/* * do_attach() * * This routine attaches a previously existing action to a source object. * The action will not do anything unless it is LINKed. * */ void do_attach(int descr, dbref player, const char *action_name, const char *source_name) { dbref action, source; dbref loc; /* player's current location */ struct match_data md; char buf[BUFFER_LEN]; if ((loc = DBFETCH(player)->location) == NOTHING) return; if (tp_db_readonly) { anotify_nolisten2(player, CFAIL DBRO_MESG); return; } if (!*action_name || !*source_name) { anotify_nolisten2(player, CINFO "You must specify an action name and a source object."); return; } init_match(descr, player, action_name, TYPE_EXIT, &md); match_all_exits(&md); match_registered(&md); match_absolute(&md); if ((action = noisy_match_result(&md)) == NOTHING) return; if (Typeof(action) != TYPE_EXIT) { anotify_nolisten2(player, CINFO "That's not an action."); return; } else if (!controls(player, action)) { anotify_fmt(player, CFAIL "%s", tp_noperm_mesg); return; } if (((source = parse_source(descr, player, source_name)) == NOTHING) || Typeof(source) == TYPE_PROGRAM) return; if (!unset_source(player, loc, action)) { return; } set_source(player, action, source); sprintf(buf, CSUCC "Action %s re-attached to %s.", unparse_object(player, action), NAME(source)); anotify_nolisten2(player, buf); if (MLevel(action)) { SetMLevel(action, 0); anotify_nolisten2(player, CINFO "Action priority Level reset to zero."); } }
void CMobEntity::Spawn() { CBattleEntity::Spawn(); m_giveExp = true; m_HiPCLvl = 0; m_THLvl = 0; m_ItemStolen = false; m_DropItemTime = 1000; animationsub = getMobMod(MOBMOD_SPAWN_ANIMATIONSUB); CallForHelp(false); PEnmityContainer->Clear(); uint8 level = m_minLevel; // Generate a random level between min and max level if (m_maxLevel != m_minLevel) { level += dsprand::GetRandomNumber(0, m_maxLevel - m_minLevel); } SetMLevel(level); SetSLevel(level);//calculated in function delRageMode(); mobutils::CalculateStats(this); mobutils::GetAvailableSpells(this); // spawn somewhere around my point loc.p = m_SpawnPoint; if (m_roamFlags & ROAMFLAG_STEALTH) { HideName(true); Untargetable(true); } // add people to my posse if (getMobMod(MOBMOD_ASSIST)) { for (int8 i = 1; i < getMobMod(MOBMOD_ASSIST) + 1; i++) { CMobEntity* PMob = (CMobEntity*)GetEntity(targid + i, TYPE_MOB); if (PMob != nullptr) { PMob->setMobMod(MOBMOD_SUPERLINK, targid); } } } m_DespawnTimer = time_point::min(); luautils::OnMobSpawn(this); }
void do_toad(int descr, dbref player, const char *name, const char *recip) { dbref victim; dbref recipient; dbref stuff; char buf[BUFFER_LEN]; if (!Wizard(player) || Typeof(player) != TYPE_PLAYER) { notify(player, "Only a Wizard player can turn a person into a toad."); return; } if ((victim = lookup_player(name)) == NOTHING) { notify(player, "That player does not exist."); return; } #ifdef GOD_PRIV if (God(victim)) { notify(player, "You cannot @toad God."); if(!God(player)) { log_status("TOAD ATTEMPT: %s(#%d) tried to toad God.",NAME(player),player); } return; } #endif if(player == victim) { /* If GOD_PRIV isn't defined, this could happen: we don't want the * last wizard to be toaded, in any case, so only someone else can * do it. */ notify(player, "You cannot toad yourself. Get someone else to do it for you."); return; } if (victim == tp_toad_default_recipient) { notify(player, "That player is part of the @toad process, and cannot be deleted."); return; } if (!*recip) { recipient = tp_toad_default_recipient; } else { if ((recipient = lookup_player(recip)) == NOTHING || recipient == victim) { notify(player, "That recipient does not exist."); return; } } if (Typeof(victim) != TYPE_PLAYER) { notify(player, "You can only turn players into toads!"); #ifdef GOD_PRIV } else if (!(God(player)) && (TrueWizard(victim))) { #else } else if (TrueWizard(victim)) { #endif notify(player, "You can't turn a Wizard into a toad."); } else { /* we're ok */ /* do it */ send_contents(descr, victim, HOME); dequeue_prog(victim, 0); /* Dequeue the programs that the player's running */ for (stuff = 0; stuff < db_top; stuff++) { if (OWNER(stuff) == victim) { switch (Typeof(stuff)) { case TYPE_PROGRAM: dequeue_prog(stuff, 0); /* dequeue player's progs */ if (TrueWizard(recipient)) { FLAGS(stuff) &= ~(ABODE | WIZARD); SetMLevel(stuff, 1); } case TYPE_ROOM: case TYPE_THING: case TYPE_EXIT: OWNER(stuff) = recipient; DBDIRTY(stuff); break; } } if (Typeof(stuff) == TYPE_THING && THING_HOME(stuff) == victim) { THING_SET_HOME(stuff, tp_lost_and_found); } } chown_macros(victim, recipient); if (PLAYER_PASSWORD(victim)) { free((void *) PLAYER_PASSWORD(victim)); PLAYER_SET_PASSWORD(victim, 0); } /* notify people */ notify(victim, "You have been turned into a toad."); snprintf(buf, sizeof(buf), "You turned %s into a toad!", NAME(victim)); notify(player, buf); log_status("TOADED: %s(%d) by %s(%d)", NAME(victim), victim, NAME(player), player); /* reset name */ delete_player(victim); snprintf(buf, sizeof(buf), "A slimy toad named %s", NAME(victim)); free((void *) NAME(victim)); NAME(victim) = alloc_string(buf); DBDIRTY(victim); boot_player_off(victim); /* Disconnect the toad */ if (PLAYER_DESCRS(victim)) { free(PLAYER_DESCRS(victim)); PLAYER_SET_DESCRS(victim, NULL); PLAYER_SET_DESCRCOUNT(victim, 0); } ignore_remove_from_all_players(victim); ignore_flush_cache(victim); FREE_PLAYER_SP(victim); ALLOC_THING_SP(victim); THING_SET_HOME(victim, PLAYER_HOME(player)); FLAGS(victim) = TYPE_THING; OWNER(victim) = player; /* you get it */ SETVALUE(victim, 1); /* don't let him keep his immense wealth */ } }