act ("$E is writing a note, but your tell will go through when $E returns.",
ch, NULL, victim, TO_CHAR);
sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim), argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
return;
}
act ("{kYou tell $N '{K$t{k'{x", ch, argument, victim, TO_CHAR);
act_new ("{k$n tells you '{K$t{k'{x", ch, argument, victim, TO_VICT,
POS_DEAD);
victim->reply = ch;
if (!IS_NPC (ch) && IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_SPEECH))
mp_act_trigger (argument, victim, ch, NULL, NULL, TRIG_SPEECH);
return;
}
void do_reply (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (IS_SET (ch->comm, COMM_NOTELL))
{
send_to_char ("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 (victim->desc == NULL && !IS_NPC (victim))
{
act ("$N seems to have misplaced $S link...try again later.",
ch, NULL, victim, TO_CHAR);
sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim),
argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
return;
}
if (!IS_IMMORTAL (ch) && !IS_AWAKE (victim))
{
act ("$E can't hear you.", ch, 0, victim, TO_CHAR);
return;
}
if (
(IS_SET (victim->comm, COMM_QUIET)
|| IS_SET (victim->comm, COMM_DEAF)) && !IS_IMMORTAL (ch)
&& !IS_IMMORTAL (victim))
{
act_new ("$E is not receiving tells.", ch, 0, victim, TO_CHAR,
POS_DEAD);
return;
}
if (!IS_IMMORTAL (victim) && !IS_AWAKE (ch))
{
send_to_char ("In your dreams, or what?\n\r", ch);
return;
}
if (IS_SET (victim->comm, COMM_AFK))
{
if (IS_NPC (victim))
{
act_new ("$E is AFK, and not receiving tells.",
ch, NULL, victim, TO_CHAR, POS_DEAD);
return;
}
act_new ("$E is AFK, but your tell will go through when $E returns.",
ch, NULL, victim, TO_CHAR, POS_DEAD);
sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim),
argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
return;
}
act_new ("{kYou tell $N '{K$t{k'{x", ch, argument, victim, TO_CHAR,
POS_DEAD);
act_new ("{k$n tells you '{K$t{k'{x", ch, argument, victim, TO_VICT,
POS_DEAD);
victim->reply = ch;
return;
}
void do_yell (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (IS_SET (ch->comm, COMM_NOSHOUT))
{
send_to_char ("You can't yell.\n\r", ch);
return;
}
if (argument[0] == '\0')
{
send_to_char ("Yell what?\n\r", ch);
return;
}
act ("You yell '$t'", ch, argument, NULL, TO_CHAR);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING
&& d->character != ch
&& d->character->in_room != NULL
&& d->character->in_room->area == ch->in_room->area
&& !IS_SET (d->character->comm, COMM_QUIET))
{
act ("$n yells '$t'", ch, argument, d->character, TO_VICT);
}
}
return;
}
void do_emote (CHAR_DATA * ch, char *argument)
{
if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
{
send_to_char ("You can't show your emotions.\n\r", ch);
return;
}
if (argument[0] == '\0')
{
send_to_char ("Emote what?\n\r", ch);
return;
}
/* little hack to fix the ',{' bug posted to rom list
* around 4/16/01 -- JR
*/
if (!(isalpha(argument[0])) || (isspace(argument[0])))
{
send_to_char ("Moron!\n\r", ch);
return;
}
MOBtrigger = FALSE;
act ("$n $T", ch, NULL, argument, TO_ROOM);
act ("$n $T", ch, NULL, argument, TO_CHAR);
MOBtrigger = TRUE;
return;
}
void do_pmote (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
char *letter, *name;
char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH];
int matches = 0;
if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
{
send_to_char ("You can't show your emotions.\n\r", ch);
return;
}
if (argument[0] == '\0')
{
send_to_char ("Emote what?\n\r", ch);
return;
}
/* little hack to fix the ',{' bug posted to rom list
* around 4/16/01 -- JR
*/
if (!(isalpha(argument[0])) || (isspace(argument[0])))
{
send_to_char ("Moron!\n\r", ch);
return;
}
act ("$n $t", ch, argument, NULL, TO_CHAR);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->desc == NULL || vch == ch)
continue;
if ((letter = strstr (argument, vch->name)) == NULL)
{
MOBtrigger = FALSE;
act ("$N $t", vch, argument, ch, TO_CHAR);
MOBtrigger = TRUE;
continue;
}
strcpy (temp, argument);
temp[strlen (argument) - strlen (letter)] = '\0';
last[0] = '\0';
name = vch->name;
for (; *letter != '\0'; letter++)
{
if (*letter == '\'' && matches == strlen (vch->name))
{
strcat (temp, "r");
continue;
}
if (*letter == 's' && matches == strlen (vch->name))
{
matches = 0;
continue;
}
if (matches == strlen (vch->name))
{
matches = 0;
}
if (*letter == *name)
{
matches++;
name++;
if (matches == strlen (vch->name))
{
strcat (temp, "you");
last[0] = '\0';
name = vch->name;
continue;
}
strncat (last, letter, 1);
continue;
}
matches = 0;
strcat (temp, last);
strncat (temp, letter, 1);
last[0] = '\0';
name = vch->name;
}
MOBtrigger = FALSE;
act ("$N $t", vch, temp, ch, TO_CHAR);
MOBtrigger = TRUE;
}
return;
}
/*
* All the posing stuff.
*/
struct pose_table_type {
char *message[2 * MAX_CLASS];
};
const struct pose_table_type pose_table[] = {
{
{
"You sizzle with energy.",
"$n sizzles with energy.",
"You feel very holy.",
"$n looks very holy.",
"You perform a small card trick.",
"$n performs a small card trick.",
"You show your bulging muscles.",
"$n shows $s bulging muscles."}
},
{
{
"You turn into a butterfly, then return to your normal shape.",
"$n turns into a butterfly, then returns to $s normal shape.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"You wiggle your ears alternately.",
"$n wiggles $s ears alternately.",
"You crack nuts between your fingers.",
"$n cracks nuts between $s fingers."}
},
{
{
"Blue sparks fly from your fingers.",
"Blue sparks fly from $n's fingers.",
"A halo appears over your head.",
"A halo appears over $n's head.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"You grizzle your teeth and look mean.",
"$n grizzles $s teeth and looks mean."}
},
{
{
"Little red lights dance in your eyes.",
"Little red lights dance in $n's eyes.",
"You recite words of wisdom.",
"$n recites words of wisdom.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"You hit your head, and your eyes roll.",
"$n hits $s head, and $s eyes roll."}
},
{
{
"A slimy green monster appears before you and bows.",
"A slimy green monster appears before $n and bows.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle."}
},
{
{
"You turn everybody into a little pink elephant.",
"You are turned into a little pink elephant by $n.",
"An angel consults you.",
"An angel consults $n.",
"The dice roll ... and you win again.",
"The dice roll ... and $n wins again.",
"... 98, 99, 100 ... you do pushups.",
"... 98, 99, 100 ... $n does pushups."}
},
{
{
"A small ball of light dances on your fingertips.",
"A small ball of light dances on $n's fingertips.",
"Your body glows with an unearthly light.",
"$n's body glows with an unearthly light.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it.",
"Arnold Schwarzenegger admires your physique.",
"Arnold Schwarzenegger admires $n's physique."}
},
{
{
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"A spot light hits you.",
"A spot light hits $n.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders."}
},
{
{
"The light flickers as you rap in magical languages.",
"The light flickers as $n raps in magical languages.",
"Everyone levitates as you pray.",
"You levitate as $n prays.",
"You produce a coin from everyone's ear.",
"$n produces a coin from your ear.",
"Oomph! You squeeze water out of a granite boulder.",
"Oomph! $n squeezes water out of a granite boulder."}
},
{
{
"Your head disappears.",
"$n's head disappears.",
"A cool breeze refreshes you.",
"A cool breeze refreshes $n.",
"You step behind your shadow.",
"$n steps behind $s shadow.",
"You pick your teeth with a spear.",
"$n picks $s teeth with a spear."}
},
{
{
"A fire elemental singes your hair.",
"A fire elemental singes $n's hair.",
"The sun pierces through the clouds to illuminate you.",
"The sun pierces through the clouds to illuminate $n.",
"Your eyes dance with greed.",
"$n's eyes dance with greed.",
"Everyone is swept off their foot by your hug.",
"You are swept off your feet by $n's hug."}
},
{
{
"The sky changes color to match your eyes.",
"The sky changes color to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"Your karate chop splits a tree.",
"$n's karate chop splits a tree."}
},
{
{
"The stones dance to your command.",
"The stones dance to $n's command.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer.",
"A strap of your armor breaks over your mighty thews.",
"A strap of $n's armor breaks over $s mighty thews."}
},
{
{
"The heavens and grass change colour as you smile.",
"The heavens and grass change colour as $n smiles.",
"The Burning Man speaks to you.",
"The Burning Man speaks to $n.",
"Everyone's pocket explodes with your fireworks.",
"Your pocket explodes with $n's fireworks.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown."}
},
{
{
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid winks at you.",
"An eye in a pyramid winks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding."}
},
{
{
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot."}
},
{
{
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god Juliette gives you a staff.",
"The great god Juliette gives $n a staff.",
"Click.",
"Click.",
"Atlas asks you to relieve him.",
"Atlas asks $n to relieve him."}
}
};
void do_pose (CHAR_DATA * ch, char *argument)
{
int level;
int pose;
if (IS_NPC (ch))
return;
level =
UMIN (ch->level, sizeof (pose_table) / sizeof (pose_table[0]) - 1);
pose = number_range (0, level);
act (pose_table[pose].message[2 * ch->class + 0], ch, NULL, NULL,
TO_CHAR);
act (pose_table[pose].message[2 * ch->class + 1], ch, NULL, NULL,
TO_ROOM);
return;
}
void do_bug (CHAR_DATA * ch, char *argument)
{
append_file (ch, BUG_FILE, argument);
send_to_char ("Bug logged.\n\r", ch);
return;
}
void do_typo (CHAR_DATA * ch, char *argument)
{
append_file (ch, TYPO_FILE, argument);
send_to_char ("Typo logged.\n\r", ch);
return;
}
void do_rent (CHAR_DATA * ch, char *argument)
{
send_to_char ("There is no rent here. Just save and quit.\n\r", ch);
return;
}
void do_quit (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d, *d_next;
int id;
if (IS_NPC (ch))
return;
if (ch->position == POS_FIGHTING)
{
send_to_char ("No way! You are fighting.\n\r", ch);
return;
}
if (ch->position < POS_STUNNED)
{
send_to_char ("You're not DEAD yet.\n\r", ch);
return;
}
send_to_char ("Alas, all good things must come to an end.\n\r", ch);
act ("$n has left the game.", ch, NULL, NULL, TO_ROOM);
sprintf (log_buf, "%s has quit.", ch->name);
log_string (log_buf);
wiznet ("$N rejoins the real world.", ch, NULL, WIZ_LOGINS, 0,
get_trust (ch));
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj (ch);
/* Free note that might be there somehow */
if (ch->pcdata->in_progress)
free_note (ch->pcdata->in_progress);
id = ch->id;
d = ch->desc;
extract_char (ch, TRUE);
if (d != NULL)
close_socket (d);
/* toast evil cheating bastards */
for (d = descriptor_list; d != NULL; d = d_next)
{
CHAR_DATA *tch;
d_next = d->next;
tch = d->original ? d->original : d->character;
if (tch && tch->id == id)
{
extract_char (tch, TRUE);
close_socket (d);
}
}
return;
}
void do_save (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
save_char_obj (ch);
send_to_char ("Saving. Remember that ROM has automatic saving now.\n\r",
ch);
//WAIT_STATE (ch, 4 * PULSE_VIOLENCE);
return;
}
void do_follow (CHAR_DATA * ch, char *argument)
{
/* RT changed to allow unlimited following and follow the NOFOLLOW rules */
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Follow whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL)
{
act ("But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR);
return;
}
if (victim == ch)
{
if (ch->master == NULL)
{
send_to_char ("You already follow yourself.\n\r", ch);
return;
}
stop_follower (ch);
return;
}
if (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOFOLLOW)
&& !IS_IMMORTAL (ch))
{
act ("$N doesn't seem to want any followers.\n\r", ch, NULL, victim,
TO_CHAR);
return;
}
REMOVE_BIT (ch->act, PLR_NOFOLLOW);
if (ch->master != NULL)
stop_follower (ch);
add_follower (ch, victim);
return;
}
void add_follower (CHAR_DATA * ch, CHAR_DATA * master)
{
if (ch->master != NULL)
{
bug ("Add_follower: non-null master.", 0);
return;
}
ch->master = master;
ch->leader = NULL;
if (can_see (master, ch))
act ("$n now follows you.", ch, NULL, master, TO_VICT);
act ("You now follow $N.", ch, NULL, master, TO_CHAR);
return;
}
void stop_follower (CHAR_DATA * ch)
{
if (ch->master == NULL)
{
bug ("Stop_follower: null master.", 0);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
REMOVE_BIT (ch->affected_by, AFF_CHARM);
affect_strip (ch, gsn_charm_person);
}
if (can_see (ch->master, ch) && ch->in_room != NULL)
{
act ("$n stops following you.", ch, NULL, ch->master, TO_VICT);
act ("You stop following $N.", ch, NULL, ch->master, TO_CHAR);
}
if (ch->master->pet == ch)
ch->master->pet = NULL;
ch->master = NULL;
ch->leader = NULL;
return;
}
/* nukes charmed monsters and pets */
void nuke_pets (CHAR_DATA * ch)
{
CHAR_DATA *pet;
if ((pet = ch->pet) != NULL)
{
stop_follower (pet);
if (pet->in_room != NULL)
act ("$N slowly fades away.", ch, NULL, pet, TO_NOTVICT);
extract_char (pet, TRUE);
}
ch->pet = NULL;
/*JS 2/5/02*/
if ( ch->mount
&& (ch->mount->in_room == ch->in_room || ch->mount->in_room==NULL) )
{
pet = ch->mount;
do_dismount(ch, "");
if (pet->in_room != NULL)
act("$N slowly fades away.",ch,NULL,pet,TO_NOTVICT);
else
log_string("void nuke_pets: Extracting null pet");
ch->mount = NULL;
ch->riding = FALSE;
extract_char(pet, TRUE);
}
else if (ch->mount)
{
ch->mount->mount = NULL;
ch->mount->riding = FALSE;
}
ch->mount = NULL;
return;
}
void die_follower (CHAR_DATA * ch)
{
CHAR_DATA *fch;
if (ch->master != NULL)
{
if (ch->master->pet == ch)
ch->master->pet = NULL;
stop_follower (ch);
}
ch->leader = NULL;
for (fch = char_list; fch != NULL; fch = fch->next)
{
if (fch->master == ch)
stop_follower (fch);
if (fch->leader == ch)
fch->leader = fch;
}
return;
}
void do_order (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
argument = one_argument (argument, arg);
one_argument (argument, arg2);
if (!str_cmp (arg2, "delete") || !str_cmp (arg2, "mob"))
{
send_to_char ("That will NOT be done.\n\r", ch);
return;
}
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char ("Order whom to do what?\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
send_to_char ("You feel like taking, not giving, orders.\n\r", ch);
return;
}
if (!str_cmp (arg, "all"))
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if (!strcmp(arg, "mount")) /*JS*/
{
if (!ch->mount)
{
send_to_char("Your don't have a mount.\n\r", ch);
return;
}
if (ch->mount->in_room != ch->in_room)
{
send_to_char("Your mount isn't here!\n\r", ch);
return;
}
else
{
victim = ch->mount;
}
}
else if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char ("Aye aye, right away!\n\r", ch);
return;
}
if ( victim->mount == ch )/*JS*/
{
if ( !mount_success(ch, victim, FALSE) )
{
act("$N ignores your orders.", ch, NULL, victim, TO_CHAR);
return;
}
else
{
sprintf(buf,"%s orders you to \'%s\'.", ch->name, argument);
send_to_char(buf, victim);
interpret( victim, argument );
return;
}
}
else if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch
|| (IS_IMMORTAL (victim) && victim->trust >= ch->trust))
{
send_to_char ("Do it yourself!\n\r", ch);
return;
}
}
found = FALSE;
for (och = ch->in_room->people; och != NULL; och = och_next)
{
och_next = och->next_in_room;
if (IS_AFFECTED (och, AFF_CHARM)
&& och->master == ch && (fAll || och == victim))
{
found = TRUE;
sprintf (buf, "$n orders you to '%s'.", argument);
act (buf, ch, NULL, och, TO_VICT);
interpret (och, argument);
}
}
if (found)
{
WAIT_STATE (ch, PULSE_VIOLENCE);
send_to_char ("Ok.\n\r", ch);
}
else
send_to_char ("You have no followers here.\n\r", ch);
return;
}
void do_group (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0')
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = (ch->leader != NULL) ? ch->leader : ch;
sprintf (buf, "%s's group:\n\r", PERS (leader, ch));
send_to_char (buf, ch);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (is_same_group (gch, ch))
{
sprintf (buf,
"[%2d %s] %-16s %4d/%4d hp %4d/%4d mana %4d/%4d mv %5d xp\n\r",
gch->level,
IS_NPC (gch) ? "Mob" : class_table[gch->
class].who_name,
capitalize (PERS (gch, ch)), gch->hit, gch->max_hit,
gch->mana, gch->max_mana, gch->move, gch->max_move,
gch->exp);
send_to_char (buf, ch);
}
}
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch))
{
send_to_char ("But you are following someone else!\n\r", ch);
return;
}
if (victim->master != ch && ch != victim)
{
act_new ("$N isn't following you.", ch, NULL, victim, TO_CHAR,
POS_SLEEPING);
return;
}
if (IS_AFFECTED (victim, AFF_CHARM))
{
send_to_char ("You can't remove charmed mobs from your group.\n\r",
ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
act_new ("You like your master too much to leave $m!",
ch, NULL, victim, TO_VICT, POS_SLEEPING);
return;
}
if (is_same_group (victim, ch) && ch != victim)
{
victim->leader = NULL;
act_new ("$n removes $N from $s group.",
ch, NULL, victim, TO_NOTVICT, POS_RESTING);
act_new ("$n removes you from $s group.",
ch, NULL, victim, TO_VICT, POS_SLEEPING);
act_new ("You remove $N from your group.",
ch, NULL, victim, TO_CHAR, POS_SLEEPING);
return;
}
victim->leader = ch;
act_new ("$N joins $n's group.", ch, NULL, victim, TO_NOTVICT,
POS_RESTING);
act_new ("You join $n's group.", ch, NULL, victim, TO_VICT, POS_SLEEPING);
act_new ("$N joins your group.", ch, NULL, victim, TO_CHAR, POS_SLEEPING);
return;
}
/*
* 'Split' originally by Gnort, God of Chaos.
*/
void do_split (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount_gold = 0, amount_silver = 0;
int share_gold, share_silver;
int extra_gold, extra_silver;
argument = one_argument (argument, arg1);
one_argument (argument, arg2);
if (arg1[0] == '\0')
{
send_to_char ("Split how much?\n\r", ch);
return;
}
amount_silver = atoi (arg1);
if (arg2[0] != '\0')
amount_gold = atoi (arg2);
if (amount_gold < 0 || amount_silver < 0)
{
send_to_char ("Your group wouldn't like that.\n\r", ch);
return;
}
if (amount_gold == 0 && amount_silver == 0)
{
send_to_char ("You hand out zero coins, but no one notices.\n\r", ch);
return;
}
if (ch->gold < amount_gold || ch->silver < amount_silver)
{
send_to_char ("You don't have that much to split.\n\r", ch);
return;
}
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (is_same_group (gch, ch) && !IS_AFFECTED (gch, AFF_CHARM))
members++;
}
if (members < 2)
{
send_to_char ("Just keep it all.\n\r", ch);
return;
}
share_silver = amount_silver / members;
extra_silver = amount_silver % members;
share_gold = amount_gold / members;
extra_gold = amount_gold % members;
if (share_gold == 0 && share_silver == 0)
{
send_to_char ("Don't even bother, cheapskate.\n\r", ch);
return;
}
ch->silver -= amount_silver;
ch->silver += share_silver + extra_silver;
ch->gold -= amount_gold;
ch->gold += share_gold + extra_gold;
if (share_silver > 0)
{
sprintf (buf,
"You split %d silver coins. Your share is %d silver.\n\r",
amount_silver, share_silver + extra_silver);
send_to_char (buf, ch);
}
if (share_gold > 0)
{
sprintf (buf,
"You split %d gold coins. Your share is %d gold.\n\r",
amount_gold, share_gold + extra_gold);
send_to_char (buf, ch);
}
if (share_gold == 0)
{
sprintf (buf, "$n splits %d silver coins. Your share is %d silver.",
amount_silver, share_silver);
}
else if (share_silver == 0)
{
sprintf (buf, "$n splits %d gold coins. Your share is %d gold.",
amount_gold, share_gold);
}
else
{
sprintf (buf,
"$n splits %d silver and %d gold coins, giving you %d silver and %d gold.\n\r",
amount_silver, amount_gold, share_silver, share_gold);
}
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (gch != ch && is_same_group (gch, ch)
&& !IS_AFFECTED (gch, AFF_CHARM))
{
act (buf, ch, NULL, gch, TO_VICT);
gch->gold += share_gold;
gch->silver += share_silver;
}
}
return;
}
void do_gtell (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *gch;
if (argument[0] == '\0')
{
send_to_char ("Tell your group what?\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOTELL))
{
send_to_char ("Your message didn't get through!\n\r", ch);
return;
}
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (is_same_group (gch, ch))
act_new ("$n tells the group '$t'",
ch, argument, gch, TO_VICT, POS_SLEEPING);
}
return;
}
/*
* It is very important that this be an equivalence relation:
* (1) A ~ A
* (2) if A ~ B then B ~ A
* (3) if A ~ B and B ~ C, then A ~ C
*/
bool is_same_group (CHAR_DATA * ach, CHAR_DATA * bch)
{
if (ach == NULL || bch == NULL)
return FALSE;
if (ach->leader != NULL)
ach = ach->leader;
if (bch->leader != NULL)
bch = bch->leader;
return ach == bch;
}
/*
* ColoUr setting and unsetting, way cool, Ant Oct 94
* revised to include config colour, Ant Feb 95
*/
void do_colour (CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
if (IS_NPC (ch))
{
send_to_char_bw ("ColoUr is not ON, Way Moron!\n\r", ch);
return;
}
argument = one_argument (argument, arg);
if (!*arg)
{
if (!IS_SET (ch->act, PLR_COLOUR))
{
SET_BIT (ch->act, PLR_COLOUR);
send_to_char ("ColoUr is now ON, Way Cool!\n\r"
"Further syntax:\n\r colour {c<{xfield{c> <{xcolour{c>{x\n\r"
" colour {c<{xfield{c>{x {cbeep{x|{cnobeep{x\n\r"
"Type help {ccolour{x and {ccolour2{x for details.\n\r"
"ColoUr is brought to you by Lope, ant@solace.mh.se.\n\r",
ch);
}
else
{
send_to_char_bw ("ColoUr is now OFF, <sigh>\n\r", ch);
REMOVE_BIT (ch->act, PLR_COLOUR);
}
return;
}
if (!str_cmp (arg, "default"))
{
default_colour (ch);
send_to_char_bw ("ColoUr setting set to default values.\n\r", ch);
return;
}
if (!str_cmp (arg, "all"))
{
all_colour (ch, argument);
return;
}
/*
* Yes, I know this is ugly and unnessessary repetition, but its old
* and I can't justify the time to make it pretty. -Lope
*/
if (!str_cmp (arg, "text"))
{
ALTER_COLOUR (text)}
else if (!str_cmp (arg, "auction"))
{
ALTER_COLOUR (auction)}
else if (!str_cmp (arg, "auction_text"))
{
ALTER_COLOUR (auction_text)}
else if (!str_cmp (arg, "gossip"))
{
ALTER_COLOUR (gossip)}
else if (!str_cmp (arg, "gossip_text"))
{
ALTER_COLOUR (gossip_text)}
else if (!str_cmp (arg, "music"))
{
ALTER_COLOUR (music)}
else if (!str_cmp (arg, "music_text"))
{
ALTER_COLOUR (music_text)}
else if (!str_cmp (arg, "question"))
{
ALTER_COLOUR (question)}
else if (!str_cmp (arg, "question_text"))
{
ALTER_COLOUR (question_text)}
else if (!str_cmp (arg, "answer"))
{
ALTER_COLOUR (answer)}
else if (!str_cmp (arg, "answer_text"))
{
ALTER_COLOUR (answer_text)}
else if (!str_cmp (arg, "quote"))
{
ALTER_COLOUR (quote)}
else if (!str_cmp (arg, "quote_text"))
{
ALTER_COLOUR (quote_text)}
else if (!str_cmp (arg, "immtalk_text"))
{
ALTER_COLOUR (immtalk_text)}
else if (!str_cmp (arg, "immtalk_type"))
{
ALTER_COLOUR (immtalk_type)}
else if (!str_cmp (arg, "info"))
{
ALTER_COLOUR (info)}
else if (!str_cmp (arg, "say"))
{
ALTER_COLOUR (say)}
else if (!str_cmp (arg, "say_text"))
{
ALTER_COLOUR (say_text)}
else if (!str_cmp (arg, "tell"))
{
ALTER_COLOUR (tell)}
else if (!str_cmp (arg, "tell_text"))
{
ALTER_COLOUR (tell_text)}
else if (!str_cmp (arg, "reply"))
{
ALTER_COLOUR (reply)}
else if (!str_cmp (arg, "reply_text"))
{
ALTER_COLOUR (reply_text)}
else if (!str_cmp (arg, "gtell_text"))
{
ALTER_COLOUR (gtell_text)}
else if (!str_cmp (arg, "gtell_type"))
{
ALTER_COLOUR (gtell_type)}
else if (!str_cmp (arg, "wiznet"))
{
ALTER_COLOUR (wiznet)}
else if (!str_cmp (arg, "room_title"))
{
ALTER_COLOUR (room_title)}
else if (!str_cmp (arg, "room_text"))
{
ALTER_COLOUR (room_text)}
else if (!str_cmp (arg, "room_exits"))
{
ALTER_COLOUR (room_exits)}
else if (!str_cmp (arg, "room_things"))
{
ALTER_COLOUR (room_things)}
else if (!str_cmp (arg, "prompt"))
{
ALTER_COLOUR (prompt)}
else if (!str_cmp (arg, "fight_death"))
{
ALTER_COLOUR (fight_death)}
else if (!str_cmp (arg, "fight_yhit"))
{
ALTER_COLOUR (fight_yhit)}
else if (!str_cmp (arg, "fight_ohit"))
{
ALTER_COLOUR (fight_ohit)}
else if (!str_cmp (arg, "fight_thit"))
{
ALTER_COLOUR (fight_thit)}
else if (!str_cmp (arg, "fight_skill"))
{
ALTER_COLOUR (fight_skill)}
else
{
send_to_char_bw ("Unrecognised Colour Parameter Not Set.\n\r", ch);
return;
}
send_to_char_bw ("New Colour Parameter Set.\n\r", ch);
return;
}