#include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" /* * Externals */ void send_obj_page_to_char(CHAR_DATA * ch, OBJ_INDEX_DATA * idx, char page); void send_room_page_to_char(CHAR_DATA * ch, ROOM_INDEX_DATA * idx, char page); void send_page_to_char(CHAR_DATA * ch, MOB_INDEX_DATA * idx, char page); void send_control_page_to_char(CHAR_DATA * ch, char page); /* * Local functions. */ void talk_channel args( ( CHAR_DATA *ch, char *argument, int channel, const char *verb ) ); char * scramble args( ( const char *argument, int modifier ) ); char * drunk_speech args( ( const char *argument, CHAR_DATA *ch ) ); void channel_noise args( ( ) ); #define MAX_NOISE 1 char * noise_string[ MAX_NOISE ] = { "A Human: Doh.", }; void sound_to_room( ROOM_INDEX_DATA *room , char *argument ) { CHAR_DATA *vic; if ( room == NULL ) return; for ( vic = room->first_person; vic; vic = vic->next_in_room ) if ( !IS_NPC(vic) && IS_SET( vic->act, PLR_SOUND ) ) send_to_char( argument, vic ); } void do_beep( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; bool ch_comlink, victim_comlink; argument = one_argument( argument, arg ); REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if (!IS_NPC(ch) && ( IS_SET(ch->act, PLR_SILENCE) || IS_SET(ch->act, PLR_NO_TELL) ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Beep who?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) || (!NOT_AUTHED(ch) && NOT_AUTHED(victim) && !IS_IMMORTAL(ch) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } ch_comlink = FALSE; victim_comlink = FALSE; if ( IS_IMMORTAL( ch ) ) { ch_comlink = TRUE; victim_comlink = TRUE; } if ( IS_IMMORTAL( victim ) ) victim_comlink = TRUE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) ch_comlink = TRUE; } if ( !ch_comlink ) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } for ( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) victim_comlink = TRUE; } if ( !victim_comlink ) { send_to_char( "They don't seem to have a comlink!\n\r", ch); return; } if (NOT_AUTHED(ch) && !NOT_AUTHED(victim) && !IS_IMMORTAL(victim) ) { send_to_char( "They can't hear you because you are not authorized.\n\r", ch); return; } if ( !IS_NPC( victim ) && ( victim->switched ) && IS_IMMORTAL( ch ) ) { send_to_char( "That player is switched.\n\r", ch ); return; } else if ( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\n\r", ch ); return; } if ( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_SILENCE ) ) ) { send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && IS_IMMORTAL(ch) ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } ch_printf(ch , "&WYou beep %s: %s\n\r\a" , victim->name, argument ); send_to_char("\a",victim); sprintf( buf , "%s beeps: '$t'" , ch->name ); act( AT_WHITE, buf, ch, argument, victim, TO_VICT ); } /* Text scrambler -- Altrag */ char *scramble( const char *argument, int modifier ) { static char arg[MAX_INPUT_LENGTH]; sh_int position; sh_int conversion = 0; modifier %= number_range( 80, 300 ); /* Bitvectors get way too large #s */ for ( position = 0; position < MAX_INPUT_LENGTH; position++ ) { if ( argument[position] == '\0' ) { arg[position] = '\0'; return arg; } else if ( argument[position] >= 'A' && argument[position] <= 'Z' ) { conversion = -conversion + position - modifier + argument[position] - 'A'; conversion = number_range( conversion - 5, conversion + 5 ); while ( conversion > 25 ) conversion -= 26; while ( conversion < 0 ) conversion += 26; arg[position] = conversion + 'A'; } else if ( argument[position] >= 'a' && argument[position] <= 'z' ) { conversion = -conversion + position - modifier + argument[position] - 'a'; conversion = number_range( conversion - 5, conversion + 5 ); while ( conversion > 25 ) conversion -= 26; while ( conversion < 0 ) conversion += 26; arg[position] = conversion + 'a'; } else if ( argument[position] >= '0' && argument[position] <= '9' ) { conversion = -conversion + position - modifier + argument[position] - '0'; conversion = number_range( conversion - 2, conversion + 2 ); while ( conversion > 9 ) conversion -= 10; while ( conversion < 0 ) conversion += 10; arg[position] = conversion + '0'; } else arg[position] = argument[position]; } arg[position] = '\0'; return arg; } /* I'll rewrite this later if its still needed.. -- Altrag */ char *translate( CHAR_DATA *ch, CHAR_DATA *victim, const char *argument ) { return ""; } char *drunk_speech( const char *argument, CHAR_DATA *ch ) { const char *arg = argument; static char buf[MAX_INPUT_LENGTH*2]; char buf1[MAX_INPUT_LENGTH*2]; sh_int drunk; char *txt; char *txt1; if ( IS_NPC( ch ) || !ch->pcdata ) return (char *) argument; drunk = ch->pcdata->condition[COND_DRUNK]; if ( drunk <= 0 ) return (char *) argument; buf[0] = '\0'; buf1[0] = '\0'; if ( !argument ) { bug( "Drunk_speech: NULL argument", 0 ); return ""; } /* if ( *arg == '\0' ) return (char *) argument; */ txt = buf; txt1 = buf1; while ( *arg != '\0' ) { if ( toupper(*arg) == 'S' ) { if ( number_percent() < ( drunk * 2 ) ) /* add 'h' after an 's' */ { *txt++ = *arg; *txt++ = 'h'; } else *txt++ = *arg; } else if ( toupper(*arg) == 'X' ) { if ( number_percent() < ( drunk * 2 / 2 ) ) { *txt++ = 'c', *txt++ = 's', *txt++ = 'h'; } else *txt++ = *arg; } else if ( number_percent() < ( drunk * 2 / 5 ) ) /* slurred letters */ { sh_int slurn = number_range( 1, 2 ); sh_int currslur = 0; while ( currslur < slurn ) *txt++ = *arg, currslur++; } else *txt++ = *arg; arg++; }; *txt = '\0'; txt = buf; while ( *txt != '\0' ) /* Let's mess with the string's caps */ { if ( number_percent() < ( 2 * drunk / 2.5 ) ) { if ( isupper(*txt) ) *txt1 = tolower( *txt ); else if ( islower(*txt) ) *txt1 = toupper( *txt ); else *txt1 = *txt; } else *txt1 = *txt; txt1++, txt++; }; *txt1 = '\0'; txt1 = buf1; txt = buf; while ( *txt1 != '\0' ) /* Let's make them stutter */ { if ( *txt1 == ' ' ) /* If there's a space, then there's gotta be a */ { /* along there somewhere soon */ while ( *txt1 == ' ' ) /* Don't stutter on spaces */ *txt++ = *txt1++; if ( ( number_percent() < ( 2 * drunk / 4 ) ) && *txt1 != '\0' ) { sh_int offset = number_range( 0, 2 ); sh_int pos = 0; while ( *txt1 != '\0' && pos < offset ) *txt++ = *txt1++, pos++; if ( *txt1 == ' ' ) /* Make sure not to stutter a space after */ { /* the initial offset into the word */ *txt++ = *txt1++; continue; } pos = 0; offset = number_range( 2, 4 ); while ( *txt1 != '\0' && pos < offset ) { *txt++ = *txt1; pos++; if ( *txt1 == ' ' || pos == offset ) /* Make sure we don't stick */ { /* A hyphen right before a space */ txt1--; break; } *txt++ = '-'; } if ( *txt1 != '\0' ) txt1++; } } else *txt++ = *txt1++; } *txt = '\0'; return buf; } /* * Generic channel function. */ void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int position; CLAN_DATA *clan = NULL; PLANET_DATA * planet; bool ch_comlink = FALSE; if ( channel != CHANNEL_YELL && channel != CHANNEL_IMMTALK && channel != CHANNEL_OOC && channel != CHANNEL_NEWBIE && channel != CHANNEL_SYSTEM && channel != CHANNEL_SHIP ) { OBJ_DATA *obj; if ( IS_IMMORTAL( ch ) ) ch_comlink = TRUE; else for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) ch_comlink = TRUE; } if ( !ch_comlink ) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } } if ( IS_NPC( ch ) && channel == CHANNEL_CLAN ) { send_to_char( "Mobs can't be in clans.\n\r", ch ); return; } if ( channel == CHANNEL_PNET && ( !ch->in_room->area || (planet = ch->in_room->area->planet) == NULL ) ) { send_to_char( "Planet Net only works on planets...\n\r", ch ); return; } if ( channel == CHANNEL_CLAN ) clan = ch->pcdata->clan; if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { if ( ch->master ) send_to_char( "I don't think so...\n\r", ch->master ); return; } if ( argument[0] == '\0' ) { sprintf( buf, "%s what?\n\r", verb ); buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); /* where'd this line go? */ return; } if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) { ch_printf( ch, "You can't %s.\n\r", verb ); return; } REMOVE_BIT(ch->deaf, channel); switch ( channel ) { default: set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "(%s) %s: %s\n\r", verb, ch->name, argument ); sprintf( buf, "(%s) %s: $t", verb, IS_IMMORTAL(ch) ? "$n" : ch->name ); break; case CHANNEL_CLANTALK: set_char_color( AT_CLAN, ch ); ch_printf( ch, "Over the organizations private network you say, '%s'\n\r", argument ); sprintf( buf, "%s speaks over the organizations network, '$t'", IS_IMMORTAL(ch) ? "$n" : ch->name ); break; case CHANNEL_SHIP: set_char_color( AT_SHIP, ch ); ch_printf( ch, "You tell the ship, '%s'\n\r", argument ); sprintf( buf, "%s says over the ships com system, '$t'", IS_IMMORTAL(ch) ? "$n" : ch->name ); break; case CHANNEL_YELL: set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "You %s, '%s'\n\r", verb, argument ); sprintf( buf, "%s %ss, '$t'", IS_IMMORTAL(ch) ? "$n" : ch->name , verb ); break; case CHANNEL_NEWBIE: set_char_color( AT_OOC, ch ); ch_printf( ch, "(NEWBIE) %s: %s\n\r", ch->name, argument ); sprintf( buf, "(NEWBIE) %s: $t", IS_IMMORTAL(ch) ? "$n" : ch->name ); break; case CHANNEL_OOC: set_char_color( AT_OOC, ch ); sprintf( buf, "(OOC) %s: $t", IS_IMMORTAL(ch) ? "$n" : ch->name ); position = ch->position; ch->position = POS_STANDING; act( AT_OOC, buf, ch, argument, NULL, TO_CHAR ); ch->position = position; break; case CHANNEL_IMMTALK: sprintf( buf, "%s> $t", IS_IMMORTAL(ch) ? "$n" : ch->name ); position = ch->position; ch->position = POS_STANDING; act( AT_IMMORT , buf, ch, argument, NULL, TO_CHAR ); ch->position = position; break; } for ( d = first_descriptor; d; d = d->next ) { CHAR_DATA *och; CHAR_DATA *vch; och = d->original ? d->original : d->character; vch = d->character; if ( d->connected == CON_PLAYING && vch != ch && !IS_SET(och->deaf, channel) ) { char *sbuf = argument; ch_comlink = FALSE; if ( channel != CHANNEL_YELL && channel != CHANNEL_IMMTALK && channel != CHANNEL_OOC && channel != CHANNEL_NEWBIE && channel != CHANNEL_SHIP && channel != CHANNEL_SYSTEM ) { OBJ_DATA *obj; if ( IS_IMMORTAL( och ) ) ch_comlink = TRUE; else for ( obj = och->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) ch_comlink = TRUE; } if ( !ch_comlink ) continue; } if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(och) ) continue; if ( channel == CHANNEL_YELL ) { if ( ch->in_room != vch->in_room ) continue; } if ( channel == CHANNEL_PNET ) { if ( !vch->in_room || !vch->in_room->area || ( vch->in_room->area->planet != planet ) ) continue; } if ( channel == CHANNEL_CLAN ) { if ( IS_NPC( vch ) ) continue; if ( !vch->pcdata->clan ) continue; if ( vch->pcdata->clan != clan ) continue; } if ( channel == CHANNEL_SYSTEM ) { SHIP_DATA *ship = ship_from_cockpit( ch->in_room ); SHIP_DATA *target; if ( !ship ) continue; if ( !vch->in_room ) continue; target = ship_from_cockpit( vch->in_room ); if (!target) continue; if ( channel == CHANNEL_SYSTEM ) if (target->starsystem != ship->starsystem ) continue; } if ( channel == CHANNEL_SHIP ) { SHIP_DATA *ship = ship_from_room( ch->in_room ); SHIP_DATA *target; if ( !ship ) continue; if ( !vch->in_room ) continue; target = ship_from_room( vch->in_room ); if (!target) continue; if (target != ship ) continue; } position = vch->position; if ( channel != CHANNEL_YELL ) vch->position = POS_STANDING; MOBtrigger = FALSE; if ( channel == CHANNEL_IMMTALK ) act( AT_IMMORT , buf, ch, sbuf, vch, TO_VICT ); else if (channel == CHANNEL_OOC || channel == CHANNEL_NEWBIE ) act( AT_OOC, buf, ch, sbuf, vch, TO_VICT ); else if ( channel == CHANNEL_SHIP ) act( AT_SHIP, buf, ch, sbuf, vch, TO_VICT ); else if ( channel == CHANNEL_CLAN ) act( AT_CLAN, buf, ch, sbuf, vch, TO_VICT ); else act( AT_GOSSIP, buf, ch, sbuf, vch, TO_VICT ); vch->position = position; } } return; } void to_channel( const char *argument, int channel, const char *verb, sh_int level ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if ( !first_descriptor || argument[0] == '\0' ) return; sprintf(buf, "%s: %s\r\n", verb, argument ); for ( d = first_descriptor; d; d = d->next ) { CHAR_DATA *och; CHAR_DATA *vch; och = d->original ? d->original : d->character; vch = d->character; if ( !och || !vch ) continue; if ( !IS_IMMORTAL(vch) && ( channel == CHANNEL_LOG || channel == CHANNEL_COMM ) ) continue; if ( d->connected == CON_PLAYING && !IS_SET(och->deaf, channel) && get_trust( vch ) >= level ) { set_char_color( AT_LOG, vch ); send_to_char( buf, vch ); } } return; } void do_gnet( CHAR_DATA *ch, char *argument ) { talk_channel( ch, argument, CHANNEL_GNET , "GNET" ); return; } void do_pnet( CHAR_DATA *ch, char *argument ) { talk_channel( ch, argument, CHANNEL_PNET , "PNET" ); } void do_shiptalk( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( (ship = ship_from_cockpit(ch->in_room)) == NULL ) { send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch); return; } talk_channel( ch, argument, CHANNEL_SHIP, "shiptalk" ); return; } void do_systemtalk( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( (ship = ship_from_cockpit(ch->in_room)) == NULL ) { send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch); return; } talk_channel( ch, argument, CHANNEL_SYSTEM, "Systemtalk" ); return; } void do_ooc( CHAR_DATA *ch, char *argument ) { talk_channel( ch, argument, CHANNEL_OOC, "ooc" ); return; } void do_clantalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->clan ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_CLAN, "clantalk" ); return; } void do_newbiechat( CHAR_DATA *ch, char *argument ) { talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" ); return; } void do_yell( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_YELL, "yell" ); return; } void do_immtalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_IMMTALK, "immtalk" ); return; } void do_say( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; int actflags; if ( argument[0] == '\0' ) { send_to_char( "Say what?\n\r", ch ); return; } actflags = ch->act; if ( IS_NPC( ch ) ) REMOVE_BIT( ch->act, ACT_SECRETIVE ); for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { char *sbuf = argument; if ( vch == ch ) continue; sbuf = drunk_speech( sbuf, ch ); MOBtrigger = FALSE; act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT ); } /* MOBtrigger = FALSE; act( AT_SAY, "$n says '$T'", ch, NULL, argument, TO_ROOM );*/ ch->act = actflags; MOBtrigger = FALSE; act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR ); mprog_speech_trigger( argument, ch ); if ( char_died(ch) ) return; oprog_speech_trigger( argument, ch ); if ( char_died(ch) ) return; rprog_speech_trigger( argument, ch ); return; } void do_tell( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; CHAR_DATA *switched_victim; bool ch_comlink; bool victim_comlink; OBJ_DATA *obj; switched_victim = NULL; if ( IS_SET( ch->deaf, CHANNEL_TELLS ) && !IS_IMMORTAL( ch ) ) { act( AT_PLAIN, "You have tells turned off... try chan +tells first", ch, NULL, NULL, TO_CHAR ); return; } if (!IS_NPC(ch) && ( IS_SET(ch->act, PLR_SILENCE) || IS_SET(ch->act, PLR_NO_TELL) ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Tell whom what?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) || (!NOT_AUTHED(ch) && NOT_AUTHED(victim) && !IS_IMMORTAL(ch) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You have a nice little chat with yourself.\n\r", ch ); return; } if (victim->in_room != ch->in_room && !IS_IMMORTAL(ch) ) { ch_comlink = FALSE; victim_comlink = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) ch_comlink = TRUE; } if ( !ch_comlink ) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } if ( IS_IMMORTAL ( victim ) ) victim_comlink = TRUE; for ( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) victim_comlink = TRUE; } if ( !victim_comlink ) { send_to_char( "They don't seem to have a comlink!\n\r", ch); return; } } if (NOT_AUTHED(ch) && !NOT_AUTHED(victim) && !IS_IMMORTAL(victim) ) { send_to_char( "They can't hear you because you have not yet finished the academy.\n\r", ch); return; } if ( !IS_NPC( victim ) && ( victim->switched ) && ( IS_IMMORTAL( ch ) ) && !IS_SET(victim->switched->act, ACT_POLYMORPHED) && !IS_AFFECTED(victim->switched, AFF_POSSESS) ) { send_to_char( "That player is switched.\n\r", ch ); return; } else if ( !IS_NPC( victim ) && ( victim->switched ) && (IS_SET(victim->switched->act, ACT_POLYMORPHED) || IS_AFFECTED(victim->switched, AFF_POSSESS) ) ) switched_victim = victim->switched; else if ( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\n\r", ch ); return; } if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_AFK ) ) ) { send_to_char( "That player is afk.\n\r", ch ); return; } if ( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_SILENCE ) ) ) { send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && IS_IMMORTAL(ch) ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } if(switched_victim) victim = switched_victim; sprintf( buf , "You tell %s '$t'" , victim->name ); act( AT_TELL, buf , ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; sprintf( buf , "%s tells you '$t'" , ch->name ); act( AT_TELL, buf, ch, argument, victim, TO_VICT ); victim->position = position; victim->reply = ch; mprog_speech_trigger( argument, ch ); return; } void do_reply( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int position; REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) { send_to_char( "Your message didn't get through.\n\r", ch ); return; } if ( ( victim = ch->reply ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC( victim ) && ( victim->switched ) && can_see( ch, victim ) && IS_IMMORTAL( ch ) ) { send_to_char( "That player is switched.\n\r", ch ); return; } else if ( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\n\r", ch ); return; } if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_AFK ) ) ) { send_to_char( "That player is afk.\n\r", ch ); return; } if ( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } sprintf( buf , "You tell %s '$t'" , victim->name ); act( AT_TELL, buf , ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; sprintf( buf , "%s tells you '$t'" , ch->name ); act( AT_TELL, buf, ch, argument, victim, TO_VICT ); victim->position = position; victim->reply = ch; return; } void do_emote( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char *plast; int actflags; if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_NO_EMOTE) ) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } actflags = ch->act; if ( IS_NPC( ch ) ) REMOVE_BIT( ch->act, ACT_SECRETIVE ); for ( plast = argument; *plast != '\0'; plast++ ) ; strcpy( buf, argument ); if ( isalpha(plast[-1]) ) strcat( buf, "." ); MOBtrigger = FALSE; act( AT_ACTION, "$n $T", ch, NULL, buf, TO_ROOM ); MOBtrigger = FALSE; act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR ); ch->act = actflags; return; } void do_bug( CHAR_DATA *ch, char *argument ) { append_file( ch, BUG_FILE, argument ); send_to_char( "Ok. Thanks.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Ok. Thanks.\n\r", ch ); return; } void do_qui( CHAR_DATA *ch, char *argument ) { set_char_color( AT_RED, ch ); send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch ); return; } void do_quit( CHAR_DATA *ch, char *argument ) { /* OBJ_DATA *obj; */ /* Unused */ int x, y; int level; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_POLYMORPHED)) { send_to_char("You can't quit while polymorphed.\n\r", ch); return; } if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING ) { set_char_color( AT_RED, ch ); send_to_char( "No way! You are fighting.\n\r", ch ); return; } if ( ch->position < POS_STUNNED ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You're not DEAD yet.\n\r", ch ); return; } if ( auction->item != NULL && ((ch == auction->buyer) || (ch == auction->seller) ) ) { send_to_char("Wait until you have bought/sold the item on auction.\n\r", ch); return; } if ( !IS_IMMORTAL(ch) && ch->in_room && !IS_SET( ch->in_room->room_flags , ROOM_HOTEL ) && !NOT_AUTHED(ch) ) { send_to_char("You may not quit here.\n\r", ch); send_to_char("You will have to find a safer resting place such as a hotel...\n\r", ch); send_to_char("Maybe you could HAIL a speeder.\n\r", ch); return; } set_char_color( AT_WHITE, ch ); send_to_char( "Your surroundings begin to fade as a mystical swirling vortex of colors\n\renvelops your body... When you come to, things are not as they were.\n\r\n\r", ch ); act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR ); act( AT_BYE, "$n has left the game.", ch, NULL, NULL, TO_ROOM ); set_char_color( AT_GREY, ch); sprintf( log_buf, "%s has quit.", ch->name ); quitting_char = ch; save_char_obj( ch ); save_home(ch); saving_char = NULL; level = get_trust(ch); /* * After extract_char the ch is no longer valid! */ extract_char( ch, TRUE ); for ( x = 0; x < MAX_WEAR; x++ ) for ( y = 0; y < MAX_LAYERS; y++ ) save_equipment[x][y] = NULL; /* don't show who's logging off to leaving player */ log_string_plus( log_buf, LOG_COMM ); return; } void send_ansi_title( CHAR_DATA *ch ) { FILE *rpfile; int num=0; char BUFF[MAX_STRING_LENGTH*2]; if ((rpfile = fopen(ANSITITLE_FILE,"r")) !=NULL) { while ((BUFF[num]=fgetc(rpfile)) != EOF) num++; fclose(rpfile); BUFF[num] = 0; write_to_buffer(ch->desc,BUFF,num); } } void send_ascii_title( CHAR_DATA *ch ) { FILE *rpfile; int num=0; char BUFF[MAX_STRING_LENGTH]; if ((rpfile = fopen(ASCTITLE_FILE,"r")) !=NULL) { while ((BUFF[num]=fgetc(rpfile)) != EOF) num++; fclose(rpfile); BUFF[num] = 0; write_to_buffer(ch->desc,BUFF,num); } } void do_ansi( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "ANSI ON or OFF?\n\r", ch ); return; } if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) { SET_BIT(ch->act,PLR_ANSI); set_char_color( AT_WHITE + AT_BLINK, ch); send_to_char( "ANSI ON!!!\n\r", ch); return; } if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) { REMOVE_BIT(ch->act,PLR_ANSI); send_to_char( "Okay... ANSI support is now off\n\r", ch ); return; } } void do_save( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) && IS_SET(ch->act, ACT_POLYMORPHED)) { send_to_char("You can't save while polymorphed.\n\r", ch); return; } if ( IS_NPC(ch) ) return; if ( NOT_AUTHED(ch) ) { send_to_char("You can't save untill after you've graduated from the acadamey.\n\r", ch); return; } save_char_obj( ch ); save_home (ch ); saving_char = NULL; send_to_char( "Ok.\n\r", ch ); return; } /* * Something from original DikuMUD that Merc yanked out. * Used to prevent following loops, which can cause problems if people * follow in a loop through an exit leading back into the same room * (Which exists in many maze areas) -Thoric */ bool circle_follow( CHAR_DATA *ch, CHAR_DATA *victim ) { CHAR_DATA *tmp; for ( tmp = victim; tmp; tmp = tmp->master ) if ( tmp == ch ) return TRUE; return FALSE; } void do_follow( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Follow whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master ) { act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( !ch->master ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower( ch ); return; } if ( circle_follow( ch, victim ) ) { send_to_char( "Following in loops is not allowed... sorry.\n\r", ch ); return; } if ( ch->master ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; if ( can_see( master, ch ) ) act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT ); act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( !ch->master ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) ) act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); ch->master = NULL; ch->leader = NULL; return; } void die_follower( CHAR_DATA *ch ) { CHAR_DATA *fch; if ( ch->master ) stop_follower( ch ); ch->leader = NULL; for ( fch = first_char; fch; fch = fch->next ) { if ( fch->master == ch ) stop_follower( fch ); if ( fch->leader == ch ) fch->leader = fch; } return; } void do_order( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char argbuf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; int toomany = 0; strcpy( argbuf, argument ); argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Order whom to do what?\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You feel like taking, not giving, orders.\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if ( !IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch ) { send_to_char( "Do it yourself!\n\r", ch ); return; } } found = FALSE; for ( och = ch->in_room->first_person; och; och = och_next ) { och_next = och->next_in_room; if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; act( AT_ACTION, "$n orders you to '$t'.", ch, argument, och, TO_VICT ); interpret( och, argument ); } if ( toomany++ > 100 ) break; } if ( found ) { sprintf( log_buf, "%s: order %s.", ch->name, argbuf ); log_string_plus( log_buf, LOG_NORMAL ); send_to_char( "Ok.\n\r", ch ); WAIT_STATE( ch, 12 ); } else send_to_char( "You have no followers here.\n\r", ch ); return; } /* char *itoa(int foo) { static char bar[256]; sprintf(bar,"%d",foo); return(bar); } */ void do_group( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = ch->leader ? ch->leader : ch; set_char_color( AT_GREEN, ch ); ch_printf( ch, "%s's group:\n\r", PERS(leader, ch) ); for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { set_char_color( AT_DGREEN, ch ); ch_printf( ch, "%s\n\r", capitalize( PERS(gch, ch) ) ); } } return; } if ( !strcmp( arg, "disband" )) { CHAR_DATA *gch; int count = 0; if ( ch->leader || ch->master ) { send_to_char( "You cannot disband a group if you're following someone.\n\r", ch ); return; } for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( ch, gch ) && ( ch != gch ) ) { gch->leader = NULL; gch->master = NULL; count++; send_to_char( "Your group is disbanded.\n\r", gch ); } } if ( count == 0 ) send_to_char( "You have no group members to disband.\n\r", ch ); else send_to_char( "You disband your group.\n\r", ch ); return; } if ( !strcmp( arg, "all" ) ) { CHAR_DATA *rch; int count = 0; for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if ( ch != rch && !IS_NPC( rch ) && rch->master == ch && !ch->master && !ch->leader && !is_same_group( rch, ch ) ) { rch->leader = ch; count++; } } if ( count == 0 ) send_to_char( "You have no eligible group members.\n\r", ch ); else { act( AT_ACTION, "$n groups $s followers.", ch, NULL, victim, TO_ROOM ); send_to_char( "You group your followers.\n\r", ch ); } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master || ( ch->leader && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR ); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act( AT_ACTION, "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n removes you from $s group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "You remove $N from your group.", ch, NULL, victim, TO_CHAR ); return; } victim->leader = ch; act( AT_ACTION, "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You join $n's group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$N joins your group.", ch, NULL, victim, TO_CHAR ); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount; int share; int extra; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Split how much?\n\r", ch ); return; } amount = atoi( arg ); if ( amount < 0 ) { send_to_char( "Your group wouldn't like that.\n\r", ch ); return; } if ( amount == 0 ) { send_to_char( "You hand out zero credits, but no one notices.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You don't have that many credits.\n\r", ch ); return; } members = 0; for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if (( IS_SET(ch->act, PLR_AUTOGOLD)) && (members < 2)) return; if ( members < 2 ) { send_to_char( "Just keep it all.\n\r", ch ); return; } share = amount / members; extra = amount % members; if ( share == 0 ) { send_to_char( "Don't even bother, cheapskate.\n\r", ch ); return; } ch->gold -= amount; ch->gold += share + extra; set_char_color( AT_GOLD, ch ); ch_printf( ch, "You split %d credits. Your share is %d credits.\n\r", amount, share + extra ); sprintf( buf, "$n splits %d credits. Your share is %d credits.", amount, share ); for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( gch != ch && is_same_group( gch, ch ) ) { act( AT_GOLD, buf, ch, NULL, gch, TO_VICT ); gch->gold += share; } } return; } void do_gtell( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( IS_SET( ch->act, PLR_NO_TELL ) ) { send_to_char( "Your message didn't get through!\n\r", ch ); return; } /* * Note use of send_to_char, so gtell works on sleepers. */ /* sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument );*/ for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { set_char_color( AT_GTELL, gch ); ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); } } return; } /* * It is very important that this be an equivalence relation: * (1) A ~ A * (2) if A ~ B then B ~ A * (3) if A ~ B and B ~ C, then A ~ C */ bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch ) { if ( ach->leader ) ach = ach->leader; if ( bch->leader ) bch = bch->leader; return ach == bch; } /* * this function sends raw argument over the AUCTION: channel * I am not too sure if this method is right.. */ void talk_auction (char *argument) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; CHAR_DATA *original; sprintf (buf,"Auction: %s", argument); /* last %s to reset color */ for (d = first_descriptor; d; d = d->next) { original = d->original ? d->original : d->character; /* if switched */ if ((d->connected == CON_PLAYING) && !IS_SET(original->deaf,CHANNEL_AUCTION) && !NOT_AUTHED(original)) act( AT_GOSSIP, buf, original, NULL, NULL, TO_CHAR ); } } void channel_noise () {}