void exec_list(t_play *p, int s) { if (p->auth < 9 && p->ret_action) { p->auth++; send(s, p->ret_action->action, strlen(p->ret_action->action), 0); p->action = add_act(p->ret_action->action, p->action); p->ret_action = list_suppr(p->ret_action); } }
void ft_read3(t_env *e, int s, t_play *p) { char buf[BUF_SIZE]; int r; (void)e; r = recv(s, buf, BUF_SIZE, 0); if (r <= 0) { exit(0); } if (!strncmp("BIENVENUE\n", buf, 10)) { send(s, p->client.name, strlen(p->client.name), 0); p->action = add_act(p->client.name, p->action); p->auth++; } ft_parse(buf, s, p, e); ft_bzero(buf, r); }
/* * The create routine, called create_monster() in this case since we inherit * /std/monster.c */ void create_monster() { /* * First we'll give the hermit a name. It's not really necessary but * it's always nice. Players can then adress this hermit as 'hurble'. * To let them 'exa hermit' we add the name 'hermit' too. Both set_name() * and add_name() are functions defined in /std/object.c. Since all * objects inherit /std/object.c you can call these functions in all * objects. */ set_name("hurble"); add_name("hermit"); /* * Living beings belong to a race. This one is human. */ set_race_name("human"); /* * Let's add some adjektives. The first adjektive we set to 'old' and * then we add 'skinny' too. This way players can both 'exa skinny hermit' * as well as 'exa old human' or 'exa old skinny hurble'. Nice, don't you * think? */ set_adj("old"); add_adj("skinny"); /* * You don't have to set the long description in a mobile, but perhaps * it's more fun to have some additional information about the mobile? * The long description is what player will see when they examine or * look at this object. */ set_long("It looks like he's been sitting here a while.\n"); /* * The short description is what players see when they look in a room * or check their inventory. If you don't set the dhort description then * default will be used, which in case of living beings is all adjektives * added and the race name when not introduced. If introduced, the name * of the being. In this case, 'old skinny human' as unmet and 'hurble' * as met (introduced). Note that if you set this short description, it * will always be shown, both as unmet ans met description. */ set_short("old skinny hermit"); /* * Then we want to set the stats of the mobile. This hermit is not * particulary strong or intelligent or anything. 15 in all stats. */ default_config_mobile(15); /* * Perhaps your mobile is skilled? This hermit is not, he just know * a little about herbalism. Try 'man skill_list' to see all skills * there are. The skills are defined in /sys/ss_types.h */ set_skill(SS_HERBALISM, 30); /* * We want the hermit to say things, and do some actions too. * set_act_time() is used to indicate how often we want the mobile to * do something, as well as set_chat_time() how often he should talk. * The higher the value the long between actions. */ set_act_time(5); add_act("emote makes some strange noise."); add_act("moan"); add_act( ({ "say I can do stuff after eaechothers too.", "smile" }) );