示例#1
0
文件: ssm.c 项目: hadigsf/Assault-3.0
/*
 * Read and allocate space for a string from a file.
 * This replaces db.c fread_string
 * This is modified version of Furey's fread_string from Merc
 */
char *_fread_string(FILE * fp, const char *caller)
{
    char buf[MAX_STRING_LENGTH * 4];
    char *ptr = buf;
    char c;

    do
    {
        c = getc(fp);
    }
    while (isspace(c));

    if ((*ptr++ = c) == '~')
        return &str_empty[0];

    for (;;)
    {
        switch (*ptr = getc(fp))
        {
        default:
            ptr++;
            break;

        case EOF:
            bugf("Fread_string: EOF");
            raise(SIGSEGV);
            break;

        case '\n':
            ptr++;
            *ptr++ = '\r';
            break;

        case '\r':
            break;

        case '~':
            *ptr = '\0';
            if (fBootDb)
            {
                int len = ptr - buf;

                ptr = temp_hash_find(buf, len);
                if (ptr)
                    return _str_dup(ptr, caller);

                ptr = _str_dup(buf, caller);
                temp_hash_add(ptr, len);
                return ptr;
            }

            ptr=_str_dup(buf, caller);
            tail_chain();
            return ptr;
        }
    }
}
示例#2
0
/*
 *   Save a character and inventory.
 *   Would be cool to save NPC's too for quest purposes,
 *   some of the infrastructure is provided.
 */
void save_char_obj( CHAR_DATA * ch ) {
  FILE      * fp;
  CHAR_DATA * pet;
  char        buf[ MAX_STRING_LENGTH ];
  char        strsave[ MAX_INPUT_LENGTH  ];

  if ( IS_NPC( ch ) ) {
    return;
  }

  if ( ch->desc && ch->desc->original ) {
    ch = ch->desc->original;
  }

  update_playerlist( ch );

  ch->save_time = current_time;
  fclose( fpReserve );

  /* player files parsed directories by Yaz 4th Realm */
  sprintf( strsave, "%s%c/%s", PLAYER_DIR, LOWER( ch->name[ 0 ] ), capitalize( ch->name ) );

  if ( !( fp = fopen( strsave, "w" ) ) ) {
    sprintf( buf, "Save_char_obj: fopen %s: ", ch->name );
    bug( buf, 0 );
    perror( strsave );
  } else {
    fwrite_char( ch, fp );

    if ( ch->carrying ) {
      fwrite_obj( ch, ch->carrying, fp, 0, FALSE );
    }

    if ( !IS_NPC( ch ) && ch->pcdata->storage ) {
      fwrite_obj( ch, ch->pcdata->storage, fp, 0, TRUE );
    }

    for ( pet = ch->in_room->people; pet; pet = pet->next_in_room ) {
      if ( IS_NPC( pet ) ) {
        if ( CHECK_BIT( pet->act, ACT_PET ) && ( pet->master == ch ) ) {
          save_pet( ch, fp, pet );
          break;
        }
      }
    }

    tail_chain();
    fprintf( fp, "#END\n" );
  }

  fclose( fp );

  fpReserve = fopen( NULL_FILE, "r" );
  return;
}
示例#3
0
void update_handler( void )
{
    static  int     pulse_area;
    static  int     pulse_mobile;
    static  int     pulse_violence;
    static  int     pulse_point;
    static  int	    pulse_music;

    if ( --pulse_area     <= 0 )
    {
	pulse_area	= PULSE_AREA;
	/* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
	area_update	( );
    }

    if ( --pulse_music	  <= 0 )
    {
	pulse_music	= PULSE_MUSIC;
	song_update();
    }

    if ( --pulse_mobile   <= 0 )
    {
	pulse_mobile	= PULSE_MOBILE;
	mobile_update	( );
    }

    if ( --pulse_violence <= 0 )
    {
	pulse_violence	= PULSE_VIOLENCE;
	violence_update	( );
    }

    if ( --pulse_point    <= 0 )
    {
	wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0);
	pulse_point     = PULSE_TICK;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
	weather_update	( );
	char_update	( );
	obj_update	( );
    }

    aggr_update( );
    tail_chain( );
    return;
}
示例#4
0
/*
 * Mob command interpreter. Implemented separately for security and speed
 * reasons. A trivial hack of interpret()
 */
void mob_interpret(CHAR_DATA * ch, char *argument)
{
    char buf[MAX_STRING_LENGTH], command[MAX_INPUT_LENGTH];
    int cmd;

    argument = one_argument(argument, command);

    /*
     * Look for command in command table.
     */
    for (cmd = 0; mob_cmd_table[cmd].name[0] != '\0'; cmd++) {
	if (command[0] == mob_cmd_table[cmd].name[0]
	    && !str_prefix(command, mob_cmd_table[cmd].name)) {
	    (*mob_cmd_table[cmd].do_fun) (ch, argument);
	    tail_chain();
	    return;
	}
    }
    sprintf(buf, "Mob_interpret: invalid cmd from mob %d: '%s'",
	    IS_NPC(ch) ? ch->pIndexData->vnum : 0, command);
    bug(buf, 0);
}
示例#5
0
/*
 * The main entry point for executing commands.
 * Can be recursively called from 'at', 'order', 'force'.
 */
void interpret( CHAR_DATA *ch, char *argument )
{
    char command[MAX_INPUT_LENGTH];
    char logline[MAX_INPUT_LENGTH];
    int cmd;
    int trust;
    int position;
    bool found;

/* inserting wait check for mobiles here to get around order etc. */
    if ( ch->wait > 0 ) {
       send_to_char("You're still busy with the last thing you did!\n\r", ch );
       return;
    }

    /*
     * Strip leading spaces.
     */
    while ( isspace(*argument) )
	argument++;
    if ( argument[0] == '\0' )
	return;

    if ( IS_NPC( ch ) && ch->desc == NULL )
      interp_doer = 0;
    else
      interp_doer = UMIN( MAX_LEVEL, get_trust( ch ) );

    /*
     * Implement freeze command.
     */
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE) )
    {
	send_to_char( "You're totally frozen!\n\r", ch );
	interp_doer = 0;
	return;
    }

    /*
     * Grab the command word.
     * Special parsing so ' can be a command,
     *   also no spaces needed after punctuation.
     */
    strcpy( logline, argument );
    if ( !isalpha(argument[0]) && !isdigit(argument[0]) )
    {
	command[0] = argument[0];
	command[1] = '\0';
	argument++;
	while ( isspace(*argument) )
	    argument++;
    }
    else
    {
	argument = one_argument( argument, command );
    }

    /*
     * Look for command in command table.
     */
    found = FALSE;
    trust = get_trust( ch );
    for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ )
    {
	if ( command[0] == cmd_table[cmd].name[0]
	&&   !str_prefix( command, cmd_table[cmd].name )
	&&   cmd_table[cmd].level <= trust )
	{
	    found = TRUE;
	    break;
	}
    }


    if (IS_SET(ch->act, PLR_AFK) 
	 && (cmd_table[cmd].level < AFK)) {    
        // quick & dirty hack to allow wizcmds without breaking afk
	send_to_char("You are gone, remember?\n\r", ch);
	interp_doer = 0;
	return;
    }

    /*
     * No hiding.
     */
    if ( cmd_table[cmd].motion == TRUE )
	REMOVE_BIT( ch->affected_by, AFF_HIDE );

    /*
     * Lose concentration.
     */
    if ( cmd_table[cmd].concentration == TRUE && ch->predelay_time > 0 )
    {
	send_to_char( "You stop concentrating...\n\r", ch );
	ch->predelay_time = 0;
	free_predelay( ch->predelay_info );
	ch->predelay_info = NULL;
    }

    /*
     * Log and snoop.
     */
    if ( cmd_table[cmd].log == LOG_NEVER )
	strcpy( logline, "XXXXXXXX XXXXXXXX XXXXXXXX" );

    if ( ( !IS_NPC(ch) && IS_SET(ch->act, PLR_LOG) )
    ||   fLogAll
    ||   cmd_table[cmd].log == LOG_ALWAYS )
    {
	sprintf( log_buf, "Log %s: %s", ch->name, logline );
	log_string( log_buf );
    }

    if ( ch->desc != NULL && ch->desc->snoop_by != NULL )
    {
	write_to_buffer( ch->desc->snoop_by, "% ",    2 );
	write_to_buffer( ch->desc->snoop_by, logline, 0 );
	write_to_buffer( ch->desc->snoop_by, "\n\r",  2 );
    }

    /*
     * Character not in position for command?
     */
    position = ch->position;
    if ( check_fighting( ch ) && ch->position == POS_STANDING )
	position = POS_FIGHTING;

    if ( found && position < cmd_table[cmd].position )
    {
	switch( position )
	{
	case POS_DEAD:
	    send_to_char( "Lie still; you are DEAD.\n\r", ch );
	    break;

	case POS_MORTAL:
	case POS_INCAP:
	    send_to_char( "You are hurt far too bad for that.\n\r", ch );
	    break;

	case POS_STUNNED:
	    send_to_char( "You are too stunned to do that.\n\r", ch );
	    break;

	case POS_SLEEPING:
	    send_to_char( "In your dreams, or what?\n\r", ch );
	    break;

	case POS_RESTING:
	    send_to_char( "Nah... You feel too relaxed...\n\r", ch);
	    break;

	case POS_FIGHTING:
	    send_to_char( "No way!  You are fighting for your life!\n\r", ch);
	    break;

	}
	interp_doer = 0;
	return;
    }

    if ( check_specials( ch, command,
	    ( found ? *cmd_table[cmd].do_fun : NULL ),
	    argument ) )
    {
        interp_doer = 0;
	return;
    }

    /*
     * Dispatch the command.
     */
    if ( found )
    {
	if ( cmd_table[cmd].delay_fun == NULL )
	    (*cmd_table[cmd].do_fun) ( ch, argument );
	else
	    (*cmd_table[cmd].delay_fun) ( ch, argument );
    }
    else
    {
	/*
	 * Look for command in socials table.
	 */
	if ( !check_social( ch, command, argument ) )
	    send_to_char( "Huh?\n\r", ch );
        interp_doer = 0;
	return;
    }

    interp_doer = 0;
    tail_chain( );
    return;
}
示例#6
0
文件: interp.c 项目: m241dan/W4M-Repo
/*
 * The main entry point for executing commands.
 * Can be recursively called from 'at', 'order', 'force'.
 */
void interpret( CHAR_DATA * ch, char *argument )
{
   char command[MAX_INPUT_LENGTH];
   char logline[MAX_INPUT_LENGTH];
   char logname[MAX_INPUT_LENGTH];
   char log_buf[MAX_STRING_LENGTH];
   char *origarg = argument;
   char *buf;
   TIMER *timer = NULL;
   CMDTYPE *cmd = NULL;
   int trust;
   int loglvl;
   bool found;
   struct timeval time_used;
   long tmptime;

   if( !ch )
   {
      bug( "%s: null ch!", __FUNCTION__ );
      return;
   }

   if( !ch->in_room )
   {
      bug( "%s: null in_room!", __FUNCTION__ );
      return;
   }

   found = FALSE;
   if( ch->substate == SUB_REPEATCMD )
   {
      DO_FUN *fun;

      if( ( fun = ch->last_cmd ) == NULL )
      {
         ch->substate = SUB_NONE;
         bug( "%s: SUB_REPEATCMD with NULL last_cmd", __FUNCTION__ );
         return;
      }
      else
      {
         int x;

         /*
          * yes... we lose out on the hashing speediness here...
          * but the only REPEATCMDS are wizcommands (currently)
          */
         for( x = 0; x < 126; x++ )
         {
            for( cmd = command_hash[x]; cmd; cmd = cmd->next )
               if( cmd->do_fun == fun )
               {
                  found = TRUE;
                  break;
               }
            if( found )
               break;
         }
         if( !found )
         {
            cmd = NULL;
            bug( "%s: SUB_REPEATCMD: last_cmd invalid", __FUNCTION__ );
            return;
         }
         snprintf( logline, MAX_INPUT_LENGTH, "(%s) %s", cmd->name, argument );
      }
   }

   if( !cmd )
   {
      /*
       * Changed the order of these ifchecks to prevent crashing. 
       */
      if( !argument || !strcmp( argument, "" ) )
      {
         bug( "%s: null argument!", __FUNCTION__ );
         return;
      }

      /*
       * Strip leading spaces.
       */
      while( isspace( *argument ) )
         argument++;
      if( argument[0] == '\0' )
         return;

      /*
       * xREMOVE_BIT( ch->affected_by, AFF_HIDE ); 
       */

      /*
       * Implement freeze command.
       */
      if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_FREEZE ) )
      {
         send_to_char( "You're totally frozen!\r\n", ch );
         return;
      }

      /*
       * Grab the command word.
       * Special parsing so ' can be a command,
       *   also no spaces needed after punctuation.
       */
      mudstrlcpy( logline, argument, MAX_INPUT_LENGTH );
      if( !isalpha( argument[0] ) && !isdigit( argument[0] ) )
      {
         command[0] = argument[0];
         command[1] = '\0';
         argument++;
         while( isspace( *argument ) )
            argument++;
      }
      else
         argument = one_argument( argument, command );

      /*
       * Look for command in command table.
       * Check for council powers and/or bestowments
       */
      trust = get_trust( ch );
      for( cmd = command_hash[LOWER( command[0] ) % 126]; cmd; cmd = cmd->next )
         if( !str_prefix( command, cmd->name )
             && ( cmd->level <= trust
                  || ( !IS_NPC( ch ) && ch->pcdata->council
                       && is_name( cmd->name, ch->pcdata->council->powers )
                       && cmd->level <= ( trust + MAX_CPD ) )
                  || ( !IS_NPC( ch ) && ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0'
                       && is_name( cmd->name, ch->pcdata->bestowments ) && cmd->level <= ( trust + sysdata.bestow_dif ) ) ) )
         {
            found = TRUE;
            break;
         }

      /*
       * Turn off afk bit when any command performed.
       */
      if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_AFK ) && ( str_cmp( command, "AFK" ) ) )
      {
         xREMOVE_BIT( ch->act, PLR_AFK );
         act( AT_GREY, "$n is no longer afk.", ch, NULL, NULL, TO_CANSEE );
      }
   }

   /*
    * Log and snoop.
    */
   snprintf( lastplayercmd, ( MAX_INPUT_LENGTH * 2 ), "%s used %s", ch->name, logline );

   if( found && cmd->log == LOG_NEVER )
      mudstrlcpy( logline, "XXXXXXXX XXXXXXXX XXXXXXXX", MAX_INPUT_LENGTH );

   loglvl = found ? cmd->log : LOG_NORMAL;

   /*
    * Write input line to watch files if applicable
    */
   if( !IS_NPC( ch ) && ch->desc && valid_watch( logline ) )
   {
      if( found && IS_SET( cmd->flags, CMD_WATCH ) )
         write_watch_files( ch, cmd, logline );
      else if( IS_SET( ch->pcdata->flags, PCFLAG_WATCH ) )
         write_watch_files( ch, NULL, logline );
   }

   if( ( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_LOG ) )
       || fLogAll || loglvl == LOG_BUILD || loglvl == LOG_HIGH || loglvl == LOG_ALWAYS )
   {
      /*
       * Added by Narn to show who is switched into a mob that executes
       * a logged command.  Check for descriptor in case force is used. 
       */
      if( ch->desc && ch->desc->original )
         snprintf( log_buf, MAX_STRING_LENGTH, "Log %s (%s): %s", ch->name, ch->desc->original->name, logline );
      else
         snprintf( log_buf, MAX_STRING_LENGTH, "Log %s: %s", ch->name, logline );

      /*
       * Make it so a 'log all' will send most output to the log
       * file only, and not spam the log channel to death   -Thoric
       */
      if( fLogAll && loglvl == LOG_NORMAL && ( IS_NPC( ch ) || !xIS_SET( ch->act, PLR_LOG ) ) )
         loglvl = LOG_ALL;

      log_string_plus( log_buf, loglvl, get_trust( ch ) );
   }

   if( ch->desc && ch->desc->snoop_by )
   {
      snprintf( logname, MAX_INPUT_LENGTH, "%s", ch->name );
      write_to_buffer( ch->desc->snoop_by, logname, 0 );
      write_to_buffer( ch->desc->snoop_by, "% ", 2 );
      write_to_buffer( ch->desc->snoop_by, logline, 0 );
      write_to_buffer( ch->desc->snoop_by, "\r\n", 2 );
   }

   /*
    * check for a timer delayed command (search, dig, detrap, etc) 
    */
   if( ( timer = get_timerptr( ch, TIMER_DO_FUN ) ) != NULL )
   {
      int tempsub;

      tempsub = ch->substate;
      ch->substate = SUB_TIMER_DO_ABORT;
      ( timer->do_fun ) ( ch, "" );
      if( char_died( ch ) )
         return;
      if( ch->substate != SUB_TIMER_CANT_ABORT )
      {
         ch->substate = tempsub;
         extract_timer( ch, timer );
      }
      else
      {
         ch->substate = tempsub;
         return;
      }
   }

   /*
    * Look for command in skill and socials table.
    */
   if( !found )
   {
      if( !check_skill( ch, command, argument ) && !check_ability( ch, command, argument )   // Racial Abilities Support - Kayle 7-8-07
          && !rprog_command_trigger( ch, origarg )
          && !mprog_command_trigger( ch, origarg )
          && !oprog_command_trigger( ch, origarg )
          && !check_social( ch, command, argument ) && !news_cmd_hook( ch, command, argument )
#ifdef IMC
          && !imc_command_hook( ch, command, argument )
#endif
          )
      {
         EXIT_DATA *pexit;

         /*
          * check for an auto-matic exit command 
          */
         if( ( pexit = find_door( ch, command, TRUE ) ) != NULL && IS_SET( pexit->exit_info, EX_xAUTO ) )
         {
            if( IS_SET( pexit->exit_info, EX_CLOSED )
                && ( !IS_AFFECTED( ch, AFF_PASS_DOOR ) || IS_SET( pexit->exit_info, EX_NOPASSDOOR ) ) )
            {
               if( !IS_SET( pexit->exit_info, EX_SECRET ) )
                  act( AT_PLAIN, "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
               else
                  send_to_char( "You cannot do that here.\r\n", ch );
               return;
            }
            if( check_pos( ch, POS_STANDING ) )
               move_char( ch, pexit, 0 );
            return;
         }
         send_to_char( "Huh?\r\n", ch );
      }
      return;
   }

   /*
    * Character not in position for command?
    */
   if( !check_pos( ch, cmd->position ) )
      return;

   /*
    * Berserk check for flee.. maybe add drunk to this?.. but too much
    * hardcoding is annoying.. -- Altrag
    * This wasn't catching wimpy --- Blod
    * if ( !str_cmp(cmd->name, "flee") &&
    * IS_AFFECTED(ch, AFF_BERSERK) )
    * {
    * send_to_char( "You aren't thinking very clearly..\r\n", ch);
    * return;
    * } 
    */

   /*
    * So we can check commands for things like Posses and Polymorph
    * *  But still keep the online editing ability.  -- Shaddai
    * *  Send back the message to print out, so we have the option
    * *  this function might be usefull elsewhere.  Also using the
    * *  send_to_char_color so we can colorize the strings if need be. --Shaddai
    */

   buf = check_cmd_flags( ch, cmd );

   if( buf[0] != '\0' )
   {
      send_to_char_color( buf, ch );
      return;
   }

   /*
    * Nuisance stuff -- Shaddai
    */

   if( !IS_NPC( ch ) && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 9
       && number_percent(  ) < ( ( ch->pcdata->nuisance->flags - 9 ) * 10 * ch->pcdata->nuisance->power ) )
   {
      send_to_char( "You can't seem to do that just now.\r\n", ch );
      return;
   }

   /*
    * Dispatch the command.
    */
   ch->prev_cmd = ch->last_cmd;  /* haus, for automapping */
   ch->last_cmd = cmd->do_fun;
   start_timer( &time_used );
   ( *cmd->do_fun ) ( ch, argument );
   end_timer( &time_used );
   /*
    * Update the record of how many times this command has been used (haus)
    */
   update_userec( &time_used, &cmd->userec );
   tmptime = UMIN( time_used.tv_sec, 19 ) * 1000000 + time_used.tv_usec;

   /*
    * laggy command notice: command took longer than 1.5 seconds 
    */
   if( tmptime > 1500000 )
   {
      log_printf_plus( LOG_NORMAL, get_trust( ch ), "[*****] LAG: %s: %s %s (R:%d S:%ld.%06ld)", ch->name,
                       cmd->name, ( cmd->log == LOG_NEVER ? "XXX" : argument ),
                       ch->in_room ? ch->in_room->vnum : 0, time_used.tv_sec, time_used.tv_usec );
      cmd->lag_count++; /* count the lag flags */
   }

   tail_chain(  );
}
示例#7
0
文件: interp.c 项目: dantothelz/tze
/*
 * The main entry point for executing commands.
 * Can be recursively called from 'at', 'order', 'force'.
 */
void interpret( CHAR_DATA *ch, char *argument )
{
    /* BUG with aliases: they can call themselves, which is
     * a Bad Thing.  When an alias calls interp, we'll add
     * a '~' char as the first char.  Checking for this will
     * tell us if we need to check aliases again. -S-
     */
   
    bool alias_call;
    char command[MAX_INPUT_LENGTH];
    char logline[MAX_INPUT_LENGTH];
    int cmd;
    int trust;
    bool found;

    alias_call = FALSE;
    
    if ( ch->position == POS_WRITING ) 
    /* if player is writing, pass argument straight to write_interpret */
    {
	write_interpret( ch, argument );
	return;
    }
    
    if ( ch->position == POS_BUILDING )
    {
	if (argument[0]==':')
	 argument++;
	else
	{
	 build_interpret(ch,argument);
	 return;
	}
    }    
	
    
    /*
     * Strip leading spaces.
     */
    while ( isspace(*argument) )
	argument++;
    if ( argument[0] == '\0' )
	return;


    if ( argument[0] == '~' )
    {
       argument++;
       alias_call = TRUE;
    }

    /*
     * No hiding.
     */
    REMOVE_BIT( ch->affected_by, AFF_HIDE );


    /*
     * Implement freeze command.
     */
    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE) )
    {
        send_to_char( "@@a@@fYou're totally frozen!@@N\n\r", ch );
	return;
    }

    if ( ch->stunTimer > 0 )
    {
      send_to_char( "You are too@@aSTUNNED@@N to act!\n\r", ch );
      return;
    }

    /*
     * Grab the command word.
     * Special parsing so ' can be a command,
     *   also no spaces needed after punctuation.
     */
    strcpy( logline, argument );
    if ( !isalpha(argument[0]) && !isdigit(argument[0]) )
    {
	command[0] = argument[0];
	command[1] = '\0';
	argument++;
	while ( isspace(*argument) )
	    argument++;
    }
    else
    {
	argument = one_argument( argument, command );
    }

    
    
    
    
    /*
     * Look for command in command table.
     */
    found = FALSE;
    trust = get_trust( ch );
    for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ )
    {
	
	/* Stephen Mod:  if level == CLAN_ONLY then for clan member only.
				  == BOSS_ONLY have to be leader.  
                                  == -3 vamp
                                  == -4 wolf  */
	
	if ( cmd_table[cmd].level == CLAN_ONLY 
	     &&  !IS_NPC( ch )
	     &&  ch->pcdata->clan == 0 )
	     continue;
	     
	if ( cmd_table[cmd].level == BOSS_ONLY
	     &&  !IS_NPC( ch )
	     &&  !IS_SET( ch->pcdata->pflags, PFLAG_CLAN_BOSS ) )
	     continue;
	
	if ( cmd_table[cmd].level == VAMP_ONLY
	     &&  !IS_NPC( ch )
	     &&  !IS_VAMP( ch )
             &&  ( ch->level != L_GOD )   )
	     continue;

	if ( cmd_table[cmd].level == WOLF_ONLY
	     &&  !IS_NPC( ch )
	     &&  !IS_WOLF( ch ) 
             &&  ( ch->level != L_GOD )  )
	     continue;
	
	
	
	if ( command[0] == cmd_table[cmd].name[0]
	&&   !str_prefix( command, cmd_table[cmd].name )
	&&   ( cmd_table[cmd].level <= trust
	      || MP_Commands( ch ) ) )
	{
	
	   
	
	    found = TRUE;
	    break;
	}
    
	
    
    
    
    }

    /*
     * Log and snoop.
     */
    if ( cmd_table[cmd].log == LOG_NEVER )
        strcpy( logline, "XXXXXXXX XXXXXXXX XXXXXXXX@@N");

    if ( ( !IS_NPC(ch) && IS_SET(ch->act, PLR_LOG) )
    ||   fLogAll
    ||   cmd_table[cmd].log == LOG_ALWAYS )
    {
        sprintf( log_buf, "Log %s: %s", ch->name, logline );
	log_string( log_buf );
        if ( IS_SET( ch->act, PLR_LOG ) )
          monitor_chan( log_buf, MONITOR_BAD );
        else
        if ( cmd_table[cmd].level > LEVEL_HERO )
           monitor_chan( log_buf, MONITOR_GEN_IMM );
        else
           monitor_chan( log_buf, MONITOR_GEN_MORT );
    
    }

    if ( ch->desc != NULL && ch->desc->snoop_by != NULL ) /* -S- Mod */
    {
       char snp[MAX_STRING_LENGTH];
       sprintf( snp, "[Snoop:%s] %s\n\r", ch->name, logline );
       write_to_buffer( ch->desc->snoop_by, snp, 0 );
    }

    if ( !found && !IS_NPC( ch ) && (!alias_call) )
    {
       int cnt;
       char foo[MAX_STRING_LENGTH];
       /* Check aliases -S- */
       
       for ( cnt = 0; cnt < MAX_ALIASES; cnt++ )
       {
	  if ( !str_cmp( ch->pcdata->alias_name[cnt], command )
          && str_cmp( ch->pcdata->alias_name[cnt], "<none>@@N") )
	  {
	     found = TRUE;
             sprintf( foo, "~%s %s", ch->pcdata->alias[cnt], argument );
	     interpret( ch, foo );
	     return;
	  }
       }  
    }
    
    
    if ( !found )
    {
	/*
	 * Look for command in socials table.
	 */
	if ( !check_social( ch, command, argument )
#ifdef IMC
	&&   !imc_command_hook( ch, command, argument )
#endif
      )
            send_to_char( "Huh?\n\r", ch );
	return;
    }

    /*
     * Character not in position for command?
     */
    if ( ch->position < cmd_table[cmd].position )
    {
	switch( ch->position )
	{
	case POS_DEAD:
            send_to_char( "Lie still; you are @@dDEAD@@N.\n\r", ch );
	    break;

	case POS_MORTAL:
	case POS_INCAP:
            send_to_char( "You are @@Rhurt@@N far too bad for that.\n\r", ch );
	    break;

	case POS_STUNNED:
            send_to_char( "You are too @@estunned@@N to do that.\n\r", ch );
	    break;

	case POS_SLEEPING:
            send_to_char( "Oh, go back to @@Wsleep!@@N\n\r", ch );
	    break;

	case POS_RESTING:
            send_to_char( "Naaaaaah... You feel too @@brelaxed@@N...\n\r", ch);
	    break;

	case POS_FIGHTING:
            send_to_char( "Not until you @@Rstop@@N fighting!\n\r", ch);
	    break;

	}
	return;
    }

    /*
     * Dispatch the command.
     */
    if (  !IS_NPC( ch )
       && (  ( ch->stance == STANCE_AMBUSH     )
          || ( ch->stance == STANCE_AC_BEST    )     )  
       && (  ( str_prefix( command, "kill"     ) )
          && ( str_prefix( command, "murder"   ) )
          && ( str_prefix( command, "backstab" ) )
          && ( str_prefix( command, "bs"       ) )
          && ( str_prefix( command, "whisper"  ) )
          && ( str_prefix( command, "stake"    ) )
          && ( str_prefix( command, "steal"    ) ) ) )


    {
      send_to_char( "You step out of the shadows.\n\r", ch );
      ch->stance = STANCE_WARRIOR;
      ch->stance_ac_mod = 0;
      ch->stance_dr_mod = 0;
      ch->stance_hr_mod = 0;
      act( "$n steps out of the Shadows!", ch, NULL, NULL, TO_ROOM );
    }
    comlog(ch, cmd, argument);
    (*cmd_table[cmd].do_fun) ( ch, argument );

    tail_chain( );
    return;
}
示例#8
0
/*
 * The main entry point for executing commands.
 * Can be recursively called from 'at', 'order', 'force'.
 */
void interpret (CHAR_DATA * ch, char *argument)
{
    char command[MAX_INPUT_LENGTH];
    char logline[MAX_INPUT_LENGTH];
    int cmd;
    int trust;
    bool found;

    /*
     * Strip leading spaces.
     */
    while (isspace (*argument))
        argument++;
    if (argument[0] == '\0')
        return;

    /*
     * No hiding.
     */
    REMOVE_BIT (ch->affected_by, AFF_HIDE);

    /*
     * Implement freeze command.
     */
    if (!IS_NPC (ch) && IS_SET (ch->act, PLR_FREEZE))
    {
        send_to_char ("You're totally frozen!\n\r", ch);
        return;
    }

    /*
     * Grab the command word.
     * Special parsing so ' can be a command,
     * also no spaces needed after punctuation.
     */
    strcpy (logline, argument);
    if (!isalpha (argument[0]) && !isdigit (argument[0]))
    {
        command[0] = argument[0];
        command[1] = '\0';
        argument++;
        while (isspace (*argument))
            argument++;
    }
    else
    {
        argument = one_argument (argument, command);
    }

    /*
     * Look for command in command table.
     */
    found = FALSE;
    trust = get_trust (ch);
    for (cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++)
    {
        if (command[0] == cmd_table[cmd].name[0]
            && !str_prefix (command, cmd_table[cmd].name)
            && cmd_table[cmd].level <= trust)
        {
            found = TRUE;
            break;
        }
    }

    /*
     * Log and snoop.
     */
    smash_dollar(logline);
    
    if (cmd_table[cmd].log == LOG_NEVER)
        strcpy (logline, "");

	/* Replaced original block of code with fix from Edwin
	 * to prevent crashes due to dollar signs in logstrings.
	 * I threw in the above call to smash_dollar() just for
	 * the sake of overkill :) JR -- 10/15/00
	 */
    if ( ( !IS_NPC(ch) && IS_SET(ch->act, PLR_LOG) )
		||   fLogAll
		||   cmd_table[cmd].log == LOG_ALWAYS )
	{
    	char    s[2*MAX_INPUT_LENGTH],*ps;
    	int     i;

    	ps=s; 
    	sprintf( log_buf, "Log %s: %s", ch->name, logline );
    	/* Make sure that was is displayed is what is typed */
    	for (i=0;log_buf[i];i++)
    	{ 
			*ps++=log_buf[i];  
			if (log_buf[i]=='$')
	    		*ps++='$';
			if (log_buf[i]=='{')
	    		*ps++='{';
    	}
    	*ps=0;
    	wiznet(s,ch,NULL,WIZ_SECURE,0,get_trust(ch));
    	log_string( log_buf );
	}

    if (ch->desc != NULL && ch->desc->snoop_by != NULL)
    {
        write_to_buffer (ch->desc->snoop_by, "% ", 2);
        write_to_buffer (ch->desc->snoop_by, logline, 0);
        write_to_buffer (ch->desc->snoop_by, "\n\r", 2);
    }

    if (!found)
    {
        /*
         * Look for command in socials table.
         */
        if (!check_social (ch, command, argument)

           )
            send_to_char ("Huh?\n\r", ch);
        return;
    }

    /*
     * Character not in position for command?
     */
    if (ch->position < cmd_table[cmd].position)
    {
        switch (ch->position)
        {
            case POS_DEAD:
                send_to_char ("Lie still; you are DEAD.\n\r", ch);
                break;

            case POS_MORTAL:
            case POS_INCAP:
                send_to_char ("You are hurt far too bad for that.\n\r", ch);
                break;

            case POS_STUNNED:
                send_to_char ("You are too stunned to do that.\n\r", ch);
                break;

            case POS_SLEEPING:
                send_to_char ("In your dreams, or what?\n\r", ch);
                break;

            case POS_RESTING:
                send_to_char ("Nah... You feel too relaxed...\n\r", ch);
                break;

            case POS_SITTING:
                send_to_char ("Better stand up first.\n\r", ch);
                break;

            case POS_FIGHTING:
                send_to_char ("No way!  You are still fighting!\n\r", ch);
                break;

        }
        return;
    }

    /*
     * Dispatch the command.
     */
    (*cmd_table[cmd].do_fun) (ch, argument);

    tail_chain ();
    return;
}
示例#9
0
/*
 * Inflict damage from a hit.
 */
int damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type,
	    bool show, int agg, int combo)
{
	/*OBJ_DATA *corpse;*/
	bool immune;

	if ( victim->position == P_DEAD )
		return P_DEAD;

	/* @@@@@ FIX TORPOR
    if ( victim->position == P_TORPOR )
	return P_TORPOR;
	 */

	/* damage reduction */
	if ( dam > 15)
		dam = (dam - 5)/2 + 5;

	if(IS_SET(ch->form, FORM_HORRID)) dam++;

	/* @@@@@ FIX BITE DAMAGE FOR SERPENTIS 3
    if(is_affected(ch, skill_lookup("skin of the adder"))
	&& dam_type == DAM_BITE)
	    dam++;
	 */

	/* In case of -ve agg ratings */
	if (agg < 0) agg = 0;

	/* soakage */
	dam = do_soak(victim, dam, agg);

	if ( victim != ch )
	{
		if ( victim->position > P_STUN )
		{
			if ( victim->fighting == NULL )
			{
				set_fighting( victim, ch );
				if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_KILL ) )
					mp_percent_trigger( victim, ch, NULL, NULL, TRIG_KILL );
			}
			if (victim->timer <= 4)
				victim->position = P_FIGHT;
		}

		if ( victim->position > P_STUN )
		{
			if ( ch->fighting == NULL )
				set_fighting( ch, victim );
		}

		/*
		 * More charm stuff.
		 */
		if ( victim->master == ch )
			stop_follower( victim );
	}

	/*
	 * Inviso attacks ... not.
	 */
	if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
	{
		affect_strip( ch, gsn_invis );
		REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
		act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM, 0 );
	}

	/*
	 * Damage modifiers.
	 */

	if ( dam > 1 && !IS_NPC(victim)
			&&   victim->condition[COND_DRUNK]  > 10 )
		dam = 9 * dam / 10;
	if ( dam > 1 && !IS_NPC(victim)
			&&   victim->condition[COND_HIGH]  > 10 )
		dam = 9 * dam / 10;

	if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && !IS_NATURAL(ch) )) )
		dam -= dam / 4;

	immune = FALSE;


	/*
	 * Check for parry, and dodge.

    if ( dt >= TYPE_HIT && ch != victim)
    {
        if ( check_parry( ch, victim ) )
	    return -1;
	if ( check_dodge( ch, victim ) )
	    return -1;
    }
	 */

	switch(check_immune(victim,dam_type))
	{
	case(IS_IMMUNE):
	    		immune = TRUE;
	dam = 0;
	break;
	case(IS_RESISTANT):
	    		dam -= dam/3;
	break;
	case(IS_VULNERABLE):
	    		dam += dam/2;
	break;
	}

	if (show)
		dam_message( ch, victim, dam, dt, immune, combo );

	if(dam > (victim->health + victim->agghealth -7))
	{
		victim->position = P_MORT;
		stop_fighting(ch, TRUE);
	}
	else if(dam == (victim->health + victim->agghealth -7))
	{
		victim->position = P_INCAP;
		stop_fighting(ch, TRUE);
	}

	if (dam == 0)
		return -1;
	else if(IS_SET(ch->off_flags, BANDAGED))
		REMOVE_BIT(ch->off_flags, BANDAGED);

	/*
	 * Hurt the victim.
	 * Inform the victim of his new state.
	 */
	if( (victim->race == race_lookup("vampire")) && (dt == DAM_FIRE) )
	{
		victim->agghealth -= dam;
		update_pos( victim, UMAX(1, agg) );
		if(agg <= 0) agg = 1;
	}
	else if( (victim->race == race_lookup("werewolf")) && (dt == DAM_SILVER) )
	{
		victim->agghealth -= dam;
		update_pos( victim, UMAX(1, agg) );
		if(agg <= 0) agg = 1;
	}
	else if( (victim->race == race_lookup("faerie")) && (dt == DAM_IRON) )
	{
		victim->health -= dam;
		victim->GHB += dam/3;
		update_pos( victim, agg );
	}
	else if(agg)
	{
		victim->agghealth -= dam;
		update_pos( victim, agg );
	}
	else
	{
		victim->health -= dam;
		update_pos( victim, 0 );
	}

	switch( victim->position )
	{
	case P_MORT:
		act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM, 0 );
		send_to_char("You are mortally wounded, and may die soon, if not aided.\n\r", victim );
		break;

	case P_INCAP:
		act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM, 0 );
		send_to_char("You are incapacitated and will slowly die, if not aided.\n\r", victim );
		break;

	case P_TORPOR:
		act( "$n is mortally wounded, and will slowly die if not aided.", victim, NULL, NULL, TO_ROOM, 0 );
		send_to_char("You enter torpor.\n\r", victim );
		break;

	case P_STUN:
		act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM, 0 );
		send_to_char("You are stunned, but will probably recover.\n\r", victim );
		break;

	case P_DEAD:
		act( "$n is DEAD!!", victim, 0, 0, TO_ROOM, 0 );
		send_to_char( "You have been KILLED!!\n\r\n\r", victim );
		break;

	default:
		if ( dam > MAX_HEALTH / 4 )
			send_to_char( "That really did HURT!\n\r", victim );
		if ( (victim->health + victim->agghealth - 7) < MAX_HEALTH / 4 )
			send_to_char( "You sure are BLEEDING!\n\r", victim );
		break;
	}

	if(dam_type == DAM_FIRE)
		fire_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR);
	if(dam_type == DAM_COLD)
		cold_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR);
	if(dam_type == DAM_LIGHTNING)
		shock_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR);
	if(dam_type == DAM_ACID)
		acid_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR);
	if(dam_type == DAM_POISON)
		poison_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR);

	/*
	 * Sleep spells and extremely wounded folks.
	 */
	if ( !IS_AWAKE(victim) )
		stop_fighting( victim, FALSE );

	/*
	 * Payoff for killing things.
	 */
	if ( (victim->position == P_INCAP && IS_NPC(victim))
			|| victim->position == P_DEAD
			|| victim->position == P_TORPOR )
	{
		if ( !IS_NPC(victim) )
		{
			log_string( LOG_GAME, Format("%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->vnum) );
		}

		snprintf( log_buf, 2*MIL, "\tY[WIZNET]\tn %s got toasted by %s at %s [room %d]",
				(IS_NPC(victim) ? victim->short_descr : victim->name),
				(IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum);

		if (IS_NPC(victim))
			wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0);
		else
			wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);

		/*
		 * Death trigger
		 */
		if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_DEATH) )
		{
			victim->position = P_STAND;
			mp_percent_trigger( victim, ch, NULL, NULL, TRIG_DEATH );
		}

		if((!str_cmp(ch->description, "") || strlen(ch->description) < 10)
				&& ch->played > 10*60*60)
		{
			send_to_char("No experience without a description.\n\r", ch);
		}
		else
		{
			if(ch->ooc_xp_count < 2) {
				send_to_char("You learn from your encounter.\n\r", ch);
				ch->oocxp += 1;
				ch->ooc_xp_count++;
			} else if(IS_SET(victim->act2, ACT2_HUNTER) && ch->ooc_xp_count < 50) {
				send_to_char("You learn from your encounter.\n\r", ch);
				ch->exp += 1;
				ch->ooc_xp_count++;
			}
		}

		if(ch->quest)
		{
			if(ch->quest->quest_type == Q_HITMAN && ch->quest->victim == victim)
				(*quest_table[ch->quest->quest_type].q_fun) (ch, 2);

			if(victim->quest != NULL && victim->quest->quest_type == Q_HITMAN
					&& victim->quest->victim == victim
					&& victim->quest->questor != ch)
				(*quest_table[victim->quest->quest_type].q_fun)
				(victim->quest->questor, 3);

			if(victim->quest != NULL && (victim->quest->quest_type == Q_BODYGUARD
					|| victim->quest->quest_type == Q_RESCUE)
					&& victim->quest->victim == victim)
				(*quest_table[victim->quest->quest_type].q_fun)
				(victim->quest->questor, 3);
		}

		if(victim->position != P_TORPOR || agg) update_pos( victim, agg );

		return victim->position;
	}

	if ( victim == ch )
		return ch->position;

	/* Link dead salvation. */
	if ( !IS_NPC(victim) && victim->desc == NULL )
	{
		do_function(victim, &do_flee,"");
	}

	tail_chain( );
	return victim->position;
}
示例#10
0
/*
 * Hit one guy once.
 */
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
	OBJ_DATA *wield;
	OBJ_INDEX_DATA *ammo = NULL;
	int diceroll;
	int sn;
	int dam_type;

	sn = -1;


	/* just in case */
	if (victim == ch || ch == NULL || victim == NULL)
		return;

	/*
	 * Can't beat a dead char!
	 * Guard against weird room-leavings.
	 */
	if ( victim->position == P_DEAD || ch->in_room != victim->in_room )
		return;

	/*
	 * Figure out the type of damage message.
	 */
	wield = get_eq_char( ch, WEAR_WIELD );
	if(wield != NULL && wield->value[0] == WEAPON_FIREARM)
		ammo = get_obj_index(wield->value[2]);

	if ( dt == TYPE_UNDEFINED )
	{
		dt = TYPE_HIT;
		if ( wield != NULL && wield->item_type == ITEM_WEAPON )
		{
			if(wield->value[0] == WEAPON_FIREARM) {
				if(ammo) dt += ammo->value[3];
			}
			else
				dt += wield->value[3];
		} else
			dt += ch->dam_type;
	}

	if (dt < TYPE_HIT)
		if (wield != NULL)
		{
			if(wield->value[0] == WEAPON_FIREARM) {
				if(ammo) dam_type = attack_table[ammo->value[3]].damage;
				else dam_type = attack_table[0].damage;
			}
			else
				dam_type = attack_table[wield->value[3]].damage;
		} else
			dam_type = attack_table[ch->dam_type].damage;
	else
		dam_type = attack_table[dt - TYPE_HIT].damage;

	if (dam_type == -1)
		dam_type = DAM_BASH;

	/*
	 * The moment of excitement!
	 */
	while ( ( diceroll = number_bits( 5 ) ) >= 20 )
		;

	if( wield == NULL || (wield->value[0] > 1) || (wield->value[0] == 0) )
	{
		strike(ch, victim);
	}
	else if(wield->value[0] == 1)
	{
		shooting(ch, victim, NULL);
	}

	if(!IS_SET(victim->act2, ACT2_NOWARRANT))
		add_warrant(ch, 20, FALSE);

	/*
	 * Funky weapon s***e
	 */
	/*    if (result && wield != NULL)
    { 
	int dam;

	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON))
	{
	    int level;
	    AFFECT_DATA *poison = NULL;
	    AFFECT_DATA af;

	    level = 2;

	    if (!saves_spell(1,victim,DAM_POISON)) 
	    {
		send_to_char("You feel poison coursing through your veins.", victim);
		act("$n is poisoned by the venom on $p.",
		    victim,wield,NULL,TO_ROOM, 0);

    		af.where     = TO_AFFECTS;
    		af.type      = gsn_poison;
    		af.level     = level * 3/4;
    		af.duration  = level / 2;
    		af.location  = APPLY_STR;
    		af.modifier  = -1;
    		af.bitvector = AFF_POISON;
    		affect_join( victim, &af );
	    }
	 */
	/* weaken the poison if it's temporary */
	/*	    if (poison != NULL)
	    {
	    	poison->level = UMAX(0,poison->level - 2);
	    	poison->duration = UMAX(0,poison->duration - 1);

	    	if (poison->level == 0 || poison->duration == 0)
		    act("The poison on $p has worn off.",
			ch,wield,NULL,TO_CHAR,1);
	    }
 	}


    	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
	{
	    dam = number_range(1,2);
	    act("$p draws life from $n.",victim,wield,NULL,TO_ROOM,0);
	    act("You feel $p drawing your life away.",
		victim,wield,NULL,TO_CHAR,1);
	    damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE,1,-1);
	    ch->RBPG += dam/2;
	}

	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING))
	{
	    dam = number_range(1,2);
	    act("$n is burned by $p.",victim,wield,NULL,TO_ROOM,0);
	    act("$p sears your flesh.",victim,wield,NULL,TO_CHAR,1);
	    fire_effect( (void *) victim,2,dam,TARGET_CHAR);
	    damage(ch,victim,dam,0,DAM_FIRE,FALSE,1,-1);
	}

	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST))
	{
	    dam = number_range(1, 2);
	    act("$p freezes $n.",victim,wield,NULL,TO_ROOM,0);
	    act("The cold touch of $p surrounds you with ice.",
		victim,wield,NULL,TO_CHAR,1);
	    cold_effect(victim,2,dam,TARGET_CHAR);
	    damage(ch,victim,dam,0,DAM_COLD,FALSE,0,-1);
	}

	if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING))
	{
	    dam = number_range(1,2);
	    act("$n is struck by lightning from $p.",
		victim,wield,NULL,TO_ROOM,0);
	    act("You are shocked by $p.",victim,wield,NULL,TO_CHAR,1);
	    shock_effect(victim,2,dam,TARGET_CHAR);
	    damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE,1,-1);
	}
    }
	 */
	tail_chain( );
	return;
}
示例#11
0
/*
 * The main entry point for executing commands.
 * Can be recursively called from 'at', 'order', 'force'.
 */
void interpret(CHAR_DATA * ch, char *argument) {
    char command[MAX_INPUT_LENGTH];
    char logline[MAX_INPUT_LENGTH];
    int cmd;
    int trust;
    bool found;
    /*
     * Strip leading spaces.
     */
    while(isspace(*argument)) {
        argument++;
    }
    if(argument[0] == '\0') {
        return;
    }
    /*
     * No hiding.
     */
    REMOVE_BIT(ch->affected_by, AFF_HIDE);
    /*
     * Implement freeze command.
     */
    if(!IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE)) {
        send_to_char("You're totally frozen!\r\n", ch);
        return;
    }
    /*
     * Grab the command word.
     * Special parsing so ' can be a command,
     *   also no spaces needed after punctuation.
     */
    strcpy(logline, argument);
    if(!isalpha(argument[0]) && !isdigit(argument[0])) {
        command[0] = argument[0];
        command[1] = '\0';
        argument++;
        while(isspace(*argument)) {
            argument++;
        }
    } else {
        argument = one_argument(argument, command);
    }
    /*
     * Look for command in command table.
     */
    found = FALSE;
    trust = get_trust(ch);
    for(cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++) {
        if(command[0] == cmd_table[cmd].name[0]
                && !str_prefix(command, cmd_table[cmd].name) && (cmd_table[cmd].level <= trust || MP_Commands(ch))) {
            found = TRUE;
            break;
        }
    }
    /*
     * Log and snoop.
     */
    if(cmd_table[cmd].log == LOG_NEVER) {
        strcpy(logline, "XXXXXXXX XXXXXXXX XXXXXXXX");
    }
    if((!IS_NPC(ch) && IS_SET(ch->act, PLR_LOG)) || fLogAll || cmd_table[cmd].log == LOG_ALWAYS) {
        sprintf(log_buf, "Log %s: %s", ch->name, logline);
        log_string(log_buf);
    }
    if(ch->desc != NULL && ch->desc->snoop_by != NULL) {
        write_to_buffer(ch->desc->snoop_by, "% ", 2);
        write_to_buffer(ch->desc->snoop_by, logline, 0);
        write_to_buffer(ch->desc->snoop_by, "\r\n", 2);
    }
    if(!found) {
        /*
         * Look for command in socials table.
         */
        if(!check_social(ch, command, argument)
#ifdef IMC
                && !imc_command_hook(ch, command, argument)
#endif
          ) {
            send_to_char("Huh?\r\n", ch);
        }
        return;
    }
    /*
     * Character not in position for command?
     */
    if(ch->position < cmd_table[cmd].position) {
        switch(ch->position) {
        case POS_DEAD:
            send_to_char("Lie still; you are DEAD.\r\n", ch);
            break;
        case POS_MORTAL:
        case POS_INCAP:
            send_to_char("You are hurt far too bad for that.\r\n", ch);
            break;
        case POS_STUNNED:
            send_to_char("You are too stunned to do that.\r\n", ch);
            break;
        case POS_SLEEPING:
            send_to_char("In your dreams, or what?\r\n", ch);
            break;
        case POS_RESTING:
            send_to_char("Nah... You feel too relaxed...\r\n", ch);
            break;
        case POS_FIGHTING:
            send_to_char("No way!  You are still fighting!\r\n", ch);
            break;
        }
        return;
    }
    /*
     * Dispatch the command.
     */
    (*cmd_table[cmd].do_fun)(ch, argument);
    tail_chain();
    return;
}
示例#12
0
文件: save.c 项目: sean/dominionmud
/*
 * Write an object and its contents.
 */
void fwrite_obj( struct obj_data *obj, FILE *fp, int iNest )
{
  // struct affected_type    * paf = NULL;
  struct extra_descr_data  * ed  = NULL;
  int i;

  /*
   * Slick recursion to write lists backwards,
   *   so loading them will load in forwards order.
   */
  if ( obj->next_content )
    fwrite_obj( obj->next_content, fp, iNest );
  
  /*
   * Castrate storage characters.
   */
  if ( obj->obj_flags.type_flag == ITEM_KEY )
    return;
  
  fprintf( fp, "#OBJECT\n" );
  fprintf( fp, "Nest         %d\n",	iNest			     );
  fprintf( fp, "Name         %s~\n",	obj->name		     );
  fprintf( fp, "ShortDescr   %s~\n",	obj->short_description	     );
  fprintf( fp, "Description  %s~\n",	obj->description	     );
  fprintf( fp, "ActionDescr  %s~\n",
	   obj->action_description ? obj->action_description : ""  );
  fprintf( fp, "Vnum         %ld\n",	obj->item_number	     );
  fprintf( fp, "ExtraFlags   %ld\n",	obj->obj_flags.extra_flags   );
  fprintf( fp, "WearFlags    %d\n",	obj->obj_flags.wear_flags    );
  fprintf( fp, "ItemType     %d\n",	obj->obj_flags.type_flag     );
  fprintf( fp, "Weight       %d\n",	obj->obj_flags.weight	     );
  fprintf( fp, "Timer        %d\n",	obj->obj_flags.timer	     );
  fprintf( fp, "Cost         %d\n",	obj->obj_flags.cost	     );
  fprintf( fp, "Values       %ld %ld %ld %ld %ld %ld %ld %ld %ld %ld\n",
	   obj->obj_flags.value[0], obj->obj_flags.value[1],
	   obj->obj_flags.value[2], obj->obj_flags.value[3],
	   obj->obj_flags.value[4], obj->obj_flags.value[5],
	   obj->obj_flags.value[6], obj->obj_flags.value[7],
	   obj->obj_flags.value[8], obj->obj_flags.value[9] );
  
  switch ( obj->obj_flags.type_flag ) {
  case ITEM_POTION:
  case ITEM_SCROLL:
    if ( obj->obj_flags.value[1] > 0 ) {
      fprintf( fp, "Spell 1      '%s'\n", 
	       skill_name( obj->obj_flags.value[1] ) );
    }
    
    if ( obj->obj_flags.value[2] > 0 ) {
      fprintf( fp, "Spell 2      '%s'\n", 
	       skill_name( obj->obj_flags.value[2] ) );
    }
    
    if ( obj->obj_flags.value[3] > 0 ) {
      fprintf( fp, "Spell 3      '%s'\n", 
	       skill_name( obj->obj_flags.value[3] ) );
    }
    break;
    
  case ITEM_STAFF:
  case ITEM_WAND:
    if ( obj->obj_flags.value[3] > 0 ) {
      fprintf( fp, "Spell 3      '%s'\n", 
	       skill_name( obj->obj_flags.value[3] ) );
    }
    break;
    
  default:
    /* ERROR */
    break;
  }

  for ( i = 0; i < MAX_OBJ_AFFECT; i++ )
    fprintf( fp, "Affect       %d %d\n",
	     obj->affected[ i ].location,
	     obj->affected[ i ].modifier );
  /*
  paf = obj->affected;
  for ( paf = obj->affected; paf; paf = paf->next ) {
    fprintf( fp, "Affect       %d %d %d %d %ld\n",
	     paf->type, paf->duration,
	     paf->modifier, paf->location,
	     paf->bitvector );
  }
  */
  
  for ( ed = obj->ex_description; ed; ed = ed->next ) {
    fprintf( fp, "ExtraDescr   %s~ %s~\n",
	     ed->keyword, ed->description );
  }
  
  fprintf( fp, "End\n\n" );

  if ( obj->contains )
    fwrite_obj( obj->contains, fp, iNest + 1 );
  
  tail_chain( );
  return;
}
示例#13
0
文件: save.c 项目: janvandijk/muds
/*
 * Write an object and its contents.
 */
void fwrite_obj( CHAR_DATA *ch, OBJ_DATA *obj, FILE *fp, int iNest )
{
    AFFECT_DATA      *paf;
    EXTRA_DESCR_DATA *ed;

    /*
     * Slick recursion to write lists backwards,
     *   so loading them will load in forwards order.
     */
    if ( obj->next_content )
	fwrite_obj( ch, obj->next_content, fp, iNest );

    /*
     * Castrate storage characters.
     */
    if ( ch->level < obj->level
	|| obj->item_type == ITEM_KEY
	|| obj->deleted )
	return;

    fprintf( fp, "#OBJECT\n" );
    fprintf( fp, "Nest         %d\n",	iNest			     );
    fprintf( fp, "Name         %s~\n",	obj->name		     );
    fprintf( fp, "ShortDescr   %s~\n",	obj->short_descr	     );
    fprintf( fp, "Description  %s~\n",	obj->description	     );
    fprintf( fp, "Vnum         %d\n",	obj->pIndexData->vnum	     );
    fprintf( fp, "ExtraFlags   %d\n",	obj->extra_flags	     );
    fprintf( fp, "WearFlags    %d\n",	obj->wear_flags		     );
    fprintf( fp, "WearLoc      %d\n",	obj->wear_loc		     );
    fprintf( fp, "ItemType     %d\n",	obj->item_type		     );
    fprintf( fp, "Weight       %d\n",	obj->weight		     );
    fprintf( fp, "Level        %d\n",	obj->level		     );
    fprintf( fp, "Timer        %d\n",	obj->timer		     );
    fprintf( fp, "Cost         %d\n",	obj->cost		     );
    fprintf( fp, "Values       %d %d %d %d\n",
	obj->value[0], obj->value[1], obj->value[2], obj->value[3]   );

    switch ( obj->item_type )
    {
    case ITEM_POTION:
    case ITEM_SCROLL:
	if ( obj->value[1] > 0 )
	{
	    fprintf( fp, "Spell 1      '%s'\n", 
		skill_table[obj->value[1]].name );
	}

	if ( obj->value[2] > 0 )
	{
	    fprintf( fp, "Spell 2      '%s'\n", 
		skill_table[obj->value[2]].name );
	}

	if ( obj->value[3] > 0 )
	{
	    fprintf( fp, "Spell 3      '%s'\n", 
		skill_table[obj->value[3]].name );
	}

	break;

    case ITEM_PILL:
    case ITEM_STAFF:
    case ITEM_WAND:
	if ( obj->value[3] > 0 )
	{
	    fprintf( fp, "Spell 3      '%s'\n", 
		skill_table[obj->value[3]].name );
	}

	break;
    }

    for ( paf = obj->affected; paf; paf = paf->next )
    {
	fprintf( fp, "Affect       %d %d %d %d %d\n",
		paf->type,
		paf->duration,
		paf->modifier,
		paf->location,
		paf->bitvector );
    }

    for ( ed = obj->extra_descr; ed; ed = ed->next )
    {
	fprintf( fp, "ExtraDescr   %s~ %s~\n",
		ed->keyword, ed->description );
    }

    fprintf( fp, "End\n\n" );

    if ( obj->contains )
	fwrite_obj( ch, obj->contains, fp, iNest + 1 );

    tail_chain();
    return;
}
示例#14
0
/*
 * The main entry point for executing commands.
 * Can be recursively called from 'at', 'order', 'force'.
 */
void interpret( CHAR_DATA * ch, const char *argument )
{
   char command[MAX_INPUT_LENGTH];
   char logline[MAX_INPUT_LENGTH];
   char logname[MAX_INPUT_LENGTH];
   TIMER *timer = NULL;
   CMDTYPE *cmd = NULL;
   int trust;
   int loglvl;
   bool found;
   struct timeval time_used;
   long tmptime;


   if( !ch )
   {
      bug( "interpret: null ch!", 0 );
      return;
   }

   found = FALSE;
   if( ch->substate == SUB_REPEATCMD )
   {
      DO_FUN *fun;

      if( ( fun = ch->last_cmd ) == NULL )
      {
         ch->substate = SUB_NONE;
         bug( "interpret: SUB_REPEATCMD with NULL last_cmd", 0 );
         return;
      }
      else
      {
         int x;

         /*
          * yes... we lose out on the hashing speediness here...
          * but the only REPEATCMDS are wizcommands (currently)
          */
         for( x = 0; x < 126; x++ )
         {
            for( cmd = command_hash[x]; cmd; cmd = cmd->next )
               if( cmd->do_fun == fun )
               {
                  found = TRUE;
                  break;
               }
            if( found )
               break;
         }
         if( !found )
         {
            cmd = NULL;
            bug( "interpret: SUB_REPEATCMD: last_cmd invalid", 0 );
            return;
         }
         sprintf( logline, "(%s) %s", cmd->name, argument );
      }
   }

   if( !cmd )
   {
      /*
       * Changed the order of these ifchecks to prevent crashing. 
       */
      if( !argument || !strcmp( argument, "" ) )
      {
         bug( "interpret: null argument!", 0 );
         return;
      }

      /*
       * Strip leading spaces.
       */
      while( isspace( *argument ) )
         argument++;
      if( argument[0] == '\0' )
         return;

      timer = get_timerptr( ch, TIMER_DO_FUN );

      /*
       * REMOVE_BIT( ch->affected_by, AFF_HIDE ); 
       */

      /*
       * Implement freeze command.
       */
      if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_FREEZE ) )
      {
         send_to_char( "You're totally frozen!\r\n", ch );
         return;
      }

      /*
       * Grab the command word.
       * Special parsing so ' can be a command,
       *   also no spaces needed after punctuation.
       */
      strcpy( logline, argument );
      if( !isalpha( argument[0] ) && !isdigit( argument[0] ) )
      {
         command[0] = argument[0];
         command[1] = '\0';
         argument++;
         while( isspace( *argument ) )
            argument++;
      }
      else
         argument = one_argument( argument, command );

      /*
       * Look for command in command table.
       * Check for council powers and/or bestowments
       */
      trust = get_trust( ch );
      for( cmd = command_hash[LOWER( command[0] ) % 126]; cmd; cmd = cmd->next )
         if( !str_prefix( command, cmd->name )
             && ( cmd->level <= trust
                  || ( !IS_NPC( ch ) && ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0'
                       && is_name( cmd->name, ch->pcdata->bestowments ) && cmd->level <= ( trust + 5 ) ) ) )
         {
            found = TRUE;
            break;
         }

      /*
       * Turn off afk bit when any command performed.
       */
      if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AFK ) && ( str_cmp( command, "AFK" ) ) )
      {
         REMOVE_BIT( ch->act, PLR_AFK );
         act( AT_GREY, "$n is no longer afk.", ch, NULL, NULL, TO_ROOM );
      }
   }

   /*
    * Log and snoop.
    */
   sprintf( lastplayercmd, "** %s: %s", ch->name, logline );

   if( found && cmd->log == LOG_NEVER )
      strcpy( logline, "XXXXXXXX XXXXXXXX XXXXXXXX" );

   loglvl = found ? cmd->log : LOG_NORMAL;

   if( ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_LOG ) )
       || fLogAll || loglvl == LOG_BUILD || loglvl == LOG_HIGH || loglvl == LOG_ALWAYS )
   {
      /*
       * Added by Narn to show who is switched into a mob that executes
       * a logged command.  Check for descriptor in case force is used. 
       */
      if( ch->desc && ch->desc->original )
         sprintf( log_buf, "Log %s (%s): %s", ch->name, ch->desc->original->name, logline );
      else
         sprintf( log_buf, "Log %s: %s", ch->name, logline );

      /*
       * Make it so a 'log all' will send most output to the log
       * file only, and not spam the log channel to death   -Thoric
       */
      if( fLogAll && loglvl == LOG_NORMAL && ( IS_NPC( ch ) || !IS_SET( ch->act, PLR_LOG ) ) )
         loglvl = LOG_ALL;

      /*
       * This is handled in get_trust already 
       */
/*	if ( ch->desc && ch->desc->original )
	  log_string_plus( log_buf, loglvl,
		ch->desc->original->level );
	else*/
      log_string_plus( log_buf, loglvl, get_trust( ch ) );
   }

   if( ch->desc && ch->desc->snoop_by )
   {
      sprintf( logname, "%s", ch->name );
      write_to_buffer( ch->desc->snoop_by, logname, 0 );
      write_to_buffer( ch->desc->snoop_by, "% ", 2 );
      write_to_buffer( ch->desc->snoop_by, logline, 0 );
      write_to_buffer( ch->desc->snoop_by, "\r\n", 2 );
   }



   if( timer )
   {
      int tempsub;

      tempsub = ch->substate;
      ch->substate = SUB_TIMER_DO_ABORT;
      ( timer->do_fun ) ( ch, "" );
      if( char_died( ch ) )
         return;
      if( ch->substate != SUB_TIMER_CANT_ABORT )
      {
         ch->substate = tempsub;
         extract_timer( ch, timer );
      }
      else
      {
         ch->substate = tempsub;
         return;
      }
   }

   /*
    * Look for command in skill and socials table.
    */
   if( !found )
   {
      if( !check_skill( ch, command, argument ) && !check_social( ch, command, argument )
#ifdef IMC
          && !imc_command_hook( ch, command, argument )
#endif
          )
      {
         EXIT_DATA *pexit;

         /*
          * check for an auto-matic exit command 
          */
         if( ( pexit = find_door( ch, command, TRUE ) ) != NULL && IS_SET( pexit->exit_info, EX_xAUTO ) )
         {
            if( IS_SET( pexit->exit_info, EX_CLOSED )
                && ( !IS_AFFECTED( ch, AFF_PASS_DOOR ) || IS_SET( pexit->exit_info, EX_NOPASSDOOR ) ) )
            {
               if( !IS_SET( pexit->exit_info, EX_SECRET ) )
                  act( AT_PLAIN, "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
               else
                  send_to_char( "You cannot do that here.\r\n", ch );
               return;
            }
            move_char( ch, pexit, 0 );
            return;
         }
         send_to_char( "Huh?\r\n", ch );
      }
      return;
   }

   /*
    * Character not in position for command?
    */
   if( !check_pos( ch, cmd->position ) )
      return;

   /*
    * Berserk check for flee.. maybe add drunk to this?.. but too much
    * hardcoding is annoying.. -- Altrag 
    */
   if( !str_cmp( cmd->name, "flee" ) && IS_AFFECTED( ch, AFF_BERSERK ) )
   {
      send_to_char( "You aren't thinking very clearly..\r\n", ch );
      return;
   }

   /*
    * Dispatch the command.
    */
   ch->prev_cmd = ch->last_cmd;  /* haus, for automapping */
   ch->last_cmd = cmd->do_fun;
   start_timer( &time_used );
   ( *cmd->do_fun ) ( ch, argument );
   end_timer( &time_used );
   /*
    * Update the record of how many times this command has been used (haus)
    */
   update_userec( &time_used, &cmd->userec );
   tmptime = UMIN( time_used.tv_sec, 19 ) * 1000000 + time_used.tv_usec;

   /*
    * laggy command notice: command took longer than 1.5 seconds 
    */
   if( tmptime > 1500000 )
   {
      sprintf( log_buf, "[*****] LAG: %s: %s %s (R:%d S:%d.%06d)", ch->name,
               cmd->name, ( cmd->log == LOG_NEVER ? "XXX" : argument ),
               ch->in_room ? ch->in_room->vnum : 0, ( int )( time_used.tv_sec ), ( int )( time_used.tv_usec ) );
      log_string_plus( log_buf, LOG_NORMAL, get_trust( ch ) );
   }

   tail_chain(  );
}