Example #1
0
void
prim_stats(PRIM_PROTOTYPE)
{
	/* A WhiteFire special. :) */
	CHECKOP(1);
	oper1 = POP();
	if (mlev < 3)
		abort_interp("Requires Mucker Level 3.");
	if (!valid_player(oper1) && (oper1->data.objref != NOTHING))
		abort_interp("non-player argument (1)");
	ref = oper1->data.objref;
	CLEAR(oper1);
	{
		dbref i;
		int rooms, exits, things, players, programs, garbage;

		/* tmp, ref */
		rooms = exits = things = players = programs = garbage = 0;
		for (i = 0; i < db_top; i++) {
			if (ref == NOTHING || OWNER(i) == ref) {
				switch (Typeof(i)) {
				case TYPE_ROOM:
					rooms++;
					break;
				case TYPE_EXIT:
					exits++;
					break;
				case TYPE_THING:
					things++;
					break;
				case TYPE_PLAYER:
					players++;
					break;
				case TYPE_PROGRAM:
					programs++;
					break;
				case TYPE_GARBAGE:
					garbage++;
					break;
				}
			}
		}
		ref = rooms + exits + things + players + programs + garbage;
		CHECKOFLOW(7);
		PushInt(ref);
		PushInt(rooms);
		PushInt(exits);
		PushInt(things);
		PushInt(programs);
		PushInt(players);
		PushInt(garbage);
		/* push results */
	}
}
Example #2
0
void 
prim_descriptors(PRIM_PROTOTYPE)
{
    int  mydescr, mycount = 0;
    int  di, dcount, descr;
    int* darr;

    CHECKOP(1);
    oper1 = POP();
    if (mlev < LM3)
	abort_interp("M3 prim");
    if (oper1->type != PROG_OBJECT)
	abort_interp("Argument not a dbref");
    if (oper1->data.objref != NOTHING && !valid_object(oper1))
	abort_interp("Bad dbref");
    ref = oper1->data.objref;
    if ((ref != NOTHING) && (!valid_player(oper1)))
	abort_interp("Non-player argument");
    CLEAR(oper1);
    CHECKOP(0);

    if (ref == NOTHING) {
        for (result = pcount(); result; result--) {
            CHECKOFLOW(1);
            mydescr = pdescr(result);
            PushInt(mydescr);
            mycount++;
        }
    } else {
        if (Typeof(ref) == TYPE_PLAYER) {
            darr   = DBFETCH(ref)->sp.player.descrs;
            dcount = DBFETCH(ref)->sp.player.descr_count;
            if (!darr)
                dcount = 0;
        } else {
            darr = NULL;
            dcount = 0;
        }
        for (di = 0; di < dcount; di++) {
            CHECKOFLOW(1);
            descr = index_descr(darr[di]);
            PushInt(descr);
            mycount++;
        }
    }
    CHECKOFLOW(1);
    PushInt(mycount);
}
Example #3
0
void
prim_descr_setuser(PRIM_PROTOTYPE)
{
    char *ptr;

    CHECKOP(3);
    oper3 = POP();
    oper2 = POP();
    oper1 = POP();

    if (mlev < (tp_compatible_muf ? LMAGE : LARCH))
	abort_interp(tp_compatible_muf ? "Mage prim" : "Arch prim");
    if (oper1->type != PROG_INTEGER)
	abort_interp("Integer descriptor number expected (1)");
    if (oper2->type != PROG_OBJECT)
	abort_interp("Player dbref expected (2)");
    ref = oper2->data.objref;
    if (ref != NOTHING && !valid_player(oper2))
	abort_interp("Player dbref expected (2)");
    if (oper3->type != PROG_STRING)
	abort_interp("Password string expected");
    ptr = oper3->data.string? oper3->data.string->data : "";
    if ((ref != NOTHING) && DBFETCH(ref)->sp.player.password &&
	(*DBFETCH(ref)->sp.player.password) &&
	strcmp(ptr, DBFETCH(ref)->sp.player.password)
    )	abort_interp("Incorrect password");

    if (ref != NOTHING) {
	log_status("SUID: %d %s to %s(%d)\n",
		oper1->data.number, unparse_object(MAN, player), NAME(ref), ref);
    }
    tmp = oper1->data.number;

    CLEAR(oper1);
    CLEAR(oper2);
    CLEAR(oper3);

    result = pset_user(tmp, ref);

    PushInt(result);
}
Example #4
0
std::string Condition::getName(bool tip, NameFlags::Value flags, int recursion) const
{
    if (!tip) {
	    return (type < scen.pergame->max_condition_types) ? types[type] : "Unknown!";
	} else {
	    std::string stype = std::string("");
        std::ostringstream convert;
        switch (type) {
        case ConditionType::None:
            // Let this act like a separator
            convert << "                                                                                    ";
            stype.append(convert.str());
            break;
        case ConditionType::BringObjectToArea:
            convert << get_unit_full_name(object) << " " << object;
            convert << " is" << areaName();
            stype.append(convert.str());
            break;
        case ConditionType::BringObjectToObject:
            convert << get_unit_full_name(object) << " " << object << " is next to unit " << get_unit_full_name(u_loc) << " " << u_loc;
            stype.append(convert.str());
            break;
        case ConditionType::OwnObjects:
        case ConditionType::OwnFewerObjects:
        case ConditionType::ObjectsInArea:
            { // we define some variables in this block, therefore need scope as we are also in a case
                if (valid_player()) {
                    convert << playerPronoun(player) << " has ";
                }
                switch (type) {
                case ConditionType::OwnObjects:
                case ConditionType::ObjectsInArea:
                    if (amount == 0) {
                        convert << "any number of";
                    } else {
                        convert << "at least " << amount;
                    }
                    break;
                case ConditionType::OwnFewerObjects:
                    if (amount == 0) {
                        convert << "no";
                    } else {
                        convert << "at most " << amount;
                    }
                    break;
                }
                if (valid_unit_spec()) {
                    std::string un(wstringToString(pUnit->name()));
                    if (amount > 1 && !un.empty() && *un.rbegin() != 's' && !replaced(un, "man", "men")) {
                        convert << " " << un << "s";
                    } else {
                        convert << " " << un;
                    }
                } else {
                    if (amount != 1) {
                        convert << " units";
                    } else {
                        convert << " unit";
                    }
                }
                convert << areaName();
                stype.append(convert.str());
            }
            break;
        case ConditionType::DestroyObject:
            convert << get_unit_full_name(object) << " is killed";
            stype.append(convert.str());
            break;
        case ConditionType::CaptureObject:
            convert << playerPronoun(player) << " captured " << get_unit_full_name(object);
            stype.append(convert.str());
            break;
        case ConditionType::AccumulateAttribute:
            switch (res_type) {
            case 0: // Food accumulated
                convert << playerPronoun(player) << " has " << amount << " food";
                break;
            case 1: // Wood accumulated
                convert << playerPronoun(player) << " has " << amount << " wood";
                break;
            case 2: // Stone accumulated
                convert << playerPronoun(player) << " has " << amount << " stone";
                break;
            case 3: // Gold accumulated
                convert << playerPronoun(player) << " has " << amount << " gold";
                break;
            case 20: // Units killed
                if (amount == 1) {
                    convert << playerPronoun(player) << " kills a unit";
                } else {
                    convert << playerPronoun(player) << " has killed " << amount << " units";
                }
                break;
            case 44: // Kill ratio
                if (amount == 0) {
                    convert << playerPronoun(player) << " has equal kills and deaths";
                } else if (amount == 1) {
                    convert << playerPronoun(player) << " has killed one more than lost";
                } else if (amount > 0) {
                    convert << playerPronoun(player) << " has " << amount << " more kills than deaths";
                } else if (amount == -1) {
                    convert << playerPronoun(player) << " has lost one more unit than has killed";
                } else {
                    convert << playerPronoun(player) << " has " << -amount << " more deaths than kills";
                }
                break;
            default:
                //convert << types_short[type];
                if (res_type >= 0) {
                    const Link * list = esdata.resources.head();
	                for (int i=0; list; list = list->next(), i++)
	                {
		                if (i == res_type) {
                            std::wstring resname(list->name());
		                    convert << playerPronoun(player) << "'s ";
                            convert << std::string( resname.begin(), resname.end());
                            convert << " >= " << amount;
		                    break;
		                }
	                }
	            }
                break;
            }
            stype.append(convert.str());
            break;
        case ConditionType::ResearchTehcnology:
            if (valid_technology_spec()) {
                convert << playerPronoun(player) << " has tech ";
                std::wstring techname(pTech->name());
                convert << std::string( techname.begin(), techname.end());
                convert << " researched";
            } else {
                convert << "INVALID";
            }
            stype.append(convert.str());
            break;
        case ConditionType::ResearchingTechnology:
            if (pTech && pTech->id()) {
                convert << playerPronoun(player) << " is researching ";
                std::wstring techname(pTech->name());
                convert << std::string( techname.begin(), techname.end());
            } else {
                convert << "INVALID";
            }
            stype.append(convert.str());
            break;
        case ConditionType::Timer:
            convert << time_string(timer) << " has passed";
            stype.append(convert.str());
            break;
        case ConditionType::ObjectSelected:
            convert << "selected unit " << object;
            convert << " (" << get_unit_full_name(object) << ")";
            stype.append(convert.str());
            break;
        case ConditionType::AISignal:
            switch (ai_signal) {
            case -1034:
                convert << "singleplayer / cheats enabled";
                break;
            case -1036:
                convert << "starting resources set to standard";
                break;
            case -1039:
                convert << "regicide";
                break;
            case -1040:
                convert << "deathmatch";
                break;
            case -70850:
                convert << "one-click garrison";
                break;
            default:
                if (ai_signal >= -518 && ai_signal <= -7) {
                    int signal = ai_signal + 518;
                    int taunt_player = signal / 64;
                    int taunt_set_id = signal % 64;
                    convert << "player " << taunt_player + 1 << " taunted " << taunt_set[taunt_set_id];
                } else if (ai_signal >= -774 && ai_signal <= -519) {
                    convert << "AI goal " << ai_signal + 774 << " achieved";
                } else {
                    convert << "AI signalled " << ai_signal;
                }
            }
            stype.append(convert.str());
            break;
        case ConditionType::ObjectVisible:
            convert << "unit " << object;
            convert << " (" << get_unit_full_name(object) << ") is visible";
            stype.append(convert.str());
            break;
        case ConditionType::PlayerDefeated:
            if (player == 0) {
                convert << "Gaia";
            } else {
                convert << playerPronoun(player);
            }
            convert << " is defeated";
            stype.append(convert.str());
            break;
        case ConditionType::ObjectHasTarget:
            convert << "unit " << object << " (" << get_unit_full_name(object) << ") is targetting";
            if (null_location_unit()) {
                convert << " something";
            } else {
                convert << " " << u_loc << " (" << get_unit_full_name(u_loc) << ")";
            }
            stype.append(convert.str());
            break;
        case ConditionType::UnitsGarrisoned:
            if (amount == 1) {
                convert << "unit " << object << " (" << get_unit_full_name(object) << ") has " << amount << " units garrisoned";
            } else {
                convert << "unit " << object << " (" << get_unit_full_name(object) << ") has one unit garrisoned";
            }
            stype.append(convert.str());
            break;
        case ConditionType::DifficultyLevel:
            convert << "difficulty is ";
            switch (amount) {
            case DifficultyLevel::Hardest:
                convert << "Hardest";
                break;
            case DifficultyLevel::Hard:
                convert << "Hard";
                break;
            case DifficultyLevel::Moderate:
                convert << "Moderate";
                break;
            case DifficultyLevel::Standard:
                convert << "Standard";
                break;
            case DifficultyLevel::Easiest:
                convert << "Easiest";
                break;
            }
            stype.append(convert.str());
            break;
        case ConditionType::UnitsQueuedPastPopCap_SWGB:
            if (valid_player()) {
                convert << playerPronoun(player) << " has " << amount << " units queued past the pop cap";
            } else {
                convert << "INVALID";
            }
            stype.append(convert.str());
            break;
        case ConditionType::OwnFewerFoundations_SWGB: // Chance_HD:
            switch (scen.game) {
            case AOHD:
            case AOF:
            case AOHD4:
            case AOF4:
            case AOHD6:
            case AOF6:
                convert << amount << "% chance ";
                stype.append(convert.str());
                break;
            case SWGB:
            case SWGBCC:
                if (valid_player()) {
                    convert << playerPronoun(player) << " has ";
                }
                if (amount == 0) {
                    convert << "no";
                } else {
                    convert << "at most " << amount;
                }
                if (valid_unit_spec()) {
                    std::string un(wstringToString(pUnit->name()));
                    if (amount > 1 && !un.empty() && *un.rbegin() != 's' && !replaced(un, "man", "men")) {
                        convert << " " << un << " foundations";
                    } else {
                        convert << " " << un << " foundation";
                    }
                } else {
                    if (amount != 1) {
                        convert << " foundations";
                    } else {
                        convert << " foundation";
                    }
                }
                convert << areaName();
                stype.append(convert.str());
                break;
            default:
                convert << amount << "UNKNOWN CONDITION";
                stype.append(convert.str());
            }
            break;
        default:
            stype.append((type < scen.pergame->max_condition_types) ? types_short[type] : "Unknown!");
        }

        return flags&NameFlags::LIMITLEN?stype.substr(0,MAX_CHARS):stype;
    }
}