/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include <unistd.h>
/*
* Local functions.
*/
ROOM_INDEX_DATA *find_location args (( CHAR_DATA * ch, char *arg ));
void call_all args (( CHAR_DATA * ch ));
void init_descriptor args (( DESCRIPTOR_DATA * dnew, int desc ));
void do_resetarea(CHAR_DATA * ch, char *argument)
{
send_to_char("You patiently twiddle your thumbs, waiting for the reset.\n\r", ch);
area_update();
}
void do_tick(CHAR_DATA * ch, char *argument)
{
send_to_char("TICK! Now wasn't that fun for you.\n\r", ch);
weather_update();
char_update();
obj_update();
area_update();
room_update();
update_pos(ch);
}
/* show linkdeads - code by Marlow */
void do_linkdead(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *gch;
char buf[MAX_STRING_LENGTH];
bool found = FALSE;
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch) || gch->desc)
continue;
found = TRUE;
sprintf(buf, "Name: %12s. (Room: %5d)\n\r", gch->name, gch->in_room == NULL ? : gch->in_room->vnum);
send_to_char(buf, ch);
}
if (!found)
send_to_char("No Linkdead Players found\n\r", ch);
return;
}
void do_pset(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char arg4[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int value;
smash_tilde(argument);
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
argument = one_argument(argument, arg3);
strcpy(arg4, argument);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("#7Syntax: pset <victim> <area> <field> <value>\n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7Area being one of:\n\r", ch);
send_to_char(" #yquest quest+ quest- weapon immune beast\n\r", ch);
send_to_char(" #yblue red yellow green purple \n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7Field being one of:\n\r", ch);
send_to_char("#yWeapon: slice stab slash whip claw blast\n\r", ch);
send_to_char("#yWeapon: pound crush grep bite pierce suck \n\r", ch);
send_to_char("#yImmune: slash stab smash animal misc charm\n\r", ch);
send_to_char("#yImmune: heat cold acid summon\n\r", ch);
send_to_char("#yImmune: hurl backstab shielded kick disarm\n\r", ch);
send_to_char("#yImmune: steal sleep drain sunlight\n\r", ch);
send_to_char("#y racelevel remortnumberall#n\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
/*
* Snarf the value (which need not be numeric).
*/
value = is_number(arg3) ? atoi(arg3) : -1;
/*
* Set something.
*/
if (!str_cmp(arg2, "quest"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 1 || value > 99999)
{
send_to_char("Quest range is 1 to 99999.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->quest = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "sphereammount"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 0 || value > 5)
{
send_to_char("Sphere ammount range is 1 to 5.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcsphereammount= value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "racelevel"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 1 || value > 200)
{
send_to_char("Quest range is 1 to 100.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcRaceLevel = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "remortnumber"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 1 || value > 3)
{
send_to_char("Quest range is 1 to 100.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcremort = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "quest+"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 1 || value + victim->pcdata->quest > 99999)
{
send_to_char("Quest range is 1 to 99999.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->quest += value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "quest-"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (victim->pcdata->quest - value < 1 || value > 99999)
{
send_to_char("Quest range is 1 to 99999.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->quest -= value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "purple"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->spl[PURPLE_MAGIC] = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "stances"))
{
int i;
if (IS_NPC(victim))
return;
if (value > 200 || value < 0)
return;
for (i = 1; i < 18; i++)
victim->stance[i] = value;
return;
}
if (!str_cmp(arg2, "spells"))
{
if (IS_NPC(victim))
return;
if (!IS_CREATOR(ch))
{
do_pset(ch, "");
return;
}
if (value > 32000 || value < -32000)
return;
victim->spl[RED_MAGIC] = value;
victim->spl[PURPLE_MAGIC] = value;
victim->spl[GREEN_MAGIC] = value;
victim->spl[BLUE_MAGIC] = value;
victim->spl[YELLOW_MAGIC] = value;
return;
}
if (!str_cmp(arg2, "red"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->spl[RED_MAGIC] = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "blue"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->spl[BLUE_MAGIC] = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "green"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->spl[GREEN_MAGIC] = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "yellow"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->spl[YELLOW_MAGIC] = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "immune"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (arg3 == '\0')
{
send_to_char("pset <victim> immune <immunity>.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
if (!str_cmp(arg3, "slash"))
{
if (IS_SET(victim->immune, IMM_SLASH))
{
REMOVE_BIT(victim->immune, IMM_SLASH);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_SLASH);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "stab"))
{
if (IS_SET(victim->immune, IMM_STAB))
{
REMOVE_BIT(victim->immune, IMM_STAB);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_STAB);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "smash"))
{
if (IS_SET(victim->immune, IMM_SMASH))
{
REMOVE_BIT(victim->immune, IMM_SMASH);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_SMASH);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "anmial"))
{
if (IS_SET(victim->immune, IMM_ANIMAL))
{
REMOVE_BIT(victim->immune, IMM_ANIMAL);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_ANIMAL);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "misc"))
{
if (IS_SET(victim->immune, IMM_MISC))
{
REMOVE_BIT(victim->immune, IMM_MISC);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_MISC);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "charm"))
{
if (IS_SET(victim->immune, IMM_CHARM))
{
REMOVE_BIT(victim->immune, IMM_CHARM);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_CHARM);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "heat"))
{
if (IS_SET(victim->immune, IMM_HEAT))
{
REMOVE_BIT(victim->immune, IMM_HEAT);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_HEAT);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "cold"))
{
if (IS_SET(victim->immune, IMM_COLD))
{
REMOVE_BIT(victim->immune, IMM_COLD);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_COLD);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "lightning"))
{
if (IS_SET(victim->immune, IMM_LIGHTNING))
{
REMOVE_BIT(victim->immune, IMM_LIGHTNING);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_LIGHTNING);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "acid"))
{
if (IS_SET(victim->immune, IMM_ACID))
{
REMOVE_BIT(victim->immune, IMM_ACID);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_ACID);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "shield"))
{
if (IS_SET(victim->immune, IMM_SHIELDED))
{
REMOVE_BIT(victim->immune, IMM_SHIELDED);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_SHIELDED);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "hurl"))
{
if (IS_SET(victim->immune, IMM_HURL))
{
REMOVE_BIT(victim->immune, IMM_HURL);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_HURL);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "backstab"))
{
if (IS_SET(victim->immune, IMM_BACKSTAB))
{
REMOVE_BIT(victim->immune, IMM_BACKSTAB);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_BACKSTAB);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "kick"))
{
if (IS_SET(victim->immune, IMM_KICK))
{
REMOVE_BIT(victim->immune, IMM_KICK);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_KICK);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "disarm"))
{
if (IS_SET(victim->immune, IMM_DISARM))
{
REMOVE_BIT(victim->immune, IMM_DISARM);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_DISARM);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "steal"))
{
if (IS_SET(victim->immune, IMM_STEAL))
{
REMOVE_BIT(victim->immune, IMM_STEAL);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_STEAL);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "sleep"))
{
if (IS_SET(victim->immune, IMM_SLEEP))
{
REMOVE_BIT(victim->immune, IMM_SLEEP);
send_to_char("Ok Immunity Removed.\n\r", ch);
return;
}
else
{
SET_BIT(victim->immune, IMM_SLEEP);
send_to_char("Ok Immunity Added.\n\r", ch);
return;
}
}
if (!str_cmp(arg3, "all"))
{
SET_BIT(victim->immune, IMM_DRAIN);
SET_BIT(victim->immune, IMM_SLASH);
SET_BIT(victim->immune, IMM_STAB);
SET_BIT(victim->immune, IMM_SMASH);
SET_BIT(victim->immune, IMM_ANIMAL);
SET_BIT(victim->immune, IMM_MISC);
SET_BIT(victim->immune, IMM_CHARM);
SET_BIT(victim->immune, IMM_HEAT);
SET_BIT(victim->immune, IMM_COLD);
SET_BIT(victim->immune, IMM_LIGHTNING);
SET_BIT(victim->immune, IMM_ACID);
SET_BIT(victim->immune, IMM_HURL);
SET_BIT(victim->immune, IMM_BACKSTAB);
SET_BIT(victim->immune, IMM_KICK);
SET_BIT(victim->immune, IMM_DISARM);
SET_BIT(victim->immune, IMM_STEAL);
SET_BIT(victim->immune, IMM_SLEEP);
send_to_char("Ok All Immunities Added.\n\r", ch);
return;
}
send_to_char("No such immunity exists.\n\r", ch);
return;
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "weapon"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
argument = one_argument(argument, arg4);
/*
* Snarf the value (which need not be numeric).
*/
value = is_number(arg4) ? atoi(arg4) : -1;
if (value < 0 || value > 2000)
{
send_to_char("Weapon skill range is 0 to 2000.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
if (!str_cmp(arg3, "unarmed"))
{
victim->wpn[0] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "slice"))
{
victim->wpn[1] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "stab"))
{
victim->wpn[2] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "slash"))
{
victim->wpn[3] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "whip"))
{
victim->wpn[4] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "claw"))
{
victim->wpn[5] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "blast"))
{
victim->wpn[6] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "pound"))
{
victim->wpn[7] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "crush"))
{
victim->wpn[8] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "grep"))
{
victim->wpn[9] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "bite"))
{
victim->wpn[10] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "pierce"))
{
victim->wpn[11] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "suck"))
{
victim->wpn[12] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg3, "all"))
{
victim->wpn[0] = value;
victim->wpn[1] = value;
victim->wpn[2] = value;
victim->wpn[3] = value;
victim->wpn[4] = value;
victim->wpn[5] = value;
victim->wpn[6] = value;
victim->wpn[7] = value;
victim->wpn[8] = value;
victim->wpn[8] = value;
victim->wpn[9] = value;
victim->wpn[10] = value;
victim->wpn[11] = value;
victim->wpn[12] = value;
send_to_char("Ok.\n\r", ch);
return;
}
send_to_char("No such weapon skill exists.\n\r", ch);
return;
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
/*
* Generate usage message.
*/
do_pset(ch, "");
return;
}
void do_paradox(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Paradox whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
paradox(victim);
send_to_char("Done!\n\r", ch);
}
else
send_to_char("Not on NPCs.\n\r", ch);
return;
}
void paradox(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
send_to_char("The sins of your past strike back!\n\r", ch);
send_to_char("The paradox has come for your soul!\n\r", ch);
if (ch->sex == SEX_MALE)
sprintf(buf, "#C%s #pscreams in agony as the #RP#Ga#RR#Ga#RD#Go#RX#p wrecks his puny mortal body#n", ch->name);
else
sprintf(buf, "#C%s #pscreams in agony as the #RP#Ga#RR#Ga#RD#Go#RX#p wrecks her puny mortal body#n", ch->name);
do_info(ch, buf);
ch->hit = -10;
ch->max_move = (ch->max_move * 90) / 100;
ch->max_mana = (ch->max_mana * 90) / 100;
update_pos(ch);
do_escape(ch, "");
SET_BIT(ch->extra, TIED_UP);
SET_BIT(ch->extra, GAGGED);
SET_BIT(ch->extra, BLINDFOLDED);
return;
}
void do_wizhelp(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int cmd;
int col;
col = 0;
for (cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++)
{
if (cmd_table[cmd].level > LEVEL_HERO && cmd_table[cmd].level <= get_trust(ch))
{
sprintf(buf, "%-12s", cmd_table[cmd].name);
send_to_char(buf, ch);
if (++col % 6 == 0)
send_to_char("\n\r", ch);
}
}
if (col % 6 != 0)
send_to_char("\n\r", ch);
return;
}
void do_bamfin(CHAR_DATA * ch, char *argument)
{
if (!IS_NPC(ch))
{
smash_tilde(argument);
free_string(ch->pcdata->bamfin);
ch->pcdata->bamfin = str_dup(argument);
send_to_char("Ok.\n\r", ch);
}
return;
}
void do_bamfout(CHAR_DATA * ch, char *argument)
{
if (!IS_NPC(ch))
{
smash_tilde(argument);
free_string(ch->pcdata->bamfout);
ch->pcdata->bamfout = str_dup(argument);
send_to_char("Ok.\n\r", ch);
}
return;
}
void do_nosummon(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Do you wish to switch summon ON or OFF?\n\r", ch);
return;
}
if (IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg, "off"))
{
REMOVE_BIT(ch->immune, IMM_SUMMON);
send_to_char("You now cant be the target of summon and portal.\n\r", ch);
}
else if (!IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg, "off"))
{
send_to_char("But it is already off!\n\r", ch);
return;
}
else if (!IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg, "on"))
{
SET_BIT(ch->immune, IMM_SUMMON);
send_to_char("You now can be the target of summon and portal.\n\r", ch);
}
else if (IS_IMMUNE(ch, IMM_SUMMON) && !str_cmp(arg, "on"))
{
send_to_char("But it is already on!\n\r", ch);
return;
}
else
send_to_char("Do you wish to switch it ON or OFF?\n\r", ch);
return;
}
void do_transport(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Do you wish to switch transport ON or OFF?\n\r", ch);
return;
}
if (IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg, "off"))
{
REMOVE_BIT(ch->immune, IMM_TRANSPORT);
send_to_char("You can no longer be the target of transport spells.\n\r", ch);
}
else if (!IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg, "off"))
{
send_to_char("But it is already off!\n\r", ch);
return;
}
else if (!IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg, "on"))
{
SET_BIT(ch->immune, IMM_TRANSPORT);
send_to_char("You can now be the target of transport spells.\n\r", ch);
}
else if (IS_IMMUNE(ch, IMM_TRANSPORT) && !str_cmp(arg, "on"))
{
send_to_char("But it is already on!\n\r", ch);
return;
}
else
send_to_char("Do you wish to switch it ON or OFF?\n\r", ch);
return;
}
void do_deny(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int days;
argument = one_argument(argument, arg);
one_argument(argument, arg2);
if (arg[0] == '\0')
{
send_to_char("Deny whom?\n\r", ch);
return;
}
days = atoi(arg2);
if (days < 1 || days > 10)
{
send_to_char("Between 1 and 10 days please.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (get_trust(victim) >= get_trust(ch))
{
send_to_char("You failed.\n\r", ch);
return;
}
SET_BIT(victim->act, PLR_DENY);
victim->pcdata->denied = current_time + (days * 24L * 3600L);
sprintf(buf, "You have been denied access for %d days.\n\r", days);
send_to_char(buf, victim);
send_to_char("OK.\n\r", ch);
victim->fight_timer = 0;
victim->position = POS_STANDING;
do_quit(victim, "");
return;
}
void do_disconnect(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Disconnect whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim->desc == NULL)
{
act("$N doesn't have a descriptor.", ch, NULL, victim, TO_CHAR);
return;
}
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d == victim->desc)
{
close_socket(d);
send_to_char("Ok.\n\r", ch);
return;
}
}
bug("Do_disconnect: desc not found.", 0);
send_to_char("Descriptor not found!\n\r", ch);
return;
}
void do_info(CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
if (argument[0] == '\0')
{
return;
}
sprintf(buf, "#C<- #RInfo #C->#n %s\n\r", argument);
sprintf(buf2, "#C<- #RInfo #C->#n %s", argument);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING && d->character != NULL && !IS_SET(d->character->deaf, CHANNEL_INFO))
{
send_to_char(buf, d->character);
}
}
return;
}
void logchan(char *argument)
{
CHAR_DATA *ch;
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
return;
}
for (d = descriptor_list; d != NULL; d = d->next)
{
if ((ch = d->character) == NULL)
continue;
if ((d->connected == CON_PLAYING) && IS_JUDGE(ch) && !IS_SET(ch->deaf, CHANNEL_LOG))
{
send_to_char("[", ch);
send_to_char(argument, ch);
send_to_char("]\n\r", ch);
}
}
return;
}
void do_echo(CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
send_to_char("Echo what?\n\r", ch);
return;
}
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING)
{
send_to_char(argument, d->character);
send_to_char("\n\r", d->character);
}
}
return;
}
void do_recho(CHAR_DATA * ch, char *argument)
{
DESCRIPTOR_DATA *d;
if (argument[0] == '\0')
{
send_to_char("Recho what?\n\r", ch);
return;
}
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING && d->character->in_room == ch->in_room)
{
send_to_char(argument, d->character);
send_to_char("\n\r", d->character);
}
}
return;
}
ROOM_INDEX_DATA *find_location(CHAR_DATA * ch, char *arg)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
if (is_number(arg))
return get_room_index(atoi(arg));
if ((victim = get_char_world(ch, arg)) != NULL)
if (can_see(ch, victim))
return victim->in_room;
if ((obj = get_obj_world(ch, arg)) != NULL && obj->in_room != NULL)
return obj->in_room;
if (obj != NULL && obj->carried_by != NULL && obj->carried_by->in_room != NULL)
return obj->carried_by->in_room;
if (obj != NULL && obj->in_obj != NULL && obj->in_obj->in_room != NULL)
return obj->in_obj->in_room;
if (obj != NULL && obj->in_obj != NULL && obj->in_obj->carried_by && obj->in_obj->carried_by->in_room != NULL)
return obj->in_obj->carried_by->in_room;
return NULL;
}
void do_transfer(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
CHAR_DATA *mount;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0')
{
send_to_char("Transfer whom (and where)?\n\r", ch);
return;
}
if (!str_cmp(arg1, "all"))
{
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && can_see(ch, d->character))
{
char buf[MAX_STRING_LENGTH];
sprintf(buf, "%s %s", d->character->name, arg2);
do_transfer(ch, buf);
}
}
return;
}
/*
* Thanks to Grodyn for the optional location parameter.
*/
if (arg2[0] == '\0')
{
location = ch->in_room;
}
else
{
if ((location = find_location(ch, arg2)) == NULL)
{
send_to_char("No such location.\n\r", ch);
return;
}
if (room_is_private(location))
{
send_to_char("That room is private right now.\n\r", ch);
return;
}
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim->in_room == NULL)
{
send_to_char("They are in limbo.\n\r", ch);
return;
}
if (victim->fighting != NULL)
stop_fighting(victim, TRUE);
act("$n disappears in a mushroom cloud.", victim, NULL, NULL, TO_ROOM);
char_from_room(victim);
char_to_room(victim, location);
act("$n arrives from a puff of smoke.", victim, NULL, NULL, TO_ROOM);
if (ch != victim)
act("$n has transferred you.", ch, NULL, victim, TO_VICT);
do_look(victim, "auto");
send_to_char("Ok.\n\r", ch);
if ((mount = victim->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, get_room_index(victim->in_room->vnum));
if (ch != mount)
act("$n has transferred you.", ch, NULL, mount, TO_VICT);
do_look(mount, "auto");
}
void do_at(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
ROOM_INDEX_DATA *original;
CHAR_DATA *wch;
argument = one_argument(argument, arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("At where what?\n\r", ch);
return;
}
if ((location = find_location(ch, arg)) == NULL)
{
send_to_char("No such location.\n\r", ch);
return;
}
if (room_is_private(location))
{
send_to_char("That room is private right now.\n\r", ch);
return;
}
original = ch->in_room;
char_from_room(ch);
char_to_room(ch, location);
interpret(ch, argument);
/*
* See if 'ch' still exists before continuing!
* Handles 'at XXXX quit' case.
*/
for (wch = char_list; wch != NULL; wch = wch->next)
{
if (wch == ch)
{
char_from_room(ch);
char_to_room(ch, original);
break;
}
}
return;
}
void do_goto(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
ROOM_INDEX_DATA *in_room;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Goto where?\n\r", ch);
return;
}
if ((location = find_location(ch, arg)) == NULL)
{
stc("No such location.\n\r", ch);
return;
}
in_room = ch->in_room;
if (ch->fighting)
stop_fighting(ch, TRUE);
if (!IS_SET(ch->act, PLR_WIZINVIS))
act("$n $T", ch, NULL, (ch->pcdata && ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "leaves in a swirling mist.", TO_ROOM);
char_from_room(ch);
char_to_room(ch, location);
if (!IS_SET(ch->act, PLR_WIZINVIS))
act("$n $T", ch, NULL, (ch->pcdata && ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "appears in a swirling mist.", TO_ROOM);
do_look(ch, "auto");
if (ch->in_room == in_room)
return;
return;
}
void do_rstat(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
OBJ_DATA *obj;
CHAR_DATA *rch;
int door;
one_argument(argument, arg);
location = (arg[0] == '\0') ? ch->in_room : find_location(ch, arg);
if (location == NULL)
{
send_to_char("No such location.\n\r", ch);
return;
}
if (ch->in_room != location && room_is_private(location))
{
send_to_char("That room is private right now.\n\r", ch);
return;
}
sprintf(buf, "Name: '%s.'\n\rArea: '%s'.\n\r", location->name, location->area->name);
send_to_char(buf, ch);
sprintf(buf, "Vnum: %d. Sector: %d. Light: %d.\n\r", location->vnum, location->sector_type, location->light);
send_to_char(buf, ch);
sprintf(buf, "Room flags: %d.\n\rDescription:\n\r%s", location->room_flags, location->description);
send_to_char(buf, ch);
if (location->extra_descr != NULL)
{
EXTRA_DESCR_DATA *ed;
send_to_char("Extra description keywords: '", ch);
for (ed = location->extra_descr; ed; ed = ed->next)
{
send_to_char(ed->keyword, ch);
if (ed->next != NULL)
send_to_char(" ", ch);
}
send_to_char("'.\n\r", ch);
}
send_to_char("Characters:", ch);
for (rch = location->people; rch; rch = rch->next_in_room)
{
send_to_char(" ", ch);
one_argument(rch->name, buf);
send_to_char(buf, ch);
}
send_to_char(".\n\rObjects: ", ch);
for (obj = location->contents; obj; obj = obj->next_content)
{
send_to_char(" ", ch);
one_argument(obj->name, buf);
send_to_char(buf, ch);
}
send_to_char(".\n\r", ch);
for (door = 0; door <= 5; door++)
{
EXIT_DATA *pexit;
if ((pexit = location->exit[door]) != NULL)
{
sprintf(buf,
"Door: %d. To: %d. Key: %d. Exit flags: %d.\n\rKeyword: '%s'. Description: %s",
door, pexit->to_room != NULL ? pexit->to_room->vnum : 0, pexit->key, pexit->exit_info, pexit->keyword, pexit->description[0] != '\0' ? pexit->description : "(none).\n\r");
send_to_char(buf, ch);
}
}
return;
}
void do_ostat(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char nm1[40];
char nm2[40];
AFFECT_DATA *paf;
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Ostat what?\n\r", ch);
return;
}
if ((obj = get_obj_world(ch, arg)) == NULL)
{
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
sprintf(nm1, obj->questmaker);
else
sprintf(nm1, "None");
if (obj->questowner != NULL && strlen(obj->questowner) > 1)
sprintf(nm2, obj->questowner);
else
sprintf(nm2, "None");
sprintf(buf, "Name: %s.\n\r", obj->name);
send_to_char(buf, ch);
sprintf(buf, "Vnum: %d. Type: %s.\n\r", obj->pIndexData->vnum, item_type_name(obj));
send_to_char(buf, ch);
sprintf(buf, "Short description: %s.\n\rLong description: %s\n\r", obj->short_descr, obj->description);
send_to_char(buf, ch);
sprintf(buf, "Object creator: %s. Object owner: %s. Quest points: %d.\n\r", nm1, nm2, obj->points);
send_to_char(buf, ch);
if (obj->quest != 0)
{
send_to_char("Quest selections:", ch);
if (IS_SET(obj->quest, QUEST_STR))
send_to_char(" Str", ch);
if (IS_SET(obj->quest, QUEST_DEX))
send_to_char(" Dex", ch);
if (IS_SET(obj->quest, QUEST_INT))
send_to_char(" Int", ch);
if (IS_SET(obj->quest, QUEST_WIS))
send_to_char(" Wis", ch);
if (IS_SET(obj->quest, QUEST_CON))
send_to_char(" Con", ch);
if (IS_SET(obj->quest, QUEST_HIT))
send_to_char(" Hp", ch);
if (IS_SET(obj->quest, QUEST_MANA))
send_to_char(" Mana", ch);
if (IS_SET(obj->quest, QUEST_MOVE))
send_to_char(" Move", ch);
if (IS_SET(obj->quest, QUEST_HITROLL))
send_to_char(" Hit", ch);
if (IS_SET(obj->quest, QUEST_DAMROLL))
send_to_char(" Dam", ch);
if (IS_SET(obj->quest, QUEST_AC))
send_to_char(" Ac", ch);
send_to_char(".\n\r", ch);
}
sprintf(buf, "Wear bits: %d. Extra bits: %s.\n\r", obj->wear_flags, extra_bit_name(obj->extra_flags));
send_to_char(buf, ch);
sprintf(buf, "Weight: %d/%d. OwnerID : %d.\n\r", obj->weight, get_obj_weight(obj), obj->ownerid);
send_to_char(buf, ch);
sprintf(buf, "Cost: %d. Timer: %d. Level: %d.\n\r", obj->cost, obj->timer, obj->level);
send_to_char(buf, ch);
sprintf(buf,
"In room: %d. In object: %s. Carried by: %s. Wear_loc: %d.\n\r",
obj->in_room == NULL ? 0 : obj->in_room->vnum, obj->in_obj == NULL ? "(none)" : obj->in_obj->short_descr, obj->carried_by == NULL ? "(none)" : obj->carried_by->name, obj->wear_loc);
send_to_char(buf, ch);
sprintf(buf, "Values: %d %d %d %d.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3]);
send_to_char(buf, ch);
if (obj->extra_descr != NULL || obj->pIndexData->extra_descr != NULL)
{
EXTRA_DESCR_DATA *ed;
send_to_char("Extra description keywords: '", ch);
for (ed = obj->extra_descr; ed != NULL; ed = ed->next)
{
send_to_char(ed->keyword, ch);
if (ed->next != NULL)
send_to_char(" ", ch);
}
for (ed = obj->pIndexData->extra_descr; ed != NULL; ed = ed->next)
{
send_to_char(ed->keyword, ch);
if (ed->next != NULL)
send_to_char(" ", ch);
}
send_to_char("'.\n\r", ch);
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
sprintf(buf, "Affects %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier);
send_to_char(buf, ch);
}
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
sprintf(buf, "Affects %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier);
send_to_char(buf, ch);
}
return;
}
void do_mstat(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
AFFECT_DATA *paf;
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Mstat whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
sprintf(buf, "Name: %s.\n\r", victim->name);
send_to_char(buf, ch);
sprintf(buf, "Vnum: %d. Sex: %s. Room: %d.\n\r",
IS_NPC(victim) ? victim->pIndexData->vnum : 0, victim->sex == SEX_MALE ? "male" : victim->sex == SEX_FEMALE ? "female" : "neutral", victim->in_room == NULL ? 0 : victim->in_room->vnum);
send_to_char(buf, ch);
sprintf(buf, "Str: %d. Int: %d. Wis: %d. Dex: %d. Con: %d.\n\r", get_curr_str(victim), get_curr_int(victim), get_curr_wis(victim), get_curr_dex(victim), get_curr_con(victim));
send_to_char(buf, ch);
sprintf(buf, "Hp: %d/%d. Mana: %d/%d. Move: %d/%d. Primal: %d.\n\r", victim->hit, victim->max_hit, victim->mana, victim->max_mana, victim->move, victim->max_move, victim->practice);
send_to_char(buf, ch);
sprintf(buf, "Lv: %d. Align: %d. AC: %d. Exp: %2.0f.\n\r", victim->level, victim->alignment, char_ac(victim), victim->exp);
send_to_char(buf, ch);
sprintf(buf, "Hitroll: %d. Damroll: %d. Position: %d.\n\r", char_hitroll(victim), char_damroll(victim), victim->position);
send_to_char(buf, ch);
sprintf(buf, "Fighting: %s.\n\r", victim->fighting ? victim->fighting->name : "(none)");
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
sprintf(buf,
"Thirst: %d. Full: %d. Drunk: %d. Saving throw: %d.\n\r",
victim->pcdata->condition[COND_THIRST], victim->pcdata->condition[COND_FULL], victim->pcdata->condition[COND_DRUNK], victim->saving_throw);
send_to_char(buf, ch);
}
sprintf(buf, "Carry number: %d. Carry weight: %d.\n\r", victim->carry_number, victim->carry_weight);
send_to_char(buf, ch);
sprintf(buf, "Age: %d. Played: %d. Timer: %d. Act: %d.\n\r", get_age(victim), (int) victim->played, victim->timer, victim->act);
send_to_char(buf, ch);
sprintf(buf, "Master: %s. Leader: %s. Affected by: %s.\n\r",
victim->master ? victim->master->name : "(none)", victim->leader ? victim->leader->name : "(none)", affect_bit_name(victim->affected_by));
send_to_char(buf, ch);
if (!IS_NPC(victim)) /* OLC */
{
sprintf(buf, "Security: %d.\n\r", victim->pcdata->security);
send_to_char(buf, ch);
}
sprintf(buf, "Short description: %s.\n\rLong description: %s", victim->short_descr, victim->long_descr[0] != '\0' ? victim->long_descr : "(none).\n\r");
send_to_char(buf, ch);
if (IS_NPC(victim) && victim->spec_fun != 0)
send_to_char("Mobile has spec fun.\n\r", ch);
for (paf = victim->affected; paf != NULL; paf = paf->next)
{
sprintf(buf,
"Spell: '%s' modifies %s by %d for %d hours with bits %s.\n\r",
skill_table[(int) paf->type].name, affect_loc_name(paf->location), paf->modifier, paf->duration, affect_bit_name(paf->bitvector));
send_to_char(buf, ch);
}
return;
}
void do_mfind(CHAR_DATA * ch, char *argument)
{
extern int top_mob_index;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
MOB_INDEX_DATA *pMobIndex;
int vnum;
int nMatch;
bool fAll;
bool found;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Mfind whom?\n\r", ch);
return;
}
fAll = FALSE;
found = FALSE;
nMatch = 0;
/*
* Yeah, so iterating over all vnum's takes 10,000 loops.
* Get_mob_index is fast, and I don't feel like threading another link.
* Do you?
* -- Furey
*/
for (vnum = 0; nMatch < top_mob_index; vnum++)
{
if ((pMobIndex = get_mob_index(vnum)) != NULL)
{
nMatch++;
if (fAll || is_name(arg, pMobIndex->player_name))
{
found = TRUE;
sprintf(buf, "[%5d] %s\n\r", pMobIndex->vnum, capitalize(pMobIndex->short_descr));
send_to_char(buf, ch);
}
}
}
if (!found)
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
void do_ofind(CHAR_DATA * ch, char *argument)
{
extern int top_obj_index;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
int vnum;
int nMatch;
bool fAll;
bool found;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Ofind what?\n\r", ch);
return;
}
fAll = FALSE;
found = FALSE;
nMatch = 0;
/*
* Yeah, so iterating over all vnum's takes 10,000 loops.
* Get_obj_index is fast, and I don't feel like threading another link.
* Do you?
* -- Furey
*/
for (vnum = 0; nMatch < top_obj_index; vnum++)
{
if ((pObjIndex = get_obj_index(vnum)) != NULL)
{
nMatch++;
if (fAll || is_name(arg, pObjIndex->name))
{
found = TRUE;
sprintf(buf, "[%5d] %s\n\r", pObjIndex->vnum, capitalize(pObjIndex->short_descr));
send_to_char(buf, ch);
}
}
}
if (!found)
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
void do_mwhere(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
bool found;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Mwhere whom?\n\r", ch);
return;
}
found = FALSE;
for (victim = char_list; victim != NULL; victim = victim->next)
{
if (IS_NPC(victim) && victim->in_room != NULL && is_name(arg, victim->name))
{
found = TRUE;
sprintf(buf, "[%5d] %-28s [%5d] %s\n\r", victim->pIndexData->vnum, victim->short_descr, victim->in_room->vnum, victim->in_room->name);
send_to_char(buf, ch);
}
}
if (!found)
act("You didn't find any $T.", ch, NULL, arg, TO_CHAR);
return;
}
void do_shutdow(CHAR_DATA * ch, char *argument)
{
send_to_char("If you want to SHUTDOWN, spell it out.\n\r", ch);
return;
}
void do_shutdown(CHAR_DATA * ch, char *argument)
{
extern bool merc_down;
CHAR_DATA *gch;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int i;
/*
* Store all mudwide data before doing anything else
*/
save_coreinfo();
/*
* Make sure all chars are ready for the shutdown
*/
do_restore(ch, "all");
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch))
continue;
/* Fix any possibly head/object forms */
if (IS_HEAD(gch, LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH))
{
REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
gch->morph = str_dup("");
gch->pcdata->chobj = NULL;
gch->pcdata->obj_vnum = 0;
char_from_room(gch);
char_to_room(gch, get_room_index(ROOM_VNUM_ALTAR));
}
/* Take care of possibly artifacts */
for (i = 0; i < MAX_WEAR; i++)
{
if ((obj = get_eq_char(gch, i)) != NULL)
{
if (IS_SET(obj->quest, QUEST_ARTIFACT))
unequip_char(gch, obj);
}
}
/* Make sure the player is saved with all his eq */
do_stand(gch, "");
do_call(gch, "all");
save_char_obj(gch);
}
sprintf(buf, "Shutdown by %s.", ch->name);
append_file(ch, SHUTDOWN_FILE, buf);
strcat(buf, "\n\r");
do_echo(ch, buf);
do_asave(ch, "changed");
merc_down = TRUE;
return;
}
void do_snoop(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Snoop whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim->desc == NULL)
{
send_to_char("No descriptor to snoop.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char("Cancelling all snoops.\n\r", ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->snoop_by == ch->desc)
d->snoop_by = NULL;
}
return;
}
if (victim->desc->snoop_by != NULL)
{
send_to_char("Busy already.\n\r", ch);
return;
}
if (get_trust(victim) >= get_trust(ch))
{
send_to_char("You failed.\n\r", ch);
return;
}
if (ch->desc != NULL)
{
for (d = ch->desc->snoop_by; d != NULL; d = d->snoop_by)
{
if (d->character == victim)
{
send_to_char("No snoop loops.\n\r", ch);
return;
}
}
}
victim->desc->snoop_by = ch->desc;
send_to_char("Ok.\n\r", ch);
return;
}
void do_mload(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0' || !is_number(arg))
{
send_to_char("Syntax: mload <vnum>.\n\r", ch);
return;
}
if ((pMobIndex = get_mob_index(atoi(arg))) == NULL)
{
send_to_char("No mob has that vnum.\n\r", ch);
return;
}
victim = create_mobile(pMobIndex);
char_to_room(victim, ch->in_room);
act("$n has created $N!", ch, NULL, victim, TO_ROOM);
act("You have created $N!", ch, NULL, victim, TO_CHAR);
return;
}
void do_pload(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *in_room;
bool fOld;
if (IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL)
return;
if (argument[0] == '\0')
{
send_to_char("Syntax: pload <name>.\n\r", ch);
return;
}
if (!check_parse_name(argument))
{
send_to_char("Thats an illegal name.\n\r", ch);
return;
}
if (!char_exists(FALSE, argument))
{
send_to_char("That player doesn't exist.\n\r", ch);
return;
}
argument[0] = UPPER(argument[0]);
sprintf(buf, "You transform into %s.\n\r", argument);
send_to_char(buf, ch);
sprintf(buf, "$n transforms into %s.", argument);
act(buf, ch, NULL, NULL, TO_ROOM);
d = ch->desc;
do_autosave(ch, "");
in_room = ch->in_room;
extract_char(ch, TRUE);
d->character = NULL;
fOld = load_char_obj(d, argument);
ch = d->character;
ch->next = char_list;
char_list = ch;
char_to_room(ch, in_room);
return;
}
void do_preturn(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
bool fOld;
if (IS_NPC(ch))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pload == NULL)
{
send_to_char("Huh?\n\r", ch);
return;
}
sprintf(arg, ch->pload);
if (strlen(arg) < 3 || strlen(arg) > 8)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!str_cmp(ch->name, arg))
{
send_to_char("Huh?\n\r", ch);
return;
}
d = ch->desc;
sprintf(buf, "You transform back into %s.\n\r", capitalize(ch->pload));
send_to_char(buf, ch);
sprintf(buf, "$n transforms back into %s.", capitalize(ch->pload));
act(buf, ch, NULL, NULL, TO_ROOM);
do_autosave(ch, "");
if (ch != NULL && ch->desc != NULL)
extract_char(ch, TRUE);
else if (ch != NULL)
extract_char(ch, TRUE);
if (ch->desc)
ch->desc->character = NULL;
/*
ch->next = char_list;
char_list = ch;
*/
fOld = load_char_obj(d, capitalize(arg));
if (ch->in_room != NULL)
char_to_room(ch, ch->in_room);
else
char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR));
free_string(ch->pload);
ch->pload = str_dup("");
return;
}
void do_oload(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
int level;
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || !is_number(arg1))
{
send_to_char("Syntax: oload <vnum> <level>.\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
level = get_trust(ch);
}
else
{
/*
* New feature from Alander.
*/
if (!is_number(arg2))
{
send_to_char("Syntax: oload <vnum> <level>.\n\r", ch);
return;
}
level = atoi(arg2);
if (level < 0 || level > get_trust(ch))
{
send_to_char("Limited to your trust level.\n\r", ch);
return;
}
}
if ((pObjIndex = get_obj_index(atoi(arg1))) == NULL)
{
send_to_char("No object has that vnum.\n\r", ch);
return;
}
obj = create_object(pObjIndex, level);
if (CAN_WEAR(obj, ITEM_TAKE))
{
obj_to_char(obj, ch);
act("$p appears in $n's hands!", ch, obj, NULL, TO_ROOM);
}
else
{
obj_to_room(obj, ch->in_room);
act("$n has created $p!", ch, obj, NULL, TO_ROOM);
}
act("You create $p.", ch, obj, NULL, TO_CHAR);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
void do_purge(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
one_argument(argument, arg);
if (arg[0] == '\0')
{
/* 'purge' */
CHAR_DATA *vnext;
for (victim = ch->in_room->people; victim != NULL; victim = vnext)
{
vnext = victim->next_in_room;
if (IS_NPC(victim) && victim->desc == NULL && (mount = victim->mount) == NULL)
extract_char(victim, TRUE);
}
act("$n purges the room!", ch, NULL, NULL, TO_ROOM);
send_to_char("Ok.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("Not on PC's.\n\r", ch);
return;
}
if (victim->desc != NULL)
{
send_to_char("Not on switched players.\n\r", ch);
return;
}
act("$n purges $N.", ch, NULL, victim, TO_NOTVICT);
extract_char(victim, TRUE);
return;
}
void do_trust(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int level;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: trust <char> <trust>.\n\r", ch);
send_to_char("Trust being one of: None, Builder, Questmaker, Enforcer, Judge, or Highjudge.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("That player is not here.\n\r", ch);
return;
}
if (!str_cmp(arg2, "none"))
level = 0;
else if (!str_cmp(arg2, "builder"))
level = 7;
else if (!str_cmp(arg2, "questmaker"))
level = 8;
else if (!str_cmp(arg2, "enforcer"))
level = 9;
else if (!str_cmp(arg2, "judge"))
level = 10;
else if (!str_cmp(arg2, "highjudge"))
level = 11;
else
{
send_to_char("Please enter: None, Builder, Questmaker, Enforcer, Judge, or Highjudge.\n\r", ch);
return;
}
if (level >= get_trust(ch))
{
send_to_char("Limited to below your trust.\n\r", ch);
return;
}
send_to_char("Ok.\n\r", ch);
victim->trust = level;
return;
}
void do_restore(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
one_argument(argument, arg);
if (get_trust(ch) >= MAX_LEVEL - 2 && !str_cmp(arg, "all"))
{
/* cure all */
for (d = descriptor_list; d != NULL; d = d->next)
{
victim = d->character;
if (victim == NULL || IS_NPC(victim))
continue;
{
if (IS_SET(victim->extra, TIED_UP))
REMOVE_BIT(victim->extra, TIED_UP);
affect_strip(victim, gsn_poison);
affect_strip(victim, gsn_blindness);
affect_strip(victim, gsn_curse);
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
update_pos(victim);
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
update_pos(victim);
if (victim->in_room != NULL)
act("$n has restored you.", ch, NULL, victim, TO_VICT);
}
}
send_to_char("All active players restored.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
update_pos(victim);
act("$n has restored you.", ch, NULL, victim, TO_VICT);
return;
}
void do_freeze(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Bitchslap whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (get_trust(victim) >= get_trust(ch))
{
send_to_char("You failed.\n\r", ch);
return;
}
if (IS_SET(victim->act, PLR_FREEZE))
{
REMOVE_BIT(victim->act, PLR_FREEZE);
send_to_char("You stop crying.\n\r", victim);
send_to_char("Crybaby removed.\n\r", ch);
}
else
{
SET_BIT(victim->act, PLR_FREEZE);
send_to_char("You recieve a BITCHSLAP, and start crying like the bitch you are!\n\r", victim);
send_to_char("Crybaby set.\n\r", ch);
}
save_char_obj(victim);
return;
}
void do_log(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Log whom?\n\r", ch);
return;
}
if (!str_cmp(arg, "all"))
{
if (fLogAll)
{
fLogAll = FALSE;
send_to_char("Log ALL off.\n\r", ch);
}
else
{
fLogAll = TRUE;
send_to_char("Log ALL on.\n\r", ch);
}
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
/*
* No level check, gods can log anyone.
*/
if (IS_SET(victim->act, PLR_LOG))
{
REMOVE_BIT(victim->act, PLR_LOG);
send_to_char("LOG removed.\n\r", ch);
}
else
{
SET_BIT(victim->act, PLR_LOG);
send_to_char("LOG set.\n\r", ch);
}
return;
}
void do_undeny(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char *oldname;
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *in_room;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Undeny whom?", ch);
return;
}
if ((victim = get_char_world(ch, arg)) != NULL)
{
send_to_char("They are already online.\n\r", ch);
return;
}
if (!char_exists(FALSE, arg))
{
send_to_char("They aren't here.\n\r", ch);
return;
}
oldname = str_dup(ch->pcdata->switchname);
d = ch->desc;
do_autosave(ch, "");
in_room = ch->in_room;
extract_char(ch, TRUE);
d->character = NULL;
load_char_obj(d, arg);
ch = d->character;
ch->next = char_list;
char_list = ch;
char_to_room(ch, in_room);
if (IS_SET(ch->act, PLR_DENY))
{
REMOVE_BIT(ch->act, PLR_DENY);
send_to_char("DENY removed.\n\r", ch);
}
else
{
send_to_char("They are not DENIED.\n\r", ch);
}
d = ch->desc;
do_autosave(ch, "");
in_room = ch->in_room;
extract_char(ch, TRUE);
d->character = NULL;
load_char_obj(d, oldname);
ch = d->character;
ch->next = char_list;
char_list = ch;
char_to_room(ch, in_room);
return;
}
void do_silence(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Silence whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (get_trust(victim) >= get_trust(ch))
{
send_to_char("You failed.\n\r", ch);
return;
}
if (IS_SET(victim->act, PLR_SILENCE))
{
REMOVE_BIT(victim->act, PLR_SILENCE);
// send_to_char( "You can use channels again.\n\r", victim );
send_to_char("SILENCE removed.\n\r", ch);
}
else
{
SET_BIT(victim->act, PLR_SILENCE);
// send_to_char( "You can't use channels!\n\r", victim );
send_to_char("SILENCE set.\n\r", ch);
}
return;
}
void do_peace(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *rch;
for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room)
{
if (rch->fighting != NULL)
stop_fighting(rch, TRUE);
}
return;
}
void do_ban(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
BAN_DATA *pban;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (arg[0] == '\0')
{
strcpy(buf, "Banned sites:\n\r");
for (pban = ban_list; pban != NULL; pban = pban->next)
{
strcat(buf, pban->name);
strcat(buf, " (");
strcat(buf, pban->reason);
strcat(buf, ")\n\r");
}
send_to_char(buf, ch);
return;
}
for (pban = ban_list; pban != NULL; pban = pban->next)
{
if (!str_cmp(arg, pban->name))
{
send_to_char("That site is already banned!\n\r", ch);
return;
}
}
if (ban_free == NULL)
{
pban = alloc_perm(sizeof(*pban));
}
else
{
pban = ban_free;
ban_free = ban_free->next;
}
pban->name = str_dup(arg);
if (argument[0] == '\0')
pban->reason = str_dup("no reason given");
else
pban->reason = str_dup(argument);
pban->next = ban_list;
ban_list = pban;
send_to_char("Ok.\n\r", ch);
save_bans();
return;
}
void do_allow(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
BAN_DATA *prev;
BAN_DATA *curr;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Remove which site from the ban list?\n\r", ch);
return;
}
prev = NULL;
for (curr = ban_list; curr != NULL; prev = curr, curr = curr->next)
{
if (!str_cmp(arg, curr->name))
{
if (prev == NULL)
ban_list = ban_list->next;
else
prev->next = curr->next;
free_string(curr->name);
free_string(curr->reason);
curr->next = ban_free;
ban_free = curr;
send_to_char("Ok.\n\r", ch);
save_bans();
return;
}
}
send_to_char("Site is not banned.\n\r", ch);
return;
}
void do_wizlock(CHAR_DATA * ch, char *argument)
{
extern bool wizlock;
wizlock = !wizlock;
if (wizlock)
send_to_char("Game wizlocked.\n\r", ch);
else
send_to_char("Game un-wizlocked.\n\r", ch);
return;
}
void do_closemud(CHAR_DATA * ch, char *argument)
{
extern bool wizlock;
wizlock = !wizlock;
if (wizlock)
send_to_char("Game wizlocked.\n\r", ch);
else
send_to_char("Game un-wizlocked.\n\r", ch);
return;
}
void do_slookup(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
int sn;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Slookup what?\n\r", ch);
return;
}
if (!str_cmp(arg, "all"))
{
for (sn = 0; sn < MAX_SKILL; sn++)
{
if (skill_table[sn].name == NULL)
break;
sprintf(buf, "Sn: %4d Slot: %4d Skill/spell: '%s'\n\r", sn, skill_table[sn].slot, skill_table[sn].name);
send_to_char(buf, ch);
}
}
else
{
if ((sn = skill_lookup(arg)) < 0)
{
send_to_char("No such skill or spell.\n\r", ch);
return;
}
sprintf(buf, "Sn: %4d Slot: %4d Skill/spell: '%s'\n\r", sn, skill_table[sn].slot, skill_table[sn].name);
send_to_char(buf, ch);
}
return;
}
void do_sset(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int value;
int sn;
bool fAll;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
argument = one_argument(argument, arg3);
if (arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0')
{
send_to_char("#7Syntax: sset <victim> <skill> <value>\n\r", ch);
send_to_char("#7or: sset <victim> all <value>\n\r", ch);
send_to_char("#ySkill being any skill or spell.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
fAll = !str_cmp(arg2, "all");
sn = 0;
if (!fAll && (sn = skill_lookup(arg2)) < 0)
{
send_to_char("No such skill or spell.\n\r", ch);
return;
}
/*
* Snarf the value.
*/
if (!is_number(arg3))
{
send_to_char("Value must be numeric.\n\r", ch);
return;
}
value = atoi(arg3);
if (value < 0 || value > 100)
{
send_to_char("Value range is 0 to 100.\n\r", ch);
return;
}
if (fAll)
{
for (sn = 0; sn < MAX_SKILL; sn++)
{
if (skill_table[sn].name != NULL)
victim->pcdata->learned[sn] = value;
}
}
else
{
victim->pcdata->learned[sn] = value;
}
send_to_char("Ok.\n\r", ch);
return;
}
void do_mset(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int value;
smash_tilde(argument);
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0')
{
send_to_char("#7Syntax: mset <victim> <field> <value>\n\r", ch);
send_to_char("#7or: mset <victim> <string> <value>\n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7Field being one of:\n\r", ch);
send_to_char("#y str int wis dex con sex level exp\n\r", ch);
send_to_char("#y gold hp mana move primal align\n\r", ch);
send_to_char("#y thirst drunk full hit dam ac dp cp\n\r", ch);
send_to_char("#y security rune extra bounty hours\n\r", ch);
send_to_char("#y hpower origclass dage\n\r\n\r", ch);
send_to_char("#7String being one of:\n\r", ch);
send_to_char("#y name short long description title spec#n\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
/*
* Snarf the value (which need not be numeric).
*/
value = is_number(arg3) ? atoi(arg3) : -1;
/*
* Set something.
*/
if (!str_cmp(arg2, "extra"))
{
if (IS_NPC(victim))
{
stc("Not on mobs.\n\r", ch);
return;
}
if (!str_cmp(arg3, "pregnant"))
{
if (IS_EXTRA(victim, EXTRA_PREGNANT))
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
else
SET_BIT(victim->extra, EXTRA_PREGNANT);
stc("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg3, "poly"))
{
if (IS_SET(victim->affected_by, AFF_POLYMORPH))
REMOVE_BIT(victim->affected_by, AFF_POLYMORPH);
else
SET_BIT(victim->affected_by, AFF_POLYMORPH);
stc("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg3, "zuloform"))
{
if (IS_SET(victim->polyaff, POLY_ZULOFORM))
REMOVE_BIT(victim->polyaff, POLY_ZULOFORM);
else
SET_BIT(victim->polyaff, POLY_ZULOFORM);
stc("Ok.\n\r", ch);
return;
}
else
{
stc("Pregnant, dragon, pdragon, zuloform, poly.\n\r", ch);
return;
}
}
if (!str_cmp(arg2, "bounty"))
{
if (IS_NPC(victim))
{
stc("Not on mobs.\n\r", ch);
return;
}
if (value < 0)
value = 0;
victim->pcdata->bounty = value;
sprintf(buf, "%s bounty is now at %d.\n\r", victim->name, victim->pcdata->bounty);
stc(buf, ch);
return;
}
else if (!str_cmp(arg2, "hours"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (!is_number(arg3))
{
send_to_char("Value must be numeric.\n\r", ch);
return;
}
value = atoi(arg3);
if (value < 0 || value > 999)
{
send_to_char("Value must be betwen 0 and 999.\n\r", ch);
return;
}
value *= 3600;
victim->played = value;
return;
}
if (!str_cmp(arg2, "str"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 3 || value > 35)
{
send_to_char("Strength range is 3 to 25.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->perm_str = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "int"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 3 || value > 35)
{
send_to_char("Intelligence range is 3 to 25.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->perm_int = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "wis"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 3 || value > 35)
{
send_to_char("Wisdom range is 3 to 25.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->perm_wis = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "dex"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 3 || value > 35)
{
send_to_char("Dexterity range is 3 to 25.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->perm_dex = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "con"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 3 || value > 35)
{
send_to_char("Constitution range is 3 to 25.\n\r", ch);
return;
}
if (IS_JUDGE(ch))
{
victim->pcdata->perm_con = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "sex"))
{
if (value < 0 || value > 2)
{
send_to_char("Sex range is 0 to 2.\n\r", ch);
return;
}
victim->sex = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "level"))
{
if (IS_NPC(victim) && (value < 1 || value > 250))
{
send_to_char("Level range is 1 to 250 for mobs.\n\r", ch);
return;
}
else if (!IS_JUDGE(ch))
{
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg3, "mortal"))
value = 2;
else if (!str_cmp(arg3, "avatar"))
value = 3;
else if (!str_cmp(arg3, "apprentice"))
value = 4;
else if (!str_cmp(arg3, "mage"))
value = 5;
else if (!str_cmp(arg3, "monk"))
value = 6;
else if (!str_cmp(arg3, "archmage"))
value = 6;
else if (!str_cmp(arg3, "builder"))
value = 7;
else if (!str_cmp(arg3, "questmaker"))
value = 8;
else if (!str_cmp(arg3, "enforcer"))
value = 9;
else if (!str_cmp(arg3, "judge"))
value = 10;
else if (!str_cmp(arg3, "highjudge"))
value = 11;
else if (!IS_NPC(victim))
{
send_to_char("Level should be one of the following:\n\rMortal, Avatar, Apprentice, Mage, Archmage, Builder, Questmaker, Enforcer,\n\rJudge, or Highjudge.\n\r", ch);
return;
}
if (value >= ch->level && !IS_NPC(victim))
send_to_char("Sorry, no can do...\n\r", ch);
else
{
victim->level = value;
victim->trust = value;
if (victim->level == 11)
victim->pcdata->security = 9;
send_to_char("Ok.\n\r", ch);
}
return;
}
if (!str_cmp(arg2, "hitroll") || !str_cmp(arg2, "hit"))
{
if (!IS_NPC(victim) && (value < 0 || value > 50))
{
send_to_char("Hitroll range is 0 to 50.\n\r", ch);
return;
}
else if (IS_NPC(victim) && (value < 0 || value > 250))
{
send_to_char("Hitroll range is 0 to 250.\n\r", ch);
return;
}
if (!IS_NPC(victim) && !IS_JUDGE(ch) && ch != victim)
{
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
victim->hitroll = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "damroll") || !str_cmp(arg2, "dam"))
{
if (!IS_NPC(victim) && (value < 0 || value > 50))
{
send_to_char("Damroll range is 0 to 50.\n\r", ch);
return;
}
else if (IS_NPC(victim) && (value < 0 || value > 250))
{
send_to_char("Damroll range is 0 to 250.\n\r", ch);
return;
}
if (!IS_NPC(victim) && !IS_JUDGE(ch) && ch != victim)
{
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
victim->damroll = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "armor") || !str_cmp(arg2, "ac"))
{
if (!IS_NPC(victim) && (value < -200 || value > 200))
{
send_to_char("Armor class range is -200 to 200.\n\r", ch);
return;
}
if (!IS_NPC(victim) && !IS_JUDGE(ch) && ch != victim)
{
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
victim->armor = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "exp"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 0)
{
send_to_char("Exp must be at least 0.\n\r", ch);
return;
}
/* if ( value > 99000000 )
{
send_to_char( "No more than 99000000 possible.\n\r", ch );
return;
}
*/
if (IS_JUDGE(ch) || (ch == victim))
{
victim->exp = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "hp"))
{
if (value < 1 || value > 150000)
{
send_to_char("Hp range is 1 to 150,000 hit points.\n\r", ch);
return;
}
if (IS_JUDGE(ch) || (ch == victim) || (IS_NPC(victim)))
{
victim->max_hit = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "mana"))
{
if (value < 0 || value > 150000)
{
send_to_char("Mana range is 0 to 150,000 mana points.\n\r", ch);
return;
}
if (IS_JUDGE(ch) || (ch == victim) || (IS_NPC(victim)))
{
victim->max_mana = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "move"))
{
if (value < 0 || value > 150000)
{
send_to_char("Move range is 0 to 150,000 move points.\n\r", ch);
return;
}
if (IS_JUDGE(ch) || (ch == victim) || (IS_NPC(victim)))
{
victim->max_move = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "primal"))
{
if (value < 0)
{
send_to_char("Primal range is 0 to infinate.\n\r", ch);
return;
}
if (IS_JUDGE(ch) || (ch == victim))
{
victim->practice = value;
send_to_char("Ok.\n\r", ch);
}
else
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (!str_cmp(arg2, "align"))
{
if (value < -1000 || value > 1000)
{
send_to_char("Alignment range is -1000 to 1000.\n\r", ch);
return;
}
victim->alignment = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "thirst"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 0 || value > 3000)
{
send_to_char("Thirst range is 0 to 2000.\n\r", ch);
return;
}
victim->pcdata->condition[COND_THIRST] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "drunk"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 0 || value > 100)
{
send_to_char("Drunk range is 0 to 100.\n\r", ch);
return;
}
victim->pcdata->condition[COND_DRUNK] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "full"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value < 0 || value > 1200)
{
send_to_char("Full range is 0 to 100.\n\r", ch);
return;
}
victim->pcdata->condition[COND_FULL] = value;
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "name"))
{
if (!IS_NPC(victim))
{
send_to_char("Not on PC's.\n\r", ch);
return;
}
free_string(victim->name);
victim->name = str_dup(arg3);
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "short"))
{
if (!IS_NPC(victim))
{
send_to_char("Not on PC's.\n\r", ch);
return;
}
free_string(victim->short_descr);
victim->short_descr = str_dup(arg3);
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "long"))
{
if (!IS_NPC(victim))
{
send_to_char("Not on PC's.\n\r", ch);
return;
}
free_string(victim->long_descr);
victim->long_descr = str_dup(arg3);
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "title"))
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
set_title(victim, arg3);
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "spec"))
{
if (!IS_NPC(victim))
{
send_to_char("Not on PC's.\n\r", ch);
return;
}
if ((victim->spec_fun = spec_lookup(arg3)) == 0)
{
send_to_char("No such spec fun.\n\r", ch);
return;
}
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "security")) /* OLC */
{
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (value > ch->pcdata->security || value < 0)
{
if (ch->pcdata->security != 0)
{
sprintf(buf, "Valid security is 0-%d.\n\r", ch->pcdata->security);
send_to_char(buf, ch);
send_to_char(buf, ch);
}
else
{
send_to_char("Valid security is 0 only.\n\r", ch);
}
return;
}
victim->pcdata->security = value;
return;
}
/*
* Generate usage message.
*/
do_mset(ch, "");
return;
}
void do_oset(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int value;
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
smash_tilde(argument);
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0')
{
send_to_char("#7Syntax: oset <object> <field> <value>\n\r", ch);
send_to_char("#7or: oset <object> <string> <value>\n\r", ch);
send_to_char("#7or: oset <object> <affect> <value>\n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7Field being one of:\n\r", ch);
send_to_char("#y value0 value1 value2 value3\n\r", ch);
send_to_char("#y level weight cost timer morph\n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7String being one of:\n\r", ch);
send_to_char("#y name short long ed type extra wear owner\n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7Affect being one of:\n\r", ch);
send_to_char("#y str dex int wis con quint\n\r", ch);
send_to_char("#y hit dam ac hp mana move\n\r", ch);
stc(" #yattackgood\n\r", ch);
return;
}
if ((obj = get_obj_world(ch, arg1)) == NULL)
{
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker)))
{
send_to_char("You don't have permission to change that item.\n\r", ch);
return;
}
/*
* Snarf the value (which need not be numeric).
*/
value = atoi(arg3);
/*
* Set something.
*/
if (!str_cmp(arg2, "value0") || !str_cmp(arg2, "v0"))
{
if (obj->item_type == ITEM_WEAPON && !IS_JUDGE(ch))
{
send_to_char("You are not authorised to create spell weapons.\n\r", ch);
return;
}
/* else if (obj->item_type == ITEM_QUEST) {
send_to_char("You cannot change a quest tokens value with oset.\n\r", ch);
return;}
else if (obj->item_type == ITEM_ARMOR && value > 15)
obj->value[0] = 15;*/
else
obj->value[0] = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "value1") || !str_cmp(arg2, "v1"))
{
/* if (obj->item_type == ITEM_WEAPON && value > 10)
obj->value[1] = 10;
else*/
obj->value[1] = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "value2") || !str_cmp(arg2, "v2"))
{
/* if (obj->item_type == ITEM_WEAPON && value > 20)
obj->value[2] = 20;
else*/
obj->value[2] = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "value3") || !str_cmp(arg2, "v3"))
{
if (obj->item_type == ITEM_ARMOR && !IS_JUDGE(ch))
send_to_char("You are not authorised to create spell armour.\n\r", ch);
else
{
obj->value[3] = value;
send_to_char("Ok.\n\r", ch);
}
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "extra"))
{
if (!str_cmp(arg3, "glow"))
value = ITEM_GLOW;
else if (!str_cmp(arg3, "hum"))
value = ITEM_HUM;
else if (!str_cmp(arg3, "thrown"))
value = ITEM_THROWN;
else if (!str_cmp(arg3, "vanish"))
value = ITEM_VANISH;
else if (!str_cmp(arg3, "invis"))
value = ITEM_INVIS;
else if (!str_cmp(arg3, "magic"))
value = ITEM_MAGIC;
else if (!str_cmp(arg3, "nodrop"))
value = ITEM_NODROP;
else if (!str_cmp(arg3, "bless"))
value = ITEM_BLESS;
else if (!str_cmp(arg3, "anti-good"))
value = ITEM_ANTI_GOOD;
else if (!str_cmp(arg3, "anti-evil"))
value = ITEM_ANTI_EVIL;
else if (!str_cmp(arg3, "anti-neutral"))
value = ITEM_ANTI_NEUTRAL;
else if (!str_cmp(arg3, "noremove"))
value = ITEM_NOREMOVE;
else if (!str_cmp(arg3, "inventory"))
value = ITEM_INVENTORY;
else if (!str_cmp(arg3, "loyal"))
value = ITEM_LOYAL;
else
{
send_to_char("Extra flag can be from the following: Glow, Hum, Thrown, Vanish, Invis, Magic, Nodrop, Bless, Anti-Good, Anti-Evil, Anti-Neutral, Noremove, Inventory, Loyal.\n\r", ch);
return;
}
/* Removing magic flag allows multiple enchants */
if (IS_SET(obj->extra_flags, value) && value == ITEM_MAGIC && !IS_JUDGE(ch))
{
send_to_char("Sorry, no can do...\n\r", ch);
return;
}
if (IS_SET(obj->extra_flags, value))
REMOVE_BIT(obj->extra_flags, value);
else
SET_BIT(obj->extra_flags, value);
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "wear"))
{
if (!str_cmp(arg3, "none") || !str_cmp(arg3, "clear"))
{
obj->wear_flags = 0;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
else if (!str_cmp(arg3, "take"))
{
if (IS_SET(obj->wear_flags, ITEM_TAKE))
REMOVE_BIT(obj->wear_flags, ITEM_TAKE);
else
SET_BIT(obj->wear_flags, ITEM_TAKE);
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
else if (!str_cmp(arg3, "finger"))
value = ITEM_WEAR_FINGER;
else if (!str_cmp(arg3, "neck"))
value = ITEM_WEAR_NECK;
else if (!str_cmp(arg3, "body"))
value = ITEM_WEAR_BODY;
else if (!str_cmp(arg3, "head"))
value = ITEM_WEAR_HEAD;
else if (!str_cmp(arg3, "legs"))
value = ITEM_WEAR_LEGS;
else if (!str_cmp(arg3, "feet"))
value = ITEM_WEAR_FEET;
else if (!str_cmp(arg3, "hands"))
value = ITEM_WEAR_HANDS;
else if (!str_cmp(arg3, "arms"))
value = ITEM_WEAR_ARMS;
else if (!str_cmp(arg3, "about"))
value = ITEM_WEAR_ABOUT;
else if (!str_cmp(arg3, "waist"))
value = ITEM_WEAR_WAIST;
else if (!str_cmp(arg3, "wrist"))
value = ITEM_WEAR_WRIST;
else if (!str_cmp(arg3, "hold"))
value = ITEM_WIELD;
else if (!str_cmp(arg3, "face"))
value = ITEM_WEAR_FACE;
else if (!str_cmp(arg3, "float"))
value = ITEM_WEAR_FLOAT;
else if (!str_cmp(arg3, "medal"))
value = ITEM_WEAR_MEDAL;
else if (!str_cmp(arg3, "special"))
value = ITEM_WEAR_SPECIAL;
else if (!str_cmp(arg3, "bodyart"))
value = ITEM_WEAR_BODYART;
else
{
send_to_char("Wear location can be from: None, Take, Finger, Neck, Body, Head, Legs, Hands, Arms, About, Waist, Hold, Face.\n\r", ch);
return;
}
if (IS_SET(obj->wear_flags, ITEM_TAKE))
value += 1;
obj->wear_flags = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "level"))
{
if (value < 1)
value = 1;
else if (value > 200)
value = 200;
if (!IS_JUDGE(ch))
send_to_char("You are not authorised to change an items level.\n\r", ch);
else
{
obj->level = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
}
return;
}
if (!str_cmp(arg2, "weight"))
{
obj->weight = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "cost"))
{
if (value > 100000 && !IS_JUDGE(ch))
send_to_char("Don't be so damn greedy!\n\r", ch);
else
{
obj->cost = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
}
return;
}
if (!str_cmp(arg2, "timer"))
{
obj->timer = value;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "hitroll") || !str_cmp(arg2, "hit"))
{
oset_affect(ch, obj, value, APPLY_HITROLL, FALSE);
return;
}
else if (!str_cmp(arg2, "damroll") || !str_cmp(arg2, "dam"))
{
oset_affect(ch, obj, value, APPLY_DAMROLL, FALSE);
return;
}
else if (!str_cmp(arg2, "armor") || !str_cmp(arg2, "ac"))
{
oset_affect(ch, obj, value, APPLY_AC, FALSE);
return;
}
else if (!str_cmp(arg2, "hitpoints") || !str_cmp(arg2, "hp"))
{
oset_affect(ch, obj, value, APPLY_HIT, FALSE);
return;
}
else if (!str_cmp(arg2, "mana"))
{
oset_affect(ch, obj, value, APPLY_MANA, FALSE);
return;
}
else if (!str_cmp(arg2, "move") || !str_cmp(arg2, "movement"))
{
oset_affect(ch, obj, value, APPLY_MOVE, FALSE);
return;
}
else if (!str_cmp(arg2, "str") || !str_cmp(arg2, "strength"))
{
oset_affect(ch, obj, value, APPLY_STR, FALSE);
return;
}
else if (!str_cmp(arg2, "dex") || !str_cmp(arg2, "dexterity"))
{
oset_affect(ch, obj, value, APPLY_DEX, FALSE);
return;
}
else if (!str_cmp(arg2, "int") || !str_cmp(arg2, "intelligence"))
{
oset_affect(ch, obj, value, APPLY_INT, FALSE);
return;
}
else if (!str_cmp(arg2, "wis") || !str_cmp(arg2, "wisdom"))
{
oset_affect(ch, obj, value, APPLY_WIS, FALSE);
return;
}
else if (!str_cmp(arg2, "con") || !str_cmp(arg2, "constitution"))
{
oset_affect(ch, obj, value, APPLY_CON, FALSE);
return;
}
if (!str_cmp(arg2, "type"))
{
if (!IS_JUDGE(ch))
{
send_to_char("You are not authorised to change an item type.\n\r", ch);
return;
}
if (!str_cmp(arg3, "light"))
obj->item_type = 1;
else if (!str_cmp(arg3, "scroll"))
obj->item_type = 2;
else if (!str_cmp(arg3, "wand"))
obj->item_type = 3;
else if (!str_cmp(arg3, "staff"))
obj->item_type = 4;
else if (!str_cmp(arg3, "weapon"))
obj->item_type = 5;
else if (!str_cmp(arg3, "treasure"))
obj->item_type = 8;
else if (!str_cmp(arg3, "armor"))
obj->item_type = 9;
else if (!str_cmp(arg3, "armour"))
obj->item_type = 9;
else if (!str_cmp(arg3, "potion"))
obj->item_type = 10;
else if (!str_cmp(arg3, "furniture"))
obj->item_type = 12;
else if (!str_cmp(arg3, "trash"))
obj->item_type = 13;
else if (!str_cmp(arg3, "container"))
obj->item_type = 15;
else if (!str_cmp(arg3, "drink"))
obj->item_type = 17;
else if (!str_cmp(arg3, "key"))
obj->item_type = 18;
else if (!str_cmp(arg3, "food"))
obj->item_type = 19;
else if (!str_cmp(arg3, "money"))
obj->item_type = 20;
else if (!str_cmp(arg3, "boat"))
obj->item_type = 22;
else if (!str_cmp(arg3, "corpse"))
obj->item_type = 23;
else if (!str_cmp(arg3, "fountain"))
obj->item_type = 25;
else if (!str_cmp(arg3, "pill"))
obj->item_type = 26;
else if (!str_cmp(arg3, "grenade"))
obj->item_type = ITEM_GRENADE;
else if (!str_cmp(arg3, "portal"))
obj->item_type = 27;
else if (!str_cmp(arg3, "stake"))
obj->item_type = 30;
else
{
send_to_char
("Type can be one of: Light, Scroll, Wand, Staff, Weapon, Treasure, Armor, Potion, Furniture, Trash, Container, Drink, Key, Food, Money, Boat, Corpse, Fountain, Pill, Portal, Stake.\n\r", ch);
return;
}
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "owner"))
{
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker)))
{
send_to_char("Someone else has already changed this item.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg3)) == NULL)
{
send_to_char("You cannot find any player by that name.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(victim->name);
send_to_char("Ok.\n\r", ch);
return;
}
if (!str_cmp(arg2, "name"))
{
free_string(obj->name);
obj->name = str_dup(arg3);
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "short"))
{
free_string(obj->short_descr);
obj->short_descr = str_dup(arg3);
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "long"))
{
free_string(obj->description);
obj->description = str_dup(arg3);
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if (!str_cmp(arg2, "ed"))
{
EXTRA_DESCR_DATA *ed;
argument = one_argument(argument, arg3);
if (argument == NULL)
{
send_to_char("Syntax: oset <object> ed <keyword> <string>\n\r", ch);
return;
}
if (extra_descr_free == NULL)
{
ed = alloc_perm(sizeof(*ed));
}
else
{
ed = extra_descr_free;
extra_descr_free = extra_descr_free->next;
}
ed->keyword = str_dup(arg3);
ed->description = str_dup(argument);
ed->next = obj->extra_descr;
obj->extra_descr = ed;
send_to_char("Ok.\n\r", ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
/*
* Generate usage message.
*/
do_oset(ch, "");
return;
}
void do_rset(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
int value;
smash_tilde(argument);
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0')
{
send_to_char("#7Syntax: rset <location> <field> value\n\r", ch);
send_to_char("\n\r", ch);
send_to_char("#7Field being one of:\n\r", ch);
send_to_char("#y flags sector\n\r", ch);
return;
}
if ((location = find_location(ch, arg1)) == NULL)
{
send_to_char("No such location.\n\r", ch);
return;
}
/*
* Snarf the value.
*/
if (!is_number(arg3))
{
send_to_char("Value must be numeric.\n\r", ch);
return;
}
value = atoi(arg3);
/*
* Set something.
*/
if (!str_cmp(arg2, "flags"))
{
location->room_flags = value;
return;
}
if (!str_cmp(arg2, "sector"))
{
location->sector_type = value;
return;
}
/*
* Generate usage message.
*/
do_rset(ch, "");
return;
}
void do_omni(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if (IS_NPC(ch))
return;
sprintf(buf, " Name |Level|Trust|Gen| Hit | Mana | Move | HR| DR| AC| Gold | Racelevel\n\r");
send_to_char(buf, ch);
sprintf(buf, "--------------|-----|-----|---|------|------|------|----|----|-----|------\n\r");
send_to_char(buf, ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *wch;
if (d->connected != CON_PLAYING)
continue;
wch = d->character;
sprintf(buf, "%-14s|%5d|%5d|%3d|%6d|%6d|%6d|%4d|%4d|%5d|%6d|%5d\n\r",
wch->pcdata->switchname, wch->level, wch->trust, wch->generation, wch->max_hit, wch->max_mana,
wch->max_move, char_hitroll(wch), char_damroll(wch), char_ac(wch), wch->pcgold, wch->pcRaceLevel);
send_to_char(buf, ch);
}
return;
}
void do_users(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int count;
char *st;
count = 0;
buf[0] = '\0';
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->lookup_status != STATUS_DONE)
continue;
if (d->character != NULL && can_see(ch, d->character))
{
count++;
switch (d->connected)
{
case CON_PLAYING:
st = "#y PLAYING #n ";
break;
case CON_GET_NAME:
st = "#c Get Name #n ";
break;
case CON_GET_OLD_PASSWORD:
st = "#cGet Old Passwd#n ";
break;
case CON_CONFIRM_NEW_NAME:
st = "#c Confirm Name #n ";
break;
case CON_GET_NEW_PASSWORD:
st = "#cGet New Passwd#n ";
break;
case CON_CONFIRM_NEW_PASSWORD:
st = "#cConfirm Passwd#n ";
break;
case CON_GET_NEW_SEX:
st = "#c Get New Sex #n ";
break;
case CON_GET_NEW_ANSI:
st = "#c Picking ANSI #n ";
break;
case CON_READ_MOTD:
st = "#c Reading MOTD#n ";
break;
case CON_GET_NEW_CLASS:
st = "#c Picking Class#n ";
break;
case CON_NOT_PLAYING:
st = "#c *Not* Playing#n ";
break;
case CON_NOTE_TO:
case CON_NOTE_SUBJECT:
case CON_NOTE_EXPIRE:
case CON_NOTE_TEXT:
case CON_NOTE_FINISH:
st = "#g Writing Note #n ";
break;
default:
st = "#c !UNKNOWN!#n ";
break;
}
if (strlen(d->character->lasthost) < 2)
{
sprintf(buf + strlen(buf), "#g[#7%3d %16s#g] #g%s#c@#g%s\n\r",
d->descriptor, st, d->character ? d->character->pcdata->switchname : "(none)", d->host);
}
else
{
sprintf(buf + strlen(buf), "#g[#7%3d %16s#g] #g%s#c@#g%s\n\r",
d->descriptor, st, d->character ? d->character->pcdata->switchname : "(none)", d->character->lasthost);
}
}
}
sprintf(buf2, "%d user%s\n\r", count, count == 1 ? "" : "s");
send_to_char(buf2, ch);
send_to_char(buf, ch);
return;
}
/*
* Thanks to Grodyn for pointing out bugs in this function.
*/
void do_force(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
bool afk;
argument = one_argument(argument, arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("Force whom to do what?\n\r", ch);
return;
}
if (!str_cmp(arg, "all"))
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
sprintf(buf, "%s force all : %s\n\r", ch->name, argument);
if (get_trust(ch) < MAX_LEVEL - 3)
{
send_to_char("Not at your level!\n\r", ch);
return;
}
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (!IS_NPC(vch) && get_trust(vch) < get_trust(ch))
{
if (IS_SET(vch->extra, EXTRA_AFK))
afk = TRUE;
else
afk = FALSE;
act(buf, ch, NULL, vch, TO_VICT);
interpret(vch, argument);
if (afk)
SET_BIT(vch->extra, EXTRA_AFK);
}
}
}
else
{
CHAR_DATA *victim;
if ((victim = get_char_world(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 ((get_trust(victim) >= get_trust(ch)) && (ch->level < MAX_LEVEL))
{
send_to_char("Do it yourself!\n\r", ch);
return;
}
act("$n forces you to '$t'.", ch, argument, victim, TO_VICT);
interpret(victim, argument);
}
send_to_char("Ok.\n\r", ch);
return;
}
void do_forceauto(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (!IS_NPC(vch) && vch != ch)
{
act("Autocommand: $t.", ch, argument, vch, TO_VICT);
interpret(vch, argument);
}
}
return;
}
/*
* New routines by Dionysos.
*/
void do_invis(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->act, PLR_WIZINVIS))
{
REMOVE_BIT(ch->act, PLR_WIZINVIS);
act("$n slowly fades into existence.", ch, NULL, NULL, TO_ROOM);
send_to_char("You slowly fade back into existence.\n\r", ch);
}
else
{
act("$n slowly fades into thin air.", ch, NULL, NULL, TO_ROOM);
send_to_char("You slowly vanish into thin air.\n\r", ch);
SET_BIT(ch->act, PLR_WIZINVIS);
}
return;
}
void do_holylight(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("#yHoly light mode off.\n\r", ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("#yHoly light mode on.\n\r", ch);
}
return;
}
void do_safe(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE))
send_to_char("You cannot be attacked by other players here.\n\r", ch);
else
send_to_char("You are not safe from player attacks in this room.\n\r", ch);
}
void do_oclone(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
OBJ_DATA *obj2;
AFFECT_DATA *paf;
AFFECT_DATA *paf2;
argument = one_argument(argument, arg1);
if (arg1[0] == '\0')
{
send_to_char("Make a clone of what object?\n\r", ch);
return;
}
if ((obj = get_obj_world(ch, arg1)) == NULL)
{
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker) || strlen(obj->questmaker) < 2))
{
send_to_char("You can only clone your own creations.\n\r", ch);
return;
}
pObjIndex = get_obj_index(obj->pIndexData->vnum);
obj2 = create_object(pObjIndex, obj->level);
/* Copy any changed parts of the object. */
free_string(obj2->name);
obj2->name = str_dup(obj->name);
free_string(obj2->short_descr);
obj2->short_descr = str_dup(obj->short_descr);
free_string(obj2->description);
obj2->description = str_dup(obj->description);
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
free_string(obj2->questmaker);
obj2->questmaker = str_dup(obj->questmaker);
}
obj2->item_type = obj->item_type;
obj2->extra_flags = obj->extra_flags;
obj2->wear_flags = obj->wear_flags;
obj2->weight = obj->weight;
obj2->condition = obj->condition;
obj2->toughness = obj->toughness;
obj2->resistance = obj->resistance;
obj2->quest = obj->quest;
obj2->points = obj->points;
obj2->cost = obj->cost;
obj2->value[0] = obj->value[0];
obj2->value[1] = obj->value[1];
obj2->value[2] = obj->value[2];
obj2->value[3] = obj->value[3];
/*****************************************/
obj_to_char(obj2, ch);
if (obj->affected != NULL)
{
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (affect_free == NULL)
paf2 = alloc_perm(sizeof(*paf));
else
{
paf2 = affect_free;
affect_free = affect_free->next;
}
paf2->type = 0;
paf2->duration = paf->duration;
paf2->location = paf->location;
paf2->modifier = paf->modifier;
paf2->bitvector = 0;
paf2->next = obj2->affected;
obj2->affected = paf2;
}
}
act("You create a clone of $p.", ch, obj, NULL, TO_CHAR);
return;
}
void do_artifact(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
found = FALSE;
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (!IS_SET(obj->quest, QUEST_ARTIFACT))
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj)
;
if (in_obj->carried_by != NULL)
{
sprintf(buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch));
}
else
{
sprintf(buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
}
buf[0] = UPPER(buf[0]);
send_to_char(buf, ch);
}
if (!found)
send_to_char("There are no artifacts in the game.\n\r", ch);
return;
}
void do_locate(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
found = FALSE;
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (!can_see_obj(ch, obj) || obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp(ch->pcdata->switchname, obj->questowner))
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj)
;
if (in_obj->carried_by != NULL)
{
sprintf(buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch));
}
else
{
sprintf(buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
}
buf[0] = UPPER(buf[0]);
send_to_char(buf, ch);
}
if (!found)
send_to_char("You cannot locate any items belonging to you.\n\r", ch);
return;
}
void do_claim(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (ch->exp < 500)
{
send_to_char("It costs 500 exp to claim ownership of an item.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("What object do you wish to claim ownership of?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
{
send_to_char("You cannot claim this item.\n\r", ch);
return;
}
if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("You cannot claim that item.\n\r", ch);
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
{
send_to_char("You cannot claim that item.\n\r", ch);
return;
}
if (obj->ownerid != 0)
{
if (obj->ownerid == ch->pcdata->playerid)
send_to_char("But you already own it.\n\r", ch);
else
send_to_char("Someone else already own it.\n\r", ch);
return;
}
if (obj->questowner != NULL && strlen(obj->questowner) > 1)
{
if (!str_cmp(ch->pcdata->switchname, obj->questowner))
{
if (obj->ownerid != 0)
send_to_char("But you already own it!\n\r", ch);
else
{
send_to_char("You #Creclaim#n the object.\n\r", ch);
obj->ownerid = ch->pcdata->playerid;
}
}
else
send_to_char("Someone else has already claimed ownership to it.\n\r", ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
act("You are now the owner of $p.", ch, obj, NULL, TO_CHAR);
act("$n is now the owner of $p.", ch, obj, NULL, TO_ROOM);
return;
}
void do_gift(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (ch->exp < 500)
{
send_to_char("It costs 500 exp to make a gift of an item.\n\r", ch);
return;
}
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Make a gift of which object to whom?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (obj->ownerid == 0)
{
send_to_char("That item has not yet been claimed.\n\r", ch);
return;
}
if (obj->ownerid != ch->pcdata->playerid && ch->level < 7)
{
send_to_char("But you don't own it!\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
{
send_to_char("You can't gift relics.\n\r", ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(victim->pcdata->switchname);
obj->ownerid = victim->pcdata->playerid;
act("You grant ownership of $p to $N.", ch, obj, victim, TO_CHAR);
act("$n grants ownership of $p to $N.", ch, obj, victim, TO_NOTVICT);
act("$n grants ownership of $p to you.", ch, obj, victim, TO_VICT);
return;
}
void do_create(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
int itemtype = 13;
int level;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0')
itemtype = ITEM_TRASH;
else if (!str_cmp(arg1, "light"))
itemtype = ITEM_LIGHT;
else if (!str_cmp(arg1, "scroll"))
itemtype = ITEM_SCROLL;
else if (!str_cmp(arg1, "wand"))
itemtype = ITEM_WAND;
else if (!str_cmp(arg1, "staff"))
itemtype = ITEM_STAFF;
else if (!str_cmp(arg1, "weapon"))
itemtype = ITEM_WEAPON;
else if (!str_cmp(arg1, "treasure"))
itemtype = ITEM_TREASURE;
else if (!str_cmp(arg1, "armor"))
itemtype = ITEM_ARMOR;
else if (!str_cmp(arg1, "armour"))
itemtype = ITEM_ARMOR;
else if (!str_cmp(arg1, "potion"))
itemtype = ITEM_POTION;
else if (!str_cmp(arg1, "furniture"))
itemtype = ITEM_FURNITURE;
else if (!str_cmp(arg1, "trash"))
itemtype = ITEM_TRASH;
else if (!str_cmp(arg1, "container"))
itemtype = ITEM_CONTAINER;
else if (!str_cmp(arg1, "drink"))
itemtype = ITEM_DRINK_CON;
else if (!str_cmp(arg1, "key"))
itemtype = ITEM_KEY;
else if (!str_cmp(arg1, "food"))
itemtype = ITEM_FOOD;
else if (!str_cmp(arg1, "money"))
itemtype = ITEM_MONEY;
else if (!str_cmp(arg1, "boat"))
itemtype = ITEM_BOAT;
else if (!str_cmp(arg1, "corpse"))
itemtype = ITEM_CORPSE_NPC;
else if (!str_cmp(arg1, "fountain"))
itemtype = ITEM_FOUNTAIN;
else if (!str_cmp(arg1, "pill"))
itemtype = ITEM_PILL;
else if (!str_cmp(arg1, "portal"))
itemtype = ITEM_PORTAL;
else if (!str_cmp(arg1, "stake"))
itemtype = ITEM_STAKE;
else
itemtype = ITEM_TRASH;
if (arg2[0] == '\0' || !is_number(arg2))
{
level = 0;
}
else
{
level = atoi(arg2);
if (level < 1 || level > 50)
{
send_to_char("Level should be within range 1 to 50.\n\r", ch);
return;
}
}
if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL)
{
send_to_char("Error...missing object, please inform KaVir.\n\r", ch);
return;
}
obj = create_object(pObjIndex, level);
obj->level = level;
obj->item_type = itemtype;
obj_to_char(obj, ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
act("You reach up into the air and draw out a ball of protoplasm.", ch, obj, NULL, TO_CHAR);
act("$n reaches up into the air and draws out a ball of protoplasm.", ch, obj, NULL, TO_ROOM);
return;
}
void do_token(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
CHAR_DATA *victim;
int value;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch) || (ch->pcdata->quest < 1 && !IS_JUDGE(ch)))
{
send_to_char("You are unable to make a quest token.\n\r", ch);
return;
}
else if (arg1[0] == '\0' || !is_number(arg1))
{
send_to_char("Please specify a value for the quest token.\n\r", ch);
return;
}
else
{
value = atoi(arg1);
if (value < 1 || value > 10000)
{
send_to_char("Quest token should have a value between 1 and 10000.\n\r", ch);
return;
}
else if (value > ch->pcdata->quest && !IS_JUDGE(ch))
{
sprintf(buf, "You only have %d quest points left to put into tokens.\n\r", ch->pcdata->quest);
send_to_char(buf, ch);
return;
}
}
victim = get_char_room(ch, arg2);
if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL)
{
send_to_char("Error...missing object, please inform Trace.\n\r", ch);
return;
}
ch->pcdata->quest -= value;
if (ch->pcdata->quest < 0)
ch->pcdata->quest = 0;
obj = create_object(pObjIndex, value);
obj->value[0] = value;
obj->level = 1;
obj->cost = value * 1000;
obj->item_type = ITEM_QUEST;
obj_to_char(obj, ch);
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
free_string(obj->name);
obj->name = str_dup("quest token");
sprintf(buf, "a %d point quest token", value);
free_string(obj->short_descr);
obj->short_descr = str_dup(buf);
sprintf(buf, "A %d point quest token lies on the floor.", value);
free_string(obj->description);
obj->description = str_dup(buf);
if (victim != NULL && victim != ch)
{
act("You reach behind $N's ear and produce $p.", ch, obj, victim, TO_CHAR);
act("$n reaches behind $N's ear and produces $p.", ch, obj, victim, TO_NOTVICT);
act("$n reaches behind your ear and produces $p.", ch, obj, victim, TO_VICT);
}
else
{
act("You snap your fingers and reveal $p.", ch, obj, NULL, TO_CHAR);
act("$n snaps $s fingers and reveals $p.", ch, obj, NULL, TO_ROOM);
}
return;
}
void do_clearstats(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if (IS_NPC(ch))
return;
if ((ch->in_room == NULL || ch->in_room->vnum != 2001))
{
send_to_char("You can only clear your stats at the Temple Altar of Midgaard.\n\r", ch);
return;
}
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc != WEAR_NONE)
{
obj_from_char(obj);
obj_to_char(obj, ch);
}
}
while (ch->affected)
affect_remove(ch, ch->affected);
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
if (IS_SET(ch->affected_by, AFF_ETHEREAL))
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
if (IS_EXTRA(ch, EXTRA_DRAGON))
REMOVE_BIT(ch->extra, EXTRA_DRAGON);
ch->affected_by = 0;
ch->armor = 100;
ch->hit = UMAX(1, ch->hit);
ch->mana = UMAX(1, ch->mana);
ch->move = UMAX(1, ch->move);
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
ch->pcdata->mod_str = 0;
ch->pcdata->mod_int = 0;
ch->pcdata->mod_wis = 0;
ch->pcdata->mod_dex = 0;
ch->pcdata->mod_con = 0;
ch->pcdata->followers = 0;
ch->form = 1048575;
save_char_obj(ch);
send_to_char("Your stats have been cleared. Please rewear your equipment.\n\r", ch);
return;
}
void do_otransfer(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0')
{
send_to_char("Otransfer which object?\n\r", ch);
return;
}
if (arg2[0] == '\0')
victim = ch;
else if ((victim = get_char_world(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if ((obj = get_obj_world(ch, arg1)) == NULL)
{
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker) || strlen(obj->questmaker) < 2))
{
send_to_char("You don't have permission to otransfer that item.\n\r", ch);
return;
}
if (obj->carried_by != NULL)
{
act("$p vanishes from your hands in an explosion of energy.", obj->carried_by, obj, NULL, TO_CHAR);
act("$p vanishes from $n's hands in an explosion of energy.", obj->carried_by, obj, NULL, TO_ROOM);
obj_from_char(obj);
}
else if (obj->in_obj != NULL)
obj_from_obj(obj);
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch, objroom);
act("$p vanishes from the ground in an explosion of energy.", ch, obj, NULL, TO_ROOM);
if (chroom == objroom)
act("$p vanishes from the ground in an explosion of energy.", ch, obj, NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, chroom);
obj_from_room(obj);
}
else
{
send_to_char("You were unable to get it.\n\r", ch);
return;
}
obj_to_char(obj, victim);
act("$p appears in your hands in an explosion of energy.", victim, obj, NULL, TO_CHAR);
act("$p appears in $n's hands in an explosion of energy.", victim, obj, NULL, TO_ROOM);
return;
}
void bind_char(CHAR_DATA * ch)
{
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) || ch->pcdata->obj_vnum < 1)
return;
if ((pObjIndex = get_obj_index(ch->pcdata->obj_vnum)) == NULL)
return;
if (ch->in_room == NULL || ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
{
location = get_room_index(ROOM_VNUM_ALTAR);
char_from_room(ch);
char_to_room(ch, location);
}
else
location = ch->in_room;
obj = create_object(pObjIndex, 50);
obj_to_room(obj, location);
obj->chobj = ch;
ch->pcdata->chobj = obj;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup(obj->short_descr);
send_to_char("You reform yourself.\n\r", ch);
act("$p fades into existance on the floor.", ch, obj, NULL, TO_ROOM);
do_look(ch, "auto");
return;
}
void do_bind(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: bind <player> <object>\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg1)) == NULL)
{
send_to_char("That player is not here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("You can't do this to yourself.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
else if (IS_AFFECTED(victim, AFF_POLYMORPH))
{
send_to_char("You cannot do this while they are polymorphed.\n\r", ch);
return;
}
else if (IS_IMMORTAL(victim))
{
send_to_char("Only on mortals or avatars.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg2)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if (obj->chobj != NULL)
{
send_to_char("That item already has someone bound in it.\n\r", ch);
return;
}
send_to_char("Ok.\n\r", ch);
act("$n transforms into a white vapour and pours into $p.", victim, obj, NULL, TO_ROOM);
act("You transform into a white vapour and pour into $p.", victim, obj, NULL, TO_CHAR);
victim->pcdata->obj_vnum = obj->pIndexData->vnum;
obj->chobj = victim;
victim->pcdata->chobj = obj;
SET_BIT(victim->affected_by, AFF_POLYMORPH);
SET_BIT(victim->extra, EXTRA_OSWITCH);
free_string(victim->morph);
victim->morph = str_dup(obj->short_descr);
return;
}
void do_release(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Syntax: release <object>\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if ((victim = obj->chobj) == NULL)
{
send_to_char("There is nobody bound in that item.\n\r", ch);
return;
}
send_to_char("Ok.\n\r", ch);
victim->pcdata->obj_vnum = 0;
obj->chobj = NULL;
victim->pcdata->chobj = NULL;
REMOVE_BIT(victim->affected_by, AFF_POLYMORPH);
REMOVE_BIT(victim->extra, EXTRA_OSWITCH);
free_string(victim->morph);
victim->morph = str_dup("");
act("A white vapour pours out of $p and forms into $n.", victim, obj, NULL, TO_ROOM);
act("Your spirit floats out of $p and reforms its body.", victim, obj, NULL, TO_CHAR);
return;
}
void do_resetpassword(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
char *pwdnew;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
victim = get_char_world(ch, arg1);
if ((ch->pcdata->pwd != '\0') && (arg1[0] == '\0' || arg2[0] == '\0'))
{
send_to_char("Syntax: password <char> <new>.\n\r", ch);
return;
}
if (victim == '\0')
{
send_to_char("That person isn't here, they have to be here to reset pwd's.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("You cannot change the password of NPCs!\n\r", ch);
return;
}
if ((victim->level > LEVEL_IMMORTAL) || (get_trust(victim) > LEVEL_IMMORTAL))
{
send_to_char("You can't change the password of that player.\n\r", ch);
return;
}
if (strlen(arg2) < 5)
{
send_to_char("New password must be at least five characters long.\n\r", ch);
return;
}
pwdnew = crypt(arg2, victim->name);
free_string(victim->pcdata->pwd);
victim->pcdata->pwd = str_dup(pwdnew);
save_char_obj(victim);
send_to_char("Ok.\n\r", ch);
sprintf(buf, "Your password has been changed to %s.", arg2);
send_to_char(buf, victim);
return;
}
#define CH(descriptor) ((descriptor)->character)
/* This file holds the copyover data */
#define COPYOVER_FILE "copyover.data"
/* This is the executable file */
#define EXE_FILE "../src/aoh"
extern int port, control; /* db.c */
void do_copyover(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
FILE *fp;
CHAR_DATA *gch;
DESCRIPTOR_DATA *d, *d_next;
extern int port, control; /* db.c */
char buf[100], buf2[100];
int i;
/*
* Is it possibly to do a copyover ?
*/
if ((fp = fopen(COPYOVER_FILE, "w")) == NULL)
{
send_to_char("Copyover file not writeable, aborted.\n\r", ch);
logt("Could not write to copyover file: %s", COPYOVER_FILE);
perror("do_copyover:fopen");
return;
}
/*
* Store all mudwide data before doing anything else
*/
save_coreinfo();
save_polls();
do_asave(ch, "changed");
/*
* Make sure all chars are ready for the copyover
*/
do_restore(ch, "all");
for (gch = char_list; gch != NULL; gch = gch->next)
{
bool afk = FALSE;
if (IS_NPC(gch))
continue;
/* Fix any possibly head/object forms */
if (IS_HEAD(gch, LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH))
{
REMOVE_BIT(gch->loc_hp[0], LOST_HEAD);
REMOVE_BIT(gch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(gch->extra, EXTRA_OSWITCH);
gch->morph = str_dup("");
gch->pcdata->chobj = NULL;
gch->pcdata->obj_vnum = 0;
char_from_room(gch);
char_to_room(gch, get_room_index(ROOM_VNUM_ALTAR));
}
/* Take care of possibly artifacts */
for (i = 0; i < MAX_WEAR; i++)
{
if ((obj = get_eq_char(gch, i)) != NULL)
{
if (IS_SET(obj->quest, QUEST_ARTIFACT))
unequip_char(gch, obj);
}
}
/* Make sure the player is saved with all his eq */
if (IS_SET(gch->extra, EXTRA_AFK))
afk = TRUE;
do_stand(gch, "");
do_call(gch, "all");
if (afk)
SET_BIT(gch->extra, EXTRA_AFK);
save_char_obj(gch);
}
/*
* save all changed areas
*/
do_asave(ch, "changed");
/* Have to disable compression when doing a copyover */
for (d = descriptor_list; d; d = d->next)
{
if (d->lookup_status != STATUS_DONE)
continue;
if (d->character != NULL)
gch = d->character;
else
continue;
if (gch->desc->out_compress)
{
if (!compressEnd2(gch->desc))
send_to_char("Could not disable compression, you'll have to reconect in 5 seconds.\n", gch);
}
}
sprintf(buf, "\n\r <*> It is a time of changes <*>\n\r");
/* For each playing descriptor, save its state */
for (d = descriptor_list; d; d = d_next)
{
CHAR_DATA *och = CH(d);
d_next = d->next;
/* drop those that haven't logged in yet */
if (!d->character || d->connected != CON_PLAYING)
{
write_to_descriptor_2(d->descriptor, "\n\rSorry, we are rebooting. Come back in 30 seconds.\n\r", 0);
close_socket(d);
}
else
{
fprintf(fp, "%d %s %s\n", d->descriptor, och->name, d->host);
if (och->level == 1)
{
write_to_descriptor_2(d->descriptor, "Since you are level one, and level one characters do not save, you gain a free level!\n\r", 0);
och->level++;
save_char_obj(och);
}
write_to_descriptor_2(d->descriptor, buf, 0);
}
}
fprintf(fp, "-1\n");
fclose(fp);
/* Close reserve and other always-open files and release other resources */
fclose(fpReserve);
/* recycle descriptors */
recycle_descriptors();
/* exec - descriptors are inherited */
sprintf(buf, "%d", port);
sprintf(buf2, "%d", control);
execl(EXE_FILE, "aoh", buf, "copyover", buf2, (char *) NULL);
/* Failed - sucessful exec will not return */
perror("do_copyover: execl");
send_to_char("Copyover FAILED!\n\r", ch);
}
/* Recover from a copyover - load players */
void copyover_recover()
{
DESCRIPTOR_DATA *d;
FILE *fp;
char name[100];
char host[MAX_STRING_LENGTH];
int desc;
bool fOld;
logt("Copyover recovery initiated");
fp = fopen(COPYOVER_FILE, "r");
if (!fp) /* there are some descriptors open which will hang forever then ? */
{
perror("copyover_recover:fopen");
logt("Copyover file not found. Exitting.\n\r");
exit(1);
}
unlink(COPYOVER_FILE); /* In case something crashes - doesn't prevent reading */
for (;;)
{
fscanf(fp, "%d %s %s\n", &desc, name, host);
if (desc == -1)
break;
/* Write something, and check if it goes error-free */
if (!write_to_descriptor_2(desc, "\n\r <*> The world spins <*>\n\r", 0))
{
close(desc);
continue;
}
d = alloc_perm(sizeof(DESCRIPTOR_DATA));
init_descriptor(d, desc); /* set up various stuff */
players_logged++;
d->host = str_dup(host);
d->next = descriptor_list;
descriptor_list = d;
d->connected = CON_COPYOVER_RECOVER; /* -15, so close_socket frees the char */
/* Now, find the pfile */
fOld = load_char_obj(d, name);
if (!fOld) /* Player file not found?! */
{
write_to_descriptor_2(desc, "\n\rSomehow, your character was lost in the copyover. Sorry.\n\r", 0);
close_socket(d);
}
else /* ok! */
{
write_to_descriptor_2(desc, "\n\r <*> And nothing will ever be the same again <*>\n\r", 0);
/* Just In Case */
if (!d->character->in_room)
d->character->in_room = get_room_index(ROOM_VNUM_TEMPLE);
/* Insert in the char_list */
d->character->next = char_list;
char_list = d->character;
char_to_room(d->character, d->character->in_room);
do_look(d->character, "");
act("$n materializes!", d->character, NULL, NULL, TO_ROOM);
d->connected = CON_PLAYING;
d->lookup_status = STATUS_DONE;
retell_mccp(d);
}
}
fclose(fp);
}
void do_superlog(CHAR_DATA * ch, char *argument)
{
if (extra_log)
{
extra_log = FALSE;
send_to_char("Stopped Logging.\n\r", ch);
return;
}
extra_log = TRUE;
send_to_char("Started Logging.\n\r", ch);
return;
}
void do_generation(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
int gen;
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;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: generation <char> <generation>.\n\r", ch);
send_to_char("Generation 1 is a Master <Class> and 2 is clan leader.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("That player is not here.\n\r", ch);
return;
}
gen = is_number(arg2) ? atoi(arg2) : -1;
send_to_char("Generation Set.\n\r", ch);
victim->generation = gen;
return;
}