/*************************************************************************** * 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 <strings.h> */ #include <string.h> #include <time.h> #include <sys/time.h> #include "merc.h" /*int gettimeofday args( ( struct timeval *tp, struct timezone *tzp ) ); */ bool check_social args( ( CHAR_DATA *ch, char *command, char *argument ) ); void process_command( CHAR_DATA *, char *, bool); void preprocess_command( CHAR_DATA *, char *, bool); /* * Command logging types. */ #define LOG_NORMAL 0 #define LOG_ALWAYS 1 #define LOG_NEVER 2 #define CENSOR 1 /* * Log-all switch. */ bool fLogAll = FALSE; /* * Command table. */ sh_int cmd_gsn[512]; const struct cmd_type cmd_table [] = { /* * Common movement commands. */ { "north", do_north, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "east", do_east, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "south", do_south, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "west", do_west, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "up", do_up, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "down", do_down, POS_STANDING, 0, LOG_NORMAL ,NULL}, /* * Common other commands. * Placed here so one and two letter abbreviations work. */ { "buy", do_buy, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "banish", do_ban, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "bank", do_bank, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "bounty", do_bounty, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "cast", do_cast, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "mana", do_mana, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "mass", do_mass, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "move", do_move, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "rcast", do_rcast, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "exits", do_exits, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "get", do_get, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "inventory", do_inventory, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "identify", do_identify, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "kill", do_kill, POS_FIGHTING, 0, LOG_NORMAL , &cmd_kill}, { "rank", do_rank, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "look", do_look, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "know", do_know, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "glance", do_glance, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "order", do_order, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "rest", do_rest, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "stand", do_stand, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "tell", do_tell, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "wield", do_wear, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "wizhelp", do_wizhelp, POS_DEAD, 96, LOG_NORMAL ,NULL}, { "etell", do_etell, POS_DEAD, 0, LOG_NORMAL ,NULL}, /* * Informational commands. */ { "a", do_a, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "areas", do_areas, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "afk", do_afk, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "bug", do_bug, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "commands", do_commands, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "skills", do_skills, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "compare", do_compare, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "consider", do_consider, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "credits", do_credits, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "equipment", do_equipment, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "examine", do_examine, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "help", do_help, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "display", do_display, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "idea", do_idea, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "report", do_report, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "score", do_score, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "scan", do_scan, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "status", do_status, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "affects", do_affects, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "socials", do_socials, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "time", do_time, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "typo", do_typo, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "weather", do_weather, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "who", do_who, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "language", do_language, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "level", do_level, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "vt102", do_vt100, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "color", do_color, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "buffer", do_buffer, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "grep", do_grep, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "port", do_port, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "?", do_grep, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "hoo", do_a, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "hook", do_hook, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "history", do_history, POS_DEAD, 0, LOG_NORMAL,NULL}, { "refresh", do_refresh, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "clock", do_clock, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "class", do_class, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "multiclass", do_multi, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "alias", do_alias, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "unalias", do_unalias, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "block", do_block, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "speed", do_speed, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "castle", do_castle, POS_STANDING, 0, LOG_ALWAYS ,NULL}, /* * Configuration commands. */ { "spam", do_spam, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "channel", do_channel, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "config", do_config, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "configb", do_config2, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "description", do_description, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "password", do_password, POS_DEAD, 0, LOG_NEVER ,NULL}, { "title", do_title, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "wimpy", do_wimpy, POS_DEAD, 0, LOG_NORMAL ,NULL}, /* * Communication commands. */ { "chat", do_chat, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "beep", do_beep, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "plan", do_plan, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { ".", do_chat, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "emote", do_emote, POS_RESTING, 0, LOG_NORMAL ,NULL}, { ",", do_emote, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "gtell", do_gtell, POS_DEAD, 0, LOG_NORMAL ,NULL}, { ";", do_gtell, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "note", do_note, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "pose", do_pose, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "reply", do_reply, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "say", do_say, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "'", do_say, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "shout", do_shout, POS_RESTING, 3, LOG_NORMAL ,NULL}, { "voice", do_voice, POS_RESTING, 0, LOG_NORMAL ,NULL}, { ":", do_channel_talk, POS_DEAD, 0, LOG_NORMAL,NULL}, { "talk", do_channel_talk, POS_DEAD, 0, LOG_NORMAL,NULL}, { "immtalk", do_immtalk, POS_SLEEPING, 97, LOG_NORMAL ,NULL}, { "invoke", do_reign, POS_SLEEPING, 96, LOG_NORMAL ,NULL}, { "reign", do_reign, POS_SLEEPING, 97, LOG_NORMAL ,NULL}, { "]", do_immtalk, POS_SLEEPING, 97, LOG_NORMAL ,NULL}, /* * Object manipulation commands. */ { "brandish", do_brandish, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "close", do_close, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "drink", do_drink, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "drop", do_drop, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "eat", do_eat, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "forage", do_forage, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "fill", do_fill, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "give", do_give, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "hold", do_wear, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "list", do_list, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "lock", do_lock, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "open", do_open, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "pick", do_pick, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "put", do_put, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "quaff", do_quaff, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "recite", do_recite, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "remove", do_remove, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "sell", do_sell, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "take", do_get, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "sacrifice", do_sacrifice, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "unlock", do_unlock, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "value", do_value, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "evaluate", do_evaluate, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "wear", do_wear, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "zap", do_zap, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "plant", do_plant, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "forge", do_forge, POS_RESTING, 0, LOG_NORMAL ,NULL}, /* * Combat commands. */ { "backstab", do_backstab, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "bs", do_backstab, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "disarm", do_disarm, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "flee", do_flee, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "kick", do_kick, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "bash", do_bash, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "doorbash", do_bashdoor, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "martialarts", do_martial_arts,POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "murde", do_murde, POS_FIGHTING, 5, LOG_NORMAL ,NULL}, { "murder", do_murder, POS_FIGHTING, 5, LOG_ALWAYS ,NULL}, { "assassin", do_assassin, POS_FIGHTING, 0, LOG_ALWAYS ,NULL}, { "assassinate", do_assassinate, POS_FIGHTING, 0, LOG_ALWAYS ,NULL}, { "rescue", do_rescue, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "shoot", do_shoot, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "track", do_track, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "notice", do_notice, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "speak", do_speak, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "delete", do_delete, POS_DEAD, 0, LOG_NEVER ,NULL}, { "protect", do_protect, POS_STANDING, 25, LOG_NEVER ,NULL}, { "suicide", do_suicide, POS_DEAD, 0, LOG_NEVER ,NULL}, { "throw", do_throw, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "divert", do_divert, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "knife", do_knife, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "disguise", do_disguise, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "spy", do_spy, POS_STANDING, 0, LOG_ALWAYS ,NULL}, { "distract", do_distract, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "snatch", do_snatch, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "berserk", do_berserk, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "trip", do_trip, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "gouge", do_gouge, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "circle", do_circle, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, /* * Miscellaneous commands. */ { "follow", do_follow, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "shadow", do_shadow, POS_RESTING, 0, LOG_ALWAYS ,NULL}, { "group", do_group, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "hide", do_hide, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "practice", do_practice, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "qui", do_qui, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "quit", do_quit, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "recall", do_recall, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "death", do_death, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "/", do_recall, POS_FIGHTING, 0, LOG_NORMAL ,NULL}, { "rent", do_rent, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "save", do_save, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "sleep", do_sleep, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "sneak", do_sneak, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "split", do_split, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "steal", do_steal, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "stealth", do_stealth, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "makepoison", do_make_poison, POS_STANDING, 33, LOG_NORMAL ,NULL}, { "makeflash", do_make_flash, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "train", do_train, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "travel", do_travel, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "visible", do_visible, POS_DEAD , 0, LOG_NORMAL ,&cmd_stop}, { "wake", do_wake, POS_SLEEPING, 0, LOG_NORMAL ,NULL}, { "where", do_where, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "usage", do_usage, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "bet", do_bet, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "accept", do_accept, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "resign", do_resign, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "request", do_request, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "clear", do_clear_path, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "hunt", do_hunt, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "stop", do_visible, POS_DEAD , 0,LOG_NORMAL,&cmd_stop}, { "grant", do_grant, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "decline", do_decline, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "camp", do_camp, POS_RESTING, 0, LOG_NORMAL ,NULL}, /* * MOBprogram commands. */ { "mpstat", do_mpstat, POS_DEAD, 97, LOG_NORMAL ,NULL}, { "mpasound", do_mpasound, POS_DEAD, 99, LOG_NORMAL ,NULL}, { "mpareaecho", do_mpareaecho, POS_DEAD, 97, LOG_NORMAL ,NULL}, { "mpjunk", do_mpjunk, POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpjunkperson", do_mpjunk_person,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpecho", do_mpecho, POS_DEAD, 97, LOG_NORMAL ,NULL}, { "mpechoat", do_mpechoat, POS_DEAD, 97, LOG_NORMAL ,NULL}, { "mpechoaround", do_mpechoaround,POS_DEAD, 97, LOG_NORMAL ,NULL}, { "mpkill", do_mpkill ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpmload", do_mpmload ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpoload", do_mpoload ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mppurge", do_mppurge ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpquiet", do_mpquiet ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpgoto", do_mpgoto ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpat", do_mpat ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mptransfer", do_mptransfer ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpforce", do_mpforce ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpmset", do_mpmset, POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mposet", do_mposet, POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpmadd", do_mpmadd, POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpoadd", do_mpoadd ,POS_DEAD, 98, LOG_NORMAL ,NULL}, { "mpgorand", do_mpgorand ,POS_DEAD, 98, LOG_NORMAL ,NULL}, /* * Immortal commands. */ { "advance", do_advance, POS_DEAD,MAX_LEVEL, LOG_ALWAYS ,NULL}, { "trust", do_trust, POS_DEAD,MAX_LEVEL, LOG_ALWAYS ,NULL}, { "allow", do_allow, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "arrest", do_arrest, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "copyover", do_copyover, POS_DEAD,MAX_LEVEL-2, LOG_ALWAYS,NULL}, { "deny", do_deny, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "disconnect", do_disconnect, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "freeze", do_freeze, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "reboo", do_reboo, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "reboot", do_reboot, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "rename", do_rename, POS_DEAD,MAX_LEVEL-1,LOG_ALWAYS,NULL}, { "release", do_release, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "shutdow", do_shutdow, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "shutdown", do_shutdown, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "users", do_users, POS_DEAD,MAX_LEVEL-2,LOG_NORMAL,NULL}, { "wizlock", do_wizlock, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "force", do_force, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "notell", do_notell, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "mload", do_mload, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "oload", do_oload, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "pardon", do_pardon, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "purge", do_purge, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "restore", do_restore, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "revert", do_revert, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "silence", do_silence, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "sla", do_sla, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "slay", do_slay, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "slaughter", do_slaughter, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "sset", do_sset, POS_DEAD,MAX_LEVEL, LOG_ALWAYS,NULL}, { "transfer", do_transfer, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "retran", do_retran, POS_DEAD,MAX_LEVEL-2,LOG_NORMAL,NULL}, { "at", do_at, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "attack", do_attack, POS_STANDING, 0, LOG_NORMAL ,NULL}, { "bamfin", do_bamfin, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "bamfout", do_bamfout, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "echo", do_echo, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "holylight", do_holylight, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "timemode", do_timemode, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "maze", do_maze, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "giveprac", do_giveprac, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "download", do_download, POS_DEAD,0, LOG_NORMAL,NULL}, { "external", do_external, POS_DEAD,0, LOG_NORMAL,NULL}, { "pquit", do_pquit, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "pload", do_pload, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "army", do_army, POS_DEAD,0, LOG_NORMAL,NULL}, { "victory", do_victory_list,POS_DEAD,0, LOG_NORMAL,NULL}, { "war", do_war, POS_DEAD,0, LOG_NORMAL,NULL}, { "roomfragment", do_roomfragment,POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "most", do_most, POS_DEAD,0, LOG_NORMAL,NULL}, { "dump", do_dump, POS_DEAD,0, LOG_NORMAL,NULL}, { "llog", do_llog, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "map", do_map, POS_DEAD,10, LOG_NORMAL,NULL}, { "prompt", do_prompt, POS_DEAD,0, LOG_NORMAL,NULL}, { "reincarnate", do_reincarnate, POS_STANDING, 0 , LOG_NORMAL,NULL}, { "reign", do_reign, POS_STANDING,97, LOG_NORMAL,NULL}, { "tactical", do_tactical, POS_DEAD,0, LOG_NORMAL,NULL}, { "savearea", do_savearea, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "lookup", do_lookup, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "auto", do_auto, POS_DEAD, 0, LOG_NORMAL,NULL}, { "repeat", do_repeat, POS_DEAD, 0, LOG_NORMAL,NULL}, { "finger", do_finger, POS_DEAD, 0, LOG_NORMAL,NULL}, { "engrave", do_engrave, POS_STANDING, 0, LOG_NORMAL,NULL}, { "repair", do_repair, POS_STANDING, 0, LOG_NORMAL,NULL}, { "key", do_key, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "rescale", do_rescale, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "connect", do_connect, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "mprogram", do_mprogram, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "oprogram", do_oprogram, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "shutoff", do_shutoff, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "undeny", do_undeny, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "fixpass", do_fixpass, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "test1", do_test1, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "test2", do_test2, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "invis", do_invis, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "log", do_log, POS_DEAD,MAX_LEVEL, LOG_ALWAYS,NULL}, { "memory", do_memory, POS_DEAD, MAX_LEVEL-2, LOG_NORMAL,NULL}, { "cpu", do_cpu, POS_DEAD, MAX_LEVEL-2, LOG_NORMAL,NULL}, { "strength", do_strength, POS_DEAD, 0, LOG_NORMAL,NULL}, { "intelligence", do_intelligence,POS_DEAD, 0, LOG_NORMAL,NULL}, { "wisdom", do_wisdom, POS_DEAD, 0, LOG_NORMAL,NULL}, { "constitution", do_constitution,POS_DEAD, 0, LOG_NORMAL,NULL}, { "dexterity", do_dexterity, POS_DEAD, 0, LOG_NORMAL,NULL}, { "email", do_email, POS_DEAD, 0, LOG_NORMAL,NULL}, { "mail", do_email, POS_DEAD, 0, LOG_NORMAL,NULL}, { "html", do_html, POS_DEAD, 0, LOG_NORMAL,NULL}, { "create", do_create, POS_DEAD, 0, LOG_NORMAL,NULL}, { "mfind", do_mfind, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "mstat", do_mstat, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "mlist", do_mlist, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "mwhere", do_mwhere, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "owhere", do_owhere, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "ofind", do_ofind, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "ostat", do_ostat, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "olist", do_olist, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "peace", do_peace, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "recho", do_recho, POS_DEAD,MAX_LEVEL-3, LOG_ALWAYS,NULL}, { "return", do_return, POS_DEAD,1, LOG_NORMAL,NULL}, { "rstat", do_rstat, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "slookup", do_slookup, POS_DEAD,MAX_LEVEL-3, LOG_ALWAYS,NULL}, { "snoop", do_snoop, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "switch", do_switch, POS_DEAD,MAX_LEVEL, LOG_ALWAYS,NULL}, { "tick", do_tick, POS_DEAD,MAX_LEVEL, LOG_ALWAYS,NULL}, { "terminal", do_terminal, POS_DEAD,0 , LOG_NORMAL,NULL}, { "termlist", do_termlist, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, { "delcastle", do_delcastle, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "hearlog", do_hearlog, POS_DEAD,MAX_LEVEL-2, LOG_NORMAL,NULL}, /* Clan commands 4/12/98 Martin */ { "clans", do_clans, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "orders", do_orders, POS_DEAD, 0, LOG_NORMAL ,NULL}, { "clanmessage", do_send_clan_message,POS_DEAD,MAX_LEVEL-2, LOG_ALWAYS,NULL}, { "initiate", do_initiate, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "outcast", do_outcast, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "gohome", do_gohome, POS_RESTING, 20,LOG_NORMAL ,NULL}, { "makeclan", do_makeclan, POS_RESTING, 50,LOG_ALWAYS ,NULL}, { "setclan", do_setclan, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "coffer", do_coffer, POS_RESTING, 20, LOG_ALWAYS ,NULL}, { "pledge", do_pledge, POS_RESTING, 20, LOG_NORMAL ,NULL}, { "clanwhere", do_clanwhere, POS_RESTING, 0, LOG_NORMAL ,NULL}, { "forceren", do_forceren, POS_DEAD,MAX_LEVEL, LOG_ALWAYS,NULL}, { "forcerent", do_forcerent, POS_DEAD,MAX_LEVEL, LOG_ALWAYS,NULL}, { "renounce", do_renounce, POS_RESTING, 20, LOG_NORMAL ,NULL}, { "nominate", do_nominate, POS_RESTING, 20, LOG_NORMAL ,NULL}, { "destroyclan", do_destroy_clan, POS_RESTING, MAX_LEVEL-1,LOG_ALWAYS ,NULL}, { "donate", do_donate, POS_STANDING, 20,LOG_NORMAL ,NULL}, { "heal", do_heal, POS_DEAD, 20, LOG_NORMAL ,NULL}, /* OLC stuff 28/11/98 Martin*/ { "mcreate", do_mcreate, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "ocreate", do_ocreate, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "mdelete", do_mdelete, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "odelete", do_odelete, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "rdelete", do_rdelete, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "massign", do_massign, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "oassign", do_oassign, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "rassign", do_rassign, POS_RESTING, MAX_LEVEL-1, LOG_NORMAL ,NULL}, { "mset", do_mset, POS_DEAD, MAX_LEVEL-1, LOG_NORMAL,NULL}, { "oset", do_oset, POS_DEAD, MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "rset", do_rset, POS_DEAD, MAX_LEVEL-1, LOG_NORMAL,NULL}, { "door", do_door, POS_DEAD, MAX_LEVEL-1, LOG_NORMAL,NULL}, { "doorset", do_door, POS_DEAD, MAX_LEVEL-1, LOG_NORMAL,NULL}, { "goto", do_goto, POS_DEAD, MAX_LEVEL-1, LOG_NORMAL,NULL}, { "regoto", do_regoto, POS_DEAD, MAX_LEVEL-1,LOG_NORMAL,NULL}, { "aset", do_aset, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "astat", do_astat, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "medit", do_medit, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "oedit", do_oedit, POS_DEAD,MAX_LEVEL-1, LOG_ALWAYS,NULL}, { "redit", do_redit, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "hedit", do_hedit, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "mpedit", do_mpedit, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "reset", do_reset, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "rreset", do_rreset, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "resetarea", do_resetarea, POS_DEAD,MAX_LEVEL-1, LOG_NORMAL,NULL}, { "resetquest", do_resetquest, POS_DEAD,MAX_LEVEL-3, LOG_ALWAYS,NULL}, { "instaroom", do_instaroom, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, { "instazone", do_instazone, POS_DEAD,MAX_LEVEL, LOG_NORMAL,NULL}, /* * End of list. */ { "", 0, POS_DEAD, 0, LOG_NORMAL ,NULL} }; /* * The social table. * Add new socials here. * Alphabetical order is not required. */ const struct social_type social_table [] = { { "accuse", "Accuse whom?", "$n is in an accusing mood.", "You look accusingly at $M.", "$n looks accusingly at $N.", "$n looks accusingly at you.", "You accuse yourself.", "$n seems to have a bad conscience." }, { "ack", "You gasp and say 'ACK!' at your mistake.", "$n ACKS at $s big mistake.", "You ACK $M.", "$n ACKS $N.", "$n ACKS you.", "You ACK yourself.", "$n ACKS $mself. Must be a bad day." }, { "addict", "You stand and admit to all in the room, 'Hi, I'm $n, and I'm a mud addict.'", "$n stands and says, 'Hi, I'm $n, and I'm a mud addict.'", "You tell $N that you are addicted to $S love.", "$n tells $N that $e is addicted to $S love.", "$n tells you that $e is addicted to your love.", "You stand and admit to yourself that you are a mud addict. Maybe you should tell everyone else now?", "$n is mumbling to himself, $e's been mudding to long probably." }, { "applaud", "Clap, clap, clap.", "$n gives a round of applause.", "You clap at $S actions.", "$n claps at $N's actions.", "$n gives you a round of applause. You MUST'VE done something good!", "You applaud at yourself. Boy, are we conceited!", "$n applauds at $mself. Boy, are we conceited!" }, { "backpat", "Huh?", NULL, "You pat $M on the back for a job well done.", "$n pats $N on the back.", "$n pats you on the back for a job well done.", "You pat yourself on the back vainly.", "$n vainly pats $mself on the back." }, { "bark", "Woof! Woof!", "$n barks like a dog.", "You bark at $M.", "$n barks at $N.", "$n barks at you.", "You bark at yourself. Woof! Woof!", "$n barks at $mself. Woof! Woof!" }, { "beer", "You down a cold, frosty beer.", "$n downs a cold, frosty beer.", "You draw a cold, frosty beer for $N.", "$n draws a cold, frosty beer for $N.", "$n draws a cold, frosty beer for you.", "You draw yourself a beer.", "$n draws $mself a beer." }, { "bleed", "You bleed all over the room!", "$n bleeds all over the room! Get out of $s way!", "You bleed all over $M!", "$n bleeds all over $N. Better leave, you may be next!", "$n bleeds all over you! YUCK!", "You bleed all over yourself!", "$n bleeds all over $mself." }, { "beg", "You beg the gods for mercy.", "The gods fall down laughing at $n's request for mercy.", "You desperately beg $M for help.", "$n begs $N for assistance!", "$n begs you for help.", "Begging yourself for help wouldn't be very smart.", "$n begs $mself for help, how ingenious." }, { "blink", "You blink in utter disbelief.", "$n blinks in utter disbelief.", "You blink at $M in confusion.", "$n blinks at $N in confusion.", "$n blinks at you in confusion.", "You are sooooooooooooo confused.", "$n blinks at $mself in complete confusion." }, { "blush", "Your cheeks are burning.", "$n blushes.", "Your cheecks turn red seeing $M here.", "$n blushes as $e sees $N here.", "$n blushes as $e sees you here. Such an effect on people!", "You blush at your actions.", "$n blushes at $e's actions." }, { "bong", "Are you just gonna stare at it?", NULL, "You pass the bong to $M.", "$n passes the bong to $N.", "$n passes you the bong.", "You light a bong and take a hit.", "$n lights a bong and takes a hit." }, { "bounce", "BOIINNNNNNGG!", "$n bounces around happily.", "You bounce onto $S lap.", "$n bounces onto $N's lap.", "$n bounces onto your lap.", "You bounce your head like a basketball.", "$n plays basketball with $s head." }, { "bow", "You bow deeply.", "$n bows deeply flourishing $s cape.", "You bow before $M.", "$n bows before $N.", "$n bows before you, flourishing $s cape.", "You kiss your toes; how flexable.", "$n folds up like a jack knife and kisses $s own toes." }, { "bungy", "You tie a bungy cord to the mud and jump into the internet.", "$n ties a bungy cord to the mud and jumps into the internet.", "You tie a bungy cord to $N and throw $M off the mud .", "$n ties a bungy cord to $N and throws $M off the mud.", "$n ties a bungy cord to you and throws you off the mud.", "You tie a bungy cord to yourself and jump off the mud .", "$n ties a bungy cord to $mself and jumps off the mud." }, { "burp", "Excuse yourself.", "$n burps loudly.", "You burp loudly to $M in response.", "$n burps loudly in response to $N's remark.", "$n burps loudly in response to your remark.", "You burp at yourself.", "$n burps at $mself. How rude." }, { "bye", "You say goodbye to all in the room.", "$n says goodbye to everyone in the room, including you!", "You say goodbye to all in the room, and especially to $N.", "$n says goodbye to everyone in the room, including you!", "$n says goodbye to everyone in the room, and especially you!", "You say goodbye to all in the room.", "$n says goodbye to everyone in the room, including you!" }, { "cackle", "You throw back your head and cackle with insane glee!", "$n throws back $s head and cackles with insane glee!", "You cackle gleefully at $N", "$n cackles gleefully at $N.", "$n cackles gleefully at you. Better keep your distance from $m.", "You cackle at yourself. Now, THAT'S strange!", "$n is really crazy now! $e cackles at $mself." }, { "cap", "You tip your cap gallantly.", "$n tips $s cap gallantly.", "You tip your cap to $N gallantly.", "$n tips $s cap gallantly for $N.", "$n tips $s cap to you gallantly.", "You tip your cap over your head for a nap.", "$n tips $s cap over $s head for a nap." }, { "cheek", "Kiss whose cheek?", NULL, "You lean forward and kiss $M gently on the cheek.", "$n leans forward and kisses $N gently on the cheek.", "$n leans forward and kisses you gently on the cheek.", NULL, NULL }, { "cheer", "You cheer with great gusto.", "$n cheers with great gusto.", "You cheer at $M with great gusto.", "$n cheers for $N with great gusto.", "$n cheers for you with great gusto.", "You cheer for yourself since no one else will.", "$n cheers for $mself since you won't." }, { "choke", "Choke who?", NULL, "You grab $M by the neck and shake violently.", "$n grabs $N by the neck and shakes violently.", "$n grabs YOU by the neck and shakes violently. Ouch!", "You grab your own neck, and start shaking violently.", "$n grabs $s own neck and shakes violently." }, { "chuckle", "You chuckle politely.", "$n chuckles politely.", "You chuckle at $S actions.", "$n chuckles at $N's actions.", "$n chuckles at your actions.", "You chuckle at your own joke, since no one else would.", "$n chuckles at $s own joke, since none of you would." }, { "clap", "You clap your hands together.", "$n shows $s approval by clapping $s hands together.", "You clap at $S performance.", "$n claps at $N's performance.", "$n claps at your performance.", "You clap at your own performance.", "$n claps at $s own performance." }, { "clueless", "You chastise everyone in the room for being clueless.", "$n chastises everyone for being clueless.", "You chastise $M for being clueless.", "$n chastises $N for being clueless.", "$n chastises you for being clueless.", "You chastise yourself for being clueless. What a dweeb you are!", "$n chastises $mslef for being clueless. What a dweeb!" }, { "comb", "You comb your hair - perfect.", "$n combs $s hair, how dashing!", "You comb $S's hair and makes it shine.", "$n patiently combs $N's hair and makes it shine.", "$n combs your hair and makes it shine.", "You pull your hair attempting to comb it.", "$n tries to comb $s tangled hair." }, { "comfort", "Aww, what's wrong?", "$n needs someone to comfort $m.", "You comfort $M.", "$n comforts $N.", "$n comforts you.", "You make a vain attempt to comfort yourself.", "$n has no one to comfort $m but $mself." }, { "cough", "You cough to clear your throat and eyes and nose and....", "$n coughs loudly.", "You cough loudly. It must be $S fault, $E gave you this cold.", "$n coughs loudly, and glares at $N, like it is $S fault.", "$n coughs loudly, and glares at you. Did you give $M that cold?", "You cough loudly. Why don't you take better care of yourself?", "$n coughs loudly. $n should take better care of $mself." }, { "cringe", "You cringe in terror.", "$n cringes in terror!", "You cringe away from $M.", "$n cringes away from $N in mortal terror.", "$n cringes away from you.", "I beg your pardon?", NULL }, { "cry", "Poor baby.", "$n bursts into tears.", "You cry on $S shoulder.", "$n cries on $N's shoulder.", "$n cries on your shoulder.", "You cry to yourself.", "$n sobs quietly to $mself." }, { "cuddle", "Whom do you feel like cuddling today?", NULL, "You cuddle $M warmly.", "$n cuddles $N warmly, you wish someone would cuddle you.", "$n cuddles you warmly.", NULL, NULL }, { "curse", "You swear loudly.", "$n swears: @*&^%@*&!", "You swear at $M.", "$n swears at $N.", "$n swears at you! What did you do?", "You swear at your own mistakes.", "$n starts swearing at $mself for making a mistake." }, { "curtsey", "You curtsey to your audience.", "$n curtseys gracefully.", "You curtsey to $M.", "$n curtseys gracefully to $N.", "$n curtseys gracefully for you.", "You curtsey to your audience (yourself).", "$n curtseys to $mself, since no one is paying attention to $m." }, { "dance", "Feels silly, doesn't it?", "$n tries to break dance, but nearly breaks $s neck!", "You stick a rose between your teeth and sweep $M into a tango.", "$n sticks a rose between $s teeth and sweeps $N into a tango.", "$n sticks a rose between $s teeth and sweeps you into a tangos.", "You skip and dance around by yourself.", "$n dances a pas-de-une." }, { "doh", "You say, 'Doh!!' and slap yourself. What an idiot you are!", "$n slaps $mself and says, 'Doh!!!'", "You say, 'Doh!!' and slap yourself. What an idiot you are!", "$n slaps $mself and says, 'Doh!!!'", "$n slaps $mself and says, 'Doh!!!' You made $m feel dumb. Good job!", "You slap yourself and say, 'Doh!!!'", "$n slaps $mself and says, 'Doh!!!'" }, { "drool", "You drool on yourself.", "$n drools on $mself.", "You drool all over $N.", "$n drools all over $N.", "$n drools all over you.", "You drool on yourself.", "$n drools on $mself." }, { "embrace", "Who do you want to hold?", "$n looks around for someone to hold close to $m.", "You hold $N in a warm and loving embrace.", "$n holds $N in a warm and loving embrace.", "$n holds you in a warm and loving embrace.", "You hold yourself in a warm and loving embrace. Feels silly doesn't it?", "$n holds $mself in a warm and loving embrace ($e looks pretty silly, doesn't $e?)" }, { "eskimo", "Who do you want to eskimo kiss with?", "$n is looking for someone to rub noses with. Any volunteers?", "You rub noses with $M.", "$n rubs noses with $N. You didn't know they were eskimos!", "$n rubs noses with you.", "You become cross-eyed from your attempts at rubbing your nose on yourself!", "$n is trying to rub $s nose on $mself. That must hurt!" }, { "fakerep", "You report: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", "$n reports: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", "You report: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", "$n reports: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", "$n reports: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", "You report: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", "$n reports: 7367/7367 hp 1049/1049 mana 2595/2595 mv 497189537 xp.", }, { "fart", "Where are your manners?", "$n lets off a real rip-roarer ... a greenish cloud envelops $n!", "You fart at $M. Boy, you are sick.", "$n farts in $N's direction. Better flee before $e turns to you!", "$n farts in your direction. You gasp for air.", "You fart at yourself. You deserve it.", "$n farts at $mself. Better $m than you." }, { "flip", "You flip head over heels.", "$n flips head over heels.", "You flip $M over your shoulder.", "$n flips $N over $s shoulder.", "$n flips you over $s shoulder. Hmmmm.", "You tumble all over the room.", "$n does some nice tumbling and gymnastics." }, { "flirt", "Wink wink!", "$n flirts -- probably needs a date, huh?", "You flirt with $M.", "$n flirts with $N.", "$n wants you to show some interest and is flirting with you.", "You flirt with yourself.", "$n flirts with $mself. Hoo boy." }, { "fondle", "Who needs to be fondled?", NULL, "You fondly fondle $M.", "$n fondly fondles $N.", "$n fondly fondles you.", "You fondly fondle yourself, feels funny doesn't it ?", "$n fondly fondles $mself - this is going too far !!" }, { "french", "Kiss whom?", NULL, "You give $N a long and passionate kiss.", "$n kisses $N passionately.", "$n gives you a long and passionate kiss.", "You gather yourself in your arms and try to kiss yourself.", "$n makes an attempt at kissing $mself." }, { "frown", "What's bothering you ?", "$n frowns.", "You frown at what $E did.", "$n frowns at what $N did.", "$n frowns at what you did.", "You frown at yourself. Poor baby.", "$n frowns at $mself. Poor baby." }, { "fume", "You grit your teeth and fume with rage.", "$n grits $s teeth and fumes with rage.", "You stare at $M, fuming.", "$n stares at $N, fuming with rage.", "$n stares at you, fuming with rage!", "That's right - hate yourself!", "$n clenches $s fists and stomps his feet, fuming with anger." }, { "gasp", "You gasp in astonishment.", "$n gasps in astonishment.", "You gasp as you realize what $e did.", "$n gasps as $e realizes what $N did.", "$n gasps as $e realizes what you did.", "You look at yourself and gasp!", "$n takes one look at $mself and gasps in astonishment!" }, { "giggle", "You giggle.", "$n giggles.", "You giggle in $N's presence.", "$n giggles at $N's actions.", "$n giggles at you. Hope it's not contagious!", "You giggle at yourself. You must be nervous or something.", "$n giggles at $mself looking rather jittery." }, { "glare", "You glare at nothing in particular.", "$n glares around $m.", "You glare icily at $M.", "$n glares at $N.", "$n glares icily at you, you feel cold to your bones.", "You glare icily at your feet, they are suddenly very cold.", "$n glares at $s feet, what is bothering $m?" }, { "girn", "You try to grin, but somehow get it slightly wrong.", "$n tries to grin, but somehow gets it slightly wrong.", "You try to grin at $N, but $E gives you a funny look.", "$n tries to grin at $N, but screws it up badly.", "$n turns $s lips in a sad attempt at a lopsided grin.", "Your face becomes a ghastly mask as you fail to grin.", "$n's face becomes a strange death mask as $s tries to grin." }, { "grin", "You grin evilly.", "$n grins evilly.", "You grin evilly at $M.", "$n grins evilly at $N.", "$n grins evilly at you with a twinkle in $s eyes.", "You grin at yourself. You must be getting very bad thoughts.", "$n grins at $mself. You must wonder what $e is thinking." }, { "groan", "You groan loudly.", "$n groans loudly.", "You groan at the sight of $M.", "$n groans at the sight of $N.", "$n groans at the sight of you.", "You groan as you realize what you have done.", "$n groans as $e realizes what $e has done." }, { "grope", "Whom do you wish to grope?", NULL, "Well, what sort of noise do you expect here?", "$n gropes $N.", "$n gropes you.", "You grope yourself - YUCK.", "$n gropes $mself - YUCK." }, { "grovel", "You grovel in the dirt.", "$n grovels in the dirt.", "You grovel before $M.", "$n grovels at $N's feet.", "$n grovels in the dirt at your feet.", "That seems a little silly to me.", NULL }, { "growl", "Grrrrrrrrrr ...", "$n growls.", "Grrrrrrrrrr ... take that, $N!", "$n growls at $N. Better leave the room before the fighting starts.", "$n growls at you. Hey, two can play it that way!", "You growl at yourself. Boy, do you feel bitter!", "$n growls at $mself. This could get interesting..." }, { "grumble", "You grumble.", "$n grumbles.", "You grumble to $M.", "$n grumbles to $N.", "$n grumbles to you.", "You grumble under your breath.", "$n grumbles under $s breath." }, { "grunt", "Oink, oink.", "$n grunts like a pig.", "Oink, oink.", "$n grunts to $N. What a pig!", "$n grunts to you. What a pig!", "Oink, oink.", "$n grunts to nobody in particular. What a pig!" }, { "gulp", "ggggggguuuuuuulllllppppp!!!!!", "$n says 'That drink was nice.'", "$N thanks you for the drink.", "$N comsumes a drink from $n.", "$n gives you a refreshing drink which you gulp down.", "You gulp down a refreshing drink.", "$n gulps down a refreshing looking drink." }, { "hand", "Kiss whose hand?", NULL, "You kiss $S hand.", "$n kisses $N's hand. How sweet!", "$n kisses your hand. What a sweetie!", "You kiss your own hand.", "$n kisses $s own hand." }, { "hello", "You say hello to everyone in the room.", "$n says hello to everyone in the room.", "You say tell $M how truly glad you are to see $M.", "$n tells $N 'Hi!'", "$n tells you how truly glad $e is you are here.", "You greet yourself enthusiastically.", "$n greets $mself enthusiastically. How odd." }, { "hangover", "You pop a few aspirin and put on your sunglasses. Ow, your head hurts! ", "$n holds $s head and says 'Quit breathing so loud!'", "Won't $N be quiet? Your head is gonna split in two if $E keeps talking !", "$n complains to $N 'Be quiet! I have a hangover!", "$n complains to you 'Be quiet! I have a hangover!", "You shoosh yourself. Be quiet! You have a hangover!", "$n shooshes $mself. Wow, what a hangover that must be!" }, { "highfive", "You jump in the air...oops, better get someone else to join you.", "$n jumps in the air by $mself. Is $e a cheerleader, or just daft?", "You jump in the air and give $M a big highfive!", "$n jumps in the air and gives $N a big highfive!", "$n jumps in the air and gives you a big highfive!", "You jump in the air and congratulate yourself!", "$n jumps in the air and gives himself a big highfive! Wonder what he did?" }, { "hooter", "You light up a big, fat hooter.", "$n lights up a big, fat hooter.", "You roll a big, fat hooter for $N.", "$n rolls a big, fat hooter for $N.", "$n rolls a big, fat hooter for YOU!", "You roll yourself a big, fat hooter.", "$n rolls $mself a big, fat hooter." }, { "hop", "You hop around like a little kid.", NULL, NULL, NULL, NULL, NULL, NULL }, { "hug", "Hug whom?", NULL, "You hug $M tightly.", "$n hugs $N tightly.", "$n hugs you tightly.", "You hug yourself.", "$n hugs $mself in a vain attempt to get friendship." }, { "huggle", "Huggle whom?", NULL, "You huggle $M.", "The world seems to brighten as $n huggles $N.", "$n mesmerises you with love as $e envelopes you in a huggle.", NULL, NULL }, { "hum", "Hmm Hmm Hmm Hmmmmmmm.", "$n hums like a bee with a chest cold.", "You hum a little ditty for $M. Hmm Hmm Hmm Hmmmmmm.", "$n hums a little ditty for $N. Hmm Hmm Hmm Hmmmmmm.", "$n hums a little ditty for you. Hmm Hmm Hmm Hmmmmmm.", "Hmm Hmm Hmmmmmmm.", "$n hums like a bee with a chest cold." }, { "kiss", "Isn't there someone you want to kiss?", NULL, "You kiss $M.", "$n kisses $N.", "$n kisses you.", "All the lonely people :(", NULL }, { "laugh", "You laugh.", "$n laughs.", "You laugh at $N mercilessly.", "$n laughs at $N mercilessly.", "$n laughs at you mercilessly. Hmmmmph.", "You laugh at yourself. I would, too.", "$n laughs at $mself. Let's all join in!!!" }, { "lag", "You complain about the terrible lag.", "$n starts complaining about the terrible lag.", "You complain to $N about the terrible lag.", "$n complains to $N about the terrible lag.", "$n complains to you about the terrible lag.", "You start muttering about the awful lag.", "$n starts muttering about the awful lag." }, { "lick", "You lick your lips and smile.", "$n licks $s lips and smiles.", "You lick $M.", "$n licks $N.", "$n licks you.", "You lick yourself.", "$n licks $mself - YUCK." }, { "love", "You love the whole world.", "$n loves everybody in the world.", "You tell your true feelings to $N.", "$n whispers softly to $N.", "$n whispers to you sweet words of love.", "Well, we already know you love yourself (lucky someone does!)", "$n loves $mself, can you believe it ?" }, { "maim", "Who do you want to maim?", "$n is looking for someone to maim.", "You maim $N with your dull fingernails.", "$n raises $s hand and tries to maim $N to pieces.", "$n raises $s hand and paws at you. You've been maimed!", "You maim yourself with your dull fingernails.", "$n raises $s hand and maims $mself to pieces." }, { "massage", "Massage what? Thin air?", NULL, "You gently massage $N's shoulders.", "$n massages $N's shoulders.", "$n gently massages your shoulders.", "You practice yoga as you try to massage yourself.", "$n gives a show on yoga positions, trying to massage $mself." }, { "moan", "You start to moan.", "$n starts moaning.", "You moan for the loss of $m.", "$n moans for the loss of $N.", "$n moans at the sight of you. Hmmmm.", "You moan at yourself.", "$n makes $mself moan." }, { "muhaha", "MUHAHAHAHAHA", "$n laughs diabolically. MUHAHAHAHAHA!", "You laugh at $M diabolically.", "$n laughs at $N diabolically. MUHAHAHAHAHA!", "$n laughs at you diabolically. MUHAHAHAHAHA!", NULL, NULL }, { "nibble", "Nibble on whom?", NULL, "You nibble on $N's ear.", "$n nibbles on $N's ear.", "$n nibbles on your ear.", "You nibble on your OWN ear.", "$n nibbles on $s OWN ear." }, { "nod", "You nod in approval.", "$n nods $s head in approval.", "You nod in recognition to $M.", "$n nods in recognition to $N.", "$n nods in recognition to you. You DO know $m, right?", "You nod at yourself. Are you getting senile?", "$n nods at $mself. $e must be getting senile." }, { "nudge", "Nudge whom?", NULL, "You nudge $M.", "$n nudges $N.", "$n nudges you.", "You nudge yourself, for some strange reason.", "$n nudges $mself, to keep $mself awake." }, { "nuzzle", "Nuzzle whom?", NULL, "You nuzzle $S neck softly.", "$n softly nuzzles $N's neck.", "$n softly nuzzles your neck.", "I'm sorry, friend, but that's impossible.", NULL }, { "ogle", "Whom do you want to ogle?", NULL, "You ogle $M like $E was a piece of meat.", "$n ogles $N. Maybe you should leave them alone for awhile?", "$n ogles you. Guess what $e is thinking about?", "You ogle yourself. You may just be too wierd for this mud.", "$n ogles $mself. Better hope that $e stops there." }, { "ohno", "Oh no! You did it again!", "Oh no! $n did it again!", "You exclaim, 'Oh no! I did it again!'", "$n exclaims to $N, 'Oh no! I did it again!'", "$n exclaims to you, 'Oh no! I did it again!'", "You exclaim to yourself, 'Oh no! I did it again!'", "$n mumbles to himself, 'Oh no! I did it again!'" }, { "pat", "Pat whom?", NULL, "You pat $N on $S head.", "$n pats $N on $S head.", "$n pats you on your head.", "You pat yourself on your back, great job!", "$n pats $mself on the back for $s accomplishment." }, { "peer", "You peer intently about your surroundings.", "$n peers intently about the area, looking for thieves no doubt.", "You peer at $M quizzically.", "$n peers at $N quizzically.", "$n peers at you quizzically.", "You peer intently about your surroundings.", "$n peers intently about the area, looking for thieves no doubt." }, { "point", "Point at whom?", NULL, "You point at $M accusingly.", "$n points at $N accusingly.", "$n points at you accusingly.", "You point proudly at yourself.", "$n points proudly at $mself." }, { "poke", "Poke whom?", NULL, "You poke $M in the ribs.", "$n pokes $N in the ribs.", "$n pokes you in the ribs.", "You poke yourself in the ribs, feeling very silly.", "$n pokes $mself in the ribs, looking very sheepish." }, { "ponder", "You ponder the question.", "$n sits down and thinks deeply.", "You ponder what $E is thinking.", "$n tries to ponder what $N is thinking.", "$n ponders what you are thinking, want to help?", "If you don't know, who does?", NULL }, { "possum", "You do your best imitation of a corpse.", "$n hits the ground... DEAD.", "You do your best imitation of a corpse.", "$n hits the ground... DEAD.", "$n hits the ground... DEAD.", "You do your best imitation of a corpse.", "$n hits the ground... DEAD." }, { "pout", "Ah, don't take it so hard.", "$n pouts.", "You pout at $M through lowered lashes.", "$n pouts at $N.", "$n pouts at you through lowered lashes.", NULL, NULL }, { "pray", "You feel righteous, and maybe a little foolish.", "$n begs and grovels to the powers that be.", "You crawl in the dust before $M.", "$n falls down and grovels in the dirt before $N.", "$n kisses the dirt at your feet.", "Talk about narcissism ...", "$n mumbles a prayer to $mself." }, { "pretend", "You pretend you are the Imp, and slay everyone in sight!", "$n is pretending $e is the implementor again. *sigh*", "You pretend you are Zolstead, and you demote $N to level 1.", "$n pretends $e is Zolstead, and says, '$N, you're demoted to level 1!'", "$n pretends $e is Zolstead, and says, 'You are demoted to level 1!'", "You pretend you are the implementor, and you demote yourself to level 1 .", "$n pretends $e is Zolstead, and demotes $mself to level 1." }, { "puke", "You puke ... chunks everywhere!", "$n pukes.", "You puke on $M.", "$n pukes on $N.", "$n spews vomit and pukes all over your clothing!", "You puke on yourself.", "$n pukes on $s clothes." }, { "punch", "Punch whom?", NULL, "You punch $M playfully.", "$n punches $N playfully.", "$n punches you playfully. OUCH!", "You punch yourself. You deserve it.", "$n punches $mself. Why don't you join in?" }, { "purr", "MMMMEEEEEEEEOOOOOOOOOWWWWWWWWWWWW.", "$n purrs contentedly.", "You purr contentedly rubbing against $N's leg.", "$n purrs contentedly brushing against $N's leg.", "$n purrs contentedly rubbing against your leg.", "You purr at yourself.", "$n purrs at $mself. Must be a cat thing." }, { "renandstimpy", "You say, 'Oh Happy Happy, Joy Joy!'", "$n exclaims, 'Oh Happy Happy, Joy Joy!'", "You exclaim, 'Oh Happy Happy, Joy Joy!' at the mere thought of $M.", "$n exclaims, 'Oh Happy Happy, Joy Joy!' as $e sees $N enter the room.", "$n exclaims, 'Oh Happy Happy, Joy Joy!' when $e sees you approach.", "You exclaim, 'Oh Happy Happy, Joy Joy!' at the thought of yourself.", "$n exclaims, 'Oh Happy Happy, Joy Joy!' at the thought of $mself." }, { "rofl", "You roll around on the floor laughing hysterically.", "$n rolls around on the floor laughing hysterically.", "You roll around on the floor laughing hysterically in front of $M.", "$n rolls around on the floor laughing hysterically in front of $N.", "$n rolls around on the floor laughing hysterically in front of you.", "You roll around on the floor laughing hysterically.", "$n rolls around on the floor laughing hysterically." }, { "roll", "You roll your eyes.", "$n rolls $s eyes.", "You roll your eyes at $M.", "$n rolls $s eyes at $N.", "$n rolls $s eyes at you.", "You roll your eyes at yourself.", "$n rolls $s eyes at $mself." }, { "rose", "Who would you like to give a rose to ?", "$n is looking for someone to give a rose to.", "You give $M a pretty rose @}-,-`-", "$n gives $N a pretty rose @}-,-`-", "$n gives you a pretty rose @}-,-`-", "You lament that no-one has given you any roses recently.", "$n is hinting that $E would like to be given a rose." }, { "rub", "You rub your eyes. How long have you been at this?", "$n rubs $s eyes. $n must have been playing all day.", "You rub your eyes. Has $N been playing as long as you have?", "$n rubs $s eyes. $n must have been playing all day.", "$n rubs $s eyes. Have you been playing as long as $m?", "You rub your eyes. How long have you been at this?", "$n rubs $s eyes. $n must have been playing all day." }, { "ruffle", "You've got to ruffle SOMEONE.", NULL, "You ruffle $N's hair playfully.", "$n ruffles $N's hair playfully.", "$n ruffles your hair playfully.", "You ruffle your hair.", "$n ruffles $s hair." }, { "scream", "ARRRRRRRRRRGH!!!!!", "$n screams loudly!", "ARRRRRRRRRRGH!!!!! Yes, it MUST have been $S fault!!!", "$n screams loudly at $N. Better leave before $n blames you, too!!!", "$n screams at you! That's not nice! *sniff*", "You scream at yourself. Yes, that's ONE way of relieving tension!", "$n screams loudly at $mself! Is there a full moon up?" }, { "seduce", "Whom did you wish to seduce?", NULL, "Well, it's worth a try...", "$n tries to seduce $N with a smile.", "$n smiles seductively at you with darkened eyes.", "Umm, are you sure about that?", NULL }, { "shake", "You shake your head.", "$n shakes $s head.", "You shake $S hand.", "$n shakes $N's hand.", "$n shakes your hand.", "You are shaken by yourself.", "$n shakes and quivers like a bowl full of jelly." }, { "shiver", "Brrrrrrrrr.", "$n shiver contentedly.", "You shiver at the thought of fighting $M.", "$n shivers at the thought of fighting $N.", "$n shivers at the suicidal thought of fighting you.", "You shiver to yourself?", "$n shivers because $e's cold." }, { "shrug", "You shrug.", "$n shrugs helplessly.", "You shrug in response to $s question.", "$n shrugs in response to $N's question.", "$n shrugs in response to your question.", "You shrug to yourself.", "$n shrugs to $mself. What a strange person." }, { "sigh", "You sigh.", "$n sighs loudly.", "You sigh as you think of $M.", "$n sighs at the sight of $N.", "$n sighs as $e thinks of you. Touching, huh?", "You sigh at yourself. You MUST be lonely.", "$n sighs at $mself. What a sorry sight." }, { "sing", "You raise your clear voice towards the sky.", "$n has begun to sing a bit offkey.", "You sing a ballad to $M.", "$n sings a ballad to $N.", "$n sings a ballad to you! How sweet!", "You sing a little ditty to yourself.", "$n sings a little ditty to $mself." }, { "slap", "Slap whom?", NULL, "You slap $N on the face.", "$n slaps $N on the face.", "$n slaps you on your face.", "You slap yourself HARD!", "$n slaps $mself repeatedly, $e seems to enjoy it!" }, { "smack", "Smack whom?", NULL, "You smack $N upside the head.", "$n smacks $N upside the head.", "$n smacks you upside the head.", "You smack yourself HARD!", "$n smacks $mself upside the head, what an idiot!" }, { "smile", "You smile happily.", "$n smiles happily.", "You smile at $M.", "$n beams a smile at $N.", "$n smiles at you.", "You smile at yourself.", "$n smiles at $mself." }, { "smirk", "You smirk.", "$n smirks.", "You smirk at $S saying.", "$n smirks at $N's saying.", "$n smirks at your saying.", "You smirk at yourself. Okay ...", "$n smirks at $s own 'wisdom'." }, { "snap", "PRONTO ! You snap your fingers.", "$n snaps $s fingers.", "You snap you fingers at $M.", "$n snaps $s fingers at $N impatiently.", "$n snaps $s fingers at you impatiently. C'mon already!", "You snap yourself to attention.", "$n snaps $mself to attention." }, { "snarl", "You grizzle your teeth and look mean.", "$n snarls angrily.", "You snarl at $M.", "$n snarls at $N.", "$n snarls at you in anger.", "You snarl at yourself.", "$n snarls at $mself." }, { "sneeze", "Gesundheit!", "$n sneezes.", NULL, NULL, NULL, NULL, NULL }, { "snicker", "You snicker softly.", "$n snickers softly.", "You snicker with $M about your shared secret.", "$n snickers with $N about their shared secret.", "$n snickers with you about your shared secret.", "You snicker at your own evil thoughts.", "$n snickers at $s own evil thoughts." }, { "sniff", "You sniff sadly. *SNIFF*", "$n sniffs sadly.", "You sniff sadly at the way $E is treating you.", "$n sniffs sadly at the way $N is treating $m.", "$n sniffs sadly at the way you are treating $m.", "You sniff sadly at your lost opportunities.", "$n sniffs sadly at $mself. Something MUST be bothering $m." }, { "snore", "Zzzzzzzzzzzzzzzzz.", "$n snores loudly.", NULL, NULL, NULL, NULL, NULL }, { "snowball", "Whom do you want to throw a snowball at?", NULL, "You throw a snowball in $N's face.", "$n throws a snowball at $N.", "$n throws a snowball at you. Splat!", "You throw a snowball at yourself.", "$n throws a snowball at $mself." }, { "snuggle", "Who?", NULL, "You snuggle $M.", "$n snuggles up to $N.", "$n snuggles up to you affectionately.", "You snuggle up, getting ready to sleep.", "$n snuggles up, getting ready to sleep." }, { "spank", "Spank whom?", NULL, "You spank $M playfully.", "$n spanks $N playfully.", "$n spanks you playfully. OUCH!", "You spank yourself. Kinky!", "$n spanks $mself. Kinky!" }, { "spit", "You spit.", "$n spits.", "You spit on $N.", "$n spits on $N.", "$n spits on you.", "You spit on yourself. Always knew you were a drooler.", "$n spits on $mself." }, { "squeeze", "Where, what, how, whom?", NULL, "You squeeze $M fondly.", "$n squeezes $N fondly.", "$n squeezes you fondly.", "You squeeze yourself - try to relax a little!", "$n squeezes $mself." }, { "stare", "You stare at the sky.", "$n stares at the sky.", "You stare dreamily at $N, completely lost in $S eyes..", "$n stares dreamily at $N.", "$n stares dreamily at you, completely lost in your eyes.", "You stare dreamily at yourself - enough narcissism for now.", "$n stares dreamily at $mself - NARCISSIST!" }, { "strut", "Strut your stuff.", "$n struts proudly.", "You strut to get $S attention.", "$n struts, hoping to get $N's attention.", "$n struts, hoping to get your attention.", "You strut to yourself, lost in your own world.", "$n struts to $mself, lost in $s own world." }, { "suffer", "No xp again? You suffer at the hands of fate.", "$n is suffering. Looks like $e can't seem to level.", "You tell $N how you suffer whenever you're away from $M.", "$n tells $N that $e suffers whenever they're apart.", "$n tells you that $e suffers whenever you're apart.", "No xp again? You suffer at the hands of fate.", "$n is suffering. Looks like $e can't seem to level." }, { "sulk", "You sulk.", "$n sulks in the corner.", NULL, NULL, NULL, NULL, NULL }, { "tap", "You tap your foot impatiently.", "$n taps $s foot impatiently.", "You tap your foot impatiently. Will $N ever be ready?", "$n taps $s foot impatiently as $e waits for $N.", "$n taps $s foot impatiently as $e waits for you.", "You tap yourself on the head. Ouch!", "$n taps $mself on the head." }, { "thank", "Thank you too.", NULL, "You thank $N heartily.", "$n thanks $N heartily.", "$n thanks you heartily.", "You thank yourself since nobody else wants to !", "$n thanks $mself since you won't." }, { "tender", "You will enjoy it more if you choose someone to kiss.", NULL, "You give $M a soft, tender kiss.", "$n gives $N a soft, tender kiss.", "$n gives you a soft, tender kiss.", "You'd better not, people may start to talk!", NULL }, { "tickle", "Whom do you want to tickle?", NULL, "You tickle $N.", "$n tickles $N.", "$n tickles you - hee hee hee.", "You tickle yourself, how funny!", "$n tickles $mself." }, { "tummy", "You rub your tummy and wish you'd bought a pie at the bakery.", "$n rubs $s tummy and wishes $e'd bought a pie at the bakery.", "You rub your tummy and ask $M for some food.", "$n rubs $s tummy and asks $N for some food.", "$n rubs $s tummy and asks you for some food. Please?", "You rub your tummy and wish you'd bought a pie at the bakery.", "$n rubs $s tummy and wishes $e'd bought a pie at the bakery." }, { "twiddle", "You patiently twiddle your thumbs.", "$n patiently twiddles $s thumbs.", "You twiddle $S ears.", "$n twiddles $N's ears.", "$n twiddles your ears.", "You twiddle your ears like Dumbo.", "$n twiddles $s own ears like Dumbo." }, { "wave", "You wave.", "$n waves happily.", "You wave goodbye to $N.", "$n waves goodbye to $N.", "$n waves goodbye to you. Have a good journey.", "Are you going on adventures as well?", "$n waves goodbye to $mself." }, { "whistle", "You whistle appreciatively.", "$n whistles appreciatively.", "You whistle at the sight of $M.", "$n whistles at the sight of $N.", "$n whistles at the sight of you.", "You whistle a little tune to yourself.", "$n whistles a little tune to $mself." }, { "whew", "What a relief.", "$n wipes $e brow and exclaims, 'Whew, that was close.'", NULL, NULL, NULL, NULL, NULL }, { "wiggle", "Your wiggle your bottom.", "$n wiggles $s bottom.", "You wiggle your bottom toward $M.", "$n wiggles $s bottom toward $N.", "$n wiggles his bottom toward you.", "You wiggle about like a fish.", "$n wiggles about like a fish." }, { "wince", "You wince. Ouch!", "$n winces. Ouch!", "You wince at $M.", "$n winces at $N.", "$n winces at you.", "You wince at yourself. Ouch!", "$n winces at $mself. Ouch!" }, { "wink", "You wink suggestively.", "$n winks suggestively.", "You wink suggestively at $N.", "$n winks at $N.", "$n winks suggestively at you.", "You wink at yourself ?? - what are you up to ?", "$n winks at $mself - something strange is going on..." }, { "yawn", "You must be tired.", "$n yawns tiredly.", NULL, NULL, NULL, NULL, NULL }, { "", NULL, NULL, NULL, NULL, NULL, NULL, NULL } }; int get_game_realtime( void ) { struct timeval last_time; last_time.tv_usec=0; last_time.tv_sec=0; gettimeofday( &last_time, NULL ); return((int) ( last_time.tv_sec % (60*60*12) )); } int get_game_usec( void ) { struct timeval last_time; last_time.tv_usec=0; last_time.tv_sec=0; gettimeofday( &last_time, NULL ); return( last_time.tv_usec + 1000000 * last_time.tv_sec ); } /* * The main entry point for executing commands. * Can be recursively called from 'at', 'order', 'force'. */ extern char lastplayercmd[MAX_INPUT_LENGTH*2]; void interpret( CHAR_DATA *ch, char *argue ) { char command[MAX_INPUT_LENGTH]; char logline[MAX_INPUT_LENGTH]; char pag_buf[ MAX_STRING_LENGTH ]; char buf[MAX_STRING_LENGTH]; char argument_buf[MAX_INPUT_LENGTH]; char *argument; int cmd = -1, delta; int leng; int trust; bool found; int last_time; bool QUIT_CMD; int largument; char *pt, *pti, *pto; bool auto_command; DISALLOW_SNOOP = FALSE; if( ch == NULL ) { bug( "Interp: Null Character.",0); return; } if( ch->in_room == NULL ) { sprintf(buf,"Interp: Null room for %s. Removing.",ch->name); bug(buf,0); if( IS_NPC( ch ) ) SET_BIT( ch->act, ACT_WILL_DIE); else { send_to_char( "By the will of the gods, you are in Chakkor.\n\r", ch); transference( ch, room_index[ ROOM_VNUM_TEMPLE ] ); } return; } last_time = get_game_usec(); auto_command = FALSE; while( *argue == 27 ) { argue++; auto_command=TRUE; } if (ch!= NULL && argue != NULL) strcpy( argument_buf, argue ); /* Strip off non printables - Chaos 5/13/96 */ for( pt=argument_buf; *pt!= '\0' ; pt++) if( *pt != '\r' && *pt!='\n' && *pt!=27 && ( *pt < 32 || *pt > 126 ) ) *pt = ' '; argument = argument_buf; /* This is OLC stuff so you can shortcut some things while editing Martin 22/2/99 */ if ( ch->substate == SUB_REPEATCMD ) { DO_FUN *fun; if ( (fun=ch->last_cmd) == NULL ) { ch->substate = SUB_NONE; bug( "interpret: SUB_REPEATCMD with NULL last_cmd", 0 ); return; } else { for ( cmd = 0; *cmd_table[cmd].name != '\0'; cmd++ ) { if(cmd_table[cmd].do_fun == fun ) { found = TRUE; break; } } if ( !found ) { cmd = 0; bug( "interpret: SUB_REPEATCMD: last_cmd invalid", 0 ); return; } sprintf( logline, "(%s) %s", cmd_table[cmd].name, argument ); } } if (cmd == -1) { /* Let's not repeat commands in obj_progs, and doesn't hurt either */ if( !IS_NPC( ch ) && ch->desc != NULL && ch->desc->character == ch ) *ch->desc->incomm = '\0'; if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_REPEAT ) ) { if( ch->vt100 == 0 ) sprintf( buf, "[%s]\n\r", argument ); else sprintf( buf, "\033[;7m%s\033[m\n\r", argument ); send_to_char( buf, ch ); } /* Dump Command */ if( !IS_NPC( ch ) && ch->pcdata->dump ) { char jbuf[MAX_STRING_LENGTH]; CHAR_DATA *fch; if( !strcasecmp( argument, "stop" ) ) { send_to_char( "Dump stopped.\n\r", ch ); ch->pcdata->dump = FALSE; return; } for(fch=ch->in_room->first_person ; fch!=NULL ; fch=fch->next_in_room ) { if( fch->position<=POS_SLEEPING) continue; /* poll the block list of the fch */ if(ch!=fch && blocking(fch,ch)) continue; if(!can_understand(fch,ch)) continue; sprintf( jbuf, "%s dumps '%s'", get_name( ch ), argument); if((IS_SET(fch->hook,1) && IS_SET(fch->hook,4)) || !IS_SET(fch->hook,1)) { if( !IS_NPC(fch) && fch->ansi==1) sprintf( buf, "\033[0;%d;%dm%s", fch->pcdata->color[0][9], fch->pcdata->color[1][9], justify( jbuf)); else strcpy( buf, justify( jbuf)); strcat( buf, "\n\r" ); send_to_char( buf, fch); } } return; } /* * Strip leading spaces. */ /* Remove starting and ending spaces */ while ( isspace((int)*argument) && *argument!='\0') argument++; largument = strlen( argument ); pt = argument + largument - 1; while ( *pt==' ' && largument > 0 ) { *pt='\0'; pt--; largument--; } /* Send the scroll prompter out only if no inputs - Chaos 8/22/97 */ if( !IS_NPC(ch) && ch->pcdata->page_mode!=0 && ch->pcdata->page_buf != NULL) { ch->pcdata->page_mode=0; leng=str_cpy_max( pag_buf, ansi_translate_text( ch, "{300}" ), MAX_BUFFER_LENGTH ); leng=str_apd_max( pag_buf, ch->pcdata->page_buf,leng,MAX_BUFFER_LENGTH); STRFREE (ch->pcdata->page_buf ); if( *argument=='\0' ) send_to_char(pag_buf, ch); else send_to_char((const char*)ansi_translate_text(ch, "{120}----------------------------[Page Buffer Canceled]-----------------------------\n\r") , ch); } if ( *argument == '\0' ) { return; } /* Add links to hyper-text helps */ if( !IS_NPC(ch) && ch->pcdata->help_mode ) { ch->pcdata->help_mode=FALSE; if(argument[1]=='\0' && argument[0]!='\0') { HELP_MENU_DATA *menu; HELP_MENU_DATA *prev_menu=NULL; HELP_MENU_DATA *menu2; HELP_DATA *help; bool foundh, foundh2; foundh=FALSE; help=ch->pcdata->last_help; for(menu=help->menu; menu!=NULL; menu=menu->next) { if( menu->option == '-' ) foundh=TRUE; prev_menu=menu; if(prev_menu==NULL) break; } if( argument[0] == '-' && !foundh && ch->pcdata->prev_help != NULL ) { send_to_char_color( ch->pcdata->prev_help->text,ch); ch->pcdata->last_help=ch->pcdata->prev_help; ch->pcdata->help_mode=TRUE; ch->pcdata->prev_help=NULL; return; } for(menu=help->menu; menu!=NULL; menu=menu->next) { if( argument[0]==menu->option ) { send_to_char_color( menu->help->text, ch); foundh2= FALSE; for(menu2=menu->help->menu; menu2!=NULL; menu2=menu2->next) if( menu2->option == '-' ) foundh2=TRUE; if( !foundh2 && argument[0] != '-' ) send_to_char( " (-) Return\n\r", ch ); if( argument[0] == '-' ) ch->pcdata->prev_help=NULL; else ch->pcdata->prev_help=ch->pcdata->last_help; ch->pcdata->last_help=menu->help; ch->pcdata->help_mode=TRUE; return; } } /* assume a menu option not listed is normal command and continue */ } } /* Last Command - Chaos 5/6/99 */ if( !IS_NPC( ch ) && ch->pcdata->last_command != NULL ) { char jbuf[MAX_STRING_LENGTH]; if( !strcasecmp( argument, "stop" ) || !strcasecmp( argument, "quit") ) { send_to_char( "Command stopped.\n\r", ch ); STRFREE( ch->pcdata->last_command ); ch->pcdata->last_command = NULL; return; } strcpy( jbuf, ch->pcdata->last_command); strcat( jbuf, argument ); strcpy( argument, jbuf ); STRFREE( ch->pcdata->last_command ); ch->pcdata->last_command = NULL; } /* Any command starting with numbers is a repeat command */ if( *argument>='0' && *argument<='9') { do_repeat( ch, argument); return; } /* Added the '&' to multi-line commands Chaos 12/7/93 */ pti = argument; pto = command; for(pti=argument, pto=command;*pti!=' ' && *pti!='\0'; pto++, pti++) *pto = *pti; *pto='\0'; if(!IS_NPC(ch) && ch->desc!=NULL && ch->desc->intop<MAX_INPUT_LENGTH-2) if(strchr(argument,'&')!=NULL && strcasecmp(command,"alias")) { process_command( ch, argument, auto_command); return; } /* * No hiding. */ REMOVE_BIT( ch->affected_by, AFF_HIDE ); /* * Implement freeze command. */ if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE) ) { send_to_char( "You're totally frozen!\n\r", ch ); return; } /* * Grab the command word. * Special parsing so ' can be a command, * also no spaces needed after punctuation. */ strcpy( logline, argument ); if ( !isalpha((int)*argument) && !isdigit((int)*argument) ) { *command = *argument; *(command+1) = '\0'; argument++; while ( isspace((int)*argument) ) argument++; } else { argument = one_argument( argument, command ); } /* * Look for command in command table. */ found = FALSE; trust = get_trust( ch ); /* Look for alias first - Chaos 10/11/93 */ if(!IS_NPC(ch) && ch->obj_prog_ip == 0) if( !auto_command ) if(ch->alias_ip==0 && ch->desc!=NULL && ch->desc->intop<MAX_INPUT_LENGTH-2) for(cmd = 0; cmd<MAX_ALIAS; cmd++) if(ch->pcdata->alias[cmd]!=NULL && ch->pcdata->alias[cmd][0]!='\0') if(!strcasecmp(ch->pcdata->alias_c[cmd],command)) { ch->alias_ip=1; buf[0]='\0'; pti = ch->pcdata->alias[cmd]; /* I completely rewrote this section a fair bit to stop it over-running MAX_INPUT_LENGTH and crashing the mud. Forgive the dodgy pointer operations but it's blindingly fast :) - Martin */ for(pto=buf; *pti!='\0'; pti++) { if(*pti=='%') { pto = &buf[0] + str_cat_max(buf, argument, MAX_INPUT_LENGTH); } else { if ((pto-&buf[0]) < MAX_INPUT_LENGTH-1) { *pto = (char) (*pti); *(++pto)= '\0'; } } } str_cat_max(buf, "\0", MAX_INPUT_LENGTH); /**pto = '\0';*/ if( ch->desc != NULL && ch->desc->character == ch ) { ch->pcdata->dump = FALSE; if( ch->desc->back_buf != NULL ) { char buf2[MAX_INPUT_LENGTH]; str_cpy_max( buf2, ch->desc->back_buf, MAX_INPUT_LENGTH ); STRFREE(ch->desc->back_buf ); str_cat_max( buf2, ch->desc->inbuf, MAX_INPUT_LENGTH ); ch->desc->back_buf = str_dup( buf2 ); } else ch->desc->back_buf = str_dup( ch->desc->inbuf ); ch->desc->intop = 0; *ch->desc->inbuf = '\0'; } preprocess_command( ch, buf, auto_command); return; } for ( cmd = 0; *cmd_table[cmd].name != '\0'; cmd++ ) { if ( *command == *cmd_table[cmd].name) if(!str_prefix( command, cmd_table[cmd].name )) if(cmd_table[cmd].level <= trust ) { found = TRUE; break; } } /* * Berserk players can only "kill" or "murder" */ if(IS_AFFECTED(ch,AFF2_BERSERK) && ch->level != MAX_LEVEL && ((found && cmd_kill != cmd && strcasecmp(cmd_table[cmd].name,"murder") && strcasecmp(cmd_table[cmd].name,"kick") && strcasecmp(cmd_table[cmd].name,"north") && strcasecmp(cmd_table[cmd].name,"south") && strcasecmp(cmd_table[cmd].name,"east") && strcasecmp(cmd_table[cmd].name,"west") && strcasecmp(cmd_table[cmd].name,"up") && strcasecmp(cmd_table[cmd].name,"down") && strcasecmp(cmd_table[cmd].name,"look") && strcasecmp(cmd_table[cmd].name,"affects") && strcasecmp(cmd_table[cmd].name,"score") && strcasecmp(cmd_table[cmd].name,"quit") && strcasecmp(cmd_table[cmd].name,"status") && strcasecmp(cmd_table[cmd].name,"refresh"))||!found)) { send_to_char("You're Berserk! Kill! Kill! Kill!\n\r",ch); return; } /* * Arrested players are very limited as well. (Presto 02/97) */ if(!IS_NPC(ch)) if((ch->pcdata->arrested == TRUE) && ((found && strcasecmp(cmd_table[cmd].name,"say") && strcasecmp(cmd_table[cmd].name,"look") && strcasecmp(cmd_table[cmd].name,"affects") && strcasecmp(cmd_table[cmd].name,"score") && strcasecmp(cmd_table[cmd].name,"quit") && strcasecmp(cmd_table[cmd].name,"status") && strcasecmp(cmd_table[cmd].name,"refresh")) || !found)) { send_to_char("You're in jail!\n\r",ch); return; } if(!IS_NPC(ch)) if ( IS_SET ( ch->pcdata->player2_bits, PLR2_AFK) ) { REMOVE_BIT( ch->pcdata->player2_bits, PLR2_AFK ); act( "$n is no longer afk.", ch, NULL, NULL, TO_ROOM ); } } /* * Log and snoop. */ sprintf( lastplayercmd, "** %s: %s", ch->name, logline ); if ( cmd_table[cmd].log == LOG_NEVER ) strcpy( logline, "XXXXXXXX XXXXXXXX XXXXXXXX" ); if ( ( !IS_NPC(ch) && IS_SET(ch->act, PLR_LOG) ) || fLogAll || cmd_table[cmd].log == LOG_ALWAYS ) { if( !IS_NPC( ch)) sprintf( log_buf, "Log %s: %s", ch->name, logline ); else sprintf( log_buf, "Log %s: %s", ch->short_descr, logline ); log_string( log_buf ); } if ( !found ) { /* * Look for command in socials table. */ OBJ_DATA *obj; if(ch->in_room!=NULL) for(obj=ch->in_room->first_content;obj!=NULL;obj=obj->next_content) if ( obj->pIndexData->obj_fun != 0 ) if ( !CAN_WEAR(obj,ITEM_TAKE) ) { DISALLOW_SNOOP = FALSE; if ( (*obj->pIndexData->obj_fun) (obj,OBJ_UNKNOWN,(void *)command,(void *)argument,ch)) { tail_chain(); return; } tail_chain(); } /* Check for object programs of unknown commands*/ if( !IS_NPC( ch ) && ch->desc != NULL && ch->obj_prog_ip==0 ) { OBJ_DATA *obj; OBJ_PROG *prg; OBJ_WITH_PROG *with; bool fcom; fcom=FALSE; for(with=ch->obj_with_prog;with!=NULL;with=with->next) { if( (obj = with->obj ) == NULL || obj->pIndexData == NULL ) continue; if( obj->pIndexData->obj_prog!=NULL) for( prg = obj->pIndexData->obj_prog; prg!=NULL ; prg=prg->next) if( prg->cmd == -2 && !str_prefix( command, prg->unknown)) if( number_percent() < prg->percentage ) { open_timer( TIMER_OBJ_PROG ); start_object_program( ch, obj, prg, argument); close_timer( TIMER_OBJ_PROG ); tail_chain(); fcom=TRUE; } } if( fcom ) return; for(with=ch->obj_with_prog;with!=NULL;with=with->next) { if( (obj = with->obj ) == NULL || obj->pIndexData == NULL ) continue; if ( obj->pIndexData->obj_fun != 0 ) { DISALLOW_SNOOP = FALSE; if ( (*obj->pIndexData->obj_fun) (obj,OBJ_UNKNOWN,(void *)command,(void *)argument,ch) ) { tail_chain(); return; } else tail_chain(); } } } if ( !check_social( ch, command, argument ) && strcasecmp( command, "!") && strcasecmp( command, ".")) { sprintf( buf, "Huh? '%s' is not a command.\n\r", command); send_to_char( buf, ch ); } return; } /* Check for invalid combat */ if( ch->fighting != NULL ) if( !is_in_room( ch->fighting->who, ch->in_room ) ) { stop_fighting(ch,FALSE); update_pos( ch ); } /* * Character not in position for command? */ if ( ch->position < cmd_table[cmd].position ) { switch( ch->position ) { case POS_DEAD: send_to_char( "Lie still; you are DEAD.\n\r", ch ); break; case POS_MORTAL: case POS_INCAP: send_to_char( "You are hurt far too bad for that.\n\r", ch ); break; case POS_STUNNED: send_to_char( "You are too stunned to do that.\n\r", ch ); break; case POS_SLEEPING: send_to_char( "In your dreams, or what?\n\r", ch ); break; case POS_RESTING: send_to_char( "Nah... You feel too relaxed...\n\r", ch); break; case POS_FIGHTING: send_to_char( "No way! You are still fighting!\n\r", ch); break; } return; } /* Pets limitations */ if( IS_NPC( ch) && IS_AFFECTED( ch, AFF_CHARM)) if( !(!strcasecmp(cmd_table[cmd].name, "north" ) || !strcasecmp(cmd_table[cmd].name, "south" ) || !strcasecmp(cmd_table[cmd].name, "east" ) || !strcasecmp(cmd_table[cmd].name, "west" ) || !strcasecmp(cmd_table[cmd].name, "up" ) || !strcasecmp(cmd_table[cmd].name, "down" ) || !strcasecmp(cmd_table[cmd].name, "look" ) || !strcasecmp(cmd_table[cmd].name, "return" ) || !strcasecmp(cmd_table[cmd].name, "kill" ) || !strcasecmp(cmd_table[cmd].name, "flee" ) || !strcasecmp(cmd_table[cmd].name, "exits" ) || !strcasecmp(cmd_table[cmd].name, "open" ) || !strcasecmp(cmd_table[cmd].name, "say" ) || !strcasecmp(cmd_table[cmd].name, "get" ) || !strcasecmp(cmd_table[cmd].name, "drop" ) || !strcasecmp(cmd_table[cmd].name, "wear" ) || !strcasecmp(cmd_table[cmd].name, "remove" ) || !strcasecmp(cmd_table[cmd].name, "rest" ) || !strcasecmp(cmd_table[cmd].name, "stand" ) || !strcasecmp(cmd_table[cmd].name, "wake" ) || !strcasecmp(cmd_table[cmd].name, "sleep" ) || !strcasecmp(cmd_table[cmd].name, "wield" ) || !strcasecmp(cmd_table[cmd].name, "follow" ) || !strcasecmp(cmd_table[cmd].name, "'" ) || !strcasecmp(cmd_table[cmd].name, "close" ) )) { send_to_char( "Your pet can't do that.\n\r", ch->master); return; } /* Check for valid Homonculous commands of: n,s,e,w,u,d,look,return,kill,flee,exits,open,close */ if(IS_NPC(ch) && (ch->pIndexData->vnum==9900 || ch->desc != NULL || IS_AFFECTED(ch, AFF2_POSSESS))) { if(!(!strcasecmp(cmd_table[cmd].name, "north" ) || !strcasecmp(cmd_table[cmd].name, "south" ) || !strcasecmp(cmd_table[cmd].name, "east" ) || !strcasecmp(cmd_table[cmd].name, "west" ) || !strcasecmp(cmd_table[cmd].name, "up" ) || !strcasecmp(cmd_table[cmd].name, "down" ) || !strcasecmp(cmd_table[cmd].name, "look" ) || !strcasecmp(cmd_table[cmd].name, "return" ) || !strcasecmp(cmd_table[cmd].name, "kill" ) || !strcasecmp(cmd_table[cmd].name, "flee" ) || !strcasecmp(cmd_table[cmd].name, "exits" ) || !strcasecmp(cmd_table[cmd].name, "open" ) || !strcasecmp(cmd_table[cmd].name, "close" ) || !strcasecmp(cmd_table[cmd].name, "say" ) || !strcasecmp(cmd_table[cmd].name, "'" ) )) { if(ch->pIndexData->vnum==9900 ) send_to_char( "The homonculous can't do that.\n\r", ch); else send_to_char( "You are having enough difficulty keeping control of this body to do that!\n\r", ch); return; } } /* * Check for objects to respond to command in room */ if( !IS_NPC( ch ) && ch->desc != NULL && *ch->desc->inbuf=='\0') { OBJ_DATA *obj; if(ch->in_room!=NULL) for(obj=ch->in_room->first_content;obj!=NULL;obj=obj->next_content) if ( obj->pIndexData->obj_fun != 0 ) if ( !CAN_WEAR(obj,ITEM_TAKE) ) { DISALLOW_SNOOP = FALSE; if ( (*obj->pIndexData->obj_fun) (obj,OBJ_COMMAND,(void *)&cmd,(void *)argument,ch)) { tail_chain(); return; } else tail_chain(); } } /* * Decrement movement for exertion cmds */ if(cmd_gsn[cmd]!=-1) { if(ch->move<skill_table[cmd_gsn[cmd]].min_mana) { send_to_char( "You are too tired to do that!\n\r", ch ); return; } else ch->move-=skill_table[cmd_gsn[cmd]].min_mana; } /* Check for object programs */ if( !IS_NPC( ch ) && ch->obj_prog_ip==0) if( ch->desc != NULL ) { OBJ_DATA *obj; OBJ_PROG *prg; OBJ_WITH_PROG *with; bool fcom; fcom = FALSE; for(with=ch->obj_with_prog;with!=NULL;with=with->next) { if( (obj = with->obj ) == NULL || obj->pIndexData == NULL ) continue; if( obj->pIndexData->obj_prog!=NULL) for( prg = obj->pIndexData->obj_prog; prg!=NULL ; prg=prg->next) if( prg->cmd == cmd ) if( number_percent() < prg->percentage ) { open_timer( TIMER_OBJ_PROG ); start_object_program( ch, obj, prg, argument); close_timer( TIMER_OBJ_PROG ); tail_chain(); fcom=TRUE; } } if( fcom ) return; for(with=ch->obj_with_prog;with!=NULL;with=with->next) { if( (obj = with->obj ) == NULL || obj->pIndexData == NULL ) continue; if( obj->pIndexData->obj_fun!=NULL) { DISALLOW_SNOOP = FALSE; if ( (*obj->pIndexData->obj_fun) (obj,OBJ_COMMAND,(void *)&cmd,(void *)argument,ch) ) { tail_chain(); return; } else tail_chain(); } } } /* check for those nasty area creators that want to make gods */ if( ch->obj_prog_ip!=0 && (!strcasecmp(cmd_table[cmd].name, "quit" ) || !strcasecmp(cmd_table[cmd].name, "save" ) ) ) return; if (!strcasecmp(cmd_table[cmd].name, "quit" ) ) QUIT_CMD = TRUE; else QUIT_CMD = FALSE; open_timer( TIMER_INTERP ); /* * Dispatch the command. */ DISALLOW_SNOOP = FALSE; ch->last_cmd = *cmd_table[cmd].do_fun; (*cmd_table[cmd].do_fun) ( ch, argument ); if( DISALLOW_SNOOP ) wipe_string( argument ); tail_chain( ); delta = get_game_usec() - last_time; if( !QUIT_CMD && ch!=NULL && !IS_NPC( ch )) { if( IS_SET( ch->act, PLR_WIZTIME )) { sprintf( buf, "(%d usec)\n\r", delta); send_to_char( buf, ch); } } close_timer( TIMER_INTERP ); return; } bool check_social( CHAR_DATA *ch, char *command, char *argument ) { int cmd; bool found; found = FALSE; for ( cmd = 0; *social_table[cmd].name != '\0'; cmd++ ) { if(!str_prefix( command, social_table[cmd].name ) ) { found = TRUE; break; } } if ( !found ) return FALSE; return( check_social_fast( ch, cmd, argument ) ); } bool check_social_fast( CHAR_DATA *ch, int cmd, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; switch ( ch->position ) { case POS_DEAD: send_to_char( "Lie still; you are DEAD.\n\r", ch ); return TRUE; case POS_INCAP: case POS_MORTAL: send_to_char( "You are hurt far too bad for that.\n\r", ch ); return TRUE; case POS_STUNNED: send_to_char( "You are too stunned to do that.\n\r", ch ); return TRUE; case POS_SLEEPING: /* * I just know this is the path to a 12" 'if' statement. :( * But two players asked for it already! -- Furey */ if ( !strcasecmp( social_table[cmd].name, "snore" ) ) break; send_to_char( "In your dreams, or what?\n\r", ch ); return TRUE; } if ( argument == NULL) { act( social_table[cmd].others_no_arg, ch, NULL, NULL, TO_ROOM ); act( social_table[cmd].char_no_arg, ch, NULL, NULL, TO_CHAR ); return TRUE; } one_argument( argument, arg ); victim = NULL; if ( arg == NULL || arg[0]=='\0' ) { act( social_table[cmd].others_no_arg, ch, NULL, victim, TO_ROOM ); act( social_table[cmd].char_no_arg, ch, NULL, victim, TO_CHAR ); return TRUE; } else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); } else if ( victim == ch ) { act( social_table[cmd].others_auto, ch, NULL, victim, TO_ROOM ); act( social_table[cmd].char_auto, ch, NULL, victim, TO_CHAR ); } else { act( social_table[cmd].others_found, ch, NULL, victim, TO_NOTVICT ); act( social_table[cmd].char_found, ch, NULL, victim, TO_CHAR ); act( social_table[cmd].vict_found, ch, NULL, victim, TO_VICT ); GLOBAL_SOCIAL_FLAG = FALSE; mprog_social_trigger( social_table[cmd].name, victim, ch ); if( GLOBAL_SOCIAL_FLAG == TRUE ) return( TRUE ); if ( !IS_NPC(ch) && IS_NPC(victim) && !IS_AFFECTED(victim, AFF_CHARM) && IS_AWAKE(victim) ) { switch ( number_bits( 4 ) ) { case 0: /* Chaos removed 12/6/93 multi_hit( victim, ch, TYPE_UNDEFINED ); break; */ case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: act( social_table[cmd].others_found, victim, NULL, ch, TO_NOTVICT ); act( social_table[cmd].char_found, victim, NULL, ch, TO_CHAR ); act( social_table[cmd].vict_found, victim, NULL, ch, TO_VICT ); break; case 9: case 10: case 11: case 12: act( "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( "You slap $N.", victim, NULL, ch, TO_CHAR ); act( "$n slaps you.", victim, NULL, ch, TO_VICT ); break; } } } return TRUE; } /* * Return true if an argument is completely numeric. */ bool is_number( char *arg ) { if ( *arg == '\0' ) return FALSE; for ( ; *arg != '\0'; arg++ ) { if ( !isdigit((int)*arg) && (*arg!='-') && (*arg!='+') ) return FALSE; } return TRUE; } /* * Given a string like 14.foo, return 14 and 'foo' */ int number_argument( char *argument, char *arg ) { char *pdot; int number; for ( pdot = argument; *pdot != '\0'; pdot++ ) { if ( *pdot == '.' ) { *pdot = '\0'; number = atol( argument ); *pdot = '.'; strcpy( arg, pdot+1 ); return number; } } strcpy( arg, argument ); return 1; } /* * Pick off one argument from a string and return the rest. * Understands quotes. */ char *one_argument( char *argument, char *arg_first ) { char cEnd; while ( *argument==' ' || *argument=='\n' || *argument=='\r' || *argument==27) argument++; cEnd = ' '; if ( *argument == '\'' || *argument == '"' ) cEnd = *argument++; while ( *argument != '\0' ) { if ( *argument == cEnd ) { argument++; break; } *arg_first = LOWER(*argument); arg_first++; argument++; } *arg_first = '\0'; while ( *argument==' ' || *argument=='\n' || *argument=='\r' || *argument==27) argument++; return argument; } /* * Pick off one argument from a string and return the rest. * Understands quotes. Don't lower case it. */ char *one_argument_nolower( char *argument, char *arg_first ) { char cEnd; while ( isspace((int)*argument) ) argument++; cEnd = ' '; if ( *argument == '\'' || *argument == '"' ) cEnd = *argument++; while ( *argument != '\0' ) { if ( *argument == cEnd ) { argument++; break; } *arg_first = *argument; arg_first++; argument++; } *arg_first = '\0'; while ( isspace((int)*argument) ) argument++; return argument; } void process_command( CHAR_DATA *ch, char *argument, bool auto_command) { char buf2[MAX_INPUT_LENGTH], buf3[MAX_INPUT_LENGTH]; char *pti, *pto; bool found; found = FALSE; for( pti=argument, pto=buf3; *pti != '\0'; pti++, pto++) { if( *pti == '&' ) { if( !found ) { *pto = '\0'; pto = buf2-1; /* Switch recording medium */ found = TRUE; } else *pto = '\r'; } else *pto = *pti; } if( found ) { *pto = '\r'; pto++; } *pto = '\0'; if( found ) { /* Add buf2 to the inbuf */ if( !auto_command ) { if(*ch->desc->inbuf=='\0') ch->desc->intop = str_cpy_max( ch->desc->inbuf, buf2, MAX_INPUT_LENGTH); else { if(ch->desc->inbuf[ch->desc->intop-1]!='\r' && ch->desc->inbuf[ch->desc->intop-1]!='\n') { ch->desc->intop = str_apd_max(ch->desc->inbuf, "\r", ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, buf2, ch->desc->intop, MAX_INPUT_LENGTH); } else ch->desc->intop = str_apd_max(ch->desc->inbuf, buf2, ch->desc->intop, MAX_INPUT_LENGTH); } } else { *buf3=27; *(buf3+1)=0; if(*ch->desc->inbuf=='\0') { ch->desc->intop = str_cpy_max(ch->desc->inbuf, buf3, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, buf2, ch->desc->intop, MAX_INPUT_LENGTH); } else { if(ch->desc->inbuf[ch->desc->intop-1]!='\r' && ch->desc->inbuf[ch->desc->intop-1]!='\n') { ch->desc->intop = str_apd_max(ch->desc->inbuf, buf3, ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, "\r", ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, buf2, ch->desc->intop, MAX_INPUT_LENGTH); } else { ch->desc->intop = str_apd_max(ch->desc->inbuf, buf3, ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, buf2, ch->desc->intop, MAX_INPUT_LENGTH); } } } } if (ch->desc && ch->desc->connected==CON_EDITING) { ch->desc->connected=CON_PLAYING; interpret(ch, buf3); ch->desc->connected=CON_EDITING; } else interpret(ch, buf3); tail_chain(); return; } void preprocess_command( CHAR_DATA *ch, char *argument, bool auto_command) { char buf2[MAX_INPUT_LENGTH], buf3[MAX_INPUT_LENGTH]; char buf1[MAX_INPUT_LENGTH]; char *pti, *pto; bool found; found = FALSE; for( pti=argument, pto=buf3; *pti != '\0'; pti++, pto++) { if( *pti == '&' ) { if( !found ) { *pto = '\0'; pto = buf2-1; /* Switch recording medium */ found = TRUE; } else *pto = '\r'; } else *pto = *pti; } if( found ) { *pto = '\r'; pto++; } *pto = '\0'; if( found ) { if(*ch->desc->inbuf=='\0') ch->desc->intop = str_cpy_max( ch->desc->inbuf, buf2, MAX_INPUT_LENGTH); else { strcpy( buf1, ch->desc->inbuf); ch->desc->intop = str_cpy_max( ch->desc->inbuf, buf2, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, "\r", ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max(ch->desc->inbuf, buf1, ch->desc->intop, MAX_INPUT_LENGTH); } } if (ch->desc && ch->desc->connected==CON_EDITING) { ch->desc->connected=CON_PLAYING; interpret(ch, buf3); ch->desc->connected=CON_EDITING; } else interpret(ch, buf3); tail_chain(); return; } void start_object_program ( CHAR_DATA * ch, OBJ_DATA *obj, OBJ_PROG *prg, char *argument) { char buf[MAX_INPUT_LENGTH]; int bufl; char *pt; if( ch->desc == NULL || ch->desc->character != ch || IS_NPC( ch ) ) return; /* No lock-ups here including wait oriented char lock-ups */ if( ch->pcdata->oprog_started || (ch->desc->back_buf != NULL && *ch->desc->back_buf != '\0' ) || ch->wait > 0 ) return; /* Dont want this messing with nice inbuf and incomm while editing - Martin */ if (ch->desc->connected == CON_EDITING) return; if( argument != NULL ) for( pt=argument; *pt!='\0'; pt++) if( *pt == '&' ) *pt = '-'; ch->pcdata->dump = FALSE; if( *ch->desc->incomm != '\0' ) { bufl = str_cpy_max( buf, ch->desc->incomm, MAX_INPUT_LENGTH - 10 ); bufl = str_apd_max( buf, "\r", bufl, MAX_INPUT_LENGTH - 10 ); } else { bufl = 0; *buf = '\0'; } bufl = str_apd_max( buf, ch->desc->inbuf, bufl, MAX_INPUT_LENGTH-10); if( ch->desc->back_buf != NULL && *ch->desc->back_buf != '\0' ) { if( *buf != '\0' ) bufl = str_apd_max( buf, "\r", bufl, MAX_INPUT_LENGTH - 10 ); bufl = str_apd_max( buf, ch->desc->back_buf, bufl, MAX_INPUT_LENGTH - 10 ); STRFREE(ch->desc->back_buf ); } /* This could cause problems if left alone */ if( bufl == 0 ) bufl=str_cpy_max( buf, "\r", MAX_INPUT_LENGTH-10 ); ch->desc->back_buf = str_dup( buf ); *ch->desc->incomm = '\0'; *ch->desc->inbuf = '\0'; ch->desc->intop = 0; ch->pcdata->oprog_started = TRUE; object_program( ch, obj, prg, argument ); ch->pcdata->oprog_started = FALSE; return; } void object_program ( CHAR_DATA * ch, OBJ_DATA *obj, OBJ_PROG *prg, char *argument) { int if_val; int cnt; char buf[MAX_STRING_LENGTH]; char *pt, pb[2]; if( obj == NULL || ch == NULL || obj->carried_by != ch ) return; if( ch->desc == NULL || ch->desc->character != ch ) return; if_val = 0; switch( prg->obj_command ) { case 'E': /* Echo to user */ send_to_char( prg->argument , ch); if( prg->true != NULL ) object_program( ch, obj, prg->true , argument); return; case 'H': /* has object check */ { OBJ_DATA *obj; if_val = 0; for( obj = ch->first_carrying; obj != NULL; obj = obj->next_content ) if( obj->pIndexData->vnum == prg->if_value ) { if_val = 1; break; } } if( if_val == 1 ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case 'J': /* Junk the item */ obj_from_char( obj ); extract_obj( obj); return; case 'C': /* user command at level 99 multi-line no argument */ pb[1]='\0'; buf[0]=27; buf[1]='\0'; for( pt = prg->argument; *pt!='\0'; pt++) if( *pt != '$' ) { *pb=*pt; strcat( buf, pb ); } else strcat( buf, capitalize(ch->name) ); ch->desc->intop = str_cpy_max( ch->desc->inbuf, buf, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max( ch->desc->inbuf, "\r", ch->desc->intop, MAX_INPUT_LENGTH); ch->trust = 99; /* This is very dangerous, but required */ ch->obj_prog_ip = 1; ch->alias_ip = 1; if( prg->true != NULL ) object_program( ch, obj, prg->true , argument); return; case 'G': /* single user command at level 99 with argument */ buf[0]=27; buf[1]='\0'; for( cnt=0; argument[cnt]!='\0' && argument[cnt]!='\r' && argument[cnt]!='&' ; cnt++); argument[cnt]='\0'; ch->desc->intop = str_cpy_max( ch->desc->inbuf, buf, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max( ch->desc->inbuf, prg->argument, ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max( ch->desc->inbuf, " ", ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max( ch->desc->inbuf, argument, ch->desc->intop, MAX_INPUT_LENGTH); ch->desc->intop = str_apd_max( ch->desc->inbuf, "\r", ch->desc->intop, MAX_INPUT_LENGTH); ch->trust = 99; /* This is very dangerous, but required */ ch->obj_prog_ip = 1; ch->alias_ip = 1; if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); return; case 'A': /* Apply to temp stats */ switch( prg->if_check ) { case 1: ch->hit+=prg->if_value; if( ch->hit>ch->max_hit) ch->hit = ch->max_hit; if( ch->hit<0) { ch->trust = ch->level; raw_kill( ch ); return; } break; case 2: ch->move+=prg->if_value; if( ch->move>ch->max_move) ch->move= ch->max_move; if( ch->move<0) ch->move = 0; break; case 3: ch->mana+=prg->if_value; if( ch->mana>ch->max_mana) ch->mana = ch->max_mana; if( ch->mana<0) ch->mana = 0; break; case 4: ch->alignment+=prg->if_value; if( ch->alignment>1000) ch->alignment = 1000; if( ch->alignment<-1000) ch->alignment = -1000; break; } if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); break; case 'D': /* Add to quest bits with if_value */ cnt=get_quest_bits( obj->obj_quest, prg->quest_offset, prg->quest_bits); cnt+=prg->if_value; set_quest_bits( &obj->obj_quest, prg->quest_offset, prg->quest_bits, cnt); if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); break; case 'S': /* Set quest bit to if_value */ set_quest_bits( &obj->obj_quest, prg->quest_offset, prg->quest_bits, prg->if_value); if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); break; case 'I': /* if check */ switch( prg->if_check ) { case 'f': /* PK status */ if (ch->fighting == NULL) if_val = 0; else { if (!IS_NPC(ch->fighting->who)) { if (which_god( ch)!=0 && which_god(ch->fighting->who)!=0 && which_god(ch)!=which_god(ch->fighting->who)) if_val=1; else if_val=2; } else if_val = 3; } break; case 'c': /* user class */ if_val = ch->class; break; case 'o': /* user position */ if_val = ch->position; break; case 'b': /* user gold */ if_val = ch->gold; break; case 'i': /* user area first room number in */ if_val = (int)ch->in_room->area->low_r_vnum; break; case 'u': /* user room number in */ if_val = ch->in_room->vnum; break; case 'p': /* random percent */ if_val = number_percent(); break; case 'g': /* user god */ if_val = which_god(ch); break; case 'a': /* user alignment */ if_val = ch->alignment; break; case 'l': /* user level */ if_val = ch->level; break; case 'r': /* user race */ if_val = ch->race; break; case 's': /* user sex */ if_val = ch->sex; break; case 'w': /* wear location */ if_val = obj->wear_loc; break; case 'v': /* user move percent */ if( ch->max_move == 0 ) if_val = 0; else if_val = ch->move*100/ch->max_move; break; case 'h': /* user hitpoints percent */ if( ch->max_hit == 0 ) if_val = 0; else if_val = ch->hit*100/ch->max_hit; break; case 'm': /* user mana percent */ if( ch->max_mana == 0 ) if_val = 0; else if_val = ch->mana*100/ch->max_mana; break; case 'd': /* damage to character percent */ if( ch->max_hit == 0 ) if_val = 0; else if_val = (ch->max_hit - ch->hit)*100/ch->max_hit; break; case 64: /* Multi-class level of Ill */ if_val = ch->mclass[0]; break; case 65: /* Multi-class level of Ill */ if_val = ch->mclass[1]; break; case 66: /* Multi-class level of Ill */ if_val = ch->mclass[2]; break; case 67: /* Multi-class level of Ill */ if_val = ch->mclass[3]; break; case 68: /* Multi-class level of Ill */ if_val = ch->mclass[4]; break; case 69: /* Multi-class level of Ill */ if_val = ch->mclass[5]; break; case 70: /* Multi-class level of Ill */ if_val = ch->mclass[6]; break; case 71: /* Sector Type */ if_val = ch->in_room->sector_type; break; case 72: /* Time of day */ if_val = time_info.hour; break; case 73: /* Weather */ if_val = ch->in_room->area->weather_info.sky; break; case 74: /* Army 0=No, 1=Yes, 2=Retired */ if_val = ch->pcdata->army_status; break; } switch( prg->if_symbol ) { case '<': if( if_val < prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '>': if( if_val > prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '=': if( if_val == prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '!': if( if_val != prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; } break; case 'Q': /* Object quest bits If check */ if_val = get_quest_bits( obj->obj_quest, prg->quest_offset, prg->quest_bits ); switch( prg->if_symbol ) { case '<': if( if_val < prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '>': if( if_val > prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '=': if( if_val == prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '!': if( if_val != prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; } break; case 'P': /* Player quest bits If check */ if_val= get_quest_bits ( ch->pcdata->quest[obj->pIndexData->area->low_r_vnum/100], prg->quest_offset, prg->quest_bits ); switch( prg->if_symbol ) { case '<': if( if_val < prg->if_value ) { if( prg->true != NULL ) { object_program( ch, obj, prg->true, argument ); } } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '>': if( if_val > prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '=': if( if_val == prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; case '!': if( if_val != prg->if_value ) { if( prg->true != NULL ) object_program( ch, obj, prg->true, argument ); } else { if( prg->false != NULL ) object_program( ch, obj, prg->false , argument); } return; } break; default: break; } return; } void do_a( CHAR_DATA *ch, char *argument ) { send_to_char( "Ah, what?\n\r", ch ); return; } /* Cut down on the swearing. Presto 07/98 */ int has_word(char *word, char *input_string) { int i, j, offset, word_len, span; word_len=strlen(word); span = strlen(input_string) - word_len + 1; for(i=0; i<span; i++) if(word[0] == input_string[i]) { offset = i; for(j=0; j<word_len; j++) if(word[j] != input_string[(offset+j)]) break; if(j == word_len) return offset; } return -1; } void censorword(char *word, char *lower_string, char *input_string) { int i, at, word_len; word_len=strlen(word); while((at=has_word(word, lower_string)) >= 0) for(i=0; i<word_len; i++) { lower_string[(i+at)] = '*'; input_string[(i+at)] = '*'; } return; } void censorstring(char *input_string) { SWEAR_DATA *swear; char lower_string[MAX_INPUT_LENGTH]; int i, string_len; string_len = strlen(input_string) + 1; for(i=0; i<string_len; i++) lower_string[i] = tolower(input_string[i]); for(swear=swear_list; swear; swear=swear->next) { censorword(swear->word, lower_string, input_string); } }