Example #1
0
/** Take an action on an object and trigger attributes.
 * \verbatim
 * executes the @attr, @oattr, @aattr for a command - gives a message
 * to the enactor and others in the room with the enactor, and executes
 * an action. We optionally load pe_regs into the queue.
 * \endverbatim
 *
 * \param player the enactor.
 * \param thing object being triggered.
 * \param what message attribute for enactor.
 * \param def default message to enactor.
 * \param owhat message attribute for others.
 * \param odef default message to others.
 * \param awhat action attribute to trigger.
 * \param loc location in which action is taking place.
 * \param pe_regs the pe_regs arguments for the evaluation/queueing
 * \param flags flags controlling type of interaction involved.
 * \retval 0 no attributes were present, only defaults were used if given.
 * \retval 1 some attributes were evaluated and used.
 */
int
real_did_it(dbref player, dbref thing, const char *what, const char *def,
            const char *owhat, const char *odef, const char *awhat, dbref loc,
            PE_REGS *pe_regs, int flags, int an_flags)
{

  char buff[BUFFER_LEN], *bp;
  int attribs_used = 0;
  NEW_PE_INFO *pe_info = NULL;
  ufun_attrib ufun;

  if (!pe_info) {
    pe_info = make_pe_info("pe_info-real_did_it2");
  }

  loc = (loc == NOTHING) ? Location(player) : loc;
  /* only give messages if the location is good */
  if (GoodObject(loc)) {

    /* message to player */
    if (what && *what) {
      if (fetch_ufun_attrib
          (what, thing, &ufun,
           UFUN_LOCALIZE | UFUN_REQUIRE_ATTR | UFUN_IGNORE_PERMS)) {
        attribs_used = 1;
        if (!call_ufun(&ufun, buff, thing, player, pe_info, pe_regs) && buff[0])
          notify_by(thing, player, buff);
      } else if (def && *def)
        notify_by(thing, player, def);
    }
    /* message to neighbors */
    if (!DarkLegal(player)) {
      if (owhat && *owhat
          && fetch_ufun_attrib(owhat, thing, &ufun,
                               UFUN_LOCALIZE | UFUN_REQUIRE_ATTR |
                               UFUN_IGNORE_PERMS | UFUN_NAME)) {
        attribs_used = 1;
        if (!call_ufun_int
            (&ufun, buff, thing, player, pe_info, pe_regs,
             (void *) AName(player, an_flags, NULL)) && buff[0])
          notify_except2(player, loc, player, thing, buff, flags);
      } else if (odef && *odef) {
        bp = buff;
        safe_format(buff, &bp, "%s %s", AName(player, an_flags, NULL), odef);
        *bp = '\0';
        notify_except2(player, loc, player, thing, buff, flags);
      }
    }
  }
  if (pe_info) {
    free_pe_info(pe_info);
  }

  if (awhat && *awhat)
    attribs_used = queue_attribute_base(thing, awhat, player, 0, pe_regs, 0)
      || attribs_used;

  return attribs_used;
}
Example #2
0
File: move.c Project: chazu/btmux
static void process_leave_loc(dbref thing, dbref dest, dbref cause,
							  int canhear, int hush)
{
	dbref loc;
	int quiet, pattr, oattr, aattr;

	loc = Location(thing);
	if((loc == NOTHING) || (loc == dest))
		return;

	if(dest == HOME)
		dest = Home(thing);

	/*
	 * Run the LEAVE attributes in the current room if we meet any of * * 
	 * 
	 * *  * * following criteria: * - The current room has wizard privs.
	 * * - * * * Neither the current room nor the moving object are dark. 
	 * * - The * *  * moving object can hear and does not hav wizard
	 * privs. * EXCEPT  * if * * we were called with the HUSH_LEAVE key. 
	 */

	quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
															   !(Wizard(thing)
																 &&
																 Dark
																 (thing)))))
		|| (hush & HUSH_LEAVE);
	oattr = quiet ? 0 : A_OLEAVE;
	aattr = quiet ? 0 : A_ALEAVE;
	pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_LEAVE;
	did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);

	/*
	 * Do OXENTER for receiving room 
	 */

	if((dest != NOTHING) && !quiet)
		did_it(thing, dest, 0, NULL, A_OXENTER, NULL, 0, (char **) NULL, 0);

	/*
	 * Display the 'has left' message if we meet any of the following * * 
	 * 
	 * *  * * criteria: * - Neither the current room nor the moving
	 * object are  * *  * dark. * - The object can hear and is not a dark 
	 * wizard. 
	 */

	if(!quiet)
		if((!Dark(thing) && !Dark(loc)) || (canhear && !(Wizard(thing) &&
														 Dark(thing)))) {
			notify_except2(loc, thing, thing, cause,
						   tprintf("%s has left.", Name(thing)));
		}
}
Example #3
0
File: move.c Project: chazu/btmux
/*
 * ---------------------------------------------------------------------------
 * * process_enter_loc: Generate messages and actions resulting from entering
 * * a place.
 */
static void process_enter_loc(dbref thing, dbref src, dbref cause,
							  int canhear, int hush)
{
	dbref loc;
	int quiet, pattr, oattr, aattr;

	loc = Location(thing);
	if((loc == NOTHING) || (loc == src))
		return;

	/*
	 * Run the ENTER attributes in the current room if we meet any of * * 
	 * 
	 * *  * * following criteria: * - The current room has wizard privs.
	 * * - * * * Neither the current room nor the moving object are dark. 
	 * * - The * *  * moving object can hear and does not hav wizard
	 * privs. * EXCEPT  * if * * we were called with the HUSH_ENTER key. 
	 */

	quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
															   !(Wizard(thing)
																 &&
																 Dark
																 (thing)))))
		|| (hush & HUSH_ENTER);
	oattr = quiet ? 0 : A_OENTER;
	aattr = quiet ? 0 : A_AENTER;
	pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_ENTER;
	did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);

	/*
	 * Do OXLEAVE for sending room 
	 */

	if((src != NOTHING) && !quiet)
		did_it(thing, src, 0, NULL, A_OXLEAVE, NULL, 0, (char **) NULL, 0);

	/*
	 * Display the 'has arrived' message if we meet all of the following
	 * * * * * criteria: * - The moving object can hear. * - The object
	 * is * * not * a dark wizard. 
	 */

	if(!quiet && canhear && !(Dark(thing) && Wizard(thing))) {
		notify_except2(loc, thing, thing, cause, tprintf("%s has arrived.",
														 Name(thing)));
	}
}