/****************************************************************************
* _______ _ ______ _______ _______ ______ *
* ( ____ \( \ ( __ \ |\ /|( ___ )( )|\ /|( __ \ *
* | ( \/| ( | ( \ )| ) ( || ( ) || () () || ) ( || ( \ ) *
* | (__ | | | | ) || (___) || (___) || || || || | | || | ) | *
* | __) | | | | | || ___ || ___ || |(_)| || | | || | | | *
* | ( | | | | ) || ( ) || ( ) || | | || | | || | ) | *
* | (____/\| (____/\| (__/ )| ) ( || ) ( || ) ( || (___) || (__/ ) *
* (_______/(_______/(______/ |/ \||/ \||/ \|(_______)(______/ *
* +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ *
* |T|h|e| |O|a|k|l|a|n|d| |C|h|r|o|n|i|c|l|e|s| *
* +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ *
* ------------------------------------------------------------------------- *
* EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi) *
* EldhaMUD Team: Celest, Altere and Krelowyn *
* ------------------------------------------------------------------------- *
* *
****************************************************************************/
/****************************************************************************
* [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 "./Headers/mud.h"
/*
* Externals
*/
void send_obj_page_to_char( CHAR_DATA * ch, OBJ_INDEX_DATA * idx, char page );
void send_room_page_to_char( CHAR_DATA * ch, ROOM_INDEX_DATA * idx, char page );
void send_page_to_char( CHAR_DATA * ch, MOB_INDEX_DATA * idx, char page );
void send_control_page_to_char( CHAR_DATA * ch, char page );
char *act_string( const char *format, CHAR_DATA * to, CHAR_DATA * ch, const void *arg1, const void *arg2, int flags );
void mud_message( CHAR_DATA * ch, int channel, char *arg );
void sportschan( char * );
/*
* Local functions.
*/
void talk_channel args( ( CHAR_DATA * ch, char *argument, int channel, const char *verb ) );
char *scramble args( ( const char *argument, int modifier ) );
char *drunk_speech args( ( const char *argument, CHAR_DATA * ch ) );
/* Text scrambler -- Altrag */
char *scramble( const char *argument, int modifier )
{
static char arg[MAX_INPUT_LENGTH];
short position;
short 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" ) )
{
strcpy( log_buf, in );
return log_buf;
}
/*
* If we don't know this language... use "default"
*/
if( !( lng = get_lang( name ) ) )
if( !( lng = get_lang( "default" ) ) )
{
strcpy( log_buf, in );
return log_buf;
}
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];
short drunk;
char *txt;
char *txt1;
if( IS_NPC( ch ) || !ch->pcdata )
{
strcpy( buf, argument );
return buf;
}
drunk = ch->pcdata->condition[COND_DRUNK];
if( drunk <= 0 )
{
strcpy( buf, argument );
return buf;
}
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 */
{
short slurn = number_range( 1, 2 );
short 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' )
{
short offset = number_range( 0, 2 );
short pos = 0;
while( *txt1 != '\0' && pos < offset )
*txt++ = *txt1++, pos++;
if( *txt1 == ' ' ) /* Make sure not to stutter a space after */
{ /* the initial offset into the word */
*txt++ = *txt1++;
continue;
}
pos = 0;
offset = number_range( 2, 4 );
while( *txt1 != '\0' && pos < offset )
{
*txt++ = *txt1;
pos++;
if( *txt1 == ' ' || pos == offset ) /* Make sure we don't stick */
{ /* A hyphen right before a space */
txt1--;
break;
}
*txt++ = '-';
}
if( *txt1 != '\0' )
txt1++;
}
}
else
*txt++ = *txt1++;
}
*txt = '\0';
return buf;
}
/*
* Generic channel function.
*/
void talk_channel( CHAR_DATA * ch, char *argument, int channel, const char *verb )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int position;
bool supress = FALSE;
#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 ) && channel == CHANNEL_CLAN )
{
send_to_char( "Mobs can't be in clans.\n\r", ch );
return;
}
if( IS_NPC( ch ) && channel == CHANNEL_ORDER )
{
send_to_char( "Mobs can't be in orders.\n\r", ch );
return;
}
if( IS_NPC( ch ) && channel == CHANNEL_COUNCIL )
{
send_to_char( "Mobs can't be in councils.\n\r", ch );
return;
}
if( IS_NPC( ch ) && channel == CHANNEL_GUILD )
{
send_to_char( "Mobs can't be in guilds.\n\r", ch );
return;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
if( ch->master )
send_to_char( "I don't think so...\n\r", ch->master );
return;
}
if( argument[0] == '\0' )
{
sprintf( buf, "%s what?\n\r", verb );
buf[0] = UPPER( buf[0] );
send_to_char( buf, ch ); /* where'd this line go? */
return;
}
if( argument[0] == '@' )
{
SOCIALTYPE *social;
char cmd[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
CHAR_DATA *victim;
argument++;
argument = one_argument( argument, cmd );
if( ( social = find_social( cmd ) ) == NULL )
{
ch_printf( ch, "Couldn't find social %s\n\r", cmd );
return;
}
supress = TRUE;
argument = one_argument( argument, cmd );
if( ( victim = get_char_world( ch, cmd ) ) == NULL && social->others_no_arg )
{
strcpy( buf2, ( char * )act_string( social->others_no_arg, ch, ch, NULL, victim, 0 ) );
buf2[strlen( buf2 ) - 2] = 0;
sprintf( buf3, "&c%s", buf2 );
if( social->char_no_arg )
{
strcpy( buf2, ( char * )act_string( social->char_no_arg, ch, ch, NULL, victim, 0 ) );
buf2[strlen( buf2 ) - 2] = 0;
ch_printf( ch, "&c%s&W (%s)\n\r", buf2, verb );
}
}
else if( victim == ch && social->others_auto )
{
strcpy( buf2, ( char * )act_string( social->others_auto, ch, ch, NULL, victim, 0 ) );
buf2[strlen( buf2 ) - 2] = 0;
sprintf( buf3, "&c%s", buf2 );
if( social->char_auto )
{
strcpy( buf2, ( char * )act_string( social->char_auto, ch, ch, NULL, victim, 0 ) );
buf2[strlen( buf2 ) - 2] = 0;
ch_printf( ch, "&c%s&W (%s)\n\r", buf2, verb );
}
}
else if( victim && social->others_found )
{
strcpy( buf2, ( char * )act_string( social->others_found, ch, ch, NULL, victim, 0 ) );
buf2[strlen( buf2 ) - 2] = 0;
sprintf( buf3, "&c%s", buf2 );
if( social->char_found )
{
strcpy( buf2, ( char * )act_string( social->char_found, ch, ch, NULL, victim, 0 ) );
buf2[strlen( buf2 ) - 2] = 0;
ch_printf( ch, "&c%s&W (%s)\n\r", buf2, verb );
}
}
else
{
ch_printf( ch, "Couldn't perform social %s on %s\n\r", social->name, cmd );
return;
}
if( buf3[0] != '\0' )
argument = buf3;
}
if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_SILENCE ) )
{
ch_printf( ch, "You can't %s.\n\r", verb );
return;
}
REMOVE_BIT( ch->deaf, channel );
if( supress )
sprintf( buf, "&c*$t&c*&W (%s)", verb );
else
switch ( channel )
{
default:
set_char_color( AT_GOSSIP, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_OOC:
set_char_color( AT_PINK, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_NEWBIE:
set_char_color( AT_WHITE, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %s '$t'", verb );
break;
/* case CHANNEL_ANNOUNCE:
set_char_color( AT_OOC, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break; */
case CHANNEL_RACETALK:
set_char_color( AT_RACETALK, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_TRAFFIC:
set_char_color( AT_GOSSIP, ch );
ch_printf( ch, "You %s: %s\n\r", verb, argument );
sprintf( buf, "$n %ss: $t", verb );
break;
case CHANNEL_FLAME:
set_char_color( AT_FLAME, ch );
ch_printf( ch, "You %s '%s'\n\r", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_IMMTALK:
set_char_color( AT_YELLOW, ch );
ch_printf( ch, "%s> '%s'\n\r", ch->name, argument );
sprintf( buf, "$n%s '$t'", verb );
break;
case CHANNEL_AVTALK:
set_char_color( AT_BLUE, ch );
ch_printf( ch, "%s: '%s'\n\r", ch->name, argument );
sprintf( buf, "$n%s '$t'", verb );
break;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, verb );
append_to_file( LOG_FILE, buf2 );
}
for( d = first_descriptor; d; d = d->next )
{
CHAR_DATA *och;
CHAR_DATA *vch;
och = d->original ? d->original : d->character;
vch = d->character;
if( d->connected == CON_PLAYING && vch != ch && !IS_SET( och->deaf, channel ) )
{
char *sbuf = argument;
char lbuf[MAX_INPUT_LENGTH + 4]; /* invis level string + buf */
/*
* fix by Gorog os that players can ignore others' channel talk
*/
if( is_ignoring( och, ch ) && get_trust( ch ) <= get_trust( och ) )
continue;
if( channel == CHANNEL_IMMTALK && !IS_IMMORTAL( och ) )
continue;
if( channel == CHANNEL_FLAME && NOT_AUTHED( och ) )
continue;
if( channel == CHANNEL_AVTALK && !IS_HERO( och ) )
continue;
if( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.muse_level )
continue;
if( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level )
continue;
if( channel == CHANNEL_TRAFFIC && !IS_IMMORTAL( och ) && !IS_IMMORTAL( ch ) )
{
if( ( IS_HERO( ch ) && !IS_HERO( och ) ) || ( !IS_HERO( ch ) && IS_HERO( och ) ) )
continue;
}
if( xIS_SET( vch->in_room->room_flags, ROOM_SILENCE ) )
continue;
if( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area )
continue;
if( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_GUILD )
{
if( IS_NPC( vch ) )
continue;
if( vch->pcdata->clan != ch->pcdata->clan )
continue;
}
if( channel == CHANNEL_COUNCIL )
{
if( IS_NPC( vch ) )
continue;
if( vch->pcdata->council != ch->pcdata->council )
continue;
}
if( channel == CHANNEL_RACETALK )
if( vch->race != ch->race )
continue;
if( xIS_SET( ch->act, PLR_WIZINVIS ) && can_see( vch, ch, FALSE ) && 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 && !supress ) /* Socials always clear, they're actions not words. */
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( channel == CHANNEL_IMMTALK )
act( AT_IMMORT, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_AVTALK )
act( AT_BLUE, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_FLAME )
act( AT_FLAME, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_OOC )
act( AT_PINK, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_NEWBIE )
act( AT_WHITE, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_RACETALK )
act( AT_RACETALK, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
else
act( AT_GOSSIP, strcat( lbuf, buf ), ch, sbuf, vch, TO_VICT );
vch->position = position;
}
}
/*
* too much system degradation with 300+ players not to charge 'em a bit
*/
/*
* 600 players now, but waitstate on clantalk is bad for pkillers
*/
if( ( ch->level < LEVEL_IMMORTAL ) && ( channel != CHANNEL_FLAME ) && ( channel != CHANNEL_CLAN ) )
WAIT_STATE( ch, 6 );
return;
}
void to_channel( const char *argument, int channel, const char *verb, short 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_ooc( CHAR_DATA * ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_OOC, "ooc" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "ooc", "[OOC]", ch->name, argument );
* }
* }
*/
return;
}
void do_gossip( CHAR_DATA * ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_GOSSIP, "gossip" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "gossip", "[GOSSIP]", ch->name, argument );
* }
* }
*/
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_SET( ch->pcdata->flags, PCFLAG_HELPER ) )
{
talk_channel( ch, argument, CHANNEL_NEWBIE, "&Y*&R*&BHelper&R*&Y*&D" );
}
else
talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "newbiechat", "[NEWBIECHAT]", ch->name, argument );
* }
* }
*/
return;
}
void do_ordertalk( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_ORDER )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_ORDER, "ordertalk" );
return;
}
void do_counciltalk( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if( IS_NPC( ch ) || !ch->pcdata->council )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_COUNCIL, "counciltalk" );
return;
}
void do_guildtalk( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_GUILD )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_GUILD, "guildtalk" );
return;
}
void do_music( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_MUSIC, "music" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "music", "[MUSIC]", ch->name, argument );
* }
* }
*/
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" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "ask", "[ASK]", ch->name, argument );
* }
* }
*/
return;
}
void do_answer( CHAR_DATA * ch, char *argument )
{
DESCRIPTOR_DATA *d;
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_ASK, "answer" );
for( d = first_descriptor; d; d = d->next )
{
if( mip_enabled( d->character ) )
{
send_mip_channel( d->character, "answer", "[ANSWER]", ch->name, argument );
}
}
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 );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "shout", "[SHOUT]", ch->name, argument );
* }
* }
*/
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" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "yell", "[YELL]", ch->name, argument );
* }
* }
*/
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, ">" );
mud_message( ch, CHANNEL_IMMTALK, argument );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "immtalk", "[IMM_TALK]", ch->name, argument );
* }
* }
*/
return;
}
void do_muse( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_HIGHGOD, "muse" );
return;
}
void do_think( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_HIGH, "think" );
return;
}
void do_avtalk( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_AVTALK, ":" );
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;
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( xIS_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 a player on a map is at the same coords as the recipient
* don't need to verify the PLR_ONMAP flags here, it's a room occupants check
*/
if( !is_same_map( 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( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
append_to_file( LOG_FILE, buf );
}
mprog_speech_trigger( argument, ch );
if( char_died( ch ) )
return;
oprog_speech_trigger( argument, ch );
if( char_died( ch ) )
return;
rprog_speech_trigger( argument, ch );
return;
}
void do_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;
#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 afk.\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
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( !xIS_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( xIS_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 );
}
mprog_speech_trigger( argument, ch );
return;
}
void do_tell( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
CHAR_DATA *switched_victim = 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
REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
if( xIS_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 afk.\n\r", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) )
send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch );
if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) )
{
act( AT_PLAIN, "$E is too tired to discuss such matters with you now.", ch, 0, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && xIS_SET( victim->in_room->room_flags, ROOM_SILENCE ) )
{
act( AT_PLAIN, "A magic force prevents your message from being heard.", 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;
/*
* Bug fix by guppy@wavecomputers.net
*/
MOBtrigger = FALSE;
act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );
send_mip_tell( ch, victim, argument, TRUE );
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 );
send_mip_tell( ch, victim, argument, FALSE );
}
else
{
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
send_mip_tell( ch, victim, argument, FALSE );
}
}
else
{
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
send_mip_tell( ch, victim, argument, FALSE );
}
MOBtrigger = TRUE;
victim->position = position;
victim->reply = ch;
if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (tell to) %s.",
IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
append_to_file( LOG_FILE, buf );
}
mprog_speech_trigger( argument, ch );
return;
}
void do_reply( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int position;
#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
REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
if( xIS_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, FALSE ) && ( 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 afk.\n\r", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) )
|| ( !IS_NPC( victim ) && xIS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$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 );
send_mip_tell( ch, victim, argument, TRUE );
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_TELL, "$n tells you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );
send_mip_tell( ch, victim, argument, FALSE );
}
else
{
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
send_mip_tell( ch, victim, argument, FALSE );
}
}
else
{
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
send_mip_tell( ch, victim, argument, FALSE );
}
#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 );
send_mip_tell( ch, victim, argument, FALSE );
else
act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT );
send_mip_tell( ch, victim, argument, FALSE );
#endif
victim->position = position;
victim->reply = ch;
ch->retell = victim;
if( xIS_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 );
}
mprog_speech_trigger( argument, ch );
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;
for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if( ch->speaking & lang_array[lang] )
{
speaking = lang;
break;
}
#endif
REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
if( xIS_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 afk.\n\r", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) )
send_to_char( "That player is silenced. They will receive your message, but can not respond.\n\r", ch );
if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) ) ||
( !IS_NPC( victim ) && xIS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$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 )
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( xIS_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 );
}
mprog_speech_trigger( argument, ch );
return;
}
void do_repeat( CHAR_DATA * ch, char *argument )
{
int tindex;
if( IS_NPC( ch ) || !IS_IMMORTAL( ch ) || !ch->pcdata->tell_history )
{
ch_printf( ch, "Huh?\n\r" );
return;
}
if( argument[0] == '\0' )
{
tindex = ch->pcdata->lt_index;
}
else if( isalpha( argument[0] ) && argument[1] == '\0' )
{
tindex = 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[tindex] )
{
set_char_color( AT_TELL, ch );
send_to_char( ch->pcdata->tell_history[tindex], ch );
}
else
{
send_to_char( "No one like that has sent you a tell.\n\r", ch );
}
return;
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 a player on a map is at the same coords as the recipient
* don't need to verify the PLR_ONMAP flags here, it's a room occupants check
*/
if( !is_same_map( vch, ch ) )
continue;
/*
* 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_ACTION, "$n $t", ch, sbuf, vch, ( vch == ch ? TO_CHAR : TO_VICT ) );
}
/*
* MOBtrigger = FALSE;
* act( AT_ACTION, "$n $T", ch, NULL, buf, TO_ROOM );
* MOBtrigger = FALSE;
* act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR );
*/
ch->act = actflags;
if( xIS_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" ) && get_trust( ch ) >= LEVEL_ASCENDANT )
{
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 )
{
char buf[MAX_INPUT_LENGTH];
char qbuf[MAX_INPUT_LENGTH];
/*
* OBJ_DATA *obj;
*//*
* Unused
*/
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( ch->challenged )
{
sprintf( qbuf, "%s has quit! Challenge is void. WHAT A WUSS!", ch->name );
ch->challenged = NULL;
sportschan( qbuf );
}
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" );
}
/*
* 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
( "Your surroundings begin to fade as a mystical swirling vortex of colors\n\renvelops your body... When you come to, things are not as they were.\n\r\n\r",
ch );
act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR );
if( !IS_IMMORTAL( ch ) )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c %s has left the game.\n\r", ch->name );
talk_info( AT_GREEN, buf );
}
act( AT_BYE, "$n has left the game.", 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 );
}
if( ch->pcdata->in_progress )
free_global_note( ch->pcdata->in_progress );
/*
* Synch clandata up only when clan member quits now. --Shaddai
*/
if( ch->pcdata->clan )
save_clan( ch->pcdata->clan );
saving_char = NULL;
level = get_trust( ch );
/*
* After extract_char the ch is no longer valid!
*/
extract_char( ch, TRUE );
for( x = 0; x < MAX_WEAR; x++ )
for( y = 0; y < MAX_LAYERS; y++ )
save_equipment[x][y] = NULL;
/*
* don't show who's logging off to leaving player
*/
/*
* to_channel( log_buf, CHANNEL_MONITOR, "Monitor", level );
*/
log_string_plus( log_buf, LOG_COMM, level );
return;
}
void send_rip_screen( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH * 2];
if( ( rpfile = fopen( RIPSCREEN_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void send_rip_title( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH * 2];
if( ( rpfile = fopen( RIPTITLE_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void send_ansi_title( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH * 2];
if( ( rpfile = fopen( ANSITITLE_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void send_ascii_title( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH];
if( ( rpfile = fopen( ASCTITLE_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void do_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!!!\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 $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if( victim == ch )
{
if( !ch->master )
{
send_to_char( "You already follow yourself.\n\r", ch );
return;
}
stop_follower( ch );
return;
}
if( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 )
&& !IS_HERO( ch ) && !( ch->level < 15 && !IS_NPC( victim )
&& victim->pcdata->council && !str_cmp( victim->pcdata->council->name, "Newbie Council" ) ) )
{
send_to_char( "You are not of the right caliber to follow.\n\r", ch );
return;
}
if( circle_follow( ch, victim ) )
{
send_to_char( "Following in loops is not allowed... sorry.\n\r", ch );
return;
}
if( ch->master )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA * ch, CHAR_DATA * master )
{
if( ch->master )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
/*
* Support for saving pets --Shaddai
*/
if( IS_NPC( ch ) && xIS_SET( ch->act, ACT_PET ) && !IS_NPC( master ) )
master->pcdata->pet = ch;
if( can_see( master, ch, FALSE ) )
act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT );
act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA * ch )
{
if( !ch->master )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if( IS_NPC( ch ) && !IS_NPC( ch->master ) && ch->master->pcdata->pet == ch )
ch->master->pcdata->pet = NULL;
if( IS_AFFECTED( ch, AFF_CHARM ) )
{
xREMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
if( !IS_NPC( ch->master ) )
ch->master->pcdata->charmies--;
}
if( can_see( ch->master, ch, FALSE ) )
if( !( !IS_NPC( ch->master ) && IS_IMMORTAL( ch ) && !IS_IMMORTAL( ch->master ) ) )
act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT );
act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR );
ch->master = NULL;
ch->leader = NULL;
return;
}
void die_follower( CHAR_DATA * ch )
{
CHAR_DATA *fch;
if( ch->master )
stop_follower( ch );
ch->leader = NULL;
for( fch = first_char; fch; fch = fch->next )
{
if( fch->master == ch )
stop_follower( fch );
if( fch->leader == ch )
fch->leader = fch;
}
return;
}
void do_order( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char argbuf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
strcpy( argbuf, argument );
argument = one_argument( argument, arg );
if( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\n\r", ch );
return;
}
if( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
return;
}
if( strstr( argument, "mp" ) != NULL )
{
send_to_char( "No.. I don't think so.\n\r", ch );
return;
}
if( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "Aye aye, right away!\n\r", ch );
return;
}
if( !IS_AFFECTED( victim, AFF_CHARM ) || victim->master != ch )
{
send_to_char( "Do it yourself!\n\r", ch );
return;
}
}
found = FALSE;
for( och = ch->in_room->first_person; och; och = och_next )
{
och_next = och->next_in_room;
if( IS_AFFECTED( och, AFF_CHARM ) && och->master == ch && ( fAll || och == victim ) )
{
found = TRUE;
act( AT_ACTION, "$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, TRUE ), 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 ) ) /*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, TRUE ) ),
"????", "????", "????", "????", 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, TRUE ) ) );
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 ",
gch->race == 0 ? "human" :
gch->race == 1 ? "elf" :
gch->race == 2 ? "dwarf" :
gch->race == 3 ? "hlflng" :
gch->race == 4 ? "pixie" :
gch->race == 6 ? "mino" :
gch->race == 7 ? "orc" :
gch->race == 8 ? "troll" :
gch->race == 9 ? "giant" :
gch->race == 10 ? "gith" :
gch->race == 11 ? "drow" :
gch->race == 12 ? "dragon" : gch->race == 13 ? "lizard" : gch->race == 14 ? "gnome" : "" );
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, FALSE )
&& rch->master == ch
&& !ch->master
&& !ch->leader
&& abs( ch->level - rch->level ) < 9 && !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 $N from your group.", ch, NULL, victim, TO_CHAR );
return;
}
if( ch->level - victim->level < -15 || ch->level - victim->level > 15 || ( IS_PKILL( ch ) != IS_PKILL( victim ) ) )
{
act( AT_PLAIN, "$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 )
&& !xIS_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 )
{
short sn;
if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
return 100;
if( IS_NPC( ch ) && !ch->speaks ) /* No langs = knows all for npcs */
return 100;
if( IS_NPC( ch ) && IS_SET( ch->speaks, ( language & ~LANG_CLAN ) ) )
return 100;
/*
* everyone KNOWS common tongue
*/
if( IS_SET( language, LANG_COMMON ) )
return 100;
if( language & LANG_CLAN )
{
/*
* Clan = common for mobs.. snicker.. -- Altrag
*/
if( IS_NPC( ch ) || IS_NPC( cch ) )
return 100;
if( ch->pcdata->clan == cch->pcdata->clan && ch->pcdata->clan != NULL )
return 100;
}
if( !IS_NPC( ch ) )
{
int lang;
/*
* Racial languages for PCs
*/
if( IS_SET( race_table[ch->race]->language, language ) )
return 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_HALFLING, LANG_PIXIE, LANG_MINOTAUR, LANG_ORCISH,
LANG_OGRE, LANG_TROLLISH, LANG_GIANT, LANG_GITH, LANG_DROW, LANG_DRAGON, LANG_REPTILE,
LANG_GNOME, LANG_CLAN, LANG_INSECTOID, LANG_UNKNOWN
};
char *const lang_names[] = {
"common", "elf", "dwarf", "halfling", "pixie", "minotaur", "orc", "ogre", "troll",
"giant", "gith", "drow", "dragon", "lizardman", "gnome", "clan", "insect",
"unknown"
};
/* Note: does not count racial language. This is intentional (for now). */
int countlangs( int languages )
{
int numlangs = 0;
int looper;
for( looper = 0; lang_array[looper] != LANG_UNKNOWN; looper++ )
{
if( lang_array[looper] == LANG_CLAN )
continue;
if( languages & lang_array[looper] )
numlangs++;
}
return numlangs;
}
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 $t.", ch, lang_names[lang], NULL, TO_CHAR );
return;
}
for( sch = ch->in_room->first_person; sch; sch = sch->next_in_room )
if( IS_NPC( sch ) && xIS_SET( sch->act, ACT_SCHOLAR )
&& knows_language( sch, ch->speaking, ch )
&& knows_language( sch, lang_array[lang], sch )
&& ( !sch->speaking || knows_language( ch, sch->speaking, sch ) ) )
break;
if( !sch )
{
send_to_char( "There is no one who can teach that language here.\n\r", ch );
return;
}
if( countlangs( ch->speaks ) >= ( ch->level / 10 ) && ch->pcdata->learned[sn] <= 0 )
{
act( AT_TELL, "$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_traffic( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_TRAFFIC, "openly traffic" );
return;
}
void do_flame( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
talk_channel( ch, argument, CHANNEL_FLAME, "flame" );
/*
* for ( d = first_descriptor; d; d = d->next )
* {
*
* if ( mip_enabled( d->character ) )
* {
* send_mip_channel( d->character, "flame", "[FLAME]", ch->name, argument );
* }
* }
*/
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;
}
/**
* Allows public addressing from ch to ch
* syntax: talk <to player> <message>
* Ex.
* talk Cynshard hey tard
* > You say to Cynshard, 'tard'.
*/
void do_talk( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
int speaking = -1, lang;
#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_SAYTO );
argument = one_argument( argument, arg );
if( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Say 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 afk.\n\r", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_SAYTO ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S says turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_SILENCE ) )
send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch );
if( victim->desc /* make sure desc exists first -Thoric */
&& victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
{
act( AT_PLAIN, "$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_SAY, "You say 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_SAY, "$n says to you '$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_SAY, "$n says to you '$t'", ch, translate( speakswell, argument, lang_names[speaking] ), victim, TO_VICT );
#endif
else
act( AT_SAY, "$n says to you '$t'", ch, argument, victim, TO_VICT );
}
else
act( AT_SAY, "$n says to you '$t'", ch, argument, victim, TO_VICT );
if( !xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
act( AT_SAY, "$n says '$t' to $N.", ch, argument, victim, TO_NOTVICT );
victim->position = position;
if( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (says to) %s.",
IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
append_to_file( LOG_FILE, buf );
}
mprog_speech_trigger( argument, ch );
return;
}