/* ************************************************************************
* file: act.other.c , Implementation of commands. Part of DIKUMUD *
* Usage : Other commands. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include "os.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "prototypes.h"
/* extern variables */
extern struct str_app_type str_app[];
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct room_data *world;
extern struct dex_skill_type dex_app_skill[];
extern struct spell_info_type spell_info[];
/* extern procedures */
void hit (struct char_data *ch, struct char_data *victim, int type);
void do_shout (struct char_data *ch, char *argument, int cmd);
void do_qui (struct char_data *ch, char *argument, int cmd)
{
send_to_char ("You have to write quit - no less, to quit!\n\r", ch);
return;
}
void do_quit (struct char_data *ch, char *argument, int cmd)
{
void do_save (struct char_data *ch, char *argument, int cmd);
void die (struct char_data *ch);
if (IS_NPC (ch) || !ch->desc)
return;
if (GET_POS (ch) == POSITION_FIGHTING) {
send_to_char ("No way! You are fighting.\n\r", ch);
return;
}
if (GET_POS (ch) < POSITION_STUNNED) {
send_to_char ("You die before your time!\n\r", ch);
die (ch);
return;
}
act ("Goodbye, friend.. Come back soon!", FALSE, ch, 0, 0, TO_CHAR);
act ("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM);
extract_char (ch); /* Char is saved in extract char */
}
void do_save (struct char_data *ch, char *argument, int cmd)
{
char buf[100];
if (IS_NPC (ch) || !ch->desc)
return;
sprintf (buf, "Saving %s.\n\r", GET_NAME (ch));
send_to_char (buf, ch);
save_char (ch, NOWHERE);
}
void do_not_here (struct char_data *ch, char *argument, int cmd)
{
send_to_char ("Sorry, but you cannot do that here!\n\r", ch);
}
void do_sneak (struct char_data *ch, char *argument, int cmd)
{
struct affected_type af;
byte percent;
send_to_char ("Ok, you'll try to move silently for a while.\n\r", ch);
if (IS_AFFECTED (ch, AFF_SNEAK))
affect_from_char (ch, SKILL_SNEAK);
percent = number (1, 101); /* 101% is a complete failure */
if (percent > ch->skills[SKILL_SNEAK].learned +
dex_app_skill[GET_DEX (ch)].sneak)
return;
af.type = SKILL_SNEAK;
af.duration = GET_LEVEL (ch);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SNEAK;
affect_to_char (ch, &af);
}
void do_hide (struct char_data *ch, char *argument, int cmd)
{
byte percent;
send_to_char ("You attempt to hide yourself.\n\r", ch);
if (IS_AFFECTED (ch, AFF_HIDE))
REMOVE_BIT (ch->specials.affected_by, AFF_HIDE);
percent = number (1, 101); /* 101% is a complete failure */
if (percent > ch->skills[SKILL_HIDE].learned +
dex_app_skill[GET_DEX (ch)].hide)
return;
SET_BIT (ch->specials.affected_by, AFF_HIDE);
}
void do_steal (struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
struct obj_data *obj;
char victim_name[240];
char obj_name[240];
char buf[240];
int percent, bits;
bool equipment = FALSE;
int gold, eq_pos;
bool ohoh = FALSE;
argument = one_argument (argument, obj_name);
one_argument (argument, victim_name);
if (!(victim = get_char_room_vis (ch, victim_name))) {
send_to_char ("Steal what from who?\n\r", ch);
return;
} else if (victim == ch) {
send_to_char ("Come on now, that's rather stupid!\n\r", ch);
return;
}
if ((GET_EXP (ch) < 1250) && (!IS_NPC (victim))) {
send_to_char
("Due to misuse of steal, you can't steal from other players\n\r", ch);
send_to_char ("unless you got at least 1,250 experience points.\n\r", ch);
return;
}
WAIT_STATE (ch, 10); /* It takes TIME to steal */
/* 101% is a complete failure */
percent = number (1, 101) - dex_app_skill[GET_DEX (ch)].p_pocket;
percent += AWAKE (victim) ? 10 : -50;
if (GET_POS (victim) < POSITION_SLEEPING)
percent = -1; /* ALWAYS SUCCESS */
if (GET_LEVEL (victim) > 20) /* NO NO With Imp's and Shopkeepers! */
percent = 101; /* Failure */
if (str_cmp (obj_name, "coins") && str_cmp (obj_name, "gold")) {
if (!(obj = get_obj_in_list_vis (victim, obj_name, victim->carrying))) {
for (eq_pos = 0; (eq_pos < MAX_WEAR); eq_pos++)
if (victim->equipment[eq_pos] &&
(isname (obj_name, victim->equipment[eq_pos]->name)) &&
CAN_SEE_OBJ (ch, victim->equipment[eq_pos])) {
obj = victim->equipment[eq_pos];
break;
}
if (!obj) {
act ("$E has not got that item.", FALSE, ch, 0, victim, TO_CHAR);
return;
} else { /* It is equipment */
if ((GET_POS (victim) > POSITION_STUNNED)) {
send_to_char ("Steal the equipment now? Impossible!\n\r", ch);
return;
} else {
act ("You unequip $p and steal it.", FALSE, ch, obj, 0, TO_CHAR);
act ("$n steals $p from $N.", FALSE, ch, obj, victim, TO_NOTVICT);
obj_to_char (unequip_char (victim, eq_pos), ch);
}
}
} else { /* obj found in inventory */
percent += GET_OBJ_WEIGHT (obj); /* Make heavy harder */
if (percent > ch->skills[SKILL_STEAL].learned) {
ohoh = TRUE;
act ("Oops..", FALSE, ch, 0, 0, TO_CHAR);
act ("$n tried to steal something from you!", FALSE, ch, 0, victim,
TO_VICT);
act ("$n tries to steal something from $N.", TRUE, ch, 0, victim,
TO_NOTVICT);
} else { /* Steal the item */
if ((IS_CARRYING_N (ch) + 1 < CAN_CARRY_N (ch))) {
if ((IS_CARRYING_W (ch) + GET_OBJ_WEIGHT (obj)) < CAN_CARRY_W (ch)) {
obj_from_char (obj);
obj_to_char (obj, ch);
send_to_char ("Got it!\n\r", ch);
}
} else
send_to_char ("You cannot carry that much.\n\r", ch);
}
}
} else { /* Steal some coins */
if (percent > ch->skills[SKILL_STEAL].learned) {
ohoh = TRUE;
act ("Oops..", FALSE, ch, 0, 0, TO_CHAR);
act ("You discover that $n has $s hands in your wallet.", FALSE, ch, 0,
victim, TO_VICT);
act ("$n tries to steal gold from $N.", TRUE, ch, 0, victim,
TO_NOTVICT);
} else {
/* Steal some gold coins */
gold = (int) ((GET_GOLD (victim) * number (1, 10)) / 100);
gold = MIN (1782, gold);
if (gold > 0) {
GET_GOLD (ch) += gold;
GET_GOLD (victim) -= gold;
sprintf (buf, "Bingo! You got %d gold coins.\n\r", gold);
send_to_char (buf, ch);
} else {
send_to_char ("You couldn't get any gold...\n\r", ch);
}
}
}
if (ohoh && IS_NPC (victim) && AWAKE (victim))
if (IS_SET (victim->specials.act, ACT_NICE_THIEF)) {
sprintf (buf, "%s is a bloody thief.", GET_NAME (ch));
do_shout (victim, buf, 0);
log (buf);
send_to_char ("Don't you ever do that again!\n\r", ch);
} else {
hit (victim, ch, TYPE_UNDEFINED);
}
}
#ifdef JKL
void do_pick (struct char_data *ch, char *argument, int cmd)
{
byte percent;
percent = number (1, 101); /* 101% is a complete failure */
if (percent > (ch->skills[SKILL_PICK_LOCK].learned +
dex_app_skill[GET_DEX (ch)].p_locks)) {
send_to_char ("You failed to pick the lock.\n\r", ch);
return;
}
}
#endif
void do_practice (struct char_data *ch, char *arg, int cmd)
{
send_to_char ("You can only practise in a guild.\n\r", ch);
}
void do_idea (struct char_data *ch, char *argument, int cmd)
{
FILE *fl;
char str[MAX_STRING_LENGTH];
if (IS_NPC (ch)) {
send_to_char ("Monsters can't have ideas - Go away.\n\r", ch);
return;
}
/* skip whites */
for (; isspace ((int)*argument); argument++);
if (!*argument) {
send_to_char ("That doesn't sound like a good idea to me.. Sorry.\n\r",
ch);
return;
}
if (!(fl = fopen (IDEA_FILE, "ab"))) {
perror ("do_idea");
send_to_char ("Could not open the idea-file.\n\r", ch);
return;
}
sprintf (str, "**%s: %s\n", GET_NAME (ch), argument);
fputs (str, fl);
fclose (fl);
send_to_char ("Ok. Thanks.\n\r", ch);
}
void do_typo (struct char_data *ch, char *argument, int cmd)
{
FILE *fl;
char str[MAX_STRING_LENGTH];
if (IS_NPC (ch)) {
send_to_char ("Monsters can't spell - leave me alone.\n\r", ch);
return;
}
/* skip whites */
for (; isspace ((int)*argument); argument++);
if (!*argument) {
send_to_char ("I beg your pardon?\n\r", ch);
return;
}
if (!(fl = fopen (TYPO_FILE, "ab"))) {
perror ("do_typo");
send_to_char ("Could not open the typo-file.\n\r", ch);
return;
}
sprintf (str, "**%s[%d]: %s\n",
GET_NAME (ch), world[ch->in_room].number, argument);
fputs (str, fl);
fclose (fl);
send_to_char ("Ok. thanks.\n\r", ch);
}
void do_bug (struct char_data *ch, char *argument, int cmd)
{
FILE *fl;
char str[MAX_STRING_LENGTH];
if (IS_NPC (ch)) {
send_to_char ("You are a monster! Bug off!\n\r", ch);
return;
}
/* skip whites */
for (; isspace ((int)*argument); argument++);
if (!*argument) {
send_to_char ("Pardon?\n\r", ch);
return;
}
if (!(fl = fopen (BUG_FILE, "ab"))) {
perror ("do_bug");
send_to_char ("Could not open the bug-file.\n\r", ch);
return;
}
sprintf (str, "**%s[%d]: %s\n",
GET_NAME (ch), world[ch->in_room].number, argument);
fputs (str, fl);
fclose (fl);
send_to_char ("Ok.\n\r", ch);
}
void do_brief (struct char_data *ch, char *argument, int cmd)
{
if (IS_NPC (ch))
return;
if (IS_SET (ch->specials.act, PLR_BRIEF)) {
send_to_char ("Brief mode off.\n\r", ch);
REMOVE_BIT (ch->specials.act, PLR_BRIEF);
} else {
send_to_char ("Brief mode on.\n\r", ch);
SET_BIT (ch->specials.act, PLR_BRIEF);
}
}
void do_compact (struct char_data *ch, char *argument, int cmd)
{
if (IS_NPC (ch))
return;
if (IS_SET (ch->specials.act, PLR_COMPACT)) {
send_to_char ("You are now in the uncompacted mode.\n\r", ch);
REMOVE_BIT (ch->specials.act, PLR_COMPACT);
} else {
send_to_char ("You are now in compact mode.\n\r", ch);
SET_BIT (ch->specials.act, PLR_COMPACT);
}
}
void do_group (struct char_data *ch, char *argument, int cmd)
{
char name[256];
struct char_data *victim, *k;
struct follow_type *f;
bool found;
one_argument (argument, name);
if (!*name) {
if (!IS_AFFECTED (ch, AFF_GROUP)) {
send_to_char ("But you are a member of no group?!\n\r", ch);
} else {
send_to_char ("Your group consists of:\n\r", ch);
if (ch->master)
k = ch->master;
else
k = ch;
if (IS_AFFECTED (k, AFF_GROUP))
act (" $N (Head of group)", FALSE, ch, 0, k, TO_CHAR);
for (f = k->followers; f; f = f->next)
if (IS_AFFECTED (f->follower, AFF_GROUP))
act (" $N", FALSE, ch, 0, f->follower, TO_CHAR);
}
return;
}
if (!(victim = get_char_room_vis (ch, name))) {
send_to_char ("No one here by that name.\n\r", ch);
} else {
if (ch->master) {
act ("You can not enroll group members without being head of a group.",
FALSE, ch, 0, 0, TO_CHAR);
return;
}
found = FALSE;
if (victim == ch)
found = TRUE;
else {
for (f = ch->followers; f; f = f->next) {
if (f->follower == victim) {
found = TRUE;
break;
}
}
}
if (found) {
if (IS_AFFECTED (victim, AFF_GROUP)) {
act ("$n has been kicked out of the group!", FALSE, victim, 0, ch,
TO_ROOM);
act ("You are no longer a member of the group!", FALSE, victim, 0, 0,
TO_CHAR);
REMOVE_BIT (victim->specials.affected_by, AFF_GROUP);
} else {
act ("$n is now a group member.", FALSE, victim, 0, 0, TO_ROOM);
act ("You are now a group member.", FALSE, victim, 0, 0, TO_CHAR);
SET_BIT (victim->specials.affected_by, AFF_GROUP);
}
} else {
act ("$N must follow you, to enter the group", FALSE, ch, 0, victim,
TO_CHAR);
}
}
}
void do_quaff (struct char_data *ch, char *argument, int cmd)
{
char buf[100];
struct obj_data *temp;
int i;
bool equipped;
equipped = FALSE;
one_argument (argument, buf);
if (!(temp = get_obj_in_list_vis (ch, buf, ch->carrying))) {
temp = ch->equipment[HOLD];
equipped = TRUE;
if ((temp == 0) || !isname (buf, temp->name)) {
act ("You do not have that item.", FALSE, ch, 0, 0, TO_CHAR);
return;
}
}
if (temp->obj_flags.type_flag != ITEM_POTION) {
act ("You can only quaff potions.", FALSE, ch, 0, 0, TO_CHAR);
return;
}
act ("$n quaffs $p.", TRUE, ch, temp, 0, TO_ROOM);
act ("You quaff $p which dissolves.", FALSE, ch, temp, 0, TO_CHAR);
for (i = 1; i < 4; i++)
if (temp->obj_flags.value[i] >= 1)
((*spell_info[temp->obj_flags.value[i]].spell_pointer)
((byte) temp->obj_flags.value[0], ch, "", SPELL_TYPE_POTION, ch, 0));
if (equipped)
unequip_char (ch, HOLD);
extract_obj (temp);
}
void do_recite (struct char_data *ch, char *argument, int cmd)
{
char buf[100];
struct obj_data *scroll, *obj;
struct char_data *victim;
int i, bits;
bool equipped;
equipped = FALSE;
obj = 0;
victim = 0;
argument = one_argument (argument, buf);
if (!(scroll = get_obj_in_list_vis (ch, buf, ch->carrying))) {
scroll = ch->equipment[HOLD];
equipped = TRUE;
if ((scroll == 0) || !isname (buf, scroll->name)) {
act ("You do not have that item.", FALSE, ch, 0, 0, TO_CHAR);
return;
}
}
if (scroll->obj_flags.type_flag != ITEM_SCROLL) {
act ("Recite is normally used for scroll's.", FALSE, ch, 0, 0, TO_CHAR);
return;
}
if (*argument) {
bits = generic_find (argument, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP | FIND_CHAR_ROOM, ch, &victim, &obj);
if (bits == 0) {
send_to_char ("No such thing around to recite the scroll on.\n\r", ch);
return;
}
} else {
victim = ch;
}
act ("$n recites $p.", TRUE, ch, scroll, 0, TO_ROOM);
act ("You recite $p which dissolves.", FALSE, ch, scroll, 0, TO_CHAR);
for (i = 1; i < 4; i++)
if (scroll->obj_flags.value[i] >= 1)
((*spell_info[scroll->obj_flags.value[i]].spell_pointer)
((byte) scroll->obj_flags.value[0], ch, "", SPELL_TYPE_SCROLL, victim,
obj));
if (equipped)
unequip_char (ch, HOLD);
extract_obj (scroll);
}
void do_use (struct char_data *ch, char *argument, int cmd)
{
char buf[100];
struct char_data *tmp_char;
struct obj_data *tmp_object, *stick;
int bits;
argument = one_argument (argument, buf);
if (ch->equipment[HOLD] == 0 || !isname (buf, ch->equipment[HOLD]->name)) {
act ("You do not hold that item in your hand.", FALSE, ch, 0, 0, TO_CHAR);
return;
}
stick = ch->equipment[HOLD];
if (stick->obj_flags.type_flag == ITEM_STAFF) {
act ("$n taps $p three times on the ground.", TRUE, ch, stick, 0,
TO_ROOM);
act ("You tap $p three times on the ground.", FALSE, ch, stick, 0,
TO_CHAR);
if (stick->obj_flags.value[2] > 0) { /* Is there any charges left? */
stick->obj_flags.value[2]--;
((*spell_info[stick->obj_flags.value[3]].spell_pointer)
((byte) stick->obj_flags.value[0], ch, "", SPELL_TYPE_STAFF, 0, 0));
} else {
send_to_char ("The staff seems powerless.\n\r", ch);
}
} else if (stick->obj_flags.type_flag == ITEM_WAND) {
bits =
generic_find (argument,
FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch,
&tmp_char, &tmp_object);
if (bits) {
if (bits == FIND_CHAR_ROOM) {
act ("$n point $p at $N.", TRUE, ch, stick, tmp_char, TO_ROOM);
act ("You point $p at $N.", FALSE, ch, stick, tmp_char, TO_CHAR);
} else {
act ("$n point $p at $P.", TRUE, ch, stick, tmp_object, TO_ROOM);
act ("You point $p at $P.", FALSE, ch, stick, tmp_object, TO_CHAR);
}
if (stick->obj_flags.value[2] > 0) { /* Is there any charges left? */
stick->obj_flags.value[2]--;
((*spell_info[stick->obj_flags.value[3]].spell_pointer)
((byte) stick->obj_flags.value[0], ch, "", SPELL_TYPE_WAND,
tmp_char, tmp_object));
} else {
send_to_char ("The wand seems powerless.\n\r", ch);
}
} else {
send_to_char ("What should the wand be pointed at?\n\r", ch);
}
} else {
send_to_char ("Use is normally only for wand's and staff's.\n\r", ch);
}
}