/* ************************************************************************
* File: act.comm.c Part of CircleMUD *
* Usage: Player-level communication commands *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "screen.h"
#include "improved-edit.h"
/* extern variables */
extern int level_can_shout;
extern int holler_move_cost;
/* local functions */
void perform_tell(struct char_data *ch, struct char_data *vict, char *arg);
int is_tell_ok(struct char_data *ch, struct char_data *vict);
ACMD(do_say);
ACMD(do_gsay);
ACMD(do_tell);
ACMD(do_reply);
ACMD(do_spec_comm);
ACMD(do_write);
ACMD(do_page);
ACMD(do_gen_comm);
ACMD(do_qcomm);
ACMD(do_say)
{
skip_spaces(&argument);
if (!*argument)
send_to_char("Yes, but WHAT do you want to say?\r\n", ch);
else {
sprintf(buf, "$n says, '%s'", argument);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else {
delete_doubledollar(argument);
sprintf(buf, "You say, '%s'\r\n", argument);
send_to_char(buf, ch);
}
}
}
ACMD(do_gsay)
{
struct char_data *k;
struct follow_type *f;
skip_spaces(&argument);
if (!AFF_FLAGGED(ch, AFF_GROUP)) {
send_to_char("But you are not the member of a group!\r\n", ch);
return;
}
if (!*argument)
send_to_char("Yes, but WHAT do you want to group-say?\r\n", ch);
else {
if (ch->master)
k = ch->master;
else
k = ch;
sprintf(buf, "$n tells the group, '%s'", argument);
if (AFF_FLAGGED(k, AFF_GROUP) && (k != ch))
act(buf, FALSE, ch, 0, k, TO_VICT | TO_SLEEP);
for (f = k->followers; f; f = f->next)
if (AFF_FLAGGED(f->follower, AFF_GROUP) && (f->follower != ch))
act(buf, FALSE, ch, 0, f->follower, TO_VICT | TO_SLEEP);
if (PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else {
sprintf(buf, "You tell the group, '%s'\r\n", argument);
send_to_char(buf, ch);
}
}
}
void perform_tell(struct char_data *ch, struct char_data *vict, char *arg)
{
send_to_char(CCRED(vict, C_NRM), vict);
sprintf(buf, "$n tells you, '%s'", arg);
act(buf, FALSE, ch, 0, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_NRM), vict);
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else {
send_to_char(CCRED(ch, C_CMP), ch);
sprintf(buf, "You tell $N, '%s'", arg);
act(buf, FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
send_to_char(CCNRM(ch, C_CMP), ch);
}
if (!IS_NPC(vict) && !IS_NPC(ch))
GET_LAST_TELL(vict) = GET_IDNUM(ch);
}
int is_tell_ok(struct char_data *ch, struct char_data *vict)
{
if (ch == vict)
send_to_char("You try to tell yourself something.\r\n", ch);
else if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOTELL))
send_to_char("You can't tell other people while you have notell on.\r\n", ch);
else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF))
send_to_char("The walls seem to absorb your words.\r\n", ch);
else if (!IS_NPC(vict) && !vict->desc) /* linkless */
act("$E's linkless at the moment.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
else if (PLR_FLAGGED(vict, PLR_WRITING))
act("$E's writing a message right now; try again later.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
else if ((!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOTELL)) || ROOM_FLAGGED(vict->in_room, ROOM_SOUNDPROOF))
act("$E can't hear you.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
else
return (TRUE);
return (FALSE);
}
/*
* Yes, do_tell probably could be combined with whisper and ask, but
* called frequently, and should IMHO be kept as tight as possible.
*/
ACMD(do_tell)
{
struct char_data *vict = NULL;
half_chop(argument, buf, buf2);
if (!*buf || !*buf2)
send_to_char("Who do you wish to tell what??\r\n", ch);
else if (GET_LEVEL(ch) < LVL_IMMORT && !(vict = get_player_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
send_to_char(NOPERSON, ch);
else if (GET_LEVEL(ch) >= LVL_IMMORT && !(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
send_to_char(NOPERSON, ch);
else if (is_tell_ok(ch, vict))
perform_tell(ch, vict, buf2);
}
ACMD(do_reply)
{
struct char_data *tch = character_list;
if (IS_NPC(ch))
return;
skip_spaces(&argument);
if (GET_LAST_TELL(ch) == NOBODY)
send_to_char("You have no-one to reply to!\r\n", ch);
else if (!*argument)
send_to_char("What is your reply?\r\n", ch);
else {
/*
* Make sure the person you're replying to is still playing by searching
* for them. Note, now last tell is stored as player IDnum instead of
* a pointer, which is much better because it's safer, plus will still
* work if someone logs out and back in again.
*/
/*
* XXX: A descriptor list based search would be faster although
* we could not find link dead people. Not that they can
* hear tells anyway. :) -gg 2/24/98
*/
while (tch != NULL && (IS_NPC(tch) || GET_IDNUM(tch) != GET_LAST_TELL(ch)))
tch = tch->next;
if (tch == NULL)
send_to_char("They are no longer playing.\r\n", ch);
else if (is_tell_ok(ch, tch))
perform_tell(ch, tch, argument);
}
}
ACMD(do_spec_comm)
{
struct char_data *vict;
const char *action_sing, *action_plur, *action_others;
switch (subcmd) {
case SCMD_WHISPER:
action_sing = "whisper to";
action_plur = "whispers to";
action_others = "$n whispers something to $N.";
break;
case SCMD_ASK:
action_sing = "ask";
action_plur = "asks";
action_others = "$n asks $N a question.";
break;
default:
action_sing = "oops";
action_plur = "oopses";
action_others = "$n is tongue-tied trying to speak with $N.";
break;
}
half_chop(argument, buf, buf2);
if (!*buf || !*buf2) {
sprintf(buf, "Whom do you want to %s.. and what??\r\n", action_sing);
send_to_char(buf, ch);
} else if (!(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)))
send_to_char(NOPERSON, ch);
else if (vict == ch)
send_to_char("You can't get your mouth close enough to your ear...\r\n", ch);
else {
sprintf(buf, "$n %s you, '%s'", action_plur, buf2);
act(buf, FALSE, ch, 0, vict, TO_VICT);
if (PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else {
sprintf(buf, "You %s %s, '%s'\r\n", action_sing, GET_NAME(vict), buf2);
send_to_char(buf, ch);
}
act(action_others, FALSE, ch, 0, vict, TO_NOTVICT);
}
}
ACMD(do_write)
{
struct obj_data *paper, *pen = NULL;
char *papername, *penname;
papername = buf1;
penname = buf2;
two_arguments(argument, papername, penname);
if (!ch->desc)
return;
if (!*papername) { /* nothing was delivered */
send_to_char("Write? With what? ON what? What are you trying to do?!?\r\n", ch);
return;
}
if (*penname) { /* there were two arguments */
if (!(paper = get_obj_in_list_vis(ch, papername, NULL, ch->carrying))) {
sprintf(buf, "You have no %s.\r\n", papername);
send_to_char(buf, ch);
return;
}
if (!(pen = get_obj_in_list_vis(ch, penname, NULL, ch->carrying))) {
sprintf(buf, "You have no %s.\r\n", penname);
send_to_char(buf, ch);
return;
}
} else { /* there was one arg.. let's see what we can find */
if (!(paper = get_obj_in_list_vis(ch, papername, NULL, ch->carrying))) {
sprintf(buf, "There is no %s in your inventory.\r\n", papername);
send_to_char(buf, ch);
return;
}
if (GET_OBJ_TYPE(paper) == ITEM_PEN) { /* oops, a pen.. */
pen = paper;
paper = NULL;
} else if (GET_OBJ_TYPE(paper) != ITEM_NOTE) {
send_to_char("That thing has nothing to do with writing.\r\n", ch);
return;
}
/* One object was found.. now for the other one. */
if (!GET_EQ(ch, WEAR_HOLD)) {
sprintf(buf, "You can't write with %s %s alone.\r\n", AN(papername),
papername);
send_to_char(buf, ch);
return;
}
if (!CAN_SEE_OBJ(ch, GET_EQ(ch, WEAR_HOLD))) {
send_to_char("The stuff in your hand is invisible! Yeech!!\r\n", ch);
return;
}
if (pen)
paper = GET_EQ(ch, WEAR_HOLD);
else
pen = GET_EQ(ch, WEAR_HOLD);
}
/* ok.. now let's see what kind of stuff we've found */
if (GET_OBJ_TYPE(pen) != ITEM_PEN)
act("$p is no good for writing with.", FALSE, ch, pen, 0, TO_CHAR);
else if (GET_OBJ_TYPE(paper) != ITEM_NOTE)
act("You can't write on $p.", FALSE, ch, paper, 0, TO_CHAR);
else {
char *backstr = NULL;
/* Something on it, display it as that's in input buffer. */
if (paper->action_description) {
backstr = str_dup(paper->action_description);
send_to_char("There's something written on it already:\r\n", ch);
send_to_char(paper->action_description, ch);
}
/* we can write - hooray! */
act("$n begins to jot down a note.", TRUE, ch, 0, 0, TO_ROOM);
send_editor_help(ch->desc);
string_write(ch->desc, &paper->action_description, MAX_NOTE_LENGTH, 0, backstr);
}
}
ACMD(do_page)
{
struct descriptor_data *d;
struct char_data *vict;
half_chop(argument, arg, buf2);
if (IS_NPC(ch))
send_to_char("Monsters can't page.. go away.\r\n", ch);
else if (!*arg)
send_to_char("Whom do you wish to page?\r\n", ch);
else {
sprintf(buf, "\007\007*$n* %s", buf2);
if (!str_cmp(arg, "all")) {
if (GET_LEVEL(ch) > LVL_GOD) {
for (d = descriptor_list; d; d = d->next)
if (STATE(d) == CON_PLAYING && d->character)
act(buf, FALSE, ch, 0, d->character, TO_VICT);
} else
send_to_char("You will never be godly enough to do that!\r\n", ch);
return;
}
if ((vict = get_char_vis(ch, arg, NULL, FIND_CHAR_WORLD)) != NULL) {
act(buf, FALSE, ch, 0, vict, TO_VICT);
if (PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else
act(buf, FALSE, ch, 0, vict, TO_CHAR);
} else
send_to_char("There is no such person in the game!\r\n", ch);
}
}
/**********************************************************************
* generalized communication func, originally by Fred C. Merkel (Torg) *
*********************************************************************/
ACMD(do_gen_comm)
{
struct descriptor_data *i;
char color_on[24];
/* Array of flags which must _not_ be set in order for comm to be heard */
int channels[] = {
0,
PRF_DEAF,
PRF_NOGOSS,
PRF_NOAUCT,
PRF_NOGRATZ,
0
};
/*
* com_msgs: [0] Message if you can't perform the action because of noshout
* [1] name of the action
* [2] message if you're not on the channel
* [3] a color string.
*/
const char *com_msgs[][4] = {
{"You cannot holler!!\r\n",
"holler",
"",
KYEL},
{"You cannot shout!!\r\n",
"shout",
"Turn off your noshout flag first!\r\n",
KYEL},
{"You cannot gossip!!\r\n",
"gossip",
"You aren't even on the channel!\r\n",
KYEL},
{"You cannot auction!!\r\n",
"auction",
"You aren't even on the channel!\r\n",
KMAG},
{"You cannot congratulate!\r\n",
"congrat",
"You aren't even on the channel!\r\n",
KGRN}
};
/* to keep pets, etc from being ordered to shout */
if (!ch->desc)
return;
if (PLR_FLAGGED(ch, PLR_NOSHOUT)) {
send_to_char(com_msgs[subcmd][0], ch);
return;
}
if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
send_to_char("The walls seem to absorb your words.\r\n", ch);
return;
}
/* level_can_shout defined in config.c */
if (GET_LEVEL(ch) < level_can_shout) {
sprintf(buf1, "You must be at least level %d before you can %s.\r\n",
level_can_shout, com_msgs[subcmd][1]);
send_to_char(buf1, ch);
return;
}
/* make sure the char is on the channel */
if (PRF_FLAGGED(ch, channels[subcmd])) {
send_to_char(com_msgs[subcmd][2], ch);
return;
}
/* skip leading spaces */
skip_spaces(&argument);
/* make sure that there is something there to say! */
if (!*argument) {
sprintf(buf1, "Yes, %s, fine, %s we must, but WHAT???\r\n",
com_msgs[subcmd][1], com_msgs[subcmd][1]);
send_to_char(buf1, ch);
return;
}
if (subcmd == SCMD_HOLLER) {
if (GET_MOVE(ch) < holler_move_cost) {
send_to_char("You're too exhausted to holler.\r\n", ch);
return;
} else
GET_MOVE(ch) -= holler_move_cost;
}
/* set up the color on code */
strcpy(color_on, com_msgs[subcmd][3]);
/* first, set up strings to be given to the communicator */
if (PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else {
if (COLOR_LEV(ch) >= C_CMP)
sprintf(buf1, "%sYou %s, '%s'%s", color_on, com_msgs[subcmd][1],
argument, KNRM);
else
sprintf(buf1, "You %s, '%s'", com_msgs[subcmd][1], argument);
act(buf1, FALSE, ch, 0, 0, TO_CHAR | TO_SLEEP);
}
sprintf(buf, "$n %ss, '%s'", com_msgs[subcmd][1], argument);
/* now send all the strings out */
for (i = descriptor_list; i; i = i->next) {
if (STATE(i) == CON_PLAYING && i != ch->desc && i->character &&
!PRF_FLAGGED(i->character, channels[subcmd]) &&
!PLR_FLAGGED(i->character, PLR_WRITING) &&
!ROOM_FLAGGED(i->character->in_room, ROOM_SOUNDPROOF)) {
if (subcmd == SCMD_SHOUT &&
((world[ch->in_room].zone != world[i->character->in_room].zone) ||
!AWAKE(i->character)))
continue;
if (COLOR_LEV(i->character) >= C_NRM)
send_to_char(color_on, i->character);
act(buf, FALSE, ch, 0, i->character, TO_VICT | TO_SLEEP);
if (COLOR_LEV(i->character) >= C_NRM)
send_to_char(KNRM, i->character);
}
}
}
ACMD(do_qcomm)
{
struct descriptor_data *i;
if (!PRF_FLAGGED(ch, PRF_QUEST)) {
send_to_char("You aren't even part of the quest!\r\n", ch);
return;
}
skip_spaces(&argument);
if (!*argument) {
sprintf(buf, "%s? Yes, fine, %s we must, but WHAT??\r\n", CMD_NAME,
CMD_NAME);
CAP(buf);
send_to_char(buf, ch);
} else {
if (PRF_FLAGGED(ch, PRF_NOREPEAT))
send_to_char(OK, ch);
else {
if (subcmd == SCMD_QSAY)
sprintf(buf, "You quest-say, '%s'", argument);
else
strcpy(buf, argument);
act(buf, FALSE, ch, 0, argument, TO_CHAR);
}
if (subcmd == SCMD_QSAY)
sprintf(buf, "$n quest-says, '%s'", argument);
else
strcpy(buf, argument);
for (i = descriptor_list; i; i = i->next)
if (STATE(i) == CON_PLAYING && i != ch->desc &&
PRF_FLAGGED(i->character, PRF_QUEST))
act(buf, 0, ch, 0, i->character, TO_VICT | TO_SLEEP);
}
}