/*************************************************************************** * 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; }