mirror of
https://github.com/tbamud/tbamud.git
synced 2025-09-22 05:50:48 +02:00
act-files formatted
This commit is contained in:
parent
5c44f0575e
commit
fdb6ff3771
12 changed files with 3855 additions and 3757 deletions
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@ -40,7 +40,7 @@ IncludeCategories:
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Priority: 3
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IncludeIsMainRegex: '([-_](test|unittest))?$'
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IndentCaseBlocks: true
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IndentWidth: 4
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IndentWidth: 2
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InsertNewlineAtEOF: true
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MacroBlockBegin: ''
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MacroBlockEnd: ''
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@ -51,5 +51,5 @@ SpacesInAngles: false
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SpacesInConditionalStatement: false
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SpacesInCStyleCastParentheses: false
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SpacesInParentheses: false
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TabWidth: 4
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TabWidth: 2
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...
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168
src/act.comm.c
168
src/act.comm.c
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@ -22,15 +22,15 @@
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#include "act.h"
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#include "modify.h"
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static bool legal_communication(char * arg);
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static bool legal_communication(char *arg);
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static bool legal_communication(char * arg)
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static bool legal_communication(char *arg)
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{
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while (*arg) {
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if (*arg == '@') {
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arg++;
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if (*arg == '(' || *arg == ')' || *arg == '<' || *arg == '>')
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return FALSE;
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return FALSE;
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}
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arg++;
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}
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@ -46,7 +46,7 @@ ACMD(do_say)
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else {
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char buf[MAX_INPUT_LENGTH + 14], *msg;
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struct char_data *vict;
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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parse_at(argument);
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@ -74,7 +74,7 @@ ACMD(do_say)
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ACMD(do_gsay)
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{
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skip_spaces(&argument);
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if (!GROUP(ch)) {
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send_to_char(ch, "But you are not a member of a group!\r\n");
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return;
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@ -82,17 +82,18 @@ ACMD(do_gsay)
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if (!*argument)
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send_to_char(ch, "Yes, but WHAT do you want to group-say?\r\n");
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else {
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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parse_at(argument);
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send_to_group(ch, ch->group, "%s%s%s says, '%s'%s\r\n", CCGRN(ch, C_NRM), CCGRN(ch, C_NRM), GET_NAME(ch), argument, CCNRM(ch, C_NRM));
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parse_at(argument);
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send_to_group(ch, ch->group, "%s%s%s says, '%s'%s\r\n", CCGRN(ch, C_NRM), CCGRN(ch, C_NRM), GET_NAME(ch),
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argument, CCNRM(ch, C_NRM));
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
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send_to_char(ch, "%s", CONFIG_OK);
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else
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send_to_char(ch, "%sYou group-say, '%s'%s\r\n", CCGRN(ch, C_NRM), argument, CCNRM(ch, C_NRM));
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}
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}
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}
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static void perform_tell(struct char_data *ch, struct char_data *vict, char *arg)
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@ -107,7 +108,7 @@ static void perform_tell(struct char_data *ch, struct char_data *vict, char *arg
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send_to_char(ch, "%s", CONFIG_OK);
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else {
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snprintf(buf, sizeof(buf), "%sYou tell $N, '%s'%s", CCRED(ch, C_NRM), arg, CCNRM(ch, C_NRM));
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msg = act(buf, FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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msg = act(buf, FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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add_history(ch, msg, HIST_TELL);
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}
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@ -127,11 +128,12 @@ static int is_tell_ok(struct char_data *ch, struct char_data *vict)
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send_to_char(ch, "You can't tell other people while you have notell on.\r\n");
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else if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD))
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send_to_char(ch, "The walls seem to absorb your words.\r\n");
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else if (!IS_NPC(vict) && !vict->desc) /* linkless */
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else if (!IS_NPC(vict) && !vict->desc) /* linkless */
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act("$E's linkless at the moment.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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else if (PLR_FLAGGED(vict, PLR_WRITING))
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act("$E's writing a message right now; try again later.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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else if ((!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOTELL)) || (ROOM_FLAGGED(IN_ROOM(vict), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD)))
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else if ((!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOTELL)) || (
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ROOM_FLAGGED(IN_ROOM(vict), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD)))
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act("$E can't hear you.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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else
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return (TRUE);
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@ -144,7 +146,7 @@ static int is_tell_ok(struct char_data *ch, struct char_data *vict)
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ACMD(do_tell)
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{
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struct char_data *vict = NULL;
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char buf[MAX_INPUT_LENGTH + 25], buf2[MAX_INPUT_LENGTH]; // +25 to make room for constants
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char buf[MAX_INPUT_LENGTH + 25], buf2[MAX_INPUT_LENGTH]; // +25 to make room for constants
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half_chop(argument, buf, buf2);
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@ -168,7 +170,7 @@ ACMD(do_tell)
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}
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/* Only a-z and +/- allowed. */
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for (p = buf2, q = word; *p ; p++)
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for (p = buf2, q = word; *p; p++)
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if ((LOWER(*p) <= 'z' && LOWER(*p) >= 'a') || (*p == '+') || (*p == '-'))
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*q++ = *p;
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@ -178,7 +180,7 @@ ACMD(do_tell)
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send_to_char(ch, "Sorry, only letters and +/- are allowed characters.\r\n");
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return;
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}
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snprintf(buf, sizeof(buf), "../bin/webster %s %d &", word, (int) getpid());
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snprintf(buf, sizeof(buf), "../bin/webster %s %d &", word, (int)getpid());
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last_webster_teller = GET_IDNUM(ch);
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send_to_char(ch, "You look up '%s' in Merriam-Webster.\r\n", word);
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#endif /* platform specific part */
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@ -190,7 +192,7 @@ ACMD(do_tell)
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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parse_at(buf2);
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perform_tell(ch, vict, buf2);
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}
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}
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}
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ACMD(do_reply)
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@ -210,8 +212,8 @@ ACMD(do_reply)
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/* Make sure the person you're replying to is still playing by searching
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* for them. Note, now last tell is stored as player IDnum instead of
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* a pointer, which is much better because it's safer, plus will still
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* work if someone logs out and back in again. A descriptor list based
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* search would be faster although we could not find link dead people.
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* work if someone logs out and back in again. A descriptor list based
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* search would be faster although we could not find link dead people.
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* Not that they can hear tells anyway. :) -gg 2/24/98 */
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while (tch && (IS_NPC(tch) || GET_IDNUM(tch) != GET_LAST_TELL(ch)))
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tch = tch->next;
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@ -222,7 +224,7 @@ ACMD(do_reply)
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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parse_at(argument);
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perform_tell(ch, tch, argument);
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}
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}
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}
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}
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@ -269,7 +271,7 @@ ACMD(do_spec_comm)
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snprintf(buf1, sizeof(buf1), "$n %s you, '%s'", action_plur, buf2);
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act(buf1, FALSE, ch, 0, vict, TO_VICT);
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if ((!IS_NPC(ch)) && (PRF_FLAGGED(ch, PRF_NOREPEAT)))
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if ((!IS_NPC(ch)) && (PRF_FLAGGED(ch, PRF_NOREPEAT)))
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send_to_char(ch, "%s", CONFIG_OK);
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else
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send_to_char(ch, "You %s %s, '%s'\r\n", action_sing, GET_NAME(vict), buf2);
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@ -374,19 +376,19 @@ ACMD(do_page)
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snprintf(buf, sizeof(buf), "\007\007*$n* %s", buf2);
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if (!str_cmp(arg, "all")) {
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if (GET_LEVEL(ch) > LVL_GOD) {
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for (d = descriptor_list; d; d = d->next)
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if (STATE(d) == CON_PLAYING && d->character)
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act(buf, FALSE, ch, 0, d->character, TO_VICT);
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for (d = descriptor_list; d; d = d->next)
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if (STATE(d) == CON_PLAYING && d->character)
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act(buf, FALSE, ch, 0, d->character, TO_VICT);
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} else
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send_to_char(ch, "You will never be godly enough to do that!\r\n");
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send_to_char(ch, "You will never be godly enough to do that!\r\n");
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return;
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}
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if ((vict = get_char_vis(ch, arg, NULL, FIND_CHAR_WORLD))) {
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act(buf, FALSE, ch, 0, vict, TO_VICT);
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
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send_to_char(ch, "%s", CONFIG_OK);
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send_to_char(ch, "%s", CONFIG_OK);
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else
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act(buf, FALSE, ch, 0, vict, TO_CHAR);
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act(buf, FALSE, ch, 0, vict, TO_CHAR);
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} else
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send_to_char(ch, "There is no such person in the game!\r\n");
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}
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@ -397,26 +399,26 @@ ACMD(do_gen_comm)
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{
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struct descriptor_data *i;
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char color_on[24];
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char buf1[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH + 50], *msg; // + 50 to make room for color codes
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char buf1[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH + 50], *msg; // + 50 to make room for color codes
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bool emoting = FALSE;
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/* Array of flags which must _not_ be set in order for comm to be heard. */
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int channels[] = {
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0,
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PRF_NOSHOUT,
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PRF_NOGOSS,
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PRF_NOAUCT,
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PRF_NOGRATZ,
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PRF_NOGOSS,
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0
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0,
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PRF_NOSHOUT,
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PRF_NOGOSS,
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PRF_NOAUCT,
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PRF_NOGRATZ,
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PRF_NOGOSS,
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0
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};
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int hist_type[] = {
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HIST_HOLLER,
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HIST_SHOUT,
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HIST_GOSSIP,
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HIST_AUCTION,
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HIST_GRATS,
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HIST_HOLLER,
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HIST_SHOUT,
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HIST_GOSSIP,
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HIST_AUCTION,
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HIST_GRATS,
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};
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/* com_msgs: [0] Message if you can't perform the action because of noshout
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@ -424,35 +426,42 @@ ACMD(do_gen_comm)
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* [2] message if you're not on the channel
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* [3] a color string. */
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const char *com_msgs[][4] = {
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{"You cannot holler!!\r\n",
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"holler",
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"",
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KYEL},
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{"You cannot shout!!\r\n",
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"shout",
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"Turn off your noshout flag first!\r\n",
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KYEL},
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{"You cannot gossip!!\r\n",
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"gossip",
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"You aren't even on the channel!\r\n",
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KYEL},
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{"You cannot auction!!\r\n",
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"auction",
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"You aren't even on the channel!\r\n",
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KMAG},
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{"You cannot congratulate!\r\n",
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"congrat",
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"You aren't even on the channel!\r\n",
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KGRN},
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{"You cannot gossip your emotions!\r\n",
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"gossip",
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"You aren't even on the channel!\r\n",
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KYEL}
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{
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"You cannot holler!!\r\n",
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"holler",
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"",
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KYEL
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},
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{
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"You cannot shout!!\r\n",
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"shout",
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"Turn off your noshout flag first!\r\n",
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KYEL
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},
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{
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"You cannot gossip!!\r\n",
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"gossip",
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"You aren't even on the channel!\r\n",
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KYEL
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},
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{
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"You cannot auction!!\r\n",
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"auction",
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"You aren't even on the channel!\r\n",
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KMAG
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},
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{
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"You cannot congratulate!\r\n",
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"congrat",
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"You aren't even on the channel!\r\n",
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KGRN
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},
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{
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"You cannot gossip your emotions!\r\n",
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"gossip",
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"You aren't even on the channel!\r\n",
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KYEL
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}
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};
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if (PLR_FLAGGED(ch, PLR_NOSHOUT)) {
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@ -475,7 +484,8 @@ ACMD(do_gen_comm)
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/* Level_can_shout defined in config.c. */
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if (GET_LEVEL(ch) < CONFIG_LEVEL_CAN_SHOUT) {
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send_to_char(ch, "You must be at least level %d before you can %s.\r\n", CONFIG_LEVEL_CAN_SHOUT, com_msgs[subcmd][1]);
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send_to_char(ch, "You must be at least level %d before you can %s.\r\n", CONFIG_LEVEL_CAN_SHOUT,
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com_msgs[subcmd][1]);
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return;
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}
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/* Make sure the char is on the channel. */
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@ -506,12 +516,12 @@ ACMD(do_gen_comm)
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
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send_to_char(ch, "%s", CONFIG_OK);
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else {
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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parse_at(argument);
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snprintf(buf1, sizeof(buf1), "%sYou %s, '%s%s'%s", COLOR_LEV(ch) >= C_CMP ? color_on : "",
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com_msgs[subcmd][1], argument, COLOR_LEV(ch) >= C_CMP ? color_on : "", CCNRM(ch, C_CMP));
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com_msgs[subcmd][1], argument, COLOR_LEV(ch) >= C_CMP ? color_on : "", CCNRM(ch, C_CMP));
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msg = act(buf1, FALSE, ch, 0, 0, TO_CHAR | TO_SLEEP);
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add_history(ch, msg, hist_type[subcmd]);
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}
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@ -520,7 +530,7 @@ ACMD(do_gen_comm)
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/* Now send all the strings out. */
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for (i = descriptor_list; i; i = i->next) {
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if (STATE(i) != CON_PLAYING || i == ch->desc || !i->character )
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if (STATE(i) != CON_PLAYING || i == ch->desc || !i->character)
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continue;
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if (!IS_NPC(ch) && (PRF_FLAGGED(i->character, channels[subcmd]) || PLR_FLAGGED(i->character, PLR_WRITING)))
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continue;
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@ -529,10 +539,10 @@ ACMD(do_gen_comm)
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continue;
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if (subcmd == SCMD_SHOUT && ((world[IN_ROOM(ch)].zone != world[IN_ROOM(i->character)].zone) ||
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!AWAKE(i->character)))
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!AWAKE(i->character)))
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continue;
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snprintf(buf2, sizeof(buf2), "%s%s%s", (COLOR_LEV(i->character) >= C_NRM) ? color_on : "", buf1, KNRM);
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snprintf(buf2, sizeof(buf2), "%s%s%s", (COLOR_LEV(i->character) >= C_NRM) ? color_on : "", buf1, KNRM);
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msg = act(buf2, FALSE, ch, 0, i->character, TO_VICT | TO_SLEEP);
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add_history(i->character, msg, hist_type[subcmd]);
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}
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@ -551,7 +561,7 @@ ACMD(do_qcomm)
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else {
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char buf[MAX_STRING_LENGTH];
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struct descriptor_data *i;
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|
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if (CONFIG_SPECIAL_IN_COMM && legal_communication(argument))
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parse_at(argument);
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|
|
|
@ -268,7 +268,6 @@ ACMD(do_action);
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ACMD(do_gmote);
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/*****************************************************************************
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* Begin Functions and defines for act.wizard.c
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****************************************************************************/
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|
@ -327,7 +326,7 @@ ACMD(do_plist);
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ACMD(do_purge);
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ACMD(do_recent);
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ACMD(do_restore);
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void return_to_char(struct char_data * ch);
|
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void return_to_char(struct char_data *ch);
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ACMD(do_return);
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ACMD(do_saveall);
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ACMD(do_send);
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|
|
File diff suppressed because it is too large
Load diff
649
src/act.item.c
649
src/act.item.c
File diff suppressed because it is too large
Load diff
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@ -166,8 +166,7 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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return 0;
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/* Charm effect: Does it override the movement? */
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if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && was_in == IN_ROOM(ch->master))
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{
|
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if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && was_in == IN_ROOM(ch->master)) {
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send_to_char(ch, "The thought of leaving your master makes you weep.\r\n");
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act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
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return (0);
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|
@ -175,28 +174,23 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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|
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/* Water, No Swimming Rooms: Does the deep water prevent movement? */
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if ((SECT(was_in) == SECT_WATER_NOSWIM) ||
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(SECT(going_to) == SECT_WATER_NOSWIM))
|
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{
|
||||
if (!has_boat(ch))
|
||||
{
|
||||
(SECT(going_to) == SECT_WATER_NOSWIM)) {
|
||||
if (!has_boat(ch)) {
|
||||
send_to_char(ch, "You need a boat to go there.\r\n");
|
||||
return (0);
|
||||
}
|
||||
}
|
||||
|
||||
/* Flying Required: Does lack of flying prevent movement? */
|
||||
if ((SECT(was_in) == SECT_FLYING) || (SECT(going_to) == SECT_FLYING))
|
||||
{
|
||||
if (!has_flight(ch))
|
||||
{
|
||||
if ((SECT(was_in) == SECT_FLYING) || (SECT(going_to) == SECT_FLYING)) {
|
||||
if (!has_flight(ch)) {
|
||||
send_to_char(ch, "You need to be flying to go there!\r\n");
|
||||
return (0);
|
||||
}
|
||||
}
|
||||
|
||||
/* Underwater Room: Does lack of underwater breathing prevent movement? */
|
||||
if ((SECT(was_in) == SECT_UNDERWATER) || (SECT(going_to) == SECT_UNDERWATER))
|
||||
{
|
||||
if ((SECT(was_in) == SECT_UNDERWATER) || (SECT(going_to) == SECT_UNDERWATER)) {
|
||||
if (!has_scuba(ch) && !IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) {
|
||||
send_to_char(ch, "You need to be able to breathe water to go there!\r\n");
|
||||
return (0);
|
||||
|
@ -204,10 +198,8 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
}
|
||||
|
||||
/* Houses: Can the player walk into the house? */
|
||||
if (ROOM_FLAGGED(was_in, ROOM_ATRIUM))
|
||||
{
|
||||
if (!House_can_enter(ch, GET_ROOM_VNUM(going_to)))
|
||||
{
|
||||
if (ROOM_FLAGGED(was_in, ROOM_ATRIUM)) {
|
||||
if (!House_can_enter(ch, GET_ROOM_VNUM(going_to))) {
|
||||
send_to_char(ch, "That's private property -- no trespassing!\r\n");
|
||||
return (0);
|
||||
}
|
||||
|
@ -223,15 +215,15 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
|
||||
return (0);
|
||||
}
|
||||
if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_NOIMMORT) && (GET_LEVEL(ch) >= LVL_IMMORT) && (GET_LEVEL(ch) < LVL_GRGOD)) {
|
||||
if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_NOIMMORT) && (GET_LEVEL(ch) >= LVL_IMMORT) && (
|
||||
GET_LEVEL(ch) < LVL_GRGOD)) {
|
||||
send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
|
||||
return (0);
|
||||
}
|
||||
|
||||
/* Room Size Capacity: Is the room full of people already? */
|
||||
if (ROOM_FLAGGED(going_to, ROOM_TUNNEL) &&
|
||||
num_pc_in_room(&(world[going_to])) >= CONFIG_TUNNEL_SIZE)
|
||||
{
|
||||
num_pc_in_room(&(world[going_to])) >= CONFIG_TUNNEL_SIZE) {
|
||||
if (CONFIG_TUNNEL_SIZE > 1)
|
||||
send_to_char(ch, "There isn't enough room for you to go there!\r\n");
|
||||
else
|
||||
|
@ -240,8 +232,7 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
}
|
||||
|
||||
/* Room Level Requirements: Is ch privileged enough to enter the room? */
|
||||
if (ROOM_FLAGGED(going_to, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GOD)
|
||||
{
|
||||
if (ROOM_FLAGGED(going_to, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GOD) {
|
||||
send_to_char(ch, "You aren't godly enough to use that room!\r\n");
|
||||
return (0);
|
||||
}
|
||||
|
@ -250,11 +241,10 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
* move points. */
|
||||
/* move points needed is avg. move loss for src and destination sect type */
|
||||
need_movement = (movement_loss[SECT(was_in)] +
|
||||
movement_loss[SECT(going_to)]) / 2;
|
||||
movement_loss[SECT(going_to)]) / 2;
|
||||
|
||||
/* Move Point Requirement Check */
|
||||
if (GET_MOVE(ch) < need_movement && !IS_NPC(ch))
|
||||
{
|
||||
if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) {
|
||||
if (need_specials_check && ch->master)
|
||||
send_to_char(ch, "You are too exhausted to follow.\r\n");
|
||||
else
|
||||
|
@ -274,8 +264,7 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
GET_MOVE(ch) -= need_movement;
|
||||
|
||||
/* Generate the leave message and display to others in the was_in room. */
|
||||
if (!AFF_FLAGGED(ch, AFF_SNEAK))
|
||||
{
|
||||
if (!AFF_FLAGGED(ch, AFF_SNEAK)) {
|
||||
snprintf(leave_message, sizeof(leave_message), "$n leaves %s.", dirs[dir]);
|
||||
act(leave_message, TRUE, ch, 0, 0, TO_ROOM);
|
||||
}
|
||||
|
@ -307,9 +296,9 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
look_at_room(ch, 0);
|
||||
|
||||
/* ... and Kill the player if the room is a death trap. */
|
||||
if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT)
|
||||
{
|
||||
mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to), world[going_to].name);
|
||||
if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
|
||||
mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to),
|
||||
world[going_to].name);
|
||||
death_cry(ch);
|
||||
extract_char(ch);
|
||||
return (0);
|
||||
|
@ -319,15 +308,13 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
/* Fire memory and greet triggers, check and see if the greet trigger
|
||||
* prevents movement, and if so, move the player back to the previous room. */
|
||||
entry_memory_mtrigger(ch);
|
||||
if (!greet_mtrigger(ch, dir))
|
||||
{
|
||||
if (!greet_mtrigger(ch, dir)) {
|
||||
char_from_room(ch);
|
||||
char_to_room(ch, was_in);
|
||||
look_at_room(ch, 0);
|
||||
/* Failed move, return a failure */
|
||||
return (0);
|
||||
}
|
||||
else
|
||||
} else
|
||||
greet_memory_mtrigger(ch);
|
||||
/*---------------------------------------------------------------------*/
|
||||
/* End: Post-move operations. */
|
||||
|
@ -348,7 +335,8 @@ int perform_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
send_to_char(ch, "Alas, you cannot go that way...\r\n");
|
||||
else if ((!EXIT(ch, dir) && !buildwalk(ch, dir)) || EXIT(ch, dir)->to_room == NOWHERE)
|
||||
send_to_char(ch, "Alas, you cannot go that way...\r\n");
|
||||
else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)))) {
|
||||
else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || (
|
||||
!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)))) {
|
||||
if (EXIT(ch, dir)->keyword)
|
||||
send_to_char(ch, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
|
||||
else
|
||||
|
@ -364,9 +352,9 @@ int perform_move(struct char_data *ch, int dir, int need_specials_check)
|
|||
for (k = ch->followers; k; k = next) {
|
||||
next = k->next;
|
||||
if ((IN_ROOM(k->follower) == was_in) &&
|
||||
(GET_POS(k->follower) >= POS_STANDING)) {
|
||||
act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
|
||||
perform_move(k->follower, dir, 1);
|
||||
(GET_POS(k->follower) >= POS_STANDING)) {
|
||||
act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
|
||||
perform_move(k->follower, dir, 1);
|
||||
}
|
||||
}
|
||||
return (1);
|
||||
|
@ -384,14 +372,14 @@ static int find_door(struct char_data *ch, const char *type, char *dir, const ch
|
|||
{
|
||||
int door;
|
||||
|
||||
if (*dir) { /* a direction was specified */
|
||||
if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */
|
||||
if (*dir) { /* a direction was specified */
|
||||
if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */
|
||||
if ((door = search_block(dir, autoexits, FALSE)) == -1) { /* Check 'short' dirs too */
|
||||
send_to_char(ch, "That's not a direction.\r\n");
|
||||
return (-1);
|
||||
}
|
||||
}
|
||||
if (EXIT(ch, door)) { /* Braces added according to indent. -gg */
|
||||
if (EXIT(ch, door)) { /* Braces added according to indent. -gg */
|
||||
if (EXIT(ch, door)->keyword) {
|
||||
if (is_name(type, EXIT(ch, door)->keyword))
|
||||
return (door);
|
||||
|
@ -400,40 +388,34 @@ static int find_door(struct char_data *ch, const char *type, char *dir, const ch
|
|||
return (-1);
|
||||
}
|
||||
} else
|
||||
return (door);
|
||||
return (door);
|
||||
} else {
|
||||
send_to_char(ch, "I really don't see how you can %s anything there.\r\n", cmdname);
|
||||
return (-1);
|
||||
}
|
||||
} else { /* try to locate the keyword */
|
||||
} else { /* try to locate the keyword */
|
||||
if (!*type) {
|
||||
send_to_char(ch, "What is it you want to %s?\r\n", cmdname);
|
||||
return (-1);
|
||||
}
|
||||
for (door = 0; door < DIR_COUNT; door++)
|
||||
{
|
||||
if (EXIT(ch, door))
|
||||
{
|
||||
if (EXIT(ch, door)->keyword)
|
||||
{
|
||||
if (isname(type, EXIT(ch, door)->keyword))
|
||||
{
|
||||
for (door = 0; door < DIR_COUNT; door++) {
|
||||
if (EXIT(ch, door)) {
|
||||
if (EXIT(ch, door)->keyword) {
|
||||
if (isname(type, EXIT(ch, door)->keyword)) {
|
||||
if ((!IS_NPC(ch)) && (!PRF_FLAGGED(ch, PRF_AUTODOOR)))
|
||||
return door;
|
||||
else if (is_abbrev(cmdname, "open"))
|
||||
{
|
||||
else if (is_abbrev(cmdname, "open")) {
|
||||
if (IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
|
||||
return door;
|
||||
else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
|
||||
return door;
|
||||
}
|
||||
else if ((is_abbrev(cmdname, "close")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))) )
|
||||
} else if ((is_abbrev(cmdname, "close")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))))
|
||||
return door;
|
||||
else if ((is_abbrev(cmdname, "lock")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))) )
|
||||
else if ((is_abbrev(cmdname, "lock")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))))
|
||||
return door;
|
||||
else if ((is_abbrev(cmdname, "unlock")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) )
|
||||
else if ((is_abbrev(cmdname, "unlock")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)))
|
||||
return door;
|
||||
else if ((is_abbrev(cmdname, "pick")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) )
|
||||
else if ((is_abbrev(cmdname, "pick")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)))
|
||||
return door;
|
||||
}
|
||||
}
|
||||
|
@ -483,20 +465,20 @@ int has_key(struct char_data *ch, obj_vnum key)
|
|||
/* cmd_door is required external from act.movement.c */
|
||||
const char *cmd_door[] =
|
||||
{
|
||||
"open",
|
||||
"close",
|
||||
"unlock",
|
||||
"lock",
|
||||
"pick"
|
||||
"open",
|
||||
"close",
|
||||
"unlock",
|
||||
"lock",
|
||||
"pick"
|
||||
};
|
||||
|
||||
static const int flags_door[] =
|
||||
{
|
||||
NEED_CLOSED | NEED_UNLOCKED,
|
||||
NEED_OPEN,
|
||||
NEED_CLOSED | NEED_LOCKED,
|
||||
NEED_CLOSED | NEED_UNLOCKED,
|
||||
NEED_CLOSED | NEED_LOCKED
|
||||
NEED_CLOSED | NEED_UNLOCKED,
|
||||
NEED_OPEN,
|
||||
NEED_CLOSED | NEED_LOCKED,
|
||||
NEED_CLOSED | NEED_UNLOCKED,
|
||||
NEED_CLOSED | NEED_LOCKED
|
||||
};
|
||||
|
||||
#define EXITN(room, door) (world[room].dir_option[door])
|
||||
|
@ -576,15 +558,15 @@ static void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int
|
|||
/* Notify the room. */
|
||||
if (len < sizeof(buf))
|
||||
snprintf(buf + len, sizeof(buf) - len, "%s%s.",
|
||||
obj ? "" : "the ", obj ? "$p" : EXIT(ch, door)->keyword ? "$F" : "door");
|
||||
obj ? "" : "the ", obj ? "$p" : EXIT(ch, door)->keyword ? "$F" : "door");
|
||||
if (!obj || IN_ROOM(obj) != NOWHERE)
|
||||
act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM);
|
||||
|
||||
/* Notify the other room */
|
||||
if (back && (scmd == SCMD_OPEN || scmd == SCMD_CLOSE))
|
||||
send_to_room(EXIT(ch, door)->to_room, "The %s is %s%s from the other side.\r\n",
|
||||
back->keyword ? fname(back->keyword) : "door", cmd_door[scmd],
|
||||
scmd == SCMD_CLOSE ? "d" : "ed");
|
||||
send_to_room(EXIT(ch, door)->to_room, "The %s is %s%s from the other side.\r\n",
|
||||
back->keyword ? fname(back->keyword) : "door", cmd_door[scmd],
|
||||
scmd == SCMD_CLOSE ? "d" : "ed");
|
||||
}
|
||||
|
||||
static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd)
|
||||
|
@ -655,18 +637,16 @@ ACMD(do_gen_door)
|
|||
send_to_char(ch, "But it's currently open!\r\n");
|
||||
else if (!(DOOR_IS_LOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_LOCKED))
|
||||
send_to_char(ch, "Oh.. it wasn't locked, after all..\r\n");
|
||||
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (has_key(ch, keynum)) )
|
||||
{
|
||||
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((
|
||||
!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (has_key(ch, keynum))) {
|
||||
send_to_char(ch, "It is locked, but you have the key.\r\n");
|
||||
do_doorcmd(ch, obj, door, SCMD_UNLOCK);
|
||||
do_doorcmd(ch, obj, door, subcmd);
|
||||
}
|
||||
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (!has_key(ch, keynum)) )
|
||||
{
|
||||
} else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((
|
||||
!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (!has_key(ch, keynum))) {
|
||||
send_to_char(ch, "It is locked, and you do not have the key!\r\n");
|
||||
}
|
||||
else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) &&
|
||||
(GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE))))
|
||||
} else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) &&
|
||||
(GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE))))
|
||||
send_to_char(ch, "It seems to be locked.\r\n");
|
||||
else if (!has_key(ch, keynum) && (GET_LEVEL(ch) < LVL_GOD) && ((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK)))
|
||||
send_to_char(ch, "You don't seem to have the proper key.\r\n");
|
||||
|
@ -683,7 +663,7 @@ ACMD(do_enter)
|
|||
|
||||
one_argument(argument, buf);
|
||||
|
||||
if (*buf) { /* an argument was supplied, search for door
|
||||
if (*buf) { /* an argument was supplied, search for door
|
||||
* keyword */
|
||||
for (door = 0; door < DIR_COUNT; door++)
|
||||
if (EXIT(ch, door))
|
||||
|
@ -699,12 +679,12 @@ ACMD(do_enter)
|
|||
/* try to locate an entrance */
|
||||
for (door = 0; door < DIR_COUNT; door++)
|
||||
if (EXIT(ch, door))
|
||||
if (EXIT(ch, door)->to_room != NOWHERE)
|
||||
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
|
||||
ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
|
||||
perform_move(ch, door, 1);
|
||||
return;
|
||||
}
|
||||
if (EXIT(ch, door)->to_room != NOWHERE)
|
||||
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
|
||||
ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
|
||||
perform_move(ch, door, 1);
|
||||
return;
|
||||
}
|
||||
send_to_char(ch, "You can't seem to find anything to enter.\r\n");
|
||||
}
|
||||
}
|
||||
|
@ -718,12 +698,12 @@ ACMD(do_leave)
|
|||
else {
|
||||
for (door = 0; door < DIR_COUNT; door++)
|
||||
if (EXIT(ch, door))
|
||||
if (EXIT(ch, door)->to_room != NOWHERE)
|
||||
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
|
||||
!ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
|
||||
perform_move(ch, door, 1);
|
||||
return;
|
||||
}
|
||||
if (EXIT(ch, door)->to_room != NOWHERE)
|
||||
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
|
||||
!ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
|
||||
perform_move(ch, door, 1);
|
||||
return;
|
||||
}
|
||||
send_to_char(ch, "I see no obvious exits to the outside.\r\n");
|
||||
}
|
||||
}
|
||||
|
@ -737,16 +717,16 @@ ACMD(do_stand)
|
|||
case POS_SITTING:
|
||||
send_to_char(ch, "You stand up.\r\n");
|
||||
act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
|
||||
/* Were they sitting in something? */
|
||||
/* Were they sitting in something? */
|
||||
char_from_furniture(ch);
|
||||
/* Will be sitting after a successful bash and may still be fighting. */
|
||||
/* Will be sitting after a successful bash and may still be fighting. */
|
||||
GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING;
|
||||
break;
|
||||
case POS_RESTING:
|
||||
send_to_char(ch, "You stop resting, and stand up.\r\n");
|
||||
act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
|
||||
GET_POS(ch) = POS_STANDING;
|
||||
/* Were they sitting in something. */
|
||||
/* Were they sitting in something. */
|
||||
char_from_furniture(ch);
|
||||
break;
|
||||
case POS_SLEEPING:
|
||||
|
@ -758,7 +738,7 @@ ACMD(do_stand)
|
|||
default:
|
||||
send_to_char(ch, "You stop floating around, and put your feet on the ground.\r\n");
|
||||
act("$n stops floating around, and puts $s feet on the ground.",
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
GET_POS(ch) = POS_STANDING;
|
||||
break;
|
||||
}
|
||||
|
@ -799,7 +779,7 @@ ACMD(do_sit)
|
|||
} else {
|
||||
if (OBJ_SAT_IN_BY(furniture) == NULL)
|
||||
OBJ_SAT_IN_BY(furniture) = ch;
|
||||
for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch ; tempch = NEXT_SITTING(tempch)) {
|
||||
for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch; tempch = NEXT_SITTING(tempch)) {
|
||||
if (NEXT_SITTING(tempch))
|
||||
continue;
|
||||
NEXT_SITTING(tempch) = ch;
|
||||
|
@ -884,7 +864,7 @@ ACMD(do_sleep)
|
|||
default:
|
||||
send_to_char(ch, "You stop floating around, and lie down to sleep.\r\n");
|
||||
act("$n stops floating around, and lie down to sleep.",
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
GET_POS(ch) = POS_SLEEPING;
|
||||
break;
|
||||
}
|
||||
|
@ -942,9 +922,9 @@ ACMD(do_follow)
|
|||
return;
|
||||
}
|
||||
} else {
|
||||
if (ch->master != (char_data*) NULL) {
|
||||
send_to_char(ch, "You are following %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
if (ch->master != (char_data *)NULL) {
|
||||
send_to_char(ch, "You are following %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
} else {
|
||||
send_to_char(ch, "Whom do you wish to follow?\r\n");
|
||||
}
|
||||
|
@ -957,7 +937,7 @@ ACMD(do_follow)
|
|||
}
|
||||
if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master)) {
|
||||
act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
|
||||
} else { /* Not Charmed follow person */
|
||||
} else { /* Not Charmed follow person */
|
||||
if (leader == ch) {
|
||||
if (!ch->master) {
|
||||
send_to_char(ch, "You are already following yourself.\r\n");
|
||||
|
@ -980,9 +960,9 @@ ACMD(do_follow)
|
|||
ACMD(do_unfollow)
|
||||
{
|
||||
if (ch->master) {
|
||||
if (AFF_FLAGGED(ch, AFF_CHARM)) {
|
||||
send_to_char(ch, "You feel compelled to follow %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
if (AFF_FLAGGED(ch, AFF_CHARM)) {
|
||||
send_to_char(ch, "You feel compelled to follow %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
} else {
|
||||
stop_follower(ch);
|
||||
}
|
||||
|
|
|
@ -46,14 +46,14 @@ ACMD(do_assist)
|
|||
opponent = FIGHTING(helpee);
|
||||
else
|
||||
for (opponent = world[IN_ROOM(ch)].people;
|
||||
opponent && (FIGHTING(opponent) != helpee);
|
||||
opponent = opponent->next_in_room);
|
||||
opponent && (FIGHTING(opponent) != helpee);
|
||||
opponent = opponent->next_in_room);
|
||||
|
||||
if (!opponent)
|
||||
act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
|
||||
else if (!CAN_SEE(ch, opponent))
|
||||
act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
|
||||
/* prevent accidental pkill */
|
||||
/* prevent accidental pkill */
|
||||
else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent))
|
||||
send_to_char(ch, "You cannot kill other players.\r\n");
|
||||
else {
|
||||
|
@ -70,7 +70,7 @@ ACMD(do_hit)
|
|||
char arg[MAX_INPUT_LENGTH];
|
||||
struct char_data *vict;
|
||||
|
||||
one_argument(argument, arg);
|
||||
one_argument(argument, arg);
|
||||
|
||||
if (!*arg)
|
||||
send_to_char(ch, "Hit who?\r\n");
|
||||
|
@ -82,17 +82,18 @@ ACMD(do_hit)
|
|||
} else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict))
|
||||
act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, vict, TO_CHAR);
|
||||
else {
|
||||
if (!CONFIG_PK_ALLOWED && !IS_NPC(vict) && !IS_NPC(ch))
|
||||
if (!CONFIG_PK_ALLOWED && !IS_NPC(vict) && !IS_NPC(ch))
|
||||
check_killer(ch, vict);
|
||||
|
||||
if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) {
|
||||
if (GET_DEX(ch) > GET_DEX(vict) || (GET_DEX(ch) == GET_DEX(vict) && rand_number(1, 2) == 1)) /* if faster */
|
||||
hit(ch, vict, TYPE_UNDEFINED); /* first */
|
||||
else hit(vict, ch, TYPE_UNDEFINED); /* or the victim is first */
|
||||
WAIT_STATE(ch, PULSE_VIOLENCE + 2);
|
||||
} else
|
||||
send_to_char(ch, "You're fighting the best you can!\r\n");
|
||||
}
|
||||
if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) {
|
||||
if (GET_DEX(ch) > GET_DEX(vict) || (GET_DEX(ch) == GET_DEX(vict) && rand_number(1, 2) == 1)) /* if faster */
|
||||
hit(ch, vict, TYPE_UNDEFINED); /* first */
|
||||
else
|
||||
hit(vict, ch, TYPE_UNDEFINED); /* or the victim is first */
|
||||
WAIT_STATE(ch, PULSE_VIOLENCE + 2);
|
||||
} else
|
||||
send_to_char(ch, "You're fighting the best you can!\r\n");
|
||||
}
|
||||
}
|
||||
|
||||
ACMD(do_kill)
|
||||
|
@ -164,7 +165,7 @@ ACMD(do_backstab)
|
|||
return;
|
||||
}
|
||||
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
prob = GET_SKILL(ch, SKILL_BACKSTAB);
|
||||
|
||||
if (AWAKE(vict) && (percent > prob))
|
||||
|
@ -208,7 +209,7 @@ ACMD(do_order)
|
|||
send_to_char(ch, "%s", CONFIG_OK);
|
||||
command_interpreter(vict, message);
|
||||
}
|
||||
} else { /* This is order "followers" */
|
||||
} else { /* This is order "followers" */
|
||||
char buf[MAX_STRING_LENGTH];
|
||||
|
||||
snprintf(buf, sizeof(buf), "$n issues the order '%s'.", message);
|
||||
|
@ -242,22 +243,22 @@ ACMD(do_flee)
|
|||
for (i = 0; i < 6; i++) {
|
||||
attempt = rand_number(0, DIR_COUNT - 1); /* Select a random direction */
|
||||
if (CAN_GO(ch, attempt) &&
|
||||
!ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) {
|
||||
!ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) {
|
||||
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
|
||||
was_fighting = FIGHTING(ch);
|
||||
if (do_simple_move(ch, attempt, TRUE)) {
|
||||
send_to_char(ch, "You flee head over heels.\r\n");
|
||||
send_to_char(ch, "You flee head over heels.\r\n");
|
||||
if (was_fighting && !IS_NPC(ch)) {
|
||||
loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
|
||||
loss *= GET_LEVEL(was_fighting);
|
||||
gain_exp(ch, -loss);
|
||||
loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
|
||||
loss *= GET_LEVEL(was_fighting);
|
||||
gain_exp(ch, -loss);
|
||||
}
|
||||
if (FIGHTING(ch))
|
||||
stop_fighting(ch);
|
||||
if (was_fighting && ch == FIGHTING(was_fighting))
|
||||
stop_fighting(was_fighting);
|
||||
if (FIGHTING(ch))
|
||||
stop_fighting(ch);
|
||||
if (was_fighting && ch == FIGHTING(was_fighting))
|
||||
stop_fighting(was_fighting);
|
||||
} else {
|
||||
act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM);
|
||||
act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -302,7 +303,7 @@ ACMD(do_bash)
|
|||
return;
|
||||
}
|
||||
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
prob = GET_SKILL(ch, SKILL_BASH);
|
||||
|
||||
if (MOB_FLAGGED(vict, MOB_NOBASH))
|
||||
|
@ -318,7 +319,7 @@ ACMD(do_bash)
|
|||
* first to make sure they don't flee, then we can't bash them! So now
|
||||
* we only set them sitting if they didn't flee. -gg 9/21/98
|
||||
*/
|
||||
if (damage(ch, vict, 1, SKILL_BASH) > 0) { /* -1 = dead, 0 = miss */
|
||||
if (damage(ch, vict, 1, SKILL_BASH) > 0) { /* -1 = dead, 0 = miss */
|
||||
WAIT_STATE(vict, PULSE_VIOLENCE);
|
||||
if (IN_ROOM(ch) == IN_ROOM(vict))
|
||||
GET_POS(vict) = POS_SITTING;
|
||||
|
@ -353,21 +354,21 @@ ACMD(do_rescue)
|
|||
return;
|
||||
}
|
||||
for (tmp_ch = world[IN_ROOM(ch)].people; tmp_ch &&
|
||||
(FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
|
||||
(FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
|
||||
|
||||
if ((FIGHTING(vict) != NULL) && (FIGHTING(ch) == FIGHTING(vict)) && (tmp_ch == NULL)) {
|
||||
tmp_ch = FIGHTING(vict);
|
||||
if (FIGHTING(tmp_ch) == ch) {
|
||||
send_to_char(ch, "You have already rescued %s from %s.\r\n", GET_NAME(vict), GET_NAME(FIGHTING(ch)));
|
||||
return;
|
||||
}
|
||||
tmp_ch = FIGHTING(vict);
|
||||
if (FIGHTING(tmp_ch) == ch) {
|
||||
send_to_char(ch, "You have already rescued %s from %s.\r\n", GET_NAME(vict), GET_NAME(FIGHTING(ch)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!tmp_ch) {
|
||||
act("But nobody is fighting $M!", FALSE, ch, 0, vict, TO_CHAR);
|
||||
return;
|
||||
}
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
prob = GET_SKILL(ch, SKILL_RESCUE);
|
||||
|
||||
if (percent > prob) {
|
||||
|
@ -397,47 +398,47 @@ EVENTFUNC(event_whirlwind)
|
|||
struct mud_event_data *pMudEvent;
|
||||
struct list_data *room_list;
|
||||
int count;
|
||||
|
||||
|
||||
/* This is just a dummy check, but we'll do it anyway */
|
||||
if (event_obj == NULL)
|
||||
return 0;
|
||||
|
||||
|
||||
/* For the sake of simplicity, we will place the event data in easily
|
||||
* referenced pointers */
|
||||
pMudEvent = (struct mud_event_data *) event_obj;
|
||||
ch = (struct char_data *) pMudEvent->pStruct;
|
||||
|
||||
* referenced pointers */
|
||||
pMudEvent = (struct mud_event_data *)event_obj;
|
||||
ch = (struct char_data *)pMudEvent->pStruct;
|
||||
|
||||
/* When using a list, we have to make sure to allocate the list as it
|
||||
* uses dynamic memory */
|
||||
room_list = create_list();
|
||||
|
||||
|
||||
/* We search through the "next_in_room", and grab all NPCs and add them
|
||||
* to our list */
|
||||
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
|
||||
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
|
||||
if (IS_NPC(tch))
|
||||
add_to_list(tch, room_list);
|
||||
|
||||
|
||||
/* If our list is empty or has "0" entries, we free it from memory and
|
||||
* close off our event */
|
||||
* close off our event */
|
||||
if (room_list->iSize == 0) {
|
||||
free_list(room_list);
|
||||
send_to_char(ch, "There is no one in the room to whirlwind!\r\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/* We spit out some ugly colour, making use of the new colour options,
|
||||
* to let the player know they are performing their whirlwind strike */
|
||||
send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]WHIRLWIND!!!\tn\r\n");
|
||||
|
||||
|
||||
/* Lets grab some a random NPC from the list, and hit() them up */
|
||||
for (count = dice(1, 4); count > 0; count--) {
|
||||
tch = random_from_list(room_list);
|
||||
hit(ch, tch, TYPE_UNDEFINED);
|
||||
}
|
||||
|
||||
|
||||
/* Now that our attack is done, let's free out list */
|
||||
free_list(room_list);
|
||||
|
||||
|
||||
/* The "return" of the event function is the time until the event is called
|
||||
* again. If we return 0, then the event is freed and removed from the list, but
|
||||
* any other numerical response will be the delay until the next call */
|
||||
|
@ -452,12 +453,12 @@ EVENTFUNC(event_whirlwind)
|
|||
* mud event and list systems. */
|
||||
ACMD(do_whirlwind)
|
||||
{
|
||||
|
||||
|
||||
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_WHIRLWIND)) {
|
||||
send_to_char(ch, "You have no idea how.\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;
|
||||
|
@ -465,22 +466,22 @@ ACMD(do_whirlwind)
|
|||
|
||||
if (GET_POS(ch) < POS_FIGHTING) {
|
||||
send_to_char(ch, "You must be on your feet to perform a whirlwind.\r\n");
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
/* First thing we do is check to make sure the character is not in the middle
|
||||
* of a whirl wind attack.
|
||||
*
|
||||
*
|
||||
* "char_had_mud_event() will sift through the character's event list to see if
|
||||
* an event of type "eWHIRLWIND" currently exists. */
|
||||
if (char_has_mud_event(ch, eWHIRLWIND)) {
|
||||
send_to_char(ch, "You are already attempting that!\r\n");
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
send_to_char(ch, "You begin to spin rapidly in circles.\r\n");
|
||||
act("$n begins to rapidly spin in a circle!", FALSE, ch, 0, 0, TO_ROOM);
|
||||
|
||||
|
||||
/* NEW_EVENT() will add a new mud event to the event list of the character.
|
||||
* This function below adds a new event of "eWHIRLWIND", to "ch", and passes "NULL" as
|
||||
* additional data. The event will be called in "3 * PASSES_PER_SEC" or 3 seconds */
|
||||
|
@ -528,11 +529,10 @@ ACMD(do_kick)
|
|||
ACMD(do_bandage)
|
||||
{
|
||||
char arg[MAX_INPUT_LENGTH];
|
||||
struct char_data * vict;
|
||||
struct char_data *vict;
|
||||
int percent, prob;
|
||||
|
||||
if (!GET_SKILL(ch, SKILL_BANDAGE))
|
||||
{
|
||||
if (!GET_SKILL(ch, SKILL_BANDAGE)) {
|
||||
send_to_char(ch, "You are unskilled in the art of bandaging.\r\n");
|
||||
return;
|
||||
}
|
||||
|
@ -556,21 +556,21 @@ ACMD(do_bandage)
|
|||
|
||||
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
|
||||
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
prob = GET_SKILL(ch, SKILL_BANDAGE);
|
||||
|
||||
if (percent <= prob) {
|
||||
act("Your attempt to bandage fails.", FALSE, ch, 0, 0, TO_CHAR);
|
||||
act("$n tries to bandage $N, but fails miserably.", TRUE, ch,
|
||||
0, vict, TO_NOTVICT);
|
||||
act("$n tries to bandage $N, but fails miserably.", TRUE, ch,
|
||||
0, vict, TO_NOTVICT);
|
||||
damage(vict, vict, 2, TYPE_SUFFERING);
|
||||
return;
|
||||
}
|
||||
|
||||
act("You successfully bandage $N.", FALSE, ch, 0, vict, TO_CHAR);
|
||||
act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0,
|
||||
vict, TO_NOTVICT);
|
||||
act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0,
|
||||
vict, TO_NOTVICT);
|
||||
act("Someone bandages you, and you feel a bit better now.",
|
||||
FALSE, ch, 0, vict, TO_VICT);
|
||||
FALSE, ch, 0, vict, TO_VICT);
|
||||
GET_HIT(vict) = 0;
|
||||
}
|
||||
|
|
472
src/act.other.c
472
src/act.other.c
|
@ -33,7 +33,7 @@
|
|||
/* Local defined utility functions */
|
||||
/* do_group utility functions */
|
||||
static void print_group(struct char_data *ch);
|
||||
static void display_group_list(struct char_data * ch);
|
||||
static void display_group_list(struct char_data *ch);
|
||||
|
||||
ACMD(do_quit)
|
||||
{
|
||||
|
@ -72,7 +72,7 @@ ACMD(do_quit)
|
|||
ch->desc->snoop_by = NULL;
|
||||
}
|
||||
|
||||
extract_char(ch); /* Char is saved before extracting. */
|
||||
extract_char(ch); /* Char is saved before extracting. */
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -109,7 +109,7 @@ ACMD(do_sneak)
|
|||
if (AFF_FLAGGED(ch, AFF_SNEAK))
|
||||
affect_from_char(ch, SKILL_SNEAK);
|
||||
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
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;
|
||||
|
@ -135,7 +135,7 @@ ACMD(do_hide)
|
|||
if (AFF_FLAGGED(ch, AFF_HIDE))
|
||||
REMOVE_BIT_AR(AFF_FLAGS(ch), AFF_HIDE);
|
||||
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
|
||||
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;
|
||||
|
@ -173,73 +173,73 @@ ACMD(do_steal)
|
|||
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. */
|
||||
percent = -1; /* ALWAYS SUCCESS, unless heavy object. */
|
||||
|
||||
if (!CONFIG_PT_ALLOWED && !IS_NPC(vict))
|
||||
pcsteal = 1;
|
||||
|
||||
if (!AWAKE(vict)) /* Easier to steal from sleeping people. */
|
||||
if (!AWAKE(vict)) /* Easier to steal from sleeping people. */
|
||||
percent -= 50;
|
||||
|
||||
/* No stealing if not allowed. If it is no stealing from Imm's or Shopkeepers. */
|
||||
if (GET_LEVEL(vict) >= LVL_IMMORT || pcsteal || GET_MOB_SPEC(vict) == shop_keeper)
|
||||
percent = 101; /* Failure */
|
||||
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 (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("$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 {
|
||||
if (!give_otrigger(obj, vict, ch) ||
|
||||
!receive_mtrigger(ch, vict, obj) ) {
|
||||
!receive_mtrigger(ch, vict, obj)) {
|
||||
send_to_char(ch, "Impossible!\r\n");
|
||||
return;
|
||||
}
|
||||
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);
|
||||
}
|
||||
act("You unequip $p and steal it.", FALSE, ch, obj, 0, TO_CHAR);
|
||||
act("$n steals $p from $N.", FALSE, ch, obj, vict, TO_NOTVICT);
|
||||
obj_to_char(unequip_char(vict, eq_pos), ch);
|
||||
}
|
||||
}
|
||||
} else { /* obj found in inventory */
|
||||
} else { /* obj found in inventory */
|
||||
|
||||
percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */
|
||||
percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */
|
||||
|
||||
if (percent > GET_SKILL(ch, SKILL_STEAL)) {
|
||||
ohoh = TRUE;
|
||||
send_to_char(ch, "Oops..\r\n");
|
||||
act("$n tried to steal something from you!", FALSE, ch, 0, vict, TO_VICT);
|
||||
act("$n tries to steal something from $N.", TRUE, ch, 0, vict, TO_NOTVICT);
|
||||
} else { /* Steal the item */
|
||||
if (IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch)) {
|
||||
ohoh = TRUE;
|
||||
send_to_char(ch, "Oops..\r\n");
|
||||
act("$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 (!give_otrigger(obj, vict, ch) ||
|
||||
!receive_mtrigger(ch, vict, obj) ) {
|
||||
!receive_mtrigger(ch, vict, obj)) {
|
||||
send_to_char(ch, "Impossible!\r\n");
|
||||
return;
|
||||
}
|
||||
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");
|
||||
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 */
|
||||
} else { /* Steal some coins */
|
||||
if (AWAKE(vict) && (percent > GET_SKILL(ch, SKILL_STEAL))) {
|
||||
ohoh = TRUE;
|
||||
send_to_char(ch, "Oops..\r\n");
|
||||
|
@ -250,14 +250,14 @@ ACMD(do_steal)
|
|||
gold = (GET_GOLD(vict) * rand_number(1, 10)) / 100;
|
||||
gold = MIN(1782, gold);
|
||||
if (gold > 0) {
|
||||
increase_gold(ch, gold);
|
||||
decrease_gold(vict, gold);
|
||||
increase_gold(ch, gold);
|
||||
decrease_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");
|
||||
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");
|
||||
send_to_char(ch, "You couldn't get any gold...\r\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -317,52 +317,53 @@ ACMD(do_title)
|
|||
|
||||
static void print_group(struct char_data *ch)
|
||||
{
|
||||
struct char_data * k;
|
||||
struct char_data *k;
|
||||
|
||||
send_to_char(ch, "Your group consists of:\r\n");
|
||||
|
||||
while ((k = (struct char_data *) simple_list(ch->group->members)) != NULL)
|
||||
while ((k = (struct char_data *)simple_list(ch->group->members)) != NULL)
|
||||
send_to_char(ch, "%-*s: %s[%4d/%-4d]H [%4d/%-4d]M [%4d/%-4d]V%s\r\n",
|
||||
count_color_chars(GET_NAME(k))+22, GET_NAME(k),
|
||||
GROUP_LEADER(GROUP(ch)) == k ? CBGRN(ch, C_NRM) : CCGRN(ch, C_NRM),
|
||||
GET_HIT(k), GET_MAX_HIT(k),
|
||||
GET_MANA(k), GET_MAX_MANA(k),
|
||||
GET_MOVE(k), GET_MAX_MOVE(k),
|
||||
CCNRM(ch, C_NRM));
|
||||
count_color_chars(GET_NAME(k)) + 22, GET_NAME(k),
|
||||
GROUP_LEADER(GROUP(ch)) == k ? CBGRN(ch, C_NRM) : CCGRN(ch, C_NRM),
|
||||
GET_HIT(k), GET_MAX_HIT(k),
|
||||
GET_MANA(k), GET_MAX_MANA(k),
|
||||
GET_MOVE(k), GET_MAX_MOVE(k),
|
||||
CCNRM(ch, C_NRM));
|
||||
}
|
||||
|
||||
static void display_group_list(struct char_data * ch)
|
||||
static void display_group_list(struct char_data *ch)
|
||||
{
|
||||
struct group_data * group;
|
||||
struct group_data *group;
|
||||
int count = 0;
|
||||
|
||||
|
||||
if (group_list->iSize) {
|
||||
send_to_char(ch, "# Group Leader # of Members In Zone\r\n"
|
||||
"---------------------------------------------------\r\n");
|
||||
|
||||
while ((group = (struct group_data *) simple_list(group_list)) != NULL) {
|
||||
if (IS_SET(GROUP_FLAGS(group), GROUP_NPC))
|
||||
continue;
|
||||
"---------------------------------------------------\r\n");
|
||||
|
||||
while ((group = (struct group_data *)simple_list(group_list)) != NULL) {
|
||||
if (IS_SET(GROUP_FLAGS(group), GROUP_NPC))
|
||||
continue;
|
||||
if (GROUP_LEADER(group) && !IS_SET(GROUP_FLAGS(group), GROUP_ANON))
|
||||
send_to_char(ch, "%-2d) %s%-12s %-2d %s%s\r\n",
|
||||
++count,
|
||||
IS_SET(GROUP_FLAGS(group), GROUP_OPEN) ? CCGRN(ch, C_NRM) : CCRED(ch, C_NRM),
|
||||
GET_NAME(GROUP_LEADER(group)), group->members->iSize, zone_table[world[IN_ROOM(GROUP_LEADER(group))].zone].name,
|
||||
CCNRM(ch, C_NRM));
|
||||
send_to_char(ch, "%-2d) %s%-12s %-2d %s%s\r\n",
|
||||
++count,
|
||||
IS_SET(GROUP_FLAGS(group), GROUP_OPEN) ? CCGRN(ch, C_NRM) : CCRED(ch, C_NRM),
|
||||
GET_NAME(GROUP_LEADER(group)), group->members->iSize,
|
||||
zone_table[world[IN_ROOM(GROUP_LEADER(group))].zone].name,
|
||||
CCNRM(ch, C_NRM));
|
||||
else
|
||||
send_to_char(ch, "%-2d) Hidden\r\n", ++count);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
if (count)
|
||||
send_to_char(ch, "\r\n"
|
||||
"%sSeeking Members%s\r\n"
|
||||
"%sClosed%s\r\n",
|
||||
CCGRN(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCRED(ch, C_NRM), CCNRM(ch, C_NRM));
|
||||
"%sSeeking Members%s\r\n"
|
||||
"%sClosed%s\r\n",
|
||||
CCGRN(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCRED(ch, C_NRM), CCNRM(ch, C_NRM));
|
||||
else
|
||||
send_to_char(ch, "\r\n"
|
||||
"Currently no groups formed.\r\n");
|
||||
"Currently no groups formed.\r\n");
|
||||
}
|
||||
|
||||
/* Vatiken's Group System: Version 1.1 */
|
||||
|
@ -380,7 +381,7 @@ ACMD(do_group)
|
|||
send_to_char(ch, "You must specify a group option, or type HELP GROUP for more info.\r\n");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (is_abbrev(buf, "new")) {
|
||||
if (GROUP(ch))
|
||||
send_to_char(ch, "You are already in a group.\r\n");
|
||||
|
@ -405,8 +406,8 @@ ACMD(do_group)
|
|||
} else if (!IS_SET(GROUP_FLAGS(GROUP(vict)), GROUP_OPEN)) {
|
||||
send_to_char(ch, "That group isn't accepting members.\r\n");
|
||||
return;
|
||||
}
|
||||
join_group(ch, GROUP(vict));
|
||||
}
|
||||
join_group(ch, GROUP(vict));
|
||||
} else if (is_abbrev(buf, "kick")) {
|
||||
skip_spaces(&argument);
|
||||
if (!(vict = get_char_vis(ch, argument, NULL, FIND_CHAR_ROOM))) {
|
||||
|
@ -415,18 +416,18 @@ ACMD(do_group)
|
|||
} else if (vict == ch) {
|
||||
send_to_char(ch, "There are easier ways to leave the group.\r\n");
|
||||
return;
|
||||
} else if (!GROUP(ch) ) {
|
||||
} else if (!GROUP(ch)) {
|
||||
send_to_char(ch, "But you are not part of a group.\r\n");
|
||||
return;
|
||||
} else if (GROUP_LEADER(GROUP(ch)) != ch ) {
|
||||
} else if (GROUP_LEADER(GROUP(ch)) != ch) {
|
||||
send_to_char(ch, "Only the group's leader can kick members out.\r\n");
|
||||
return;
|
||||
} else if (GROUP(vict) != GROUP(ch)) {
|
||||
act("$E$u is not a member of your group!", FALSE, ch, 0, vict, TO_CHAR);
|
||||
return;
|
||||
}
|
||||
}
|
||||
send_to_char(ch, "You have kicked %s out of the group.\r\n", GET_NAME(vict));
|
||||
send_to_char(vict, "You have been kicked out of the group.\r\n");
|
||||
send_to_char(vict, "You have been kicked out of the group.\r\n");
|
||||
leave_group(vict);
|
||||
} else if (is_abbrev(buf, "regroup")) {
|
||||
if (!GROUP(ch)) {
|
||||
|
@ -441,12 +442,12 @@ ACMD(do_group)
|
|||
join_group(ch, GROUP(vict));
|
||||
}
|
||||
} else if (is_abbrev(buf, "leave")) {
|
||||
|
||||
|
||||
if (!GROUP(ch)) {
|
||||
send_to_char(ch, "But you aren't part of a group!\r\n");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
leave_group(ch);
|
||||
} else if (is_abbrev(buf, "option")) {
|
||||
skip_spaces(&argument);
|
||||
|
@ -459,14 +460,16 @@ ACMD(do_group)
|
|||
}
|
||||
if (is_abbrev(argument, "open")) {
|
||||
TOGGLE_BIT(GROUP_FLAGS(GROUP(ch)), GROUP_OPEN);
|
||||
send_to_char(ch, "The group is now %s to new members.\r\n", IS_SET(GROUP_FLAGS(GROUP(ch)), GROUP_OPEN) ? "open" : "closed");
|
||||
send_to_char(ch, "The group is now %s to new members.\r\n",
|
||||
IS_SET(GROUP_FLAGS(GROUP(ch)), GROUP_OPEN) ? "open" : "closed");
|
||||
} else if (is_abbrev(argument, "anonymous")) {
|
||||
TOGGLE_BIT(GROUP_FLAGS(GROUP(ch)), GROUP_ANON);
|
||||
send_to_char(ch, "The group location is now %s to other players.\r\n", IS_SET(GROUP_FLAGS(GROUP(ch)), GROUP_ANON) ? "invisible" : "visible");
|
||||
} else
|
||||
send_to_char(ch, "The group location is now %s to other players.\r\n",
|
||||
IS_SET(GROUP_FLAGS(GROUP(ch)), GROUP_ANON) ? "invisible" : "visible");
|
||||
} else
|
||||
send_to_char(ch, "The flag options are: Open, Anonymous\r\n");
|
||||
} else {
|
||||
send_to_char(ch, "You must specify a group option, or type HELP GROUP for more info.\r\n");
|
||||
send_to_char(ch, "You must specify a group option, or type HELP GROUP for more info.\r\n");
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -481,10 +484,10 @@ ACMD(do_report)
|
|||
}
|
||||
|
||||
send_to_group(NULL, group, "%s reports: %d/%dH, %d/%dM, %d/%dV\r\n",
|
||||
GET_NAME(ch),
|
||||
GET_HIT(ch), GET_MAX_HIT(ch),
|
||||
GET_MANA(ch), GET_MAX_MANA(ch),
|
||||
GET_MOVE(ch), GET_MAX_MOVE(ch));
|
||||
GET_NAME(ch),
|
||||
GET_HIT(ch), GET_MAX_HIT(ch),
|
||||
GET_MANA(ch), GET_MAX_MANA(ch),
|
||||
GET_MOVE(ch), GET_MAX_MOVE(ch));
|
||||
}
|
||||
|
||||
ACMD(do_split)
|
||||
|
@ -493,7 +496,7 @@ ACMD(do_split)
|
|||
int amount, num = 0, share, rest;
|
||||
size_t len;
|
||||
struct char_data *k;
|
||||
|
||||
|
||||
if (IS_NPC(ch))
|
||||
return;
|
||||
|
||||
|
@ -509,9 +512,9 @@ ACMD(do_split)
|
|||
send_to_char(ch, "You don't seem to have that much gold to split.\r\n");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (GROUP(ch))
|
||||
while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL)
|
||||
while ((k = (struct char_data *)simple_list(GROUP(ch)->members)) != NULL)
|
||||
if (IN_ROOM(ch) == IN_ROOM(k) && !IS_NPC(k))
|
||||
num++;
|
||||
|
||||
|
@ -527,25 +530,25 @@ ACMD(do_split)
|
|||
|
||||
/* 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);
|
||||
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));
|
||||
"%d coin%s %s not splitable, so %s keeps the money.\r\n", rest,
|
||||
(rest == 1) ? "" : "s", (rest == 1) ? "was" : "were", GET_NAME(ch));
|
||||
}
|
||||
|
||||
while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL)
|
||||
while ((k = (struct char_data *)simple_list(GROUP(ch)->members)) != NULL)
|
||||
if (k != ch && IN_ROOM(ch) == IN_ROOM(k) && !IS_NPC(k)) {
|
||||
increase_gold(k, share);
|
||||
send_to_char(k, "%s", buf);
|
||||
}
|
||||
increase_gold(k, share);
|
||||
send_to_char(k, "%s", buf);
|
||||
}
|
||||
|
||||
send_to_char(ch, "You split %d coins among %d members -- %d coins each.\r\n",
|
||||
amount, num, share);
|
||||
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");
|
||||
rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were");
|
||||
}
|
||||
} else {
|
||||
send_to_char(ch, "How many coins do you wish to split with your group?\r\n");
|
||||
|
@ -570,8 +573,8 @@ ACMD(do_use)
|
|||
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;
|
||||
send_to_char(ch, "You don't seem to have %s %s.\r\n", AN(arg), arg);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case SCMD_USE:
|
||||
|
@ -579,8 +582,8 @@ ACMD(do_use)
|
|||
return;
|
||||
default:
|
||||
log("SYSERR: Unknown subcmd %d passed to do_use.", subcmd);
|
||||
/* SYSERR_DESC: This is the same as the unhandled case in do_gen_ps(),
|
||||
* but in the function which handles 'quaff', 'recite', and 'use'. */
|
||||
/* SYSERR_DESC: This is the same as the unhandled case in do_gen_ps(),
|
||||
* but in the function which handles 'quaff', 'recite', and 'use'. */
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -599,7 +602,7 @@ ACMD(do_use)
|
|||
break;
|
||||
case SCMD_USE:
|
||||
if ((GET_OBJ_TYPE(mag_item) != ITEM_WAND) &&
|
||||
(GET_OBJ_TYPE(mag_item) != ITEM_STAFF)) {
|
||||
(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;
|
||||
}
|
||||
|
@ -647,16 +650,16 @@ ACMD(do_display)
|
|||
switch (LOWER(argument[i])) {
|
||||
case 'h':
|
||||
SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPHP);
|
||||
break;
|
||||
break;
|
||||
case 'm':
|
||||
SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPMANA);
|
||||
break;
|
||||
break;
|
||||
case 'v':
|
||||
SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPMOVE);
|
||||
break;
|
||||
break;
|
||||
default:
|
||||
send_to_char(ch, "Usage: prompt { { H | M | V } | all | auto | none }\r\n");
|
||||
return;
|
||||
send_to_char(ch, "Usage: prompt { { H | M | V } | all | auto | none }\r\n");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -673,64 +676,64 @@ ACMD(do_gen_tog)
|
|||
char arg[MAX_INPUT_LENGTH];
|
||||
|
||||
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"},
|
||||
{"Will no longer clear screen in OLC.\r\n",
|
||||
"Will now clear screen in OLC.\r\n"},
|
||||
{"Buildwalk Off.\r\n",
|
||||
"Buildwalk On.\r\n"},
|
||||
{"AFK flag is now off.\r\n",
|
||||
"AFK flag is now on.\r\n"},
|
||||
{"Autoloot disabled.\r\n",
|
||||
"Autoloot enabled.\r\n"},
|
||||
{"Autogold disabled.\r\n",
|
||||
"Autogold enabled.\r\n"},
|
||||
{"Autosplit disabled.\r\n",
|
||||
"Autosplit enabled.\r\n"},
|
||||
{"Autosacrifice disabled.\r\n",
|
||||
"Autosacrifice enabled.\r\n"},
|
||||
{"Autoassist disabled.\r\n",
|
||||
"Autoassist enabled.\r\n"},
|
||||
{"Automap disabled.\r\n",
|
||||
"Automap enabled.\r\n"},
|
||||
{"Autokey disabled.\r\n",
|
||||
"Autokey enabled.\r\n"},
|
||||
{"Autodoor disabled.\r\n",
|
||||
"Autodoor enabled.\r\n"},
|
||||
{"ZoneResets disabled.\r\n",
|
||||
"ZoneResets enabled.\r\n"}
|
||||
{"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"},
|
||||
{"Will no longer clear screen in OLC.\r\n",
|
||||
"Will now clear screen in OLC.\r\n"},
|
||||
{"Buildwalk Off.\r\n",
|
||||
"Buildwalk On.\r\n"},
|
||||
{"AFK flag is now off.\r\n",
|
||||
"AFK flag is now on.\r\n"},
|
||||
{"Autoloot disabled.\r\n",
|
||||
"Autoloot enabled.\r\n"},
|
||||
{"Autogold disabled.\r\n",
|
||||
"Autogold enabled.\r\n"},
|
||||
{"Autosplit disabled.\r\n",
|
||||
"Autosplit enabled.\r\n"},
|
||||
{"Autosacrifice disabled.\r\n",
|
||||
"Autosacrifice enabled.\r\n"},
|
||||
{"Autoassist disabled.\r\n",
|
||||
"Autoassist enabled.\r\n"},
|
||||
{"Automap disabled.\r\n",
|
||||
"Automap enabled.\r\n"},
|
||||
{"Autokey disabled.\r\n",
|
||||
"Autokey enabled.\r\n"},
|
||||
{"Autodoor disabled.\r\n",
|
||||
"Autodoor enabled.\r\n"},
|
||||
{"ZoneResets disabled.\r\n",
|
||||
"ZoneResets enabled.\r\n"}
|
||||
};
|
||||
|
||||
if (IS_NPC(ch))
|
||||
|
@ -784,7 +787,7 @@ ACMD(do_gen_tog)
|
|||
break;
|
||||
case SCMD_CLS:
|
||||
result = PRF_TOG_CHK(ch, PRF_CLS);
|
||||
break;
|
||||
break;
|
||||
case SCMD_BUILDWALK:
|
||||
if (GET_LEVEL(ch) < LVL_BUILDER) {
|
||||
send_to_char(ch, "Builders only, sorry.\r\n");
|
||||
|
@ -793,14 +796,14 @@ ACMD(do_gen_tog)
|
|||
result = PRF_TOG_CHK(ch, PRF_BUILDWALK);
|
||||
if (PRF_FLAGGED(ch, PRF_BUILDWALK)) {
|
||||
one_argument(argument, arg);
|
||||
for (i=0; *arg && *(sector_types[i]) != '\n'; i++)
|
||||
for (i = 0; *arg && *(sector_types[i]) != '\n'; i++)
|
||||
if (is_abbrev(arg, sector_types[i]))
|
||||
break;
|
||||
if (*(sector_types[i]) == '\n')
|
||||
i=0;
|
||||
if (*(sector_types[i]) == '\n')
|
||||
i = 0;
|
||||
GET_BUILDWALK_SECTOR(ch) = i;
|
||||
send_to_char(ch, "Default sector type is %s\r\n", sector_types[i]);
|
||||
|
||||
|
||||
mudlog(CMP, GET_LEVEL(ch), TRUE,
|
||||
"OLC: %s turned buildwalk on. Allowed zone %d", GET_NAME(ch), GET_OLC_ZONE(ch));
|
||||
} else
|
||||
|
@ -862,30 +865,27 @@ static void show_happyhour(struct char_data *ch)
|
|||
char happyexp[80], happygold[80], happyqp[80];
|
||||
int secs_left;
|
||||
|
||||
if ((IS_HAPPYHOUR) || (GET_LEVEL(ch) >= LVL_GRGOD))
|
||||
{
|
||||
if (HAPPY_TIME)
|
||||
secs_left = ((HAPPY_TIME - 1) * SECS_PER_MUD_HOUR) + next_tick;
|
||||
else
|
||||
secs_left = 0;
|
||||
if ((IS_HAPPYHOUR) || (GET_LEVEL(ch) >= LVL_GRGOD)) {
|
||||
if (HAPPY_TIME)
|
||||
secs_left = ((HAPPY_TIME - 1) * SECS_PER_MUD_HOUR) + next_tick;
|
||||
else
|
||||
secs_left = 0;
|
||||
|
||||
sprintf(happyqp, "%s+%d%%%s to Questpoints per quest\r\n", CCYEL(ch, C_NRM), HAPPY_QP, CCNRM(ch, C_NRM));
|
||||
sprintf(happygold, "%s+%d%%%s to Gold gained per kill\r\n", CCYEL(ch, C_NRM), HAPPY_GOLD, CCNRM(ch, C_NRM));
|
||||
sprintf(happyexp, "%s+%d%%%s to Experience per kill\r\n", CCYEL(ch, C_NRM), HAPPY_EXP, CCNRM(ch, C_NRM));
|
||||
sprintf(happyqp, "%s+%d%%%s to Questpoints per quest\r\n", CCYEL(ch, C_NRM), HAPPY_QP, CCNRM(ch, C_NRM));
|
||||
sprintf(happygold, "%s+%d%%%s to Gold gained per kill\r\n", CCYEL(ch, C_NRM), HAPPY_GOLD, CCNRM(ch, C_NRM));
|
||||
sprintf(happyexp, "%s+%d%%%s to Experience per kill\r\n", CCYEL(ch, C_NRM), HAPPY_EXP, CCNRM(ch, C_NRM));
|
||||
|
||||
send_to_char(ch, "tbaMUD Happy Hour!\r\n"
|
||||
"------------------\r\n"
|
||||
"%s%s%sTime Remaining: %s%d%s hours %s%d%s mins %s%d%s secs\r\n",
|
||||
(IS_HAPPYEXP || (GET_LEVEL(ch) >= LVL_GOD)) ? happyexp : "",
|
||||
(IS_HAPPYGOLD || (GET_LEVEL(ch) >= LVL_GOD)) ? happygold : "",
|
||||
(IS_HAPPYQP || (GET_LEVEL(ch) >= LVL_GOD)) ? happyqp : "",
|
||||
CCYEL(ch, C_NRM), (secs_left / 3600), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), (secs_left % 3600) / 60, CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), (secs_left % 60), CCNRM(ch, C_NRM) );
|
||||
}
|
||||
else
|
||||
{
|
||||
send_to_char(ch, "Sorry, there is currently no happy hour!\r\n");
|
||||
send_to_char(ch, "tbaMUD Happy Hour!\r\n"
|
||||
"------------------\r\n"
|
||||
"%s%s%sTime Remaining: %s%d%s hours %s%d%s mins %s%d%s secs\r\n",
|
||||
(IS_HAPPYEXP || (GET_LEVEL(ch) >= LVL_GOD)) ? happyexp : "",
|
||||
(IS_HAPPYGOLD || (GET_LEVEL(ch) >= LVL_GOD)) ? happygold : "",
|
||||
(IS_HAPPYQP || (GET_LEVEL(ch) >= LVL_GOD)) ? happyqp : "",
|
||||
CCYEL(ch, C_NRM), (secs_left / 3600), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), (secs_left % 3600) / 60, CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), (secs_left % 60), CCNRM(ch, C_NRM));
|
||||
} else {
|
||||
send_to_char(ch, "Sorry, there is currently no happy hour!\r\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -894,8 +894,7 @@ ACMD(do_happyhour)
|
|||
char arg[MAX_INPUT_LENGTH], val[MAX_INPUT_LENGTH];
|
||||
int num;
|
||||
|
||||
if (GET_LEVEL(ch) < LVL_GOD)
|
||||
{
|
||||
if (GET_LEVEL(ch) < LVL_GOD) {
|
||||
show_happyhour(ch);
|
||||
return;
|
||||
}
|
||||
|
@ -903,20 +902,15 @@ ACMD(do_happyhour)
|
|||
/* Only Imms get here, so check args */
|
||||
two_arguments(argument, arg, val);
|
||||
|
||||
if (is_abbrev(arg, "experience"))
|
||||
{
|
||||
if (is_abbrev(arg, "experience")) {
|
||||
num = MIN(MAX((atoi(val)), 0), 1000);
|
||||
HAPPY_EXP = num;
|
||||
send_to_char(ch, "Happy Hour Exp rate set to +%d%%\r\n", HAPPY_EXP);
|
||||
}
|
||||
else if ((is_abbrev(arg, "gold")) || (is_abbrev(arg, "coins")))
|
||||
{
|
||||
} else if ((is_abbrev(arg, "gold")) || (is_abbrev(arg, "coins"))) {
|
||||
num = MIN(MAX((atoi(val)), 0), 1000);
|
||||
HAPPY_GOLD = num;
|
||||
send_to_char(ch, "Happy Hour Gold rate set to +%d%%\r\n", HAPPY_GOLD);
|
||||
}
|
||||
else if ((is_abbrev(arg, "time")) || (is_abbrev(arg, "ticks")))
|
||||
{
|
||||
} else if ((is_abbrev(arg, "time")) || (is_abbrev(arg, "ticks"))) {
|
||||
num = MIN(MAX((atoi(val)), 0), 1000);
|
||||
if (HAPPY_TIME && !num)
|
||||
game_info("Happyhour has been stopped!");
|
||||
|
@ -925,47 +919,39 @@ ACMD(do_happyhour)
|
|||
|
||||
HAPPY_TIME = num;
|
||||
send_to_char(ch, "Happy Hour Time set to %d ticks (%d hours %d mins and %d secs)\r\n",
|
||||
HAPPY_TIME,
|
||||
(HAPPY_TIME*SECS_PER_MUD_HOUR)/3600,
|
||||
((HAPPY_TIME*SECS_PER_MUD_HOUR)%3600) / 60,
|
||||
(HAPPY_TIME*SECS_PER_MUD_HOUR)%60 );
|
||||
}
|
||||
else if ((is_abbrev(arg, "qp")) || (is_abbrev(arg, "questpoints")))
|
||||
{
|
||||
HAPPY_TIME,
|
||||
(HAPPY_TIME * SECS_PER_MUD_HOUR) / 3600,
|
||||
((HAPPY_TIME * SECS_PER_MUD_HOUR) % 3600) / 60,
|
||||
(HAPPY_TIME * SECS_PER_MUD_HOUR) % 60);
|
||||
} else if ((is_abbrev(arg, "qp")) || (is_abbrev(arg, "questpoints"))) {
|
||||
num = MIN(MAX((atoi(val)), 0), 1000);
|
||||
HAPPY_QP = num;
|
||||
send_to_char(ch, "Happy Hour Questpoints rate set to +%d%%\r\n", HAPPY_QP);
|
||||
}
|
||||
else if (is_abbrev(arg, "show"))
|
||||
{
|
||||
} else if (is_abbrev(arg, "show")) {
|
||||
show_happyhour(ch);
|
||||
}
|
||||
else if (is_abbrev(arg, "default"))
|
||||
{
|
||||
} else if (is_abbrev(arg, "default")) {
|
||||
HAPPY_EXP = 100;
|
||||
HAPPY_GOLD = 50;
|
||||
HAPPY_QP = 50;
|
||||
HAPPY_QP = 50;
|
||||
HAPPY_TIME = 48;
|
||||
game_info("A Happyhour has started!");
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
send_to_char(ch, "Usage: %shappyhour %s- show usage (this info)\r\n"
|
||||
" %shappyhour show %s- display current settings (what mortals see)\r\n"
|
||||
" %shappyhour time <ticks> %s- set happyhour time and start timer\r\n"
|
||||
" %shappyhour qp <num> %s- set qp percentage gain\r\n"
|
||||
" %shappyhour exp <num> %s- set exp percentage gain\r\n"
|
||||
" %shappyhour gold <num> %s- set gold percentage gain\r\n"
|
||||
" \tyhappyhour default \tw- sets a default setting for happyhour\r\n\r\n"
|
||||
"Configure the happyhour settings and start a happyhour.\r\n"
|
||||
"Currently 1 hour IRL = %d ticks\r\n"
|
||||
"If no number is specified, 0 (off) is assumed.\r\nThe command \tyhappyhour time\tn will therefore stop the happyhour timer.\r\n",
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
(3600 / SECS_PER_MUD_HOUR) );
|
||||
" %shappyhour show %s- display current settings (what mortals see)\r\n"
|
||||
" %shappyhour time <ticks> %s- set happyhour time and start timer\r\n"
|
||||
" %shappyhour qp <num> %s- set qp percentage gain\r\n"
|
||||
" %shappyhour exp <num> %s- set exp percentage gain\r\n"
|
||||
" %shappyhour gold <num> %s- set gold percentage gain\r\n"
|
||||
" \tyhappyhour default \tw- sets a default setting for happyhour\r\n\r\n"
|
||||
"Configure the happyhour settings and start a happyhour.\r\n"
|
||||
"Currently 1 hour IRL = %d ticks\r\n"
|
||||
"If no number is specified, 0 (off) is assumed.\r\nThe command \tyhappyhour time\tn will therefore stop the happyhour timer.\r\n",
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
|
||||
(3600 / SECS_PER_MUD_HOUR));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -65,7 +65,8 @@ ACMD(do_action)
|
|||
if (!vict) {
|
||||
if (action->char_obj_found) {
|
||||
targ = get_obj_in_list_vis(ch, arg, NULL, ch->carrying);
|
||||
if (!targ) targ = get_obj_in_list_vis(ch, arg, NULL, world[IN_ROOM(ch)].contents);
|
||||
if (!targ)
|
||||
targ = get_obj_in_list_vis(ch, arg, NULL, world[IN_ROOM(ch)].contents);
|
||||
if (targ) {
|
||||
act(action->char_obj_found, action->hide, ch, targ, 0, TO_CHAR);
|
||||
act(action->others_obj_found, action->hide, ch, targ, 0, TO_ROOM);
|
||||
|
@ -128,7 +129,8 @@ void create_command_list(void)
|
|||
|
||||
/* count the commands in the command list */
|
||||
i = 0;
|
||||
while(*cmd_info[i].command != '\n') i++;
|
||||
while (*cmd_info[i].command != '\n')
|
||||
i++;
|
||||
i++;
|
||||
|
||||
CREATE(complete_cmd_info, struct command_info, top_of_socialt + i + 2);
|
||||
|
@ -137,21 +139,21 @@ void create_command_list(void)
|
|||
i = 0;
|
||||
j = 0;
|
||||
k = 0;
|
||||
while ((*cmd_info[i].command != '\n') || (j <= top_of_socialt)) {
|
||||
while ((*cmd_info[i].command != '\n') || (j <= top_of_socialt)) {
|
||||
if ((i < RESERVE_CMDS) || (j > top_of_socialt) ||
|
||||
(str_cmp(cmd_info[i].sort_as, soc_mess_list[j].sort_as) < 1))
|
||||
(str_cmp(cmd_info[i].sort_as, soc_mess_list[j].sort_as) < 1))
|
||||
complete_cmd_info[k++] = cmd_info[i++];
|
||||
else {
|
||||
soc_mess_list[j].act_nr = k;
|
||||
complete_cmd_info[k].command = soc_mess_list[j].command;
|
||||
complete_cmd_info[k].sort_as = soc_mess_list[j].sort_as;
|
||||
complete_cmd_info[k].minimum_position = soc_mess_list[j].min_char_position;
|
||||
complete_cmd_info[k].command_pointer = do_action;
|
||||
complete_cmd_info[k].minimum_level = soc_mess_list[j++].min_level_char;
|
||||
complete_cmd_info[k++].subcmd = 0;
|
||||
soc_mess_list[j].act_nr = k;
|
||||
complete_cmd_info[k].command = soc_mess_list[j].command;
|
||||
complete_cmd_info[k].sort_as = soc_mess_list[j].sort_as;
|
||||
complete_cmd_info[k].minimum_position = soc_mess_list[j].min_char_position;
|
||||
complete_cmd_info[k].command_pointer = do_action;
|
||||
complete_cmd_info[k].minimum_level = soc_mess_list[j++].min_level_char;
|
||||
complete_cmd_info[k++].subcmd = 0;
|
||||
}
|
||||
}
|
||||
complete_cmd_info[k] = cmd_info[i];
|
||||
complete_cmd_info[k] = cmd_info[i];
|
||||
log("Command info rebuilt, %d total commands.", k);
|
||||
}
|
||||
|
||||
|
@ -166,29 +168,45 @@ void free_social_messages(void)
|
|||
struct social_messg *mess;
|
||||
int i;
|
||||
|
||||
for (i = 0;i <= top_of_socialt;i++) {
|
||||
for (i = 0; i <= top_of_socialt; i++) {
|
||||
mess = &soc_mess_list[i];
|
||||
free_action(mess);
|
||||
}
|
||||
free(soc_mess_list);
|
||||
}
|
||||
|
||||
void free_action(struct social_messg *mess) {
|
||||
if (mess->command) free(mess->command);
|
||||
if (mess->sort_as) free(mess->sort_as);
|
||||
if (mess->char_no_arg) free(mess->char_no_arg);
|
||||
if (mess->others_no_arg) free(mess->others_no_arg);
|
||||
if (mess->char_found) free(mess->char_found);
|
||||
if (mess->others_found) free(mess->others_found);
|
||||
if (mess->vict_found) free(mess->vict_found);
|
||||
if (mess->char_body_found) free(mess->char_body_found);
|
||||
if (mess->others_body_found) free(mess->others_body_found);
|
||||
if (mess->vict_body_found) free(mess->vict_body_found);
|
||||
if (mess->not_found) free(mess->not_found);
|
||||
if (mess->char_auto) free(mess->char_auto);
|
||||
if (mess->others_auto) free(mess->others_auto);
|
||||
if (mess->char_obj_found) free(mess->char_obj_found);
|
||||
if (mess->others_obj_found) free(mess->others_obj_found);
|
||||
void free_action(struct social_messg *mess)
|
||||
{
|
||||
if (mess->command)
|
||||
free(mess->command);
|
||||
if (mess->sort_as)
|
||||
free(mess->sort_as);
|
||||
if (mess->char_no_arg)
|
||||
free(mess->char_no_arg);
|
||||
if (mess->others_no_arg)
|
||||
free(mess->others_no_arg);
|
||||
if (mess->char_found)
|
||||
free(mess->char_found);
|
||||
if (mess->others_found)
|
||||
free(mess->others_found);
|
||||
if (mess->vict_found)
|
||||
free(mess->vict_found);
|
||||
if (mess->char_body_found)
|
||||
free(mess->char_body_found);
|
||||
if (mess->others_body_found)
|
||||
free(mess->others_body_found);
|
||||
if (mess->vict_body_found)
|
||||
free(mess->vict_body_found);
|
||||
if (mess->not_found)
|
||||
free(mess->not_found);
|
||||
if (mess->char_auto)
|
||||
free(mess->char_auto);
|
||||
if (mess->others_auto)
|
||||
free(mess->others_auto);
|
||||
if (mess->char_obj_found)
|
||||
free(mess->char_obj_found);
|
||||
if (mess->others_obj_found)
|
||||
free(mess->others_obj_found);
|
||||
memset(mess, 0, sizeof(struct social_messg));
|
||||
}
|
||||
|
||||
|
@ -226,7 +244,7 @@ ACMD(do_gmote)
|
|||
|
||||
half_chop(argument, buf, arg);
|
||||
|
||||
if(subcmd)
|
||||
if (subcmd)
|
||||
for (length = strlen(buf), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++)
|
||||
if (!strncmp(complete_cmd_info[cmd].command, buf, length))
|
||||
break;
|
||||
|
@ -242,13 +260,13 @@ ACMD(do_gmote)
|
|||
return;
|
||||
}
|
||||
|
||||
action = &soc_mess_list[act_nr];
|
||||
action = &soc_mess_list[act_nr];
|
||||
|
||||
if (!action->char_found)
|
||||
*arg = '\0';
|
||||
|
||||
if (!*arg) {
|
||||
if(!action->others_no_arg || !*action->others_no_arg) {
|
||||
if (!action->others_no_arg || !*action->others_no_arg) {
|
||||
send_to_char(ch, "Who are you going to do that to?\r\n");
|
||||
return;
|
||||
}
|
||||
|
@ -257,7 +275,7 @@ action = &soc_mess_list[act_nr];
|
|||
send_to_char(ch, "%s\r\n", action->not_found);
|
||||
return;
|
||||
} else if (vict == ch) {
|
||||
if(!action->others_auto || !*action->others_auto) {
|
||||
if (!action->others_auto || !*action->others_auto) {
|
||||
send_to_char(ch, "%s\r\n", action->char_auto);
|
||||
return;
|
||||
}
|
||||
|
@ -265,7 +283,7 @@ action = &soc_mess_list[act_nr];
|
|||
} else {
|
||||
if (GET_POS(vict) < action->min_victim_position) {
|
||||
act("$N is not in a proper position for that.",
|
||||
FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
|
||||
FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
|
||||
return;
|
||||
}
|
||||
snprintf(buf, sizeof(buf), "Gemote: %s", action->others_found);
|
||||
|
|
3337
src/act.wizard.c
3337
src/act.wizard.c
File diff suppressed because it is too large
Load diff
1503
src/aedit.c
1503
src/aedit.c
File diff suppressed because it is too large
Load diff
19
src/utils.h
19
src/utils.h
|
@ -59,17 +59,17 @@ struct time_info_data *mud_time_passed(time_t t2, time_t t1);
|
|||
void prune_crlf(char *txt);
|
||||
void column_list(struct char_data *ch, int num_cols, const char **list, int list_length, bool show_nums);
|
||||
int get_flag_by_name(const char *flag_list[], char *flag_name);
|
||||
int file_head( FILE *file, char *buf, size_t bufsize, int lines_to_read );
|
||||
int file_tail( FILE *file, char *buf, size_t bufsize, int lines_to_read );
|
||||
size_t file_sizeof( FILE *file );
|
||||
int file_numlines( FILE *file );
|
||||
IDXTYPE atoidx( const char *str_to_conv );
|
||||
int file_head(FILE *file, char *buf, size_t bufsize, int lines_to_read);
|
||||
int file_tail(FILE *file, char *buf, size_t bufsize, int lines_to_read);
|
||||
size_t file_sizeof(FILE *file);
|
||||
int file_numlines(FILE *file);
|
||||
IDXTYPE atoidx(const char *str_to_conv);
|
||||
char *strfrmt(char *str, int w, int h, int justify, int hpad, int vpad);
|
||||
char *strpaste(char *str1, char *str2, char *joiner);
|
||||
void new_affect(struct affected_type *af);
|
||||
int get_class_by_name(char *classname);
|
||||
char * convert_from_tabs(char * string);
|
||||
int count_non_protocol_chars(char * str);
|
||||
char *convert_from_tabs(char *string);
|
||||
int count_non_protocol_chars(char *str);
|
||||
char *right_trim_whitespace(const char *string);
|
||||
void remove_from_string(char *string, const char *to_remove);
|
||||
|
||||
|
@ -139,7 +139,7 @@ int increase_bank(struct char_data *ch, int amt);
|
|||
int decrease_bank(struct char_data *ch, int amt);
|
||||
|
||||
/* in class.c */
|
||||
void advance_level(struct char_data *ch);
|
||||
void advance_level(struct char_data *ch);
|
||||
|
||||
void char_from_furniture(struct char_data *ch);
|
||||
/** What ch is currently sitting on. */
|
||||
|
@ -255,8 +255,7 @@ void char_from_furniture(struct char_data *ch);
|
|||
temp = temp->next; \
|
||||
if (temp) \
|
||||
temp->next = (item)->next; \
|
||||
} \
|
||||
|
||||
}
|
||||
/* Connect 'link' to the end of a double-linked list
|
||||
* The new item becomes the last in the linked list, and the last
|
||||
* pointer is updated.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue