/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* 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>
#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 ) );
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];
OBJ_DATA *obj;
bool ch_comlink, victim_comlink;
argument = one_argument( argument, arg );
REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\r\n", 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.\r\n", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Beep who?\r\n", ch );
return;
}
if( ( victim = get_char_world( ch, arg ) ) == NULL
|| ( IS_NPC( victim ) && victim->in_room != ch->in_room )
|| ( !NOT_AUTHED( ch ) && NOT_AUTHED( victim ) && !IS_IMMORTAL( ch ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
ch_comlink = FALSE;
victim_comlink = FALSE;
if( IS_IMMORTAL( ch ) )
{
ch_comlink = TRUE;
victim_comlink = TRUE;
}
if( IS_IMMORTAL( victim ) )
victim_comlink = TRUE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_COMLINK )
ch_comlink = TRUE;
}
if( !ch_comlink )
{
send_to_char( "You need a comlink to do that!\r\n", ch );
return;
}
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_COMLINK )
victim_comlink = TRUE;
}
if( !victim_comlink )
{
send_to_char( "They don't seem to have a comlink!\r\n", 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.\r\n", ch );
return;
}
if( !IS_NPC( victim ) && ( victim->switched ) && ( get_trust( ch ) > LEVEL_AVATAR ) )
{
send_to_char( "That player is switched.\r\n", ch );
return;
}
else if( !IS_NPC( victim ) && ( !victim->desc ) )
{
send_to_char( "That player is link-dead.\r\n", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && ( IS_SET( victim->act, PLR_SILENCE ) ) )
{
send_to_char( "That player is silenced. They will receive your message but can not respond.\r\n", ch );
}
if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) )
|| ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
if( victim->desc /* make sure desc exists first -Thoric */
&& victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
{
act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
return;
}
ch_printf( ch, "&WYou beep %s: %s\r\n\a", victim->name, argument );
send_to_char( "\a", victim );
if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) )
act( AT_WHITE, "$n beeps: '$t'", ch, argument, victim, TO_VICT );
else
act( AT_WHITE, "$n 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];
short position;
short conversion = 0;
modifier %= number_range( 80, 300 ); /* Bitvectors get way too large #s */
for( position = 0; position < MAX_INPUT_LENGTH; position++ )
{
if( argument[position] == '\0' )
{
arg[position] = '\0';
return arg;
}
else if( argument[position] >= 'A' && argument[position] <= 'Z' )
{
conversion = -conversion + position - modifier + argument[position] - 'A';
conversion = number_range( conversion - 5, conversion + 5 );
while( conversion > 25 )
conversion -= 26;
while( conversion < 0 )
conversion += 26;
arg[position] = conversion + 'A';
}
else if( argument[position] >= 'a' && argument[position] <= 'z' )
{
conversion = -conversion + position - modifier + argument[position] - 'a';
conversion = number_range( conversion - 5, conversion + 5 );
while( conversion > 25 )
conversion -= 26;
while( conversion < 0 )
conversion += 26;
arg[position] = conversion + 'a';
}
else if( argument[position] >= '0' && argument[position] <= '9' )
{
conversion = -conversion + position - modifier + argument[position] - '0';
conversion = number_range( conversion - 2, conversion + 2 );
while( conversion > 9 )
conversion -= 10;
while( conversion < 0 )
conversion += 10;
arg[position] = conversion + '0';
}
else
arg[position] = argument[position];
}
arg[position] = '\0';
return arg;
}
/* I'll rewrite this later if its still needed.. -- Altrag */
char *translate( CHAR_DATA * ch, CHAR_DATA * victim, const char *argument )
{
return "";
}
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];
short drunk;
char *txt;
char *txt1;
if( IS_NPC( ch ) || !ch->pcdata )
{
strcpy( buf, argument );
return buf;
}
drunk = ch->pcdata->condition[COND_DRUNK];
if( drunk <= 0 )
{
strcpy( buf, argument );
return buf;
}
buf[0] = '\0';
buf1[0] = '\0';
if( !argument )
{
bug( "Drunk_speech: NULL argument", 0 );
return "";
}
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 */
{
short slurn = number_range( 1, 2 );
short 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' )
{
short offset = number_range( 0, 2 );
short 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.
*/
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;
CLAN_DATA *clan = NULL;
bool ch_comlink = FALSE;
if( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL && channel != CHANNEL_IMMTALK && channel != CHANNEL_OOC
&& channel != CHANNEL_ASK && channel != CHANNEL_NEWBIE && channel != CHANNEL_AVTALK
&& channel != CHANNEL_SHIP && channel != CHANNEL_SYSTEM && channel != CHANNEL_SPACE
&& channel != CHANNEL_103 && channel != CHANNEL_104 && channel != CHANNEL_105 )
{
OBJ_DATA *obj;
if( IS_IMMORTAL( ch ) )
ch_comlink = TRUE;
else
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_COMLINK )
ch_comlink = TRUE;
}
if( !ch_comlink )
{
send_to_char( "You need a comlink to do that!\r\n", ch );
return;
}
}
else if( channel == CHANNEL_OOC && !IS_SET( ch->in_room->room_flags, ROOM_HOTEL ) )
{
send_to_char( "&ROut of character conversations are restricted to hotels!\r\n", ch );
return;
}
if( IS_NPC( ch ) && channel == CHANNEL_CLAN )
{
send_to_char( "Mobs can't be in clans.\r\n", ch );
return;
}
if( channel == CHANNEL_CLAN )
{
if( ch->pcdata->clan->mainclan )
clan = ch->pcdata->clan->mainclan;
else
clan = ch->pcdata->clan;
}
if( IS_NPC( ch ) && channel == CHANNEL_ORDER )
{
send_to_char( "Mobs can't be in orders.\r\n", ch );
return;
}
if( IS_NPC( ch ) && channel == CHANNEL_GUILD )
{
send_to_char( "Mobs can't be in guilds.\r\n", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\r\n", ch );
return;
}
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
if( ch->master )
send_to_char( "I don't think so...\r\n", ch->master );
return;
}
if( argument[0] == '\0' )
{
sprintf( buf, "%s what?\r\n", verb );
buf[0] = UPPER( buf[0] );
send_to_char( buf, ch ); /* where'd this line go? */
return;
}
if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_SILENCE ) )
{
ch_printf( ch, "You can't %s.\r\n", verb );
return;
}
REMOVE_BIT( ch->deaf, channel );
switch ( channel )
{
default:
set_char_color( AT_GOSSIP, ch );
ch_printf( ch, "You %s over the public network, '%s'\r\n", verb, argument );
sprintf( buf, "$n %ss over the public network, '$t'", verb );
break;
case CHANNEL_CLANTALK:
set_char_color( AT_CLAN, ch );
ch_printf( ch, "Over the organizations private network you say, '%s'\r\n", argument );
sprintf( buf, "$n speaks over the organizations network, '$t'" );
break;
case CHANNEL_SHIP:
set_char_color( AT_SHIP, ch );
ch_printf( ch, "You tell the ship, '%s'\r\n", argument );
sprintf( buf, "$n says over the ships com system, '$t'" );
break;
case CHANNEL_SYSTEM:
case CHANNEL_SPACE:
set_char_color( AT_GOSSIP, ch );
ch_printf( ch, "You %s, '%s'\r\n", verb, argument );
sprintf( buf, "$n %ss, '$t'", verb );
break;
case CHANNEL_YELL:
case CHANNEL_SHOUT:
set_char_color( AT_GOSSIP, ch );
ch_printf( ch, "You %s, '%s'\r\n", verb, argument );
sprintf( buf, "$n %ss, '$t'", verb );
break;
case CHANNEL_ASK:
set_char_color( AT_OOC, ch );
ch_printf( ch, "(OOC) You %s, '%s'\r\n", verb, argument );
sprintf( buf, "(OOC) $n %ss, '$t'", verb );
break;
case CHANNEL_NEWBIE:
set_char_color( AT_OOC, ch );
ch_printf( ch, "(NEWBIE) %s: %s\r\n", ch->name, argument );
sprintf( buf, "(NEWBIE) $n: $t" );
break;
case CHANNEL_OOC:
set_char_color( AT_OOC, ch );
sprintf( buf, "(OOC) $n: $t" );
position = ch->position;
ch->position = POS_STANDING;
act( AT_OOC, buf, ch, argument, NULL, TO_CHAR );
ch->position = position;
break;
case CHANNEL_WARTALK:
set_char_color( AT_WARTALK, ch );
ch_printf( ch, "You %s '%s'\r\n", verb, argument );
sprintf( buf, "$n %ss '$t'", verb );
break;
case CHANNEL_AVTALK:
case CHANNEL_IMMTALK:
case CHANNEL_103:
case CHANNEL_104:
case CHANNEL_105:
if( channel == CHANNEL_AVTALK )
sprintf( buf, "$n: $t" );
else if( channel == CHANNEL_IMMTALK )
sprintf( buf, "$n> $t" );
else if( channel == CHANNEL_103 )
sprintf( buf, "(i103) $n> $t" );
else if( channel == CHANNEL_104 )
sprintf( buf, "(i104) $n> $t" );
else if( channel == CHANNEL_105 )
sprintf( buf, "(i105) $n> $t" );
position = ch->position;
ch->position = POS_STANDING;
act( channel == CHANNEL_AVTALK ? AT_AVATAR : AT_IMMORT, buf, ch, argument, NULL, TO_CHAR );
ch->position = position;
break;
}
if( IS_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 );
}
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;
ch_comlink = FALSE;
if( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL && channel != CHANNEL_IMMTALK && channel != CHANNEL_OOC
&& channel != CHANNEL_ASK && channel != CHANNEL_NEWBIE && channel != CHANNEL_AVTALK
&& channel != CHANNEL_SHIP && channel != CHANNEL_SYSTEM && channel != CHANNEL_SPACE
&& channel != CHANNEL_103 && channel != CHANNEL_104 && channel != CHANNEL_105 )
{
OBJ_DATA *obj;
if( IS_IMMORTAL( och ) )
ch_comlink = TRUE;
else
for( obj = och->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_COMLINK )
ch_comlink = TRUE;
}
if( !ch_comlink )
continue;
}
if( channel == CHANNEL_IMMTALK && !IS_IMMORTAL( och ) )
continue;
if( channel == CHANNEL_103 && get_trust( och ) < 103 )
continue;
if( channel == CHANNEL_104 && get_trust( och ) < 104 )
continue;
if( channel == CHANNEL_105 && get_trust( och ) < 105 )
continue;
if( channel == CHANNEL_WARTALK && NOT_AUTHED( och ) )
continue;
if( channel == CHANNEL_AVTALK && !IS_HERO( och ) )
continue;
if( IS_SET( vch->in_room->room_flags, ROOM_SILENCE ) )
continue;
if( channel == CHANNEL_YELL || channel == CHANNEL_SHOUT )
{
if( ch->in_room != och->in_room )
continue;
}
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 && vch->pcdata->clan->mainclan != clan )
continue;
}
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;
target = ship_from_cockpit( vch->in_room->vnum );
if( !target )
continue;
if( channel == CHANNEL_SYSTEM )
if( target->starsystem != ship->starsystem )
continue;
}
position = vch->position;
if( channel != CHANNEL_SHOUT && channel != CHANNEL_YELL )
vch->position = POS_STANDING;
if( !knows_language( vch, ch->speaking, ch ) &&
( !IS_NPC( ch ) || ch->speaking != 0 ) &&
( channel != CHANNEL_NEWBIE &&
channel != CHANNEL_OOC &&
channel != CHANNEL_AUCTION && channel != CHANNEL_ASK && channel != CHANNEL_AVTALK ) )
sbuf = scramble( argument, ch->speaking );
MOBtrigger = FALSE;
if( channel == CHANNEL_IMMTALK || channel == CHANNEL_AVTALK
|| channel == CHANNEL_103 || channel == CHANNEL_104 || channel == CHANNEL_105 )
act( channel == CHANNEL_AVTALK ? AT_AVATAR : AT_IMMORT, buf, ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_WARTALK )
act( AT_WARTALK, buf, ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_OOC || channel == CHANNEL_NEWBIE || channel == CHANNEL_ASK )
act( AT_OOC, buf, ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_SHIP )
act( AT_SHIP, buf, ch, sbuf, vch, TO_VICT );
else if( channel == CHANNEL_CLAN )
act( AT_CLAN, buf, ch, sbuf, vch, TO_VICT );
else
act( AT_GOSSIP, buf, ch, sbuf, vch, TO_VICT );
vch->position = position;
}
}
return;
}
void to_channel( const char *argument, int channel, const char *verb, short 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_chat( CHAR_DATA * ch, char *argument )
{
if( ch->gold < 1 )
{
send_to_char( "&RYou don't have enough credits!\r\n", ch );
return;
}
ch->gold -= 1;
talk_channel( ch, argument, CHANNEL_CHAT, "chat" );
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!\r\n", ch );
return;
}
talk_channel( ch, argument, 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!\r\n", ch );
return;
}
talk_channel( ch, argument, 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!\r\n", ch );
return;
}
talk_channel( ch, argument, 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( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
if( IS_NPC( ch ) || !ch->pcdata->clan )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_CLAN, "clantalk" );
}
void do_newbiechat( CHAR_DATA * ch, char *argument )
{
if( ch->top_level > 5 )
{
send_to_char( "Aren't you a little old for the newbie channel?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_NEWBIE, "newbiechat" );
}
void do_ot( CHAR_DATA * ch, char *argument )
{
do_ordertalk( ch, argument );
}
void do_ordertalk( CHAR_DATA * ch, char *argument )
{
send_to_char( "Huh?\r\n", ch );
}
void do_guildtalk( CHAR_DATA * ch, char *argument )
{
send_to_char( "Huh?\r\n", ch );
}
void do_music( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_MUSIC, "sing" );
return;
}
void do_quest( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_QUEST, "quest" );
return;
}
void do_ask( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_ASK, "ask" );
return;
}
void do_answer( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_ASK, "answer" );
return;
}
void do_shout( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_SHOUT, "shout" );
WAIT_STATE( ch, 12 );
return;
}
void do_yell( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", 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?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_IMMTALK, "immtalk" );
return;
}
void do_i103( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_103, "i103" );
return;
}
void do_i104( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_104, "i104" );
return;
}
void do_i105( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_105, "i105" );
return;
}
void do_avtalk( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, drunk_speech( argument, ch ), CHANNEL_AVTALK, "avtalk" );
return;
}
void do_say( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *vch;
int actflags;
if( argument[0] == '\0' )
{
send_to_char( "Say what?\r\n", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\r\n", 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;
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 says '$t'", ch, sbuf, vch, TO_VICT );
}
/* MOBtrigger = FALSE;
act( AT_SAY, "$n says '$T'", ch, NULL, argument, TO_ROOM );*/
ch->act = actflags;
MOBtrigger = FALSE;
act( AT_SAY, "You say '$T'", ch, NULL, drunk_speech( argument, ch ), TO_CHAR );
if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
append_to_file( LOG_FILE, buf );
}
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_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;
bool ch_comlink;
bool victim_comlink;
OBJ_DATA *obj;
switched_victim = NULL;
if( IS_SET( ch->deaf, CHANNEL_TELLS ) && !IS_IMMORTAL( ch ) )
{
act( AT_PLAIN, "You have tells turned off... try chan +tells first", ch, NULL, NULL, TO_CHAR );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\r\n", 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.\r\n", ch );
return;
}
argument = one_argument( argument, arg );
if( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Tell whom what?\r\n", ch );
return;
}
if( ( victim = get_char_world( ch, arg ) ) == NULL
|| ( IS_NPC( victim ) && victim->in_room != ch->in_room )
|| ( !NOT_AUTHED( ch ) && NOT_AUTHED( victim ) && !IS_IMMORTAL( ch ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( ch == victim )
{
send_to_char( "You have a nice little chat with yourself.\r\n", ch );
return;
}
if( victim->in_room != ch->in_room && !IS_IMMORTAL( ch ) )
{
ch_comlink = FALSE;
victim_comlink = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_COMLINK )
ch_comlink = TRUE;
}
if( !ch_comlink )
{
send_to_char( "You need a comlink to do that!\r\n", ch );
return;
}
if( IS_IMMORTAL( victim ) )
victim_comlink = TRUE;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_COMLINK )
victim_comlink = TRUE;
}
if( !victim_comlink )
{
send_to_char( "They don't seem to have a comlink!\r\n", 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.\r\n", ch );
return;
}
if( !IS_NPC( victim ) && ( victim->switched )
&& ( get_trust( ch ) > LEVEL_AVATAR )
&& !IS_SET( victim->switched->act, ACT_POLYMORPHED ) && !IS_AFFECTED( victim->switched, AFF_POSSESS ) )
{
send_to_char( "That player is switched.\r\n", ch );
return;
}
else if( !IS_NPC( victim ) && ( victim->switched )
&& ( IS_SET( victim->switched->act, ACT_POLYMORPHED ) || 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.\r\n", ch );
return;
}
if( !IS_NPC( victim ) && ( IS_SET( victim->act, PLR_AFK ) ) )
{
send_to_char( "That player is afk.\r\n", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && ( IS_SET( victim->act, PLR_SILENCE ) ) )
{
send_to_char( "That player is silenced. They will receive your message but can not respond.\r\n", ch );
}
if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) )
|| ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
if( victim->desc /* make sure desc exists first -Thoric */
&& victim->desc->connected == CON_EDITING && get_trust( ch ) < LEVEL_GOD )
{
act( AT_PLAIN, "$E is currently in a writing buffer. Please try again in a few minutes.", ch, 0, victim, TO_CHAR );
return;
}
if( switched_victim )
victim = switched_victim;
/*
* Bug fix by guppy@wavecomputers.net
*/
MOBtrigger = FALSE;
act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) )
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
else
act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT );
MOBtrigger = TRUE;
victim->position = position;
victim->reply = ch;
if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (tell to) %s.",
IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
append_to_file( LOG_FILE, buf );
}
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( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "You can't do that here.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_SILENCE ) )
{
send_to_char( "Your message didn't get through.\r\n", ch );
return;
}
if( ( victim = ch->reply ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( !IS_NPC( victim ) && ( victim->switched ) && can_see( ch, victim ) && ( get_trust( ch ) > LEVEL_AVATAR ) )
{
send_to_char( "That player is switched.\r\n", ch );
return;
}
else if( !IS_NPC( victim ) && ( !victim->desc ) )
{
send_to_char( "That player is link-dead.\r\n", ch );
return;
}
if( !IS_NPC( victim ) && ( IS_SET( victim->act, PLR_AFK ) ) )
{
send_to_char( "That player is afk.\r\n", ch );
return;
}
if( IS_SET( victim->deaf, CHANNEL_TELLS ) && ( !IS_IMMORTAL( ch ) || ( get_trust( ch ) < get_trust( victim ) ) ) )
{
act( AT_PLAIN, "$E has $S tells turned off.", ch, NULL, victim, TO_CHAR );
return;
}
if( ( !IS_IMMORTAL( ch ) && !IS_AWAKE( victim ) )
|| ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_SILENCE ) ) )
{
act( AT_PLAIN, "$E can't hear you.", ch, 0, victim, TO_CHAR );
return;
}
/*
* Bug fix by guppy@wavecomputers.net
*/
MOBtrigger = FALSE;
act( AT_TELL, "You tell $N '$t'", ch, argument, victim, TO_CHAR );
position = victim->position;
victim->position = POS_STANDING;
if( knows_language( victim, ch->speaking, ch ) || ( IS_NPC( ch ) && !ch->speaking ) )
act( AT_TELL, "$n tells you '$t'", ch, argument, victim, TO_VICT );
else
act( AT_TELL, "$n tells you '$t'", ch, scramble( argument, ch->speaking ), victim, TO_VICT );
MOBtrigger = TRUE;
victim->position = position;
victim->reply = ch;
if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s (reply to) %s.",
IS_NPC( ch ) ? ch->short_descr : ch->name, argument, IS_NPC( victim ) ? victim->short_descr : victim->name );
append_to_file( LOG_FILE, buf );
}
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.\r\n", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "Emote what?\r\n", 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, "$n $T", ch, NULL, buf, TO_ROOM );
MOBtrigger = FALSE;
act( AT_ACTION, "$n $T", ch, NULL, buf, TO_CHAR );
ch->act = actflags;
if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
append_to_file( LOG_FILE, buf );
}
return;
}
void do_bug( CHAR_DATA * ch, char *argument )
{
if( !argument || argument[0] == '\0' )
{
send_to_char( "What do you want to submit as a bug?\r\n", ch );
return;
}
append_file( ch, BUG_FILE, argument );
send_to_char( "Ok. Thanks.\r\n", ch );
return;
}
void do_ide( CHAR_DATA * ch, char *argument )
{
send_to_char( "If you want to send an idea, type 'idea <message>'.\r\n", ch );
send_to_char( "If you want to identify an object and have the identify spell,\r\n", ch );
send_to_char( "Type 'cast identify <object>'.\r\n", ch );
return;
}
void do_idea( CHAR_DATA * ch, char *argument )
{
if( !argument || argument[0] == '\0' )
{
send_to_char( "What do you want to submit as an idea?\r\n", ch );
return;
}
append_file( ch, IDEA_FILE, argument );
send_to_char( "Ok. Thanks.\r\n", ch );
return;
}
void do_typo( CHAR_DATA * ch, char *argument )
{
if( !argument || argument[0] == '\0' )
{
send_to_char( "What do you want to submit as a typo?\r\n", ch );
return;
}
append_file( ch, TYPO_FILE, argument );
send_to_char( "Ok. Thanks.\r\n", ch );
return;
}
void do_rent( CHAR_DATA * ch, char *argument )
{
set_char_color( AT_WHITE, ch );
send_to_char( "There is no rent here. Just save and quit.\r\n", 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.\r\n", ch );
return;
}
void do_quit( CHAR_DATA * ch, char *argument )
{
/*
* OBJ_DATA *obj;
*//*
* Unused
*/
int x, y;
int level;
if( IS_NPC( ch ) && IS_SET( ch->act, ACT_POLYMORPHED ) )
{
send_to_char( "You can't quit while polymorphed.\r\n", ch );
return;
}
if( IS_NPC( ch ) )
return;
if( ch->position == POS_FIGHTING )
{
set_char_color( AT_RED, ch );
send_to_char( "No way! You are fighting.\r\n", ch );
return;
}
if( ch->position < POS_STUNNED )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You're not DEAD yet.\r\n", 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.\r\n", ch );
return;
}
if( !IS_IMMORTAL( ch ) && ch->in_room && !IS_SET( ch->in_room->room_flags, ROOM_HOTEL ) && !NOT_AUTHED( ch ) )
{
send_to_char( "You may not quit here.\r\n", ch );
send_to_char( "You will have to find a safer resting place such as a hotel...\r\n", ch );
send_to_char( "Maybe you could HAIL a speeder.\r\n", ch );
return;
}
set_char_color( AT_WHITE, ch );
send_to_char
( "Your surroundings begin to fade as a mystical swirling vortex of colors\r\nenvelops your body... When you come to, things are not as they were.\r\n\r\n",
ch );
act( AT_SAY, "A strange voice says, 'We await your return, $n...'", ch, NULL, NULL, TO_CHAR );
act( AT_BYE, "$n has left the game.", ch, NULL, NULL, TO_ROOM );
set_char_color( AT_GREY, ch );
if( ch->desc && ch->desc->account && !IS_IMMORTAL( ch ) )
{
struct tm *tms;
tms = localtime( ¤t_time );
tms->tm_min += ACCOUNT_TIMER;
ch->desc->account->timer = mktime( tms );
save_account( ch->desc->account );
}
sprintf( log_buf, "%s has quit.", ch->name );
quitting_char = ch;
save_char_obj( ch );
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
*/
/*
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", level );
*/
log_string_plus( log_buf, LOG_COMM, level );
return;
}
void send_rip_screen( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH * 2];
if( ( rpfile = fopen( RIPSCREEN_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void send_rip_title( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH * 2];
if( ( rpfile = fopen( RIPTITLE_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void send_ansi_title( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH * 2];
if( ( rpfile = fopen( ANSITITLE_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void send_ascii_title( CHAR_DATA * ch )
{
FILE *rpfile;
int num = 0;
char BUFF[MAX_STRING_LENGTH];
if( ( rpfile = fopen( ASCTITLE_FILE, "r" ) ) != NULL )
{
while( ( BUFF[num] = fgetc( rpfile ) ) != EOF )
num++;
fclose( rpfile );
BUFF[num] = 0;
write_to_buffer( ch->desc, BUFF, num );
}
}
void do_rip( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Rip ON or OFF?\r\n", ch );
return;
}
if( ( strcmp( arg, "on" ) == 0 ) || ( strcmp( arg, "ON" ) == 0 ) )
{
send_rip_screen( ch );
SET_BIT( ch->act, PLR_ANSI );
return;
}
if( ( strcmp( arg, "off" ) == 0 ) || ( strcmp( arg, "OFF" ) == 0 ) )
{
send_to_char( "!|*\r\nRIP now off...\r\n", ch );
return;
}
}
void do_ansi( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "ANSI ON or OFF?\r\n", 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!!!\r\n", 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\r\n", 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?\r\n", 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!!!\r\n", ch );
send_to_char( "!!SOUND(hopeknow)", 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\r\n", ch );
return;
}
}
void do_save( CHAR_DATA * ch, char *argument )
{
if( IS_NPC( ch ) && IS_SET( ch->act, ACT_POLYMORPHED ) )
{
send_to_char( "You can't save while polymorphed.\r\n", ch );
return;
}
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 can't save untill after you've graduated from the acadamey.\r\n", ch );
return;
}
save_char_obj( ch );
save_home( ch );
saving_char = NULL;
if( ch->desc->account )
save_account( ch->desc->account );
send_to_char( "Ok.\r\n", 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_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?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master )
{
act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
return;
}
if( victim == ch )
{
if( !ch->master )
{
send_to_char( "You already follow yourself.\r\n", ch );
return;
}
stop_follower( ch );
return;
}
if( circle_follow( ch, victim ) )
{
send_to_char( "Following in loops is not allowed... sorry.\r\n", ch );
return;
}
if( ch->master )
stop_follower( ch );
add_follower( ch, victim );
return;
}
void add_follower( CHAR_DATA * ch, CHAR_DATA * master )
{
if( ch->master )
{
bug( "Add_follower: non-null master.", 0 );
return;
}
ch->master = master;
ch->leader = NULL;
if( can_see( master, ch ) )
act( AT_ACTION, "$n now follows you.", ch, NULL, master, TO_VICT );
act( AT_ACTION, "You now follow $N.", ch, NULL, master, TO_CHAR );
return;
}
void stop_follower( CHAR_DATA * ch )
{
if( !ch->master )
{
bug( "Stop_follower: null master.", 0 );
return;
}
if( IS_AFFECTED( ch, AFF_CHARM ) )
{
REMOVE_BIT( ch->affected_by, AFF_CHARM );
affect_strip( ch, gsn_charm_person );
}
if( can_see( ch->master, ch ) )
act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT );
act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR );
ch->master = NULL;
ch->leader = NULL;
return;
}
void die_follower( CHAR_DATA * ch )
{
CHAR_DATA *fch;
if( ch->master )
stop_follower( ch );
ch->leader = NULL;
for( fch = first_char; fch; fch = fch->next )
{
if( fch->master == ch )
stop_follower( fch );
if( fch->leader == ch )
fch->leader = fch;
}
}
void do_order( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char argbuf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *och;
CHAR_DATA *och_next;
bool found;
bool fAll;
strcpy( argbuf, argument );
argument = one_argument( argument, arg );
if( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Order whom to do what?\r\n", ch );
return;
}
if( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You feel like taking, not giving, orders.\r\n", ch );
return;
}
if( !str_cmp( arg, "all" ) )
{
fAll = TRUE;
victim = NULL;
}
else
{
fAll = FALSE;
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "Aye aye, right away!\r\n", ch );
return;
}
if( strstr( argument, "mp" ) != NULL )
{
send_to_char( "No.. I don't think so.\r\n", ch );
return;
}
if( !IS_AFFECTED( victim, AFF_CHARM ) || victim->master != ch )
{
send_to_char( "Do it yourself!\r\n", ch );
return;
}
}
found = FALSE;
for( och = ch->in_room->first_person; och; och = och_next )
{
och_next = och->next_in_room;
if( IS_AFFECTED( och, AFF_CHARM ) && och->master == ch && ( fAll || och == victim ) )
{
found = TRUE;
act( AT_ACTION, "$n orders you to '$t'.", ch, argument, och, TO_VICT );
interpret( och, argument );
}
}
if( found )
{
sprintf( log_buf, "%s: order %s.", ch->name, argbuf );
log_string_plus( log_buf, LOG_NORMAL, ch->top_level );
send_to_char( "Ok.\r\n", ch );
WAIT_STATE( ch, 12 );
}
else
send_to_char( "You have no followers here.\r\n", ch );
}
void do_group( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
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:\r\n", 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\r\n",
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\r\n",
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.\r\n", 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.\r\n", gch );
}
}
if( count == 0 )
send_to_char( "You have no group members to disband.\r\n", ch );
else
send_to_char( "You disband your group.\r\n", 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.\r\n", ch );
else
{
act( AT_ACTION, "$n groups $s followers.", ch, NULL, victim, TO_ROOM );
send_to_char( "You group your followers.\r\n", ch );
}
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( ch->master || ( ch->leader && ch->leader != ch ) )
{
send_to_char( "But you are following someone else!\r\n", ch );
return;
}
if( victim->master != ch && ch != victim )
{
act( AT_PLAIN, "$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, "$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n removes you from $s group.", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "You remove $N from your group.", ch, NULL, victim, TO_CHAR );
return;
}
victim->leader = ch;
act( AT_ACTION, "$N joins $n's group.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "You join $n's group.", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$N joins your group.", ch, NULL, victim, TO_CHAR );
return;
}
/*
* 'Split' originally by Gnort, God of Chaos.
*/
void do_split( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount;
int share;
int extra;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Split how much?\r\n", ch );
return;
}
amount = atoi( arg );
if( amount < 0 )
{
send_to_char( "Your group wouldn't like that.\r\n", ch );
return;
}
if( amount == 0 )
{
send_to_char( "You hand out zero credits, but no one notices.\r\n", ch );
return;
}
if( ch->gold < amount )
{
send_to_char( "You don't have that many credits.\r\n", 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.\r\n", ch );
return;
}
share = amount / members;
extra = amount % members;
if( share == 0 )
{
send_to_char( "Don't even bother, cheapskate.\r\n", 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.\r\n", amount, share + extra );
sprintf( buf, "$n 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?\r\n", ch );
return;
}
if( IS_SET( ch->act, PLR_NO_TELL ) )
{
send_to_char( "Your message didn't get through!\r\n", ch );
return;
}
/*
* Note use of send_to_char, so gtell works on sleepers.
*/
/* sprintf( buf, "%s tells the group '%s'.\r\n", 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'.\r\n", ch->name, argument );
else
ch_printf( gch, "%s tells the group '%s'.\r\n", 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 )
&& !IS_SET( original->in_room->room_flags, ROOM_SILENCE ) && !NOT_AUTHED( original ) )
act( AT_GOSSIP, buf, original, NULL, NULL, TO_CHAR );
}
}
/*
* Language support functions. -- Altrag
* 07/01/96
*/
bool knows_language( CHAR_DATA * ch, int language, CHAR_DATA * cch )
{
short sn;
if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
return TRUE;
if( IS_NPC( ch ) && !ch->speaks ) /* No langs = knows all for npcs */
return TRUE;
if( IS_NPC( ch ) && IS_SET( ch->speaks, ( language & ~LANG_CLAN ) ) )
return TRUE;
/*
* everyone does not KNOW common tongue
* if ( IS_SET(language, LANG_COMMON) )
* return TRUE;
*/
if( language & LANG_CLAN )
{
/*
* Clan = common for mobs.. snicker.. -- Altrag
*/
if( IS_NPC( ch ) || IS_NPC( cch ) )
return TRUE;
if( ch->pcdata->clan == cch->pcdata->clan && ch->pcdata->clan != NULL )
return TRUE;
}
if( !IS_NPC( ch ) )
{
int lang;
/*
* Racial languages for PCs
*/
if( IS_SET( race_table[ch->race].language, language ) )
return TRUE;
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 && ch->pcdata->learned[sn] >= 60 )
return TRUE;
}
}
return FALSE;
}
bool can_learn_lang( CHAR_DATA * ch, int language )
{
if( language & LANG_CLAN )
return FALSE;
if( IS_NPC( ch ) || IS_IMMORTAL( ch ) )
return FALSE;
if( race_table[ch->race].language & language )
return FALSE;
if( ch->speaks & language )
{
int lang;
for( lang = 0; lang_array[lang] != LANG_UNKNOWN; lang++ )
if( language & lang_array[lang] )
{
int sn;
if( !( VALID_LANGS & lang_array[lang] ) )
return FALSE;
if( ( sn = skill_lookup( lang_names[lang] ) ) < 0 )
{
bug( "Can_learn_lang: valid language without sn: %d", lang );
continue;
}
if( ch->pcdata->learned[sn] >= 99 )
return FALSE;
}
}
if( VALID_LANGS & language )
return TRUE;
return FALSE;
}
int const lang_array[] = { LANG_COMMON, LANG_WOOKIEE, LANG_TWI_LEK, LANG_RODIAN,
LANG_HUTT, LANG_MON_CALAMARI, LANG_NOGHRI, LANG_EWOK,
LANG_ITHORIAN, LANG_GOTAL, LANG_DEVARONIAN,
LANG_DROID, LANG_SPIRITUAL, LANG_MAGICAL,
LANG_GAMORREAN, LANG_GOD, LANG_ANCIENT, LANG_JAWA,
LANG_CLAN, LANG_ADARIAN, LANG_VERPINE, LANG_DEFEL,
LANG_TRANDOSHAN, LANG_CHADRA_FAN, LANG_QUARREN,
LANG_DUINUOGWUIN, LANG_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;
}
char *const lang_names[] = { "common", "wookiee", "twilek", "rodian", "hutt",
"mon calamari", "noghri", "ewok", "ithorian",
"gotal", "devaronian", "droid", "spiritual",
"magical", "gamorrean", "god", "ancient",
"jawa", "clan", "adarian", "verpine", "defel",
"trandoshan", "chadra-fan", "quarren", "duinuogwuin", ""
};
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.\r\n", ch );
return;
}
if( !str_prefix( arg, "common" ) && ch->race == RACE_WOOKIEE )
{
set_char_color( AT_SAY, ch );
send_to_char( "Wookiees cannot speak common even though some can understand it.\r\n", ch );
return;
}
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.\r\n", 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.\r\n", lang_names[langs] );
return;
}
set_char_color( AT_SAY, ch );
send_to_char( "You do not know that language.\r\n", ch );
}
void do_languages( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int lang;
int sn;
argument = one_argument( argument, arg );
if( arg[0] != '\0' && !str_prefix( arg, "learn" ) && !IS_IMMORTAL( ch ) && !IS_NPC( ch ) )
{
CHAR_DATA *sch;
char arg2[MAX_INPUT_LENGTH];
int prct;
argument = one_argument( argument, arg2 );
if( arg2[0] == '\0' )
{
send_to_char( "Learn which language?\r\n", 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.\r\n", ch );
return;
}
if( !( VALID_LANGS & lang_array[lang] ) )
{
send_to_char( "You may not learn that language.\r\n", ch );
return;
}
if( ( sn = skill_lookup( lang_names[lang] ) ) < 0 )
{
send_to_char( "That is not a language.\r\n", ch );
return;
}
if( 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.\r\n", ch );
return;
}
if( ch->gold < 25 )
{
send_to_char( "language lessons cost 25 credits... you don't have enough.\r\n", 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( "\r\n", ch );
}
send_to_char( "\r\n", ch );
return;
}
void do_wartalk( CHAR_DATA * ch, char *argument )
{
if( NOT_AUTHED( ch ) )
{
send_to_char( "Huh?\r\n", ch );
return;
}
talk_channel( ch, argument, CHANNEL_WARTALK, "war" );
return;
}