/* ************************************************************************
* file: actwiz.c , Implementation of commands. Part of DIKUMUD *
* Usage : Wizard 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 "limits.h"
#include "prototypes.h"
/* external vars */
extern struct room_data *world;
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list;
extern struct title_type titles[4][25];
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern struct int_app_type int_app[26];
extern struct wis_app_type wis_app[26];
/* external functs */
void set_title (struct char_data *ch);
int str_cmp (char *arg1, char *arg2);
struct time_info_data age (struct char_data *ch);
void sprinttype (int type, char *names[], char *result);
void sprintbit (long vektor, char *names[], char *result);
int mana_limit (struct char_data *ch);
int hit_limit (struct char_data *ch);
int move_limit (struct char_data *ch);
int mana_gain (struct char_data *ch);
int hit_gain (struct char_data *ch);
int move_gain (struct char_data *ch);
void do_emote (struct char_data *ch, char *argument, int cmd)
{
int i;
static char buf[MAX_STRING_LENGTH];
if (IS_NPC (ch))
return;
if (IS_SET (ch->specials.act, PLR_NOEMOTE)) {
send_to_char ("You can't show your emotions!!\n\r", ch);
return;
}
for (i = 0; *(argument + i) == ' '; i++);
if (!*(argument + i))
send_to_char ("Yes.. But what?\n\r", ch);
else {
sprintf (buf, "$n %s", argument + i);
act (buf, FALSE, ch, 0, 0, TO_ROOM);
send_to_char ("Ok.\n\r", ch);
}
}
void do_echo (struct char_data *ch, char *argument, int cmd)
{
int i;
static char buf[MAX_STRING_LENGTH];
if (IS_NPC (ch))
return;
for (i = 0; *(argument + i) == ' '; i++);
if (!*(argument + i))
send_to_char ("That must be a mistake...\n\r", ch);
else {
sprintf (buf, "%s\n\r", argument + i);
send_to_room_except (buf, ch->in_room, ch);
send_to_char ("Ok.\n\r", ch);
}
}
void do_trans (struct char_data *ch, char *argument, int cmd)
{
struct descriptor_data *i;
struct char_data *victim;
char buf[100];
sh_int target;
if (IS_NPC (ch))
return;
one_argument (argument, buf);
if (!*buf)
send_to_char ("Who do you wich to transfer?\n\r", ch);
else if (str_cmp ("all", buf)) {
if (!(victim = get_char_vis (ch, buf)))
send_to_char ("No-one by that name around.\n\r", ch);
else {
act ("$n disappears in a mushroom cloud.", FALSE, victim, 0, 0,
TO_ROOM);
target = ch->in_room;
char_from_room (victim);
char_to_room (victim, target);
act ("$n arrives from a puff of smoke.", FALSE, victim, 0, 0, TO_ROOM);
act ("$n has transferred you!", FALSE, ch, 0, victim, TO_VICT);
do_look (victim, "", 15);
send_to_char ("Ok.\n\r", ch);
}
} else { /* Trans All */
for (i = descriptor_list; i; i = i->next)
if (i->character != ch && !i->connected) {
victim = i->character;
act ("$n disappears in a mushroom cloud.", FALSE, victim, 0, 0,
TO_ROOM);
target = ch->in_room;
char_from_room (victim);
char_to_room (victim, target);
act ("$n arrives from a puff of smoke.", FALSE, victim, 0, 0,
TO_ROOM);
act ("$n has transferred you!", FALSE, ch, 0, victim, TO_VICT);
do_look (victim, "", 15);
}
send_to_char ("Ok.\n\r", ch);
}
}
void do_at (struct char_data *ch, char *argument, int cmd)
{
char command[MAX_INPUT_LENGTH], loc_str[MAX_INPUT_LENGTH];
int loc_nr, location, original_loc;
struct char_data *target_mob;
struct obj_data *target_obj;
extern int top_of_world;
if (IS_NPC (ch))
return;
half_chop (argument, loc_str, command);
if (!*loc_str) {
send_to_char ("You must supply a room number or a name.\n\r", ch);
return;
}
if (isdigit ((int)*loc_str)) {
loc_nr = atoi (loc_str);
for (location = 0; location <= top_of_world; location++)
if (world[location].number == loc_nr)
break;
else if (location == top_of_world) {
send_to_char ("No room exists with that number.\n\r", ch);
return;
}
} else if (target_mob = get_char_vis (ch, loc_str))
location = target_mob->in_room;
else if (target_obj = get_obj_vis (ch, loc_str))
if (target_obj->in_room != NOWHERE)
location = target_obj->in_room;
else {
send_to_char ("The object is not available.\n\r", ch);
return;
} else {
send_to_char ("No such creature or object around.\n\r", ch);
return;
}
/* a location has been found. */
original_loc = ch->in_room;
char_from_room (ch);
char_to_room (ch, location);
command_interpreter (ch, command);
/* check if the guy's still there */
for (target_mob = world[location].people; target_mob; target_mob =
target_mob->next_in_room)
if (ch == target_mob) {
char_from_room (ch);
char_to_room (ch, original_loc);
}
}
void do_goto (struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_INPUT_LENGTH];
int loc_nr, location, i;
struct char_data *target_mob, *pers;
struct obj_data *target_obj;
extern int top_of_world;
void do_look (struct char_data *ch, char *argument, int cmd);
if (IS_NPC (ch))
return;
one_argument (argument, buf);
if (!*buf) {
send_to_char ("You must supply a room number or a name.\n\r", ch);
return;
}
if (isdigit ((int)*buf)) {
loc_nr = atoi (buf);
for (location = 0; location <= top_of_world; location++)
if (world[location].number == loc_nr)
break;
else if (location == top_of_world) {
send_to_char ("No room exists with that number.\n\r", ch);
return;
}
} else if (target_mob = get_char_vis (ch, buf))
location = target_mob->in_room;
else if (target_obj = get_obj_vis (ch, buf))
if (target_obj->in_room != NOWHERE)
location = target_obj->in_room;
else {
send_to_char ("The object is not available.\n\r", ch);
return;
} else {
send_to_char ("No such creature or object around.\n\r", ch);
return;
}
/* a location has been found. */
if (IS_SET (world[location].room_flags, PRIVATE)) {
for (i = 0, pers = world[location].people; pers; pers =
pers->next_in_room, i++);
if (i > 1) {
send_to_char
("There's a private conversation going on in that room.\n\r", ch);
return;
}
}
act ("$n disappears in a puff of smoke.", FALSE, ch, 0, 0, TO_ROOM);
char_from_room (ch);
char_to_room (ch, location);
act ("$n appears with an ear-splitting bang.", FALSE, ch, 0, 0, TO_ROOM);
do_look (ch, "", 15);
}
void do_stat (struct char_data *ch, char *argument, int cmd)
{
extern char *spells[];
struct affected_type *aff;
char arg1[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
struct char_data *victim = 0;
struct room_data *rm = 0;
struct char_data *k = 0;
struct obj_data *j = 0;
struct obj_data *j2 = 0;
struct extra_descr_data *desc;
struct follow_type *fol;
int i, virtual;
int i2;
bool found;
/* for objects */
extern char *item_types[];
extern char *wear_bits[];
extern char *extra_bits[];
extern char *drinks[];
/* for rooms */
extern char *dirs[];
extern char *room_bits[];
extern char *exit_bits[];
extern char *sector_types[];
/* for chars */
extern char *equipment_types[];
extern char *affected_bits[];
extern char *apply_types[];
extern char *pc_class_types[];
extern char *npc_class_types[];
extern char *action_bits[];
extern char *player_bits[];
extern char *position_types[];
extern char *connected_types[];
if (IS_NPC (ch))
return;
argument = one_argument (argument, arg1);
/* no argument */
if (!*arg1) {
send_to_char ("Stats on who or what?\n\r", ch);
return;
} else {
/* stats on room */
if (!str_cmp ("room", arg1)) {
rm = &world[ch->in_room];
sprintf (buf,
"Room name: %s, Of zone : %d. V-Number : %d, R-number : %d\n\r",
rm->name, rm->zone, rm->number, ch->in_room);
send_to_char (buf, ch);
sprinttype (rm->sector_type, sector_types, buf2);
sprintf (buf, "Sector type : %s", buf2);
send_to_char (buf, ch);
strcpy (buf, "Special procedure : ");
strcat (buf, (rm->funct) ? "Exists\n\r" : "No\n\r");
send_to_char (buf, ch);
send_to_char ("Room flags: ", ch);
sprintbit ((long) rm->room_flags, room_bits, buf);
strcat (buf, "\n\r");
send_to_char (buf, ch);
send_to_char ("Description:\n\r", ch);
send_to_char (rm->description, ch);
strcpy (buf, "Extra description keywords(s): ");
if (rm->ex_description) {
strcat (buf, "\n\r");
for (desc = rm->ex_description; desc; desc = desc->next) {
strcat (buf, desc->keyword);
strcat (buf, "\n\r");
}
strcat (buf, "\n\r");
send_to_char (buf, ch);
} else {
strcat (buf, "None\n\r");
send_to_char (buf, ch);
}
strcpy (buf, "------- Chars present -------\n\r");
for (k = rm->people; k; k = k->next_in_room) {
strcat (buf, GET_NAME (k));
strcat (buf,
(!IS_NPC (k) ? "(PC)\n\r" : (!IS_MOB (k) ? "(NPC)\n\r" :
"(MOB)\n\r")));
}
strcat (buf, "\n\r");
send_to_char (buf, ch);
strcpy (buf, "--------- Contents ---------\n\r");
for (j = rm->contents; j; j = j->next_content) {
strcat (buf, j->name);
strcat (buf, "\n\r");
}
strcat (buf, "\n\r");
send_to_char (buf, ch);
send_to_char ("------- Exits defined -------\n\r", ch);
for (i = 0; i <= 5; i++) {
if (rm->dir_option[i]) {
sprintf (buf, "Direction %s . Keyword : %s\n\r",
dirs[i], rm->dir_option[i]->keyword);
send_to_char (buf, ch);
strcpy (buf, "Description:\n\r ");
if (rm->dir_option[i]->general_description)
strcat (buf, rm->dir_option[i]->general_description);
else
strcat (buf, "UNDEFINED\n\r");
send_to_char (buf, ch);
sprintbit (rm->dir_option[i]->exit_info, exit_bits, buf2);
sprintf (buf,
"Exit flag: %s \n\rKey no: %d\n\rTo room (V-Number): %d\n\r",
buf2, rm->dir_option[i]->key,
world[rm->dir_option[i]->to_room].number);
send_to_char (buf, ch);
}
}
return;
}
/* stat on object */
if (j = get_obj_vis (ch, arg1)) {
virtual = (j->item_number >= 0) ? obj_index[j->item_number].virtual : 0;
sprintf (buf,
"Object name: [%s], R-number: [%d], V-number: [%d] Item type: ",
j->name, j->item_number, virtual);
sprinttype (GET_ITEM_TYPE (j), item_types, buf2);
strcat (buf, buf2);
strcat (buf, "\n\r");
send_to_char (buf, ch);
sprintf (buf, "Short description: %s\n\rLong description:\n\r%s\n\r",
((j->short_description) ? j->short_description : "None"),
((j->description) ? j->description : "None"));
send_to_char (buf, ch);
if (j->ex_description) {
strcpy (buf, "Extra description keyword(s):\n\r----------\n\r");
for (desc = j->ex_description; desc; desc = desc->next) {
strcat (buf, desc->keyword);
strcat (buf, "\n\r");
}
strcat (buf, "----------\n\r");
send_to_char (buf, ch);
} else {
strcpy (buf, "Extra description keyword(s): None\n\r");
send_to_char (buf, ch);
}
send_to_char ("Can be worn on :", ch);
sprintbit (j->obj_flags.wear_flags, wear_bits, buf);
strcat (buf, "\n\r");
send_to_char (buf, ch);
send_to_char ("Set char bits :", ch);
sprintbit (j->obj_flags.bitvector, affected_bits, buf);
strcat (buf, "\n\r");
send_to_char (buf, ch);
send_to_char ("Extra flags: ", ch);
sprintbit (j->obj_flags.extra_flags, extra_bits, buf);
strcat (buf, "\n\r");
send_to_char (buf, ch);
sprintf (buf, "Weight: %d, Value: %d, Cost/day: %d, Timer: %d\n\r",
j->obj_flags.weight, j->obj_flags.cost,
j->obj_flags.cost_per_day, j->obj_flags.timer);
send_to_char (buf, ch);
strcpy (buf, "In room: ");
if (j->in_room == NOWHERE)
strcat (buf, "Nowhere");
else {
sprintf (buf2, "%d", world[j->in_room].number);
strcat (buf, buf2);
}
strcat (buf, " ,In object: ");
strcat (buf, (!j->in_obj ? "None" : fname (j->in_obj->name)));
strcat (buf, " ,Carried by:");
strcat (buf, (!j->carried_by) ? "Nobody" : GET_NAME (j->carried_by));
strcat (buf, "\n\r");
send_to_char (buf, ch);
switch (j->obj_flags.type_flag) {
case ITEM_LIGHT:
sprintf (buf, "Colour : [%d]\n\rType : [%d]\n\rHours : [%d]",
j->obj_flags.value[0],
j->obj_flags.value[1], j->obj_flags.value[2]);
break;
case ITEM_SCROLL:
sprintf (buf, "Spells : %d, %d, %d, %d",
j->obj_flags.value[0],
j->obj_flags.value[1],
j->obj_flags.value[2], j->obj_flags.value[3]);
break;
case ITEM_WAND:
sprintf (buf, "Spell : %d\n\rMana : %d",
j->obj_flags.value[0], j->obj_flags.value[1]);
break;
case ITEM_STAFF:
sprintf (buf, "Spell : %d\n\rMana : %d",
j->obj_flags.value[0], j->obj_flags.value[1]);
break;
case ITEM_WEAPON:
sprintf (buf, "Tohit : %d\n\rTodam : %dD%d\n\rType : %d",
j->obj_flags.value[0],
j->obj_flags.value[1],
j->obj_flags.value[2], j->obj_flags.value[3]);
break;
case ITEM_FIREWEAPON:
sprintf (buf, "Tohit : %d\n\rTodam : %dD%d\n\rType : %d",
j->obj_flags.value[0],
j->obj_flags.value[1],
j->obj_flags.value[2], j->obj_flags.value[3]);
break;
case ITEM_MISSILE:
sprintf (buf, "Tohit : %d\n\rTodam : %d\n\rType : %d",
j->obj_flags.value[0],
j->obj_flags.value[1], j->obj_flags.value[3]);
break;
case ITEM_ARMOR:
sprintf (buf, "AC-apply : [%d]", j->obj_flags.value[0]);
break;
case ITEM_POTION:
sprintf (buf, "Spells : %d, %d, %d, %d",
j->obj_flags.value[0],
j->obj_flags.value[1],
j->obj_flags.value[2], j->obj_flags.value[3]);
break;
case ITEM_TRAP:
sprintf (buf, "Spell : %d\n\r- Hitpoints : %d",
j->obj_flags.value[0], j->obj_flags.value[1]);
break;
case ITEM_CONTAINER:
sprintf (buf, "Max-contains : %d\n\rLocktype : %d\n\rCorpse : %s",
j->obj_flags.value[0],
j->obj_flags.value[1], j->obj_flags.value[3] ? "Yes" : "No");
break;
case ITEM_DRINKCON:
sprinttype (j->obj_flags.value[2], drinks, buf2);
sprintf (buf,
"Max-contains : %d\n\rContains : %d\n\rPoisoned : %d\n\rLiquid : %s",
j->obj_flags.value[0], j->obj_flags.value[1], j->obj_flags.value[3],
buf2);
break;
case ITEM_NOTE:
sprintf (buf, "Tounge : %d", j->obj_flags.value[0]);
break;
case ITEM_KEY:
sprintf (buf, "Keytype : %d", j->obj_flags.value[0]);
break;
case ITEM_FOOD:
sprintf (buf, "Makes full : %d\n\rPoisoned : %d",
j->obj_flags.value[0], j->obj_flags.value[3]);
break;
default:
sprintf (buf, "Values 0-3 : [%d] [%d] [%d] [%d]",
j->obj_flags.value[0],
j->obj_flags.value[1],
j->obj_flags.value[2], j->obj_flags.value[3]);
break;
}
send_to_char (buf, ch);
strcpy (buf, "\n\rEquipment Status: ");
if (!j->carried_by)
strcat (buf, "NONE");
else {
found = FALSE;
for (i = 0; i < MAX_WEAR; i++) {
if (j->carried_by->equipment[i] == j) {
sprinttype (i, equipment_types, buf2);
strcat (buf, buf2);
found = TRUE;
}
}
if (!found)
strcat (buf, "Inventory");
}
send_to_char (buf, ch);
strcpy (buf, "\n\rSpecial procedure : ");
if (j->item_number >= 0)
strcat (buf,
(obj_index[j->item_number].func ? "exists\n\r" : "No\n\r"));
else
strcat (buf, "No\n\r");
send_to_char (buf, ch);
strcpy (buf, "Contains :\n\r");
found = FALSE;
for (j2 = j->contains; j2; j2 = j2->next_content) {
strcat (buf, fname (j2->name));
strcat (buf, "\n\r");
found = TRUE;
}
if (!found)
strcpy (buf, "Contains : Nothing\n\r");
send_to_char (buf, ch);
send_to_char ("Can affect char :\n\r", ch);
for (i = 0; i < MAX_OBJ_AFFECT; i++) {
sprinttype (j->affected[i].location, apply_types, buf2);
sprintf (buf, " Affects : %s By %d\n\r", buf2,
j->affected[i].modifier);
send_to_char (buf, ch);
}
return;
}
/* mobile in world */
if (k = get_char_vis (ch, arg1)) {
switch (k->player.sex) {
case SEX_NEUTRAL:
strcpy (buf, "NEUTRAL-SEX");
break;
case SEX_MALE:
strcpy (buf, "MALE");
break;
case SEX_FEMALE:
strcpy (buf, "FEMALE");
break;
default:
strcpy (buf, "ILLEGAL-SEX!!");
break;
}
sprintf (buf2, " %s - Name : %s [R-Number%d], In room [%d]\n\r",
(!IS_NPC (k) ? "PC" : (!IS_MOB (k) ? "NPC" : "MOB")),
GET_NAME (k), k->nr, world[k->in_room].number);
strcat (buf, buf2);
send_to_char (buf, ch);
if (IS_MOB (k)) {
sprintf (buf, "V-Number [%d]\n\r", mob_index[k->nr].virtual);
send_to_char (buf, ch);
}
strcpy (buf, "Short description: ");
strcat (buf, (k->player.short_descr ? k->player.short_descr : "None"));
strcat (buf, "\n\r");
send_to_char (buf, ch);
strcpy (buf, "Title: ");
strcat (buf, (k->player.title ? k->player.title : "None"));
strcat (buf, "\n\r");
send_to_char (buf, ch);
send_to_char ("Long description: ", ch);
if (k->player.long_descr)
send_to_char (k->player.long_descr, ch);
else
send_to_char ("None", ch);
send_to_char ("\n\r", ch);
if (IS_NPC (k)) {
strcpy (buf, "Monster Class: ");
sprinttype (k->player.class, npc_class_types, buf2);
} else {
strcpy (buf, "Class: ");
sprinttype (k->player.class, pc_class_types, buf2);
}
strcat (buf, buf2);
sprintf (buf2, " Level [%d] Alignment[%d]\n\r", k->player.level,
k->specials.alignment);
strcat (buf, buf2);
send_to_char (buf, ch);
sprintf (buf, "Birth : [%ld]secs, Logon[%ld]secs, Played[%d]secs\n\r",
k->player.time.birth, k->player.time.logon, k->player.time.played);
send_to_char (buf, ch);
sprintf (buf,
"Age: [%d] Years, [%d] Months, [%d] Days, [%d] Hours\n\r",
age (k).year, age (k).month, age (k).day, age (k).hours);
send_to_char (buf, ch);
sprintf (buf, "Height [%d]cm Weight [%d]pounds \n\r", GET_HEIGHT (k),
GET_WEIGHT (k));
send_to_char (buf, ch);
sprintf (buf,
"Hometown[%d], Speaks[%d/%d/%d], (STL[%d]/per[%d]/NSTL[%d])\n\r",
k->player.hometown, k->player.talks[0], k->player.talks[1],
k->player.talks[2], k->specials.spells_to_learn,
int_app[GET_INT (k)].learn, wis_app[GET_WIS (k)].bonus);
send_to_char (buf, ch);
sprintf (buf, "Str:[%d/%d] Int:[%d] Wis:[%d] Dex:[%d] Con:[%d]\n\r",
GET_STR (k), GET_ADD (k),
GET_INT (k), GET_WIS (k), GET_DEX (k), GET_CON (k));
send_to_char (buf, ch);
sprintf (buf,
"Mana p.:[%d/%d+%d] Hit p.:[%d/%d+%d] Move p.:[%d/%d+%d]\n\r",
GET_MANA (k), mana_limit (k), mana_gain (k), GET_HIT (k),
hit_limit (k), hit_gain (k), GET_MOVE (k), move_limit (k),
move_gain (k));
send_to_char (buf, ch);
sprintf (buf,
"AC:[%d/10], Coins: [%d], Exp: [%d], Hitroll: [%d], Damroll: [%d]\n\r",
GET_AC (k), GET_GOLD (k), GET_EXP (k), k->points.hitroll,
k->points.damroll);
send_to_char (buf, ch);
sprinttype (GET_POS (k), position_types, buf2);
sprintf (buf, "Position: %s, Fighting: %s", buf2,
((k->specials.fighting) ? GET_NAME (k->specials.
fighting) : "Nobody"));
if (k->desc) {
sprinttype (k->desc->connected, connected_types, buf2);
strcat (buf, ", Connected: ");
strcat (buf, buf2);
}
strcat (buf, "\n\r");
send_to_char (buf, ch);
strcpy (buf, "Default position: ");
sprinttype ((k->specials.default_pos), position_types, buf2);
strcat (buf, buf2);
if (IS_NPC (k)) {
strcat (buf, ",NPC flags: ");
sprintbit (k->specials.act, action_bits, buf2);
} else {
strcat (buf, ",PC flags: ");
sprintbit (k->specials.act, player_bits, buf2);
}
strcat (buf, buf2);
sprintf (buf2, ",Timer [%d] \n\r", k->specials.timer);
strcat (buf, buf2);
send_to_char (buf, ch);
if (IS_MOB (k)) {
strcpy (buf, "\n\rMobile Special procedure : ");
strcat (buf, (mob_index[k->nr].func ? "Exists\n\r" : "None\n\r"));
send_to_char (buf, ch);
}
if (IS_NPC (k)) {
sprintf (buf, "NPC Bare Hand Damage %dd%d.\n\r",
k->specials.damnodice, k->specials.damsizedice);
send_to_char (buf, ch);
}
sprintf (buf, "Carried weight: %d Carried items: %d\n\r",
IS_CARRYING_W (k), IS_CARRYING_N (k));
send_to_char (buf, ch);
for (i = 0, j = k->carrying; j; j = j->next_content, i++);
sprintf (buf, "Items in inventory: %d, ", i);
for (i = 0, i2 = 0; i < MAX_WEAR; i++)
if (k->equipment[i])
i2++;
sprintf (buf2, "Items in equipment: %d\n\r", i2);
strcat (buf, buf2);
send_to_char (buf, ch);
sprintf (buf, "Apply saving throws: [%d] [%d] [%d] [%d] [%d]\n\r",
k->specials.apply_saving_throw[0],
k->specials.apply_saving_throw[1],
k->specials.apply_saving_throw[2],
k->specials.apply_saving_throw[3], k->specials.apply_saving_throw[4]);
send_to_char (buf, ch);
sprintf (buf, "Thirst: %d, Hunger: %d, Drunk: %d\n\r",
k->specials.conditions[THIRST],
k->specials.conditions[FULL], k->specials.conditions[DRUNK]);
send_to_char (buf, ch);
sprintf (buf, "Master is '%s'\n\r",
((k->master) ? GET_NAME (k->master) : "NOBODY"));
send_to_char (buf, ch);
send_to_char ("Followers are:\n\r", ch);
for (fol = k->followers; fol; fol = fol->next)
act (" $N", FALSE, ch, 0, fol->follower, TO_CHAR);
/* Showing the bitvector */
sprintbit (k->specials.affected_by, affected_bits, buf);
send_to_char ("Affected by: ", ch);
strcat (buf, "\n\r");
send_to_char (buf, ch);
/* Routine to show what spells a char is affected by */
if (k->affected) {
send_to_char ("\n\rAffecting Spells:\n\r--------------\n\r", ch);
for (aff = k->affected; aff; aff = aff->next) {
sprintf (buf, "Spell : '%s'\n\r", spells[aff->type - 1]);
send_to_char (buf, ch);
sprintf (buf, " Modifies %s by %d points\n\r",
apply_types[(int)aff->location], aff->modifier);
send_to_char (buf, ch);
sprintf (buf, " Expires in %3d hours, Bits set ",
aff->duration);
send_to_char (buf, ch);
sprintbit (aff->bitvector, affected_bits, buf);
strcat (buf, "\n\r");
send_to_char (buf, ch);
}
}
return;
} else {
send_to_char ("No mobile or object by that name in the world\n\r", ch);
}
}
}
void do_shutdow (struct char_data *ch, char *argument, int cmd)
{
send_to_char ("If you want to shut something down - say so!\n\r", ch);
}
void do_shutdown (struct char_data *ch, char *argument, int cmd)
{
#ifdef __FreeBSD__
extern int shutdown_server, greboot;
#else
extern int shutdown_server, reboot;
#endif
char buf[100], arg[MAX_INPUT_LENGTH];
if (IS_NPC (ch))
return;
one_argument (argument, arg);
if (!*arg) {
sprintf (buf, "Shutdown by %s.", GET_NAME (ch));
send_to_all (buf);
log (buf);
shutdown_server = 1;
} else if (!str_cmp (arg, "reboot")) {
sprintf (buf, "Reboot by %s.", GET_NAME (ch));
send_to_all (buf);
log (buf);
#ifdef __FreeBSD__
shutdown_server = greboot = 1;
#else
shutdown_server = reboot = 1;
#endif
} else
send_to_char ("Go shut down someone your own size.\n\r", ch);
}
void do_snoop (struct char_data *ch, char *argument, int cmd)
{
static char arg[MAX_STRING_LENGTH];
struct char_data *victim;
if (!ch->desc)
return;
if (IS_NPC (ch)) {
send_to_char ("Did you ever try this before?", ch);
return;
}
one_argument (argument, arg);
if (!*arg) {
send_to_char ("Snoop who ?\n\r", ch);
return;
}
if (!(victim = get_char_vis (ch, arg))) {
send_to_char ("No such person around.\n\r", ch);
return;
}
if (!victim->desc) {
send_to_char ("There's no link.. nothing to snoop.\n\r", ch);
return;
}
if (victim == ch) {
send_to_char ("Ok, you just snoop yourself.\n\r", ch);
if (ch->desc->snoop.snooping) {
ch->desc->snoop.snooping->desc->snoop.snoop_by = 0;
ch->desc->snoop.snooping = 0;
}
return;
}
if (victim->desc->snoop.snoop_by) {
send_to_char ("Busy already. \n\r", ch);
return;
}
if (GET_LEVEL (victim) >= GET_LEVEL (ch)) {
send_to_char ("You failed.\n\r", ch);
return;
}
send_to_char ("Ok. \n\r", ch);
if (ch->desc->snoop.snooping)
ch->desc->snoop.snooping->desc->snoop.snoop_by = 0;
ch->desc->snoop.snooping = victim;
victim->desc->snoop.snoop_by = ch;
return;
}
void do_switch (struct char_data *ch, char *argument, int cmd)
{
static char arg[MAX_STRING_LENGTH];
char buf[70];
struct char_data *victim;
if (IS_NPC (ch))
return;
one_argument (argument, arg);
if (!*arg) {
send_to_char ("Switch with who?\n\r", ch);
} else {
if (!(victim = get_char (arg)))
send_to_char ("They aren't here.\n\r", ch);
else {
if (ch == victim) {
send_to_char ("He he he... We are jolly funny today, eh?\n\r", ch);
return;
}
if (!ch->desc || ch->desc->snoop.snoop_by || ch->desc->snoop.snooping) {
send_to_char ("Mixing snoop & switch is bad for your health.\n\r",
ch);
return;
}
if (victim->desc || (!IS_NPC (victim))) {
send_to_char ("You can't do that, the body is already in use!\n\r",
ch);
} else {
send_to_char ("Ok.\n\r", ch);
ch->desc->character = victim;
ch->desc->original = ch;
victim->desc = ch->desc;
ch->desc = 0;
}
}
}
}
void do_return (struct char_data *ch, char *argument, int cmd)
{
// static char arg[MAX_STRING_LENGTH];
char buf[70];
if (!ch->desc)
return;
if (!ch->desc->original) {
send_to_char ("Arglebargle, glop-glyf!?!\n\r", ch);
return;
} else {
send_to_char ("You return to your originaly body.\n\r", ch);
ch->desc->character = ch->desc->original;
ch->desc->original = 0;
ch->desc->character->desc = ch->desc;
ch->desc = 0;
}
}
void do_force (struct char_data *ch, char *argument, int cmd)
{
struct descriptor_data *i;
struct char_data *vict;
char name[100], to_force[100], buf[100];
if (IS_NPC (ch))
return;
half_chop (argument, name, to_force);
if (!*name || !*to_force)
send_to_char ("Who do you wish to force to do what?\n\r", ch);
else if (str_cmp ("all", name)) {
if (!(vict = get_char_vis (ch, name)))
send_to_char ("No-one by that name here..\n\r", ch);
else {
if ((GET_LEVEL (ch) < GET_LEVEL (vict)) && !IS_NPC (vict))
send_to_char ("Oh no you don't!!\n\r", ch);
else {
sprintf (buf, "$n has forced you to '%s'.", to_force);
act (buf, FALSE, ch, 0, vict, TO_VICT);
send_to_char ("Ok.\n\r", ch);
command_interpreter (vict, to_force);
}
}
} else { /* force all */
for (i = descriptor_list; i; i = i->next)
if (i->character != ch && !i->connected) {
vict = i->character;
if (GET_LEVEL (ch) < GET_LEVEL (vict))
send_to_char ("Oh no you don't!!\n\r", ch);
else {
sprintf (buf, "$n has forced you to '%s'.", to_force);
act (buf, FALSE, ch, 0, vict, TO_VICT);
command_interpreter (vict, to_force);
}
}
send_to_char ("Ok.\n\r", ch);
}
}
void do_load (struct char_data *ch, char *argument, int cmd)
{
struct char_data *mob;
struct obj_data *obj;
char type[100], num[100], buf[100];
int number, r_num;
extern int top_of_mobt;
extern int top_of_objt;
if (IS_NPC (ch))
return;
argument_interpreter (argument, type, num);
if (!*type || !*num || !isdigit ((int)*num)) {
send_to_char ("Syntax:\n\rload <'char' | 'obj'> <number>.\n\r", ch);
return;
}
if ((number = atoi (num)) < 0) {
send_to_char ("A NEGATIVE number??\n\r", ch);
return;
}
if (is_abbrev (type, "char")) {
if ((r_num = real_mobile (number)) < 0) {
send_to_char ("There is no monster with that number.\n\r", ch);
return;
}
mob = read_mobile (r_num, REAL);
char_to_room (mob, ch->in_room);
act ("$n makes a quaint, magical gesture with one hand.", TRUE, ch,
0, 0, TO_ROOM);
act ("$n has created $N!", FALSE, ch, 0, mob, TO_ROOM);
send_to_char ("Done.\n\r", ch);
sprintf (buf, "%s loads %s at %s.", GET_NAME (ch),
mob->player.short_descr, world[ch->in_room].name);
log (buf);
} else if (is_abbrev (type, "obj")) {
if ((r_num = real_object (number)) < 0) {
send_to_char ("There is no object with that number.\n\r", ch);
return;
}
obj = read_object (r_num, REAL);
obj_to_room (obj, ch->in_room);
act ("$n makes a strange magical gesture.", TRUE, ch, 0, 0, TO_ROOM);
act ("$n has created $p!", FALSE, ch, obj, 0, TO_ROOM);
send_to_char ("Ok.\n\r", ch);
sprintf (buf, "%s loads %s at %s.", GET_NAME (ch),
obj->short_description, world[ch->in_room].name);
log (buf);
} else
send_to_char ("That'll have to be either 'char' or 'obj'.\n\r", ch);
}
/* clean a room of all mobiles and objects */
void do_purge (struct char_data *ch, char *argument, int cmd)
{
struct char_data *vict, *next_v;
struct obj_data *obj, *next_o;
char name[100], buf[100];
if (IS_NPC (ch))
return;
one_argument (argument, name);
if (*name) { /* argument supplied. destroy single object or char */
if (!(vict = get_char_room_vis (ch, name)) && (GET_LEVEL (ch) >= 23))
vict = get_char (name);
if (vict) {
if (!IS_NPC (vict) && (GET_LEVEL (ch) <= GET_LEVEL (vict))) {
send_to_char ("Fuuuuuuuuu!\n\r", ch);
return;
}
act ("$n disintegrates $N.", FALSE, ch, 0, vict, TO_NOTVICT);
if (IS_NPC (vict)) {
extract_char (vict);
} else {
if (vict->desc) {
sprintf (buf, "%s purges %s at %s.", GET_NAME (ch), GET_NAME (vict),
world[ch->in_room].name);
log (buf);
close_socket (vict->desc);
vict->desc = 0;
extract_char (vict);
} else {
extract_char (vict);
}
}
} else if (obj = get_obj_in_list_vis (ch, name,
world[ch->in_room].contents)) {
act ("$n destroys $p.", FALSE, ch, obj, 0, TO_ROOM);
extract_obj (obj);
} else {
send_to_char ("I don't know anyone or anything by that name.\n\r", ch);
return;
}
send_to_char ("Ok.\n\r", ch);
} else { /* no argument. clean out the room */
if (IS_NPC (ch)) {
send_to_char ("Don't... You would only kill yourself..\n\r", ch);
return;
}
act ("$n gestures... You are surrounded by scorching flames!",
FALSE, ch, 0, 0, TO_ROOM);
send_to_room ("The world seems a little cleaner.\n\r", ch->in_room);
for (vict = world[ch->in_room].people; vict; vict = next_v) {
next_v = vict->next_in_room;
if (IS_NPC (vict))
extract_char (vict);
}
for (obj = world[ch->in_room].contents; obj; obj = next_o) {
next_o = obj->next_content;
extract_obj (obj);
}
}
}
/* Give pointers to the five abilities */
void roll_abilities (struct char_data *ch)
{
int i, j, k, temp;
ubyte table[5];
ubyte rools[4];
for (i = 0; i < 5; table[i++] = 0);
for (i = 0; i < 5; i++) {
for (j = 0; j < 4; j++)
rools[j] = number (1, 6);
temp = rools[0] + rools[1] + rools[2] + rools[3] -
MIN (rools[0], MIN (rools[1], MIN (rools[2], rools[3])));
for (k = 0; k < 5; k++)
if (table[k] < temp)
SWITCH (temp, table[k]);
}
ch->abilities.str_add = 0;
switch (GET_CLASS (ch)) {
case CLASS_MAGIC_USER:{
ch->abilities.intel = table[0];
ch->abilities.wis = table[1];
ch->abilities.dex = table[2];
ch->abilities.str = table[3];
ch->abilities.con = table[4];
}
break;
case CLASS_CLERIC:{
ch->abilities.wis = table[0];
ch->abilities.intel = table[1];
ch->abilities.str = table[2];
ch->abilities.dex = table[3];
ch->abilities.con = table[4];
}
break;
case CLASS_THIEF:{
ch->abilities.dex = table[0];
ch->abilities.str = table[1];
ch->abilities.con = table[2];
ch->abilities.intel = table[3];
ch->abilities.wis = table[4];
}
break;
case CLASS_WARRIOR:{
ch->abilities.str = table[0];
ch->abilities.dex = table[1];
ch->abilities.con = table[2];
ch->abilities.wis = table[3];
ch->abilities.intel = table[4];
if (ch->abilities.str == 18)
ch->abilities.str_add = number (0, 100);
}
break;
}
ch->tmpabilities = ch->abilities;
}
void do_start (struct char_data *ch)
{
int i, j;
byte table[5];
byte rools[4];
extern struct dex_skill_type dex_app_skill[];
void advance_level (struct char_data *ch);
send_to_char
("Welcome. This is now you character in DikuMud,\n\rYou can now earn XP, and lots more...\n\r",
ch);
GET_LEVEL (ch) = 1;
GET_EXP (ch) = 1;
set_title (ch);
roll_abilities (ch);
ch->points.max_hit = 10; /* These are BASE numbers */
switch (GET_CLASS (ch)) {
case CLASS_MAGIC_USER:{
}
break;
case CLASS_CLERIC:{
}
break;
case CLASS_THIEF:{
ch->skills[SKILL_SNEAK].learned = 10;
ch->skills[SKILL_HIDE].learned = 5;
ch->skills[SKILL_STEAL].learned = 15;
ch->skills[SKILL_BACKSTAB].learned = 10;
ch->skills[SKILL_PICK_LOCK].learned = 10;
}
break;
case CLASS_WARRIOR:{
}
break;
}
advance_level (ch);
GET_HIT (ch) = hit_limit (ch);
GET_MANA (ch) = mana_limit (ch);
GET_MOVE (ch) = move_limit (ch);
GET_COND (ch, THIRST) = 24;
GET_COND (ch, FULL) = 24;
GET_COND (ch, DRUNK) = 0;
ch->player.time.played = 0;
ch->player.time.logon = time (0);
}
void do_advance (struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[100], level[100], buf[240];
int adv, newlevel;
void gain_exp (struct char_data *ch, int gain);
if (IS_NPC (ch))
return;
argument_interpreter (argument, name, level);
if (*name) {
if (!(victim = get_char_room_vis (ch, name))) {
send_to_char ("That player is not here.\n\r", ch);
return;
}
} else {
send_to_char ("Advance who?\n\r", ch);
return;
}
if (IS_NPC (victim)) {
send_to_char ("NO! Not on NPC's.\n\r", ch);
return;
}
if (GET_LEVEL (victim) == 0) {
adv = 1;
} else if (!*level) {
send_to_char ("You must supply a level number.\n\r", ch);
return;
} else {
if (!isdigit ((int)*level)) {
send_to_char ("Second argument must be a positive integer.\n\r", ch);
return;
}
newlevel = atoi (level);
if (newlevel <= GET_LEVEL (victim)) {
send_to_char ("Can't dimish a players status (yet).\n\r", ch);
return;
}
adv = newlevel - GET_LEVEL (victim);
}
if (((adv + GET_LEVEL (victim)) > 1) && (GET_LEVEL (ch) < 24)) {
send_to_char ("Thou art not godly enough.\n\r", ch);
return;
}
if ((adv + GET_LEVEL (victim)) > 24) {
send_to_char ("24 is the highest possible level.\n\r", ch);
return;
}
if (((adv + GET_LEVEL (victim)) < 21) && ((adv + GET_LEVEL (victim)) != 1)) {
send_to_char ("21 is the lowest possible level.\n\r", ch);
return;
}
send_to_char ("You feel generous.\n\r", ch);
act ("$n makes some strange gestures.\n\rA strange feeling comes uppon you,"
"\n\rLike a giant hand, light comes down from\n\rabove, grabbing your "
"body, that begins\n\rto pulse with coloured lights from inside.\n\rYo"
"ur head seems to be filled with deamons\n\rfrom another plane as your"
" body dissolves\n\rto the elements of time and space itself.\n\rSudde"
"nly a silent explosion of light snaps\n\ryou back to reality. You fee"
"l slightly\n\rdifferent.", FALSE, ch, 0, victim, TO_VICT);
sprintf (buf, "%s advances %s to level %d.", GET_NAME (ch),
GET_NAME (victim), adv + GET_LEVEL (victim));
log (buf);
if (GET_LEVEL (victim) == 0) {
do_start (victim);
} else {
if (GET_LEVEL (victim) < 24) {
gain_exp_regardless (victim,
(titles[GET_CLASS (victim) - 1][GET_LEVEL (victim) + adv].exp) -
GET_EXP (victim));
send_to_char ("WARNING! Was not level 0.\n\r", ch);
} else {
send_to_char ("Some idiot just tried to advance your level.\n\r",
victim);
send_to_char ("IMPOSSIBLE! IDIOTIC!\n\r", ch);
}
}
}
void do_reroll (struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char buf[100];
sh_int target;
if (IS_NPC (ch))
return;
one_argument (argument, buf);
if (!*buf)
send_to_char ("Who do you wich to reroll?\n\r", ch);
else if (!(victim = get_char (buf)))
send_to_char ("No-one by that name in the world.\n\r", ch);
else {
send_to_char ("Rerolled...\n\r", ch);
roll_abilities (victim);
sprintf (buf, "%s rerolled %s.", GET_NAME (ch), GET_NAME (victim));
log (buf);
}
}
void do_restore (struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char buf[100];
int i;
void update_pos (struct char_data *victim);
if (IS_NPC (ch))
return;
one_argument (argument, buf);
if (!*buf)
send_to_char ("Who do you wich to restore?\n\r", ch);
else if (!(victim = get_char (buf)))
send_to_char ("No-one by that name in the world.\n\r", ch);
else {
GET_MANA (victim) = GET_MAX_MANA (victim);
GET_HIT (victim) = GET_MAX_HIT (victim);
GET_MOVE (victim) = GET_MAX_MOVE (victim);
sprintf (buf, "%s restored %s.", GET_NAME (ch), GET_NAME (victim));
log (buf);
if (GET_LEVEL (victim) >= 21) {
for (i = 0; i < MAX_SKILLS; i++) {
victim->skills[i].learned = 100;
victim->skills[i].recognise = TRUE;
}
if (GET_LEVEL (victim) >= 23) {
victim->abilities.str_add = 100;
victim->abilities.intel = 25;
victim->abilities.wis = 25;
victim->abilities.dex = 25;
victim->abilities.str = 25;
victim->abilities.con = 25;
}
victim->tmpabilities = victim->abilities;
}
update_pos (victim);
send_to_char ("Done.\n\r", ch);
act ("You have been fully healed by $N!", FALSE, victim, 0, ch, TO_CHAR);
}
}
void do_noshout (struct char_data *ch, char *argument, int cmd)
{
struct char_data *vict;
struct obj_data *dummy;
char buf[MAX_INPUT_LENGTH];
if (IS_NPC (ch))
return;
one_argument (argument, buf);
if (!*buf)
if (IS_SET (ch->specials.act, PLR_NOSHOUT)) {
send_to_char ("You can now hear shouts again.\n\r", ch);
REMOVE_BIT (ch->specials.act, PLR_NOSHOUT);
} else {
send_to_char ("From now on, you won't hear shouts.\n\r", ch);
SET_BIT (ch->specials.act, PLR_NOSHOUT);
} else if (!generic_find (argument, FIND_CHAR_WORLD, ch, &vict, &dummy))
send_to_char ("Couldn't find any such creature.\n\r", ch);
else if (IS_NPC (vict))
send_to_char ("Can't do that to a beast.\n\r", ch);
else if (GET_LEVEL (vict) > GET_LEVEL (ch))
act ("$E might object to that.. better not.", 0, ch, 0, vict, TO_CHAR);
else if (IS_SET (vict->specials.act, PLR_NOSHOUT)) {
send_to_char ("You can shout again.\n\r", vict);
send_to_char ("NOSHOUT removed.\n\r", ch);
REMOVE_BIT (vict->specials.act, PLR_NOSHOUT);
} else {
send_to_char ("The gods take away your ability to shout!\n\r", vict);
send_to_char ("NOSHOUT set.\n\r", ch);
SET_BIT (vict->specials.act, PLR_NOSHOUT);
}
}