/** Add a lock to an object (primitive). * Set the lock type on thing to boolexp. * This is a primitive routine, to be called by other routines. * It will go somewhat wonky if given a NULL boolexp. * It will allocate memory if called with a string that is not already * in the lock table. * \param player the enactor, for permission checking. * \param thing object on which to set the lock. * \param type type of lock to set. * \param key lock boolexp pointer (should not be NULL!). * \param flags lock flags. * \retval 0 failure. * \retval 1 success. */ int add_lock(dbref player, dbref thing, lock_type type, boolexp key, int flags) { lock_list *ll, **t; lock_type real_type = type; if (!GoodObject(thing)) { return 0; } ll = getlockstruct_noparent(thing, type); if (ll) { if (!can_write_lock(player, thing, ll)) { free_boolexp(key); return 0; } /* We're replacing an existing lock. */ free_boolexp(ll->key); ll->key = key; ll->creator = player; if (flags != -1) ll->flags = flags; } else { ll = next_free_lock(); if (!ll) { /* Oh, this sucks */ do_log(LT_ERR, 0, 0, "Unable to malloc memory for lock_list!"); } else { real_type = st_insert(type, &lock_names); ll->type = real_type; ll->key = key; ll->creator = player; if (flags == -1) { const lock_list *l2 = get_lockproto(real_type); if (l2) ll->flags = l2->flags; else ll->flags = 0; } else { ll->flags = flags; } if (!can_write_lock(player, thing, ll)) { st_delete(real_type, &lock_names); free_boolexp(key); return 0; } t = &Locks(thing); while (*t && strcasecmp(L_TYPE(*t), L_TYPE(ll)) < 0) t = &L_NEXT(*t); L_NEXT(ll) = *t; *t = ll; } } return 1; }
/** Add a lock to an object on db load. * Set the lock type on thing to boolexp. * Used only on db load, when we can't safely test the player's * permissions because they're not loaded yet. * This is a primitive routine, to be called by other routines. * It will go somewhat wonky if given a NULL boolexp. * It will allocate memory if called with a string that is not already * in the lock table. * \param player lock creator. * \param thing object on which to set the lock. * \param type type of lock to set. * \param key lock boolexp pointer (should not be NULL!). * \param flags lock flags. * \retval 0 failure. */ int add_lock_raw(dbref player, dbref thing, lock_type type, boolexp key, privbits flags) { lock_list *ll, **t; lock_type real_type = type; if (!GoodObject(thing)) { return 0; } ll = next_free_lock(Locks(thing)); if (!ll) { /* Oh, this sucks */ do_log(LT_ERR, 0, 0, "Unable to malloc memory for lock_list!"); } else { real_type = st_insert(type, &lock_names); ll->type = real_type; ll->key = key; ll->creator = player; if (flags == LF_DEFAULT) { const lock_list *l2 = get_lockproto(real_type); if (l2) ll->flags = l2->flags; else ll->flags = 0; } else { ll->flags = flags; } t = &Locks(thing); while (*t && strcasecmp(L_TYPE(*t), L_TYPE(ll)) < 0) t = &L_NEXT(*t); L_NEXT(ll) = *t; *t = ll; } return 1; }