/* ************************************************************************ * file: act.other.c , Implementation of commands. Part of DIKUMUD * * Usage : Other commands. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <string.h> #include <ctype.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" /* extern variables */ extern struct str_app_type str_app[]; extern struct room_data *world; extern struct descriptor_data *descriptor_list; extern struct room_data *world; extern struct dex_skill_type dex_app_skill[]; extern struct spell_info_type spell_info[]; /* extern procedures */ void hit(struct char_data *ch, struct char_data *victim, int type); void do_shout(struct char_data *ch, char *argument, int cmd); void do_qui(struct char_data *ch, char *argument, int cmd) { send_to_char("You have to write quit - no less, to quit!\n\r",ch); return; } void do_quit(struct char_data *ch, char *argument, int cmd) { void do_save(struct char_data *ch, char *argument, int cmd); void die(struct char_data *ch); if (IS_NPC(ch) || !ch->desc) return; if (GET_POS(ch) == POSITION_FIGHTING) { send_to_char("No way! You are fighting.\n\r", ch); return; } if (GET_POS(ch) < POSITION_STUNNED) { send_to_char("You die before your time!\n\r", ch); die(ch); return; } act("Goodbye, friend.. Come back soon!", FALSE, ch, 0, 0, TO_CHAR); act("$n has left the game.", TRUE, ch,0,0,TO_ROOM); extract_char(ch); /* Char is saved in extract char */ } void do_save(struct char_data *ch, char *argument, int cmd) { char buf[100]; if (IS_NPC(ch) || !ch->desc) return; sprintf(buf, "Saving %s.\n\r", GET_NAME(ch)); send_to_char(buf, ch); save_char(ch, NOWHERE); } void do_not_here(struct char_data *ch, char *argument, int cmd) { send_to_char("Sorry, but you cannot do that here!\n\r",ch); } void do_sneak(struct char_data *ch, char *argument, int cmd) { struct affected_type af; byte percent; send_to_char("Ok, you'll try to move silently for a while.\n\r", ch); if (IS_AFFECTED(ch, AFF_SNEAK)) affect_from_char(ch, SKILL_SNEAK); percent=number(1,101); /* 101% is a complete failure */ if (percent > ch->skills[SKILL_SNEAK].learned + dex_app_skill[GET_DEX(ch)].sneak) return; af.type = SKILL_SNEAK; af.duration = GET_LEVEL(ch); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_SNEAK; affect_to_char(ch, &af); } void do_hide(struct char_data *ch, char *argument, int cmd) { byte percent; send_to_char("You attempt to hide yourself.\n\r", ch); if (IS_AFFECTED(ch, AFF_HIDE)) REMOVE_BIT(ch->specials.affected_by, AFF_HIDE); percent=number(1,101); /* 101% is a complete failure */ if (percent > ch->skills[SKILL_HIDE].learned + dex_app_skill[GET_DEX(ch)].hide) return; SET_BIT(ch->specials.affected_by, AFF_HIDE); } void do_steal(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; struct obj_data *obj; char victim_name[240]; char obj_name[240]; char buf[240]; int percent, bits; bool equipment = FALSE; int gold, eq_pos; bool ohoh = FALSE; argument = one_argument(argument, obj_name); one_argument(argument, victim_name); if (!(victim = get_char_room_vis(ch, victim_name))) { send_to_char("Steal what from who?\n\r", ch); return; } else if (victim == ch) { send_to_char("Come on now, that's rather stupid!\n\r", ch); return; } if ((GET_EXP(ch) < 1250) && (!IS_NPC(victim))) { send_to_char("Due to misuse of steal, you can't steal from other players\n\r", ch); send_to_char("unless you got at least 1,250 experience points.\n\r", ch); return; } /* 101% is a complete failure */ percent=number(1,101) - dex_app_skill[GET_DEX(ch)].p_pocket; if (GET_POS(victim) < POSITION_SLEEPING) percent = -1; /* ALWAYS SUCCESS */ if (GET_LEVEL(victim)>20) /* NO NO With Imp's and Shopkeepers! */ percent = 101; /* Failure */ if (str_cmp(obj_name, "coins") && str_cmp(obj_name,"gold")) { if (!(obj = get_obj_in_list_vis(victim, obj_name, victim->carrying))) { for (eq_pos = 0; (eq_pos < MAX_WEAR); eq_pos++) if (victim->equipment[eq_pos] && (isname(obj_name, victim->equipment[eq_pos]->name)) && CAN_SEE_OBJ(ch,victim->equipment[eq_pos])) { obj = victim->equipment[eq_pos]; break; } if (!obj) { act("$E has not got that item.",FALSE,ch,0,victim,TO_CHAR); return; } else { /* It is equipment */ if ((GET_POS(victim) > POSITION_STUNNED)) { send_to_char("Steal the equipment now? Impossible!\n\r", ch); return; } else { act("You unequip $p and steal it.",FALSE, ch, obj ,0, TO_CHAR); act("$n steals $p from $N.",FALSE,ch,obj,victim,TO_NOTVICT); obj_to_char(unequip_char(victim, eq_pos), ch); } } } else { /* obj found in inventory */ percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */ if (AWAKE(victim) && (percent > ch->skills[SKILL_STEAL].learned)) { ohoh = TRUE; act("Oops..", FALSE, ch,0,0,TO_CHAR); act("$n tried to steal something from you!",FALSE,ch,0,victim,TO_VICT); act("$n tries to steal something from $N.", TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal the item */ if ((IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch))) { if ((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) < CAN_CARRY_W(ch)) { obj_from_char(obj); obj_to_char(obj, ch); send_to_char("Got it!\n\r", ch); } } else send_to_char("You cannot carry that much.\n\r", ch); } } } else { /* Steal some coins */ if (AWAKE(victim) && (percent > ch->skills[SKILL_STEAL].learned)) { ohoh = TRUE; act("Oops..", FALSE, ch,0,0,TO_CHAR); act("You discover that $n has $s hands in your wallet.",FALSE,ch,0,victim,TO_VICT); act("$n tries to steal gold from $N.",TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal some gold coins */ gold = (int) ((GET_GOLD(victim)*number(1,10))/100); gold = MIN(1782, gold); if (gold > 0) { GET_GOLD(ch) += gold; GET_GOLD(victim) -= gold; sprintf(buf, "Bingo! You got %d gold coins.\n\r", gold); send_to_char(buf, ch); } else { send_to_char("You couldn't get any gold...\n\r", ch); } } } if (ohoh && IS_NPC(victim) && AWAKE(victim)) if (IS_SET(victim->specials.act, ACT_NICE_THIEF)) { sprintf(buf, "%s is a bloody thief.", GET_NAME(ch)); do_shout(victim, buf, 0); log(buf); send_to_char("Don't you ever do that again!\n\r", ch); } else { hit(victim, ch, TYPE_UNDEFINED); } } #ifdef JKL void do_pick(struct char_data *ch, char *argument, int cmd) { byte percent; percent=number(1,101); /* 101% is a complete failure */ if (percent > (ch->skills[SKILL_PICK_LOCK].learned + dex_app_skill[GET_DEX(ch)].p_locks)) { send_to_char("You failed to pick the lock.\n\r", ch); return; } } #endif void do_practice(struct char_data *ch, char *arg, int cmd) { send_to_char("You can only practise in a guild.\n\r", ch); } void do_idea(struct char_data *ch, char *argument, int cmd) { FILE *fl; char str[MAX_STRING_LENGTH]; if (IS_NPC(ch)) { send_to_char("Monsters can't have ideas - Go away.\n\r", ch); return; } /* skip whites */ for (; isspace(*argument); argument++); if (!*argument) { send_to_char("That doesn't sound like a good idea to me.. Sorry.\n\r", ch); return; } if (!(fl = fopen(IDEA_FILE, "a"))) { perror ("do_idea"); send_to_char("Could not open the idea-file.\n\r", ch); return; } sprintf(str, "**%s: %s\n", GET_NAME(ch), argument); fputs(str, fl); fclose(fl); send_to_char("Ok. Thanks.\n\r", ch); } void do_typo(struct char_data *ch, char *argument, int cmd) { FILE *fl; char str[MAX_STRING_LENGTH]; if (IS_NPC(ch)) { send_to_char("Monsters can't spell - leave me alone.\n\r", ch); return; } /* skip whites */ for (; isspace(*argument); argument++); if (!*argument) { send_to_char("I beg your pardon?\n\r", ch); return; } if (!(fl = fopen(TYPO_FILE, "a"))) { perror ("do_typo"); send_to_char("Could not open the typo-file.\n\r", ch); return; } sprintf(str, "**%s[%d]: %s\n", GET_NAME(ch), world[ch->in_room].number, argument); fputs(str, fl); fclose(fl); send_to_char("Ok. thanks.\n\r", ch); } void do_bug(struct char_data *ch, char *argument, int cmd) { FILE *fl; char str[MAX_STRING_LENGTH]; if (IS_NPC(ch)) { send_to_char("You are a monster! Bug off!\n\r", ch); return; } /* skip whites */ for (; isspace(*argument); argument++); if (!*argument) { send_to_char("Pardon?\n\r", ch); return; } if (!(fl = fopen(BUG_FILE, "a"))) { perror ("do_bug"); send_to_char("Could not open the bug-file.\n\r", ch); return; } sprintf(str, "**%s[%d]: %s\n", GET_NAME(ch), world[ch->in_room].number, argument); fputs(str, fl); fclose(fl); send_to_char("Ok.\n\r", ch); } void do_brief(struct char_data *ch, char *argument, int cmd) { if (IS_NPC(ch)) return; if (IS_SET(ch->specials.act, PLR_BRIEF)) { send_to_char("Brief mode off.\n\r", ch); REMOVE_BIT(ch->specials.act, PLR_BRIEF); } else { send_to_char("Brief mode on.\n\r", ch); SET_BIT(ch->specials.act, PLR_BRIEF); } } void do_compact(struct char_data *ch, char *argument, int cmd) { if (IS_NPC(ch)) return; if (IS_SET(ch->specials.act, PLR_COMPACT)) { send_to_char("You are now in the uncompacted mode.\n\r", ch); REMOVE_BIT(ch->specials.act, PLR_COMPACT); } else { send_to_char("You are now in compact mode.\n\r", ch); SET_BIT(ch->specials.act, PLR_COMPACT); } } void do_group(struct char_data *ch, char *argument, int cmd) { char name[256]; struct char_data *victim, *k; struct follow_type *f; bool found; one_argument(argument, name); if (!*name) { if (!IS_AFFECTED(ch, AFF_GROUP)) { send_to_char("But you are a member of no group?!\n\r", ch); } else { send_to_char("Your group consists of:\n\r", ch); if (ch->master) k = ch->master; else k = ch; if (IS_AFFECTED(k, AFF_GROUP)) act(" $N (Head of group)",FALSE,ch, 0, k, TO_CHAR); for(f=k->followers; f; f=f->next) if (IS_AFFECTED(f->follower, AFF_GROUP)) act(" $N",FALSE,ch, 0, f->follower, TO_CHAR); } return; } if (!(victim = get_char_room_vis(ch, name))) { send_to_char("No one here by that name.\n\r", ch); } else { if (ch->master) { act("You can not enroll group members without being head of a group.", FALSE, ch, 0, 0, TO_CHAR); return; } found = FALSE; if (victim == ch) found = TRUE; else { for(f=ch->followers; f; f=f->next) { if (f->follower == victim) { found = TRUE; break; } } } if (found) { if (IS_AFFECTED(victim, AFF_GROUP)) { act("$n has been kicked out of the group!", FALSE, victim, 0, ch, TO_ROOM); act("You are no longer a member of the group!", FALSE, victim, 0, 0, TO_CHAR); REMOVE_BIT(victim->specials.affected_by, AFF_GROUP); } else { act("$n is now a group member.", FALSE, victim, 0, 0, TO_ROOM); act("You are now a group member.", FALSE, victim, 0, 0, TO_CHAR); SET_BIT(victim->specials.affected_by, AFF_GROUP); } } else { act("$N must follow you, to enter the group", FALSE, ch, 0, victim, TO_CHAR); } } } void do_quaff(struct char_data *ch, char *argument, int cmd) { char buf[100]; struct obj_data *temp; int i; bool equipped; equipped = FALSE; one_argument(argument,buf); if (!(temp = get_obj_in_list_vis(ch,buf,ch->carrying))) { temp = ch->equipment[HOLD]; equipped = TRUE; if ((temp==0) || !isname(buf, temp->name)) { act("You do not have that item.",FALSE,ch,0,0,TO_CHAR); return; } } if (temp->obj_flags.type_flag!=ITEM_POTION) { act("You can only quaff potions.",FALSE,ch,0,0,TO_CHAR); return; } act("$n quaffs $p.", TRUE, ch, temp, 0, TO_ROOM); act("You quaff $p which dissolves.",FALSE,ch,temp,0,TO_CHAR); for (i=1; i<4; i++) if (temp->obj_flags.value[i] >= 1) ((*spell_info[temp->obj_flags.value[i]].spell_pointer) ((byte) temp->obj_flags.value[0], ch, "", SPELL_TYPE_POTION, ch, 0)); if (equipped) unequip_char(ch, HOLD); extract_obj(temp); } void do_recite(struct char_data *ch, char *argument, int cmd) { char buf[100]; struct obj_data *scroll, *obj; struct char_data *victim; int i, bits; bool equipped; equipped = FALSE; obj = 0; victim = 0; argument = one_argument(argument,buf); if (!(scroll = get_obj_in_list_vis(ch,buf,ch->carrying))) { scroll = ch->equipment[HOLD]; equipped = TRUE; if ((scroll==0) || !isname(buf, scroll->name)) { act("You do not have that item.",FALSE,ch,0,0,TO_CHAR); return; } } if (scroll->obj_flags.type_flag!=ITEM_SCROLL) { act("Recite is normally used for scroll's.",FALSE,ch,0,0,TO_CHAR); return; } if (*argument) { bits = generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP | FIND_CHAR_ROOM, ch, &victim, &obj); if (bits == 0) { send_to_char("No such thing around to recite the scroll on.\n\r", ch); return; } } else { victim = ch; } act("$n recites $p.", TRUE, ch, scroll, 0, TO_ROOM); act("You recite $p which dissolves.",FALSE,ch,scroll,0,TO_CHAR); for (i=1; i<4; i++) if (scroll->obj_flags.value[i] >= 1) ((*spell_info[scroll->obj_flags.value[i]].spell_pointer) ((byte) scroll->obj_flags.value[0], ch, "", SPELL_TYPE_SCROLL, victim, obj)); if (equipped) unequip_char(ch, HOLD); extract_obj(scroll); } void do_use(struct char_data *ch, char *argument, int cmd) { char buf[100]; struct char_data *tmp_char; struct obj_data *tmp_object, *stick; int bits; argument = one_argument(argument,buf); if (ch->equipment[HOLD] == 0 || !isname(buf, ch->equipment[HOLD]->name)) { act("You do not hold that item in your hand.",FALSE,ch,0,0,TO_CHAR); return; } stick = ch->equipment[HOLD]; if (stick->obj_flags.type_flag == ITEM_STAFF) { act("$n taps $p three times on the ground.",TRUE, ch, stick, 0,TO_ROOM); act("You tap $p three times on the ground.",FALSE,ch, stick, 0,TO_CHAR); if (stick->obj_flags.value[2] > 0) { /* Is there any charges left? */ stick->obj_flags.value[2]--; ((*spell_info[stick->obj_flags.value[3]].spell_pointer) ((byte) stick->obj_flags.value[0], ch, "", SPELL_TYPE_STAFF, 0, 0)); } else { send_to_char("The staff seems powerless.\n\r", ch); } } else if (stick->obj_flags.type_flag == ITEM_WAND) { bits = generic_find(argument, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object); if (bits) { if (bits == FIND_CHAR_ROOM) { act("$n point $p at $N.", TRUE, ch, stick, tmp_char, TO_ROOM); act("You point $p at $N.",FALSE,ch, stick, tmp_char, TO_CHAR); } else { act("$n point $p at $P.", TRUE, ch, stick, tmp_object, TO_ROOM); act("You point $p at $P.",FALSE,ch, stick, tmp_object, TO_CHAR); } if (stick->obj_flags.value[2] > 0) { /* Is there any charges left? */ stick->obj_flags.value[2]--; ((*spell_info[stick->obj_flags.value[3]].spell_pointer) ((byte) stick->obj_flags.value[0], ch, "", SPELL_TYPE_WAND, tmp_char, tmp_object)); } else { send_to_char("The wand seems powerless.\n\r", ch); } } else { send_to_char("What should the wand be pointed at?\n\r", ch); } } else { send_to_char("Use is normally only for wand's and staff's.\n\r", ch); } }