/************************************************************************** * File: act.other.c Part of tbaMUD * * Usage: Miscellaneous player-level commands. * * * * All rights reserved. See license for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * **************************************************************************/ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "screen.h" #include "house.h" #include "constants.h" #include "dg_scripts.h" #include "act.h" #include "spec_procs.h" #include "class.h" #include "fight.h" #include "mail.h" /* for has_mail() */ #include "shop.h" #include "quest.h" #include "modify.h" #include "roomsave.h" /* 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); ACMD(do_quit) { char first[MAX_INPUT_LENGTH]; char *rest; if (IS_NPC(ch) || !ch->desc) return; /* Parse optional "ooc" sub-arg: quit ooc */ rest = (char *)argument; skip_spaces(&rest); rest = one_argument(rest, first); bool quit_ooc = (*first && is_abbrev(first, "ooc")) ? TRUE : FALSE; /* Keep original safety controls */ if (!quit_ooc && subcmd != SCMD_QUIT && GET_LEVEL(ch) < LVL_IMMORT) send_to_char(ch, "You have to type quit--no less, to quit!\r\n"); else if (GET_POS(ch) == POS_FIGHTING) send_to_char(ch, "No way! You're fighting for your life!\r\n"); else if (GET_POS(ch) < POS_STUNNED) { send_to_char(ch, "You die before your time...\r\n"); die(ch, NULL); } /* New: normal quit must be in a QUIT room (mortals only). */ else if (!quit_ooc && GET_LEVEL(ch) < LVL_IMMORT && !ROOM_FLAGGED(IN_ROOM(ch), ROOM_QUIT)) { send_to_char(ch, "You cannot quit here. Find a room marked [Quit].\r\n"); } /* For quit ooc, require a message for staff context. */ else if (quit_ooc) { skip_spaces(&rest); if (!*rest) { send_to_char(ch, "Usage must include a reason to quit ooc: quit ooc \r\n"); return; } act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM); mudlog(CMP, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s used QUIT OOC in room %d: %s", GET_NAME(ch), GET_ROOM_VNUM(IN_ROOM(ch)), rest); if (GET_QUEST_TIME(ch) != -1) quest_timeout(ch); send_to_char(ch, "You step out-of-character and leave the world...\r\n"); /* Save character and objects */ save_char(ch); Crash_rentsave(ch, 0); /* Requirement: respawn in the same (possibly non-QUIT) room. */ GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); /* Stop snooping so you can't see passwords during deletion or change. */ if (ch->desc->snoop_by) { write_to_output(ch->desc->snoop_by, "Your victim is no longer among us.\r\n"); ch->desc->snoop_by->snooping = NULL; ch->desc->snoop_by = NULL; } extract_char(ch); /* Char is saved before extracting. */ } else { /* Normal quit (in a QUIT room, or immortal bypass) */ act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM); mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s has quit the game.", GET_NAME(ch)); if (GET_QUEST_TIME(ch) != -1) quest_timeout(ch); send_to_char(ch, "Goodbye, friend.. Come back soon!\r\n"); /* Save character and objects */ save_char(ch); Crash_rentsave(ch, 0); /* Requirement: respawn in the same QUIT room they logged out in. */ GET_LOADROOM(ch) = GET_ROOM_VNUM(IN_ROOM(ch)); /* Stop snooping so you can't see passwords during deletion or change. */ if (ch->desc->snoop_by) { write_to_output(ch->desc->snoop_by, "Your victim is no longer among us.\r\n"); ch->desc->snoop_by->snooping = NULL; ch->desc->snoop_by = NULL; } SET_BIT_AR(PLR_FLAGS(ch), PLR_QUITING); extract_char(ch); /* Char is saved before extracting. */ } } ACMD(do_save) { char a1[MAX_INPUT_LENGTH], a2[MAX_INPUT_LENGTH]; /* Accept both orders: "save room" or "room save" */ two_arguments(argument, a1, a2); /* order-agnostic check */ int wants_room = ((*a1 && !str_cmp(a1, "room")) || (*a2 && !str_cmp(a2, "room"))); if (wants_room) { room_rnum rnum = IN_ROOM(ch); if (rnum == NOWHERE) { send_to_char(ch, "You're not in a valid room.\r\n"); return; } /* Not a SAVE room? Fall back to normal character save semantics. */ if (!ROOM_FLAGGED(rnum, ROOM_SAVE)) { send_to_char(ch, "Saving %s.\r\n", GET_NAME(ch)); save_char(ch); Crash_crashsave(ch); /* keep whatever your tree normally calls */ return; } /* Room is flagged SAVE → persist its contents */ if (RoomSave_now(rnum)) { send_to_char(ch, "Saving room.\r\n"); mudlog(NRM, LVL_IMMORT, FALSE, "RoomSave: manual save of room %d by %s.", world[rnum].number, GET_NAME(ch)); /* If you added a dirty-save API and want to clear the bit on manual save, you can optionally call it here (guard with a macro if desired): #ifdef ROOMSAVE_HAVE_DIRTY_API RoomSave_clear_dirty(rnum); #endif */ } else { send_to_char(ch, "Room save failed; see logs.\r\n"); mudlog(NRM, LVL_IMMORT, TRUE, "SYSERR: RoomSave: manual save FAILED for room %d by %s.", world[rnum].number, GET_NAME(ch)); } return; } /* No "room" token present → normal character save */ send_to_char(ch, "Saving %s.\r\n", GET_NAME(ch)); save_char(ch); Crash_crashsave(ch); } /* Generic function for commands which are normally overridden by special * procedures - i.e., shop commands, mail commands, etc. */ ACMD(do_not_here) { send_to_char(ch, "Sorry, but you cannot do that here!\r\n"); } #define STEALTH_BASE_DC 10 int get_stealth_skill_value(struct char_data *ch) { int skill = GET_SKILL(ch, SKILL_STEALTH); int legacy = MAX(GET_SKILL(ch, SKILL_HIDE), GET_SKILL(ch, SKILL_SNEAK)); if (skill <= 0 && legacy > 0) { skill = MIN(legacy, 100); SET_SKILL(ch, SKILL_STEALTH, skill); } return skill; } int roll_stealth_check(struct char_data *ch) { int skill = get_stealth_skill_value(ch); int bonus = GET_ABILITY_MOD(GET_DEX(ch)) + GET_PROFICIENCY(skill); bool disadv = has_stealth_disadv(ch) ? TRUE : FALSE; int rolla = rand_number(1, 20); int rollb = rand_number(1, 20); int roll = disadv ? MIN(rolla, rollb) : rolla; return roll + bonus; } static int sneak_effect_duration(struct char_data *ch) { int skill = get_stealth_skill_value(ch); if (skill <= 0) return 1; return MAX(1, skill / 10); } bool can_scan_for_sneak(struct char_data *ch) { if (!AFF_FLAGGED(ch, AFF_SCAN)) return FALSE; if (!GET_SKILL(ch, SKILL_PERCEPTION)) return FALSE; if (AFF_FLAGGED(ch, AFF_BLIND)) return FALSE; if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) return FALSE; return TRUE; } int roll_scan_perception(struct char_data *ch) { int bonus = GET_ABILITY_MOD(GET_WIS(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_PERCEPTION)); int total = rand_number(1, 20) + bonus; if (FIGHTING(ch)) total -= 4; return total; } ACMD(do_sneak) { struct affected_type af; int total, dc; int stealth_skill = get_stealth_skill_value(ch); if (!stealth_skill) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } if (FIGHTING(ch)){ send_to_char(ch, "While fighting!?\r\n"); return; } /* you can't sneak while in active melee */ send_to_char(ch, "Okay, you'll try to move silently for a while.\r\n"); /* Remove prior sneak affect if present (refresh logic) */ if (AFF_FLAGGED(ch, AFF_SNEAK)) affect_from_char(ch, SKILL_SNEAK); /* --- 5e-style Stealth check (DEX + proficiency) --- */ total = roll_stealth_check(ch); dc = STEALTH_BASE_DC; if (total < dc) { gain_skill(ch, "stealth", FALSE); WAIT_STATE(ch, PULSE_VIOLENCE / 2); GET_MOVE(ch) -= 10; return; } /* Success: apply Sneak affect */ new_affect(&af); af.spell = SKILL_SNEAK; af.location = APPLY_NONE; af.modifier = 0; af.duration = sneak_effect_duration(ch); memset(af.bitvector, 0, sizeof(af.bitvector)); SET_BIT_AR(af.bitvector, AFF_SNEAK); affect_to_char(ch, &af); /* Store a stealth check value for movement contests (reuse Hide’s field) */ /* If you’ve already hidden with a higher roll, keep the stronger value. */ SET_STEALTH_CHECK(ch, MAX(GET_STEALTH_CHECK(ch), total)); gain_skill(ch, "stealth", TRUE); GET_MOVE(ch) -= 10; } ACMD(do_hide) { int total, dc; int stealth_skill = get_stealth_skill_value(ch); if (!stealth_skill) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } send_to_char(ch, "You attempt to hide yourself.\r\n"); /* If already hidden, drop it before re-attempting */ if (AFF_FLAGGED(ch, AFF_HIDE)) { REMOVE_BIT_AR(AFF_FLAGS(ch), AFF_HIDE); GET_STEALTH_CHECK(ch) = 0; } if (FIGHTING(ch)){ send_to_char(ch, "While fighting!?\r\n"); return; } /* you can't hide while in active melee */ /* --- 5e Stealth (DEX) ability check --- */ /* Baseline difficulty: hiding in general */ /* TODO: Maybe change dc based on terrain/populated rooms in the future */ dc = STEALTH_BASE_DC; total = roll_stealth_check(ch); if (total < dc) { /* Failure */ gain_skill(ch, "stealth", FALSE); WAIT_STATE(ch, PULSE_VIOLENCE / 2); GET_MOVE(ch) -= 10; return; } /* Success: set flag and store this specific Stealth result */ SET_BIT_AR(AFF_FLAGS(ch), AFF_HIDE); GET_STEALTH_CHECK(ch) = total; send_to_char(ch, "You hide yourself as best you can.\r\n"); gain_skill(ch, "stealth", TRUE); WAIT_STATE(ch, PULSE_VIOLENCE / 2); GET_MOVE(ch) -= 10; } static void remember_scan_target(struct char_data *ch, struct char_data *tch) { struct scan_result_data *node; long uid; if (!ch || !tch) return; if (IS_NPC(ch)) return; if (!ch->player_specials || ch->player_specials == &dummy_mob) return; uid = char_script_id(tch); for (node = GET_SCAN_RESULTS(ch); node; node = node->next) { if (node->target_uid == uid) { node->room = IN_ROOM(ch); return; } } CREATE(node, struct scan_result_data, 1); node->target_uid = uid; node->room = IN_ROOM(ch); node->next = GET_SCAN_RESULTS(ch); GET_SCAN_RESULTS(ch) = node; } static void forget_scan_target(struct char_data *ch, struct char_data *tch) { struct scan_result_data **node; long uid; if (!ch || !tch) return; if (IS_NPC(ch)) return; if (!ch->player_specials || ch->player_specials == &dummy_mob) return; uid = char_script_id(tch); for (node = &GET_SCAN_RESULTS(ch); *node; node = &((*node)->next)) { if ((*node)->target_uid == uid) { struct scan_result_data *old = *node; *node = old->next; free(old); return; } } } void stealth_process_room_movement(struct char_data *ch, room_rnum room, int dir, bool leaving) { struct char_data *viewer; int stealth_total; bool base_failure; const char *dir_word; char msg[MAX_INPUT_LENGTH]; char sdesc_buf[MAX_INPUT_LENGTH]; const char *name_desc; const char *format; if (!ch || room == NOWHERE) return; stealth_total = roll_stealth_check(ch); base_failure = (stealth_total < STEALTH_BASE_DC); if (dir >= 0 && dir < NUM_OF_DIRS) { dir_word = leaving ? dirs[dir] : dirs[rev_dir[dir]]; } else { dir_word = "somewhere"; } if (get_char_sdesc(ch) && *get_char_sdesc(ch)) { strlcpy(sdesc_buf, get_char_sdesc(ch), sizeof(sdesc_buf)); if (*sdesc_buf) sdesc_buf[0] = UPPER(sdesc_buf[0]); name_desc = sdesc_buf; } else { name_desc = "Someone"; } format = leaving ? "%s tries to stealthily move to the %s." : "%s stealthily moves in from the %s."; snprintf(msg, sizeof(msg), format, name_desc, dir_word); for (viewer = world[room].people; viewer; viewer = viewer->next_in_room) { bool viewer_can_scan, saw_with_scan = FALSE, send_echo = FALSE; if (viewer == ch) continue; viewer_can_scan = can_scan_for_sneak(viewer); if (viewer_can_scan) { int perception_total = roll_scan_perception(viewer); if (perception_total >= stealth_total) { saw_with_scan = TRUE; send_echo = TRUE; remember_scan_target(viewer, ch); } else if (!base_failure) { forget_scan_target(viewer, ch); } gain_skill(viewer, "perception", saw_with_scan ? TRUE : FALSE); } if (!send_echo && base_failure) { if (!viewer_can_scan && !CAN_SEE(viewer, ch)) continue; send_echo = TRUE; if (viewer_can_scan) remember_scan_target(viewer, ch); } if (send_echo) send_to_char(viewer, "%s\r\n", msg); } } void clear_scan_results(struct char_data *ch) { struct scan_result_data *node, *next; if (!ch || IS_NPC(ch)) return; if (!ch->player_specials || ch->player_specials == &dummy_mob) return; for (node = GET_SCAN_RESULTS(ch); node; node = next) { next = node->next; free(node); } GET_SCAN_RESULTS(ch) = NULL; } bool scan_can_target(struct char_data *ch, struct char_data *tch) { struct scan_result_data *node; long uid; if (!ch || !tch) return FALSE; if (IS_NPC(ch)) return FALSE; if (!ch->player_specials || ch->player_specials == &dummy_mob) return FALSE; if (!AFF_FLAGGED(ch, AFF_SCAN)) return FALSE; uid = char_script_id(tch); for (node = GET_SCAN_RESULTS(ch); node; node = node->next) if (node->target_uid == uid && node->room == IN_ROOM(ch)) return TRUE; return FALSE; } static int scan_target_dc(struct char_data *tch) { if (GET_STEALTH_CHECK(tch) <= 0) SET_STEALTH_CHECK(tch, 5); /* Give hiders a modest buffer so high skill matters but success remains possible. */ return GET_STEALTH_CHECK(tch) + 2; } bool scan_confirm_target(struct char_data *ch, struct char_data *tch) { int roll, bonus, total; if (!ch || !tch) return FALSE; if (!AFF_FLAGGED(ch, AFF_SCAN)) return FALSE; if (!GET_SKILL(ch, SKILL_PERCEPTION)) return FALSE; bonus = GET_ABILITY_MOD(GET_WIS(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_PERCEPTION)); roll = rand_number(1, 20); total = roll + bonus; if (FIGHTING(ch)) total -= 4; if (total >= scan_target_dc(tch)) { remember_scan_target(ch, tch); return TRUE; } return FALSE; } static int scan_effect_duration(struct char_data *ch) { int skill = GET_SKILL(ch, SKILL_PERCEPTION); int minutes; if (skill < 20) minutes = 15; else if (skill < 40) minutes = 20; else if (skill < 60) minutes = 25; else if (skill < 80) minutes = 30; else minutes = 45; /* Affect durations tick once per mud hour (75 seconds). */ return MAX(1, (minutes * SECS_PER_REAL_MIN) / SECS_PER_MUD_HOUR); } bool perform_scan_sweep(struct char_data *ch) { struct char_data *tch; int roll, bonus, total; bool had_targets = FALSE; bool found_any = FALSE; if (ch == NULL || IN_ROOM(ch) == NOWHERE) return FALSE; if (!AFF_FLAGGED(ch, AFF_SCAN)) return FALSE; if (!GET_SKILL(ch, SKILL_PERCEPTION)) return FALSE; if (AFF_FLAGGED(ch, AFF_BLIND)) return FALSE; if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) return FALSE; for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) { if (tch == ch) continue; if (!AFF_FLAGGED(tch, AFF_HIDE)) continue; if (IS_NPC(tch)) continue; had_targets = TRUE; } if (!had_targets) return FALSE; bonus = GET_ABILITY_MOD(GET_WIS(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_PERCEPTION)); roll = rand_number(1, 20); total = roll + bonus; if (FIGHTING(ch)) total -= 4; for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) { if (tch == ch) continue; if (!AFF_FLAGGED(tch, AFF_HIDE)) continue; if (IS_NPC(tch)) continue; if (total >= scan_target_dc(tch)) { send_to_char(ch, "A shadowy figure.\r\n"); remember_scan_target(ch, tch); found_any = TRUE; } else { forget_scan_target(ch, tch); } } gain_skill(ch, "perception", found_any ? TRUE : FALSE); return found_any; } /* Scan: apply a perception-based buff that auto-checks rooms while it lasts */ ACMD(do_scan) { struct affected_type af; if (!GET_SKILL(ch, SKILL_PERCEPTION)) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } if (AFF_FLAGGED(ch, AFF_SCAN)) { affect_from_char(ch, SKILL_PERCEPTION); send_to_char(ch, "You lower your guard and stop scanning the area.\r\n"); act("$n relaxes, no longer scanning so intently.", TRUE, ch, 0, 0, TO_ROOM); return; } new_affect(&af); af.spell = SKILL_PERCEPTION; af.location = APPLY_NONE; af.modifier = 0; af.duration = scan_effect_duration(ch); memset(af.bitvector, 0, sizeof(af.bitvector)); SET_BIT_AR(af.bitvector, AFF_SCAN); affect_to_char(ch, &af); send_to_char(ch, "You sharpen your senses and begin scanning for hidden threats.\r\n"); act("$n studies $s surroundings with a wary gaze.", TRUE, ch, 0, 0, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE / 2); GET_MOVE(ch) -= 10; } ACMD(do_steal) { struct char_data *vict; struct obj_data *obj; char vict_name[MAX_INPUT_LENGTH], obj_name[MAX_INPUT_LENGTH]; int percent, gold, eq_pos, pcsteal = 0, ohoh = 0; if (!GET_SKILL(ch, SKILL_STEAL)) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); return; } two_arguments(argument, obj_name, vict_name); if (!(vict = get_char_vis(ch, vict_name, NULL, FIND_CHAR_ROOM))) { send_to_char(ch, "Steal what from who?\r\n"); return; } else if (vict == ch) { send_to_char(ch, "Come on now, that's rather stupid!\r\n"); return; } /* 101% is a complete failure */ percent = rand_number(1, 101) - GET_ABILITY_MOD(GET_DEX(ch)); if (GET_POS(vict) < POS_SLEEPING) percent = -1; /* ALWAYS SUCCESS, unless heavy object. */ if (!CONFIG_PT_ALLOWED && !IS_NPC(vict)) pcsteal = 1; if (!AWAKE(vict)) /* Easier to steal from sleeping people. */ percent -= 50; /* No stealing if not allowed. If it is no stealing from Imm's or Shopkeepers. */ if (GET_LEVEL(vict) >= LVL_IMMORT || pcsteal || GET_MOB_SPEC(vict) == shop_keeper) percent = 101; /* Failure */ if (str_cmp(obj_name, "coins") && str_cmp(obj_name, "gold")) { if (!(obj = get_obj_in_list_vis(ch, obj_name, NULL, vict->carrying))) { for (eq_pos = 0; eq_pos < NUM_WEARS; eq_pos++) if (GET_EQ(vict, eq_pos) && (isname(obj_name, GET_EQ(vict, eq_pos)->name)) && CAN_SEE_OBJ(ch, GET_EQ(vict, eq_pos))) { obj = GET_EQ(vict, eq_pos); break; } if (!obj) { act("$E hasn't got that item.", FALSE, ch, 0, vict, TO_CHAR); return; } else { /* It is equipment */ if ((GET_POS(vict) > POS_STUNNED)) { send_to_char(ch, "Steal the equipment now? Impossible!\r\n"); return; } else { if (!give_otrigger(obj, vict, ch) || !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 $N.", FALSE, ch, obj, vict, TO_NOTVICT); obj_to_char(unequip_char(vict, eq_pos), ch); } } } else { /* obj found in inventory */ percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */ if (percent > GET_SKILL(ch, SKILL_STEAL)) { ohoh = TRUE; send_to_char(ch, "Oops..\r\n"); act("$n tried to steal something from you!", FALSE, ch, 0, vict, TO_VICT); act("$n tries to steal something from $N.", TRUE, ch, 0, vict, TO_NOTVICT); gain_skill(ch, "steal", FALSE); } 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) ) { 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"); } } } else { /* Steal some coins */ if (AWAKE(vict) && (percent > GET_SKILL(ch, SKILL_STEAL))) { ohoh = TRUE; send_to_char(ch, "Oops..\r\n"); act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, vict, TO_VICT); act("$n tries to steal gold from $N.", TRUE, ch, 0, vict, TO_NOTVICT); gain_skill(ch, "steal", FALSE); } else { /* Steal some gold coins */ gold = (GET_GOLD(vict) * rand_number(1, 10)) / 100; gold = MIN(1782, gold); if (gold > 0) { increase_gold(ch, gold); decrease_gold(vict, gold); gain_skill(ch, "steal", TRUE); if (gold > 1) send_to_char(ch, "Bingo! You got %d gold coins.\r\n", gold); else send_to_char(ch, "You manage to swipe a solitary gold coin.\r\n"); } else { send_to_char(ch, "You couldn't get any gold...\r\n"); } } } if (ohoh && IS_NPC(vict) && AWAKE(vict)) hit(vict, ch, TYPE_UNDEFINED); } ACMD(do_skills) { list_skills(ch); } ACMD(do_visible) { if (GET_LEVEL(ch) >= LVL_IMMORT) { perform_immort_vis(ch); return; } if AFF_FLAGGED(ch, AFF_INVISIBLE) { appear(ch); send_to_char(ch, "You break the spell of invisibility.\r\n"); } else send_to_char(ch, "You are already visible.\r\n"); } static void print_group(struct char_data *ch) { 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) 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)); } static void display_group_list(struct char_data * ch) { 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; 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)); 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)); else send_to_char(ch, "\r\n" "Currently no groups formed.\r\n"); } /* Vatiken's Group System: Version 1.1 */ ACMD(do_group) { char buf[MAX_STRING_LENGTH]; struct char_data *vict; argument = one_argument(argument, buf); if (!*buf) { if (GROUP(ch)) print_group(ch); else 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"); else create_group(ch); } else if (is_abbrev(buf, "list")) display_group_list(ch); else if (is_abbrev(buf, "join")) { skip_spaces(&argument); if (!(vict = get_char_vis(ch, argument, NULL, FIND_CHAR_ROOM))) { send_to_char(ch, "Join who?\r\n"); return; } else if (vict == ch) { send_to_char(ch, "That would be one lonely grouping.\r\n"); return; } else if (GROUP(ch)) { send_to_char(ch, "But you are already part of a group.\r\n"); return; } else if (!GROUP(vict)) { act("$E$u is not part of a group!", FALSE, ch, 0, vict, TO_CHAR); return; } else if (!IS_SET(GROUP_FLAGS(GROUP(vict)), GROUP_OPEN)) { send_to_char(ch, "That group isn't accepting members.\r\n"); return; } join_group(ch, GROUP(vict)); } else if (is_abbrev(buf, "kick")) { skip_spaces(&argument); if (!(vict = get_char_vis(ch, argument, NULL, FIND_CHAR_ROOM))) { send_to_char(ch, "Kick out who?\r\n"); return; } else if (vict == ch) { send_to_char(ch, "There are easier ways to leave the group.\r\n"); return; } else if (!GROUP(ch) ) { send_to_char(ch, "But you are not part of a group.\r\n"); return; } else if (GROUP_LEADER(GROUP(ch)) != ch ) { send_to_char(ch, "Only the group's leader can kick members out.\r\n"); return; } else if (GROUP(vict) != GROUP(ch)) { act("$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"); leave_group(vict); } else if (is_abbrev(buf, "regroup")) { if (!GROUP(ch)) { send_to_char(ch, "But you aren't part of a group!\r\n"); return; } vict = GROUP_LEADER(GROUP(ch)); if (ch == vict) { send_to_char(ch, "You are the group leader and cannot re-group.\r\n"); } else { leave_group(ch); 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); if (!GROUP(ch)) { send_to_char(ch, "But you aren't part of a group!\r\n"); return; } else if (GROUP_LEADER(GROUP(ch)) != ch) { send_to_char(ch, "Only the group leader can adjust the group flags.\r\n"); return; } 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"); } 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 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"); } } ACMD(do_report) { struct group_data *group; if ((group = GROUP(ch)) == NULL) { send_to_char(ch, "But you are not a member of any group!\r\n"); return; } 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)); } ACMD(do_split) { char buf[MAX_INPUT_LENGTH]; int amount, num = 0, share, rest; size_t len; struct char_data *k; if (IS_NPC(ch)) return; one_argument(argument, buf); if (is_number(buf)) { amount = atoi(buf); if (amount <= 0) { send_to_char(ch, "Sorry, you can't do that.\r\n"); return; } if (amount > GET_GOLD(ch)) { send_to_char(ch, "You don't seem to have that much gold to split.\r\n"); return; } if (GROUP(ch)) while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL) if (IN_ROOM(ch) == IN_ROOM(k) && !IS_NPC(k)) num++; if (num && GROUP(ch)) { share = amount / num; rest = amount % num; } else { send_to_char(ch, "With whom do you wish to share your gold?\r\n"); return; } decrease_gold(ch, share * (num - 1)); /* Abusing signed/unsigned to make sizeof work. */ len = snprintf(buf, sizeof(buf), "%s splits %d coins; you receive %d.\r\n", GET_NAME(ch), amount, share); if (rest && len < sizeof(buf)) { snprintf(buf + len, sizeof(buf) - len, "%d coin%s %s not splitable, so %s keeps the money.\r\n", rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were", GET_NAME(ch)); } 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); } send_to_char(ch, "You split %d coins among %d members -- %d coins each.\r\n", amount, num, share); if (rest) { send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n", rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were"); } } else { send_to_char(ch, "How many coins do you wish to split with your group?\r\n"); return; } } ACMD(do_use) { char buf[MAX_INPUT_LENGTH], arg[MAX_INPUT_LENGTH]; struct obj_data *mag_item; half_chop(argument, arg, buf); if (!*arg) { send_to_char(ch, "What do you want to %s?\r\n", CMD_NAME); return; } mag_item = GET_EQ(ch, WEAR_HOLD); if (!mag_item || !isname(arg, mag_item->name)) { switch (subcmd) { case SCMD_RECITE: case SCMD_QUAFF: if (!(mag_item = get_obj_in_list_vis(ch, arg, NULL, ch->carrying))) { send_to_char(ch, "You don't seem to have %s %s.\r\n", AN(arg), arg); return; } break; case SCMD_USE: send_to_char(ch, "You don't seem to be holding %s %s.\r\n", AN(arg), arg); return; default: log("SYSERR: Unknown subcmd %d passed to do_use.", subcmd); /* 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; } } switch (subcmd) { case SCMD_QUAFF: if (GET_OBJ_TYPE(mag_item) != ITEM_POTION) { send_to_char(ch, "You can only quaff potions.\r\n"); return; } break; case SCMD_RECITE: if (GET_OBJ_TYPE(mag_item) != ITEM_SCROLL) { send_to_char(ch, "You can only recite scrolls.\r\n"); return; } break; case SCMD_USE: if ((GET_OBJ_TYPE(mag_item) != ITEM_WAND) && (GET_OBJ_TYPE(mag_item) != ITEM_STAFF)) { send_to_char(ch, "You can't seem to figure out how to use it.\r\n"); return; } break; } mag_objectmagic(ch, mag_item, buf); } ACMD(do_display) { size_t i; if (IS_NPC(ch)) { send_to_char(ch, "Monsters don't need displays. Go away.\r\n"); return; } skip_spaces(&argument); if (!*argument) { send_to_char(ch, "Usage: prompt { { H | M | V } | all | auto | none }\r\n"); return; } if (!str_cmp(argument, "auto")) { TOGGLE_BIT_AR(PRF_FLAGS(ch), PRF_DISPAUTO); send_to_char(ch, "Auto prompt %sabled.\r\n", PRF_FLAGGED(ch, PRF_DISPAUTO) ? "en" : "dis"); return; } if (!str_cmp(argument, "on") || !str_cmp(argument, "all")) { SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPHP); SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPMANA); SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPMOVE); } else if (!str_cmp(argument, "off") || !str_cmp(argument, "none")) { REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_DISPHP); REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_DISPMANA); REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_DISPMOVE); } else { REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_DISPHP); REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_DISPMANA); REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_DISPMOVE); for (i = 0; i < strlen(argument); i++) { switch (LOWER(argument[i])) { case 'h': SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPHP); break; case 'm': SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPMANA); break; case 'v': SET_BIT_AR(PRF_FLAGS(ch), PRF_DISPMOVE); break; default: send_to_char(ch, "Usage: prompt { { H | M | V } | all | auto | none }\r\n"); return; } } } send_to_char(ch, "%s", CONFIG_OK); } #define TOG_OFF 0 #define TOG_ON 1 ACMD(do_gen_tog) { long result; int i; 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 shouts.\r\n", "You are now deaf to shouts.\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"}, {"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)) return; switch (subcmd) { case SCMD_NOSUMMON: result = PRF_TOG_CHK(ch, PRF_SUMMONABLE); break; case SCMD_NOHASSLE: result = PRF_TOG_CHK(ch, PRF_NOHASSLE); break; case SCMD_BRIEF: result = PRF_TOG_CHK(ch, PRF_BRIEF); break; case SCMD_COMPACT: result = PRF_TOG_CHK(ch, PRF_COMPACT); break; case SCMD_NOSHOUT: result = PRF_TOG_CHK(ch, PRF_NOSHOUT); break; case SCMD_NOWIZ: result = PRF_TOG_CHK(ch, PRF_NOWIZ); break; case SCMD_QUEST: result = PRF_TOG_CHK(ch, PRF_QUEST); break; case SCMD_SHOWVNUMS: result = PRF_TOG_CHK(ch, PRF_SHOWVNUMS); break; case SCMD_NOREPEAT: result = PRF_TOG_CHK(ch, PRF_NOREPEAT); break; case SCMD_HOLYLIGHT: result = PRF_TOG_CHK(ch, PRF_HOLYLIGHT); break; case SCMD_AUTOEXIT: result = PRF_TOG_CHK(ch, PRF_AUTOEXIT); break; case SCMD_CLS: result = PRF_TOG_CHK(ch, PRF_CLS); break; case SCMD_BUILDWALK: if (GET_LEVEL(ch) < LVL_BUILDER) { send_to_char(ch, "Builders only, sorry.\r\n"); return; } 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++) if (is_abbrev(arg, sector_types[i])) break; 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 mudlog(CMP, GET_LEVEL(ch), TRUE, "OLC: %s turned buildwalk off. Allowed zone %d", GET_NAME(ch), GET_OLC_ZONE(ch)); break; case SCMD_AFK: result = PRF_TOG_CHK(ch, PRF_AFK); if (PRF_FLAGGED(ch, PRF_AFK)) act("$n has gone AFK.", TRUE, ch, 0, 0, TO_ROOM); else { act("$n has come back from AFK.", TRUE, ch, 0, 0, TO_ROOM); if (has_mail(GET_IDNUM(ch))) send_to_char(ch, "You have mail waiting.\r\n"); } break; case SCMD_AUTOLOOT: result = PRF_TOG_CHK(ch, PRF_AUTOLOOT); break; case SCMD_AUTOGOLD: result = PRF_TOG_CHK(ch, PRF_AUTOGOLD); break; case SCMD_AUTOSPLIT: result = PRF_TOG_CHK(ch, PRF_AUTOSPLIT); break; case SCMD_AUTOASSIST: result = PRF_TOG_CHK(ch, PRF_AUTOASSIST); break; case SCMD_AUTOMAP: result = PRF_TOG_CHK(ch, PRF_AUTOMAP); break; case SCMD_AUTOKEY: result = PRF_TOG_CHK(ch, PRF_AUTOKEY); break; case SCMD_AUTODOOR: result = PRF_TOG_CHK(ch, PRF_AUTODOOR); break; case SCMD_ZONERESETS: result = PRF_TOG_CHK(ch, PRF_ZONERESETS); break; default: log("SYSERR: Unknown subcmd %d in do_gen_toggle.", subcmd); return; } if (result) send_to_char(ch, "%s", tog_messages[subcmd][TOG_ON]); else send_to_char(ch, "%s", tog_messages[subcmd][TOG_OFF]); return; }