wmud/old-codebase/src/act.other.c

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2012-03-03 20:35:30 +00:00
/* ************************************************************************
* File: act.other.c Part of CircleMUD *
* Usage: Miscellaneous player-level commands *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#define __ACT_OTHER_C__
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "screen.h"
#include "house.h"
#include "constants.h"
const char *digbury_msgs[][2] = {
{ "You start to break some floor boards when you dig.", "$n starts to break some floor boards as $e starts digging." },
{ "You wonder if this is a good place after all, with all the gravel.", "$n breaks a sweat digging up all the gravel here." },
{ "You make a nice hold while digging up a lot of dirt.", "$n digs a hole and goes about $s business." },
{ "You seem to be hitting a lot of roots when you dig.", "$n looks like $e is trying to dig up a tree." },
{ "You dig up more clay than dirt here.", "$n seems to be digging up a lot of clay." },
{ "You start to chip away the rock here.", "$n bangs away at the side of the mountain." },
{ "You can't dig in the water!", NULL },
{ "You can't dig in the water!", NULL },
{ "You can't dig up air!", NULL },
{ "If you see this, please tell a Prophet!", NULL }
};
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/* extern variables */
extern struct spell_info_type spell_info[];
extern const char *class_abbrevs[];
extern int free_rent;
extern int pt_allowed;
extern int max_filesize;
extern int nameserver_is_slow;
extern int auto_save;
extern int track_through_doors;
/* extern procedures */
void list_skills(struct char_data *ch);
void appear(struct char_data *ch);
void write_aliases(struct char_data *ch);
void perform_immort_vis(struct char_data *ch);
SPECIAL(shop_keeper);
ACMD(do_gen_comm);
void die(struct char_data *ch);
void Crash_rentsave(struct char_data *ch, int cost);
/* local functions */
ACMD(do_quit);
ACMD(do_save);
ACMD(do_not_here);
ACMD(do_sneak);
ACMD(do_hide);
ACMD(do_steal);
ACMD(do_practice);
ACMD(do_visible);
ACMD(do_title);
int perform_group(struct char_data *ch, struct char_data *vict);
void print_group(struct char_data *ch);
ACMD(do_group);
ACMD(do_ungroup);
ACMD(do_report);
ACMD(do_split);
ACMD(do_use);
ACMD(do_wimpy);
ACMD(do_display);
ACMD(do_gen_write);
ACMD(do_gen_tog);
ACMD(do_bury);
ACMD(do_dig);
ACMD(do_drain);
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ACMD(do_quit)
{
if (IS_NPC(ch) || !ch->desc)
return;
if (subcmd != SCMD_QUIT && GET_LEVEL(ch) < LVL_IMMORT)
send_to_char(ch, "You have to type quit--no less, to quit!\r\n");
else if (GET_POS(ch) == POS_FIGHTING)
send_to_char(ch, "No way! You're fighting for your life!\r\n");
else if (GET_POS(ch) < POS_STUNNED) {
send_to_char(ch, "You die before your time...\r\n");
die(ch);
} else {
act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM);
mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s has quit the game.", GET_NAME(ch));
send_to_char(ch, "Goodbye, friend.. Come back soon!\r\n");
/* We used to check here for duping attempts, but we may as well
* do it right in extract_char(), since there is no check if a
* player rents out and it can leave them in an equally screwy
* situation.
*/
if (free_rent)
Crash_rentsave(ch, 0);
/* If someone is quitting in their house, let them load back here. */
if (!PLR_FLAGGED(ch, PLR_LOADROOM) && ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOUSE))
GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch));
extract_char(ch); /* Char is saved before extracting. */
}
}
ACMD(do_save)
{
if (IS_NPC(ch) || !ch->desc)
return;
/* Only tell the char we're saving if they actually typed "save" */
if (cmd) {
/*
* This prevents item duplication by two PC's using coordinated saves
* (or one PC with a house) and system crashes. Note that houses are
* still automatically saved without this enabled. This code assumes
* that guest immortals aren't trustworthy. If you've disabled guest
* immortal advances from mortality, you may want < instead of <=.
*/
if (auto_save && GET_LEVEL(ch) <= LVL_IMMORT) {
send_to_char(ch, "Saving aliases.\r\n");
write_aliases(ch);
return;
}
send_to_char(ch, "Saving %s and aliases.\r\n", GET_NAME(ch));
}
write_aliases(ch);
save_char(ch);
Crash_crashsave(ch);
if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOUSE_CRASH))
House_crashsave(GET_ROOM_VNUM(IN_ROOM(ch)));
}
/* generic function for commands which are normally overridden by
special procedures - i.e., shop commands, mail commands, etc. */
ACMD(do_not_here)
{
send_to_char(ch, "Sorry, but you cannot do that here!\r\n");
}
ACMD(do_sneak)
{
struct affected_type af;
byte percent;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_SNEAK)) {
send_to_char(ch, "You have no idea how to do that.\r\n");
return;
}
send_to_char(ch, "Okay, you'll try to move silently for a while.\r\n");
if (AFF_FLAGGED(ch, AFF_SNEAK))
affect_from_char(ch, SKILL_SNEAK);
percent = rand_number(1, 101); /* 101% is a complete failure */
if (percent > GET_SKILL(ch, SKILL_SNEAK) + 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);
}
ACMD(do_hide)
{
byte percent;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_HIDE)) {
send_to_char(ch, "You have no idea how to do that.\r\n");
return;
}
send_to_char(ch, "You attempt to hide yourself.\r\n");
if (AFF_FLAGGED(ch, AFF_HIDE))
REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE);
percent = rand_number(1, 101); /* 101% is a complete failure */
if (percent > GET_SKILL(ch, SKILL_HIDE) + dex_app_skill[GET_DEX(ch)].hide)
return;
SET_BIT(AFF_FLAGS(ch), AFF_HIDE);
}
ACMD(do_steal)
{
struct char_data *vict;
struct obj_data *obj;
char vict_name[MAX_INPUT_LENGTH], obj_name[MAX_INPUT_LENGTH];
int percent, gold, eq_pos, pcsteal = 0, ohoh = 0;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_STEAL)) {
send_to_char(ch, "You have no idea how to do that.\r\n");
return;
}
if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) {
send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n");
return;
}
two_arguments(argument, obj_name, vict_name);
if (!(vict = get_char_vis(ch, vict_name, NULL, FIND_CHAR_ROOM))) {
send_to_char(ch, "Steal what from who?\r\n");
return;
} else if (vict == ch) {
send_to_char(ch, "Come on now, that's rather stupid!\r\n");
return;
}
/* 101% is a complete failure */
percent = rand_number(1, 101) - dex_app_skill[GET_DEX(ch)].p_pocket;
if (GET_POS(vict) < POS_SLEEPING)
percent = -1; /* ALWAYS SUCCESS, unless heavy object. */
if (!pt_allowed && !IS_NPC(vict))
pcsteal = 1;
if (!AWAKE(vict)) /* Easier to steal from sleeping people. */
percent -= 50;
/* NO NO With Imp's and Shopkeepers, and if player thieving is not allowed */
if (GET_LEVEL(vict) >= LVL_IMMORT || pcsteal ||
GET_MOB_SPEC(vict) == shop_keeper)
percent = 101; /* Failure */
if (str_cmp(obj_name, "coins") && str_cmp(obj_name, "gold")) {
if (!(obj = get_obj_in_list_vis(ch, obj_name, NULL, vict->carrying))) {
for (eq_pos = 0; eq_pos < NUM_WEARS; eq_pos++)
if (GET_EQ(vict, eq_pos) &&
(isname(obj_name, GET_EQ(vict, eq_pos)->name)) &&
CAN_SEE_OBJ(ch, GET_EQ(vict, eq_pos))) {
obj = GET_EQ(vict, eq_pos);
break;
}
if (!obj) {
act("$E hasn't got that item.", FALSE, ch, 0, vict, TO_CHAR);
return;
} else { /* It is equipment */
if ((GET_POS(vict) > POS_STUNNED)) {
send_to_char(ch, "Steal the equipment now? Impossible!\r\n");
return;
} else {
act("You unequip $p and steal it.", FALSE, ch, obj, 0, TO_CHAR);
act("$n steals $p from $N.", FALSE, ch, obj, vict, TO_NOTVICT);
obj_to_char(unequip_char(vict, eq_pos), ch);
}
}
} else { /* obj found in inventory */
percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */
if (percent > GET_SKILL(ch, SKILL_STEAL)) {
ohoh = TRUE;
send_to_char(ch, "Oops..\r\n");
act("$n tried to steal something from you!", FALSE, ch, 0, vict, TO_VICT);
act("$n tries to steal something from $N.", TRUE, ch, 0, vict, 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(ch, "Got it!\r\n");
}
} else
send_to_char(ch, "You cannot carry that much.\r\n");
}
}
} else { /* Steal some coins */
if (AWAKE(vict) && (percent > GET_SKILL(ch, SKILL_STEAL))) {
ohoh = TRUE;
send_to_char(ch, "Oops..\r\n");
act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, vict, TO_VICT);
act("$n tries to steal gold from $N.", TRUE, ch, 0, vict, TO_NOTVICT);
} else {
/* Steal some gold coins */
gold = (GET_GOLD(vict) * rand_number(1, 10)) / 100;
gold = MIN(1782, gold);
if (gold > 0) {
GET_GOLD(ch) += gold;
GET_GOLD(vict) -= gold;
if (gold > 1)
send_to_char(ch, "Bingo! You got %d gold coins.\r\n", gold);
else
send_to_char(ch, "You manage to swipe a solitary gold coin.\r\n");
} else {
send_to_char(ch, "You couldn't get any gold...\r\n");
}
}
}
if (ohoh && IS_NPC(vict) && AWAKE(vict))
hit(vict, ch, TYPE_UNDEFINED);
}
ACMD(do_practice)
{
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
one_argument(argument, arg);
if (*arg)
send_to_char(ch, "You can only practice skills in your guild.\r\n");
else
list_skills(ch);
}
ACMD(do_visible)
{
if (GET_LEVEL(ch) >= LVL_IMMORT) {
perform_immort_vis(ch);
return;
}
if AFF_FLAGGED(ch, AFF_INVISIBLE) {
appear(ch);
send_to_char(ch, "You break the spell of invisibility.\r\n");
} else
send_to_char(ch, "You are already visible.\r\n");
}
ACMD(do_title)
{
skip_spaces(&argument);
delete_doubledollar(argument);
if (IS_NPC(ch))
send_to_char(ch, "Your title is fine... go away.\r\n");
else if (PLR_FLAGGED(ch, PLR_NOTITLE))
send_to_char(ch, "You can't title yourself -- you shouldn't have abused it!\r\n");
else if (strstr(argument, "(") || strstr(argument, ")"))
send_to_char(ch, "Titles can't contain the ( or ) characters.\r\n");
else if (strlen(argument) > MAX_TITLE_LENGTH)
send_to_char(ch, "Sorry, titles can't be longer than %d characters.\r\n", MAX_TITLE_LENGTH);
else {
set_title(ch, argument);
send_to_char(ch, "Okay, you're now %s %s.\r\n", GET_NAME(ch), GET_TITLE(ch));
}
}
int perform_group(struct char_data *ch, struct char_data *vict)
{
if (AFF_FLAGGED(vict, AFF_GROUP) || !CAN_SEE(ch, vict))
return (0);
SET_BIT(AFF_FLAGS(vict), AFF_GROUP);
if (ch != vict)
act("$N is now a member of your group.", FALSE, ch, 0, vict, TO_CHAR);
act("You are now a member of $n's group.", FALSE, ch, 0, vict, TO_VICT);
act("$N is now a member of $n's group.", FALSE, ch, 0, vict, TO_NOTVICT);
return (1);
}
void print_group(struct char_data *ch)
{
struct char_data *k;
struct follow_type *f;
if (!AFF_FLAGGED(ch, AFF_GROUP))
send_to_char(ch, "But you are not the member of a group!\r\n");
else {
char buf[MAX_STRING_LENGTH];
send_to_char(ch, "Your group consists of:\r\n");
k = (ch->master ? ch->master : ch);
if (AFF_FLAGGED(k, AFF_GROUP)) {
snprintf(buf, sizeof(buf), " [%3dH %3dM %3dV] [%2d %s] $N (Head of group)",
GET_HIT(k), GET_MANA(k), GET_MOVE(k), GET_LEVEL(k), CLASS_ABBR(k));
act(buf, FALSE, ch, 0, k, TO_CHAR);
}
for (f = k->followers; f; f = f->next) {
if (!AFF_FLAGGED(f->follower, AFF_GROUP))
continue;
snprintf(buf, sizeof(buf), " [%3dH %3dM %3dV] [%2d %s] $N", GET_HIT(f->follower),
GET_MANA(f->follower), GET_MOVE(f->follower),
GET_LEVEL(f->follower), CLASS_ABBR(f->follower));
act(buf, FALSE, ch, 0, f->follower, TO_CHAR);
}
}
}
ACMD(do_group)
{
char buf[MAX_STRING_LENGTH];
struct char_data *vict;
struct follow_type *f;
int found;
one_argument(argument, buf);
if (!*buf) {
print_group(ch);
return;
}
if (ch->master) {
act("You can not enroll group members without being head of a group.",
FALSE, ch, 0, 0, TO_CHAR);
return;
}
if (!str_cmp(buf, "all")) {
perform_group(ch, ch);
for (found = 0, f = ch->followers; f; f = f->next)
found += perform_group(ch, f->follower);
if (!found)
send_to_char(ch, "Everyone following you is already in your group.\r\n");
return;
}
if (!(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)))
send_to_char(ch, "%s", NOPERSON);
else if ((vict->master != ch) && (vict != ch))
act("$N must follow you to enter your group.", FALSE, ch, 0, vict, TO_CHAR);
else {
if (!AFF_FLAGGED(vict, AFF_GROUP))
perform_group(ch, vict);
else {
if (ch != vict)
act("$N is no longer a member of your group.", FALSE, ch, 0, vict, TO_CHAR);
act("You have been kicked out of $n's group!", FALSE, ch, 0, vict, TO_VICT);
act("$N has been kicked out of $n's group!", FALSE, ch, 0, vict, TO_NOTVICT);
REMOVE_BIT(AFF_FLAGS(vict), AFF_GROUP);
}
}
}
ACMD(do_ungroup)
{
char buf[MAX_INPUT_LENGTH];
struct follow_type *f, *next_fol;
struct char_data *tch;
one_argument(argument, buf);
if (!*buf) {
if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) {
send_to_char(ch, "But you lead no group!\r\n");
return;
}
for (f = ch->followers; f; f = next_fol) {
next_fol = f->next;
if (AFF_FLAGGED(f->follower, AFF_GROUP)) {
REMOVE_BIT(AFF_FLAGS(f->follower), AFF_GROUP);
act("$N has disbanded the group.", TRUE, f->follower, NULL, ch, TO_CHAR);
if (!AFF_FLAGGED(f->follower, AFF_CHARM))
stop_follower(f->follower);
}
}
REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
send_to_char(ch, "You disband the group.\r\n");
return;
}
if (!(tch = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM))) {
send_to_char(ch, "There is no such person!\r\n");
return;
}
if (tch->master != ch) {
send_to_char(ch, "That person is not following you!\r\n");
return;
}
if (!AFF_FLAGGED(tch, AFF_GROUP)) {
send_to_char(ch, "That person isn't in your group.\r\n");
return;
}
REMOVE_BIT(AFF_FLAGS(tch), AFF_GROUP);
act("$N is no longer a member of your group.", FALSE, ch, 0, tch, TO_CHAR);
act("You have been kicked out of $n's group!", FALSE, ch, 0, tch, TO_VICT);
act("$N has been kicked out of $n's group!", FALSE, ch, 0, tch, TO_NOTVICT);
if (!AFF_FLAGGED(tch, AFF_CHARM))
stop_follower(tch);
}
ACMD(do_report)
{
char buf[MAX_STRING_LENGTH];
struct char_data *k;
struct follow_type *f;
if (!AFF_FLAGGED(ch, AFF_GROUP)) {
send_to_char(ch, "But you are not a member of any group!\r\n");
return;
}
snprintf(buf, sizeof(buf), "$n reports: %d/%dH, %d/%dM, %d/%dV\r\n",
GET_HIT(ch), GET_MAX_HIT(ch),
GET_MANA(ch), GET_MAX_MANA(ch),
GET_MOVE(ch), GET_MAX_MOVE(ch));
k = (ch->master ? ch->master : ch);
for (f = k->followers; f; f = f->next)
if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower != ch)
act(buf, TRUE, ch, NULL, f->follower, TO_VICT);
if (k != ch)
act(buf, TRUE, ch, NULL, k, TO_VICT);
send_to_char(ch, "You report to the group.\r\n");
}
ACMD(do_split)
{
char buf[MAX_INPUT_LENGTH];
int amount, num, share, rest;
size_t len;
struct char_data *k;
struct follow_type *f;
if (IS_NPC(ch))
return;
one_argument(argument, buf);
if (is_number(buf)) {
amount = atoi(buf);
if (amount <= 0) {
send_to_char(ch, "Sorry, you can't do that.\r\n");
return;
}
if (amount > GET_GOLD(ch)) {
send_to_char(ch, "You don't seem to have that much gold to split.\r\n");
return;
}
k = (ch->master ? ch->master : ch);
if (AFF_FLAGGED(k, AFF_GROUP) && (IN_ROOM(k) == IN_ROOM(ch)))
num = 1;
else
num = 0;
for (f = k->followers; f; f = f->next)
if (AFF_FLAGGED(f->follower, AFF_GROUP) &&
(!IS_NPC(f->follower)) &&
(IN_ROOM(f->follower) == IN_ROOM(ch)))
num++;
if (num && AFF_FLAGGED(ch, AFF_GROUP)) {
share = amount / num;
rest = amount % num;
} else {
send_to_char(ch, "With whom do you wish to share your gold?\r\n");
return;
}
GET_GOLD(ch) -= share * (num - 1);
/* Abusing signed/unsigned to make sizeof work. */
len = snprintf(buf, sizeof(buf), "%s splits %d coins; you receive %d.\r\n",
GET_NAME(ch), amount, share);
if (rest && len < sizeof(buf)) {
snprintf(buf + len, sizeof(buf) - len,
"%d coin%s %s not splitable, so %s keeps the money.\r\n", rest,
(rest == 1) ? "" : "s", (rest == 1) ? "was" : "were", GET_NAME(ch));
}
if (AFF_FLAGGED(k, AFF_GROUP) && IN_ROOM(k) == IN_ROOM(ch) &&
!IS_NPC(k) && k != ch) {
GET_GOLD(k) += share;
send_to_char(k, "%s", buf);
}
for (f = k->followers; f; f = f->next) {
if (AFF_FLAGGED(f->follower, AFF_GROUP) &&
(!IS_NPC(f->follower)) &&
(IN_ROOM(f->follower) == IN_ROOM(ch)) &&
f->follower != ch) {
GET_GOLD(f->follower) += share;
send_to_char(f->follower, "%s", buf);
}
}
send_to_char(ch, "You split %d coins among %d members -- %d coins each.\r\n",
amount, num, share);
if (rest) {
send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n",
rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were");
GET_GOLD(ch) += rest;
}
} else {
send_to_char(ch, "How many coins do you wish to split with your group?\r\n");
return;
}
}
ACMD(do_use)
{
char buf[MAX_INPUT_LENGTH], arg[MAX_INPUT_LENGTH];
struct obj_data *mag_item;
half_chop(argument, arg, buf);
if (!*arg) {
send_to_char(ch, "What do you want to %s?\r\n", CMD_NAME);
return;
}
mag_item = GET_EQ(ch, WEAR_HOLD);
if (!mag_item || !isname(arg, mag_item->name)) {
switch (subcmd) {
case SCMD_RECITE:
case SCMD_QUAFF:
if (!(mag_item = get_obj_in_list_vis(ch, arg, NULL, ch->carrying))) {
send_to_char(ch, "You don't seem to have %s %s.\r\n", AN(arg), arg);
return;
}
break;
case SCMD_USE:
send_to_char(ch, "You don't seem to be holding %s %s.\r\n", AN(arg), arg);
return;
default:
log("SYSERR: Unknown subcmd %d passed to do_use.", subcmd);
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/* SYSERR_DESC:
* This is the same as the unhandled case in do_gen_ps(), but in the
* function which handles 'quaff', 'recite', and 'use'.
*/
2012-03-03 20:35:30 +00:00
return;
}
}
switch (subcmd) {
case SCMD_QUAFF:
if (GET_OBJ_TYPE(mag_item) != ITEM_POTION) {
send_to_char(ch, "You can only quaff potions.\r\n");
return;
}
break;
case SCMD_RECITE:
if (GET_OBJ_TYPE(mag_item) != ITEM_SCROLL) {
send_to_char(ch, "You can only recite scrolls.\r\n");
return;
}
break;
case SCMD_USE:
if ((GET_OBJ_TYPE(mag_item) != ITEM_WAND) &&
(GET_OBJ_TYPE(mag_item) != ITEM_STAFF)) {
send_to_char(ch, "You can't seem to figure out how to use it.\r\n");
return;
}
break;
}
mag_objectmagic(ch, mag_item, buf);
}
ACMD(do_wimpy)
{
char arg[MAX_INPUT_LENGTH];
int wimp_lev;
/* 'wimp_level' is a player_special. -gg 2/25/98 */
if (IS_NPC(ch))
return;
one_argument(argument, arg);
if (!*arg) {
if (GET_WIMP_LEV(ch)) {
send_to_char(ch, "Your current wimp level is %d hit points.\r\n", GET_WIMP_LEV(ch));
return;
} else {
send_to_char(ch, "At the moment, you're not a wimp. (sure, sure...)\r\n");
return;
}
}
if (isdigit(*arg)) {
if ((wimp_lev = atoi(arg)) != 0) {
if (wimp_lev < 0)
send_to_char(ch, "Heh, heh, heh.. we are jolly funny today, eh?\r\n");
else if (wimp_lev > GET_MAX_HIT(ch))
send_to_char(ch, "That doesn't make much sense, now does it?\r\n");
else if (wimp_lev > (GET_MAX_HIT(ch) / 2))
send_to_char(ch, "You can't set your wimp level above half your hit points.\r\n");
else {
send_to_char(ch, "Okay, you'll wimp out if you drop below %d hit points.\r\n", wimp_lev);
GET_WIMP_LEV(ch) = wimp_lev;
}
} else {
send_to_char(ch, "Okay, you'll now tough out fights to the bitter end.\r\n");
GET_WIMP_LEV(ch) = 0;
}
} else
send_to_char(ch, "Specify at how many hit points you want to wimp out at. (0 to disable)\r\n");
}
ACMD(do_display)
{
size_t i;
if (IS_NPC(ch)) {
send_to_char(ch, "Mosters don't need displays. Go away.\r\n");
return;
}
skip_spaces(&argument);
if (!*argument) {
send_to_char(ch, "Usage: prompt { { H | M | V } | all | auto | none }\r\n");
return;
}
if (!str_cmp(argument, "auto")) {
TOGGLE_BIT(PRF_FLAGS(ch), PRF_DISPAUTO);
send_to_char(ch, "Auto prompt %sabled.\r\n", PRF_FLAGGED(ch, PRF_DISPAUTO) ? "en" : "dis");
return;
}
if (!str_cmp(argument, "on") || !str_cmp(argument, "all"))
SET_BIT(PRF_FLAGS(ch), PRF_DISPHP | PRF_DISPMANA | PRF_DISPMOVE);
else if (!str_cmp(argument, "off") || !str_cmp(argument, "none"))
REMOVE_BIT(PRF_FLAGS(ch), PRF_DISPHP | PRF_DISPMANA | PRF_DISPMOVE);
else {
REMOVE_BIT(PRF_FLAGS(ch), PRF_DISPHP | PRF_DISPMANA | PRF_DISPMOVE);
for (i = 0; i < strlen(argument); i++) {
switch (LOWER(argument[i])) {
case 'h':
SET_BIT(PRF_FLAGS(ch), PRF_DISPHP);
break;
case 'm':
SET_BIT(PRF_FLAGS(ch), PRF_DISPMANA);
break;
case 'v':
SET_BIT(PRF_FLAGS(ch), PRF_DISPMOVE);
break;
default:
send_to_char(ch, "Usage: prompt { { H | M | V } | all | auto | none }\r\n");
return;
}
}
}
send_to_char(ch, "%s", OK);
}
ACMD(do_gen_write)
{
FILE *fl;
char *tmp;
const char *filename;
struct stat fbuf;
time_t ct;
switch (subcmd) {
case SCMD_BUG:
filename = BUG_FILE;
break;
case SCMD_TYPO:
filename = TYPO_FILE;
break;
case SCMD_IDEA:
filename = IDEA_FILE;
break;
default:
return;
}
ct = time(0);
tmp = asctime(localtime(&ct));
if (IS_NPC(ch)) {
send_to_char(ch, "Monsters can't have ideas - Go away.\r\n");
return;
}
skip_spaces(&argument);
delete_doubledollar(argument);
if (!*argument) {
send_to_char(ch, "That must be a mistake...\r\n");
return;
}
mudlog(CMP, LVL_IMMORT, FALSE, "%s %s: %s", GET_NAME(ch), CMD_NAME, argument);
if (stat(filename, &fbuf) < 0) {
perror("SYSERR: Can't stat() file");
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/* SYSERR_DESC:
* This is from do_gen_write() and indicates that it cannot call the
* stat() system call on the file required. The error string at the
* end of the line should explain what the problem is.
*/
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return;
}
if (fbuf.st_size >= max_filesize) {
send_to_char(ch, "Sorry, the file is full right now.. try again later.\r\n");
return;
}
if (!(fl = fopen(filename, "a"))) {
perror("SYSERR: do_gen_write");
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/* SYSERR_DESC:
* This is from do_gen_write(), and will be output if the file in
* question cannot be opened for appending to. The error string
* at the end of the line should explain what the problem is.
*/
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send_to_char(ch, "Could not open the file. Sorry.\r\n");
return;
}
fprintf(fl, "%-8s (%6.6s) [%5d] %s\n", GET_NAME(ch), (tmp + 4),
GET_ROOM_VNUM(IN_ROOM(ch)), argument);
fclose(fl);
send_to_char(ch, "Okay. Thanks!\r\n");
}
#define TOG_OFF 0
#define TOG_ON 1
#define PRF_TOG_CHK(ch,flag) ((TOGGLE_BIT(PRF_FLAGS(ch), (flag))) & (flag))
ACMD(do_gen_tog)
{
long /* bitvector_t */ result;
const char *tog_messages[][2] = {
{"You are now safe from summoning by other players.\r\n",
"You may now be summoned by other players.\r\n"},
{"Nohassle disabled.\r\n",
"Nohassle enabled.\r\n"},
{"Brief mode off.\r\n",
"Brief mode on.\r\n"},
{"Compact mode off.\r\n",
"Compact mode on.\r\n"},
{"You can now hear tells.\r\n",
"You are now deaf to tells.\r\n"},
{"You can now hear auctions.\r\n",
"You are now deaf to auctions.\r\n"},
{"You can now hear shouts.\r\n",
"You are now deaf to shouts.\r\n"},
{"You can now hear gossip.\r\n",
"You are now deaf to gossip.\r\n"},
{"You can now hear the congratulation messages.\r\n",
"You are now deaf to the congratulation messages.\r\n"},
{"You can now hear the Wiz-channel.\r\n",
"You are now deaf to the Wiz-channel.\r\n"},
{"You are no longer part of the Quest.\r\n",
"Okay, you are part of the Quest!\r\n"},
{"You will no longer see the room flags.\r\n",
"You will now see the room flags.\r\n"},
{"You will now have your communication repeated.\r\n",
"You will no longer have your communication repeated.\r\n"},
{"HolyLight mode off.\r\n",
"HolyLight mode on.\r\n"},
{"Nameserver_is_slow changed to NO; IP addresses will now be resolved.\r\n",
"Nameserver_is_slow changed to YES; sitenames will no longer be resolved.\r\n"},
{"Autoexits disabled.\r\n",
"Autoexits enabled.\r\n"},
{"Will no longer track through doors.\r\n",
"Will now track through doors.\r\n"},
{"AutoLoot disabled.\r\n",
"AutoLoot enabled.\r\n"},
{"AutoDrain disabled.\r\n",
"AutoDrain enabled.\r\n"}
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};
if (IS_NPC(ch))
return;
switch (subcmd) {
case SCMD_NOSUMMON:
result = PRF_TOG_CHK(ch, PRF_SUMMONABLE);
break;
case SCMD_NOHASSLE:
result = PRF_TOG_CHK(ch, PRF_NOHASSLE);
break;
case SCMD_BRIEF:
result = PRF_TOG_CHK(ch, PRF_BRIEF);
break;
case SCMD_COMPACT:
result = PRF_TOG_CHK(ch, PRF_COMPACT);
break;
case SCMD_NOTELL:
result = PRF_TOG_CHK(ch, PRF_NOTELL);
break;
case SCMD_NOAUCTION:
result = PRF_TOG_CHK(ch, PRF_NOAUCT);
break;
case SCMD_DEAF:
result = PRF_TOG_CHK(ch, PRF_DEAF);
break;
case SCMD_NOGOSSIP:
result = PRF_TOG_CHK(ch, PRF_NOGOSS);
break;
case SCMD_NOGRATZ:
result = PRF_TOG_CHK(ch, PRF_NOGRATZ);
break;
case SCMD_NOWIZ:
result = PRF_TOG_CHK(ch, PRF_NOWIZ);
break;
case SCMD_QUEST:
result = PRF_TOG_CHK(ch, PRF_QUEST);
break;
case SCMD_ROOMFLAGS:
result = PRF_TOG_CHK(ch, PRF_ROOMFLAGS);
break;
case SCMD_NOREPEAT:
result = PRF_TOG_CHK(ch, PRF_NOREPEAT);
break;
case SCMD_HOLYLIGHT:
result = PRF_TOG_CHK(ch, PRF_HOLYLIGHT);
break;
case SCMD_SLOWNS:
result = (nameserver_is_slow = !nameserver_is_slow);
break;
case SCMD_AUTOEXIT:
result = PRF_TOG_CHK(ch, PRF_AUTOEXIT);
break;
case SCMD_AUTOLOOT:
result = PRF_TOG_CHK(ch, PRF_AUTOLOOT);
break;
case SCMD_AUTODRAIN:
result = PRF_TOG_CHK(ch, PRF_AUTODRAIN);
break;
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case SCMD_TRACK:
result = (track_through_doors = !track_through_doors);
break;
default:
log("SYSERR: Unknown subcmd %d in do_gen_toggle.", subcmd);
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/* SYSERR_DESC:
* This is the same as the unhandled case in do_gen_ps(), but in the
* function which handles 'compact', 'brief', and so forth.
*/
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return;
}
if (result)
send_to_char(ch, "%s", tog_messages[subcmd][TOG_ON]);
else
send_to_char(ch, "%s", tog_messages[subcmd][TOG_OFF]);
return;
}
ACMD(do_bury)
{
struct obj_data *obj;
char buf[MAX_INPUT_LENGTH], arg[MAX_INPUT_LENGTH];
half_chop(argument, arg, buf);
if (!*arg)
{
send_to_char(ch, "What do you want to %s?\r\n", CMD_NAME);
return;
}
if (!(obj = get_obj_in_list_vis(ch, arg, NULL, ch->carrying)))
{
send_to_char(ch, "You don't have %s %s\r\n", AN(arg), arg);
return;
}
/*
** find the sector types that you don't want people
** to be able to dig or bury in.
*/
if (
(world[IN_ROOM(ch)].sector_type == SECT_WATER_SWIM)
|| (world[IN_ROOM(ch)].sector_type == SECT_WATER_NOSWIM)
|| (world[IN_ROOM(ch)].sector_type == SECT_UNDERWATER)
|| (world[IN_ROOM(ch)].sector_type == SECT_FLYING)
)
{
/* display the messages if available */
if (digbury_msgs[world[IN_ROOM(ch)].sector_type][0] != NULL)
send_to_char(ch, "%s\r\n", digbury_msgs[world[IN_ROOM(ch)].sector_type][0]);
if (digbury_msgs[world[IN_ROOM(ch)].sector_type][1] != NULL)
act(digbury_msgs[world[IN_ROOM(ch)].sector_type][1], TRUE, ch, NULL, NULL, TO_ROOM);
return;
}
/* set a wait state */
WAIT_STATE(ch, 10 RL_SEC);
if(digbury_msgs[world[IN_ROOM(ch)].sector_type][0] != NULL)
send_to_char(ch, "%s\r\n", digbury_msgs[world[IN_ROOM(ch)].sector_type][0]);
if(digbury_msgs[world[IN_ROOM(ch)].sector_type][1] != NULL)
act(digbury_msgs[world[IN_ROOM(ch)].sector_type][1], TRUE, ch, NULL, NULL, TO_ROOM);
act("You bury $a $o here.\r\n", TRUE, ch, obj, NULL, TO_CHAR);
act("$n buries $a $o here.\r\n", TRUE, ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
SET_BIT(GET_OBJ_EXTRA(obj), ITEM_BURIED);
obj_to_room(obj, IN_ROOM(ch));
}
ACMD(do_dig)
{
struct obj_data *obj;
int found_item = 0;
/*
** find the sector types that you don't want people
** to be able to dig or bury in.
*/
if (
(world[IN_ROOM(ch)].sector_type == SECT_WATER_SWIM)
|| (world[IN_ROOM(ch)].sector_type == SECT_WATER_NOSWIM)
|| (world[IN_ROOM(ch)].sector_type == SECT_UNDERWATER)
|| (world[IN_ROOM(ch)].sector_type == SECT_FLYING)
)
{
/* display the messages if available */
if (digbury_msgs[world[IN_ROOM(ch)].sector_type][0] != NULL)
send_to_char(ch, "%s\r\n", digbury_msgs[world[IN_ROOM(ch)].sector_type][0]);
if (digbury_msgs[world[IN_ROOM(ch)].sector_type][1] != NULL)
act(digbury_msgs[world[IN_ROOM(ch)].sector_type][1], TRUE, ch, NULL, NULL, TO_ROOM);
return;
}
/* set a wait state */
WAIT_STATE(ch, 10 RL_SEC);
/*
** Now that we have established that we can dig lets go
** ahead and do it!
*/
if (digbury_msgs[world[IN_ROOM(ch)].sector_type][0] != NULL)
send_to_char(ch, "%s\r\n", digbury_msgs[world[IN_ROOM(ch)].sector_type][0]);
if (digbury_msgs[world[IN_ROOM(ch)].sector_type][1] != NULL)
act(digbury_msgs[world[IN_ROOM(ch)].sector_type][1], TRUE, ch, NULL, NULL,TO_ROOM);
/*
** search for an object in the room that has a ITEM_BURIED flag
*/
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for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next)
{
if (IS_BURIED(obj))
{
/* Remove the buried bit so the player can see it. */
REMOVE_BIT(GET_OBJ_EXTRA(obj), ITEM_BURIED);
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if (CAN_SEE_OBJ(ch, obj))
{
found_item = 1; /* player found something */
act("You found $a $o buried here.\r\n", TRUE, ch, obj, NULL, TO_CHAR);
act("$n has found $a $o buried here.\r\n", TRUE, ch, obj, NULL,TO_ROOM);
obj_from_room(obj);
obj_to_char(obj, ch);
}
else
{
/* add the bit back becuase the player can't unbury what
2012-03-05 17:27:49 +00:00
** he can't find... */
SET_BIT(GET_OBJ_EXTRA(obj), ITEM_BURIED);
}
}
}
/* if the player didn't find anything */
if (!found_item)
send_to_char(ch, "Sorry! You didn't find anything.\r\n");
}
ACMD(do_drain)
{
char arg[MAX_INPUT_LENGTH];
struct obj_data *obj;
int HIT = 0,
MANA = 0,
2012-03-05 17:27:49 +00:00
MOVE = 0,
reward;
one_argument(argument, arg);
if (!*arg)
{
send_to_char(ch, "Drain what?\r\n");
return;
}
if (!(obj = get_obj_in_list_vis(ch, arg, NULL, world[ch->in_room].contents)))
{
send_to_char(ch, "That object is not here.\r\n");
return;
}
act("$n bends down and touches $p which slowly disappears.\r\n", FALSE, ch, obj, NULL, TO_ROOM);
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act("You bend down and drain $p.\r\n", FALSE, ch, obj, NULL, TO_CHAR);
if ((reward = rand_number(1, 2)) == 1)
{
HIT = rand_number(1, GET_LEVEL(ch) * 2);
MANA = rand_number(1, GET_LEVEL(ch));
MOVE = rand_number(1, 15);
GET_HIT(ch) += HIT;
GET_MANA(ch) += MANA;
GET_MOVE(ch) += MOVE;
send_to_char(ch, "The Gods rewarded you with %dH %dM %dV\r\n", HIT, MANA, MOVE);
}
else if (reward == 2)
{
int amount = rand_number(1, 5);
GET_GOLD(ch) += amount;
send_to_char(ch, "The Gods rewarded you with %d gold coin%s\r\n", amount, (amount > 1) ? "s" : "");
}
else
{
int amount = rand_number(1, GET_LEVEL(ch) * 5);
gain_exp(ch, amount);
send_to_char(ch, "The Gods rewarded you with %d experience point%s.\r\n", amount, (amount >1) ? "s" : "");
}
extract_obj(obj);
}