/* * static char *rcsid_c_wiz_c = * "$Id: c_wiz.c 13939 2010-09-29 19:21:57Z ryo_saeba $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2006 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file * Those functions are used by DMs. * @todo explain item stack, item specifier for commands. */ #include #ifndef __CEXTRACT__ #include #endif #include #include #include /* Defines for DM item stack **/ #define STACK_SIZE 50 /**< Stack size, static */ /** Values for 'from' field of get_dm_object() */ enum { STACK_FROM_NONE = 0, /**< Item was not found */ STACK_FROM_TOP = 1, /**< Item is stack top */ STACK_FROM_STACK = 2, /**< Item is somewhere in stack */ STACK_FROM_NUMBER = 3 /**< Item is a number (may be top) */ }; /** * Enough of the DM functions seem to need this that I broke * it out to a seperate function. name is the person * being saught, op is who is looking for them. This * prints diagnostics messages, and returns the * other player, or NULL otherwise. * * @param op * player searching someone. * @param name * name to search for. * @return * player, or NULL if player can't be found. */ static player *get_other_player_from_name(object *op, const char *name) { player *pl; if (!name) return NULL; for (pl = first_player; pl != NULL; pl = pl->next) if (!strncmp(pl->ob->name, name, MAX_NAME)) break; if (pl == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such player.", NULL); return NULL; } if (pl->ob == op) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You can't do that to yourself.", NULL); return NULL; } if (pl->state != ST_PLAYING) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "That player is in no state for that right now.", NULL); return NULL; } return pl; } /** * This command will stress server. * * It will basically load all world maps (so 900 maps). * * @param op * DM wanting to test the server. * @param params * option, must be "TRUE" for the test to happen. * @return * 0. */ int command_loadtest(object *op, char *params) { uint32 x, y; char buf[1024]; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "loadtest will stress server through teleporting at different map places. " "Use at your own risk. Very long loop used so server may have to be reset. " "type loadtest TRUE to run", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "{%s}", "{%s}", params); if (!params) return 0; if (strncmp(params, "TRUE", 4)) return 0; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "gogogo", NULL); for (x = 0; x < settings.worldmaptilesx; x++) { for (y = 0; y < settings.worldmaptilesy; y++) { snprintf(buf, sizeof(buf), "/world/world_%u_%u", x+settings.worldmapstartx, y+settings.worldmapstarty); command_goto(op, buf); } } return 0; } /** * Actually hides or unhides specified player (obviously a DM). * * @param op * DM hiding. * @param silent_dm * if non zero, other players are informed of DM entering/leaving, else they just think someone left/entered. */ void do_wizard_hide(object *op, int silent_dm) { if (op->contr->hidden) { op->contr->hidden = 0; op->invisible = 1; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You are no longer hidden from other players", NULL); op->map->players++; draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, "%s has entered the game.", "%s has entered the game.", op->name); if (!silent_dm) { draw_ext_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "The Dungeon Master has arrived!", NULL); } } else { op->contr->hidden = 1; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "Other players will no longer see you.", NULL); op->map->players--; if (!silent_dm) { draw_ext_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "The Dungeon Master is gone..", NULL); } draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, "%s leaves the game.", "%s leaves the game.", op->name); draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, "%s left the game.", "%s left the game.", op->name); } } /** * Wizard 'hide' command. * * @param op * DM wanting to hide. * @param params * ignored. * @return * 1. */ int command_hide(object *op, char *params) { do_wizard_hide(op, 0); return 1; } /** * This finds and returns the object which matches the name or * object number (specified via num \#whatever). * * @param params * object to find. * @return * suitable object, or NULL if none found. */ static object *find_object_both(char *params) { if (!params) return NULL; if (params[0] == '#') return find_object(atol(params+1)); else return find_object_name(params); } /** * Sets the god for some objects. * * @param op * DM wanting to change an object. * @param params * command options. Should contain two values, first the object to change, followed by the god to change it to. * @retval 0 * syntax error. * @retval 1 * correct syntax. */ int command_setgod(object *op, char *params) { object *ob; const object *god; char *str; if (!params || !(str = strchr(params, ' '))) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: setgod object god", NULL); return 0; } /* kill the space, and set string to the next param */ *str++ = '\0'; if (!(ob = find_object_both(params))) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Set whose god - can not find object %s?", "Set whose god - can not find object %s?", params); return 1; } /* * Perhaps this is overly restrictive? Should we perhaps be able * to rebless altars and the like? */ if (ob->type != PLAYER) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "%s is not a player - can not change its god", "%s is not a player - can not change its god", ob->name); return 1; } god = find_god(str); if (god == NULL) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such god %s.", "No such god %s.", str); return 1; } become_follower(ob, god); return 1; } /** * Add player's IP to ban_file and kick them off the server. * * I know most people have dynamic IPs but this is more of a short term * solution if they have to get a new IP to play maybe they'll calm down. * This uses the banish_file in the local directory *not *the ban_file * The action is logged with a ! for easy searching. -tm * * @param op * DM banishing. * @param params * player to banish. Must be a complete name match. * @return * 1. */ int command_banish(object *op, char *params) { player *pl; FILE *banishfile; char buf[MAX_BUF]; time_t now; if (!params) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: banish .", NULL); return 1; } pl = get_other_player_from_name(op, params); if (!pl) return 1; snprintf(buf, sizeof(buf), "%s/%s", settings.localdir, BANISHFILE); if ((banishfile = fopen(buf, "a")) == NULL) { LOG(llevDebug, "Could not find file banish_file.\n"); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Could not find banish_file.", NULL); return 0; } now = time(NULL); /* * Record this as a comment - then we don't have to worry about changing * the parsing code. */ fprintf(banishfile, "# %s (%s) banned by %s at %s\n", pl->ob->name, pl->socket.host, op->name, ctime(&now)); fprintf(banishfile, "*@%s\n", pl->socket.host); fclose(banishfile); LOG(llevDebug, "! %s banned %s from IP: %s.\n", op->name, pl->ob->name, pl->socket.host); draw_ext_info_format(NDI_UNIQUE|NDI_RED, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You banish %s", "You banish %s", pl->ob->name); draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_RED, 5, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "%s banishes %s from the land!", "%s banishes %s from the land!", op->name, pl->ob->name); command_kick(op, pl->ob->name); return 1; } /** * Kicks a player from the server. * * @param op * DM kicking. * @param params * player to kick. Must be a full name match. * @return * 1. */ int command_kick(object *op, const char *params) { struct pl *pl; for (pl = first_player; pl != NULL; pl = pl->next) { if ((params == NULL || !strcmp(pl->ob->name, params)) && pl->ob != op) { object *op; int removed = 0; op = pl->ob; if (!QUERY_FLAG(op, FLAG_REMOVED)) { /* Avion : Here we handle the KICK global event */ execute_global_event(EVENT_KICK, op, params); remove_ob(op); removed = 1; } op->direction = 0; draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_RED, 5, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "%s is kicked out of the game.", "%s is kicked out of the game.", op->name); strcpy(op->contr->killer, "left"); check_score(op, 0); /* Always check score */ /* * not sure how the player would be freed, but did see * a crash here - if that is the case, don't save the * the player. */ if (!removed && !QUERY_FLAG(op, FLAG_FREED)) { (void)save_player(op, 0); if (op->map) op->map->players--; } #if MAP_MAXTIMEOUT if (op->map) op->map->timeout = MAP_TIMEOUT(op->map); #endif pl->socket.status = Ns_Dead; } } return 1; } /** * Saves the op's map as an overlay - objects are persisted. * * @param op * DM wanting to save. * @param params * ignored. * @return * 1 unless op is NULL. */ int command_overlay_save(object *op, char *params) { if (!op) return 0; if (save_map(op->map, SAVE_MODE_OVERLAY) < 0) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "Overlay save error!", NULL); else draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "Current map has been saved as an overlay.", NULL); return 1; } /** * Removes the overlay for op's current map. * * @param op * DM acting. * @param params * ignored. * @return * 1. */ int command_overlay_reset(object *op, char *params) { char filename[MAX_BUF]; struct stat stats; create_overlay_pathname(op->map->path, filename, MAX_BUF); if (!stat(filename, &stats)) if (!unlink(filename)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Overlay successfully removed.", NULL); else draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Overlay couldn't be removed.", NULL); else draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "No overlay for current map.", NULL); return 1; } /** * A simple toggle for the no_shout field. AKA the MUZZLE command. * * @param op * wizard toggling. * @param params * player to mute/unmute. * @return * 1. */ int command_toggle_shout(object *op, char *params) { player *pl; if (!params) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: toggle_shout .", NULL); return 1; } pl = get_other_player_from_name(op, params); if (!pl) return 1; if (pl->ob->contr->no_shout == 0) { pl->ob->contr->no_shout = 1; draw_ext_info(NDI_UNIQUE|NDI_RED, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You have been muzzled by the DM!", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You muzzle %s.", "You muzzle %s.", pl->ob->name); /* Avion : Here we handle the MUZZLE global event */ execute_global_event(EVENT_MUZZLE, pl->ob, params); return 1; } else { pl->ob->contr->no_shout = 0; draw_ext_info(NDI_UNIQUE|NDI_ORANGE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You are allowed to shout and chat again.", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You remove %s's muzzle.", "You remove %s's muzzle.", pl->ob->name); return 1; } } /** * Totally shutdowns the server. * * @param op * wizard shutting down the server. * @param params * ignored. * @return * 1. */ int command_shutdown(object *op, char *params) { /* * We need to give op - command_kick expects it. however, this means * the op won't get kicked off, so we do it ourselves */ command_kick(op, NULL); check_score(op, 0); /* Always check score */ (void)save_player(op, 0); play_again(op); cleanup(); /* not reached */ return 1; } /** * Wizard teleports to a map. * * @param op * wizard teleporting. * @param params * map to teleport to. Can be absolute or relative path. * @return * 1 unless op is NULL. */ int command_goto(object *op, char *params) { char *name; object *dummy; if (!op) return 0; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Go to what level?", NULL); return 1; } name = params; dummy = get_object(); dummy->map = op->map; EXIT_PATH(dummy) = add_string(name); dummy->name = add_string(name); enter_exit(op, dummy); free_object(dummy); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Difficulty: %d.", "Difficulty: %d.", op->map->difficulty); return 1; } /** * Freezes a player for a specified tick count, 100 by default. * * @param op * wizard freezing the player. * @param params * optional tick count, followed by player name. * @return * 1. */ int command_freeze(object *op, char *params) { int ticks; player *pl; if (!params) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: freeze [ticks] .", NULL); return 1; } ticks = atoi(params); if (ticks) { while ((isdigit(*params) || isspace(*params)) && *params != 0) params++; if (*params == 0) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: freeze [ticks] .", NULL); return 1; } } else ticks = 100; pl = get_other_player_from_name(op, params); if (!pl) return 1; draw_ext_info(NDI_UNIQUE|NDI_RED, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You have been frozen by the DM!", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You freeze %s for %d ticks", "You freeze %s for %d ticks", pl->ob->name, ticks); pl->ob->speed_left = -(pl->ob->speed*ticks); return 0; } /** * Wizard jails player. * * @param op * wizard. * @param params * player to jail. * @return * 1. */ int command_arrest(object *op, char *params) { object *dummy; player *pl; if (!op) return 0; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: arrest .", NULL); return 1; } pl = get_other_player_from_name(op, params); if (!pl) return 1; dummy = get_jail_exit(pl->ob); if (!dummy) { /* we have nowhere to send the prisoner....*/ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Can't jail player, there is no map to hold them", NULL); return 0; } enter_exit(pl->ob, dummy); free_object(dummy); draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You have been arrested.", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Jailed %s", "Jailed %s", pl->ob->name); LOG(llevInfo, "Player %s arrested by %s\n", pl->ob->name, op->name); return 1; } /** * Summons player near DM. * @param op * DM. * @param params * player to summon. * @return * 1 unless op is NULL. */ int command_summon(object *op, char *params) { int i; object *dummy; player *pl; if (!op) return 0; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: summon .", NULL); return 1; } pl = get_other_player_from_name(op, params); if (!pl) return 1; i = find_free_spot(op, op->map, op->x, op->y, 1, 9); if (i == -1) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Can not find a free spot to place summoned player.", NULL); return 1; } dummy = get_object(); EXIT_PATH(dummy) = add_string(op->map->path); EXIT_X(dummy) = op->x+freearr_x[i]; EXIT_Y(dummy) = op->y+freearr_y[i]; enter_exit(pl->ob, dummy); free_object(dummy); draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You are summoned.", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You summon %s", "You summon %s", pl->ob->name); return 1; } /** * Teleport next to target player. * * @param op * DM teleporting. * @param params * options sent by player. * @return * 0 if couldn't teleport, 1 if teleport successful. */ /* mids 01/16/2002 */ int command_teleport(object *op, char *params) { int i; object *dummy; player *pl; if (!op) return 0; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: teleport .", NULL); return 0; } pl = find_player_partial_name(params); if (!pl) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such player or ambiguous name.", NULL); return 0; } i = find_free_spot(pl->ob, pl->ob->map, pl->ob->x, pl->ob->y, 1, 9); if (i == -1) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Can not find a free spot to teleport to.", NULL); return 0; } dummy = get_object(); EXIT_PATH(dummy) = add_string(pl->ob->map->path); EXIT_X(dummy) = pl->ob->x+freearr_x[i]; EXIT_Y(dummy) = pl->ob->y+freearr_y[i]; enter_exit(op, dummy); free_object(dummy); if (!op->contr->hidden) draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You see a portal open.", NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You teleport to %s", "You teleport to %s", pl->ob->name); return 1; } /** * Wizard wants to create an object. * * This function is a real mess, because we're stucking getting * the entire item description in one block of text, so we just * can't simply parse it - we need to look for double quotes * for example. This could actually get much simpler with just a * little help from the client - if we could get line breaks, it * makes parsing much easier, eg, something like: * - arch dragon * - name big nasty creature * - hp 5 * - sp 30 * * which is much easier to parse than * dragon name "big nasty creature" hp 5 sp 30 * for example. * * @param op * wizard. * @param params * object description. * @return * 1 unless op is NULL. * @todo enable line breaks in command. */ int command_create(object *op, char *params) { object *tmp = NULL; int i, magic, set_magic = 0, set_nrof = 0, gotquote, gotspace; uint32 nrof; char buf[MAX_BUF], *cp, *bp = buf, *bp2, *bp3, *bp4, *endline; archetype *at, *at_spell = NULL; artifact *art = NULL; if (!op) return 0; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: create [nr] [magic] [ of ] [variable_to_patch setting]", NULL); return 1; } bp = params; /* We need to know where the line ends */ endline = bp+strlen(bp); if (sscanf(bp, "%u ", &nrof)) { if ((bp = strchr(params, ' ')) == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: create [nr] [magic] [ of ] [variable_to_patch setting]", NULL); return 1; } bp++; set_nrof = 1; LOG(llevDebug, "%s creates: (%u) %s\n", op->name, nrof, bp); } if (sscanf(bp, "%d ", &magic)) { if ((bp = strchr(bp, ' ')) == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: create [nr] [magic] [ of ] [variable_to_patch setting]", NULL); return 1; } bp++; set_magic = 1; LOG(llevDebug, "%s creates: (%d) (%d) %s\n", op->name, nrof, magic, bp); } if ((cp = strstr(bp, " of ")) != NULL) { *cp = '\0'; cp += 4; } for (bp2 = bp; *bp2; bp2++) { if (*bp2 == ' ') { *bp2 = '\0'; bp2++; break; } } if ((at = find_archetype(bp)) == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such archetype.", NULL); return 1; } if (cp) { char spell_name[MAX_BUF], *fsp = NULL; /* * Try to find a spell object for this. Note that * we also set up spell_name which is only * the first word. */ at_spell = find_archetype(cp); if (!at_spell || at_spell->clone.type != SPELL) at_spell = find_archetype_by_object_name(cp); if (!at_spell || at_spell->clone.type != SPELL) { strcpy(spell_name, cp); fsp = strchr(spell_name, ' '); if (fsp) { *fsp = 0; fsp++; at_spell = find_archetype(spell_name); /* Got a spell, update the first string pointer */ if (at_spell && at_spell->clone.type == SPELL) bp2 = cp+strlen(spell_name)+1; else at_spell = NULL; } else at_spell = NULL; } /* OK - we didn't find a spell - presume the 'of' * in this case means its an artifact. */ if (!at_spell) { if (find_artifactlist(at->clone.type) == NULL) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No artifact list for type %d\n", "No artifact list for type %d\n", at->clone.type); } else { art = find_artifactlist(at->clone.type)->items; do { if (!strcmp(art->item->name, cp)) break; art = art->next; } while (art != NULL); if (!art) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such artifact ([%d] of %s)", "No such artifact ([%d] of %s)", at->clone.type, cp); } } LOG(llevDebug, "%s creates: (%d) (%d) (%s) of (%s)\n", op->name, set_nrof ? nrof : 0, set_magic ? magic : 0, bp, cp); } } /* if cp */ if ((at->clone.type == ROD || at->clone.type == WAND || at->clone.type == SCROLL || at->clone.type == HORN || at->clone.type == SPELLBOOK) && !at_spell) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Unable to find spell %s for object that needs it, or it is of wrong type", "Unable to find spell %s for object that needs it, or it is of wrong type", cp); return 1; } /* * Rather than have two different blocks with a lot of similar code, * just create one object, do all the processing, and then determine * if that one object should be inserted or if we need to make copies. */ tmp = object_create_arch(at); if (settings.real_wiz == FALSE) SET_FLAG(tmp, FLAG_WAS_WIZ); if (set_magic) set_abs_magic(tmp, magic); if (art) give_artifact_abilities(tmp, art->item); if (need_identify(tmp)) { SET_FLAG(tmp, FLAG_IDENTIFIED); CLEAR_FLAG(tmp, FLAG_KNOWN_MAGICAL); } /* * This entire block here tries to find variable pairings, * eg, 'hp 4' or the like. The mess here is that values * can be quoted (eg "my cool sword"); So the basic logic * is we want to find two spaces, but if we got a quote, * any spaces there don't count. */ while (*bp2 && bp2 <= endline) { bp4 = NULL; gotspace = 0; gotquote = 0; /* find the first quote */ for (bp3 = bp2; *bp3 && gotspace < 2 && gotquote < 2; bp3++) { /* Found a quote - now lets find the second one */ if (*bp3 == '"') { *bp3 = ' '; bp2 = bp3+1; /* Update start of string */ bp3++; gotquote++; while (*bp3) { if (*bp3 == '"') { *bp3 = '\0'; gotquote++; } else bp3++; } } else if (*bp3 == ' ') { gotspace++; } } /* * If we got two spaces, send the second one to null. * if we've reached the end of the line, increase gotspace - * this is perfectly valid for the list entry listed. */ if (gotspace == 2 || gotquote == 2) { bp3--; /* Undo the extra increment */ *bp3 = '\0'; } else if (*bp3 == '\0') gotspace++; if ((gotquote && gotquote != 2) || (gotspace != 2 && gotquote != 2)) { /* * Unfortunately, we've clobbered lots of values, so printing * out what we have probably isn't useful. Break out, because * trying to recover is probably won't get anything useful * anyways, and we'd be confused about end of line pointers * anyways. */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Malformed create line: %s", "Malformed create line: %s", bp2); break; } /* bp2 should still point to the start of this line, * with bp3 pointing to the end */ if (set_variable(tmp, bp2) == -1) draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Unknown variable %s", "Unknown variable %s", bp2); else draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "(%s#%d)->%s", "(%s#%d)->%s", tmp->name, tmp->count, bp2); bp2 = bp3+1; } if (at->clone.nrof) { if (at_spell) insert_ob_in_ob(arch_to_object(at_spell), tmp); tmp->x = op->x; tmp->y = op->y; if (set_nrof) tmp->nrof = nrof; tmp->map = op->map; if (at->clone.randomitems != NULL && !at_spell) create_treasure(at->clone.randomitems, tmp, GT_APPLY, op->map->difficulty, 0); /* Multipart objects can't be in inventory, put'em on floor. */ if (!tmp->more) { tmp = insert_ob_in_ob(tmp, op); } else { insert_ob_in_map_at(tmp, op->map, op, 0, op->x, op->y); } /* Let's put this created item on stack so dm can access it easily. */ dm_stack_push(op->contr, tmp->count); return 1; } else { for (i = 0; i < (set_nrof ? nrof : 1); i++) { archetype *atmp; object *prev = NULL, *head = NULL, *dup; for (atmp = at; atmp != NULL; atmp = atmp->more) { dup = arch_to_object(atmp); if (at_spell) insert_ob_in_ob(arch_to_object(at_spell), dup); /* * The head is what contains all the important bits, * so just copying it over should be fine. */ if (head == NULL) { head = dup; copy_object(tmp, dup); } if (settings.real_wiz == FALSE) SET_FLAG(dup, FLAG_WAS_WIZ); dup->x = op->x+dup->arch->clone.x; dup->y = op->y+dup->arch->clone.y; dup->map = op->map; if (head != dup) { dup->head = head; prev->more = dup; } prev = dup; } if (QUERY_FLAG(head, FLAG_ALIVE)) { object *check = head; int size_x = 0; int size_y = 0; while (check) { size_x = MAX(size_x, check->arch->clone.x); size_y = MAX(size_y, check->arch->clone.y); check = check->more; } if (out_of_map(op->map, head->x+size_x, head->y+size_y)) { if (head->x < size_x || head->y < size_y) { dm_stack_pop(op->contr); free_object(head); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Object too big to insert in map, or wrong position.", NULL); free_object(tmp); return 1; } check = head; while (check) { check->x -= size_x; check->y -= size_y; check = check->more; } } insert_ob_in_map(head, op->map, op, 0); } else head = insert_ob_in_ob(head, op); /* Let's put this created item on stack so dm can access it easily. */ /* Wonder if we really want to push all of these, but since * things like rods have nrof 0, we want to cover those. */ dm_stack_push(op->contr, head->count); if (at->clone.randomitems != NULL && !at_spell) create_treasure(at->clone.randomitems, head, GT_APPLY, op->map->difficulty, 0); } /* free the one we used to copy */ free_object(tmp); } return 1; } /* * Now follows dm-commands which are also acceptable from sockets */ /** * Shows the inventory or some item. * * @param op * player. * @param params * object count to get the inventory of. If NULL then defaults to op. * @return * 1 unless params is NULL. */ int command_inventory(object *op, char *params) { object *tmp; int i; if (!params) { inventory(op, NULL); return 0; } if (!sscanf(params, "%d", &i) || (tmp = find_object(i)) == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Inventory of what object (nr)?", NULL); return 1; } inventory(op, tmp); return 1; } /** * Player is asking for her skills. * * Just show player's their skills for now. Dm's can * already see skills w/ inventory command - b.t. * * @param op * player. * @param params * optional skill restriction. * @return * 0. * @todo move out of this file as it is used by all players. */ int command_skills(object *op, char *params) { show_skills(op, params); return 0; } /** * Dumps the difference between an object and its archetype. * * @param op * wiard. * @param params * object to dump. * @return * 1. */ int command_dump(object *op, char *params) { object *tmp; StringBuffer *sb; char *diff; tmp = get_dm_object(op->contr, ¶ms, NULL); if (!tmp) return 1; sb = stringbuffer_new(); dump_object(tmp, sb); diff = stringbuffer_finish(sb); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, diff, diff); free(diff); if (QUERY_FLAG(tmp, FLAG_OBJ_ORIGINAL)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Object is marked original", NULL); return 1; } /** * When DM is possessing a monster, flip aggression on and off, to allow * better motion. * * @param op * wiard. * @param params * ignored. * @return * 1. */ int command_mon_aggr(object *op, char *params) { if (op->enemy || !QUERY_FLAG(op, FLAG_UNAGGRESSIVE)) { op->enemy = NULL; SET_FLAG(op, FLAG_UNAGGRESSIVE); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Aggression turned OFF", NULL); } else { CLEAR_FLAG(op, FLAG_FRIENDLY); CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Aggression turned ON", NULL); } return 1; } /** * DM can possess a monster. Basically, this tricks the client into thinking * a given monster, is actually the player it controls. This allows a DM * to inhabit a monster's body, and run around the game with it. * This function is severely broken - it has tons of hardcoded values, * * @param op * wizard wanting to possess something. * @param params * monster to possess. * @return * 1. * @todo fix and reactivate the function, or totally trash. */ int command_possess(object *op, char *params) { object *victim; player *pl; int i; char buf[MAX_BUF]; victim = NULL; if (params != NULL) { if (sscanf(params, "%d", &i)) victim = find_object(i); else if (sscanf(params, "%s", buf)) victim = find_object_name(buf); } if (victim == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Patch what object (nr)?", NULL); return 1; } if (victim == op) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "As insane as you are, I cannot allow you to possess yourself.", NULL); return 1; } /* make the switch */ pl = op->contr; victim->contr = pl; pl->ob = victim; victim->type = PLAYER; SET_FLAG(victim, FLAG_WIZ); /* basic patchup */ /* The use of hard coded values is terrible. Note * that really, to be fair, this shouldn't get changed at * all - if you are possessing a kobold, you should have the * same limitations. As it is, as more body locations are added, * this will give this player more locations than perhaps * they should be allowed. */ for (i = 0; i < NUM_BODY_LOCATIONS; i++) if (i == 1 || i == 6 || i == 8 || i == 9) victim->body_info[i] = 2; else victim->body_info[i] = 1; esrv_new_player(pl, 80); /* just pick a weight, we don't care */ esrv_send_inventory(victim, victim); fix_object(victim); do_some_living(victim); return 1; } /** * Wizard wants to altar an object. * @param op * wizard. * @param params * object and what to patch. * @return * 1. */ int command_patch(object *op, char *params) { char *arg, *arg2; object *tmp; tmp = get_dm_object(op->contr, ¶ms, NULL); if (!tmp) /* Player already informed of failure */ return 1; /* params set to first value by get_dm_default */ arg = params; if (arg == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Patch what values?", NULL); return 1; } if ((arg2 = strchr(arg, ' '))) arg2++; if (settings.real_wiz == FALSE) SET_FLAG(tmp, FLAG_WAS_WIZ); /* To avoid cheating */ if (set_variable(tmp, arg) == -1) draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Unknown variable %s", "Unknown variable %s", arg); else { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "(%s#%d)->%s=%s", "(%s#%d)->%s=%s", tmp->name, tmp->count, arg, arg2); } return 1; } /** * Remove an object from its position. * * @param op * wizard. * @param params * object to remove. * @return * 1. */ int command_remove(object *op, char *params) { object *tmp; int from; tmp = get_dm_object(op->contr, ¶ms, &from); if (!tmp) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Remove what object (nr)?", NULL); return 1; } if (tmp->type == PLAYER) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Unable to remove a player!", NULL); return 1; } if (QUERY_FLAG(tmp, FLAG_REMOVED)) { char name[MAX_BUF]; query_name(tmp, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "%s is already removed!", "%s is already removed!", name); return 1; } if (from != STACK_FROM_STACK) /* Item is either stack top, or is a number thus is now stack top, let's remove it */ dm_stack_pop(op->contr); /* Always work on the head - otherwise object will get in odd state */ if (tmp->head) tmp = tmp->head; if (tmp->speed != 0) { tmp->speed = 0; update_ob_speed(tmp); } remove_ob(tmp); return 1; } /** * Totally free an object. * @param op * wizard. * @param params * object to free. * @return * 1. */ int command_free(object *op, char *params) { object *tmp; int from; tmp = get_dm_object(op->contr, ¶ms, &from); if (!tmp) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Free what object (nr)?", NULL); return 1; } if (from != STACK_FROM_STACK) /* Item is either stack top, or is a number thus is now stack top, let's remove it */ dm_stack_pop(op->contr); if (tmp->head) tmp = tmp->head; if (!QUERY_FLAG(tmp, FLAG_REMOVED)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Warning: item was not removed, will do so now.", NULL); remove_ob(tmp); } free_object(tmp); return 1; } /** * This adds exp to a player. We now allow adding to a specific skill. * * @param op * wizard. * @param params * should be "player quantity [skill]". * @return * 1. */ int command_addexp(object *op, char *params) { char buf[MAX_BUF], skill[MAX_BUF]; int i, q; object *skillob = NULL; player *pl; skill[0] = '\0'; if ((params == NULL) || (strlen(params) > MAX_BUF) || ((q = sscanf(params, "%s %d %s", buf, &i, skill)) < 2)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Usage: addexp player quantity [skill].", NULL); return 1; } for (pl = first_player; pl != NULL; pl = pl->next) if (!strncmp(pl->ob->name, buf, MAX_NAME)) break; if (pl == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such player.", NULL); return 1; } if (q >= 3) { skillob = find_skill_by_name(pl->ob, skill); if (!skillob) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Unable to find skill %s in %s", "Unable to find skill %s in %s", skill, buf); return 1; } i = check_exp_adjust(skillob, i); skillob->stats.exp += i; calc_perm_exp(skillob); player_lvl_adj(pl->ob, skillob); } pl->ob->stats.exp += i; calc_perm_exp(pl->ob); player_lvl_adj(pl->ob, NULL); if (settings.real_wiz == FALSE) SET_FLAG(pl->ob, FLAG_WAS_WIZ); return 1; } /** * Changes the server speed. * * @param op * wizard. * @param params * new speed, or NULL to see the speed. * @return * 1. */ int command_speed(object *op, char *params) { int i; if (params == NULL || !sscanf(params, "%d", &i)) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Current speed is %d", "Current speed is %d", max_time); return 1; } set_max_time(i); reset_sleep(); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "The speed is changed to %d.", "The speed is changed to %d.", i); return 1; } /**************************************************************************/ /* Mods made by Tyler Van Gorder, May 10-13, 1992. */ /* CSUChico : tvangod@cscihp.ecst.csuchico.edu */ /**************************************************************************/ /** * Displays the statistics of a player. * * @param op * wizard. * @param params * player's name. * @return * 1. */ int command_stats(object *op, char *params) { player *pl; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Who?", NULL); return 1; } pl = find_player_partial_name(params); if (pl == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such player.", NULL); return 1; } draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[Fixed]Statistics for %s:", "Statistics for %s:", pl->ob->name); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Str : %-2d H.P. : %-4d MAX : %d", "Str : %-2d H.P. : %-4d MAX : %d", pl->ob->stats.Str, pl->ob->stats.hp, pl->ob->stats.maxhp); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Dex : %-2d S.P. : %-4d MAX : %d", "Dex : %-2d S.P. : %-4d MAX : %d", pl->ob->stats.Dex, pl->ob->stats.sp, pl->ob->stats.maxsp); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Con : %-2d AC : %-4d WC : %d", "Con : %-2d AC : %-4d WC : %d", pl->ob->stats.Con, pl->ob->stats.ac, pl->ob->stats.wc); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Int : %-2d Damage : %d", "Int : %-2d Damage : %d", pl->ob->stats.Int, pl->ob->stats.dam); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Wis : %-2d EXP : %"FMT64, "Wis : %-2d EXP : %"FMT64, pl->ob->stats.Wis, pl->ob->stats.exp); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Pow : %-2d Grace : %d", "Pow : %-2d Grace : %d", pl->ob->stats.Pow, pl->ob->stats.grace); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "[fixed]Cha : %-2d Food : %d", "Cha : %-2d Food : %d", pl->ob->stats.Cha, pl->ob->stats.food); return 1; } /** * Changes an object's statistics. * * @param op * wizard. * @param params * parameters, should be "player statistic new_value". * @return * 1. * @todo use get_other_player_from_name(). Isn't this useless with the command_patch()? */ int command_abil(object *op, char *params) { char thing[20], thing2[20]; int iii; player *pl; iii = 0; thing[0] = '\0'; thing2[0] = '\0'; if (params == NULL || !sscanf(params, "%s %s %d", thing, thing2, &iii) || thing == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Who?", NULL); return 1; } if (thing2 == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You can't change that.", NULL); return 1; } if (iii < MIN_STAT || iii > MAX_STAT) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Illegal range of stat.\n", NULL); return 1; } for (pl = first_player; pl != NULL; pl = pl->next) { if (!strcmp(pl->ob->name, thing)) { if (settings.real_wiz == FALSE) SET_FLAG(pl->ob, FLAG_WAS_WIZ); if (!strcmp("str", thing2)) pl->ob->stats.Str = iii, pl->orig_stats.Str = iii; if (!strcmp("dex", thing2)) pl->ob->stats.Dex = iii, pl->orig_stats.Dex = iii; if (!strcmp("con", thing2)) pl->ob->stats.Con = iii, pl->orig_stats.Con = iii; if (!strcmp("wis", thing2)) pl->ob->stats.Wis = iii, pl->orig_stats.Wis = iii; if (!strcmp("cha", thing2)) pl->ob->stats.Cha = iii, pl->orig_stats.Cha = iii; if (!strcmp("int", thing2)) pl->ob->stats.Int = iii, pl->orig_stats.Int = iii; if (!strcmp("pow", thing2)) pl->ob->stats.Pow = iii, pl->orig_stats.Pow = iii; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "%s has been altered.", "%s has been altered.", pl->ob->name); fix_object(pl->ob); return 1; } } draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such player.", NULL); return 1; } /** * Resets a map. * * @param op * wizard. * @param params * map to reset. Can be "." for current op's map, or a map path. * @return * 1. */ int command_reset(object *op, char *params) { mapstruct *m; object *dummy = NULL, *tmp = NULL; char path[HUGE_BUF]; char *space, *confirmation = NULL; int res = 0; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Reset what map [name]?", NULL); return 1; } space = strchr(params, ' '); if (space != NULL) { confirmation = params; params = space + 1; } if (strcmp(params, ".") == 0) snprintf(path, sizeof(path), "%s", op->map->path); else path_combine_and_normalize(op->map->path, params, path, sizeof(path)); m = has_been_loaded(path); if (m == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such map.", NULL); return 1; } if (confirmation) { if (strcmp(params, ".") == 0 && m->unique) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Can't reset a player unique map while on it, use 'reset full-reset %s' while not on it.", "Can't reset a player unique map while on it, use 'reset full-reset %s' while not on it.", m->path); return; } if (strncmp("full-reset", confirmation, strlen("full-reset"))) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Invalid confirmation, must be 'full-reset'.", "Invalid confirmation, must be 'full-reset'."); return; } } /* Forbid using reset on our own map when we're in a transport, as * it has the displeasant effect of crashing the server. * - gros, July 25th 2006 */ if ((op->contr && op->contr->transport) && (op->map == m)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You need to disembark first.", NULL); return 1; } snprintf(path, sizeof(path), "%s", m->path); if (m->in_memory != MAP_SWAPPED) { if (m->in_memory != MAP_IN_MEMORY) { LOG(llevError, "Tried to swap out map which was not in memory.\n"); return 0; } /* * Only attempt to remove the player that is doing the reset, and not other * players or wiz's. */ if (op->map == m) { if (strncmp(m->path, "/random/", 8) == 0) { /* This is not a very satisfying solution - it would be much better * to recreate a random map with the same seed value as the old one. * Unfortunately, I think recreating the map would require some * knowledge about its 'parent', which appears very non-trivial to * me. * On the other hand, this should prevent the freeze that this * situation caused. - gros, 26th July 2006. */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You cannot reset a random map when inside it.", NULL); return 1; } dummy = get_object(); dummy->map = NULL; EXIT_X(dummy) = op->x; EXIT_Y(dummy) = op->y; EXIT_PATH(dummy) = add_string(op->map->path); remove_ob(op); op->map = NULL; tmp = op; } res = swap_map(m); } if (res < 0 || m->in_memory != MAP_SWAPPED) { player *pl; int playercount = 0; /* Need to re-insert player if swap failed for some reason */ if (tmp) { insert_ob_in_map(op, m, NULL, 0); free_object(dummy); } if (res < 0 && res != SAVE_ERROR_PLAYER) /* no need to warn if player on map, code below checks that. */ draw_ext_info_format(NDI_UNIQUE|NDI_RED, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Reset failed, error code: %d.", NULL, res); else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Reset failed, couldn't swap map, the following players are on it:", NULL); for (pl = first_player; pl != NULL; pl = pl->next) { if (pl->ob->map == m && pl->ob != op) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, pl->ob->name, NULL); playercount++; } } if (!playercount) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "hmm, I don't see any other players on this map, something else is the problem.", NULL); return 1; } } /* Here, map reset succeeded. */ if (m && m->in_memory == MAP_SWAPPED) { if (confirmation) { map_remove_unique_files(m); LOG(llevDebug, "DM %s fully resetting map %s.\n", op->name, m->path); } else LOG(llevDebug, "DM %s resetting map %s.\n", op->name, m->path); /* setting this effectively causes an immediate reload */ m->reset_time = 1; flush_old_maps(); } if (confirmation) draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Fully resetting map %s.", "Fully resetting map %s.", path); else draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Resetting map %s.", "Resetting map %s.", path); if (tmp) { enter_exit(tmp, dummy); free_object(dummy); } if (confirmation == NULL) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Use 'reset full-reset %s' to fully reset the map.", params); } return 1; } /** * Steps down from wizard mode. * * @param op * wizard. * @param params * ignored. * @return * 1. */ int command_nowiz(object *op, char *params) { /* 'noadm' is alias */ CLEAR_FLAG(op, FLAG_WIZ); CLEAR_FLAG(op, FLAG_WIZPASS); CLEAR_FLAG(op, FLAG_WIZCAST); if (op->contr->followed_player) FREE_AND_CLEAR_STR(op->contr->followed_player); if (settings.real_wiz == TRUE) CLEAR_FLAG(op, FLAG_WAS_WIZ); if (op->contr->hidden) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You are no longer hidden from other players", NULL); op->map->players++; draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, "%s has entered the game.", "%s has entered the game.", op->name); op->contr->hidden = 0; op->invisible = 1; } else draw_ext_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "The Dungeon Master is gone..", NULL); update_los(op); return 1; } /** * object *op is trying to become dm. * pl_name is name supplied by player. Restrictive DM will make it harder * for socket users to become DM - in that case, it will check for the players * character name. * * @param op * player wishing to become DM. * @param pl_name * player's name. * @param pl_passwd * entered password. * @param pl_host * player's host. * @retval 0 * invalid credentials. * @retval 1 * op can become DM. * @todo can't name/host be found from op? What is RESTRICTIVE_DM? */ static int checkdm(object *op, const char *pl_name, const char *pl_passwd, const char *pl_host) { FILE *dmfile; char buf[MAX_BUF]; char line_buf[160], name[160], passwd[160], host[160]; #ifdef RESTRICTIVE_DM *pl_name = op->name ? op->name : "*"; #endif snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, DMFILE); if ((dmfile = fopen(buf, "r")) == NULL) { LOG(llevDebug, "Could not find DM file.\n"); return 0; } while (fgets(line_buf, 160, dmfile) != NULL) { if (line_buf[0] == '#') continue; if (sscanf(line_buf, "%[^:]:%[^:]:%s\n", name, passwd, host) != 3) { LOG(llevError, "Warning - malformed dm file entry: %s\n", line_buf); } else if ((!strcmp(name, "*") || (pl_name && !strcmp(pl_name, name))) && (!strcmp(passwd, "*") || !strcmp(passwd, pl_passwd)) && (!strcmp(host, "*") || !strcmp(host, pl_host))) { fclose(dmfile); return (1); } } fclose(dmfile); return (0); } /** * Actually changes a player to wizard. * * @param op * player. * @param params * password. * @param silent * if zero, don't inform players of the mode change. * @retval 0 * no mode change. * @retval 1 * op is now a wizard. */ int do_wizard_dm(object *op, char *params, int silent) { if (!op->contr) return 0; if (QUERY_FLAG(op, FLAG_WIZ)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You are already the Dungeon Master!", NULL); return 0; } if (checkdm(op, op->name, (params ? params : "*"), op->contr->socket.host)) { SET_FLAG(op, FLAG_WIZ); SET_FLAG(op, FLAG_WAS_WIZ); SET_FLAG(op, FLAG_WIZPASS); SET_FLAG(op, FLAG_WIZCAST); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Ok, you are the Dungeon Master!", NULL); /* * Remove setting flying here - that won't work, because next * fix_object() is called that will get cleared - proper solution * is probably something like a wiz_force which gives that and any * other desired abilities. */ clear_los(op); op->contr->write_buf[0] = '\0'; if (!silent) draw_ext_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "The Dungeon Master has arrived!", NULL); return 1; } else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Sorry Pal, I don't think so.", NULL); op->contr->write_buf[0] = '\0'; return 0; } } /** * Actual command to perhaps become dm. Changed around a bit in version 0.92.2 * to allow people on sockets to become dm, and allow better dm file * * @param op * player wishing to become wizard. * @param params * password. * @return * 0 unless op isn't a player. */ int command_dm(object *op, char *params) { do_wizard_dm(op, params, 0); return 1; } /** * Wizard wants to become invisible. * * @param op * wizard. * @param params * ignored. * @return * 0. */ int command_invisible(object *op, char *params) { if (op) { op->invisible += 100; update_object(op, UP_OBJ_FACE); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "You turn invisible.", NULL); } return 0; } /** * Returns spell object (from archetypes) by name. * Used for wizard's learn spell/prayer. * * Ignores archetypes "spelldirect_xxx" since these archetypes are not used * anymore (but may still be present in some player's inventories and thus * cannot be removed). We have to ignore them here since they have the same * name than other "spell_xxx" archetypes and would always conflict. ** * @param op * player issuing the command. * @param spell_name * spell to find. * @return * NULL if 0 or more than one spell matches, spell object else. * @todo remove the spelldirect_xxx test? */ static object *get_spell_by_name(object *op, const char *spell_name) { archetype *ar; archetype *found; int conflict_found; size_t spell_name_length; /* First check for full name matches. */ conflict_found = 0; found = NULL; for (ar = first_archetype; ar != NULL; ar = ar->next) { if (ar->clone.type != SPELL) continue; if (strncmp(ar->name, "spelldirect_", 12) == 0) continue; if (strcmp(ar->clone.name, spell_name) != 0) continue; if (found != NULL) { if (!conflict_found) { conflict_found = 1; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "More than one archetype matches the spell name %s:", "More than one archetype matches the spell name %s:", spell_name); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "- %s", "- %s", found->name); } draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "- %s", "- %s", ar->name); continue; } found = ar; } /* No match if more more than one archetype matches. */ if (conflict_found) return NULL; /* Return if exactly one archetype matches. */ if (found != NULL) return arch_to_object(found); /* No full match found: now check for partial matches. */ spell_name_length = strlen(spell_name); conflict_found = 0; found = NULL; for (ar = first_archetype; ar != NULL; ar = ar->next) { if (ar->clone.type != SPELL) continue; if (strncmp(ar->name, "spelldirect_", 12) == 0) continue; if (strncmp(ar->clone.name, spell_name, spell_name_length) != 0) continue; if (found != NULL) { if (!conflict_found) { conflict_found = 1; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "More than one spell matches %s:", "More than one spell matches %s:", spell_name); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "- %s", "- %s", found->clone.name); } draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "- %s", "- %s", ar->clone.name); continue; } found = ar; } /* No match if more more than one archetype matches. */ if (conflict_found) return NULL; /* Return if exactly one archetype matches. */ if (found != NULL) return arch_to_object(found); /* No spell found: just print an error message. */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "The spell %s does not exist.", "The spell %s does not exist.", spell_name); return NULL; } /** * Wizards wants to learn a spell. * * @param op * wizard. * @param params * spell name to learn. * @param special_prayer * if set, special (god-given) prayer. * @retval 0 * spell wasn't learned, or was already learnt. * @retval 1 * spell learned. */ static int command_learn_spell_or_prayer(object *op, char *params, int special_prayer) { object *tmp; if (op->contr == NULL || params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Which spell do you want to learn?", NULL); return 0; } tmp = get_spell_by_name(op, params); if (tmp == NULL) { return 0; } if (check_spell_known(op, tmp->name)) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You already know the spell %s.", "You already know the spell %s.", tmp->name); return 0; } do_learn_spell(op, tmp, special_prayer); free_object(tmp); return 1; } /** * Wizard wants to learn a regular spell. * * @param op * wizard. * @param params * spell name. * @retval 0 * failure. * @retval 1 * success. */ int command_learn_spell(object *op, char *params) { return command_learn_spell_or_prayer(op, params, 0); } /** * Wizard wants to learn a god-given spell. * * @param op * wizard. * @param params * spell name. * @retval 0 * failure. * @retval 1 * success. */ int command_learn_special_prayer(object *op, char *params) { return command_learn_spell_or_prayer(op, params, 1); } /** * Wizard wishes to forget a spell. * * @param op * wizard. * @param params * spell name to forget. * @return * 0 if no spell was forgotten, 1 else. */ int command_forget_spell(object *op, char *params) { object *spell; if (op->contr == NULL || params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Which spell do you want to forget?", NULL); return 0; } spell = lookup_spell_by_name(op, params); if (spell == NULL) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "You do not know the spell %s.", "You do not know the spell %s.", params); return 0; } do_forget_spell(op, spell->name); return 1; } /** * Lists all plugins currently loaded with their IDs and full names. * * @param op * wizard. * @param params * ignored. * @return * 1. */ int command_listplugins(object *op, char *params) { plugins_display_list(op); return 1; } /** * Loads the given plugin. The DM specifies the name of the library to load (no * pathname is needed). Do not ever attempt to load the same plugin more than * once at a time, or bad things could happen. * * @param op * DM loading a plugin. * @param params * should be the plugin's name, eg cfpython.so * @return * 1. */ int command_loadplugin(object *op, char *params) { char buf[MAX_BUF]; if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Load which plugin?", NULL); return 1; } strcpy(buf, LIBDIR); strcat(buf, "/plugins/"); strcat(buf, params); LOG(llevDebug, "Requested plugin file is %s\n", buf); if (plugins_init_plugin(buf) == 0) { LOG(llevInfo, "DM %s loaded plugin %s\n", op->name, params); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Plugin %s successfully loaded.", "Plugin %s successfully loaded.", params); } else draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Could not load plugin %s.", "Could not load plugin %s.", params); return 1; } /** * Unloads the given plugin. The DM specified the ID of the library to unload. * Note that some things may behave strangely if the correct plugins are not * loaded. * * @param op * DM unloading a plugin. * @param params * should be the plugin's internal name, eg Python * @return * 1. */ int command_unloadplugin(object *op, char *params) { if (params == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Remove which plugin?", NULL); return 1; } if (plugins_remove_plugin(params) == 0) { LOG(llevInfo, "DM %s unloaded plugin %s\n", op->name, params); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Plugin %s successfully removed.", "Plugin %s successfully removed.", params); } else draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Could not remove plugin %s.", "Could not remove plugin %s.", params); return 1; } /** * A players wants to become DM and hide. * Let's see if that's authorized. * Make sure to not tell anything to anyone. * * @param op * wizard. * @param params * password. * @retval 0 * failure. * @retval 1 * success. */ int command_dmhide(object *op, char *params) { if (!do_wizard_dm(op, params, 1)) return 0; do_wizard_hide(op, 1); return 1; } /** * Remove an item from the wizard's item stack. * * @param pl * wizard. */ void dm_stack_pop(player *pl) { if (!pl->stack_items || !pl->stack_position) { draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Empty stack!", NULL); return; } pl->stack_position--; draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Popped item from stack, %d left.", "Popped item from stack, %d left.", pl->stack_position); } /** * Get current stack top item for player. * Returns NULL if no stacked item. * If stacked item disappeared (freed), remove it. * * Ryo, august 2004 * * @param pl * wizard. * @return * item on top of stack, or NULL if deleted/stack empty. */ object *dm_stack_peek(player *pl) { object *ob; if (!pl->stack_position) { draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Empty stack!", NULL); return NULL; } ob = find_object(pl->stack_items[pl->stack_position-1]); if (!ob) { draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Stacked item was removed!", NULL); dm_stack_pop(pl); return NULL; } return ob; } /** * Push specified item on player stack. * Inform player of position. * Initializes variables if needed. * * @param pl * wizard. * @param item * item to put on stack. */ void dm_stack_push(player *pl, tag_t item) { if (!pl->stack_items) { pl->stack_items = (tag_t *)malloc(sizeof(tag_t)*STACK_SIZE); memset(pl->stack_items, 0, sizeof(tag_t)*STACK_SIZE); } if (pl->stack_position == STACK_SIZE) { draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Item stack full!", NULL); return; } pl->stack_items[pl->stack_position] = item; draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Item stacked as %d.", "Item stacked as %d.", pl->stack_position); pl->stack_position++; } /** * Checks 'params' for object code. * * Can be: * - empty => get current object stack top for player * - number => get item with that tag, stack it for future use * - $number => get specified stack item * - "me" => player himself * * At function exit, params points to first non-object char * * 'from', if not NULL, contains at exit: * - ::STACK_FROM_NONE => object not found * - ::STACK_FROM_TOP => top item stack, may be NULL if stack was empty * - ::STACK_FROM_STACK => item from somewhere in the stack * - ::STACK_FROM_NUMBER => item by number, pushed on stack * * Ryo, august 2004 * * @param pl * wizard. * @param params * object specified. * @param from * @return * pointed object, or NULL if nothing suitable was found. */ object *get_dm_object(player *pl, char **params, int *from) { int item_tag, item_position; object *ob; if (!pl) return NULL; if (!params || !*params || **params == '\0') { if (from) *from = STACK_FROM_TOP; /* No parameter => get stack item */ return dm_stack_peek(pl); } /* Let's clean white spaces */ while (**params == ' ') (*params)++; /* Next case: number => item tag */ if (sscanf(*params, "%d", &item_tag)) { /* Move parameter to next item */ while (isdigit(**params)) (*params)++; /* And skip blanks, too */ while (**params == ' ') (*params)++; /* Get item */ ob = find_object(item_tag); if (!ob) { if (from) *from = STACK_FROM_NONE; draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such item %d!", "No such item %d!", item_tag); return NULL; } /* Got one, let's push it on stack */ dm_stack_push(pl, item_tag); if (from) *from = STACK_FROM_NUMBER; return ob; } /* Next case: $number => stack item */ if (sscanf(*params, "$%d", &item_position)) { /* Move parameter to next item */ (*params)++; while (isdigit(**params)) (*params)++; while (**params == ' ') (*params)++; if (item_position >= pl->stack_position) { if (from) *from = STACK_FROM_NONE; draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "No such stack item %d!", "No such stack item %d!", item_position); return NULL; } ob = find_object(pl->stack_items[item_position]); if (!ob) { if (from) *from = STACK_FROM_NONE; draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Stack item %d was removed.", "Stack item %d was removed.", item_position); return NULL; } if (from) *from = item_position < pl->stack_position-1 ? STACK_FROM_STACK : STACK_FROM_TOP; return ob; } /* Next case: 'me' => return pl->ob */ if (!strncmp(*params, "me", 2)) { if (from) *from = STACK_FROM_NUMBER; dm_stack_push(pl, pl->ob->count); /* Skip to next token */ (*params) += 2; while (**params == ' ') (*params)++; return pl->ob; } /* Last case: get stack top */ if (from) *from = STACK_FROM_TOP; return dm_stack_peek(pl); } /** * Pop the stack top. * * @param op * wizard. * @param params * ignored. * @return * 0. */ int command_stack_pop(object *op, char *params) { dm_stack_pop(op->contr); return 0; } /** * Push specified item on stack. * * @param op * wizard. * @param params * object specifier. * @return * 0. */ int command_stack_push(object *op, char *params) { object *ob; int from; ob = get_dm_object(op->contr, ¶ms, &from); if (ob && from != STACK_FROM_NUMBER) /* Object was from stack, need to push it again */ dm_stack_push(op->contr, ob->count); return 0; } /** * Displays stack contents. * * @param op * wizard. * @param params * ignored. * @return * 0. */ int command_stack_list(object *op, char *params) { int item; object *display; player *pl = op->contr; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Item stack contents:", NULL); for (item = 0; item < pl->stack_position; item++) { display = find_object(pl->stack_items[item]); if (display) draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, " %d : %s [%d]", " %d : %s [%d]", item, display->name, display->count); else /* Item was freed */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, " %d : (lost item: %d)", " %d : (lost item: %d)", item, pl->stack_items[item]); } return 0; } /** * Empty DM item stack. * * @param op * wizard. * @param params * ignored. * @return * 0. */ int command_stack_clear(object *op, char *params) { op->contr->stack_position = 0; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Item stack cleared.", NULL); return 0; } /** * Get a diff of specified items. * Second item is compared to first, and differences displayed. * * @note * get_ob_diff() works the opposite way (first compared to 2nd), * but it's easier with stack functions to do it this way, so you can do: * - stack_push \ * - stack_push \ * - diff * - patch xxx <---- applies to object compared to base, easier :) * * Ryo, august 2004 * * @param op * wizard. * @param params * object specifier. * @return * 0. */ int command_diff(object *op, char *params) { object *left, *right, *top; char *diff; StringBuffer *sb; int left_from, right_from; top = NULL; left = get_dm_object(op->contr, ¶ms, &left_from); if (!left) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Compare to what item?", NULL); return 0; } if (left_from == STACK_FROM_NUMBER) /* Item was stacked, remove it else right will be the same... */ dm_stack_pop(op->contr); right = get_dm_object(op->contr, ¶ms, &right_from); if (!right) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Compare what item?", NULL); return 0; } draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Item difference:", NULL); if (left_from == STACK_FROM_TOP && right_from == STACK_FROM_TOP) { /* * Special case: both items were taken from stack top. * Override the behaviour, taking left as item just below top, if exists. * See function description for why. * Besides, if we don't do anything, compare an item to itself, not really useful. */ if (op->contr->stack_position > 1) { left = find_object(op->contr->stack_items[op->contr->stack_position-2]); if (left) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "(Note: first item taken from undertop)", NULL); else /* Stupid case: item under top was freed, fallback to stack top */ left = right; } } sb = stringbuffer_new(); get_ob_diff(sb, left, right); diff = stringbuffer_finish(sb); if (*diff == '\0') { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Objects are the same.", NULL); } else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, diff, NULL); } free(diff); return 0; } /** * Puts an object into another. * @param op * wizard. * @param params * object specifier. * @return * 0. */ int command_insert_into(object *op, char *params) { object *left, *right, *inserted; int left_from, right_from; char what[MAX_BUF], where[MAX_BUF]; left = get_dm_object(op->contr, ¶ms, &left_from); if (!left) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Insert into what object?", NULL); return 0; } if (left_from == STACK_FROM_NUMBER) /* Item was stacked, remove it else right will be the same... */ dm_stack_pop(op->contr); right = get_dm_object(op->contr, ¶ms, &right_from); if (!right) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Insert what item?", NULL); return 0; } if (left_from == STACK_FROM_TOP && right_from == STACK_FROM_TOP) { /* * Special case: both items were taken from stack top. * Override the behaviour, taking left as item just below top, if exists. * See function description for why. * Besides, can't insert an item into itself. */ if (op->contr->stack_position > 1) { left = find_object(op->contr->stack_items[op->contr->stack_position-2]); if (left) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "(Note: item to insert into taken from undertop)", NULL); else /* Stupid case: item under top was freed, fallback to stack top */ left = right; } } if (left == right) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Can't insert an object into itself!", NULL); return 0; } if (right->type == PLAYER) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, "Can't insert a player into something!", NULL); return 0; } if (!QUERY_FLAG(right, FLAG_REMOVED)) remove_ob(right); inserted = insert_ob_in_ob(right, left); if (left->type == PLAYER) { if (inserted != right) /* item was merged, so updating name and such. */ esrv_update_item(UPD_WEIGHT|UPD_NAME|UPD_NROF, left, inserted); } query_name(inserted, what, MAX_BUF); query_name(left, where, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DM, "Inserted %s in %s", "Inserted %s in %s", what, where); return 0; } /** * Displays information about styles loaded for random maps. * * @param op * wizard. * @param params * ignored. * @return * 0. */ int command_style_map_info(object *op, char *params) { extern mapstruct *styles; mapstruct *mp; int maps_used = 0, mapmem = 0, objects_used = 0, x, y; object *tmp; for (mp = styles; mp != NULL; mp = mp->next) { maps_used++; mapmem += MAP_WIDTH(mp)*MAP_HEIGHT(mp)*(sizeof(object *)+sizeof(MapSpace))+sizeof(mapstruct); for (x = 0; x < MAP_WIDTH(mp); x++) { for (y = 0; y < MAP_HEIGHT(mp); y++) { for (tmp = GET_MAP_OB(mp, x, y); tmp != NULL; tmp = tmp->above) objects_used++; } } } draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_MAPS, "[fixed]Style maps loaded: %d", "Style maps loaded: %d", maps_used); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_MAPS, "[fixed]Memory used, not", "Memory used, not"); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_MAPS, "[fixed]including objects: %d", "including objects: %d", mapmem); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_MAPS, "Style objects: %d", "Style objects: %d", objects_used); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_MAPS, "Mem for objects: %d", "Mem for objects: %d", objects_used*sizeof(object)); return 0; } /** * DM wants to follow a player, or stop following a player. * * @param op * wizard. * @param params * player to follow. If NULL, stop following player. * @return * 0. */ int command_follow(object *op, char *params) { player *other; if (!params) { if (op->contr->followed_player != NULL) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You stop following %s.", NULL, op->contr->followed_player); FREE_AND_CLEAR_STR(op->contr->followed_player); } return 0; } other = find_player_partial_name(params); if (!other) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "No such player or ambiguous name.", NULL); return 0; } if (other == op->contr) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "You can't follow yourself.", NULL); return 0; } if (op->contr->followed_player) FREE_AND_CLEAR_STR(op->contr->followed_player); op->contr->followed_player = add_string(other->ob->name); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "Following %s.", NULL, op->contr->followed_player); return 0; }