/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * **************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * **************************************************************************/ /* QuickMUD - The Lazy Man's ROM - $Id: act_comm.c,v 1.2 2000/12/01 10:48:33 ring0 Exp $ */ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "interp.h" #include "recycle.h" #include "tables.h" #include <ctype.h> /* for isalpha() and isspace() -- JR */ /* RT code to delete yourself */ void do_delet (CHAR_DATA * ch, char *argument) { send_to_char ("You must type the full command to delete yourself.\n\r", ch); } void do_delete (CHAR_DATA * ch, char *argument) { char strsave[MAX_INPUT_LENGTH]; if (IS_NPC (ch)) return; if (ch->pcdata->confirm_delete) { if (argument[0] != '\0') { send_to_char ("Delete status removed.\n\r", ch); ch->pcdata->confirm_delete = FALSE; return; } else { sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->name)); wiznet ("$N turns $Mself into line noise.", ch, NULL, 0, 0, 0); stop_fighting (ch, TRUE); do_function (ch, &do_quit, ""); unlink (strsave); return; } } if (argument[0] != '\0') { send_to_char ("Just type delete. No argument.\n\r", ch); return; } send_to_char ("Type delete again to confirm this command.\n\r", ch); send_to_char ("WARNING: this command is irreversible.\n\r", ch); send_to_char ("Typing delete with an argument will undo delete status.\n\r", ch); ch->pcdata->confirm_delete = TRUE; wiznet ("$N is contemplating deletion.", ch, NULL, 0, 0, get_trust (ch)); } /* RT code to display channel status */ void do_channels (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; /* lists all channels and their status */ send_to_char (" channel status\n\r", ch); send_to_char ("---------------------\n\r", ch); send_to_char ("{dgossip{x ", ch); if (!IS_SET (ch->comm, COMM_NOGOSSIP)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{aauction{x ", ch); if (!IS_SET (ch->comm, COMM_NOAUCTION)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{emusic{x ", ch); if (!IS_SET (ch->comm, COMM_NOMUSIC)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{qQ{x/{fA{x ", ch); if (!IS_SET (ch->comm, COMM_NOQUESTION)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{hQuote{x ", ch); if (!IS_SET (ch->comm, COMM_NOQUOTE)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{tgrats{x ", ch); if (!IS_SET (ch->comm, COMM_NOGRATS)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); if (IS_IMMORTAL (ch)) { send_to_char ("{igod channel{x ", ch); if (!IS_SET (ch->comm, COMM_NOWIZ)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); } send_to_char ("{tshouts{x ", ch); if (!IS_SET (ch->comm, COMM_SHOUTSOFF)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{ktells{x ", ch); if (!IS_SET (ch->comm, COMM_DEAF)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); send_to_char ("{tquiet mode{x ", ch); if (IS_SET (ch->comm, COMM_QUIET)) send_to_char ("ON\n\r", ch); else send_to_char ("OFF\n\r", ch); if (IS_SET (ch->comm, COMM_AFK)) send_to_char ("You are AFK.\n\r", ch); if (IS_SET (ch->comm, COMM_SNOOP_PROOF)) send_to_char ("You are immune to snooping.\n\r", ch); if (ch->lines != PAGELEN) { if (ch->lines) { sprintf (buf, "You display %d lines of scroll.\n\r", ch->lines + 2); send_to_char (buf, ch); } else send_to_char ("Scroll buffering is off.\n\r", ch); } if (ch->prompt != NULL) { sprintf (buf, "Your current prompt is: %s\n\r", ch->prompt); send_to_char (buf, ch); } if (IS_SET (ch->comm, COMM_NOSHOUT)) send_to_char ("You cannot shout.\n\r", ch); if (IS_SET (ch->comm, COMM_NOTELL)) send_to_char ("You cannot use tell.\n\r", ch); if (IS_SET (ch->comm, COMM_NOCHANNELS)) send_to_char ("You cannot use channels.\n\r", ch); if (IS_SET (ch->comm, COMM_NOEMOTE)) send_to_char ("You cannot show emotions.\n\r", ch); } /* RT deaf blocks out all shouts */ void do_deaf (CHAR_DATA * ch, char *argument) { if (IS_SET (ch->comm, COMM_DEAF)) { send_to_char ("You can now hear tells again.\n\r", ch); REMOVE_BIT (ch->comm, COMM_DEAF); } else { send_to_char ("From now on, you won't hear tells.\n\r", ch); SET_BIT (ch->comm, COMM_DEAF); } } /* RT quiet blocks out all communication */ void do_quiet (CHAR_DATA * ch, char *argument) { if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("Quiet mode removed.\n\r", ch); REMOVE_BIT (ch->comm, COMM_QUIET); } else { send_to_char ("From now on, you will only hear says and emotes.\n\r", ch); SET_BIT (ch->comm, COMM_QUIET); } } /* afk command */ void do_afk (CHAR_DATA * ch, char *argument) { if (IS_SET (ch->comm, COMM_AFK)) { send_to_char ("AFK mode removed. Type 'replay' to see tells.\n\r", ch); REMOVE_BIT (ch->comm, COMM_AFK); } else { send_to_char ("You are now in AFK mode.\n\r", ch); SET_BIT (ch->comm, COMM_AFK); } } void do_replay (CHAR_DATA * ch, char *argument) { if (IS_NPC (ch)) { send_to_char ("You can't replay.\n\r", ch); return; } if (buf_string (ch->pcdata->buffer)[0] == '\0') { send_to_char ("You have no tells to replay.\n\r", ch); return; } page_to_char (buf_string (ch->pcdata->buffer), ch); clear_buf (ch->pcdata->buffer); } /* RT auction rewritten in ROM style */ void do_auction (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOAUCTION)) { send_to_char ("{aAuction channel is now ON.{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOAUCTION); } else { send_to_char ("{aAuction channel is now OFF.{x\n\r", ch); SET_BIT (ch->comm, COMM_NOAUCTION); } } else { /* auction message sent, turn auction on if it is off */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOAUCTION); } sprintf (buf, "{aYou auction '{A%s{a'{x\n\r", argument); send_to_char (buf, ch); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOAUCTION) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{a$n auctions '{A$t{a'{x", ch, argument, d->character, TO_VICT, POS_DEAD); } } } /* RT chat replaced with ROM gossip */ void do_gossip (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOGOSSIP)) { send_to_char ("Gossip channel is now ON.\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOGOSSIP); } else { send_to_char ("Gossip channel is now OFF.\n\r", ch); SET_BIT (ch->comm, COMM_NOGOSSIP); } } else { /* gossip message sent, turn gossip on if it isn't already */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOGOSSIP); sprintf (buf, "{dYou gossip '{9%s{d'{x\n\r", argument); send_to_char (buf, ch); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOGOSSIP) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{d$n gossips '{9$t{d'{x", ch, argument, d->character, TO_VICT, POS_SLEEPING); } } } } void do_grats (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOGRATS)) { send_to_char ("Grats channel is now ON.\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOGRATS); } else { send_to_char ("Grats channel is now OFF.\n\r", ch); SET_BIT (ch->comm, COMM_NOGRATS); } } else { /* grats message sent, turn grats on if it isn't already */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOGRATS); sprintf (buf, "{tYou grats '%s'{x\n\r", argument); send_to_char (buf, ch); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOGRATS) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{t$n grats '$t'{x", ch, argument, d->character, TO_VICT, POS_SLEEPING); } } } } void do_quote (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOQUOTE)) { send_to_char ("{hQuote channel is now ON.{x\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOQUOTE); } else { send_to_char ("{hQuote channel is now OFF.{x\n\r", ch); SET_BIT (ch->comm, COMM_NOQUOTE); } } else { /* quote message sent, turn quote on if it isn't already */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOQUOTE); sprintf (buf, "{hYou quote '{H%s{h'{x\n\r", argument); send_to_char (buf, ch); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOQUOTE) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{h$n quotes '{H$t{h'{x", ch, argument, d->character, TO_VICT, POS_SLEEPING); } } } } /* RT question channel */ void do_question (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOQUESTION)) { send_to_char ("Q/A channel is now ON.\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOQUESTION); } else { send_to_char ("Q/A channel is now OFF.\n\r", ch); SET_BIT (ch->comm, COMM_NOQUESTION); } } else { /* question sent, turn Q/A on if it isn't already */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOQUESTION); sprintf (buf, "{qYou question '{Q%s{q'{x\n\r", argument); send_to_char (buf, ch); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOQUESTION) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{q$n questions '{Q$t{q'{x", ch, argument, d->character, TO_VICT, POS_SLEEPING); } } } } /* RT answer channel - uses same line as questions */ void do_answer (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOQUESTION)) { send_to_char ("Q/A channel is now ON.\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOQUESTION); } else { send_to_char ("Q/A channel is now OFF.\n\r", ch); SET_BIT (ch->comm, COMM_NOQUESTION); } } else { /* answer sent, turn Q/A on if it isn't already */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOQUESTION); sprintf (buf, "{fYou answer '{F%s{f'{x\n\r", argument); send_to_char (buf, ch); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOQUESTION) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{f$n answers '{F$t{f'{x", ch, argument, d->character, TO_VICT, POS_SLEEPING); } } } } /* RT music channel */ void do_music (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOMUSIC)) { send_to_char ("Music channel is now ON.\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOMUSIC); } else { send_to_char ("Music channel is now OFF.\n\r", ch); SET_BIT (ch->comm, COMM_NOMUSIC); } } else { /* music sent, turn music on if it isn't already */ if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOMUSIC); sprintf (buf, "{eYou MUSIC: '{E%s{e'{x\n\r", argument); send_to_char (buf, ch); sprintf (buf, "$n MUSIC: '%s'", argument); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_NOMUSIC) && !IS_SET (victim->comm, COMM_QUIET)) { act_new ("{e$n MUSIC: '{E$t{e'{x", ch, argument, d->character, TO_VICT, POS_SLEEPING); } } } } /* clan channels */ void do_clantalk (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; if (!is_clan (ch) || clan_table[ch->clan].independent) { send_to_char ("You aren't in a clan.\n\r", ch); return; } if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOCLAN)) { send_to_char ("Clan channel is now ON\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOCLAN); } else { send_to_char ("Clan channel is now OFF\n\r", ch); SET_BIT (ch->comm, COMM_NOCLAN); } return; } if (IS_SET (ch->comm, COMM_NOCHANNELS)) { send_to_char ("The gods have revoked your channel priviliges.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_NOCLAN); sprintf (buf, "You clan '%s'{x\n\r", argument); send_to_char (buf, ch); sprintf (buf, "$n clans '%s'", argument); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && d->character != ch && is_same_clan (ch, d->character) && !IS_SET (d->character->comm, COMM_NOCLAN) && !IS_SET (d->character->comm, COMM_QUIET)) { act_new ("$n clans '$t'{x", ch, argument, d->character, TO_VICT, POS_DEAD); } } return; } void do_immtalk (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_NOWIZ)) { send_to_char ("Immortal channel is now ON\n\r", ch); REMOVE_BIT (ch->comm, COMM_NOWIZ); } else { send_to_char ("Immortal channel is now OFF\n\r", ch); SET_BIT (ch->comm, COMM_NOWIZ); } return; } REMOVE_BIT (ch->comm, COMM_NOWIZ); act_new ("{i[{I$n{i]: $t{x", ch, argument, NULL, TO_CHAR, POS_DEAD); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && IS_IMMORTAL (d->character) && !IS_SET (d->character->comm, COMM_NOWIZ)) { act_new ("{i[{I$n{i]: $t{x", ch, argument, d->character, TO_VICT, POS_DEAD); } } return; } void do_say (CHAR_DATA * ch, char *argument) { if (argument[0] == '\0') { send_to_char ("Say what?\n\r", ch); return; } act ("{6$n says '{7$T{6'{x", ch, NULL, argument, TO_ROOM); act ("{6You say '{7$T{6'{x", ch, NULL, argument, TO_CHAR); if (!IS_NPC (ch)) { CHAR_DATA *mob, *mob_next; for (mob = ch->in_room->people; mob != NULL; mob = mob_next) { mob_next = mob->next_in_room; if (IS_NPC (mob) && HAS_TRIGGER (mob, TRIG_SPEECH) && mob->position == mob->pIndexData->default_pos) mp_act_trigger (argument, mob, ch, NULL, NULL, TRIG_SPEECH); } } return; } void do_shout (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d; if (argument[0] == '\0') { if (IS_SET (ch->comm, COMM_SHOUTSOFF)) { send_to_char ("You can hear shouts again.\n\r", ch); REMOVE_BIT (ch->comm, COMM_SHOUTSOFF); } else { send_to_char ("You will no longer hear shouts.\n\r", ch); SET_BIT (ch->comm, COMM_SHOUTSOFF); } return; } if (IS_SET (ch->comm, COMM_NOSHOUT)) { send_to_char ("You can't shout.\n\r", ch); return; } REMOVE_BIT (ch->comm, COMM_SHOUTSOFF); WAIT_STATE (ch, 12); act ("You shout '$T'", ch, NULL, argument, TO_CHAR); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; victim = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && d->character != ch && !IS_SET (victim->comm, COMM_SHOUTSOFF) && !IS_SET (victim->comm, COMM_QUIET)) { act ("$n shouts '$t'", ch, argument, d->character, TO_VICT); } } return; } void do_tell (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; if (IS_SET (ch->comm, COMM_NOTELL) || IS_SET (ch->comm, COMM_DEAF)) { send_to_char ("Your message didn't get through.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_QUIET)) { send_to_char ("You must turn off quiet mode first.\n\r", ch); return; } if (IS_SET (ch->comm, COMM_DEAF)) { send_to_char ("You must turn off deaf mode first.\n\r", ch); return; } argument = one_argument (argument, arg); if (arg[0] == '\0' || argument[0] == '\0') { send_to_char ("Tell whom what?\n\r", ch); return; } /* * Can tell to PC's anywhere, but NPC's only in same room. * -- Furey */ if ((victim = get_char_world (ch, arg)) == NULL || (IS_NPC (victim) && victim->in_room != ch->in_room)) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim->desc == NULL && !IS_NPC (victim)) { act ("$N seems to have misplaced $S link...try again later.", ch, NULL, victim, TO_CHAR); sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } if (!(IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL) && !IS_AWAKE (victim)) { act ("$E can't hear you.", ch, 0, victim, TO_CHAR); return; } if ( (IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF)) && !IS_IMMORTAL (ch)) { act ("$E is not receiving tells.", ch, 0, victim, TO_CHAR); return; } if (IS_SET (victim->comm, COMM_AFK)) { if (IS_NPC (victim)) { act ("$E is AFK, and not receiving tells.", ch, NULL, victim, TO_CHAR); return; } act ("$E is AFK, but your tell will go through when $E returns.", ch, NULL, victim, TO_CHAR); sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } if (victim->desc->connected >= CON_NOTE_TO && victim->desc->connected <= CON_NOTE_FINISH) { act ("$E is writing a note, but your tell will go through when $E returns.", ch, NULL, victim, TO_CHAR); sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } act ("{kYou tell $N '{K$t{k'{x", ch, argument, victim, TO_CHAR); act_new ("{k$n tells you '{K$t{k'{x", ch, argument, victim, TO_VICT, POS_DEAD); victim->reply = ch; if (!IS_NPC (ch) && IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_SPEECH)) mp_act_trigger (argument, victim, ch, NULL, NULL, TRIG_SPEECH); return; } void do_reply (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if (IS_SET (ch->comm, COMM_NOTELL)) { send_to_char ("Your message didn't get through.\n\r", ch); return; } if ((victim = ch->reply) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim->desc == NULL && !IS_NPC (victim)) { act ("$N seems to have misplaced $S link...try again later.", ch, NULL, victim, TO_CHAR); sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } if (!IS_IMMORTAL (ch) && !IS_AWAKE (victim)) { act ("$E can't hear you.", ch, 0, victim, TO_CHAR); return; } if ( (IS_SET (victim->comm, COMM_QUIET) || IS_SET (victim->comm, COMM_DEAF)) && !IS_IMMORTAL (ch) && !IS_IMMORTAL (victim)) { act_new ("$E is not receiving tells.", ch, 0, victim, TO_CHAR, POS_DEAD); return; } if (!IS_IMMORTAL (victim) && !IS_AWAKE (ch)) { send_to_char ("In your dreams, or what?\n\r", ch); return; } if (IS_SET (victim->comm, COMM_AFK)) { if (IS_NPC (victim)) { act_new ("$E is AFK, and not receiving tells.", ch, NULL, victim, TO_CHAR, POS_DEAD); return; } act_new ("$E is AFK, but your tell will go through when $E returns.", ch, NULL, victim, TO_CHAR, POS_DEAD); sprintf (buf, "{k%s tells you '{K%s{k'{x\n\r", PERS (ch, victim), argument); buf[0] = UPPER (buf[0]); add_buf (victim->pcdata->buffer, buf); return; } act_new ("{kYou tell $N '{K$t{k'{x", ch, argument, victim, TO_CHAR, POS_DEAD); act_new ("{k$n tells you '{K$t{k'{x", ch, argument, victim, TO_VICT, POS_DEAD); victim->reply = ch; return; } void do_yell (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d; if (IS_SET (ch->comm, COMM_NOSHOUT)) { send_to_char ("You can't yell.\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("Yell what?\n\r", ch); return; } act ("You yell '$t'", ch, argument, NULL, TO_CHAR); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && d->character != ch && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area && !IS_SET (d->character->comm, COMM_QUIET)) { act ("$n yells '$t'", ch, argument, d->character, TO_VICT); } } return; } void do_emote (CHAR_DATA * ch, char *argument) { if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE)) { send_to_char ("You can't show your emotions.\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("Emote what?\n\r", ch); return; } /* little hack to fix the ',{' bug posted to rom list * around 4/16/01 -- JR */ if (!(isalpha(argument[0])) || (isspace(argument[0]))) { send_to_char ("Moron!\n\r", ch); return; } MOBtrigger = FALSE; act ("$n $T", ch, NULL, argument, TO_ROOM); act ("$n $T", ch, NULL, argument, TO_CHAR); MOBtrigger = TRUE; return; } void do_pmote (CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; char *letter, *name; char last[MAX_INPUT_LENGTH], temp[MAX_STRING_LENGTH]; int matches = 0; if (!IS_NPC (ch) && IS_SET (ch->comm, COMM_NOEMOTE)) { send_to_char ("You can't show your emotions.\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("Emote what?\n\r", ch); return; } /* little hack to fix the ',{' bug posted to rom list * around 4/16/01 -- JR */ if (!(isalpha(argument[0])) || (isspace(argument[0]))) { send_to_char ("Moron!\n\r", ch); return; } act ("$n $t", ch, argument, NULL, TO_CHAR); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->desc == NULL || vch == ch) continue; if ((letter = strstr (argument, vch->name)) == NULL) { MOBtrigger = FALSE; act ("$N $t", vch, argument, ch, TO_CHAR); MOBtrigger = TRUE; continue; } strcpy (temp, argument); temp[strlen (argument) - strlen (letter)] = '\0'; last[0] = '\0'; name = vch->name; for (; *letter != '\0'; letter++) { if (*letter == '\'' && matches == strlen (vch->name)) { strcat (temp, "r"); continue; } if (*letter == 's' && matches == strlen (vch->name)) { matches = 0; continue; } if (matches == strlen (vch->name)) { matches = 0; } if (*letter == *name) { matches++; name++; if (matches == strlen (vch->name)) { strcat (temp, "you"); last[0] = '\0'; name = vch->name; continue; } strncat (last, letter, 1); continue; } matches = 0; strcat (temp, last); strncat (temp, letter, 1); last[0] = '\0'; name = vch->name; } MOBtrigger = FALSE; act ("$N $t", vch, temp, ch, TO_CHAR); MOBtrigger = TRUE; } return; } /* * All the posing stuff. */ struct pose_table_type { char *message[2 * MAX_CLASS]; }; const struct pose_table_type pose_table[] = { { { "You sizzle with energy.", "$n sizzles with energy.", "You feel very holy.", "$n looks very holy.", "You perform a small card trick.", "$n performs a small card trick.", "You show your bulging muscles.", "$n shows $s bulging muscles."} }, { { "You turn into a butterfly, then return to your normal shape.", "$n turns into a butterfly, then returns to $s normal shape.", "You nonchalantly turn wine into water.", "$n nonchalantly turns wine into water.", "You wiggle your ears alternately.", "$n wiggles $s ears alternately.", "You crack nuts between your fingers.", "$n cracks nuts between $s fingers."} }, { { "Blue sparks fly from your fingers.", "Blue sparks fly from $n's fingers.", "A halo appears over your head.", "A halo appears over $n's head.", "You nimbly tie yourself into a knot.", "$n nimbly ties $mself into a knot.", "You grizzle your teeth and look mean.", "$n grizzles $s teeth and looks mean."} }, { { "Little red lights dance in your eyes.", "Little red lights dance in $n's eyes.", "You recite words of wisdom.", "$n recites words of wisdom.", "You juggle with daggers, apples, and eyeballs.", "$n juggles with daggers, apples, and eyeballs.", "You hit your head, and your eyes roll.", "$n hits $s head, and $s eyes roll."} }, { { "A slimy green monster appears before you and bows.", "A slimy green monster appears before $n and bows.", "Deep in prayer, you levitate.", "Deep in prayer, $n levitates.", "You steal the underwear off every person in the room.", "Your underwear is gone! $n stole it!", "Crunch, crunch -- you munch a bottle.", "Crunch, crunch -- $n munches a bottle."} }, { { "You turn everybody into a little pink elephant.", "You are turned into a little pink elephant by $n.", "An angel consults you.", "An angel consults $n.", "The dice roll ... and you win again.", "The dice roll ... and $n wins again.", "... 98, 99, 100 ... you do pushups.", "... 98, 99, 100 ... $n does pushups."} }, { { "A small ball of light dances on your fingertips.", "A small ball of light dances on $n's fingertips.", "Your body glows with an unearthly light.", "$n's body glows with an unearthly light.", "You count the money in everyone's pockets.", "Check your money, $n is counting it.", "Arnold Schwarzenegger admires your physique.", "Arnold Schwarzenegger admires $n's physique."} }, { { "Smoke and fumes leak from your nostrils.", "Smoke and fumes leak from $n's nostrils.", "A spot light hits you.", "A spot light hits $n.", "You balance a pocket knife on your tongue.", "$n balances a pocket knife on your tongue.", "Watch your feet, you are juggling granite boulders.", "Watch your feet, $n is juggling granite boulders."} }, { { "The light flickers as you rap in magical languages.", "The light flickers as $n raps in magical languages.", "Everyone levitates as you pray.", "You levitate as $n prays.", "You produce a coin from everyone's ear.", "$n produces a coin from your ear.", "Oomph! You squeeze water out of a granite boulder.", "Oomph! $n squeezes water out of a granite boulder."} }, { { "Your head disappears.", "$n's head disappears.", "A cool breeze refreshes you.", "A cool breeze refreshes $n.", "You step behind your shadow.", "$n steps behind $s shadow.", "You pick your teeth with a spear.", "$n picks $s teeth with a spear."} }, { { "A fire elemental singes your hair.", "A fire elemental singes $n's hair.", "The sun pierces through the clouds to illuminate you.", "The sun pierces through the clouds to illuminate $n.", "Your eyes dance with greed.", "$n's eyes dance with greed.", "Everyone is swept off their foot by your hug.", "You are swept off your feet by $n's hug."} }, { { "The sky changes color to match your eyes.", "The sky changes color to match $n's eyes.", "The ocean parts before you.", "The ocean parts before $n.", "You deftly steal everyone's weapon.", "$n deftly steals your weapon.", "Your karate chop splits a tree.", "$n's karate chop splits a tree."} }, { { "The stones dance to your command.", "The stones dance to $n's command.", "A thunder cloud kneels to you.", "A thunder cloud kneels to $n.", "The Grey Mouser buys you a beer.", "The Grey Mouser buys $n a beer.", "A strap of your armor breaks over your mighty thews.", "A strap of $n's armor breaks over $s mighty thews."} }, { { "The heavens and grass change colour as you smile.", "The heavens and grass change colour as $n smiles.", "The Burning Man speaks to you.", "The Burning Man speaks to $n.", "Everyone's pocket explodes with your fireworks.", "Your pocket explodes with $n's fireworks.", "A boulder cracks at your frown.", "A boulder cracks at $n's frown."} }, { { "Everyone's clothes are transparent, and you are laughing.", "Your clothes are transparent, and $n is laughing.", "An eye in a pyramid winks at you.", "An eye in a pyramid winks at $n.", "Everyone discovers your dagger a centimeter from their eye.", "You discover $n's dagger a centimeter from your eye.", "Mercenaries arrive to do your bidding.", "Mercenaries arrive to do $n's bidding."} }, { { "A black hole swallows you.", "A black hole swallows $n.", "Valentine Michael Smith offers you a glass of water.", "Valentine Michael Smith offers $n a glass of water.", "Where did you go?", "Where did $n go?", "Four matched Percherons bring in your chariot.", "Four matched Percherons bring in $n's chariot."} }, { { "The world shimmers in time with your whistling.", "The world shimmers in time with $n's whistling.", "The great god Mota gives you a staff.", "The great god Mota gives $n a staff.", "Click.", "Click.", "Atlas asks you to relieve him.", "Atlas asks $n to relieve him."} } }; void do_pose (CHAR_DATA * ch, char *argument) { int level; int pose; if (IS_NPC (ch)) return; level = UMIN (ch->level, sizeof (pose_table) / sizeof (pose_table[0]) - 1); pose = number_range (0, level); act (pose_table[pose].message[2 * ch->class + 0], ch, NULL, NULL, TO_CHAR); act (pose_table[pose].message[2 * ch->class + 1], ch, NULL, NULL, TO_ROOM); return; } void do_bug (CHAR_DATA * ch, char *argument) { append_file (ch, BUG_FILE, argument); send_to_char ("Bug logged.\n\r", ch); return; } void do_typo (CHAR_DATA * ch, char *argument) { append_file (ch, TYPO_FILE, argument); send_to_char ("Typo logged.\n\r", ch); return; } void do_rent (CHAR_DATA * ch, char *argument) { send_to_char ("There is no rent here. Just save and quit.\n\r", ch); return; } void do_qui (CHAR_DATA * ch, char *argument) { send_to_char ("If you want to QUIT, you have to spell it out.\n\r", ch); return; } void do_quit (CHAR_DATA * ch, char *argument) { DESCRIPTOR_DATA *d, *d_next; int id; if (IS_NPC (ch)) return; if (ch->position == POS_FIGHTING) { send_to_char ("No way! You are fighting.\n\r", ch); return; } if (ch->position < POS_STUNNED) { send_to_char ("You're not DEAD yet.\n\r", ch); return; } send_to_char ("Alas, all good things must come to an end.\n\r", ch); act ("$n has left the game.", ch, NULL, NULL, TO_ROOM); sprintf (log_buf, "%s has quit.", ch->name); log_string (log_buf); wiznet ("$N rejoins the real world.", ch, NULL, WIZ_LOGINS, 0, get_trust (ch)); /* * After extract_char the ch is no longer valid! */ save_char_obj (ch); /* Free note that might be there somehow */ if (ch->pcdata->in_progress) free_note (ch->pcdata->in_progress); id = ch->id; d = ch->desc; extract_char (ch, TRUE); if (d != NULL) close_socket (d); /* toast evil cheating bastards */ for (d = descriptor_list; d != NULL; d = d_next) { CHAR_DATA *tch; d_next = d->next; tch = d->original ? d->original : d->character; if (tch && tch->id == id) { extract_char (tch, TRUE); close_socket (d); } } return; } void do_save (CHAR_DATA * ch, char *argument) { if (IS_NPC (ch)) return; save_char_obj (ch); send_to_char ("Saving. Remember that ROM has automatic saving now.\n\r", ch); WAIT_STATE (ch, 4 * PULSE_VIOLENCE); return; } void do_follow (CHAR_DATA * ch, char *argument) { /* RT changed to allow unlimited following and follow the NOFOLLOW rules */ char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Follow whom?\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL) { act ("But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR); return; } if (victim == ch) { if (ch->master == NULL) { send_to_char ("You already follow yourself.\n\r", ch); return; } stop_follower (ch); return; } if (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOFOLLOW) && !IS_IMMORTAL (ch)) { act ("$N doesn't seem to want any followers.\n\r", ch, NULL, victim, TO_CHAR); return; } REMOVE_BIT (ch->act, PLR_NOFOLLOW); if (ch->master != NULL) stop_follower (ch); add_follower (ch, victim); return; } void add_follower (CHAR_DATA * ch, CHAR_DATA * master) { if (ch->master != NULL) { bug ("Add_follower: non-null master.", 0); return; } ch->master = master; ch->leader = NULL; if (can_see (master, ch)) act ("$n now follows you.", ch, NULL, master, TO_VICT); act ("You now follow $N.", ch, NULL, master, TO_CHAR); return; } void stop_follower (CHAR_DATA * ch) { if (ch->master == NULL) { bug ("Stop_follower: null master.", 0); return; } if (IS_AFFECTED (ch, AFF_CHARM)) { REMOVE_BIT (ch->affected_by, AFF_CHARM); affect_strip (ch, gsn_charm_person); } if (can_see (ch->master, ch) && ch->in_room != NULL) { act ("$n stops following you.", ch, NULL, ch->master, TO_VICT); act ("You stop following $N.", ch, NULL, ch->master, TO_CHAR); } if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; return; } /* nukes charmed monsters and pets */ void nuke_pets (CHAR_DATA * ch) { CHAR_DATA *pet; if ((pet = ch->pet) != NULL) { stop_follower (pet); if (pet->in_room != NULL) act ("$N slowly fades away.", ch, NULL, pet, TO_NOTVICT); extract_char (pet, TRUE); } ch->pet = NULL; return; } void die_follower (CHAR_DATA * ch) { CHAR_DATA *fch; if (ch->master != NULL) { if (ch->master->pet == ch) ch->master->pet = NULL; stop_follower (ch); } ch->leader = NULL; for (fch = char_list; fch != NULL; fch = fch->next) { if (fch->master == ch) stop_follower (fch); if (fch->leader == ch) fch->leader = fch; } return; } void do_order (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *och; CHAR_DATA *och_next; bool found; bool fAll; argument = one_argument (argument, arg); one_argument (argument, arg2); if (!str_cmp (arg2, "delete") || !str_cmp (arg2, "mob")) { send_to_char ("That will NOT be done.\n\r", ch); return; } if (arg[0] == '\0' || argument[0] == '\0') { send_to_char ("Order whom to do what?\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM)) { send_to_char ("You feel like taking, not giving, orders.\n\r", ch); return; } if (!str_cmp (arg, "all")) { fAll = TRUE; victim = NULL; } else { fAll = FALSE; if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("Aye aye, right away!\n\r", ch); return; } if (!IS_AFFECTED (victim, AFF_CHARM) || victim->master != ch || (IS_IMMORTAL (victim) && victim->trust >= ch->trust)) { send_to_char ("Do it yourself!\n\r", ch); return; } } found = FALSE; for (och = ch->in_room->people; och != NULL; och = och_next) { och_next = och->next_in_room; if (IS_AFFECTED (och, AFF_CHARM) && och->master == ch && (fAll || och == victim)) { found = TRUE; sprintf (buf, "$n orders you to '%s'.", argument); act (buf, ch, NULL, och, TO_VICT); interpret (och, argument); } } if (found) { WAIT_STATE (ch, PULSE_VIOLENCE); send_to_char ("Ok.\n\r", ch); } else send_to_char ("You have no followers here.\n\r", ch); return; } void do_group (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { CHAR_DATA *gch; CHAR_DATA *leader; leader = (ch->leader != NULL) ? ch->leader : ch; sprintf (buf, "%s's group:\n\r", PERS (leader, ch)); send_to_char (buf, ch); for (gch = char_list; gch != NULL; gch = gch->next) { if (is_same_group (gch, ch)) { sprintf (buf, "[%2d %s] %-16s %4d/%4d hp %4d/%4d mana %4d/%4d mv %5d xp\n\r", gch->level, IS_NPC (gch) ? "Mob" : class_table[gch-> class].who_name, capitalize (PERS (gch, ch)), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp); send_to_char (buf, ch); } } return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch)) { send_to_char ("But you are following someone else!\n\r", ch); return; } if (victim->master != ch && ch != victim) { act_new ("$N isn't following you.", ch, NULL, victim, TO_CHAR, POS_SLEEPING); return; } if (IS_AFFECTED (victim, AFF_CHARM)) { send_to_char ("You can't remove charmed mobs from your group.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM)) { act_new ("You like your master too much to leave $m!", ch, NULL, victim, TO_VICT, POS_SLEEPING); return; } if (is_same_group (victim, ch) && ch != victim) { victim->leader = NULL; act_new ("$n removes $N from $s group.", ch, NULL, victim, TO_NOTVICT, POS_RESTING); act_new ("$n removes you from $s group.", ch, NULL, victim, TO_VICT, POS_SLEEPING); act_new ("You remove $N from your group.", ch, NULL, victim, TO_CHAR, POS_SLEEPING); return; } victim->leader = ch; act_new ("$N joins $n's group.", ch, NULL, victim, TO_NOTVICT, POS_RESTING); act_new ("You join $n's group.", ch, NULL, victim, TO_VICT, POS_SLEEPING); act_new ("$N joins your group.", ch, NULL, victim, TO_CHAR, POS_SLEEPING); return; } /* * 'Split' originally by Gnort, God of Chaos. */ void do_split (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount_gold = 0, amount_silver = 0; int share_gold, share_silver; int extra_gold, extra_silver; argument = one_argument (argument, arg1); one_argument (argument, arg2); if (arg1[0] == '\0') { send_to_char ("Split how much?\n\r", ch); return; } amount_silver = atoi (arg1); if (arg2[0] != '\0') amount_gold = atoi (arg2); if (amount_gold < 0 || amount_silver < 0) { send_to_char ("Your group wouldn't like that.\n\r", ch); return; } if (amount_gold == 0 && amount_silver == 0) { send_to_char ("You hand out zero coins, but no one notices.\n\r", ch); return; } if (ch->gold < amount_gold || ch->silver < amount_silver) { send_to_char ("You don't have that much to split.\n\r", ch); return; } members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (is_same_group (gch, ch) && !IS_AFFECTED (gch, AFF_CHARM)) members++; } if (members < 2) { send_to_char ("Just keep it all.\n\r", ch); return; } share_silver = amount_silver / members; extra_silver = amount_silver % members; share_gold = amount_gold / members; extra_gold = amount_gold % members; if (share_gold == 0 && share_silver == 0) { send_to_char ("Don't even bother, cheapskate.\n\r", ch); return; } ch->silver -= amount_silver; ch->silver += share_silver + extra_silver; ch->gold -= amount_gold; ch->gold += share_gold + extra_gold; if (share_silver > 0) { sprintf (buf, "You split %d silver coins. Your share is %d silver.\n\r", amount_silver, share_silver + extra_silver); send_to_char (buf, ch); } if (share_gold > 0) { sprintf (buf, "You split %d gold coins. Your share is %d gold.\n\r", amount_gold, share_gold + extra_gold); send_to_char (buf, ch); } if (share_gold == 0) { sprintf (buf, "$n splits %d silver coins. Your share is %d silver.", amount_silver, share_silver); } else if (share_silver == 0) { sprintf (buf, "$n splits %d gold coins. Your share is %d gold.", amount_gold, share_gold); } else { sprintf (buf, "$n splits %d silver and %d gold coins, giving you %d silver and %d gold.\n\r", amount_silver, amount_gold, share_silver, share_gold); } for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (gch != ch && is_same_group (gch, ch) && !IS_AFFECTED (gch, AFF_CHARM)) { act (buf, ch, NULL, gch, TO_VICT); gch->gold += share_gold; gch->silver += share_silver; } } return; } void do_gtell (CHAR_DATA * ch, char *argument) { CHAR_DATA *gch; if (argument[0] == '\0') { send_to_char ("Tell your group what?\n\r", ch); return; } if (IS_SET (ch->comm, COMM_NOTELL)) { send_to_char ("Your message didn't get through!\n\r", ch); return; } for (gch = char_list; gch != NULL; gch = gch->next) { if (is_same_group (gch, ch)) act_new ("$n tells the group '$t'", ch, argument, gch, TO_VICT, POS_SLEEPING); } 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 == NULL || bch == NULL) return FALSE; if (ach->leader != NULL) ach = ach->leader; if (bch->leader != NULL) bch = bch->leader; return ach == bch; } /* * ColoUr setting and unsetting, way cool, Ant Oct 94 * revised to include config colour, Ant Feb 95 */ void do_colour (CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; if (IS_NPC (ch)) { send_to_char_bw ("ColoUr is not ON, Way Moron!\n\r", ch); return; } argument = one_argument (argument, arg); if (!*arg) { if (!IS_SET (ch->act, PLR_COLOUR)) { SET_BIT (ch->act, PLR_COLOUR); send_to_char ("ColoUr is now ON, Way Cool!\n\r" "Further syntax:\n\r colour {c<{xfield{c> <{xcolour{c>{x\n\r" " colour {c<{xfield{c>{x {cbeep{x|{cnobeep{x\n\r" "Type help {ccolour{x and {ccolour2{x for details.\n\r" "ColoUr is brought to you by Lope, ant@solace.mh.se.\n\r", ch); } else { send_to_char_bw ("ColoUr is now OFF, <sigh>\n\r", ch); REMOVE_BIT (ch->act, PLR_COLOUR); } return; } if (!str_cmp (arg, "default")) { default_colour (ch); send_to_char_bw ("ColoUr setting set to default values.\n\r", ch); return; } if (!str_cmp (arg, "all")) { all_colour (ch, argument); return; } /* * Yes, I know this is ugly and unnessessary repetition, but its old * and I can't justify the time to make it pretty. -Lope */ if (!str_cmp (arg, "text")) { ALTER_COLOUR (text)} else if (!str_cmp (arg, "auction")) { ALTER_COLOUR (auction)} else if (!str_cmp (arg, "auction_text")) { ALTER_COLOUR (auction_text)} else if (!str_cmp (arg, "gossip")) { ALTER_COLOUR (gossip)} else if (!str_cmp (arg, "gossip_text")) { ALTER_COLOUR (gossip_text)} else if (!str_cmp (arg, "music")) { ALTER_COLOUR (music)} else if (!str_cmp (arg, "music_text")) { ALTER_COLOUR (music_text)} else if (!str_cmp (arg, "question")) { ALTER_COLOUR (question)} else if (!str_cmp (arg, "question_text")) { ALTER_COLOUR (question_text)} else if (!str_cmp (arg, "answer")) { ALTER_COLOUR (answer)} else if (!str_cmp (arg, "answer_text")) { ALTER_COLOUR (answer_text)} else if (!str_cmp (arg, "quote")) { ALTER_COLOUR (quote)} else if (!str_cmp (arg, "quote_text")) { ALTER_COLOUR (quote_text)} else if (!str_cmp (arg, "immtalk_text")) { ALTER_COLOUR (immtalk_text)} else if (!str_cmp (arg, "immtalk_type")) { ALTER_COLOUR (immtalk_type)} else if (!str_cmp (arg, "info")) { ALTER_COLOUR (info)} else if (!str_cmp (arg, "say")) { ALTER_COLOUR (say)} else if (!str_cmp (arg, "say_text")) { ALTER_COLOUR (say_text)} else if (!str_cmp (arg, "tell")) { ALTER_COLOUR (tell)} else if (!str_cmp (arg, "tell_text")) { ALTER_COLOUR (tell_text)} else if (!str_cmp (arg, "reply")) { ALTER_COLOUR (reply)} else if (!str_cmp (arg, "reply_text")) { ALTER_COLOUR (reply_text)} else if (!str_cmp (arg, "gtell_text")) { ALTER_COLOUR (gtell_text)} else if (!str_cmp (arg, "gtell_type")) { ALTER_COLOUR (gtell_type)} else if (!str_cmp (arg, "wiznet")) { ALTER_COLOUR (wiznet)} else if (!str_cmp (arg, "room_title")) { ALTER_COLOUR (room_title)} else if (!str_cmp (arg, "room_text")) { ALTER_COLOUR (room_text)} else if (!str_cmp (arg, "room_exits")) { ALTER_COLOUR (room_exits)} else if (!str_cmp (arg, "room_things")) { ALTER_COLOUR (room_things)} else if (!str_cmp (arg, "prompt")) { ALTER_COLOUR (prompt)} else if (!str_cmp (arg, "fight_death")) { ALTER_COLOUR (fight_death)} else if (!str_cmp (arg, "fight_yhit")) { ALTER_COLOUR (fight_yhit)} else if (!str_cmp (arg, "fight_ohit")) { ALTER_COLOUR (fight_ohit)} else if (!str_cmp (arg, "fight_thit")) { ALTER_COLOUR (fight_thit)} else if (!str_cmp (arg, "fight_skill")) { ALTER_COLOUR (fight_skill)} else { send_to_char_bw ("Unrecognised Colour Parameter Not Set.\n\r", ch); return; } send_to_char_bw ("New Colour Parameter Set.\n\r", ch); return; }