/*************************************************************************** * Unknown Regions * *--------------------------------------------------------------------------* * Unknown Regions Code Additions and changes from the Star Wars Reality * * Code done by Gavin Mogan, with help from, Gendi, Blared, And Jarrel * * copyright (c) 2000 by Gavin Mogan * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * 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> #ifdef FREEBSD #include <unistd.h> #include <regex.h> #endif #include "mud.h" /* * 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); /* * 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 ) ); char * preg; bool has_comlink args( ( CHAR_DATA *ch ) ); void sound_to_room( ROOM_INDEX_DATA *room , char *argument ) { CHAR_DATA *vic; if ( room == NULL ) return; for ( vic = room->first_person; vic; vic = vic->next_in_room ) if ( !IS_NPC(vic) && IS_SET( vic->act, PLR_SOUND ) ) send_to_char( argument, vic ); } void do_beep( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if ( xIS_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) && ( IS_SET(ch->act, PLR_SILENCE) || IS_SET(ch->act, PLR_NO_TELL) ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Beep who?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL || ( IS_NPC(victim) && victim->in_room != ch->in_room ) || (!NEW_AUTH(ch) && NEW_AUTH(victim) && !IS_IMMORTAL(ch) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !has_comlink(ch) ) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } if ( !has_comlink(victim) ) { send_to_char( "They don't seem to have a comlink!\n\r", ch); return; } if (NEW_AUTH(ch) && !NEW_AUTH(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 ) ) { 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_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) ) { act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC (victim) && ( IS_SET (victim->act, PLR_SILENCE ) ) ) { send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); } if ( (!IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) || (!IS_NPC(victim)&& xIS_SET(victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$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, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR ); return; } ch_printf(ch , "&G&WYou beep %s: %s\n\r\a" , victim->name, argument ); send_to_char("\a",victim); if ( knows_language( victim, ch->speaking, ch ) || (IS_NPC(ch) && !ch->speaking) ) act( AT_WHITE, "$G beeps: '$t'", ch, argument, victim, TO_VICT ); else act( AT_WHITE, "$G beeps: '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT ); } /* 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; } 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) == 'S' ) { if ( number_percent() < ( drunk * 2 ) ) /* add 'h' after an 's' */ { *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; } /* * Generic channel function. */ bool has_comlink( CHAR_DATA *ch) { OBJ_DATA *obj; if ( IS_IMMORTAL( ch ) || IS_NPC( ch ) ) return TRUE; if ( ch->pcdata->cyber & CYBER_COMM ) return TRUE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) return TRUE; } return FALSE; } void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int position,position2; CLAN_DATA *clan = NULL; PLANET_DATA * planet; if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL && channel != CHANNEL_IMMTALK && channel != CHANNEL_OOC && channel != CHANNEL_QUEST && channel != CHANNEL_NEWBIE && channel != CHANNEL_AVTALK && channel != CHANNEL_MUSIC && channel != CHANNEL_SHIP && channel != CHANNEL_SYSTEM && channel != CHANNEL_SPACE ) { if ( !has_comlink(ch) ) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } }/* Channels Needing Comlink */ if ( IS_NPC( ch ) && channel == CHANNEL_CLAN ) { send_to_char( "Mobs can't be in clans.\n\r", ch ); return; } /* Mob & Clan */ if ( ( channel == CHANNEL_SHOUT || channel == CHANNEL_YELL ) && ( !ch->in_room->area || (planet = ch->in_room->area->planet) == NULL ) ) { send_to_char( "Planet Net only works on planets...\n\r", ch ); return; } /* Planet Only */ if ( channel == CHANNEL_CLAN ) clan = ch->pcdata->clan; if ( IS_NPC( ch ) && channel == CHANNEL_ORDER ) { send_to_char( "Mobs can't be in orders.\n\r", ch ); return; } /* Order && Mob */ if ( IS_NPC( ch ) && channel == CHANNEL_GUILD ) { send_to_char( "Mobs can't be in guilds.\n\r", ch ); return; } /* MOB & Guild */ if ( xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\n\r", ch ); return; } /* Silence */ if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { if ( ch->master ) send_to_char( "I don't think so...\n\r", ch->master ); return; } /* Charm */ if ( argument[0] == '\0' ) { sprintf( buf, "%s what?\n\r", verb ); buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); /* where'd this line go? */ return; } /* No Arg */ if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) { ch_printf( ch, "You can't %s.\n\r", verb ); return; } /* Player Silenced */ REMOVE_BIT(ch->deaf, channel); switch ( channel ) { default:/* IC CHANNEL */ set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "You %s over the public network, '%s'\n\r", verb, argument ); sprintf( buf, "$g %ss over the public network, '$t'", verb ); break; case CHANNEL_MUSIC: set_char_color( AT_OOC, ch ); ch_printf( ch, "&R(Music Channel)&B:&G %s &Ysings '%s' ",ch->name,argument ); sprintf( buf, "&R(Music Channel)&B:&G $G &Ysings '$t' " ); break; case CHANNEL_CHAT:/* IC CHANNEL */ set_char_color( AT_GOSSIP,ch); ch_printf(ch, "&Y[&RG&Calatic &RN&Cetwork&Y]&C %s: '%s'",ch->name,argument ); sprintf( buf, "&Y[&RG&Calatic &RN&Cetwork&Y]&C $n: '$t'" ); break; case CHANNEL_ANNOUNCE: set_char_color( AT_WHITE, ch ); ch_printf( ch, "&G&W(&R^zAnnouncement&G^x&G&W)&G&W %s\n\r", argument ); sprintf( buf, "&G&W(&R^zAnnouncement&G^x&G&W)&G&W $t" ); break; case CHANNEL_CLANTALK:/* IC CHANNEL */ set_char_color( AT_CLAN, ch ); ch_printf( ch, "[Clan Network], %s: '%s'\n\r", ch->name, argument ); sprintf( buf, "[Clan Network], $V: '$t'" ); break; case CHANNEL_SHIP: set_char_color( AT_SHIP, ch ); ch_printf( ch, "[&RS&Bhip &RT&Balk&P] '%s'\n\r", argument ); sprintf( buf, "[&RS&Bhip &RT&Balk&P] &Y($n) &P'$t'" ); break; case CHANNEL_SYSTEM: set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "[&RS&Gystem &RT&Galk&C] '%s'\n\r", argument ); sprintf( buf, "[&RS&Gystem &RT&Galk&C] &Y($n) &C'$t'" ); break; case CHANNEL_SPACE: set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "[&RS&Gpace &RT&Galk&C] '%s'\n\r", argument ); sprintf( buf, "[&RS&Gpace &RT&Galk&C] &Y($n) &C'$t'" ); break; case CHANNEL_YELL:/* IC CHANNEL */ set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "[&RP&Clanetary &RN&Cetwork&C] &Y'%s'\n\r", argument ); sprintf( buf, "[&RP&Clanetary &RN&Cetwork&C] &Y$n, '$t'"); break; case CHANNEL_SHOUT:/* IC CHANNEL */ set_char_color( AT_GOSSIP, ch ); ch_printf( ch, "[&RN&Geighborhood &RN&G&Wetwork&C] &Y'%s'\n\r", argument ); sprintf( buf, "[&RN&Geighborhood &RN&G&Wetwork&C] &Y$n, '$t'"); break; case CHANNEL_NEWBIE: set_char_color( AT_OOC, ch ); sprintf( buf, "&R(&ON&YE&GW&BB&PI&CE&G&W) &R$G: &Y$t" ); ch_printf( ch, "&R(&ON&YE&GW&BB&PI&CE&G&W) &R%s: &Y%s" , ch->name,argument ); break; case CHANNEL_OOC: sprintf( buf, "&R(&OO&YO&GC&B) &P$G: &C$t" ); ch_printf( ch, "&R(&OO&YO&GC&B) &P%s: &C%s" , ch->name,argument ); break; case CHANNEL_EMOTE: sprintf( buf, "&B[&WHolographic Comlink Picture&B]&W &R*&W $n $t"); ch_printf( ch, "&B[&WHolographic Comlink Picture&B]&W &R*&W %s %s",ch->name,argument); break; case CHANNEL_QUEST: set_char_color( AT_GREEN, ch ); ch_printf( ch, "&G(&RQ&Yuest &RT&Yalk&G) %s\n\r", argument ); sprintf( buf, "&G(&RQ&Yuest &RT&Yalk&G) [$G] $t" ); break; case CHANNEL_WARTALK:/* IC CHANNEL */ set_char_color( AT_WARTALK, ch ); ch_printf( ch, "You %s '%s'\n\r", verb, argument ); sprintf( buf, "$n %ss '$t'", verb ); break; case CHANNEL_AVTALK: sprintf( buf, "&Y(&RA&Yvatar &RT&Yalk&Y) &G&W$G: '$t'" ); ch_printf( ch, "&Y(&RA&Yvatar &RT&Yalk&Y) &G&W%s: '%s'",ch->name,argument ); break; case CHANNEL_IMMTALK: position = ch->position; ch->position = POS_STANDING; sprintf( buf, "&Y(&RI&G&WMM &RT&G&Walk&Y) &G&W$G: '$t'" ); ch_printf( ch, "&Y(&RI&G&WMM &RT&G&Walk&Y) &G&W%s: '%s'",ch->name,argument ); ch->position = position; break; } /* Channel Format */ if ( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, verb ); append_to_file( LOG_FILE, buf2 ); } /* LOGSPEECH */ 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; position = vch->position; if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL && channel != CHANNEL_IMMTALK && channel != CHANNEL_OOC && channel != CHANNEL_NEWBIE && channel != CHANNEL_AVTALK && channel != CHANNEL_MUSIC && channel != CHANNEL_SHIP && channel != CHANNEL_SYSTEM && channel != CHANNEL_ANNOUNCE && channel != CHANNEL_SPACE ) { if ( !has_comlink(och) ) continue; } if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(och) ) continue; if ( channel == CHANNEL_IMMTALK && !IS_IMMORTAL(vch) ) continue; if ( channel == CHANNEL_WARTALK && NEW_AUTH( och ) ) /* new auth */ continue; if ( channel == CHANNEL_AVTALK && !IS_HERO(och) ) continue; if ( xIS_SET( vch->in_room->room_flags, ROOM_SILENCE ) ) continue; if ( channel == CHANNEL_YELL ) { if ( !vch->in_room || !vch->in_room->area || !vch->in_room->area->planet || ( vch->in_room->area->planet != planet ) ) continue; } if ( channel == CHANNEL_SHOUT && vch->in_room->area != ch->in_room->area ) continue; if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL ) { vch->position = POS_STANDING; vch->position = position; } if ( channel == CHANNEL_CLAN || channel == CHANNEL_ORDER || channel == CHANNEL_GUILD ) { if ( IS_NPC( vch ) ) continue; if ( !vch->pcdata->clan ) continue; if ( vch->pcdata->clan != clan ) continue; }/* CLan Channels */ if ( channel == CHANNEL_SHIP || channel == CHANNEL_SPACE || channel == CHANNEL_SYSTEM ) { SHIP_DATA *ship = ship_from_cockpit( ch->in_room->vnum ); SHIP_DATA *target; if ( !ship ) continue; if ( !vch->in_room ) continue; if ( channel == CHANNEL_SHIP ) { if ( vch->in_room->vnum > ship->lastroom || vch->in_room->vnum < ship->firstroom ) continue; } /* CHANNEL_SHIP */ target = ship_from_cockpit( vch->in_room->vnum ); if (!target) continue; if ( channel == CHANNEL_SYSTEM ) { if (target->starsystem != ship->starsystem ) continue; if ( ( abs(target->vx - ship->vx) > 100*((ship->comm)+(target->comm)+20) ) || ( abs(target->vy - ship->vy) > 100*((ship->comm)+(target->comm)+20) ) || ( abs(target->vz - ship->vz) > 100*((ship->comm)+(target->comm)+20) ) ) continue; }/* CHANNEL_SYSTEM */ }/* Ship channels*/ position = vch->position; if ( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL ) { vch->position = POS_STANDING; vch->position = position; } if ( !knows_language( vch, ch->speaking, ch ) && (!IS_NPC(ch) || ch->speaking != 0) && ( channel != CHANNEL_NEWBIE && channel != CHANNEL_OOC && channel != CHANNEL_AUCTION && channel != CHANNEL_AVTALK && channel != CHANNEL_ANNOUNCE && channel != CHANNEL_QUEST && channel != CHANNEL_MUSIC && channel != CHANNEL_EMOTE ) ) { sbuf = scramble(argument, ch->speaking); }/* knows_language */ /* 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 ( channel == CHANNEL_IMMTALK || channel == CHANNEL_AVTALK ) { position2 = vch->position; vch->position = POS_STANDING; act( channel == CHANNEL_AVTALK ? AT_AVATAR : AT_IMMORT , buf, ch, sbuf, vch, TO_VICT ); vch->position = position2; } else if (channel == CHANNEL_WARTALK) { act( AT_WARTALK, buf, ch, sbuf, vch, TO_VICT ); } else if (channel == CHANNEL_OOC || channel == CHANNEL_NEWBIE ) { position2 = vch->position; vch->position = POS_STANDING; act( AT_OOC, buf, ch, sbuf, vch, TO_VICT ); vch->position = position2; } else if ( channel == CHANNEL_SHIP ) { act( AT_SHIP, buf, ch, sbuf, vch, TO_VICT ); } else if ( channel == CHANNEL_CLAN ) { position2 = vch->position; vch->position = POS_STANDING; act( AT_CLAN, buf, ch, sbuf, vch, TO_VICT ); vch->position = position2; } else if (channel == CHANNEL_MUSIC ) { act (AT_OOC, buf, ch, sbuf, vch, TO_VICT ); } else { act( AT_GOSSIP, buf, ch, sbuf, vch, TO_VICT ); } vch->position = position; }/* check for not deaf */ } /* Descriptor check */ } 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_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( buf, vch ); } } return; } void do_shiptalk( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SHIP, "shiptalk" ); return; } void do_systemtalk( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SYSTEM, "systemtalk" ); return; } void do_spacetalk( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SPACE, "spacetalk" ); return; } void do_ooc( CHAR_DATA *ch, char *argument ) { talk_channel( ch, argument, CHANNEL_OOC, "ooc" ); return; } void do_clantalk( CHAR_DATA *ch, char *argument ) { if (NEW_AUTH(ch)) /* new auth */ { send_to_char("Huh?\n\r", ch); return; } if ( IS_NPC( ch ) || !ch->pcdata->clan ) { send_to_char( "Huh?\n\r", ch ); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_CLAN, "clantalk" ); return; } void do_newbiechat( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) || ( ch->top_level > 5 && !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_music( CHAR_DATA *ch, char *argument ) { if (NEW_AUTH(ch)) /* new auth */ { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_MUSIC, "sing" ); return; } void do_quest( CHAR_DATA *ch, char *argument ) { if (NEW_AUTH(ch)) /* new auth */ { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_QUEST, "quest" ); return; } void do_shout( CHAR_DATA *ch, char *argument ) { if (NEW_AUTH(ch)) /* new auth */ { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SHOUT, "shout" ); return; } void do_yell( CHAR_DATA *ch, char *argument ) { if (NEW_AUTH(ch)) /* new auth */ { 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_avtalk( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_AVTALK, "avtalk" ); return; } void do_say( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch; int actflags; if ( argument[0] == '\0' ) { send_to_char( "Say what?\n\r", ch ); return; } if ( xIS_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) ) REMOVE_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); } } if ( !knows_language(vch, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) sbuf = scramble(argument, ch->speaking); sbuf = drunk_speech( sbuf, ch ); MOBtrigger = FALSE; act( AT_SAY, "$n&C says '$t'", ch, sbuf, vch, TO_VICT ); } ch->act = actflags; MOBtrigger = FALSE; act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR ); if ( xIS_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 ); } 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; 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) && IS_SET(victim->act, PLR_AFK) ) { send_to_char( "That player is afk.\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 $S whispers turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_SILENCE) ) send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); if ( victim->desc /* make sure desc exists first -Thoric */ && victim->desc->connected == CON_EDITING && get_trust(ch) < LEVEL_GOD ) { act( AT_PLAIN, "$E&G&W 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; { char *sbuf = argument; if ( !knows_language(victim, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) { sbuf = scramble(argument, ch->speaking); } sbuf = drunk_speech( sbuf, ch ); act( AT_WHISPER, "$n whispers to you '$t'", ch, sbuf, victim, TO_VICT ); if ( !xIS_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 ( xIS_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 ); } } mprog_speech_trigger( argument, 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; REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if ( xIS_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) && ( IS_SET(ch->act, PLR_SILENCE) || IS_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 ) || (!NEW_AUTH(ch) && NEW_AUTH(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 ( !IS_NPC(ch) && victim->in_room != ch->in_room ) { if ( !has_comlink(victim) && !IS_IMMORTAL(ch) ) { send_to_char( "They don't seem to have a comlink!\n\r", ch); return; } } if ( !IS_NPC(ch) && victim->in_room != ch->in_room ) { if ( !has_comlink(ch) && !IS_IMMORTAL(victim) ) { send_to_char( "How do you plan todo this without a comlink!\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) && IS_SET(victim->act, PLR_AFK) ) { send_to_char( "That player is afk.\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 $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_SILENCE) ) send_to_char( "That player is silenced. They will receive your message but can not respond.\n\r", ch ); if ( (!IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) ) { act( AT_PLAIN, "$E is too tired to discuss such matters with you now.", ch, 0, victim, TO_CHAR ); return; } if (!IS_NPC(victim) && xIS_SET(victim->in_room->room_flags, ROOM_SILENCE ) ) { act(AT_PLAIN, "A magic force prevents your message from being heard.", 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(switched_victim) victim = switched_victim; /* Bug fix by guppy@wavecomputers.net */ MOBtrigger = FALSE; { char *sbuf = argument; if ( !knows_language(victim, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) { sbuf = scramble(argument, ch->speaking); } sbuf = drunk_speech( sbuf, ch ); act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; act( AT_TELL, "$n tells you '$t'", ch, sbuf, victim, TO_VICT ); MOBtrigger = TRUE; victim->position = position; victim->reply = ch; if ( xIS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) { sprintf( buf, "%s: %s (tell to) %s.", IS_NPC( ch ) ? ch->short_descr : ch->full_name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name ); append_to_file( LOG_FILE, buf ); } } mprog_speech_trigger( argument, ch ); return; } void do_reply( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int position; REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); if ( xIS_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) && IS_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) && IS_SET(victim->act, PLR_AFK) ) { send_to_char( "That player is afk.\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 $S tells turned off.", ch, NULL, victim, TO_CHAR ); return; } if ( ( !IS_IMMORTAL(ch) && !IS_AWAKE(victim) ) || ( !IS_NPC(victim) && xIS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) ) { act( AT_PLAIN, "$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); } } MOBtrigger = FALSE; act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR ); position = victim->position; victim->position = POS_STANDING; { char *sbuf = argument; if ( !knows_language(victim, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) { sbuf = scramble(argument, ch->speaking); } sbuf = drunk_speech( sbuf, ch ); act( AT_TELL, "$n tells you '$t'", ch, sbuf, victim, TO_VICT ); MOBtrigger = TRUE; victim->position = position; victim->reply = ch; ch->retell = victim; } if ( xIS_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 ); } return; } void do_retell(CHAR_DATA *ch, char *argument) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int position; CHAR_DATA *switched_victim = NULL; REMOVE_BIT(ch->deaf, CHANNEL_TELLS); if(xIS_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) && (IS_SET(ch->act, PLR_SILENCE) || IS_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) && IS_SET(victim->act, PLR_AFK) ) { send_to_char("That player is afk.\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 $S tells turned off.", ch, NULL, victim, TO_CHAR); return; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_SILENCE) ) send_to_char("That player is silenced. They will receive your message, but can not respond.\n\r", ch); if((!IS_IMMORTAL(ch) && !IS_AWAKE(victim)) || (!IS_NPC(victim) && xIS_SET(victim->in_room->room_flags, ROOM_SILENCE))) { act(AT_PLAIN, "$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); } } if(switched_victim) victim = switched_victim; MOBtrigger = FALSE; act(AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR); position = victim->position; victim->position = POS_STANDING; { char *sbuf = argument; if ( !knows_language(victim, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) ) { sbuf = scramble(argument, ch->speaking); } sbuf = drunk_speech( sbuf, ch ); act(AT_TELL, "$g tells you '$t'", ch, sbuf, victim, TO_VICT); } MOBtrigger = TRUE; victim->position = position; victim->reply = ch; if(xIS_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); } mprog_speech_trigger(argument, ch); return; } void do_emote( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char *plast; int actflags; if ( !IS_NPC(ch) && IS_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 ) ) REMOVE_BIT( ch->act, ACT_SECRETIVE ); for ( plast = argument; *plast != '\0'; plast++ ) ; strcpy( buf, argument ); if ( isalpha(plast[-1]) ) strcat( buf, "." ); MOBtrigger = FALSE; act( AT_ACTION, "$G $T", ch, NULL, buf, TO_ROOM ); MOBtrigger = FALSE; act( AT_ACTION, "$G $T", ch, NULL, buf, TO_CHAR ); ch->act = actflags; if ( xIS_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, BUG_FILE2, buf ); send_to_char( "Thanks, your bug notice has been recorded.\n\r", ch ); return; } void do_ide( CHAR_DATA *ch, char *argument ) { send_to_char("If you want to send an idea, type 'idea <message>'.\n\r", ch); return; } void do_idea( CHAR_DATA *ch, char *argument ) { append_file( ch, IDEA_FILE, argument ); send_to_char( "Ok. Thanks.\n\r", ch ); return; } void do_typo( CHAR_DATA *ch, char *argument ) { append_file( ch, TYPO_FILE, argument ); send_to_char( "Ok. Thanks.\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 ) { int x, y; int level; if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING ) { 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 ( !IS_NPC(ch) && ch->pcdata->birth_wait > 0 ) { set_char_color( AT_RED,ch); send_to_char( "Your still giving birth!\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_IMMORTAL(ch) && ch->in_room && !xIS_SET( ch->in_room->room_flags , ROOM_HOTEL ) && !xIS_SET( ch->in_room->room_flags, ROOM_HOUSE ) && !xIS_SET( ch->in_room->room_flags, ROOM_PLR_HOME ) && !xIS_SET( ch->in_room->room_flags, ROOM_EMPTY_HOME ) && !IS_WAITING_FOR_AUTH(ch) ) { send_to_char("You may not quit here.\n\r", ch); send_to_char("You will have to find a safer resting place such as a hotel...\n\r", ch); send_to_char("Maybe you could HAIL a speeder.\n\r", ch); return; } /* 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( "Your surroundings begin to fade as a mystical swirling vortex of colors\n\renvelops your body... When you come to, things are not as they were.\n\r\n\r", ch ); act( AT_SAY, "A strange voice says, 'We await your return, $g...'", ch, NULL, NULL, TO_CHAR ); act( AT_BYE, "$g has left the game.", ch, NULL, NULL, TO_ROOM ); set_char_color( AT_GREY, ch); if ( IS_SET(ch->pcdata->flags, PCFLAG_QUESTING ) ) REMOVE_BIT( ch->pcdata->flags, PCFLAG_QUESTING); sprintf( log_buf, "%s has quit.", ch->name ); quitting_char = ch; if ( !NEW_AUTH(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 ); } save_home(ch); 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 */ log_string_plus( log_buf, LOG_COMM, level ); 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) ) { SET_BIT(ch->act,PLR_ANSI); set_char_color( AT_WHITE + AT_BLINK, ch); send_to_char( "ANSI ON!!!\n\r", ch); return; } if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) { REMOVE_BIT(ch->act,PLR_ANSI); send_to_char( "Okay... ANSI support is now off\n\r", ch ); return; } } void do_sound( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "SOUND ON or OFF?\n\r", ch ); return; } if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) { SET_BIT(ch->act,PLR_SOUND); set_char_color( AT_WHITE + AT_BLINK, ch); send_to_char( "SOUND ON!!!\n\r", ch); send_to_char( "!!SOUND(hopeknow U=http://mercury.spaceports.com/~gavin1/)", ch); return; } if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) { REMOVE_BIT(ch->act,PLR_SOUND); send_to_char( "Okay... SOUND support is now off\n\r", ch ); return; } } void do_save( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( !IS_SET( ch->affected_by, race_table[ch->race]->affected ) ) SET_BIT( ch->affected_by, race_table[ch->race]->affected ); if ( !IS_SET( ch->resistant, race_table[ch->race]->resist ) ) SET_BIT( ch->resistant, race_table[ch->race]->resist ); if ( !IS_SET( ch->susceptible, race_table[ch->race]->suscept ) ) SET_BIT( ch->susceptible, race_table[ch->race]->suscept ); if ( NOT_AUTHED(ch) ) { send_to_char("You must either be authorized to save.\n\r", ch); return; } /*if ( ch->top_level < 2 ) { send_to_char("You can't save until after you've graduated from the academy.\n\r", ch); return; }*/ save_char_obj( ch ); save_home (ch ); saving_char = NULL; send_to_char( "Ok.\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, "$g 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 $N!", ch, NULL, ch->master, TO_CHAR ); return; } if ( victim == ch ) { if ( !ch->master ) { send_to_char( "You already follow yourself.\n\r", ch ); return; } stop_follower( ch ); return; } /*if ( ( ch->top_level - victim->top_level < -10 || ch->top_level - victim->top_level > 10 ) && !IS_HERO(ch) && !(ch->top_level < 15 && !IS_NPC(victim) && victim->pcdata->council && !str_cmp(victim->pcdata->council->name,"Newbie Council"))) { send_to_char( "You are not of the right caliber to follow.\n\r", ch ); return; }*/ if ( circle_follow( ch, victim ) ) { send_to_char( "Following in loops is not allowed... sorry.\n\r", ch ); return; } if ( ch->master ) stop_follower( ch ); add_follower( ch, victim ); return; } void add_follower( CHAR_DATA *ch, CHAR_DATA *master ) { if ( ch->master ) { bug( "Add_follower: non-null master.", 0 ); return; } ch->master = master; ch->leader = NULL; /* Support for saving pets --Shaddai */ if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) && !IS_NPC(master) ) master->pcdata->pet = ch; if ( can_see( master, ch ) ) act( AT_ACTION, "$g now follows you.", ch, NULL, master, TO_VICT ); act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR ); return; } void stop_follower( CHAR_DATA *ch ) { if ( !ch->master ) { bug( "Stop_follower: null master.", 0 ); return; } if ( IS_NPC(ch) && !IS_NPC(ch->master) && ch->master->pcdata->pet == ch ) ch->master->pcdata->pet = NULL; if ( IS_AFFECTED(ch, AFF_CHARM) ) { REMOVE_BIT( ch->affected_by, AFF_CHARM ); affect_strip( ch, gsn_charm_person ); if ( !IS_NPC(ch->master) ) ch->master->pcdata->charmies--; } if ( can_see( ch->master, ch ) ) if (!(!IS_NPC(ch->master) && IS_IMMORTAL(ch) && !IS_IMMORTAL(ch->master))) act( AT_ACTION, "$g stops following you.", ch, NULL, ch->master, TO_VICT ); act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); ch->master = NULL; ch->leader = NULL; return; } void die_follower( CHAR_DATA *ch ) { CHAR_DATA *fch; if ( ch->master ) stop_follower( ch ); ch->leader = NULL; for ( fch = first_char; fch; fch = fch->next ) { if ( fch->master == ch ) stop_follower( fch ); if ( fch->leader == ch ) fch->leader = fch; } return; } void do_order( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char argbuf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; strcpy( argbuf, argument ); argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Order whom to do what?\n\r", ch ); return; } if ( !str_prefix("mp",argument) ) { sprintf( buf , "&RWARNING: &G&W %s is attempting to cheat.\n\r",ch->name ); echo_to_all( AT_WHITE, buf, ECHOTAR_ALL ); send_to_char( "But that's cheating!\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You feel like taking, not giving, orders.\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aye aye, right away!\n\r", ch ); return; } if ( !IS_AFFECTED(victim, AFF_CHARM) || victim->master != ch ) { send_to_char( "Do it yourself!\n\r", ch ); return; } } found = FALSE; for ( och = ch->in_room->first_person; och; och = och_next ) { och_next = och->next_in_room; if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch && ( fAll || och == victim ) ) { found = TRUE; act( AT_ACTION, "$G 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->top_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; } void do_group( CHAR_DATA *ch, char *argument ) { 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_GREEN, ch ); ch_printf( ch, "%s's group:\n\r", PERS(leader, ch) ); /* Changed so that no info revealed on possess */ 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)) ch_printf( ch, "[%2d %s] %-16s %4s/%4s hp %4s/%4s mv %5s xp\n\r", gch->top_level, IS_NPC(gch) ? "Mob" : race_table[gch->race]->race_name, capitalize( PERS(gch, ch) ), "????", "????", "????", "????", "?????" ); else ch_printf( ch, "[%2d %s] %-16s %4d/%4d hp %4d/%4d mv\n\r", gch->top_level, IS_NPC(gch) ? "Mob" : race_table[gch->race]->race_name, capitalize( PERS(gch, ch) ), gch->hit, gch->max_hit, gch->move, gch->max_move ); } } 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 ) && rch->master == ch && !ch->master && !ch->leader && !is_same_group( rch, ch ) ) { rch->leader = ch; count++; } } if ( count == 0 ) send_to_char( "You have no eligible group members.\n\r", ch ); else { act( AT_ACTION, "$g groups $s followers.", ch, NULL, victim, TO_ROOM ); send_to_char( "You group your followers.\n\r", ch ); } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->master || ( ch->leader && ch->leader != ch ) ) { send_to_char( "But you are following someone else!\n\r", ch ); return; } if ( victim->master != ch && ch != victim ) { act( AT_PLAIN, "$N isn't following you.", ch, NULL, victim, TO_CHAR ); return; } if ( is_same_group( victim, ch ) && ch != victim ) { victim->leader = NULL; act( AT_ACTION, "$g removes $N from $s group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$g removes you from $s group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "You remove $N from your group.", ch, NULL, victim, TO_CHAR ); return; } victim->leader = ch; act( AT_ACTION, "$N joins $G's group.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You join $G's group.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$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 credits, but no one notices.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You don't have that many credits.\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 (( IS_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 credits. Your share is %d credits.\n\r", amount, share + extra ); sprintf( buf, "$G splits %d credits. Your share is %d credits.", 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; if ( argument[0] == '\0' ) { send_to_char( "Tell your group what?\n\r", ch ); return; } if ( IS_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 */ 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) ); } } 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) && !xIS_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 all for npcs */ return 100; if ( IS_NPC(ch) && IS_SET(ch->speaks, (language & ~LANG_CLAN)) ) return 100; if ( language & LANG_CLAN ) { /* Clan = common for mobs.. snicker.. -- Altrag */ if ( IS_NPC(ch) || IS_NPC(cch) ) return 100; if ( ch->pcdata->clan == cch->pcdata->clan && ch->pcdata->clan != NULL ) return 100; } if ( !IS_NPC( ch ) ) { int lang; /* Racial languages for PCs */ if ( IS_SET(lang_array[race_table[ch->race]->language], language) ) return 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 ) { char buf[MAX_STRING_LENGTH]; if ( language & LANG_CLAN ) return FALSE; if ( IS_NPC(ch) || IS_IMMORTAL(ch) ) return FALSE; if ( lang_array[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 ) { sprintf( buf, "Can_learn_lang: valid language without sn: %d", lang ); bug( buf, 0 ); continue; } if ( ch->pcdata->learned[sn] >= 99 ) return FALSE; } } if ( VALID_LANGS & language ) return TRUE; return FALSE; } int const lang_array[] = { LANG_COMMON, LANG_WOOKIEE, LANG_TWI_LEK, LANG_RODIAN, LANG_HUTT, LANG_MON_CALAMARI, LANG_NOGHRI, LANG_GAMORREAN, LANG_JAWA, LANG_ADARIAN, LANG_EWOK, LANG_VERPINE, LANG_DEFEL, LANG_TRANDOSHAN, LANG_CHADRA_FAN, LANG_QUARREN, LANG_DUINUOGWUIN, LANG_GOTAL, LANG_DEVARONIAN, LANG_ITHORIAN, LANG_BOTHAN, LANG_ASKANI, LANG_R22, LANG_R23, LANG_R24, LANG_R25, LANG_DROID, LANG_SPIRITUAL, LANG_MAGICAL, LANG_GOD, LANG_ANCIENT, LANG_CLAN, LANG_UNKNOWN }; char * const lang_names[] = { "common", "wookiee", "twilek", "rodian", "hutt", "mon calamari", "noghri", "gamorrean", "jawa", "adarian", "ewok", "verpine", "defel", "trandoshan", "chadra-fan", "quarren", "duinuogwuin", "gotal", "devaronian", "ithorian", "bothan", "askani", "r22", "r23", "r24", "r25", "droid", "spiritual", "magical", "god", "ancient", "clan", "Unknown"}; /* 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] ) && IS_SET(race_table[ch->race]->nospeak, 1 << langs) ) { set_char_color( AT_SAY, ch ); ch_printf( ch, "%ss cannot speak %s even though some can understand it.\n\r", capitalize(race_table[ch->race]->race_name), arg ); return; } /* if ( !str_prefix( arg, "common" ) && ch->race == RACE_WOOKIEE )*/ /* if ( !str_prefix( arg, "twilek" ) && ch->race != RACE_TWI_LEK ) { set_char_color( AT_SAY, ch ); send_to_char( "To speak the Twi'lek language requires body parts that you don't have.\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,lang2; int sn,sn2; int numlang=0; argument = one_argument( argument, arg ); if(IS_NPC(ch)) { send_to_char("Mobs Can't Do 'lang' ",ch); return; } if ( arg[0] != '\0' && !str_prefix( arg, "learn" ) && !IS_IMMORTAL(ch) && !IS_NPC(ch) ) { CHAR_DATA *sch; char arg2[MAX_INPUT_LENGTH]; int prct; 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; } for ( lang2 = 0; lang_array[lang2] != LANG_UNKNOWN; lang2++ ) { if ( lang_array[lang] == LANG_CLAN ) continue; if ( ( sn2 = skill_lookup( lang_names[lang2] ) ) != -1 && str_prefix( arg2, lang_names[lang2] ) ) { if ( ch->pcdata->learned[sn2] >= 1 ) numlang++; } } if ( numlang == ( get_curr_int(ch) / 3 ) ) { send_to_char( "You are not smart enough to learn any more languages.\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 ( lang_array[race_table[ch->race]->language] & lang_array[lang] || 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_in_room ) if ( IS_NPC(sch) && IS_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 ( ch->gold < 25 ) { send_to_char( "language lessons cost 25 credits... you don't have enough.\n\r", ch ); return; } ch->gold -= 25; /* 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 ( !(VALID_LANGS & lang_array[lang]) ) continue; if ( ch->speaking & lang_array[lang] || (IS_NPC(ch) && !ch->speaking) ) set_char_color( AT_RED, ch ); else set_char_color( AT_SAY, ch ); if ( ( sn = skill_lookup( lang_names[lang] ) ) < 0 ) send_to_char( "( 0) ", ch ); else ch_printf( ch , "(%3d) ", ch->pcdata->learned[sn] ); 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 (NEW_AUTH(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_WARTALK, "war" ); return; } void do_announce( CHAR_DATA *ch, char *argument ) { if (NOT_AUTHED(ch)) { send_to_char("Huh?\n\r", ch); return; } talk_channel( ch, argument, CHANNEL_ANNOUNCE, "annouce" ); 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_chat( CHAR_DATA *ch, char *argument ) { if (!IS_NPC(ch)) { if ( ch->gold < 1 ) { send_to_char("&RYou don't have enough credits!\n\r",ch); return; } ch->gold -= 1; } talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_CHAT, "chat" ); return; } /* tunes a characters comlink to a certain channel */ void do_tune( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *vch; int station; if ( IS_NPC(ch) ) return; if( !has_comlink(ch) ) { send_to_char("&RYou don't have a comlink to set!\n\r", ch); return; } if( argument[0] == '\0' ) { ch_printf(ch, "&BYour comlink display reads&G&W %d &B.\n\r" ,ch->pcdata->comchan); return; } argument = one_argument( argument, arg ); station = atoi(arg); if( station > 101 || station < 0 ) { send_to_char("&RAvailable stations are 0 through 100.\n\r", ch); return; } if( station == 101 && !IS_IMMORTAL(ch) ) { send_to_char("&RAvailable stations are 0 through 100.\n\r", ch); return; } ch_printf(ch, "&BYour comlink clicks as you set it to &W%d&B.\n\r" ,station); for( vch = ch->in_room->first_person ; vch ; vch = vch->next_in_room ) if( vch != ch ) ch_printf(vch, "&B%s fiddles with a comlink for a second.\n\r" , ch->full_name ); ch->pcdata->comchan = station; return; } /* sends a message to the station your tuned too */ void do_talk( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; int station; char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if( !has_comlink(ch) ) { send_to_char("&RYou don't seem to have a comlink!\n\r", ch); return; } if( argument[0] == '\0' ) { send_to_char("Talk what?\n\r", ch); return; } if( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) { send_to_char("Your silenced.\n\r", ch); return; } if( xIS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "You can't do that here.\n\r", ch ); return; } station = ch->pcdata->comchan; if( station <= 0 ) { send_to_char("&RYour comlink is not tuned to a station!\n\r", ch); return; } ch_printf(ch, "&B[&Woutgoing message&B]&W:&B [&W%d&B] &Wreads&B, &W'%s'\n\r" ,station ,drunk_speech( argument, ch )); 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_NPC(vch) ) { char *sbuf = argument; if ( !has_comlink(vch) ) continue; if( xIS_SET( vch->in_room->room_flags, ROOM_SILENCE ) ) continue; if( vch->pcdata->comchan != station && vch->pcdata->comchan != 101 ) continue; if ( !knows_language( vch, ch->speaking, ch ) && (!IS_NPC(ch) || ch->speaking != 0) ) sbuf = scramble(argument, ch->speaking); /* ch_printf(vch, "&B[&Wincoming message&B]&W:&B [&W%d&B/&W%s&B] &Wreads&B, &W'%s'\n\r" ,station ,ch->name ,sbuf);*/ sprintf( buf, "&B[&Wincoming message&B]&W:&B [&W%d&B/&W$n&B] &Wreads&B, &W'$t'" ,station); act( AT_GOSSIP, buf, ch, drunk_speech(sbuf,ch), vch, TO_VICT ); } } return; } /* * The Routine * Quote Code is by elfren@aros.net */ void do_gemote( CHAR_DATA *ch, char *argument ) { talk_channel( ch, argument, CHANNEL_EMOTE, "gemote" ); return; }