Esempio n. 1
0
// ---------------------------------------------------------------------------
// setup_que: Set up a queue entry.
//
static BQUE *setup_que
(
    dbref    executor,
    dbref    caller,
    dbref    enactor,
    int      eval,
    char    *command,
    int      nargs,
    char    *args[],
    reg_ref *sargs[]
)
{
    // Can we run commands at all?
    //
    if (Halted(executor))
    {
        return NULL;
    }

    // Make sure executor can afford to do it.
    //
    int a = mudconf.waitcost;
    if (mudconf.machinecost && RandomINT32(0, mudconf.machinecost-1) == 0)
    {
        a++;
    }
    if (!payfor(executor, a))
    {
        notify(Owner(executor), "Not enough money to queue command.");
        return NULL;
    }

    // Wizards and their objs may queue up to db_top+1 cmds. Players are
    // limited to QUEUE_QUOTA. -mnp
    //
    a = QueueMax(Owner(executor));
    if (a_Queue(Owner(executor), 1) > a)
    {
        a_Queue(Owner(executor), -1);

        notify(Owner(executor),
            "Run away objects: too many commands queued.  Halted.");
        halt_que(Owner(executor), NOTHING);

        // Halt also means no command execution allowed.
        //
        s_Halted(executor);
        return NULL;
    }

    // We passed all the tests.
    //

    // Calculate the length of the save string.
    //
    size_t tlen = 0;
    static size_t nCommand;
    static size_t nLenEnv[NUM_ENV_VARS];

    if (command)
    {
        nCommand = strlen(command) + 1;
        tlen = nCommand;
    }

    if (nargs > NUM_ENV_VARS)
    {
        nargs = NUM_ENV_VARS;
    }

    for (a = 0; a < nargs; a++)
    {
        if (args[a])
        {
            nLenEnv[a] = strlen(args[a]) + 1;
            tlen += nLenEnv[a];
        }
    }

    // Create the qeue entry and load the save string.
    //
    BQUE *tmp = alloc_qentry("setup_que.qblock");
    tmp->comm = NULL;

    char *tptr = tmp->text = (char *)MEMALLOC(tlen);
    ISOUTOFMEMORY(tptr);

    if (command)
    {
        memcpy(tptr, command, nCommand);
        tmp->comm = tptr;
        tptr += nCommand;
    }

    for (a = 0; a < nargs; a++)
    {
        if (args[a])
        {
            memcpy(tptr, args[a], nLenEnv[a]);
            tmp->env[a] = tptr;
            tptr += nLenEnv[a];
        }
        else
        {
            tmp->env[a] = NULL;
        }
    }

    for ( ; a < NUM_ENV_VARS; a++)
    {
        tmp->env[a] = NULL;
    }

    if (sargs)
    {
        for (a = 0; a < MAX_GLOBAL_REGS; a++)
        {
            tmp->scr[a] = sargs[a];
            if (sargs[a])
            {
                RegAddRef(sargs[a]);
            }
        }
    }
    else
    {
        for (a = 0; a < MAX_GLOBAL_REGS; a++)
        {
            tmp->scr[a] = NULL;
        }
    }

    // Load the rest of the queue block.
    //
    tmp->executor = executor;
    tmp->IsTimed = false;
    tmp->sem = NOTHING;
    tmp->attr = 0;
    tmp->enactor = enactor;
    tmp->caller = caller;
    tmp->eval = eval;
    tmp->nargs = nargs;
    return tmp;
}
Esempio n. 2
0
static void promote_match(dbref what, int confidence)
{
#ifdef REALITY_LVLS
    // Check is the object is visible.
    //
    if (  Good_obj(what)
       && (confidence & CON_LOCAL)
       && !IsReal(md.player, what)
       && what != Location(md.player))
    {
        return;
    }
#endif // REALITY_LVLS
    // Check for type and locks, if requested.
    //
    if (md.pref_type != NOTYPE)
    {
        if (  Good_obj(what)
           && Typeof(what) == md.pref_type)
        {
            confidence |= CON_TYPE;
        }
    }
    if (md.check_keys)
    {
        MSTATE save_md;

        save_match_state(&save_md);
        if (  Good_obj(what)
           && could_doit(md.player, what, A_LOCK))
        {
            confidence |= CON_LOCK;
        }
        restore_match_state(&save_md);
    }

    // If nothing matched, take it.
    //
    if (md.count == 0)
    {
        md.match = what;
        md.confidence = confidence;
        md.count = 1;
        return;
    }

    // If confidence is lower, ignore.
    //
    if (confidence < md.confidence)
    {
        return;
    }

    // If confidence is higher, replace.
    //
    if (confidence > md.confidence)
    {
        md.match = what;
        md.confidence = confidence;
        md.count = 1;
        return;
    }

    // Equal confidence, pick randomly.
    //
    md.count++;
    if (RandomINT32(1,md.count) == 1)
    {
        md.match = what;
    }
    return;
}