Exemple #1
0
        /// <summary>
        /// Lets a player turn ANSI color on and off.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void ColorCommand(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (!ch.HasActionBit(PC.PLAYER_COLOR))
            {
                ch.SetActionBit(PC.PLAYER_COLOR);
                ch.SendText("&+LThe world becomes more &n&+mco&+Ml&+Wor&+Cf&n&+cul&+L.&n\r\n");
            }
            else
            {
                SocketConnection.SendToCharBW("The color drains.\r\n", ch);
                ch.RemoveActionBit(PC.PLAYER_COLOR);
            }
            return;
        }
Exemple #2
0
        /// <summary>
        /// The camp function now simply creates a camp event.
        /// The Command.Quit function handles quitters and campers, based
        /// on the camping bit.  The only goofy side effect of this is
        /// that an immortal who is camping can quit and get the
        /// "you roll up in your bedroll" message.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Camp(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (ch.CurrentPosition == Position.fighting || ch.Fighting)
            {
                ch.SendText("You're not gifted enough to make camp and fight at the same time.\r\n");
                ch.RemoveActionBit(PC.PLAYER_CAMPING);
                return;
            }

            if (ch.FlightLevel != 0)
            {
                ch.SendText("Perhaps it would be more comfortable on the ground.\r\n");
                return;
            }

            if (ch.HasActionBit(PC.PLAYER_CAMPING))
            {
                ch.SendText("Your preparations are not quite complete.\r\n");
                return;
            }

            if (ch.CurrentPosition < Position.stunned)
            {
                ch.SendText("Just lie still and finish &+RBle&+reding&n!\r\n");
                return;
            }

            SocketConnection.Act("$n&n starts to set up camp.", ch, null, null, SocketConnection.MessageTarget.room);
            ch.SendText("You start to set up camp.\r\n");
            ch.SetActionBit(PC.PLAYER_CAMPING);
            // Pass the character, the room they started camping in, and the
            // number of cycles to camp for
            // Pulse camp is 5 seconds, so make them wait for 1.5 minutes
            Event.CreateEvent(Event.EventType.camp, Event.TICK_CAMP, ch, ch.InRoom, 18);

            return;
        }
Exemple #3
0
        /// <summary>
        /// Sets and gets player configuration options.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="argument"></param>
        public static void Toggle(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (str.Length == 0)
            {
                ch.SendText("&+L+------------+------------------------------------------------------------+&n\r\n");
                ch.SendText("&+L|&n&+m  Option&+L    |&n&+r Description&n                                                &+L|&n\r\n");
                ch.SendText("&+L+------------+------------------------------------------------------------+&n\r\n");
                ch.SendText(ch.HasActionBit(PC.PLAYER_AUTOWRAP)
                               ? "&+L[&+WX&+L]&n Autowrap &+L|&n &+cThe MUD automatically wraps long lines of text.            &+L|&n\r\n"
                               : "&+L[ ]&n Autowrap &+L|&n &+cThe MUD does not automatically wrap long text.             &+L|&n\r\n"
                               );
                ch.SendText(ch.HasActionBit(PC.PLAYER_BLANK)
                               ? "&+L[&+WX&+L]&n Blank    &+L|&n &+cYou have a blank line before your prompt.                  &+L|&n\r\n"
                               : "&+L[ ]&n Blank    &+L|&n &+cYou have no blank line before your prompt.                 &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_BRIEF)
                               ? "&+L[&+WX&+L]&n Brief    &+L|&n &+cYou see brief descriptions.                                &+L|&n\r\n"
                               : "&+L[ ]&n Brief    &+L|&n &+cYou see long descriptions.                                 &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_CAST_TICK)
                               ? "&+L[&+WX&+L]&n Casttick &+L|&n &+cYou see your casting ticks.                                &+L|&n\r\n"
                               : "&+L[ ]&n Casttick &+L|&n &+cFor spam's sake, no casting ticks!                         &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_COMBINE)
                               ? "&+L[&+WX&+L]&n Combine  &+L|&n &+cYou see object lists in combined format.                   &+L|&n\r\n"
                               : "&+L[ ]&n Combine  &+L|&n &+cYou see object lists in single format.                     &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_COLOR)
                               ? "&+L[&+WX&+L]&n Color    &+L|&n &+cYou see ANSI colors.                                       &+L|&n\r\n"
                               : "&+L[ ]&n Color    &+L|&n &+cYou don't see ANSI colors.                                 &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_COLOR_CON)
                               ? "&+L[&+WX&+L]&n Colorcon &+L|&n &+cYou see ANSI colors in consider messages.                  &+L|&n\r\n"
                               : "&+L[ ]&n Colorcon &+L|&n &+cYou don't see ANSI colors in consider messages.            &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_MSP)
                               ? "&+L[&+WX&+L]&n MSP      &+L|&n &+cMUD Sound Protocol (MSP) support is on.                    &+L|&n\r\n"
                               : "&+L[ ]&n MSP      &+L|&n &+cMUD Sound Protocol (MSP) support is off.                   &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_PAGER)
                               ? "&+L[&+WX&+L]&n Pager    &+L|&n &+cText is shown in separate pages.                           &+L|&n\r\n"
                               : "&+L[ ]&n Pager    &+L|&n &+cText is shown all-at-once with no paging.                  &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_PROMPT)
                               ? "&+L[&+WX&+L]&n Prompt   &+L|&n &+cYou have a prompt.                                         &+L|&n\r\n"
                               : "&+L[ ]&n Prompt   &+L|&n &+cYou don't have a prompt.                                   &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_SHOUT)
                               ? "&+L[&+WX&+L]&n Shout    &+L|&n &+cYou can hear shouts.                                       &+L|&n\r\n"
                               : "&+L[ ]&n Shout    &+L|&n &+cYou cover your ears when someone is yelling.               &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_TELNET_GA)
                               ? "&+L[&+WX&+L]&n TelnetGA &+L|&n &+cYou receive a telnet go-ahead sequence.                    &+L|&n\r\n"
                               : "&+L[ ]&n TelnetGA &+L|&n &+cYou don't receive a telnet GA sequence.                    &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_TELL)
                               ? "&+L[&+WX&+L]&n Tell     &+L|&n &+cYou can hear tells.                                        &+L|&n\r\n"
                               : "&+L[ ]&n Tell     &+L|&n &+cYou are ignoring tells.                                    &+L|&n\r\n"
                                );
                ch.SendText(ch.HasActionBit(PC.PLAYER_VICIOUS)
                               ? "&+L[&+WX&+L]&n Vicious  &+L|&n &+cYou are vicious and will kill mortally wounded foes.       &+L|&n\r\n"
                               : "&+L[ ]&n Vicious  &+L|&n &+cYou aren't vicious and will spare a mortally wounded foe.  &+L|&n\r\n");
                ch.SendText(ch.HasActionBit(PC.PLAYER_MAP)
                               ? "&+L[&+WX&+L]&n Map      &+L|&n &+cYou see the maps.                                          &+L|&n\r\n"
                               : "&+L[ ]&n Map      &+L|&n &+cYou do not see maps.                                       &+L|&n\r\n");

                if (ch.HasActionBit(PC.PLAYER_SILENCE))
                {
                    ch.SendText( "&+L[&+WX&+L]&n Silence  &+L|&n &+cYou are silenced.                                       &+L|&n\r\n");
                }

                ch.SendText(!ch.HasActionBit(PC.PLAYER_NO_EMOTE)
                              ? "&n"
                              : "&+L[ ]&n emote    | &+cYou can't emote.                                                 &+L|&n\r\n");

                ch.SendText("&+L+------------+------------------------------------------------------------+&n\r\n");
                string termStr = "&+L|&n &+cYour terminal type is " + ch.Socket.Terminal + " and MCCP is " +
                    ch.Socket.MCCPEnabled + ".";
                while (termStr.Length < 82)
                    termStr += " ";
                termStr += "&+L|&n\r\n";
                ch.SendText(termStr);
                ch.SendText("&+L+-------------------------------------------------------------------------+&n\r\n");
            }
            else
            {
                string word;
                Bitvector bit;
                int fSet;

                if (str[0][0] == '-')
                {
                    fSet = 0;
                    word = str[0].Substring(1);
                }
                else if (str[0][0] == '+')
                {
                    fSet = 1;
                    word = str[0].Substring(1);
                }
                else
                {
                    fSet = 2;
                    word = str[0];
                }

                if (("blank".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_BLANK;
                else if (("autowrap".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_AUTOWRAP;
                else if (("brief".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_BRIEF;
                else if (("casttick".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_CAST_TICK;
                else if (("combine".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_COMBINE;
                else if (("color".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                {
                    if (ch.Socket.Terminal == SocketConnection.TerminalType.TERMINAL_ENHANCED)
                    {
                        ch.SendText("You cannot turn color off when using the enhanced client.\r\n");
                        return;
                    }
                    bit = PC.PLAYER_COLOR;
                }
                else if (("colorcon".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_COLOR_CON;
                else if (("msp".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_MSP;
                else if (("pager".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_PAGER;
                else if (("shout".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_SHOUT;
                else if (("prompt".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_PROMPT;
                else if (("telnetga".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_TELNET_GA;
                else if (("tell".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_TELL;
                else if (("vicious".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_VICIOUS;
                else if (("map".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_MAP;
                else if (("vicious".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_VICIOUS;
                else if (("compact".StartsWith(word, StringComparison.CurrentCultureIgnoreCase)))
                    bit = PC.PLAYER_BLANK;
                else if (word.Contains("wimpy"))
                {
                    CommandType.Interpret(ch, "wimpy " + word.Substring((word.IndexOf("wimpy") + 5)));
                    return;
                }
                else if ("mccp".StartsWith(word, StringComparison.CurrentCultureIgnoreCase))
                {
                    ch.Socket.MCCPEnabled = !ch.Socket.MCCPEnabled;
                    if (ch.Socket.MCCPEnabled)
                    {
                        ch.SendText("MCCP is now enabled.");
                    }
                    else
                    {
                        ch.SendText("MCCP is now disabled.");
                    }
                    return;
                }
                else
                {
                    ch.SendText("&nConfig which option?\r\n");
                    return;
                }

                if (ch.IsClass(CharClass.Names.paladin) && bit == PC.PLAYER_VICIOUS)
                {
                    ch.SendText("Paladins may not toggle vicious.\r\n");
                    /* Just to make sure they don't have it toggled on. */
                    ch.RemoveActionBit(bit);
                    return;
                }

                if (fSet == 1)
                {
                    if (bit != PC.PLAYER_NONE)
                    {
                        ch.SetActionBit(bit);
                    }
                    ch.SendText( (String.Format("&n{0} is now ON.\r\n", word.ToUpper())));
                }
                else if (fSet == 0)
                {
                    if (bit != PC.PLAYER_NONE)
                    {
                        ch.RemoveActionBit(bit);
                    }
                    ch.SendText((String.Format("&n{0} is now OFF.\r\n", word.ToUpper())));
                }
                else if (fSet == 2)
                {
                    if (bit != PC.PLAYER_NONE)
                    {
                        ch.ToggleActionBit(bit);
                    }
                    if (ch.HasActionBit(bit))
                        ch.SendText((String.Format("&n{0} is now ON.\r\n", word.ToUpper())));
                    else
                        ch.SendText((String.Format("&n{0} is now OFF.\r\n", word.ToUpper())));
                }
            }

            return;
        }
Exemple #4
0
        /// <summary>
        /// Command to fall asleep.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Sleep(CharData ch, string[] str)
        {
            if( ch == null ) return;
            switch (ch.CurrentPosition)
            {
                case Position.sleeping:
                    ch.SendText("You are already sleeping.\r\n");
                    break;

                case Position.reclining:
                case Position.sitting:
                case Position.kneeling:
                case Position.resting:
                case Position.standing:

                    if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
                    {
                        ch.RemoveActionBit(PC.PLAYER_MEMORIZING);
                        ch.SendText("You abandon your studies.\r\n");
                    }
                    ch.SendText("You sleep.\r\n");
                    SocketConnection.Act("$n&n sleeps.", ch, null, null, SocketConnection.MessageTarget.room);
                    ch.CurrentPosition = Position.sleeping;
                    break;

                case Position.fighting:
                    ch.SendText("Not while you're fighting!\r\n");
                    break;
            }

            return;
        }
Exemple #5
0
        /// <summary>
        /// Command to stand up.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Stand(CharData ch, string[] str)
        {
            if( ch == null ) return;
            if (ch.IsAffected( Affect.AFFECT_HOLD) || ch.IsAffected( Affect.AFFECT_MINOR_PARA))
            {
                ch.SendText("You're paralyzed!\r\n");
                return;
            }

            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
            {
                ch.RemoveActionBit(PC.PLAYER_MEMORIZING);
                ch.SendText("You abandon your studies.\r\n");
            }

            switch (ch.CurrentPosition)
            {
                case Position.sleeping:
                    if (ch.IsAffected( Affect.AFFECT_SLEEP))
                    {
                        ch.SendText("You can't wake up!\r\n");
                        return;
                    }

                    ch.SendText("You wake and stand up.\r\n");
                    SocketConnection.Act("$n&n wakes and stands up.", ch, null, null, SocketConnection.MessageTarget.room);
                    ch.CurrentPosition = Position.standing;
                    break;

                case Position.sitting:
                case Position.kneeling:
                case Position.reclining:
                case Position.resting:
                    ch.SendText("You stand up.\r\n");
                    SocketConnection.Act("$n&n stands up.", ch, null, null, SocketConnection.MessageTarget.room);
                    if (ch.Fighting)
                    {
                        ch.CurrentPosition = Position.fighting;
                    }
                    else
                    {
                        ch.CurrentPosition = Position.standing;
                    }
                    break;

                case Position.fighting:
                case Position.standing:
                    ch.SendText("You are already standing.\r\n");
                    break;
            }

            return;
        }
Exemple #6
0
        /// <summary>
        /// Immortal command to paralyze a player.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Freeze(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;
            CharData realChar = ch.GetChar();

            if (!realChar.Authorized("freeze"))
            {
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("Freeze whom?\r\n");
                return;
            }

            if (!(victim = ch.GetCharWorld(str[0])))
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (ch == victim && ch.HasActionBit(PC.PLAYER_FREEZE))
            {
                ch.RemoveActionBit(PC.PLAYER_FREEZE);
            }

            if (victim.IsNPC())
            {
                ch.SendText("Not on NPC's.\r\n");
                return;
            }

            if (victim.GetTrust() >= ch.GetTrust())
            {
                ch.SendText("You failed.\r\n");
                return;
            }

            if (victim.HasActionBit(PC.PLAYER_FREEZE))
            {
                victim.RemoveActionBit(PC.PLAYER_FREEZE);
                ch.SendText("FREEZE bit removed.\r\n");
                victim.SendText("You can play again.\r\n");
            }
            else
            {
                victim.SetActionBit(PC.PLAYER_FREEZE);
                ch.SendText("FREEZE bit set.\r\n");
                victim.SendText("You can't do anything!\r\n");
            }

            CharData.SavePlayer(victim);

            return;
        }
Exemple #7
0
        /// <summary>
        /// The main entry point for executing commands.
        /// Can be recursively called from 'at', 'order', 'force'.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="argument"></param>
        public static void Interpret(CharData ch, string argument)
        {
            // Get rid of leading and trailing spaces.
            argument = argument.Trim();

            // Strip leading spaces.
            argument.Trim();
            if (argument.Length == 0)
            {
                return;
            }

            // Remove AFK
            if (!ch.IsNPC())
            {
                ch.RemoveActionBit(PC.PLAYER_AFK);
            }

            // Implement freeze command.
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_FREEZE))
            {
                ch.SendText("You're totally frozen!\r\n");
                return;
            }

            // Grab the command word.  Special parsing so ' can be a command,
            // also no spaces needed after punctuation.
            string command;
            Object obj;
            Room room;
            int cmd;
            string logline = argument;
            int argptr = 0;
            if (!Char.IsLetter(argument[0]) && !Char.IsDigit(argument[0]))
            {
                command = argument.Substring(0, 1);
                argptr++;
                while (argument.Length > argptr && Char.IsWhiteSpace(argument[argptr]))
                {
                    argument = argument.Remove(0, 1);
                }
            }
            else
            {
                command = MUDString.OneArgument(argument, ref argument);
                argument.Trim(); // Clean up the remainder of the command.
            }

            // Nothing to do if command is empty.  Just send them a newline and bail.
            if (string.IsNullOrEmpty(command) && string.IsNullOrEmpty(argument))
            {
                ch.SendText("\r\n");
                return;
            }

            // Look for an item with a teleport trigger in the room.
            // and check to see if the command is a teleport trigger
            if (ch.InRoom && (obj = ch.GetObjHere(argument)))
            {
                if (obj.ItemType == ObjTemplate.ObjectType.teleport)
                {
                    if (CheckCommandTrigger(command, obj.Values[1]) && obj.Values[2] != 0)
                    {
                        if (obj.Values[2] != -1)
                        {
                            obj.Values[2]--;
                        }
                        room = Room.GetRoom(obj.Values[0]);
                        if (room)
                        {
                            SocketConnection.Act("$n&n vanishes suddenly.", ch, null, null, SocketConnection.MessageTarget.room);
                            string text = String.Format("You {0} $p&n.\r\n", command);
                            SocketConnection.Act(text, ch, obj, null, SocketConnection.MessageTarget.character);
                            Log.Trace(String.Format("{0} activated keyword and was teleported by object.", ch.Name));
                            ch.RemoveFromRoom();
                            ch.AddToRoom(room);
                            Interpret(ch, "look auto");
                            SocketConnection.Act("$n&n arrives suddenly.", ch, null, null, SocketConnection.MessageTarget.room);
                        }
                        else
                        {
                            ch.SendText("BUG: The target room for this teleporter does not exist.\r\n");
                            Log.Error("Target room for object {0} does not exist.", obj.ObjIndexData.IndexNumber);
                        }
                        return;
                    }
                }
                else if (obj.ItemType == ObjTemplate.ObjectType.switch_trigger)
                {
                    Exit exit;
                    string cbuf = String.Format("Checking {0} against command no. {1} for {2}.", command, obj.Values[0], obj.Name);
                    ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, cbuf);
                    if (CheckCommandTrigger(command, obj.Values[0]))
                    {
                        ch.SendText("Click.\r\n");
                        room = Room.GetRoom(obj.Values[1]);
                        if (!room)
                        {
                            Log.Error("Target room for switch object {0} does not exist.", obj.ObjIndexData.IndexNumber);
                            return;
                        }
                        exit = room.ExitData[obj.Values[2]];
                        if (exit == null)
                        {
                            Log.Error("Target exit for switch object {0} does not exist.", obj.ObjIndexData.IndexNumber);
                            return;
                        }
                        if (exit.HasFlag(Exit.ExitFlag.blocked))
                        {
                            exit.RemoveFlag(Exit.ExitFlag.blocked);
                        }
                        return;
                    }
                }
            }

            // Look for command in command table.
            bool found = false;
            int trust = ch.GetTrust();
            for (cmd = 0; cmd < CommandTable.Length; cmd++)
            {
                if (CommandTable[cmd].Name.StartsWith(command, StringComparison.CurrentCultureIgnoreCase)
                        && (CommandTable[cmd].MinLevel <= trust))
                {
                    found = true;
                    break;
                }
            }

            // Command was found, respond accordingly.
            if (found)
            {
                // Logging and snooping.
                if (CommandTable[cmd].LoggingType == LogType.never)
                {
                    logline = "---- Nothing to see here ----";
                }

                if ((!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_LOG)) || fLogAll
                        || CommandTable[cmd].LoggingType == LogType.always)
                {
                    string logBuf = String.Format("Log {0}: {1}", ch.Name, logline);
                    Log.Trace(logBuf);
                    ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_SECURE, ch.GetTrust(), logBuf);
                }

                if (ch.Socket && ch.Socket.SnoopBy)
                {
                    ch.Socket.SnoopBy.WriteToBuffer("% ");
                    ch.Socket.SnoopBy.WriteToBuffer(logline);
                    ch.Socket.SnoopBy.WriteToBuffer("\r\n");
                }

                // Break meditate
                if (CommandTable[cmd].BreakMeditate)
                {
                    if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEDITATING))
                    {
                        ch.RemoveActionBit(PC.PLAYER_MEDITATING);
                        ch.SendText("You stop meditating.\r\n");
                    }
                }

                // Break sneak, hide, and invis
                // Anything that will break hide OR invis will break concealment
                // This is DUMB!  Breaks invis w/backstab on a target that's not
                //   there: i.e. "backstab trolll"/"backstab humann" . vis and no
                //   attack! - (Should be handled with make_vis function).
                if (CommandTable[cmd].BreakInvisibility)
                {
                    if (ch.IsAffected(Affect.AFFECT_INVISIBLE))
                    {
                        ch.RemoveAffect(Affect.AFFECT_INVISIBLE);
                        ch.RemoveAffect(Affect.AFFECT_HIDE);
                        ch.RemoveAffect(Affect.AFFECT_MINOR_INVIS);

                        SocketConnection.Act("$n&n snaps into visibility.", ch, null, null, SocketConnection.MessageTarget.room);
                        ch.SendText("You snap into visibility.\r\n");
                    }
                    else if (ch.IsAffected(Affect.AFFECT_MINOR_INVIS))
                    {
                        ch.RemoveAffect(Affect.AFFECT_INVISIBLE);
                        ch.RemoveAffect(Affect.AFFECT_HIDE);
                        ch.RemoveAffect(Affect.AFFECT_MINOR_INVIS);

                        ch.SendText("You appear.\r\n");
                    }
                }

                if (CommandTable[cmd].BreakHide)
                {
                    if (ch.IsAffected(Affect.AFFECT_MINOR_INVIS))
                    {
                        ch.SendText("You appear.\r\n");
                    }
                    ch.AffectStrip( Affect.AffectType.skill, "shadow form");
                    ch.RemoveAffect( Affect.AFFECT_HIDE );
                    ch.RemoveAffect(Affect.AFFECT_MINOR_INVIS);
                }
            }
            // Command was not found, respond accordingly.
            else
            {
                // Look for command in socials table.
                if (!Database.SocialList.CheckSocial(ch, command, argument))
                {
                    if (!ch.IsNPC() && !MUDString.IsPrefixOf(command, "petition"))
                    {
                        string logBuf = String.Format("Log {0}: {1}", ch.Name, logline);
                        Log.Trace(logBuf);
                        ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_SECURE, ch.GetTrust(), logBuf);
                        Command.Petition(ch, argument.Split(' '));
                        return;
                    }
                    Log.Trace("Failed to match command.");
                    ch.SendText("Huh?\r\n");
                }
                return;
            }

            // Character not in position for command?
            if (ch.CurrentPosition < CommandTable[cmd].MinPosition)
            {
                switch (ch.CurrentPosition)
                {
                    case Position.dead:
                        ch.SendText("Lie still; you are &+rDEAD&n!\r\n");
                        break;

                    case Position.mortally_wounded:
                    case Position.incapacitated:
                        ch.SendText("You are hurt far too bad for that.\r\n");
                        break;

                    case Position.stunned:
                        ch.SendText("You are too stunned to do that.\r\n");
                        break;

                    case Position.sleeping:
                        ch.SendText("In your dreams, or what?\r\n");
                        break;

                    case Position.reclining:
                        ch.SendText("You can't do that while lying around.\r\n");
                        break;

                    case Position.sitting:
                        ch.SendText("You can't do this sitting!\r\n");
                        break;

                    case Position.kneeling:
                        ch.SendText("Get off your knees!\r\n");
                        break;

                    case Position.resting:
                        ch.SendText("Nah... You feel too relaxed...\r\n");
                        break;

                    case Position.fighting:
                        ch.SendText("No way! You are still fighting!\r\n");
                        break;

                }
                if (!ch.IsImmortal())
                {
                    return;
                }
                if (ch.CurrentPosition == Position.dead)
                    ch.CurrentPosition = Position.sleeping;
                ch.SendText("You're not in the right position, but..\r\n");
            }
            if (ch.IsAffected(Affect.AFFECT_MINOR_PARA) &&
                CommandTable[cmd].Function != Command.LookCommand &&
                CommandTable[cmd].Function != Command.Score &&
                CommandTable[cmd].Function != Command.Attributes)
            {
                if (!ch.IsImmortal())
                {
                    ch.SendText("&+YYour mind moves, but your body doesn't.&n\r\n");
                    return;
                }
                ch.SendText("&+YYour immortality allows you to move!&n\r\n");
            }

            string[] str = argument.Split(new[] {' '}, StringSplitOptions.RemoveEmptyEntries);

            // Dispatch the command.  Catch any exceptions, since most exceptions will probably happen
            // based on user commands.
            try
            {
                (CommandTable[cmd].Function)(ch, str);
            }
            catch (Exception ex)
            {
                Log.Error("Exception in CommandType.Interpret: " + ex);
            }
            return;
        }
Exemple #8
0
        // This code is basically a hack, and I'm adding a boatload of log
        // messages until I am satisfied that this code works and is stable.
        // When messing with code like this, it is easy to have players that
        // don't enter or leave the game completely, causing ghost images,
        // player duplicates, weird dangling pointers, etc., so we have to
        // be especially careful.  If anyone happens upon this and has a
        // suggestion for how to handle anything better than I have it will
        // be greatly appreciated.
        public static void Quit(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            // If they're not an immortal, assume they want to rent or camp and be smart
            // enough to try renting first.
            if (!ch.IsImmortal())
            {
                if (ch.InRoom != null && ch.InRoom.HasFlag(RoomTemplate.ROOM_INN))
                {
                    Rent(ch, str);
                    return;
                }
                Camp(ch, str);
                return;
            }

            if (ch.CurrentPosition == Position.fighting || ch.Fighting)
            {
                if (ch.HasActionBit(PC.PLAYER_CAMPING))
                {
                    ch.SendText("You're not gifted enough to make camp and fight at the same time.\r\n");
                    ch.RemoveActionBit(PC.PLAYER_CAMPING);
                    return;
                }
                ch.SendText("No way! You are fighting.\r\n");
                return;
            }

            if (ch.CurrentPosition < Position.stunned)
            {
                if (MUDMath.NumberRange(1, 2) == 1)
                {
                    ch.SendText("You're not &+RD&n&+rE&+RA&n&+rD&n yet.\r\n");
                    return;
                }
                ch.SendText("Just lie still and finish &+RBle&+reding&n!\r\n");
                return;
            }

            SocketConnection.Quit(ch);
        }
Exemple #9
0
        /// <summary>
        /// Command to recline.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Recline(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsAffected(Affect.AFFECT_HOLD) || ch.IsAffected(Affect.AFFECT_MINOR_PARA))
            {
                ch.SendText("You're paralyzed!\r\n");
                return;
            }

            switch (ch.CurrentPosition)
            {
                case Position.sleeping:
                    ch.SendText("You are sleeping.\r\n");
                    break;

                case Position.reclining:
                    ch.SendText("You are already reclining.\r\n");
                    break;

                case Position.fighting:
                    ch.SendText("Not while you're fighting!\r\n");
                    break;

                case Position.sitting:
                case Position.kneeling:
                case Position.resting:
                case Position.standing:
                    if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
                    {
                        ch.RemoveActionBit(PC.PLAYER_MEMORIZING);
                        ch.SendText("You abandon your studies.\r\n");
                    }
                    ch.SendText("You recline.\r\n");
                    SocketConnection.Act("$n&n reclines.", ch, null, null, SocketConnection.MessageTarget.room);
                    ch.CurrentPosition = Position.reclining;
                    break;
            }

            return;
        }
Exemple #10
0
        /// <summary>
        /// Meditate command.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Meditate(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (!ch.HasSkill("meditate"))
            {
                ch.SendText("You don't know how to meditate.\r\n");
                return;
            }

            if (ch.HasActionBit(PC.PLAYER_MEDITATING))
            {
                ch.RemoveActionBit(PC.PLAYER_MEDITATING);
                ch.SendText("You stop meditating.\r\n");
            }

            if (ch.CurrentPosition != Position.resting)
            {
                ch.SendText("You must be resting in order to meditate.\r\n");
                return;
            }

            if (ch.Fighting != null)
            {
                ch.SendText("Meditation during battle leads to permenant inner peace.\r\n");
                return;
            }

            ch.SetActionBit(PC.PLAYER_MEDITATING);
            ch.WaitState(Skill.SkillList["meditate"].Delay);
            ch.PracticeSkill("meditate");
            ch.SendText("You start meditating...\r\n");
            return;
        }
Exemple #11
0
        /// <summary>
        /// Command to set yourself as being away from keyboard.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void AFK(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (ch.HasActionBit(PC.PLAYER_AFK))
            {
                ch.RemoveActionBit(PC.PLAYER_AFK);
                ch.SendText("&nYou are back at your keyboard.\r\n");
                SocketConnection.Act("$n&n has returned to $s keyboard.", ch, null, ch, SocketConnection.MessageTarget.room);
            }
            else
            {
                ch.SetActionBit(PC.PLAYER_AFK);
                ch.SendText("&nYou are away from keyboard.\r\n");
                SocketConnection.Act("$n&n has left $s keyboard.", ch, null, ch, SocketConnection.MessageTarget.room);
            }

            return;
        }
Exemple #12
0
        /// <summary>
        /// Immortal invisibility command.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Invis(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (!ch.Authorized("wizinvis"))
                return;

            if (ch.HasActionBit(PC.PLAYER_WIZINVIS))
            {
                ch.RemoveActionBit(PC.PLAYER_WIZINVIS);
                ch.SendText("You slowly fade back into existence.\r\n");
                SocketConnection.Act("$n slowly fades into existence.", ch, null, null, SocketConnection.MessageTarget.room);
            }
            else
            {
                ch.SendText("You slowly vanish into thin air.\r\n");
                SocketConnection.Act("$n slowly fades into thin air.", ch, null, null, SocketConnection.MessageTarget.room);
                ch.SetActionBit(PC.PLAYER_WIZINVIS);
            }

            return;
        }
Exemple #13
0
        /// <summary>
        /// Called when a player quits or when camping preparations are complete.
        /// </summary>
        public static void Quit(CharData ch)
        {
            if (ch == null)
            {
                Log.Error("Quit: Called with null character.");
                return;
            }

            try
            {
                if (ch.HasActionBit(PC.PLAYER_CAMPING))
                {
                    ch.RemoveActionBit(PC.PLAYER_CAMPING);
                    Act("You climb into your bedroll and leave the realm.", ch, null, null, MessageTarget.character);
                    if (ch.Gender == MobTemplate.Sex.male)
                        Act("$n&n climbs into his bedroll and leaves the realm.", ch, null, null, MessageTarget.room);
                    else if (ch.Gender == MobTemplate.Sex.female)
                        Act("$n&n climbs into her bedroll and leaves the realm.", ch, null, null, MessageTarget.room);
                    else
                        Act("$n&n climbs into its bedroll and leaves the realm.", ch, null, null, MessageTarget.room);

                    string text = String.Format("{0} has camped out.", ch.Name);
                    Log.Trace(text);
                    ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_LOGINS, ch.GetTrust(), text);
                }
                else
                {
                    ch.SendText("You leave the realm.\r\n\r\n");
                    Act("$n&n has left the realm.", ch, null, null, MessageTarget.room);
                    Log.Trace(String.Format("{0} has camped out.", ch.Name));
                    ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_LOGINS, ch.GetTrust(), String.Format("{0} has camped out.", ch.Name));
                }

                // I know we checked for position fighting, but I'm paranoid...
                if (ch.Fighting)
                {
                    Combat.StopFighting(ch, true);
                }

                ch.DieFollower(ch.Name);

                Room room = null;
                if (ch.InRoom)
                {
                    room = ch.InRoom;
                }

                ch.RemoveFromRoom();
                if (room != null)
                {
                    ch.InRoom = room;
                    ((PC)ch).LastRentLocation = ch.InRoom.IndexNumber;
                }

                // Put them in the correct body
                if (ch && ch.Socket && ch.Socket.Original)
                {
                    CommandType.Interpret(ch, "return");
                }

                CharData.SavePlayer(ch);

                Database.CharList.Remove(ch);

                if (ch && ch.Socket)
                {
                    ch.Socket.ShowScreen(Screen.MainMenuScreen);
                    ch.Socket.ConnectionStatus = ConnectionState.menu;
                }
            }
            catch (Exception ex)
            {
                Log.Error("Error in SocketConnection.Quit: " + ex.ToString());
            }

            return;
        }
Exemple #14
0
 /// <summary>
 /// Camping timer ticking away.
 /// 
 /// Uses a single event for each person that is actively camping.
 /// </summary>
 /// <param name="ch"></param>
 /// <param name="room"></param>
 /// <returns></returns>
 static bool CampUpdate( CharData ch, Room room )
 {
     if( !ch || !room || ch.CurrentPosition <= Position.incapacitated )
         return false;
     if( !ch.HasActionBit(PC.PLAYER_CAMPING ) )
         return false;
     if( ch.CurrentPosition == Position.fighting || ch.Fighting || ch.InRoom != room )
     {
         ch.SendText( "So much for that camping effort.\r\n" );
         ch.RemoveActionBit(PC.PLAYER_CAMPING);
         return false;
     }
     return true;
 }
Exemple #15
0
        /// <summary>
        /// Used for dragging corpses into another room.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Drag(CharData ch, string[] str)
        {
            if( ch == null ) return;

            Object obj;
            Object obj2;

            if (ch.IsAffected( Affect.AFFECT_HOLD) ||
                    ch.IsAffected(Affect.AFFECT_MINOR_PARA))
            {
                ch.SendText("You can't move!\r\n");
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("Drag which what where?\r\n");
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("You need to specify a direction.\r\n");
                return;
            }

            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
            {
                ch.RemoveActionBit(PC.PLAYER_MEMORIZING);
                ch.SendText("You abandon your studies.\r\n");
            }

            if (!(obj = ch.GetObjHere(str[0])))
            {
                ch.SendText("You do not see that here.\r\n");
                return;
            }

            if (obj.ItemType != ObjTemplate.ObjectType.npc_corpse && obj.ItemType != ObjTemplate.ObjectType.pc_corpse)
            {
                ch.SendText("You can only drag corpses.\r\n");
                return;
            }

            if (str.Length > 2 && str[1] == "enter")
            {
                if ((obj2 = ch.GetObjHere(str[3])))
                {
                    switch (obj2.ItemType)
                    {
                        case ObjTemplate.ObjectType.teleport:
                        case ObjTemplate.ObjectType.portal:
                            if (obj2.ItemType == ObjTemplate.ObjectType.teleport && !CommandType.CheckCommandTrigger("enter", obj2.Values[1]))
                            {
                                ch.SendText("Nothing happens.\r\n");
                                return;
                            };
                            Room location;
                            if (Macros.IsSet(obj2.Values[3], ObjTemplate.PORTAL_RANDOM))
                            {
                                location = Movement.GetRandomRoom();
                            }
                            else
                            {
                                location = Room.GetRoom(obj2.Values[0]);
                            }
                            if (!location)
                            {
                                ch.SendText("That portal doesn't seem to go anywhere.\r\n");
                                return;
                            }
                            SocketConnection.Act("You drag the $p&n into $P&n.", ch, obj, obj2, SocketConnection.MessageTarget.character);
                            SocketConnection.Act("$n&n drags the $p&n into $P&n.", ch, obj, obj2, SocketConnection.MessageTarget.room);
                            if (obj2.Values[2] >= 0)
                            {
                                obj2.Values[2] -= 2;
                                if (obj2.Values[2] <= 0)
                                {
                                    SocketConnection.Act("$p&n fades into nothingness.", ch, obj2, null, SocketConnection.MessageTarget.room);
                                    obj2.RemoveFromRoom();
                                }
                            }
                            obj.RemoveFromRoom();
                            ch.RemoveFromRoom();
                            ch.AddToRoom(location);
                            obj.AddToRoom(location);
                            if (obj2.ItemType == ObjTemplate.ObjectType.portal)
                            {
                                SocketConnection.Act("$n&n steps out of $P&n dragging the $p&n.", ch, obj, obj2, SocketConnection.MessageTarget.room);
                            }
                            else
                            {
                                SocketConnection.Act("$n&n appears from elsewhere, dragging the $p&n.", ch, obj, null, SocketConnection.MessageTarget.room);
                            }
                            CommandType.Interpret(ch, "look auto");
                            return;
                        case ObjTemplate.ObjectType.vehicle:
                        case ObjTemplate.ObjectType.ship:
                            break;
                        case ObjTemplate.ObjectType.other:
                            break;
                        default:
                            ch.SendText("That cannot be entered.\r\n");
                            return;
                    }
                }
            }

            Exit.Direction door = Movement.FindExit(ch, str[1]);

            if (door < 0)
            {
                ch.SendText("You can't drag anything that way.\r\n");
                return;
            }
            if (ch.CurrentMoves < 5 && !ch.IsImmortal())
            {
                ch.SendText("You are too exhausted to drag that anywhere.\r\n");
                return;
            }

            string text = String.Format("You drag $p&n {0}.", door.ToString());
            SocketConnection.Act(text, ch, obj, null, SocketConnection.MessageTarget.character);
            text = String.Format("$n&n drags $p&n {0}.", door.ToString());
            SocketConnection.Act(text, ch, obj, null, SocketConnection.MessageTarget.room);

            obj.RemoveFromRoom();
            ch.CurrentMoves -= 5;

            ch.Move(door);
            ch.WaitState(MUDMath.NumberRange(3, 12));

            obj.AddToRoom(ch.InRoom);
            SocketConnection.Act("$n&n drags $p&n along behind $m.", ch, obj, null, SocketConnection.MessageTarget.room);
        }
Exemple #16
0
        /// <summary>
        /// Leave the game at an inn.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Rent(CharData ch, string[] str)
        {
            if( ch == null ) return;
            Room room = null;
            CharData worldChar;

            if (ch.IsNPC())
                return;

            if (!ch.InRoom || !ch.InRoom.HasFlag(Room.ROOM_INN))
            {
                ch.SendText("You must be within an inn to rent.\r\n");
                return;
            }

            if (ch.CurrentPosition == Position.fighting || ch.Fighting)
            {
                ch.SendText("No way! You are fighting.\r\n");
                return;
            }

            if (ch.CurrentPosition < Position.stunned)
            {
                ch.SendText("You're not &+RD&n&+rE&+RA&n&+rD&n yet.\r\n");
                return;
            }

            ch.SendText("The innkeeper grabs a &+Lkey&n from the &n&+yrack&n, and shows you to your room.\r\n\r\n");
            SocketConnection.Act("$n&n has left the realm.", ch, null, null, SocketConnection.MessageTarget.room);
            Log.Trace(String.Format("{0} has rented.", ch.Name));

            ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_LOGINS, ch.GetTrust(), String.Format("{0} has rented.", ch.Name));

            /*
            * After CharData.ExtractChar the ch is no longer valid
            * that is why we aren't extracting the character but rather
            * sending them to our version of the "menu".
            */

            // I know we checked for position fighting, but I'm paranoid...
            if (ch.Fighting != null)
            {
                Combat.StopFighting(ch, true);
            }

            ch.DieFollower(ch.Name);

            // I can't see any reason why ch would not have an .in_room, but that
            // may just be shortsighted of me - Xangis
            if (ch.InRoom)
            {
                room = ch.InRoom;
            }

            ch.RemoveFromRoom();
            if (room)
            {
                ch.InRoom = room;
            }

            // Put them in the correct body
            if (ch.Socket && ch.Socket.Original)
            {
                CommandType.Interpret(ch, "return");
            }

            foreach (CharData it in Database.CharList)
            {
                worldChar = it;
                if (worldChar.ReplyTo == ch)
                {
                    worldChar.ReplyTo = null;
                }
            }

            ch.RemoveActionBit(PC.PLAYER_CAMPING);
            ((PC)ch).LastRentLocation = ch.InRoom.IndexNumber;
            CharData.SavePlayer(ch);

            // Remove them from the character list.
            for( int i = Database.CharList.Count -1; i >= 0; --i )
            {
                if (Database.CharList[i] == ch)
                {
                    Database.CharList.RemoveAt(i);
                }
            }

            // ConnectionState.menu is when they enter
            // the game... this shows menu
            // before they enter the game
            ch.Socket.ShowScreen(Screen.MainMenuScreen);
            ch.Socket.ConnectionStatus = SocketConnection.ConnectionState.menu;

            return;
        }
Exemple #17
0
        /// <summary>
        /// Flee: Attempt to run away from combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Flee(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int attempt;
            int chances;

            if (ch.CurrentPosition < Position.reclining || ch.Wait > 0)
            {
                return;
            }

            // Remove memorization and meditation bits - Xangis
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEDITATING))
            {
                SocketConnection.Act("$N&n is disrupted from meditation.", ch, null, null, SocketConnection.MessageTarget.room);
                SocketConnection.Act("Your meditation is disrupted.", ch, null, null, SocketConnection.MessageTarget.character);
                ch.RemoveActionBit(PC.PLAYER_MEDITATING);
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
            {
                SocketConnection.Act("$N&n abandons $S studies.", ch, null, null, SocketConnection.MessageTarget.room);
                SocketConnection.Act("You abandon your studies.", ch, null, null, SocketConnection.MessageTarget.character);
                ch.RemoveActionBit(PC.PLAYER_MEMORIZING);
            }

            if (ch.CurrentPosition < Position.fighting)
            {
                ch.SendText("You scramble madly to your feet!\r\n");
                SocketConnection.Act("$n&n scrambles madly to $s feet!",
                     ch, null, null, SocketConnection.MessageTarget.room);
                ch.CurrentPosition = Position.standing;
                return;
            }

            if (!ch.InRoom)
            {
                ch.SendText("You give up when you realize there's nowhere to flee to.\r\n");
            }

            // Panicked people can flee when not fighting.
            CharData victim = ch.Fighting;
            if (!victim)
            {
                if (ch.CurrentPosition == Position.fighting)
                {
                    ch.CurrentPosition = Position.standing;
                }
            }

            if (ch.IsAffected(Affect.AFFECT_BERZERK))
            {
                ch.SendText("You can't flee, you're in a &+RBl&n&+ro&+Ro&n&+rd&+L Rage&n!!\r\n");
                return;
            }

            if (ch.IsAffected( Affect.AFFECT_BOUND))
            {
                ch.SendText("You are bound!  You can't move!\r\n");
                SocketConnection.Act("$n&n tries to flee, but is tied up!",
                     ch, null, null, SocketConnection.MessageTarget.room);
                return;
            }

            if (ch.IsAffected( Affect.AFFECT_HOLD) ||
                    ch.IsAffected( Affect.AFFECT_MINOR_PARA))
            {
                ch.SendText("You can't move!\r\n");
                SocketConnection.Act("$n&n tries to flee, but $e can't move!",
                     ch, null, null, SocketConnection.MessageTarget.room);
                return;
            }

            // You should almost always be able to flee when not fighting.
            if (ch.CurrentPosition == Position.standing)
            {
                chances = 30;
            }
            else
            {
                chances = 6;
            }

            Room wasIn = ch.InRoom;
            for (attempt = 0; attempt < chances; attempt++)
            {
                Exit exit;

                Exit.Direction door = Database.RandomDoor();
                if ((exit = wasIn.GetExit(door)) == null || !exit.TargetRoom
                        || exit.TargetRoom == wasIn || exit.HasFlag(Exit.ExitFlag.closed)
                        || (ch.IsNPC() && (Room.GetRoom(exit.IndexNumber).HasFlag(RoomTemplate.ROOM_NO_MOB)
                        || (ch.HasActionBit(MobTemplate.ACT_STAY_AREA) && exit.TargetRoom.Area != ch.InRoom.Area))))
                {
                    continue;
                }

                if (ch.Riding && ch.Riding.Fighting)
                {
                    Combat.StopFighting(ch.Riding, true);
                }

                // Just to keep the damned messages from being wacky...
                ch.SetAffectBit(Affect.AFFECT_IS_FLEEING);
                ch.Move(door);
                ch.RemoveAffect(Affect.AFFECT_IS_FLEEING);
                if (ch.InRoom == wasIn)
                {
                    break;
                }
                Room nowIn = ch.InRoom;
                ch.InRoom = wasIn;

                SocketConnection.Act("$n&n panics and attempts to flee...", ch, null, null, SocketConnection.MessageTarget.room, true);
                string text;
                if (ch.CheckSneak())
                {
                    SocketConnection.Act("$n&n has fled!", ch, null, null, SocketConnection.MessageTarget.room);
                }
                else
                {
                    text = String.Format("$n&n flees {0}ward.", door.ToString());
                    SocketConnection.Act(text, ch, null, null, SocketConnection.MessageTarget.room, true);
                }
                ch.InRoom = nowIn;

                text = String.Format("You flee {0}ward!\r\n", door.ToString());
                ch.SendText(text);

                Combat.StopFighting(ch, true);
                return;
            }

            SocketConnection.Act("$n&n tries to flee but can't make it out of here!", ch, null, null, SocketConnection.MessageTarget.room, true);
            ch.SendText("&+WYour escape is blocked!\r\n");
            return;
        }
Exemple #18
0
        /// <summary>
        /// Used to flag a player as running or not running a bot.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Bot(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (ch.HasActionBit(PC.PLAYER_BOTTING))
            {
                ch.RemoveActionBit(PC.PLAYER_BOTTING);
                ch.SendText("&nYou are no longer running a bot.\r\n");
                SocketConnection.Act("$n&n's soul has returned to $s body.", ch, null, ch, SocketConnection.MessageTarget.room);
            }
            else
            {
                ch.SetActionBit(PC.PLAYER_BOTTING);
                ch.SendText("&nYou are now running a bot.\r\n");
                SocketConnection.Act("$n&n's soul has left $s body.", ch, null, ch, SocketConnection.MessageTarget.room);
            }

            return;
        }
Exemple #19
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        public static void GodMode(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC())
                return;

            if (!ch.Authorized("godmode"))
                return;

            if (ch.HasActionBit(PC.PLAYER_GODMODE))
            {
                ch.RemoveActionBit(PC.PLAYER_GODMODE);
                ch.SendText("God mode off.\r\n");
            }
            else
            {
                ch.SetActionBit(PC.PLAYER_GODMODE);
                ch.SendText("God mode on.\r\n");
            }

            return;
        }
Exemple #20
0
        /// <summary>
        /// The main social action processing routine.  Sends the social strings and any associated sounds.
        /// </summary>
        /// <param name="ch">Character acting out the social.</param>
        /// <param name="command">Command entered by the character.</param>
        /// <param name="argument">Additional modifiers to the command entered.</param>
        /// <returns></returns>
        public bool CheckSocial(CharData ch, string command, string argument)
        {
            string arg = String.Empty;

            Social soc = FindSocial(command);
            if (soc == null)
            {
                return false;
            }

            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_NO_EMOTE))
            {
                ch.SendText("You are anti-social!\r\n");
                return true;
            }

            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEDITATING))
            {
                ch.RemoveActionBit(PC.PLAYER_MEDITATING);
                ch.SendText("You stop meditating.\r\n");
            }

            // Performing a social action removes hide and conceal.
            if (ch.IsAffected(Affect.AFFECT_MINOR_INVIS))
            {
                ch.SendText("You appear.\r\n");
            }
            ch.AffectStrip(Affect.AffectType.skill, "shadow form");
            ch.AffectStrip(Affect.AffectType.spell, "concealment");
            ch.RemoveAffect(Affect.AFFECT_MINOR_INVIS);
            ch.RemoveAffect(Affect.AFFECT_HIDE);

            switch (ch.CurrentPosition)
            {
                case Position.dead:
                    ch.SendText("Lie still; you are DEAD.\r\n");
                    return true;

                case Position.incapacitated:
                case Position.mortally_wounded:
                    ch.SendText("You are hurt far too badly for that.\r\n");
                    return true;

                case Position.stunned:
                    ch.SendText("You are too stunned to do that.\r\n");
                    return true;

                case Position.sleeping:
                    // Special exception - only social when you're using when asleep is "snore".
                    if (!"snore".StartsWith(soc.Name, StringComparison.CurrentCultureIgnoreCase))
                    {
                        break;
                    }
                    ch.SendText("In your dreams, or what?\r\n");
                    return true;

            }

            MUDString.OneArgument(argument, ref arg);
            CharData victim = null;
            if (arg.Length == 0)
            {
                SocketConnection.Act(soc.CharNoArgument, ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act(soc.OthersNoArgument, ch, null, victim, SocketConnection.MessageTarget.room);
                if (!String.IsNullOrEmpty(soc.AudioFile) && ch.InRoom != null)
                {
                    foreach (CharData cd in ch.InRoom.People)
                    {
                        cd.SendSound(soc.AudioFile);
                    }
                }
                return true;
            }
            victim = ch.GetCharWorld(arg);
            if (!victim || (ch.IsRacewar(victim) && ch.InRoom != victim.InRoom))
            {
                ch.SendText("They aren't here.\r\n");
            }
            else if (victim == ch)
            {
                SocketConnection.Act(soc.CharSelf, ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act(soc.OthersSelf, ch, null, victim, SocketConnection.MessageTarget.room);
                if (!String.IsNullOrEmpty(soc.AudioFile) && ch.InRoom != null)
                {
                    foreach (CharData cd in ch.InRoom.People)
                    {
                        cd.SendSound(soc.AudioFile);
                    }
                }
            }
            else if (!ch.GetCharRoom(arg) && CharData.CanSee(ch, victim)
                      && soc.CharFound.Length > 0 && soc.VictimFound.Length > 0)
            {
                if (!ch.IsImmortal())
                {
                    ch.SendText("You don't see them here.\r\n");
                    return true;
                }
                if (!victim.IsNPC())
                {
                    const string ldbase = "From far away, ";

                    if (victim.IsIgnoring(ch))
                    {
                        ch.SendText("They are ignoring you.\r\n");
                        return false;
                    }
                    Room original = ch.InRoom;
                    ch.RemoveFromRoom();
                    ch.AddToRoom(victim.InRoom);

                    string ldmsg = ldbase;
                    ldmsg += soc.CharFound;
                    SocketConnection.Act(ldmsg, ch, null, victim, SocketConnection.MessageTarget.character);

                    ldmsg = ldbase;
                    ldmsg += soc.VictimFound;
                    SocketConnection.Act(ldmsg, ch, null, victim, SocketConnection.MessageTarget.victim);

                    if (!String.IsNullOrEmpty(soc.AudioFile) && ch.InRoom != null)
                    {
                        foreach (CharData cd in ch.InRoom.People)
                        {
                            cd.SendSound(soc.AudioFile);
                        }
                    }

                    ch.RemoveFromRoom();
                    ch.AddToRoom(original);

                }
                else
                {
                    ch.SendText("They aren't here.\r\n");
                }
            }
            else
            {
                SocketConnection.Act(soc.CharFound, ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act(soc.VictimFound, ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act(soc.OthersFound, ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                if (!String.IsNullOrEmpty(soc.AudioFile) && ch.InRoom != null)
                {
                    foreach (CharData cd in ch.InRoom.People)
                    {
                        cd.SendSound(soc.AudioFile);
                    }
                }

                // If mobs are to respond to socials, it should be inserted here.
                // This might be useful for some quests, mob functions, or other things.
            }

            return true;
        }