/* ************************************************************************ * File: interpreter.c Part of CircleMUD * * Usage: parse user commands, search for specials, call ACMD functions * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #define __INTERPRETER_C__ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "comm.h" #include "interpreter.h" #include "db.h" #include "utils.h" #include "spells.h" #include "handler.h" #include "mail.h" #include "screen.h" #include "olc.h" #include "dg_scripts.h" extern sh_int r_mortal_start_room ; extern sh_int r_immort_start_room; extern sh_int r_frozen_start_room; extern sh_int r_death_start_room; extern sh_int r_ctf_start_room; extern const char *class_menu; extern char *motd; extern char *imotd; extern char *background; extern char *MENU; extern char *WELC_MESSG; extern char *START_MESSG; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct player_index_element *player_table; extern int top_of_p_table; extern int circle_restrict; extern int no_specials; extern int max_bad_pws; extern struct index_data *mob_index; extern struct index_data *obj_index; extern struct room_data *world; /* external functions */ void do_newbie(struct char_data *vict); void echo_on(struct descriptor_data *d); void echo_off(struct descriptor_data *d); void do_start(struct char_data *ch); int parse_class(char arg); int special(struct char_data *ch, int cmd, char *arg); int isbanned(char *hostname); int Valid_Name(char *newname); void oedit_parse(struct descriptor_data *d, char *arg); void redit_parse(struct descriptor_data *d, char *arg); void hedit_parse(struct descriptor_data *d, char *arg); void zedit_parse(struct descriptor_data *d, char *arg); void medit_parse(struct descriptor_data *d, char *arg); void sedit_parse(struct descriptor_data *d, char *arg); void trigedit_parse(struct descriptor_data *d, char *arg); void aedit_parse(struct descriptor_data *d, char *arg); /* local functions */ int perform_dupe_check(struct descriptor_data *d); struct alias *find_alias(struct alias *alias_list, char *str); void free_alias(struct alias *a); void perform_complex_alias(struct txt_q *input_q, char *orig, struct alias *a); int perform_alias(struct descriptor_data *d, char *orig); int reserved_word(char *argument); int find_name(char *name); int _parse_name(char *arg, char *name); /* prototypes for all do_x functions. */ ACMD(do_absorb); ACMD(do_action); ACMD(do_advance); ACMD(do_afk); ACMD(do_spar); ACMD(do_sparkick); ACMD(do_sparpunch); ACMD(do_sparknee); ACMD(do_sparelbow); ACMD(do_sparkiblast); ACMD(do_alias); ACMD(do_assist); ACMD(do_orevert); ACMD(do_at); ACMD(do_backstab); ACMD(do_ban); ACMD(do_sweep); ACMD(do_knee); ACMD(do_elbow); ACMD(do_roundhouse); ACMD(do_focus); ACMD(do_color); ACMD(do_commands); ACMD(do_consider); ACMD(do_stealth); ACMD(do_copy); ACMD(do_charge); ACMD(do_credits); ACMD(do_date); ACMD(do_dc); ACMD(do_diagnose); ACMD(do_powerup); ACMD(do_powerdown); ACMD(do_display); ACMD(do_scan); ACMD(do_drink); ACMD(do_drop); ACMD(do_eat); ACMD(do_echo); ACMD(do_enter); ACMD(do_equipment); ACMD(do_examine); ACMD(do_powersense); ACMD(do_exit); ACMD(do_exits); ACMD(do_jog); ACMD(do_flee); ACMD(do_follow); ACMD(do_selfdestruct); ACMD(do_force); ACMD(do_gecho); ACMD(do_gen_comm); ACMD(do_gen_door); ACMD(do_gen_ps); ACMD(do_gen_tog); ACMD(do_gen_write); ACMD(do_get); ACMD(do_give); ACMD(do_gold); ACMD(do_goto); ACMD(do_grab); ACMD(do_group); ACMD(do_gsay); ACMD(do_osay); ACMD(do_hcontrol); ACMD(do_help); ACMD(do_hide); ACMD(do_hit); ACMD(do_house); ACMD(do_info); ACMD(do_insult); ACMD(do_ingest); ACMD(do_inventory); ACMD(do_invis); ACMD(do_kaioken); ACMD(do_kick); ACMD(do_regenerate); ACMD(do_kill); ACMD(do_last); ACMD(do_leave); ACMD(do_learn); ACMD(do_learned); ACMD(do_fly); ACMD(do_load); ACMD(do_look); ACMD(do_halt); ACMD(do_upgrade); /* ACMD(do_move); -- interpreter.h */ ACMD(do_not_here); ACMD(do_offer); ACMD(do_olc); ACMD(do_order); ACMD(do_page); ACMD(do_peace); ACMD(do_poofset); ACMD(do_pour); ACMD(do_purge); ACMD(do_pushup); ACMD(do_put); ACMD(do_qcomm); ACMD(do_quit); ACMD(do_reboot); ACMD(do_remove); ACMD(do_rent); ACMD(do_repair); ACMD(do_reply); ACMD(do_report); ACMD(do_rescue); ACMD(do_rest); ACMD(do_restore); ACMD(do_restore); ACMD(do_return); ACMD(do_rlink); ACMD(do_save); ACMD(do_say); ACMD(do_score); ACMD(do_status); ACMD(do_send); ACMD(do_set); ACMD(do_ftick); ACMD(do_show); ACMD(do_shutdown); ACMD(do_sit); ACMD(do_situp); ACMD(do_skillset); ACMD(do_sleep); ACMD(do_SWIFTNESS); ACMD(do_snoop); ACMD(do_spec_comm); ACMD(do_ssj); ACMD(do_transform); /*ACMD(do_morph);*/ ACMD(do_split); ACMD(do_stand); ACMD(do_stat); ACMD(do_steal); ACMD(do_camp); ACMD(do_switch); ACMD(do_syslog); ACMD(do_tailwhip); ACMD(do_tedit); ACMD(do_teleport); ACMD(do_tell); ACMD(do_time); ACMD(do_title); ACMD(do_toggle); ACMD(do_sense); ACMD(do_trans); ACMD(do_unban); ACMD(do_ungroup); ACMD(do_use); ACMD(do_users); ACMD(do_visible); ACMD(do_finger); ACMD(do_vnum); ACMD(do_vstat); ACMD(do_wake); ACMD(do_wear); ACMD(do_weather); ACMD(do_where); ACMD(do_who); ACMD(do_wield); ACMD(do_wimpy); ACMD(do_wizlock); ACMD(do_wiznet); ACMD(do_wizutil); ACMD(do_write); ACMD(do_zreset); /* DG Script ACMD's */ ACMD(do_attach); ACMD(do_detach); ACMD(do_tlist); ACMD(do_tstat); ACMD(do_masound); ACMD(do_mkill); ACMD(do_mjunk); ACMD(do_mechoaround); ACMD(do_msend); ACMD(do_mecho); ACMD(do_mload); ACMD(do_mpurge); ACMD(do_mgoto); ACMD(do_mat); ACMD(do_mteleport); ACMD(do_mforce); ACMD(do_mexp); ACMD(do_mgold); ACMD(do_mhunt); ACMD(do_mremember); ACMD(do_mforget); ACMD(do_mtransform); cpp_extern struct command_info *complete_cmd_info; /* This is the Master Command List(tm). * You can put new commands in, take commands out, change the order * they appear in, etc. You can adjust the "priority" of commands * simply by changing the order they appear in the command list. * (For example, if you want "as" to mean "assist" instead of "ask", * just put "assist" above "ask" in the Master Command List(tm). * * In general, utility commands such as "at" should have high priority; * infrequently used and dangerously destructive commands should have low * priority. */ cpp_extern const struct command_info cmd_info[] = { { "RESERVED" , "RESERVED", 0, 0, 0, 0 }, /* this must be first -- for specprocs */ /* directions must come before other commands but after RESERVED */ { "north" , "n" , POS_STANDING, do_move , 0, SCMD_NORTH }, { "east" , "e" , POS_STANDING, do_move , 0, SCMD_EAST }, { "south" , "s" , POS_STANDING, do_move , 0, SCMD_SOUTH }, { "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST }, { "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP }, { "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN }, { "stat" , "stat" , POS_DEAD , do_stat , LVL_IMMORT, 0 }, { "look" , "l" , POS_RESTING , do_look , 0, SCMD_LOOK }, { "score" , "sco" , POS_DEAD , do_score , 0, 0 }, { "status" , "stat" , POS_DEAD , do_status , 0, 0 }, { "kill" , "k" , POS_FIGHTING, do_kill , 0, 0 }, { "inventory", "i" , POS_DEAD , do_inventory, 0, 0 }, { "halt" , "hal" , POS_DEAD , do_halt , 0, 0 }, /* now, the main list */ { "at" , "at" , POS_DEAD , do_at , LVL_IMMORT, 0 }, { "advance" , "adv" , POS_DEAD , do_advance , LVL_GOD, 0 }, { "afk" , "afk" , POS_DEAD , do_gen_tog , 0, SCMD_AFK }, { "spar" , "spa" , POS_STANDING , do_spar , 0, 0 }, { "sparkick" , "sparkic" , POS_STANDING , do_sparkick , 0, 0 }, { "sparpunch" , "sparp" , POS_STANDING , do_sparpunch , 0, 0 }, { "sparelbow" , "spare" , POS_STANDING , do_sparelbow , 0, 0 }, { "sparknee" , "sparkn" , POS_STANDING , do_sparknee , 0, 0 }, { "sparkiblast" , "sparkib" , POS_STANDING , do_sparkiblast , 0, 0 }, { "aedit" , "aed" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_AEDIT }, { "alias" , "ali" , POS_DEAD , do_alias , 0, 0 }, { "powersense" , "ps" , POS_DEAD , do_powersense , 0, 0 }, { "absorb" , "abs" , POS_DEAD , do_absorb , 0, 0 }, { "assist" , "ass" , POS_FIGHTING, do_assist , 1, 0 }, { "ask" , "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK }, { "ooc" , "oo" , POS_SLEEPING, do_gen_comm , 0, SCMD_ooc }, { "autoexit" , "autoe", POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT }, { "backstab" , "bac" , POS_STANDING, do_backstab , 1, 0 }, { "ban" , "ban" , POS_DEAD , do_ban , LVL_GRGOD, 0 }, { "orevert" , "orev" , POS_DEAD , do_orevert , 1, 0 }, { "balance" , "bal" , POS_STANDING, do_not_here , 1, 0 }, { "sweep" , "bas" , POS_FIGHTING, do_sweep , 1, 0 }, { "brief" , "br" , POS_DEAD , do_gen_tog , 0, SCMD_BRIEF }, { "buy" , "b" , POS_STANDING, do_not_here , 0, 0 }, { "bug" , "bug" , POS_DEAD , do_gen_write, 0, SCMD_BUG }, { "focus" , "f" , POS_SITTING , do_focus , 1, 0 }, { "check" , "ch" , POS_STANDING, do_not_here , 1, 0 }, { "clear" , "cle" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR }, { "close" , "clo" , POS_SITTING , do_gen_door , 0, SCMD_CLOSE }, { "cls" , "cls" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR }, { "consider" , "con" , POS_RESTING , do_consider , 0, 0 }, { "color" , "col" , POS_DEAD , do_color , 0, 0 }, { "commands" , "comm" , POS_DEAD , do_commands , 0, SCMD_COMMANDS }, { "compact" , "comp" , POS_DEAD , do_gen_tog , 0, SCMD_COMPACT }, { "copy" , "copy" , POS_DEAD , do_copy , LVL_IMMORT, 0 }, { "charge" , "ch" , POS_STANDING , do_charge , 1, 0 }, { "credits" , "cre" , POS_DEAD , do_gen_ps , 0, SCMD_CREDITS }, { "date" , "date" , POS_DEAD , do_date , LVL_IMMORT, SCMD_DATE }, { "dc" , "dc" , POS_DEAD , do_dc , LVL_GOD, 0 }, { "deposit" , "dep" , POS_STANDING, do_not_here , 1, 0 }, { "diagnose" , "dia" , POS_RESTING , do_diagnose , 0, 0 }, { "display" , "dis" , POS_DEAD , do_display , 0, 0 }, { "donate" , "don" , POS_RESTING , do_drop , 0, SCMD_DONATE }, { "drink" , "dr" , POS_RESTING , do_drink , 0, SCMD_DRINK }, { "drop" , "dro" , POS_RESTING , do_drop , 0, SCMD_DROP }, { "eat" , "ea" , POS_RESTING , do_eat , 0, SCMD_EAT }, { "echo" , "echo" , POS_SLEEPING, do_echo , LVL_IMMORT, SCMD_ECHO }, { "elbow" , "elb" , POS_FIGHTING, do_elbow , 1, 0 }, { "emote" , "em" , POS_RESTING , do_echo , 1, SCMD_EMOTE }, { ":" , ":" , POS_RESTING, do_echo , 1, SCMD_EMOTE }, { "enter" , "en" , POS_STANDING, do_enter , 0, 0 }, { "equipment", "eq" , POS_SLEEPING, do_equipment, 0, 0 }, { "exits" , "exi" , POS_RESTING , do_exits , 0, 0 }, { "examine" , "exa" , POS_SITTING , do_examine , 0, 0 }, { "force" , "for" , POS_SLEEPING, do_force , LVL_GOD, 0 }, { "fill" , "fil" , POS_STANDING, do_pour , 0, SCMD_FILL }, { "flee" , "fl" , POS_FIGHTING, do_flee , 1, 0 }, { "follow" , "fol" , POS_RESTING , do_follow , 0, 0 }, { "selfdestruct" , "selfdest" , POS_RESTING , do_selfdestruct , 0, 0 }, { "fly" , "fl" , POS_RESTING , do_fly , 1, 0 }, { "freeze" , "free" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_FREEZE }, { "get" , "g" , POS_RESTING , do_get , 0, 0 }, { "gecho" , "gech" , POS_DEAD , do_gecho , LVL_GOD, 0 }, { "give" , "giv" , POS_RESTING , do_give , 0, 0 }, { "goto" , "got" , POS_SLEEPING, do_goto , LVL_IMMORT, 0 }, { "gold" , "gol" , POS_RESTING , do_gold , 0, 0 }, { "telepathy" , "tele" , POS_SLEEPING, do_gen_comm , 0, SCMD_GOSSIP }, { "group" , "gro" , POS_RESTING , do_group , 1, 0 }, { "grab" , "gra" , POS_RESTING , do_grab , 0, 0 }, { "grats" , "grat" , POS_SLEEPING, do_gen_comm , 0, SCMD_GRATZ }, { "gsay" , "gs" , POS_SLEEPING, do_gsay , 0, 0 }, { "gtell" , "gt" , POS_SLEEPING, do_gsay , 0, 0 }, { "help" , "he" , POS_DEAD , do_help , 0, 0 }, { "hedit" , "hedit", POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_HEDIT }, { "handbook" , "hand" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_HANDBOOK }, { "hcontrol" , "hcon" , POS_DEAD , do_hcontrol , LVL_IMMORT, 0 }, { "hide" , "hid" , POS_RESTING , do_hide , 1, 0 }, { "hit" , "h" , POS_FIGHTING, do_hit , 0, SCMD_HIT }, { "hold" , "ho" , POS_RESTING , do_grab , 1, 0 }, { "holler" , "hol" , POS_RESTING , do_gen_comm , 1, SCMD_HOLLER }, { "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT }, { "house" , "hou" , POS_RESTING , do_house , 0, 0 }, { "idea" , "id" , POS_DEAD , do_gen_write, 0, SCMD_IDEA }, { "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD }, { "immlist" , "imm" , POS_DEAD , do_gen_ps , 0, SCMD_IMMLIST }, { "info" , "inf" , POS_SLEEPING, do_gen_ps , 0, SCMD_INFO }, { "insult" , "ins" , POS_RESTING , do_insult , 0, 0 }, { "invis" , "inv" , POS_DEAD , do_invis , LVL_IMMORT, 0 }, { "junk" , "j" , POS_RESTING , do_drop , 0, SCMD_JUNK }, { "kaioken" , "kaio" , POS_STANDING, do_kaioken , 1, 0 }, { "kick" , "kic" , POS_FIGHTING, do_kick , LVL_IMMORT, 0 }, { "regenerate" , "regen" , POS_STANDING, do_regenerate , 1, 0 }, { "knee" , "kn" , POS_FIGHTING, do_knee , 1, 0 }, { "scan" , "sc" , POS_RESTING , do_scan , 0, 0 }, { "stealth" , "stea" , POS_RESTING , do_stealth , 0, 0 }, { "upgrade" , "upg" , POS_RESTING , do_upgrade , 0, 0 }, { "last" , "la" , POS_DEAD , do_last , LVL_GOD, 0 }, { "learn" , "lear" , POS_RESTING , do_learn , 1, 0 }, { "learned" , "learne" , POS_RESTING, do_learned , 1, 0 }, { "leave" , "lea" , POS_STANDING, do_leave , 0, 0 }, { "list" , "li" , POS_STANDING, do_not_here , 0, 0 }, { "lock" , "loc" , POS_SITTING , do_gen_door , 0, SCMD_LOCK }, { "load" , "loa" , POS_DEAD , do_load , LVL_IMMORT, 0 }, { "medit" , "med" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_MEDIT }, { "motd" , "motd" , POS_DEAD , do_gen_ps , 0, SCMD_MOTD }, { "mail" , "mail" , POS_STANDING, do_not_here , 1, 0 }, { "mute" , "mut" , POS_DEAD , do_wizutil , LVL_IMMORT, SCMD_SQUELCH }, { "murder" , "mur" , POS_FIGHTING, do_hit , 0, SCMD_MURDER }, { "news" , "new" , POS_SLEEPING, do_gen_ps , 0, SCMD_NEWS }, { "noooc", "noa" , POS_DEAD , do_gen_tog , 0, SCMD_NOooc }, { "nogossip" , "nogo" , POS_DEAD , do_gen_tog , 0, SCMD_NOGOSSIP }, { "nograts" , "nogr" , POS_DEAD , do_gen_tog , 0, SCMD_NOGRATZ }, { "nohassle" , "noh" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOHASSLE }, { "norepeat" , "nor" , POS_DEAD , do_gen_tog , 0, SCMD_NOREPEAT }, { "noshout" , "nosh" , POS_SLEEPING, do_gen_tog , 1, SCMD_DEAF }, { "notell" , "note" , POS_DEAD , do_gen_tog , 1, SCMD_NOTELL }, { "notitle" , "noti" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_NOTITLE }, { "nowiz" , "now" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOWIZ }, { "order" , "ord" , POS_RESTING , do_order , 1, 0 }, { "offer" , "off" , POS_STANDING, do_not_here , 1, 0 }, { "open" , "op" , POS_SITTING , do_gen_door , 0, SCMD_OPEN }, { "olc" , "olc" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_SAVEINFO }, { "oedit" , "oed" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_OEDIT}, { "put" , "p" , POS_RESTING , do_put , 0, 0 }, { "page" , "pag" , POS_DEAD , do_page , LVL_GOD, 0 }, { "pardon" , "par" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_PARDON }, { "peace" , "pea" , POS_DEAD , do_peace , LVL_IMMORT, 0 }, { "pick" , "pi" , POS_STANDING, do_gen_door , 1, SCMD_PICK }, { "policy" , "pol" , POS_DEAD , do_gen_ps , 0, SCMD_POLICIES }, { "poofin" , "poofi", POS_DEAD , do_poofset , LVL_IMMORT, SCMD_POOFIN }, { "poofout" , "poofo", POS_DEAD , do_poofset , LVL_IMMORT, SCMD_POOFOUT }, { "pour" , "pour" , POS_STANDING, do_pour , 0, SCMD_POUR }, { "powerup" , "pow" , POS_STANDING, do_powerup , 0, 0 }, { "powerdown" , "powerd" , POS_STANDING, do_powerdown , 0, 0 }, { "prompt" , "promp", POS_DEAD , do_display , 0, 0 }, { "pushup" ,"pushu" , POS_STANDING, do_pushup , 1, 0 }, { "jog" ,"jo" , POS_STANDING, do_jog , 1, 0 }, { "purge" , "pur" , POS_DEAD , do_purge , LVL_IMMORT, 0 }, { "plant" , "pl" , POS_RESTING , do_use , 0, SCMD_PLANT }, { "qecho" , "qec" , POS_DEAD , do_qcomm , LVL_IMMORT, SCMD_QECHO }, { "quest" , "que" , POS_DEAD , do_gen_tog , 0, SCMD_QUEST }, { "qui" , "qui" , POS_DEAD , do_quit , 0, 0 }, { "quit" , "quit" , POS_DEAD , do_quit , 0, SCMD_QUIT }, { "qsay" , "qsay" , POS_RESTING , do_qcomm , 0, SCMD_QSAY }, { "reply" , "r" , POS_SLEEPING, do_reply , 0, 0 }, { "rest" , "res" , POS_RESTING , do_rest , 0, 0 }, { "read" , "rea" , POS_RESTING , do_look , 0, SCMD_READ }, { "reload" , "rel" , POS_DEAD , do_reboot , LVL_IMPL, 0 }, { "swallow" , "swal" , POS_RESTING , do_use , 0, SCMD_SWALLOW }, { "receive" , "rece" , POS_STANDING, do_not_here , 1, 0 }, { "remove" , "rem" , POS_RESTING , do_remove , 0, 0 }, { "rent" , "ren" , POS_STANDING, do_not_here , 1, 0 }, { "repair" , "repa" , POS_SITTING , do_repair , 1, 0 }, { "ingest" , "ing" , POS_SITTING , do_ingest , 1, 0 }, { "report" , "rep" , POS_RESTING , do_report , 0, 0 }, { "reroll" , "rer" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_REROLL }, { "rescue" , "resc" , POS_FIGHTING, do_rescue , 1, 0 }, { "restore" , "resto", POS_DEAD , do_restore , LVL_IMMORT, 0 }, { "return" , "ret" , POS_DEAD , do_return , 0, 0 }, { "redit" , "redit", POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_REDIT}, { "rlink" , "rlink", POS_DEAD , do_rlink , LVL_IMMORT, 0 }, { "roomflags", "roomf", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_ROOMFLAGS }, { "roundhouse", "rou" , POS_FIGHTING, do_roundhouse , 1, 0 }, { "say" , "say" , POS_RESTING , do_say , 0, 0 }, { "osay" , "osay" , POS_RESTING , do_osay , 0, 0 }, { "'" , "'" , POS_RESTING , do_say , 0, 0 }, { "save" , "save" , POS_SLEEPING, do_save , 0, 0 }, { "sell" , "sel" , POS_STANDING, do_not_here , 0, 0 }, { "send" , "sen" , POS_SLEEPING, do_send , LVL_GOD, 0 }, { "set" , "set" , POS_DEAD , do_set , LVL_GOD, 0 }, { "ftick" , "ftick", POS_DEAD , do_ftick , LVL_GOD, 0 }, { "sedit" , "sedi" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_SEDIT}, { "shout" , "sho" , POS_RESTING , do_gen_comm , 0, SCMD_SHOUT }, { "shake" , "sha" , POS_RESTING , do_action , 0, 0 }, { "shiver" , "shiv" , POS_RESTING , do_action , 0, 0 }, { "show" , "sho" , POS_DEAD , do_show , LVL_IMMORT, 0 }, { "shutdow" , "shutdow", POS_DEAD , do_shutdown , LVL_GRGOD, 0 }, { "shutdown" , "shutdown", POS_DEAD , do_shutdown , LVL_GRGOD, SCMD_SHUTDOWN }, { "sip" , "sip" , POS_RESTING , do_drink , 0, SCMD_SIP }, { "sit" , "sit" , POS_RESTING , do_sit , 0, 0 }, { "situp" ,"situ" , POS_STANDING, do_situp , 1, 0 }, { "skillset" , "skillse" , POS_SLEEPING, do_skillset , LVL_GRGOD, 0 }, { "sleep" , "sl" , POS_SLEEPING, do_sleep , 0, 0 }, { "slowns" , "slown", POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_SLOWNS }, { "swiftness", "swift", POS_STANDING, do_SWIFTNESS , 1, 0 }, { "snoop" , "sno" , POS_DEAD , do_snoop , LVL_GOD, 0 }, { "socials" , "soc" , POS_DEAD , do_commands , 0, SCMD_SOCIALS }, { "split" , "spl" , POS_SITTING , do_split , 1, 0 }, { "stand" , "st" , POS_RESTING , do_stand , 0, 0 }, { "steal" , "stea" , POS_STANDING, do_steal , 1, 0 }, { "camp" , "cam" , POS_STANDING, do_gen_tog , 1, SCMD_CAMP }, { "switch" , "sw" , POS_DEAD , do_switch , LVL_GRGOD, 0 }, { "ssj" , "ssj" , POS_STANDING, do_ssj , 1, 0 }, { "transform" , "transfo" , POS_STANDING, do_transform , 1, 0 }, /* { "morph" , "mor" , POS_STANDING, do_morph , 1, 0 }, */ { "syslog" , "sys" , POS_DEAD , do_syslog , LVL_IMMORT, 0 }, { "tedit" , "ted" , POS_DEAD , do_tedit , LVL_IMPL, 0 }, { "tell" , "tel" , POS_DEAD , do_tell , 0, 0 }, { "take" , "ta" , POS_RESTING , do_get , 0, 0 }, { "tailwhip" , "tail" , POS_FIGHTING, do_tailwhip , 1, 0 }, { "taste" , "tas" , POS_RESTING , do_eat , 0, SCMD_TASTE }, { "teleport" , "tel" , POS_DEAD , do_teleport , LVL_GOD, 0 }, { "thaw" , "thaw" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_THAW }, { "title" , "tit" , POS_DEAD , do_title , 0, 0 }, { "time" , "tim" , POS_DEAD , do_time , 0, 0 }, { "toggle" , "tog" , POS_DEAD , do_toggle , 0, 0 }, { "sense" , "sen" , POS_STANDING, do_sense , 0, 0 }, { "transfer" , "tran" , POS_SLEEPING, do_trans , LVL_IMMORT, 0 }, { "trigedit" , "trig" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_TRIGEDIT}, { "typo" , "typ" , POS_DEAD , do_gen_write, 0, SCMD_TYPO }, { "unlock" , "unl" , POS_SITTING , do_gen_door , 0, SCMD_UNLOCK }, { "ungroup" , "ung" , POS_DEAD , do_ungroup , 0, 0 }, { "unban" , "unb" , POS_DEAD , do_unban , LVL_GRGOD, 0 }, { "unaffect" , "una" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_UNAFFECT }, { "uptime" , "upt" , POS_DEAD , do_date , LVL_IMMORT, SCMD_UPTIME }, { "use" , "us" , POS_SITTING , do_use , 1, SCMD_USE }, { "users" , "user" , POS_DEAD , do_users , LVL_IMMORT, 0 }, { "value" , "val" , POS_STANDING, do_not_here , 0, 0 }, { "visible" , "vis" , POS_RESTING , do_visible , 1, 0 }, { "vnum" , "vnum" , POS_DEAD , do_vnum , LVL_IMMORT, 0 }, { "vstat" , "vsta" , POS_DEAD , do_vstat , LVL_IMMORT, 0 }, { "wake" , "wak" , POS_SLEEPING, do_wake , 0, 0 }, { "wave" , "wav" , POS_RESTING , do_action , 0, 0 }, { "wear" , "wea" , POS_RESTING , do_wear , 0, 0 }, { "weather" , "weat" , POS_RESTING , do_weather , 0, 0 }, { "who" , "who" , POS_DEAD , do_who , 0, 0 }, { "finger" , "fin" , POS_DEAD , do_finger , 0, 0 }, { "whoami" , "whoa" , POS_DEAD , do_gen_ps , 0, SCMD_WHOAMI }, { "where" , "whe" , POS_RESTING , do_where , 1, 0 }, { "whisper" , "whis" , POS_RESTING , do_spec_comm, 0, SCMD_WHISPER }, { "wield" , "wie" , POS_RESTING , do_wield , 0, 0 }, { "wimpy" , "wim" , POS_DEAD , do_wimpy , 0, 0 }, { "withdraw" , "with" , POS_STANDING, do_not_here , 1, 0 }, { "wiznet" , "wiz" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 }, { ";" , ";" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 }, { "wizhelp" , "wizh" , POS_SLEEPING, do_commands , LVL_IMMORT, SCMD_WIZHELP }, { "wizlist" , "wizl" , POS_DEAD , do_gen_ps , 0, SCMD_WIZLIST }, { "wizlock" , "wizlo", POS_DEAD , do_wizlock , LVL_IMPL, 0 }, { "write" , "wr" , POS_STANDING, do_write , 1, 0 }, { "zedit" , "zed" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_ZEDIT}, { "zreset" , "zre" , POS_DEAD , do_zreset , LVL_IMMORT, 0 }, /* DG trigger commands */ { "attach" , "att" , POS_DEAD , do_attach , LVL_IMPL, 0 }, { "detach" , "det" , POS_DEAD , do_detach , LVL_IMPL, 0 }, { "tlist" , "tli" , POS_DEAD , do_tlist , LVL_GOD, 0 }, { "tstat" , "tst" , POS_DEAD , do_tstat , LVL_GOD, 0 }, { "masound" , "masound" , POS_DEAD , do_masound , 0, 0 }, { "mkill" , "mkill" , POS_STANDING, do_mkill , 0, 0 }, { "mjunk" , "mjunk" , POS_SITTING , do_mjunk , 0, 0 }, { "mecho" , "mecho" , POS_DEAD , do_mecho , 0, 0 }, { "mechoaround", "mechoaround",POS_DEAD , do_mechoaround , 0, 0 }, { "msend" , "msend" , POS_DEAD , do_msend , 0, 0 }, { "mload" , "mload" , POS_DEAD , do_mload , 0, 0 }, { "mpurge" , "mpurge" , POS_DEAD , do_mpurge , 0, 0 }, { "mgoto" , "mgoto" , POS_DEAD , do_mgoto , 0, 0 }, { "mat" , "mat" , POS_DEAD , do_mat , 0, 0 }, { "mteleport", "mteleport" , POS_DEAD , do_mteleport, 0, 0 }, { "mforce" , "mforce" , POS_DEAD , do_mforce , 0, 0 }, { "mexp" , "mexp" , POS_DEAD , do_mexp , 0, 0 }, { "mgold" , "mgold" , POS_DEAD , do_mgold , 0, 0 }, { "mhunt" , "mhunt" , POS_DEAD , do_mhunt , 0, 0 }, { "mremember", "mremember" , POS_DEAD , do_mremember, 0, 0 }, { "mforget" , "mforget" , POS_DEAD , do_mforget , 0, 0 }, { "mtransform","mtransform" , POS_DEAD , do_mtransform, 0, 0 }, { "\n", "zzzzzzz", 0, 0, 0, 0 } }; /* this must be last */ const char *fill[] = { "in", "from", "with", "the", "on", "at", "to", "\n" }; const char *reserved[] = { "a", "an", "self", "me", "all", "room", "someone", "something", "\n" }; /* * This is the actual command interpreter called from game_loop() in comm.c * It makes sure you are the proper level and position to execute the command, * then calls the appropriate function. */ void command_interpreter(struct char_data *ch, char *argument) { int cmd, length; char *line; REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE); /* just drop to next line for hitting CR */ skip_spaces(&argument); if (!*argument) return; if (!isalpha(*argument)) { arg[0] = argument[0]; arg[1] = '\0'; line = argument + 1; } else line = any_one_arg(argument, arg); /* otherwise, find the command */ if ((GET_LEVEL(ch)<LVL_IMMORT) && (command_wtrigger(ch, arg, line) || command_mtrigger(ch, arg, line) || command_otrigger(ch, arg, line))) return; /* command trigger took over */ for (length = strlen(arg), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++) if (!strncmp(complete_cmd_info[cmd].command, arg, length)) if (GET_LEVEL(ch) >= complete_cmd_info[cmd].minimum_level) break; if (*complete_cmd_info[cmd].command == '\n') send_to_char("Huh?!?\r\n", ch); else if (PLR_FLAGGED(ch, PLR_FROZEN) && GET_LEVEL(ch) < LVL_IMPL) send_to_char("You try, but the mind-numbing cold prevents you...\r\n", ch); /* else if (complete_cmd_info[cmd].command_pointer == NULL) send_to_char("Sorry, that command hasn't been implemented yet.\r\n", ch);*/ else if (IS_NPC(ch) && complete_cmd_info[cmd].minimum_level >= LVL_IMMORT) send_to_char("You can't use immortal commands while switched.\r\n", ch); else if (GET_POS(ch) < complete_cmd_info[cmd].minimum_position) switch (GET_POS(ch)) { case POS_DEAD: send_to_char("Lie still; you are DEAD!!! :-(\r\n", ch); break; case POS_INCAP: case POS_MORTALLYW: send_to_char("You are in a pretty bad shape, unable to do anything!\r\n", ch); break; case POS_STUNNED: send_to_char("All you can do right now is think about the stars!\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 to do that..\r\n", ch); break; case POS_SITTING: send_to_char("Maybe you should get on your feet first?\r\n", ch); break; case POS_FIGHTING: send_to_char("No way! You're fighting for your life!\r\n", ch); break; } else if (no_specials || !special(ch, cmd, line)) ((*complete_cmd_info[cmd].command_pointer) (ch, line, cmd, complete_cmd_info[cmd].subcmd)); } /************************************************************************** * Routines to handle aliasing * **************************************************************************/ struct alias *find_alias(struct alias *alias_list, char *str) { while (alias_list != NULL) { if (*str == *alias_list->alias) /* hey, every little bit counts :-) */ if (!strcmp(str, alias_list->alias)) return alias_list; alias_list = alias_list->next; } return NULL; } void free_alias(struct alias *a) { if (a->alias) free(a->alias); if (a->replacement) free(a->replacement); free(a); } /* The interface to the outside world: do_alias */ ACMD(do_alias) { char *repl; struct alias *a, *temp; if (IS_NPC(ch)) return; repl = any_one_arg(argument, arg); if (!*arg) { /* no argument specified -- list currently defined aliases */ send_to_char("Currently defined aliases:\r\n", ch); if ((a = GET_ALIASES(ch)) == NULL) send_to_char(" None.\r\n", ch); else { while (a != NULL) { sprintf(buf, "%-15s %s\r\n", a->alias, a->replacement); send_to_char(buf, ch); a = a->next; } } } else { /* otherwise, add or remove aliases */ /* is this an alias we've already defined? */ if ((a = find_alias(GET_ALIASES(ch), arg)) != NULL) { REMOVE_FROM_LIST(a, GET_ALIASES(ch), next); free_alias(a); } /* if no replacement string is specified, assume we want to delete */ if (!*repl) { if (a == NULL) send_to_char("No such alias.\r\n", ch); else send_to_char("Alias deleted.\r\n", ch); } else { /* otherwise, either add or redefine an alias */ if (!str_cmp(arg, "alias")) { send_to_char("You can't alias 'alias'.\r\n", ch); return; } CREATE(a, struct alias, 1); a->alias = str_dup(arg); delete_doubledollar(repl); a->replacement = str_dup(repl); if (strchr(repl, ALIAS_SEP_CHAR) || strchr(repl, ALIAS_VAR_CHAR)) a->type = ALIAS_COMPLEX; else a->type = ALIAS_SIMPLE; a->next = GET_ALIASES(ch); GET_ALIASES(ch) = a; send_to_char("Alias added.\r\n", ch); } } } /* * Valid numeric replacements are only $1 .. $9 (makes parsing a little * easier, and it's not that much of a limitation anyway.) Also valid * is "$*", which stands for the entire original line after the alias. * ";" is used to delimit commands. */ #define NUM_TOKENS 9 void perform_complex_alias(struct txt_q *input_q, char *orig, struct alias *a) { struct txt_q temp_queue; char *tokens[NUM_TOKENS], *temp, *write_point; int num_of_tokens = 0, num; /* First, parse the original string */ temp = strtok(strcpy(buf2, orig), " "); while (temp != NULL && num_of_tokens < NUM_TOKENS) { tokens[num_of_tokens++] = temp; temp = strtok(NULL, " "); } /* initialize */ write_point = buf; temp_queue.head = temp_queue.tail = NULL; /* now parse the alias */ for (temp = a->replacement; *temp; temp++) { if (*temp == ALIAS_SEP_CHAR) { *write_point = '\0'; buf[MAX_INPUT_LENGTH - 1] = '\0'; write_to_q(buf, &temp_queue, 1); write_point = buf; } else if (*temp == ALIAS_VAR_CHAR) { temp++; if ((num = *temp - '1') < num_of_tokens && num >= 0) { strcpy(write_point, tokens[num]); write_point += strlen(tokens[num]); } else if (*temp == ALIAS_GLOB_CHAR) { strcpy(write_point, orig); write_point += strlen(orig); } else if ((*(write_point++) = *temp) == '$') /* redouble $ for act safety */ *(write_point++) = '$'; } else *(write_point++) = *temp; } *write_point = '\0'; buf[MAX_INPUT_LENGTH - 1] = '\0'; write_to_q(buf, &temp_queue, 1); /* push our temp_queue on to the _front_ of the input queue */ if (input_q->head == NULL) *input_q = temp_queue; else { temp_queue.tail->next = input_q->head; input_q->head = temp_queue.head; } } /* * Given a character and a string, perform alias replacement on it. * * Return values: * 0: String was modified in place; call command_interpreter immediately. * 1: String was _not_ modified in place; rather, the expanded aliases * have been placed at the front of the character's input queue. */ int perform_alias(struct descriptor_data *d, char *orig) { char first_arg[MAX_INPUT_LENGTH], *ptr; struct alias *a, *tmp; /* Mobs don't have alaises. */ if (IS_NPC(d->character)) return 0; /* bail out immediately if the guy doesn't have any aliases */ if ((tmp = GET_ALIASES(d->character)) == NULL) return 0; /* find the alias we're supposed to match */ ptr = any_one_arg(orig, first_arg); /* bail out if it's null */ if (!*first_arg) return 0; /* if the first arg is not an alias, return without doing anything */ if ((a = find_alias(tmp, first_arg)) == NULL) return 0; if (a->type == ALIAS_SIMPLE) { strcpy(orig, a->replacement); return 0; } else { perform_complex_alias(&d->input, ptr, a); return 1; } } /*************************************************************************** * Various other parsing utilities * **************************************************************************/ /* * searches an array of strings for a target string. "exact" can be * 0 or non-0, depending on whether or not the match must be exact for * it to be returned. Returns -1 if not found; 0..n otherwise. Array * must be terminated with a '\n' so it knows to stop searching. */ int search_block(char *arg, const char **list, int exact) { register int i, l; /* Make into lower case, and get length of string */ for (l = 0; *(arg + l); l++) *(arg + l) = LOWER(*(arg + l)); if (exact) { for (i = 0; **(list + i) != '\n'; i++) if (!strcmp(arg, *(list + i))) return (i); } else { if (!l) l = 1; /* Avoid "" to match the first available * string */ for (i = 0; **(list + i) != '\n'; i++) if (!strncmp(arg, *(list + i), l)) return (i); } return -1; } int is_number(const char *str) { while (*str) if (!isdigit(*(str++))) return 0; return 1; } /* * Function to skip over the leading spaces of a string. */ void skip_spaces(char **string) { for (; **string && isspace(**string); (*string)++); } /* * Given a string, change all instances of double dollar signs ($$) to * single dollar signs ($). When strings come in, all $'s are changed * to $$'s to avoid having users be able to crash the system if the * inputted string is eventually sent to act(). If you are using user * input to produce screen output AND YOU ARE SURE IT WILL NOT BE SENT * THROUGH THE act() FUNCTION (i.e., do_gecho, do_title, but NOT do_say), * you can call delete_doubledollar() to make the output look correct. * * Modifies the string in-place. */ char *delete_doubledollar(char *string) { char *read, *write; /* If the string has no dollar signs, return immediately */ if ((write = strchr(string, '$')) == NULL) return string; /* Start from the location of the first dollar sign */ read = write; while (*read) /* Until we reach the end of the string... */ if ((*(write++) = *(read++)) == '$') /* copy one char */ if (*read == '$') read++; /* skip if we saw 2 $'s in a row */ *write = '\0'; return string; } int fill_word(char *argument) { return (search_block(argument, fill, TRUE) >= 0); } int reserved_word(char *argument) { return (search_block(argument, reserved, TRUE) >= 0); } /* * copy the first non-fill-word, space-delimited argument of 'argument' * to 'first_arg'; return a pointer to the remainder of the string. */ char *one_argument(char *argument, char *first_arg) { char *begin = first_arg; if (!argument) { log("SYSERR: one_argument received a NULL pointer!"); *first_arg = '\0'; return NULL; } do { skip_spaces(&argument); first_arg = begin; while (*argument && !isspace(*argument)) { *(first_arg++) = LOWER(*argument); argument++; } *first_arg = '\0'; } while (fill_word(begin)); return argument; } /* * one_word is like one_argument, except that words in quotes ("") are * considered one word. */ char *one_word(char *argument, char *first_arg) { char *begin = first_arg; do { skip_spaces(&argument); first_arg = begin; if (*argument == '\"') { argument++; while (*argument && *argument != '\"') { *(first_arg++) = LOWER(*argument); argument++; } argument++; } else { while (*argument && !isspace(*argument)) { *(first_arg++) = LOWER(*argument); argument++; } } *first_arg = '\0'; } while (fill_word(begin)); return argument; } /* same as one_argument except that it doesn't ignore fill words */ char *any_one_arg(char *argument, char *first_arg) { skip_spaces(&argument); while (*argument && !isspace(*argument)) { *(first_arg++) = LOWER(*argument); argument++; } *first_arg = '\0'; return argument; } /* * Same as one_argument except that it takes two args and returns the rest; * ignores fill words */ char *two_arguments(char *argument, char *first_arg, char *second_arg) { return one_argument(one_argument(argument, first_arg), second_arg); /* :-) */ } /* * determine if a given string is an abbreviation of another * (now works symmetrically -- JE 7/25/94) * * that was dumb. it shouldn't be symmetrical. JE 5/1/95 * * returnss 1 if arg1 is an abbreviation of arg2 */ int is_abbrev(const char *arg1, const char *arg2) { if (!*arg1) return 0; for (; *arg1 && *arg2; arg1++, arg2++) if (LOWER(*arg1) != LOWER(*arg2)) return 0; if (!*arg1) return 1; else return 0; } /* return first space-delimited token in arg1; remainder of string in arg2 */ void half_chop(char *string, char *arg1, char *arg2) { char *temp; temp = any_one_arg(string, arg1); skip_spaces(&temp); strcpy(arg2, temp); } /* Used in specprocs, mostly. (Exactly) matches "command" to cmd number */ int find_command(const char *command) { int cmd; for (cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++) if (!strcmp(complete_cmd_info[cmd].command, command)) return cmd; return -1; } int special(struct char_data *ch, int cmd, char *arg) { register struct obj_data *i; register struct char_data *k; int j; /* special in room? */ if (GET_ROOM_SPEC(ch->in_room) != NULL) if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) return 1; /* special in equipment list? */ for (j = 0; j < NUM_WEARS; j++) if (GET_EQ(ch, j) && GET_OBJ_SPEC(GET_EQ(ch, j)) != NULL) if (GET_OBJ_SPEC(GET_EQ(ch, j)) (ch, GET_EQ(ch, j), cmd, arg)) return 1; /* special in inventory? */ for (i = ch->carrying; i; i = i->next_content) if (GET_OBJ_SPEC(i) != NULL) if (GET_OBJ_SPEC(i) (ch, i, cmd, arg)) return 1; /* special in mobile present? */ for (k = world[ch->in_room].people; k; k = k->next_in_room) if (GET_MOB_SPEC(k) != NULL) if (GET_MOB_SPEC(k) (ch, k, cmd, arg)) return 1; /* special in object present? */ for (i = world[ch->in_room].contents; i; i = i->next_content) if (GET_OBJ_SPEC(i) != NULL) if (GET_OBJ_SPEC(i) (ch, i, cmd, arg)) return 1; return 0; } /* ************************************************************************* * Stuff for controlling the non-playing sockets (get name, pwd etc) * ************************************************************************* */ /* locate entry in p_table with entry->name == name. -1 mrks failed search */ int find_name(char *name) { int i; for (i = 0; i <= top_of_p_table; i++) { if (!str_cmp((player_table + i)->name, name)) return i; } return -1; } int _parse_name(char *arg, char *name) { int i; /* skip whitespaces */ for (; isspace(*arg); arg++); for (i = 0; (*name = *arg); arg++, i++, name++) if (!isalpha(*arg)) return 1; if (!i) return 1; return 0; } #define RECON 1 #define USURP 2 #define UNSWITCH 3 /* * XXX: Make immortals 'return' instead of being disconnected when switched * into person returns. This function seems a bit over-extended too. */ int perform_dupe_check(struct descriptor_data *d) { struct descriptor_data *k, *next_k; struct char_data *target = NULL, *ch, *next_ch; int mode = 0; int id = GET_IDNUM(d->character); /* * Now that this descriptor has successfully logged in, disconnect all * other descriptors controlling a character with the same ID number. */ for (k = descriptor_list; k; k = next_k) { next_k = k->next; if (k == d) continue; if (k->original && (GET_IDNUM(k->original) == id)) { /* switched char */ SEND_TO_Q("\r\nMultiple login detected -- disconnecting.\r\n", k); STATE(k) = CON_CLOSE; if (!target) { target = k->original; mode = UNSWITCH; } if (k->character) k->character->desc = NULL; k->character = NULL; k->original = NULL; } else if (k->character && (GET_IDNUM(k->character) == id)) { if (!target && STATE(k) == CON_PLAYING) { SEND_TO_Q("\r\nThis body has been usurped!\r\n", k); target = k->character; mode = USURP; } k->character->desc = NULL; k->character = NULL; k->original = NULL; SEND_TO_Q("\r\nMultiple login detected -- disconnecting.\r\n", k); STATE(k) = CON_CLOSE; } } /* * now, go through the character list, deleting all characters that * are not already marked for deletion from the above step (i.e., in the * CON_HANGUP state), and have not already been selected as a target for * switching into. In addition, if we haven't already found a target, * choose one if one is available (while still deleting the other * duplicates, though theoretically none should be able to exist). */ for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (IS_NPC(ch)) continue; if (GET_IDNUM(ch) != id) continue; /* ignore chars with descriptors (already handled by above step) */ if (ch->desc) continue; /* don't extract the target char we've found one already */ if (ch == target) continue; /* we don't already have a target and found a candidate for switching */ if (!target) { target = ch; mode = RECON; continue; } /* we've found a duplicate - blow him away, dumping his eq in limbo. */ if (ch->in_room != NOWHERE) char_from_room(ch); char_to_room(ch, 1); extract_char(ch); } /* no target for swicthing into was found - allow login to continue */ if (!target) return 0; /* Okay, we've found a target. Connect d to target. */ free_char(d->character); /* get rid of the old char */ d->character = target; d->character->desc = d; d->original = NULL; d->character->char_specials.timer = 0; REMOVE_BIT(PLR_FLAGS(d->character), PLR_MAILING | PLR_WRITING); STATE(d) = CON_PLAYING; switch (mode) { case RECON: SEND_TO_Q("Reconnecting.\r\n", d); act("$n has reconnected.", TRUE, d->character, 0, 0, TO_ROOM); sprintf(buf, "%s [%s] has reconnected.", GET_NAME(d->character), d->host); mudlog(buf, NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE); break; case USURP: SEND_TO_Q("You take over your own body, already in use!\r\n", d); act("$n suddenly keels over in pain, surrounded by a white aura...\r\n" "$n's body has been taken over by a new spirit!", TRUE, d->character, 0, 0, TO_ROOM); sprintf(buf, "%s has re-logged in ... disconnecting old socket.", GET_NAME(d->character)); mudlog(buf, NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE); break; case UNSWITCH: SEND_TO_Q("Reconnecting to unswitched char.", d); sprintf(buf, "%s [%s] has reconnected.", GET_NAME(d->character), d->host); mudlog(buf, NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE); break; } return 1; } /* deal with newcomers and other non-playing sockets */ void nanny(struct descriptor_data *d, char *arg) { char buf[128]; int player_i, load_result; char tmp_name[MAX_INPUT_LENGTH]; struct char_file_u tmp_store; sh_int load_room; skip_spaces(&arg); switch (STATE(d)) { /*. OLC states .*/ case CON_HEDIT: hedit_parse(d, arg); break; case CON_OEDIT: oedit_parse(d, arg); break; case CON_REDIT: redit_parse(d, arg); break; case CON_ZEDIT: zedit_parse(d, arg); break; case CON_MEDIT: medit_parse(d, arg); break; case CON_SEDIT: sedit_parse(d, arg); break; case CON_AEDIT: aedit_parse(d, arg); break; case CON_TRIGEDIT: trigedit_parse(d, arg); break; /*. End of OLC states .*/ case CON_GET_NAME: /* wait for input of name */ if (d->character == NULL) { CREATE(d->character, struct char_data, 1); clear_char(d->character); CREATE(d->character->player_specials, struct player_special_data, 1); d->character->desc = d; } if (!*arg) STATE(d) = CON_CLOSE; else { if ((_parse_name(arg, tmp_name)) || strlen(tmp_name) < 2 || strlen(tmp_name) > MAX_NAME_LENGTH || !Valid_Name(tmp_name) || fill_word(strcpy(buf, tmp_name)) || reserved_word(buf)) { SEND_TO_Q("Invalid name, please try another.\r\n" "Name: ", d); return; } if ((player_i = load_char(tmp_name, &tmp_store)) > -1) { store_to_char(&tmp_store, d->character); GET_PFILEPOS(d->character) = player_i; if (PLR_FLAGGED(d->character, PLR_DELETED)) { /* We get a false positive from the original deleted character. */ free_char(d->character); d->character = NULL; /* Check for multiple creations... */ if (!Valid_Name(tmp_name)) { SEND_TO_Q("Invalid name, please try another.\r\nName: ", d); return; } CREATE(d->character, struct char_data, 1); clear_char(d->character); CREATE(d->character->player_specials, struct player_special_data, 1); d->character->desc = d; CREATE(d->character->player.name, char, strlen(tmp_name) + 1); strcpy(d->character->player.name, CAP(tmp_name)); GET_PFILEPOS(d->character) = player_i; sprintf(buf, "Did I get that right, %s (Y/N)? ", tmp_name); SEND_TO_Q(buf, d); STATE(d) = CON_NAME_CNFRM; } else { /* undo it just in case they are set */ REMOVE_BIT(PLR_FLAGS(d->character), PLR_WRITING | PLR_MAILING | PLR_CRYO); SEND_TO_Q("Password: ", d); echo_off(d); d->idle_tics = 0; STATE(d) = CON_PASSWORD; } } else { /* player unknown -- make new character */ /* Check for multiple creations of a character. */ if (!Valid_Name(tmp_name)) { SEND_TO_Q("Invalid name, please try another.\r\nName: ", d); return; } CREATE(d->character->player.name, char, strlen(tmp_name) + 1); strcpy(d->character->player.name, CAP(tmp_name)); sprintf(buf, "Did I get that right, %s (Y/N)? ", tmp_name); SEND_TO_Q(buf, d); STATE(d) = CON_NAME_CNFRM; } } break; case CON_NAME_CNFRM: /* wait for conf. of new name */ if (UPPER(*arg) == 'Y') { if (isbanned(d->host) >= BAN_NEW) { sprintf(buf, "Request for new char %s denied from [%s] (siteban)", GET_NAME(d->character), d->host); mudlog(buf, NRM, LVL_GOD, TRUE); SEND_TO_Q("Sorry, new characters are not allowed from your site!\r\n", d); STATE(d) = CON_CLOSE; return; } if (circle_restrict) { SEND_TO_Q("Sorry, new players can't be created at the moment.\r\n", d); sprintf(buf, "Request for new char %s denied from [%s] (wizlock)", GET_NAME(d->character), d->host); mudlog(buf, NRM, LVL_GOD, TRUE); STATE(d) = CON_CLOSE; return; } SEND_TO_Q("New character.\r\n", d); sprintf(buf, "Give me a password for %s: ", GET_NAME(d->character)); SEND_TO_Q(buf, d); echo_off(d); STATE(d) = CON_NEWPASSWD; } else if (*arg == 'n' || *arg == 'N') { SEND_TO_Q("Okay, what IS it, then? ", d); free(d->character->player.name); d->character->player.name = NULL; STATE(d) = CON_GET_NAME; } else { SEND_TO_Q("Please type Yes or No: ", d); } break; case CON_PASSWORD: /* get pwd for known player */ /* * To really prevent duping correctly, the player's record should * be reloaded from disk at this point (after the password has been * typed). However I'm afraid that trying to load a character over * an already loaded character is going to cause some problem down the * road that I can't see at the moment. So to compensate, I'm going to * (1) add a 15 or 20-second time limit for entering a password, and (2) * re-add the code to cut off duplicates when a player quits. JE 6 Feb 96 */ echo_on(d); /* turn echo back on */ if (!*arg) STATE(d) = CON_CLOSE; else { if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { sprintf(buf, "Bad PW: %s [%s]", GET_NAME(d->character), d->host); mudlog(buf, BRF, LVL_GOD, TRUE); GET_BAD_PWS(d->character)++; save_char(d->character, NOWHERE); if (++(d->bad_pws) >= max_bad_pws) { /* 3 strikes and you're out. */ SEND_TO_Q("Wrong password... disconnecting.\r\n", d); STATE(d) = CON_CLOSE; } else { SEND_TO_Q("Wrong password.\r\nPassword: ", d); echo_off(d); } return; } /* Password was correct. */ load_result = GET_BAD_PWS(d->character); GET_BAD_PWS(d->character) = 0; d->bad_pws = 0; if (isbanned(d->host) == BAN_SELECT && !PLR_FLAGGED(d->character, PLR_SITEOK)) { SEND_TO_Q("Sorry, this char has not been cleared for login from your site!\r\n", d); STATE(d) = CON_CLOSE; sprintf(buf, "Connection attempt for %s denied from %s", GET_NAME(d->character), d->host); mudlog(buf, NRM, LVL_GOD, TRUE); return; } if (GET_LEVEL(d->character) < circle_restrict) { SEND_TO_Q("The game is temporarily restricted.. try again later.\r\n", d); STATE(d) = CON_CLOSE; sprintf(buf, "Request for login denied for %s [%s] (wizlock)", GET_NAME(d->character), d->host); mudlog(buf, NRM, LVL_GOD, TRUE); return; } /* check and make sure no other copies of this player are logged in */ if (perform_dupe_check(d)) return; if (GET_LEVEL(d->character) >= LVL_IMMORT) SEND_TO_Q(imotd, d); else SEND_TO_Q(motd, d); sprintf(buf, "%s [%s] has connected.", GET_NAME(d->character), d->host); mudlog(buf, BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE); if (load_result) { sprintf(buf, "\r\n\r\n\007\007\007" "%s%d LOGIN FAILURE%s SINCE LAST SUCCESSFUL LOGIN.%s\r\n", CCRED(d->character, C_SPR), load_result, (load_result > 1) ? "S" : "", CCNRM(d->character, C_SPR)); SEND_TO_Q(buf, d); GET_BAD_PWS(d->character) = 0; } SEND_TO_Q("\r\n\n*** PRESS RETURN: ", d); STATE(d) = CON_RMOTD; } break; case CON_NEWPASSWD: case CON_CHPWD_GETNEW: if (!*arg || strlen(arg) > MAX_PWD_LENGTH || strlen(arg) < 3 || !str_cmp(arg, GET_NAME(d->character))) { SEND_TO_Q("\r\nIllegal password.\r\n", d); SEND_TO_Q("Password: ", d); return; } strncpy(GET_PASSWD(d->character), CRYPT(arg, GET_NAME(d->character)), MAX_PWD_LENGTH); *(GET_PASSWD(d->character) + MAX_PWD_LENGTH) = '\0'; SEND_TO_Q("Please retype password: ", d); if (STATE(d) == CON_NEWPASSWD) STATE(d) = CON_CNFPASSWD; else STATE(d) = CON_CHPWD_VRFY; break; case CON_CNFPASSWD: case CON_CHPWD_VRFY: if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { SEND_TO_Q("\r\nPasswords don't match... start over.\r\n", d); SEND_TO_Q("Password: ", d); if (STATE(d) == CON_CNFPASSWD) STATE(d) = CON_NEWPASSWD; else STATE(d) = CON_CHPWD_GETNEW; return; } echo_on(d); STATE(d) = CON_QSEX; SEND_TO_Q("What is your sex (\x1B[1;34mM\x1B[0;0m/\x1B[1;35mF\x1B[0;0m)?\r\n", d); break; case CON_QSEX: switch (*arg) { case 'm': case 'M': d->character->player.sex = SEX_MALE; break; case 'f': case 'F': d->character->player.sex = SEX_FEMALE; break; default: SEND_TO_Q("That is not a sex..\r\n" "What IS your sex? ", d); return; } STATE(d) = CON_QEYE; SEND_TO_Q("\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n" " \x1B[1;31mWhat color eyes do you have?\x1B[0;0m\r\n" "\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n" "\x1B[1;33m(\x1B[1;36m1\x1B[1;33m)\x1B[0;0m I have \x1B[1;30mblack\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m2\x1B[1;33m)\x1B[0;0m I have \x1B[1;37mwhite\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m3\x1B[1;33m)\x1B[0;0m I have \x1B[1;34mblue\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m4\x1B[1;33m)\x1B[0;0m I have \x1B[1;32mgreen\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m5\x1B[1;33m)\x1B[0;0m I have \x1B[33mbrown\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m6\x1B[1;33m)\x1B[0;0m I have \x1B[1;35mpurple\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m7\x1B[1;33m)\x1B[0;0m I have \x1B[1;31mred\x1B[0;0m eyes.\r\n" "\x1B[1;33m(\x1B[1;36m8\x1B[1;33m)\x1B[0;0m I have \x1B[1;33myellow\x1B[0;0m eyes.\r\n" "\x1B[36mEye Color\x1B[0;0m:\r\n", d); break; case CON_QEYE: /* query eye color of new user */ switch (*arg) { case '1': d->character->player.eye = EYE_BLACK; break; case '2': d->character->player.eye = EYE_WHITE; break; case '3': d->character->player.eye = EYE_BLUE; break; case '4': d->character->player.eye = EYE_GREEN; break; case '5': d->character->player.eye = EYE_BROWN; break; case '6': d->character->player.eye = EYE_PURPLE; break; case '7': d->character->player.eye = EYE_RED; break; case '8': d->character->player.eye = EYE_YELLOW; break; default: SEND_TO_Q("That is not an eye color.\r\n", d); return; } STATE(d) = CON_QHAIRL; SEND_TO_Q("\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n" " \x1B[1;31mWhat is your hair length?\x1B[0;0m\r\n" "\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n" "\x1B[1;33m(\x1B[1;36m1\x1B[1;33m)\x1B[0;0m I have very short hair.\r\n" "\x1B[1;33m(\x1B[1;36m2\x1B[1;33m)\x1B[0;0m I have short hair. \r\n" "\x1B[1;33m(\x1B[1;36m3\x1B[1;33m)\x1B[0;0m I have medium length hair. \r\n" "\x1B[1;33m(\x1B[1;36m4\x1B[1;33m)\x1B[0;0m I have long hair. \r\n" "\x1B[1;33m(\x1B[1;36m5\x1B[1;33m)\x1B[0;0m I have very long hair, \r\n" "\x1B[36mHair Length\x1B[0;0m:\r\n", d); break; case CON_QHAIRL: switch (*arg) { case '1': d->character->player.hairl = HAIRL_V_SHORT; break; case '2': d->character->player.hairl = HAIRL_SHORT; break; case '3': d->character->player.hairl = HAIRL_MEDIUM; break; case '4': d->character->player.hairl = HAIRL_LONG; break; case '5': d->character->player.hairl = HAIRL_V_LONG; break; default: SEND_TO_Q("That is not a hair length.\r\n", d); return; } STATE(d) = CON_QHAIRC; SEND_TO_Q("\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n" " \x1B[1;31mWhat is your hair color?\x1B[0;0m\r\n" "\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n" "\x1B[1;33m(\x1B[1;36m1\x1B[1;33m)\x1B[0;0m I have \x1B[1;30mblack\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m2\x1B[1;33m)\x1B[0;0m I have \x1B[1;37mwhite\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m3\x1B[1;33m)\x1B[0;0m I have \x1B[1;34mblue\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m4\x1B[1;33m)\x1B[0;0m I have \x1B[1;32mgreen\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m5\x1B[1;33m)\x1B[0;0m I have \x1B[33mbrown\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m6\x1B[1;33m)\x1B[0;0m I have \x1B[1;35mpurple\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m7\x1B[1;33m)\x1B[0;0m I have \x1B[1;31mred\x1B[0;0m hair\r\n" "\x1B[1;33m(\x1B[1;36m8\x1B[1;33m)\x1B[0;0m I have \x1B[1;33myellow\x1B[0;0m hair\r\n" "\x1B[36mHair Color\x1B[0;0m:\r\n", d); break; case CON_QHAIRC: /* query hair color of new user */ switch (*arg) { case '1': d->character->player.hairc = HAIRC_BLACK; break; case '2': d->character->player.hairc = HAIRC_WHITE; break; case '3': d->character->player.hairc = HAIRC_BLUE; break; case '4': d->character->player.hairc = HAIRC_GREEN; break; case '5': d->character->player.hairc = HAIRC_BROWN; break; case '6': d->character->player.hairc = HAIRC_PURPLE; break; case '7': d->character->player.hairc = HAIRC_RED; break; case '8': d->character->player.hairc = HAIRC_YELLOW; break; default: SEND_TO_Q("That is not a hair color..\r\n", d); return; } SEND_TO_Q(class_menu, d); SEND_TO_Q("\r\nPick a Race: ", d); STATE(d) = CON_QCLASS; break; case CON_QCLASS: load_result = parse_class(*arg); if (load_result == CLASS_UNDEFINED) { SEND_TO_Q("\r\nThat's not a race.\r\nPick a Race: ", d); return; } else GET_CLASS(d->character) = load_result; if (GET_PFILEPOS(d->character) < 0) GET_PFILEPOS(d->character) = create_entry(GET_NAME(d->character)); init_char(d->character); save_char(d->character, NOWHERE); SEND_TO_Q(motd, d); SEND_TO_Q("\r\n\n*** PRESS RETURN: ", d); STATE(d) = CON_RMOTD; sprintf(buf, "%s [%s] new player.", GET_NAME(d->character), d->host); mudlog(buf, NRM, LVL_IMMORT, TRUE); break; case CON_RMOTD: /* read CR after printing motd */ SEND_TO_Q(MENU, d); STATE(d) = CON_MENU; break; case CON_MENU: /* get selection from main menu */ switch (*arg) { case '0': SEND_TO_Q("Goodbye.\r\n", d); STATE(d) = CON_CLOSE; break; case '1': reset_char(d->character); if (PLR_FLAGGED(d->character, PLR_INVSTART)) GET_INVIS_LEV(d->character) = GET_LEVEL(d->character); if ((load_result = Crash_load(d->character))) d->character->in_room = NOWHERE; /* with the copyover patch, this next line goes in enter_player_game() */ GET_ID(d->character) = GET_IDNUM(d->character); save_char(d->character, NOWHERE); send_to_char(WELC_MESSG, d->character); d->character->next = character_list; character_list = d->character; if ((load_room = GET_LOADROOM(d->character)) != NOWHERE) load_room = real_room(load_room); /* If char was saved with NOWHERE, or real_room above failed... */ if (load_room == NOWHERE) { if (GET_LEVEL(d->character) >= LVL_IMMORT) { load_room = r_immort_start_room; } else { load_room = r_mortal_start_room ; } } if (PLR_FLAGGED(d->character, PLR_FROZEN)) load_room = r_frozen_start_room; char_to_room(d->character, load_room); act("$n has entered the game.", TRUE, d->character, 0, 0, TO_ROOM); STATE(d) = CON_PLAYING; if (!GET_LEVEL(d->character)) { do_start(d->character); send_to_char(START_MESSG, d->character); do_newbie(d->character); } look_at_room(d->character, 0); if (has_mail(GET_IDNUM(d->character))) send_to_char("You have mail waiting.\r\n", d->character); if (load_result == 2) { /* rented items lost */ send_to_char("\r\n\007You could not afford your rent!\r\n" "Your possesions have been donated to the Salvation Army!\r\n", d->character); } d->has_prompt = 0; break; case '2': if (d->character->player.description) { SEND_TO_Q("Current description:\r\n", d); SEND_TO_Q(d->character->player.description, d); /* * Don't free this now... so that the old description gets loaded * as the current buffer in the editor. Do setup the ABORT buffer * here, however. * * free(d->character->player.description); * d->character->player.description = NULL; */ d->backstr = str_dup(d->character->player.description); } SEND_TO_Q("Enter the new text you'd like others to see when they look at you.\r\n", d); SEND_TO_Q("(/s saves /h for help)\r\n", d); d->str = &d->character->player.description; d->max_str = EXDSCR_LENGTH; STATE(d) = CON_EXDESC; break; case '3': page_string(d, background, 0); STATE(d) = CON_RMOTD; break; case '4': SEND_TO_Q("\r\nEnter your password for verification: ", d); echo_off(d); STATE(d) = CON_DELCNF1; break; default: SEND_TO_Q("\r\nThat's not a menu choice!\r\n", d); SEND_TO_Q(MENU, d); break; } break; case CON_CHPWD_GETOLD: if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { echo_on(d); SEND_TO_Q("\r\nIncorrect password.\r\n", d); SEND_TO_Q(MENU, d); STATE(d) = CON_MENU; } else { SEND_TO_Q("\r\nEnter a new password: ", d); STATE(d) = CON_CHPWD_GETNEW; } return; case CON_DELCNF1: echo_on(d); if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { SEND_TO_Q("\r\nIncorrect password.\r\n", d); SEND_TO_Q(MENU, d); STATE(d) = CON_MENU; } else { SEND_TO_Q("\r\nYOU ARE ABOUT TO DELETE THIS CHARACTER PERMANENTLY.\r\n" "ARE YOU ABSOLUTELY SURE?\r\n\r\n" "Please type \"yes\" to confirm: ", d); STATE(d) = CON_DELCNF2; } break; case CON_DELCNF2: if (!strcmp(arg, "yes") || !strcmp(arg, "YES")) { if (PLR_FLAGGED(d->character, PLR_FROZEN)) { SEND_TO_Q("You try to kill yourself, but the ice stops you.\r\n", d); SEND_TO_Q("Character not deleted.\r\n\r\n", d); STATE(d) = CON_CLOSE; return; } if (GET_LEVEL(d->character) < LVL_GRGOD) SET_BIT(PLR_FLAGS(d->character), PLR_DELETED); save_char(d->character, NOWHERE); Crash_delete_file(GET_NAME(d->character)); sprintf(buf, "Character '%s' deleted!\r\n" "Goodbye.\r\n", GET_NAME(d->character)); SEND_TO_Q(buf, d); sprintf(buf, "%s (lev %Ld) has self-deleted.", GET_NAME(d->character), GET_LEVEL(d->character)); mudlog(buf, NRM, LVL_GOD, TRUE); STATE(d) = CON_CLOSE; return; } else { SEND_TO_Q("\r\nCharacter not deleted.\r\n", d); SEND_TO_Q(MENU, d); STATE(d) = CON_MENU; } break; /* Taken care of in game_loop() case CON_CLOSE: close_socket(d); break; */ default: log("SYSERR: Nanny: illegal state of con'ness (%d) for '%s'; closing connection.", STATE(d), d->character ? GET_NAME(d->character) : "<unknown>"); STATE(d) = CON_DISCONNECT; /* Safest to do. */ break; } }