Example #1
0
static int pushline(lua_State *L, int firstline)
{
  char buf[LUA_MAXINPUT];
  write_prompt(L, firstline);
  if (fgets(buf, LUA_MAXINPUT, stdin)) {
    size_t len = strlen(buf);
    if (len > 0 && buf[len-1] == '\n')
      buf[len-1] = '\0';
    if (firstline && buf[0] == '=')
      lua_pushfstring(L, "return %s", buf+1);
    else
      lua_pushstring(L, buf);
    return 1;
  }
  return 0;
}
Example #2
0
static int conv_fn(int num_msg, PAM_CONST struct pam_message** msg_,
                   struct pam_response** resp_, void* appdata_ptr)
{
  if (num_msg <= 0 || num_msg > PAM_MAX_NUM_MSG) return PAM_CONV_ERR;

  debug("(%sPAM conversation called)", pam_conv_fd < 0 ? "Null " : "");

  struct pam_response* resp = malloc(num_msg * sizeof(*resp));
  if (!resp) return PAM_BUF_ERR;

  int i;
  for (i = 0; i < num_msg; ++i) {
#ifdef SUN_PAM
    /* In Sun-derived libpam, "pam_message**" is a pointer to an array. */
    struct pam_message* msg = &((*msg_)[i]);
#else
    /* It's an array of pointers otherwise. */
    PAM_CONST struct pam_message* msg = msg_[i];
#endif
    resp[i].resp_retcode = 0;
    resp[i].resp = 0;
    switch (msg->msg_style) {
    case PAM_PROMPT_ECHO_OFF:
    case PAM_PROMPT_ECHO_ON:
      debug("  Prompt(e=%d): %s",
            msg->msg_style==PAM_PROMPT_ECHO_OFF ? 0 : 1,
            msg->msg);
      if (pam_conv_fd >= 0) {
        if (conv_reject_prompts) goto bail;
        if (write_text(pam_conv_fd, msg->msg) < 0 ||
            write_prompt(pam_conv_fd, msg->msg_style == PAM_PROMPT_ECHO_ON) < 0)
          goto bail;
        resp[i].resp = read_reply(pam_conv_fd);
        if (!resp[i].resp) goto bail;
        if (strlen(resp[i].resp)+1 > PAM_MAX_RESP_SIZE) goto bail;
      }
      break;
    case PAM_ERROR_MSG:
    case PAM_TEXT_INFO:
      debug("  %s: %s",
            msg->msg_style==PAM_ERROR_MSG ? "Error" : "Info",
            msg->msg);
      if (pam_conv_fd >= 0) {
        if (write_text(pam_conv_fd, msg->msg) < 0)
          goto bail;
        size_t len = strlen(msg->msg);
        if (len > 0 && msg->msg[len-1] != '\n' &&
            write_text(pam_conv_fd, "\n") < 0)
          goto bail;
      }
      break;
    default:
      goto bail;
    }
  }

  if (pam_conv_fd >= 0) {
    *resp_ = resp;
    return PAM_SUCCESS;
  }

  if (i == num_msg) i = num_msg-1;

bail:
  for (; i >= 0; --i) {
    if (!resp[i].resp) continue;
    buffer_scrub(resp[i].resp, strlen(resp[i].resp));
    free(resp[i].resp);
  }
  buffer_scrub(resp, num_msg * sizeof(*resp));
  free(resp);

  return PAM_CONV_ERR;
}
Example #3
0
void heart_beat()
{
        int t;
        int period;
        int wimpy_ratio, cnd_flag;
        mapping my;
        object ob;
	object me;
	string prompt;
	int is_player;

	me = this_object();
        my = query_entire_dbase();

        if (userp(me) && living(me) && mapp(my["env"]))
        {
                // update prompt
		prompt = my["env"]["prompt"];
                if ((prompt == "time" || prompt == "mud" || prompt == "hp") &&
		    is_waiting_command() && ! me->is_attach_system())
                    
                {
                        write_prompt();
                }
                
        }

        // If we're dying or falling unconcious?
        if (my["qi"] < 0 || my["jing"] < 0)
        {
                if (! living(me)) die();
                else unconcious();

                // Why does the living test? Because
                // The wizard may set immortal but his
                // qi was -1, so I don't want return,
                // or the continue_action will never be
                // called in such case.
                if (! me || ! living(me))
                        return;
        }

        if (is_p_busy())
        {
                continue_p_busy();
        }
        
        // Do attack if we are fighting.
        if (is_busy())
        {
                continue_action();
                // We don't want heart beat be halt eventually, so return here.
        } else
	if (living(me))
        {
                string apply;
                object apply_ob;

                // Is it time to flee?
                if (is_fighting() &&
                   intp(wimpy_ratio = (int)query("env/wimpy")) &&
                   wimpy_ratio > 0 &&
                   (my["qi"] * 100 / my["max_qi"] <= wimpy_ratio ||
                    my["jing"] * 100 / my["max_jing"] <= wimpy_ratio))
                {
                        if (stringp(apply = query("env/wimpy_apply")) &&
                            objectp(apply_ob = present(apply, me)) &&
                            apply_ob->query("can_apply_for_wimpy"))
                        {
                                apply_ob->apply_for_wimpy(this_object());
                        } else
                                GO_CMD->do_flee(this_object());
                }
                
                if (query("auto_perform") || me->query_auto_perform())
                {                       
                        if (my["eff_jing"] > 0 && my["jing"] * 100 / my["eff_jing"] <= 70)
                                SKILL_D("force/regenerate")->exert(me, me);
                        if (my["eff_qi"] > 0 && my["qi"] * 100 / my["eff_qi"] <= 70)
                                SKILL_D("force/recover")->exert(me, me);

                        // 如果不在打架而且处于受伤状态,则自行疗伤
                        if (! is_fighting())
                        {
                                if (my["eff_jing"] < my["max_jing"])
                                        SKILL_D("force/inspire")->exert(me, me);
                                if (my["eff_qi"] < my["max_qi"])
                                        SKILL_D("force/heal")->exert(me, me);
                        }
                }
                // Do attack or clean up enemy if we have fleed.
                if (is_busy())
                        continue_action();
                else
                        attack();
        }

        if (my["doing"] == "scheme")
                // executing schedule now
                SCHEME_CMD->execute_schedule(me);

        if (! me) return;

        if (! (is_player = playerp(me)))
        {
                me->scan();
                // scan() may do anything -- include destruct(this_object())
                if (! me) return;
        }

        if ((t = time()) < next_beat) return;
        else next_beat = t + 5 + random(10);

	if (! my["not_living"])
        	cnd_flag = update_condition();
	if (! me) return;

	if (! (cnd_flag & CND_NO_HEAL_UP))
		cnd_flag = heal_up();

        // If we are compeletely in peace, turn off heart beat.
        // heal_up() must be called prior to other two to make sure it is called
        // because the && operator is lazy :P
        if (! cnd_flag &&
	    ! is_player &&
            ! keep_beat_flag &&
            ! is_fighting() &&
	    ! is_busy() &&
            ! interactive(this_object()))
        {
                if (environment() && query("chat_msg"))
                {
                        ob = first_inventory(environment());
                        while (ob && ! interactive(ob))
                                ob = next_inventory(ob);
                } else
                        ob = 0;
                if (! ob) set_heart_beat(0);
        }

        update_all_limb_damage();
        
        if (! me || ! is_player) return;

        // Make us a bit older. Only player's update_age is defined.
        // Note: update_age() is no need to be called every heart_beat, it
        //       remember how much time has passed since last call.
        me->update_age();

#ifdef AUTO_SAVE
        if (living(me))
        {
            	period = t - ((int) my["last_save"]);
                if (period < 0 || period > 15 * 60)
            	{
                	string msg;
                        msg = HBCYN HIW "【档案存储】您的档案已经自动存盘,"
                              "欢迎访问论坛 http://bbs.mudbuilder.com/ 。\n" NOR;
                	if (! me->save())
                    	msg = HIR "【数据保护】由于数据异常,您的档"
                              "案本次存盘失败。\n" NOR;
                	set("last_save", t);
                	tell_object(me, msg);
            }
        }
#endif
	if (! interactive(me))
		return;

        if (my["food"] <= 0 || my["water"] <= 0)
        {
		if (environment() &&
		    ! environment()->is_chat_room() &&
                    ! wizardp(me) &&
                    ! query_condition("hunger"))
		{
			// born & enter the world
                        apply_condition("hunger", 1);
		}
        }

        if (query_idle(me) > IDLE_TIMEOUT && ! wizardp(me) &&
            (! mapp(my["env"]) || ! my["env"]["keep_idle"]))
                me->user_dump(DUMP_IDLE);
}