server-1.12/server/c_wiz.c

2891 lines
88 KiB
C

/*
* 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 <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <spells.h>
#include <treasure.h>
#include <skills.h>
/* 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 <player>.", 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 <player>.", 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] <player>.", 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] <player>.", 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 <player>.", 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 <player>.", 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 <player>.", 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] <archetype> [ of <artifact>] [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] <archetype> [ of <artifact>] [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] <archetype> [ of <artifact>] [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, &params, 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, &params, 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, &params, &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, &params, &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, &params, &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 \<base\>
* - stack_push \<object to be compared\>
* - 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, &params, &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, &params, &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, &params, &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, &params, &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;
}