/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
bool is_note_to args( ( CHAR_DATA *ch, NOTE_DATA *pnote ) );
void note_attach args( ( CHAR_DATA *ch ) );
void note_remove args( ( CHAR_DATA *ch, NOTE_DATA *pnote ) );
void talk_channel args( ( CHAR_DATA *ch, char *argument,
int channel, const char *verb ) );
bool is_in args( (char *, char *) );
bool all_in args( (char *, char *) );
bool is_note_to( CHAR_DATA *ch, NOTE_DATA *pnote )
{
if ( !str_cmp( ch->name, pnote->sender ) )
return TRUE;
if ( is_name( "all", pnote->to_list ) )
return TRUE;
if ( IS_IMMORTAL(ch) && is_name( "imm", pnote->to_list ) )
return TRUE;
if ( IS_IMMORTAL(ch) && is_name( "immortal", pnote->to_list ) )
return TRUE;
if ( is_name( ch->name, pnote->to_list ) )
return TRUE;
return FALSE;
}
void note_attach( CHAR_DATA *ch )
{
NOTE_DATA *pnote;
if ( ch->pnote != NULL )
return;
if ( note_free == NULL )
{
pnote = alloc_perm( sizeof(*ch->pnote) );
}
else
{
pnote = note_free;
note_free = note_free->next;
}
pnote->next = NULL;
pnote->sender = str_dup( ch->name );
pnote->date = str_dup( "" );
pnote->to_list = str_dup( "" );
pnote->subject = str_dup( "" );
pnote->text = str_dup( "" );
ch->pnote = pnote;
return;
}
void note_remove( CHAR_DATA *ch, NOTE_DATA *pnote )
{
char to_new[MAX_INPUT_LENGTH];
char to_one[MAX_INPUT_LENGTH];
FILE *fp;
NOTE_DATA *prev;
char *to_list;
/*
* Build a new to_list.
* Strip out this recipient.
*/
to_new[0] = '\0';
to_list = pnote->to_list;
while ( *to_list != '\0' )
{
to_list = one_argument( to_list, to_one );
if ( to_one[0] != '\0' && str_cmp( ch->name, to_one ) )
{
strcat( to_new, " " );
strcat( to_new, to_one );
}
}
/*
* Just a simple recipient removal?
*/
if ( str_cmp( ch->name, pnote->sender ) && to_new[0] != '\0' )
{
free_string( pnote->to_list );
pnote->to_list = str_dup( to_new + 1 );
return;
}
/*
* Remove note from linked list.
*/
if ( pnote == note_list )
{
note_list = pnote->next;
}
else
{
for ( prev = note_list; prev != NULL; prev = prev->next )
{
if ( prev->next == pnote )
break;
}
if ( prev == NULL )
{
bug( "Note_remove: pnote not found.", 0 );
return;
}
prev->next = pnote->next;
}
free_string( pnote->text );
free_string( pnote->subject );
free_string( pnote->to_list );
free_string( pnote->date );
free_string( pnote->sender );
pnote->next = note_free;
note_free = pnote;
/*
* Rewrite entire list.
*/
fclose( fpReserve );
if ( ( fp = fopen( NOTE_FILE, "w" ) ) == NULL )
{
perror( NOTE_FILE );
}
else
{
for ( pnote = note_list; pnote != NULL; pnote = pnote->next )
{
fprintf( fp, "Sender %s~\nDate %s~\nTo %s~\nSubject %s~\nText\n%s~\n\n",
pnote->sender,
pnote->date,
pnote->to_list,
pnote->subject,
pnote->text
);
}
fclose( fp );
}
fpReserve = fopen( NULL_FILE, "r" );
return;
}
void do_note( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
NOTE_DATA *pnote;
int vnum;
int anum;
if ( IS_NPC(ch) )
return;
argument = one_argument( argument, arg );
smash_tilde( argument );
if ( !str_cmp( arg, "list" ) )
{
vnum = 0;
for ( pnote = note_list; pnote != NULL; pnote = pnote->next )
{
if ( is_note_to( ch, pnote ) )
{
sprintf( buf, "[%3d] %s: %s\n\r",
vnum, pnote->sender, pnote->subject );
send_to_char( buf, ch );
vnum++;
}
}
return;
}
if ( !str_cmp( arg, "read" ) )
{
bool fAll;
if ( !str_cmp( argument, "all" ) )
{
fAll = TRUE;
anum = 0;
}
else if ( is_number( argument ) )
{
fAll = FALSE;
anum = atoi( argument );
}
else
{
send_to_char( "Note read which number?\n\r", ch );
return;
}
vnum = 0;
for ( pnote = note_list; pnote != NULL; pnote = pnote->next )
{
if ( is_note_to( ch, pnote ) && ( vnum++ == anum || fAll ) )
{
sprintf( buf, "[%3d] %s: %s\n\r%s\n\rTo: %s\n\r",
vnum - 1,
pnote->sender,
pnote->subject,
pnote->date,
pnote->to_list
);
send_to_char( buf, ch );
send_to_char( pnote->text, ch );
return;
}
}
send_to_char( "No such note.\n\r", ch );
return;
}
if ( !str_cmp( arg, "+" ) )
{
note_attach( ch );
strcpy( buf, ch->pnote->text );
if ( strlen(buf) + strlen(argument) >= MAX_STRING_LENGTH - 4 )
{
send_to_char( "Note too long.\n\r", ch );
return;
}
strcat( buf, argument );
strcat( buf, "\n\r" );
free_string( ch->pnote->text );
ch->pnote->text = str_dup( buf );
send_to_char( "Ok.\n\r", ch );
return;
}
if ( !str_cmp( arg, "subject" ) )
{
note_attach( ch );
free_string( ch->pnote->subject );
ch->pnote->subject = str_dup( argument );
send_to_char( "Ok.\n\r", ch );
return;
}
if ( !str_cmp( arg, "to" ) )
{
note_attach( ch );
free_string( ch->pnote->to_list );
ch->pnote->to_list = str_dup( argument );
send_to_char( "Ok.\n\r", ch );
return;
}
if ( !str_cmp( arg, "clear" ) )
{
if ( ch->pnote != NULL )
{
free_string( ch->pnote->text );
free_string( ch->pnote->subject );
free_string( ch->pnote->to_list );
free_string( ch->pnote->date );
free_string( ch->pnote->sender );
ch->pnote->next = note_free;
note_free = ch->pnote;
ch->pnote = NULL;
}
send_to_char( "Ok.\n\r", ch );
return;
}
if ( !str_cmp( arg, "show" ) )
{
if ( ch->pnote == NULL )
{
send_to_char( "You have no note in progress.\n\r", ch );
return;
}
sprintf( buf, "%s: %s\n\rTo: %s\n\r",
ch->pnote->sender,
ch->pnote->subject,
ch->pnote->to_list
);
send_to_char( buf, ch );
send_to_char( ch->pnote->text, ch );
return;
}
if ( !str_cmp( arg, "post" ) )
{
FILE *fp;
char *strtime;
if ( ch->pnote == NULL )
{
send_to_char( "You have no note in progress.\n\r", ch );
return;
}
ch->pnote->next = NULL;
strtime = ctime( ¤t_time );
strtime[strlen(strtime)-1] = '\0';
ch->pnote->date = str_dup( strtime );
if ( note_list == NULL )
{
note_list = ch->pnote;
}
else
{
for ( pnote = note_list; pnote->next != NULL; pnote = pnote->next )
;
pnote->next = ch->pnote;
}
pnote = ch->pnote;
ch->pnote = NULL;
fclose( fpReserve );
if ( ( fp = fopen( NOTE_FILE, "a" ) ) == NULL )
{
perror( NOTE_FILE );
}
else
{
fprintf( fp, "Sender %s~\nDate %s~\nTo %s~\nSubject %s~\nText\n%s~\n\n",
pnote->sender,
pnote->date,
pnote->to_list,
pnote->subject,
pnote->text
);
fclose( fp );
}
fpReserve = fopen( NULL_FILE, "r" );
send_to_char( "Ok.\n\r", ch );
return;
}
if ( !str_cmp( arg, "remove" ) )
{
if ( !is_number( argument ) )
{
send_to_char( "Note remove which number?\n\r", ch );
return;
}
anum = atoi( argument );
vnum = 0;
for ( pnote = note_list; pnote != NULL; pnote = pnote->next )
{
if ( is_note_to( ch, pnote ) && vnum++ == anum )
{
note_remove( ch, pnote );
send_to_char( "Ok.\n\r", ch );
return;
}
}
send_to_char( "No such note.\n\r", ch );
return;
}
send_to_char( "Huh? Type 'help note' for usage.\n\r", ch );
return;
}
/*
* Generic channel function.
*/
void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int position;
if ( argument[0] == '\0' )
{
sprintf( buf, "%s what?\n\r", verb );
buf[0] = UPPER(buf[0]);
return;
}
if ( IS_HEAD(ch, LOST_TONGUE) )
{
sprintf( buf, "You can't %s without a tongue!\n\r", verb );
send_to_char( buf, ch );
return;
}
if ( IS_BODY(ch, GAGGED) )
{
sprintf( buf, "You can't %s with a gag on!\n\r", verb );
send_to_char( buf, ch );
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
{
sprintf( buf, "You can't %s.\n\r", verb );
send_to_char( buf, ch );
return;
}
REMOVE_BIT(ch->deaf, channel);
switch ( channel )
{
default:
sprintf( buf, "You %s '%s'.\n\r", verb, argument );
send_to_char( buf, ch );
sprintf( buf, "$n %ss '$t'.", verb );
sprintf( buf2, "$n %ss '$t'.", verb );
break;
case CHANNEL_IMMTALK:
sprintf( buf, "$n: $t." );
sprintf( buf2, "$n: $t." );
position = ch->position;
ch->position = POS_STANDING;
act( buf, ch, argument, NULL, TO_CHAR );
ch->position = position;
break;
case CHANNEL_VAMPTALK:
if (!IS_NPC(ch) && ch->vampgen == 1)
{
sprintf( buf, "<[$n]> $t." );
sprintf( buf2, "<[$n]> $t." );
}
else if (!IS_NPC(ch) && ch->vampgen == 2)
{
sprintf( buf, "<<$n>> $t." );
sprintf( buf2, "[[$n]] $t." );
}
else
{
sprintf( buf, "<$n> $t." );
sprintf( buf2, "[$n] $t." );
}
position = ch->position;
ch->position = POS_STANDING;
act( buf, ch, argument, NULL, TO_CHAR );
ch->position = position;
break;
}
for ( d = descriptor_list; d != NULL; 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) )
{
if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(och) )
continue;
if ( channel == CHANNEL_VAMPTALK && (!IS_NPC(och) && !IS_SET(och->act, PLR_VAMPIRE)))
continue;
if ( channel == CHANNEL_YELL
&& vch->in_room->area != ch->in_room->area )
continue;
position = vch->position;
if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL )
vch->position = POS_STANDING;
if (!IS_NPC(vch) && IS_SET(vch->act, PLR_VAMPIRE) && str_cmp(ch->clan,vch->clan) )
{
act( buf2, ch, argument, vch, TO_VICT );
vch->position = position;
continue;
}
act( buf, ch, argument, vch, TO_VICT );
vch->position = position;
}
}
return;
}
void do_auction( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_AUCTION, "auction" );
return;
}
void do_chat( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_CHAT, "chat" );
return;
}
/*
* Alander's new channels.
*/
void do_music( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_MUSIC, "music" );
return;
}
void do_question( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_QUESTION, "question" );
return;
}
void do_answer( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_QUESTION, "answer" );
return;
}
void do_shout( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_SHOUT, "shout" );
WAIT_STATE( ch, 12 );
return;
}
void do_yell( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_YELL, "yell" );
return;
}
void do_immtalk( CHAR_DATA *ch, char *argument )
{
talk_channel( ch, argument, CHANNEL_IMMTALK, "immtalk" );
return;
}
void do_vamptalk( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch) || (!IS_NPC(ch) && !IS_SET(ch->act, PLR_VAMPIRE)))
{
send_to_char("Huh?\n\r",ch);
return;
}
talk_channel( ch, argument, CHANNEL_VAMPTALK, "vamptalk" );
return;
}
void do_say( CHAR_DATA *ch, char *argument )
{
char name [80];
char poly [MAX_INPUT_LENGTH];
char speak [10];
char speaks [10];
CHAR_DATA *to;
bool is_ok;
if ( IS_HEAD(ch, LOST_TONGUE) )
{
send_to_char( "You can't speak without a tongue!\n\r", ch );
return;
}
if ( IS_BODY(ch, GAGGED) )
{
send_to_char( "You can't speak with a gag on!\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Say what?\n\r", ch );
return;
}
if (IS_BODY(ch,CUT_THROAT))
{
sprintf(speak,"rasp");
sprintf(speaks,"rasps");
}
else if (!IS_NPC(ch) && IS_SET(ch->act,PLR_WOLFMAN))
{
sprintf(speak,"growl");
sprintf(speaks,"growls");
}
else
{
sprintf(speak,"say");
sprintf(speaks,"says");
}
sprintf(poly,"You %s '$T'.", speak);
act( poly, ch, NULL, argument, TO_CHAR );
sprintf(poly,"$n %s '$T'.", speaks);
if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
{
act( poly, ch, NULL, argument, TO_ROOM );
room_text( ch, strlower(argument) );
return;
}
to = ch->in_room->people;
for ( ; to != NULL; to = to->next_in_room )
{
is_ok = FALSE;
if ( to->desc == NULL || !IS_AWAKE(to) )
continue;
if ( ch == to )
continue;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_room != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_room != NULL &&
ch->in_room == to->in_room)
is_ok = TRUE; else is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_obj != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_obj != NULL &&
ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
is_ok = TRUE; else is_ok = FALSE;
if (!is_ok) continue;
if (IS_NPC(ch))
sprintf(name, ch->short_descr);
else if (!IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH))
sprintf(name, ch->morph);
else
sprintf(name, ch->name);
name[0]=UPPER(name[0]);
sprintf(poly,"%s %s '%s'.\n\r", name,speaks,argument);
send_to_char(poly,to);
}
room_text( ch, strlower(argument) );
return;
}
void room_text( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mob;
OBJ_DATA *obj;
ROOMTEXT_DATA *rt;
bool mobfound;
bool hop;
char arg [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
for ( rt = ch->in_room->roomtext; rt != NULL; rt = rt->next )
{
if (!strcmp(argument,rt->input)
|| is_in(argument, rt->input)
|| all_in(argument, rt->input))
{
if ( rt->name != NULL && rt->name != '\0'
&& str_cmp(rt->name,"all") && str_cmp(rt->name,"|all*") )
if (!is_in(ch->name, rt->name) ) continue;
mobfound = TRUE;
if (rt->mob != 0)
{
mobfound = FALSE;
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL ) continue;
if ( !IS_NPC(vch) ) continue;
if ( vch->in_room == ch->in_room
&& vch->pIndexData->vnum == rt->mob )
{
mobfound = TRUE;
break;
}
}
}
if (!mobfound) continue;
hop = FALSE;
switch(rt->type % RT_RETURN)
{
case RT_SAY:
break;
case RT_LIGHTS:
do_changelight(ch,"");
break;
case RT_LIGHT:
REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK);
break;
case RT_DARK:
SET_BIT(ch->in_room->room_flags, ROOM_DARK);
break;
case RT_OBJECT:
if ( get_obj_index(rt->power) == NULL ) return;
obj = create_object(get_obj_index(rt->power), ch->level);
if (IS_SET(rt->type, RT_TIMER) ) obj->timer = 1;
if (CAN_WEAR(obj,ITEM_TAKE)) obj_to_char(obj,ch);
else obj_to_room(obj,ch->in_room);
if (!str_cmp(rt->choutput,"copy"))
act( rt->output, ch, obj, NULL, TO_CHAR );
else
act( rt->choutput, ch, obj, NULL, TO_CHAR );
if (!IS_SET(rt->type, RT_PERSONAL) )
act( rt->output, ch, obj, NULL, TO_ROOM );
hop = TRUE;
break;
case RT_MOBILE:
if ( get_mob_index(rt->power) == NULL ) return;
mob = create_mobile(get_mob_index(rt->power));
char_to_room(mob,ch->in_room);
if (!str_cmp(rt->choutput,"copy"))
act( rt->output, ch, NULL, mob, TO_CHAR );
else
act( rt->choutput, ch, NULL, mob, TO_CHAR );
if (!IS_SET(rt->type, RT_PERSONAL) )
act( rt->output, ch, NULL, mob, TO_ROOM );
hop = TRUE;
break;
case RT_SPELL:
(*skill_table[rt->power].spell_fun) ( rt->power, number_range(20,30), ch, ch );
break;
case RT_PORTAL:
if ( get_obj_index(OBJ_VNUM_PORTAL) == NULL ) return;
obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
obj->timer = 1;
obj->value[0] = rt->power;
obj->value[1] = 1;
obj_to_room(obj,ch->in_room);
break;
case RT_TELEPORT:
if ( get_room_index(rt->power) == NULL ) return;
if (!str_cmp(rt->choutput,"copy"))
act( rt->output, ch, NULL, NULL, TO_CHAR );
else
act( rt->choutput, ch, NULL, NULL, TO_CHAR );
if (!IS_SET(rt->type, RT_PERSONAL) )
act( rt->output, ch, NULL, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,get_room_index(rt->power));
act("$n appears in the room.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
hop = TRUE;
break;
case RT_ACTION:
sprintf(arg,argument);
argument = one_argument( arg, arg1 );
argument = one_argument( arg, arg2 );
if ( (mob = get_char_room(ch, arg2) ) == NULL ) continue;
interpret( mob, rt->output );
break;
case RT_OPEN_LIFT:
open_lift(ch);
break;
case RT_CLOSE_LIFT:
close_lift(ch);
break;
case RT_MOVE_LIFT:
move_lift(ch,rt->power);
break;
default:
break;
}
if (hop && IS_SET(rt->type, RT_RETURN) ) return;
else if (hop) continue;
if (!str_cmp(rt->choutput,"copy") && !IS_SET(rt->type, RT_ACTION))
act( rt->output, ch, NULL, NULL, TO_CHAR );
else if (!IS_SET(rt->type, RT_ACTION))
act( rt->choutput, ch, NULL, NULL, TO_CHAR );
if (!IS_SET(rt->type, RT_PERSONAL) && !IS_SET(rt->type, RT_ACTION) )
act( rt->output, ch, NULL, NULL, TO_ROOM );
if (IS_SET(rt->type, RT_RETURN) ) return;
}
}
return;
}
char *strlower(char *ip)
{
static char buffer[MAX_INPUT_LENGTH];
int pos;
for (pos = 0; pos < (MAX_INPUT_LENGTH - 1) && ip[pos] != '\0'; pos++) {
buffer[pos] = tolower(ip[pos]);
}
buffer[pos] = '\0';
return buffer;
}
bool is_in(char *arg, char *ip)
{
char *lo_arg;
char cmp[MAX_INPUT_LENGTH];
int fitted;
if (ip[0] != '|')
return FALSE;
cmp[0] = '\0';
lo_arg = strlower(arg);
do {
ip += strlen(cmp) + 1;
fitted = sscanf(ip, "%[^*]", cmp);
if (strstr(lo_arg, cmp) != NULL) {
return TRUE;
}
} while (fitted > 0);
return FALSE;
}
bool all_in(char *arg, char *ip)
{
char *lo_arg;
char cmp[MAX_INPUT_LENGTH];
int fitted;
if (ip[0] != '&')
return FALSE;
cmp[0] = '\0';
lo_arg = strlower(arg);
do {
ip += strlen(cmp) + 1;
fitted = sscanf(ip, "%[^*]", cmp);
if (strstr(lo_arg, cmp) == NULL) {
return FALSE;
}
} while (fitted > 0);
return TRUE;
}
void do_tell( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char poly [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if (IS_BODY(ch, GAGGED))
{
send_to_char( "Your message didn't get through.\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;
}
/*
* Can tell to PC's anywhere, but NPC's only in same room.
* -- Furey
*/
if ( ( victim = get_char_world( ch, arg ) ) == NULL
|| ( IS_NPC(victim) && victim->in_room != ch->in_room ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) )
{
act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
act( "You tell $N '$t'.", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
sprintf(poly,"$n tells you '$t'.");
ADD_COLOUR(ch,poly,WHITE);
act( poly, ch, argument, victim, TO_VICT );
victim->position = position;
victim->reply = ch;
return;
}
void do_reply( CHAR_DATA *ch, char *argument )
{
char poly [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int position;
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if (IS_BODY(ch, GAGGED))
{
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_IMMORTAL(ch) && !IS_AWAKE(victim) )
{
act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
act( "You tell $N '$t'.", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
sprintf(poly,"$n tells you '$t'.");
ADD_COLOUR(ch,poly,WHITE);
act( poly, 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;
char name [80];
char poly [MAX_INPUT_LENGTH];
CHAR_DATA *to;
bool is_ok;
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 ( IS_HEAD(ch, LOST_TONGUE) || IS_HEAD(ch, LOST_HEAD) || IS_HEAD(ch, GAGGED))
{
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;
}
for ( plast = argument; *plast != '\0'; plast++ )
;
strcpy( buf, argument );
if ( isalpha(plast[-1]) )
strcat( buf, "." );
act( "$n $T", ch, NULL, buf, TO_CHAR );
if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT)
{
act( "$n $T", ch, NULL, buf, TO_ROOM );
return;
}
to = ch->in_room->people;
for ( ; to != NULL; to = to->next_in_room )
{
is_ok = FALSE;
if ( to->desc == NULL || !IS_AWAKE(to) )
continue;
if ( ch == to )
continue;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_room != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_room != NULL &&
ch->in_room == to->in_room)
is_ok = TRUE; else is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_obj != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_obj != NULL &&
ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
is_ok = TRUE; else is_ok = FALSE;
if (!is_ok) continue;
if (IS_NPC(ch))
sprintf(name, ch->short_descr);
else if (!IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH))
sprintf(name, ch->morph);
else
sprintf(name, ch->name);
name[0]=UPPER(name[0]);
sprintf(poly,"%s %s\n\r", name,buf);
send_to_char(poly,to);
}
return;
}
/*
* All the posing stuff.
*/
struct pose_table_type
{
char * message[2*MAX_CLASS];
};
const struct pose_table_type pose_table [] =
{
{
{
"You sizzle with energy.",
"$n sizzles with energy.",
"You feel very holy.",
"$n looks very holy.",
"You perform a small card trick.",
"$n performs a small card trick.",
"You show your bulging muscles.",
"$n shows $s bulging muscles."
}
},
{
{
"You turn into a butterfly, then return to your normal shape.",
"$n turns into a butterfly, then returns to $s normal shape.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"You wiggle your ears alternately.",
"$n wiggles $s ears alternately.",
"You crack nuts between your fingers.",
"$n cracks nuts between $s fingers."
}
},
{
{
"Blue sparks fly from your fingers.",
"Blue sparks fly from $n's fingers.",
"A halo appears over your head.",
"A halo appears over $n's head.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"You grizzle your teeth and look mean.",
"$n grizzles $s teeth and looks mean."
}
},
{
{
"Little red lights dance in your eyes.",
"Little red lights dance in $n's eyes.",
"You recite words of wisdom.",
"$n recites words of wisdom.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"You hit your head, and your eyes roll.",
"$n hits $s head, and $s eyes roll."
}
},
{
{
"A slimy green monster appears before you and bows.",
"A slimy green monster appears before $n and bows.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle."
}
},
{
{
"You turn everybody into a little pink elephant.",
"You are turned into a little pink elephant by $n.",
"An angel consults you.",
"An angel consults $n.",
"The dice roll ... and you win again.",
"The dice roll ... and $n wins again.",
"... 98, 99, 100 ... you do pushups.",
"... 98, 99, 100 ... $n does pushups."
}
},
{
{
"A small ball of light dances on your fingertips.",
"A small ball of light dances on $n's fingertips.",
"Your body glows with an unearthly light.",
"$n's body glows with an unearthly light.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it.",
"Arnold Schwarzenegger admires your physique.",
"Arnold Schwarzenegger admires $n's physique."
}
},
{
{
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"A spot light hits you.",
"A spot light hits $n.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders."
}
},
{
{
"The light flickers as you rap in magical languages.",
"The light flickers as $n raps in magical languages.",
"Everyone levitates as you pray.",
"You levitate as $n prays.",
"You produce a coin from everyone's ear.",
"$n produces a coin from your ear.",
"Oomph! You squeeze water out of a granite boulder.",
"Oomph! $n squeezes water out of a granite boulder."
}
},
{
{
"Your head disappears.",
"$n's head disappears.",
"A cool breeze refreshes you.",
"A cool breeze refreshes $n.",
"You step behind your shadow.",
"$n steps behind $s shadow.",
"You pick your teeth with a spear.",
"$n picks $s teeth with a spear."
}
},
{
{
"A fire elemental singes your hair.",
"A fire elemental singes $n's hair.",
"The sun pierces through the clouds to illuminate you.",
"The sun pierces through the clouds to illuminate $n.",
"Your eyes dance with greed.",
"$n's eyes dance with greed.",
"Everyone is swept off their foot by your hug.",
"You are swept off your feet by $n's hug."
}
},
{
{
"The sky changes color to match your eyes.",
"The sky changes color to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"Your karate chop splits a tree.",
"$n's karate chop splits a tree."
}
},
{
{
"The stones dance to your command.",
"The stones dance to $n's command.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer.",
"A strap of your armor breaks over your mighty thews.",
"A strap of $n's armor breaks over $s mighty thews."
}
},
{
{
"The heavens and grass change colour as you smile.",
"The heavens and grass change colour as $n smiles.",
"The Burning Man speaks to you.",
"The Burning Man speaks to $n.",
"Everyone's pocket explodes with your fireworks.",
"Your pocket explodes with $n's fireworks.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown."
}
},
{
{
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid winks at you.",
"An eye in a pyramid winks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding."
}
},
{
{
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot."
}
},
{
{
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god Mota gives you a staff.",
"The great god Mota gives $n a staff.",
"Click.",
"Click.",
"Atlas asks you to relieve him.",
"Atlas asks $n to relieve him."
}
}
};
void do_pose( CHAR_DATA *ch, char *argument )
{
int level;
int pose;
if ( IS_NPC(ch) )
return;
level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 );
pose = number_range(0, level);
act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR );
act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM );
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_idea( CHAR_DATA *ch, char *argument )
{
append_file( ch, IDEA_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_rent( CHAR_DATA *ch, char *argument )
{
send_to_char( "There is no rent here. Just save and quit.\n\r", ch );
return;
}
void do_qui( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch );
return;
}
void do_quit( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( IS_NPC(ch) )
return;
if ( ch->position == POS_FIGHTING )
{
send_to_char( "No way! You are fighting.\n\r", ch );
return;
}
if ( ch->position < POS_SLEEPING )
{
send_to_char( "You're not DEAD yet.\n\r", ch );
return;
}
if ( ch->mount != NULL ) do_dismount(ch,"");
send_to_char( "\n\r Speak not: whisper not:\n\r",ch);
send_to_char( " I know all that ye would tell,\n\r",ch);
send_to_char( " But to speak might break the spell\n\r",ch);
send_to_char( " Which must bend the invincible,\n\r",ch);
send_to_char( " The stern of thought;\n\r",ch);
send_to_char( " He yet defies the deepest power of Hell.\n\r\n\r",ch );
sprintf( log_buf, "%s has quit.", ch->name );
log_string( log_buf );
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj( ch );
d = ch->desc;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE) continue;
if ( !IS_NPC(ch) && ((obj->chobj != NULL && !IS_NPC(obj->chobj) &&
obj->chobj->pcdata->obj_vnum != 0) || obj->item_type == ITEM_KEY))
{
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
}
}
if (ch->pcdata->obj_vnum != 0)
act( "$n slowly fades out of existance.", ch, NULL, NULL, TO_ROOM );
else
act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
if (ch->in_room != NULL) char_from_room(ch);
char_to_room(ch,get_room_index(30002));
if ( d != NULL )
close_socket( d );
if (ch->pcdata->obj_vnum == 0)
{
sprintf( buf, "%s has left the God Wars.", ch->name );
do_info(ch,buf);
}
if (ch->pcdata->chobj != NULL) extract_obj(ch->pcdata->chobj);
extract_char( ch, TRUE );
return;
}
void do_save( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if ( ch->level < 2 )
{
send_to_char( "You must kill at least 5 mobs before you can save.\n\r", ch );
return;
}
save_char_obj( ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_follow( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Follow whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL )
{
act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if ( victim == ch )
{
if ( ch->master == NULL )
{
send_to_char( "You already follow yourself.\n\r", ch );
return;
}
stop_follower( ch );
return;
}
if ( ( ch->level - victim->level < -5 || ch->level - victim->level > 5 )
&& !IS_HERO(ch) )
{
send_to_char( "You are not of the right caliber to follow.\n\r", ch );
return;
}
if ( ch->master != NULL )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA *ch, CHAR_DATA *master )
{
char poly [MAX_INPUT_LENGTH];
if ( ch->master != NULL )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
if ( can_see( master, ch ) )
{
sprintf(poly,"$n now follows you.");
act( poly, ch, NULL, master, TO_VICT );
}
sprintf(poly,"You now follow $N.");
act( poly, ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA *ch )
{
char poly [MAX_INPUT_LENGTH];
if ( ch->master == NULL )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) )
{
REMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
}
if ( can_see( ch->master, ch ) )
{
sprintf(poly,"$n stops following you.");
act( poly, ch, NULL, ch->master, TO_VICT );
}
sprintf(poly,"You stop following $N.");
act( poly, ch, NULL, ch->master, TO_CHAR );
ch->master = NULL;
ch->leader = NULL;
return;
}
void die_follower( CHAR_DATA *ch )
{
CHAR_DATA *fch;
if ( ch->master != NULL )
stop_follower( ch );
ch->leader = NULL;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch->master == ch )
stop_follower( fch );
if ( fch->leader == ch )
fch->leader = fch;
}
return;
}
void do_order( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Aye aye, right away!\n\r", ch );
return;
}
if ( (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch)
&& !(IS_SET(ch->act, PLR_VAMPIRE) && IS_SET(victim->act, PLR_VAMPIRE) ) )
{
send_to_char( "Do it yourself!\n\r", ch );
return;
}
if ( IS_SET(ch->act, PLR_VAMPIRE) && IS_SET(victim->act, PLR_VAMPIRE)
&& ((ch->vampgen > victim->vampgen) || str_cmp(ch->clan,victim->clan)))
{
act( "$N ignores your order.", ch, NULL, victim, TO_CHAR );
act( "You ignore $n's order.", ch, NULL, victim, TO_VICT );
return;
}
}
found = FALSE;
for ( och = ch->in_room->people; och != NULL; och = och_next )
{
och_next = och->next_in_room;
if ( ( IS_AFFECTED(och, AFF_CHARM)
&& och->master == ch
&& ( fAll || och == victim ) ) ||
( !IS_NPC(ch) && !IS_NPC(och) &&
IS_SET(ch->act, PLR_VAMPIRE) && IS_SET(och->act, PLR_VAMPIRE)
&& ch->vampgen < och->vampgen && !str_cmp(ch->clan,och->clan)))
{
found = TRUE;
act( "$n orders you to '$t'.", ch, argument, och, TO_VICT );
interpret( och, argument );
}
}
if ( found )
send_to_char( "Ok.\n\r", ch );
else
send_to_char( "You have no followers here.\n\r", ch );
return;
}
void do_command( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_SET(ch->act, PLR_VAMPIRE))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (!IS_VAMPAFF(ch, VAM_DOMINATE))
{
send_to_char( "You are not trained in the dominate discipline.\n\r", ch );
return;
}
if (ch->spl[RED_MAGIC] < 1)
{
send_to_char( "Your mind is too weak.\n\r", ch );
return;
}
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Command whom to do what?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you command yourself??\n\r", ch );
return;
}
if ( !IS_NPC(victim) && victim->level != 3 )
{
send_to_char( "You can only command other avatars.\n\r", ch );
return;
}
if (IS_NPC(victim))
sprintf( buf, "I think %s wants to %s", victim->short_descr, argument );
else if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_POLYMORPH))
sprintf( buf, "I think %s wants to %s", victim->morph, argument );
else
sprintf( buf, "I think %s wants to %s", victim->name, argument );
do_say(ch,buf);
if ( IS_NPC(victim) && victim->level >= (ch->spl[RED_MAGIC]/8) )
{
act("You shake off $N's suggestion.",victim,NULL,ch,TO_CHAR);
act("$n shakes off $N's suggestion.",victim,NULL,ch,TO_NOTVICT);
act("$n shakes off your suggestion.",victim,NULL,ch,TO_VICT);
act("$s mind is too strong to overcome.",victim,NULL,ch,TO_VICT);
return;
}
else if ( victim->spl[BLUE_MAGIC] >= (ch->spl[RED_MAGIC]/2) )
{
act("You shake off $N's suggestion.",victim,NULL,ch,TO_CHAR);
act("$n shakes off $N's suggestion.",victim,NULL,ch,TO_NOTVICT);
act("$n shakes off your suggestion.",victim,NULL,ch,TO_VICT);
act("$s mind is too strong to overcome.",victim,NULL,ch,TO_VICT);
return;
}
act("You blink in confusion.",victim,NULL,NULL,TO_CHAR);
act("$n blinks in confusion.",victim,NULL,NULL,TO_ROOM);
do_say(victim,"Yes, you're right, I do...");
interpret( victim, argument );
return;
}
void do_group( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = (ch->leader != NULL) ? ch->leader : ch;
sprintf( buf, "%s's group:\n\r", PERS(leader, ch) );
send_to_char( buf, ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
{
sprintf( buf,
"[%-16s] %4d/%4d hp %4d/%4d mana %4d/%4d mv %5d xp\n\r",
capitalize( PERS(gch, ch) ),
gch->hit, gch->max_hit,
gch->mana, gch->max_mana,
gch->move, gch->max_move,
gch->exp );
send_to_char( buf, ch );
}
}
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) )
{
send_to_char( "But you are following someone else!\n\r", ch );
return;
}
if ( victim->master != ch && ch != victim )
{
act( "$N isn't following you.", ch, NULL, victim, TO_CHAR );
return;
}
if ( is_same_group( victim, ch ) && ch != victim )
{
victim->leader = NULL;
act( "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT );
act( "$n removes you from $s group.", ch, NULL, victim, TO_VICT );
act( "You remove $N from your group.", ch, NULL, victim, TO_CHAR );
return;
}
victim->leader = ch;
act( "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT );
act( "You join $n's group.", ch, NULL, victim, TO_VICT );
act( "$N joins your group.", ch, NULL, victim, TO_CHAR );
return;
}
/*
* 'Split' originally by Gnort, God of Chaos.
*/
void do_split( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount;
int share;
int extra;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Split how much?\n\r", ch );
return;
}
amount = atoi( arg );
if ( amount < 0 )
{
send_to_char( "Your group wouldn't like that.\n\r", ch );
return;
}
if ( amount == 0 )
{
send_to_char( "You hand out zero coins, but no one notices.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You don't have that much gold.\n\r", ch );
return;
}
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
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;
sprintf( buf,
"You split %d gold coins. Your share is %d gold coins.\n\r",
amount, share + extra );
send_to_char( buf, ch );
sprintf( buf, "$n splits %d gold coins. Your share is %d gold coins.",
amount, share );
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( gch != ch && is_same_group( gch, ch ) )
{
act( buf, ch, NULL, gch, TO_VICT );
gch->gold += share;
}
}
return;
}
void do_gtell( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
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 = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
send_to_char( buf, gch );
}
return;
}
/*
* It is very important that this be an equivalence relation:
* (1) A ~ A
* (2) if A ~ B then B ~ A
* (3) if A ~ B and B ~ C, then A ~ C
*/
bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch )
{
if ( ach->leader != NULL ) ach = ach->leader;
if ( bch->leader != NULL ) bch = bch->leader;
return ach == bch;
}
void do_changelight(CHAR_DATA *ch, char *argument )
{
if (IS_SET(ch->in_room->room_flags, ROOM_DARK))
{
REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK);
act("The room is suddenly filled with light!",ch,NULL,NULL,TO_CHAR);
act("The room is suddenly filled with light!",ch,NULL,NULL,TO_ROOM);
return;
}
SET_BIT(ch->in_room->room_flags, ROOM_DARK);
act("The lights in the room suddenly go out!",ch,NULL,NULL,TO_CHAR);
act("The lights in the room suddenly go out!",ch,NULL,NULL,TO_ROOM);
return;
}
void open_lift( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *location;
int in_room;
in_room = ch->in_room->vnum;
location = get_room_index(in_room);
if (is_open(ch)) return;
act("The doors open.",ch,NULL,NULL,TO_CHAR);
act("The doors open.",ch,NULL,NULL,TO_ROOM);
move_door(ch);
if (is_open(ch)) act("The doors close.",ch,NULL,NULL,TO_ROOM);
if (!same_floor(ch,in_room)) act("The lift judders suddenly.",ch,NULL,NULL,TO_ROOM);
if (is_open(ch)) act("The doors open.",ch,NULL,NULL,TO_ROOM);
move_door(ch);
open_door(ch,FALSE);
char_from_room(ch);
char_to_room(ch,location);
open_door(ch,TRUE);
move_door(ch);
open_door(ch,TRUE);
thru_door(ch,in_room);
char_from_room(ch);
char_to_room(ch,location);
return;
}
void close_lift( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *location;
int in_room;
in_room = ch->in_room->vnum;
location = get_room_index(in_room);
if (!is_open(ch)) return;
act("The doors close.",ch,NULL,NULL,TO_CHAR);
act("The doors close.",ch,NULL,NULL,TO_ROOM);
open_door(ch,FALSE);
move_door(ch);
open_door(ch,FALSE);
char_from_room(ch);
char_to_room(ch,location);
return;
}
void move_lift( CHAR_DATA *ch, int to_room )
{
ROOM_INDEX_DATA *location;
int in_room;
in_room = ch->in_room->vnum;
location = get_room_index(in_room);
if (is_open(ch)) act("The doors close.",ch,NULL,NULL,TO_CHAR);
if (is_open(ch)) act("The doors close.",ch,NULL,NULL,TO_ROOM);
if (!same_floor(ch,to_room)) act("The lift judders suddenly.",ch,NULL,NULL,TO_CHAR);
if (!same_floor(ch,to_room)) act("The lift judders suddenly.",ch,NULL,NULL,TO_ROOM);
move_door(ch);
open_door(ch,FALSE);
char_from_room(ch);
char_to_room(ch,location);
open_door(ch,FALSE);
thru_door(ch,to_room);
return;
}
bool same_floor( CHAR_DATA *ch, int cmp_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->item_type != ITEM_PORTAL ) continue;
if ( obj->pIndexData->vnum == 30001 ) continue;
if ( obj->value[0] == cmp_room ) return TRUE;
else return FALSE;
}
return FALSE;
}
bool is_open( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->item_type != ITEM_PORTAL ) continue;
if ( obj->pIndexData->vnum == 30001 ) continue;
if ( obj->value[2] == 0 ) return TRUE;
else return FALSE;
}
return FALSE;
}
void move_door( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *pRoomIndex;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->item_type != ITEM_PORTAL ) continue;
if ( obj->pIndexData->vnum == 30001 ) continue;
pRoomIndex = get_room_index(obj->value[0]);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
return;
}
return;
}
void thru_door( CHAR_DATA *ch, int doorexit )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->item_type != ITEM_PORTAL ) continue;
if ( obj->pIndexData->vnum == 30001 ) continue;
obj->value[0] = doorexit;
return;
}
return;
}
void open_door( CHAR_DATA *ch, bool be_open )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->item_type != ITEM_PORTAL ) continue;
if ( obj->pIndexData->vnum == 30001 ) continue;
if ( obj->value[2] == 0 && !be_open ) obj->value[2] = 3;
else if ( obj->value[2] == 3 && be_open ) obj->value[2] = 0;
return;
}
return;
}
void do_speak( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
char poly [MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
struct spk_type
{
char * old;
char * new;
};
static const struct spk_type spk_table[] =
{
{ " ", " " },
{ "are not", "ain't" },
{ "have", "'av" },
{ "hello", "oy" },
{ "hi ", "oy " },
{ "i am", "i'm" },
{ "it is", "tis" },
{ "the ", "da " },
{ " the", " da" },
{ "thank", "fank" },
{ "that", "dat" },
{ "they", "day" },
{ "this", "dis" },
{ "then", "den" },
{ "there", "ver" },
{ "their", "ver" },
{ "thing", "fing" },
{ "think", "fink" },
{ "was", "woz" },
{ "would", "wud" },
{ "what", "wot" },
{ "where", "weer" },
{ "when", "wen" },
{ "are", "is" },
{ "you", "ya" },
{ "your", "yer" },
{ "dead", "ded" },
{ "kill", "stomp" },
{ "food", "nosh" },
{ "blood", "blud" },
{ "vampire", "sucker" },
{ "fire", "hot" },
{ "dwarf", "stunty" },
{ "dwarves", "stunties" },
{ "human", "'uman" },
{ "goblin", "gobbo" },
{ "death", "def" },
{ "immune", "mune" },
{ "immunit", "munit" },
{ "kavir", "KaVir" },
{ "Lucifur", "Lucifur" },
{ "a", "a" }, { "b", "b" }, { "c", "c" }, { "d", "d" },
{ "e", "e" }, { "f", "f" }, { "g", "g" }, { "h", "h" },
{ "i", "i" }, { "j", "j" }, { "k", "k" }, { "l", "l" },
{ "m", "m" }, { "n", "n" }, { "o", "o" }, { "p", "p" },
{ "q", "q" }, { "r", "r" }, { "s", "s" }, { "t", "t" },
{ "u", "u" }, { "v", "v" }, { "w", "w" }, { "x", "x" },
{ "y", "y" }, { "z", "z" }, { ",", "," }, { ".", "." },
{ ";", ";" }, { ":", ":" }, { "(", "(" }, { ")", ")" },
{ ")", ")" }, { "-", "-" }, { "!", "!" }, { "?", "?" },
{ "", "" }
};
buf[0] = '\0';
if ( argument[0] == '\0' )
{
send_to_char("Say what?\n\r",ch);
return;
}
for ( pName = str_dup(argument); *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(spk_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( spk_table[iSyl].old, pName ) )
{
strcat( buf, spk_table[iSyl].new );
break;
}
}
if ( length == 0 )
length = 1;
}
/* For polymorphed players - KaVir */
if (!IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
sprintf(poly,"%s", ch->morph);
else if (IS_NPC(ch))
sprintf(poly,"%s", ch->short_descr);
else
sprintf(poly,"%s", ch->name);
sprintf( buf2, "$n says '%s'.", buf );
sprintf( buf, "$n says '%s'.", argument );
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( rch != ch )
act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );
}
sprintf( buf, "You say '%s'.", argument );
act( buf, ch, NULL, NULL, TO_CHAR);
room_text( ch, strlower(argument) );
return;
}