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547 lines
17 KiB
C
547 lines
17 KiB
C
/**************************************************************************
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* File: act.comm.c Part of tbaMUD *
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* Usage: Player-level communication commands. *
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* *
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* All rights reserved. See license for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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**************************************************************************/
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "utils.h"
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#include "comm.h"
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#include "interpreter.h"
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#include "handler.h"
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#include "db.h"
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#include "screen.h"
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#include "improved-edit.h"
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#include "dg_scripts.h"
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#include "act.h"
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#include "modify.h"
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ACMD(do_say)
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{
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skip_spaces(&argument);
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if (!*argument)
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send_to_char(ch, "Yes, but WHAT do you want to say?\r\n");
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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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snprintf(buf, sizeof(buf), "$n@n says, '%s@n'", argument);
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msg = act(buf, FALSE, ch, 0, 0, TO_ROOM | DG_NO_TRIG);
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for (vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room)
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if (vict != ch && GET_POS(vict) > POS_SLEEPING)
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add_history(vict, msg, HIST_SAY);
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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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sprintf(buf, "You say, '%s@n'", argument);
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msg = act(buf, FALSE, ch, 0, 0, TO_CHAR | DG_NO_TRIG);
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add_history(ch, msg, HIST_SAY);
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}
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}
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/* Trigger check. */
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speech_mtrigger(ch, argument);
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speech_wtrigger(ch, argument);
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}
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ACMD(do_gsay)
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{
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struct char_data *k;
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struct follow_type *f;
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skip_spaces(&argument);
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if (!AFF_FLAGGED(ch, AFF_GROUP)) {
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send_to_char(ch, "But you are not the member of a group!\r\n");
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return;
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}
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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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char buf[MAX_STRING_LENGTH];
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if (ch->master)
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k = ch->master;
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else
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k = ch;
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snprintf(buf, sizeof(buf), "$n tells the group, '%s@n'", argument);
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if (AFF_FLAGGED(k, AFF_GROUP) && (k != ch))
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act(buf, FALSE, ch, 0, k, TO_VICT | TO_SLEEP);
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for (f = k->followers; f; f = f->next)
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if (AFF_FLAGGED(f->follower, AFF_GROUP) && (f->follower != ch))
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act(buf, FALSE, ch, 0, f->follower, TO_VICT | TO_SLEEP);
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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 tell the group, '%s@n'\r\n", argument);
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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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{
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char buf[MAX_STRING_LENGTH], *msg;
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snprintf(buf, sizeof(buf), "%s$n tells you, '%s'%s", CCRED(vict, C_NRM), arg, CCNRM(vict, C_NRM));
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msg = act(buf, FALSE, ch, 0, vict, TO_VICT | TO_SLEEP);
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add_history(vict, msg, HIST_TELL);
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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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snprintf(buf, sizeof(buf), "%sYou tell $N, '%s'%s", CCRED(ch, C_NRM), arg, CCNRM(ch, C_NRM));
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msg = act(buf, FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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add_history(ch, msg, HIST_TELL);
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}
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if (!IS_NPC(vict) && !IS_NPC(ch))
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GET_LAST_TELL(vict) = GET_IDNUM(ch);
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}
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static int is_tell_ok(struct char_data *ch, struct char_data *vict)
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{
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if (ch == vict)
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send_to_char(ch, "You try to tell yourself something.\r\n");
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else if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOTELL))
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send_to_char(ch, "You can't tell other people while you have notell on.\r\n");
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else if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD))
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send_to_char(ch, "The walls seem to absorb your words.\r\n");
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else if (!IS_NPC(vict) && !vict->desc) /* linkless */
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act("$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("$E's writing a message right now; try again later.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
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else if ((!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOTELL)) || (ROOM_FLAGGED(IN_ROOM(vict), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD)))
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act("$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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return (FALSE);
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}
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/* Yes, do_tell probably could be combined with whisper and ask, but it is
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* called frequently, and should IMHO be kept as tight as possible. */
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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], buf2[MAX_INPUT_LENGTH];
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half_chop(argument, buf, buf2);
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if (!*buf || !*buf2)
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send_to_char(ch, "Who do you wish to tell what??\r\n");
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else if (!strcmp(buf, "m-w")) {
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char word[MAX_INPUT_LENGTH], *p, *q;
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if (last_webster_teller != -1L) {
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if (GET_IDNUM(ch) == last_webster_teller) {
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send_to_char(ch, "You are still waiting for a response.\r\n");
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return;
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} else {
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send_to_char(ch, "Hold on, m-w is busy. Try again in a couple of seconds.\r\n");
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return;
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}
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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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if ((LOWER(*p) <= 'z' && LOWER(*p) >= 'a') || (*p == '+') || (*p == '-'))
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*q++ = *p;
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*q = '\0';
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if (!*word) {
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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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system(buf);
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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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} else if (GET_LEVEL(ch) < LVL_IMMORT && !(vict = get_player_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
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send_to_char(ch, "%s", CONFIG_NOPERSON);
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else if (GET_LEVEL(ch) >= LVL_IMMORT && !(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_WORLD)))
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send_to_char(ch, "%s", CONFIG_NOPERSON);
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else if (is_tell_ok(ch, vict))
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perform_tell(ch, vict, buf2);
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}
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ACMD(do_reply)
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{
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struct char_data *tch = character_list;
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if (IS_NPC(ch))
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return;
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skip_spaces(&argument);
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if (GET_LAST_TELL(ch) == NOBODY)
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send_to_char(ch, "You have nobody to reply to!\r\n");
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else if (!*argument)
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send_to_char(ch, "What is your reply?\r\n");
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else {
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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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* 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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if (!tch)
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send_to_char(ch, "They are no longer playing.\r\n");
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else if (is_tell_ok(ch, tch))
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perform_tell(ch, tch, argument);
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}
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}
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ACMD(do_spec_comm)
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{
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char buf[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH];
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struct char_data *vict;
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const char *action_sing, *action_plur, *action_others;
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switch (subcmd) {
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case SCMD_WHISPER:
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action_sing = "whisper to";
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action_plur = "whispers to";
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action_others = "$n whispers something to $N.";
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break;
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case SCMD_ASK:
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action_sing = "ask";
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action_plur = "asks";
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action_others = "$n asks $N a question.";
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break;
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default:
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action_sing = "oops";
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action_plur = "oopses";
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action_others = "$n is tongue-tied trying to speak with $N.";
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break;
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}
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half_chop(argument, buf, buf2);
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if (!*buf || !*buf2)
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send_to_char(ch, "Whom do you want to %s.. and what??\r\n", action_sing);
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else if (!(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)))
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send_to_char(ch, "%s", CONFIG_NOPERSON);
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else if (vict == ch)
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send_to_char(ch, "You can't get your mouth close enough to your ear...\r\n");
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else {
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char buf1[MAX_STRING_LENGTH];
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snprintf(buf1, sizeof(buf1), "$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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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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act(action_others, FALSE, ch, 0, vict, TO_NOTVICT);
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}
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}
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ACMD(do_write)
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{
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struct obj_data *paper, *pen = NULL;
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char *papername, *penname;
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char buf1[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH];
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papername = buf1;
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penname = buf2;
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two_arguments(argument, papername, penname);
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if (!ch->desc)
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return;
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if (!*papername) {
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/* Nothing was delivered. */
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send_to_char(ch, "Write? With what? ON what? What are you trying to do?!?\r\n");
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return;
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}
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if (*penname) {
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/* Nothing was delivered. */
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if (!(paper = get_obj_in_list_vis(ch, papername, NULL, ch->carrying))) {
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send_to_char(ch, "You have no %s.\r\n", papername);
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return;
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}
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if (!(pen = get_obj_in_list_vis(ch, penname, NULL, ch->carrying))) {
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send_to_char(ch, "You have no %s.\r\n", penname);
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return;
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}
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} else { /* There was one arg.. let's see what we can find. */
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if (!(paper = get_obj_in_list_vis(ch, papername, NULL, ch->carrying))) {
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send_to_char(ch, "There is no %s in your inventory.\r\n", papername);
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return;
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}
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if (GET_OBJ_TYPE(paper) == ITEM_PEN) { /* Oops, a pen. */
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pen = paper;
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paper = NULL;
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} else if (GET_OBJ_TYPE(paper) != ITEM_NOTE) {
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send_to_char(ch, "That thing has nothing to do with writing.\r\n");
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return;
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}
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/* One object was found.. now for the other one. */
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if (!GET_EQ(ch, WEAR_HOLD)) {
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send_to_char(ch, "You can't write with %s %s alone.\r\n", AN(papername), papername);
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return;
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}
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if (!CAN_SEE_OBJ(ch, GET_EQ(ch, WEAR_HOLD))) {
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send_to_char(ch, "The stuff in your hand is invisible! Yeech!!\r\n");
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return;
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}
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if (pen)
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paper = GET_EQ(ch, WEAR_HOLD);
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else
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pen = GET_EQ(ch, WEAR_HOLD);
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}
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/* Now let's see what kind of stuff we've found. */
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if (GET_OBJ_TYPE(pen) != ITEM_PEN)
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act("$p is no good for writing with.", FALSE, ch, pen, 0, TO_CHAR);
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else if (GET_OBJ_TYPE(paper) != ITEM_NOTE)
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act("You can't write on $p.", FALSE, ch, paper, 0, TO_CHAR);
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else {
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char *backstr = NULL;
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/* Something on it, display it as that's in input buffer. */
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if (paper->action_description) {
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backstr = strdup(paper->action_description);
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send_to_char(ch, "There's something written on it already:\r\n");
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send_to_char(ch, "%s", paper->action_description);
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}
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/* We can write. */
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act("$n begins to jot down a note.", TRUE, ch, 0, 0, TO_ROOM);
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send_editor_help(ch->desc);
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string_write(ch->desc, &paper->action_description, MAX_NOTE_LENGTH, 0, backstr);
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}
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}
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ACMD(do_page)
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{
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struct descriptor_data *d;
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struct char_data *vict;
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char buf2[MAX_INPUT_LENGTH], arg[MAX_INPUT_LENGTH];
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half_chop(argument, arg, buf2);
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if (IS_NPC(ch))
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send_to_char(ch, "Monsters can't page.. go away.\r\n");
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else if (!*arg)
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send_to_char(ch, "Whom do you wish to page?\r\n");
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else {
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char buf[MAX_STRING_LENGTH];
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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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} else
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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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else
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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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}
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/* Generalized communication function by Fred C. Merkel (Torg). */
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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], *msg;
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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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};
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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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};
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/* com_msgs: [0] Message if you can't perform the action because of noshout
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* [1] name of the action
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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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if (PLR_FLAGGED(ch, PLR_NOSHOUT)) {
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send_to_char(ch, "%s", com_msgs[subcmd][0]);
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return;
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}
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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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return;
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}
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if (subcmd == SCMD_GEMOTE) {
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if (!*argument)
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send_to_char(ch, "Gemote? Yes? Gemote what?\r\n");
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else
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do_gmote(ch, argument, 0, 1);
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return;
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}
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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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return;
|
|
}
|
|
/* Make sure the char is on the channel. */
|
|
if (!IS_NPC(ch) && PRF_FLAGGED(ch, channels[subcmd])) {
|
|
send_to_char(ch, "%s", com_msgs[subcmd][2]);
|
|
return;
|
|
}
|
|
|
|
/* skip leading spaces */
|
|
skip_spaces(&argument);
|
|
|
|
/* Make sure that there is something there to say! */
|
|
if (!*argument) {
|
|
send_to_char(ch, "Yes, %s, fine, %s we must, but WHAT???\r\n", com_msgs[subcmd][1], com_msgs[subcmd][1]);
|
|
return;
|
|
}
|
|
if (subcmd == SCMD_HOLLER) {
|
|
if (GET_MOVE(ch) < CONFIG_HOLLER_MOVE_COST) {
|
|
send_to_char(ch, "You're too exhausted to holler.\r\n");
|
|
return;
|
|
} else
|
|
GET_MOVE(ch) -= CONFIG_HOLLER_MOVE_COST;
|
|
}
|
|
/* Set up the color on code. */
|
|
strlcpy(color_on, com_msgs[subcmd][3], sizeof(color_on));
|
|
|
|
/* First, set up strings to be given to the communicator. */
|
|
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
|
|
send_to_char(ch, "%s", CONFIG_OK);
|
|
else {
|
|
snprintf(buf1, sizeof(buf1), "%sYou %s, '%s%s'%s", COLOR_LEV(ch) >= C_CMP ? color_on : "",
|
|
com_msgs[subcmd][1], argument, COLOR_LEV(ch) >= C_CMP ? color_on : "", CCNRM(ch, C_CMP));
|
|
|
|
msg = act(buf1, FALSE, ch, 0, 0, TO_CHAR);
|
|
add_history(ch, msg, hist_type[subcmd]);
|
|
}
|
|
if (!emoting)
|
|
snprintf(buf1, sizeof(buf1), "$n %ss, '%s'", com_msgs[subcmd][1], argument);
|
|
|
|
/* Now send all the strings out. */
|
|
for (i = descriptor_list; i; i = i->next) {
|
|
if (STATE(i) != CON_PLAYING || i == ch->desc || !i->character )
|
|
continue;
|
|
if (!IS_NPC(ch) && (PRF_FLAGGED(i->character, channels[subcmd]) || PLR_FLAGGED(i->character, PLR_WRITING)))
|
|
continue;
|
|
|
|
if (ROOM_FLAGGED(IN_ROOM(i->character), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD))
|
|
continue;
|
|
|
|
if (subcmd == SCMD_SHOUT && ((world[IN_ROOM(ch)].zone != world[IN_ROOM(i->character)].zone) ||
|
|
!AWAKE(i->character)))
|
|
continue;
|
|
|
|
snprintf(buf2, sizeof(buf2), "%s%s%s", (COLOR_LEV(i->character) >= C_NRM) ? color_on : "", buf1, KNRM);
|
|
msg = act(buf2, FALSE, ch, 0, i->character, TO_VICT | TO_SLEEP);
|
|
add_history(i->character, msg, hist_type[subcmd]);
|
|
}
|
|
}
|
|
|
|
ACMD(do_qcomm)
|
|
{
|
|
if (!PRF_FLAGGED(ch, PRF_QUEST)) {
|
|
send_to_char(ch, "You aren't even part of the quest!\r\n");
|
|
return;
|
|
}
|
|
skip_spaces(&argument);
|
|
|
|
if (!*argument)
|
|
send_to_char(ch, "%c%s? Yes, fine, %s we must, but WHAT??\r\n", UPPER(*CMD_NAME), CMD_NAME + 1, CMD_NAME);
|
|
else {
|
|
char buf[MAX_STRING_LENGTH];
|
|
struct descriptor_data *i;
|
|
|
|
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOREPEAT))
|
|
send_to_char(ch, "%s", CONFIG_OK);
|
|
else if (subcmd == SCMD_QSAY) {
|
|
snprintf(buf, sizeof(buf), "You quest-say, '%s'", argument);
|
|
act(buf, FALSE, ch, 0, argument, TO_CHAR);
|
|
} else
|
|
act(argument, FALSE, ch, 0, argument, TO_CHAR);
|
|
|
|
if (subcmd == SCMD_QSAY)
|
|
snprintf(buf, sizeof(buf), "$n quest-says, '%s'", argument);
|
|
else {
|
|
strlcpy(buf, argument, sizeof(buf));
|
|
mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(ch)), TRUE, "(GC) %s qechoed: %s", GET_NAME(ch), argument);
|
|
}
|
|
for (i = descriptor_list; i; i = i->next)
|
|
if (STATE(i) == CON_PLAYING && i != ch->desc && PRF_FLAGGED(i->character, PRF_QUEST))
|
|
act(buf, 0, ch, 0, i->character, TO_VICT | TO_SLEEP);
|
|
}
|
|
}
|