/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
**************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/***************************************************************************
* ROT 1.4 is copyright 1996-1997 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file doc/rot.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#include <errno.h>
#include <unistd.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <malloc.h>
#include "merc.h"
#include "recycle.h"
#include "tables.h"
#include "clan.h"
/* command procedures needed */
DECLARE_DO_FUN (do_quit);
void save_character_full args( ( CHAR_DATA *ch ) );
void reduce_stances args( (CHAR_DATA *ch) );
void reduce_learned args( (CHAR_DATA *ch) );
char * total_length args ((char *input, int length));
/* RT code to delete yourself */
void
do_delet (CHAR_DATA * ch, char *argument)
{
send_to_char ("You must type the full command to delete yourself.\n\r", ch);
}
void
do_delete (CHAR_DATA * ch, char *argument)
{
AUCTION_DATA *auc;
char strsave[MAX_INPUT_LENGTH];
if (IS_NPC (ch))
return;
for ( auc = auction_list; auc != NULL; auc = auc->next )
{
if ( auc->high_bidder == ch || auc->owner == ch )
{
send_to_char("You still have a stake in an auction!\n\r",ch);
return;
}
}
if (ch->pcdata->confirm_delete)
{
if (argument[0] != '\0')
{
send_to_char ("Delete status removed.\n\r", ch);
ch->pcdata->confirm_delete = FALSE;
return;
}
else
{
if (is_clead (ch))
update_clanlist (ch, ch->clead, FALSE, TRUE);
if (is_clan (ch))
update_clanlist (ch, ch->clead, FALSE, FALSE);
/* player files parsed directories by Yaz 4th Realm */
#if !defined( macintosh )
sprintf (strsave, "%s%s%s%s", PLAYER_DIR, initial (ch->name),
"/", capitalize (ch->name));
#else
sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name));
#endif
wiznet ("$N turns $Mself into line noise.", ch, NULL, 0, 0, 0);
stop_fighting (ch, TRUE);
if (ch->level > 25)
{
update_wizlist (ch, 1);
}
check_new_clan (ch->name, 999, ch->rank);
do_quit (ch, "");
unlink (strsave);
return;
}
}
send_to_char ("{@Type delete again to confirm this command.\n\r", ch);
send_to_char ("{!{zWARNING: this command is irreversible.{x\n\r", ch);
send_to_char ("{@Typing delete with an argument will undo delete status.{x\n\r",
ch);
ch->pcdata->confirm_delete = TRUE;
wiznet ("{^$N{V is contemplating deletion.", ch, NULL, 0, 0, get_trust (ch));
}
void do_rerol (CHAR_DATA * ch, char *argument)
{
send_to_char ("You must type the full command to reroll yourself.\n\r", ch);
}
void do_reroll (CHAR_DATA * ch, char *argument)
{
AUCTION_DATA *auc;
char strsave[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument(argument,arg1);
argument = one_argument(argument,arg2);
if (IS_NPC (ch))
return;
for ( auc = auction_list; auc != NULL; auc = auc->next )
{
if ( auc->high_bidder == ch || auc->owner == ch )
{
send_to_char("You still have a stake in an auction!\n\r",ch);
return;
}
}
if (ch->level < 101 && ch->pcdata->tier < 3)
{
send_to_char ("You must be maxed in the tier to reroll.\n\r", ch);
return;
}
if (ch->pcdata->tier == 3 && !str_cmp(arg1,"switch"))
{
if(ch->questpoints < 200)
{
send_to_char("It costs 200 Quest points to change your base class.\n\r",ch);
return;
}
else
{
if(arg2[0] == '\0')
{
send_to_char("Base Class Choices:\n\r",ch);
send_to_char("Warrior\n\r",ch);
send_to_char("Thief\n\r",ch);
send_to_char("Mage\n\r",ch);
send_to_char("Cleric\n\r",ch);
send_to_char("Druid\n\r",ch);
send_to_char("Shade\n\r",ch);
send_to_char("Ranger\n\r\n\r",ch);
send_to_char ("{@Type reroll switch <base class> to confirm this command.\n\r", ch);
send_to_char ("{!{zWARNING: this command is irreversible.\n\r", ch);
send_to_char ("{x{@Typing reroll with an argument other than 'switch <base class>' will undo reroll status.{x\n\r",ch);
ch->pcdata->confirm_reroll = TRUE;
wiznet ("{^$N{V is contemplating rerolling.", ch, NULL, 0, 0, get_trust (ch));
return;
}
if(arg2[0] !='\0') {
if(!str_cmp(arg2,"warrior"))
ch->class = CLASS_GLADIATOR;
if(!str_cmp(arg2,"thief"))
ch->class = CLASS_MERCENARY;
if(!str_cmp(arg2,"mage"))
ch->class = CLASS_WIZARD;
if(!str_cmp(arg2,"cleric"))
ch->class = CLASS_PRIEST;
if(!str_cmp(arg2,"druid"))
ch->class = CLASS_SAGE;
if(!str_cmp(arg2,"shade"))
ch->class = CLASS_LICH;
if(!str_cmp(arg2,"ranger"))
ch->class = CLASS_STRIDER;
if(!str_cmp(arg2,"warrior") || !str_cmp(arg2,"thief") \
|| !str_cmp(arg2,"mage") || !str_cmp(arg2,"cleric") \
|| !str_cmp(arg2,"druid") || !str_cmp(arg2,"shade") \
|| !str_cmp(arg2,"ranger"))
ch->questpoints -= 200;
}
}
}
if (ch->pcdata->tier == 2 && !str_cmp(arg1,"switch"))
{
if(ch->questpoints < 200)
{
send_to_char("It costs 200 Quest points to change your base class.\n\r",ch);
return;
}
else
{
if(arg2[0] == '\0')
{
send_to_char("Base Class Choices:\n\r",ch);
send_to_char("Warrior\n\r",ch);
send_to_char("Thief\n\r",ch);
send_to_char("Mage\n\r",ch);
send_to_char("Cleric\n\r",ch);
send_to_char("Druid\n\r",ch);
send_to_char("Shade\n\r",ch);
send_to_char("Ranger\n\r\n\r",ch);
send_to_char ("{@Type reroll switch <base class> to confirm this command.\n\r", ch);
send_to_char ("{!{zWARNING: this command is irreversible.\n\r", ch);
send_to_char ("{x{@Typing reroll with an argument other than 'switch <base class>' will undo reroll status.{x\n\r",ch);
ch->pcdata->confirm_reroll = TRUE;
wiznet ("{^$N{V is contemplating rerolling.", ch, NULL, 0, 0, get_trust (ch));
return;
}
if(arg2[0] !='\0') {
if(!str_cmp(arg2,"warrior"))
ch->class = CLASS_GLADIATOR;
if(!str_cmp(arg2,"thief"))
ch->class = CLASS_MERCENARY;
if(!str_cmp(arg2,"mage"))
ch->class = CLASS_WIZARD;
if(!str_cmp(arg2,"cleric"))
ch->class = CLASS_PRIEST;
if(!str_cmp(arg2,"druid"))
ch->class = CLASS_SAGE;
if(!str_cmp(arg2,"shade"))
ch->class = CLASS_LICH;
if(!str_cmp(arg2,"ranger"))
ch->class = CLASS_STRIDER;
if(!str_cmp(arg2,"warrior") || !str_cmp(arg2,"thief") \
|| !str_cmp(arg2,"mage") || !str_cmp(arg2,"cleric") \
|| !str_cmp(arg2,"druid") || !str_cmp(arg2,"shade") \
|| !str_cmp(arg2,"ranger"))
ch->questpoints -= 200;
}
}
}
if (ch->pcdata->confirm_reroll)
{
if (arg1[0] != '\0')
{
send_to_char ("Reroll status removed.\n\r", ch);
ch->pcdata->confirm_reroll = FALSE;
return;
}
else
{
if (is_clead (ch))
update_clanlist (ch, ch->clead, FALSE, TRUE);
if (is_clan (ch))
update_clanlist (ch, ch->clead, FALSE, FALSE);
if (is_clan (ch) && (clan_table[ch->clan].pkill == FALSE))
{
//this should make people who reroll as nonpk stay nonpk
//Jair - 1/5/01
ch->clan = INDEP;
ch->rank = MEMBER;
}
/* player files parsed directories by Yaz 4th Realm */
#if !defined( macintosh )
sprintf (strsave, "%s%s%s%s", PLAYER_DIR, initial (ch->name),
"/", capitalize (ch->name));
#else
sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name));
#endif
stop_fighting (ch, TRUE);
SET_BIT (ch->act, PLR_REROLL);
// Reduce stances
if (ch->pcdata->tier == 3)
{
/*reduce_stances(ch);
reduce_learned(ch); */
ch->pcdata->prank = 1500;
ch->pcdata->arank = 1500;
}
if (ch->pcdata->tier < 3)
ch->pcdata->tier++;
if (ch->level > 25)
{
update_wizlist (ch, 1);
}
check_new_clan (ch->name, 999, ch->rank);
do_quit (ch, "");
return;
}
}
if (arg1[0] != '\0')
{
send_to_char ("To {!reroll{x without switching base class, type just {&reroll{x.\n\r",ch);
send_to_char ("To switch your base class and {!reroll{x type: {&reroll switch <base class>{x.\n\r", ch);
send_to_char ("Type just {&reroll switch{x to see list of base classes.\n\r", ch);
return;
}
send_to_char ("{@Type reroll again to confirm this command.\n\r", ch);
send_to_char ("{!{zWARNING: this command is irreversible.\n\r", ch);
send_to_char ("{x{@Typing reroll with an argument will undo reroll status.{x\n\r", ch);
send_to_char ("{x{&Type reroll with an argument to see its options.{x\n\r", ch);
ch->pcdata->confirm_reroll = TRUE;
wiznet ("{^$N{V is contemplating rerolling.", ch, NULL, 0, 0, get_trust (ch));
}
void reduce_stances(CHAR_DATA *ch)
{
int i;
for(i = 1; i < 11; i++)
{
if(ch->stance[i] > 100)
ch->stance[i] = ch->stance[i] - number_range( 1, ch->stance[i] - 100 );
}
return;
}
void reduce_learned(CHAR_DATA *ch)
{
int i;
for(i=1;i<6;i++) {
if(ch->magic[i] > 100)
ch->magic[i] = ch->magic[i] - ((ch->magic[i] - 100) *3 / number_range(6,9));
}
return;
}
/* RT code to display channel status */
void
do_channels (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
/* lists all channels and their status */
send_to_char ("{@ Channel Status\n\r", ch);
send_to_char ("{!---------------------\n\r", ch);
send_to_char ("{=Chat{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOCHAT))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{qClan{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOCLAN))
send_to_char ("{GON{x\n\r", ch);
else
send_to_char ("{ROFF{x\n\r", ch);
send_to_char ("{,Cgossip{^ ", ch);
if (!IS_SET (ch->comm, PLR_NOCGOSSIP))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{vQuest{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOQGOSSIP))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{+Auction{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOAUCTION))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{-Music{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOMUSIC))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{pQ/A{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOASK))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{qQuote{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOQUOTE))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{/Grats{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOGRATS))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
if (IS_IMMORTAL (ch))
{
send_to_char ("{QImmtalk{^ ", ch);
if (!IS_SET (ch->comm, COMM_NOWIZ))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
}
send_to_char ("{:Shouts{^ ", ch);
if (!IS_SET (ch->comm, COMM_SHOUTSOFF))
send_to_char ("ON\n\r", ch);
else
send_to_char ("OFF\n\r", ch);
send_to_char ("{sTells{^ ", ch);
if (!IS_SET (ch->comm, COMM_DEAF))
send_to_char ("ON{x\n\r", ch);
else
send_to_char ("OFF{x\n\r", ch);
send_to_char ("{@Quiet mode{^ ", ch);
if (IS_SET (ch->comm, COMM_QUIET))
send_to_char ("ON{x\n\r", ch);
else
send_to_char ("OFF{x\n\r", ch);
send_to_char ("{$Arena mode{^ ", ch);
if (IS_SET (ch->comm, COMM_NOARENA))
send_to_char ("OFF{x\n\r", ch);
else
send_to_char ("ON{x\n\r", ch);
if (IS_SET (ch->comm, COMM_AFK))
send_to_char ("{@You are AFK.{x\n\r", ch);
if (IS_SET (ch->comm, COMM_STORE))
send_to_char ("{@You store tells during fights.{x\n\r", ch);
if (IS_SET (ch->comm, COMM_SNOOP_PROOF))
send_to_char ("{@You are immune to snooping.{x\n\r", ch);
if (ch->lines != PAGELEN)
{
if (ch->lines)
{
sprintf (buf, "{@You display {#%d{@ lines of scroll.{x\n\r", ch->lines + 2);
send_to_char (buf, ch);
}
else
send_to_char ("{@Scroll buffering is off.{x\n\r", ch);
}
if (ch->prompt != NULL)
{
sprintf (buf, "{@Your current prompt is:{x %s{x\n\r", ch->prompt);
send_to_char (buf, ch);
}
if (IS_SET (ch->comm, COMM_NOSHOUT))
send_to_char ("{@You cannot shout.{x\n\r", ch);
if (IS_SET (ch->comm, COMM_NOTELL))
send_to_char ("{@You cannot use tell.{x\n\r", ch);
if (IS_SET (ch->comm, COMM_NOCHANNELS))
send_to_char ("{@You cannot use channels.{x\n\r", ch);
if (IS_SET (ch->comm, COMM_NOEMOTE))
send_to_char ("{@You cannot show emotions.{x\n\r", ch);
}
/* RT deaf blocks out all shouts */
void
do_deaf (CHAR_DATA * ch, char *argument)
{
if (IS_AFFECTED(ch, AFF_DEAF))
{
send_to_char ("You are not deaf on purpose as it is.\n\r",ch);
return;
}
if (IS_SET (ch->comm, COMM_DEAF))
{
send_to_char ("You can now hear tells again.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_DEAF);
}
else
{
send_to_char ("From now on, you won't hear tells.\n\r", ch);
SET_BIT (ch->comm, COMM_DEAF);
}
}
/* RT quiet blocks out all communication */
void
do_quiet (CHAR_DATA * ch, char *argument)
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("Quiet mode removed.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_QUIET);
}
else
{
send_to_char ("From now on, you will only hear says and emotes.\n\r", ch);
SET_BIT (ch->comm, COMM_QUIET);
}
}
/* afk command */
void
do_afk (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_SET (ch->comm, COMM_AFK))
{
if (ch->tells)
{
sprintf (buf, "AFK mode removed. You have {R%d{x tells waiting.\n\r", ch->tells);
send_to_char (buf, ch);
send_to_char ("Type 'replay' to see tells.\n\r", ch);
}
else
{
send_to_char ("AFK mode removed. You have no tells waiting.\n\r", ch);
}
REMOVE_BIT (ch->comm, COMM_AFK);
}
else
{
send_to_char ("You are now in AFK mode.\n\r", ch);
SET_BIT (ch->comm, COMM_AFK);
}
}
void
do_autostore (CHAR_DATA * ch, char *argument)
{
if (IS_SET (ch->comm, COMM_STORE))
{
send_to_char ("You will no longer store tells during fights.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_STORE);
}
else
{
send_to_char ("You will now store tells during fights.\n\r", ch);
SET_BIT (ch->comm, COMM_STORE);
}
}
void
do_replay (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
{
send_to_char ("You can't replay.\n\r", ch);
return;
}
if (buf_string (ch->pcdata->buffer)[0] == '\0')
{
send_to_char ("You have no tells to replay.\n\r", ch);
return;
}
page_to_char (buf_string (ch->pcdata->buffer), ch);
clear_buf (ch->pcdata->buffer);
ch->tells = 0;
}
void
do_qgossip (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (!ch->on_quest && !IS_IMMORTAL (ch))
{
send_to_char ("You are not on a quest!\n\r", ch);
return;
}
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOQGOSSIP))
{
send_to_char ("Quest gossip channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOQGOSSIP);
}
else
{
send_to_char ("Quest gossip channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOQGOSSIP);
}
}
else
/* qgossip message sent, turn qgossip on if it isn't already */
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOQGOSSIP);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "{3[{vQGOSSIP{3]{x You '{v%s{x'\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOQGOSSIP) &&
!IS_SET (victim->comm, COMM_QUIET) &&
((victim->on_quest) || IS_IMMORTAL (victim)))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new ("{3[{vQGOSSIP{3]{x $n '{v$t{x'",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
}
void
do_grats (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
char bufy[MAX_CHANNEL_LENGTH];
char bufz[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
buf[0] = '\0';
bufy[0] = '\0';
bufz[0] = '\0';
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOGRATS))
{
send_to_char ("Grats channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOGRATS);
}
else
{
send_to_char ("Grats channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOGRATS);
}
}
else
/* grats message sent, turn grats on if it isn't already */
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOGRATS);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "{3[{/GRATS{3]{x You '{/%s{x'\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOGRATS) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new ("{3[{/GRATS{3]{x $n '{/$t{x'",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
}
void
do_quote (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOQUOTE))
{
send_to_char ("Quote channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOQUOTE);
}
else
{
send_to_char ("Quote channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOQUOTE);
}
}
else
/* quote message sent, turn quote on if it isn't already */
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOQUOTE);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "{3[{qQUOTE{3]{x You '{q%s{x'\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOQUOTE) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new ("{3[{qQUOTE{3]{x $n '{q$t{x'",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
}
void
social_channel (const char *format, CHAR_DATA * ch, const void *arg2, int type)
{
static char *const he_she[] =
{"it", "he", "she"};
static char *const him_her[] =
{"it", "him", "her"};
static char *const his_her[] =
{"its", "his", "her"};
CHAR_DATA *to;
CHAR_DATA *vch = (CHAR_DATA *) arg2;
const char *str;
char *i;
char *point;
char *i2;
char fixed[MAX_CHANNEL_LENGTH];
char buf[MAX_CHANNEL_LENGTH];
bool fColour = FALSE;
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if (!format || !*format)
return;
if (!ch || !ch->desc || !ch->in_room)
return;
to = char_list;
if (type == TO_VICT)
{
if (!vch)
{
bug ("Act: null vch with TO_VICT.", 0);
return;
}
if (!vch->in_room)
return;
to = vch;
}
if (type == TO_CHAR)
{
if (ch == NULL)
{
return;
}
to = ch;
}
for (; to; to = to->next)
{
if (!to->desc || to->position < POS_RESTING || !to->in_room)
continue;
if (type == TO_CHAR && to != ch)
continue;
if (type == TO_VICT && (to != vch || to == ch))
continue;
if (type == TO_ROOM && to == ch)
continue;
if (type == TO_NOTVICT && (to == ch || to == vch))
continue;
if (IS_SET (to->comm, COMM_NOSOCIAL) || IS_SET (to->comm, COMM_QUIET))
continue;
point = buf;
sprintf (buf, "SOCIAL: ");
point += 8;
str = format;
while (*str)
{
if (*str != '$' && *str != '{')
{
*point++ = *str++;
continue;
}
i = NULL;
switch (*str)
{
case '$':
fColour = TRUE;
++str;
i = " <@@@> ";
if (!arg2 && *str >= 'A' && *str <= 'Z' && *str != 'G')
{
bug ("Act: missing arg2 for code %d.", *str);
i = " <@@@> ";
}
else
{
switch (*str)
{
default:
bug ("Act: bad code %d.", *str);
i = " <@@@> ";
break;
case 'T':
i = (char *) arg2;
break;
case 'n':
i = PERS (ch, to);
break;
case 'N':
i = PERS (vch, to);
break;
case 'e':
i = he_she[URANGE (0, ch->sex, 2)];
break;
case 'E':
i = he_she[URANGE (0, vch->sex, 2)];
break;
case 'm':
i = him_her[URANGE (0, ch->sex, 2)];
break;
case 'M':
i = him_her[URANGE (0, vch->sex, 2)];
break;
case 's':
i = his_her[URANGE (0, ch->sex, 2)];
break;
case 'S':
i = his_her[URANGE (0, vch->sex, 2)];
break;
case 'g':
i = (char *) ch->god;
break;
}
}
break;
case '{':
fColour = FALSE;
++str;
i = NULL;
if (IS_SET (to->act, PLR_COLOUR))
{
i = colour (*str, to);
}
break;
default:
fColour = FALSE;
*point++ = *str++;
break;
}
++str;
if (fColour && i)
{
fixed[0] = '\0';
i2 = fixed;
if (IS_SET (to->act, PLR_COLOUR))
{
for (i2 = fixed; *i; i++)
{
if (*i == '{')
{
i++;
strcat (fixed, colour (*i, to));
for (i2 = fixed; *i2; i2++)
;
if (*i == '\0')
break;
continue;
}
*i2 = *i;
*++i2 = '\0';
}
*i2 = '\0';
i = &fixed[0];
}
else
{
for (i2 = fixed; *i; i++)
{
if (*i == '{')
{
i++;
if (*i != '{')
{
continue;
}
}
*i2 = *i;
*++i2 = '\0';
}
*i2 = '\0';
i = &fixed[0];
}
}
if (i)
{
while ((*point = *i) != '\0')
{
++point;
++i;
}
}
}
*point++ = '\n';
*point++ = '\r';
*point = '\0';
buf[0] = UPPER (buf[0]);
send_to_char ("{W", to);
if (to->desc)
write_to_buffer (to->desc, buf, point - buf);
send_to_char ("{x", to);
}
return;
}
void
do_social (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
int cmd;
char arg[MAX_INPUT_LENGTH];
char command[MAX_INPUT_LENGTH];
bool found = FALSE;
if (*argument == '\0')
{
if (IS_SET (ch->comm, COMM_NOSOCIAL))
{
REMOVE_BIT (ch->comm, COMM_NOSOCIAL);
send_to_char ("Social channel is now ON.\n\r", ch);
}
else
{
SET_BIT (ch->comm, COMM_NOSOCIAL);
send_to_char ("Social channel is now OFF.\n\r", ch);
}
return;
}
if (IS_SET (ch->comm, COMM_NOSOCIAL))
{
send_to_char ("Turn on the social channel first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("Turn off quiet first.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
argument = one_argument (argument, command);
for (cmd = 0; social_table[cmd].name[0] != '\0'; cmd++)
{
if (command[0] == social_table[cmd].name[0]
&& !str_prefix (command, social_table[cmd].name))
{
found = TRUE;
break;
}
}
if (found == FALSE)
{
send_to_char ("You wanna social what to who?!?!\n\r", ch);
return;
}
one_argument (argument, arg);
victim = NULL;
if (arg[0] == '\0')
{
social_channel (social_table[cmd].others_no_arg, ch, victim, TO_ROOM);
social_channel (social_table[cmd].char_no_arg, ch, victim, TO_CHAR);
}
else if ((victim = get_char_world (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
}
else if (victim == ch)
{
social_channel (social_table[cmd].others_auto, ch, victim, TO_ROOM);
social_channel (social_table[cmd].char_auto, ch, victim, TO_CHAR);
}
else
{
social_channel (social_table[cmd].others_found, ch, victim, TO_NOTVICT);
social_channel (social_table[cmd].char_found, ch, victim, TO_CHAR);
social_channel (social_table[cmd].vict_found, ch, victim, TO_VICT);
}
return;
}
void
do_gmote (CHAR_DATA * ch, char *argument)
{
//DESCRIPTOR_DATA *d;
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("Turn on the social channel first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("Turn off quiet first.\n\r", ch);
return;
}
if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
{
send_to_char ("You can't show your emotions.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
send_to_char ("Gmote what?\n\r", ch);
return;
}
/*for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOASK) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
social_channel ("{B$n $T{x", ch, argument, TO_VICT);
return;
}
}
}*/
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
social_channel ("{B$n $T{x", ch, argument, TO_ROOM);
social_channel ("{B$n $T{x", ch, argument, TO_CHAR);
return;
}
/* RT ask channel */
void
do_ask (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOASK))
{
send_to_char ("Q/A channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOASK);
}
else
{
send_to_char ("Q/A channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOASK);
}
}
else
/* ask sent, turn Q/A on if it isn't already */
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOASK);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "{3[{pASK{3]{x You '{p%s{x'\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOASK) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new ("{3[{pASK{3]{x $n '{p$t{x'",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
}
/* RT answer channel - uses same line as asks */
void
do_answer (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOASK))
{
send_to_char ("Q/A channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOASK);
}
else
{
send_to_char ("Q/A channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOASK);
}
}
else
/* answer sent, turn Q/A on if it isn't already */
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS) || IS_SET(ch->comm, COMM_NOPUBCHAN) )
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOASK);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "{3[{pANSWER{3]{x You '{p%s{x'\n\r", argument);
send_to_char (buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOASK) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new ("{3[{pANSWER{3]{x $n '{p$t{x'",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
}
/* RT music channel */
void
do_music (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOMUSIC))
{
send_to_char ("Music channel is now ON.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOMUSIC);
}
else
{
send_to_char ("Music channel is now OFF.\n\r", ch);
SET_BIT (ch->comm, COMM_NOMUSIC);
}
}
else
/* music sent, turn music on if it isn't already */
{
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS) || IS_SET(ch->comm, COMM_NOPUBCHAN))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_NOMUSIC);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "{3[{-MUSIC{3]{x You '{-%s{x'\n\r", argument);
send_to_char (buf, ch);
sprintf (buf, "{3[{-MUSIC{3]{x $n '{-%s{x'", argument);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_NOMUSIC) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new ("{3[{-MUSIC{3]{x $n '{-$t{x'",
ch, argument, d->character, TO_VICT, POS_SLEEPING);
}
}
}
}
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
}
void
do_immtalk (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_NOWIZ))
{
send_to_char ("Immortal channel is now ON\n\r", ch);
REMOVE_BIT (ch->comm, COMM_NOWIZ);
}
else
{
send_to_char ("Immortal channel is now OFF\n\r", ch);
SET_BIT (ch->comm, COMM_NOWIZ);
}
return;
}
REMOVE_BIT (ch->comm, COMM_NOWIZ);
sprintf (buf, "{3[{QIMM{3]{x $n '{Q%s{x'", argument);
act_new ("{3[{QIMM{3]{x $n '{Q$t{x'", ch, argument, NULL, TO_CHAR, POS_DEAD);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING &&
IS_IMMORTAL (d->character) &&
!IS_SET (d->character->comm, COMM_NOWIZ))
{
act_new ("{3[{QIMM{3]{x $n '{Q$t{x'", ch, argument, d->character, TO_VICT, POS_DEAD);
}
}
return;
}
void do_imptalk(CHAR_DATA *ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (!IS_TRUSTED(ch,IMPLEMENTOR))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (argument[0] == '\0')
{
send_to_char("Try Typein Something Dummy!\n\r",ch);
return;
}
else
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
sprintf( buf, "{y[{wIMP Talk{y] {W%s{r: {C%s{x\n\r", ch->name, argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
if( d == NULL || d->character == NULL )
continue;
victim = d->original ? d->original : d->character;
if( ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_QUIET) )
&& victim->trust == MAX_LEVEL )
{
send_to_char( buf, victim );
}
}
}
return;
}
void
do_say (CHAR_DATA * ch, char *argument)
{
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
send_to_char ("Say what?\n\r", ch);
return;
}
if(IS_SET(ch->in_room->room_flags,ROOM_SILENCED) && !IS_IMMORTAL(ch))
{
send_to_char("You have lost your powers of speech in this room!\n\r",ch);
return;
}
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
act ("$n says '{S$T{x'", ch, NULL, argument, TO_ROOM);
act ("You say '{S$T{x'", ch, NULL, argument, TO_CHAR);
if (!IS_NPC (ch))
{
CHAR_DATA *mob, *mob_next;
for (mob = ch->in_room->people; mob != NULL; mob = mob_next)
{
mob_next = mob->next_in_room;
if (IS_NPC (mob) && HAS_TRIGGER (mob, TRIG_SPEECH)
&& mob->position == mob->pIndexData->default_pos)
mp_act_trigger (argument, mob, ch, NULL, NULL, TRIG_SPEECH);
}
}
return;
}
void
do_shout (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, COMM_SHOUTSOFF))
{
send_to_char ("You can hear shouts again.\n\r", ch);
REMOVE_BIT (ch->comm, COMM_SHOUTSOFF);
}
else
{
send_to_char ("You will no longer hear shouts.\n\r", ch);
SET_BIT (ch->comm, COMM_SHOUTSOFF);
}
return;
}
if (IS_SET (ch->comm, COMM_NOSHOUT))
{
send_to_char ("You can't shout.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS) || IS_SET(ch->comm, COMM_NOPUBCHAN))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
REMOVE_BIT (ch->comm, COMM_SHOUTSOFF);
WAIT_STATE (ch, 12);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
act ("You shout '{:$T{x'", ch, NULL, argument, TO_CHAR);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET (victim->comm, COMM_SHOUTSOFF) &&
!IS_SET (victim->comm, COMM_QUIET))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act ("$n shouts '{:$t{x'", ch, argument, d->character, TO_VICT);
}
}
}
return;
}
void do_tell (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH], buf[MAX_CHANNEL_LENGTH];
CHAR_DATA *victim;
int pos;
bool found = FALSE;
int wtime;
buf[0] = '\0';
arg[0] = '\0';
memset(buf, 0, strlen(buf));
memset(arg, 0, strlen(arg));
if (IS_SET (ch->comm, COMM_NOTELL) || IS_SET (ch->comm, COMM_DEAF)
|| IS_AFFECTED(ch,AFF_DEAF))
{
send_to_char ("Your message didn't get through.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_DEAF))
{
send_to_char ("You must turn off deaf mode first.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
argument = one_argument (argument, arg);
if (argument[0] == '{' && argument[1] == '\0')
return;
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char ("Tell whom what?\n\r", ch);
return;
}
/*
* Can tell to PC's anywhere, but NPC's only in same room.
* -- Furey
*/
if ((victim = get_char_world (ch, arg)) == NULL
|| (IS_NPC (victim) && victim->in_room != ch->in_room))
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim->desc == NULL && !IS_NPC (victim))
{
act ("$N seems to have misplaced $S link...try again later.",
ch, NULL, victim, TO_CHAR);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
victim->tells++;
return;
}
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (found)
{
act ("$N doesn't seem to be listening to you.", ch, NULL, victim, TO_CHAR);
return;
}
/* Removed..Vengeance */
/* Put back in.. Kefka */
if (!(IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE (victim))
{
act ("$E can't hear you.", ch, 0, victim, TO_CHAR);
return;
}
/* */
if ((IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF))
&& !IS_IMMORTAL (ch))
{
act ("$E is not receiving tells.", ch, 0, victim, TO_CHAR);
return;
}
if (IS_AFFECTED(ch,AFF_DEAF))
{
act ("$E has been deafened.", ch, 0, victim, TO_CHAR);
return;
}
if (IS_SET (victim->comm, COMM_AFK))
{
if (IS_NPC (victim))
{
act ("$E is AFK, and not receiving tells.", ch, NULL, victim, TO_CHAR);
return;
}
act ("$E is AFK, but your tell will go through when $E returns.",
ch, NULL, victim, TO_CHAR);
send_to_char("Incoming tell received.\n\r",victim);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
victim->tells++;
return;
}
if (IS_SET (victim->comm, COMM_STORE)
&& (victim->fighting != NULL))
{
if (IS_NPC (victim))
{
act ("$E is fighting, and not receiving tells.", ch, NULL, victim, TO_CHAR);
return;
}
act ("$E is fighting, but your tell will go through when $E finishes.",
ch, NULL, victim, TO_CHAR);
send_to_char("Incoming tell received.\n\r",victim);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
victim->tells++;
return;
}
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
act ("You tell $N '{s$t{x'", ch, argument, victim, TO_CHAR);
act_new ("$n tells you '{s$t{x'", ch, argument, victim, TO_VICT, POS_DEAD);
victim->reply = ch;
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
return;
}
void
do_reply (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_CHANNEL_LENGTH];
int pos;
bool found = FALSE;
int wtime;
memset(buf, 0, strlen(buf));
if (IS_SET (ch->comm, COMM_NOTELL))
{
send_to_char ("Your message didn't get through.\n\r",ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
/*if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}*/
if ((victim = ch->reply) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim->desc == NULL && !IS_NPC (victim))
{
act ("$N seems to have misplaced $S link...try again later.",
ch, NULL, victim, TO_CHAR);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
victim->tells++;
return;
}
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(victim))
break;
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, victim->pcdata->forget[pos]))
found = TRUE;
}
if (found)
{
act ("$N doesn't seem to be listening to you.", ch, NULL, victim, TO_CHAR);
return;
}
/* Removed...Vengeance */
/* Put back in ... Kefka */
if (!IS_IMMORTAL (ch) && !IS_AWAKE (victim))
{
act ("$E can't hear you.", ch, 0, victim, TO_CHAR);
return;
}
/* */
if ((IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF))
&& !IS_IMMORTAL (ch) && !IS_IMMORTAL (victim))
{
act_new ("$E is not receiving tells.", ch, 0, victim, TO_CHAR, POS_DEAD);
return;
}
/* Removed....Vengeance */
/* Put back in */
if (!IS_IMMORTAL (victim) && !IS_AWAKE (ch))
{
send_to_char ("In your dreams, or what?\n\r", ch);
return;
}
/* */
if (IS_SET (victim->comm, COMM_AFK))
{
if (IS_NPC (victim))
{
act_new ("$E is AFK, and not receiving tells.",
ch, NULL, victim, TO_CHAR, POS_DEAD);
return;
}
act_new ("$E is AFK, but your tell will go through when $E returns.",
ch, NULL, victim, TO_CHAR, POS_DEAD);
send_to_char("Incoming tell received.\n\r",victim);
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "%s tells you '{s%s{x'\n\r", PERS (ch, victim), argument);
buf[0] = UPPER (buf[0]);
add_buf (victim->pcdata->buffer, buf);
victim->tells++;
return;
}
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
act_new ("You tell $N '{s$t{x'", ch, argument, victim, TO_CHAR, POS_DEAD);
act_new ("$n tells you '{s$t{x'", ch, argument, victim, TO_VICT, POS_DEAD);
victim->reply = ch;
wtime = UMAX (2, 9 - (ch->level));
WAIT_STATE (ch, wtime);
return;
}
void do_yell (CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (IS_SET (ch->comm, COMM_NOSHOUT))
{
send_to_char ("You can't yell.\n\r", ch);
return;
}
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
send_to_char ("Yell what?\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
act ("You yell '{:$t{x'", ch, argument, NULL, TO_CHAR);
for (d = descriptor_list; d != NULL; d = d->next)
{
int pos;
bool found = FALSE;
if (d->connected == CON_PLAYING
&& d->character != ch
&& d->character->in_room != NULL
&& d->character->in_room->area == ch->in_room->area
&& !IS_SET (d->character->comm, COMM_QUIET))
{
/* drunk code commented out to stop it from crashing pk I hope?
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}*/
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (IS_NPC(d->character))
break;
if (d->character->pcdata->forget[pos] == NULL)
break;
if (!str_cmp (ch->name, d->character->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act ("$n yells '{:$t{x'", ch, argument, d->character, TO_VICT);
}
}
}
return;
}
void
do_emote (CHAR_DATA * ch, char *argument)
{
if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
{
send_to_char ("You can't show your emotions.\n\r", ch);
return;
}
/* if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
} */
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
send_to_char ("Emote what?\n\r", ch);
return;
}
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
MOBtrigger = FALSE;
act ("$n $T", ch, NULL, argument, TO_ROOM);
act ("$n $T", ch, NULL, argument, TO_CHAR);
MOBtrigger = TRUE;
return;
}
void
do_pmote (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
char *letter, *name;
char last[MAX_INPUT_LENGTH], temp[MAX_CHANNEL_LENGTH];
int matches = 0;
if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE))
{
send_to_char ("You can't show your emotions.\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
send_to_char ("Emote what?\n\r", ch);
return;
}
/* drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
act ("{c$n $t{x", ch, argument, NULL, TO_CHAR);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->desc == NULL || vch == ch)
continue;
if ((letter = strstr (argument, vch->name)) == NULL)
{
MOBtrigger = FALSE;
act ("{c$N $t{x", vch, argument, ch, TO_CHAR);
MOBtrigger = TRUE;
continue;
}
strcpy (temp, argument);
temp[strlen (argument) - strlen (letter)] = '\0';
last[0] = '\0';
name = vch->name;
for (; *letter != '\0'; letter++)
{
if (*letter == '\'' && matches == strlen (vch->name))
{
strcat (temp, "r");
continue;
}
if (*letter == 's' && matches == strlen (vch->name))
{
matches = 0;
continue;
}
if (matches == strlen (vch->name))
{
matches = 0;
}
if (*letter == *name)
{
matches++;
name++;
if (matches == strlen (vch->name))
{
strcat (temp, "you");
last[0] = '\0';
name = vch->name;
continue;
}
strncat (last, letter, 1);
continue;
}
matches = 0;
strcat (temp, last);
strncat (temp, letter, 1);
last[0] = '\0';
name = vch->name;
}
MOBtrigger = FALSE;
act ("{c$N $t{x", vch, temp, ch, TO_CHAR);
MOBtrigger = TRUE;
}
return;
}
/*
* All the posing stuff.
*/
struct pose_table_type
{
char *message[2 * 14];
};
const struct pose_table_type pose_table[] =
{
{
{
"You sizzle with {Be{bn{Be{br{Bg{by{x.",
"$n sizzles with {Be{bn{Be{br{Bg{by{x.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x.",
"You perform a small card trick.",
"$n performs a small card trick.",
"You show your bulging muscles.",
"$n shows $s pitiful muscles.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"... 98, 99, 100 ... you do pushups.",
"..1....mmph!.. 2 .. $n does pushups.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon."
}
},
{
{
"You turn into a butterfly, then return to your normal shape.",
"$n turns into a butterfly, then returns to $s normal shape.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"You wiggle your ears alternately.",
"$n wiggles $s ears alternately.",
"You crack nuts between your fingers.",
"$n cracks nuts between $s fingers.",
"A {Whalo{x appears over your head.",
"A {Whalo{x appears over $n's head.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!"
}
},
{
{
"{BBlue sparks{x fly from your fingers.",
"{BBlue sparks{x fly from $n's fingers.",
"A {Whalo{x appears over your head.",
"A {Whalo{x appears over $n's head.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"You grizzle your teeth and look mean.",
"$n grizzles $s teeth and looks mean.",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
"Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs."
}
},
{
{
"Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
"Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs.",
"You recite words of wisdom.",
"$n recites words of wisdom.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"You hit your head, and your eyes roll.",
"$n hits $s head, and $s eyes roll.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"A spot light hits you.",
"A spot light hits $n.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it."
}
},
{
{
"A slimy {ggreen monster{x appears before you and bows.",
"A slimy {ggreen monster{x appears before $n and bows.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle.",
"A fire elemental singes your hair.",
"A fire elemental singes $n's hair.",
"The sun pierces through the clouds to illuminate you.",
"The sun pierces through the clouds to illuminate $n.",
"Your eyes dance with greed.",
"$n's eyes dance with greed."
}
},
{
{
"You turn everybody into a little pink elephant.",
"You are turned into a little pink elephant by $n.",
"An {Wangel{x consults you.",
"An {Wangel{x consults $n.",
"The dice roll ... and you win again.",
"The dice roll ... and $n craps out.",
"... 98, 99, 100 ... you do pushups.",
"..1....mmph!.. 2 .. $n does pushups.",
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders."
}
},
{
{
"A small ball of light dances on your fingertips.",
"A small ball of light dances on $n's fingertips.",
"Your body {Yglows with an unearthly light{x.",
"$n's body {Yglows with an unearthly light{x.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it.",
"Arnold Schwarzenegger admires your physique.",
"PeeWee Herman laughs at $n's physique.",
"Everyone levitates as you pray.",
"You levitate as $n prays.",
"You produce a coin from everyone's ear.",
"$n produces a coin from your ear.",
"Oomph! You squeeze water out of a granite boulder.",
"Oomph! $n squeezes water out of a granite boulder."
}
},
{
{
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"A spot light hits you.",
"A spot light hits $n.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders.",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"Arnold Schwarzenegger admires your physique.",
"PeeWee Herman laughs at $n's physique."
}
},
{
{
"The light flickers as you rap in magical languages.",
"The light flickers as $n raps in magical languages.",
"Everyone levitates as you pray.",
"You levitate as $n prays.",
"You produce a coin from everyone's ear.",
"$n produces a coin from your ear.",
"Oomph! You squeeze water out of a granite boulder.",
"Oomph! $n squeezes water out of a granite boulder.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x"
}
},
{
{
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"You pick your teeth with a spear.",
"$n picks $s teeth with a spear.",
"The stones dance to your command.",
"The stones dance to $n's command.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer."
}
},
{
{
"A fire elemental singes your hair.",
"A fire elemental singes $n's hair.",
"The sun pierces through the clouds to illuminate you.",
"The sun pierces through the clouds to illuminate $n.",
"Your eyes dance with greed.",
"$n's eyes dance with greed.",
"Everyone is swept off their foot by your hug.",
"You are swept off your feet by $n's hug.",
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x."
}
},
{
{
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"Your karate chop splits a tree.",
"$n's karate chop breaks $s hand.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer.",
"A strap of your armor breaks over your mighty thews.",
"A strap of $n's armor breaks over $s rolls of fat."
}
},
{
{
"The stones dance to your command.",
"The stones dance to $n's command.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer.",
"A strap of your armor breaks over your mighty thews.",
"A strap of $n's armor breaks over $s rolls of fat.",
"The heavens and grass change colour as you smile.",
"The heavens and grass change colour as $n smiles.",
"The Burning Man speaks to you.",
"The Burning Man speaks to $n.",
"Everyone's pocket explodes with your fireworks.",
"Your pocket explodes with $n's fireworks."
}
},
{
{
"The heavens and grass change colour as you smile.",
"The heavens and grass change colour as $n smiles.",
"The Burning Man speaks to you.",
"The Burning Man speaks to $n.",
"Everyone's pocket explodes with your fireworks.",
"Your pocket explodes with $n's fireworks.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown.",
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid w{zi{xnks at you.",
"An eye in a pyramid w{zi{xnks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye."
}
},
{
{
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid w{zi{xnks at you.",
"An eye in a pyramid w{zi{xnks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding.",
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?"
}
},
{
{
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot.",
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god $g gives you a staff.",
"The great god $g gives $n a staff.",
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing."
}
},
{
{
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god $G gives you a staff.",
"The great god $G gives $n a staff.",
"Click.",
"Click.",
"Atlas asks you to relieve him.",
"Atlas asks $n to relieve him.",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown."
}
}
};
void
do_pose (CHAR_DATA * ch, char *argument)
{
int level;
int pose;
if (IS_NPC (ch))
return;
level = UMIN (ch->level, sizeof (pose_table) / sizeof (pose_table[0]) - 1);
pose = number_range (0, level);
if (ch->pcdata->tier == 1)
{
act (pose_table[pose].message[2 * ch->class + 0], ch, NULL, NULL, TO_CHAR);
act (pose_table[pose].message[2 * ch->class + 1], ch, NULL, NULL, TO_ROOM);
}
else if (ch->pcdata->tier == 2)
{
act (pose_table[pose].message[2 * (ch->class - (7)) + 0], ch, NULL, NULL, TO_CHAR);
act (pose_table[pose].message[2 * (ch->class - (7)) + 1], ch, NULL, NULL, TO_ROOM);
}
else
{
act (pose_table[pose].message[2 * ((7)) + 0], ch, NULL, NULL, TO_CHAR);
act (pose_table[pose].message[2 * ((7)) + 1], ch, NULL, NULL, TO_ROOM);
}
return;
}
void
do_rent (CHAR_DATA * ch, char *argument)
{
send_to_char ("There is no rent here. Just save and quit.\n\r", ch);
return;
}
void
do_qui (CHAR_DATA * ch, char *argument)
{
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)
{
AUCTION_DATA *auc;
DESCRIPTOR_DATA *d, *d_next;
int id;
if (IS_NPC (ch))
return;
if (ch->position == POS_FIGHTING)
{
send_to_char ("No way! You are fighting.\n\r", ch);
return;
}
if (ch->position < POS_STUNNED)
{
send_to_char ("You're not DEAD yet.\n\r", ch);
return;
}
if(ch->fight_timer > 0)
{
send_to_char("You cannot quit until your fight timer expires.\n\r",ch);
return;
}
for ( auc = auction_list; auc != NULL; auc = auc->next )
{
if ( auc->high_bidder == ch || auc->owner == ch )
{
send_to_char("You still have a stake in an auction!\n\r",ch);
return;
}
}
if(IS_SET(ch->affected_by,AFF_SLEEP)
|| IS_AFFECTED(ch,AFF_CHARM)
|| IS_AFFECTED(ch,AFF_CURSE))
{
send_to_char("Not until the spell wears off.\n\r",ch);
return;
}
if (ch->alignment > -1)
{
act ("{@You pray to $g. A {#L{3i{#g{3h{#t{3n{#i{3n{#g{@ bolt streaks at you,", ch, NULL, NULL, TO_CHAR);
send_to_char ("{@striking you down. You begin to {1d{!is{7in{&te{7gr{!at{1e...{x\n\r", ch);
}
else
{
act ("{#You pray to $g. A huge {2fi{@s{&s{@ur{2e{# opens beneath you, and{x", ch, NULL, NULL, TO_CHAR);
send_to_char ("{#A huge {!f{1i{!r{1e{!b{1a{!l{1l{# consumes you.{x\n\r", ch);
}
WAIT_STATE (ch, 1 * PULSE_VIOLENCE);
act ("$n has left the game.", ch, NULL, NULL, TO_ROOM);
sprintf (log_buf, "%s has quit.", ch->name);
log_string (log_buf);
wiznet ("{^$N{V rejoins the real world.", ch, NULL, WIZ_LOGINS, 0, get_trust (ch));
/* Target */
for (d = descriptor_list; d != NULL; d = d_next)
{
d_next = d->next;
if (d->connected == CON_PLAYING
&& d->character != ch
/*&& (d->character->clan == clan_lookup("fortune"))*/
&& !IS_SET (d->character->comm, COMM_NOCLAN)
&& !IS_SET (d->character->comm, COMM_QUIET)
&& !str_cmp(d->character->pcdata->target,ch->name))
{
send_to_char("Your victim has left the game.\n\r",d->character);
d->character->pcdata->target = NULL;
if(is_affected(d->character,gsn_target))
affect_strip(d->character, gsn_target);
}
}
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj (ch);
id = ch->id;
d = ch->desc;
extract_char (ch, TRUE);
if (d != NULL)
close_socket (d);
/* toast evil cheating bastards */
for (d = descriptor_list; d != NULL; d = d_next)
{
CHAR_DATA *tch;
d_next = d->next;
tch = d->original ? d->original : d->character;
if (tch && tch->id == id)
{
extract_char (tch, TRUE);
close_socket (d);
}
}
return;
}
void
force_quit (CHAR_DATA * ch, char *argument)
{
AUCTION_DATA *auc;
DESCRIPTOR_DATA *d, *d_next;
int id;
int lose;
if (IS_NPC (ch))
return;
if (ch->level >= LEVEL_IMMORTAL)
return;
for ( auc = auction_list; auc != NULL; auc = auc->next )
{
if ( auc->high_bidder == ch || auc->owner == ch )
{
send_to_char("You still have a stake in an auction!\n\r",ch);
return;
}
}
if (ch->position == POS_FIGHTING)
{
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp (ch, 0 - lose);
stop_fighting (ch, TRUE);
}
if (ch->position < POS_STUNNED)
{
lose = (ch->desc != NULL) ? 50 : 100;
gain_exp (ch, 0 - lose);
}
if (ch->alignment > -1)
{
act ("{@You pray to %g. A {#L{3i{#g{3h{#t{3n{#i{3n{#g{@ bolt streaks at you,", ch, NULL, NULL, TO_CHAR);
send_to_char ("{@striking you down. You begin to {1d{!is{7in{&te{7gr{!at{1e...{x\n\r", ch);
}
else
{
act ("{#You pray to $g. A huge {2fi{@s{&s{@ur{2e{# opens beneath you, and{x", ch, NULL, NULL, TO_CHAR);
send_to_char ("{#A huge {!f{1i{!r{1e{!b{1a{!l{1l{# consumes you.{x\n\r", ch);
}
WAIT_STATE (ch, 5 * PULSE_VIOLENCE);
act ("$n has left the game.", ch, NULL, NULL, TO_ROOM);
sprintf (log_buf, "%s has quit.", ch->name);
log_string (log_buf);
wiznet ("{^$N{V rejoins the real world.", ch, NULL, WIZ_LOGINS, 0, get_trust (ch));
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj (ch);
id = ch->id;
d = ch->desc;
extract_char (ch, TRUE);
if (d != NULL)
close_socket (d);
/* toast evil cheating bastards */
for (d = descriptor_list; d != NULL; d = d_next)
{
CHAR_DATA *tch;
d_next = d->next;
tch = d->original ? d->original : d->character;
if (tch && tch->id == id)
{
extract_char (tch, TRUE);
close_socket (d);
}
}
return;
}
void do_save( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *wch;
if ( IS_NPC( ch ) )
return;
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if ( !IS_NPC( wch ) )
save_char_obj( wch );
}
send_to_char( "Saving. Remember that {$D{&i{8s{$t{&o{8r{$t{&e{8d {xIllusions{x has automatic saving.\n\r", ch );
//save_character_full( ch );
//send_to_char( "New Format Saved.\n\r", ch );
return;
}
void
do_follow (CHAR_DATA * ch, char *argument)
{
/* RT changed to allow unlimited following and follow the NOFOLLOW rules */
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Follow whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL)
{
act ("But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR);
return;
}
if (IS_SET (victim->in_room->room_flags, ROOM_CLAN_ENT))
{
send_to_char ("Not in this room!\n\r", ch);
return;
}
if (victim == ch)
{
if (ch->master == NULL)
{
send_to_char ("You already follow yourself.\n\r", ch);
return;
}
if (ch->master != NULL)
stop_follower (ch);
return;
}
if (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOFOLLOW) && !IS_IMMORTAL (ch))
{
act ("$N doesn't seem to want any followers.\n\r",
ch, NULL, victim, TO_CHAR);
return;
}
/* if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act("You can't seem to follow $N.\n\r",ch,NULL,victim,TO_CHAR);
return;
} */
REMOVE_BIT (ch->act, PLR_NOFOLLOW);
if (ch->master != NULL)
stop_follower (ch);
add_follower (ch, victim);
return;
}
void
add_follower (CHAR_DATA * ch, CHAR_DATA * master)
{
if (ch->master != NULL)
{
bug ("Add_follower: non-null master.", 0);
return;
}
ch->master = master;
ch->leader = NULL;
if (can_see (master, ch))
act ("$n now follows you.", ch, NULL, master, TO_VICT);
act ("You now follow $N.", ch, NULL, master, TO_CHAR);
return;
}
void
stop_follower (CHAR_DATA * ch)
{
if (ch->master == NULL)
{
bug ("Stop_follower: null master.", 0);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
REMOVE_BIT (ch->affected_by, AFF_CHARM);
affect_strip (ch, gsn_charm_person);
}
if (IS_NPC (ch) && IS_SET (ch->act, ACT_PET))
{
REMOVE_BIT (ch->act, ACT_PET);
ch->timer = 0;
ch->hastimer = TRUE;
}
if (can_see (ch->master, ch) && ch->in_room != NULL)
{
act ("$n stops following you.", ch, NULL, ch->master, TO_VICT);
act ("You stop following $N.", ch, NULL, ch->master, TO_CHAR);
}
if (ch->master->pet == ch)
ch->master->pet = NULL;
ch->master = NULL;
ch->leader = NULL;
return;
}
/* nukes charmed monsters and pets */
void
nuke_pets (CHAR_DATA * ch)
{
CHAR_DATA *pet;
if ((pet = ch->pet) != NULL)
{
if(pet->master != NULL)
stop_follower (pet);
if (pet->in_room != NULL)
act ("$N slowly fades away.", ch, NULL, pet, TO_NOTVICT);
extract_char (pet, TRUE);
}
ch->pet = NULL;
return;
}
void
die_follower (CHAR_DATA * ch)
{
CHAR_DATA *fch;
if (ch->master != NULL)
{
if (ch->master->pet == ch)
ch->master->pet = NULL;
stop_follower (ch);
}
ch->leader = NULL;
for (fch = char_list; fch != NULL; fch = fch->next)
{
if (fch->master == ch)
stop_follower (fch);
if (fch->leader == ch)
fch->leader = fch;
}
return;
}
void do_order (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
argument = one_argument (argument, arg);
one_argument (argument, arg2);
if (!str_cmp (arg2, "delete") || !str_cmp (arg2, "score")
|| !str_cmp (arg2, "reroll") || !str_cmp (arg2, "hara")
|| !str_cmp (arg2, "clan") || !str_cmp (arg2, "cgossip")
|| !str_cmp (arg2, "ooc") || !str_cmp (arg2, "ic")
|| !str_cmp (arg2, "note") || !str_cmp (arg2, "idea")
|| !str_cmp (arg2, "quote") || !str_cmp (arg2, "grats")
|| !str_cmp (arg2, "quotes") || !str_cmp (arg2, "get")
|| !str_cmp (arg2, "recall") || !str_cmp (arg2, "drop")
|| !str_cmp (arg2, "donate") || !str_cmp (arg2, "sacrifice"))
// || !str_cmp (arg2, "sell") || !str_cmp (arg2, "give")
// || !str_cmp (arg2, "wear") || !str_cmp (arg2, "wield"))
{
send_to_char ("That will NOT be done.\n\r", ch);
return;
}
if (argument[0] == '{' && argument[1] == '\0')
return;
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char ("Order whom to do what?\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
send_to_char ("You feel like taking, not giving, orders.\n\r", ch);
return;
}
if (!str_cmp (arg, "all"))
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if ((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
|| (!IS_NPC(victim) && IS_IMMORTAL (victim) && victim->trust >= ch->trust))
{
send_to_char ("Do it yourself!\n\r", ch);
return;
}
}
found = FALSE;
for (och = ch->in_room->people; och != NULL; och = och_next)
{
och_next = och->next_in_room;
if (IS_AFFECTED (och, AFF_CHARM)
&& och->master == ch
&& (fAll || och == victim))
{
if((och->spec_fun == spec_lookup("spec_necro_zombie")
|| och->spec_fun == spec_lookup("spec_necro_skeleton")
|| och->spec_fun == spec_lookup("spec_necro_fgolem")
|| och->spec_fun == spec_lookup("spec_necro_igolem")
|| och->spec_fun == spec_lookup("spec_necro_mummy"))
&& (!str_prefix(arg2,"wield") || !str_prefix(arg2,"wear")
|| !str_prefix(arg2,"hold") ) )
{
found = TRUE;
send_to_char("They are too brain-dead to be equipped.\n\r",ch);
}
else
{
found = TRUE;
sprintf (buf, "$n orders you to '%s'.", argument);
act (buf, ch, NULL, och, TO_VICT);
interpret (och, argument);
}
}
}
if (found)
{
WAIT_STATE (ch, PULSE_VIOLENCE);
send_to_char ("Ok.\n\r", ch);
}
else
send_to_char ("You have no followers here.\n\r", ch);
return;
}
void do_release(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim, *och;
char arg[MAX_INPUT_LENGTH];
bool fAll = FALSE;
bool found = FALSE;
one_argument(argument,arg);
if (arg[0] == '\0')
{
send_to_char("Release which follower?\n\r",ch);
return;
}
if (!str_cmp (arg, "all"))
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
victim = get_char_room(ch,arg);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
}
found = FALSE;
for (och = char_list; och != NULL; och = och->next)
{
if (IS_AFFECTED (och, AFF_CHARM)
&& och->master == ch
&& (fAll || och == victim))
{
found = TRUE;
if (IS_NPC(och))
{
act("$n salutes you and walks away.",och,0,0,TO_ROOM);
extract_char(och,TRUE);
}
else
{
send_to_char("You cannot release players! Ungroup them or use Nofol.\n\r",ch);
return;
}
}
}
if (found)
{
WAIT_STATE (ch, PULSE_VIOLENCE);
send_to_char ("Ok.\n\r", ch);
}
else
send_to_char ("You have no followers here.\n\r", ch);
return;
return;
}
void do_group (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0')
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = (ch->leader != NULL) ? ch->leader : ch;
sprintf (buf, "%s's group:\n\r", PERS (leader, ch));
send_to_char (buf, ch);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (is_same_group (gch, ch))
{
sprintf (buf,
"{3[{!%3d {@%s{3] {#%s {^%3d%% hp {#%3d%% mana {@%3d%% mv {&%8ld xp{x\n\r",
gch->level,
IS_NPC (gch) ? "Mob" : class_table[gch->class].who_name,
total_length( PERS ( gch, ch ), 20 ),
gch->max_hit > 0 ? gch->hit * 100 / gch->max_hit : 100,
gch->max_mana > 0 ? gch->mana * 100 / gch->max_mana : 100,
gch->max_move > 0 ? gch->move * 100 / gch->max_move : 100,
gch->exp);
send_to_char (buf, ch);
}
}
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch))
{
send_to_char ("But you are following someone else!\n\r", ch);
return;
}
if (victim->master != ch && ch != victim)
{
act_new ("$N isn't following you.", ch, NULL, victim, TO_CHAR, POS_SLEEPING);
return;
}
if (IS_AFFECTED (victim, AFF_CHARM))
{
send_to_char ("You can't remove charmed mobs from your group.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
act ("You like your master too much to leave $m!", ch, NULL, victim, TO_VICT);
return;
}
if (victim->level - ch->level > 14)
{
send_to_char ("They are to high of a level for your group.\n\r", ch);
return;
}
if (victim->level - ch->level < -14)
{
send_to_char ("They are to low of a level for your group.\n\r", ch);
return;
}
if (is_same_group (victim, ch) && ch != victim)
{
victim->leader = NULL;
act ("$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT);
act ("$n removes you from $s group.", ch, NULL, victim, TO_VICT);
act ("You remove $N from your group.", ch, NULL, victim, TO_CHAR);
return;
}
/* if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("They are unable to join your group.\n\r",ch);
return;
} */
victim->leader = ch;
act ("$N joins $n's group.", ch, NULL, victim, TO_NOTVICT);
act ("You join $n's group.", ch, NULL, victim, TO_VICT);
act ("$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 arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount_platinum = 0, amount_gold = 0, amount_silver = 0;
int share_platinum, share_gold, share_silver;
int extra_platinum, extra_gold, extra_silver;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
one_argument (argument, arg3);
if (arg1[0] == '\0')
{
send_to_char ("Split how much?\n\r", ch);
return;
}
amount_silver = atoi (arg1);
if (arg2[0] != '\0')
amount_gold = atoi (arg2);
if (arg3[0] != '\0')
amount_platinum = atoi (arg3);
if (amount_platinum < 0 || amount_gold < 0 || amount_silver < 0)
{
send_to_char ("Your group wouldn't like that.\n\r", ch);
return;
}
if (amount_platinum == 0 && amount_gold == 0 && amount_silver == 0)
{
send_to_char ("You hand out zero coins, but no one notices.\n\r", ch);
return;
}
if ((ch->silver + (ch->gold * 100) + (ch->platinum * 10000))
< (amount_silver + (amount_gold * 100) + (amount_platinum * 10000)))
{
send_to_char ("You don't have that much to split.\n\r", ch);
return;
}
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (is_same_group (gch, ch) && !IS_AFFECTED (gch, AFF_CHARM))
members++;
}
if (members < 2)
{
send_to_char ("Just keep it all.\n\r", ch);
return;
}
share_platinum = amount_platinum / members;
extra_platinum = amount_platinum % members;
amount_gold += (extra_platinum * 100);
share_gold = amount_gold / members;
extra_gold = amount_gold % members;
amount_silver += (extra_gold * 100);
share_silver = amount_silver / members;
extra_silver = amount_silver % members;
if (share_platinum == 0 && share_gold == 0 && share_silver == 0)
{
send_to_char ("Don't even bother, cheapskate.\n\r", ch);
return;
}
deduct_cost (ch, amount_platinum - extra_platinum, VALUE_PLATINUM);
add_cost (ch, share_platinum, VALUE_PLATINUM);
deduct_cost (ch, amount_gold - extra_gold, VALUE_GOLD);
add_cost (ch, share_gold, VALUE_GOLD);
deduct_cost (ch, amount_silver, VALUE_SILVER);
add_cost (ch, share_silver + extra_silver, VALUE_SILVER);
if (share_platinum > 0)
{
sprintf (buf,
"You split %d platinum coins. Your share is %d platinum.\n\r",
amount_platinum - extra_platinum, share_platinum);
send_to_char (buf, ch);
}
if (share_gold > 0)
{
sprintf (buf,
"You split %d gold coins. Your share is %d gold.\n\r",
amount_gold - extra_gold, share_gold);
send_to_char (buf, ch);
}
if (share_silver > 0)
{
sprintf (buf,
"You split %d silver coins. Your share is %d silver.\n\r",
amount_silver, share_silver + extra_silver);
send_to_char (buf, ch);
}
if (share_gold == 0 && share_silver == 0)
{
sprintf (buf, "$n splits %d platinum coins. Your share is %d platinum.",
amount_platinum - extra_platinum, share_platinum);
}
else if (share_platinum == 0 && share_silver == 0)
{
sprintf (buf, "$n splits %d gold coins. Your share is %d gold.",
amount_gold - extra_gold, share_gold);
}
else if (share_platinum == 0 && share_gold == 0)
{
sprintf (buf, "$n splits %d silver coins. Your share is %d silver.",
amount_silver, share_silver);
}
else if (share_silver == 0)
{
sprintf (buf,
"$n splits %d platinum and %d gold coins. giving you %d platinum and %d gold.\n\r",
amount_platinum - extra_platinum, amount_gold - extra_gold,
share_platinum, share_gold);
}
else if (share_gold == 0)
{
sprintf (buf,
"$n splits %d platinum and %d silver coins. giving you %d platinum and %d silver.\n\r",
amount_platinum - extra_platinum, amount_silver,
share_platinum, share_silver);
}
else if (share_platinum == 0)
{
sprintf (buf,
"$n splits %d gold and %d silver coins. giving you %d gold and %d silver.\n\r",
amount_gold - extra_gold, amount_silver,
share_gold, share_silver);
}
else
{
sprintf (buf,
"$n splits %d platinum, %d gold and %d silver coins. giving you %d platinum, %d gold and %d silver.\n\r",
amount_platinum - extra_platinum, amount_gold - extra_gold, amount_silver,
share_platinum, share_gold, share_silver);
}
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (gch != ch && is_same_group (gch, ch) && !IS_AFFECTED (gch, AFF_CHARM))
{
act (buf, ch, NULL, gch, TO_VICT);
add_cost (gch, share_platinum, VALUE_PLATINUM);
add_cost (gch, share_gold, VALUE_GOLD);
add_cost (gch, share_silver, VALUE_SILVER);
}
}
return;
}
void
do_gtell (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
CHAR_DATA *gch;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
send_to_char ("Tell your group what?\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_NOTELL))
{
send_to_char ("Your message didn't get through!\n\r", ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL (ch)))
{
send_to_char ("Just keep your nose in the corner like a good little player.\n\r", ch);
return;
}
if (IS_SET (ch->comm, COMM_QUIET))
{
send_to_char ("You must turn off quiet mode first.\n\r", ch);
return;
}
/*if (IS_SET (ch->comm, COMM_NOCHANNELS))
{
send_to_char ("The gods have revoked your channel priviliges.\n\r", ch);
return;
}*/
/*
* Note use of send_to_char, so gtell works on sleepers.
*/
/* Drunk code */
if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 0)
{
argument = makedrunk (ch, argument);
}
}
sprintf (buf, "%s tells the group '{P%s{x'\n\r", ch->name, argument);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (is_same_group (gch, ch))
send_to_char (buf, gch);
}
return;
}
/*
* It is very important that this be an equivalence relation:
* (1) A ~ A
* (2) if A ~ B then B ~ A
* (3) if A ~ B and B ~ C, then A ~ C
*/
bool
is_same_group (CHAR_DATA * ach, CHAR_DATA * bch)
{
if (ach == NULL || bch == NULL)
return FALSE;
if (ach->leader != NULL)
ach = ach->leader;
if (bch->leader != NULL)
bch = bch->leader;
return ach == bch;
}
/*
* Colour setting and unsetting, way cool, Lope Oct '94
*/
void
do_colour (CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
int ccolor;
argument = one_argument (argument, arg);
if (!*arg)
{
if (!IS_SET (ch->act, PLR_COLOUR))
{
SET_BIT (ch->act, PLR_COLOUR);
send_to_char ("{BC{Ro{Yl{Co{Mu{Gr{x is now {RON{x, Way Cool!\n\r", ch);
}
else
{
send_to_char_bw ("Colour is now OFF, <sigh>\n\r", ch);
REMOVE_BIT (ch->act, PLR_COLOUR);
}
}
else if (!str_prefix (arg, "list"))
{
send_to_char ("\n\rColors:\n\r", ch);
send_to_char (" 0 - Reset 9 - Bright Red\n\r", ch);
send_to_char (" 1 - Red 10 - Bright Green\n\r", ch);
send_to_char (" 2 - Green 11 - Yellow\n\r", ch);
send_to_char (" 3 - Brown 12 - Bright Blue\n\r", ch);
send_to_char (" 4 - Blue 13 - Bright Magenta\n\r", ch);
send_to_char (" 5 - Magenta 14 - Bright Cyan\n\r", ch);
send_to_char (" 6 - Cyan 15 - Bright White\n\r", ch);
send_to_char (" 7 - White 16 - Black\n\r", ch);
send_to_char (" 8 - Grey 17 - None\n\r", ch);
send_to_char ("Channels:\n\r", ch);
send_to_char (" auction clan clan\n\r", ch);
send_to_char (" ic grats gtell\n\r", ch);
send_to_char (" immtalk music ask\n\r", ch);
send_to_char (" quote say shout\n\r", ch);
send_to_char (" tell wiznet mobsay\n\r", ch);
send_to_char (" room condition fight\n\r", ch);
send_to_char (" opponent witness disarm\n\r", ch);
send_to_char (" qgossip cgossip chat\n\r", ch);
send_to_char ("For a more detailed list, see HELP COLORS\n\r", ch);
send_to_char ("For a list of current settings, see HELP SETTINGS\n\r", ch);
}
else if (!strcmp (arg, "0"))
{
ch->color = 0;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "1"))
{
ch->color = 1;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "2"))
{
ch->color = 2;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "3"))
{
ch->color = 3;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "4"))
{
ch->color = 4;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "5"))
{
ch->color = 5;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "6"))
{
ch->color = 6;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "7"))
{
ch->color = 7;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "8"))
{
ch->color = 8;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "9"))
{
ch->color = 9;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "10"))
{
ch->color = 10;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "11"))
{
ch->color = 11;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "12"))
{
ch->color = 12;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "13"))
{
ch->color = 13;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "14"))
{
ch->color = 14;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "15"))
{
ch->color = 15;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "16"))
{
ch->color = 16;
send_to_char ("{xOK\n\r", ch);
}
else if (!strcmp (arg, "17"))
{
ch->color = 0;
send_to_char ("{xOK\n\r", ch);
}
else if (argument[0] == '\0')
{
send_to_char ("Syntax: color {{list|#|<channel> #}\n\r", ch);
}
else if (!is_number (argument))
{
send_to_char ("Syntax: color {{list|#|<channel> #}\n\r", ch);
}
else
{
ccolor = atoi (argument);
if (ccolor >= 18)
{
send_to_char ("Color number must be 0-17\n\r", ch);
return;
}
if (!str_prefix (arg, "auction"))
{
ch->color_auc = ccolor;
send_to_char ("auction channel set.\n\r", ch);
}
else if (!str_prefix (arg, "clan"))
{
ch->color_cgo = ccolor;
send_to_char ("clan channel set.\n\r", ch);
}
else if (!str_prefix (arg, "chat"))
{
ch->color_chat = ccolor;
send_to_char ("chat channel set.\n\r", ch);
}
else if (!str_prefix (arg, "clan"))
{
ch->color_cla = ccolor;
send_to_char ("clan talk channel set.\n\r", ch);
}
else if (!str_prefix (arg, "ic"))
{
ch->color_gos = ccolor;
send_to_char ("IC channel set.\n\r", ch);
}
else if (!str_prefix (arg, "grats"))
{
ch->color_gra = ccolor;
send_to_char ("grats channel set.\n\r", ch);
}
else if (!str_prefix (arg, "gtell"))
{
ch->color_gte = ccolor;
send_to_char ("group tell channel set.\n\r", ch);
}
else if (!str_prefix (arg, "immtalk"))
{
ch->color_imm = ccolor;
send_to_char ("immortal talk channel set.\n\r", ch);
}
else if (!str_prefix (arg, "music"))
{
ch->color_mus = ccolor;
send_to_char ("music channel set.\n\r", ch);
}
else if (!str_prefix (arg, "ask"))
{
ch->color_que = ccolor;
send_to_char ("question/answer channel set.\n\r", ch);
}
else if (!str_prefix (arg, "quote"))
{
ch->color_quo = ccolor;
send_to_char ("quote channel set.\n\r", ch);
}
else if (!str_prefix (arg, "say"))
{
ch->color_say = ccolor;
send_to_char ("say channel set.\n\r", ch);
}
else if (!str_prefix (arg, "shout"))
{
ch->color_sho = ccolor;
send_to_char ("shout/yell channel set.\n\r", ch);
}
else if (!str_prefix (arg, "tell"))
{
ch->color_tel = ccolor;
send_to_char ("tell/reply channel set.\n\r", ch);
}
else if (!str_prefix (arg, "wiznet"))
{
ch->color_wiz = ccolor;
send_to_char ("wiznet channel set.\n\r", ch);
}
else if (!str_prefix (arg, "mobsay"))
{
ch->color_mob = ccolor;
send_to_char ("mobile talk channel set.\n\r", ch);
}
else if (!str_prefix (arg, "room"))
{
ch->color_roo = ccolor;
send_to_char ("room name display set.\n\r", ch);
}
else if (!str_prefix (arg, "condition"))
{
ch->color_con = ccolor;
send_to_char ("character condition display set.\n\r", ch);
}
else if (!str_prefix (arg, "fight"))
{
ch->color_fig = ccolor;
send_to_char ("your fight actions set.\n\r", ch);
}
else if (!str_prefix (arg, "opponent"))
{
ch->color_opp = ccolor;
send_to_char ("opponents fight actions set.\n\r", ch);
}
else if (!str_prefix (arg, "disarm"))
{
ch->color_dis = ccolor;
send_to_char ("disarm display set.\n\r", ch);
}
else if (!str_prefix (arg, "witness"))
{
ch->color_wit = ccolor;
send_to_char ("witness fight actions set.\n\r", ch);
}
else if (!str_prefix (arg, "qgossip"))
{
ch->color_qgo = ccolor;
send_to_char ("quest gossip channel set.\n\r", ch);
}
else
{
send_to_char ("Syntax: color {{list|#|<channel> #}\n\r", ch);
}
}
return;
}
void
do_pray (CHAR_DATA * ch, char *argument)
{
char buf[MAX_CHANNEL_LENGTH];
DESCRIPTOR_DATA *d;
if (argument[0] == '{' && argument[1] == '\0')
return;
if (argument[0] == '\0')
{
if (IS_SET (ch->comm, SHD_NOPRAY))
{
send_to_char ("Pray channel is now ON\n\r", ch);
REMOVE_BIT (ch->comm, SHD_NOPRAY);
}
else
{
send_to_char ("Pray channel is now OFF\n\r", ch);
SET_BIT (ch->comm, SHD_NOPRAY);
}
return;
}
REMOVE_BIT (ch->comm, SHD_NOPRAY);
sprintf (buf, "{y$n{c %s{x", argument);
act_new ("{3[{VPRAY{3]{x $n '{V$t{x'", ch, argument, NULL, TO_CHAR, POS_DEAD);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING
&& IS_IMMORTAL (d->character)
&& !IS_SET (d->character->comm, SHD_NOPRAY)
&& !IS_SET (d->character->comm, COMM_QUIET))
{
act_new ("{3[$g{3]{%-{3[{VPRAY{3]{V $n '{V$t{x'", ch, argument, d->character, TO_VICT, POS_DEAD);
}
/*else if (d->connected == CON_PLAYING
&& (ch->god == d->character->god)
&& !IS_SET (d->character->comm, SHD_NOPRAY)
&& !IS_SET (d->character->comm, COMM_QUIET))
{
act_new ("{3[{VPRAY{3]{V $n '{V$t{x'", ch, argument, d->character, TO_VICT, POS_DEAD);
}*/
}
return;
}