bool spec_new_republic_trooper(CHAR_DATA * ch) { CHAR_DATA *victim; CHAR_DATA *v_next; if (!IS_AWAKE(ch) || ch->fighting) return FALSE; for (victim = ch->in_room->first_person; victim; victim = v_next) { v_next = victim->next_in_room; if (!can_see(ch, victim)) continue; if (get_timer(victim, TIMER_RECENTFIGHT) > 0) continue; if ((IS_NPC(victim) && nifty_is_name("imperial", victim->name) && victim->fighting && who_fighting(victim) != ch) || (!IS_NPC(victim) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim) && nifty_is_name("empire", victim->pcdata->clan->name))) { do_yell(ch, "Long live the New Republic!"); multi_hit(ch, victim, TYPE_UNDEFINED); return TRUE; } } return FALSE; }
void do_title( CHAR_DATA * ch, const char *argument ) { if( IS_NPC( ch ) ) return; if( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ) ) { send_to_char( "You try but the Force resists you.\r\n", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Change your title to what?\r\n", ch ); return; } if( ( get_trust( ch ) <= LEVEL_IMMORTAL ) && ( !nifty_is_name( ch->name, argument ) ) ) { send_to_char( "You must include your name somewhere in your title!", ch ); return; } argument = smash_tilde_static( argument ); set_title( ch, argument ); send_to_char( "Ok.\r\n", ch ); }
bool spec_clan_guard( CHAR_DATA * ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; if( !IS_AWAKE( ch ) || ch->fighting || !ch->mob_clan ) return FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( !can_see( ch, victim ) ) continue; if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 ) continue; if( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim ) && victim->pcdata->clan != ch->mob_clan && nifty_is_name( victim->pcdata->clan->name, ch->mob_clan->atwar ) ) { char buf[MAX_STRING_LENGTH]; snprintf( buf, MAX_STRING_LENGTH, "%s", "Hey you're not allowed in here!" ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; }
void do_list( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper = NULL; OBJ_DATA *obj = NULL; int cost = 0; int oref = 0; bool found = FALSE; one_argument( argument, arg ); if( ( keeper = find_keeper( ch ) ) == NULL ) return; for( obj = keeper->last_carrying; obj; obj = obj->prev_content ) { if( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) { oref++; if( ( cost = get_cost( ch, keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || nifty_is_name( arg, obj->name ) ) ) { if( !found ) { found = TRUE; send_to_char( "[Price] {ref} Item\r\n", ch ); } ch_printf( ch, "[%5d] {%3d} %s.\r\n", cost, oref, capitalize( obj->short_descr ) ); } } } if( !found ) { if( arg[0] == '\0' ) send_to_char( "You can't buy anything here.\r\n", ch ); else send_to_char( "You can't buy that here.\r\n", ch ); } }
bool check_social( CHAR_DATA * ch, const char *command, const char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim, *victim_next; SOCIALTYPE *social; CHAR_DATA *removed[128]; /* What are the chances of more than 128? */ ROOM_INDEX_DATA *room; int i = 0, k = 0; if( ( social = find_social( command ) ) == NULL ) return FALSE; if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_NO_EMOTE ) ) { send_to_char( "You are anti-social!\r\n", ch ); return TRUE; } switch ( ch->position ) { case POS_DEAD: send_to_char( "Lie still; you are DEAD.\r\n", ch ); return TRUE; case POS_INCAP: case POS_MORTAL: send_to_char( "You are hurt far too bad for that.\r\n", ch ); return TRUE; case POS_STUNNED: send_to_char( "You are too stunned to do that.\r\n", ch ); return TRUE; case POS_SLEEPING: /* * I just know this is the path to a 12" 'if' statement. :( * But two players asked for it already! -- Furey */ if( !str_cmp( social->name, "snore" ) ) break; send_to_char( "In your dreams, or what?\r\n", ch ); return TRUE; } /* * Search room for chars ignoring social sender and * remove them from the room until social has been * completed */ room = ch->in_room; for( victim = ch->in_room->first_person; victim; victim = victim_next ) { if( i == 127 ) break; victim_next = victim->next_in_room; if( is_ignoring( victim, ch ) ) { if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) ) { removed[i] = victim; i++; UNLINK( victim, room->first_person, room->last_person, next_in_room, prev_in_room ); } else { set_char_color( AT_IGNORE, victim ); ch_printf( victim, "You attempt to ignore %s," " but are unable to do so.\r\n", ch->name ); } } } one_argument( argument, arg ); victim = NULL; if( arg[0] == '\0' ) { act( AT_SOCIAL, social->others_no_arg, ch, NULL, victim, TO_ROOM ); act( AT_SOCIAL, social->char_no_arg, ch, NULL, victim, TO_CHAR ); } else if( ( victim = get_char_room( ch, arg ) ) == NULL ) { /* * If they aren't in the room, they may be in the list of * people ignoring... */ if( i != 0 ) { for( k = 0, victim = removed[0]; k < i; k++, victim = removed[k] ) { if( nifty_is_name( victim->name, arg ) || nifty_is_name_prefix( arg, victim->name ) ) { set_char_color( AT_IGNORE, ch ); ch_printf( ch, "%s is ignoring you.\r\n", victim->name ); break; } } } if( !victim ) send_to_char( "They aren't here.\r\n", ch ); } else if( victim == ch ) { act( AT_SOCIAL, social->others_auto, ch, NULL, victim, TO_ROOM ); act( AT_SOCIAL, social->char_auto, ch, NULL, victim, TO_CHAR ); } else { act( AT_SOCIAL, social->others_found, ch, NULL, victim, TO_NOTVICT ); act( AT_SOCIAL, social->char_found, ch, NULL, victim, TO_CHAR ); act( AT_SOCIAL, social->vict_found, ch, NULL, victim, TO_VICT ); if( !IS_NPC( ch ) && IS_NPC( victim ) && !IS_AFFECTED( victim, AFF_CHARM ) && IS_AWAKE( victim ) && !HAS_PROG( victim->pIndexData, ACT_PROG ) ) { switch ( number_bits( 4 ) ) { case 0: if( IS_EVIL( ch ) && !is_safe( victim, ch, TRUE ) ) /* was IS_EVIL(ch) ||.... didn't make sense to me - FB */ multi_hit( victim, ch, TYPE_UNDEFINED ); else if( IS_NEUTRAL( ch ) ) { act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT ); } else { act( AT_ACTION, "$n acts like $N doesn't even exist.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You just ignore $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n appears to be ignoring you.", victim, NULL, ch, TO_VICT ); } break; case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: act( AT_SOCIAL, social->others_found, victim, NULL, ch, TO_NOTVICT ); act( AT_SOCIAL, social->char_found, victim, NULL, ch, TO_CHAR ); act( AT_SOCIAL, social->vict_found, victim, NULL, ch, TO_VICT ); break; case 9: case 10: case 11: case 12: act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT ); break; } } } /* * Replace the chars in the ignoring list to the room * note that the ordering of the players in the room * might change */ if( i != 0 ) { for( k = 0, victim = removed[0]; k < i; k++, victim = removed[k] ) { LINK( victim, room->first_person, room->last_person, next_in_room, prev_in_room ); } } return TRUE; }
void do_list( CHAR_DATA *ch, char *argument ) { if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; bool found; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( !pRoomIndexNext ) { bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "You can't do that here.\n\r", ch ); return; } found = FALSE; for ( pet = pRoomIndexNext->first_person; pet; pet = pet->next_in_room ) { if ( IS_SET(pet->act, ACT_PET) && IS_NPC(pet) ) { if ( !found ) { found = TRUE; send_to_char( "Pets for sale:\n\r", ch ); } ch_printf( ch, "[%2d] %8d - %s\n\r", pet->top_level, 10 * pet->top_level * pet->top_level, pet->short_descr ); } } if ( !found ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); return; } else { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; int oref = 0; bool found; one_argument( argument, arg ); if ( ( keeper = find_keeper( ch ) ) == NULL ) return; found = FALSE; for ( obj = keeper->last_carrying; obj; obj = obj->prev_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) { oref++; if ( ( cost = get_cost( ch, keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || nifty_is_name( arg, obj->name ) ) ) { if (keeper->home != NULL) cost = obj->cost; if ( !found ) { found = TRUE; ch_printf( ch, "%s[Price] {ref} Item\n\r", color_str( AT_LIST, ch) ); } ch_printf( ch, "%s[%5d] {%3d} %s%s%s.\n\r", color_str(AT_LIST, ch), cost, oref, capitalize( obj->short_descr ), color_str(AT_LIST, ch), IS_SET(obj->extra_flags, ITEM_HUTT_SIZE) ? " (hutt size)" : ( IS_SET(obj->extra_flags, ITEM_LARGE_SIZE) ? " (large)" : ( IS_SET(obj->extra_flags, ITEM_HUMAN_SIZE) ? " (medium)" : ( IS_SET(obj->extra_flags, ITEM_SMALL_SIZE) ? " (small)" : "" ) ) ) ); } } } if ( !found ) { if ( arg[0] == '\0' ) send_to_char( "You can't buy anything here.\n\r", ch ); else send_to_char( "You can't buy that here.\n\r", ch ); } return; } }