/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Player communication module * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" #ifndef WIN32 /* #include <regex.h> */ /* #include "rx.h" */ #endif /* * Externals */ void send_obj_page_to_char(CHAR_DATA * ch, OBJ_INDEX_DATA * idx, char page); void send_room_page_to_char(CHAR_DATA * ch, ROOM_INDEX_DATA * idx, char page); void send_page_to_char(CHAR_DATA * ch, MOB_INDEX_DATA * idx, char page); void send_control_page_to_char(CHAR_DATA * ch, char page); char *act_string(const char *format, CHAR_DATA *to, CHAR_DATA *ch, const void *arg1, const void *arg2, int flags); /* mobchat.c -- Scion */ void do_mobchat(CHAR_DATA *vict, CHAR_DATA *ch, char *message); /* * Local functions. */ void talk_channel args( ( CHAR_DATA *ch, char *argument, int channel, const char *verb ) ); char * scramble args( ( const char *argument, int modifier ) ); char * drunk_speech args( ( const char *argument, CHAR_DATA *ch ) ); void drop_artifacts(CHAR_DATA *ch, OBJ_DATA *obj); /* Scion */ /* * Profanity handler stuff (forgive me for what i must do) */ void add_profane_word( char * word); int is_profane (char *what); char *bigregex = NULL; char * preg; bool room_is_silent( CHAR_DATA *ch ) { ROOM_INDEX_DATA *room = ch->in_room; if ( IS_SET( room->room_flags, ROOM_SILENCE ) ) return TRUE; /* if ( xIS_SET( room->affected_by, ROOM_AFF_SILENCE ) ) return TRUE; */ return FALSE; } /* Text scrambler -- Altrag */ char *scramble( const char *argument, int modifier ) { static char arg[MAX_INPUT_LENGTH]; sh_int position; sh_int conversion = 0; modifier %= number_range( 80, 300 ); /* Bitvectors get way too large #s */ for ( position = 0; position < MAX_INPUT_LENGTH; position++ ) { if ( argument[position] == '\0' ) { arg[position] = '\0'; return arg; } else if ( argument[position] >= 'A' && argument[position] <= 'Z' ) { conversion = -conversion + position - modifier + argument[position] - 'A'; conversion = number_range( conversion - 5, conversion + 5 ); while ( conversion > 25 ) conversion -= 26; while ( conversion < 0 ) conversion += 26; arg[position] = conversion + 'A'; } else if ( argument[position] >= 'a' && argument[position] <= 'z' ) { conversion = -conversion + position - modifier + argument[position] - 'a'; conversion = number_range( conversion - 5, conversion + 5 ); while ( conversion > 25 ) conversion -= 26; while ( conversion < 0 ) conversion += 26; arg[position] = conversion + 'a'; } else if ( argument[position] >= '0' && argument[position] <= '9' ) { conversion = -conversion + position - modifier + argument[position] - '0'; conversion = number_range( conversion - 2, conversion + 2 ); while ( conversion > 9 ) conversion -= 10; while ( conversion < 0 ) conversion += 10; arg[position] = conversion + '0'; } else arg[position] = argument[position]; } arg[position] = '\0'; return arg; } /* I'll rewrite this later if its still needed.. -- Altrag char *translate( CHAR_DATA *ch, CHAR_DATA *victim, const char *argument ) { return ""; } */ LANG_DATA *get_lang(const char *name) { LANG_DATA *lng; for (lng = first_lang; lng; lng = lng->next) if (!str_cmp(lng->name, name)) return lng; return NULL; } /* percent = percent knowing the language. */ char *translate(int percent, const char *in, const char *name) { LCNV_DATA *cnv; static char buf[256]; char buf2[256]; const char *pbuf; char *pbuf2 = buf2; LANG_DATA *lng; if ( percent > 99 || !str_cmp(name, "common") ) return (char *) in; /* If we don't know this language... use "default" */ if ( !(lng=get_lang(name)) ) if ( !(lng = get_lang("default")) ) return (char *) in; for (pbuf = in; *pbuf;) { for (cnv = lng->first_precnv; cnv; cnv = cnv->next) { if (!str_prefix(cnv->old, pbuf)) { if ( percent && (rand() % 100) < percent ) { strncpy(pbuf2, pbuf, cnv->olen); pbuf2[cnv->olen] = '\0'; pbuf2 += cnv->olen; } else { strcpy(pbuf2, cnv->new); pbuf2 += cnv->nlen; } pbuf += cnv->olen; break; } } if (!cnv) { if (isalpha(*pbuf) && (!percent || (rand() % 100) > percent) ) { *pbuf2 = lng->alphabet[LOWER(*pbuf) - 'a']; if ( isupper(*pbuf) ) *pbuf2 = UPPER(*pbuf2); } else *pbuf2 = *pbuf; pbuf++; pbuf2++; } } *pbuf2 = '\0'; for (pbuf = buf2, pbuf2 = buf; *pbuf;) { for (cnv = lng->first_cnv; cnv; cnv = cnv->next) if (!str_prefix(cnv->old, pbuf)) { strcpy(pbuf2, cnv->new); pbuf += cnv->olen; pbuf2 += cnv->nlen; break; } if (!cnv) *(pbuf2++) = *(pbuf++); } *pbuf2 = '\0'; #if 0 for (pbuf = in, pbuf2 = buf; *pbuf && *pbuf2; pbuf++, pbuf2++) if (isupper(*pbuf)) *pbuf2 = UPPER(*pbuf2); /* Attempt to align spacing.. */ else if (isspace(*pbuf)) while (*pbuf2 && !isspace(*pbuf2)) pbuf2++; #endif return buf; } char *drunk_speech( const char *argument, CHAR_DATA *ch ) { const char *arg = argument; static char buf[MAX_INPUT_LENGTH*2]; char buf1[MAX_INPUT_LENGTH*2]; sh_int drunk; char *txt; char *txt1; if ( IS_NPC( ch ) || !ch->pcdata ) return (char *) argument; drunk = ch->pcdata->condition[COND_DRUNK]; if ( drunk <= 0 ) return (char *) argument; buf[0] = '\0'; buf1[0] = '\0'; if ( !argument ) { bug( "Drunk_speech: NULL argument", 0 ); return ""; } /* if ( *arg == '\0' ) return (char *) argument; */ txt = buf; txt1 = buf1; while ( *arg != '\0' ) { if ( toupper(*arg) == 'T' ) { if ( number_percent() < ( drunk * 2 ) ) /* add 'h' after an 'T' */ { *txt++ = *arg; *txt++ = 'h'; } else *txt++ = *arg; } else if ( toupper(*arg) == 'X' ) { if ( number_percent() < ( drunk * 2 / 2 ) ) { *txt++ = 'c', *txt++ = 's', *txt++ = 'h'; } else *txt++ = *arg; } else if ( number_percent() < ( drunk * 2 / 5 ) ) /* slurred letters */ { sh_int slurn = number_range( 1, 2 ); sh_int currslur = 0; while ( currslur < slurn ) *txt++ = *arg, currslur++; } else *txt++ = *arg; arg++; }; *txt = '\0'; txt = buf; while ( *txt != '\0' ) /* Let's mess with the string's caps */ { if ( number_percent() < ( 2 * drunk / 2.5 ) ) { if ( isupper(*txt) ) *txt1 = tolower( *txt ); else if ( islower(*txt) ) *txt1 = toupper( *txt ); else *txt1 = *txt; } else *txt1 = *txt; txt1++, txt++; }; *txt1 = '\0'; txt1 = buf1; txt = buf; while ( *txt1 != '\0' ) /* Let's make them stutter */ { if ( *txt1 == ' ' ) /* If there's a space, then there's gotta be a */ { /* along there somewhere soon */ while ( *txt1 == ' ' ) /* Don't stutter on spaces */ *txt++ = *txt1++; if ( ( number_percent() < ( 2 * drunk / 4 ) ) && *txt1 != '\0' ) { sh_int offset = number_range( 0, 2 ); sh_int pos = 0; while ( *txt1 != '\0' && pos < offset ) *txt++ = *txt1++, pos++; if ( *txt1 == ' ' ) /* Make sure not to stutter a space after */ { /* the initial offset into the word */ *txt++ = *txt1++; continue; } pos = 0; offset = number_range( 2, 4 ); while ( *txt1 != '\0' && pos < offset ) { *txt++ = *txt1; pos++; if ( *txt1 == ' ' || pos == offset ) /* Make sure we don't stick */ { /* A hyphen right before a space */ txt1--; break; } *txt++ = '-'; } if ( *txt1 != '\0' ) txt1++; } } else *txt++ = *txt1++; } *txt = '\0'; return buf; } /* * An attempt to reduce redundancy - Tagith */ bool can_see_chan( CHAR_DATA *ch, DESCRIPTOR_DATA *d, int channel ) { CHAR_DATA *och; CHAR_DATA *vch; if(!d) return FALSE; /* catch the link dead - shogar */ och = CH(d); vch = d->character; if ( IS_SET( och->deaf, channel ) ) return FALSE; if ( channel != CHANNEL_NEWBIE && NOT_AUTHED(och) ) return FALSE; if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(och) ) return FALSE; if ( channel == CHANNEL_WARTALK && NOT_AUTHED( och ) ) return FALSE; if ( channel == CHANNEL_AVTALK && !IS_HERO(och) ) return FALSE; if ( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.muse_level ) return FALSE; if ( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level ) return FALSE; /* Fix by Narn to let newbie council members see the newbie channel. */ if ( channel == CHANNEL_NEWBIE && ( !IS_IMMORTAL(och) && !NOT_AUTHED(och) && (!str_cmp( och->pcdata->council_name, "Newbie Council" ) || !str_cmp( och->pcdata->council2_name, "Newbie Council" ) ) ) ) return FALSE; if ( room_is_silent(vch) ) return FALSE; if ( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area ) return FALSE; if ( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_GUILD ) { if ( IS_NPC( vch ) ) return FALSE; if ( vch->pcdata->clan != ch->pcdata->clan ) return FALSE; } /* if ( channel == CHANNEL_GUILD ) { if ( IS_NPC( vch ) ) return FALSE; if (vch->pcdata->guild != ch->pcdata->guild ) return FALSE; } */ if ( channel == CHANNEL_COUNCIL ) { if ( IS_NPC( vch ) ) return FALSE; if (( vch->pcdata->council != ch->pcdata->council && vch->pcdata->council2 != ch->pcdata->council )) return FALSE; } if ( channel == CHANNEL_COUNCIL2) { if ( IS_NPC( vch ) ) return FALSE; if (( vch->pcdata->council != ch->pcdata->council2 && vch->pcdata->council2 != ch->pcdata->council2 )) return FALSE; } return TRUE; } /* * Allows people to do socials, even targeted, over channels - Tagith */ void chan_social( CHAR_DATA *ch, char *argument, int channel, const char *verb ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char otherbuf[MAX_STRING_LENGTH]; CHAR_DATA *victim = NULL; SOCIALTYPE *social; DESCRIPTOR_DATA *d; sh_int AType; int position; char *txt; *argument = (int) argument++; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( social = find_social( arg1 ) ) == NULL ) { send_to_char( "No such social.\n\r", ch ); return; } if ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_NO_EMOTE ) ) { send_to_char( "You are anti-social!\n\r", ch ); return; } switch( channel ) { default: AType = AT_GOSSIP; break; case CHANNEL_IMMTALK: case CHANNEL_AVTALK: AType = AT_IMMORT; break; case CHANNEL_WARTALK: AType = AT_WARTALK; break; } otherbuf[0] = '\0'; if ( arg2[0] == '\0' ) { position = ch->position; ch->position = POS_STANDING; sprintf( buf, "[%s] %s", verb, social->char_no_arg ); act( AType, buf, ch, NULL, victim, TO_CHAR ); ch->position = position; if( social->others_no_arg && social->others_no_arg[0] != '\0' ) sprintf( otherbuf, "[%s] %s", verb, social->others_no_arg ); } else if ( ( victim = get_char_world( ch, arg2 ) ) == NULL || IS_NPC(victim) ) send_to_char( "They aren't here.\n\r", ch ); else if ( victim == ch ) { sprintf( buf, "[%s] %s", verb, social->char_auto ); position = ch->position; ch->position = POS_STANDING; act( AType, buf, ch, NULL, victim, TO_CHAR ); ch->position = position; if ( social->others_auto && social->others_auto[0] != '\0' ) sprintf( otherbuf, "[%s] %s", verb, social->others_auto ); } else { sprintf( buf, "[%s] %s", verb, social->char_found ); position = ch->position; ch->position = POS_STANDING; act( AType, buf, ch, NULL, victim, TO_CHAR ); ch->position = position; if ( social->vict_found && social->vict_found[0] != '\0' && can_see_chan( ch, victim->desc, channel ) ) { sprintf( buf, "[%s] %s", verb, social->vict_found ); position = victim->position; victim->position = POS_STANDING; act( AType, buf, ch, NULL, victim, TO_VICT ); victim->position = position; } if ( social->others_found && social->others_found[0] != '\0' ) sprintf( otherbuf, "[%s] %s", verb, social->others_found ); } /* An attempt at reducing redundancy */ if ( !otherbuf || otherbuf[0] == '\0' ) return; for ( d = first_descriptor; d; d = d->next ) { CHAR_DATA *vch = d->character; if ( d->connected == CON_PLAYING && vch != ch && vch != victim && can_see_chan( ch, d, channel ) ) { if ( IS_IMMORTAL(vch) ) txt = act_string( otherbuf, vch, ch, NULL, victim, STRING_IMM ); else txt = act_string( otherbuf, vch, ch, NULL, victim, STRING_NONE ); set_char_color( AType, vch ); send_to_char_color( txt, vch ); } else continue; } return; } /* * Generic channel function. Revamped by Justice of AaernMUD, based on SMAUG 1.02a. * August 3, 1998. Removal of redundant code, and implementation of global socials. * August 25, 1998. Added global emotes and help comments. * New talk_channel code originally written for GOTA * act_string prototype necessary for global social code. * October 7, 1998 Aaern came up yesterday, and I am now converting my talk_channel * code to SMAUG 1.4 * March 19, 1999 Adding AaernMUD Talk_Channel code to UCMM --Justice */ char *act_string(const char *format, CHAR_DATA *to, CHAR_DATA *ch, const void *arg1, const void *arg2, int flags); void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; char soc_char[MAX_STRING_LENGTH]; char soc_vict[MAX_STRING_LENGTH]; char soc_others[MAX_STRING_LENGTH]; char emotetxt[MAX_STRING_LENGTH]; int position, i; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; SOCIALTYPE *social = NULL; struct channel_data { int channel; char *prefix; char *act_text; char *buf_text; int color; int type; } fields[] = { { CHANNEL_CHAT, "&W[&G%s&W] &G%s&w", "&W[&G%s&W] &w$n&W: &G$t&w", "&W[&G%s&W] &wYou&W: &G%s&w\n\r", AT_GOSSIP, 1 }, { CHANNEL_WARTALK, "&W[&r%s&W] &r%s&w", "&W[&r%s&W] &w$n&W: &r$t&w", "&W[&r%s&W] &wYou&W: &r%s&w\n\r", AT_WARTALK, 1 }, { CHANNEL_IMMTALK, "&W[&Y%s&W] &Y%s&w", "&W[&Y%s&W] &w$n&W: &Y$t&w", "&W[&Y%s&W] &wYou&W: &Y%s&w\n\r", AT_IMMORT, 2 }, { CHANNEL_AVTALK, "&W[&O%s&W] &O%s&w", "&W[&O%s&W] &w$n&W: &O$t&w", "&W[&O%s&W] &wYou&W: &O%s&w\n\r", AT_AVTALK, 2 }, { CHANNEL_RACETALK, "&W[&B%s&W] &B%s&w", "&W[&B%s&W] &w$n&W: &B$t&w", "&W[&B%s&W] &wYou&W: &B%s&w\n\r", AT_RACETALK, 1 }, { CHANNEL_MUSIC,"&W[&P%s&W] &P%s&w", "&W[&P%s&W] &w$n&W: &P$t&w", "&W[&P%s&W] &wYou&W: &P%s&w\n\r", AT_MUSIC, 1 }, { CHANNEL_CLAN, "&W[&R%s&W] &R%s&w", "&W[&R%s&W] &w$n&W: &R$t&w", "&W[&R%s&W] &wYou&W: &R%s&w\n\r", AT_CLANTALK, 1 }, { CHANNEL_GRATZ,"&C[&P%s&C] &C%s&w", "&C[&P%s&C] &w$n&W: &C$t&w", "&C[&P%s&C] &wYou&W: &C%s&w\n\r", AT_GRATZ, 1 }, { CHANNEL_THINK,"&W[&C%s&W] &C%s&w", "&W[&C%s&W] &w$n&W: &C$t&w", "&W[&C%s&W] &wYou&W: &C%s&w\n\r", AT_CYAN, 1 }, { -1, "&W[&c%s&W] &c%s&w", "&W[&c%s&W] &w$n&W: &c$t&w", "&W[&c%s&W] &wYou&W: &c%s&w\n\r", AT_CHAN_DEFAULT, 1 } }; #ifndef SCRAMBLE int speaking = -1, lang; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif /******************************************************************************************* * Adding new channels: Add another field, as demonstrated above. Each channel must have * * 6 variables. The first, is the channel flag, next you specify a prefix, which will be * * used for socials and emotes. The next variable is the act statement text which will be * * sent to the channel. Afterward you define the text that is sent to the character, then * * you give it a color. The last variable is to specify channel type. Type 1 is normal, * * type 2 is setup for imm channels (imm/avatar talk). * * NOTE: The line containing -1 as the channel flag should always be the last channel, any * * channels behind it will be ignored. * *******************************************************************************************/ if ( IS_NPC( ch ) && (( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_COUNCIL || channel == CHANNEL_COUNCIL2 || channel == CHANNEL_GUILD ) || ((IS_AFFECTED(ch, AFF_CHARM)) && (!xIS_SET(ch->act, ACT_PET))) || ((xIS_SET(ch->act, PLR_SILENCE)) && (!IS_NPC(ch))) || (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) )) { ch_printf( ch, "For some odd reason, you lose your voice and can't %s.\n\r", capitalize( verb ) ); if ( ch->master ) ch_printf( ch->master, "A mystical force prevents %s from speaking.\n\r", IS_NPC( ch ) ? ch->short_descr : capitalize( ch->name ) ); return; } if ( argument[0] == '\0' ) { ch_printf( ch, "%s what?", capitalize( verb ) ); return; } REMOVE_BIT( ch->deaf, channel ); for ( i = 0; fields[i].channel != -1; i++ ) if ( fields[i].channel == channel ) break; set_char_color( fields[i].color, ch ); if ( argument[0] == '@' ) /* was '@@', not sure whether it's bad or not -- Scion */ { argument = one_argument( argument, arg ); if ( ( social = find_social( arg+1 ) ) == NULL ) { ch_printf( ch, "%s is not a social!\n\r", capitalize( arg+1 ) ); return; } else { if ( argument[0] != '\0' && ( victim = get_char_world( ch, argument ) ) != NULL ) { if ( victim == ch ) { sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_auto ); sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_auto ); act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR ); } else { sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_found ); sprintf( soc_vict, fields[i].prefix, capitalize( verb ), social->vict_found ); sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_found ); act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR ); } } else { if ( argument[0] != '\0' ) send_to_char( "You can't find that person.\n\r", ch ); sprintf( soc_char, fields[i].prefix, capitalize( verb ), social->char_no_arg ); sprintf( soc_others, fields[i].prefix, capitalize( verb ), social->others_no_arg ); act( fields[i].color, soc_char, ch, NULL, victim, TO_CHAR ); } } } else if ( argument[0] == ',' ) { sprintf( emotetxt, "%s %s", capitalize( ch->name ), argument+1 ); ch_printf( ch, fields[i].prefix, capitalize( verb ), emotetxt ); send_to_char( "\n\r", ch ); sprintf( buf, fields[i].prefix, capitalize( verb ), "$n $t" ); argument = argument+1; } else if ( fields[i].type == 1 ) { ch_printf( ch, fields[i].buf_text, capitalize( verb ), argument ); sprintf( buf, fields[i].act_text, capitalize( verb )); } else if ( fields[i].type == 2 ) { ch_printf( ch, fields[i].buf_text, capitalize( verb ), argument ); sprintf( buf, fields[i].act_text, capitalize( verb )); } if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : capitalize( ch->name ), argument, verb ); append_to_file( LOG_FILE, buf2 ); } #ifdef HMM if ( is_profane(argument) ) { sprintf( buf2, "%s Profanity warning: %s: %s (%s)", "say", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, verb ); /* force Puff mpat 6 mpforce imp mpat 1 say hi */ puff = get_char_world( ch, "Puff" ); if(puff!=NULL) { if ( ( location = get_room_index( 1 ) ) != NULL ){ original = puff->in_room; char_from_room( puff ); char_to_room( puff, location ); interpret( puff, buf2 ); char_to_room( puff, original ); } } } #endif for ( d = first_descriptor; d; d = d->next ) { CHAR_DATA *och; CHAR_DATA *vch; och = d->original ? d->original : d->character; vch = d->character; if ( d->connected == CON_PLAYING && vch != ch && !IS_SET( och->deaf, channel ) ) { char *sbuf = argument; char lbuf[MAX_INPUT_LENGTH + 4]; /* invis level string + buf */ if ( ( NOT_AUTHED( och ) && ( channel != CHANNEL_NEWBIE || channel == CHANNEL_WARTALK ) ) || ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL( och ) ) || ( channel == CHANNEL_AVTALK && !IS_HERO( och ) ) || ( channel == CHANNEL_HIGHGOD && get_trust( och ) < sysdata.muse_level ) || ( channel == CHANNEL_HIGH && get_trust( och ) < sysdata.think_level ) || ( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area ) || ( channel == CHANNEL_NEWBIE && ( !IS_IMMORTAL( och ) && !NOT_AUTHED( och ) && !( och->pcdata->council && !str_cmp( och->pcdata->council->name, "Newbie Council" ) ) || !( och->pcdata->council2 && !str_cmp( och->pcdata->council2_name, "Newbie Council") ) ) ) || ( ( channel == CHANNEL_CLAN || channel == CHANNEL_GUILD || channel == CHANNEL_ORDER ) && ( IS_NPC( vch ) || vch->pcdata->clan != ch->pcdata->clan ) ) || ( ( channel == CHANNEL_RACETALK ) && ( vch->race != ch->race ) ) || ( channel == CHANNEL_COUNCIL && ( IS_NPC( ch ) || !( vch->pcdata->council != ch->pcdata->council && vch->pcdata->council != ch->pcdata->council2 ) ) ) || ( channel == CHANNEL_COUNCIL2 && (IS_NPC( ch ) || !( vch->pcdata->council2 != ch->pcdata->council && vch->pcdata->council2 != ch->pcdata->council2 ) ) ) || IS_WRITING( vch ) ) continue; if ( xIS_SET(ch->act, PLR_WIZINVIS) && can_see(vch, ch) && IS_IMMORTAL(vch)) { sprintf(lbuf, "(%d) ", (!IS_NPC(ch))?ch->pcdata->wizinvis :ch->mobinvis); } else { lbuf[0] = '\0'; } position = vch->position; if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL ) vch->position = POS_STANDING; #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(vch, ch->speaking, ch), knows_language(ch, ch->speaking, vch)); if ( speakswell < 85 ) sbuf = translate(speakswell, argument, lang_names[speaking]); } #else if ( !knows_language(vch, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) sbuf = scramble(argument, ch->speaking); #endif /* Scramble speech if vch or ch has nuisance flag */ if ( !IS_NPC(ch) && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 7 && (number_percent()<((ch->pcdata->nuisance->flags-7)*10* ch->pcdata->nuisance->power))) sbuf = scramble(argument,number_range(1,10)); if ( !IS_NPC(vch) && vch->pcdata->nuisance && vch->pcdata->nuisance->flags > 7 &&(number_percent()<((vch->pcdata->nuisance->flags-7)*10* vch->pcdata->nuisance->power))) sbuf = scramble(argument, number_range(1,10)); MOBtrigger = FALSE; if ( social ) { set_char_color( fields[i].color, vch ); if ( victim && vch == victim ) send_to_char( act_string( soc_vict, victim, ch, NULL, victim, STRING_NONE ), vch ); else send_to_char( act_string( soc_others, vch, ch, NULL, victim, STRING_NONE ), vch ); } else act( fields[i].color, strcat(lbuf, buf), ch, sbuf, vch, TO_VICT ); vch->position = position; } } return; } void to_channel( const char *argument, int channel, const char *verb, sh_int level ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if ( !first_descriptor || argument[0] == '\0' ) return; sprintf(buf, "%s: %s\r\n", verb, argument ); for ( d = first_descriptor; d; d = d->next ) { CHAR_DATA *och; CHAR_DATA *vch; och = d->original ? d->original : d->character; vch = d->character; if ( !och || !vch ) continue; if ( !IS_IMMORTAL(vch) || ( get_trust(vch) < sysdata.build_level && channel == CHANNEL_BUILD ) || ( get_trust(vch) < sysdata.log_level && ( channel == CHANNEL_LOG || channel == CHANNEL_HIGH || channel == CHANNEL_WARN ||channel == CHANNEL_COMM ) ) ) continue; if ( d->connected == CON_PLAYING && !IS_SET(och->deaf, channel) && get_trust( vch ) >= level ) { set_char_color( AT_LOG, vch ); send_to_char_color( buf, vch ); } } return; } void do_chat( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_CHAT, "chat" ); return; } void do_clantalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type == CLAN_ORDER || ch->pcdata->clan->clan_type == CLAN_GUILD ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_CLAN, "clantalk" ); return; } void do_newbiechat( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) || ( !NOT_AUTHED( ch ) && !IS_IMMORTAL(ch) && !( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) ) ) ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" ); return; } void do_ot( CHAR_DATA *ch, char *argument ) { do_ordertalk( ch, argument ); } void do_ordertalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_ORDER ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_ORDER, "ordertalk" ); return; } void do_counciltalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->council ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_COUNCIL, "counciltalk" ); return; } void do_counciltalk2( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->council2 ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_COUNCIL2, "counciltalk2" ); return; } void do_guildtalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_GUILD ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, argument, CHANNEL_GUILD, "guildtalk" ); return; } void do_music( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_MUSIC, "music" ); return; } void do_gratz( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_GRATZ, "gratz" ); return; } void do_quest( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_QUEST, "quest" ); return; } void do_ask( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_ASK, "ask" ); return; } void do_answer( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_ASK, "answer" ); return; } void do_shout( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SHOUT, "shout" ); WAIT_STATE( ch, 12 ); return; } void do_yell( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_YELL, "yell" ); return; } void do_immtalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_IMMTALK, "immtalk" ); return; } void do_muse( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_HIGHGOD, "staff" ); return; } void do_think( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_HIGH, "think" ); return; } void do_avtalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_AVTALK, "avtalk" ); return; } void do_say( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch; EXT_BV actflags; #ifndef SCRAMBLE int speaking = -1, lang; MOBtrigger = TRUE; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if ( argument[0] == '\0' ) { send_to_char( "Say what?\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\n\r", ch ); return; } actflags = ch->act; if ( IS_NPC(ch) ) xREMOVE_BIT( ch->act, ACT_SECRETIVE ); for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { char *sbuf = argument; if ( vch == ch ) continue; /* Check to see if character is ignoring speaker */ if (is_ignoring(vch, ch)) { /* continue unless speaker is an immortal */ if(!IS_IMMORTAL(ch) || get_trust(vch) > get_trust(ch)) continue; else { set_char_color(AT_IGNORE, vch); ch_printf(vch,"You attempt to ignore %s, but" " are unable to do so.\n\r", ch->name); } } #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(vch, ch->speaking, ch), knows_language(ch, ch->speaking, vch)); if ( speakswell < 75 ) sbuf = translate(speakswell, argument, lang_names[speaking]); } #else if ( !knows_language(vch, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) sbuf = scramble(argument, ch->speaking); #endif sbuf = drunk_speech( sbuf, ch ); MOBtrigger = FALSE; act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT ); } /* MOBtrigger = FALSE; act( AT_SAY, "$n says '$T'", ch, NULL, argument, TO_ROOM );*/ ch->act = actflags; MOBtrigger = FALSE; act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR ); if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, argument ); append_to_file( LOG_FILE, buf ); } /* Yakkov's amplify request - shogar */ if ( ch->in_room && IS_SET( ch->in_room->room_flags, ROOM_AMPLIFY ) ) { ROOM_INDEX_DATA *was_in_room; EXIT_DATA *pexit; sprintf(buf,"You hear %s",argument); actflags = ch->act; xREMOVE_BIT(ch->act, ACT_SECRETIVE); was_in_room = ch->in_room; for ( pexit = was_in_room->first_exit; pexit; pexit = pexit->next ) { if ( pexit->to_room && pexit->to_room != was_in_room ) { ch->in_room = pexit->to_room; MOBtrigger = FALSE; act( AT_CYAN, buf, ch, NULL, NULL, TO_ROOM ); } } ch->act = actflags; ch->in_room = was_in_room; } if (MOBtrigger==TRUE) { mprog_speech_trigger( argument, ch ); if ( char_died(ch) ) return; oprog_speech_trigger( argument, ch ); if ( char_died(ch) ) return; rprog_speech_trigger( argument, ch ); return; } } void do_whisper( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; int speaking = -1, lang; MOBtrigger = TRUE; #ifndef SCRAMBLE for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif REMOVE_BIT( ch->deaf, CHANNEL_WHISPER ); argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Whisper to whom what?\n\r", ch ); return; } if ( (victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You have a nice little chat with yourself.\n\r", ch ); return; } if ( !IS_NPC( victim ) && ( victim->switched ) && !IS_AFFECTED(victim->switched, AFF_POSSESS) ) { send_to_char( "That player is switched.\n\r", ch ); return; } else if ( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\n\r", ch ); return; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_AFK) ) { send_to_char( "That player is away.\n\r", ch ); return; } if ( IS_SET( victim->deaf, CHANNEL_WHISPER ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S whispers turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_SILENCE) ) send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); if ( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust(ch) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* Check to see if target of tell is ignoring the sender */ if(is_ignoring(victim, ch)) { /* If the sender is an imm then they cannot be ignored */ if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch)) { set_char_color(AT_IGNORE, ch); ch_printf(ch,"%s is ignoring you.\n\r", victim->name); return; } else { set_char_color(AT_IGNORE, victim); ch_printf(victim, "You attempt to ignore %s, but ", "are unable to do so.\n\r", ch->name); } } act( AT_WHISPER, "You whisper to $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(victim, ch->speaking, ch), knows_language(ch, ch->speaking, victim)); if ( speakswell < 85 ) { act( AT_WHISPER, "$n whispers to you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT ); #else if ( !knows_language(vch, ch->speaking, ch ) && ( !IS_NPC(ch) || ch->speaking != 0) ) { act( AT_WHISPER, "$n whispers to you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT ); #endif MOBtrigger=FALSE; } else act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_WHISPER, "$n whispers to you '$t'", ch, argument, victim, TO_VICT ); if ( !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act( AT_WHISPER, "$n whispers something to $N.", ch, argument, victim, TO_NOTVICT ); victim->position = position; if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (whisper to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } if (MOBtrigger==TRUE) mprog_speech_trigger( argument, ch ); return; } /* beep snippet installed by Scion 3/30/99 */ void do_beep(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument(argument, arg); if (!*arg || !(victim = get_char_world(ch, arg))) { send_to_char( "Beep who?\n\r", ch ); return; } /* NPC check added by Samson 2-15-98 */ if ( IS_NPC( victim )) { send_to_char( "Beep who?\n\r", ch ); return; } /* PCFLAG_NOBEEP check added by Samson 2-15-98 */ if ( IS_SET(victim->pcdata->flags, PCFLAG_NOBEEP) ) { ch_printf( ch, "%s is not accepting beeps at this time.\n\r", victim->name ); return; } if (argument[0]!='\0') { ch_printf(victim, "&W^z%s beeps: %s^x\r\n", PERS(ch, victim), argument); ch_printf(ch, "&WYou beep %s: %s\r\n", PERS(victim, ch), argument); } else { ch_printf(victim, "&W^z%s beeps you from '%s'^x&w\a\n\r", PERS(ch, victim), ch->in_room->name); ch_printf(ch, "&WYou beep %s.&w\n\r", PERS(victim, ch)); } return; } void do_tell(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; CHAR_DATA *switched_victim = NULL; #ifndef SCRAMBLE int speaking = -1, lang; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif MOBtrigger=TRUE; if (!IS_IMMORTAL(ch)) REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\n\r", ch ); return; } if (!IS_NPC(ch) && ( xIS_SET(ch->act, PLR_SILENCE) || xIS_SET(ch->act, PLR_NO_TELL) ) ) { send_to_char( "You can't do that.\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; } if ( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) || (!NOT_AUTHED(ch) && NOT_AUTHED(victim) && !IS_IMMORTAL(ch) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You have a nice little chat with yourself.\n\r", ch ); return; } if (NOT_AUTHED(ch) && !NOT_AUTHED(victim) && !IS_IMMORTAL(victim) ) { send_to_char( "They can't hear you because you are not authorized.\n\r", ch); return; } if ( !IS_NPC( victim ) && ( victim->switched ) && ( get_trust( ch ) > LEVEL_AVATAR ) && !IS_AFFECTED(victim->switched, AFF_POSSESS) ) { send_to_char( "That player is switched.\n\r", ch ); return; } else if ( !IS_NPC( victim ) && ( victim->switched ) && IS_AFFECTED(victim->switched, AFF_POSSESS) ) switched_victim = victim->switched; else if ( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\n\r", ch ); return; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_AFK) ) { send_to_char( "That player is away and may not have received your tell.\n\r", ch ); } if ( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) <= get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_SILENCE) ) send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); if ( (!IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) || (!IS_NPC(victim)&&IS_SET(victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust(ch) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* Check to see if target of tell is ignoring the sender */ if(is_ignoring(victim, ch)) { /* If the sender is an imm then they cannot be ignored */ if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch)) { set_char_color(AT_IGNORE, ch); ch_printf(ch,"%s is ignoring you.\n\r", victim->name); return; } else { set_char_color(AT_IGNORE, victim); ch_printf(victim, "You attempt to ignore %s, but ", "are unable to do so.\n\r", ch->name); } } ch->retell = victim; if(!IS_NPC(victim) && IS_IMMORTAL(victim) && victim->pcdata->tell_history && isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])) { sprintf(buf, "%s told you '%s'\n\r", capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), argument); /* get lasttell index... assumes names begin with characters */ victim->pcdata->lt_index = tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a'; /* get rid of old messages */ if(victim->pcdata->tell_history[victim->pcdata->lt_index]) STRFREE(victim->pcdata->tell_history[victim->pcdata->lt_index]); /* store the new message */ victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC(buf); } if(switched_victim) victim = switched_victim; act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(victim, ch->speaking, ch), knows_language(ch, ch->speaking, victim)); if ( speakswell < 85 ) { act( AT_TELL, "$n tells you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT ); MOBtrigger=FALSE; } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); /* mobs can talk! -- Scion */ if (!IS_NPC(victim)) /* Mobs should never talk to one another: endless loop! */ do_mobchat(ch,victim,argument); victim->position = position; victim->reply = ch; if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (tell to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } if (MOBtrigger==TRUE) mprog_speech_trigger( argument, ch ); return; } void do_reply( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int position; #ifndef SCRAMBLE int speaking = -1, lang; MOBtrigger=TRUE; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if (!IS_IMMORTAL(ch)) REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\n\r", ch ); return; } if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_SILENCE) ) { 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 ( !IS_NPC( victim ) && ( victim->switched ) && can_see( ch, victim ) && ( get_trust( ch ) > LEVEL_AVATAR ) ) { send_to_char( "That player is switched.\n\r", ch ); return; } else if ( !IS_NPC( victim ) && ( !victim->desc ) ) { send_to_char( "That player is link-dead.\n\r", ch ); return; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_AFK) ) { send_to_char( "That player is away.\n\r", ch ); return; } if ( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) || ( !IS_NPC(victim) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR ); return; } if ( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust(ch) < LEVEL_GOD ) { act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } /* Check to see if the receiver is ignoring the sender */ if(is_ignoring(victim, ch)) { /* If the sender is an imm they cannot be ignored */ if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch)) { set_char_color(AT_IGNORE, ch); ch_printf(ch,"%s is ignoring you.\n\r", victim->name); return; } else { set_char_color(AT_IGNORE, victim); ch_printf(victim, "You attempt to ignore %s, but " "are unable to do so.\n\r", ch->name); } } act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(victim, ch->speaking, ch), knows_language(ch, ch->speaking, victim)); if ( speakswell < 85 ) { MOBtrigger=FALSE; act( AT_TELL, "$n tells you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT ); }else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); #else if ( knows_language( victim, ch->speaking, ch ) || (IS_NPC(ch) && !ch->speaking) ) act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); else act( AT_TELL, "$n tells you '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT ); #endif if (MOBtrigger==TRUE) mprog_speech_trigger( argument, ch ); victim->position = position; victim->reply = ch; ch->retell = victim; if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (reply to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } if(!IS_NPC(victim) && IS_IMMORTAL(victim) && victim->pcdata->tell_history && isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])) { sprintf(buf, "%s told you '%s'\n\r", capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), argument); /* get lasttell index... assumes names begin with characters */ victim->pcdata->lt_index = tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a'; /* get rid of old messages */ if(victim->pcdata->tell_history[victim->pcdata->lt_index]) STRFREE(victim->pcdata->tell_history[victim->pcdata->lt_index]); /* store the new message */ victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC(buf); } return; } void do_retell(CHAR_DATA *ch, char *argument) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; CHAR_DATA *switched_victim = NULL; #ifndef SCRAMBLE int speaking = -1, lang; MOBtrigger=TRUE; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if (!IS_IMMORTAL(ch)) REMOVE_BIT(ch->deaf, CHANNEL_TELLS); if(IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) { send_to_char("You can't do that here.\n\r", ch); return; } if ( !IS_NPC(ch) && (xIS_SET(ch->act, PLR_SILENCE) || xIS_SET(ch->act, PLR_NO_TELL)) ) { send_to_char("You can't do that.\n\r", ch); return; } if(argument[0] == '\0') { ch_printf(ch, "What message do you wish to send?\n\r"); return; } victim = ch->retell; if(!victim) { send_to_char("They aren't here.\n\r", ch); return; } if(!IS_NPC(victim) && (victim->switched) && (get_trust(ch) > LEVEL_AVATAR) && !IS_AFFECTED(victim->switched, AFF_POSSESS)) { send_to_char("That player is switched.\n\r", ch); return; } else if(!IS_NPC(victim) && (victim->switched) && IS_AFFECTED(victim->switched, AFF_POSSESS)) { switched_victim = victim->switched; } else if(!IS_NPC(victim) &&(!victim->desc)) { send_to_char("That player is link-dead.\n\r", ch); return; } if(!IS_NPC(victim) && xIS_SET(victim->act, PLR_AFK) ) { send_to_char("That player is away.\n\r", ch); return; } if(IS_SET(victim->deaf, CHANNEL_TELLS) && (!IS_IMMORTAL(ch) || (get_trust(ch) < get_trust(victim)))) { act(AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR); return; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_SILENCE) ) send_to_char("That player is silenced. They will receive your message, but can not respond.\n\r", ch); if((!IS_IMMORTAL(ch) && !IS_AWAKE(victim)) || (!IS_NPC(victim) && IS_SET(victim->in_room->room_flags, ROOM_SILENCE))) { act(AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR); return; } if(victim->desc && victim->desc->connected == CON_EDITING && get_trust(ch) < LEVEL_GOD) { act(AT_PLAIN, "$E is currently in a writing buffer. Please " "try again in a few minutes.", ch, 0, victim, TO_CHAR); return; } /* check to see if the target is ignoring the sender */ if(is_ignoring(victim, ch)) { /* if the sender is an imm then they cannot be ignored */ if(!IS_IMMORTAL(ch) || get_trust(victim) > get_trust(ch)) { set_char_color(AT_IGNORE, ch); ch_printf(ch, "%s is ignoring you.\n\r", victim->name); return; } else { set_char_color(AT_IGNORE,victim); ch_printf(victim, "You attempy to ignore %s, but " "are unable to do so.\n\r", ch->name); } } /* store tell history for victim */ if(!IS_NPC(victim) && IS_IMMORTAL(victim) && victim->pcdata->tell_history && isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])) { sprintf(buf, "%s told you '%s'\n\r", capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), argument); /* get lasttel index... assumes names begin with chars */ victim->pcdata->lt_index = tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a'; /* get rid of old messages */ if(victim->pcdata->tell_history[victim->pcdata->lt_index]) STRFREE(victim->pcdata->tell_history[victim->pcdata->lt_index]); /* store the new messagec */ victim->pcdata->tell_history[victim->pcdata->lt_index] = STRALLOC(buf); } if(switched_victim) victim = switched_victim; act(AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR); position = victim->position; victim->position = POS_STANDING; #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(victim, ch->speaking, ch), knows_language(ch, ch->speaking, victim)); if ( speakswell < 85 ){ MOBtrigger=FALSE; act( AT_TELL, "$n tells you '$t'", ch, translate(speakswell, argument, lang_names[speaking]), victim, TO_VICT ); }else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); } else act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT ); #else if(knows_language(victim, ch->speaking, ch) || (IS_NPC(ch) && !ch->speaking)) { act(AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT); } else { act(AT_TELL, "$n tells you '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT); } #endif victim->position = position; victim->reply = ch; if(IS_SET(ch->in_room->room_flags, ROOM_LOGSPEECH)) { sprintf(buf, "%s: %s (retell to) %s.", IS_NPC(ch) ? ch->short_descr : ch->name, argument, IS_NPC(victim) ? victim->short_descr : victim->name); append_to_file(LOG_FILE, buf); } if (MOBtrigger==TRUE) mprog_speech_trigger(argument, ch); return; } void do_repeat(CHAR_DATA *ch, char *argument) { int index; if(IS_NPC(ch) || !IS_IMMORTAL(ch) || !ch->pcdata->tell_history) { ch_printf(ch, "Huh?\n\r"); return; } if(argument[0] == '\0') { index = ch->pcdata->lt_index; } else if(isalpha(argument[0]) && argument[1] == '\0') { index = tolower(argument[0]) - 'a'; } else { ch_printf(ch, "You may only index your tell history using " "a single letter.\n\r"); return; } if(ch->pcdata->tell_history[index]) { set_char_color(AT_TELL, ch); ch_printf(ch, ch->pcdata->tell_history[index]); } else { ch_printf(ch, "No one like that has sent you a tell.\n\r"); } return; } void do_emote( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char *plast; CHAR_DATA *vch; EXT_BV actflags; #ifndef SCRAMBLE int speaking = -1, lang; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_NO_EMOTE) ) { 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; } actflags = ch->act; if ( IS_NPC(ch) ) xREMOVE_BIT( ch->act, ACT_SECRETIVE ); for ( plast = argument; *plast != '\0'; plast++ ) ; strcpy( buf, argument ); if ( isalpha(plast[-1]) ) strcat( buf, "." ); for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { char *sbuf = buf; /* Check to see if character is ignoring emoter */ if(is_ignoring(vch, ch)) { /* continue unless emoter is an immortal */ if(!IS_IMMORTAL(ch) || get_trust(vch) > get_trust(ch)) continue; else { set_char_color(AT_IGNORE, vch); ch_printf(vch,"You attempt to ignore %s, but" " are unable to do so.\n\r", ch->name); } } #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(vch, ch->speaking, ch), knows_language(ch, ch->speaking, vch)); if ( speakswell < 85 ) sbuf = translate(speakswell, argument, lang_names[speaking]); } #else if ( !knows_language( vch, ch->speaking, ch ) && (!IS_NPC(ch) && ch->speaking != 0) ) sbuf = scramble(buf, ch->speaking); #endif MOBtrigger = FALSE; act( AT_SOCIAL, "$n $t", ch, sbuf, vch, (vch == ch ? TO_CHAR : TO_VICT) ); } /* MOBtrigger = FALSE; act( AT_ACTION, "$n $T", ch, NULL, buf, TO_ROOM ); MOBtrigger = FALSE; act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR ); */ ch->act = actflags; if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument ); append_to_file( LOG_FILE, buf ); } return; } void do_bug( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; struct tm *t = localtime(¤t_time); set_char_color( AT_PLAIN, ch ); if ( argument[0] == '\0' ) { send_to_char( "\n\rUsage: 'bug <message>' (your location is automatically recorded)\n\r", ch ); return; } sprintf( buf, "(%-2.2d/%-2.2d): %s", t->tm_mon+1, t->tm_mday, argument ); append_file( ch, PBUG_FILE, buf ); send_to_char( "Thanks, your bug notice has been recorded.\n\r", ch ); return; } void do_ide( CHAR_DATA *ch, char *argument ) { set_char_color( AT_PLAIN, ch ); send_to_char("\n\rIf you want to send an idea, type 'idea <message>'.\n\r", ch); send_to_char("If you want to identify an object, use the identify spell.\n\r", ch); return; } void do_idea( CHAR_DATA *ch, char *argument ) { set_char_color( AT_PLAIN, ch ); if ( argument[0] == '\0' ) { send_to_char( "\n\rUsage: 'idea <message>'\n\r", ch ); return; } append_file( ch, IDEA_FILE, argument ); send_to_char( "Thanks, your idea has been recorded.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { set_char_color( AT_PLAIN, ch ); if ( argument[0] == '\0' ) { send_to_char( "\n\rUsage: 'typo <message>' (your location is automatically recorded)\n\r", ch ); if ( get_trust( ch ) >= LEVEL_ASCENDANT ) send_to_char( "Usage: 'typo list' or 'typo clear now'\n\r", ch ); return; } if ( !str_cmp( argument, "clear now" ) && get_trust( ch ) >= LEVEL_ASCENDANT ) { FILE *fp = fopen( TYPO_FILE, "w" ); if ( fp ) fclose( fp ); send_to_char( "Typo file cleared.\n\r", ch); return; } if ( !str_cmp( argument, "list" ) ) { send_to_char( "\n\r VNUM \n\r.......\n\r", ch ); show_file( ch, TYPO_FILE ); } else { append_file( ch, TYPO_FILE, argument ); send_to_char( "Thanks, your typo notice has been recorded.\n\r", ch ); } return; } void do_rent( CHAR_DATA *ch, char *argument ) { set_char_color( AT_WHITE, ch ); send_to_char( "There is no rent here. Just save and quit.\n\r", ch ); return; } void do_qui( CHAR_DATA *ch, char *argument ) { set_char_color( AT_RED, ch ); 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 ) { /*OBJ_DATA *obj; unused */ CHAR_DATA *vch; int x, y; int level; if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK ) { set_char_color( AT_RED, ch ); send_to_char( "No way! You are fighting.\n\r", ch ); return; } if ( ch->position < POS_STUNNED ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You're not DEAD yet.\n\r", ch ); return; } if ( get_timer(ch, TIMER_RECENTFIGHT) > 0 && !IS_IMMORTAL(ch) ) { set_char_color( AT_RED, ch ); send_to_char( "Your adrenaline is pumping too hard to quit now!\n\r", ch ); return; } if ( auction->item != NULL && ((ch == auction->buyer) || (ch == auction->seller) ) ) { send_to_char("Wait until you have bought/sold the item on auction.\n\r", ch); return; } if ( IS_PKILL( ch ) && ch->wimpy > (int) ch->max_hit / 2.25 ) { send_to_char( "Your wimpy has been adjusted to the maximum level for deadlies.\n\r", ch ); do_wimpy( ch, "max" ); } if (in_arena( ch )) { /* Scion arenacode */ send_to_char( "Get out of the arena first!\r\n",ch); return; } /* Make them lose artifact items. Can't leave the game with those! -- Scion */ drop_artifacts(ch, ch->last_carrying); /* Get 'em dismounted until we finish mount saving -- Blodkai, 4/97 */ if ( ch->position == POS_MOUNTED ) do_dismount( ch, "" ); set_char_color( AT_WHITE, ch ); send_to_char( "You are wracked with uncontrollable pain as you are extracted from the matrix.\n\r\n\r", ch ); act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR ); act( AT_BYE, "$n has escaped the realm.", ch, NULL, NULL, TO_CANSEE ); set_char_color( AT_GREY, ch); sprintf( log_buf, "%s has quit (Room %d).", ch->name, ( ch->in_room ? ch->in_room->vnum : -1 ) ); quitting_char = ch; save_char_obj( ch ); if ( sysdata.save_pets && ch->pcdata->pet ) { act( AT_BYE, "$N follows $S master into the Void.", ch, NULL, ch->pcdata->pet, TO_ROOM ); extract_char( ch->pcdata->pet, TRUE ); } /* Synch clandata up only when clan member quits now. --Shaddai */ if ( ch->pcdata->clan ) save_clan( ch->pcdata->clan ); if ( ch->level >= 1 ) for ( vch = first_char; vch; vch = vch->next ) { if ( IS_NPC( vch ) || vch == ch ) continue; act( AT_GREEN, "&R[&WINFO&R]&c $n has escaped the realm!", ch, NULL, vch, TO_VICT ); /* Don't really need this.. just annoys me :) -- Scion */ } saving_char = NULL; level = get_trust(ch); /* * After extract_char the ch is no longer valid! */ extract_char( ch, TRUE ); for ( x = 0; x < MAX_WEAR; x++ ) for ( y = 0; y < MAX_LAYERS; y++ ) save_equipment[x][y] = NULL; /* don't show who's logging off to leaving player */ /* to_channel( log_buf, CHANNEL_MONITOR, "Monitor", level ); */ log_string_plus( log_buf, LOG_COMM, level ); return; } /* Made this a function so it could work recursively on containers. Make them drop artifact items. Can't leave the game with those! -- Scion */ void drop_artifacts(CHAR_DATA *ch, OBJ_DATA *obj) { /* Expecting a ch->last_carrying or an obj->last_content ( We go BACKWARDS through the lists!) */ if (!obj) return; while (obj) { if (obj->last_content) drop_artifacts(ch, obj->last_content); if (IS_OBJ_STAT(obj, ITEM_ARTIFACT)) { OBJ_DATA *tobj; tobj=obj; obj=obj->prev_content; if (tobj->in_obj) obj_from_obj(tobj); if (tobj->carried_by) obj_from_char(tobj); obj_to_room(tobj, ch->in_room); act(AT_MAGIC, "$p falls to the ground, drawn by the magic of these lands!", ch, tobj, NULL, TO_CHAR); act(AT_MAGIC, "$p falls from $n's hands, drawn by the magic of these lands!", ch, tobj, NULL, TO_CANSEE); } else obj = obj->prev_content; } } void send_rip_screen( CHAR_DATA *ch ) { FILE *rpfile; int num=0; char BUFF[MAX_STRING_LENGTH*2]; if ((rpfile = fopen(RIPSCREEN_FILE,"r")) !=NULL) { while ((BUFF[num]=fgetc(rpfile)) != EOF) num++; fclose(rpfile); BUFF[num] = 0; write_to_buffer(ch->desc,BUFF,num); } } void send_rip_title( CHAR_DATA *ch ) { FILE *rpfile; int num=0; char BUFF[MAX_STRING_LENGTH*2]; if ((rpfile = fopen(RIPTITLE_FILE,"r")) !=NULL) { while ((BUFF[num]=fgetc(rpfile)) != EOF) num++; fclose(rpfile); BUFF[num] = 0; write_to_buffer(ch->desc,BUFF,num); } } void send_ansi_title( CHAR_DATA *ch ) { FILE *rpfile; int num=0; char BUFF[MAX_STRING_LENGTH*2]; if ((rpfile = fopen(ANSITITLE_FILE,"r")) !=NULL) { while ((BUFF[num]=fgetc(rpfile)) != EOF) num++; fclose(rpfile); BUFF[num] = 0; write_to_buffer(ch->desc,BUFF,num); } } void send_ascii_title( CHAR_DATA *ch ) { FILE *rpfile; int num=0; char BUFF[MAX_STRING_LENGTH]; if ((rpfile = fopen(ASCTITLE_FILE,"r")) !=NULL) { while ((BUFF[num]=fgetc(rpfile)) != EOF) num++; fclose(rpfile); BUFF[num] = 0; write_to_buffer(ch->desc,BUFF,num); } } void do_omenu( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; smash_tilde( argument ); /* looks like the menus keep crashing, lets log them - shogar */ sprintf(arg1,"%s: omenu %s",ch->name,argument); log_string(arg1); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' ) { send_to_char( "Syntax: omenu <object> [page] \n\r", ch ); send_to_char( " Where: <object> is a prototype object \n\r", ch ); send_to_char( " and <page> is an optional letter to select menu-pages\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } /* can redit or something */ ch->inter_type = OBJ_TYPE; ch->inter_substate = SUB_NORTH; if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); ch->inter_editing = str_dup(obj->pIndexData->name); sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ ch->inter_editing_vnum = obj->pIndexData->vnum; send_obj_page_to_char(ch, obj->pIndexData, arg2[0]); } void do_rmenu( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *idx; char arg1[MAX_INPUT_LENGTH]; smash_tilde( argument ); /* looks like the menus keep crashing, lets log them - shogar */ sprintf(arg1,"%s: rmenu %s",ch->name,argument); log_string(arg1); argument = one_argument( argument, arg1 ); idx = ch->in_room; /* can redit or something */ ch->inter_type = ROOM_TYPE; ch->inter_substate = SUB_NORTH; if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); ch->inter_editing = str_dup(idx->name); sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ ch->inter_editing_vnum = idx->vnum; send_room_page_to_char(ch, idx, arg1[0]); } void do_cmenu( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; smash_tilde( argument ); /* looks like the menus keep crashing, lets log them - shogar */ sprintf(arg1,"%s: cmenu %s",ch->name,argument); log_string(arg1); argument = one_argument( argument, arg1 ); ch->inter_type = CONTROL_TYPE; if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); ch->inter_editing = str_dup("Control Panel"); sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ send_control_page_to_char(ch, arg1[0]); } void do_mmenu( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; smash_tilde( argument ); /* looks like the menus keep crashing, lets log them - shogar */ sprintf(arg1,"%s: mmenu %s",ch->name,argument); log_string(arg1); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' ) { send_to_char( "Syntax: mmenu <victim> [page] \n\r", ch ); send_to_char( " Where: <victim> is a prototype mob \n\r", ch ); send_to_char( " and <page> is an optional letter to select menu-pages\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( get_trust( ch ) < victim->level ) { set_char_color( AT_IMMORT, ch ); send_to_char( "Their godly glow prevents you from getting a good look .\n\r", ch ); return; } ch->inter_type = MOB_TYPE; if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); ch->inter_editing = str_dup(arg1); sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ ch->inter_editing_vnum = victim->pIndexData->vnum; send_page_to_char(ch, victim->pIndexData, arg2[0]); } void do_rip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rip ON or OFF?\n\r", ch ); return; } if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) { send_rip_screen(ch); xSET_BIT(ch->act,PLR_RIP); xSET_BIT(ch->act,PLR_ANSI); return; } if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) { xREMOVE_BIT(ch->act,PLR_RIP); send_to_char( "!|*\n\rRIP now off...\n\r", ch ); return; } } void do_ansi( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "ANSI ON or OFF?\n\r", ch ); return; } if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) { xSET_BIT(ch->act,PLR_ANSI); set_char_color( AT_WHITE + AT_BLINK, ch); send_to_char( "Ansi On, Way Cool!!!\n\r", ch); return; } if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) { xREMOVE_BIT(ch->act,PLR_ANSI); send_to_char( "Okay... ANSI support is now off.\n\r", ch ); return; } } void do_save( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( ch->level < 2 ) { send_to_char_color( "&BYou must be at least second level to save.\n\r", ch ); return; } WAIT_STATE( ch, 2 ); /* For big muds with save-happy players, like RoD */ update_aris(ch); /* update char affects and RIS */ save_char_obj( ch ); saving_char = NULL; send_to_char( "Saved...\n\r", ch ); return; } /* * Something from original DikuMUD that Merc yanked out. * Used to prevent following loops, which can cause problems if people * follow in a loop through an exit leading back into the same room * (Which exists in many maze areas) -Thoric */ bool circle_follow( CHAR_DATA *ch, CHAR_DATA *victim ) { CHAR_DATA *tmp; for ( tmp = victim; tmp; tmp = tmp->master ) if ( tmp == ch ) return TRUE; return FALSE; } void do_dismiss( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Dismiss 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( victim, AFF_CHARM ) ) && ( IS_NPC( victim ) ) && ( victim->master == ch ) ) { stop_follower( victim ); stop_hating( victim ); stop_hunting( victim ); stop_fearing( victim ); act( AT_ACTION, "$n dismisses $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You dismiss $N.", ch, NULL, victim, TO_CHAR ); } else { send_to_char( "You cannot dismiss them.\n\r", ch ); } return; } void do_follow( CHAR_DATA *ch, char *argument ) { 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 ) { act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( !ch->master ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower( ch ); return; } /* if ( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 ) && !IS_HERO(ch) && !(ch->level < 15 && !IS_NPC(victim) && victim->pcdata->council && !str_cmp(victim->pcdata->council->name,"Newbie Council"))) { send_to_char( "You are not of the right caliber to follow.\n\r", ch ); return; } -- Screw this, level restrictions on following are stupid. -- Scion */ if ( circle_follow( ch, victim ) ) { stop_follower( victim ); return; } if ( ch->master ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; /* Support for saving pets --Shaddai */ if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) && !IS_NPC(master) ) master->pcdata->pet = ch; if ( can_see( master, ch ) ) act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT ); act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( !ch->master ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_NPC(ch) && !IS_NPC(ch->master) && ch->master->pcdata->pet == ch ) ch->master->pcdata->pet = NULL; if ( IS_AFFECTED(ch, AFF_CHARM) ) { xREMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); } if ( can_see( ch->master, ch ) ) if (!(!IS_NPC(ch->master) && IS_IMMORTAL(ch) && !IS_IMMORTAL(ch->master))) act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); ch->master = NULL; ch->leader = NULL; return; } void die_follower( CHAR_DATA *ch ) { CHAR_DATA *fch; if ( ch->master ) stop_follower( ch ); ch->leader = NULL; for ( fch = first_char; fch; fch = fch->next ) { if ( fch->master == ch ) stop_follower( fch ); if ( fch->leader == ch ) fch->leader = fch; } return; } void do_order( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char argbuf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; strcpy( argbuf, argument ); argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Order whom to do what?\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You feel like taking, not giving, orders.\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if ( !IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch ) { send_to_char( "Do it yourself!\n\r", ch ); return; } } found = FALSE; for ( och = ch->in_room->first_person; och; och = och_next ) { och_next = och->next_in_room; if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; act( AT_ACTION, "$n orders you to '$t'.", ch, argument, och, TO_VICT ); interpret( och, argument ); } } if ( found ) { sprintf( log_buf, "%s: order %s.", ch->name, argbuf ); log_string_plus( log_buf, LOG_NORMAL, ch->level ); send_to_char( "Ok.\n\r", ch ); WAIT_STATE( ch, 12 ); } else send_to_char( "You have no followers here.\n\r", ch ); return; } /* char *itoa(int foo) { static char bar[256]; sprintf(bar,"%d",foo); return(bar); } */ /* Overhauled 2/97 -- Blodkai */ 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 ? ch->leader : ch; set_char_color( AT_DGREEN, ch ); ch_printf( ch, "\n\rFollowing %-12.12s [hitpnts] [ magic ] [mst] [mvs] [race]%s\n\r", PERS(leader, ch), ch->level < LEVEL_AVATAR ? " [to lvl]" : "" ); for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { set_char_color( AT_DGREEN, ch ); if (IS_AFFECTED(gch, AFF_POSSESS) || IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS)) /*reveal no information*/ ch_printf( ch, "[%2d %s] %-16s %4s/%4s hp %4s/%4s %s %4s/%4s mv %5s xp\n\r", gch->level, IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name, capitalize( PERS(gch, ch) ), "????", "????", "????", "????", IS_VAMPIRE(gch) ? "bp" : "mana", "????", "????", "?????" ); else if ( gch->alignment > 750 ) sprintf(buf, " A"); else if ( gch->alignment > 350 ) sprintf(buf, "-A"); else if ( gch->alignment > 150 ) sprintf(buf, "+N"); else if ( gch->alignment > -150 ) sprintf(buf, " N"); else if ( gch->alignment > -350 ) sprintf(buf, "-N"); else if ( gch->alignment > -750 ) sprintf(buf, "+S"); else sprintf(buf, " S"); set_char_color( AT_DGREEN, ch ); send_to_char( "[", ch ); set_char_color( AT_GREEN, ch ); ch_printf( ch, "%-2d %2.2s %3.3s", gch->level, buf, IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name ); set_char_color( AT_DGREEN, ch ); send_to_char( "] ", ch ); set_char_color( AT_GREEN, ch ); ch_printf( ch, "%-12.12s ", capitalize( PERS(gch, ch) ) ); if ( gch->hit < gch->max_hit/4 ) set_char_color( AT_DANGER, ch ); else if ( gch->hit < gch->max_hit/2.5 ) set_char_color( AT_YELLOW, ch ); else set_char_color( AT_GREY, ch ); ch_printf( ch, "%5d", gch->hit ); set_char_color( AT_GREY, ch ); ch_printf( ch, "/%-5d ", gch->max_hit ); if ( IS_VAMPIRE(gch) ) set_char_color( AT_BLOOD, ch ); else set_char_color( AT_LBLUE, ch ); if ( gch->class != CLASS_WARRIOR ) ch_printf( ch, "%5d/%-5d ", IS_VAMPIRE(gch) ? gch->pcdata->condition[COND_BLOODTHIRST] : gch->mana, IS_VAMPIRE(gch) ? 10 + gch->level : gch->max_mana ); else send_to_char( " ", ch ); if ( gch->mental_state < -25 || gch->mental_state > 25 ) set_char_color( AT_YELLOW, ch ); else set_char_color( AT_GREEN, ch ); ch_printf( ch, "%3.3s ", gch->mental_state > 75 ? "+++" : gch->mental_state > 50 ? "=++" : gch->mental_state > 25 ? "==+" : gch->mental_state > -25 ? "===" : gch->mental_state > -50 ? "-==" : gch->mental_state > -75 ? "--=" : "---" ); set_char_color( AT_DGREEN, ch ); ch_printf( ch, "%5d ", gch->move ); ch_printf( ch, "%6s ", npc_race[gch->race]); set_char_color( AT_GREEN, ch ); if ( gch->level < LEVEL_AVATAR ) ch_printf( ch, "%8d ", exp_level( gch, gch->level+1) - gch->exp ); send_to_char( "\n\r", ch); } } return; } if ( !strcmp( arg, "disband" )) { CHAR_DATA *gch; int count = 0; if ( ch->leader || ch->master ) { send_to_char( "You cannot disband a group if you're following someone.\n\r", ch ); return; } for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( ch, gch ) && ( ch != gch ) ) { gch->leader = NULL; gch->master = NULL; count++; send_to_char( "Your group is disbanded.\n\r", gch ); } } if ( count == 0 ) send_to_char( "You have no group members to disband.\n\r", ch ); else send_to_char( "You disband your group.\n\r", ch ); return; } if ( !strcmp( arg, "all" ) ) { CHAR_DATA *rch; int count = 0; for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if ( ch != rch && !IS_NPC( rch ) && can_see( ch, rch ) && rch->master == ch && !ch->master && !ch->leader /* && abs( ch->level - rch->level ) < 8 Level restrict on groups is stupid -- Scion */ && !is_same_group( rch, ch ) && IS_PKILL( ch ) == IS_PKILL( rch ) ) { rch->leader = ch; count++; } } if ( count == 0 ) send_to_char( "You have no eligible group members.\n\r", ch ); else { act( AT_ACTION, "$n groups $s followers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You group your followers.\n\r", ch ); } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master || ( ch->leader && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { act( AT_PLAIN, "You can't group yourself.", ch, NULL, victim, TO_CHAR ); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act( AT_ACTION, "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n removes you from $s group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "You remove $N from your group.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->level - victim->level < -8 || ch->level - victim->level > 8 || ( IS_PKILL( ch ) != IS_PKILL( victim ) ) ) { act( AT_PLAIN, "$N cannot join $n's group.", ch, NULL, victim, TO_NOTVICT ); act( AT_PLAIN, "You cannot join $n's group.", ch, NULL, victim, TO_VICT ); act( AT_PLAIN, "$N cannot join your group.", ch, NULL, victim, TO_CHAR ); return; } victim->leader = ch; act( AT_ACTION, "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT); act( AT_ACTION, "You join $n's group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$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[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount; int share; int extra; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Split how much?\n\r", ch ); return; } amount = atoi( arg ); if ( amount < 0 ) { send_to_char( "Your group wouldn't like that.\n\r", ch ); return; } if ( amount == 0 ) { send_to_char( "You hand out zero coins, but no one notices.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You don't have that much gold.\n\r", ch ); return; } members = 0; for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( xIS_SET(ch->act, PLR_AUTOGOLD) && members < 2 ) return; if ( members < 2 ) { send_to_char( "Just keep it all.\n\r", ch ); return; } share = amount / members; extra = amount % members; if ( share == 0 ) { send_to_char( "Don't even bother, cheapskate.\n\r", ch ); return; } ch->gold -= amount; ch->gold += share + extra; set_char_color( AT_GOLD, ch ); ch_printf( ch, "You split %d gold coins. Your share is %d gold coins.\n\r", amount, share + extra ); sprintf( buf, "$n splits %d gold coins. Your share is %d gold coins.", amount, share ); for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( gch != ch && is_same_group( gch, ch ) ) { act( AT_GOLD, buf, ch, NULL, gch, TO_VICT ); gch->gold += share; } } return; } void do_gtell( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; #ifndef SCRAMBLE int speaking = -1, lang; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( ch->speaking & lang_array[lang] ) { speaking = lang; break; } #endif if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( xIS_SET(ch->act, PLR_NO_TELL) ) { send_to_char( "Your message didn't get through!\n\r", ch ); return; } /* * Note use of send_to_char, so gtell works on sleepers. */ /* sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument );*/ for ( gch = first_char; gch; gch = gch->next ) { if ( is_same_group( gch, ch ) ) { set_char_color( AT_GTELL, gch ); /* Groups unscrambled regardless of clan language. Other languages still garble though. -- Altrag */ #ifndef SCRAMBLE if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) { int speakswell = UMIN(knows_language(gch, ch->speaking, ch), knows_language(ch, ch->speaking, gch)); if ( speakswell < 85 ) ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, translate(speakswell, argument, lang_names[speaking]) ); else ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); } else ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); #else if ( knows_language( gch, ch->speaking, gch ) || (IS_NPC(ch) && !ch->speaking) ) ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); else ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, scramble(argument, ch->speaking) ); #endif } } 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->leader ) ach = ach->leader; if ( bch->leader ) bch = bch->leader; return ach == bch; } /* * this function sends raw argument over the AUCTION: channel * I am not too sure if this method is right.. */ void talk_auction (char *argument) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; CHAR_DATA *original; sprintf (buf,"Auction: %s", argument); /* last %s to reset color */ for (d = first_descriptor; d; d = d->next) { original = d->original ? d->original : d->character; /* if switched */ if ((d->connected == CON_PLAYING) && !IS_SET(original->deaf,CHANNEL_AUCTION) && !IS_SET(original->in_room->room_flags, ROOM_SILENCE) && !NOT_AUTHED(original)) act( AT_GOSSIP, buf, original, NULL, NULL, TO_CHAR ); } } /* * Language support functions. -- Altrag * 07/01/96 * * Modified to return how well the language is known 04/04/98 - Thoric * Currently returns 100% for known languages... but should really return * a number based on player's wisdom (maybe 50+((25-wisdom)*2) ?) */ int knows_language( CHAR_DATA *ch, int language, CHAR_DATA *cch ) { sh_int sn; if ( !IS_NPC(ch) && IS_IMMORTAL(ch) ) return 100; if ( IS_NPC(ch) && !ch->speaks ) /* No langs = knows nothing for npcs */ return 0; if ( IS_NPC(ch) && IS_SET(ch->speaks, (language & ~LANG_CLAN)) ) return (50+(25 - ch->mod_int)*2); /* everyone KNOWS common tongue if ( IS_SET(language, LANG_COMMON) ) return (50+(25 - ch->int)*2); if ( language & LANG_CLAN ) { Clan = common for mobs.. snicker.. -- Altrag if ( IS_NPC(ch) || IS_NPC(cch) ) return (50+(25 - ch->int)*2); if ( ch->pcdata->clan == cch->pcdata->clan && ch->pcdata->clan != NULL ) return (50+(25 - ch->int)*2); } */ if ( !IS_NPC( ch ) ) { int lang; /* Racial languages for PCs */ if ( IS_SET(race_table[ch->race]->language, language) ) return ((65+(25 - ch->mod_int)*2)<=100 ? (65+(25 - ch->mod_int)*2) : 100); for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( IS_SET(language, lang_array[lang]) && IS_SET(ch->speaks, lang_array[lang]) ) { if ( (sn = skill_lookup(lang_names[lang])) != -1 ) return ch->pcdata->learned[sn]; } } return 0; } bool can_learn_lang( CHAR_DATA *ch, int language ) { if ( language & LANG_CLAN ) return FALSE; if ( IS_NPC(ch) || IS_IMMORTAL(ch) ) return FALSE; if ( race_table[ch->race]->language & language ) return FALSE; if ( ch->speaks & language ) { int lang; for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( language & lang_array[lang] ) { int sn; if ( !(VALID_LANGS & lang_array[lang]) ) return FALSE; if ( ( sn = skill_lookup( lang_names[lang] ) ) < 0 ) { bug( "Can_learn_lang: valid language without sn: %d", lang ); continue; } if ( ch->pcdata->learned[sn] >= 99 ) return FALSE; } } if ( VALID_LANGS & language ) return TRUE; return FALSE; } int const lang_array[] = { LANG_COMMON, LANG_ELVEN, LANG_DWARVEN, LANG_PIXIE, LANG_OGRE, LANG_ORCISH, LANG_TROLLISH, LANG_RODENT, LANG_INSECTOID, LANG_MAMMAL, LANG_REPTILE, LANG_DRAGON, LANG_SPIRITUAL, LANG_MAGICAL, LANG_GOBLIN, LANG_GOD, LANG_ANCIENT, LANG_HALFLING, LANG_CLAN, LANG_GITH, LANG_UNKNOWN }; char * const lang_names[] = { "common", "elvish", "dwarven", "pixie", "ogre", "orcish", "trollese", "rodent", "insectoid", "mammal", "reptile", "dragon", "spiritual", "magical", "goblin", "god", "ancient", "halfling", "clan", "gith", "" }; /* Note: does not count racial language. This is intentional (for now). */ int countlangs( int languages ) { int numlangs = 0; int looper; for ( looper = 0; lang_array[looper] != LANG_UNKNOWN; looper++ ) { if ( lang_array[looper] == LANG_CLAN ) continue; if ( languages & lang_array[looper] ) numlangs++; } return numlangs; } void do_speak( CHAR_DATA *ch, char *argument ) { int langs; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg ); if ( !str_cmp( arg, "all" ) && IS_IMMORTAL( ch ) ) { set_char_color( AT_SAY, ch ); ch->speaking = ~LANG_CLAN; send_to_char( "Now speaking all languages.\n\r", ch ); return; } for ( langs = 0; lang_array[langs] != LANG_UNKNOWN; langs++ ) if ( !str_prefix( arg, lang_names[langs] ) ) if ( knows_language( ch, lang_array[langs], ch ) ) { if ( lang_array[langs] == LANG_CLAN && (IS_NPC(ch) || !ch->pcdata->clan) ) continue; ch->speaking = lang_array[langs]; set_char_color( AT_SAY, ch ); ch_printf( ch, "You now speak %s.\n\r", lang_names[langs] ); return; } set_char_color( AT_SAY, ch ); send_to_char( "You do not know that language.\n\r", ch ); } void do_languages( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int lang; argument = one_argument( argument, arg ); if ( arg[0] != '\0' && !str_prefix( arg, "learn" ) && !IS_IMMORTAL(ch) && !IS_NPC(ch) ) { CHAR_DATA *sch; char arg2[MAX_INPUT_LENGTH]; int sn; int prct; int prac; argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Learn which language?\n\r", ch ); return; } for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) { if ( lang_array[lang] == LANG_CLAN ) continue; if ( !str_prefix( arg2, lang_names[lang] ) ) break; } if ( lang_array[lang] == LANG_UNKNOWN ) { send_to_char( "That is not a language.\n\r", ch ); return; } if ( !(VALID_LANGS & lang_array[lang]) ) { send_to_char( "You may not learn that language.\n\r", ch ); return; } if ( ( sn = skill_lookup( lang_names[lang] ) ) < 0 ) { send_to_char( "That is not a language.\n\r", ch ); return; } if ( race_table[ch->race]->language & lang_array[lang] || lang_array[lang] == LANG_COMMON || ch->pcdata->learned[sn] >= 99 ) { act( AT_PLAIN, "You are already fluent in $t.", ch, lang_names[lang], NULL, TO_CHAR ); return; } for ( sch = ch->in_room->first_person; sch; sch = sch->next ) if ( IS_NPC(sch) && xIS_SET(sch->act, ACT_SCHOLAR) && knows_language( sch, ch->speaking, ch ) && knows_language( sch, lang_array[lang], sch ) && (!sch->speaking || knows_language( ch, sch->speaking, sch )) ) break; if ( !sch ) { send_to_char( "There is no one who can teach that language here.\n\r", ch ); return; } if ( countlangs(ch->speaks) >= (ch->level / 10) && ch->pcdata->learned[sn] <= 0 ) { act( AT_TELL, "$n tells you 'You may not learn a new language yet.'", sch, NULL, ch, TO_VICT ); return; } /* 0..16 cha = 2 pracs, 17..25 = 1 prac. -- Altrag */ prac = 2 - (get_curr_cha(ch) / 17); if ( ch->practice < prac ) { act( AT_TELL, "$n tells you 'You do not have enough practices.'", sch, NULL, ch, TO_VICT ); return; } ch->practice -= prac; /* Max 12% (5 + 4 + 3) at 24+ int and 21+ wis. -- Altrag */ prct = 5 + (get_curr_int(ch) / 6) + (get_curr_wis(ch) / 7); ch->pcdata->learned[sn] += prct; ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn], 99); SET_BIT( ch->speaks, lang_array[lang] ); if ( ch->pcdata->learned[sn] == prct ) act( AT_PLAIN, "You begin lessons in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else if ( ch->pcdata->learned[sn] < 60 ) act( AT_PLAIN, "You continue lessons in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else if ( ch->pcdata->learned[sn] < 60 + prct ) act( AT_PLAIN, "You feel you can start communicating in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else if ( ch->pcdata->learned[sn] < 99 ) act( AT_PLAIN, "You become more fluent in $t.", ch, lang_names[lang], NULL, TO_CHAR ); else act( AT_PLAIN, "You now speak perfect $t.", ch, lang_names[lang], NULL, TO_CHAR ); return; } for ( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ ) if ( knows_language( ch, lang_array[lang], ch ) ) { if ( ch->speaking & lang_array[lang] || (IS_NPC(ch) && !ch->speaking) ) set_char_color( AT_SAY, ch ); else set_char_color( AT_PLAIN, ch ); send_to_char( lang_names[lang], ch ); send_to_char( "\n\r", ch ); } send_to_char( "\n\r", ch ); return; } void do_wartalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_WARTALK, "war" ); return; } void do_racetalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_RACETALK, "racetalk" ); return; } void init_profanity_checker() { #ifndef WIN32 bigregex = (char *) malloc (4096); add_profane_word("fuck"); /* skip over first 2 slashes and bar */ bigregex+=3; add_profane_word("shit"); add_profane_word("cunt"); preg = re_comp( bigregex ); #endif } void add_profane_word( char * word) { #ifndef WIN32 char _word[4096]; int i,j; j=0; _word[j] = '\\'; j++; _word[j] = '|'; j++; _word[j] = '\\'; j++; _word[j] = '('; j++; for(i=0;i<strlen(word);i++){ _word[j]='['; j++; _word[j]=tolower(word[i]); j++; _word[j]=toupper(word[i]); j++; _word[j]=']'; j++; _word[j]='+'; j++; _word[j]='['; j++; _word[j]='-'; j++; _word[j]=' '; j++; _word[j]='\t'; j++; _word[j]='`'; j++; _word[j]='~'; j++; _word[j]='1'; j++; _word[j]='!'; j++; _word[j]='2'; j++; _word[j]='@'; j++; /* Was @@ -- Scion */ _word[j]='3'; j++; _word[j]='#'; j++; _word[j]='4'; j++; _word[j]='5'; j++; _word[j]='%'; j++; _word[j]='6'; j++; _word[j]='7'; j++; _word[j]='&'; j++; _word[j]='8'; j++; _word[j]='9'; j++; _word[j]='0'; j++; _word[j]='_'; j++; _word[j]=';'; j++; _word[j]=':'; j++; _word[j]=','; j++; _word[j]='<'; j++; /* These need to be escaped for C */ _word[j]='\''; j++; _word[j]='\\'; j++; _word[j]='\"'; j++; /* These need to be escaped for regex*/ _word[j]='\\'; j++; _word[j]='$'; j++; _word[j]='>'; j++; _word[j]='/'; j++; _word[j]='\\'; j++; _word[j]='^'; j++; _word[j]='\\'; j++; _word[j]='.'; j++; _word[j]='\\'; j++; _word[j]=')'; j++; _word[j]='\\'; j++; _word[j]='?'; j++; _word[j]='\\'; j++; _word[j]='*'; j++; _word[j]='\\'; j++; _word[j]='('; j++; _word[j]='\\'; j++; _word[j]='['; j++; _word[j]='\\'; j++; _word[j]='{'; j++; _word[j]='\\'; j++; _word[j]='+'; j++; #ifdef BIG /* i don't get what the deal is with this guy, it seems unescapable, so to speak. */ _word[j]='\\'; j++; _word[j]=']'; j++; #endif _word[j]='\\'; j++; _word[j]='}'; j++; _word[j]='\\'; j++; _word[j]='|'; j++; _word[j]='\\'; j++; _word[j]='='; j++; /* close up funny characters */ _word[j]=']'; j++; _word[j]='*'; j++; } _word[j] = '\\'; j++; _word[j] = ')'; j++; _word[j]='\0'; strcat(bigregex, _word); #endif } int is_profane (char *what) { #ifndef WIN32 int ret; ret = re_exec(what); if (ret==1) return(1); #endif return(0); }