/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file 'rom.license' *
***************************************************************************/
/***************************************************************************
* ROT 2.0 is copyright 1996-1999 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file 'rot.license' *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#if defined(WIN32)
#else
#include <sys/time.h>
#endif
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include "merc.h"
#include "recycle.h"
#include "tables.h"
#include "interp.h"
/* RT code to delete yourself */
void do_delet( CHAR_DATA *ch, char *argument)
{
send_to_char("You must type the full command to delete yourself.\n\r",ch);
}
void do_delete( CHAR_DATA *ch, char *argument)
{
char strsave[MIL];
if (IS_NPC(ch))
return;
if (ch->pcdata->confirm_delete)
{
if (argument[0] != '\0')
{
send_to_char("Delete status removed.\n\r",ch);
ch->pcdata->confirm_delete = FALSE;
return;
}
else
{
if (is_clead(ch))
update_clanlist(ch, ch->clead, FALSE, TRUE);
if (is_clan(ch))
update_clanlist(ch, ch->clead, FALSE, FALSE);
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
wiznet("$N turns $Mself into line noise.",ch,NULL,0,0,0);
stop_fighting(ch,TRUE);
if (ch->level > HERO)
{
update_wizlist(ch, 1);
}
do_function(ch, do_quit,"");
unlink(strsave);
return;
}
}
if (argument[0] != '\0')
{
send_to_char("Just type delete. No argument.\n\r",ch);
return;
}
send_to_char("Type delete again to confirm this command.\n\r",ch);
send_to_char("WARNING: this command is irreversible.\n\r",ch);
send_to_char("Typing delete with an argument will undo delete status.\n\r",
ch);
ch->pcdata->confirm_delete = TRUE;
wiznet("$N is contemplating deletion.",ch,NULL,0,0,get_trust(ch));
}
void do_rerol( CHAR_DATA *ch, char *argument)
{
send_to_char("You must type the full command to reroll yourself.\n\r",ch);
}
void do_reroll( CHAR_DATA *ch, char *argument)
{
char strsave[MIL];
if (IS_NPC(ch))
return;
if ((ch->level < 30) && (ch->pcdata->tier < 1 )) {
send_to_char("You must be at least level 30 to reroll.\n\r",ch);
return;
}
if (ch->pcdata->confirm_reroll)
{
DESCRIPTOR_DATA *d;
bool found = FALSE;
if (argument[0] != '\0')
{
send_to_char("Reroll status removed.\n\r",ch);
ch->pcdata->confirm_reroll = FALSE;
return;
}
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING &&
d->character == ch)
{
found = TRUE;
break;
}
}
if (!found)
{
send_to_char( "Can't find your descriptor, aborted\n\r",ch);
return;
}
if (is_clead(ch))
update_clanlist(ch, ch->clead, FALSE, TRUE);
if (is_clan(ch))
update_clanlist(ch, ch->clead, FALSE, FALSE);
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
wiznet("$N returns to $S birth.",ch,NULL,0,0,0);
stop_fighting(ch,TRUE);
if (ch->level > HERO)
update_wizlist(ch, 1);
if (ch->pcdata->tier == 1)
SET_BIT( ch->act, PLR_SECOND );
if (ch->pcdata->tier == 2)
SET_BIT( ch->act, PLR_THIRD );
send_to_char("Hit return to continue.\n\r", ch);
ch->was_in_room = ch->in_room;
char_from_room( ch );
if ( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev != NULL; prev = prev->next )
{
if ( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if ( prev == NULL )
{
bug( "Extract_char: char not found.", 0 );
return;
}
}
d->connected = CON_REROLL;
return;
}
if (argument[0] != '\0')
{
send_to_char("Just type reroll. No argument.\n\r",ch);
return;
}
send_to_char("Type reroll again to confirm this command.\n\r",ch);
send_to_char("WARNING: this command is irreversible,\n\r",ch);
send_to_char("and will set you back to level 1, as a newbie!\n\r",ch);
send_to_char("You will lose {B{zEVERYTHING{x you are carrying!\n\r",ch);
if (IS_HERO(ch))
{
send_to_char("{RIf you are moving to the next tier, see {zADVANCE{x{R instead!{x\n\r",ch);
}
send_to_char("Typing reroll with an argument will undo reroll status.\n\r",
ch);
ch->pcdata->confirm_reroll = TRUE;
wiznet("$N is contemplating rerolling.",ch,NULL,0,0,get_trust(ch));
}
void do_route( CHAR_DATA *ch, char *argument)
{
if ( !str_cmp( argument, "cleric") )
{
send_to_char("Go 17 east, 3 north, west, 2 south then down.\n\r",ch);
}
else if ( !str_cmp(argument, "astral plane") ) { send_to_char("Astral plane: 1n 3u 1n 6u 2n .\n\r",ch);}
else if ( !str_cmp(argument, "camelot") ) { send_to_char("Camelot: 7w 1n.\n\r",ch);}
else if ( !str_cmp(argument, "dark continent") ) { send_to_char("Dark Continent: 35e 1n 2e 3s.\n\r",ch);}
else if ( !str_cmp(argument, "drow city") ) { send_to_char("Drow City: 6e 4s 2e 2s 2e 1d 1w 1s 2d .\n\r",ch);}
else if ( !str_cmp(argument, "dwarven kingdom") ) { send_to_char("Dwarven Kingdom: 6e 3n 2e .\n\r",ch);}
else if ( !str_cmp(argument, "gnome village") ) { send_to_char("Gnome Village: 8e 1s .\n\r",ch);}
else if ( !str_cmp(argument, "holy grove") ) { send_to_char("Holy Grove: 8e 1n .\n\r",ch);}
else if ( !str_cmp(argument, "olympus") ) { send_to_char("Olympus: 3e 4n 2w 8n 2u .\n\r",ch);}
else if ( !str_cmp(argument, "mob factory") ) { send_to_char("Mob Factory: 3w 3s 1e .\n\r",ch);}
else if ( !str_cmp(argument, "moria") ) { send_to_char("Moria: 6e 6n .\n\r",ch);}
else if ( !str_cmp( argument, "aerial city") ) { send_to_char("3e 4n 2w 7n 6e 4s 4e 1s.\n\r",ch); }
else if ( !str_cmp( argument, "cloudy mountain") ) { send_to_char("3e 8s 2w 2s 2e 1s 4e.\n\r",ch); }
else if ( !str_cmp( argument, "hell") ) {
send_to_char("3e 7s 1w 6s 1d 1s 2w 2s 1e 1n 1d 1n 2e 1s 4e 2s 1w 2s 2e 1d 1n 1e 1s 1e 2s 1n.\n\r",ch); }
else if ( !str_cmp( argument, "kerofk") ) { send_to_char("3e 4n 2w 7n 1e 2n 1e 1s 5e.\n\r",ch); }
else if ( !str_cmp( argument, "stoneBow dale") ) { send_to_char("3e 8s 2w 8s.\n\r",ch); }
else if ( !str_cmp( argument, "warrior") ) { send_to_char("Go 16 east, 2 south, east.\n\r",ch); }
else if ( !str_cmp(argument, "fanatics tower") ) { send_to_char("21e 8n 2w up the ladder, 3n.\n\r",ch); }
else if ( !str_cmp(argument, "thieves") ) { send_to_char("24e s open west, s d.\n\r",ch); }
else if ( !str_cmp(argument, "drakyri") ) { send_to_char("11w 2s 2w n 2w n w.\n\r",ch); }
else if ( !str_cmp(argument, "elemental") ) { send_to_char("6e 4s 2e s 2e d s 4u n d.\n\r",ch); }
/*
Nirvana: 8e 2n 2e 1u
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Ofcol: 3e 4n 2w 7n 6e 1n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Pirate Ship: 34e 1n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Pyramid: 1s 2e 2s 10e 1n 1e 1n 3e 1u 1n 1e 1u
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Reverse Palace: 13w 3n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Shire: 5w 1n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Smurfville: 7e 4n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
The Marsh: 1s 2e 2s 6w 1n 1w 1s
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Troll Den: 1s 2e 2s 6w 1n 1e 1s
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Valley of the Titans: 13w 2n 1e 2n 4w 1n 2w 2n 2w 5s 4w
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
City of Anon: 3e 8s 2w 17s 12e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Dangerous Neighborhood: 6s, e, s, 2e, s, e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Divided Souls: from Tavern in Shadow Grove, d, 2n, e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Dragon Tower: in Shadow Grove
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Haon Dor: 6w
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Mahn-Tor: 6e, 4s, 2e, s, 2e, d, 3n, e, 3s, 3, 2s, w, 3s, d, 9s, 2u
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Mega-One-City: s, 2e, s, Boat/Fly, s, 13e, s
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Mirror Realm: 6e, 2n, 3e, 2n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Mutant Dump: 28e, 2n, e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
New Thalos: 16e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Plains of the North: 4e, 3n, 2w, 2n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Sands of Sorrow: s, 2e, s, Boat/Fly, s, 10e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Sewers: 2s d
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Shadow Grove: 13w, s, 2w, 2s, w, s, 3w, n, w, n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Valley of the Elves: 4e, 3n, 2w, 5n, w, 3n, d
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
The Void: s, 3e, s, u
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Wyvern Tower: 6e, 4s, 2e, s, 2e, d, Boat/Fly, 7e
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
Abyss: 6e 4s 2e s 2e d s u n
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
else if ( !str_cmp(argument, "") ) {
send_to_char(".\n\r",ch);
}
*/
else if ( !str_cmp(argument, "all") )
{
send_to_char("Moria: 6e 6n .\n\r",ch);
send_to_char("Camelot: 7w 1n.\n\r",ch);
send_to_char("Dark Continent: 35e 1n 2e 3s.\n\r",ch);
send_to_char("Drow City: 6e 4s 2e 2s 2e 1d 1w 1s 2d .\n\r",ch);
send_to_char("Dwarven Kingdom: 6e 3n 2e .\n\r",ch);
send_to_char("Gnome Village: 8e 1s .\n\r",ch);
send_to_char("Holy Grove: 8e 1n .\n\r",ch);
send_to_char("Olympus: 3e 4n 2w 8n 2u .\n\r",ch);
send_to_char("Mob Factory: 3w 3s 1e .\n\r",ch);
send_to_char("Astral plane: 1n 3u 1n 6u 2n .\n\r",ch);
send_to_char("thieves guild ",ch);
send_to_char("Go 24 east, south, open west, south then down.\n\r",ch);
send_to_char("warrior guild ",ch);
send_to_char("Go 16 east, 2 south, east.\n\r",ch);
send_to_char("clerics guild ",ch);
send_to_char("Go 17 east, 3 north, west, 2 south then down.\n\r",ch);
send_to_char("elemental ",ch);
send_to_char("6e 4s 2e s 2e d s 4 n d.\n\r",ch);
send_to_char("drakyri ",ch);
send_to_char("11w 2s 2w n 2w n w.\n\r",ch);
send_to_char("stoneBow dale ",ch);
send_to_char("3e 8s 2w 8s.\n\r",ch);
send_to_char("kerofk ",ch);
send_to_char("3e 4n 2w 7n 1e 2n 1e 1s 5e.\n\r",ch);
send_to_char("hell ",ch);
send_to_char("3e 7s 1w 6s 1d 1s 2w 2s 1e 1n 1d 1n 2e 1s 4e 2s 1w 2s 2e 1d 1n 1e 1s 1e 2s 1n.\n\r",ch);
send_to_char("aerial city ",ch);
send_to_char("3e 4n 2w 7n 6e 4s 4e 1s.\n\r",ch);
send_to_char("cloudy mountain ",ch);
send_to_char("3e 8s 2w 2s 2e 1s 4e.\n\r",ch);
send_to_char("fanatics tower ",ch);
send_to_char("21e 8n 2w up the ladder, 3n.\n\r",ch);
}
else
{
send_to_char("Can't find that location, ",ch);
send_to_char("type 'route all' for all known directions.\n\r",ch);
}
}
void do_advance( CHAR_DATA *ch, char *argument)
{
char arg[MIL];
char buf[MSL];
char name[MSL];
int old_tier;
int sex[2];
if (IS_NPC(ch))
return;
if ( ch->level < 101 ) {
send_to_char("You must at least be a Hero to advance to next tier.\n\r",ch);
return;
}
if (ch->pcdata->advanced != 0) {
send_to_char("Sorry, only one advance per hero.\n\r",ch);
return;
}
if (ch->pcdata->tier >= 2) {
send_to_char("Sorry, no fifth tier is available (yet).\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if (arg[0] == '\0') {
send_to_char( "Syntax: advance <new character name>.\n\r", ch );
return;
}
if ( check_char_exist( arg ) ) {
send_to_char( "That name is already in use, or is illegal.\n\r", ch );
return;
}
sex[0] = ch->sex;
sex[1] = ch->pcdata->true_sex;
old_tier = ch->pcdata->tier;
sprintf(name, "%s", str_dup(ch->name));
ch->name = str_dup(arg);
ch->pcdata->tier++;
if (ch->pcdata->tier == 1) SET_BIT( ch->act, PLR_SECOND );
if (ch->pcdata->tier == 2) SET_BIT( ch->act, PLR_THIRD );
save_char_obj( ch );
REMOVE_BIT( ch->act, PLR_SECOND );
REMOVE_BIT( ch->act, PLR_THIRD );
buf[0] = '\0';
strcat(buf, "A new pfile by the name ");
strcat(buf, capitalize(ch->name));
strcat(buf, " has been saved.\n\r");
ch->name = str_dup(name);
ch->sex = sex[0];
ch->pcdata->true_sex = sex[1];
ch->pcdata->tier = old_tier;
send_to_char( buf, ch );
buf[0] = '\0';
if (ch->level >= LEVEL_HERO)
ch->pcdata->advanced = 1;
wiznet("$N has advanced to next tier.",ch,NULL,0,0,get_trust(ch));
return;
}
/* RT code to display channel status */
void do_channels( CHAR_DATA *ch, char *argument)
{
char buf[MSL];
/* lists all channels and their status */
send_to_char(" channel status\n\r",ch);
send_to_char("---------------------\n\r",ch);
send_to_char("ooc ",ch);
if (!IS_SET(ch->comm,COMM_NOOOC))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("clan gossip ",ch);
if (!IS_SET(ch->comm,COMM_NOCGOSSIP))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("quest gossip ",ch);
if (!IS_SET(ch->comm,COMM_NOCGOSSIP))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("auction ",ch);
if (!IS_SET(ch->comm,COMM_NOAUCTION))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("music ",ch);
if (!IS_SET(ch->comm,COMM_NOMUSIC))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("Q/A ",ch);
if (!IS_SET(ch->comm,COMM_NOASK))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("Quote ",ch);
if (!IS_SET(ch->comm,COMM_NOQUOTE))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("grats ",ch);
if (!IS_SET(ch->comm,COMM_NOGRATS))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
if (IS_IMMORTAL(ch))
{
send_to_char("god channel ",ch);
if(!IS_SET(ch->comm,COMM_NOWIZ))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
}
send_to_char("shouts ",ch);
if (!IS_SET(ch->comm,COMM_SHOUTSOFF))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("tells ",ch);
if (!IS_SET(ch->comm,COMM_DEAF))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
send_to_char("quiet mode ",ch);
if (IS_SET(ch->comm,COMM_QUIET))
send_to_char("ON\n\r",ch);
else
send_to_char("OFF\n\r",ch);
if (IS_SET(ch->comm,COMM_AFK))
send_to_char("You are AFK.\n\r",ch);
if (IS_SET(ch->comm,COMM_STORE))
send_to_char("You store tells during fights.\n\r",ch);
if (IS_SET(ch->comm,COMM_TITLE_LOCK))
send_to_char("Your title does not change when leveling.\n\r",ch);
if (IS_SET(ch->comm,COMM_SNOOP_PROOF))
send_to_char("You are immune to snooping.\n\r",ch);
if (ch->lines != PAGELEN)
{
if (ch->lines)
{
sprintf(buf,"You display %d lines of scroll.\n\r",ch->lines+2);
send_to_char(buf,ch);
}
else
send_to_char("Scroll buffering is off.\n\r",ch);
}
if (ch->prompt != NULL)
{
sprintf(buf,"Your current prompt is: %s\n\r",ch->prompt);
send_to_char(buf,ch);
}
if (IS_SET(ch->comm,COMM_NOSHOUT))
send_to_char("You cannot shout.\n\r",ch);
if (IS_SET(ch->comm,COMM_NOTELL))
send_to_char("You cannot use tell.\n\r",ch);
if (IS_SET(ch->comm,COMM_NOCHANNELS))
send_to_char("You cannot use channels.\n\r",ch);
if (IS_SET(ch->comm,COMM_NOEMOTE))
send_to_char("You cannot show emotions.\n\r",ch);
}
/* RT deaf blocks out all shouts */
void do_deaf( CHAR_DATA *ch, char *argument)
{
if (IS_SET(ch->comm,COMM_DEAF))
{
send_to_char("You can now hear tells again.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_DEAF);
}
else
{
send_to_char("From now on, you won't hear tells.\n\r",ch);
SET_BIT(ch->comm,COMM_DEAF);
}
}
/* RT quiet blocks out all communication */
void do_quiet ( CHAR_DATA *ch, char * argument)
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("Quiet mode removed.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_QUIET);
}
else
{
send_to_char("From now on, you will only hear says and emotes.\n\r",ch);
SET_BIT(ch->comm,COMM_QUIET);
}
}
/* afk command */
void do_afk ( CHAR_DATA *ch, char * argument)
{
char buf[MSL];
if (IS_SET(ch->comm,COMM_AFK))
{
if(ch->tells)
{
sprintf( buf, "AFK mode removed. You have {R%d{x tells waiting.\n\r", ch->tells );
send_to_char( buf, ch );
send_to_char("Type 'replay' to see tells.\n\r",ch);
}
else
{
send_to_char("AFK mode removed. You have no tells waiting.\n\r",ch);
}
REMOVE_BIT(ch->comm,COMM_AFK);
}
else
{
send_to_char("You are now in AFK mode.\n\r",ch);
SET_BIT(ch->comm,COMM_AFK);
}
}
void do_autostore ( CHAR_DATA *ch, char * argument)
{
if (IS_SET(ch->comm,COMM_STORE))
{
send_to_char("You will no longer store tells during fights.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_STORE);
}
else
{
send_to_char("You will now store tells during fights.\n\r",ch);
SET_BIT(ch->comm,COMM_STORE);
}
}
void do_replay (CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch))
{
send_to_char("You can't replay.\n\r",ch);
return;
}
if (buf_string(ch->pcdata->buffer)[0] == '\0')
{
send_to_char("You have no tells to replay.\n\r",ch);
return;
}
page_to_char(buf_string(ch->pcdata->buffer),ch);
clear_buf(ch->pcdata->buffer);
ch->tells = 0;
}
/*
void do_auction( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOAUCTION))
{
send_to_char("Auction channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOAUCTION);
}
else
{
send_to_char("Auction channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOAUCTION);
}
}
else
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
REMOVE_BIT(ch->comm,COMM_NOAUCTION);
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
sprintf( buf, "You auction '{A%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOAUCTION) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new("$n auctions '{A$t{x'",
ch,argument,d->character,TO_VICT,POS_DEAD);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
*/
void talk_auction (char *argument)
{
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *original;
sprintf (buf,"AUCTION: %s", argument);
for (d = descriptor_list; d != NULL; d = d->next)
{
original = d->original ? d->original : d->character; /* if switched */
if ((d->connected == CON_PLAYING) && !IS_SET(original->comm, COMM_NOAUCTION) )
act (buf, original, NULL, NULL, TO_CHAR);
}
}
void do_ooc( CHAR_DATA *ch, char *argument )
{
//char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int wtime;
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOOOC))
{
send_to_char("Ooc channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOOOC);
}
else
{
send_to_char("Ooc channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOOOC);
}
}
else /* ooc message sent, turn ooc on if it is off */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
REMOVE_BIT(ch->comm,COMM_NOOOC);
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
act_new("{W[{D$n {CO{co{CC{W]{m:{x '{c$t{x'",ch,argument,NULL,TO_CHAR,POS_DEAD);
act_new("{W[{D$n {CO{co{CC{W]{m:{x '{c$t{x'",ch,argument,NULL,TO_VICT,POS_DEAD);
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOOOC) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new("{W[{D$n {CO{co{CC{W]{m:{x '{c$t{x'", ch,argument,d->character,TO_VICT,POS_DEAD);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_qgossip( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
DESCRIPTOR_DATA *d;
int wtime;
if (!ch->on_gquest && !IS_IMMORTAL(ch))
{
send_to_char("You are not on a quest!\n\r",ch);
return;
}
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOQGOSSIP))
{
send_to_char("Quest gossip channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOQGOSSIP);
}
else
{
send_to_char("Quest gossip channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOQGOSSIP);
}
}
else /* qgossip message sent, turn qgossip on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOQGOSSIP);
sprintf( buf, "You qgossip '{l%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOQGOSSIP) &&
!IS_SET(victim->comm,COMM_QUIET) &&
((victim->on_gquest) || IS_IMMORTAL(victim)))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new( "$n qgossips '{l$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_grats( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
char bufy[MSL];
char bufz[MSL];
DESCRIPTOR_DATA *d;
int wtime;
buf[0] = '\0';
bufy[0] = '\0';
bufz[0] = '\0';
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOGRATS))
{
send_to_char("Grats channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOGRATS);
}
else
{
send_to_char("Grats channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOGRATS);
}
}
else /* grats message sent, turn grats on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOGRATS);
sprintf( buf, "You grats '{J%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOGRATS) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new( "$n grats '{J$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_quote( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
DESCRIPTOR_DATA *d;
int wtime;
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOQUOTE))
{
send_to_char("Quote channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOQUOTE);
}
else
{
send_to_char("Quote channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOQUOTE);
}
}
else /* quote message sent, turn quote on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOQUOTE);
sprintf( buf, "You quote '{Q%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOQUOTE) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new( "$n quotes '{Q$t{x'",
ch,argument, d->character, TO_VICT,POS_SLEEPING );
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT ask channel */
void do_ask( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
DESCRIPTOR_DATA *d;
int wtime;
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOASK))
{
send_to_char("Q/A channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOASK);
}
else
{
send_to_char("Q/A channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOASK);
}
}
else /* ask sent, turn Q/A on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOASK);
sprintf( buf, "You ask '{P%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOASK) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new("$n asks '{P$t{x'",
ch,argument,d->character,TO_VICT,POS_SLEEPING);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT answer channel - uses same line as asks */
void do_answer( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
DESCRIPTOR_DATA *d;
int wtime;
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOASK))
{
send_to_char("Q/A channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOASK);
}
else
{
send_to_char("Q/A channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOASK);
}
}
else /* answer sent, turn Q/A on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOASK);
sprintf( buf, "You answer '{P%s{x'\n\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOASK) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new("$n answers '{P$t{x'",
ch,argument,d->character,TO_VICT,POS_SLEEPING);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
/* RT music channel */
void do_music( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
DESCRIPTOR_DATA *d;
int wtime;
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOMUSIC))
{
send_to_char("Music channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOMUSIC);
}
else
{
send_to_char("Music channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOMUSIC);
}
}
else /* music sent, turn music on if it isn't already */
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((!str_infix(" fuck ", argument))
|| (!str_prefix("fuck ", argument))
|| (!str_suffix(" fuck", argument))
|| (!str_suffix(" fuck.", argument))
|| (!str_suffix(" fuck!", argument))
|| (!str_cmp("fuck", argument))
|| (!str_cmp("fuck.", argument))
|| (!str_cmp("fuck!", argument))
|| (!str_cmp("shit", argument))
|| (!str_cmp("shit.", argument))
|| (!str_cmp("shit!", argument))
|| (!str_infix(" shit ", argument))
|| (!str_prefix("shit ", argument))
|| (!str_suffix(" shit", argument))
|| (!str_suffix(" shit.", argument))
|| (!str_suffix(" shit!", argument)))
{
if (!IS_IMMORTAL(ch)) {
send_to_char("Don't let the IMM's catch you talking like that!\n\r",ch);
return;
}
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOMUSIC);
sprintf( buf, "You MUSIC: '{N%s{x'\n\r", argument );
send_to_char( buf, ch );
sprintf( buf, "$n MUSIC: '{N%s{x'", argument );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOMUSIC) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new("$n MUSIC: '{N$t{x'", ch,argument,d->character,TO_VICT,POS_SLEEPING);
}
}
}
}
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
void do_immtalk( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
if ( argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOWIZ))
{
send_to_char("Immortal channel is now ON\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOWIZ);
}
else
{
send_to_char("Immortal channel is now OFF\n\r",ch);
SET_BIT(ch->comm,COMM_NOWIZ);
}
return;
}
REMOVE_BIT(ch->comm,COMM_NOWIZ);
sprintf( buf, "{W[{D$n {CI{cmm{CT{calks{W]{m:{x {D%s{x", argument );
act_new("{W[{D$n {CI{cmm{CT{calks{W]{m:{x {D$t{x",ch,argument,NULL,TO_CHAR,POS_DEAD);
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING &&
IS_IMMORTAL(d->character) &&
!IS_SET(d->character->comm,COMM_NOWIZ) )
{
act_new("{W[{D$n {CI{cmm{CT{calks{W]{m:{x {D$t{x",ch,argument,d->character,TO_VICT,POS_DEAD);
}
}
return;
}
void do_say( CHAR_DATA *ch, char *argument )
{
if ( argument[0] == '\0' )
{
send_to_char( "Say what?\n\r", ch );
return;
}
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
act( "{W$n {DSays{x: '{m$T{x'", ch, NULL, argument, TO_ROOM );
act( "{WYou {DSay{x: '{m$T{x'", ch, NULL, argument, TO_CHAR );
if ( !IS_NPC(ch) )
{
CHAR_DATA *mob, *mob_next;
for ( mob = ch->in_room->people; mob != NULL; mob = mob_next )
{
mob_next = mob->next_in_room;
if ( IS_NPC(mob) && HAS_TRIGGER( mob, TRIG_SPEECH )
&& mob->position == mob->pIndexData->default_pos )
mp_act_trigger( argument, mob, ch, NULL, NULL, TRIG_SPEECH );
}
}
return;
}
void do_shout( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_SHOUTSOFF))
{
send_to_char("You can hear shouts again.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_SHOUTSOFF);
}
else
{
send_to_char("You will no longer hear shouts.\n\r",ch);
SET_BIT(ch->comm,COMM_SHOUTSOFF);
}
return;
}
if ( IS_SET(ch->comm, COMM_NOSHOUT) )
{
send_to_char( "You can't shout.\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_SHOUTSOFF);
WAIT_STATE( ch, 12 );
act( "You shout '{T$T{x'", ch, NULL, argument, TO_CHAR );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm, COMM_SHOUTSOFF) &&
!IS_SET(victim->comm, COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act("$n shouts '{T$t{x'",ch,argument,d->character,TO_VICT);
}
}
}
return;
}
void do_tell( CHAR_DATA *ch, char *argument )
{
char arg[MIL],buf[MSL];
CHAR_DATA *victim;
int pos;
bool found = FALSE;
int wtime;
if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_DEAF))
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if ( IS_SET(ch->comm, COMM_QUIET) )
{
send_to_char( "You must turn off quiet mode first.\n\r", ch);
return;
}
if (IS_SET(ch->comm,COMM_DEAF))
{
send_to_char("You must turn off deaf mode first.\n\r",ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Tell whom what?\n\r", ch );
return;
}
/*
* Can tell to PC's anywhere, but NPC's only in same room.
* -- Furey
*/
if ( ( victim = get_char_world( ch, arg ) ) == NULL
|| ( IS_NPC(victim) && victim->in_room != ch->in_room ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim->desc == NULL && !IS_NPC(victim))
{
act("$N seems to have misplaced $S link...try again later.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{c%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if ((ch->newbie != 0) && (!IS_IMMORTAL(victim))
&& (victim->newbie == 0))
{
send_to_char("You can only tell to immortals or other newbies.\n\r",ch);
return;
}
if (!IS_NPC(victim))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (found)
{
act("$N doesn't seem to be listening to you.",ch,NULL,victim,TO_CHAR);
return;
}
/* Removed..Vengeance */
/*
if ( !(IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE(victim) )
{
act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
*/
if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF))
&& !IS_IMMORTAL(ch))
{
act( "$E is not receiving tells.", ch, 0, victim, TO_CHAR );
return;
}
if (IS_SET(victim->comm,COMM_AFK))
{
if (IS_NPC(victim))
{
act("$E is AFK, and not receiving tells.",ch,NULL,victim,TO_CHAR);
return;
}
act("$E is AFK, but your tell will go through when $E returns.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{c%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if (IS_SET(victim->comm,COMM_STORE)
&& (victim->fighting != NULL) )
{
if (IS_NPC(victim))
{
act("$E is fighting, and not receiving tells.",ch,NULL,victim,TO_CHAR);
return;
}
act("$E is fighting, but your tell will go through when $E finishes.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{c%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if (argument[0] == '=')
argument++;
act( "You tell $N '{c$t{x'", ch, argument, victim, TO_CHAR );
act_new("$n tells you '{c$t{x'",ch,argument,victim,TO_VICT,POS_DEAD);
victim->reply = ch;
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
return;
}
void do_reply( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MSL];
int pos;
bool found = FALSE;
int wtime;
if ( IS_SET(ch->comm, COMM_NOTELL) )
{
send_to_char( "Your message didn't get through.\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
if ( ( victim = ch->reply ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim->desc == NULL && !IS_NPC(victim))
{
act("$N seems to have misplaced $S link...try again later.",
ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s tells you '{c%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
if (!IS_NPC(victim))
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
}
if (found)
{
act("$N doesn't seem to be listening to you.",ch,NULL,victim,TO_CHAR);
return;
}
/* Removed...Vengeance */
/*
if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) )
{
act( "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
*/
if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_DEAF))
&& !IS_IMMORTAL(ch) && !IS_IMMORTAL(victim))
{
act_new( "$E is not receiving tells.", ch, 0, victim, TO_CHAR,POS_DEAD);
return;
}
/* Removed....Vengeance */
/*
if (!IS_IMMORTAL(victim) && !IS_AWAKE(ch))
{
send_to_char( "In your dreams, or what?\n\r", ch );
return;
}
*/
if (IS_SET(victim->comm,COMM_AFK))
{
if (IS_NPC(victim))
{
act_new("$E is AFK, and not receiving tells.",
ch,NULL,victim,TO_CHAR,POS_DEAD);
return;
}
act_new("$E is AFK, but your tell will go through when $E returns.",
ch,NULL,victim,TO_CHAR,POS_DEAD);
sprintf(buf,"%s tells you '{c%s{x'\n\r",PERS(ch,victim),argument);
buf[0] = UPPER(buf[0]);
add_buf(victim->pcdata->buffer,buf);
victim->tells++;
return;
}
act_new("You tell $N '{c$t{x'",ch,argument,victim,TO_CHAR,POS_DEAD);
act_new("$n tells you '{c$t{x'",ch,argument,victim,TO_VICT,POS_DEAD);
victim->reply = ch;
wtime = UMAX(2, 9-(ch->level));
WAIT_STATE( ch, wtime );
return;
}
void do_yell( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
if ( IS_SET(ch->comm, COMM_NOSHOUT) )
{
send_to_char( "You can't yell.\n\r", ch );
return;
}
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Yell what?\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
act("You yell '{T$t{x'",ch,argument,NULL,TO_CHAR);
for ( d = descriptor_list; d != NULL; d = d->next )
{
int pos;
bool found = FALSE;
if ( d->connected == CON_PLAYING
&& d->character != ch
&& d->character->in_room != NULL
&& d->character->in_room->area == ch->in_room->area
&& !IS_SET(d->character->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (d->character->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,d->character->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act("$n yells '{T$t{x'",ch,argument,d->character,TO_VICT);
}
}
}
return;
}
void do_emote( CHAR_DATA *ch, char *argument )
{
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
{
send_to_char( "You can't show your emotions.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Emote what?\n\r", ch );
return;
}
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
MOBtrigger = FALSE;
act( "{B$n $T{x", ch, NULL, argument, TO_ROOM );
act( "{B$n $T{x", ch, NULL, argument, TO_CHAR );
MOBtrigger = TRUE;
return;
}
void do_pmote( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
char *letter,*name;
char last[MIL], temp[MSL];
unsigned int matches = 0;
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOEMOTE) )
{
send_to_char( "You can't show your emotions.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Emote what?\n\r", ch );
return;
}
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
act( "{c$n $t{x", ch, argument, NULL, TO_CHAR );
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->desc == NULL || vch == ch)
continue;
if ((letter = strstr(argument,vch->name)) == NULL)
{
MOBtrigger = FALSE;
act("{c$N $t{x",vch,argument,ch,TO_CHAR);
MOBtrigger = TRUE;
continue;
}
strcpy(temp,argument);
temp[strlen(argument) - strlen(letter)] = '\0';
last[0] = '\0';
name = vch->name;
for (; *letter != '\0'; letter++)
{
if (*letter == '\'' && matches == strlen(vch->name))
{
strcat(temp,"r");
continue;
}
if (*letter == 's' && matches == strlen(vch->name))
{
matches = 0;
continue;
}
if (matches == strlen(vch->name))
{
matches = 0;
}
if (*letter == *name)
{
matches++;
name++;
if (matches == strlen(vch->name))
{
strcat(temp,"you");
last[0] = '\0';
name = vch->name;
continue;
}
strncat(last,letter,1);
continue;
}
matches = 0;
strcat(temp,last);
strncat(temp,letter,1);
last[0] = '\0';
name = vch->name;
}
MOBtrigger = FALSE;
act("{c$N $t{x",vch,temp,ch,TO_CHAR);
MOBtrigger = TRUE;
}
return;
}
/*
* All the posing stuff.
*/
struct pose_table_type
{
char * message[2*MAX_CLASS];
};
const struct pose_table_type pose_table [] =
{
{
{
"You sizzle with {Be{bn{Be{br{Bg{by{x.",
"$n sizzles with {Be{bn{Be{br{Bg{by{x.",
"You feel very {Wholy{x.",
"$n looks very {Wholy{x.",
"You perform a small card trick.",
"$n performs a small card trick.",
"You show your bulging muscles.",
"$n shows $s pitiful muscles.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"... 98, 99, 100 ... you do pushups.",
"..1....mmph!.. 2 .. $n does pushups.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon."
}
},
{
{
"You turn into a butterfly, then return to your normal shape.",
"$n turns into a butterfly, then returns to $s normal shape.",
"You nonchalantly turn wine into water.",
"$n nonchalantly turns wine into water.",
"You wiggle your ears alternately.",
"$n wiggles $s ears alternately.",
"You crack nuts between your fingers.",
"$n cracks nuts between $s fingers.",
"A {Whalo{x appears over your head.",
"A {Whalo{x appears over $n's head.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!"
}
},
{
{
"{BBlue sparks{x fly from your fingers.",
"{BBlue sparks{x fly from $n's fingers.",
"A {Whalo{x appears over your head.",
"A {Whalo{x appears over $n's head.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"You grizzle your teeth and look mean.",
"$n grizzles $s teeth and looks mean.",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
"Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs."
}
},
{
{
"Little {rred{x lights dance in your {z{Re{xy{z{Re{xs.",
"Little {rred{x lights dance in $n's {z{Re{xy{z{Re{xs.",
"You recite words of wisdom.",
"$n recites words of wisdom.",
"You juggle with daggers, apples, and eyeballs.",
"$n juggles with daggers, apples, and eyeballs.",
"You hit your head, and your eyes roll.",
"$n hits $s head, and $s eyes roll.",
"You nimbly tie yourself into a knot.",
"$n nimbly ties $mself into a knot.",
"A spot light hits you.",
"A spot light hits $n.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it."
}
},
{
{
"A slimy {ggreen monster{x appears before you and bows.",
"A slimy {ggreen monster{x appears before $n and bows.",
"Deep in prayer, you levitate.",
"Deep in prayer, $n levitates.",
"You steal the underwear off every person in the room.",
"Your underwear is gone! $n stole it!",
"Crunch, crunch -- you munch a bottle.",
"Crunch, crunch -- $n munches a bottle.",
"A fire elemental singes your hair.",
"A fire elemental singes $n's hair.",
"The sun pierces through the clouds to illuminate you.",
"The sun pierces through the clouds to illuminate $n.",
"Your eyes dance with greed.",
"$n's eyes dance with greed."
}
},
{
{
"You turn everybody into a little pink elephant.",
"You are turned into a little pink elephant by $n.",
"An {Wangel{x consults you.",
"An {Wangel{x consults $n.",
"The dice roll ... and you win again.",
"The dice roll ... and $n craps out.",
"... 98, 99, 100 ... you do pushups.",
"..1....mmph!.. 2 .. $n does pushups.",
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders."
}
},
{
{
"A small ball of light dances on your fingertips.",
"A small ball of light dances on $n's fingertips.",
"Your body {Yglows with an unearthly light{x.",
"$n's body {Yglows with an unearthly light{x.",
"You count the money in everyone's pockets.",
"Check your money, $n is counting it.",
"Arnold Schwarzenegger admires your physique.",
"PeeWee Herman laughs at $n's physique.",
"Everyone levitates as you pray.",
"You levitate as $n prays.",
"You produce a coin from everyone's ear.",
"$n produces a coin from your ear.",
"Oomph! You squeeze water out of a granite boulder.",
"Oomph! $n squeezes water out of a granite boulder."
}
},
{
{
"Smoke and fumes leak from your nostrils.",
"Smoke and fumes leak from $n's nostrils.",
"A spot light hits you.",
"A spot light hits $n.",
"You balance a pocket knife on your tongue.",
"$n balances a pocket knife on your tongue.",
"Watch your feet, you are juggling granite boulders.",
"Watch your feet, $n is juggling granite boulders.",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"Arnold Schwarzenegger admires your physique.",
"PeeWee Herman laughs at $n's physique."
}
},
{
{
"The light flickers as you rap in magical languages.",
"The light flickers as $n raps in magical languages.",
"Everyone levitates as you pray.",
"You levitate as $n prays.",
"You produce a coin from everyone's ear.",
"$n produces a coin from your ear.",
"Oomph! You squeeze water out of a granite boulder.",
"Oomph! $n squeezes water out of a granite boulder.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x"
}
},
{
{
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x.",
"You pick your teeth with a spear.",
"$n picks $s teeth with a spear.",
"The stones dance to your command.",
"The stones dance to $n's command.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer."
}
},
{
{
"A fire elemental singes your hair.",
"A fire elemental singes $n's hair.",
"The sun pierces through the clouds to illuminate you.",
"The sun pierces through the clouds to illuminate $n.",
"Your eyes dance with greed.",
"$n's eyes dance with greed.",
"Everyone is swept off their foot by your hug.",
"You are swept off your feet by $n's hug.",
"Your head disappears.",
"$n's head disappears. {D(I was tired of looking at it anyway){x",
"A {Ccool breeze{x refreshes you.",
"A {Ccool breeze{x refreshes $n.",
"You step behind your {Dshadow{x.",
"$n steps behind $s {Dshadow{x."
}
},
{
{
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match your eyes.",
"The sky changes {Rc{Co{Gl{Bo{Yr{x to match $n's eyes.",
"The ocean parts before you.",
"The ocean parts before $n.",
"You deftly steal everyone's weapon.",
"$n deftly steals your weapon.",
"Your karate chop splits a tree.",
"$n's karate chop breaks $s hand.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer.",
"A strap of your armor breaks over your mighty thews.",
"A strap of $n's armor breaks over $s rolls of fat."
}
},
{
{
"The stones dance to your command.",
"The stones dance to $n's command.",
"A thunder cloud kneels to you.",
"A thunder cloud kneels to $n.",
"The Grey Mouser buys you a beer.",
"The Grey Mouser buys $n a beer.",
"A strap of your armor breaks over your mighty thews.",
"A strap of $n's armor breaks over $s rolls of fat.",
"The heavens and grass change colour as you smile.",
"The heavens and grass change colour as $n smiles.",
"The Burning Man speaks to you.",
"The Burning Man speaks to $n.",
"Everyone's pocket explodes with your fireworks.",
"Your pocket explodes with $n's fireworks."
}
},
{
{
"The heavens and grass change colour as you smile.",
"The heavens and grass change colour as $n smiles.",
"The Burning Man speaks to you.",
"The Burning Man speaks to $n.",
"Everyone's pocket explodes with your fireworks.",
"Your pocket explodes with $n's fireworks.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown.",
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid w{zi{xnks at you.",
"An eye in a pyramid w{zi{xnks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye."
}
},
{
{
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing.",
"An eye in a pyramid w{zi{xnks at you.",
"An eye in a pyramid w{zi{xnks at $n.",
"Everyone discovers your dagger a centimeter from their eye.",
"You discover $n's dagger a centimeter from your eye.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding.",
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?"
}
},
{
{
"A black hole swallows you.",
"A black hole swallows $n.",
"Valentine Michael Smith offers you a glass of water.",
"Valentine Michael Smith offers $n a glass of water.",
"Where did you go?",
"Where did $n go?",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot.",
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god $g gives you a staff.",
"The great god $g gives $n a staff.",
"Everyone's clothes are transparent, and you are laughing.",
"Your clothes are transparent, and $n is laughing."
}
},
{
{
"The world shimmers in time with your whistling.",
"The world shimmers in time with $n's whistling.",
"The great god $g gives you a staff.",
"The great god $g gives $n a staff.",
"Click.",
"Click.",
"Atlas asks you to relieve him.",
"Atlas asks $n to relieve him.",
"Four matched Percherons bring in your chariot.",
"Four matched Percherons bring in $n's chariot.",
"Mercenaries arrive to do your bidding.",
"Mercenaries arrive to do $n's bidding.",
"A boulder cracks at your frown.",
"A boulder cracks at $n's frown."
}
}
};
void do_enlist( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if ( argument[0] == '\0' ) {
send_to_char( "Syntax: enlist <character name>.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, argument ) ) == NULL ) {
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch != victim && ch->level < 102 ) {
send_to_char( "Only an immortal can MAKE someone else pkable.\n\r", ch );
return;
}
if ( IS_NPC(victim) ) {
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_SET(victim->exbit1_flags, PK_VETERAN) ) {
send_to_char( "They are a Veteran.\n\r", ch );
return;
}
if ( victim->level <= 12 ) {
if ( victim->pcdata->pdeath >= 5 || victim->pcdata->pkills >= 5 ) {
send_to_char( "You are now a Veteran.\n\r", victim );
SET_BIT( victim->exbit1_flags, PK_VETERAN );
return;
} else {
send_to_char( "You are now considered a {R{zPKER{x!\n\r", victim );
SET_BIT( victim->exbit1_flags, RECRUIT );
return;
}
}
if ( IS_SET(victim->exbit1_flags, RECRUIT) || IS_SET(victim->exbit1_flags, PK_VETERAN) ) {
send_to_char( "Someone beat you to it.\n\r", ch );
return;
}
else if ( victim->pcdata->pdeath >= 5 || victim->pcdata->pkills >= 5 ) {
send_to_char( "You are a Veteran.\n\r", victim );
SET_BIT( victim->exbit1_flags, PK_VETERAN );
return;
} else {
SET_BIT( victim->exbit1_flags, RECRUIT );
send_to_char( "You are now considered a {R{zPKER{x!\n\r", victim );
return;
}
}
void do_pose( CHAR_DATA *ch, char *argument )
{
int level;
int pose;
if ( IS_NPC(ch) )
return;
level = UMIN( ch->level, sizeof(pose_table) / sizeof(pose_table[0]) - 1 );
pose = number_range(0, level);
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
if (ch->class < MCLT_1)
{
act( pose_table[pose].message[2*ch->class+0], ch, NULL, NULL, TO_CHAR );
act( pose_table[pose].message[2*ch->class+1], ch, NULL, NULL, TO_ROOM );
} else {
act( pose_table[pose].message[2*(ch->class-(MCLT_1))+0], ch, NULL, NULL, TO_CHAR );
act( pose_table[pose].message[2*(ch->class-(MCLT_1))+1], ch, NULL, NULL, TO_ROOM );
}
return;
}
void do_bug( CHAR_DATA *ch, char *argument )
{
append_file( ch, BUG_FILE, argument );
send_to_char( "Bug logged.\n\r", ch );
return;
}
void do_typo( CHAR_DATA *ch, char *argument )
{
append_file( ch, TYPO_FILE, argument );
send_to_char( "Typo logged.\n\r", ch );
return;
}
void do_rent( CHAR_DATA *ch, char *argument )
{
send_to_char( "There is no rent here. Just save and quit.\n\r", ch );
return;
}
void do_qui( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to QUIT, you have to spell it out.\n\r", ch );
return;
}
void do_quit( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d,*d_next;
int id;
if ( IS_NPC(ch) )
return;
if ( ch->position == POS_FIGHTING )
{
send_to_char( "No way! You are fighting.\n\r", ch );
return;
}
if ( ch->position < POS_STUNNED )
{
send_to_char( "You're not DEAD yet.\n\r", ch );
return;
}
if ( auction->item != NULL && ((ch == auction->buyer) || (ch == auction->seller)) )
{
send_to_char ("Wait till you have sold/bought the item on auction.\n\r",ch);
return;
}
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
if ( IS_SET(ch->exbit1_flags, EXBIT1_CHALLENGER) || IS_SET(ch->exbit1_flags, EXBIT1_CHALLENGED) )
{
REMOVE_BIT(ch->exbit1_flags, EXBIT1_CHALLENGER);
REMOVE_BIT(ch->comm,COMM_NOCHANNELS);
REMOVE_BIT(ch->act,PLR_NORESTORE);
char_from_room( ch );
char_to_room( ch, get_room_index(ROOM_VNUM_LIMBO) );
REMOVE_BIT(ch->exbit1_flags, EXBIT1_CHALLENGED);
REMOVE_BIT(ch->comm,COMM_NOCHANNELS);
REMOVE_BIT(ch->act,PLR_NORESTORE);
char_from_room( ch );
char_to_room( ch, get_room_index(ROOM_VNUM_LIMBO) );
arena = FIGHT_OPEN;
}
/*
send_to_char( "{rReality is attacking you!{x\n\r",ch);
send_to_char( "{cYou hit Reality hard!{x\n\r",ch);
send_to_char( "{BReality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch);
WAIT_STATE(ch,25 * PULSE_VIOLENCE);
act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
sprintf( log_buf, "%s has quit.", ch->name );
log_string( log_buf );
wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch));
*/
switch (number_range(1,3)) {
case 1:
send_to_char( "{r You think you must be dreaming.{x\n\r",ch);
send_to_char( "{c You finally manage to wake yourself.{x\n\r",ch);
send_to_char( "{B What a strange dream, you close your eyes and go back to sleep.{x\n\r",ch); break;
case 2:
send_to_char( "\n\r Speak not: whisper not:\n\r",ch);
send_to_char( " I know all that ye would tell,\n\r",ch);
send_to_char( " But to speak might break the spell\n\r",ch);
send_to_char( " Which must bend the invincible,\n\r",ch);
send_to_char( " The stern of thought;\n\r",ch);
send_to_char( " Yet defies the deepest power of Hell.\n\r\n\r",ch ); break;
case 3: send_to_char( "{hReality arrives from somewhere.{x\n\r",ch);
switch( number_range(1,3) ) {
case 1:
send_to_char( "{hYou really hit Reality hard!{x\n\r",ch);
send_to_char( "{hReality turns your attack against you!{x\n\r",ch); break;
case 2:
send_to_char( "{hYour attack misses Reality!!{x\n\r",ch);
send_to_char( "{hReality Rips into your fantasy!!{x\n\r",ch); break;
case 3:
send_to_char( "{hReality's backstab {z{W@@@@@@@{x {z{Y*{xM{z{Y*{xe{z{Y*{xG{z{Y*{xa{z{Y*{xN{z{Y*{xu{z{Y*{xK{z{Y*{xe{z{Y*{x{rs{z{R*{x{W @@@@@@@ You!{x\n\r",ch);break;
}
switch( number_range(1,5) ) {
case 1: send_to_char( "{iReality's truth *** DEVASTATES *** you!{x\n\r\n\r",ch); break;
case 2: send_to_char( "{iReality's truth === OBLITERATES === you!{x\n\r\n\r",ch); break;
case 3: send_to_char( "{iReality's truth >>> ANNIHILATES <<< you!{x\n\r\n\r",ch); break;
case 4: send_to_char( "{iReality's truth <<< ERADICATES >>> you!{x\n\r\n\r",ch); break;
case 5: send_to_char( "{iReality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch); break;
}
send_to_char( "{cYou have been {RKILLED!! (just kidding){x\n\r\n\r", ch );
}
WAIT_STATE(ch,15 * PULSE_VIOLENCE);
act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
sprintf( log_buf, "%s has quit.", ch->name );
log_string( log_buf );
wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch));
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj( ch );
id = ch->id;
d = ch->desc;
extract_char( ch, TRUE );
if ( d != NULL )
close_socket( d );
/* toast evil cheating bastards */
for (d = descriptor_list; d != NULL; d = d_next)
{
CHAR_DATA *tch;
d_next = d->next;
tch = d->original ? d->original : d->character;
if (tch && tch->id == id)
{
extract_char(tch,TRUE);
close_socket(d);
}
}
return;
}
void force_quit( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d,*d_next;
int id;
int lose;
if ( IS_NPC(ch) )
return;
if ( ch->level >= LEVEL_IMMORTAL )
return;
if ( ch->position == POS_FIGHTING )
{
lose = (ch->desc != NULL) ? 25 : 50;
if (!IS_SET(ch->act, PLR_LQUEST))
gain_exp( ch, 0 - lose );
stop_fighting( ch, TRUE );
}
if ( ch->position < POS_STUNNED )
{
lose = (ch->desc != NULL) ? 50 : 100;
if (!IS_SET(ch->act, PLR_LQUEST))
gain_exp( ch, 0 - lose );
}
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
send_to_char( "{RReality is attacking you!{x\n\r",ch);
send_to_char( "{hYou hit Reality hard!{x\n\r",ch);
send_to_char( "Reality's truth does UNSPEAKABLE things to you!{x\n\r\n\r",ch);
WAIT_STATE(ch,25 * PULSE_VIOLENCE);
act( "$n has left the game.", ch, NULL, NULL, TO_ROOM );
sprintf( log_buf, "%s has quit.", ch->name );
log_string( log_buf );
wiznet("$N rejoins the real world.",ch,NULL,WIZ_LOGINS,0,get_trust(ch));
/*
* After extract_char the ch is no longer valid!
*/
save_char_obj( ch );
id = ch->id;
d = ch->desc;
extract_char( ch, TRUE );
if ( d != NULL )
close_socket( d );
/* toast evil cheating bastards */
for (d = descriptor_list; d != NULL; d = d_next)
{
CHAR_DATA *tch;
d_next = d->next;
tch = d->original ? d->original : d->character;
if (tch && tch->id == id)
{
extract_char(tch,TRUE);
close_socket(d);
}
}
return;
}
void do_save( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
save_char_obj( ch );
printf_to_char(ch, "Saving %s.\n\r", ch->name);
return;
}
void do_follow( CHAR_DATA *ch, char *argument )
{
/* RT changed to allow unlimited following and follow the NOFOLLOW rules */
char arg[MIL];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Follow whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL )
{
act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if (IS_SET(victim->in_room->room_flags,ROOM_CLAN_ENT))
{
send_to_char( "Not in this room!\n\r", ch);
return;
}
if ( victim == ch )
{
if ( ch->master == NULL )
{
send_to_char( "You already follow yourself.\n\r", ch );
return;
}
stop_follower(ch);
return;
}
if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch))
{
act("$N doesn't seem to want any followers.\n\r",
ch,NULL,victim, TO_CHAR);
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act("You can't seem to follow $N.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
if (ch->shadow)
{
ch->shadowing->shadowed = FALSE;
ch->shadowing->shadower = NULL;
ch->shadowing = NULL;
ch->shadow = FALSE;
}
REMOVE_BIT(ch->act,PLR_NOFOLLOW);
if ( ch->master != NULL )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA *ch, CHAR_DATA *master )
{
if ( ch->master != NULL )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
if ( can_see( master, ch ) )
act( "$n now follows you.", ch, NULL, master, TO_VICT );
act( "You now follow $N.", ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA *ch )
{
if ( ch->master == NULL )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) )
{
REMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
}
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
{
REMOVE_BIT(ch->act, ACT_PET);
ch->timer = 0;
ch->hastimer = TRUE;
}
if ( can_see( ch->master, ch ) && ch->in_room != NULL)
{
act( "$n stops following you.", ch, NULL, ch->master, TO_VICT );
act( "You stop following $N.", ch, NULL, ch->master, TO_CHAR );
}
if (ch->master->pet == ch)
ch->master->pet = NULL;
ch->master = NULL;
ch->leader = NULL;
return;
}
/* nukes charmed monsters and pets */
void nuke_pets( CHAR_DATA *ch )
{
CHAR_DATA *pet;
if ((pet = ch->pet) != NULL)
{
stop_follower(pet);
if (pet->in_room != NULL)
act("$N slowly fades away.",ch,NULL,pet,TO_NOTVICT);
extract_char(pet,TRUE);
}
ch->pet = NULL;
return;
}
void die_follower( CHAR_DATA *ch )
{
CHAR_DATA *fch;
if ( ch->master != NULL )
{
if (ch->master->pet == ch)
ch->master->pet = NULL;
stop_follower( ch );
}
ch->leader = NULL;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch->master == ch )
stop_follower( fch );
if ( fch->leader == ch )
fch->leader = fch;
}
return;
}
void do_order( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
char arg[MIL],arg2[MIL];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
argument = one_argument( argument, arg );
one_argument(argument,arg2);
if (!str_cmp(arg2,"delete") || !str_cmp(arg2,"mob"))
{
send_to_char("That will NOT be done.\n\r",ch);
return;
}
if (!str_cmp(arg2,"reroll"))
{
send_to_char("That will NOT be done.\n\r",ch);
return;
}
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Aye aye, right away!\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch
|| (IS_IMMORTAL(victim) && victim->trust >= ch->trust))
{
send_to_char( "Do it yourself!\n\r", ch );
return;
}
}
found = FALSE;
for ( och = ch->in_room->people; och != NULL; och = och_next )
{
och_next = och->next_in_room;
if ( IS_AFFECTED(och, AFF_CHARM)
&& och->master == ch
&& ( fAll || och == victim ) )
{
found = TRUE;
sprintf( buf, "$n orders you to '%s'.", argument );
act( buf, ch, NULL, och, TO_VICT );
interpret( och, argument );
}
}
if ( found )
{
WAIT_STATE(ch,PULSE_VIOLENCE);
send_to_char( "Ok.\n\r", ch );
}
else
send_to_char( "You have no followers here.\n\r", ch );
return;
}
void do_group( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
char arg[MIL];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
CHAR_DATA *gch;
CHAR_DATA *leader;
leader = (ch->leader != NULL) ? ch->leader : ch;
sprintf( buf, "%s's group:\n\r", PERS(leader, ch) );
send_to_char( buf, ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
{
sprintf( buf,
"[%2d %s%s%s] %-16s %4d/%4d hp %4d/%4d mana %4d/%4d mv %5ld xp\n\r",
gch->level,
IS_NPC(gch) ? "Mob":
(gch->pcdata->tier != 3) ? class_table[gch->class].who_name :
class_table[gch->class].swho_name,
IS_NPC(gch) ? "":
(gch->pcdata->tier != 3) ? "" :
"/",
IS_NPC(gch) ? "":
(gch->pcdata->tier != 3) ? "" :
class_table[gch->clasb].swho_name,
capitalize( PERS(gch, ch) ),
gch->hit, gch->max_hit,
gch->mana, gch->max_mana,
gch->move, gch->max_move,
gch->exp );
send_to_char( buf, ch );
}
}
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) )
{
send_to_char( "But you are following someone else!\n\r", ch );
return;
}
if ( victim->master != ch && ch != victim )
{
act_new( "$N isn't following you.", ch, NULL, victim, TO_CHAR, POS_SLEEPING );
return;
}
if (IS_AFFECTED(victim,AFF_CHARM))
{
send_to_char("You can't remove charmed mobs from your group.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CHARM))
{
act("You like your master too much to leave $m!",ch,NULL,victim,TO_VICT);
return;
}
if (victim->level - ch->level > 14)
{
send_to_char("They are to high of a level for your group.\n\r",ch);
return;
}
if (victim->level - ch->level < -14)
{
send_to_char("They are to low of a level for your group.\n\r",ch);
return;
}
if ( is_same_group( victim, ch ) && ch != victim )
{
victim->leader = NULL;
act( "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT );
act( "$n removes you from $s group.", ch, NULL, victim, TO_VICT );
act( "You remove $N from your group.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("They are unable to join your group.\n\r",ch);
return;
}
victim->leader = ch;
act( "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT );
act( "You join $n's group.", ch, NULL, victim, TO_VICT );
act( "$N joins your group.", ch, NULL, victim, TO_CHAR );
return;
}
/*
* 'Split' originally by Gnort, God of Chaos.
*/
void do_split( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
char arg1[MIL];
char arg2[MIL];
char arg3[MIL];
CHAR_DATA *gch;
int members;
int amount_platinum = 0, amount_gold = 0, amount_silver = 0;
int share_platinum, share_gold, share_silver;
int extra_platinum, extra_gold, extra_silver;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
one_argument( argument, arg3 );
if ( arg1[0] == '\0' )
{
send_to_char( "Split how much?\n\r", ch );
return;
}
amount_silver = atoi( arg1 );
if (arg2[0] != '\0')
amount_gold = atoi(arg2);
if (arg3[0] != '\0')
amount_platinum = atoi(arg3);
if ( amount_platinum < 0 || amount_gold < 0 || amount_silver < 0)
{
send_to_char( "Your group wouldn't like that.\n\r", ch );
return;
}
if ( amount_platinum == 0 && amount_gold == 0 && amount_silver == 0 )
{
send_to_char( "You hand out zero coins, but no one notices.\n\r", ch );
return;
}
if ( (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) )
< (amount_silver + (amount_gold * 100) + (amount_platinum * 10000) ) )
{
send_to_char( "You don't have that much to split.\n\r", ch );
return;
}
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) && !IS_AFFECTED(gch,AFF_CHARM))
members++;
}
if ( members < 2 )
{
send_to_char( "Just keep it all.\n\r", ch );
return;
}
share_platinum = amount_platinum / members;
extra_platinum = amount_platinum % members;
amount_gold += (extra_platinum * 100);
share_gold = amount_gold / members;
extra_gold = amount_gold % members;
amount_silver += (extra_gold * 100);
share_silver = amount_silver / members;
extra_silver = amount_silver % members;
if ( share_platinum == 0 && share_gold == 0 && share_silver == 0 )
{
send_to_char( "Don't even bother, cheapskate.\n\r", ch );
return;
}
deduct_cost(ch,amount_platinum-extra_platinum,VALUE_PLATINUM);
add_cost(ch,share_platinum,VALUE_PLATINUM);
deduct_cost(ch,amount_gold-extra_gold,VALUE_GOLD);
add_cost(ch,share_gold,VALUE_GOLD);
deduct_cost(ch,amount_silver,VALUE_SILVER);
add_cost(ch,share_silver+extra_silver,VALUE_SILVER);
if (share_platinum > 0)
{
sprintf(buf,
"You split %d platinum coins. Your share is %d platinum.\n\r",
amount_platinum-extra_platinum,share_platinum);
send_to_char(buf,ch);
}
if (share_gold > 0)
{
sprintf(buf,
"You split %d gold coins. Your share is %d gold.\n\r",
amount_gold-extra_gold,share_gold);
send_to_char(buf,ch);
}
if (share_silver > 0)
{
sprintf(buf,
"You split %d silver coins. Your share is %d silver.\n\r",
amount_silver,share_silver + extra_silver);
send_to_char(buf,ch);
}
if (share_gold == 0 && share_silver == 0)
{
sprintf(buf,"$n splits %d platinum coins. Your share is %d platinum.",
amount_platinum-extra_platinum,share_platinum);
}
else if (share_platinum == 0 && share_silver == 0)
{
sprintf(buf,"$n splits %d gold coins. Your share is %d gold.",
amount_gold-extra_gold,share_gold);
}
else if (share_platinum == 0 && share_gold == 0)
{
sprintf(buf,"$n splits %d silver coins. Your share is %d silver.",
amount_silver,share_silver);
}
else if (share_silver == 0)
{
sprintf(buf, "$n splits %d platinum and %d gold coins. giving you %d platinum and %d gold.\n\r",
amount_platinum-extra_platinum, amount_gold-extra_gold,
share_platinum, share_gold);
}
else if (share_gold == 0)
{
sprintf(buf, "$n splits %d platinum and %d silver coins. giving you %d platinum and %d silver.\n\r",
amount_platinum-extra_platinum, amount_silver,
share_platinum, share_silver);
}
else if (share_platinum == 0)
{
sprintf(buf, "$n splits %d gold and %d silver coins. giving you %d gold and %d silver.\n\r",
amount_gold-extra_gold, amount_silver,
share_gold, share_silver);
}
else
{
sprintf(buf, "$n splits %d platinum, %d gold and %d silver coins. giving you %d platinum, %d gold and %d silver.\n\r",
amount_platinum-extra_platinum, amount_gold-extra_gold, amount_silver,
share_platinum, share_gold, share_silver);
}
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM))
{
act( buf, ch, NULL, gch, TO_VICT );
add_cost(gch,share_platinum,VALUE_PLATINUM);
add_cost(gch,share_gold,VALUE_GOLD);
add_cost(gch,share_silver,VALUE_SILVER);
}
}
return;
}
void do_gtell( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
CHAR_DATA *gch;
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Tell your group what?\n\r", ch );
return;
}
if ( IS_SET( ch->comm, COMM_NOTELL ) )
{
send_to_char( "Your message didn't get through!\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
/*
* Note use of send_to_char, so gtell works on sleepers.
*/
sprintf( buf, "%s tells the group '{K%s{x'\n\r", ch->name, argument );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch ) )
send_to_char( buf, gch );
}
return;
}
/*
* It is very important that this be an equivalence relation:
* (1) A ~ A
* (2) if A ~ B then B ~ A
* (3) if A ~ B and B ~ C, then A ~ C
*/
bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch )
{
if ( ach == NULL || bch == NULL)
return FALSE;
if ( ach->leader != NULL ) ach = ach->leader;
if ( bch->leader != NULL ) bch = bch->leader;
return ach == bch;
}
/*
* ColoUr setting and unsetting, way cool, Ant Oct 94
* revised to include config colour, Ant Feb 95
*/
void do_colour( CHAR_DATA *ch, char *argument )
{
char arg[ MAX_STRING_LENGTH ];
if( IS_NPC( ch ) )
{
send_to_char_bw( "ColoUr is not ON, Way Moron!\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if( !*arg )
{
if( !IS_SET( ch->act, PLR_COLOUR ) )
{
SET_BIT( ch->act, PLR_COLOUR );
send_to_char( "ColoUr is now ON, Way Cool!\n\r"
"Further syntax:\n\r colour {c<{xfield{c> <{xcolour{c>{x\n\r"
" colour {c<{xfield{c>{x {cbeep{x|{cnobeep{x\n\r"
"Type help {ccolour{x and {ccolour2{x for details.\n\r"
"ColoUr is brought to you by Lope, ant@solace.mh.se.\n\r", ch );
}
else
{
send_to_char_bw( "ColoUr is now OFF, <sigh>\n\r", ch );
REMOVE_BIT( ch->act, PLR_COLOUR );
}
return;
}
if( !str_cmp( arg, "default" ) )
{
default_colour( ch );
send_to_char_bw( "ColoUr setting set to default values.\n\r", ch );
return;
}
if( !str_cmp( arg, "all" ) )
{
all_colour( ch, argument );
return;
}
/*
* Yes, I know this is ugly and unnessessary repetition, but its old
* and I can't justify the time to make it pretty. -Lope
*/
if( !str_cmp( arg, "text" ) )
{
ALTER_COLOUR( text )
}
else if( !str_cmp( arg, "auction" ) )
{
ALTER_COLOUR( auction )
}
else if( !str_cmp( arg, "auction_text" ) )
{
ALTER_COLOUR( auction_text )
}
else if( !str_cmp( arg, "gossip" ) )
{
ALTER_COLOUR( gossip )
}
else if( !str_cmp( arg, "gossip_text" ) )
{
ALTER_COLOUR( gossip_text )
}
else if( !str_cmp( arg, "music" ) )
{
ALTER_COLOUR( music )
}
else if( !str_cmp( arg, "music_text" ) )
{
ALTER_COLOUR( music_text )
}
else if( !str_cmp( arg, "question" ) )
{
ALTER_COLOUR( question )
}
else if( !str_cmp( arg, "question_text" ) )
{
ALTER_COLOUR( question_text )
}
else if( !str_cmp( arg, "answer" ) )
{
ALTER_COLOUR( answer )
}
else if( !str_cmp( arg, "answer_text" ) )
{
ALTER_COLOUR( answer_text )
}
else if( !str_cmp( arg, "quote" ) )
{
ALTER_COLOUR( quote )
}
else if( !str_cmp( arg, "quote_text" ) )
{
ALTER_COLOUR( quote_text )
}
else if( !str_cmp( arg, "immtalk_text" ) )
{
ALTER_COLOUR( immtalk_text )
}
else if( !str_cmp( arg, "immtalk_type" ) )
{
ALTER_COLOUR( immtalk_type )
}
else if( !str_cmp( arg, "info" ) )
{
ALTER_COLOUR( info )
}
else if( !str_cmp( arg, "say" ) )
{
ALTER_COLOUR( say )
}
else if( !str_cmp( arg, "say_text" ) )
{
ALTER_COLOUR( say_text )
}
else if( !str_cmp( arg, "tell" ) )
{
ALTER_COLOUR( tell )
}
else if( !str_cmp( arg, "tell_text" ) )
{
ALTER_COLOUR( tell_text )
}
else if( !str_cmp( arg, "reply" ) )
{
ALTER_COLOUR( reply )
}
else if( !str_cmp( arg, "reply_text" ) )
{
ALTER_COLOUR( reply_text )
}
else if( !str_cmp( arg, "gtell_text" ) )
{
ALTER_COLOUR( gtell_text )
}
else if( !str_cmp( arg, "gtell_type" ) )
{
ALTER_COLOUR( gtell_type )
}
else if( !str_cmp( arg, "wiznet" ) )
{
ALTER_COLOUR( wiznet )
}
else if( !str_cmp( arg, "room_title" ) )
{
ALTER_COLOUR( room_title )
}
else if( !str_cmp( arg, "room_text" ) )
{
ALTER_COLOUR( room_text )
}
else if( !str_cmp( arg, "room_exits" ) )
{
ALTER_COLOUR( room_exits )
}
else if( !str_cmp( arg, "room_things" ) )
{
ALTER_COLOUR( room_things )
}
else if( !str_cmp( arg, "prompt" ) )
{
ALTER_COLOUR( prompt )
}
else if( !str_cmp( arg, "fight_death" ) )
{
ALTER_COLOUR( fight_death )
}
else if( !str_cmp( arg, "fight_yhit" ) )
{
ALTER_COLOUR( fight_yhit )
}
else if( !str_cmp( arg, "fight_ohit" ) )
{
ALTER_COLOUR( fight_ohit )
}
else if( !str_cmp( arg, "fight_thit" ) )
{
ALTER_COLOUR( fight_thit )
}
else if( !str_cmp( arg, "fight_skill" ) )
{
ALTER_COLOUR( fight_skill )
}
else
{
send_to_char_bw( "Unrecognised Colour Parameter Not Set.\n\r", ch );
return;
}
send_to_char_bw( "New Colour Parameter Set.\n\r", ch );
return;
}
/*
void do_arena( CHAR_DATA *ch, char *argument )
{
if (IS_SET(ch->comm,COMM_NOARENA))
{
send_to_char("Arena channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOARENA);
}
else
{
send_to_char("Arena channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOARENA);
}
}
void do_flame( CHAR_DATA *ch, char *argument )
{
char buf[MSL];
char bufy[MSL];
char bufz[MSL];
DESCRIPTOR_DATA *d;
int wtime;
buf[0] = '\0';
bufy[0] = '\0';
bufz[0] = '\0';
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOFLAME))
{
send_to_char("Flame channel is now ON.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOFLAME);
}
else
{
send_to_char("Flame channel is now OFF.\n\r",ch);
SET_BIT(ch->comm,COMM_NOFLAME);
}
}
else
{
if (IS_SET(ch->comm,COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if (IS_SET(ch->comm,COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if ((ch->level < 40 && (ch->pcdata->tier < 1)))
{
send_to_char("Someone says, 'This channel not available until level 40 \n\r",ch);
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
sprintf( buf, "{MYou{x {RF{x*{Ml{x*{RA{x*{Mm{x*{RE{x--{r>>{x{R>>> {z{M%s{x {r>>{x{R>>{z>{x\r", argument );
send_to_char( buf, ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm,COMM_NOFLAME) &&
!IS_SET(victim->comm,COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act_new( "{M$n{x {RF{x*{Ml{x*{RA{x*{Mm{x*{RE{x{W'{x{ys{x--{r>>{x{R>>{z> {M$t{x {r>>{x{R>>>{x\r",
ch,argument, d->character, TO_VICT,POS_STANDING );
}
}
}
}
wtime = UMAX(4, 9-(ch->level));
WAIT_STATE( ch, wtime );
}
*/
void do_gmote( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
if (ch->level < 2)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
if (argument[0] == '\0' )
{
if (IS_SET(ch->comm,COMM_NOOOC))
{
send_to_char("You can hear gmotes again.\n\r",ch);
REMOVE_BIT(ch->comm,COMM_NOOOC);
}
else
{
send_to_char("You will no longer hear gmotes.\n\r",ch);
SET_BIT(ch->comm,COMM_NOOOC);
}
return;
}
if ( IS_SET(ch->comm, COMM_NOOOC) )
{
send_to_char( "You can't gmote.\n\r", ch );
return;
}
if ((ch->in_room->vnum == ROOM_VNUM_CORNER)
&& (!IS_IMMORTAL(ch)))
{
send_to_char("Just keep your nose in the corner like a good little player.\n\r",ch);
return;
}
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
REMOVE_BIT(ch->comm,COMM_NOOOC);
// WAIT_STATE( ch, 8 );
act( "{W[{CG{cmot{Ce{W]{m:{x $n $T.", ch, NULL, argument,TO_CHAR);
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
int pos;
bool found = FALSE;
victim = d->original ? d->original : d->character;
if ( d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(victim->comm, COMM_NOOOC) &&
!IS_SET(victim->comm, COMM_QUIET) )
{
for (pos = 0; pos < MAX_FORGET; pos++)
{
if (victim->pcdata->forget[pos] == NULL)
break;
if (!str_cmp(ch->name,victim->pcdata->forget[pos]))
found = TRUE;
}
if (!found)
{
act("{W[{CG{cmot{Ce{W]{m:{x $n $t.",ch,argument,d->character,TO_VICT);
}
}
}
return;
}
/*
void do_socials (CHAR_DATA * ch, char *argument) {
char *buf;
int count = 0, match = 0, col = 0, size = 0, social[MAX_SOCIALS];
for (count = 0; social_table[count].name[0] != '\0'; ++count)
social[count] = count;
qsort(social, count, sizeof(int), sort_socials);
for (match = 0; match < count; ++match) {
size = strlen(social_table[social[match]].name) + 1;
if (size < 0 )
size = 13; // Needs to be at least this size.. :)
buf = malloc(count * sizeof(char));
sprintf(buf, "%-12s", social_table[social[match]].name);
send_to_char(buf, ch);
if (++col % 6 == 0)
send_to_char("\r\n", ch);
free(buf);
}
if (col % 6 != 0)
send_to_char ("\n\r", ch);
return;
}
*/
void do_gocial(CHAR_DATA *ch, char *argument)
{
char command[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int cmd;
bool found;
char arg[MAX_INPUT_LENGTH];
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
int counter;
int count;
char buf2[MAX_STRING_LENGTH];
argument = one_argument(argument,command);
if (command[0] == '\0')
{
send_to_char("YO YO u must USE A SOCIAL in order to gocial not just type gocial, type socials for a list.\n\r",ch);
return;
}
found = FALSE;
for (cmd = 0; social_table[cmd].name[0] != '\0'; cmd++)
{
if (command[0] == social_table[cmd].name[0]
&& !str_prefix( command,social_table[cmd].name ) )
{
found = TRUE;
break;
}
}
if (!found)
{
send_to_char("{*Thats not a valid SOCIAL, type socials for a list.{x\n\r",ch);
return;
}
if (!IS_NPC(ch) && IS_SET(ch->comm, COMM_QUIET))
{
send_to_char("You must turn off quiet mode first.\n\r",ch);
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOOOC))
{
send_to_char("But you have the ooc channel turned off!\n\r",ch);
return;
}
if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_NOCHANNELS))
{
send_to_char("The gods have revoked your channel priviliges.\n\r",ch);
return;
}
if (ch->newbie != 0)
{
send_to_char("You do not yet have access to this channel.\n\r",ch);
return;
}
switch (ch->position)
{
case POS_DEAD:
send_to_char("Lie still; you are DEAD!\n\r",ch);
return;
case POS_INCAP:
case POS_MORTAL:
send_to_char("You are {Rhurt {wfar too bad for that.\n\r",ch);
return;
case POS_STUNNED:
send_to_char("You are too stunned for that.\n\r",ch);
return;
}
one_argument(argument,arg);
victim = NULL;
if (arg[0] == '\0')
{
sprintf(buf, "{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].char_no_arg );
act_new(buf,ch,NULL,NULL,TO_CHAR,POS_DEAD);
sprintf(buf, "{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].others_no_arg );
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *vch;
vch = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(vch->comm,COMM_NOOOC) &&
!IS_SET(vch->comm,COMM_QUIET))
{
act_new(buf,ch,NULL,vch,TO_VICT,POS_DEAD);
}
}
}
else if ((victim = get_char_world(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
else if (victim == ch)
{
sprintf(buf,"{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].char_auto);
act_new(buf,ch,NULL,NULL,TO_CHAR,POS_DEAD);
sprintf(buf,"{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].others_auto);
for (d = descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *vch;
vch = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
!IS_SET(vch->comm,COMM_NOOOC) &&
!IS_SET(vch->comm,COMM_QUIET))
{
act_new(buf,ch,NULL,vch,TO_VICT,POS_DEAD);
}
}
}
else
{
sprintf(buf,"{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].char_found);
act_new(buf,ch,NULL,victim,TO_CHAR,POS_DEAD);
sprintf(buf,"{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].vict_found);
act_new(buf,ch,NULL,victim,TO_VICT,POS_DEAD);
sprintf(buf,"{W[{CG{cocia{Cl{W]{m:{x %s", social_table[cmd].others_found);
for (counter = 0; buf[counter+1] != '\0'; counter++)
{
if (buf[counter] == '$' && buf[counter + 1] == 'N')
{
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,victim->name);
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
}
else if (buf[counter] == '$' && buf[counter + 1] == 'E')
{
switch (victim->sex)
{
default:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"it");
for (count = 0; buf[count] != '\0'; count ++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
case 1:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"it");
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
case 2:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"it");
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
}
}
else if (buf[counter] == '$' && buf[counter + 1] == 'M')
{
buf[counter] = '%';
buf[counter + 1] = 's';
switch (victim->sex)
{
default:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"it");
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
case 1:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"him");
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
case 2:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"her");
for (count = 0; buf[count] != '\0'; count++);
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
}
}
else if (buf[counter] == '$' && buf[counter + 1] == 'S')
{
switch (victim->sex)
{
default:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"its");
for (count = 0;buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
case 1:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"his");
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
case 2:
strcpy(buf2,buf);
buf2[counter] = '\0';
strcat(buf2,"hers");
for (count = 0; buf[count] != '\0'; count++)
{
buf[count] = buf[count+counter+2];
}
strcat(buf2,buf);
strcpy(buf,buf2);
break;
}
}
}
for (d=descriptor_list; d != NULL; d = d->next)
{
CHAR_DATA *vch;
vch = d->original ? d->original : d->character;
if (d->connected == CON_PLAYING &&
d->character != ch &&
d->character != victim &&
!IS_SET(vch->comm, COMM_NOOOC) &&
!IS_SET(vch->comm,COMM_QUIET))
{
act_new(buf,ch,NULL,vch,TO_VICT,POS_DEAD);
}
}
}
return;
}