/***************************************************************************
* file: act_info.c , Implementation of commands. Part of DIKUMUD *
* Usage : Informative commands. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
* *
* Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse *
* Performance optimization and bug fixes by MERC Industries. *
* You can use our stuff in any way you like whatsoever so long as this *
* copyright notice remains intact. If you like it please drop a line *
* to mec@garnet.berkeley.edu. *
* *
* This is free software and you are benefitting. We hope that you *
* share your changes too. What goes around, comes around. *
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
extern int fseek();
#include "structs.h"
#include "mob.h"
#include "obj.h"
#include "utils.h"
#include "interp.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "limits.h"
/* extern variables */
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct char_data *character_list;
extern struct obj_data *object_list;
extern char credits[MAX_STRING_LENGTH];
extern char news[MAX_STRING_LENGTH];
extern char info[MAX_STRING_LENGTH];
extern char story[MAX_STRING_LENGTH];
extern char wizlist[MAX_STRING_LENGTH];
extern char *dirs[];
extern char *where[];
extern char *color_liquid[];
extern char *fullness[];
extern struct str_app_type str_app[];
/* extern functions */
struct time_info_data age(struct char_data *ch);
void page_string(struct descriptor_data *d, char *str, int keep_internal);
/* intern functions */
void list_obj_to_char(struct obj_data *list,struct char_data *ch, int mode,
bool show);
/* Procedures related to 'look' */
void argument_split_2(char *argument, char *first_arg, char *second_arg) {
int look_at, found, begin;
found = begin = 0;
/* Find first non blank */
for ( ;*(argument + begin ) == ' ' ; begin++);
/* Find length of first word */
for (look_at=0; *(argument+begin+look_at) > ' ' ; look_at++)
/* Make all letters lower case, AND copy them to first_arg */
*(first_arg + look_at) = LOWER(*(argument + begin + look_at));
*(first_arg + look_at) = '\0';
begin += look_at;
/* Find first non blank */
for ( ;*(argument + begin ) == ' ' ; begin++);
/* Find length of second word */
for ( look_at=0; *(argument+begin+look_at)> ' ' ; look_at++)
/* Make all letters lower case, AND copy them to second_arg */
*(second_arg + look_at) = LOWER(*(argument + begin + look_at));
*(second_arg + look_at)='\0';
begin += look_at;
}
struct obj_data *get_object_in_equip_vis(struct char_data *ch,
char *arg, struct obj_data *equipment[], int *j) {
for ((*j) = 0; (*j) < MAX_WEAR ; (*j)++)
if (equipment[(*j)])
if (CAN_SEE_OBJ(ch,equipment[(*j)]))
if (isname(arg, equipment[(*j)]->name))
return(equipment[(*j)]);
return (0);
}
char *find_ex_description(char *word, struct extra_descr_data *list)
{
struct extra_descr_data *i;
for (i = list; i; i = i->next)
if (isname(word,i->keyword))
return(i->description);
return(0);
}
void show_obj_to_char(struct obj_data *object, struct char_data *ch, int mode)
{
char buffer[MAX_STRING_LENGTH];
bool found;
buffer[0] = '\0';
if ((mode == 0) && object->description)
strcpy(buffer,object->description);
else if (object->short_description && ((mode == 1) ||
(mode == 2) || (mode==3) || (mode == 4)))
strcpy(buffer,object->short_description);
else if (mode == 5) {
if (object->obj_flags.type_flag == ITEM_NOTE)
{
if (object->action_description)
{
strcpy(buffer, "There is something written upon it:\n\r\n\r");
strcat(buffer, object->action_description);
page_string(ch->desc, buffer, 1);
}
else
act("It's blank.", FALSE, ch,0,0,TO_CHAR);
return;
}
else if((object->obj_flags.type_flag != ITEM_DRINKCON))
{
strcpy(buffer,"You see nothing special.");
}
else /* ITEM_TYPE == ITEM_DRINKCON */
{
strcpy(buffer, "It looks like a drink container.");
}
}
if (mode != 3) {
found = FALSE;
if (IS_OBJ_STAT(object,ITEM_INVISIBLE)) {
strcat(buffer,"(invisible)");
found = TRUE;
}
if (IS_OBJ_STAT(object,ITEM_EVIL) && IS_AFFECTED(ch,AFF_DETECT_EVIL)) {
strcat(buffer,"..It glows red!");
found = TRUE;
}
if (IS_OBJ_STAT(object,ITEM_MAGIC) && IS_AFFECTED(ch,AFF_DETECT_MAGIC)) {
strcat(buffer,"..It glows blue!");
found = TRUE;
}
if (IS_OBJ_STAT(object,ITEM_GLOW)) {
strcat(buffer,"..It has a soft glowing aura!");
found = TRUE;
}
if (IS_OBJ_STAT(object,ITEM_HUM)) {
strcat(buffer,"..It emits a faint humming sound!");
found = TRUE;
}
}
strcat(buffer, "\n\r");
page_string(ch->desc, buffer, 1);
}
void list_obj_to_char(struct obj_data *list,struct char_data *ch, int mode,
bool show) {
struct obj_data *i;
bool found;
found = FALSE;
for ( i = list ; i ; i = i->next_content ) {
if (CAN_SEE_OBJ(ch,i)) {
show_obj_to_char(i, ch, mode);
found = TRUE;
}
}
if ((! found) && (show)) send_to_char("Nothing\n\r", ch);
}
void show_char_to_char(struct char_data *i, struct char_data *ch, int mode)
{
char buffer[MAX_STRING_LENGTH];
int j, found, percent;
struct obj_data *tmp_obj;
if (mode == 0) {
if (IS_AFFECTED(i, AFF_HIDE) || !CAN_SEE(ch,i)) {
if (IS_AFFECTED(ch, AFF_SENSE_LIFE))
send_to_char("You sense a hidden life form in the room.\n\r", ch);
return;
}
if (!(i->player.long_descr)||(GET_POS(i) != i->specials.default_pos)){
/* A char without long descr, or not in default pos. */
if (!IS_NPC(i)) {
strcpy(buffer,GET_NAME(i));
if ( !IS_SET(ch->specials.act, PLR_BRIEF) )
{
strcat(buffer," ");
strcat(buffer,GET_TITLE(i));
}
} else {
strcpy(buffer, i->player.short_descr);
(void) CAP(buffer);
}
if ( IS_AFFECTED(i,AFF_INVISIBLE))
strcat(buffer," (invisible)");
switch(GET_POS(i)) {
case POSITION_STUNNED :
strcat(buffer," is lying here, stunned."); break;
case POSITION_INCAP :
strcat(buffer," is lying here, incapacitated."); break;
case POSITION_MORTALLYW:
strcat(buffer," is lying here, mortally wounded."); break;
case POSITION_DEAD :
strcat(buffer," is lying here, dead."); break;
case POSITION_STANDING :
strcat(buffer," is here."); break;
case POSITION_SITTING :
strcat(buffer," is sitting here."); break;
case POSITION_RESTING :
strcat(buffer," is resting here."); break;
case POSITION_SLEEPING :
strcat(buffer," is sleeping here."); break;
case POSITION_FIGHTING :
if (i->specials.fighting) {
strcat(buffer," is here, fighting ");
if (i->specials.fighting == ch)
strcat(buffer," YOU!");
else {
if (i->in_room == i->specials.fighting->in_room)
if (IS_NPC(i->specials.fighting))
strcat(buffer, i->specials.fighting->player.short_descr);
else
strcat(buffer, GET_NAME(i->specials.fighting));
else
strcat(buffer, "someone who has already left.");
}
} else /* NIL fighting pointer */
strcat(buffer," is here struggling with thin air.");
break;
default : strcat(buffer," is floating here."); break;
}
if (IS_AFFECTED(ch, AFF_DETECT_EVIL)) {
if (IS_EVIL(i))
strcat(buffer, " (Red Aura)");
}
strcat(buffer,"\n\r");
send_to_char(buffer, ch);
}
else /* npc with long */
{
if (IS_AFFECTED(i,AFF_INVISIBLE))
strcpy(buffer,"*");
else
*buffer = '\0';
if (IS_AFFECTED(ch, AFF_DETECT_EVIL)) {
if (IS_EVIL(i))
strcat(buffer, " (Red Aura)");
}
strcat(buffer, i->player.long_descr);
send_to_char(buffer, ch);
}
if (IS_AFFECTED(i,AFF_SANCTUARY))
act("$n glows with a bright light!", FALSE, i, 0, ch, TO_VICT);
} else if (mode == 1) {
if (i->player.description)
send_to_char(i->player.description, ch);
else {
act("You see nothing special about $m.", FALSE, i, 0, ch, TO_VICT);
}
/* Show a character to another */
if (GET_MAX_HIT(i) > 0)
percent = (100*GET_HIT(i))/GET_MAX_HIT(i);
else
percent = -1; /* How could MAX_HIT be < 1?? */
if (IS_NPC(i))
strcpy(buffer, i->player.short_descr);
else
strcpy(buffer, GET_NAME(i));
if (percent >= 100)
strcat(buffer, " is in an excellent condition.\n\r");
else if (percent >= 90)
strcat(buffer, " has a few scratches.\n\r");
else if (percent >= 75)
strcat(buffer, " has some small wounds and bruises.\n\r");
else if (percent >= 50)
strcat(buffer, " has quite a few wounds.\n\r");
else if (percent >= 30)
strcat(buffer, " has some big nasty wounds and scratches.\n\r");
else if (percent >= 15)
strcat(buffer, " looks pretty hurt.\n\r");
else if (percent >= 0)
strcat(buffer, " is in an awful condition.\n\r");
else
strcat(buffer, " is bleeding awfully from big wounds.\n\r");
send_to_char(buffer, ch);
found = FALSE;
for (j=0; j< MAX_WEAR; j++) {
if (i->equipment[j]) {
if (CAN_SEE_OBJ(ch,i->equipment[j])) {
found = TRUE;
}
}
}
if (found) {
act("\n\r$n is using:", FALSE, i, 0, ch, TO_VICT);
for (j=0; j< MAX_WEAR; j++) {
if (i->equipment[j]) {
if (CAN_SEE_OBJ(ch,i->equipment[j])) {
send_to_char(where[j],ch);
show_obj_to_char(i->equipment[j],ch,1);
}
}
}
}
if ((GET_CLASS(ch) == CLASS_THIEF && ch != i) || GET_LEVEL(ch)>31){
found = FALSE;
send_to_char("\n\rYou attempt to peek at the inventory:\n\r", ch);
for(tmp_obj = i->carrying; tmp_obj;
tmp_obj = tmp_obj->next_content) {
if (CAN_SEE_OBJ(ch, tmp_obj) && number(0,20) < GET_LEVEL(ch)) {
show_obj_to_char(tmp_obj, ch, 1);
found = TRUE;
}
}
if (!found)
send_to_char("You can't see anything.\n\r", ch);
}
} else if (mode == 2) {
/* Lists inventory */
act("$n is carrying:", FALSE, i, 0, ch, TO_VICT);
list_obj_to_char(i->carrying,ch,1,TRUE);
}
}
void list_char_to_char(struct char_data *list, struct char_data *ch,
int mode) {
struct char_data *i;
for (i = list; i ; i = i->next_in_room) {
if ( (ch!=i) && ((IS_AFFECTED(ch, AFF_SENSE_LIFE)
&& !i->specials.wizInvis) ||
(CAN_SEE(ch,i) && !IS_AFFECTED(i, AFF_HIDE))) ){
show_char_to_char(i,ch,0);
} else {
if ((IS_DARK(ch->in_room)) && (IS_AFFECTED(i, AFF_INFRARED))){
/* Monster with infra red : can't see him */
send_to_char(
"You see a pair of glowing red eyes looking your way.\n\r",ch);
}
}
}
}
void do_look(struct char_data *ch, char *argument, int cmd)
{
char buffer[MAX_STRING_LENGTH];
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
int keyword_no;
int j, bits, temp;
bool found;
struct obj_data *tmp_object, *found_object;
struct char_data *tmp_char;
char *tmp_desc;
static char *keywords[]= {
"north",
"east",
"south",
"west",
"up",
"down",
"in",
"at",
"", /* Look at '' case */
"\n" };
if (!ch->desc)
return;
if (GET_POS(ch) < POSITION_SLEEPING)
send_to_char("You can't see anything but stars!\n\r", ch);
else if (GET_POS(ch) == POSITION_SLEEPING)
send_to_char("You can't see anything, you're sleeping!\n\r", ch);
else if ( check_blind(ch) )
;
else if ( IS_DARK(ch->in_room) && !ch->specials.holyLite){
send_to_char("It is pitch black...\n\r", ch);
list_char_to_char(world[ch->in_room].people, ch, 0);
} else {
argument_split_2(argument,arg1,arg2);
keyword_no = search_block(arg1, keywords, FALSE); /* Partiel Match */
if ((keyword_no == -1) && *arg1) {
keyword_no = 7;
strcpy(arg2, arg1); /* Let arg2 become the target object (arg1) */
}
found = FALSE;
tmp_object = 0;
tmp_char = 0;
tmp_desc = 0;
switch(keyword_no) {
/* look <dir> */
case 0 :
case 1 :
case 2 :
case 3 :
case 4 :
case 5 : {
if (EXIT(ch, keyword_no)) {
if (EXIT(ch, keyword_no)->general_description) {
send_to_char(EXIT(ch, keyword_no)->
general_description, ch);
} else {
send_to_char("You see nothing special.\n\r", ch);
}
if (IS_SET(EXIT(ch, keyword_no)->exit_info, EX_CLOSED) &&
(EXIT(ch, keyword_no)->keyword)) {
sprintf(buffer, "The %s is closed.\n\r",
fname(EXIT(ch, keyword_no)->keyword));
send_to_char(buffer, ch);
} else {
if (IS_SET(EXIT(ch, keyword_no)->exit_info, EX_ISDOOR)
&& EXIT(ch, keyword_no)->keyword) {
sprintf(buffer, "The %s is open.\n\r",
fname(EXIT(ch, keyword_no)->keyword));
send_to_char(buffer, ch);
}
}
} else {
send_to_char("Nothing special there...\n\r", ch);
}
}
break;
/* look 'in' */
case 6: {
if (*arg2) {
/* Item carried */
bits = generic_find(arg2, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object);
if (bits) { /* Found something */
if (GET_ITEM_TYPE(tmp_object)== ITEM_DRINKCON)
{
if (tmp_object->obj_flags.value[1] <= 0) {
act("It is empty.", FALSE, ch, 0, 0, TO_CHAR);
} else {
temp=((tmp_object->obj_flags.value[1]*3)
/tmp_object->obj_flags.value[0]);
sprintf(buffer,
"It's %sfull of a %s liquid.\n\r",
fullness[temp],
color_liquid[tmp_object->
obj_flags.value[2]]);
send_to_char(buffer, ch);
}
} else if (GET_ITEM_TYPE(tmp_object) == ITEM_CONTAINER)
{
if (!IS_SET(tmp_object->obj_flags.value[1],
CONT_CLOSED)) {
send_to_char(fname(tmp_object->name), ch);
switch (bits) {
case FIND_OBJ_INV :
send_to_char(" (carried) : \n\r", ch);
break;
case FIND_OBJ_ROOM :
send_to_char(" (here) : \n\r", ch);
break;
case FIND_OBJ_EQUIP :
send_to_char(" (used) : \n\r", ch);
break;
}
list_obj_to_char(tmp_object->contains,
ch, 2, TRUE);
}
else
send_to_char("It is closed.\n\r", ch);
} else {
send_to_char("That is not a container.\n\r", ch);
}
} else { /* wrong argument */
send_to_char("You do not see that item here.\n\r", ch);
}
} else { /* no argument */
send_to_char("Look in what?!\n\r", ch);
}
}
break;
/* look 'at' */
case 7 : {
if (*arg2) {
bits = generic_find(arg2, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP | FIND_CHAR_ROOM,
ch, &tmp_char, &found_object);
if (tmp_char) {
show_char_to_char(tmp_char, ch, 1);
if (ch != tmp_char) {
if (GET_LEVEL(ch)>31 && ch->specials.wizInvis
== TRUE) {
return;
}
act("$n looks at you.",
TRUE, ch, 0, tmp_char, TO_VICT);
act("$n looks at $N.",
TRUE, ch, 0, tmp_char, TO_NOTVICT);
}
return;
}
/* Search for Extra Descriptions in room and items */
/* Extra description in room?? */
if (!found) {
tmp_desc = find_ex_description(arg2,
world[ch->in_room].ex_description);
if (tmp_desc) {
page_string(ch->desc, tmp_desc, 0);
return; /* RETURN SINCE IT WAS ROOM DESCRIPTION */
/* Old system was: found = TRUE; */
}
}
/* Search for extra descriptions in items */
/* Equipment Used */
if (!found) {
for (j = 0; j< MAX_WEAR && !found; j++) {
if (ch->equipment[j]) {
if (CAN_SEE_OBJ(ch,ch->equipment[j])) {
tmp_desc = find_ex_description(arg2,
ch->equipment[j]->ex_description);
if (tmp_desc) {
page_string(ch->desc, tmp_desc, 1);
found = TRUE;
}
}
}
}
}
/* In inventory */
if (!found) {
for(tmp_object = ch->carrying;
tmp_object && !found;
tmp_object = tmp_object->next_content) {
if (CAN_SEE_OBJ(ch, tmp_object)) {
tmp_desc = find_ex_description(arg2,
tmp_object->ex_description);
if (tmp_desc) {
page_string(ch->desc, tmp_desc, 1);
found = TRUE;
}
}
}
}
/* Object In room */
if (!found) {
for(tmp_object = world[ch->in_room].contents;
tmp_object && !found;
tmp_object = tmp_object->next_content) {
if (CAN_SEE_OBJ(ch, tmp_object)) {
tmp_desc = find_ex_description(arg2,
tmp_object->ex_description);
if (tmp_desc) {
page_string(ch->desc, tmp_desc, 1);
found = TRUE;
}
}
}
}
/* wrong argument */
if (bits) { /* If an object was found */
if (!found)
/* Show no-description */
show_obj_to_char(found_object, ch, 5);
else
/* Find hum, glow etc */
show_obj_to_char(found_object, ch, 6);
} else if (!found) {
send_to_char("You do not see that here.\n\r", ch);
}
} else {
/* no argument */
send_to_char("Look at what?\n\r", ch);
}
}
break;
/* look '' */
case 8 : {
send_to_char(world[ch->in_room].name, ch);
send_to_char("\n\r", ch);
if (!IS_SET(ch->specials.act, PLR_BRIEF))
send_to_char(world[ch->in_room].description, ch);
list_obj_to_char(world[ch->in_room].contents, ch, 0,FALSE);
list_char_to_char(world[ch->in_room].people, ch, 0);
}
break;
/* wrong arg */
case -1 :
send_to_char("Sorry, I didn't understand that!\n\r", ch);
break;
}
}
}
/* end of look */
void do_read(struct char_data *ch, char *argument, int cmd)
{
char buf[100];
/* This is just for now - To be changed later.! */
sprintf(buf,"at %s",argument);
do_look(ch,buf,15);
}
void do_examine(struct char_data *ch, char *argument, int cmd)
{
char name[100], buf[100];
int bits;
struct char_data *tmp_char;
struct obj_data *tmp_object;
sprintf(buf,"at %s",argument);
do_look(ch,buf,15);
one_argument(argument, name);
if (!*name)
{
send_to_char("Examine what?\n\r", ch);
return;
}
bits = generic_find(name, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object);
if (tmp_object) {
if ((GET_ITEM_TYPE(tmp_object)==ITEM_DRINKCON) ||
(GET_ITEM_TYPE(tmp_object)==ITEM_CONTAINER)) {
send_to_char("When you look inside, you see:\n\r", ch);
sprintf(buf,"in %s",argument);
do_look(ch,buf,15);
}
}
}
void do_exits(struct char_data *ch, char *argument, int cmd)
{
int door;
char buf[MAX_STRING_LENGTH];
char *exits[] =
{
"North",
"East ",
"South",
"West ",
"Up ",
"Down "
};
*buf = '\0';
if ( check_blind(ch) )
return;
for (door = 0; door <= 5; door++)
if (EXIT(ch, door))
if (EXIT(ch, door)->to_room != NOWHERE &&
!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
{
if (IS_DARK(EXIT(ch, door)->to_room) && !ch->specials.holyLite)
sprintf(buf + strlen(buf), "%s - Too dark to tell\n\r",
exits[door]);
else
sprintf(buf + strlen(buf), "%s - %s\n\r", exits[door],
world[EXIT(ch, door)->to_room].name);
}
send_to_char("Obvious exits:\n\r", ch);
if (*buf)
send_to_char(buf, ch);
else
send_to_char("None.\n\r", ch);
}
void do_score(struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_STRING_LENGTH];
struct affected_type *aff;
extern char *apply_types[];
extern char *spells[];
sprintf(buf, "You are %d years old.", GET_AGE(ch));
if ((age(ch).month == 0) && (age(ch).day == 0))
strcat(buf," It's your birthday today.\n\r");
else
strcat(buf,"\n\r");
send_to_char(buf, ch);
if (GET_COND(ch,DRUNK)>10)
send_to_char("You are intoxicated.\n\r", ch);
if (!GET_COND(ch,THIRST))
send_to_char("You are thirsty.\n\r", ch);
if (!GET_COND(ch,FULL))
send_to_char("You are hungry.\n\r", ch);
sprintf( buf,
"You have %d(%d) hit, %d(%d) mana, %d(%d) movement, %d practices.\n\r",
GET_HIT(ch), GET_MAX_HIT(ch),
GET_MANA(ch), GET_MAX_MANA(ch),
GET_MOVE(ch), GET_MAX_MOVE(ch),
ch->specials.practices );
send_to_char(buf,ch);
sprintf(buf,"Str: %d Int: %d Wis: %d Dex: %d Con: %d.\n\r",
GET_STR(ch),
GET_INT(ch),GET_WIS(ch),
GET_DEX(ch),GET_CON(ch));
send_to_char(buf,ch);
sprintf(buf,"You have scored %d exp, and have %d gold coins.\n\r",
GET_EXP(ch),GET_GOLD(ch));
send_to_char(buf,ch);
if (GET_LEVEL(ch)<31){
sprintf(buf,"You need %d exps to level %d.\n\r",
exp_table[GET_LEVEL(ch)+1] - GET_EXP(ch), GET_LEVEL(ch) + 1 );
send_to_char(buf,ch);
} else {
sprintf(buf,
"You are Immortal. You do not need any more exps to level.\n\r");
send_to_char(buf,ch);
}
sprintf( buf, "You are carrying %d/%d items with weight %d/%d pounds.\n\r",
IS_CARRYING_N(ch), CAN_CARRY_N(ch),
IS_CARRYING_W(ch), CAN_CARRY_W(ch) );
send_to_char( buf, ch );
send_to_char("Armor: ",ch);
if (GET_LEVEL(ch)>=20)
{
sprintf(buf, "%d.\n\r", GET_AC(ch));
send_to_char(buf, ch);
}
else
{
if ((GET_AC(ch)<101) && (GET_AC(ch)>90))
send_to_char("You are naked. Better get some clothes.\n\r",ch);
else
if ((GET_AC(ch)<91) && (GET_AC(ch)>70))
send_to_char("At least you are wearing clothes.\n\r",ch);
else
if ((GET_AC(ch)<71) && (GET_AC(ch)>50))
send_to_char("You feel slightly armored.\n\r",ch);
else
if ((GET_AC(ch)<51) && (GET_AC(ch)>40))
send_to_char("You feel partially armored.\n\r",ch);
else
if ((GET_AC(ch)<41) && (GET_AC(ch)>20))
send_to_char("You feel armored.\n\r",ch);
else
if ((GET_AC(ch)<21) && (GET_AC(ch)>10))
send_to_char("You feel heavily armored.\n\r",ch);
else
if ((GET_AC(ch)<11) && (GET_AC(ch)>-10))
send_to_char("You are very heavily armored.\n\r",ch);
else
if ((GET_AC(ch)<-9) && (GET_AC(ch)>-30))
send_to_char("You are superbly armored.\n\r",ch);
else
if ((GET_AC(ch)<-29) && (GET_AC(ch)>-50))
send_to_char("Your entire body is covered with armor.\n\r",ch);
else
if ((GET_AC(ch)<-49) && (GET_AC(ch)>-70))
send_to_char("You feel invincible!\n\r",ch);
else
if ((GET_AC(ch)<-69) && (GET_AC(ch)>-90))
send_to_char("You have the gods on your side.\n\r",ch);
else
if ((GET_AC(ch)<-89) && (GET_AC(ch)>-120))
send_to_char("You are wearing divine armor. May I have some?\n\r",
ch);
else
if ((GET_AC(ch)<-119) && (GET_AC(ch)>-140))
send_to_char("You are a walking juggernaut.\n\r",ch);
else
if (GET_AC(ch)<-139)
send_to_char("Nothing can touch you now!\n\r",ch);
}
if (GET_LEVEL(ch)>=15){
sprintf(buf,"Hitroll: %d Damroll: %d.\n\r",
GET_HITROLL(ch),
GET_DAMROLL(ch));
send_to_char(buf,ch);
}
if ((GET_ALIGNMENT(ch)<1001) && (GET_ALIGNMENT(ch)>900))
send_to_char("You are a saint.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<901) && (GET_ALIGNMENT(ch)>700))
send_to_char("Goodness exudes from your body.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<701) && (GET_ALIGNMENT(ch)>500))
send_to_char("You are very good.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<501) && (GET_ALIGNMENT(ch)>350))
send_to_char("You are good.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<351) && (GET_ALIGNMENT(ch)>300))
send_to_char("You are almost good.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<301) && (GET_ALIGNMENT(ch)>100))
send_to_char("You are neutral with tendencies toward good.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<101) && (GET_ALIGNMENT(ch)>-101))
send_to_char("You are neutral.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<-100) && (GET_ALIGNMENT(ch)>-301))
send_to_char("You are neutral with tendencies toward evil.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<-300) && (GET_ALIGNMENT(ch)>-351))
send_to_char("You are almost evil.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<-350) && (GET_ALIGNMENT(ch)>-501))
send_to_char("You are evil.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<-500) && (GET_ALIGNMENT(ch)>-701))
send_to_char("You are very evil.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<-700) && (GET_ALIGNMENT(ch)>-901))
send_to_char("Evil exudes from your body.\n\r",ch);
else
if ((GET_ALIGNMENT(ch)<-900) && (GET_ALIGNMENT(ch)>-1001))
send_to_char("You are prime evil itself.\n\r",ch);
sprintf( buf, "You have been playing for %ld hours.\n\r",
(ch->player.time.played + time(0) - ch->player.time.logon) / 3600 );
send_to_char(buf, ch);
sprintf(buf,"This ranks you as %s %s (level %d).\n\r",
GET_NAME(ch),
GET_TITLE(ch), GET_LEVEL(ch));
send_to_char(buf,ch);
switch(GET_POS(ch)) {
case POSITION_DEAD :
send_to_char("You are DEAD!\n\r", ch); break;
case POSITION_MORTALLYW :
send_to_char(
"You are mortally wounded!, you should seek help!\n\r",
ch); break;
case POSITION_INCAP :
send_to_char("You are incapacitated, slowly fading away.\n\r", ch);
break;
case POSITION_STUNNED :
send_to_char("You are stunned! You can't move\n\r", ch); break;
case POSITION_SLEEPING :
send_to_char("You are sleeping.\n\r",ch); break;
case POSITION_RESTING :
send_to_char("You are resting.\n\r",ch); break;
case POSITION_SITTING :
send_to_char("You are sitting.\n\r",ch); break;
case POSITION_FIGHTING :
if (ch->specials.fighting)
act("You are fighting $N.\n\r", FALSE, ch, 0,
ch->specials.fighting, TO_CHAR);
else
send_to_char("You are fighting thin air.\n\r", ch);
break;
case POSITION_STANDING :
send_to_char("You are standing.\n\r",ch); break;
default :
send_to_char("You are floating.\n\r",ch); break;
}
if(IS_AFFECTED(ch,AFF_GROUP)){
send_to_char("You are grouped.\n\r",ch);
}
if (ch->affected)
{
send_to_char("You are affected by:\n\r",ch);
for(aff = ch->affected; aff; aff = aff->next)
{
sprintf(buf, "Spell : '%s'\n\r",spells[aff->type-1]);
send_to_char(buf, ch);
if (GET_LEVEL(ch)>19)
{
sprintf( buf,
" Modifies %s by %d points and expires in %3d hours.\n\r",
apply_types[(int) aff->location],
aff->modifier,
aff->duration);
send_to_char(buf, ch);
}
}
}
}
void do_time(struct char_data *ch, char *argument, int cmd)
{
char buf[100], *suf;
int weekday, day;
long ct;
extern struct time_info_data time_info;
extern const char *weekdays[];
extern const char *month_name[];
/* 35 days in a month */
weekday = ((35*time_info.month)+time_info.day+1) % 7;
sprintf(buf, "It is %d o'clock %s, on %s.\n\r",
((time_info.hours % 12 == 0) ? 12 : ((time_info.hours) % 12)),
((time_info.hours >= 12) ? "pm" : "am"),
weekdays[weekday]);
send_to_char(buf,ch);
day = time_info.day + 1; /* day in [1..35] */
if (day == 1)
suf = "st";
else if (day == 2)
suf = "nd";
else if (day == 3)
suf = "rd";
else if (day < 20)
suf = "th";
else if ((day % 10) == 1)
suf = "st";
else if ((day % 10) == 2)
suf = "nd";
else if ((day % 10) == 3)
suf = "rd";
else
suf = "th";
sprintf(buf, "The %d%s Day of the %s, Year %d.\n\r",
day,
suf,
month_name[time_info.month],
time_info.year);
send_to_char(buf,ch);
ct = time(0);
sprintf( buf, "The system time is %s\r", ctime(&ct) );
}
void do_weather(struct char_data *ch, char *argument, int cmd)
{
extern struct weather_data weather_info;
char buf[256];
static char *sky_look[4]= {
"cloudless",
"cloudy",
"rainy",
"lit by flashes of lightning"};
if (OUTSIDE(ch)) {
sprintf(buf,
"The sky is %s and %s.\n\r",
sky_look[weather_info.sky],
(weather_info.change >=0 ? "you feel a warm wind from south" :
"your foot tells you bad weather is due"));
send_to_char(buf,ch);
} else
send_to_char("You have no feeling about the weather at all.\n\r", ch);
}
void do_help(struct char_data *ch, char *argument, int cmd)
{
extern int top_of_helpt;
extern struct help_index_element *help_index;
extern FILE *help_fl;
extern char help[MAX_STRING_LENGTH];
int chk, bot, top, mid;
char buf[MAX_STRING_LENGTH], buffer[MAX_STRING_LENGTH];
if (!ch->desc)
return;
for(;isspace(*argument); argument++) ;
if (*argument)
{
if (!help_index)
{
send_to_char("No help available.\n\r", ch);
return;
}
bot = 0;
top = top_of_helpt;
for (;;)
{
mid = (bot + top) / 2;
if (!(chk = str_cmp(argument, help_index[mid].keyword)))
{
fseek(help_fl, help_index[mid].pos, 0);
*buffer = '\0';
for (;;)
{
fgets(buf, 80, help_fl);
if (*buf == '#')
break;
strcat(buffer, buf);
strcat(buffer, "\r");
}
page_string(ch->desc, buffer, 1);
return;
}
else if (bot >= top)
{
send_to_char("There is no help on that word.\n\r", ch);
return;
}
else if (chk > 0)
bot = ++mid;
else
top = --mid;
}
return;
}
send_to_char(help, ch);
}
void do_who(struct char_data *ch, char *argument, int cmd)
{
struct descriptor_data *d;
char buf[256];
char tmp[256];
char temp[256];
send_to_char("Players\n\r-------\n\r", ch);
for (d = descriptor_list; d; d = d->next)
{
if ((!d->connected) &&
(CAN_SEE(ch, d->character) || (GET_LEVEL(ch) >= 34)))
{
if (GET_LEVEL(d->character)<10)
sprintf(tmp," ");
else
sprintf(tmp," ");
sprintf(temp,"MOB");
if (GET_CLASS(d->character) == CLASS_WARRIOR)
sprintf(temp,"WAR");
else
if (GET_CLASS(d->character) == CLASS_THIEF)
sprintf(temp,"THI");
else
if (GET_CLASS(d->character) == CLASS_CLERIC)
sprintf(temp,"CLE");
else
if (GET_CLASS(d->character) == CLASS_MAGIC_USER)
sprintf(temp,"MAG");
if (GET_LEVEL(d->character) == 35)
sprintf(temp,"GOD");
else
if (GET_LEVEL(d->character) == 34)
sprintf(temp,"SUP");
else
if (GET_LEVEL(d->character) == 33)
sprintf(temp,"DEI");
else
if (GET_LEVEL(d->character) == 32)
sprintf(temp,"IMM");
else
if (GET_LEVEL(d->character) == 31)
sprintf(temp,"HER");
if (!strcmp(temp,"MOB"))
continue;
sprintf(buf, "[%s%d %s ] ",tmp,GET_LEVEL(d->character),temp);
send_to_char(buf,ch);
temp[0] = '\0';
tmp[0] = '\0';
if(IS_SET(d->character->specials.affected_by, AFF_KILLER))
sprintf(temp, "(KILLER) ");
if(IS_SET(d->character->specials.affected_by, AFF_THIEF))
sprintf(tmp, "(THIEF)");
if(d->original) /* If switched */{
sprintf(buf, "%s %s %s %s\n\r",
GET_NAME(d->original),
d->original->player.title,
temp,
tmp);
} else {
sprintf(buf, "%s %s %s %s\n\r",
GET_NAME(d->character),
d->character->player.title,
temp,
tmp);
}
send_to_char(buf, ch);
}
}
}
void do_sockets(struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_STRING_LENGTH];
char name[MAX_INPUT_LENGTH];
int num_can_see=0;
struct descriptor_data *d;
if ( IS_NPC(ch) )
{
send_to_char( "Monsters don't care who's logged in.\n\r", ch );
return;
}
one_argument(argument,name);
send_to_char( "Socket Stats:\n\r------------\n\r", ch );
for (d = descriptor_list; d; d = d->next)
{
if (d->character == NULL)
continue;
if (d->character->player.name == NULL)
continue;
if ( !CAN_SEE(ch, d->character) )
continue;
if ( *name && strcmp( name, d->character->player.name ) )
continue;
num_can_see++;
sprintf( buf, "%3d : %-30s / %-16s --",
d->descriptor, d->host,
d->original ? d->original->player.name : d->character->player.name
);
send_to_char(buf, ch);
switch(d->connected)
{
case CON_PLAYING:
send_to_char( "CON_PLAYING\n\r", ch ); break;
case CON_GET_NAME:
send_to_char( "CON_GET_NAME\n\r", ch ); break;
case CON_GET_OLD_PASSWORD:
send_to_char( "CON_GET_OLD_PASSWORD\n\r", ch ); break;
case CON_CONFIRM_NEW_NAME:
send_to_char( "CON_CONFIRM_NEW_NAME\n\r", ch ); break;
case CON_GET_NEW_PASSWORD:
send_to_char( "CON_GET_NEW_PASSWORD\n\r", ch ); break;
case CON_CONFIRM_NEW_PASSWORD:
send_to_char( "CON_CONFIRM_NEW_PASSWORD\n\r", ch ); break;
case CON_GET_NEW_SEX:
send_to_char( "CON_GET_NEW_SEX\n\r", ch ); break;
case CON_GET_NEW_CLASS:
send_to_char( "CON_GET_NEW_CLASS\n\r", ch ); break;
case CON_READ_MOTD:
send_to_char( "CON_READ_MOTD\n\r", ch ); break;
case CON_SELECT_MENU:
send_to_char( "CON_SELECT_MENU\n\r", ch ); break;
case CON_RESET_PASSWORD:
send_to_char( "CON_RESET_PASSWORD\n\r", ch ); break;
case CON_CONFIRM_RESET_PASSWORD:
send_to_char( "CON_CONFIRM_RESET_PASSWORD\n\r", ch ); break;
case CON_EXDSCR:
send_to_char( "CON_EXDSCR\n\r", ch ); break;
default:
send_to_char( "***UNKNOWN***\n\r", ch ); break;
}
}
sprintf(buf,"\n\rThere are %d visible users.\n\r", num_can_see);
send_to_char(buf,ch);
}
void do_inventory(struct char_data *ch, char *argument, int cmd)
{
send_to_char("You are carrying:\n\r", ch);
list_obj_to_char(ch->carrying, ch, 1, TRUE);
}
void do_equipment(struct char_data *ch, char *argument, int cmd)
{
int j;
bool found;
send_to_char("You are using:\n\r", ch);
found = FALSE;
for (j=0; j< MAX_WEAR; j++) {
if (ch->equipment[j]) {
if (CAN_SEE_OBJ(ch,ch->equipment[j])) {
send_to_char(where[j],ch);
show_obj_to_char(ch->equipment[j],ch,1);
found = TRUE;
} else {
send_to_char(where[j],ch);
send_to_char("Something.\n\r",ch);
found = TRUE;
}
}
}
if(!found) {
send_to_char(" Nothing.\n\r", ch);
}
}
void do_credits(struct char_data *ch, char *argument, int cmd)
{
page_string(ch->desc, credits, 0);
}
void do_story(struct char_data *ch, char *argument, int cmd)
{
page_string(ch->desc, story, 0);
}
void do_news(struct char_data *ch, char *argument, int cmd) {
page_string(ch->desc, news, 0);
}
void do_info(struct char_data *ch, char *argument, int cmd) {
page_string(ch->desc, info, 0);
}
void do_wizlist(struct char_data *ch, char *argument, int cmd) {
page_string(ch->desc, wizlist, 0);
}
void do_where(struct char_data *ch, char *argument, int cmd)
{
char name[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH], buf2[256];
register struct char_data *i;
register struct obj_data *k;
struct descriptor_data *d;
int zonenumber;
one_argument(argument, name);
if (!*name) {
if (GET_LEVEL(ch) < 32)
{
zonenumber = ((world[ch->in_room].number)/100);
strcpy(buf,
"Players in your vicinity:\n\r-------------------------\n\r");
send_to_char(buf, ch);
for (d = descriptor_list; d; d = d->next) {
if (d->character && (d->connected == CON_PLAYING) &&
(d->character->in_room != NOWHERE) &&
CAN_SEE(ch, d->character)) {
if (((world[d->character->in_room].number)/100) == zonenumber) {
sprintf(buf, "%-20s - %s\n\r",d->character->player.name,
world[d->character->in_room].name);
send_to_char(buf, ch);
}
}
}
return;
}
else
{
strcpy(buf, "Players:\n\r--------\n\r");
send_to_char(buf, ch);
for (d = descriptor_list; d; d = d->next) {
if (d->character && (d->connected == CON_PLAYING) &&
(d->character->in_room != NOWHERE)) {
if (d->original) /* If switched */
sprintf(buf, "%-20s - %s [%d] In body of %s\n\r",
d->original->player.name,
world[d->character->in_room].name,
world[d->character->in_room].number,
fname(d->character->player.name));
else
sprintf(buf, "%-20s - %s [%d]\n\r",
d->character->player.name,
world[d->character->in_room].name,
world[d->character->in_room].number);
send_to_char(buf, ch);
}
}
return;
}
}
*buf = '\0';
for (i = character_list; i; i = i->next)
if (isname(name, i->player.name) && CAN_SEE(ch, i) )
{
if ((i->in_room != NOWHERE) && ((GET_LEVEL(ch)>31) ||
(world[i->in_room].zone == world[ch->in_room].zone))) {
if (IS_NPC(i))
sprintf(buf, "%-30s- %s ", i->player.short_descr,
world[i->in_room].name);
else
sprintf(buf, "%-30s- %s ", i->player.name,
world[i->in_room].name);
if (GET_LEVEL(ch) > 31)
sprintf(buf2,"[%d]\n\r", world[i->in_room].number);
else
strcpy(buf2, "\n\r");
strcat(buf, buf2);
send_to_char(buf, ch);
if (GET_LEVEL(ch) < 32)
break;
}
}
if (GET_LEVEL(ch) > 31) {
for (k = object_list; k; k = k->next)
if (isname(name, k->name) && CAN_SEE_OBJ(ch, k) &&
(k->in_room != NOWHERE)) {
sprintf(buf, "%-30s- %s [%d]\n\r",
k->short_description,
world[k->in_room].name,
world[k->in_room].number);
send_to_char(buf, ch);
}
}
if (!*buf)
send_to_char("Couldn't find any such thing.\n\r", ch);
}
void do_levels(struct char_data *ch, char *argument, int cmd)
{
int i;
char buf[MAX_INPUT_LENGTH];
char arg[MAX_INPUT_LENGTH];
int class;
if (IS_NPC(ch))
{
send_to_char("You ain't nothin' but a hound-dog.\n\r", ch);
return;
}
class = GET_CLASS(ch);
one_argument(argument,arg);
if (*arg)
{
if ( !str_cmp( arg, "magic" ) ) class = 1;
else if ( !str_cmp( arg, "cleric" ) ) class = 2;
else if ( !str_cmp( arg, "thief" ) ) class = 3;
else if ( !str_cmp( arg, "fighter" ) ) class = 4;
}
for ( i = 1; i <= 31; i++ )
{
sprintf( buf, "[%2d] %9d %s\n\r",
i,
exp_table[i],
title_table[class-1][i][GET_SEX(ch)==SEX_FEMALE?1:0]
);
send_to_char( buf, ch );
}
}
void do_consider(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
int diff;
one_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
send_to_char("Consider killing who?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("Easy! Very easy indeed!\n\r", ch);
return;
}
if (!IS_NPC(victim)) {
send_to_char("Would you like to borrow a cross and a shovel?\n\r", ch);
return;
}
diff = (GET_LEVEL(victim)-GET_LEVEL(ch));
if (diff <= -10)
send_to_char("Now where did that chicken go?\n\r", ch);
else if (diff <= -5)
send_to_char("You could do it with a needle!\n\r", ch);
else if (diff <= -2)
send_to_char("Easy.\n\r", ch);
else if (diff <= -1)
send_to_char("Fairly easy.\n\r", ch);
else if (diff == 0)
send_to_char("The perfect match!\n\r", ch);
else if (diff <= 1)
send_to_char("You would need some luck!\n\r", ch);
else if (diff <= 2)
send_to_char("You would need a lot of luck!\n\r", ch);
else if (diff <= 3)
send_to_char("You would need a lot of luck and great equipment!\n\r",
ch);
else if (diff <= 5)
send_to_char("Do you feel lucky, punk?\n\r", ch);
else if (diff <= 10)
send_to_char("Are you mad!?\n\r", ch);
else if (diff <= 15)
send_to_char("You ARE mad!\n\r", ch);
else if (diff <= 20)
send_to_char(
"Why don't you just lie down and pretend you are dead instead?\n\r", ch);
else if (diff <= 25)
send_to_char("Death will thank you for your gift.\n\r", ch);
else if (diff <= 30)
send_to_char("What do you want your epitaph to say?\n\r", ch);
else if (diff <= 35)
send_to_char("What ever kills you WILL NOT make you stronger!\n\r", ch);
else
send_to_char("Here lies one dead and very dumb MERC player.\n\r", ch );
}