📄 act_wiz.c
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if ( victim->desc != NULL )
{
send_to_char( "Character in use.\n\r", ch );
return;
}
ch->desc->character = victim;
ch->desc->original = ch;
victim->desc = ch->desc;
ch->desc = NULL;
send_to_char( "Ok.\n\r", victim );
return;
}
void do_return( CHAR_DATA *ch, char *argument )
{
if ( ch->desc == NULL )
return;
if ( ch->desc->original == NULL )
{
send_to_char( "You aren't switched.\n\r", ch );
return;
}
send_to_char( "You return to your original body.\n\r", ch );
ch->desc->character = ch->desc->original;
ch->desc->original = NULL;
ch->desc->character->desc = ch->desc;
ch->desc = NULL;
return;
}
void do_mload( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' || !is_number(arg) )
{
send_to_char( "Syntax: mload <vnum>.\n\r", ch );
return;
}
if ( ( pMobIndex = get_mob_index( atoi( arg ) ) ) == NULL )
{
send_to_char( "No mob has that vnum.\n\r", ch );
return;
}
victim = create_mobile( pMobIndex );
char_to_room( victim, ch->in_room );
act( "$n has created $N!", ch, NULL, victim, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_oload( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
int level;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || !is_number( arg1 ) )
{
send_to_char( "Syntax: oload <vnum> <level>.\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
level = get_trust( ch );
}
else
{
/*
* New feature from Alander.
*/
if ( !is_number( arg2 ) )
{
send_to_char( "Syntax: oload <vnum> <level>.\n\r", ch );
return;
}
level = atoi( arg2 );
if ( level < 0 || level > get_trust( ch ) )
{
send_to_char( "Limited to your trust level.\n\r", ch );
return;
}
}
if ( ( pObjIndex = get_obj_index( atoi( arg1 ) ) ) == NULL )
{
send_to_char( "No object has that vnum.\n\r", ch );
return;
}
obj = create_object( pObjIndex, level );
if ( CAN_WEAR(obj, ITEM_TAKE) )
{
obj_to_char( obj, ch );
}
else
{
obj_to_room( obj, ch->in_room );
act( "$n has created $p!", ch, obj, NULL, TO_ROOM );
}
send_to_char( "Ok.\n\r", ch );
return;
}
void do_purge( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
/* 'purge' */
CHAR_DATA *vnext;
OBJ_DATA *obj_next;
for ( victim = ch->in_room->people; victim != NULL; victim = vnext )
{
vnext = victim->next_in_room;
if ( IS_NPC(victim) && victim != ch )
extract_char( victim, TRUE );
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
extract_obj( obj );
}
act( "$n purges the room!", ch, NULL, NULL, TO_ROOM);
send_to_char( "Ok.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on PC's.\n\r", ch );
return;
}
act( "$n purges $N.", ch, NULL, victim, TO_NOTVICT );
extract_char( victim, TRUE );
return;
}
void do_advance( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int level;
int iLevel;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' || !is_number( arg2 ) )
{
send_to_char( "Syntax: advance <char> <level>.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "That player is not here.\n\r", ch);
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ( level = atoi( arg2 ) ) < 1 || level > 40 )
{
send_to_char( "Level must be 1 to 40.\n\r", ch );
return;
}
if ( level > get_trust( ch ) )
{
send_to_char( "Limited to your trust level.\n\r", ch );
return;
}
/*
* Lower level:
* Reset to level 1.
* Then raise again.
* Currently, an imp can lower another imp.
* -- Swiftest
*/
if ( level <= victim->level )
{
int sn;
send_to_char( "Lowering a player's level!\n\r", ch );
send_to_char( "**** OOOOHHHHHHHHHH NNNNOOOO ****\n\r", victim );
victim->level = 1;
victim->exp = 1000;
victim->max_hit = 10;
victim->max_mana = 100;
victim->max_move = 100;
for ( sn = 0; sn < MAX_SKILL; sn++ )
victim->pcdata->learned[sn] = 0;
victim->practice = 0;
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
advance_level( victim );
}
else
{
send_to_char( "Raising a player's level!\n\r", ch );
send_to_char( "**** OOOOHHHHHHHHHH YYYYEEEESSS ****\n\r", victim );
}
for ( iLevel = victim->level ; iLevel < level; iLevel++ )
{
send_to_char( "You raise a level!! ", victim );
victim->level += 1;
advance_level( victim );
}
victim->exp = 1000 * UMAX( 1, victim->level );
victim->trust = 0;
return;
}
void do_trust( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int level;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' || !is_number( arg2 ) )
{
send_to_char( "Syntax: trust <char> <level>.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "That player is not here.\n\r", ch);
return;
}
if ( ( level = atoi( arg2 ) ) < 0 || level > 40 )
{
send_to_char( "Level must be 0 (reset) or 1 to 40.\n\r", ch );
return;
}
if ( level > get_trust( ch ) )
{
send_to_char( "Limited to your trust.\n\r", ch );
return;
}
victim->trust = level;
return;
}
void do_restore( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Restore whom?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
for ( victim = char_list; victim != NULL; victim = victim->next )
{
if ( !IS_NPC(victim) )
{
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
update_pos( victim );
act( "$n has restored you.", ch, NULL, victim, TO_VICT );
}
}
send_to_char( "Ok.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
update_pos( victim );
act( "$n has restored you.", ch, NULL, victim, TO_VICT );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_freeze( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Freeze whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( get_trust( victim ) >= get_trust( ch ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( IS_SET(victim->act, PLR_FREEZE) )
{
REMOVE_BIT(victim->act, PLR_FREEZE);
send_to_char( "You can play again.\n\r", victim );
send_to_char( "FREEZE removed.\n\r", ch );
}
else
{
SET_BIT(victim->act, PLR_FREEZE);
send_to_char( "You can't do ANYthing!\n\r", victim );
send_to_char( "FREEZE set.\n\r", ch );
}
save_char_obj( victim );
return;
}
void do_log( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Log whom?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
if ( fLogAll )
{
fLogAll = FALSE;
send_to_char( "Log ALL off.\n\r", ch );
}
else
{
fLogAll = TRUE;
send_to_char( "Log ALL on.\n\r", ch );
}
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
/*
* No level check, gods can log anyone.
*/
if ( IS_SET(victim->act, PLR_LOG) )
{
REMOVE_BIT(victim->act, PLR_LOG);
send_to_char( "LOG removed.\n\r", ch );
}
else
{
SET_BIT(victim->act, PLR_LOG);
send_to_char( "LOG set.\n\r", ch );
}
return;
}
void do_noemote( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Noemote whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( get_trust( victim ) >= get_trust( ch ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( IS_SET(victim->act, PLR_NO_EMOTE) )
{
REMOVE_BIT(victim->act, PLR_NO_EMOTE);
send_to_char( "You can emote again.\n\r", victim );
send_to_char( "NO_EMOTE removed.\n\r", ch );
}
else
{
SET_BIT(victim->act, PLR_NO_EMOTE);
send_to_char( "You can't emote!\n\r", victim );
send_to_char( "NO_EMOTE set.\n\r", ch );
}
return;
}
void do_notell( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Notell whom?", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( get_trust( victim ) >= get_trust( ch ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( IS_SET(victim->act, PLR_NO_TELL) )
{
REMOVE_BIT(victim->act, PLR_NO_TELL);
send_to_char( "You can tell again.\n\r", victim );
send_to_char( "NO_TELL removed.\n\r", ch );
}
else
{
SET_BIT(victim->act, PLR_NO_TELL);
send_to_char( "You can't tell!\n\r", victim );
send_to_char( "NO_TELL set.\n\r", ch );
}
return;
}
void do_silence( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Silence whom?", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( get_trust( victim ) >= get_trust( ch ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( IS_SET(victim->act, PLR_SILENCE) )
{
REMOVE_BIT(victim->act, PLR_SILENCE);
send_to_char( "You can use channels again.\n\r", victim );
send_to_char( "SILENCE removed.\n\r", ch );
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