/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "interp.h" #include "recycle.h" #include "tables.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[MAX_INPUT_LENGTH]; if (IS_NPC (ch)) return; if (ch->pcdata->confirm_delete) { if (argument[0] != '\0') { send_to_char ("{YDelete status removed.{x\n\r", ch); ch->pcdata->confirm_delete = FALSE; return; } else { sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name)); wiznet ("{W$N {Rturns $Mself into line noise.{x", ch, NULL, 0, 0, 0); stop_fighting (ch, TRUE); do_function (ch, &do_quit, ""); unlink (strsave); return; } } if (argument[0] != '\0') { send_to_char ("{YJust type delete. {RNo argument.{x\n\r", ch); return; } send_to_char ("{YType delete again to confirm this command.{x\n\r", ch); send_to_char ("{RWARNING: {Ythis command is irreversible.{x\n\r", ch); send_to_char ("{YTyping delete with an argument will undo delete status.{x\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet ("{W$N {Ris contemplating deletion.{x", ch, NULL, 0, 0, get_trust (ch)); } /* RT code to display channel status */ void do_channels (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; /* lists all channels and their status */ send_to_char ("{R channel {Rstatus{x\n\r", ch); send_to_char ("{W---------------------{x\n\r", ch); send_to_char ("{wgossip{R ", ch); if (!IS_SET (ch->comm, COMM_NOGOSSIP)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wauction{R ", ch); if (!IS_SET (ch->comm, COMM_NOAUCTION)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wmusic{R ", ch); if (!IS_SET (ch->comm, COMM_NOMUSIC)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wQ/A{R ", ch); if (!IS_SET (ch->comm, COMM_NOQUESTION)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wQuote{R ", ch); if (!IS_SET (ch->comm, COMM_NOQUOTE)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wgrats{R ", ch); if (!IS_SET (ch->comm, COMM_NOGRATS)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); if (IS_IMMORTAL (ch)) { send_to_char ("{wgod channel{R ", ch); if (!IS_SET (ch->comm, COMM_NOWIZ)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); } send_to_char ("{wshouts{R ", ch); if (!IS_SET (ch->comm, COMM_SHOUTSOFF)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wtells{R ", ch); if (!IS_SET (ch->comm, COMM_DEAF)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); send_to_char ("{wquiet mode{R ", ch); if (IS_SET (ch->comm, COMM_QUIET)) send_to_char ("ON{x\n\r", ch); else send_to_char ("OFF{x\n\r", ch); if (IS_SET (ch->comm, COMM_AFK)) send_to_char ("{wYou are {YAFK{w.{x\n\r", ch); if (IS_SET (ch->comm, COMM_SNOOP_PROOF)) send_to_char ("{wYou are {Wimmune {wto snooping.{x\n\r", ch); if (ch->lines != PAGELEN) { if (ch->lines) { sprintf (buf, "{wYou display {W%d {wlines of scroll.{x\n\r", ch->lines + 2); send_to_char (buf, ch); } else send_to_char ("{wScroll buffering is {Roff{w.{x\n\r", ch); } if (ch->prompt != NULL) { sprintf (buf, "{wYour current prompt is:{x %s\n\r", ch->prompt); send_to_char (buf, ch); } if (IS_SET (ch->comm, COMM_NOSHOUT)) send_to_char ("{wYou {Rcannot {wshout.{x\n\r", ch); if (IS_SET (ch->comm, COMM_NOTELL)) send_to_char ("{wYou {Rcannot {wuse tell.{x\n\r", ch); if (IS_SET (ch->comm, COMM_NOCHANNELS)) send_to_char ("{wYou {Rcannot {wuse channels.{x\n\r", ch); if (IS_SET (ch->comm, COMM_NOEMOTE)) send_to_char ("{wYou {Rcannot {wshow emotions.{x\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 ("{YYou can now hear tells again.{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_DEAF); } else { send_to_char ("{YFrom now on, you won't hear tells.{x\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 ("{YQuiet mode removed.{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_QUIET); } else { send_to_char ("{YFrom now on, you will only hear says and emotes.{x\n\r", ch); SET_BIT (ch->comm, COMM_QUIET); } } /* afk command */ void do_afk (CHAR_DATA * ch, char *argument) { if (IS_SET (ch->comm, COMM_AFK)) { send_to_char ("{wAFK mode removed. Type '{Wreplay{w' to see tells.{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_AFK); } else { send_to_char ("{wYou are now in AFK mode.{x\n\r", ch); SET_BIT (ch->comm, COMM_AFK); } } void do_replay (CHAR_DATA * ch, char *argument) { if (IS_NPC (ch)) { send_to_char ("{RYou can't replay.{x\n\r", ch); return; } if (buf_string (ch->pcdata->buffer)[0] == '\0') { send_to_char ("{wYou have {Rno {wtells to replay.{x\n\r", ch); return; } page_to_char (buf_string (ch->pcdata->buffer), ch); clear_buf (ch->pcdata->buffer); } /* open_channel: BY TAKA replaces repetive code from gossip, auction, music, gratz, quote, Q/A and shout channels... */ void open_channel (CHAR_DATA * ch, char *argument, char *type, const int bitname) { char *buf2; char buf[MAX_INPUT_LENGTH + 80]; DESCRIPTOR_DATA *d; if (!IS_IMMORTAL (ch)) { strip_mortal_color (argument, TRUE); } if (argument[0] == '\0') { if (IS_SET (ch->comm, (bitname))) { sprintf (buf, "{W%s {wchannel is now {RON.{x\n\r", type); send_to_char (buf, ch); REMOVE_BIT (ch->comm, (bitname)); } else { sprintf (buf, "{W%s {wchannel is now {ROFF.{x\n\r", type); send_to_char (buf, ch); SET_BIT (ch->comm, (bitname)); } } else { if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("{RYou must turn off quiet mode first.{x\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("{RThe gods have revoked your channel priviliges.{x\n\r", ch); return; } if (IS_SET (ch->comm, (bitname))) { sprintf (buf, "{RYour {W%s {Rchannel is off you must turn it on first.{x\n\r", type); send_to_char (buf, ch); return; } if (!str_cmp (type, "[Gossip]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You gossip: {G'{w%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else if (!str_cmp (type, "[Auction]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You auction: {G'{y%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else if (!str_cmp (type, "[Gratz]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You gratz: {G'{w%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else if (!str_cmp (type, "[Quote]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You quote: {G'{R%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else if (!str_cmp (type, "[ ? ]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You question: {G'{C%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else if (!str_cmp (type, "[Answer]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You answer: {G'{C%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else if (!str_cmp (type, "[Music]")) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); sprintf (buf, "You sing: {G'{D%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } else { if (!IS_IMMORTAL (ch)) { strip_mortal_color (argument, TRUE); } sprintf (buf, "You shout: {G'{B%s{G'{x{x\n\r", argument); send_to_char (buf, ch); } buf2 = buf; for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, (bitname)) && !IS_SET (victim->comm, COMM_QUIET)) { if (!str_cmp (type, "[Gossip]")) { sprintf (buf, "%s {W%s: {G'{w%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else if (!str_cmp (type, "[Auction]")) { sprintf (buf, "%s {W%s: {G'{y%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else if (!str_cmp (type, "[Gratz]")) { sprintf (buf, "%s {W%s: {G'{w%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else if (!str_cmp (type, "[Quote]")) { sprintf (buf, "%s {W%s: {G'{R%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else if (!str_cmp (type, "[ ? ]")) { sprintf (buf, "%s {W%s: {G'{C%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else if (!str_cmp (type, "[Answer]")) { sprintf (buf, "%s {W%s: {G'{C%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else if (!str_cmp (type, "[Music]")) { sprintf (buf, "%s {W%s: {G'{D%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } else { sprintf (buf, "%s {W%s: {G'{D%s{G'{x{x\n\r", type, PERS (ch, victim), argument); } send_to_char (buf2, d->character); } } } } /* RT auction rewritten in ROM style */ void do_auction (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Auction]", COMM_NOAUCTION); } /* RT auction rewritten in ROM style */ void do_shout (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Shout]", COMM_NOSHOUT); } /* RT chat replaced with ROM gossip */ void do_gossip (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Gossip]", COMM_NOGOSSIP); } void do_grats (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Gratz]", COMM_NOGRATS); } void do_quote (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Quote]", COMM_NOQUOTE); } /* RT question channel */ void do_question (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[ ? ]", COMM_NOQUESTION); } /* RT answer channel - uses same line as questions */ void do_answer (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Answer]", COMM_NOQUESTION); } /* RT music channel */ void do_music (CHAR_DATA * ch, char *argument) { /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); open_channel (ch, argument, "[Music]", COMM_NOMUSIC); } /* End of open_channel for now i may decide to include all other channels later but for now no! TAKA */ /* clan channels */ void do_clantalk (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (!is_clan (ch) || (IS_SET (clan_table[ch->clan].flags, GUILD_INDEPENDENT))) { send_to_char ("{RYou aren't in a clan.{x\n\r", ch); return; } if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOCLAN)) { send_to_char ("{WClan {wchannel is now {RON{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOCLAN); } else { send_to_char ("{WClan {wchannel is now {ROFF{x\n\r", ch); SET_BIT (ch->comm, COMM_NOCLAN); } return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("{RThe gods have revoked your channel priviliges.{x\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOCLAN); /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); sprintf (buf, "{b%s %s{w: %s{x\n\r", player_rank (ch), ch->name, argument); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && is_same_clan (ch, d->character) && !IS_SET (d->character->comm, COMM_NOCLAN) && !IS_SET (d->character->comm, COMM_QUIET)) { send_to_char (buf, d->character); } } return; } void do_immtalk (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOWIZ)) { send_to_char ("{WImmortal {wchannel is now {RON{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOWIZ); } else { send_to_char ("{WImmortal {wchannel is now {ROFF{x\n\r", ch); SET_BIT (ch->comm, COMM_NOWIZ); } return; } REMOVE_BIT (ch->comm, COMM_NOWIZ); act_new ("{C[{W$n{C]{c: $t{x", ch, argument, NULL, TO_CHAR, POS_DEAD); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && IS_IMMORTAL (d->character) && !IS_SET (d->character->comm, COMM_NOWIZ)) { act_new ("{C[{W$n{C]{c: $t{x", ch, argument, d->character, TO_VICT, POS_DEAD); } } return; } void do_say (CHAR_DATA * ch, char *argument) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (argument[0] == '\0') { send_to_char ("{rSay what?{x\n\r", ch); return; } /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); act ("{W$n {Wsays '$T{W'{x", ch, NULL, argument, TO_ROOM); act ("{WYou say '$T{W'{x", ch, NULL, argument, TO_CHAR); if (!IS_NPC (ch)) { CHAR_DATA *mob, *mob_next; OBJ_DATA *obj, *obj_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 (mob, TRIG_SPEECH) && mob->position == mob->pIndexData->default_pos) p_act_trigger (argument, mob, NULL, NULL, ch, NULL, NULL, TRIG_SPEECH); } for (obj = ch->carrying; obj; obj = obj_next) { obj_next = obj->next_content; if (HAS_TRIGGER_OBJ (obj, TRIG_SPEECH)) p_act_trigger (argument, NULL, obj, NULL, ch, NULL, NULL, TRIG_SPEECH); for (obj = ch->in_room->contents; obj; obj = obj_next) { obj_next = obj->next_content; if (HAS_TRIGGER_OBJ (obj, TRIG_SPEECH)) p_act_trigger (argument, NULL, obj, NULL, ch, NULL, NULL, TRIG_SPEECH); } if (HAS_TRIGGER_ROOM (ch->in_room, TRIG_SPEECH)) p_act_trigger (argument, NULL, NULL, ch->in_room, ch, NULL, NULL, TRIG_SPEECH); } } return; } void do_tell (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (IS_SET (ch->comm, COMM_NOTELL) || IS_SET (ch->comm, COMM_DEAF)) { send_to_char ("{RYour message didn't get through.{x\n\r", ch); return; } if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("{RYou must turn off quiet mode first.{x\n\r", ch); return; } if (IS_SET (ch->comm, COMM_DEAF)) { send_to_char ("{RYou must turn off deaf mode first.{x\n\r", ch); return; } argument = one_argument (argument, arg); if (arg[0] == '\0' || argument[0] == '\0') { send_to_char ("{RTell whom what?{x\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 ("{RThey aren't here.{x\n\r", ch); return; } if (victim->desc == NULL && !IS_NPC (victim)) { act ("{W$N seems to have misplaced $S link...{Rtry again later.{x", ch, NULL, victim, TO_CHAR); sprintf (buf, "{W%s tells you '{r%s{W'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } if (!(IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE (victim)) { act ("{R$E can't hear you.{x", ch, 0, victim, TO_CHAR); return; } if ((IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF)) && !IS_IMMORTAL (ch)) { act ("{R$E is not receiving tells.{x", ch, 0, victim, TO_CHAR); return; } if (IS_SET (victim->comm, COMM_AFK)) { if (IS_NPC (victim)) { act ("{W$E is {CAFK{W, and not receiving tells.{x", ch, NULL, victim, TO_CHAR); return; } act ("{W$E is {CAFK{W, but your tell will go through when $E returns.{x", ch, NULL, victim, TO_CHAR); sprintf (buf, "{W%s tells you '{r%s{W'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } act ("{WYou tell $N '{r$t{W'{x", ch, argument, victim, TO_CHAR); act_new ("{W$n {Wtells you '{r$t{W'{x", ch, argument, victim, TO_VICT, POS_DEAD); victim->reply = ch; if (!IS_NPC (ch) && IS_NPC (victim) && HAS_TRIGGER_MOB (victim, TRIG_SPEECH)) p_act_trigger (argument, victim, NULL, NULL, ch, NULL, NULL, TRIG_SPEECH); return; } void do_reply (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (IS_SET (ch->comm, COMM_NOTELL)) { send_to_char ("{RYour message didn't get through.{x\n\r", ch); return; } if ((victim = ch->reply) == NULL) { send_to_char ("{RThey aren't here.{x\n\r", ch); return; } if (victim->desc == NULL && !IS_NPC (victim)) { act ("{W$N {Rseems to have misplaced $S link...try again later.{x", ch, NULL, victim, TO_CHAR); sprintf (buf, "{W%s tells you '{r%s{W'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } if (!IS_IMMORTAL (ch) && !IS_AWAKE (victim)) { act ("{R$E can't hear you.{x", 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 ("{R$E is not receiving tells.{x", ch, 0, victim, TO_CHAR, POS_DEAD); return; } if (!IS_IMMORTAL (victim) && !IS_AWAKE (ch)) { send_to_char ("{RIn your dreams, or what?{x\n\r", ch); return; } if (IS_SET (victim->comm, COMM_AFK)) { if (IS_NPC (victim)) { act_new ("{w$E is {CAFK{w, and not receiving tells.{x", ch, NULL, victim, TO_CHAR, POS_DEAD); return; } act_new ("{w$E is {CAFK{w, but your tell will go through when $E returns.{x", ch, NULL, victim, TO_CHAR, POS_DEAD); sprintf (buf, "{W%s tells you '{r%s{W'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } act_new ("{WYou tell {W$N {W'{r$t{W'{x", ch, argument, victim, TO_CHAR, POS_DEAD); act_new ("{W$n {Wtells you '{r$t{W'{x", ch, argument, victim, TO_VICT, POS_DEAD); victim->reply = ch; return; } void do_yell (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d; /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) argument = makedrunk (argument, ch); if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (IS_SET (ch->comm, COMM_NOSHOUT)) { send_to_char ("{RYou can't yell.{x\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("{RYell what?{x\n\r", ch); return; } act ("{WYou yell '{Y$t{W'{x", ch, argument, NULL, TO_CHAR); for (d = descriptor_list; d != NULL; d = d->next) { 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)) { act ("{W$n yells '{Y$t{W'{x", ch, argument, d->character, TO_VICT); } } return; } void do_emote (CHAR_DATA * ch, char *argument) { if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE)) { send_to_char ("{RYou can't show your emotions.{x\n\r", ch); return; } /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) { act ("{W$n {Wstaggers around a bit trying to show you something.{x", ch, NULL, argument, TO_ROOM); send_to_char ("You stagger around a bit trying to show them something.", ch); return; } if (argument[0] == '\0') { send_to_char ("{YEmote what?{x\n\r", ch); return; } MOBtrigger = FALSE; act ("{W$n {W$T{x", ch, NULL, argument, TO_ROOM); act ("{W$n {W$T{x", ch, NULL, argument, TO_CHAR); MOBtrigger = TRUE; return; } void do_pmote (CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; char *letter, *name; char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH]; int matches = 0; /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) { act ("{W$n {Wstaggers around a bit trying to show you something.{x", ch, NULL, argument, TO_ROOM); send_to_char ("You stagger around a bit trying to show them something.", ch); } if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE)) { send_to_char ("{RYou can't show your emotions.{x\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("{YEmote what?{x\n\r", ch); return; } act ("{W$n {W$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 ("{W$N {W$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 ("{W$N {W$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 energy.", "$n sizzles with energy.", "You feel very holy.", "$n looks very holy.", "You perform a small card trick.", "$n performs a small card trick.", "You show your bulging muscles.", "$n shows $s bulging muscles."} }, { { "You turn into a butterfly, then return to your normal shape.", "$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."} }, { { "Blue sparks fly from your fingers.", "Blue sparks fly from $n's fingers.", "A halo appears over your head.", "A halo 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."} }, { { "Little red lights dance in your eyes.", "Little red lights dance in $n's eyes.", "You recite words of wisdom.", "$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."} }, { { "A slimy green monster appears before you and bows.", "A slimy green monster 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."} }, { { "You turn everybody into a little pink elephant.", "You are turned into a little pink elephant by $n.", "An angel consults you.", "An angel consults $n.", "The dice roll ... and you win again.", "The dice roll ... and $n wins again.", "... 98, 99, 100 ... you do pushups.", "... 98, 99, 100 ... $n does pushups."} }, { { "A small ball of light dances on your fingertips.", "A small ball of light dances on $n's fingertips.", "Your body glows with an unearthly light.", "$n's body glows with an unearthly light.", "You count the money in everyone's pockets.", "Check your money, $n is counting it.", "Arnold Schwarzenegger admires your physique.", "Arnold Schwarzenegger admires $n's physique."} }, { { "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."} }, { { "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! $n squeezes water out of a granite boulder."} }, { { "Your head disappears.", "$n's head disappears.", "A cool breeze refreshes you.", "A cool breeze refreshes $n.", "You step behind your shadow.", "$n steps behind $s shadow.", "You pick your teeth with a spear.", "$n picks $s teeth with a spear."} }, { { "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."} }, { { "The sky changes color to match your eyes.", "The sky changes color 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 splits a tree."} }, { { "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 mighty thews."} }, { { "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 winks at you.", "An eye in a pyramid winks 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?", "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 Xeric gives you a staff.", "The great god Xeric gives $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him."} } }; void do_pose (CHAR_DATA * ch, char *argument) { int level; int pose; if (IS_NPC (ch)) return; /* Make the words drunk if needed */ if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) { act ("{W$n {Wstaggers around a bit trying to show you something.{x", ch, NULL, argument, TO_ROOM); send_to_char ("You stagger around a bit trying to show them something.", ch); } level = UMIN (ch->level, sizeof (pose_table) / sizeof (pose_table[0]) - 1); pose = number_range (0, level); 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); return; } void do_bug (CHAR_DATA * ch, char *argument) { append_file (ch, BUG_FILE, argument); send_to_char ("{CBug logged.{x\n\r", ch); return; } void do_typo (CHAR_DATA * ch, char *argument) { append_file (ch, TYPO_FILE, argument); send_to_char ("{CTypo logged.{x\n\r", ch); return; } void do_rent (CHAR_DATA * ch, char *argument) { send_to_char ("{RThere is no rent here. Just quit.{x\n\r", ch); return; } void do_qui (CHAR_DATA * ch, char *argument) { send_to_char ("{wIf you want to {RQUIT{w, you have to spell it out.{x\n\r", ch); return; } /* * we have made it so level 1 characters can not save. This cuts down on directory clutter * TAKA of the Ghost Dancer MUD Project Team */ void do_quit (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d, *d_next; int id; if (IS_NPC (ch)) return; /* Stop level 1 from saving TAKA */ if (ch->level < 2) { if (ch->pcdata->confirm_delete) { char strsave[MAX_INPUT_LENGTH]; sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name)); wiznet ("{W$N {whas become a line noise.{x", ch, NULL, 0, 0, 0); stop_fighting (ch, TRUE); id = ch->id; d = ch->desc; extract_char (ch, TRUE); if (d != NULL) close_socket (d); unlink (strsave); return; } if (argument[0] != '\0') { send_to_char ("{wJust type quit. {RNo{w argument.{x\n\r", ch); return; } send_to_char ("{RType quit again to confirm this deletion.{x\n\r", ch); send_to_char ("{rWARNING: {Ythis command is irreversible.{x\n\r", ch); send_to_char ("{RObtain level 2 then quit.{x\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet ("{W$N {wis contemplating deletion by quiting.{x", ch, NULL, 0, 0, get_trust (ch)); return; } /* End quit changes TAKA */ if (ch->position == POS_FIGHTING) { send_to_char ("{RNo way! {wYou are fighting.{x\n\r", ch); return; } if (ch->position < POS_STUNNED) { send_to_char ("{wYou're not {RDEAD {wyet.{x\n\r", ch); return; } /* TAKA GREET CHARACTER */ sprintf (log_buf, "{WHave a safe trip home {Y%s!{x", ch->name); do_echo (ch, log_buf); /* global greeting */ log_string (log_buf); wiznet ("$N rejoins the real world.", ch, NULL, WIZ_LOGINS, 0, get_trust (ch)); /* * After extract_char the ch is no longer valid! */ save_char_obj (ch); id = ch->id; d = ch->desc; extract_char (ch, TRUE); if (d != NULL) close_socket (d); /* toast evil cheating bastards */ for (d = descriptor_list; d != NULL; d = d_next) { CHAR_DATA *tch; d_next = d->next; tch = d->original ? d->original : d->character; if (tch && tch->id == id) { extract_char (tch, TRUE); close_socket (d); } } return; } void do_save (CHAR_DATA * ch, char *argument) { if (IS_NPC (ch)) return; /* * Prevent people under level 2 from cluttering the hard drive * TAKA */ if (ch->level < 2) { send_to_char ("{RSorry, {wyou must be atleast level {W2 {wto save.{x\n\r", ch); return; } /* * end save changes TAKA */ save_char_obj (ch); send_to_char ("{RSaving. Remember that {wAlternate Eternity {Rhas automatic saving now.{x\n\r", ch); /* Do not make immortals wait when they save if (!IS_IMMORTAL( ch )) WAIT_STATE(ch,4 * PULSE_VIOLENCE); */ return; } void do_follow (CHAR_DATA * ch, char *argument) { /* RT changed to allow unlimited following and follow the NOFOLLOW rules */ char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("{YFollow whom?{x\n\r", ch); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("{RThey aren't here.{x\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL) { act ("{wBut you'd rather follow {W$N{w!{x", ch, NULL, ch->master, TO_CHAR); return; } if (victim == ch) { if (ch->master == NULL) { send_to_char ("{wYou already follow yourself.{x\n\r", ch); return; } stop_follower (ch); return; } if (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOFOLLOW) && !IS_IMMORTAL (ch)) { act ("{W$N {wdoesn't seem to want any followers.{x\n\r", ch, NULL, victim, TO_CHAR); return; } REMOVE_BIT (ch->act, PLR_NOFOLLOW); if (ch->master != NULL) stop_follower (ch); add_follower (ch, victim); return; } void add_follower (CHAR_DATA * ch, CHAR_DATA * master) { if (ch->master != NULL) { bug ("Add_follower: non-null master.", 0); return; } ch->master = master; ch->leader = NULL; if (can_see (master, ch)) act ("{W$n {wnow follows you.{x", ch, NULL, master, TO_VICT); act ("{wYou now follow {W$N{w.{x", ch, NULL, master, TO_CHAR); return; } void stop_follower (CHAR_DATA * ch) { if (ch->master == NULL) { bug ("Stop_follower: null master.", 0); return; } if (IS_AFFECTED (ch, AFF_CHARM)) { REMOVE_BIT (ch->affected_by, AFF_CHARM); affect_strip (ch, gsn_charm_person); } if (can_see (ch->master, ch) && ch->in_room != NULL) { act ("{W$n {Rstops {wfollowing you.{x", ch, NULL, ch->master, TO_VICT); act ("{wYou {Rstop {wfollowing {W$N{w.{x", ch, NULL, ch->master, TO_CHAR); } if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; return; } /* nukes charmed monsters and pets */ void nuke_pets (CHAR_DATA * ch) { CHAR_DATA *pet; if (IS_NPC (ch)) return; if ((pet = ch->pet) != NULL) { stop_follower (pet); if (pet->in_room != NULL) act ("{W$N {wslowly {Dfades {waway.{x", ch, NULL, pet, TO_NOTVICT); extract_char (pet, TRUE); } ch->pet = NULL; if (ch->mount && (ch->mount->in_room == ch->in_room || ch->mount->in_room == NULL)) { pet = ch->mount; do_dismount (ch, ""); if (pet->in_room != NULL) act ("$N slowly fades away.", ch, NULL, pet, TO_NOTVICT); else log_string ("void nuke_pets: Extracting null pet"); ch->mount = NULL; ch->riding = FALSE; extract_char (pet, TRUE); } else if (ch->mount) { ch->mount->mount = NULL; ch->mount->riding = FALSE; } ch->mount = NULL; return; } void die_follower (CHAR_DATA * ch) { CHAR_DATA *fch; if (ch->master != NULL) { if (ch->master->pet == ch) ch->master->pet = NULL; stop_follower (ch); } ch->leader = NULL; for (fch = char_list; fch != NULL; fch = fch->next) { if (fch->master == ch) stop_follower (fch); if (fch->leader == ch) fch->leader = fch; } return; } void do_order (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; argument = one_argument (argument, arg); one_argument (argument, arg2); if (!str_cmp (arg2, "delete") || !str_cmp (arg2, "mob")) { send_to_char ("{WThat will {RNOT {Wbe done.{x\n\r", ch); return; } if (arg[0] == '\0' || argument[0] == '\0') { send_to_char ("{YOrder whom to do what?{x\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM)) { send_to_char ("{wYou feel like taking, not giving, orders.{x\n\r", ch); return; } if (!str_cmp (arg, "all")) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if (!strcmp (arg, "mount")) { if (!ch->mount) { send_to_char ("Your don't have a mount.\n\r", ch); return; } if (ch->mount->in_room != ch->in_room) { send_to_char ("Your mount isn't here!\n\r", ch); return; } else { victim = ch->mount; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("{RThey aren't here.{x\n\r", ch); return; } if (victim == ch) { send_to_char ("{WAye aye{w, right away!{x\n\r", ch); return; } if (victim->mount == ch) { if (!mount_success (ch, victim, FALSE)) { act ("$N ignores your orders.", ch, NULL, victim, TO_CHAR); return; } else { sprintf (buf, "%s orders you to \'%s\'.", ch->name, argument); send_to_char (buf, victim); interpret (victim, argument); return; } } else if (!IS_AFFECTED (victim, AFF_CHARM) || victim->master != ch || (IS_IMMORTAL (victim) && victim->trust >= ch->trust)) { send_to_char ("{wDo it {ryourself{w!{x\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, "{W$n {worders you to '{C%s{w'.{x", argument); act (buf, ch, NULL, och, TO_VICT); interpret (och, argument); } } if (found) { WAIT_STATE (ch, PULSE_VIOLENCE); send_to_char ("{wOk.{x\n\r", ch); } else send_to_char ("{wYou have no followers here.{x\n\r", ch); return; } void do_group (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf (buf, "%s's group:\n\r", PERS (leader, ch)); send_to_char (buf, ch); for (gch = char_list; gch != NULL; gch = gch->next) { if (is_same_group (gch, ch)) { sprintf (buf, "{C[{w%2d {W%s{C] {M%-16s {R%4d{w/{W%4d {whp {R%4d{w/{W%4d {wmana {R%4d{w/{W%4d {wmv {Y%6d {wxp{x\n\r", gch->level, IS_NPC (gch) ? "Mob" : class_table[gch->class]. who_name, capitalize (PERS (gch, ch)), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp); send_to_char (buf, ch); } } return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("{RThey aren't here.{x\n\r", ch); return; } if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch)) { send_to_char ("{YBut you are following someone else!{x\n\r", ch); return; } if (victim->master != ch && ch != victim) { act_new ("{W$N {wisn't following you.{x", ch, NULL, victim, TO_CHAR, POS_SLEEPING); return; } if (IS_AFFECTED (victim, AFF_CHARM)) { send_to_char ("{wYou can't remove charmed mobs from your group.{x\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM)) { act_new ("{wYou like your master too much to leave $m!{x", ch, NULL, victim, TO_VICT, POS_SLEEPING); return; } if (is_same_group (victim, ch) && ch != victim) { victim->leader = NULL; act_new ("{W$n {wremoves {W$N {wfrom $s group.{x", ch, NULL, victim, TO_NOTVICT, POS_RESTING); act_new ("{W$n {wremoves you from $s group.{x", ch, NULL, victim, TO_VICT, POS_SLEEPING); act_new ("{wYou remove {W$N {wfrom your group.{x", ch, NULL, victim, TO_CHAR, POS_SLEEPING); return; } victim->leader = ch; act_new ("{W$N {wjoins {W$n's {wgroup.{x", ch, NULL, victim, TO_NOTVICT, POS_RESTING); act_new ("{wYou join {W$n's {wgroup.{x", ch, NULL, victim, TO_VICT, POS_SLEEPING); act_new ("{W$N {wjoins your group.{x", ch, NULL, victim, TO_CHAR, POS_SLEEPING); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount_gold = 0, amount_silver = 0; int share_gold, share_silver; int extra_gold, extra_silver; argument = one_argument (argument, arg1); one_argument (argument, arg2); if (arg1[0] == '\0') { send_to_char ("{YSplit how much?{x\n\r", ch); return; } amount_silver = atoi (arg1); if (arg2[0] != '\0') amount_gold = atoi (arg2); if (amount_gold < 0 || amount_silver < 0) { send_to_char ("{wYour group wouldn't like that.{x\n\r", ch); return; } if (amount_gold == 0 && amount_silver == 0) { send_to_char ("{wYou hand out zero coins, but no one notices.{x\n\r", ch); return; } if (ch->gold < amount_gold || ch->silver < amount_silver) { send_to_char ("{RYou don't have that much to split.{x\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 ("{wJust keep it all.{x\n\r", ch); return; } share_silver = amount_silver / members; extra_silver = amount_silver % members; share_gold = amount_gold / members; extra_gold = amount_gold % members; if (share_gold == 0 && share_silver == 0) { send_to_char ("{wDon't even bother, cheapskate.{x\n\r", ch); return; } ch->silver -= amount_silver; ch->silver += share_silver + extra_silver; ch->gold -= amount_gold; ch->gold += share_gold + extra_gold; if (share_silver > 0) { sprintf (buf, "{wYou split {D%d {wsilver coins. Your share is {D%d {wsilver.{x\n\r", amount_silver, share_silver + extra_silver); send_to_char (buf, ch); } if (share_gold > 0) { sprintf (buf, "{wYou split {y%d {wgold coins. Your share is {y%d {wgold.{x\n\r", amount_gold, share_gold + extra_gold); send_to_char (buf, ch); } if (share_gold == 0) { sprintf (buf, "{W$n {wsplits {D%d {wsilver coins. Your share is {D%d {wsilver.{x\n\r", amount_silver, share_silver); } else if (share_silver == 0) { sprintf (buf, "{W$n {wsplits {y%d {wgold coins. Your share is {y%d {wgold.{x\n\r", amount_gold, share_gold); } else { sprintf (buf, "{W$n {wsplits {D%d {wsilver and {y%d {wgold coins, giving you {D%d {wsilver and {y%d {wgold.{x\n\r", amount_silver, amount_gold, share_silver, share_gold); } for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (gch != ch && is_same_group (gch, ch) && !IS_AFFECTED (gch, AFF_CHARM)) { act (buf, ch, NULL, gch, TO_VICT); gch->gold += share_gold; gch->silver += share_silver; } } return; } void do_gtell (CHAR_DATA * ch, char *argument) { CHAR_DATA *gch; if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (argument[0] == '\0') { send_to_char ("{YTell your group what?{x\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOTELL)) { send_to_char ("{RYour message didn't get through!{x\n\r", ch); return; } for (gch = char_list; gch != NULL; gch = gch->next) { if (is_same_group (gch, ch)) act_new ("{W$n tells the group {G'{B$t{G'{x", ch, argument, gch, TO_VICT, POS_SLEEPING); } 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 ("Color is now ON, Way Cool!\n\r",ch); } else { send_to_char_bw ("Color 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 ("Color 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_gsocial (CHAR_DATA * ch, char *argument) { char command[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int cmd, counter, count; bool found; char arg[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; argument = one_argument (argument, command); if (!IS_IMMORTAL (ch)) strip_mortal_color (argument, TRUE); if (command[0] == '\0') { send_to_char ("{RWhat do you wish to gsocial?{x\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 ("{RWhat kind of social is that?!?!{x\n\r", ch); return; } if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("{RYou must turn off quiet mode first.{x\n\r", ch); return; } if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOGOSSIP)) { send_to_char ("{RBut you have the gossip channel turned off!{x\n\r", ch); return; } if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("{RThe gods have revoked your channel priviliges.{x\n\r", ch); return; } switch (ch->position) { case POS_DEAD: send_to_char ("{RLie still; you are DEAD!{x\n\r", ch); return; case POS_INCAP: case POS_MORTAL: send_to_char ("{RYou are hurt far too bad for that.{x\n\r", ch); return; case POS_STUNNED: send_to_char ("{RYou are too stunned for that.{x\n\r", ch); return; } one_argument (argument, arg); victim = NULL; if (arg[0] == '\0') { sprintf (buf, "Gsocial: %s", social_table[cmd].char_no_arg); act_new (buf, ch, NULL, NULL, TO_CHAR, POS_DEAD); sprintf (buf, "Gsocial: %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_NOGOSSIP) && !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 ("{RThey aren't here.{x\n\r", ch); return; } else if (victim == ch) { sprintf (buf, "Gsocial: %s", social_table[cmd].char_auto); act_new (buf, ch, NULL, NULL, TO_CHAR, POS_DEAD); sprintf (buf, "Gsocial: %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_NOGOSSIP) && !IS_SET (vch->comm, COMM_QUIET)) { act_new (buf, ch, NULL, vch, TO_VICT, POS_DEAD); } } } else { sprintf (buf, "Gsocial: %s", social_table[cmd].char_found); act_new (buf, ch, NULL, victim, TO_CHAR, POS_DEAD); sprintf (buf, "Gsocial: %s", social_table[cmd].vict_found); act_new (buf, ch, NULL, victim, TO_VICT, POS_DEAD); sprintf (buf, "Gsocial: %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] == '$' && buf[counter + 1] == 'E') { switch (victim->sex) { default: strcpy (buf2, buf); buf2[counter] = '\0'; strcat (buf2, "it"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count + counter + 2]; } strcat (buf2, buf); strcpy (buf, buf2); break; case 1: strcpy (buf2, buf); buf2[counter] = '\0'; strcat (buf2, "him"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count + counter + 2]; } strcat (buf2, buf); strcpy (buf, buf2); break; case 2: strcpy (buf2, buf); buf2[counter] = '\0'; strcat (buf2, "her"); for (count = 0; buf[count] != '\0'; count++) { buf[count] = buf[count + counter + 2]; } strcat (buf2, buf); strcpy (buf, buf2); break; } } else if (buf[counter] == '$' && buf[counter + 1] == '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_NOGOSSIP) && !IS_SET (vch->comm, COMM_QUIET)) { act_new (buf, ch, NULL, vch, TO_VICT, POS_DEAD); } } } return; } /* End global socials */