コード例 #1
0
/** Debit a player's pennies, if they can afford it.
 * \param who player to debit.
 * \param cost number of pennies to debit.
 * \retval 1 player successfully debited.
 * \retval 0 player can't afford the cost.
 */
int
payfor(dbref who, int cost)
{
  /* subtract cost from who's pennies */
  int tmp;
  dbref owner;
  if ((cost == 0) || NoPay(who))
    return 1;
  owner = Owner(who);
  if ((tmp = Pennies(owner)) >= cost) {
    if (Track_Money(owner)) {
      notify_format(owner, T("GAME: %s(%s) spent %d %s."),
                    AName(who, AN_SYS, NULL), unparse_dbref(who), cost,
                    (cost == 1) ? MONEY : MONIES);
    }
    s_Pennies(owner, tmp - cost);
    return 1;
  } else {
    if (Track_Money(owner)) {
      notify_format(owner, T("GAME: %s(%s) tried to spend %d %s."),
                    AName(who, AN_SYS, NULL), unparse_dbref(who), cost,
                    (cost == 1) ? MONEY : MONIES);
    }
    return 0;
  }
}
コード例 #2
0
ファイル: lock.c プロジェクト: MrWigggles/pennmush
/** Unlock a lock (user interface).
 * \verbatim
 * This implements @unlock.
 * \endverbatim
 * \param player the enactor.
 * \param name name of object to unlock.
 * \param type type of lock to unlock.
 */
void
do_unlock(dbref player, const char *name, lock_type type)
{
  dbref thing;
  lock_type real_type;

  /* check for '@unlock <object>/<atr>'  */
  if (strchr(name, '/')) {
    do_atrlock(player, name, "off");
    return;
  }
  if ((thing = match_controlled(player, name)) != NOTHING) {
    if ((real_type = check_lock_type(player, thing, type)) != NULL) {
      if (getlock(thing, real_type) == TRUE_BOOLEXP) {
        if (!AreQuiet(player, thing))
          notify_format(player, T("%s(%s) - %s (already) unlocked."),
                        AName(thing, AN_SYS, NULL), unparse_dbref(thing),
                        real_type);
      } else if (delete_lock(player, thing, real_type)) {
        if (!AreQuiet(player, thing))
          notify_format(player, T("%s(%s) - %s unlocked."),
                        AName(thing, AN_SYS, NULL), unparse_dbref(thing),
                        real_type);
        if (!IsPlayer(thing))
          ModTime(thing) = mudtime;
      } else
        notify(player, T("Permission denied."));
    }
  }
}
コード例 #3
0
/** Take an action on an object and trigger attributes.
 * \verbatim
 * executes the @attr, @oattr, @aattr for a command - gives a message
 * to the enactor and others in the room with the enactor, and executes
 * an action. We optionally load pe_regs into the queue.
 * \endverbatim
 *
 * \param player the enactor.
 * \param thing object being triggered.
 * \param what message attribute for enactor.
 * \param def default message to enactor.
 * \param owhat message attribute for others.
 * \param odef default message to others.
 * \param awhat action attribute to trigger.
 * \param loc location in which action is taking place.
 * \param pe_regs the pe_regs arguments for the evaluation/queueing
 * \param flags flags controlling type of interaction involved.
 * \retval 0 no attributes were present, only defaults were used if given.
 * \retval 1 some attributes were evaluated and used.
 */
int
real_did_it(dbref player, dbref thing, const char *what, const char *def,
            const char *owhat, const char *odef, const char *awhat, dbref loc,
            PE_REGS *pe_regs, int flags, int an_flags)
{

  char buff[BUFFER_LEN], *bp;
  int attribs_used = 0;
  NEW_PE_INFO *pe_info = NULL;
  ufun_attrib ufun;

  if (!pe_info) {
    pe_info = make_pe_info("pe_info-real_did_it2");
  }

  loc = (loc == NOTHING) ? Location(player) : loc;
  /* only give messages if the location is good */
  if (GoodObject(loc)) {

    /* message to player */
    if (what && *what) {
      if (fetch_ufun_attrib
          (what, thing, &ufun,
           UFUN_LOCALIZE | UFUN_REQUIRE_ATTR | UFUN_IGNORE_PERMS)) {
        attribs_used = 1;
        if (!call_ufun(&ufun, buff, thing, player, pe_info, pe_regs) && buff[0])
          notify_by(thing, player, buff);
      } else if (def && *def)
        notify_by(thing, player, def);
    }
    /* message to neighbors */
    if (!DarkLegal(player)) {
      if (owhat && *owhat
          && fetch_ufun_attrib(owhat, thing, &ufun,
                               UFUN_LOCALIZE | UFUN_REQUIRE_ATTR |
                               UFUN_IGNORE_PERMS | UFUN_NAME)) {
        attribs_used = 1;
        if (!call_ufun_int
            (&ufun, buff, thing, player, pe_info, pe_regs,
             (void *) AName(player, an_flags, NULL)) && buff[0])
          notify_except2(player, loc, player, thing, buff, flags);
      } else if (odef && *odef) {
        bp = buff;
        safe_format(buff, &bp, "%s %s", AName(player, an_flags, NULL), odef);
        *bp = '\0';
        notify_except2(player, loc, player, thing, buff, flags);
      }
    }
  }
  if (pe_info) {
    free_pe_info(pe_info);
  }

  if (awhat && *awhat)
    attribs_used = queue_attribute_base(thing, awhat, player, 0, pe_regs, 0)
      || attribs_used;

  return attribs_used;
}
コード例 #4
0
ファイル: speech.c プロジェクト: kymoon/pennmush
/** Can player pemit to target?
 * You can pemit if you're pemit_all, if you're pemitting to yourself,
 * if you're pemitting to a non-player, or if you pass target's
 * pagelock and target isn't HAVEN.
 * \param player dbref attempting to pemit.
 * \param target target dbref to pemit to.
 * \param dofails If nonzero, send failure message 'def' or run fail_lock()
 * \param def show a default message if there is no appropriate failure message?
 * \param pe_info the pe_info for page lock evaluation
 * \retval 1 player may pemit to target.
 * \retval 0 player may not pemit to target.
 */
int
okay_pemit(dbref player, dbref target, int dofails, int def,
           NEW_PE_INFO *pe_info)
{
  char defmsg[BUFFER_LEN];
  char *dp = NULL;
  if (Pemit_All(player))
    return 1;

  if (dofails && def) {
    dp = defmsg;
    safe_format(defmsg, &dp,
                T("I'm sorry, but %s wishes to be left alone now."),
                AName(target, AN_SYS, NULL));
    *dp = '\0';
    dp = defmsg;
  }

  if (IsPlayer(target) && Haven(target)) {
    if (dofails && def)
      notify(player, dp);
    return 0;
  }
  if (!eval_lock_with(player, target, Page_Lock, pe_info)) {
    if (dofails) {
      fail_lock(player, target, Page_Lock, dp, NOTHING);
    }
    return 0;
  }
  return 1;
}
コード例 #5
0
ファイル: lock.c プロジェクト: MrWigggles/pennmush
/** Set/lock a lock (user interface).
 * \verbatim
 * This implements @lock.
 * \endverbatim
 * \param player the enactor.
 * \param name name of object to lock.
 * \param keyname key to lock the lock to, as a string.
 * \param type type of lock to lock.
 */
void
do_lock(dbref player, const char *name, const char *keyname, lock_type type)
{
  lock_type real_type;
  dbref thing;
  boolexp key;

  /* check for '@lock <object>/<atr>'  */
  if (strchr(name, '/')) {
    do_atrlock(player, name, "on");
    return;
  }
  if (!keyname || !*keyname) {
    do_unlock(player, name, type);
    return;
  }
  switch (thing = match_result(player, name, NOTYPE, MAT_EVERYTHING)) {
  case NOTHING:
    notify(player, T("I don't see what you want to lock!"));
    return;
  case AMBIGUOUS:
    notify(player, T("I don't know which one you want to lock!"));
    return;
  default:
    if (!controls(player, thing)) {
      notify(player, T("You can't lock that!"));
      return;
    }
    if (IsGarbage(thing)) {
      notify(player, T("Why would you want to lock garbage?"));
      return;
    }
    break;
  }

  key = parse_boolexp(player, keyname, type);

  /* do the lock */
  if (key == TRUE_BOOLEXP) {
    notify(player, T("I don't understand that key."));
  } else {
    if ((real_type = check_lock_type(player, thing, type)) != NULL) {
      /* everything ok, do it */
      if (add_lock(player, thing, real_type, key, LF_DEFAULT)) {
        if (!AreQuiet(player, thing))
          notify_format(player, T("%s(%s) - %s locked."),
                        AName(thing, AN_SYS, NULL), unparse_dbref(thing),
                        real_type);
        if (!IsPlayer(thing))
          ModTime(thing) = mudtime;
      } else {
        notify(player, T("Permission denied."));
        /*  Done by a failed add_lock()  // free_boolexp(key); */
      }
    } else
      free_boolexp(key);
  }
}
コード例 #6
0
/** Autoreply messages for pages (HAVEN, IDLE, AWAY).
 * \param player the paging player.
 * \param target the paged player.
 * \param type type of message to return.
 * \param message name of attribute containing the message.
 * \param def default message to return.
 */
void
page_return(dbref player, dbref target, const char *type,
            const char *message, const char *def)
{
  char buff[BUFFER_LEN];
  struct tm *ptr;

  if (message && *message) {
    if (call_attrib(target, message, buff, player, NULL, NULL)) {
      if (*buff) {
        ptr = (struct tm *) localtime(&mudtime);
        notify_format(player, T("%s message from %s: %s"), type,
                      AName(target, AN_SYS, NULL), buff);
        if (!Haven(target))
          notify_format(target,
                        T("[%d:%02d] %s message sent to %s."), ptr->tm_hour,
                        ptr->tm_min, type, AName(player, AN_SYS, NULL));
      }
    } else if (def && *def)
      notify(player, def);
  }
}
コード例 #7
0
ファイル: lock.c プロジェクト: MrWigggles/pennmush
/** Set flags on a lock (user interface).
 * \verbatim
 * This implements @lset.
 * \endverbatim
 * \param player the enactor.
 * \param what string in the form obj/lock.
 * \param flags list of flags to set.
 */
void
do_lset(dbref player, char *what, char *flags)
{
  dbref thing;
  lock_list *l;
  char *lname;
  privbits flag;
  bool unset = 0;

  if ((lname = strchr(what, '/')) == NULL) {
    notify(player, T("No lock name given."));
    return;
  }
  *lname++ = '\0';

  if ((thing = match_controlled(player, what)) == NOTHING)
    return;

  if (*flags == '!') {
    unset = 1;
    flags++;
  }

  if (string_to_lockflag(player, flags, &flag) < 0) {
    notify(player, T("Unrecognized lock flag."));
    return;
  }

  l = getlockstruct_noparent(thing, lname);
  if (!l || !Can_Read_Lock(player, thing, L_TYPE(l))) {
    notify(player, T("No such lock."));
    return;
  }

  if (!can_write_lock(player, thing, l)) {
    notify(player, T("Permission denied."));
    return;
  }

  if (unset)
    L_FLAGS(l) &= ~flag;
  else
    L_FLAGS(l) |= flag;

  if (!Quiet(player) && !(Quiet(thing) && (Owner(thing) == player)))
    notify_format(player, "%s/%s - %s.", AName(thing, AN_SYS, NULL), L_TYPE(l),
                  unset ? T("lock flags unset") : T("lock flags set"));
  if (!IsPlayer(thing))
    ModTime(thing) = mudtime;
}
コード例 #8
0
ファイル: speech.c プロジェクト: kymoon/pennmush
/** 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);
    }
  }