tinymush-2.2.4/conf/
tinymush-2.2.4/scripts/
tinymush-2.2.4/vms/
/* set.c -- commands which set parameters */

#include "autoconf.h"
#include "copyright.h"
#ifndef	lint
static char *RCSid = "$Id: set.c,v 1.8 1995/03/21 00:01:09 ambar Exp $";
USE(RCSid);
#endif

#include "interface.h"
#include "match.h"
#include "flags.h"
#include "attrs.h"

extern NAMETAB indiv_attraccess_nametab[];

dbref 
match_controlled(player, name)
    dbref player;
    const char *name;
{
    dbref mat;

    init_match(player, name, NOTYPE);
    match_everything(MAT_EXIT_PARENTS);
    mat = noisy_match_result();
    if (Good_obj(mat) && !Controls(player, mat)) {
	notify_quiet(player, "Permission denied.");
	return NOTHING;
    } else {
	return (mat);
    }
}

dbref 
match_affected(player, name)
    dbref player;
    const char *name;
{
    dbref mat;

    init_match(player, name, NOTYPE);
    match_everything(MAT_EXIT_PARENTS);
    mat = noisy_match_result();
    if (mat != NOTHING && !Affects(player, mat)) {
	notify_quiet(player, "Permission denied.");
	return NOTHING;
    } else {
	return (mat);
    }
}

dbref 
match_examinable(player, name)
    dbref player;
    const char *name;
{
    dbref mat;

    init_match(player, name, NOTYPE);
    match_everything(MAT_EXIT_PARENTS);
    mat = noisy_match_result();
    if (mat != NOTHING && !Examinable(player, mat)) {
	notify_quiet(player, "Permission denied.");
	return NOTHING;
    } else {
	return (mat);
    }
}

void 
do_name(player, cause, key, name, newname)
    dbref player, cause;
    int key;
    const char *name, *newname;
{
    dbref thing;
    char *buff;

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

    /* check for bad name */
    if (*newname == '\0') {
	notify_quiet(player, "Give it what new name?");
	return;
    }
    /* check for renaming a player */
    if (isPlayer(thing)) {

	buff = trim_spaces((char *) newname);
	if (!ok_player_name(buff) ||
	    !badname_check(buff)) {
	    notify_quiet(player, "You can't use that name.");
	    free_lbuf(buff);
	    return;
	} else if (string_compare(buff, Name(thing)) &&
		   (lookup_player(NOTHING, buff, 0) != NOTHING)) {

	    /* string_compare allows changing foo to Foo, etc. */

	    notify_quiet(player, "That name is already in use.");
	    free_lbuf(buff);
	    return;
	}
	/* everything ok, notify */
	STARTLOG(LOG_SECURITY, "SEC", "CNAME")
	    log_name(thing),
	    log_text((char *) " renamed to ");
	log_text(buff);
	ENDLOG
	    if (Suspect(thing)) {
	    raw_broadcast(WIZARD,
			  "[Suspect] %s renamed to %s", Name(thing), buff);
	}
	delete_player_name(thing, Name(thing));
	s_Name(thing, buff);
	add_player_name(thing, Name(thing));
	if (!Quiet(player) && !Quiet(thing))
	    notify_quiet(player, "Name set.");
	free_lbuf(buff);
	return;
    } else {
	if (!ok_name(newname)) {
	    notify_quiet(player, "That is not a reasonable name.");
	    return;
	}
	/* everything ok, change the name */
	s_Name(thing, newname);
	if (!Quiet(player) && !Quiet(thing))
	    notify_quiet(player, "Name set.");
    }
}

/* ---------------------------------------------------------------------------
 * do_alias: Make an alias for a player or object.
 */

void 
do_alias(player, cause, key, name, alias)
    dbref player, cause;
    int key;
    char *name, *alias;
{
    dbref thing, aowner;
    int aflags;
    ATTR *ap;
    char *oldalias, *trimalias;

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

    /* check for renaming a player */

    ap = atr_num(A_ALIAS);
    if (isPlayer(thing)) {

	/* Fetch the old alias */

	oldalias = atr_pget(thing, A_ALIAS, &aowner, &aflags);
	trimalias = trim_spaces(alias);

	if (!Controls(player, thing)) {

	    /* Make sure we have rights to do it.  We can't do
	     * the normal Set_attr check because ALIAS is only
	     * writable by GOD and we want to keep people from
	     * doing &ALIAS and bypassing the player name checks.
	     */

	    notify_quiet(player, "Permission denied.");
	} else if (!*trimalias) {

	    /* New alias is null, just clear it */

	    delete_player_name(thing, oldalias);
	    atr_clr(thing, A_ALIAS);
	    if (!Quiet(player))
		notify_quiet(player, "Alias removed.");
	} else if (lookup_player(NOTHING, trimalias, 0) != NOTHING) {

	    /* Make sure new alias isn't already in use */

	    notify_quiet(player, "That name is already in use.");
	} else if (!ok_player_name(trimalias) ||
		   !badname_check(trimalias)) {

	    /* Make sure this is a valid player name. */
	    notify_quiet(player, "You can't use that name.");
	} else {

	    /* Remove the old name and add the new name */

	    delete_player_name(thing, oldalias);
	    atr_add(thing, A_ALIAS, trimalias, Owner(player),
		    aflags);
	    if (add_player_name(thing, trimalias)) {
		if (!Quiet(player))
		    notify_quiet(player, "Alias set.");
	    } else {
		notify_quiet(player, "Error setting alias.");
	    }
	}
	free_lbuf(trimalias);
	free_lbuf(oldalias);
    } else {
	atr_pget_info(thing, A_ALIAS, &aowner, &aflags);

	/* Make sure we have rights to do it */

	if (!Set_attr(player, thing, ap, aflags)) {
	    notify_quiet(player, "Permission denied.");
	} else {
	    atr_add(thing, A_ALIAS, alias, Owner(player), aflags);
	    if (!Quiet(player))
		notify_quiet(player, "Set.");
	}
    }
}

/* ---------------------------------------------------------------------------
 * do_lock: Set a lock on an object or attribute.
 */

void 
do_lock(player, cause, key, name, keytext)
    dbref player, cause;
    int key;
    char *name, *keytext;
{
    dbref thing, aowner;
    int atr, aflags;
    ATTR *ap;
    struct boolexp *okey;

    if (parse_attrib(player, name, &thing, &atr)) {
	if (atr != NOTHING) {
	    if (!atr_get_info(thing, atr, &aowner, &aflags)) {
		notify_quiet(player,
			     "Attribute not present on object.");
		return;
	    }
	    ap = atr_num(atr);

	    /* You may lock an attribute if:
	     * you could write the attribute if it were stored on
	     * yourself
	     *    --and--
	     * you own the attribute or are a wizard as long as
	     * you are not #1 and are trying to do something to #1.
	     */

	    if (ap && (God(player) ||
		       (!God(thing) && Set_attr(player, player, ap, 0) &&
			(Wizard(player) ||
			 (aowner == Owner(player)))))) {
		aflags |= AF_LOCK;
		atr_set_flags(thing, atr, aflags);
		if (!Quiet(player) && !Quiet(thing))
		    notify_quiet(player,
				 "Attribute locked.");
	    } else {
		notify_quiet(player, "Permission denied.");
	    }
	    return;
	}
    }
    init_match(player, name, NOTYPE);
    match_everything(MAT_EXIT_PARENTS);
    thing = match_result();

    switch (thing) {
    case NOTHING:
	notify_quiet(player,
		     "I don't see what you want to lock!");
	return;
    case AMBIGUOUS:
	notify_quiet(player,
		     "I don't know which one you want to lock!");
	return;
    default:
	if (!controls(player, thing)) {
	    notify_quiet(player, "You can't lock that!");
	    return;
	}
    }

    okey = parse_boolexp(player, keytext, 0);
    if (okey == TRUE_BOOLEXP) {
	notify_quiet(player, "I don't understand that key.");
    } else {

	/* everything ok, do it */

	if (!key)
	    key = A_LOCK;
	atr_add_raw(thing, key, unparse_boolexp_quiet(player, okey));
	if (!Quiet(player) && !Quiet(thing))
	    notify_quiet(player, "Locked.");
    }
    free_boolexp(okey);
}

/* ---------------------------------------------------------------------------
 * Remove a lock from an object of attribute.
 */

void 
do_unlock(player, cause, key, name)
    dbref player, cause;
    int key;
    char *name;
{
    dbref thing, aowner;
    int atr, aflags;
    ATTR *ap;

    if (parse_attrib(player, name, &thing, &atr)) {
	if (atr != NOTHING) {
	    if (!atr_get_info(thing, atr, &aowner, &aflags)) {
		notify_quiet(player,
			     "Attribute not present on object.");
		return;
	    }
	    ap = atr_num(atr);

	    /* You may unlock an attribute if:
	     * you could write the attribute if it were stored on
	     * yourself
	     *   --and--
	     * you own the attribute or are a wizard as long as
	     * you are not #1 and are trying to do something to #1.
	     */

	    if (ap && (God(player) ||
		       (!God(thing) && Set_attr(player, player, ap, 0) &&
			(Wizard(player) ||
			 (aowner == Owner(player)))))) {
		aflags &= ~AF_LOCK;
		atr_set_flags(thing, atr, aflags);
		if (Owner(player != Owner(thing)))
		    if (!Quiet(player) && !Quiet(thing))
			notify_quiet(player,
				     "Attribute unlocked.");
	    } else {
		notify_quiet(player, "Permission denied.");
	    }
	    return;
	}
    }
    if (!key)
	key = A_LOCK;
    if ((thing = match_controlled(player, name)) != NOTHING) {
	atr_clr(thing, key);
	if (!Quiet(player) && !Quiet(thing))
	    notify_quiet(player, "Unlocked.");
    }
}

/* ---------------------------------------------------------------------------
 * do_unlink: Unlink an exit from its destination or remove a dropto.
 */

void 
do_unlink(player, cause, key, name)
    dbref player, cause;
    int key;
    char *name;
{
    dbref exit;

    init_match(player, name, TYPE_EXIT);
    match_everything(0);
    exit = match_result();

    switch (exit) {
    case NOTHING:
	notify_quiet(player, "Unlink what?");
	break;
    case AMBIGUOUS:
	notify_quiet(player, "I don't know which one you mean!");
	break;
    default:
	if (!controls(player, exit)) {
	    notify_quiet(player, "Permission denied.");
	} else {
	    switch (Typeof(exit)) {
	    case TYPE_EXIT:
		s_Location(exit, NOTHING);
		if (!Quiet(player))
		    notify_quiet(player, "Unlinked.");
		break;
	    case TYPE_ROOM:
		s_Dropto(exit, NOTHING);
		if (!Quiet(player))
		    notify_quiet(player,
				 "Dropto removed.");
		break;
	    default:
		notify_quiet(player, "You can't unlink that!");
		break;
	    }
	}
    }
}

/* ---------------------------------------------------------------------------
 * do_chown: Change ownership of an object or attribute.
 */

void 
do_chown(player, cause, key, name, newown)
    dbref player, cause;
    int key;
    char *name, *newown;
{
    dbref thing, owner, aowner;
    int atr, aflags, do_it = 0, cost = 1, quota = 1;
    ATTR *ap;

    if (parse_attrib(player, name, &thing, &atr)) {
	if (atr != NOTHING) {
	    if (!*newown) {
		owner = Owner(thing);
	    } else if (!(string_compare(newown, "me"))) {
		owner = Owner(player);
	    } else {
		owner = lookup_player(player, newown, 1);
	    }

	    /* You may chown an attr to yourself if you own the
	     * object and the attr is not locked.
	     * You may chown an attr to the owner of the object if
	     * you own the attribute.
	     * To do anything else you must be a wizard.
	     * Only #1 can chown attributes on #1.
	     */

	    if (!atr_get_info(thing, atr, &aowner, &aflags)) {
		notify_quiet(player,
			     "Attribute not present on object.");
		return;
	    }
	    if (owner == NOTHING) {
		notify_quiet(player,
			     "I couldn't find that player.");
	    } else if (God(thing) && !God(player)) {
		notify_quiet(player, "Permission denied.");
	    } else if (Wizard(player)) {
		do_it = 1;
	    } else if (owner == Owner(player)) {

		/* chown to me: only if I own the obj and
				 * !locked */

		if (!Controls(player, thing) ||
		    (aflags & AF_LOCK)) {
		    notify_quiet(player,
				 "Permission denied.");
		} else {
		    do_it = 1;
		}
	    } else if (owner == Owner(thing)) {

		/* chown to obj owner: only if I own attr
				 * and !locked */

		if ((Owner(player) != aowner) ||
		    (aflags & AF_LOCK)) {
		    notify_quiet(player,
				 "Permission denied.");
		} else {
		    do_it = 1;
		}
	    } else {
		notify_quiet(player, "Permission denied.");
	    }

	    if (!do_it)
		return;

	    ap = atr_num(atr);
	    if (!ap || !Set_attr(player, player, ap, aflags)) {
		notify_quiet(player, "Permission denied.");
		return;
	    }
	    atr_set_owner(thing, atr, owner);
	    if (!Quiet(player))
		notify_quiet(player,
			     "Attribute owner changed.");
	    return;
	}
    }
    init_match(player, name, TYPE_THING);
    match_possession();
    match_here();
    match_exit();
    match_me();
    if (Wizard(player)) {
	match_player();
	match_absolute();
    }
    switch (thing = match_result()) {
    case NOTHING:
	notify_quiet(player, "You don't have that!");
	return;
    case AMBIGUOUS:
	notify_quiet(player, "I don't know which you mean!");
	return;
    }

    if (!*newown || !(string_compare(newown, "me"))) {
	owner = Owner(player);
    } else {
	owner = lookup_player(player, newown, 1);
    }

    switch (Typeof(thing)) {
    case TYPE_ROOM:
	cost = mudconf.digcost;
	quota = mudconf.room_quota;
	break;
    case TYPE_THING:
	cost = OBJECT_DEPOSIT(Pennies(thing));
	quota = mudconf.thing_quota;
	break;
    case TYPE_EXIT:
	cost = mudconf.opencost;
	quota = mudconf.exit_quota;
	break;
    case TYPE_PLAYER:
	cost = mudconf.robotcost;
	quota = mudconf.player_quota;
    }

    if (owner == NOTHING) {
	notify_quiet(player, "I couldn't find that player.");
    } else if (isPlayer(thing) && !God(player)) {
	notify_quiet(player, "Players always own themselves.");
    } else if (((!controls(player, thing) && !Chown_ok(thing)) ||
		(isThing(thing) && (Location(thing) != player) &&
		 !Wizard(player))) ||
	       (!controls(player, owner))) {
	notify_quiet(player, "Permission denied.");
    } else if (canpayfees(player, owner, cost, quota, Typeof(thing))) {
	payfees(owner, cost, quota, Typeof(thing));
	payfees(Owner(thing), -cost, -quota, Typeof(thing));

	if (God(player)) {
	    s_Owner(thing, owner);
	} else {
	    s_Owner(thing, Owner(owner));
	}
	atr_chown(thing);
	s_Flags(thing, (Flags(thing) & ~(CHOWN_OK | INHERIT)) | HALT);
	halt_que(NOTHING, thing);
	if (!Quiet(player))
	    notify_quiet(player, "Owner changed.");
    }
}

/* ---------------------------------------------------------------------------
 * do_set: Set flags or attributes on objects, or flags on attributes.
 */

static void 
set_attr_internal(player, thing, attrnum, attrtext, key)
    dbref player, thing;
    int attrnum, key;
    char *attrtext;
{
    dbref aowner;
    int aflags, could_hear;
    ATTR *attr;

    attr = atr_num(attrnum);
    atr_pget_info(thing, attrnum, &aowner, &aflags);
    if (attr && Set_attr(player, thing, attr, aflags)) {
	if ((attr->check != NULL) &&
	    (!(*attr->check) (0, player, thing, attrnum, attrtext)))
	    return;
	could_hear = Hearer(thing);
	atr_add(thing, attrnum, attrtext, Owner(player), aflags);
	handle_ears(thing, could_hear, Hearer(thing));
	if (!(key & SET_QUIET) && !Quiet(player) && !Quiet(thing))
	    notify_quiet(player, "Set.");
    } else {
	notify_quiet(player, "Permission denied.");
    }
}

void 
do_set(player, cause, key, name, flag)
    dbref player, cause;
    int key;
    char *name, *flag;
{
    dbref thing, thing2, aowner;
    char *p, *buff;
    int atr, atr2, aflags, clear, flagvalue, could_hear;
    ATTR *attr, *attr2;

    /* See if we have the <obj>/<attr> form, which is how you set attribute
     * flags.
     */

    if (parse_attrib(player, name, &thing, &atr)) {
	if (atr != NOTHING) {

	    /* You must specify a flag name */

	    if (!flag || !*flag) {
		notify_quiet(player,
			     "I don't know what you want to set!");
		return;
	    }
	    /* Check for clearing */

	    clear = 0;
	    if (*flag == NOT_TOKEN) {
		flag++;
		clear = 1;
	    }
	    /* Make sure player specified a valid attribute flag */

	    flagvalue = search_nametab(player,
				       indiv_attraccess_nametab, flag);
	    if (flagvalue == -1) {
		notify_quiet(player, "You can't set that!");
		return;
	    }
	    /* Make sure the object has the attribute present */

	    if (!atr_get_info(thing, atr, &aowner, &aflags)) {
		notify_quiet(player,
			     "Attribute not present on object.");
		return;
	    }
	    /* Make sure we can write to the attribute */

	    attr = atr_num(atr);
	    if (!attr || !Set_attr(player, thing, attr, aflags)) {
		notify_quiet(player, "Permission denied.");
		return;
	    }
	    /* Go do it */

	    if (clear)
		aflags &= ~flagvalue;
	    else
		aflags |= flagvalue;
	    could_hear = Hearer(thing);
	    atr_set_flags(thing, atr, aflags);

	    /* Tell the player about it. */

	    handle_ears(thing, could_hear, Hearer(thing));
	    if (!(key & SET_QUIET) &&
		!Quiet(player) && !Quiet(thing)) {
		if (clear)
		    notify_quiet(player, "Cleared.");
		else
		    notify_quiet(player, "Set.");
	    }
	    return;
	}
    }
    /* find thing */

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

    /* check for attribute set first */
    for (p = flag; *p && (*p != ':'); p++);

    if (*p) {
	*p++ = 0;
	atr = mkattr(flag);
	if (atr <= 0) {
	    notify_quiet(player, "Couldn't create attribute.");
	    return;
	}
	attr = atr_num(atr);
	if (!attr) {
	    notify_quiet(player, "Permission denied.");
	    return;
	}
	atr_get_info(thing, atr, &aowner, &aflags);
	if (!Set_attr(player, thing, attr, aflags)) {
	    notify_quiet(player, "Permission denied.");
	    return;
	}
	buff = alloc_lbuf("do_set");

	/* check for _ */
	if (*p == '_') {
	    strcpy(buff, p + 1);
	    if (!parse_attrib(player, p + 1, &thing2, &atr2) ||
		(atr2 == NOTHING)) {
		notify_quiet(player, "No match.");
		free_lbuf(buff);
		return;
	    }
	    attr2 = atr_num(atr2);
	    p = buff;
	    atr_pget_str(buff, thing2, atr2, &aowner, &aflags);

	    if (!attr2 ||
		!See_attr(player, thing2, attr2, aowner, aflags)) {
		notify_quiet(player, "Permission denied.");
		free_lbuf(buff);
		return;
	    }
	}
	/* Go set it */

	set_attr_internal(player, thing, atr, p, key);
	free_lbuf(buff);
	return;
    }
    /* Set or clear a flag */

    flag_set(thing, player, flag, key);
}

void 
do_setattr(player, cause, attrnum, name, attrtext)
    dbref player, cause;
    int attrnum;
    char *name, *attrtext;
{
    dbref thing;

    init_match(player, name, NOTYPE);
    match_everything(MAT_EXIT_PARENTS);
    thing = noisy_match_result();

    if (thing == NOTHING)
	return;
    set_attr_internal(player, thing, attrnum, attrtext, 0);
}

void 
do_mvattr(player, cause, key, what, args, nargs)
    dbref player, cause;
    int key, nargs;
    char *what, *args[];
{
    dbref thing, aowner, axowner;
    ATTR *in_attr, *out_attr;
    int i, anum, in_anum, aflags, axflags, no_delete, num_copied;
    char *astr;

    /* Make sure we have something to do. */

    if (nargs < 2) {
	notify_quiet(player, "Nothing to do.");
	return;
    }
    /* FInd and make sure we control the target object. */

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

    /* Look up the source attribute.  If it either doesn't exist or isn't
     * readable, use an empty string.
     */

    in_anum = -1;
    astr = alloc_lbuf("do_mvattr");
    in_attr = atr_str(args[0]);
    if (in_attr == NULL) {
	*astr = '\0';
    } else {
	atr_get_str(astr, thing, in_attr->number, &aowner, &aflags);
	if (!See_attr(player, thing, in_attr, aowner, aflags)) {
	    *astr = '\0';
	} else {
	    in_anum = in_attr->number;
	}
    }

    /* Copy the attribute to each target in turn. */

    no_delete = 0;
    num_copied = 0;
    for (i = 1; i < nargs; i++) {
	anum = mkattr(args[i]);
	if (anum <= 0) {
	    notify_quiet(player,
		     tprintf("%s: That's not a good name for an attribute.",
			     args[i]));
	    continue;
	}
	out_attr = atr_num(anum);
	if (!out_attr) {
	    notify_quiet(player,
			 tprintf("%s: Permission denied.", args[i]));
	} else if (out_attr->number == in_anum) {
	    no_delete = 1;
	} else {
	    atr_get_info(thing, out_attr->number, &axowner,
			 &axflags);
	    if (!Set_attr(player, thing, out_attr, axflags)) {
		notify_quiet(player,
			     tprintf("%s: Permission denied.",
				     args[i]));
	    } else {
		atr_add(thing, out_attr->number, astr,
			Owner(player), aflags);
		num_copied++;
		if (!Quiet(player))
		    notify_quiet(player,
				 tprintf("%s: Set.",
					 out_attr->name));
	    }
	}
    }

    /* Remove the source attribute if we can. */

    if (num_copied < 1) {
	notify_quiet(player,
		     tprintf("%s: Not copied anywhere. Not cleared.",
			     in_attr->name));
    } else if ((in_anum > 0) && !no_delete) {
	in_attr = atr_num(in_anum);
	if (in_attr && Set_attr(player, thing, in_attr, aflags)) {
	    atr_clr(thing, in_attr->number);
	    if (!Quiet(player))
		notify_quiet(player,
			     tprintf("%s: Cleared.",
				     in_attr->name));
	} else {
	    if (in_attr) {
		notify_quiet(player,
			     tprintf("%s: Could not remove old attribute.  Permission denied.",
				     in_attr->name));
	    } else {
		notify_quiet(player, "Could not remove old attribute. Non-existent attribute.");
	    }
	}
    }
    free_lbuf(astr);
}

/* ---------------------------------------------------------------------------
 * parse_attrib, parse_attrib_wild: parse <obj>/<attr> tokens.
 */

int 
parse_attrib(player, str, thing, atr)
    dbref player, *thing;
    int *atr;
    char *str;
{
    ATTR *attr;
    char *buff;
    dbref aowner;
    int aflags;

    if (!str)
	return 0;

    /* Break apart string into obj and attr.  Return on failure */

    buff = alloc_lbuf("parse_attrib");
    strcpy(buff, str);
    if (!parse_thing_slash(player, buff, &str, thing)) {
	free_lbuf(buff);
	return 0;
    }
    /* Get the named attribute from the object if we can */

    attr = atr_str(str);
    free_lbuf(buff);
    if (!attr) {
	*atr = NOTHING;
    } else {
	atr_pget_info(*thing, attr->number, &aowner, &aflags);
	if (!See_attr(player, *thing, attr, aowner, aflags)) {
	    *atr = NOTHING;
	} else {
	    *atr = attr->number;
	}
    }
    return 1;
}

static void 
find_wild_attrs(player, thing, str, check_exclude, hash_insert,
		get_locks)
    dbref player, thing;
    char *str;
    int check_exclude, hash_insert, get_locks;
{
    ATTR *attr;
    char *as;
    dbref aowner;
    int ca, ok, aflags;

    /* Walk the attribute list of the object */

    atr_push();
    for (ca = atr_head(thing, &as); ca; ca = atr_next(&as)) {
	attr = atr_num(ca);

	/* Discard bad attributes and ones we've seen before. */

	if (!attr)
	    continue;

	if (check_exclude &&
	    ((attr->flags & AF_PRIVATE) ||
	     nhashfind(ca, &mudstate.parent_htab)))
	    continue;

	/* If we aren't the top level remember this attr so we exclude
	 * it in any parents.
	 */

	atr_get_info(thing, ca, &aowner, &aflags);
	if (check_exclude && (aflags & AF_PRIVATE))
	    continue;

	if (get_locks)
	    ok = Read_attr(player, thing, attr, aowner, aflags);
	else
	    ok = See_attr(player, thing, attr, aowner, aflags);

	if (ok && quick_wild(str, (char *) attr->name)) {
	    olist_add(ca);
	    if (hash_insert) {
		nhashadd(ca, (int *) attr,
			 &mudstate.parent_htab);
	    }
	}
    }
    atr_pop();
}

int 
parse_attrib_wild(player, str, thing, check_parents, get_locks, df_star)
    dbref player, *thing;
    char *str;
    int check_parents, get_locks, df_star;
{
    char *buff;
    dbref parent;
    int check_exclude, hash_insert, lev;

    olist_init();
    if (!str)
	return 0;

    buff = alloc_lbuf("parse_attrib_wild");
    strcpy(buff, str);

    /* Separate name and attr portions at the first / */

    if (!parse_thing_slash(player, buff, &str, thing)) {

	/* Not in obj/attr format, return if not defaulting to * */

	if (!df_star) {
	    free_lbuf(buff);
	    return 0;
	}
	/* Look for the object, return failure if not found */

	init_match(player, buff, NOTYPE);
	match_everything(MAT_EXIT_PARENTS);
	*thing = match_result();

	if (!Good_obj(*thing)) {
	    free_lbuf(buff);
	    return 0;
	}
	str = (char *) "*";
    }
    /* Check the object (and optionally all parents) for attributes */

    if (check_parents) {
	check_exclude = 0;
	hash_insert = check_parents;
	nhashflush(&mudstate.parent_htab, 0);
	ITER_PARENTS(*thing, parent, lev) {
	    if (!Good_obj(Parent(parent)))
		hash_insert = 0;
	    find_wild_attrs(player, parent, str, check_exclude,
			    hash_insert, get_locks);
	    check_exclude = 1;
	}
    } else {
	find_wild_attrs(player, *thing, str, 0, 0, get_locks);
    }
    free_lbuf(buff);
    return 1;
}

/* ---------------------------------------------------------------------------
 * edit_string, do_edit: Modify attributes.
 */

void 
edit_string(src, dst, from, to)
    char *src, **dst, *from, *to;
{
    char *cp;

    /* Do the substitution.  Idea for prefix/suffix from R'nice@TinyTIM */

    if (!strcmp(from, "^")) {
	/* Prepend 'to' to string */

	*dst = alloc_lbuf("edit_string.^");
	cp = *dst;
	safe_str(to, *dst, &cp);
	safe_str(src, *dst, &cp);
    } else if (!strcmp(from, "$")) {
	/* Append 'to' to string */

	*dst = alloc_lbuf("edit_string.$");
	cp = *dst;
	safe_str(src, *dst, &cp);
	safe_str(to, *dst, &cp);
    } else {
	/* replace all occurances of 'from' with 'to'.  Handle the
	 * special cases of from = \$ and \^.
	 */

	if (((from[0] == '\\') || (from[0] == '%')) &&
	    ((from[1] == '$') || (from[1] == '^')) &&
	    (from[2] == '\0'))
	    from++;
	*dst = replace_string(from, to, src);
    }
}

void 
do_edit(player, cause, key, it, args, nargs)
    dbref player, cause;
    int key, nargs;
    char *it, *args[];
{
    dbref thing, aowner;
    int attr, got_one, aflags, doit;
    char *from, *to, *result, *atext;
    ATTR *ap;

    /* Make sure we have something to do. */

    if ((nargs < 1) || !*args[0]) {
	notify_quiet(player, "Nothing to do.");
	return;
    }
    from = args[0];
    to = (nargs >= 2) ? args[1] : (char *) "";

    /* Look for the object and get the attribute (possibly wildcarded) */

    if (!it || !*it || !parse_attrib_wild(player, it, &thing, 0, 0, 0)) {
	notify_quiet(player, "No match.");
	return;
    }
    /* Iterate through matching attributes, performing edit */

    got_one = 0;
    atext = alloc_lbuf("do_edit.atext");

    for (attr = olist_first(); attr != NOTHING; attr = olist_next()) {
	ap = atr_num(attr);
	if (ap) {

	    /* Get the attr and make sure we can modify it. */

	    atr_get_str(atext, thing, ap->number,
			&aowner, &aflags);
	    if (Set_attr(player, thing, ap, aflags)) {

		/* Do the edit and save the result */

		got_one = 1;
		edit_string(atext, &result, from, to);
		if (ap->check != NULL) {
		    doit = (*ap->check) (0, player, thing,
					 ap->number, result);
		} else {
		    doit = 1;
		}
		if (doit) {
		    atr_add(thing, ap->number, result,
			    Owner(player), aflags);
		    if (!Quiet(player))
			notify_quiet(player,
				     tprintf("Set - %s: %s",
					     ap->name,
					     result));
		}
		free_lbuf(result);
	    } else {

		/* No rights to change the attr */

		notify_quiet(player,
			     tprintf("%s: Permission denied.",
				     ap->name));
	    }

	}
    }

    /* Clean up */

    free_lbuf(atext);
    olist_init();

    if (!got_one) {
	notify_quiet(player, "No matching attributes.");
    }
}

void 
do_wipe(player, cause, key, it)
    dbref player, cause;
    int key;
    char *it;
{
    dbref thing, aowner;
    int attr, got_one, aflags;
    ATTR *ap;
    char *atext;

    if (!it || !*it || !parse_attrib_wild(player, it, &thing, 0, 0, 1)) {
	notify_quiet(player, "No match.");
	return;
    }
    /* Iterate through matching attributes, zapping the writable ones */

    got_one = 0;
    atext = alloc_lbuf("do_wipe.atext");
    for (attr = olist_first(); attr != NOTHING; attr = olist_next()) {
	ap = atr_num(attr);
	if (ap) {

	    /* Get the attr and make sure we can modify it. */

	    atr_get_str(atext, thing, ap->number,
			&aowner, &aflags);
	    if (Set_attr(player, thing, ap, aflags)) {
		atr_clr(thing, ap->number);
		got_one = 1;
	    }
	}
    }
    /* Clean up */

    free_lbuf(atext);
    olist_init();

    if (!got_one) {
	notify_quiet(player, "No matching attributes.");
    } else {
	if (!Quiet(player))
	    notify_quiet(player, "Wiped.");
    }
}

void 
do_trigger(player, cause, key, object, argv, nargs)
    dbref player, cause;
    int key, nargs;
    char *object, *argv[];
{
    dbref thing;
    int attrib;

    if (!parse_attrib(player, object, &thing, &attrib) || (attrib == NOTHING)) {
	notify_quiet(player, "No match.");
	return;
    }
    if (!controls(player, thing)) {
	notify_quiet(player, "Permission denied.");
	return;
    }
    did_it(player, thing, 0, NULL, 0, NULL, attrib, argv, nargs);

    if (!(key & TRIG_QUIET) && !Quiet(player))
	notify_quiet(player, "Triggered.");

}

void 
do_use(player, cause, key, object)
    dbref player, cause;
    int key;
    char *object;
{
    char *df_use, *df_ouse, *temp;
    dbref thing, aowner;
    int aflags, doit;

    init_match(player, object, NOTYPE);
    match_neighbor();
    match_possession();
    if (Wizard(player)) {
	match_absolute();
	match_player();
    }
    match_me();
    match_here();
    thing = noisy_match_result();
    if (thing == NOTHING)
	return;

    /* Make sure player can use it */

    if (!could_doit(player, thing, A_LUSE)) {
	did_it(player, thing, A_UFAIL,
	       "You can't figure out how to use that.",
	       A_OUFAIL, NULL, A_AUFAIL, (char **) NULL, 0);
	return;
    }
    temp = alloc_lbuf("do_use");
    doit = 0;
    if (*atr_pget_str(temp, thing, A_USE, &aowner, &aflags))
	doit = 1;
    else if (*atr_pget_str(temp, thing, A_OUSE, &aowner, &aflags))
	doit = 1;
    else if (*atr_pget_str(temp, thing, A_AUSE, &aowner, &aflags))
	doit = 1;
    free_lbuf(temp);

    if (doit) {
	df_use = alloc_lbuf("do_use.use");
	df_ouse = alloc_lbuf("do_use.ouse");
	sprintf(df_use, "You use %s", Name(thing));
	sprintf(df_ouse, "uses %s", Name(thing));
	did_it(player, thing, A_USE, df_use, A_OUSE, df_ouse, A_AUSE,
	       (char **) NULL, 0);
	free_lbuf(df_use);
	free_lbuf(df_ouse);
    } else {
	notify_quiet(player, "You can't figure out how to use that.");
    }
}

/* ---------------------------------------------------------------------------
 * do_setvattr: Set a user-named (or possibly a predefined) attribute.
 */

void 
do_setvattr(player, cause, key, arg1, arg2)
    dbref player, cause;
    int key;
    char *arg1, *arg2;
{
    char *s;
    int anum;

    arg1++;			/* skip the '&' */
    for (s = arg1; *s && !isspace(*s); s++);	/* take to the space */
    if (*s)
	*s++ = '\0';		/* split it */

    anum = mkattr(arg1);	/* Get or make attribute */
    if (anum <= 0) {
	notify_quiet(player,
		     "That's not a good name for an attribute.");
	return;
    }
    do_setattr(player, cause, anum, s, arg2);
}