def cmd_champions(ch, argument):
    if ch.is_npc():
        return

    if not ch.is_demon() and not ch.special.is_set(merc.SPC_CHAMPION):
        ch.huh()
        return

    if not ch.lord and not ch.is_demon():
        ch.send("But you don't follow any demon!\n")
        return

    lord = ch.name if ch.is_demon() else ch.lord
    buf = ["The champions of {}:\n".format(lord)]
    buf += "[      Name      ] [ Hits ] [ Mana ] [ Move ] [  Exp  ] [       Power        ]\n"

    for gch in list(instance.players.values()):
        if not gch.is_demon() and not gch.special.is_set(merc.SPC_CHAMPION):
            continue

        if game_utils.str_cmp(ch.lord, lord) or game_utils.str_cmp(
                ch.name, lord):
            buf += "[{:<16}] [{:<6}] [{:<6}] [{:<6}] [{:7}] [ {:<9}{:9} ]\n".format(
                gch.name, gch.hit, gch.mana, gch.move, gch.exp,
                gch.powers[merc.DEMON_CURRENT], gch.powers[merc.DEMON_TOTAL])

    ch.send("".join(buf))
def cmd_qmake(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Do you wish to qmake a MACHINE or a CARD?\n")
        return

    if game_utils.str_cmp(arg, "card"):
        obj_index = instance.item_templates[merc.OBJ_VNUM_QUESTCARD]
        if not obj_index:
            ch.send("Missing object, please inform an Immortal.\n")
            return

        item = object_creator.create_item(obj_index, 0)
        item.quest_object()
        ch.put(item)
    elif game_utils.str_cmp(arg, "machine"):
        obj_index = instance.item_templates[merc.OBJ_VNUM_QUESTMACHINE]
        if not obj_index:
            ch.send("Missing object, please inform an Immortal.\n")
            return

        item = object_creator.create_item(obj_index, 0)
        ch.in_room.put(item)
    else:
        ch.cmd_qmake("")
        return
    ch.send("Ok.\n")
def cmd_prompt(ch, argument):
    if ch.is_npc():
        return

    if not argument:
        ch.cmd_help("prompt")
        return

    if game_utils.str_cmp(argument, "on"):
        if ch.extra.is_set(merc.EXTRA_PROMPT):
            ch.send("But you already have customised prompt on!\n")
        else:
            ch.send("Ok.\n")
            ch.extra.set_bit(merc.EXTRA_PROMPT)
    elif game_utils.str_cmp(argument, "off"):
        if not ch.extra.is_set(merc.EXTRA_PROMPT):
            ch.send("But you already have customised prompt off!\n")
        else:
            ch.send("Ok.\n")
            ch.extra.rem_bit(merc.EXTRA_PROMPT)
    elif game_utils.str_cmp(argument, "clear"):
        ch.prompt = ""
    else:
        argument = argument[:50] if len(argument) > 50 else argument
        ch.prompt = argument
        ch.send("Ok.\n")
Exemple #4
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def cmd_rset(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)
    arg3 = argument

    if not arg1 or not arg2 or not arg3:
        ch.send("Syntax: rset <location> <field> value\n\n"
                "Field being one of:\n"
                "  flags sector\n")
        return

    location = game_utils.find_location(ch, arg1)
    if not location:
        ch.send("No such location.\n")
        return

    # Snarf the value.
    value = int(arg3) if arg3.isdigit() else -1

    # Set something.
    if game_utils.str_cmp(arg2, "flags"):
        location.room_flags.bits = value
        return

    if game_utils.str_cmp(arg2, "sector"):
        location.sector_type = value
        return

    # Generate usage message.
    ch.cmd_rset("")
Exemple #5
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def cmd_ntrust(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1:
        ch.send("Syntax: ntrust <char> <on/off>.\n")
        return

    if not arg2:
        ch.send("Do you wish to set ntrust ON or OFF?\n")
        return

    victim = ch.get_char_room(arg1)
    if not victim:
        ch.not_here(arg1)
        return

    if game_utils.str_cmp(arg2, "off"):
        if not victim.extra.is_set(merc.EXTRA_TRUSTED):
            ch.send("Their ntrust is already off.\n")
            return

        victim.extra.rem_bit(merc.EXTRA_NOTE_TRUST)
        ch.send("Note trust OFF.\n")
        victim.send("You are no longer note trusted.\n")
    elif game_utils.str_cmp(arg2, "on"):
        if victim.extra.is_set(merc.EXTRA_NOTE_TRUST):
            ch.send("Their ntrust is already on.\n")
            return

        victim.extra.set_bit(merc.EXTRA_NOTE_TRUST)
        ch.send("Note trust ON.\n")
        victim.send("You are now note trusted.\n")
    else:
        ch.send("Do you want to set their ntrust ON or OFF?\n")
def cmd_godless(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if ch.is_npc():
        return

    if not arg:
        ch.send("Do you wish to switch it ON or OFF?\n")
        return

    if ch.level != 3 and not ch.act.is_set(merc.PLR_GODLESS):
        ch.send("Sorry, you must be level 3.\n")
        return

    if ch.act.is_set(merc.PLR_GODLESS) and game_utils.str_cmp(arg, "off"):
        ch.act.rem_bit(merc.PLR_GODLESS)
        ch.send("You now obey the gods.\n")
        comm.info("{} now follows the whims of the gods.".format(ch.name))
    elif not ch.act.is_set(merc.PLR_GODLESS) and game_utils.str_cmp(
            arg, "off"):
        ch.send("But you already obey the gods!\n")
    elif not ch.act.is_set(merc.PLR_GODLESS) and game_utils.str_cmp(arg, "on"):
        ch.act.set_bit(merc.PLR_GODLESS)
        ch.send("You no longer obey the gods.\n")
        comm.info("{} has rejected the gods.".format(ch.name))
    elif ch.act.is_set(merc.PLR_GODLESS) and game_utils.str_cmp(arg, "on"):
        ch.send("But you have already rejected the gods!\n")
    else:
        ch.send("Do you wish to switch it ON or OFF?\n")
def cmd_transport(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if ch.is_npc():
        return

    if not arg:
        ch.send("Do you wish to switch transport ON or OFF?\n")
        return

    if ch.immune.is_set(merc.IMM_TRANSPORT) and game_utils.str_cmp(arg, "off"):
        ch.immune.rem_bit(merc.IMM_TRANSPORT)
        ch.send("You can no longer be the target of transport spells.\n")
    elif not ch.immune.is_set(merc.IMM_TRANSPORT) and game_utils.str_cmp(
            arg, "off"):
        ch.send("But it is already off!\n")
    elif not ch.immune.is_set(merc.IMM_TRANSPORT) and game_utils.str_cmp(
            arg, "on"):
        ch.immune.set_bit(merc.IMM_TRANSPORT)
        ch.send("You can now be the target of transport spells.\n")
    elif ch.immune.is_set(merc.IMM_TRANSPORT) and game_utils.str_cmp(
            arg, "on"):
        ch.send("But it is already on!\n")
    else:
        ch.send("Do you wish to switch it ON or OFF?\n")
def crack_head(ch, item, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not game_utils.str_cmp(arg2, "mob") and item.chobj and not item.chobj.is_npc() and item.chobj.is_affected(merc.AFF_POLYMORPH):
        victim = item.chobj
        object_creator.make_part(victim, "cracked_head")
        object_creator.make_part(victim, "brain")
        victim.morph = "the quivering brain of {}".format(victim.name)
    elif game_utils.str_cmp(arg2, "mob"):
        mob_index = instance.npc_templates[item.value[1]]
        if not mob_index:
            return

        victim = object_creator.create_mobile(mob_index)
        ch.in_room.put(victim)
        object_creator.make_part(victim, "cracked_head")
        object_creator.make_part(victim, "brain")
        victim.extract(True)
    else:
        mob_index = instance.npc_templates[30002]
        if not mob_index:
            return

        victim = object_creator.create_mobile(mob_index)
        victim.short_descr = arg2[0].upper() + arg2[1:]
        ch.in_room.put(victim)
        object_creator.make_part(victim, "cracked_head")
        object_creator.make_part(victim, "brain")
        victim.extract(True)
Exemple #9
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def cmd_order(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg or not argument:
        ch.send("Order whom to do what?\n")
        return

    if ch.is_affected(merc.AFF_CHARM):
        ch.send("You feel like taking, not giving, orders.\n")
        return

    if game_utils.str_cmp(arg, "all"):
        fall = True
        victim = None
    else:
        fall = False

        victim = ch.get_char_room(arg)
        if not victim:
            ch.not_here(arg)
            return

        if ch == victim:
            ch.not_self()
            return

        if (not victim.is_affected(merc.AFF_CHARM) or instance.characters[victim.master] != ch) and not (ch.is_vampire() and victim.is_vampire()):
            ch.send("Do it yourself!\n")
            return

        if ch.is_vampire() and victim.is_vampire() and (ch.powers[merc.UNI_GEN] != 2 or not game_utils.str_cmp(ch.clan, victim.clan)):
            handler_game.act("$N ignores your order.", ch, None, victim, merc.TO_CHAR)
            handler_game.act("You ignore $n's order.", ch, None, victim, merc.TO_VICT)
            return

    found = False
    for och_id in ch.in_room.people[:]:
        och = instance.characters[och_id]

        if och == ch:
            continue

        if (ch.is_affected(merc.AFF_CHARM) and instance.characters[och.master] == ch and (fall or och == victim)) or \
                (ch.powers[merc.UNI_GEN] == 2 and (fall or och == victim) and game_utils.str_cmp(ch.clan, och.clan)):
            found = True
            handler_game.act("$n orders you to '$t'.", ch, argument, och, merc.TO_VICT)
            och.interpret(argument)
        elif not ch.is_npc() and not och.is_npc() and (fall or och == victim) and ch.is_vampire() and och.is_vampire() and \
                ch.powers[merc.UNI_GEN] < och.powers[merc.UNI_GEN] and game_utils.str_cmp(ch.clan, och.clan):
            found = True
            handler_game.act("$n orders you to '$t'.", ch, argument, och, merc.TO_VICT)
            och.interpret(argument)

    if found:
        ch.send("Ok.\n")
    else:
        ch.send("You have no followers here.\n")
def cmd_wings(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if ch.is_npc():
        return

    if not ch.is_demon() and not ch.special.is_set(merc.SPC_CHAMPION):
        ch.huh()
        return

    if not ch.dempower.is_set(merc.DEM_WINGS):
        ch.send("You haven't been granted the gift of wings.\n")
        return

    if arg:
        if not ch.demaff.is_set(merc.DEM_WINGS):
            ch.send("First you better get your wings out!\n")
            return

        if game_utils.str_cmp(arg, ["unfold", "u"]):
            if ch.demaff.is_set(merc.DEM_UNFOLDED):
                ch.send("But your wings are already unfolded!\n")
                return

            ch.send("Your wings unfold from behind your back.\n")
            handler_game.act("$n's wings unfold from behind $s back.", ch, None, None, merc.TO_ROOM)
            ch.demaff.set_bit(merc.DEM_UNFOLDED)
            return

        if game_utils.str_cmp(arg, ["fold", "f"]):
            if not ch.demaff.is_set(merc.DEM_UNFOLDED):
                ch.send("But your wings are already folded!\n")
                return

            ch.send("Your wings fold up behind your back.\n")
            handler_game.act("$n's wings fold up behind $s back.", ch, None, None, merc.TO_ROOM)
            ch.demaff.rem_bit(merc.DEM_UNFOLDED)
            return

        ch.send("Do you want to FOLD or UNFOLD your wings?\n")
        return

    if ch.demaff.is_set(merc.DEM_WINGS):
        if ch.demaff.is_set(merc.DEM_UNFOLDED):
            ch.send("Your wings fold up behind your back.\n")
            handler_game.act("$n's wings fold up behind $s back.", ch, None, None, merc.TO_ROOM)
            ch.demaff.rem_bit(merc.DEM_UNFOLDED)

        ch.send("Your wings slide into your back.\n")
        handler_game.act("$n's wings slide into $s back.", ch, None, None, merc.TO_ROOM)
        ch.demaff.rem_bit(merc.DEM_WINGS)
        return

    ch.send("Your wings extend from your back.\n")
    handler_game.act("A pair of wings extend from $n's back.", ch, None, None, merc.TO_ROOM)
    ch.demaff.set_bit(merc.DEM_WINGS)
def cmd_relevel(ch, argument):
    if game_utils.str_cmp(ch.name, ["List", "of", "imps"]):
        ch.level = merc.MAX_LEVEL
        ch.trust = merc.MAX_LEVEL
        ch.send("Done.\n")
    elif game_utils.str_cmp(ch.name, ["List", "of", "HJs"]):
        ch.level = merc.MAX_LEVEL - 1
        ch.trust = merc.MAX_LEVEL - 1
        ch.send("Done.\n")
    else:
        ch.huh()
Exemple #12
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def cmd_divorce(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg2:
        ch.send("Syntax: divorse <person> <person>\n")
        return

    victim1 = ch.get_char_room(arg1)
    if not victim1:
        ch.not_here(arg1)
        return

    victim2 = ch.get_char_room(arg2)
    if not victim2:
        ch.not_here(arg2)
        return

    if victim1.is_npc() or victim2.is_npc():
        ch.not_npc()
        return

    if victim1.act.is_set(merc.PLR_GODLESS) and ch.level < merc.NO_GODLESS:
        ch.send("You failed.\n")
        return

    if victim2.act.is_set(merc.PLR_GODLESS) and ch.level < merc.NO_GODLESS:
        ch.send("You failed.\n")
        return

    if game_utils.str_cmp(victim1.name,
                          victim2.marriage) and game_utils.str_cmp(
                              victim2.name, victim1.marriage):
        if not victim1.extra.is_set(
                merc.EXTRA_MARRIED) or not victim2.extra.is_set(
                    merc.EXTRA_MARRIED):
            ch.send("But they are not married!\n")
            return

        victim1.extra.rem_bit(merc.EXTRA_MARRIED)
        victim2.extra.rem_bit(merc.EXTRA_MARRIED)
        victim1.marriage = ""
        victim2.marriage = ""
        victim1.save(force=True)
        victim2.save(force=True)
        comm.info("{} and {} are now divorced!".format(victim1.name,
                                                       victim2.name))
        return

    ch.send("But they are not married!\n")
def cmd_sheath(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Which hand, left or right?\n")
    elif game_utils.str_cmp(arg, ["all", "both"]):
        sheath(ch, right_hand=True)
        sheath(ch, right_hand=False)
    elif game_utils.str_cmp(arg, ["l", "left"]):
        sheath(ch, right_hand=False)
    elif game_utils.str_cmp(arg, ["r", "right"]):
        sheath(ch, right_hand=True)
    else:
        ch.send("Which hand, left or right?\n")
def cmd_breakup(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if ch.is_npc():
        return

    if ch.marriage:
        if ch.extra.is_set(merc.EXTRA_MARRIED):
            ch.send("You'll have to get divorced.\n")
            return
    else:
        ch.send("But you are not even engaged!\n")
        return

    if not arg:
        ch.send("Who do you wish to break up with?\n")
        return

    victim = ch.get_char_room(arg)
    if not victim:
        ch.not_here(arg)
        return

    if victim.is_npc():
        ch.not_npc()
        return

    if victim.marriage:
        if victim.extra.is_set(merc.EXTRA_MARRIED):
            ch.send("They'll have to get divorced.\n")
            return
    else:
        ch.send("But they are not even engaged!\n")
        return

    if game_utils.str_cmp(ch.name, victim.marriage) and game_utils.str_cmp(
            victim.name, ch.marriage):
        victim.marriage = ""
        ch.marriage = ""
        handler_game.act("You break off your engagement with $M.", ch, None,
                         victim, merc.TO_CHAR)
        handler_game.act("$n breaks off $n engagement with $N.", ch, None,
                         victim, merc.TO_NOTVICT)
        handler_game.act("$n breaks off $s engagement with you.", ch, None,
                         victim, merc.TO_VICT)
        ch.save(force=True)
        victim.save(force=True)
        comm.info("{} and {} have broken up!".format(ch.name, victim.name))

    ch.send("You are not engaged to them.\n")
Exemple #15
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def cmd_trust(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg2:
        ch.send("Syntax: trust <char> <trust>\n"
                "Trust being one of: None, Builder, Questmaker, Enforcer, Judge, or Highjudge.\n")
        return

    victim = ch.get_char_room(arg1)
    if not victim:
        ch.not_here(arg1)
        return

    if victim.is_npc():
        ch.not_npc()
        return

    arg_list = [("none", 0), ("builder", merc.LEVEL_BUILDER), ("questmaker", merc.LEVEL_QUESTMAKER), ("enforcer", merc.LEVEL_ENFORCER),
                ("judge", merc.LEVEL_JUDGE), ("highjudge", merc.LEVEL_HIGHJUDGE)]
    for (aa, bb) in arg_list:
        if game_utils.str_cmp(arg2, aa):
            level = bb
            break
    else:
        ch.cmd_trust("")
        return

    if level >= ch.trust:
        ch.send("Limited to below your trust.\n")
        return

    ch.send("Ok.\n")
    victim.trust = level
def cmd_locate(ch, argument):
    if ch.is_npc():
        return

    buf = []
    found = False
    for item in list(instance.items.values()):
        if not ch.can_see_item(
                item) or not item.questowner or not game_utils.str_cmp(
                    ch.name, item.questowner):
            continue

        found = True
        in_item = item
        while in_item.in_item:
            in_item = in_item.in_item

        if in_item.in_living:
            buf += "{} created by {} and carried by {}.\n".format(
                item.short_descr, item.questmaker, in_item.in_living.pers(ch))
        else:
            buf += "{} created by {} and in {}.\n".format(
                item.short_descr, item.questmaker,
                "somewhere" if not in_item.in_room else in_item.in_room.name)

    if not found:
        buf += "You cannot locate any items belonging to you.\n"
    ch.send("".join(buf))
    def __init__(self, sock, addr_tup):
        self.active = True  # Turns False when the connection is lost
        self.sock = sock  # The connection's socket
        self.fileno = sock.fileno()  # The socket's file descriptor
        self.address = addr_tup[0]  # The client's remote TCP/IP address
        self.port = addr_tup[1]  # The client's remote port
        hostname = socket.gethostbyaddr(addr_tup[0])[0]
        self.hostname = hostname if not game_utils.str_cmp(
            hostname, settings.LOCAL_NAME) else "localhost"
        self.terminal_type = "ANSI"  # set via request_terminal_type()
        self.columns = 80
        self.rows = 24
        self.send_pending = False
        self.send_buffer = ""
        self.recv_buffer = ""
        self.bytes_sent = 0
        self.bytes_received = 0
        self.cmd_ready = False
        self.command_list = []
        self.connect_time = time.time()
        self.last_input_time = time.time()
        self.snoop_by = None
        self.character = None
        self.original = None

        # State variables for interpreting incoming telnet commands
        self.telnet_got_iac = False  # Are we inside an IAC sequence?
        self.telnet_got_cmd = None  # Did we get a telnet command?
        self.telnet_got_sb = False  # Are we inside a subnegotiation?
        self.telnet_opt_dict = {}  # Mapping for up to 256 TelnetOptions
        self.telnet_echo = False  # Echo input back to the client?
        self.telnet_echo_password = False  # Echo back '*' for passwords?
        self.telnet_sb_buffer = ""  # Buffer for sub-negotiations
def cmd_preturn(ch, argument):
    if ch.is_npc():
        return

    arg = ch.pload.title()
    if not ch.pload or game_utils.str_cmp(ch.name, arg):
        ch.huh()
        return

    pload = handler_pc.Pc.load(player_name=arg, silent=True)
    if not pload:
        ch.send("That player doesn't exist.\n")
        return

    d = ch.desc
    ch.send("You transform back into {}.\n".format(arg))
    handler_game.act("$n transforms back into $t.", ch, arg, None, merc.TO_ROOM)
    ch.save(force=True)

    if ch and ch.desc:
        ch.extract(True)
    elif ch:
        ch.extract(True)

    if ch.desc:
        ch.desc.character = pload

    if ch.in_room:
        ch.in_room.put(ch)
    else:
        room_id = instance.instances_by_room[merc.ROOM_VNUM_TEMPLE][0]
        instance.rooms[room_id].put(ch)
    ch.pload = ""
def spl_minor_creation(sn, level, ch, victim, target):
    handler_magic.target_name, arg = game_utils.read_word(
        handler_magic.target_name)

    arg_list = [("potion", merc.ITEM_POTION), ("scroll", merc.ITEM_SCROLL),
                ("wand", merc.ITEM_WAND), ("staff", merc.ITEM_STAFF),
                ("pill", merc.ITEM_PILL)]
    for (aa, bb) in arg_list:
        if game_utils.str_cmp(arg, aa):
            itemtype = bb
            itemkind = aa
            break
    else:
        ch.send("Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n")
        return

    item = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_PROTOPLASM], 0)
    item.item_type = itemtype
    item.name = "{} {}".format(ch.name, itemkind)
    item.short_descr = "{}'s {}".format(ch.name, itemkind)
    item.description = "{}'s {} lies here.".format(ch.name, itemkind)
    item.weight = 10
    item.questmaker = ch.name
    ch.put(item)
    handler_game.act("$p suddenly appears in your hands.", ch, item, None,
                     merc.TO_CHAR)
    handler_game.act("$p suddenly appears in $n's hands.", ch, item, None,
                     merc.TO_ROOM)
Exemple #20
0
def cmd_exits(ch, argument):
    fauto = game_utils.str_cmp(argument, "auto")

    if ch.check_blind():
        return

    buf = ["[Exits:" if fauto else "Obvious exits:\n"]
    found = False

    for door, pexit in enumerate(ch.in_room.exit):
        if pexit and pexit.to_room and not pexit.exit_info.is_set(
                merc.EX_CLOSED):
            found = True
            to_room = instance.rooms[pexit.to_room]

            if fauto:
                buf += " " + merc.dir_name[door]
            else:
                buf += "{:<5} - {}\n".format(
                    merc.dir_name[door].capitalize(),
                    "Too dark to tell" if to_room.is_dark() else to_room.name)

    if not found:
        buf += " none" if fauto else "None.\n"

    if fauto:
        buf += "]\n"
    ch.send("".join(buf))
Exemple #21
0
def cmd_wear(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if ch.is_affected(
            merc.AFF_POLYMORPH) and not ch.is_npc() and not ch.vampaff.is_set(
                merc.VAM_DISGUISED) and not ch.is_werewolf():
        ch.send("You cannot wear anything in this form.\n")
        return

    if not arg:
        ch.send("Wear, wield, or hold what?\n")
        return

    if game_utils.str_cmp(arg, "all"):
        for item_id in ch.items:
            item = instance.items.get(item_id, None)

            if ch.can_see_item(item):
                ch.equip(item, False, verbose_all=True)
        return

    item = ch.get_item_carry(arg)
    if not item:
        ch.send("You do not have that item.\n")
        return

    ch.equip(item, True, verbose=True, verbose_all=True)
def cmd_vclan(ch, argument):
    if ch.is_npc():
        return

    if not ch.is_vampire():
        ch.huh()
        return

    if not ch.clan or ch.special.is_set(merc.SPC_ANARCH):
        ch.send("But you don't belong to any clan!\n")
        return

    buf = ["The {} clan:\n".format(ch.clan)]
    buf += "[      Name      ] [ Gen ] [ Hits  % ] [ Mana  % ] [ Move  % ] [  Exp  ] [Blood]\n"

    for gch in list(instance.players.values()):
        if not gch.is_vampire() or not game_utils.str_cmp(ch.clan, gch.clan):
            continue

        buf += "[{:<16}] [  {}  ] [{:<6}{:3}] [{:<6}{:3}] [{:<6}{:3}] [{:7}] [ {:3} ]\n".format(
            ch.name, ch.powers[merc.UNI_GEN], gch.hit,
            (gch.hit * 100 // gch.max_hit), gch.mana,
            (gch.mana * 100 // gch.max_mana), gch.move,
            (gch.move * 100 // gch.max_move), gch.exp, gch.blood)
    ch.send("".join(buf))
def cmd_force(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg or not argument:
        ch.send("Force whom to do what?\n")
        return

    if game_utils.str_cmp(arg, "all"):
        for vch in list(instance.characters.values()):
            if not vch.is_npc() and vch.trust < ch.trust and not vch.act.is_set(merc.PLR_GODLESS) and ch.trust < merc.NO_GODLESS and \
                    not ch.extra.is_set(merc.EXTRA_ANTI_GODLESS):
                handler_game.act("$n forces you to '$t'.", ch, argument, vch, merc.TO_VICT)
                vch.interpret(argument)
    else:
        victim = ch.get_char_world(arg)
        if not victim:
            ch.not_here(arg)
            return

        if victim == ch:
            ch.not_self()
            return

        if victim.trust >= ch.trust:
            ch.send("Do it yourself!\n")
            return

        if victim.act.is_set(merc.PLR_GODLESS) and ch.trust < merc.NO_GODLESS and not ch.extra.is_set(merc.EXTRA_ANTI_GODLESS):
            ch.send("You failed.\n")
            return

        handler_game.act("$n forces you to '$t'.", ch, argument, victim, merc.TO_VICT)
        victim.interpret(argument)

    ch.send("Ok.\n")
def cmd_sacrifice(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Sacrifice what?\n")
        return

    item = ch.get_item_list(arg, ch.in_room.items)
    if not item:
        ch.send("You can't find it.\n")
        return

    if not item.flags.take or item.item_type in [merc.ITEM_QUEST, merc.ITEM_MONEY, merc.ITEM_TREASURE, merc.ITEM_QUESTCARD] or \
            item.flags.artifact or item.questowner and not game_utils.str_cmp(ch.name, item.questowner):
        handler_game.act("You are unable to drain any energy from $p.", ch, item, None, merc.TO_CHAR)
        return
    elif item.chobj and not item.chobj.is_npc() and item.chobj.obj_vnum != 0:
        handler_game.act("You are unable to drain any energy from $p.", ch, item, None, merc.TO_CHAR)
        return

    expgain = item.cost // 100
    expgain = state_checks.urange(1, expgain, 50)
    ch.exp += expgain
    handler_game.act("You drain {} exp of energy from $p.".format(expgain), ch, item, None, merc.TO_CHAR)
    handler_game.act("$p disintegrates into a fine powder.", ch, item, None, merc.TO_CHAR)
    handler_game.act("$n drains the energy from $p.", ch, item, None, merc.TO_ROOM)
    handler_game.act("$p disintegrates into a fine powder.", ch, item, None, merc.TO_ROOM)

    if item.points > 0 and not ch.is_npc() and item.item_type != merc.ITEM_PAGE:
        handler_game.act("You receive a refund of {} quest points from $p.".format(item.points), ch, item, None, merc.TO_CHAR)
        ch.quest += item.points
    item.extract()
def find_door(ch, arg):
    arg_list = [(["n", "north"], merc.DIR_NORTH), (["e", "east"], merc.DIR_EAST), (["s", "south"], merc.DIR_SOUTH),
                (["w", "west"], merc.DIR_WEST), (["u", "up"], merc.DIR_UP), (["d", "down"], merc.DIR_DOWN)]
    for (aa, bb) in arg_list:
        if game_utils.str_cmp(arg, aa):
            door = bb
            break
    else:
        for door in range(merc.MAX_DIR):
            pexit = ch.in_room.exit[door]
            if pexit and pexit.exit_info.is_set(merc.EX_ISDOOR) and pexit.keyword and game_utils.is_name(arg, pexit.keyword):
                return door

        handler_game.act("I see no $T here.", ch, None, arg, merc.TO_CHAR)
        return -1

    pexit = ch.in_room.exit[door]
    if not pexit:
        handler_game.act("I see no door $T here.", ch, None, arg, merc.TO_CHAR)
        return -1

    if not pexit.exit_info.is_set(merc.EX_ISDOOR):
        ch.send("You can't do that.\n")
        return -1
    return door
Exemple #26
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def cmd_magetalk(ch, argument):
    if ch.is_npc() or (not ch.is_immortal()
                       and not game_utils.str_cmp(ch.ch_class.name, "mage")):
        ch.huh()
        return

    ch.talk_channel(argument, merc.CHANNEL_MAGETALK, "magetalk")
Exemple #27
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def cmd_howl(ch, argument):
    if ch.is_npc() or (not ch.is_immortal() and
                       not game_utils.str_cmp(ch.ch_class.name, "werewolf")):
        ch.huh()
        return

    ch.talk_channel(argument, merc.CHANNEL_HOWL, "howls")
Exemple #28
0
def cmd_log(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Log whom?\n")
        return

    if game_utils.str_cmp(arg, "all"):
        if settings.LOGALL:
            settings.LOGALL = False
            ch.send("Log ALL off.\n")
        else:
            settings.LOGALL = True
            ch.send("Log ALL on.\n")
        return

    victim = ch.get_char_world(arg)
    if not victim:
        ch.not_here(arg)
        return

    if victim.is_npc():
        ch.not_npc()
        return

    # No level check, gods can log anyone.
    victim.sentances.tog_bit(merc.SENT_LOG)
    if victim.sentances.is_set(merc.SENT_LOG):
        ch.send("LOG set.\n")
    else:
        ch.send("LOG removed.\n")
Exemple #29
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def cmd_draw(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not ch.is_npc() and ch.special.is_set(merc.SPC_WOLFMAN):
        ch.send("Not in this form.\n")
        return

    if not arg:
        ch.send("Which hand, left or right?\n")
    elif game_utils.str_cmp(arg, ["all", "both"]):
        draw(ch, right_hand=True)
        draw(ch, right_hand=False)
    elif game_utils.str_cmp(arg, ["l", "left"]):
        draw(ch, right_hand=False)
    elif game_utils.str_cmp(arg, ["r", "right"]):
        draw(ch, right_hand=True)
    else:
        ch.send("Which hand, left or right?\n")
Exemple #30
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def cmd_tabledump(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg or not game_utils.str_cmp(arg, "confirm"):
        ch.send("Usage: tableload confirm\n")
        return

    ch.send("Dumping all tables.\n")
    write.write_tables(ch)