void command_interpreter (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char *command_args, *p, *social_args; int cmd_level = 0; int i = 0, echo = 1; AFFECTED_TYPE *craft_affect = NULL; AFFECTED_TYPE *af; ALIAS_DATA *alias; extern int second_affect_active; if (!ch) return; *buf = '\0'; p = argument; while (*p == ' ') p++; if (strchr (p, '%')) { send_to_char ("Input with the '%' character is not permitted.\n", ch); return; } if (strchr (p, '#') && IS_MORTAL (ch) && strncmp (p, "ge", 2) != 0 && strncmp (p, "buy", 3) != 0) { send_to_char ("Input with the '#' character is not permitted.\n", ch); return; } if (IS_MORTAL (ch) && strchr (p, '$')) { send_to_char ("Input with the '$' character is not permitted.\n", ch); return; } std::multimap<int, room_prog>::iterator it; if (IS_NPC(ch)) it = mob_prog_list.find(ch->mob->nVirtual); if (IS_NPC(ch) && !get_second_affect (ch, SA_DOANYWAY, 0) && it != mob_prog_list.end()) { if (m_prog(ch, p)) { return; } } std::pair<std::multimap<int, room_prog>::iterator, std::multimap<int, room_prog>::iterator> pair; if (ch->right_hand && !get_second_affect (ch, SA_DOANYWAY, 0)) { pair = obj_prog_list.equal_range(ch->right_hand->nVirtual); for (it = pair.first; it != pair.second; it++) { if (it->second.type != 1 && it->second.type != 3 && it->second.type != 5) continue; if (o_prog(ch, p, it->second)) return; } } if (ch->left_hand && !get_second_affect (ch, SA_DOANYWAY, 0)) { pair = obj_prog_list.equal_range(ch->left_hand->nVirtual); for (it = pair.first; it != pair.second; it++) { if (it->second.type != 1 && it->second.type != 3 && it->second.type != 5) continue; if (o_prog(ch, p, it->second)) return; } } for (OBJ_DATA *tobj = ch->equip; tobj; tobj = tobj->next_content) { if (get_second_affect (ch, SA_DOANYWAY, 0)) break; pair = obj_prog_list.equal_range(tobj->nVirtual); for (it = pair.first; it != pair.second; it++) { if (it->second.type != 2 && it->second.type != 3 && it->second.type != 5) continue; if (o_prog(ch, p, it->second)) return; } } /* this is where it crashes on the hour - Grommit */ if (!ch->room ) { std::ostringstream stream; stream << "Error in command_interpreter:commands.cpp. Command \"" << argument << "\" called by \"" << ch->tname << "\" with null room. Previously in " << (ch->last_room) << " entering null room from the " << (dirs[ch->from_dir]) << "."; system_log(stream.str().c_str(),true); return; } /* end grommit diagnostics to avoid segfaulting on the below for loop */ for (OBJ_DATA *tobj = ch->room->contents; tobj; tobj = tobj->next_content) { if (get_second_affect (ch, SA_DOANYWAY, 0)) break; pair = obj_prog_list.equal_range(tobj->nVirtual); for (it = pair.first; it != pair.second; it++) { if (it->second.type != 4 && it->second.type != 5) continue; if (o_prog(ch, p, it->second)) return; } } for (CHAR_DATA *temp_char = ch->room->people; temp_char; temp_char = temp_char->next_in_room) { if (get_second_affect (ch, SA_DOANYWAY, 0)) break; if (temp_char == ch) continue; if (!IS_NPC(temp_char)) continue; pair = mob_prog_list.equal_range(temp_char->mob->nVirtual); for (it = pair.first; it != pair.second; ++it) { if (m_prog(ch, p, it->second)) return; } } if (ch->room && ch->room->prg && !get_second_affect(ch, SA_DOANYWAY, 0) && r_program (ch, p)) { if (!IS_NPC (ch) || (ch->desc && (ch->pc && str_cmp (ch->pc->account_name, "Guest")))) { player_log (ch, "[RPROG]", p); } if (!IS_SET (commands[i].flags, C_NWT)) show_to_watchers (ch, argument); return; } if (get_second_affect(ch, SA_DOANYWAY, 0)) remove_second_affect(get_second_affect(ch, SA_DOANYWAY, 0)); if (!IS_MORTAL (ch) && !str_cmp (argument, "sho wl")) { send_to_char ("Heh heh. Glad I added in this check, aren't we? No shouting for you.\n", ch); return; } if (ch->desc) { last_descriptor = ch->desc; sprintf (full_last_command, "Last Command Issued, by %s [%d]: %s", ch->tname, ch->in_room, argument); sprintf (last_command, "%s", argument); } social_args = argument; command_args = one_argument (argument, buf); if (!*buf) return; while (*command_args == ' ') command_args++; if (ch->pc && !GET_FLAG (ch, FLAG_ALIASING)) { if ((alias = is_alias (ch, buf))) { ch->flags |= FLAG_ALIASING; while (alias) { command_interpreter (ch, alias->line); if (ch->deleted) return; alias = alias->next_line; } ch->flags &= ~FLAG_ALIASING; return; } } for (i = 1; *commands[i].command; i++) if (is_abbrev (buf, commands[i].command)) break; if ((craft_affect = is_craft_command (ch, argument))) i = 0; if (IS_SET (commands[i].flags, C_IMP)) { cmd_level = 6; } else if (IS_SET (commands[i].flags, C_LV5)) { cmd_level = 5; } else if (IS_SET (commands[i].flags, C_LV4)) { cmd_level = 4; } else if (IS_SET (commands[i].flags, C_LV3)) { cmd_level = 3; } else if (IS_SET (commands[i].flags, C_LV2)) { cmd_level = 2; } else if (IS_SET (commands[i].flags, C_LV1)) { cmd_level = 1; } if (IS_SET (commands[i].flags, C_GDE) && (IS_NPC (ch) || (!ch->pc->is_guide && !ch->pc->level))) { send_to_char ("Eh?\n\r", ch); return; } /* Need to pass the CHAR_DATA pointer for the person who made the command and modify the following line to test the commanding char's trust against the trust level for the command. - Methuselah */ if ((!*commands[i].command) || (cmd_level > GET_TRUST (ch))) { if (!social (ch, argument)) { echo = number (1, 9); if (echo == 1) send_to_char ("Eh?\n\r", ch); else if (echo == 2) send_to_char ("Huh?\n\r", ch); else if (echo == 3) send_to_char ("I'm afraid that just isn't possible...\n\r", ch); else if (echo == 4) send_to_char ("I don't recognize that command.\n\r", ch); else if (echo == 5) send_to_char ("What?\n\r", ch); else if (echo == 6) send_to_char ("Perhaps you should try typing it a different way?\n\r", ch); else if (echo == 7) send_to_char ("Try checking your typing - I don't recognize it.\n\r", ch); else if (echo == 8) send_to_char ("That isn't a recognized command, craft, or social.\n\r", ch); else send_to_char ("Hmm?\n\r", ch); } else { if (!IS_SET (commands[i].flags, C_NWT)) show_to_watchers (ch, argument); } return; } if (ch->stun) { send_to_char ("You're still reeling.\n", ch); return; } if (ch->roundtime) { sprintf (buf, "You'll need to wait another %d seconds.\n", ch->roundtime); send_to_char (buf, ch); return; } if (IS_SET (commands[i].flags, C_WLK) && (ch->moves || GET_FLAG (ch, FLAG_LEAVING) || GET_FLAG (ch, FLAG_ENTERING))) { send_to_char ("Stop traveling first.\n\r", ch); return; } if (IS_SET (commands[i].flags, C_MNT) && IS_RIDER (ch)) { send_to_char ("Get off your mount first.\n", ch); return; } if (commands[i].min_position > GET_POS (ch)) { switch (GET_POS (ch)) { case DEAD: if (IS_MORTAL (ch)) { send_to_char ("You are dead. You can't do that.\n\r", ch); return; } case UNCON: case MORT: send_to_char ("You're seriously wounded and unconscious.\n\r", ch); return; case STUN: send_to_char ("You're too stunned to do that.\n\r", ch); return; case SLEEP: send_to_char ("You can't do that while sleeping.\n\r", ch); return; case REST: send_to_char ("You can't do that while lying down.\n\r", ch); return; case SIT: send_to_char ("You can't do that while sitting.\n\r", ch); return; case FIGHT: send_to_char ("No way! You are fighting for your life!\n\r", ch); return; } return; } if (!IS_NPC (ch) && ch->pc->create_state == STATE_DIED && !IS_SET (commands[i].flags, C_DOA)) { send_to_char ("You can't do that when you're dead.\n\r", ch); return; } if (!IS_SET (commands[i].flags, C_BLD) && is_blind (ch)) { if (get_equip (ch, WEAR_BLINDFOLD)) send_to_char ("You can't do that while blindfolded.\n\r", ch); else send_to_char ("You can't do that while blind.\n\r", ch); return; } if ((af = get_affect (ch, MAGIC_AFFECT_PARALYSIS)) && !IS_SET (commands[i].flags, C_PAR) && IS_MORTAL (ch)) { send_to_char ("You can't move.\n", ch); return; } if (IS_SUBDUEE (ch) && !IS_SET (commands[i].flags, C_SUB) && !cmd_level) { act ("$N won't let you.", false, ch, 0, ch->subdue, TO_CHAR); return; } /* Most commands break delays */ if (ch->delay && !IS_SET (commands[i].flags, C_DEL)) break_delay (ch); /* Send this command to the log */ if (!second_affect_active && (!IS_NPC (ch) || ch->desc)) { if (IS_SET (commands[i].flags, C_NLG)) ; else if (i > 0) { /* Log craft commands separately. */ if (!str_cmp (commands[i].command, ".")) player_log (ch, "say", command_args); else if (!str_cmp (commands[i].command, ",")) player_log (ch, "emote", command_args); else if (!str_cmp (commands[i].command, ":")) player_log (ch, "emote", command_args); else if (!str_cmp (commands[i].command, ";")) player_log (ch, "wiznet", command_args); else player_log (ch, commands[i].command, command_args); } } if (IS_MORTAL (ch) && get_affect (ch, MAGIC_HIDDEN) && !IS_SET (commands[i].flags, C_HID) && skill_level (ch, SKILL_SNEAK, 0) < number (1, MAX(100, skill_level(ch, SKILL_SNEAK, 0))) && would_reveal (ch)) { remove_affect_type (ch, MAGIC_HIDDEN); act ("$n reveals $mself.", true, ch, 0, 0, TO_ROOM | _ACT_FORMAT); act ("Your actions have compromised your concealment.", true, ch, 0, 0, TO_CHAR); } /* Execute command */ if (!IS_SET (commands[i].flags, C_NWT)) show_to_watchers (ch, social_args); if (!i) /* craft_command */ craft_command (ch, command_args, craft_affect); else (*commands[i].proc) (ch, command_args, 0); last_descriptor = NULL; }
void soma_ten_second_affect (CHAR_DATA * ch, AFFECTED_TYPE * af) { int save = 0, stat = 0; char *locat = NULL; char buf2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; stat = GET_CON (ch); if ((number (1, 1000) > af->a.soma.atm_power) || (number (1, (stat > 20) ? stat : 20) <= stat)) return; switch (af->type) { /* case SOMA_MUSCULAR_CRAMP: sprintf(buf2,"a muscle cramp"); break; case SOMA_MUSCULAR_TWITCHING: sprintf(buf2,"twitching"); break; case SOMA_MUSCULAR_TREMOR: sprintf(buf2,"tremors"); break; case SOMA_MUSCULAR_PARALYSIS: sprintf(buf2,"paralysis"); break; case SOMA_DIGESTIVE_ULCER: sprintf(buf2,"stomach ulcer"); break; case SOMA_DIGESTIVE_VOMITING: sprintf(buf2,"vomiting"); break; case SOMA_DIGESTIVE_BLEEDING: sprintf(buf2,"vomiting blood"); break; case SOMA_EYE_BLINDNESS: sprintf(buf2,"blindness"); break; case SOMA_EYE_BLURRED: sprintf(buf2,"blurred vision"); break; case SOMA_EYE_DOUBLE: sprintf(buf2,"double vision"); break; case SOMA_EYE_DILATION: sprintf(buf2,"dilated pupils"); break; case SOMA_EYE_CONTRACTION: sprintf(buf2,"contracted pupils"); break; case SOMA_EYE_LACRIMATION: sprintf(buf2,"lacrimation"); break; case SOMA_EYE_PTOSIS: sprintf(buf2,"ptosis"); break; case SOMA_EAR_TINNITUS: sprintf(buf2,"tinnitus"); break; case SOMA_EAR_DEAFNESS: sprintf(buf2,"deafness"); break; case SOMA_EAR_EQUILLIBRIUM: sprintf(buf2,"ear imbalance"); break; case SOMA_NOSE_ANOSMIA: sprintf(buf2,"anosmia"); break; case SOMA_NOSE_RHINITIS: sprintf(buf2,"rhinitis"); break; case SOMA_MOUTH_SALIVATION: sprintf(buf2,"salivation"); break; case SOMA_MOUTH_TOOTHACHE: sprintf(buf2,"toothache"); break; case SOMA_MOUTH_DRYNESS: sprintf(buf2,"dry mouth"); break; case SOMA_MOUTH_HALITOSIS: sprintf(buf2,"halitosis"); break; case SOMA_CHEST_DIFFICULTY: sprintf(buf2,"difficulty breathing"); break; case SOMA_CHEST_RAPIDBREATH: sprintf(buf2,"rapid breathing"); break; case SOMA_CHEST_SLOWBREATH: sprintf(buf2,"shallow breathing"); break; case SOMA_CHEST_FLUID: sprintf(buf2,"fluidous lungs"); break; case SOMA_CHEST_PALPITATIONS: sprintf(buf2,"heart palpitations"); break; */ case SOMA_CHEST_COUGHING: stat = GET_WIL (ch); save = number (1, (stat > 20) ? stat : 20); if (get_affect (ch, MAGIC_HIDDEN) && would_reveal (ch)) { if (save > stat) { remove_affect_type (ch, MAGIC_HIDDEN); act ("$n reveals $mself with an audible cough.", true, ch, 0, 0, TO_ROOM); } else if (save > (stat / 2)) { act ("You hear a muffled sound from somewhere nearby.", true, ch, 0, 0, TO_ROOM); } } else if ((save <= stat) && (save > (stat / 2))) { act ("$n tries to stifle a cough.", true, ch, 0, 0, TO_ROOM); } if (save > stat) { act ("You cough audibly.", true, ch, 0, 0, TO_CHAR); } else { act ("You try to stifle a cough silently.", true, ch, 0, 0, TO_CHAR); } break; case SOMA_CHEST_WHEEZING: stat = GET_WIL (ch); save = number (1, (stat > 20) ? stat : 20); if (get_affect (ch, MAGIC_HIDDEN) && would_reveal (ch)) { if (save > stat) { remove_affect_type (ch, MAGIC_HIDDEN); act ("$n reveals $mself with an audible wheeze.", true, ch, 0, 0, TO_ROOM); } else if (save > (stat / 2)) { act ("You hear a muffled sound from somewhere nearby.", true, ch, 0, 0, TO_ROOM); } } else if ((save <= stat) && (save > (stat / 2))) { act ("$n tries to stifle their wheezing.", true, ch, 0, 0, TO_ROOM); } if (save > stat) { act ("You wheeze audibly.", true, ch, 0, 0, TO_CHAR); } else { act ("You try to stifle your wheezing.", true, ch, 0, 0, TO_CHAR); } break; case SOMA_NERVES_HEADACHE: stat = GET_WIL (ch); save = number (1, (stat > 20) ? stat : 20); if (save > stat) { act ("Your head pounds with a headache.", true, ch, 0, 0, TO_CHAR); } else { act ("You manage to ignore the pounding in your head.", true, ch, 0, 0, TO_CHAR); } break; case SOMA_MUSCULAR_CRAMP: stat = GET_WIL (ch); save = number (1, (stat > 20) ? stat : 20); locat = expand_wound_loc(figure_location(ch, number(0,2))); if (save > stat) { sprintf(buf, "You get an intense cramp in your %s which persist for several minutes beofre finally relaxing\n", locat); act (buf, true, ch, 0, 0, TO_CHAR); act ("$n suddenly cringes in pain.", true, ch, 0, 0, TO_ROOM); } else { sprintf(buf, "You get an intense cramp in your %s, but you shake it off quickly\n", locat); act (buf, true, ch, 0, 0, TO_CHAR); act ("$n suddenly cringes in pain, but quickly recovers.", true, ch, 0, 0, TO_ROOM); } break; case SOMA_MUSCULAR_TWITCHING: stat = GET_WIL (ch); save = number (1, (stat > 20) ? stat : 20); locat = expand_wound_loc(figure_location(ch, number(0,2))); if (save > stat) { sprintf(buf, "You feel a strong twitching in your %s which persist for several minutes before finally relaxing\n", locat); act (buf, true, ch, 0, 0, TO_CHAR); sprintf(buf2, "$n suddenly cringes in pain, as $s %s twitches.", locat); act (buf2, true, ch, 0, 0, TO_ROOM); } else { sprintf(buf, "You feel a strong twitching in your %s, but you control it quickly\n", locat); act (buf, true, ch, 0, 0, TO_CHAR); sprintf(buf2, "$n cringes in pain, as $s %s twitches momentarily.", locat); act (buf2, true, ch, 0, 0, TO_ROOM); } break; /* case SOMA_CHEST_PNEUMONIA: sprintf(buf2,"pneumonia"); break; case SOMA_NERVES_PSYCHOSIS: sprintf(buf2,"psychosis"); break; case SOMA_NERVES_DELIRIUM: sprintf(buf2,"delerium "); break; case SOMA_NERVES_COMA: sprintf(buf2,"a comatose state"); break; case SOMA_NERVES_CONVULSIONS: sprintf(buf2,"convulsions"); break; case SOMA_NERVES_CONFUSION: sprintf(buf2,"confusion"); break; case SOMA_NERVES_PARETHESIAS: sprintf(buf2,"parethesias"); break; case SOMA_NERVES_ATAXIA: sprintf(buf2,"ataxia"); break; case SOMA_NERVES_EQUILLIBRIUM: sprintf(buf2,"nervous imbalance"); break; case SOMA_SKIN_CYANOSIS: sprintf(buf2,"cyanosis of the skin"); break; case SOMA_SKIN_DRYNESS: sprintf(buf2,"dryness of the skin"); break; case SOMA_SKIN_CORROSION: sprintf(buf2,"corrosion of the skin"); break; case SOMA_SKIN_JAUNDICE: sprintf(buf2,"jaundice of the skin"); break; case SOMA_SKIN_REDNESS: sprintf(buf2,"redness of the skin"); break; case SOMA_SKIN_RASH: sprintf(buf2,"a rash on the skin"); break; case SOMA_SKIN_HAIRLOSS: sprintf(buf2,"hairloss"); break; case SOMA_SKIN_EDEMA: sprintf(buf2,"edema of the skin"); break; case SOMA_SKIN_BURNS: sprintf(buf2,"burns on the skin"); break; case SOMA_SKIN_PALLOR: sprintf(buf2,"pallor of the skin"); break; case SOMA_SKIN_SWEATING: sprintf(buf2,"the sweats"); break; case SOMA_GENERAL_WEIGHTLOSS: sprintf(buf2,"weight loss"); break; case SOMA_GENERAL_LETHARGY: sprintf(buf2,"lethargy"); break; case SOMA_GENERAL_APPETITELOSS: sprintf(buf2,"appetite loss"); break; case SOMA_GENERAL_PRESSUREDROP: sprintf(buf2,"low blood pressure"); break; case SOMA_GENERAL_PRESSURERISE: sprintf(buf2,"high blood pressure"); break; case SOMA_GENERAL_FASTPULSE: sprintf(buf2,"a fast pulse"); break; case SOMA_GENERAL_SLOWPULSE: sprintf(buf2,"a slow pulse"); break; case SOMA_GENERAL_HYPERTHERMIA: sprintf(buf2,"hyperthermia"); break; case SOMA_GENERAL_HYPOTHERMIA: sprintf(buf2,"hypothermia"); break; */ default: break; } }