Esempio n. 1
0
/*
 * GroupNew:  Create a new group with the given name.
 *   Return True if group created.
 */
Bool GroupNew(char *group_name)
{
   int i;
   UserGroup g;

   if (num_groups >= MAX_NUMGROUPS)
   {
      GameMessage(GetString(hInst, IDS_TOOMANYGROUPS));
      return FALSE;
   }

   // Search for exact duplicate
   for (i=0; i < num_groups; i++)
      if (!stricmp(group_name, groups[i]))
      {
	 GameMessage(GetString(hInst, IDS_ALREADYGROUP));
	 return False;
      }


   // Add group to list
   strncpy(groups[num_groups], group_name, MAX_GROUPNAME);
   groups[num_groups][MAX_GROUPNAME] = 0;
   num_groups++;

   g.num_users = 0;
   GroupSave(group_name, &g);
   return True;
}
Esempio n. 2
0
/*
 * GroupDelete:  Remove the group with the given name.
 *   Return True on success.
 */
Bool GroupDelete(char *group_name)
{
   int index, i;

   index = FindGroupByName(group_name);
   switch(index)
   {
   case GROUP_NOMATCH:
      GameMessage(GetString(hInst, IDS_BADGROUPNAME));
      return False;

   case GROUP_AMBIGUOUS:
      GameMessage(GetString(hInst, IDS_DUPLICATEGROUPNAME));
      return False;
   }

   group_name = groups[index];

   // Remove INI entry
   WritePrivateProfileString(group_section, group_name, NULL, cinfo->ini_file);

   // Remove group from internal group structure
   for (i=index; i < num_groups - 1; i++) 
      strcpy(groups[i], groups[i + 1]);

   num_groups--;
   return True;
}
Esempio n. 3
0
/*
 * GroupAdd:  Add the names in args to the given group name.  If the group doesn't
 *   exist, create it.
 *   Return number of names added to group (0 on failure).
 */
int GroupAdd(char *group_name, char *args)
{
   UserGroup g;
   int index, i, num_added;
   char *ptr, *name;
   Bool add_name;

   num_added = 0;
   index = FindGroupByName(group_name);
   switch(index)
   {
   case GROUP_NOMATCH:
      GameMessage(GetString(hInst, IDS_BADGROUPNAME));
      return 0;

   case GROUP_AMBIGUOUS:
      GameMessage(GetString(hInst, IDS_DUPLICATEGROUPNAME));
      return 0;

   default:
      group_name = groups[index];
      GroupLoad(group_name, &g);
      break;
   }

   name = GetPlayerName(args, &ptr);
   while (name != NULL)
   {
      if (g.num_users >= MAX_GROUPSIZE)
      {
	 GameMessagePrintf(GetString(hInst, IDS_GROUPFULL), MAX_GROUPNAME, group_name);
	 break;
      }

      // Check for duplicates
      add_name = True;
      for (i=0; i < g.num_users; i++)
	 if (!stricmp(g.names[i], name))
	 {
	    add_name = False;
	    break;
	 }
      
      if (add_name)
      {
	 strncpy(g.names[g.num_users], name, MAX_CHARNAME);
	 g.names[g.num_users][MAX_CHARNAME] = 0;
	 g.num_users++;
	 num_added++;
      }
      name = GetPlayerName(ptr, &ptr);
   }

   GroupSave(group_name, &g);
   return num_added;
}
Esempio n. 4
0
/*
 * GroupDeleteNames:  Remove the given names from the given group.
 *   Return number of names deleted, or -1 if the group itself was deleted.
 */
int GroupDeleteNames(char *group_name, char *args)
{
   int i, j, index, num_deleted;
   UserGroup g;
   char *name, *ptr;
   
   index = FindGroupByName(group_name);
   switch(index)
   {
   case GROUP_NOMATCH:
      GameMessage(GetString(hInst, IDS_BADGROUPNAME));
      return 0;
      
   case GROUP_AMBIGUOUS:
      GameMessage(GetString(hInst, IDS_DUPLICATEGROUPNAME));
      return 0;
      
   default:
      group_name = groups[index];
      break;
   }
   
   GroupLoad(group_name, &g);
   
   // Remove each name
   num_deleted = 0;
   name = GetPlayerName(args, &ptr);
   while (name != NULL)
   {
      for (i=0; i < g.num_users; i++)
	 if (!stricmp(g.names[i], name))
	 {
	    for (j=i; j < g.num_users - 1; j++)
	       strcpy(g.names[j], g.names[j + 1]);
	    g.num_users--;
	    num_deleted++;
	    break;
	 }
      name = GetPlayerName(ptr, &ptr);
   }

   // XXX Don't delete empty groups (???)
#if 0   
   if (g.num_users == 0)
   {
      GroupDelete(group_name);
      return -1;
   }
#endif
   
   GroupSave(group_name, &g);
   return num_deleted;
}
Esempio n. 5
0
/*
 * GroupPrint:  Display the members of the group with the given name.
 */
void GroupPrint(char *group_name)
{
   UserGroup g;
   int i, index;
   COLORREF color;
   BYTE style;
   ID id;
   char buf[MAX_CHARNAME + 10];

   index = FindGroupByName(group_name);
   switch (index)
   {
   case GROUP_NOMATCH:
      GameMessage(GetString(hInst, IDS_BADGROUPNAME));
      break;
      
   case GROUP_AMBIGUOUS:
      GameMessage(GetString(hInst, IDS_DUPLICATEGROUPNAME));
      break;

   default:
      group_name = groups[index];
      GroupLoad(group_name, &g);

      GameMessagePrintf(GetString(hInst, IDS_GROUPMEMBERS), MAX_GROUPNAME, group_name);

      color = RGB(0, 0, 0);
      style = STYLE_NORMAL;
      EditBoxStartAdd();
      for (i=0; i < g.num_users; i++)
      {
	 if (i != 0)
	    DisplayMessage(", ", color, style);
	 id = FindPlayerByNameExact(g.names[i]);
	 
	 // Show player in red if logged on
	 if (id == 0 || id == INVALID_ID)
	    DisplayMessage(g.names[i], color, style);
	 else
	 {
	    sprintf(buf, "~r%s~n", g.names[i]);
	    DisplayMessage(buf, color, style);
	 }
      }
      EditBoxEndAdd();
      break;
   }
}
Esempio n. 6
0
/*
 * VerbAlias: "alias" command
 */
void CommandAliasCommon(char *args, DLGPROC pfnAliasDialogProc, int idDialog)
{
   if (args && *args)
   {
      while (*args == ' ' || *args == '\t')
	 args++;
   }

   // Arguments given.  Try to define or remove a command alias.
   //
   if (args && *args)
   {
      char* pszVerb = args;
      char* pszCommand;
      pszCommand = strtok(args, " \t=\r\n");
      pszCommand = strtok(NULL, "\r\n");

      if (pszCommand && *pszCommand)
      {
	 AddVerbAlias(pszVerb, pszCommand);
	 GameMessage(GetString(hInst, IDS_CMDALIASDEFINED));
      }
      else
      {
	 RemoveVerbAlias(pszVerb);
	 GameMessage(GetString(hInst, IDS_CMDALIASREMOVED));
      }

      AliasSave();

      return;
   }

   // No arguments.  Do the default (hotkey) dialog.
   //
   if (IDOK == DialogBox(hInst, MAKEINTRESOURCE(idDialog),
                         cinfo->hMain, pfnAliasDialogProc))
   {
      AliasSave();
   }
}
Esempio n. 7
0
/*
 * CommandGetPlayer: "getplayer" command
 */
void CommandGetPlayer(char *args)
{
   ID player;
   char temp[MAXAMOUNT + 1];

   if (*args == 0)
      return;

   player = FindPlayerByName(args);
   if (player == 0)
   {
      GameMessage(GetString(hInst, IDS_NOPLAYERNAME));
      return;
   }

   if (player == INVALID_ID)
   {
      GameMessage(GetString(hInst, IDS_DUPLICATEPLAYERNAME));
      return;
   }

   sprintf(temp, "%d", player);
   RequestDMCommand(DM_GET_PLAYER, temp);
}
Esempio n. 8
0
/*
 * GroupsPrint:  Display a list of all defined groups.
 */
void GroupsPrint(void)
{
   int i;
   COLORREF color;
   BYTE style;

   if (num_groups == 0)
   {
      GameMessage(GetString(hInst, IDS_NOGROUPS));
      return;
   }

   GameMessage(GetString(hInst, IDS_GROUPLIST));
   color = RGB(0, 0, 0);
   style = STYLE_NORMAL;
   EditBoxStartAdd();
   for (i=0; i < num_groups; i++)
   {
      if (i != 0)
	 DisplayMessage(", ", color, style);
      DisplayMessage(groups[i], color, style);
   }
   EditBoxEndAdd();
}
Esempio n. 9
0
/*
 * CastCallback:  Called when user selects target of spell.
 */
void CastCallback(ID id)
{
   /* Make temporary list for sending to server */
   temp_obj.id = id;
   temp_obj.temp_amount = 1;

   if (pinfo.resting)
      GameMessage(GetString(hInst, IDS_SPELLRESTING));
   else RequestCast(use_spell, temp_list);

   if (UserMouselookIsEnabled())
   {
		while (ShowCursor(FALSE) >= 0)
			ShowCursor(FALSE);
   }
}
Esempio n. 10
0
/*
 * SpellCast:  User wants to cast given spell.
 */
void SpellCast(spell *sp)
{
   if (GetPlayer()->viewID && (GetPlayer()->viewID != GetPlayer()->id))
   {
     if (!(GetPlayer()->viewFlags & REMOTE_VIEW_CAST))
       return;
   }

   /* If we don't need target, just cast spell */
   if (sp->num_targets == 0)
   {
      RequestCast(sp->obj.id, NULL);
      return;
   }

	if( GetUserTargetID() != INVALID_ID )
	{
    ID id = GetUserTargetID();
		//	User has target already selected.
		if (id == GetPlayer()->id || FindVisibleObjectById(id))
		{
			/* Make temporary list for sending to server */
			temp_obj.id = GetUserTargetID();
			temp_obj.temp_amount = 1;
			RequestCast( sp->obj.id, temp_list );
		}
		else	//	Target cannot be seen.
			GameMessage( GetString( hInst, IDS_TARGETNOTVISIBLEFORCAST ) );
		return;
	}

   /* Get target object from user */
   /* Save spell # */
   use_spell = sp->obj.id;
   
   /* Register callback & select item */
   GameSetState(GAME_SELECT);
   SetSelectCallback(CastCallback);

   if (UserMouselookIsEnabled())
   {
		while (ShowCursor(TRUE) < 0)
			ShowCursor(TRUE);
   }
}
Esempio n. 11
0
/*
 * InterfaceAction:  User wants to perform given action.  Return True iff
 *   action should be passed along for further processing.
 */
Bool InterfaceAction(int action, void *action_data)
{
   POINT mouse;
   AREA a;
   room_contents_node *r;
   static int lastRestWarning = 0;

   if ((pinfo.resting || cinfo->effects->paralyzed) && 
       (IsMoveAction(action) || IsAttackAction(action)))
   {
      //      debug(("Can't do while resting\n"));
      return False;
   }

   switch (action)
   {
   case A_TARGETCLEAR:
   case A_TARGETSELF:
	case A_TARGETNEXT:
	case A_TARGETPREVIOUS:
	case A_ATTACK:
	   UserAreaRedraw();
	   return True;
   break;

   case A_FORWARDFAST:
      // If too tired, don't run
      if (pinfo.vigor < MIN_VIGOR)
      {
	 PerformAction(A_FORWARD, NULL);
	 return False;
      }
      break;

   case A_BACKWARDFAST:
      if (pinfo.vigor < MIN_VIGOR)
      {
	 PerformAction(A_BACKWARD, NULL);
	 return False;
      }
      break;

	case A_SLIDELEFTFAST:
		if (pinfo.vigor < MIN_VIGOR)
		{
			PerformAction(A_SLIDELEFT, NULL);
			return False;
		}
	break;

	case A_SLIDERIGHTFAST:
		if (pinfo.vigor < MIN_VIGOR)
		{
			PerformAction(A_SLIDERIGHT, NULL);
			return False;
		}
	break;

	case A_SLIDELEFTFORWARDFAST:
		if (pinfo.vigor < MIN_VIGOR)
		{
			PerformAction(A_SLIDELEFTFORWARD, NULL);
			return False;
		}
	break;

	case A_SLIDELEFTBACKWARDFAST:
		if (pinfo.vigor < MIN_VIGOR)
		{
			PerformAction(A_SLIDELEFTBACKWARD, NULL);
			return False;
		}
	break;

	case A_SLIDERIGHTFORWARDFAST:
		if (pinfo.vigor < MIN_VIGOR)
		{
			PerformAction(A_SLIDERIGHTFORWARD, NULL);
			return False;
		}
	break;

	case A_SLIDERIGHTBACKWARDFAST:
		if (pinfo.vigor < MIN_VIGOR)
		{
			PerformAction(A_SLIDERIGHTBACKWARD, NULL);
			return False;
		}
	break;

   case A_CAST:
      UserCastSpell();
      return False;

   case A_CASTSPELL:  // action_data is pointer to spell
      if (GetPlayer()->viewID && (GetPlayer()->viewID != GetPlayer()->id))
      {
	 if (!(GetPlayer()->viewFlags & REMOTE_VIEW_CAST))
	 {
	    GameMessage(GetString(hInst, IDS_SPELLPARALYZED));
	    return False;
	 }
      }
      if (cinfo->effects->paralyzed)
      {
	 GameMessage(GetString(hInst, IDS_SPELLPARALYZED));
	 return False;
      }

      if (pinfo.resting)
      {
	 GameMessage(GetString(hInst, IDS_SPELLRESTING));
	 return False;
      }

      SpellCast((spell *) action_data);

      return False;

   case A_GO:
      if (pinfo.resting)
	 return False;
      break;

   case A_ENDDRAG:   // action_data is ID of object being dragged
      // See if user dragged object to inventory
      InventoryGetArea(&a);
      
      GetCursorPos(&mouse);
      ScreenToClient(cinfo->hMain, &mouse);
      
      if (!IsInArea(&a, mouse.x, mouse.y))
	 break;

      r = GetRoomObjectById((ID) action_data);
      if (r == NULL)
	 break;

      // If a non-gettable container, try to get contents
      if ((r->obj.flags & OF_CONTAINER) && !(r->obj.flags & OF_GETTABLE))
	 RequestObjectContents((ID) action_data);
      else RequestPickup((ID) action_data);
      
      break;

   case A_TABFWD:
      return InterfaceTab((int) action_data, True);
   case A_TABBACK:
      return InterfaceTab((int) action_data, False);
   }

   return True;
}
Esempio n. 12
0
/*
 * ParseVerbAlias:  User typed this.  Reissue a command if it was an alias.
 */
BOOL ParseVerbAlias(char* pInput)
{
   char accum[MAXSAY+1];
   char* pVerb;
   char* pArgs;
   int iMatch = -1;
   BOOL bTie = FALSE;
   BOOL bInvalid;
   int i;

   if (!pInput || !*pInput)
      return FALSE;

   pInput = strdup(pInput);
   if (!pInput)
      return FALSE;

   pVerb = pInput;
   while (*pVerb == ' ' || *pVerb == '\t')
      pVerb++;

   pArgs = strtok(pVerb, " \t\r\n");
   pArgs = strtok(NULL, "\r\n");
   if (!pArgs)
      pArgs = "";

   for (i = 0; i < _nVerbAliases; i++)
   {
      // if defined verb begins with typed verb,
      if (_apVerbAliases[i].verb[0])
      {
	 if (0 == strnicmp(_apVerbAliases[i].verb, pVerb, strlen(pVerb)))
	 {
	    if (iMatch >= 0)
	       bTie = TRUE;
	    iMatch = i;

	    if (0 == stricmp(_apVerbAliases[i].verb, pVerb))
	    {
	       bTie = FALSE;
	       break;
	    }
	 }
      }
   }

   if (iMatch < 0)
      return FALSE;

   if (bTie)
   {
      GameMessage(GetString(hInst, IDS_AMBIGUOUSALIAS));
      return TRUE;
   }

   // Find any ~~ in .text, replace it with pArgs.
   //
   pVerb = _apVerbAliases[iMatch].text;
   strcpy(accum, pVerb);
   {
      char* pBefore = pVerb;
      char* pAfter = strstr(pVerb, "~~");

      if (pAfter && (strlen(pVerb)+strlen(pArgs) < MAXSAY))
      {
	 strcpy(accum+(pAfter-pBefore), pArgs);
	 strcat(accum, pAfter+2);
	 pVerb = accum;
      }
   }

   bInvalid = ModuleEvent(EVENT_TEXTCOMMAND, accum);
   if (bInvalid)
      GameMessage(GetString(hInst, IDS_INVALIDALIAS));

   // Return TRUE if command found and handled.
   return TRUE;
}