/***************************************************************************\ [*] ___ ____ ____ __ __ ____ [*] ROGUE: ROM With Attitude [*] [*] /#/ ) /#/ ) /#/ ) /#/ /#/ /#/ [*] All rights reserved [*] [*] /#/ < /#/ / /#/ _ /#/ /#/ /#/-- [*] Copyright(C) 2000-2001 [*] [*] /#/ \(#(__/ (#(__/ (#(__/#/ (#(___ [*] Kenneth Conley (Mendanbar) [*] [*] Expression of Digital Creativity.. [*] scmud@mad.scientist.com [*] [-]---------------------------------------+-+-----------------------------[-] [*] File: act_comm.c [*] [*] Usage: main comunication source. [*] \***************************************************************************/ /*************************************************************************** * 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 1993-1998 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 * ***************************************************************************/ #include <stdarg.h> #include "merc.h" #include "interp.h" #include "recycle.h" #include "tables.h" #include "olc.h" #include "pueblo.h" void info( CHAR_DATA *ch, int level, char *message, ...) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA * d; va_list args; va_start(args,message); vsnprintf(buf, MAX_STRING_LENGTH, message, args); va_end(args); for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && !IS_SET(d->character->comm, COMM_NOINFO) && get_trust(d->character) >= level ) send_to_char(buf, d->character); } } ACMD(do_gen_menu) { extern char *MENU; if (IS_NPC(ch)) return; switch (ch->position) { case POS_DEAD: case POS_INCAP: case POS_MORTAL: case POS_STUNNED: case POS_FIGHTING: ch->Send("You are not in the correct position for that.\n\r"); return; default: break; } ch->desc->snoop_by = NULL; act("$n enters privacy mode.", ch, 0, 0, TO_ROOM); STATE(ch->desc) = CON_MENU; ch->Send(MENU); return; } /* RT code to display channel status */ ACMD(do_channels) { char buf[MAX_STRING_LENGTH]; /* lists all channels and their status */ ch->Send( "Channel Status\n\r" "`m---------------------`n\n\r" "chat %-3s\r\n" "info %-3s\r\n" "music %-3s\r\n" "grats %-3s\r\n" "shouts %-3s\r\n" "tells %-3s\r\n", ONOFF(!COMM_FLAGGED(ch, COMM_NOGOSSIP)), ONOFF(!COMM_FLAGGED(ch, COMM_NOINFO)), ONOFF(!COMM_FLAGGED(ch, COMM_NOMUSIC)), ONOFF(!COMM_FLAGGED(ch, COMM_NOGRATS)), ONOFF(!COMM_FLAGGED(ch, COMM_NOSHOUT)), ONOFF(!COMM_FLAGGED(ch, COMM_NOTELL))); if (IS_IMMORTAL(ch)) { ch->Send( "god channel %-3s\r\n", ONOFF(!COMM_FLAGGED(ch, COMM_NOWIZ))); } ch->Send( "quiet mode %-3s\r\n", ONOFF(COMM_FLAGGED(ch, COMM_QUIET))); if (IS_SET(ch->comm,COMM_AFK)) send_to_char("You are AFK.\n\r",ch); if (IS_SET(ch->comm,COMM_SNOOP_PROOF)) send_to_char("You are immune to snooping.\n\r",ch); if (ch->lines != PAGELEN) { if (ch->lines) { sprintf(buf,"You display %d lines of scroll.\n\r",ch->lines+2); send_to_char(buf,ch); } else send_to_char("Scroll buffering is off.\n\r",ch); } if (IS_SET(ch->comm,COMM_MUTED)) send_to_char("You cannot use channels.\n\r",ch); } /* afk command */ ACMD(do_afk) { smash_tilde(argument); if (IS_SET(ch->comm,COMM_AFK)) { send_to_char("AFK mode removed. Type 'replay' to see tells.\n\r",ch); free_string(GET_AFK(ch)); GET_AFK(ch) = str_dup(""); act("$n is back from AFK!", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->comm,COMM_AFK); } else { send_to_char("You are now in AFK mode.\n\r",ch); free_string(GET_AFK(ch)); GET_AFK(ch) = str_dup((*argument ? argument : "I am AFK!")); act("$n has just gone AFK: $T", ch, NULL, GET_AFK(ch), TO_ROOM); SET_BIT(ch->comm,COMM_AFK); } } ACMD(do_replay) { 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); } ACMD(do_gocial) { int cmd; CHAR_DATA *victim = NULL; char arg[MAX_INPUT_LENGTH], buf1[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH], buf3[MAX_STRING_LENGTH], command[MAX_INPUT_LENGTH]; buf1[0] = '\0'; buf2[0] = '\0'; buf3[0] = '\0'; argument = one_argument(argument, command); if (command[0] == '\0') { send_to_char("What do you wish to gocial?\n\r", ch); return; } if ((cmd = social_lookup(command)) == -1) { send_to_char("What kind of social is that?!?!\n\r",ch); return; } if (COMM_FLAGGED(ch, COMM_QUIET)) { send_to_char("You must turn off quiet mode first.\n\r",ch); return; } if (COMM_FLAGGED(ch, COMM_NOGOSSIP)) { send_to_char("But you have the chat channel turned off!\n\r",ch); return; } if (COMM_FLAGGED(ch, COMM_MUTED)) { send_to_char("The gods have revoked your channel priviliges.\n\r",ch); return; } if (ch->position < social_table[cmd].min_pos) { 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 hurt far too bad for that.\n\r",ch); return; case POS_STUNNED: send_to_char("You are too stunned for that.\n\r",ch); return; case POS_SLEEPING: send_to_char("In your dreams, or what?\n\r", ch); return; case POS_RESTING: send_to_char("Nah... You feel too relaxed to do that.\n\r", ch); return; case POS_SITTING: send_to_char("Maybe you should get on your feet first?\n\r", ch); return; case POS_FIGHTING: send_to_char("No way! You're fighting for your life!\n\r", ch); return; default: send_to_char("Your not sure how but your bugged.\n\r", ch); return; } } one_argument(argument, arg); if (arg[0] == '\0') { if (*social_table[cmd].char_no_arg) sprintf(buf1, "`y[`bCHAT`y] %s`n", social_table[cmd].char_no_arg); if (*social_table[cmd].others_no_arg) sprintf(buf2, "`y[`bCHAT`y] %s`n", social_table[cmd].others_no_arg); } else if ((victim = get_pc_world(ch, arg)) == NULL) { send_to_char("That person is not here.\n\r", ch); return; } else if (victim == ch) { if (*social_table[cmd].char_auto) sprintf(buf1, "`y[`bCHAT`y] %s`n", social_table[cmd].char_auto); if (*social_table[cmd].others_auto) sprintf(buf2, "`y[`bCHAT`y] %s`n", social_table[cmd].others_auto); } else { if (*social_table[cmd].char_found) sprintf(buf1, "`y[`bCHAT`y] %s`n", social_table[cmd].char_found); if (*social_table[cmd].others_found) sprintf(buf2, "`y[`bCHAT`y] %s`n", social_table[cmd].others_found); if (*social_table[cmd].vict_found) sprintf(buf3, "`y[`bCHAT`y] %s`n", social_table[cmd].vict_found); } if (*buf1) act_social(buf1, ch, 0, victim, TO_CHAR, POS_DEAD); if (*buf2) act_social(buf2, ch, 0, victim, TO_ALLNOTVICT, POS_DEAD); if (*buf3 && victim != NULL) act_social(buf3, ch, 0, victim, TO_VICT, POS_DEAD); return; } ACMD(do_gen_comm) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; static UInt32 channels[] = { COMM_NOGOSSIP, COMM_NOMUSIC, COMM_NOGRATS, COMM_NOSHOUT, COMM_NOQUEST, COMM_NOCLAN, 0, // BROADCAST 0 }; static char *com_msgs[][5] = { { "You cannot chat!!\n\r", "chat", "You aren't even on the channel!\n\r", "`y[`bCHAT`y] $n`y: %s`n", "`y[`bCHAT`y] -> %s`n" }, { "You cannot sing!!\n\r", "sing", "You aren't even on the channel!\n\r", "`y[`mMUSIC by $n`y] `m%s`n", "`y[`mMUSIC`y] -> `w%s`n" }, { "You cannot congratulate!!\n\r", "congrat", "You aren't even on the channel!\n\r", "`y[`bCONGRATS`y] $n`g: %s`n", "`y[`bCONGRATS`y] -> `g%s`n" }, { "You cannot shout!!\n\r", "shout", "Turn off your noshout flag first!\n\r", "$n `yshouts '%s`y'`n", "`yYou shout '%s`y'`n" }, { "You cannot quest talk!!\n\r", "quest talk", "You aren't even on the channel!\n\r", "`y[`bQUEST`y] $n`r: %s`n", "`y[`bQUEST`y] -> `r%s`n" }, { "You cannot converse with your clan!\n\r", "clan chat", "You aren't even on the channel!\n\r", "`y[`bCLAN`y] $n`c: %s`n", "`y[`bCLAN`y] -> `c%s`n" }, { "You cannot broadcast info!\n\r", "broadcast", "", "`y[`bINFO`y] $n`w: %s`n", "`y[`bINFO`y] -> `w%s`n" } }; if (COMM_FLAGGED(ch, COMM_MUTED)) { send_to_char(com_msgs[subcmd][0], ch); return; } if (COMM_FLAGGED(ch, channels[subcmd])) { send_to_char(com_msgs[subcmd][2], ch); return; } if ((subcmd == SCMD_CLAN) && !is_clan(ch)) { send_to_char("You aren't even a clan member!\n\r", ch); return; } if ((subcmd != SCMD_BROADCAST) && (GET_COND(ch, COND_DRUNK) > 10)) argument = makedrunk(argument, ch); if (!*argument) { ch->Send("Yes, %s, fine, %s we must, but WHAT???\n\r", com_msgs[subcmd][1], com_msgs[subcmd][1]); return; } check_color_string(argument); sprintf(buf, com_msgs[subcmd][4], argument); act2(buf, ch, NULL, NULL, TO_CHAR, POS_DEAD); sprintf(buf, com_msgs[subcmd][3], argument); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *vch = Original(d); if ((STATE(d) == CON_PLAYING) && (vch != ch) && !COMM_FLAGGED(vch, channels[subcmd]) && !COMM_FLAGGED(vch, COMM_QUIET)) { if ((subcmd == SCMD_SHOUT) && ((IN_ROOM(vch)->area != IN_ROOM(ch)->area) || vch->position < POS_RESTING)) continue; if ((subcmd == SCMD_CLAN) && !is_same_clan(ch, vch)) continue; act2(buf, ch, NULL, vch, TO_VICT, POS_DEAD); } } } ACMD(do_immtalk) { DESCRIPTOR_DATA *d; char buf1[MAX_INPUT_LENGTH]; int level = LEVEL_IMMORTAL; buf1[0] = '\0'; if (IS_NULLSTR(argument)) { send_to_char( "Usage: immtalk <text> | #<level> <text> |\r\n" " immtalk @on | @off\r\n", ch); return; } switch(*argument) { case '#': one_argument(argument+1, buf1); if (is_number(buf1)) { argument = one_argument(argument+1, buf1); level = URANGE(LEVEL_IMMORTAL, atoi(buf1), MAX_LEVEL); if (level > ch->level) { send_to_char("You can't immtalk above your own level.\r\n", ch); return; } } break; case '@': one_argument(argument+1, buf1); if (!str_cmp(buf1, "on")) { send_to_char("You can now hear immtalk.\r\n",ch); REMOVE_BIT(CHN_FLAGS(ch), COMM_NOWIZ); return; } else if (!str_cmp(buf1, "off")) { send_to_char("You are now deaf to immtalk.\r\n",ch); SET_BIT(CHN_FLAGS(ch), COMM_NOWIZ); return; } break; default: break; } if (COMM_FLAGGED(ch, COMM_NOWIZ)) { send_to_char("You are not even on the channel. Twit.\r\n",ch); return; } if (IS_NULLSTR(argument)) { send_to_char("Don't bother the gods like that.\r\n", ch); return; } check_color_string(argument); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *wch; wch = Original(d); if (d->connected == CON_PLAYING && (wch->level >= level) && IS_IMMORTAL(wch) && !COMM_FLAGGED(wch, COMM_NOWIZ)) { if (level > LEVEL_IMMORTAL) wch->Send("`c%s`c: <%d> %s`n\r\n", PERS2(ch, wch), level, argument); else wch->Send("`c%s`c: %s`n\r\n", PERS2(ch, wch), argument); } } } ACMD(do_say) { char *verb, *s; char arg[MAX_STRING_LENGTH]; check_color_string(argument); if (GET_COND(ch, COND_DRUNK) > 10) argument = makedrunk(argument, ch); if (!*argument) { send_to_char("Say what?\n\r", ch); return; } if (COMM_FLAGGED(ch, COMM_MUTED)) { send_to_char("You cannot speak!\n\r", ch); return; } strcpy(arg, argument); s = arg + strlen(arg); while (isspace(*(--s))); *(s + 1) = '\0'; switch(*s) { case '?': verb = "ask"; break; case '!': verb = "exclaim"; break; default: verb = "say"; break; } act("You $t, '$T`n'", ch, verb, arg, TO_CHAR); act("$n $ts, '$T`n'", ch, verb, arg, TO_ROOM); 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(arg, mob, ch, NULL, NULL, TRIG_SPEECH); } } return; } ACMD(do_spec_comm) { CHAR_DATA *vict; char buf[MAX_STRING_LENGTH]; char *action_sing, *action_plur, *action_others; if (COMM_FLAGGED(ch, COMM_MUTED)) { send_to_char("MMmmFff! You cannot speak!\n\r", ch); return; } if (subcmd == SCMD_WHISPER) { action_sing = "whisper to"; action_plur = "whispers to"; action_others = "$n whispers something to $N."; } else { action_sing = "ask"; action_plur = "asks"; action_others = "$n asks $N a question."; } argument = one_argument(argument, buf); if (!*buf || !*argument) ch->Send("Whom do you want to %s.. and what??\n\r", action_sing); else if (!(vict = get_char_room(ch, buf))) send_to_char("That person is not here.\n\r", ch); else if (vict == ch) send_to_char("You try to reach your mouth around to your ear but it doesn't work.\n\r", ch); else { sprintf(buf, "$n %s you, '%s'", action_plur, argument); act(buf, ch, 0, vict, TO_VICT); sprintf(buf, "You %s $N, '%s'", action_sing, argument); act(buf, ch, 0, vict, TO_CHAR); act(action_others, ch, 0, vict, TO_NOTVICT); } return; } ACMD(do_tell) { char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; if ( IS_SET(ch->comm, COMM_NOTELL) || IS_SET(ch->comm,COMM_NOTELL)) { send_to_char( "Your message didn't get through.\n\r", ch ); return; } if ( IS_SET(ch->comm, COMM_QUIET) ) { send_to_char( "You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET(ch->comm,COMM_NOTELL)) { send_to_char("You must turn off deaf mode first.\n\r",ch); return; } argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Tell whom what?\n\r", ch ); return; } /* * Can tell to PC's anywhere, but NPC's only in same room. * -- Furey */ if ( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL && !IS_NPC(victim)) { act2("$N seems to have misplaced $S link...try again later.", ch,NULL,victim,TO_CHAR, POS_DEAD); sprintf(buf,"%s `rtells you '%s`r'`n\n\r",PERS2(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !IS_STAFF(ch) && !IS_AWAKE(victim) ) { act( "$E can't hear you.", ch, 0, victim, TO_CHAR); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_NOTELL)) && !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; } act2("$N is AFK and may not hear your tell.\r\n" "MESSAGE: $t\r\n", ch,GET_AFK(victim),victim,TO_CHAR,POS_DEAD); sprintf(buf,"%s `rtells you, '%s`r'`n\n\r",PERS2(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); } act2( "`rYou tell $N`r, '$t`r'`n", ch, argument, victim, TO_CHAR,POS_DEAD ); act2("$n `rtells you, '$t`r'`n",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; if ( !IS_NPC(ch) && IS_NPC(victim) && HAS_TRIGGER(victim,TRIG_SPEECH) ) mp_act_trigger( argument, victim, ch, NULL, NULL, TRIG_SPEECH ); return; } ACMD(do_reply) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->comm, COMM_NOTELL) ) { send_to_char( "Your message didn't get through.\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)) { act2("$N seems to have misplaced $S link...try again later.", ch,NULL,victim,TO_CHAR, POS_DEAD); sprintf(buf,"%s `rtells you '%s`r'`n\n\r",PERS2(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); return; } if ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) { act( "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ((IS_SET(victim->comm,COMM_QUIET) || IS_SET(victim->comm,COMM_NOTELL)) && !IS_IMMORTAL(ch) && !IS_IMMORTAL(victim)) { act_new( "$E is not receiving tells.", ch, 0, victim, TO_CHAR,POS_DEAD, TRUE, FALSE); return; } if (IS_SET(victim->comm,COMM_AFK)) { if (IS_NPC(victim)) { act_new("$E is AFK, and not receiving tells.", ch,NULL,victim,TO_CHAR,POS_DEAD, TRUE, FALSE); return; } sprintf(buf,"%s `rtells you, '%s`r'`n\n\r",PERS2(ch,victim),argument); buf[0] = UPPER(buf[0]); add_buf(victim->pcdata->buffer,buf); } act2("`rYou tell $N`r, '$t`r'`n",ch,argument,victim,TO_CHAR,POS_DEAD); act2("$n `rtells you, '$t`r'`n",ch,argument,victim,TO_VICT,POS_DEAD); victim->reply = ch; return; } ACMD(do_shout) { DESCRIPTOR_DATA *d; if (COMM_FLAGGED(ch, COMM_NOSHOUT)) { send_to_char("You aren't even on the channel!\r\n",ch); return; } if (COMM_FLAGGED(ch, COMM_MUTED)) { send_to_char( "You can't shout.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Shout what?\n\r", ch ); return; } act("You shout '$t'",ch,argument,NULL,TO_CHAR); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area && !IS_SET(d->character->comm,COMM_QUIET) ) { act("$n shouts '$t'",ch,argument,d->character,TO_VICT); } } return; } ACMD(do_emote) { if (!IS_NPC(ch) && IS_SET(ch->comm, COMM_MUTED)) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } MOBtrigger = FALSE; act( "$n $T", ch, NULL, argument, TO_ROOM ); act( "$n $T", ch, NULL, argument, TO_CHAR ); MOBtrigger = TRUE; return; } ACMD(do_pmote) { CHAR_DATA *vch; char *letter,*name; char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH]; int matches = 0; if ( !IS_NPC(ch) && IS_SET(ch->comm, COMM_MUTED)) { send_to_char( "You can't show your emotions.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Emote what?\n\r", ch ); return; } act( "$n $t", ch, argument, NULL, TO_CHAR ); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->desc == NULL || vch == ch) continue; if ((letter = strstr(argument,vch->name)) == NULL) { MOBtrigger = FALSE; act("$N $t",vch,argument,ch,TO_CHAR); MOBtrigger = TRUE; continue; } strcpy(temp,argument); temp[strlen(argument) - strlen(letter)] = '\0'; last[0] = '\0'; name = vch->name; for (; *letter != '\0'; letter++) { if (*letter == '\'' && matches == strlen(vch->name)) { strcat(temp,"r"); continue; } if (*letter == 's' && matches == strlen(vch->name)) { matches = 0; continue; } if (matches == strlen(vch->name)) { matches = 0; } if (*letter == *name) { matches++; name++; if (matches == strlen(vch->name)) { strcat(temp,"you"); last[0] = '\0'; name = vch->name; continue; } strncat(last,letter,1); continue; } matches = 0; strcat(temp,last); strncat(temp,letter,1); last[0] = '\0'; name = vch->name; } MOBtrigger = FALSE; act("$N $t",vch,temp,ch,TO_CHAR); MOBtrigger = TRUE; } return; } /* * All the posing stuff. */ struct pose_table_type { char * message[2*MAX_CLASS]; }; const struct pose_table_type pose_table [] = { { { "You sizzle with energy.", "$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 gods give you a staff.", "The great gods give $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him." } } }; ACMD(do_pose) { 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); 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; } ACMD(do_idea) { append_file(ch, IDEA_FILE, argument); send_to_char("Idea logged.\r\n",ch); return; } ACMD(do_bug) { append_file( ch, BUG_FILE, argument ); send_to_char( "Bug logged.\n\r", ch ); return; } ACMD(do_typo) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Typo logged.\n\r", ch ); return; } void do_start(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; void build_player_index(); extern int get_player_database(); SET_BIT(PLR_FLAGS(ch), PLR_AUTOEXIT); ch->level = 1; ch->exp = exp_per_level(ch, ch->pcdata->points); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->train = 3; ch->practice = 5; ch->perm_stat[class_table[ch->Class].attr_prime] += 3; if (get_player_database() == 0) { ch->level = MAX_LEVEL; ch->max_hit = ch->hit = 5000; ch->max_mana = ch->mana = 5000; ch->max_move = ch->move = 82; ch->pcdata->security = 9; ch->staff_level = CAT_CODER; update_wizlist(ch, ch->level); SET_BIT(STF_FLAGS(ch), 0xFFFFFFFF); SET_BIT(PLR_FLAGS(ch), PLR_LOADROOM); GET_LOADROOM(ch) = 1210; save_char_obj(ch); build_player_index(); } sprintf(buf, "the %s", title_table[ch->Class][ch->level][ch->sex == SEX_FEMALE ? 1 : 0]); set_title(ch, buf); if (PLR_FLAGGED(ch, PLR_PUEBLO)) send_to_char("<xch_mudtext>`n",ch); do_function(ch, &do_outfit, "", 0); obj_to_char(create_object(get_obj_index(OBJ_VNUM_MAP), 0), ch); send_to_char("\n\r", ch); } ACMD(do_quit) { DESCRIPTOR_DATA *d, *d_next; 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; } info(ch, 0, "`y[`bINFO`y] %s has left the game!`n\r\n", RealName(ch)); STATE(ch->desc) = CON_CLOSE; mudlogf(NRM, UMAX(LVL_CODER, ch->invis_level), TRUE, "%s has quit the game.", RealName(ch)); send_to_char("Alas, all good things must come to an end.\n\r", ch); act("$n has left the game.", ch, NULL, NULL, TO_ROOM); save_char_obj(ch); if (ch->pcdata->in_progress) free_note(ch->pcdata->in_progress); /* toast evil cheating bastards */ for (d = descriptor_list; d != NULL; d = d_next) { CHAR_DATA *tch; d_next = d->next; if (d == ch->desc) continue; tch = Original(d); if (tch && tch->id == ch->id) { extract_char(tch); close_socket(d); } } STATE(ch->desc) = CON_DISCONNECT; return; } ACMD(do_save) { if (IS_NPC(ch)) return; save_crash(ch); save_char_obj(ch); ch->Send("Saving %s.\r\n", ch->name); return; } ACMD(do_follow) { /* 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( "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 $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( ch->master == NULL ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower(ch); return; } if (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOFOLLOW) && !IS_IMMORTAL(ch)) { act("$N doesn't seem to want any followers.\n\r", ch,NULL,victim, TO_CHAR); return; } 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 ) { mudlogf(BRF, LVL_CODER, TRUE, "SYSERR: add_follower: non-null master."); 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 $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( ch->master == NULL ) { mudlogf(BRF, LVL_CODER, TRUE, "SYSERR: stop_follower: null master."); return; } if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) && ch->in_room != NULL) { act( "$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); } 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; } ACMD(do_order) { 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("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, "$n orders you to '%s'.", argument ); act( buf, ch, NULL, och, TO_VICT ); interpret( och, argument ); } } if ( found ) { WAIT_STATE(ch,PULSE_VIOLENCE); send_to_char( "Ok.\n\r", ch ); } else send_to_char( "You have no followers here.\n\r", ch ); return; } ACMD(do_group) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf( buf, "%s's group:\n\r", PERS(leader, ch) ); send_to_char( buf, ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { sprintf( buf, "[%3d %s] %-16s %4d/%4d hp %4d/%4d mana %4d/%4d mv %5d xp\n\r", gch->level, IS_NPC(gch) ? "Mob" : class_table[gch->Class].who_name, capitalize( PERS(gch, ch) ), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp ); send_to_char( buf, ch ); } } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act_new("$N isn't following you.",ch,NULL,victim,TO_CHAR,POS_SLEEPING, TRUE, FALSE); 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_new("You like your master too much to leave $m!", ch,NULL,victim,TO_VICT,POS_SLEEPING, TRUE, FALSE); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act_new("$n removes $N from $s group.", ch,NULL,victim,TO_NOTVICT,POS_RESTING, TRUE, FALSE); act_new("$n removes you from $s group.", ch,NULL,victim,TO_VICT,POS_SLEEPING, TRUE, FALSE); act_new("You remove $N from your group.", ch,NULL,victim,TO_CHAR,POS_SLEEPING, TRUE, FALSE); return; } victim->leader = ch; act_new("$N joins $n's group.",ch,NULL,victim,TO_NOTVICT,POS_RESTING, TRUE, FALSE); act_new("You join $n's group.",ch,NULL,victim,TO_VICT,POS_SLEEPING, TRUE, FALSE); act_new("$N joins your group.",ch,NULL,victim,TO_CHAR,POS_SLEEPING, TRUE, FALSE); return; } /* * 'Split' originally by Gnort, God of Chaos. */ ACMD(do_split) { 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( "Split how much?\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( "Your group wouldn't like that.\n\r", ch ); return; } if ( amount_gold == 0 && amount_silver == 0 ) { send_to_char( "You hand out zero coins, but no one notices.\n\r", ch ); return; } if ( ch->gold < amount_gold || ch->silver < amount_silver) { 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_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( "Don't even bother, cheapskate.\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, "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) { sprintf(buf, "You split %d gold coins. Your share is %d gold.\n\r", amount_gold,share_gold + extra_gold); send_to_char(buf,ch); } if (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 gold coins. Your share is %d gold.", amount_gold,share_gold); } else { sprintf(buf, "$n splits %d silver and %d gold coins, giving you %d silver and %d gold.\n\r", amount_silver,amount_gold,share_silver,share_gold); } for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch != ch && is_same_group(gch,ch) && !IS_AFFECTED(gch,AFF_CHARM)) { act( buf, ch, NULL, gch, TO_VICT ); gch->gold += share_gold; gch->silver += share_silver; } } return; } ACMD(do_gtell) { CHAR_DATA *gch; if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( IS_SET( ch->comm, COMM_NOTELL ) ) { send_to_char( "Your message didn't get through!\n\r", ch ); return; } for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( is_same_group( gch, ch ) ) act_new("$n tells the group '`w$t`n'", ch,argument,gch,TO_VICT,POS_SLEEPING, TRUE, FALSE); } act("You tell the group '`w$t`n'", ch, argument, 0, TO_CHAR); 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; }