/*************************************************************************** * file: act_wiz.c , Implementation of commands. Part of DIKUMUD * * Usage : Wizard Commands. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * * * * Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse * * Performance optimization and bug fixes by MERC Industries. * * You can use our stuff in any way you like whatsoever so long as this * * copyright notice remains intact. If you like it please drop a line * * to mec@garnet.berkeley.edu. * * * * This is free software and you are benefitting. We hope that you * * share your changes too. What goes around, comes around. * ***************************************************************************/ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <ctype.h> #include "structs.h" #include "mob.h" #include "obj.h" #include "utils.h" #include "interp.h" #include "handler.h" #include "db.h" #include "spells.h" #include "limits.h" /* external vars */ extern struct room_data *world; extern struct descriptor_data *descriptor_list; extern struct index_data *mob_index; extern struct index_data *obj_index; extern struct int_app_type int_app[26]; extern struct wis_app_type wis_app[26]; extern struct ban_t *ban_list; /* external functs */ void set_title(struct char_data *ch); int str_cmp(char *arg1, char *arg2); struct time_info_data age(struct char_data *ch); void sprinttype(int type, char *names[], char *result); void sprintbit(long vektor, char *names[], char *result); int mana_limit(struct char_data *ch); int hit_limit(struct char_data *ch); int move_limit(struct char_data *ch); int mana_gain(struct char_data *ch); int hit_gain(struct char_data *ch); int move_gain(struct char_data *ch); void do_disconnect(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; struct descriptor_data *d; int sdesc; if (IS_NPC(ch)) return; one_argument(argument, arg); sdesc=atoi(arg); if(arg==0){ send_to_char("Illegal descriptor number.\n\r",ch); send_to_char("Usage: release <#>\n\r",ch); return; } for(d=descriptor_list;d;d=d->next){ if (d->descriptor==sdesc){ close_socket(d); sprintf(buf,"Closing socket to descriptor #%d\n\r",sdesc); send_to_char(buf,ch); return; } } send_to_char("Descriptor not found!\n\r",ch); } void do_pardon(struct char_data *ch, char *argument, int cmd) { char person[MAX_INPUT_LENGTH]; char flag[MAX_INPUT_LENGTH]; struct char_data *victim; if (IS_NPC(ch)) return; half_chop(argument, person, flag); if (!*person) { send_to_char("Pardon whom?\n\r", ch); } else { if (!(victim = get_char(person))) send_to_char("They aren't here.\n\r", ch); else { if (IS_NPC(victim)) { send_to_char("Can't pardon NPCs.\n\r",ch); return; } if (!str_cmp("thief", flag)) { if (IS_SET(victim->specials.affected_by, AFF_THIEF)){ send_to_char("Thief flag removed.\n\r",ch); REMOVE_BIT(victim->specials.affected_by, AFF_THIEF); send_to_char( "A nice god has pardoned you of your thievery.\n\r", victim); } else { return; } } if (!str_cmp("killer", flag)) { if (IS_SET(victim->specials.affected_by, AFF_KILLER)) { send_to_char("Killer flag removed.\n\r",ch); REMOVE_BIT(victim->specials.affected_by, AFF_KILLER); send_to_char( "A nice god has pardoned you of your murdering.\n\r", victim); } else { return; } } else { send_to_char("No flag specified!.\n\r",ch); return; } send_to_char("Done.\n\r",ch); sprintf(log_buf,"%s pardons %s for %s.", GET_NAME(ch), GET_NAME(victim), flag); log(log_buf); } } } void do_emote(struct char_data *ch, char *argument, int cmd) { int i; char buf[MAX_STRING_LENGTH]; if (IS_SET(ch->specials.act, PLR_NOEMOTE)) { send_to_char("You can't show your emotions!!\n\r", ch); return; } for (i = 0; *(argument + i) == ' '; i++); if (!*(argument + i)) send_to_char("Yes.. But what?\n\r", ch); else { sprintf(buf,"$n %s", argument + i); act(buf,FALSE,ch,0,0,TO_ROOM); send_to_char("Ok.\n\r", ch); } } void do_echo(struct char_data *ch, char *argument, int cmd) { int i; char buf[MAX_STRING_LENGTH]; struct descriptor_data *point; if (IS_NPC(ch)) return; for (i = 0; *(argument + i) == ' '; i++); if (!*(argument + i)) send_to_char("That must be a mistake...\n\r", ch); else { sprintf(buf,"\n\r%s\n\r", argument + i); for (point=descriptor_list; point; point = point->next) if (!point->connected) act(buf, 0, ch, 0, point->character, TO_VICT); send_to_char("Ok.\n\r", ch); } } void do_trans(struct char_data *ch, char *argument, int cmd) { struct descriptor_data *i; struct char_data *victim; char buf[100]; sh_int target; if (IS_NPC(ch)) return; one_argument(argument,buf); if (!*buf) send_to_char("Whom do you wich to transfer?\n\r",ch); else if (str_cmp("all", buf)) { if (!(victim = get_char_vis(ch,buf))) send_to_char("No-one by that name around.\n\r",ch); else { act("$n disappears in a mushroom cloud.", FALSE, victim, 0, 0, TO_ROOM); target = ch->in_room; char_from_room(victim); char_to_room(victim,target); act("$n arrives from a puff of smoke.", FALSE, victim, 0, 0, TO_ROOM); act("$n has transferred you!",FALSE,ch,0,victim,TO_VICT); do_look(victim,"",15); send_to_char("Ok.\n\r",ch); } } else { /* Trans All */ for (i = descriptor_list; i; i = i->next) if (i->character != ch && !i->connected) { victim = i->character; act("$n disappears in a mushroom cloud.", FALSE, victim, 0, 0, TO_ROOM); target = ch->in_room; char_from_room(victim); char_to_room(victim,target); act("$n arrives from a puff of smoke.", FALSE, victim, 0, 0, TO_ROOM); act("$n has transferred you!",FALSE,ch,0,victim,TO_VICT); do_look(victim,"",15); } send_to_char("Ok.\n\r",ch); } } void do_at(struct char_data *ch, char *argument, int cmd) { char command[MAX_INPUT_LENGTH], loc_str[MAX_INPUT_LENGTH]; int loc_nr, location, original_loc; struct char_data *target_mob; struct obj_data *target_obj; extern int top_of_world; if (IS_NPC(ch)) return; half_chop(argument, loc_str, command); if (!*loc_str) { send_to_char("You must supply a room number or a name.\n\r", ch); return; } if (isdigit(*loc_str)) { loc_nr = atoi(loc_str); for (location = 0; location <= top_of_world; location++) if (world[location].number == loc_nr) break; else if (location == top_of_world) { send_to_char("No room exists with that number.\n\r", ch); return; } } else if ( ( target_mob = get_char_vis(ch, loc_str) ) != NULL ) location = target_mob->in_room; else if ( ( target_obj = get_obj_vis(ch, loc_str) ) != NULL ) if (target_obj->in_room != NOWHERE) location = target_obj->in_room; else { send_to_char("The object is not available.\n\r", ch); return; } else { send_to_char("No such creature or object around.\n\r", ch); return; } /* a location has been found. */ original_loc = ch->in_room; char_from_room(ch); char_to_room(ch, location); command_interpreter(ch, command); /* check if the guy's still there */ for (target_mob = world[location].people; target_mob; target_mob = target_mob->next_in_room) if (ch == target_mob) { char_from_room(ch); char_to_room(ch, original_loc); } } void do_goto(struct char_data *ch, char *argument, int cmd) { char buf[MAX_INPUT_LENGTH]; int loc_nr, location, i; struct char_data *target_mob, *pers; struct obj_data *target_obj; extern int top_of_world; void do_look(struct char_data *ch, char *argument, int cmd); if (IS_NPC(ch)) return; one_argument(argument, buf); if (!*buf) { send_to_char("You must supply a room number or a name.\n\r", ch); return; } if (isdigit(*buf)) { loc_nr = atoi(buf); for (location = 0; location <= top_of_world; location++) if (world[location].number == loc_nr) break; else if (location == top_of_world) { send_to_char("No room exists with that number.\n\r", ch); return; } } else if ( ( target_mob = get_char_vis(ch, buf) ) != NULL ) location = target_mob->in_room; else if ( ( target_obj = get_obj_vis(ch, buf) ) != NULL ) if (target_obj->in_room != NOWHERE) location = target_obj->in_room; else { send_to_char("The object is not available.\n\r", ch); return; } else { send_to_char("No such creature or object around.\n\r", ch); return; } /* a location has been found. */ if ((IS_SET(world[location].room_flags, PRIVATE)) && (GET_LEVEL(ch) != 35)) { for (i = 0, pers = world[location].people; pers; pers = pers->next_in_room, i++); if (i > 1) { send_to_char( "There's a private conversation going on in that room.\n\r", ch); return; } } if (!ch->specials.wizInvis) act("$n disappears in a puff of smoke.", FALSE, ch, 0, 0, TO_ROOM); char_from_room(ch); char_to_room(ch, location); if (!ch->specials.wizInvis) act("$n appears with an ear-splitting bang.", FALSE, ch, 0,0,TO_ROOM); do_look(ch, "",15); } void do_stat(struct char_data *ch, char *argument, int cmd) { extern char *spells[]; struct affected_type *aff; char arg1[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; struct room_data *rm=0; struct char_data *k=0; struct obj_data *j=0; struct obj_data *j2=0; struct extra_descr_data *desc; struct follow_type *fol; int i, virtual; int i2; bool found; /* for objects */ extern char *item_types[]; extern char *wear_bits[]; extern char *extra_bits[]; extern char *drinks[]; /* for rooms */ extern char *dirs[]; extern char *room_bits[]; extern char *exit_bits[]; extern char *sector_types[]; /* for chars */ extern char *equipment_types[]; extern char *affected_bits[]; extern char *apply_types[]; extern char *pc_class_types[]; extern char *npc_class_types[]; extern char *action_bits[]; extern char *player_bits[]; extern char *position_types[]; extern char *connected_types[]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg1); /* no argument */ if (!*arg1) { send_to_char("Stats on who or what?\n\r",ch); return; } else { /* stats on room */ if (!str_cmp("room", arg1)) { rm = &world[ch->in_room]; sprintf(buf, "Room name: %s, Of zone : %d. V-Number : %d, R-number : %d\n\r", rm->name, rm->zone, rm->number, ch->in_room); send_to_char(buf, ch); sprinttype(rm->sector_type,sector_types,buf2); sprintf(buf, "Sector type : %s", buf2); send_to_char(buf, ch); strcpy(buf,"Special procedure : "); strcat(buf,(rm->funct) ? "Exists\n\r" : "No\n\r"); send_to_char(buf, ch); send_to_char("Room flags: ", ch); sprintbit((long) rm->room_flags,room_bits,buf); strcat(buf,"\n\r"); send_to_char(buf,ch); send_to_char("Description:\n\r", ch); send_to_char(rm->description, ch); strcpy(buf, "Extra description keywords(s): "); if(rm->ex_description) { strcat(buf, "\n\r"); for (desc = rm->ex_description; desc; desc = desc->next) { strcat(buf, desc->keyword); strcat(buf, "\n\r"); } strcat(buf, "\n\r"); send_to_char(buf, ch); } else { strcat(buf, "None\n\r"); send_to_char(buf, ch); } strcpy(buf, "------- Chars present -------\n\r"); for (k = rm->people; k; k = k->next_in_room) { if(CAN_SEE(ch,k)){ strcat(buf, GET_NAME(k)); strcat(buf, (!IS_NPC(k) ? "(PC)\n\r" : (!IS_MOB(k) ? "(NPC)\n\r" : "(MOB)\n\r"))); } } strcat(buf, "\n\r"); send_to_char(buf, ch); strcpy(buf, "--------- Contents ---------\n\r"); for (j = rm->contents; j; j = j->next_content) { if(CAN_SEE_OBJ(ch,j)) { strcat(buf, j->name); strcat(buf, "\n\r"); } } strcat(buf, "\n\r"); send_to_char(buf, ch); send_to_char("------- Exits defined -------\n\r", ch); for (i = 0; i <= 5; i++) { if (rm->dir_option[i]) { sprintf(buf,"Direction %s . Keyword : %s\n\r", dirs[i], rm->dir_option[i]->keyword); send_to_char(buf, ch); strcpy(buf, "Description:\n\r "); if(rm->dir_option[i]->general_description) strcat(buf, rm->dir_option[i]->general_description); else strcat(buf,"UNDEFINED\n\r"); send_to_char(buf, ch); sprintbit(rm->dir_option[i]->exit_info,exit_bits,buf2); sprintf(buf, "Exit flag: %s \n\rKey no: %d\n\rTo room (V-Number): %d\n\r", buf2, rm->dir_option[i]->key, world[rm->dir_option[i]->to_room].number); send_to_char(buf, ch); } } return; } /* stat on object */ if ( ( j = get_obj_vis(ch, arg1) ) != NULL ) { virtual = (j->item_number >= 0) ? obj_index[j->item_number].virtual : 0; sprintf(buf, "Object name: [%s], R-number: [%d], V-number: [%d] Item type: ", j->name, j->item_number, virtual); sprinttype(GET_ITEM_TYPE(j),item_types,buf2); strcat(buf,buf2); strcat(buf,"\n\r"); send_to_char(buf, ch); sprintf(buf, "Short description: %s\n\rLong description:\n\r%s\n\r", ((j->short_description) ? j->short_description : "None"), ((j->description) ? j->description : "None") ); send_to_char(buf, ch); if(j->ex_description){ strcpy(buf, "Extra description keyword(s):\n\r----------\n\r"); for (desc = j->ex_description; desc; desc = desc->next) { strcat(buf, desc->keyword); strcat(buf, "\n\r"); } strcat(buf, "----------\n\r"); send_to_char(buf, ch); } else { strcpy(buf,"Extra description keyword(s): None\n\r"); send_to_char(buf, ch); } send_to_char("Can be worn on :", ch); sprintbit(j->obj_flags.wear_flags,wear_bits,buf); strcat(buf,"\n\r"); send_to_char(buf, ch); send_to_char("Set char bits :", ch); sprintbit(j->obj_flags.bitvector,affected_bits,buf); strcat(buf,"\n\r"); send_to_char(buf, ch); send_to_char("Extra flags: ", ch); sprintbit(j->obj_flags.extra_flags,extra_bits,buf); strcat(buf,"\n\r"); send_to_char(buf,ch); sprintf( buf, "Weight: %d, Value: %d, Cost/day: %d, Timer: %d, Eq Level: %d\n\r", j->obj_flags.weight,j->obj_flags.cost, j->obj_flags.cost_per_day, j->obj_flags.timer, j->obj_flags.eq_level ); send_to_char(buf, ch); strcpy(buf,"In room: "); if (j->in_room == NOWHERE) strcat(buf,"Nowhere"); else { sprintf(buf2,"%d",world[j->in_room].number); strcat(buf,buf2); } strcat(buf,", In object: "); strcat(buf, (!j->in_obj ? "None" : fname(j->in_obj->name))); strcat(buf,", Carried by: "); strcat(buf, (!j->carried_by) ? "Nobody" : GET_NAME(j->carried_by)); strcat(buf,"\n\r"); send_to_char(buf, ch); switch (j->obj_flags.type_flag) { case ITEM_LIGHT : sprintf(buf, "Colour : [%d]\n\rType : [%d]\n\rHours : [%d]", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[2]); break; case ITEM_SCROLL : sprintf(buf, "Spells : %d, %d, %d, %d", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[2], j->obj_flags.value[3] ); break; case ITEM_WAND : sprintf(buf, "Spell : %d\n\rMana : %d", j->obj_flags.value[0], j->obj_flags.value[1]); break; case ITEM_STAFF : sprintf(buf, "Spell : %d\n\rMana : %d", j->obj_flags.value[0], j->obj_flags.value[1]); break; case ITEM_WEAPON : sprintf(buf, "Tohit : %d\n\rTodam : %dD%d\n\rType : %d", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[2], j->obj_flags.value[3]); break; case ITEM_FIREWEAPON : sprintf(buf, "Tohit : %d\n\rTodam : %dD%d\n\rType : %d", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[2], j->obj_flags.value[3]); break; case ITEM_MISSILE : sprintf(buf, "Tohit : %d\n\rTodam : %d\n\rType : %d", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[3]); break; case ITEM_ARMOR : sprintf(buf, "AC-apply : [%d]", j->obj_flags.value[0]); break; case ITEM_POTION : sprintf(buf, "Spells : %d, %d, %d, %d", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[2], j->obj_flags.value[3]); break; case ITEM_TRAP : sprintf(buf, "Spell : %d\n\r- Hitpoints : %d", j->obj_flags.value[0], j->obj_flags.value[1]); break; case ITEM_CONTAINER : sprintf(buf, "Max-contains : %d\n\rLocktype : %d\n\rCorpse : %s", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[3]?"Yes":"No"); break; case ITEM_DRINKCON : sprinttype(j->obj_flags.value[2],drinks,buf2); sprintf(buf, "Max-contains : %d\n\rContains : %d\n\rPoisoned : %d\n\rLiquid : %s", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[3], buf2); break; case ITEM_NOTE : sprintf(buf, "Tounge : %d", j->obj_flags.value[0]); break; case ITEM_KEY : sprintf(buf, "Keytype : %d", j->obj_flags.value[0]); break; case ITEM_FOOD : sprintf(buf, "Makes full : %d\n\rPoisoned : %d", j->obj_flags.value[0], j->obj_flags.value[3]); break; default : sprintf(buf,"Values 0-3 : [%d] [%d] [%d] [%d]", j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[2], j->obj_flags.value[3]); break; } send_to_char(buf, ch); strcpy(buf,"\n\rEquipment Status: "); if (!j->carried_by) strcat(buf,"NONE"); else { found = FALSE; for (i=0;i < MAX_WEAR;i++) { if (j->carried_by->equipment[i] == j) { sprinttype(i,equipment_types,buf2); strcat(buf,buf2); found = TRUE; } } if (!found) strcat(buf,"Inventory"); } send_to_char(buf, ch); strcpy(buf, "\n\rSpecial procedure : "); if (j->item_number >= 0) strcat(buf, (obj_index[j->item_number].func ? "exists\n\r" : "No\n\r")); else strcat(buf, "No\n\r"); send_to_char(buf, ch); strcpy(buf, "Contains :\n\r"); found = FALSE; for(j2=j->contains;j2;j2 = j2->next_content) { strcat(buf,fname(j2->name)); strcat(buf,"\n\r"); found = TRUE; } if (!found) strcpy(buf,"Contains : Nothing\n\r"); send_to_char(buf, ch); send_to_char("Can affect char :\n\r", ch); for (i=0;i<MAX_OBJ_AFFECT;i++) { sprinttype(j->affected[i].location,apply_types,buf2); sprintf(buf, " Affects : %s By %d\n\r", buf2,j->affected[i].modifier); send_to_char(buf, ch); } return; } /* mobile in world */ if ( ( k = get_char_vis(ch, arg1) ) != NULL ) { switch(k->player.sex) { case SEX_NEUTRAL : strcpy(buf,"NEUTRAL-SEX"); break; case SEX_MALE : strcpy(buf,"MALE"); break; case SEX_FEMALE : strcpy(buf,"FEMALE"); break; default : strcpy(buf,"ILLEGAL-SEX!!"); break; } sprintf(buf2, " %s - Name : %s [R-Number%d], In room [%d]\n\r", (!IS_NPC(k) ? "PC" : (!IS_MOB(k) ? "NPC" : "MOB")), GET_NAME(k), k->nr, world[k->in_room].number); strcat(buf, buf2); send_to_char(buf, ch); if (IS_MOB(k)) { sprintf(buf, "V-Number [%d]\n\r", mob_index[k->nr].virtual); send_to_char(buf, ch); } strcpy(buf,"Short description: "); strcat(buf, (k->player.short_descr ? k->player.short_descr : "None")); strcat(buf,"\n\r"); send_to_char(buf,ch); strcpy(buf,"Title: "); strcat(buf, (k->player.title ? k->player.title : "None")); strcat(buf,"\n\r"); send_to_char(buf,ch); send_to_char("Long description: ", ch); if (k->player.long_descr) send_to_char(k->player.long_descr, ch); else send_to_char("None", ch); send_to_char("\n\r", ch); if (IS_NPC(k)) { strcpy(buf,"Monster Class: "); sprinttype(k->player.class,npc_class_types,buf2); } else { strcpy(buf,"Class: "); sprinttype(k->player.class,pc_class_types,buf2); } strcat(buf, buf2); sprintf(buf2," Level [%d] Alignment[%d]\n\r",k->player.level, k->specials.alignment); strcat(buf, buf2); send_to_char(buf, ch); sprintf(buf, "Birth : [%ld]secs, Logon[%ld]secs, Played[%ld]secs\n\r", k->player.time.birth, k->player.time.logon, k->player.time.played); send_to_char(buf, ch); sprintf(buf, "Age: [%d] Years, [%d] Months, [%d] Days, [%d] Hours\n\r", age(k).year, age(k).month, age(k).day, age(k).hours); send_to_char(buf,ch); sprintf(buf, "Height [%d]cm Weight [%d]pounds \n\r", GET_HEIGHT(k), GET_WEIGHT(k)); send_to_char(buf,ch); sprintf(buf, "Hometown[%d], Speaks[%d/%d/%d], (STL[%d]/per[%d]/NSTL[%d])\n\r", k->player.hometown, k->player.talks[0], k->player.talks[1], k->player.talks[2], k->specials.practices, int_app[GET_INT(k)].learn, wis_app[GET_WIS(k)].bonus); send_to_char(buf, ch); sprintf(buf, "Str:[%d] Int:[%d] Wis:[%d] Dex:[%d] Con:[%d]\n\r", GET_STR(k), GET_INT(k), GET_WIS(k), GET_DEX(k), GET_CON(k) ); send_to_char(buf,ch); sprintf(buf, "Mana p.:[%d/%d+%d] Hit p.:[%d/%d+%d] Move p.:[%d/%d+%d]\n\r", GET_MANA(k),mana_limit(k),mana_gain(k), GET_HIT(k),hit_limit(k),hit_gain(k), GET_MOVE(k),move_limit(k),move_gain(k) ); send_to_char(buf,ch); sprintf(buf, "AC:[%d], Coins: [%d], Exp: [%d], Hitroll: [%d], Damroll: [%d]\n\r", GET_AC(k), GET_GOLD(k), GET_EXP(k), k->points.hitroll, k->points.damroll ); send_to_char(buf,ch); sprinttype(GET_POS(k),position_types,buf2); sprintf(buf,"Position: %s, Fighting: %s",buf2, ((k->specials.fighting) ? GET_NAME(k->specials.fighting) : "Nobody") ); if (k->desc) { sprinttype(k->desc->connected,connected_types,buf2); strcat(buf,", Connected: "); strcat(buf,buf2); } strcat(buf,"\n\r"); send_to_char(buf, ch); strcpy(buf,"Default position: "); sprinttype((k->specials.default_pos),position_types,buf2); strcat(buf, buf2); if (IS_NPC(k)) { strcat(buf,",NPC flags: "); sprintbit(k->specials.act,action_bits,buf2); } else { strcat(buf,",PC flags: "); sprintbit(k->specials.act,player_bits,buf2); } strcat(buf, buf2); sprintf(buf2,",Timer [%d] \n\r", k->specials.timer); strcat(buf, buf2); send_to_char(buf, ch); if (IS_MOB(k)) { strcpy(buf, "\n\rMobile Special procedure : "); strcat(buf, (mob_index[k->nr].func ? "Exists\n\r" : "None\n\r")); send_to_char(buf, ch); } if (IS_NPC(k)) { sprintf(buf, "NPC Bare Hand Damage %dd%d.\n\r", k->specials.damnodice, k->specials.damsizedice); send_to_char(buf, ch); } sprintf(buf,"Carried weight: %d Carried items: %d\n\r", IS_CARRYING_W(k), IS_CARRYING_N(k) ); send_to_char(buf,ch); for(i=0,j=k->carrying;j;j=j->next_content,i++); sprintf(buf,"Items in inventory: %d, ",i); for(i=0,i2=0;i<MAX_WEAR;i++) if (k->equipment[i]) i2++; sprintf(buf2,"Items in equipment: %d\n\r", i2); strcat(buf,buf2); send_to_char(buf, ch); sprintf(buf,"Apply saving throws: [%d] [%d] [%d] [%d] [%d]\n\r", k->specials.apply_saving_throw[0], k->specials.apply_saving_throw[1], k->specials.apply_saving_throw[2], k->specials.apply_saving_throw[3], k->specials.apply_saving_throw[4]); send_to_char(buf, ch); sprintf(buf, "Thirst: %d, Hunger: %d, Drunk: %d\n\r", k->specials.conditions[THIRST], k->specials.conditions[FULL], k->specials.conditions[DRUNK]); send_to_char(buf, ch); sprintf(buf, "Master is '%s'\n\r", ((k->master) ? GET_NAME(k->master) : "NOBODY")); send_to_char(buf, ch); send_to_char("Followers are:\n\r", ch); for(fol=k->followers; fol; fol = fol->next) act(" $N", FALSE, ch, 0, fol->follower, TO_CHAR); /* Showing the bitvector */ sprintbit(k->specials.affected_by,affected_bits,buf); send_to_char("Affected by: ", ch); strcat(buf,"\n\r"); send_to_char(buf, ch); /* Routine to show what spells a char is affected by */ if (k->affected) { send_to_char("\n\rAffecting Spells:\n\r--------------\n\r", ch); for(aff = k->affected; aff; aff = aff->next) { sprintf(buf, "Spell : '%s'\n\r",spells[(int) aff->type-1]); send_to_char(buf, ch); sprintf(buf," Modifies %s by %d points\n\r", apply_types[(int) aff->location], aff->modifier); send_to_char(buf, ch); sprintf(buf," Expires in %3d hours, Bits set ", aff->duration); send_to_char(buf, ch); sprintbit(aff->bitvector,affected_bits,buf); strcat(buf,"\n\r"); send_to_char(buf, ch); } } sprintf(buf, "WizInvis : %s\n\r",((k->specials.wizInvis) ? "ON" : "OFF")); send_to_char(buf,ch); sprintf(buf, "Holylite : %s\n\r",((k->specials.holyLite) ? "ON" : "OFF")); send_to_char(buf,ch); return; } else { send_to_char( "No mobile or object by that name in the world\n\r", ch); } } } void do_shutdow(struct char_data *ch, char *argument, int cmd) { send_to_char("If you want to shut something down - say so!\n\r", ch); } void do_shutdown(struct char_data *ch, char *argument, int cmd) { extern int shutdown; char buf[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; one_argument(argument, arg); if (!*arg) { sprintf(buf, "Shutdown by %s.\n\r", GET_NAME(ch) ); send_to_all(buf); log(buf); shutdown = 1; } else send_to_char("Go shut down someone your own size.\n\r", ch); } void do_snoop(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; struct char_data *victim; char buf[100]; if (!ch->desc) return; if (IS_NPC(ch)) { send_to_char("Did you ever try this before?", ch); return; } one_argument(argument, arg); if(!*arg) { send_to_char("Snoop whom ?\n\r",ch); return; } if(!(victim=get_char_vis(ch, arg))) { send_to_char("No such person around.\n\r",ch); return; } if(!victim->desc) { send_to_char("There's no link.. nothing to snoop.\n\r",ch); return; } if(victim == ch) { send_to_char("Ok, you just snoop yourself.\n\r",ch); if(ch->desc->snoop.snooping) { ch->desc->snoop.snooping->desc->snoop.snoop_by = 0; ch->desc->snoop.snooping = 0; } return; } if(victim->desc->snoop.snoop_by) { send_to_char("Busy already. \n\r",ch); return; } if(GET_LEVEL(victim)>=GET_LEVEL(ch)) { send_to_char("You failed.\n\r",ch); sprintf(buf,"%s failed snooping you.\n\r", GET_NAME(ch)); send_to_char(buf,victim); if (GET_LEVEL(ch)>31){ sprintf(buf, "%s failed snooping %s.\n\r", GET_NAME(ch), GET_NAME(victim)); log(buf); } return; } send_to_char("Ok. \n\r",ch); if(ch->desc->snoop.snooping) ch->desc->snoop.snooping->desc->snoop.snoop_by = 0; ch->desc->snoop.snooping = victim; victim->desc->snoop.snoop_by = ch; return; } void do_switch(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; struct char_data *victim; if (IS_NPC(ch)) return; one_argument(argument, arg); if (!*arg) { send_to_char("Switch with who?\n\r", ch); } else { if (!(victim = get_char(arg))) send_to_char("They aren't here.\n\r", ch); else { if (ch == victim) { send_to_char( "He he he... We are jolly funny today, eh?\n\r", ch); return; } if (!ch->desc || ch->desc->snoop.snoop_by || ch->desc->snoop.snooping) { send_to_char( "Mixing snoop & switch is bad for your health.\n\r", ch); return; } if(victim->desc || (!IS_NPC(victim))) { send_to_char( "You can't do that, the body is already in use!\n\r",ch); } else { send_to_char("Ok.\n\r", ch); ch->desc->character = victim; ch->desc->original = ch; victim->desc = ch->desc; ch->desc = 0; } } } } void do_return(struct char_data *ch, char *argument, int cmd) { if(!ch->desc) return; if(!ch->desc->original) { send_to_char("Huh!?!\n\r", ch); return; } else { send_to_char("You return to your original body.\n\r",ch); ch->desc->character = ch->desc->original; ch->desc->original = 0; ch->desc->character->desc = ch->desc; ch->desc = 0; } } void do_force(struct char_data *ch, char *argument, int cmd) { struct descriptor_data *i; struct char_data *vict; char name[100], to_force[100],buf[100]; if (IS_NPC(ch)) return; half_chop(argument, name, to_force); if (!*name || !*to_force) send_to_char("Who do you wish to force to do what?\n\r", ch); else if (str_cmp("all", name)) { if (!(vict = get_char_vis(ch, name))) send_to_char("No-one by that name here..\n\r", ch); else { if ((GET_LEVEL(ch) <= GET_LEVEL(vict)) && !IS_NPC(vict)){ send_to_char("Oh no you don't!!\n\r", ch); sprintf(buf, "$n has failed to force you to '%s'.", to_force); act(buf, FALSE, ch, 0, vict, TO_VICT); } else { sprintf(buf, "$n has forced you to '%s'.", to_force); act(buf, FALSE, ch, 0, vict, TO_VICT); send_to_char("Ok.\n\r", ch); command_interpreter(vict, to_force); } } } else { /* force all */ for (i = descriptor_list; i; i = i->next) if (i->character != ch && !i->connected) { vict = i->character; if (GET_LEVEL(ch) <= GET_LEVEL(vict)) send_to_char("Oh no you don't!!\n\r", ch); else { sprintf(buf, "$n has forced you to '%s'.", to_force); act(buf, FALSE, ch, 0, vict, TO_VICT); command_interpreter(vict, to_force); } } send_to_char("Ok.\n\r", ch); } } void do_load(struct char_data *ch, char *argument, int cmd) { struct char_data *mob; struct obj_data *obj; char type[100], num[100], buf[100]; int number, r_num; if (IS_NPC(ch)) return; argument_interpreter(argument, type, num); if (!*type || !*num || !isdigit(*num)) { send_to_char("Syntax:\n\rload <'char' | 'obj'> <number>.\n\r", ch); return; } if ((number = atoi(num)) < 0) { send_to_char("A NEGATIVE number??\n\r", ch); return; } if (is_abbrev(type, "char")) { if ((r_num = real_mobile(number)) < 0) { send_to_char("There is no monster with that number.\n\r", ch); return; } mob = read_mobile(r_num, REAL); char_to_room(mob, ch->in_room); act("$n makes a quaint, magical gesture with one hand.", TRUE, ch, 0, 0, TO_ROOM); act("$n has created $N!", FALSE, ch, 0, mob, TO_ROOM); send_to_char("Done.\n\r", ch); sprintf(buf,"%s loads %s at %s.",GET_NAME(ch), mob->player.short_descr,world[ch->in_room].name); log(buf); } else if (is_abbrev(type, "obj")) { if ((r_num = real_object(number)) < 0) { send_to_char("There is no object with that number.\n\r", ch); return; } obj = read_object(r_num, 0); obj_to_room(obj, ch->in_room); act("$n makes a strange magical gesture.", TRUE, ch, 0, 0, TO_ROOM); act("$n has created $p!", FALSE, ch, obj, 0, TO_ROOM); send_to_char("Ok.\n\r", ch); sprintf(buf,"%s loads %s at %s.",GET_NAME(ch), obj->short_description,world[ch->in_room].name); log(buf); } else send_to_char("That'll have to be either 'char' or 'obj'.\n\r", ch); } /* clean a room of all mobiles and objects */ void do_purge(struct char_data *ch, char *argument, int cmd) { struct char_data *vict, *next_v; struct obj_data *obj, *next_o; char name[100], buf[100]; if (IS_NPC(ch)) return; one_argument(argument, name); if (*name) /* argument supplied. destroy single object or char */ { if (!(vict = get_char_room_vis(ch, name)) && (GET_LEVEL(ch) > 33)) vict = get_char(name); if (vict) { if (!IS_NPC(vict) && (GET_LEVEL(ch)<=GET_LEVEL(vict))) { sprintf(buf, "Foooooooooom!\n\r%s is surrounded with scorching flames and looks shocked!\n\rAfter a few moments, where you expect a pile of charred ashes stands %s cackling with insane glee!\n\rYou think you are in trouble.\n\r", GET_NAME(vict),GET_NAME(vict)); send_to_char(buf,ch); act("$n tried to purge you.", FALSE, ch, 0, vict, TO_VICT); sprintf(buf,"%s tried to purge %s at %s.", GET_NAME(ch),GET_NAME(vict), world[ch->in_room].name); log(buf); return; } act("$n disintegrates $N.", FALSE, ch, 0, vict, TO_NOTVICT); if ( vict->desc ) { sprintf( log_buf, "%s purges %s at %s.", GET_NAME(ch), GET_NAME(vict), world[ch->in_room].name ); log( log_buf ); close_socket( vict->desc ); vict->desc = NULL; } extract_char( vict, TRUE ); save_char_obj( vict ); } else if ( ( obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents) ) != NULL ) { act("$n purges $p.", FALSE, ch, obj, 0, TO_ROOM); act("You purge $p.", FALSE, ch, obj, 0, TO_CHAR); extract_obj(obj); } else { send_to_char( "You can't find it to purge!\n\r", ch ); return; } } else /* no argument. clean out the room */ { if (IS_NPC(ch)) { send_to_char("Don't... You would kill yourself too.\n\r", ch); return; } act("$n gestures... You are surrounded by scorching flames!", FALSE, ch, 0, 0, TO_ROOM); send_to_room("The world seems a little cleaner.\n\r", ch->in_room); for (vict = world[ch->in_room].people; vict; vict = next_v) { next_v = vict->next_in_room; if (IS_NPC(vict)) extract_char(vict, TRUE); } for (obj = world[ch->in_room].contents; obj; obj = next_o) { next_o = obj->next_content; extract_obj(obj); } } } /* Generate the five abilities */ void roll_abilities(struct char_data *ch) { ch->abilities.str = 13; ch->abilities.intel = 13; ch->abilities.wis = 13; ch->abilities.dex = 13; ch->abilities.con = 13; switch ( GET_CLASS(ch) ) { case CLASS_MAGIC_USER: ch->abilities.intel = 16; break; case CLASS_CLERIC: ch->abilities.wis = 16; break; case CLASS_WARRIOR: ch->abilities.str = 16; break; case CLASS_THIEF: ch->abilities.dex = 16; break; } ch->tmpabilities = ch->abilities; } void do_start(struct char_data *ch) { send_to_char( "Welcome. This is now your character in DikuMud,\n\rYou can now earn XP, and lots more...\n\r", ch); GET_LEVEL(ch) = 1; GET_EXP(ch) = 1; set_title(ch); /* * Base abilities. * 21 practices are enough to train to 18 prime stat and +3 other stats. */ roll_abilities(ch); ch->points.max_hit = 10; switch (GET_CLASS(ch)) { case CLASS_MAGIC_USER: ch->specials.practices = 21; break; case CLASS_CLERIC: ch->specials.practices = 21; break; case CLASS_THIEF: ch->skills[ SKILL_SNEAK ].learned = 10; ch->skills[ SKILL_HIDE ].learned = 5; ch->skills[ SKILL_STEAL ].learned = 15; ch->skills[ SKILL_BACKSTAB ].learned = 10; ch->skills[ SKILL_PICK_LOCK ].learned = 10; ch->specials.practices = 21; break; case CLASS_WARRIOR: ch->specials.practices = 21; break; } advance_level(ch); GET_HIT(ch) = hit_limit(ch); GET_MANA(ch) = mana_limit(ch); GET_MOVE(ch) = move_limit(ch); GET_COND(ch,THIRST) = 24; GET_COND(ch,FULL) = 24; GET_COND(ch,DRUNK) = 0; ch->player.time.played = 0; ch->player.time.logon = time(0); } void do_advance(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[100], level[100], buf[300], passwd[100]; int adv, newlevel; int i; void gain_exp(struct char_data *ch, int gain); if (IS_NPC(ch)) return; half_chop(argument, name, buf); argument_interpreter(buf, level, passwd); if (*name) { if (!(victim = get_char_room_vis(ch, name))) { send_to_char("That player is not here.\n\r", ch); return; } } else { send_to_char("Advance whom?\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("NO! Not on NPC's.\n\r", ch); return; } if ( !*level || (newlevel = atoi(level)) <= 0 || newlevel > 35 ) { send_to_char( "Level must be 1 to 35.\n\r", ch ); return; } if ( GET_LEVEL(ch) < 35 && newlevel >= GET_LEVEL(ch) ) { send_to_char( "Limited to levels lower than yours.\n\r", ch ); return; } /* Lower level: First reset the player to level 1. Remove all special abilities (all spells, BASH, STEAL, et). Reset practices to zero. Then act as though you're raising a first level character to a higher level. Note, currently, an implementor can lower another imp. -- Swifttest */ if (newlevel <= GET_LEVEL(victim)) { send_to_char("Warning: Lowering a player's level!\n\r", ch); GET_LEVEL(victim) = 1; GET_EXP(victim) = 1; set_title(victim); victim->points.max_hit = 10; /* These are BASE numbers */ for(i=1;i<MAX_SKILLS;i++) { /* Zero them out first */ victim->skills[i].learned=0; } victim->specials.practices = 0; switch (GET_CLASS(victim)) { case CLASS_THIEF : { victim->skills[SKILL_SNEAK].learned = 10; victim->skills[SKILL_HIDE].learned = 5; victim->skills[SKILL_STEAL].learned = 15; victim->skills[SKILL_BACKSTAB].learned = 10; victim->skills[SKILL_PICK_LOCK].learned = 10; } break; } GET_HIT(victim) = hit_limit(victim); GET_MANA(victim) = mana_limit(victim); GET_MOVE(victim) = move_limit(victim); GET_COND(victim,THIRST) = 24; GET_COND(victim,FULL) = 24; GET_COND(victim,DRUNK) = 0; advance_level(victim); } adv = newlevel - GET_LEVEL(victim); send_to_char("You feel generous.\n\r", ch); act("$n makes some strange gestures.\n\rA strange feeling comes uppon you," "\n\rLike a giant hand, light comes down from\n\rabove, grabbing your " "body, that begins\n\rto pulse with coloured lights from inside.\n\rYo" "ur head seems to be filled with deamons\n\rfrom another plane as your" " body dissolves\n\rto the elements of time and space itself.\n\rSudde" "nly a silent explosion of light snaps\n\ryou back to reality. You fee" "l slightly\n\rdifferent.",FALSE,ch,0,victim,TO_VICT); sprintf(buf, "%s advances %s to level %d.",GET_NAME(ch),GET_NAME(victim),newlevel); log(buf); if (GET_LEVEL(victim) == 0) { do_start(victim); } else { if (GET_LEVEL(victim) < 35) { gain_exp_regardless(victim, exp_table[GET_LEVEL(victim)+adv] - GET_EXP(victim) ); send_to_char("Reminder: Be careful with this.\n\r", ch); if(GET_LEVEL(victim)>30){ send_to_char( "If you want to be immortal, type HELP on IMMORTAL, and POLICY!\n\r", victim); } } else { send_to_char("Some idiot just tried to advance your level.\n\r", victim); send_to_char("IMPOSSIBLE! IDIOTIC!\n\r", ch); } } } void do_reroll(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char buf[100]; if (IS_NPC(ch)) return; one_argument(argument,buf); if (!*buf) send_to_char("Whom do you wish to reroll?\n\r",ch); else if(!(victim = get_char(buf))) send_to_char("No-one by that name in the world.\n\r",ch); else { send_to_char("Rerolled...\n\r", ch); roll_abilities(victim); sprintf(buf,"%s rerolled %s.",GET_NAME(ch),GET_NAME(victim)); log(buf); } } void do_restore(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char buf[100]; int i; void update_pos( struct char_data *victim ); if (IS_NPC(ch)) return; one_argument(argument,buf); if (!*buf) send_to_char("Whom do you wish to restore?\n\r",ch); else if(!(victim = get_char(buf))) send_to_char("No-one by that name in the world.\n\r",ch); else { GET_MANA(victim) = GET_MAX_MANA(victim); GET_HIT(victim) = GET_MAX_HIT(victim); GET_MOVE(victim) = GET_MAX_MOVE(victim); sprintf(buf,"%s restored %s.",GET_NAME(ch),GET_NAME(victim)); log(buf); if (GET_LEVEL(victim) > 31 ) { for (i = 0; i < MAX_SKILLS; i++) { victim->skills[i].learned = 100; victim->skills[i].recognise = TRUE; } if (GET_LEVEL(victim) > 33) { victim->abilities.intel = 25; victim->abilities.wis = 25; victim->abilities.dex = 25; victim->abilities.str = 25; victim->abilities.con = 25; } victim->tmpabilities = victim->abilities; } update_pos( victim ); send_to_char("Done.\n\r", ch); act("You have been fully healed by $N!", FALSE, victim, 0, ch, TO_CHAR); } } void do_noshout(struct char_data *ch, char *argument, int cmd) { struct char_data *vict; struct obj_data *dummy; char buf[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; one_argument(argument, buf); if (!*buf) if (IS_SET(ch->specials.act, PLR_NOSHOUT)) { send_to_char("You can now hear shouts again.\n\r", ch); REMOVE_BIT(ch->specials.act, PLR_NOSHOUT); } else { send_to_char("From now on, you won't hear shouts.\n\r", ch); SET_BIT(ch->specials.act, PLR_NOSHOUT); } else if (!generic_find(argument, FIND_CHAR_WORLD, ch, &vict, &dummy)) send_to_char("Couldn't find any such creature.\n\r", ch); else if (IS_NPC(vict)) send_to_char("Can't do that to a beast.\n\r", ch); else if (GET_LEVEL(vict) > GET_LEVEL(ch)) act("$E might object to that.. better not.", 0, ch, 0, vict, TO_CHAR); else if (IS_SET(vict->specials.act, PLR_NOSHOUT)) { send_to_char("You can shout again.\n\r", vict); send_to_char("NOSHOUT removed.\n\r", ch); REMOVE_BIT(vict->specials.act, PLR_NOSHOUT); } else { send_to_char("The gods take away your ability to shout!\n\r", vict); send_to_char("NOSHOUT set.\n\r", ch); SET_BIT(vict->specials.act, PLR_NOSHOUT); } } /*********************************************************************/ /* New routines by Dionysos. */ /*********************************************************************/ void do_wizinvis(struct char_data *ch, char *argument, int cmd) { struct affected_type af; struct affected_type *hjp; if(IS_NPC(ch)){ return; } for(hjp = ch->affected; ((hjp != NULL) && (hjp->type != SPELL_INVISIBLE)); hjp = hjp->next); if ((hjp != NULL) && (ch->specials.wizInvis)) { /* Re-appear */ hjp->type = SPELL_INVISIBLE; hjp->duration = 0; hjp->modifier = 0; hjp->location = APPLY_NONE; hjp->bitvector = AFF_INVISIBLE; affect_remove(ch, hjp); ch->specials.wizInvis = FALSE; send_to_char("You slowly fade back into the world of mortals.\n\r",ch); act( "Someone utters the words 'izeghy visimon'.\n$n slowly fades into existence.", FALSE, ch, 0, 0, TO_ROOM); } else { /* Disappear */ if (hjp != NULL) { /* remove normal invis spell */ hjp->type = SPELL_INVISIBLE; hjp->duration = 0; hjp->modifier = 0; hjp->location = APPLY_NONE; hjp->bitvector = AFF_INVISIBLE; affect_remove(ch, hjp); } af.type = SPELL_INVISIBLE; af.duration = -1; /* Forever */ af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_INVISIBLE; affect_to_char(ch, &af); ch->specials.wizInvis = TRUE; send_to_char("You slowly vanish into thin-air.\n\r",ch); act("$n utters the words 'inquzky abradyk'.", FALSE, ch, 0, 0, TO_ROOM); act("$n slowly vanishes into thin-air.", FALSE, ch, 0, 0, TO_ROOM); } } void do_holylite(struct char_data *ch, char *argument, int cmd) { if (IS_NPC(ch)) return; if (argument[0] != '\0') { send_to_char( "HOLYLITE doesn't take any arguments; arg ignored.\n\r", ch); } /* if */ if (ch->specials.holyLite) { ch->specials.holyLite = FALSE; send_to_char("Holy light mode off.\n\r",ch); } else { ch->specials.holyLite = TRUE; send_to_char("Holy light mode on.\n\r",ch); } /* if */ } void do_teleport(struct char_data *ch, char *argument, int cmd) { struct char_data *victim, *target_mob, *pers; char person[MAX_INPUT_LENGTH], room[MAX_INPUT_LENGTH]; sh_int target; int loop; extern int top_of_world; if (IS_NPC(ch)) return; half_chop(argument, person, room); if (!*person) { send_to_char("Who do you wish to teleport?\n\r", ch); return; } /* if */ if (!*room) { send_to_char("Where do you wish to send this person?\n\r", ch); return; } /* if */ if (!(victim = get_char_vis(ch, person))) { send_to_char("No-one by that name around.\n\r", ch); return; } /* if */ if (isdigit(*room)) { target = atoi(&room[0]); for (loop = 0; loop <= top_of_world; loop++) { if (world[loop].number == target) { target = (sh_int)loop; break; } else if (loop == top_of_world) { send_to_char("No room exists with that number.\n\r", ch); return; } /* if */ } /* for */ } else if ( ( target_mob = get_char_vis(ch, room) ) != NULL ) { target = target_mob->in_room; } else { send_to_char("No such target (person) can be found.\n\r", ch); return; } /* if */ if (IS_SET(world[target].room_flags, PRIVATE)) { for (loop = 0, pers = world[target].people; pers; pers = pers->next_in_room, loop++); if (loop > 1) { send_to_char( "There's a private conversation going on in that room\n\r", ch); return; } /* if */ } /* if */ act("$n disappears in a puff of smoke.",FALSE,victim, 0,0, TO_ROOM); char_from_room(victim); char_to_room(victim, target); act("$n arrives from a puff of smoke.", FALSE, victim, 0, 0, TO_ROOM); act("$n has teleported you!", FALSE, ch, 0, (char *)victim, TO_VICT); do_look(victim, "", 15); send_to_char("Teleport completed.\n\r", ch); } /* do_teleport */ void do_ban(struct char_data *ch, char *argument, int cmd) { char name[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; struct ban_t *tmp; int count; if(IS_NPC(ch)) return; one_argument(argument,name); if(!*name) { /* list the sites */ send_to_char( "------------\n\rBanned sites\n\r------------\n\r", ch); if(ban_list==(struct ban_t*)NULL){ send_to_char("Empty list!\n\r",ch); return; } for(count=0,tmp=ban_list; tmp; count++,tmp=tmp->next){ sprintf(buf,"%s\n\r",tmp->name); send_to_char(buf,ch); } sprintf(buf,"\n\nThere are %d banned sites.\n\r",count); send_to_char(buf,ch); return; } for(tmp=ban_list; tmp; tmp=tmp->next){ if(str_cmp(name,tmp->name)==0){ send_to_char("That site is already banned!\n\r",ch); return; } } CREATE(tmp,struct ban_t,1); CREATE(tmp->name,char,strlen(name)+1); strcpy(tmp->name,name); tmp->next=ban_list; ban_list=tmp; } void do_allow(struct char_data *ch, char *argument, int cmd) { char name[MAX_INPUT_LENGTH]; struct ban_t *curr, *prev; if(IS_NPC(ch)) return; one_argument(argument,name); if(!*name){ send_to_char("Remove which site from the ban list?\n\r",ch); return; } curr=prev=ban_list; if(str_cmp(curr->name,name)==0){ ban_list=ban_list->next; free(curr->name); free(curr); send_to_char("Ok.\n\r",ch); return; } curr=curr->next; while(curr){ if(!strcmp(curr->name,name)){ if(curr->next){ prev->next=curr->next; free(curr->name); free(curr); send_to_char("Ok.\n\r",ch); return; } prev->next=(struct ban_t*)NULL; free(curr->name); free(curr); send_to_char("Ok.\n\r",ch); return; } curr=curr->next; prev=prev->next; } send_to_char("Site not found in list!\n\r",ch); }