/*************************************************************************** * 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. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" /* * Local functions. */ ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) ); void do_wizhelp( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cmd; int col; col = 0; for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ ) { if ( cmd_table[cmd].level >= LEVEL_HERO && cmd_table[cmd].level <= get_trust( ch ) ) { sprintf( buf, "%-12s", cmd_table[cmd].name ); send_to_char( buf, ch ); if ( ++col % 6 == 0 ) send_to_char( "\n\r", ch ); } } if ( col % 6 != 0 ) send_to_char( "\n\r", ch ); return; } void do_bamfin( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) ) { smash_tilde( argument ); free_string( ch->pcdata->bamfin ); ch->pcdata->bamfin = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); } return; } void do_bamfout( CHAR_DATA *ch, char *argument ) { if ( !IS_NPC(ch) ) { smash_tilde( argument ); free_string( ch->pcdata->bamfout ); ch->pcdata->bamfout = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); } return; } void do_deny( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Deny whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } SET_BIT(victim->act, PLR_DENY); send_to_char( "You are denied access!\n\r", victim ); send_to_char( "OK.\n\r", ch ); do_quit( victim, "" ); return; } void do_disconnect( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Disconnect whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL ) { act( "$N doesn't have a descriptor.", ch, NULL, victim, TO_CHAR ); return; } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d == victim->desc ) { close_socket( d ); send_to_char( "Ok.\n\r", ch ); return; } } bug( "Do_disconnect: desc not found.", 0 ); send_to_char( "Descriptor not found!\n\r", ch ); return; } void do_pardon( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: pardon <character> <killer|thief>.\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 NPC's.\n\r", ch ); return; } if ( !str_cmp( arg2, "killer" ) ) { if ( IS_SET(victim->act, PLR_KILLER) ) { REMOVE_BIT( victim->act, PLR_KILLER ); send_to_char( "Killer flag removed.\n\r", ch ); send_to_char( "You are no longer a KILLER.\n\r", victim ); } return; } if ( !str_cmp( arg2, "thief" ) ) { if ( IS_SET(victim->act, PLR_THIEF) ) { REMOVE_BIT( victim->act, PLR_THIEF ); send_to_char( "Thief flag removed.\n\r", ch ); send_to_char( "You are no longer a THIEF.\n\r", victim ); } return; } send_to_char( "Syntax: pardon <character> <killer|thief>.\n\r", ch ); return; } void do_echo( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { send_to_char( "Echo what?\n\r", ch ); return; } for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING ) { send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } return; } void do_recho( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; if ( argument[0] == '\0' ) { send_to_char( "Recho what?\n\r", ch ); return; } for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && d->character->in_room == ch->in_room ) { send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } return; } ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ) { CHAR_DATA *victim; OBJ_DATA *obj; if ( is_number(arg) ) return get_room_index( atoi( arg ) ); if ( ( victim = get_char_world( ch, arg ) ) != NULL ) return victim->in_room; if ( ( obj = get_obj_world( ch, arg ) ) != NULL ) return obj->in_room; return NULL; } void do_transfer( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; DESCRIPTOR_DATA *d; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Transfer whom (and where)?\n\r", ch ); return; } if ( !str_cmp( arg1, "all" ) ) { for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && can_see( ch, d->character ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s %s", d->character->name, arg2 ); do_transfer( ch, buf ); } } return; } /* * Thanks to Grodyn for the optional location parameter. */ if ( arg2[0] == '\0' ) { location = ch->in_room; } else { if ( ( location = find_location( ch, arg2 ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->in_room == NULL ) { send_to_char( "They are in limbo.\n\r", ch ); return; } if ( victim->fighting != NULL ) stop_fighting( victim, TRUE ); act( "$n disappears in a mushroom cloud.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, location ); act( "$n arrives from a puff of smoke.", victim, NULL, NULL, TO_ROOM ); if ( ch != victim ) act( "$n has transferred you.", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); send_to_char( "Ok.\n\r", ch ); } void do_at( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *original; CHAR_DATA *wch; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "At where what?\n\r", ch ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } original = ch->in_room; char_from_room( ch ); char_to_room( ch, location ); interpret( ch, argument ); /* * See if 'ch' still exists before continuing! * Handles 'at XXXX quit' case. */ for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch == ch ) { char_from_room( ch ); char_to_room( ch, original ); break; } } return; } void do_goto( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Goto where?\n\r", ch ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); if ( !IS_SET(ch->act, PLR_WIZINVIS) ) { act( "$n $T.", ch, NULL, (ch->pcdata != NULL && ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "leaves in a swirling mist", TO_ROOM ); } char_from_room( ch ); char_to_room( ch, location ); if ( !IS_SET(ch->act, PLR_WIZINVIS) ) { act( "$n $T.", ch, NULL, (ch->pcdata != NULL && ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "appears in a swirling mist", TO_ROOM ); } do_look( ch, "auto" ); return; } void do_rstat( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; OBJ_DATA *obj; CHAR_DATA *rch; int door; one_argument( argument, arg ); location = ( arg[0] == '\0' ) ? ch->in_room : find_location( ch, arg ); if ( location == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } if ( ch->in_room != location && room_is_private( location ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } sprintf( buf, "Name: '%s.'\n\rArea: '%s'.\n\r", location->name, location->area->name ); send_to_char( buf, ch ); sprintf( buf, "Vnum: %d. Sector: %d. Light: %d.\n\r", location->vnum, location->sector_type, location->light ); send_to_char( buf, ch ); sprintf( buf, "Room flags: %d.\n\rDescription:\n\r%s", location->room_flags, location->description ); send_to_char( buf, ch ); if ( location->extra_descr != NULL ) { EXTRA_DESCR_DATA *ed; send_to_char( "Extra description keywords: '", ch ); for ( ed = location->extra_descr; ed; ed = ed->next ) { send_to_char( ed->keyword, ch ); if ( ed->next != NULL ) send_to_char( " ", ch ); } send_to_char( "'.\n\r", ch ); } send_to_char( "Characters:", ch ); for ( rch = location->people; rch; rch = rch->next_in_room ) { send_to_char( " ", ch ); one_argument( rch->name, buf ); send_to_char( buf, ch ); } send_to_char( ".\n\rObjects: ", ch ); for ( obj = location->contents; obj; obj = obj->next_content ) { send_to_char( " ", ch ); one_argument( obj->name, buf ); send_to_char( buf, ch ); } send_to_char( ".\n\r", ch ); for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = location->exit[door] ) != NULL ) { sprintf( buf, "Door: %d. To: %d. Key: %d. Exit flags: %d.\n\rKeyword: '%s'. Description: %s", door, pexit->u1.to_room->vnum, pexit->key, pexit->exit_info, pexit->keyword, pexit->description[0] != '\0' ? pexit->description : "(none).\n\r" ); send_to_char( buf, ch ); } } return; } void do_ostat( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; AFFECT_DATA *paf; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Ostat what?\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } sprintf( buf, "Name: %s.\n\r", obj->name ); send_to_char( buf, ch ); sprintf( buf, "Vnum: %d. Type: %s.\n\r", obj->pIndexData->vnum, item_type_name( obj ) ); send_to_char( buf, ch ); sprintf( buf, "Short description: %s.\n\rLong description: %s\n\r", obj->short_descr, obj->description ); send_to_char( buf, ch ); sprintf( buf, "Wear bits: %d. Extra bits: %s.\n\r", obj->wear_flags, extra_bit_name( obj->extra_flags ) ); send_to_char( buf, ch ); sprintf( buf, "Number: %d/%d. Weight: %d/%d.\n\r", 1, get_obj_number( obj ), obj->weight, get_obj_weight( obj ) ); send_to_char( buf, ch ); sprintf( buf, "Cost: %d. Timer: %d. Level: %d.\n\r", obj->cost, obj->timer, obj->level ); send_to_char( buf, ch ); sprintf( buf, "In room: %d. In object: %s. Carried by: %s. Wear_loc: %d.\n\r", obj->in_room == NULL ? 0 : obj->in_room->vnum, obj->in_obj == NULL ? "(none)" : obj->in_obj->short_descr, obj->carried_by == NULL ? "(none)" : obj->carried_by->name, obj->wear_loc ); send_to_char( buf, ch ); sprintf( buf, "Values: %d %d %d %d.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); if ( obj->extra_descr != NULL || obj->pIndexData->extra_descr != NULL ) { EXTRA_DESCR_DATA *ed; send_to_char( "Extra description keywords: '", ch ); for ( ed = obj->extra_descr; ed != NULL; ed = ed->next ) { send_to_char( ed->keyword, ch ); if ( ed->next != NULL ) send_to_char( " ", ch ); } for ( ed = obj->pIndexData->extra_descr; ed != NULL; ed = ed->next ) { send_to_char( ed->keyword, ch ); if ( ed->next != NULL ) send_to_char( " ", ch ); } send_to_char( "'.\n\r", ch ); } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } return; } void do_mstat( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; AFFECT_DATA *paf; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mstat whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } sprintf( buf, "Name: %s.\n\r", victim->name ); send_to_char( buf, ch ); sprintf( buf, "Vnum: %d. Sex: %s. Room: %d.\n\r", IS_NPC(victim) ? victim->pIndexData->vnum : 0, victim->sex == SEX_MALE ? "male" : victim->sex == SEX_FEMALE ? "female" : "neutral", victim->in_room == NULL ? 0 : victim->in_room->vnum ); send_to_char( buf, ch ); sprintf( buf, "Str: %d. Int: %d. Wis: %d. Dex: %d. Con: %d.\n\r", get_curr_str(victim), get_curr_int(victim), get_curr_wis(victim), get_curr_dex(victim), get_curr_con(victim) ); send_to_char( buf, ch ); sprintf( buf, "Hp: %d/%d. Mana: %d/%d. Move: %d/%d. Practices: %d.\n\r", victim->hit, victim->max_hit, victim->mana, victim->max_mana, victim->move, victim->max_move, victim->practice ); send_to_char( buf, ch ); sprintf( buf, "Lv: %d. Class: %d. Align: %d. AC: %d. Gold: %d. Exp: %d.\n\r", victim->level, ch->class, victim->alignment, GET_AC(victim), victim->gold, victim->exp ); send_to_char( buf, ch ); sprintf( buf, "Hitroll: %d. Damroll: %d. Position: %d. Wimpy: %d.\n\r", GET_HITROLL(victim), GET_DAMROLL(victim), victim->position, victim->wimpy ); send_to_char( buf, ch ); sprintf( buf, "Fighting: %s.\n\r", victim->fighting ? victim->fighting->name : "(none)" ); send_to_char( buf, ch ); if ( !IS_NPC(victim) ) { sprintf( buf, "Thirst: %d. Full: %d. Drunk: %d. Saving throw: %d.\n\r", victim->pcdata->condition[COND_THIRST], victim->pcdata->condition[COND_FULL], victim->pcdata->condition[COND_DRUNK], victim->saving_throw ); send_to_char( buf, ch ); } sprintf( buf, "Carry number: %d. Carry weight: %d.\n\r", victim->carry_number, victim->carry_weight ); send_to_char( buf, ch ); sprintf( buf, "Age: %d. Played: %d. Timer: %d. Act: %d.\n\r", GET_AGE(victim), (int) victim->played, victim->timer, victim->act ); send_to_char( buf, ch ); sprintf( buf, "Master: %s. Leader: %s. Affected by: %s.\n\r", victim->master ? victim->master->name : "(none)", victim->leader ? victim->leader->name : "(none)", affect_bit_name( victim->affected_by ) ); send_to_char( buf, ch ); sprintf( buf, "Short description: %s.\n\rLong description: %s", victim->short_descr, victim->long_descr[0] != '\0' ? victim->long_descr : "(none).\n\r" ); send_to_char( buf, ch ); if ( IS_NPC(victim) && victim->spec_fun != NULL ) send_to_char( "Mobile has spec fun.\n\r", ch ); for ( paf = victim->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "Spell: '%s' modifies %s by %d for %d hours with bits %s.\n\r", skill_table[(int) paf->type].name, affect_loc_name( paf->location ), paf->modifier, paf->duration, affect_bit_name( paf->bitvector ) ); send_to_char( buf, ch ); } return; } void do_mfind( CHAR_DATA *ch, char *argument ) { extern int top_mob_index; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; MOB_INDEX_DATA *pMobIndex; int vnum; int nMatch; bool fAll; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mfind whom?\n\r", ch ); return; } fAll = !str_cmp( arg, "all" ); found = FALSE; nMatch = 0; /* * Yeah, so iterating over all vnum's takes 10,000 loops. * Get_mob_index is fast, and I don't feel like threading another link. * Do you? * -- Furey */ for ( vnum = 0; nMatch < top_mob_index; vnum++ ) { if ( ( pMobIndex = get_mob_index( vnum ) ) != NULL ) { nMatch++; if ( fAll || is_name( arg, pMobIndex->player_name ) ) { found = TRUE; sprintf( buf, "[%5d] %s\n\r", pMobIndex->vnum, capitalize( pMobIndex->short_descr ) ); send_to_char( buf, ch ); } } } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void do_ofind( CHAR_DATA *ch, char *argument ) { extern int top_obj_index; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; int vnum; int nMatch; bool fAll; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Ofind what?\n\r", ch ); return; } fAll = !str_cmp( arg, "all" ); found = FALSE; nMatch = 0; /* * Yeah, so iterating over all vnum's takes 10,000 loops. * Get_obj_index is fast, and I don't feel like threading another link. * Do you? * -- Furey */ for ( vnum = 0; nMatch < top_obj_index; vnum++ ) { if ( ( pObjIndex = get_obj_index( vnum ) ) != NULL ) { nMatch++; if ( fAll || is_name( arg, pObjIndex->name ) ) { found = TRUE; sprintf( buf, "[%5d] %s\n\r", pObjIndex->vnum, capitalize( pObjIndex->short_descr ) ); send_to_char( buf, ch ); } } } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void do_mwhere( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mwhere whom?\n\r", ch ); return; } found = FALSE; for ( victim = char_list; victim != NULL; victim = victim->next ) { if ( IS_NPC(victim) && victim->in_room != NULL && is_name( arg, victim->name ) ) { found = TRUE; sprintf( buf, "[%5d] %-28s [%5d] %s\n\r", victim->pIndexData->vnum, victim->short_descr, victim->in_room->vnum, victim->in_room->name ); send_to_char( buf, ch ); } } if ( !found ) act( "You didn't find any $T.", ch, NULL, arg, TO_CHAR ); return; } void do_reboo( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to REBOOT, spell it out.\n\r", ch ); return; } void do_reboot( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; extern bool merc_down; sprintf( buf, "Reboot by %s.", ch->name ); do_echo( ch, buf ); merc_down = TRUE; return; } void do_shutdow( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SHUTDOWN, spell it out.\n\r", ch ); return; } void do_shutdown( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; extern bool merc_down; sprintf( buf, "Shutdown by %s.", ch->name ); append_file( ch, SHUTDOWN_FILE, buf ); strcat( buf, "\n\r" ); do_echo( ch, buf ); merc_down = TRUE; return; } void do_snoop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Snoop whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->desc == NULL ) { send_to_char( "No descriptor to snoop.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Cancelling all snoops.\n\r", ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->snoop_by == ch->desc ) d->snoop_by = NULL; } return; } if ( victim->desc->snoop_by != NULL ) { send_to_char( "Busy already.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( ch->desc != NULL ) { for ( d = ch->desc->snoop_by; d != NULL; d = d->snoop_by ) { if ( d->character == victim || d->original == victim ) { send_to_char( "No snoop loops.\n\r", ch ); return; } } } victim->desc->snoop_by = ch->desc; send_to_char( "Ok.\n\r", ch ); return; } void do_switch( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Switch into whom?\n\r", ch ); return; } if ( ch->desc == NULL ) return; if ( ch->desc->original != NULL ) { send_to_char( "You are already switched.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Ok.\n\r", ch ); return; } if ( victim->desc != NULL ) { send_to_char( "Character in use.\n\r", ch ); return; } ch->desc->character = victim; ch->desc->original = ch; victim->desc = ch->desc; ch->desc = NULL; send_to_char( "Ok.\n\r", victim ); return; } void do_return( CHAR_DATA *ch, char *argument ) { if ( ch->desc == NULL ) return; if ( ch->desc->original == NULL ) { send_to_char( "You aren't switched.\n\r", ch ); return; } send_to_char( "You return to your original body.\n\r", ch ); ch->desc->character = ch->desc->original; ch->desc->original = NULL; ch->desc->character->desc = ch->desc; ch->desc = NULL; return; } void do_mload( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' || !is_number(arg) ) { send_to_char( "Syntax: mload <vnum>.\n\r", ch ); return; } if ( ( pMobIndex = get_mob_index( atoi( arg ) ) ) == NULL ) { send_to_char( "No mob has that vnum.\n\r", ch ); return; } victim = create_mobile( pMobIndex ); char_to_room( victim, ch->in_room ); act( "$n has created $N!", ch, NULL, victim, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); return; } void do_oload( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' || !is_number(arg) ) { send_to_char( "Syntax: oload <vnum>.\n\r", ch ); return; } if ( ( pObjIndex = get_obj_index( atoi( arg ) ) ) == NULL ) { send_to_char( "No object has that vnum.\n\r", ch ); return; } obj = create_object( pObjIndex, get_trust( ch ) ); if ( CAN_WEAR(obj, ITEM_TAKE) ) obj_to_char( obj, ch ); else obj_to_room( obj, ch->in_room ); act( "$n has created $p!", ch, obj, NULL, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); return; } void do_purge( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { /* 'purge' */ CHAR_DATA *vnext; OBJ_DATA *obj_next; for ( victim = ch->in_room->people; victim != NULL; victim = vnext ) { vnext = victim->next_in_room; if ( IS_NPC(victim) ) extract_char( victim, TRUE ); } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; extract_obj( obj ); } act( "$n purges the room!", ch, NULL, NULL, TO_ROOM); send_to_char( "Ok.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } act( "$n purges $N.", ch, NULL, victim, TO_NOTVICT ); extract_char( victim, TRUE ); return; } void do_advance( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int level; int iLevel; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || !is_number( arg2 ) ) { send_to_char( "Syntax: advance <char> <level>.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( ( level = atoi( arg2 ) ) < 1 || level > 40 ) { send_to_char( "Level must be 1 to 40.\n\r", ch ); return; } if ( level > get_trust( ch ) ) { send_to_char( "Limited to your trust level.\n\r", ch ); return; } /* * Lower level: * Reset to level 1. * Then raise again. * Currently, an imp can lower another imp. * -- Swiftest */ if ( level <= victim->level ) { int sn; send_to_char( "Lowering a player's level!\n\r", ch ); send_to_char( "**** OOOOHHHHHHHHHH NNNNOOOO ****\n\r", victim ); victim->level = 1; victim->exp = 1000; victim->max_hit = 10; victim->max_mana = 100; victim->max_move = 100; for ( sn = 0; sn < MAX_SKILL; sn++ ) victim->pcdata->learned[sn] = 0; victim->practice = 0; victim->hit = victim->max_hit; victim->mana = victim->max_mana; victim->move = victim->max_move; advance_level( victim ); } else { send_to_char( "Raising a player's level!\n\r", ch ); send_to_char( "**** OOOOHHHHHHHHHH YYYYEEEESSS ****\n\r", victim ); } for ( iLevel = victim->level ; iLevel < level; iLevel++ ) { send_to_char( "You raise a level!! ", victim ); victim->level += 1; advance_level( victim ); } victim->exp = 1000 * UMAX( 1, victim->level ); victim->trust = 0; return; } void do_trust( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int level; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || !is_number( arg2 ) ) { send_to_char( "Syntax: trust <char> <level>.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if ( ( level = atoi( arg2 ) ) < 0 || level > 40 ) { send_to_char( "Level must be 0 (reset) or 1 to 40.\n\r", ch ); return; } if ( level > get_trust( ch ) ) { send_to_char( "Limited to your trust.\n\r", ch ); return; } victim->trust = level; return; } void do_restore( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Restore whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } victim->hit = victim->max_hit; victim->mana = victim->max_mana; victim->move = victim->max_move; update_pos( victim ); act( "$n has restored you.", ch, NULL, victim, TO_VICT ); send_to_char( "Ok.\n\r", ch ); return; } void do_freeze( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Freeze whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_FREEZE) ) { REMOVE_BIT(victim->act, PLR_FREEZE); send_to_char( "You can play again.\n\r", victim ); send_to_char( "FREEZE removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_FREEZE); send_to_char( "You can't do ANYthing!\n\r", victim ); send_to_char( "FREEZE set.\n\r", ch ); } save_char_obj( victim ); return; } void do_log( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Log whom?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { if ( fLogAll ) { fLogAll = FALSE; send_to_char( "Log ALL off.\n\r", ch ); } else { fLogAll = TRUE; send_to_char( "Log ALL on.\n\r", ch ); } return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } /* * No level check, gods can log anyone. */ if ( IS_SET(victim->act, PLR_LOG) ) { REMOVE_BIT(victim->act, PLR_LOG); send_to_char( "LOG removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_LOG); send_to_char( "LOG set.\n\r", ch ); } return; } void do_noemote( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Noemote whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_NO_EMOTE) ) { REMOVE_BIT(victim->act, PLR_NO_EMOTE); send_to_char( "You can emote again.\n\r", victim ); send_to_char( "NO_EMOTE removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_NO_EMOTE); send_to_char( "You can't emote!\n\r", victim ); send_to_char( "NO_EMOTE set.\n\r", ch ); } return; } void do_noshout( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { if ( IS_NPC(ch) ) return; if ( IS_SET(ch->act, PLR_NO_SHOUT) ) { REMOVE_BIT(ch->act, PLR_NO_SHOUT); send_to_char( "You hear shouts again.\n\r", ch ); } else { SET_BIT(ch->act, PLR_NO_SHOUT); send_to_char( "You won't hear shouts.\n\r", ch ); } return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_NO_SHOUT) ) { REMOVE_BIT(victim->act, PLR_NO_SHOUT); send_to_char( "You can shout again.\n\r", victim ); send_to_char( "NO_SHOUT removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_NO_SHOUT); send_to_char( "You can't shout!\n\r", victim ); send_to_char( "NO_SHOUT set.\n\r", ch ); } return; } void do_notell( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Notell whom?", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( IS_SET(victim->act, PLR_NO_TELL) ) { REMOVE_BIT(victim->act, PLR_NO_TELL); send_to_char( "You can tell again.\n\r", victim ); send_to_char( "NO_TELL removed.\n\r", ch ); } else { SET_BIT(victim->act, PLR_NO_TELL); send_to_char( "You can't tell!\n\r", victim ); send_to_char( "NO_TELL set.\n\r", ch ); } return; } void do_peace( CHAR_DATA *ch, char *argument ) { CHAR_DATA *rch; for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( rch->fighting != NULL ) stop_fighting( rch, TRUE ); } send_to_char( "Ok.\n\r", ch ); return; } BAN_DATA * ban_free; BAN_DATA * ban_list; void do_ban( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; BAN_DATA *pban; if ( IS_NPC(ch) ) return; one_argument( argument, arg ); if ( arg[0] == '\0' ) { strcpy( buf, "Banned sites:\n\r" ); for ( pban = ban_list; pban != NULL; pban = pban->next ) { strcat( buf, pban->name ); strcat( buf, "\n\r" ); } send_to_char( buf, ch ); return; } for ( pban = ban_list; pban != NULL; pban = pban->next ) { if ( !str_cmp( arg, pban->name ) ) { send_to_char( "That site is already banned!\n\r", ch ); return; } } if ( ban_free == NULL ) { pban = alloc_perm( sizeof(*pban) ); } else { pban = ban_free; ban_free = ban_free->next; } pban->name = str_dup( arg ); pban->next = ban_list; ban_list = pban; send_to_char( "Ok.\n\r", ch ); return; } void do_allow( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; BAN_DATA *prev; BAN_DATA *curr; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove which site from the ban list?\n\r", ch ); return; } prev = NULL; for ( curr = ban_list; curr != NULL; prev = curr, curr = curr->next ) { if ( !str_cmp( arg, curr->name ) ) { if ( prev == NULL ) ban_list = ban_list->next; else prev->next = curr->next; free_string( curr->name ); curr->next = ban_free; ban_free = curr; send_to_char( "Ok.\n\r", ch ); return; } } send_to_char( "Site is not banned.\n\r", ch ); return; } void do_wizlock( CHAR_DATA *ch, char *argument ) { extern bool wizlock; wizlock = !wizlock; if ( wizlock ) send_to_char( "Game wizlocked.\n\r", ch ); else send_to_char( "Game un-wizlocked.\n\r", ch ); return; } void do_slookup( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int sn; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slookup what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; sprintf( buf, "Sn: %4d Slot: %4d Skill/spell: '%s'\n\r", sn, skill_table[sn].slot, skill_table[sn].name ); send_to_char( buf, ch ); } } else { if ( ( sn = skill_lookup( arg ) ) < 0 ) { send_to_char( "No such skill or spell.\n\r", ch ); return; } sprintf( buf, "Sn: %4d Slot: %4d Skill/spell: '%s'\n\r", sn, skill_table[sn].slot, skill_table[sn].name ); send_to_char( buf, ch ); } return; } void do_sset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int value; int sn; bool fAll; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: sset <victim> <skill> <value>\n\r", ch ); send_to_char( "or: sset <victim> all <value>\n\r", ch ); send_to_char( "Skill being any skill or spell.\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 NPC's.\n\r", ch ); return; } fAll = !str_cmp( arg2, "all" ); sn = 0; if ( !fAll && ( sn = skill_lookup( arg2 ) ) < 0 ) { send_to_char( "No such skill or spell.\n\r", ch ); return; } /* * Snarf the value. */ if ( !is_number( arg3 ) ) { send_to_char( "Value must be numeric.\n\r", ch ); return; } value = atoi( arg3 ); if ( value < 0 || value > 100 ) { send_to_char( "Value range is 0 to 100.\n\r", ch ); return; } if ( fAll ) { for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name != NULL ) victim->pcdata->learned[sn] = value; } } else { victim->pcdata->learned[sn] = value; } return; } void do_mset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int value; smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: mset <victim> <field> <value>\n\r", ch ); send_to_char( "or: mset <victim> <string> <value>\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Field being one of:\n\r", ch ); send_to_char( " str int wis dex con sex class level\n\r", ch ); send_to_char( " gold hp mana move practice align\n\r", ch ); send_to_char( " thirst drunk full", ch ); send_to_char( "\n\r", ch ); send_to_char( "String being one of:\n\r", ch ); send_to_char( " name short long description title spec\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } /* * Snarf the value (which need not be numeric). */ value = is_number( arg3 ) ? atoi( arg3 ) : -1; /* * Set something. */ if ( !str_cmp( arg2, "str" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Strength range is 3 to 18.\n\r", ch ); return; } victim->pcdata->perm_str = value; return; } if ( !str_cmp( arg2, "int" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Intelligence range is 3 to 18.\n\r", ch ); return; } victim->pcdata->perm_int = value; return; } if ( !str_cmp( arg2, "wis" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Wisdom range is 3 to 18.\n\r", ch ); return; } victim->pcdata->perm_wis = value; return; } if ( !str_cmp( arg2, "dex" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Dexterity range is 3 to 18.\n\r", ch ); return; } victim->pcdata->perm_dex = value; return; } if ( !str_cmp( arg2, "con" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 3 || value > 18 ) { send_to_char( "Constitution range is 3 to 18.\n\r", ch ); return; } victim->pcdata->perm_con = value; return; } if ( !str_cmp( arg2, "sex" ) ) { if ( value < 0 || value > 2 ) { send_to_char( "Sex range is 0 to 2.\n\r", ch ); return; } victim->sex = value; return; } if ( !str_cmp( arg2, "class" ) ) { if ( value < 0 || value >= MAX_CLASS ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Class range is 0 to %d.\n", MAX_CLASS-1 ); send_to_char( buf, ch ); return; } victim->class = value; return; } if ( !str_cmp( arg2, "level" ) ) { if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } if ( value < 0 || value > 50 ) { send_to_char( "Level range is 0 to 50.\n\r", ch ); return; } victim->level = value; return; } if ( !str_cmp( arg2, "gold" ) ) { victim->gold = value; return; } if ( !str_cmp( arg2, "hp" ) ) { if ( value < -10 || value > 30000 ) { send_to_char( "Hp range is -10 to 30,000 hit points.\n\r", ch ); return; } victim->max_hit = value; return; } if ( !str_cmp( arg2, "mana" ) ) { if ( value < 0 || value > 30000 ) { send_to_char( "Mana range is 0 to 30,000 mana points.\n\r", ch ); return; } victim->max_mana = value; return; } if ( !str_cmp( arg2, "move" ) ) { if ( value < 0 || value > 30000 ) { send_to_char( "Move range is 0 to 30,000 move points.\n\r", ch ); return; } victim->max_move = value; return; } if ( !str_cmp( arg2, "practice" ) ) { if ( value < 0 || value > 100 ) { send_to_char( "Practice range is 0 to 100 sessions.\n\r", ch ); return; } victim->practice = value; return; } if ( !str_cmp( arg2, "align" ) ) { if ( value < -1000 || value > 1000 ) { send_to_char( "Alignment range is -1000 to 1000.\n\r", ch ); return; } victim->alignment = value; return; } if ( !str_cmp( arg2, "thirst" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 100 ) { send_to_char( "Thirst range is 0 to 100.\n\r", ch ); return; } victim->pcdata->condition[COND_THIRST] = value; return; } if ( !str_cmp( arg2, "drunk" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 100 ) { send_to_char( "Drunk range is 0 to 100.\n\r", ch ); return; } victim->pcdata->condition[COND_DRUNK] = value; return; } if ( !str_cmp( arg2, "full" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( value < 0 || value > 100 ) { send_to_char( "Full range is 0 to 100.\n\r", ch ); return; } victim->pcdata->condition[COND_FULL] = value; return; } if ( !str_cmp( arg2, "name" ) ) { if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } free_string( victim->name ); victim->name = str_dup( arg3 ); return; } if ( !str_cmp( arg2, "short" ) ) { free_string( victim->short_descr ); victim->short_descr = str_dup( arg3 ); return; } if ( !str_cmp( arg2, "long" ) ) { free_string( victim->long_descr ); victim->long_descr = str_dup( arg3 ); return; } if ( !str_cmp( arg2, "title" ) ) { if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } set_title( victim, arg3 ); return; } if ( !str_cmp( arg2, "spec" ) ) { if ( !IS_NPC(victim) ) { send_to_char( "Not on PC's.\n\r", ch ); return; } if ( ( victim->spec_fun = spec_lookup( arg3 ) ) == NULL ) { send_to_char( "No such spec fun.\n\r", ch ); return; } return; } /* * Generate usage message. */ do_mset( ch, "" ); return; } void do_oset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; OBJ_DATA *obj; int value; smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: oset <object> <field> <value>\n\r", ch ); send_to_char( "or: oset <object> <string> <value>\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Field being one of:\n\r", ch ); send_to_char( " value0 value1 value2 value3\n\r", ch ); send_to_char( " extra wear level weight cost timer\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "String being one of:\n\r", ch ); send_to_char( " name short long ed\n\r", ch ); return; } if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } /* * Snarf the value (which need not be numeric). */ value = atoi( arg3 ); /* * Set something. */ if ( !str_cmp( arg2, "value0" ) || !str_cmp( arg2, "v0" ) ) { obj->value[0] = value; return; } if ( !str_cmp( arg2, "value1" ) || !str_cmp( arg2, "v1" ) ) { obj->value[1] = value; return; } if ( !str_cmp( arg2, "value2" ) || !str_cmp( arg2, "v2" ) ) { obj->value[2] = value; return; } if ( !str_cmp( arg2, "value3" ) || !str_cmp( arg2, "v3" ) ) { obj->value[3] = value; return; } if ( !str_cmp( arg2, "extra" ) ) { obj->extra_flags = value; return; } if ( !str_cmp( arg2, "wear" ) ) { obj->wear_flags = value; return; } if ( !str_cmp( arg2, "level" ) ) { obj->level = value; return; } if ( !str_cmp( arg2, "weight" ) ) { obj->weight = value; return; } if ( !str_cmp( arg2, "cost" ) ) { obj->cost = value; return; } if ( !str_cmp( arg2, "timer" ) ) { obj->timer = value; return; } if ( !str_cmp( arg2, "name" ) ) { free_string( obj->name ); obj->name = str_dup( arg3 ); return; } if ( !str_cmp( arg2, "short" ) ) { free_string( obj->short_descr ); obj->short_descr = str_dup( arg3 ); return; } if ( !str_cmp( arg2, "long" ) ) { free_string( obj->description ); obj->description = str_dup( arg3 ); return; } if ( !str_cmp( arg2, "ed" ) ) { EXTRA_DESCR_DATA *ed; argument = one_argument( argument, arg3 ); if ( argument == NULL ) { send_to_char( "Syntax: oset <object> ed <keyword> <string>\n\r", ch ); return; } if ( extra_descr_free == NULL ) { ed = alloc_perm( sizeof(*ed) ); } else { ed = extra_descr_free; extra_descr_free = ed; } ed->keyword = str_dup( arg3 ); ed->description = str_dup( argument ); ed->next = obj->extra_descr; obj->extra_descr = ed; return; } /* * Generate usage message. */ do_oset( ch, "" ); return; } void do_rset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; int value; smash_tilde( argument ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy( arg3, argument ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { send_to_char( "Syntax: rset <location> <field> value\n\r", ch ); send_to_char( "\n\r", ch ); send_to_char( "Field being one of:\n\r", ch ); send_to_char( " flags sector\n\r", ch ); return; } if ( ( location = find_location( ch, arg1 ) ) == NULL ) { send_to_char( "No such location.\n\r", ch ); return; } /* * Snarf the value. */ if ( !is_number( arg3 ) ) { send_to_char( "Value must be numeric.\n\r", ch ); return; } value = atoi( arg3 ); /* * Set something. */ if ( !str_cmp( arg2, "flags" ) ) { location->room_flags = value; return; } if ( !str_cmp( arg2, "sector" ) ) { location->sector_type = value; return; } /* * Generate usage message. */ do_rset( ch, "" ); return; } void do_users( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int count; count = 0; buf[0] = '\0'; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->character != NULL && can_see( ch, d->character ) ) { count++; sprintf( buf + strlen(buf), "[%3d %2d] %s@%s\n\r", d->descriptor, d->connected, d->original ? d->original->name : d->character ? d->character->name : "(none)", d->host ); } } sprintf( buf2, "%d user%s\n\r", count, count == 1 ? "" : "s" ); send_to_char( buf2, ch ); send_to_char( buf, ch ); return; } /* * Thanks to Grodyn for pointing out bugs in this function. */ void do_force( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Force whom to do what?\n\r", ch ); return; } sprintf( buf, "$n forces you to '%s'.", argument ); if ( !str_cmp( arg, "all" ) ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( !IS_NPC(vch) && get_trust( vch ) < get_trust( ch ) ) { act( buf, ch, NULL, vch, TO_VICT ); interpret( vch, argument ); } } } else { CHAR_DATA *victim; if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if ( get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "Do it yourself!\n\r", ch ); return; } act( buf, ch, NULL, victim, TO_VICT ); interpret( victim, argument ); } send_to_char( "Ok.\n\r", ch ); return; } /* * New routines by Dionysos. */ void do_invis( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET(ch->act, PLR_WIZINVIS) ) { REMOVE_BIT(ch->act, PLR_WIZINVIS); act( "$n slowly fades into existence.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade back into existence.\n\r", ch ); } else { SET_BIT(ch->act, PLR_WIZINVIS); act( "$n slowly fades into thin air.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly vanish into thin air.\n\r", ch ); } return; } void do_holylight( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Holy light mode off.\n\r", ch ); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Holy light mode on.\n\r", ch ); } return; }