/** Can a player see something? * \param player the looker. * \param thing object to be seen. * \param can_see_loc 1 if player can see the location, 0 if location is dark. * \retval 1 player can see thing. * \retval 0 player can not see thing. */ int can_see(dbref player, dbref thing, int can_see_loc) { if (!can_interact(thing, player, INTERACT_SEE, NULL)) return 0; /* * 1) your own body isn't listed in a 'look' 2) exits aren't listed in a * 'look' 3) unconnected (sleeping) players aren't listed in a 'look' */ if (player == thing || IsExit(thing) || (IsPlayer(thing) && !Connected(thing))) return 0; /* if thing is in a room set LIGHT, it can be seen */ else if (IS(Location(thing), TYPE_ROOM, "LIGHT")) return 1; /* if the room is non-dark, you can see objects which are light or non-dark */ else if (can_see_loc) return (Light(thing) || !DarkLegal(thing)); /* otherwise room is dark and you can only see lit things */ else return (Light(thing)); }
/** Return the first object near another object that is visible to a player. * * BEWARE: * * first_visible() does not behave as intended. It _should_ return the first * object in `thing' that is !DARK. However, because of the controls() check * the function will return a DARK object if the player owns it. * * The behavior is left as is because so many functions in fundb.c rely on * the incorrect behavior to return expected values. The lv*() functions * also make rewriting this fairly pointless. * * \param player the looker. * \param thing an object in the location to be inspected. * \return dbref of first visible object or NOTHING. */ dbref first_visible(dbref player, dbref thing) { int lck = 0; int ldark; dbref loc; if (!GoodObject(thing) || IsRoom(thing)) return NOTHING; loc = IsExit(thing) ? Source(thing) : Location(thing); if (!GoodObject(loc)) return NOTHING; ldark = IsPlayer(loc) ? Opaque(loc) : Dark(loc); while (GoodObject(thing)) { if (can_interact(thing, player, INTERACT_SEE, NULL)) { if (DarkLegal(thing) || (ldark && !Light(thing))) { if (!lck) { if (See_All(player) || (loc == player) || controls(player, loc)) return thing; lck = 1; } if (controls(player, thing)) /* this is what causes DARK objects to show */ return thing; } else { return thing; } } thing = Next(thing); } return thing; }
/* Show the 'Obvious Exits' list for a room. Used in 'look' and 'examine'. * \param player The player looking * \param loc room whose exits we're showing * \param exit_name "Obvious Exits" string * \param pe_info the pe_info to use for evaluating EXITFORMAT and interact locks */ static void look_exits(dbref player, dbref loc, const char *exit_name, NEW_PE_INFO *pe_info) { dbref thing; char *tbuf1, *tbuf2, *nbuf; char *s1, *s2; char *p; int exit_count, this_exit, total_count; int texits; ufun_attrib ufun; PUEBLOBUFF; /* make sure location is a room */ if (!IsRoom(loc)) return; tbuf1 = (char *) mush_malloc(BUFFER_LEN, "string"); tbuf2 = (char *) mush_malloc(BUFFER_LEN, "string"); nbuf = (char *) mush_malloc(BUFFER_LEN, "string"); if (!tbuf1 || !tbuf2 || !nbuf) mush_panic("Unable to allocate memory in look_exits"); s1 = tbuf1; s2 = tbuf2; texits = exit_count = total_count = 0; this_exit = 1; if (fetch_ufun_attrib ("EXITFORMAT", loc, &ufun, UFUN_IGNORE_PERMS | UFUN_REQUIRE_ATTR)) { char *arg, *buff, *bp; PE_REGS *pe_regs = pe_regs_create(PE_REGS_ARG, "look_exits"); arg = (char *) mush_malloc(BUFFER_LEN, "string"); buff = (char *) mush_malloc(BUFFER_LEN, "string"); if (!arg || !buff) mush_panic("Unable to allocate memory in look_exits"); bp = arg; DOLIST(thing, Exits(loc)) { if (((Light(loc) || Light(thing)) || !(Dark(loc) || Dark(thing))) && can_interact(thing, player, INTERACT_SEE, pe_info)) { if (bp != arg) safe_chr(' ', arg, &bp); safe_dbref(thing, arg, &bp); } } *bp = '\0'; pe_regs_setenv_nocopy(pe_regs, 0, arg); call_ufun(&ufun, buff, player, player, pe_info, pe_regs); pe_regs_free(pe_regs); notify_by(loc, player, buff); mush_free(tbuf1, "string"); mush_free(tbuf2, "string"); mush_free(nbuf, "string"); mush_free(arg, "string"); mush_free(buff, "string"); return; }
void operator()(time_steward::accessor* accessor)const override { particle const& p0 = accessor->get<particle>(accessor->get(id0)); particle const& p1 = accessor->get<particle>(accessor->get(id1)); const time_t t = max(p0.last_time, p1.last_time); const position_t pos0 = p0.last_position + p0.approx_velocity*(t-p0.last_time); const position_t dp = pos1 - pos0; const velocity_t dv = p1.approx_velocity - p0.approx_velocity; time_t t2 = t-1; if (dv > 0) { t2 = t + divide(dp, dv*10, rounding_strategy<round_down, negative_is_forbidden>()); } if (dv < 0) { t2 = t + divide(dp, -dv*12, rounding_strategy<round_down, negative_is_forbidden>()); while (!can_interact(p0, p1, t2)) { t2 = divide(t2+t, 2, rounding_strategy<round_down, negative_continuous_with_positive>()); } } if (t2 >= t) { accessor->anticipate_event(t2, std::shared_ptr<event>(new particles_interact(id0, id1))); } }
/** The whisper command. * \param player the enactor. * \param arg1 name of the object to whisper to. * \param arg2 message to whisper. * \param noisy if 1, others overhear that a whisper has occurred. * \param pe_info the pe_info for evaluating interact locks */ void do_whisper(dbref player, const char *arg1, const char *arg2, int noisy, NEW_PE_INFO *pe_info) { dbref who; int key; const char *gap; char *tbuf, *tp; char *p; dbref good[100]; int gcount = 0; const char *head; int overheard; char *current; const char **start; char sname[BUFFER_LEN]; if (!arg1 || !*arg1) { notify(player, T("Whisper to whom?")); return; } if (!arg2 || !*arg2) { notify(player, T("Whisper what?")); return; } tp = tbuf = (char *) mush_malloc(BUFFER_LEN, "string"); if (!tbuf) mush_panic("Unable to allocate memory in do_whisper"); overheard = 0; head = arg1; start = &head; /* Figure out what kind of message */ gap = " "; switch (*arg2) { case SEMI_POSE_TOKEN: gap = ""; case POSE_TOKEN: key = 1; arg2++; break; default: key = 2; break; } *tp = '\0'; /* Make up a list of good and bad names */ while (head && *head) { current = next_in_list(start); who = match_result(player, current, TYPE_PLAYER, MAT_NEAR_THINGS | MAT_CONTAINER); if (!GoodObject(who) || !can_interact(player, who, INTERACT_HEAR, pe_info)) { safe_chr(' ', tbuf, &tp); safe_str_space(current, tbuf, &tp); if (GoodObject(who)) notify_format(player, T("%s can't hear you."), AName(who, AN_SYS, NULL)); } else { /* A good whisper */ good[gcount++] = who; if (gcount >= 100) { notify(player, T("Too many people to whisper to.")); break; } } } *tp = '\0'; if (*tbuf) notify_format(player, T("Unable to whisper to:%s"), tbuf); if (!gcount) { mush_free(tbuf, "string"); return; } /* Drunk wizards... */ if (Dark(player)) noisy = 0; /* Set up list of good names */ tp = tbuf; safe_str(T(" to "), tbuf, &tp); for (who = 0; who < gcount; who++) { if (noisy && (get_random32(0, 100) < (uint32_t) WHISPER_LOUDNESS)) overheard = 1; safe_itemizer(who + 1, (who == gcount - 1), ",", T("and"), " ", tbuf, &tp); safe_str(AName(good[who], AN_SAY, NULL), tbuf, &tp); } *tp = '\0'; if (key == 1) { notify_format(player, (gcount > 1) ? T("%s sense: %s%s%s") : T("%s senses: %s%s%s"), tbuf + 4, AName(player, AN_SAY, NULL), gap, arg2); p = tprintf("You sense: %s%s%s", AName(player, AN_SAY, NULL), gap, arg2); } else { notify_format(player, T("You whisper, \"%s\"%s."), arg2, tbuf); p = tprintf(T("%s whispers%s: %s"), AName(player, AN_SAY, NULL), gcount > 1 ? tbuf : "", arg2); } strcpy(sname, AName(player, AN_SAY, NULL)); for (who = 0; who < gcount; who++) { notify_must_puppet(good[who], p); if (Location(good[who]) != Location(player)) overheard = 0; } if (overheard) { dbref first = Contents(Location(player)); if (!GoodObject(first)) return; p = tprintf(T("%s whispers%s."), sname, tbuf); DOLIST(first, first) { overheard = 1; for (who = 0; who < gcount; who++) { if ((first == player) || (first == good[who])) { overheard = 0; break; } } if (overheard) notify_noecho(first, p); } }