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/cvs/deliantra/server/server/c_wiz.C
Revision: 1.2
Committed: Thu Aug 24 13:13:49 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +1 -16 lines
Log Message:
- added cfperl.h, soon to be used by events
- no perl == exit, its no longer optional
- moved server main loop entirely in perl
- removed lots of unneeded timekeeping cruft

File Contents

# Content
1 /*
2 * static char *rcsid_c_wiz_c =
3 * "$Id: c_wiz.C,v 1.1 2006-08-13 17:16:04 elmex Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef __CEXTRACT__
31 #include <sproto.h>
32 #endif
33 #include <spells.h>
34 #include <treasure.h>
35 #include <skills.h>
36
37 /** Defines for DM item stack **/
38 #define STACK_SIZE 50 /* Stack size, static */
39 /* Values for 'from' field of get_dm_object */
40 #define STACK_FROM_NONE 0 /* Item was not found */
41 #define STACK_FROM_TOP 1 /* Item is stack top */
42 #define STACK_FROM_STACK 2 /* Item is somewhere in stack */
43 #define STACK_FROM_NUMBER 3 /* Item is a number (may be top) */
44
45
46 /**
47 * Enough of the DM functions seem to need this that I broke
48 * it out to a seperate function. name is the person
49 * being saught, rq is who is looking for them. This
50 * prints diagnostics messages, and returns the
51 * other player, or NULL otherwise.
52 */
53 static player *get_other_player_from_name(object *op, char *name) {
54 player *pl;
55
56 if (!name)
57 return NULL;
58
59 for (pl = first_player; pl != NULL; pl = pl->next)
60 if (!strncmp(pl->ob->name, name, MAX_NAME))
61 break;
62
63 if (pl == NULL) {
64 new_draw_info(NDI_UNIQUE, 0, op, "No such player.");
65 return NULL;
66 }
67
68 if (pl->ob == op) {
69 new_draw_info(NDI_UNIQUE, 0, op, "You can't do that to yourself.");
70 return NULL;
71 }
72 if (pl->state != ST_PLAYING) {
73 new_draw_info(NDI_UNIQUE, 0, op, "That player is in no state for that right now.");
74 return NULL;
75 }
76 return pl;
77 }
78
79 /**
80 * This command will stress server.
81 */
82 int command_loadtest(object *op, char *params) {
83 uint32 x, y;
84 char buf[1024];
85
86 new_draw_info(NDI_UNIQUE, 0, op, "loadtest will stress server through teleporting");
87 new_draw_info(NDI_UNIQUE, 0, op, "at different map places.");
88 new_draw_info(NDI_UNIQUE, 0, op, "use at your own risks.");
89 new_draw_info(NDI_UNIQUE, 0, op, "Very long loop used so server may have to be reset.");
90 new_draw_info(NDI_UNIQUE, 0, op, "type loadtest TRUE to run");
91 new_draw_info_format(NDI_UNIQUE, 0, op, "{%s}", params);
92 if (!params)
93 return 0;
94 if (strncmp (params, "TRUE", 4))
95 return 0;
96
97 new_draw_info_format(NDI_UNIQUE, 0, op, "gogogo");
98 for (x = 0; x < settings.worldmaptilesx; x++) {
99 for (y = 0; y < settings.worldmaptilesy; y++) {
100 sprintf(buf, "/world/world_%d_%d", x+settings.worldmapstartx, y+settings.worldmapstarty);
101 command_goto(op, buf);
102 }
103 }
104
105 return 0;
106 }
107
108 /**
109 * Actually hides specified player (obviously a DM).
110 * If 'silent_dm' is non zero, other players are informed of DM entering/leaving,
111 * else they just think someone left/entered.
112 */
113 void do_wizard_hide(object *op, int silent_dm) {
114 if (op->contr->hidden) {
115 op->contr->hidden = 0;
116 op->invisible = 1;
117 new_draw_info(NDI_UNIQUE, 0, op, "You are no longer hidden from other players");
118 op->map->players++;
119 new_draw_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL,
120 "%s has entered the game.", op->name);
121 if (!silent_dm) {
122 new_draw_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL,
123 "The Dungeon Master has arrived!");
124 }
125 } else {
126 op->contr->hidden = 1;
127 new_draw_info(NDI_UNIQUE, 0, op, "Other players will no longer see you.");
128 op->map->players--;
129 if (!silent_dm) {
130 new_draw_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL,
131 "The Dungeon Master is gone..");
132 }
133 new_draw_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL,
134 "%s leaves the game.", op->name);
135 new_draw_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL,
136 "%s left the game.", op->name);
137 }
138 }
139
140 int command_hide(object *op, char *params)
141 {
142 do_wizard_hide(op, 0);
143 return 1;
144 }
145
146 /**
147 * This finds and returns the object which matches the name or
148 * object nubmer (specified via num #whatever).
149 */
150 static object *find_object_both(char *params) {
151 if (!params)
152 return NULL;
153 if (params[0] == '#')
154 return find_object(atol(params+1));
155 else
156 return find_object_name(params);
157 }
158
159 /**
160 * Sets the god for some objects. params should contain two values -
161 * first the object to change, followed by the god to change it to.
162 */
163 int command_setgod(object *op, char *params) {
164 object *ob, *god;
165 char *str;
166
167 if (!params || !(str = strchr(params, ' '))) {
168 new_draw_info(NDI_UNIQUE, 0, op, "Usage: setgod object god");
169 return 0;
170 }
171
172 /* kill the space, and set string to the next param */
173 *str++ = '\0';
174 if (!(ob = find_object_both(params))) {
175 new_draw_info_format(NDI_UNIQUE, 0, op, "Set whose god - can not find object %s?", params);
176 return 1;
177 }
178
179 /*
180 * Perhaps this is overly restrictive? Should we perhaps be able
181 * to rebless altars and the like?
182 */
183 if (ob->type != PLAYER) {
184 new_draw_info_format(NDI_UNIQUE, 0, op, "%s is not a player - can not change its god", ob->name);
185 return 1;
186 }
187
188 god = find_god(str);
189 if (god==NULL) {
190 new_draw_info_format(NDI_UNIQUE, 0, op, "No such god %s.", str);
191 return 1;
192 }
193
194 become_follower(ob, god);
195 return 1;
196 }
197
198 /**
199 * Add player's IP to ban_file and kick them off the server
200 * I know most people have dynamic IPs but this is more of a short term
201 * solution if they have to get a new IP to play maybe they'll calm down.
202 * This uses the banish_file in the local directory *not* the ban_file
203 * The action is logged with a ! for easy searching. -tm
204 */
205 int command_banish(object *op, char *params) {
206 player *pl;
207 FILE *banishfile;
208 char buf[MAX_BUF];
209 time_t now;
210
211 if (!params) {
212 new_draw_info(NDI_UNIQUE, 0, op, "Usage: banish <player>.");
213 return 1;
214 }
215
216 pl = get_other_player_from_name(op, params);
217 if (!pl)
218 return 1;
219
220 sprintf(buf, "%s/%s", settings.localdir, BANISHFILE);
221
222 if ((banishfile = fopen(buf, "a")) == NULL) {
223 LOG (llevDebug, "Could not find file banish_file.\n");
224 new_draw_info(NDI_UNIQUE, 0, op, "Could not find banish_file.");
225 return 0;
226 }
227
228 now = time(NULL);
229 /*
230 * Record this as a comment - then we don't have to worry about changing
231 * the parsing code.
232 */
233 fprintf(banishfile, "# %s (%s) banned by %s at %s\n", pl->ob->name,
234 pl->socket.host, op->name, ctime(&now));
235 fprintf(banishfile, "*@%s\n", pl->socket.host);
236 fclose(banishfile);
237
238 LOG(llevDebug, "! %s banned %s from IP: %s.\n", op->name, pl->ob->name, pl->socket.host);
239 new_draw_info_format(NDI_UNIQUE|NDI_RED, 0, op, "You banish %s", pl->ob->name);
240 new_draw_info_format(NDI_UNIQUE|NDI_ALL|NDI_RED, 5, op,
241 "%s banishes %s from the land!", op->name, pl->ob->name);
242 command_kick(op, (char *) pl->ob->name);
243 return 1;
244 }
245
246 int command_kick (object *op, char *params) {
247 struct pl *pl;
248
249 for (pl = first_player; pl != NULL; pl = pl->next)
250 if (params == NULL || !strcmp (pl->ob->name, params))
251 {
252 object *op = pl->ob;
253
254 if (!QUERY_FLAG (op, FLAG_REMOVED) && !QUERY_FLAG (op, FLAG_FREED))
255 {
256 /* Avion : Here we handle the KICK global event */
257 execute_global_event (EVENT_KICK, op, params);
258
259 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 5, op,
260 "%s is kicked out of the game.",
261 op->name);
262 strcpy (op->contr->killer, "kicked");
263 }
264
265 pl->socket.status = Ns_Dead;
266 }
267
268 return 1;
269 }
270
271 int command_save_overlay(object *op, char *params) {
272 if (!op)
273 return 0;
274
275 if (op != NULL && !QUERY_FLAG(op, FLAG_WIZ)) {
276 new_draw_info(NDI_UNIQUE, 0, op,
277 "Sorry, you can't force an overlay save.");
278 return 1;
279 }
280
281 new_save_map(op->map, 2);
282 new_save_map(op->map, 0);
283 new_draw_info(NDI_UNIQUE, 0, op, "Current map has been saved as an"
284 " overlay.");
285
286 ready_map_name(op->map->path, 0);
287
288 return 1;
289 }
290
291 /*
292 * A simple toggle for the no_shout field.
293 * AKA the MUZZLE command
294 */
295 int command_toggle_shout(object *op, char *params) {
296 player *pl;
297
298 if (!params) {
299 new_draw_info(NDI_UNIQUE, 0, op, "Usage: toggle_shout <player>.");
300 return 1;
301 }
302
303 pl = get_other_player_from_name(op, params);
304 if (!pl)
305 return 1;
306
307 if (pl->ob->contr->no_shout == 0) {
308 pl->ob->contr->no_shout = 1;
309
310 new_draw_info(NDI_UNIQUE|NDI_RED, 0, pl->ob, "You have been muzzled by the DM!");
311 new_draw_info_format(NDI_UNIQUE, 0, op, "You muzzle %s.", pl->ob->name);
312
313 /* Avion : Here we handle the MUZZLE global event */
314 execute_global_event(EVENT_MUZZLE, pl->ob, params);
315
316 return 1;
317 } else {
318 pl->ob->contr->no_shout = 0;
319 new_draw_info(NDI_UNIQUE|NDI_ORANGE, 0, pl->ob,
320 "You are allowed to shout and chat again.");
321 new_draw_info_format(NDI_UNIQUE, 0, op,
322 "You remove %s's muzzle.", pl->ob->name);
323 return 1;
324 }
325 }
326
327 int
328 command_shutdown (object * op, char *params)
329 {
330 struct pl *pl;
331
332 if (op != NULL && !QUERY_FLAG (op, FLAG_WIZ))
333 {
334 new_draw_info (NDI_UNIQUE, 0, op, "Sorry, you can't shutdown the server.");
335 return 1;
336 }
337
338 for (pl = first_player; pl != NULL; pl = pl->next)
339 save_player (pl->ob, 0);
340
341 for (pl = first_player; pl != NULL; pl = pl->next)
342 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
343 leave_map (pl->ob);
344
345 cleanup ();
346 /* not reached */
347 return 1;
348 }
349
350 int command_goto(object *op, char *params)
351 {
352 char *name;
353 object *dummy;
354
355 if (!op)
356 return 0;
357
358 if (params == NULL) {
359 new_draw_info(NDI_UNIQUE, 0, op, "Go to what level?");
360 return 1;
361 }
362
363 name = params;
364 dummy=get_object();
365 dummy->map = op->map;
366 EXIT_PATH(dummy) = add_string (name);
367 dummy->name = add_string(name);
368
369 enter_exit(op, dummy);
370 free_object(dummy);
371 if (op->contr->loading == NULL) {
372 new_draw_info_format(NDI_UNIQUE, 0, op,
373 "Difficulty: %d.", op->map->difficulty);
374 }
375
376 return 1;
377 }
378
379 /* is this function called from somewhere ? -Tero */
380 int command_generate (object *op, char *params)
381 {
382 object *tmp;
383 int nr = 1, i, retry;
384
385 if (!op)
386 return 0;
387
388 if (params != NULL)
389 sscanf(params, "%d", &nr);
390 for (i = 0; i < nr; i++) {
391 retry = 50;
392 while ((tmp=generate_treasure(0, op->map->difficulty)) == NULL && --retry)
393 ;
394 if (tmp != NULL) {
395 tmp = insert_ob_in_ob(tmp, op);
396 if (op->type == PLAYER)
397 esrv_send_item(op, tmp);
398 }
399 }
400
401 return 1;
402 }
403
404 int command_freeze(object *op, char *params) {
405 int ticks;
406 player *pl;
407
408 if (!params) {
409 new_draw_info(NDI_UNIQUE, 0, op, "Usage: freeze [ticks] <player>.");
410 return 1;
411 }
412
413 ticks = atoi(params);
414 if (ticks) {
415 while ((isdigit(*params) || isspace(*params)) && *params != 0)
416 params++;
417 if (*params == 0) {
418 new_draw_info(NDI_UNIQUE, 0, op, "Usage: freeze [ticks] <player>.");
419 return 1;
420 }
421 } else
422 ticks = 100;
423
424 pl = get_other_player_from_name(op, params);
425 if (!pl)
426 return 1;
427
428 new_draw_info(NDI_UNIQUE|NDI_RED, 0, pl->ob, "You have been frozen by the DM!");
429 new_draw_info_format(NDI_UNIQUE, 0, op,
430 "You freeze %s for %d ticks", pl->ob->name, ticks);
431 pl->ob->speed_left = -(pl->ob->speed*ticks);
432 return 0;
433 }
434
435 int command_arrest(object *op, char *params) {
436 object *dummy;
437 player *pl;
438 if (!op) return 0;
439 if(params==NULL) {
440 new_draw_info(NDI_UNIQUE, 0,op,"Usage: arrest <player>.");
441 return 1;
442 }
443 pl = get_other_player_from_name(op, params);
444 if (!pl) return 1;
445 dummy=get_jail_exit(pl->ob);
446 if (!dummy) {
447 /* we have nowhere to send the prisoner....*/
448 new_draw_info(NDI_UNIQUE, 0,op,"can't jail player, there is no map to hold them");
449 return 0;
450 }
451 enter_exit(pl->ob, dummy);
452 free_object(dummy);
453 new_draw_info(NDI_UNIQUE, 0,pl->ob,"You have been arrested.");
454 new_draw_info(NDI_UNIQUE, 0,op,"OK.");
455 LOG(llevInfo, "Player %s arrested by %s\n", pl->ob->name, op->name);
456 return 1;
457 }
458
459 int command_summon(object *op, char *params) {
460 int i;
461 object *dummy;
462 player *pl;
463
464 if (!op)
465 return 0;
466
467 if (params == NULL) {
468 new_draw_info(NDI_UNIQUE, 0, op, "Usage: summon <player>.");
469 return 1;
470 }
471
472 pl = get_other_player_from_name(op, params);
473 if (!pl)
474 return 1;
475
476 i = find_free_spot(op, op->map, op->x, op->y, 1, 9);
477 if (i == -1) {
478 new_draw_info(NDI_UNIQUE, 0, op, "Can not find a free spot to place summoned player.");
479 return 1;
480 }
481
482 dummy = get_object();
483 EXIT_PATH(dummy) = add_string(op->map->path);
484 EXIT_X(dummy) = op->x+freearr_x[i];
485 EXIT_Y(dummy) = op->y+freearr_y[i];
486 enter_exit(pl->ob, dummy);
487 free_object(dummy);
488 new_draw_info(NDI_UNIQUE, 0, pl->ob, "You are summoned.");
489 new_draw_info(NDI_UNIQUE, 0, op, "OK.");
490
491 return 1;
492 }
493
494 /**
495 * Teleport next to target player.
496 */
497 /* mids 01/16/2002 */
498 int command_teleport(object *op, char *params) {
499 int i;
500 object *dummy;
501 player *pl;
502
503 if (!op)
504 return 0;
505
506 if (params == NULL) {
507 new_draw_info(NDI_UNIQUE, 0, op, "Usage: teleport <player>.");
508 return 1;
509 }
510
511 pl = get_other_player_from_name(op, params);
512 if (!pl)
513 return 1;
514
515 i = find_free_spot(pl->ob, pl->ob->map, pl->ob->x, pl->ob->y, 1, 9);
516 if (i == -1) {
517 new_draw_info(NDI_UNIQUE, 0, op, "Can not find a free spot to teleport to.");
518 return 1;
519 }
520
521 dummy = get_object();
522 EXIT_PATH(dummy) = add_string(pl->ob->map->path);
523 EXIT_X(dummy) = pl->ob->x + freearr_x[i];
524 EXIT_Y(dummy) = pl->ob->y + freearr_y[i];
525 enter_exit(op, dummy);
526 free_object(dummy);
527 if (!op->contr->hidden)
528 new_draw_info(NDI_UNIQUE, 0, pl->ob, "You see a portal open.");
529 new_draw_info(NDI_UNIQUE, 0, op, "OK.");
530 return 1;
531 }
532
533 /**
534 * This function is a real mess, because we're stucking getting
535 * the entire item description in one block of text, so we just
536 * can't simply parse it - we need to look for double quotes
537 * for example. This could actually get much simpler with just a
538 * little help from the client - if we could get line breaks, it
539 * makes parsing much easier, eg, something like:
540 * arch dragon
541 * name big nasty creature
542 * hp 5
543 * sp 30
544 * Is much easier to parse than
545 * dragon name "big nasty creature" hp 5 sp 30
546 * for example.
547 */
548 int command_create(object *op, char *params) {
549 object *tmp = NULL;
550 int nrof, i, magic, set_magic = 0, set_nrof = 0, gotquote, gotspace;
551 char buf[MAX_BUF], *cp, *bp = buf, *bp2, *bp3, *bp4, *endline;
552 archetype *at, *at_spell = NULL;
553 artifact *art = NULL;
554
555 if (!op)
556 return 0;
557
558 if (params == NULL) {
559 new_draw_info(NDI_UNIQUE, 0, op,
560 "Usage: create [nr] [magic] <archetype> [ of <artifact>]"
561 " [variable_to_patch setting]");
562 return 1;
563 }
564 bp = params;
565
566 /* We need to know where the line ends */
567 endline = bp+strlen(bp);
568
569 if (sscanf(bp, "%d ", &nrof)) {
570 if ((bp = strchr(params, ' ')) == NULL) {
571 new_draw_info(NDI_UNIQUE, 0, op,
572 "Usage: create [nr] [magic] <archetype> [ of <artifact>]"
573 " [variable_to_patch setting]");
574 return 1;
575 }
576 bp++;
577 set_nrof = 1;
578 LOG(llevDebug, "%s creates: (%d) %s\n", op->name, nrof, bp);
579 }
580 if (sscanf(bp, "%d ", &magic)) {
581 if ((bp = strchr(bp, ' ')) == NULL) {
582 new_draw_info(NDI_UNIQUE, 0, op,
583 "Usage: create [nr] [magic] <archetype> [ of <artifact>]"
584 " [variable_to_patch setting]");
585 return 1;
586 }
587 bp++;
588 set_magic = 1;
589 LOG(llevDebug, "%s creates: (%d) (%d) %s\n", op->name, nrof, magic, bp);
590 }
591 if ((cp = strstr(bp, " of ")) != NULL) {
592 *cp = '\0';
593 cp += 4;
594 }
595 for (bp2 = bp; *bp2; bp2++) {
596 if (*bp2 == ' ') {
597 *bp2 = '\0';
598 bp2++;
599 break;
600 }
601 }
602
603 if ((at = find_archetype(bp)) == NULL) {
604 new_draw_info(NDI_UNIQUE, 0, op, "No such archetype.");
605 return 1;
606 }
607
608 if (cp) {
609 char spell_name[MAX_BUF], *fsp = NULL;
610
611 /*
612 * Try to find a spell object for this. Note that
613 * we also set up spell_name which is only
614 * the first word.
615 */
616
617 at_spell = find_archetype(cp);
618 if (!at_spell || at_spell->clone.type != SPELL)
619 at_spell = find_archetype_by_object_name(cp);
620 if (!at_spell || at_spell->clone.type != SPELL) {
621 strcpy(spell_name, cp);
622 fsp = strchr(spell_name, ' ');
623 if (fsp) {
624 *fsp = 0;
625 fsp++;
626 at_spell = find_archetype(spell_name);
627
628 /* Got a spell, update the first string pointer */
629 if (at_spell && at_spell->clone.type == SPELL)
630 bp2 = cp+strlen(spell_name)+1;
631 else
632 at_spell = NULL;
633 }
634 }
635
636 /* OK - we didn't find a spell - presume the 'of'
637 * in this case means its an artifact.
638 */
639 if (!at_spell) {
640 if (find_artifactlist(at->clone.type) == NULL) {
641 new_draw_info_format(NDI_UNIQUE, 0, op,
642 "No artifact list for type %d\n", at->clone.type);
643 } else {
644 art = find_artifactlist(at->clone.type)->items;
645
646 do {
647 if (!strcmp(art->item->name, cp))
648 break;
649 art = art->next;
650 } while (art != NULL);
651 if (!art) {
652 new_draw_info_format(NDI_UNIQUE, 0, op,
653 "No such artifact ([%d] of %s)", at->clone.type, cp);
654 }
655 }
656 LOG(llevDebug, "%s creates: (%d) (%d) (%s) of (%s)\n", op->name,
657 set_nrof ? nrof : 0, set_magic ? magic : 0, bp, cp);
658 }
659 } /* if cp */
660
661 if ((at->clone.type == ROD || at->clone.type == WAND || at->clone.type == SCROLL ||
662 at->clone.type == HORN || at->clone.type == SPELLBOOK) && !at_spell) {
663 new_draw_info_format(NDI_UNIQUE, 0, op,
664 "Unable to find spell %s for object that needs it, or it is of wrong type",
665 cp);
666 return 1;
667 }
668
669 /*
670 * Rather than have two different blocks with a lot of similar code,
671 * just create one object, do all the processing, and then determine
672 * if that one object should be inserted or if we need to make copies.
673 */
674 tmp = arch_to_object(at);
675 if (settings.real_wiz == FALSE)
676 SET_FLAG(tmp, FLAG_WAS_WIZ);
677 if (set_magic)
678 set_abs_magic(tmp, magic);
679 if (art)
680 give_artifact_abilities(tmp, art->item);
681 if (need_identify(tmp)) {
682 SET_FLAG(tmp, FLAG_IDENTIFIED);
683 CLEAR_FLAG(tmp, FLAG_KNOWN_MAGICAL);
684 }
685
686 /*
687 * This entire block here tries to find variable pairings,
688 * eg, 'hp 4' or the like. The mess here is that values
689 * can be quoted (eg "my cool sword"); So the basic logic
690 * is we want to find two spaces, but if we got a quote,
691 * any spaces there don't count.
692 */
693 while (*bp2 && bp2 <= endline) {
694 bp4 = NULL;
695 gotspace = 0;
696 gotquote = 0;
697 /* find the first quote */
698 for (bp3 = bp2; *bp3 && gotspace < 2 && gotquote < 2; bp3++) {
699
700 /* Found a quote - now lets find the second one */
701 if (*bp3 == '"') {
702 *bp3 = ' ';
703 bp2 = bp3+1; /* Update start of string */
704 bp3++;
705 gotquote++;
706 while (*bp3) {
707 if (*bp3 == '"') {
708 *bp3 = '\0';
709 gotquote++;
710 } else
711 bp3++;
712 }
713 } else if (*bp3==' ') {
714 gotspace++;
715 }
716 }
717
718 /*
719 * If we got two spaces, send the second one to null.
720 * if we've reached the end of the line, increase gotspace -
721 * this is perfectly valid for the list entry listed.
722 */
723 if (gotspace == 2 || gotquote == 2) {
724 bp3--; /* Undo the extra increment */
725 *bp3 = '\0';
726 } else if (*bp3=='\0')
727 gotspace++;
728
729 if ((gotquote && gotquote != 2) || (gotspace != 2 && gotquote != 2)) {
730 /*
731 * Unfortunately, we've clobbered lots of values, so printing
732 * out what we have probably isn't useful. Break out, because
733 * trying to recover is probably won't get anything useful
734 * anyways, and we'd be confused about end of line pointers
735 * anyways.
736 */
737 new_draw_info_format(NDI_UNIQUE, 0, op,
738 "Malformed create line: %s", bp2);
739 break;
740 }
741 /* bp2 should still point to the start of this line,
742 * with bp3 pointing to the end
743 */
744 if (set_variable(tmp, bp2) == -1)
745 new_draw_info_format(NDI_UNIQUE, 0, op,
746 "Unknown variable %s", bp2);
747 else
748 new_draw_info_format(NDI_UNIQUE, 0, op,
749 "(%s#%d)->%s", tmp->name, tmp->count, bp2);
750 bp2 = bp3+1;
751 }
752
753 if (at->clone.nrof) {
754 if (at_spell)
755 insert_ob_in_ob(arch_to_object(at_spell), tmp);
756
757 tmp->x = op->x;
758 tmp->y = op->y;
759 if (set_nrof)
760 tmp->nrof = nrof;
761 tmp->map = op->map;
762
763 tmp = insert_ob_in_ob(tmp, op);
764 esrv_send_item(op, tmp);
765
766 /* Let's put this created item on stack so dm can access it easily. */
767 dm_stack_push(op->contr, tmp->count);
768
769 return 1;
770 } else {
771 for (i = 0 ; i < (set_nrof ? nrof : 1); i++) {
772 archetype *atmp;
773 object *prev = NULL, *head = NULL, *dup;
774
775 for (atmp = at; atmp != NULL; atmp = atmp->more) {
776 dup = arch_to_object(atmp);
777
778 if (at_spell)
779 insert_ob_in_ob(arch_to_object(at_spell), dup);
780
781 /*
782 * The head is what contains all the important bits,
783 * so just copying it over should be fine.
784 */
785 if (head == NULL) {
786 head=dup;
787 copy_object(tmp, dup);
788 }
789 if (settings.real_wiz == FALSE)
790 SET_FLAG(dup, FLAG_WAS_WIZ);
791 dup->x = op->x+dup->arch->clone.x;
792 dup->y = op->y+dup->arch->clone.y;
793 dup->map = op->map;
794
795 if (head != dup) {
796 dup->head = head;
797 prev->more = dup;
798 }
799 prev = dup;
800 }
801
802 if (QUERY_FLAG(head, FLAG_ALIVE)) {
803 object *check = head;
804 int size_x = 0;
805 int size_y = 0;
806
807 while (check) {
808 size_x = MAX(size_x, check->arch->clone.x);
809 size_y = MAX(size_y, check->arch->clone.y);
810 check = check->more;
811 }
812
813 if (out_of_map(op->map, head->x+size_x, head->y+size_y)) {
814 if (head->x < size_x || head->y < size_y) {
815 dm_stack_pop(op->contr);
816 free_object(head);
817 new_draw_info(NDI_UNIQUE, 0, op, "Object too big to insert in map, or wrong position.");
818 free_object(tmp);
819 return 1;
820 }
821
822 check = head;
823 while (check) {
824 check->x -= size_x;
825 check->y -= size_y;
826 check = check->more;
827 }
828 }
829
830 insert_ob_in_map(head, op->map, op, 0);
831 } else
832 head = insert_ob_in_ob(head, op);
833
834 /* Let's put this created item on stack so dm can access it easily. */
835 /* Wonder if we really want to push all of these, but since
836 * things like rods have nrof 0, we want to cover those.
837 */
838 dm_stack_push(op->contr, head->count);
839
840 if (at->clone.randomitems != NULL && !at_spell)
841 create_treasure(at->clone.randomitems, head, GT_APPLY,
842 op->map->difficulty, 0);
843 esrv_send_item(op, head);
844 }
845
846 /* free the one we used to copy */
847 free_object(tmp);
848 }
849
850 return 1;
851 }
852
853 /*
854 * Now follows dm-commands which are also acceptable from sockets
855 */
856
857 int command_inventory(object *op, char *params) {
858 object *tmp;
859 int i;
860
861 if (!params) {
862 inventory(op, NULL);
863 return 0;
864 }
865
866 if (!sscanf(params, "%d", &i) || (tmp = find_object(i)) == NULL) {
867 new_draw_info(NDI_UNIQUE, 0, op, "Inventory of what object (nr)?");
868 return 1;
869 }
870
871 inventory(op, tmp);
872 return 1;
873 }
874
875 /* just show player's their skills for now. Dm's can
876 * already see skills w/ inventory command - b.t.
877 */
878
879 int command_skills (object *op, char *params) {
880 show_skills(op, params);
881 return 0;
882 }
883
884 int command_dump (object *op, char *params) {
885 object *tmp;
886
887 tmp = get_dm_object(op->contr, &params, NULL);
888 if (!tmp)
889 return 1;
890
891 dump_object(tmp);
892 new_draw_info(NDI_UNIQUE, 0, op, errmsg);
893 if (QUERY_FLAG(tmp, FLAG_OBJ_ORIGINAL))
894 new_draw_info(NDI_UNIQUE, 0, op, "Object is marked original");
895 return 1;
896 }
897
898 /**
899 * When DM is possessing a monster, flip aggression on and off, to allow
900 * better motion.
901 */
902 int command_mon_aggr(object *op, char *params) {
903 if (op->enemy || !QUERY_FLAG(op, FLAG_UNAGGRESSIVE)) {
904 op->enemy = NULL;
905 SET_FLAG(op, FLAG_UNAGGRESSIVE);
906 new_draw_info(NDI_UNIQUE, 0, op, "Aggression turned OFF");
907 } else {
908 CLEAR_FLAG(op, FLAG_FRIENDLY);
909 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
910 new_draw_info(NDI_UNIQUE, 0, op, "Aggression turned ON");
911 }
912
913 return 1;
914 }
915
916 /** DM can possess a monster. Basically, this tricks the client into thinking
917 * a given monster, is actually the player it controls. This allows a DM
918 * to inhabit a monster's body, and run around the game with it.
919 * This function is severely broken - it has tons of hardcoded values,
920 */
921 int command_possess(object *op, char *params) {
922 object *victim, *curinv, *nextinv;
923 player *pl;
924 int i;
925 char buf[MAX_BUF];
926
927 victim = NULL;
928 if (params != NULL) {
929 if (sscanf(params, "%d", &i))
930 victim = find_object(i);
931 else if (sscanf(params, "%s", buf))
932 victim = find_object_name(buf);
933 }
934 if (victim == NULL) {
935 new_draw_info(NDI_UNIQUE, 0, op, "Patch what object (nr)?");
936 return 1;
937 }
938
939 if (victim == op) {
940 new_draw_info(NDI_UNIQUE, 0, op, "As insane as you are, I cannot "
941 "allow you to possess yourself.");
942 return 1;
943 }
944
945 /* clear out the old inventory */
946 curinv = op->inv;
947 while (curinv != NULL) {
948 nextinv = curinv->below;
949 esrv_del_item(op->contr, curinv->count);
950 curinv = nextinv;
951 }
952
953 /* make the switch */
954 pl = op->contr;
955 victim->contr = pl;
956 pl->ob = victim;
957 victim->type = PLAYER;
958 SET_FLAG(victim, FLAG_WIZ);
959
960 /* send the inventory to the client */
961 curinv = victim->inv;
962 while (curinv != NULL) {
963 nextinv = curinv->below;
964 esrv_send_item(victim, curinv);
965 curinv = nextinv;
966 }
967 /* basic patchup */
968 /* The use of hard coded values is terrible. Note
969 * that really, to be fair, this shouldn't get changed at
970 * all - if you are possessing a kobold, you should have the
971 * same limitations. As it is, as more body locations are added,
972 * this will give this player more locations than perhaps
973 * they should be allowed.
974 */
975 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
976 if (i == 1 || i == 6 || i == 8 || i == 9)
977 victim->body_info[i] = 2;
978 else
979 victim->body_info[i] = 1;
980
981 esrv_new_player(pl, 80); /* just pick a wieght, we don't care */
982 esrv_send_inventory(victim, victim);
983
984 fix_player(victim);
985
986 do_some_living(victim);
987 return 1;
988 }
989
990 int command_patch(object *op, char *params) {
991 char *arg, *arg2;
992 object *tmp;
993
994 tmp = get_dm_object(op->contr, &params, NULL);
995 if (!tmp)
996 /* Player already informed of failure */
997 return 1;
998
999 /* params set to first value by get_dm_default */
1000 arg = params;
1001 if (arg == NULL) {
1002 new_draw_info(NDI_UNIQUE, 0, op, "Patch what values?");
1003 return 1;
1004 }
1005
1006 if ((arg2 = strchr(arg, ' ')))
1007 arg2++;
1008 if (settings.real_wiz == FALSE)
1009 SET_FLAG(tmp, FLAG_WAS_WIZ); /* To avoid cheating */
1010 if (set_variable(tmp, arg) == -1)
1011 new_draw_info_format(NDI_UNIQUE, 0, op, "Unknown variable %s", arg);
1012 else {
1013 new_draw_info_format(NDI_UNIQUE, 0, op,
1014 "(%s#%d)->%s=%s", tmp->name, tmp->count, arg, arg2);
1015 }
1016
1017 return 1;
1018 }
1019
1020 int command_remove (object *op, char *params) {
1021 object *tmp;
1022 int from;
1023
1024 tmp = get_dm_object(op->contr, &params, &from);
1025 if (!tmp) {
1026 new_draw_info(NDI_UNIQUE, 0, op, "Remove what object (nr)?");
1027 return 1;
1028 }
1029
1030 if (tmp->type == PLAYER) {
1031 new_draw_info(NDI_UNIQUE, 0, op, "Unable to remove a player!");
1032 return 1;
1033 }
1034
1035 if (QUERY_FLAG(tmp, FLAG_REMOVED)) {
1036 new_draw_info_format(NDI_UNIQUE, 0, op, "%s is already removed!",
1037 query_name(tmp));
1038 return 1;
1039 }
1040
1041 if (from != STACK_FROM_STACK)
1042 /* Item is either stack top, or is a number thus is now stack top, let's remove it */
1043 dm_stack_pop(op->contr);
1044
1045 /* Always work on the head - otherwise object will get in odd state */
1046 if (tmp->head)
1047 tmp = tmp->head;
1048 remove_ob(tmp);
1049 return 1;
1050 }
1051
1052 int command_free(object *op, char *params) {
1053 object *tmp;
1054 int from;
1055
1056 tmp = get_dm_object(op->contr, &params, &from);
1057
1058 if (!tmp) {
1059 new_draw_info(NDI_UNIQUE, 0, op, "Free what object (nr)?");
1060 return 1;
1061 }
1062
1063 if (from != STACK_FROM_STACK)
1064 /* Item is either stack top, or is a number thus is now stack top, let's remove it */
1065 dm_stack_pop(op->contr);
1066
1067 if (!QUERY_FLAG(tmp, FLAG_REMOVED)) {
1068 new_draw_info(NDI_UNIQUE, 0, op, "Warning, item wasn't removed.");
1069 remove_ob(tmp);
1070 }
1071
1072 if (tmp->head)
1073 tmp = tmp->head;
1074 free_object(tmp);
1075 return 1;
1076 }
1077
1078 /**
1079 * This adds exp to a player. We now allow adding to a specific skill.
1080 */
1081 int command_addexp(object *op, char *params) {
1082 char buf[MAX_BUF], skill[MAX_BUF];
1083 int i, q;
1084 object *skillob = NULL;
1085 player *pl;
1086
1087 skill[0] = '\0';
1088 if ((params == NULL) || (strlen(params) > MAX_BUF) || ((q = sscanf(params, "%s %d %s", buf, &i, &skill)) < 2)) {
1089 new_draw_info(NDI_UNIQUE, 0, op, "Usage: addexp <who> <how much> [<skill>].");
1090 return 1;
1091 }
1092
1093 for (pl = first_player; pl != NULL; pl = pl->next)
1094 if (!strncmp(pl->ob->name, buf, MAX_NAME))
1095 break;
1096
1097 if (pl == NULL) {
1098 new_draw_info(NDI_UNIQUE, 0, op, "No such player.");
1099 return 1;
1100 }
1101
1102 if (q >= 3) {
1103 skillob = find_skill_by_name(pl->ob, skill);
1104 if (!skillob) {
1105 new_draw_info_format(NDI_UNIQUE, 0, op, "Unable to find skill %s in %s", skill, buf);
1106 return 1;
1107 }
1108
1109 i = check_exp_adjust(skillob, i);
1110 skillob->stats.exp += i;
1111 calc_perm_exp(skillob);
1112 player_lvl_adj(pl->ob, skillob);
1113 }
1114
1115 pl->ob->stats.exp += i;
1116 calc_perm_exp(pl->ob);
1117 player_lvl_adj(pl->ob, NULL);
1118
1119 if (settings.real_wiz == FALSE)
1120 SET_FLAG(pl->ob, FLAG_WAS_WIZ);
1121 return 1;
1122 }
1123
1124 /**************************************************************************/
1125 /* Mods made by Tyler Van Gorder, May 10-13, 1992. */
1126 /* CSUChico : tvangod@cscihp.ecst.csuchico.edu */
1127 /**************************************************************************/
1128
1129 int command_stats(object *op, char *params) {
1130 char thing[20];
1131 player *pl;
1132 char buf[MAX_BUF];
1133
1134 thing[0] = '\0';
1135 if (params == NULL || !sscanf(params, "%s", thing) || thing == NULL) {
1136 new_draw_info(NDI_UNIQUE, 0, op, "Who?");
1137 return 1;
1138 }
1139
1140 for (pl = first_player; pl != NULL; pl = pl->next)
1141 if (!strcmp(pl->ob->name, thing)) {
1142 sprintf(buf, "Str : %-2d H.P. : %-4d MAX : %d",
1143 pl->ob->stats.Str, pl->ob->stats.hp, pl->ob->stats.maxhp);
1144 new_draw_info(NDI_UNIQUE, 0, op, buf);
1145 sprintf(buf, "Dex : %-2d S.P. : %-4d MAX : %d",
1146 pl->ob->stats.Dex, pl->ob->stats.sp, pl->ob->stats.maxsp);
1147 new_draw_info(NDI_UNIQUE, 0, op, buf);
1148 sprintf(buf, "Con : %-2d AC : %-4d WC : %d",
1149 pl->ob->stats.Con, pl->ob->stats.ac, pl->ob->stats.wc) ;
1150 new_draw_info(NDI_UNIQUE, 0, op, buf);
1151 sprintf(buf, "Int : %-2d Damage : %d",
1152 pl->ob->stats.Int, pl->ob->stats.dam);
1153 new_draw_info(NDI_UNIQUE, 0, op, buf);
1154 #ifndef WIN32
1155 sprintf(buf, "Wis : %-2d EXP : %lld",
1156 pl->ob->stats.Wis, pl->ob->stats.exp);
1157 #else
1158 sprintf(buf, "Wis : %-2d EXP : %I64d",
1159 pl->ob->stats.Wis, pl->ob->stats.exp);
1160 #endif
1161 new_draw_info(NDI_UNIQUE, 0, op, buf);
1162 sprintf(buf, "Pow : %-2d Grace : %d",
1163 pl->ob->stats.Pow, pl->ob->stats.grace);
1164 new_draw_info(NDI_UNIQUE, 0, op, buf);
1165 sprintf(buf, "Cha : %-2d Food : %d",
1166 pl->ob->stats.Cha, pl->ob->stats.food);
1167 new_draw_info(NDI_UNIQUE, 0, op, buf);
1168 break;
1169 }
1170 if (pl == NULL)
1171 new_draw_info(NDI_UNIQUE, 0, op, "No such player.");
1172 return 1;
1173 }
1174
1175 int command_abil(object *op, char *params) {
1176 char thing[20], thing2[20];
1177 int iii;
1178 player *pl;
1179 char buf[MAX_BUF];
1180
1181 iii = 0;
1182 thing[0] = '\0';
1183 thing2[0] = '\0';
1184 if (params == NULL || !sscanf(params, "%s %s %d", thing, thing2, &iii) ||
1185 thing==NULL) {
1186 new_draw_info(NDI_UNIQUE, 0, op, "Who?");
1187 return 1;
1188 }
1189
1190 if (thing2 == NULL){
1191 new_draw_info(NDI_UNIQUE, 0, op, "You can't change that.");
1192 return 1;
1193 }
1194
1195 if (iii < MIN_STAT || iii > MAX_STAT) {
1196 new_draw_info(NDI_UNIQUE, 0, op, "Illegal range of stat.\n");
1197 return 1;
1198 }
1199
1200 for (pl = first_player; pl != NULL; pl = pl->next) {
1201 if (!strcmp(pl->ob->name, thing)) {
1202 if (settings.real_wiz == FALSE)
1203 SET_FLAG(pl->ob, FLAG_WAS_WIZ);
1204 if (!strcmp("str", thing2))
1205 pl->ob->stats.Str = iii, pl->orig_stats.Str = iii;
1206 if (!strcmp("dex", thing2))
1207 pl->ob->stats.Dex = iii, pl->orig_stats.Dex = iii;
1208 if (!strcmp("con", thing2))
1209 pl->ob->stats.Con = iii, pl->orig_stats.Con = iii;
1210 if (!strcmp("wis", thing2))
1211 pl->ob->stats.Wis = iii, pl->orig_stats.Wis = iii;
1212 if (!strcmp("cha", thing2))
1213 pl->ob->stats.Cha = iii, pl->orig_stats.Cha = iii;
1214 if (!strcmp("int", thing2))
1215 pl->ob->stats.Int = iii, pl->orig_stats.Int = iii;
1216 if (!strcmp("pow", thing2))
1217 pl->ob->stats.Pow = iii, pl->orig_stats.Pow = iii;
1218 sprintf(buf, "%s has been altered.", pl->ob->name);
1219 new_draw_info(NDI_UNIQUE, 0, op, buf);
1220 fix_player(pl->ob);
1221 return 1;
1222 }
1223 }
1224
1225 new_draw_info(NDI_UNIQUE, 0, op, "No such player.");
1226 return 1;
1227 }
1228
1229 int command_reset (object *op, char *params) {
1230 mapstruct *m;
1231 object *dummy = NULL, *tmp = NULL;
1232
1233 if (params == NULL) {
1234 new_draw_info(NDI_UNIQUE, 0, op, "Reset what map [name]?");
1235 return 1;
1236 }
1237
1238 if (strcmp(params, ".") == 0)
1239 params = op->map->path;
1240 m = has_been_loaded(params);
1241 if (m == NULL) {
1242 new_draw_info(NDI_UNIQUE, 0, op, "No such map.");
1243 return 1;
1244 }
1245
1246 if (m->in_memory != MAP_SWAPPED) {
1247 if (m->in_memory != MAP_IN_MEMORY) {
1248 LOG(llevError, "Tried to swap out map which was not in memory.\n");
1249 return 0;
1250 }
1251
1252 /*
1253 * Only attempt to remove the player that is doing the reset, and not other
1254 * players or wiz's.
1255 */
1256 if (op->map == m) {
1257 dummy = get_object();
1258 dummy->map = NULL;
1259 EXIT_X(dummy) = op->x;
1260 EXIT_Y(dummy) = op->y;
1261 EXIT_PATH(dummy) = add_string(op->map->path);
1262 remove_ob(op);
1263 op->map = NULL;
1264 tmp = op;
1265 }
1266 swap_map(m);
1267 }
1268
1269 if (m->in_memory == MAP_SWAPPED) {
1270 LOG(llevDebug, "Resetting map %s.\n", m->path);
1271
1272 /* setting this effectively causes an immediate reload */
1273 m->reset_time = 1;
1274 flush_old_maps();
1275 new_draw_info(NDI_UNIQUE, 0, op, "OK.");
1276 if (tmp) {
1277 enter_exit(tmp, dummy);
1278 free_object(dummy);
1279 }
1280 return 1;
1281 } else {
1282 player *pl;
1283 int playercount = 0;
1284
1285 /* Need to re-insert player if swap failed for some reason */
1286 if (tmp) {
1287 insert_ob_in_map(op, m, NULL, 0);
1288 free_object(dummy);
1289 }
1290
1291 new_draw_info(NDI_UNIQUE, 0, op,
1292 "Reset failed, couldn't swap map, the following players are on it:");
1293 for (pl = first_player; pl != NULL; pl = pl->next) {
1294 if (pl->ob->map == m && pl->ob != op) {
1295 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", pl->ob->name);
1296 playercount++;
1297 }
1298 }
1299 if (!playercount)
1300 new_draw_info(NDI_UNIQUE, 0, op,
1301 "hmm, I don't see any other players on this map, something else is the problem.");
1302 return 1;
1303 }
1304 }
1305
1306 int command_nowiz(object *op, char *params) { /* 'noadm' is alias */
1307 CLEAR_FLAG(op, FLAG_WIZ);
1308 CLEAR_FLAG(op, FLAG_WIZPASS);
1309 CLEAR_FLAG(op, FLAG_WIZCAST);
1310
1311 if (settings.real_wiz == TRUE)
1312 CLEAR_FLAG(op, FLAG_WAS_WIZ);
1313 if (op->contr->hidden) {
1314 new_draw_info(NDI_UNIQUE, 0, op, "You are no longer hidden from other players");
1315 op->map->players++;
1316 new_draw_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL,
1317 "%s has entered the game.", op->name);
1318 op->contr->hidden = 0;
1319 op->invisible = 1;
1320 } else
1321 new_draw_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL, "The Dungeon Master is gone..");
1322 return 1;
1323 }
1324
1325 /**
1326 * object *op is trying to become dm.
1327 * pl_name is name supplied by player. Restrictive DM will make it harder
1328 * for socket users to become DM - in that case, it will check for the players
1329 * character name.
1330 */
1331 static int checkdm(object *op, const char *pl_name, const char *pl_passwd, const char *pl_host)
1332 {
1333 FILE *dmfile;
1334 char buf[MAX_BUF];
1335 char line_buf[160], name[160], passwd[160], host[160];
1336
1337 #ifdef RESTRICTIVE_DM
1338 *pl_name = op->name ? op->name : "*";
1339 #endif
1340
1341 sprintf(buf, "%s/%s", settings.confdir, DMFILE);
1342 if ((dmfile = fopen(buf, "r")) == NULL) {
1343 LOG(llevDebug, "Could not find DM file.\n");
1344 return 0;
1345 }
1346
1347 while (fgets(line_buf, 160, dmfile) != NULL) {
1348 if (line_buf[0] == '#')
1349 continue;
1350 if (sscanf(line_buf, "%[^:]:%[^:]:%s\n", name, passwd, host) != 3) {
1351 LOG(llevError, "Warning - malformed dm file entry: %s\n", line_buf);
1352 } else if ((!strcmp(name, "*") || (pl_name && !strcmp(pl_name, name)))
1353 && (!strcmp(passwd, "*") || !strcmp(passwd, pl_passwd)) &&
1354 (!strcmp(host, "*") || !strcmp(host, pl_host))) {
1355 fclose(dmfile);
1356 return (1);
1357 }
1358 }
1359 fclose(dmfile);
1360 return (0);
1361 }
1362
1363 int do_wizard_dm(object *op, char *params, int silent) {
1364 if (!op->contr)
1365 return 0;
1366
1367 if (QUERY_FLAG(op, FLAG_WIZ)) {
1368 new_draw_info(NDI_UNIQUE, 0, op, "You are already the Dungeon Master!");
1369 return 0;
1370 }
1371
1372 if (checkdm(op, op->name,
1373 (params ? params : "*"), op->contr->socket.host)) {
1374 SET_FLAG(op, FLAG_WIZ);
1375 SET_FLAG(op, FLAG_WAS_WIZ);
1376 SET_FLAG(op, FLAG_WIZPASS);
1377 SET_FLAG(op, FLAG_WIZCAST);
1378 new_draw_info(NDI_UNIQUE, 0, op, "Ok, you are the Dungeon Master!");
1379 /*
1380 * Remove setting flying here - that won't work, because next
1381 * fix_player() is called that will get cleared - proper solution
1382 * is probably something like a wiz_force which gives that and any
1383 * other desired abilities.
1384 */
1385 clear_los(op);
1386 op->contr->write_buf[0] ='\0';
1387
1388 if (!silent)
1389 new_draw_info(NDI_UNIQUE|NDI_ALL|NDI_LT_GREEN, 1, NULL,
1390 "The Dungeon Master has arrived!");
1391
1392 return 1;
1393 } else {
1394 new_draw_info(NDI_UNIQUE, 0, op, "Sorry Pal, I don't think so.");
1395 op->contr->write_buf[0] ='\0';
1396 return 0;
1397 }
1398 }
1399
1400 /*
1401 * Actual command to perhaps become dm. Changed aroun a bit in version 0.92.2
1402 * - allow people on sockets to become dm, and allow better dm file
1403 */
1404 int command_dm(object *op, char *params) {
1405 if (!op->contr)
1406 return 0;
1407
1408 do_wizard_dm(op, params, 0);
1409
1410 return 1;
1411 }
1412
1413 int command_invisible(object *op, char *params) {
1414 if (op) {
1415 op->invisible += 100;
1416 update_object(op, UP_OBJ_FACE);
1417 new_draw_info(NDI_UNIQUE, 0, op, "You turn invisible.");
1418 }
1419
1420 return 0;
1421 }
1422
1423 /**
1424 * Returns spell object (from archetypes) by name.
1425 * Returns NULL if 0 or more than one spell matches.
1426 * Used for wizard's learn spell/prayer.
1427 *
1428 * op is the player issuing the command.
1429 *
1430 * Ignores archetypes "spelldirect_xxx" since these archetypes are not used
1431 * anymore (but may still be present in some player's inventories and thus
1432 * cannot be removed). We have to ignore them here since they have the same
1433 * name than other "spell_xxx" archetypes and would always conflict.
1434 */
1435 static object *get_spell_by_name(object *op, const char *spell_name) {
1436 archetype *ar;
1437 archetype *found;
1438 int conflict_found;
1439 size_t spell_name_length;
1440
1441 /* First check for full name matches. */
1442 conflict_found = 0;
1443 found = NULL;
1444 for (ar = first_archetype; ar != NULL; ar = ar->next) {
1445 if (ar->clone.type != SPELL)
1446 continue;
1447
1448 if (strncmp(ar->name, "spelldirect_", 12) == 0)
1449 continue;
1450
1451 if (strcmp(ar->clone.name, spell_name) != 0)
1452 continue;
1453
1454 if (found != NULL) {
1455 if (!conflict_found) {
1456 conflict_found = 1;
1457 new_draw_info_format(NDI_UNIQUE, 0, op, "More than one archetype matches the spell name %s:", spell_name);
1458 new_draw_info_format(NDI_UNIQUE, 0, op, "- %s", found->name);
1459 }
1460 new_draw_info_format(NDI_UNIQUE, 0, op, "- %s", ar->name);
1461 continue;
1462 }
1463
1464 found = ar;
1465 }
1466
1467 /* No match if more more than one archetype matches. */
1468 if (conflict_found)
1469 return NULL;
1470
1471 /* Return if exactly one archetype matches. */
1472 if (found != NULL)
1473 return arch_to_object(found);
1474
1475 /* No full match found: now check for partial matches. */
1476 spell_name_length = strlen(spell_name);
1477 conflict_found = 0;
1478 found = NULL;
1479 for (ar = first_archetype; ar != NULL; ar = ar->next) {
1480 if (ar->clone.type != SPELL)
1481 continue;
1482
1483 if (strncmp(ar->name, "spelldirect_", 12) == 0)
1484 continue;
1485
1486 if (strncmp(ar->clone.name, spell_name, spell_name_length) != 0)
1487 continue;
1488
1489 if (found != NULL) {
1490 if (!conflict_found) {
1491 conflict_found = 1;
1492 new_draw_info_format(NDI_UNIQUE, 0, op, "More than one spell matches %s:", spell_name);
1493 new_draw_info_format(NDI_UNIQUE, 0, op, "- %s", found->clone.name);
1494 }
1495 new_draw_info_format(NDI_UNIQUE, 0, op, "- %s", ar->clone.name);
1496 continue;
1497 }
1498
1499 found = ar;
1500 }
1501
1502 /* No match if more more than one archetype matches. */
1503 if (conflict_found)
1504 return NULL;
1505
1506 /* Return if exactly one archetype matches. */
1507 if (found != NULL)
1508 return arch_to_object(found);
1509
1510 /* No spell found: just print an error message. */
1511 new_draw_info_format(NDI_UNIQUE, 0, op, "The spell %s does not exist.", spell_name);
1512 return NULL;
1513 }
1514
1515 static int command_learn_spell_or_prayer(object *op, char *params,
1516 int special_prayer) {
1517 object *tmp;
1518
1519 if (op->contr == NULL || params == NULL) {
1520 new_draw_info(NDI_UNIQUE, 0, op, "Which spell do you want to learn?");
1521 return 0;
1522 }
1523
1524 tmp = get_spell_by_name(op, params);
1525 if (tmp == NULL) {
1526 return 0;
1527 }
1528
1529 if (check_spell_known(op, tmp->name)) {
1530 new_draw_info_format(NDI_UNIQUE, 0, op, "You already know the spell %s.", tmp->name);
1531 return 0;
1532 }
1533
1534 do_learn_spell(op, tmp, special_prayer);
1535 free_object(tmp);
1536 return 1;
1537 }
1538
1539 int command_learn_spell(object *op, char *params) {
1540 return command_learn_spell_or_prayer(op, params, 0);
1541 }
1542
1543 int command_learn_special_prayer(object *op, char *params)
1544 {
1545 return command_learn_spell_or_prayer(op, params, 1);
1546 }
1547
1548 int command_forget_spell(object *op, char *params)
1549 {
1550 object *spell;
1551
1552 if (op->contr == NULL || params == NULL) {
1553 new_draw_info(NDI_UNIQUE, 0, op, "Which spell do you want to forget?");
1554 return 0;
1555 }
1556
1557 spell = lookup_spell_by_name(op, params);
1558 if (spell == NULL) {
1559 new_draw_info_format(NDI_UNIQUE, 0, op, "You do not know the spell %s.", params);
1560 return 0;
1561 }
1562
1563 do_forget_spell(op, spell->name);
1564 return 1;
1565 }
1566
1567 /**
1568 * Lists all plugins currently loaded with their IDs and full names.
1569 */
1570 int command_listplugins(object *op, char *params)
1571 {
1572 plugins_display_list(op);
1573 return 1;
1574 }
1575
1576 /**
1577 * Loads the given plugin. The DM specifies the name of the library to load (no
1578 * pathname is needed). Do not ever attempt to load the same plugin more than
1579 * once at a time, or bad things could happen.
1580 */
1581 int command_loadplugin(object *op, char *params) {
1582 char buf[MAX_BUF];
1583
1584 if (params == NULL) {
1585 new_draw_info(NDI_UNIQUE, 0, op, "Load which plugin?");
1586 return 1;
1587 }
1588
1589 strcpy(buf, LIBDIR);
1590 strcat(buf, "/plugins/");
1591 strcat(buf, params);
1592 LOG(llevDebug, "Requested plugin file is %s\n", buf);
1593 if (plugins_init_plugin(buf) == 0)
1594 new_draw_info(NDI_UNIQUE, 0, op, "Plugin successfully loaded.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0, op, "Could not load plugin.");
1597 return 1;
1598 }
1599
1600 /**
1601 * Unloads the given plugin. The DM specified the ID of the library to unload.
1602 * Note that some things may behave strangely if the correct plugins are not
1603 * loaded.
1604 */
1605 int command_unloadplugin(object *op, char *params)
1606 {
1607 if (params == NULL) {
1608 new_draw_info(NDI_UNIQUE, 0, op, "Remove which plugin?");
1609 return 1;
1610 }
1611
1612 if (plugins_remove_plugin(params) == 0)
1613 new_draw_info(NDI_UNIQUE, 0, op, "Plugin successfully removed.");
1614 else
1615 new_draw_info(NDI_UNIQUE, 0, op, "Could not remove plugin.");
1616 return 1;
1617 }
1618
1619 /**
1620 * A players wants to become DM and hide.
1621 * Let's see if that's authorized.
1622 * Make sure to not tell anything to anyone.
1623 */
1624 int command_dmhide(object *op, char *params) {
1625 if (!do_wizard_dm(op, params, 1))
1626 return 0;
1627
1628 do_wizard_hide(op, 1);
1629
1630 return 1;
1631 }
1632
1633 void dm_stack_pop(player *pl) {
1634 if (!pl->stack_items || !pl->stack_position) {
1635 new_draw_info(NDI_UNIQUE, 0, pl->ob, "Empty stack!");
1636 return;
1637 }
1638
1639 pl->stack_position--;
1640 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "Popped item from stack, %d left.", pl->stack_position);
1641 }
1642
1643 /**
1644 * Get current stack top item for player.
1645 * Returns NULL if no stacked item.
1646 * If stacked item disappeared (freed), remove it.
1647 *
1648 * Ryo, august 2004
1649 */
1650 object *dm_stack_peek(player *pl) {
1651 object* ob;
1652
1653 if (!pl->stack_position) {
1654 new_draw_info(NDI_UNIQUE, 0, pl->ob, "Empty stack!");
1655 return NULL;
1656 }
1657
1658 ob = find_object(pl->stack_items[pl->stack_position-1]);
1659 if (!ob) {
1660 new_draw_info(NDI_UNIQUE, 0, pl->ob, "Stacked item was removed!");
1661 dm_stack_pop(pl);
1662 return NULL;
1663 }
1664
1665 return ob;
1666 }
1667
1668 /**
1669 * Push specified item on player stack.
1670 * Inform player of position.
1671 * Initializes variables if needed.
1672 */
1673 void dm_stack_push(player *pl, tag_t item) {
1674 if (!pl->stack_items) {
1675 pl->stack_items = (tag_t *)malloc(sizeof(tag_t)*STACK_SIZE);
1676 memset(pl->stack_items, 0, sizeof(tag_t)*STACK_SIZE);
1677 }
1678
1679 if (pl->stack_position == STACK_SIZE) {
1680 new_draw_info(NDI_UNIQUE, 0, pl->ob, "Item stack full!");
1681 return;
1682 }
1683
1684 pl->stack_items[pl->stack_position] = item;
1685 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "Item stacked as %d.", pl->stack_position);
1686 pl->stack_position++;
1687 }
1688
1689 /**
1690 * Checks 'params' for object code.
1691 *
1692 * Can be:
1693 * * empty => get current object stack top for player
1694 * * number => get item with that tag, stack it for future use
1695 * * $number => get specified stack item
1696 * * "me" => player himself
1697 *
1698 * At function exit, params points to first non-object char
1699 *
1700 * 'from', if not NULL, contains at exit:
1701 * * STACK_FROM_NONE => object not found
1702 * * STACK_FROM_TOP => top item stack, may be NULL if stack was empty
1703 * * STACK_FROM_STACK => item from somewhere in the stack
1704 * * STACK_FROM_NUMBER => item by number, pushed on stack
1705 *
1706 * Ryo, august 2004
1707 */
1708 object *get_dm_object(player *pl, char **params, int *from) {
1709 int item_tag, item_position;
1710 object *ob;
1711
1712 if (!pl)
1713 return NULL;
1714
1715 if (!params || !*params || **params == '\0') {
1716 if (from)
1717 *from = STACK_FROM_TOP;
1718 /* No parameter => get stack item */
1719 return dm_stack_peek(pl);
1720 }
1721
1722 /* Let's clean white spaces */
1723 while (**params == ' ')
1724 (*params)++;
1725
1726 /* Next case: number => item tag */
1727 if (sscanf(*params, "%d", &item_tag)) {
1728 /* Move parameter to next item */
1729 while (isdigit(**params))
1730 (*params)++;
1731
1732 /* And skip blanks, too */
1733 while (**params == ' ')
1734 (*params)++;
1735
1736 /* Get item */
1737 ob = find_object(item_tag);
1738 if (!ob) {
1739 if (from)
1740 *from = STACK_FROM_NONE;
1741 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "No such item %d!", item_tag);
1742 return NULL;
1743 }
1744
1745 /* Got one, let's push it on stack */
1746 dm_stack_push(pl, item_tag);
1747 if (from)
1748 *from = STACK_FROM_NUMBER;
1749 return ob;
1750 }
1751
1752 /* Next case: $number => stack item */
1753 if (sscanf(*params, "$%d", &item_position)) {
1754 /* Move parameter to next item */
1755 (*params)++;
1756
1757 while (isdigit(**params))
1758 (*params)++;
1759 while (**params == ' ')
1760 (*params)++;
1761
1762 if (item_position >= pl->stack_position) {
1763 if (from)
1764 *from = STACK_FROM_NONE;
1765 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "No such stack item %d!", item_position);
1766 return NULL;
1767 }
1768
1769 ob = find_object(pl->stack_items[item_position]);
1770 if (!ob) {
1771 if (from)
1772 *from = STACK_FROM_NONE;
1773 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "Stack item %d was removed.", item_position);
1774 return NULL;
1775 }
1776
1777 if (from)
1778 *from = item_position < pl->stack_position-1 ? STACK_FROM_STACK : STACK_FROM_TOP;
1779 return ob;
1780 }
1781
1782 /* Next case: 'me' => return pl->ob */
1783 if (!strncmp(*params, "me", 2)) {
1784 if (from)
1785 *from = STACK_FROM_NUMBER;
1786 dm_stack_push(pl, pl->ob->count);
1787
1788 /* Skip to next token */
1789 (*params) += 2;
1790 while (**params == ' ')
1791 (*params)++;
1792
1793 return pl->ob;
1794 }
1795
1796 /* Last case: get stack top */
1797 if (from)
1798 *from = STACK_FROM_TOP;
1799 return dm_stack_peek(pl);
1800 }
1801
1802 /**
1803 * Pop the stack top.
1804 */
1805 int command_stack_pop(object *op, char *params) {
1806 dm_stack_pop(op->contr);
1807 return 0;
1808 }
1809
1810 /**
1811 * Push specified item on stack.
1812 */
1813 int command_stack_push(object *op, char *params) {
1814 object *ob;
1815 int from;
1816 ob = get_dm_object(op->contr, &params, &from);
1817
1818 if (ob && from != STACK_FROM_NUMBER)
1819 /* Object was from stack, need to push it again */
1820 dm_stack_push(op->contr, ob->count);
1821
1822 return 0;
1823 }
1824
1825 /**
1826 * Displays stack contents.
1827 */
1828 int command_stack_list(object *op, char *params) {
1829 int item;
1830 object *display;
1831 player *pl = op->contr;
1832
1833 new_draw_info(NDI_UNIQUE, 0, op, "Item stack contents:");
1834
1835 for (item = 0; item < pl->stack_position; item++) {
1836 display = find_object(pl->stack_items[item]);
1837 if (display)
1838 new_draw_info_format(NDI_UNIQUE, 0, op, " %d : %s [%d]", item, display->name, display->count);
1839 else
1840 /* Item was freed */
1841 new_draw_info_format(NDI_UNIQUE, 0, op, " %d : (lost item: %d)", item, pl->stack_items[item]);
1842 }
1843
1844 return 0;
1845 }
1846
1847 /**
1848 * Empty DM item stack.
1849 */
1850 int command_stack_clear(object *op, char *params) {
1851 op->contr->stack_position = 0;
1852 new_draw_info(NDI_UNIQUE, 0, op, "Item stack cleared.");
1853 return 0;
1854 }
1855
1856 /**
1857 * Get a diff of specified items.
1858 * Second item is compared to first, and differences displayed.
1859 * Note: get_ob_diff works the opposite way (first compared to 2nd),
1860 * but it's easier with stack functions to do it this way, so you can do:
1861 * * stack_push <base>
1862 * * stack_push <object to be compared>
1863 * * diff
1864 * * patch xxx <---- applies to object compared to base, easier :)
1865 *
1866 * Ryo, august 2004
1867 */
1868 int command_diff(object *op, char *params) {
1869 object *left, *right, *top;
1870 const char *diff;
1871 int left_from, right_from;
1872
1873 top = NULL;
1874
1875 left = get_dm_object(op->contr, &params, &left_from);
1876 if (!left) {
1877 new_draw_info(NDI_UNIQUE, 0, op, "Compare to what item?");
1878 return 0;
1879 }
1880
1881 if (left_from == STACK_FROM_NUMBER)
1882 /* Item was stacked, remove it else right will be the same... */
1883 dm_stack_pop(op->contr);
1884
1885 right = get_dm_object(op->contr, &params, &right_from);
1886
1887 if (!right) {
1888 new_draw_info(NDI_UNIQUE, 0, op, "Compare what item?");
1889 return 0;
1890 }
1891
1892 new_draw_info(NDI_UNIQUE, 0, op, "Item difference:");
1893
1894 if (left_from == STACK_FROM_TOP && right_from == STACK_FROM_TOP) {
1895 /*
1896 * Special case: both items were taken from stack top.
1897 * Override the behaviour, taking left as item just below top, if exists.
1898 * See function description for why.
1899 * Besides, if we don't do anything, compare an item to itself, not really useful.
1900 */
1901 if (op->contr->stack_position > 1) {
1902 left = find_object(op->contr->stack_items[op->contr->stack_position-2]);
1903 if (left)
1904 new_draw_info(NDI_UNIQUE, 0, op, "(Note: first item taken from undertop)");
1905 else
1906 /* Stupid case: item under top was freed, fallback to stack top */
1907 left = right;
1908 }
1909 }
1910
1911 diff = get_ob_diff(left, right);
1912
1913 if (!diff) {
1914 new_draw_info(NDI_UNIQUE, 0, op, "Objects are the same.");
1915 return 0;
1916 }
1917
1918 new_draw_info(NDI_UNIQUE, 0, op, diff);
1919 return 0;
1920 }
1921
1922 int command_insert_into(object* op, char *params)
1923 {
1924 object *left, *right, *inserted;
1925 const char *diff;
1926 int left_from, right_from;
1927
1928 left = get_dm_object(op->contr, &params, &left_from);
1929 if (!left) {
1930 new_draw_info(NDI_UNIQUE, 0, op, "Insert into what object?");
1931 return 0;
1932 }
1933
1934 if (left_from == STACK_FROM_NUMBER)
1935 /* Item was stacked, remove it else right will be the same... */
1936 dm_stack_pop(op->contr);
1937
1938 right = get_dm_object(op->contr, &params, &right_from);
1939
1940 if (!right) {
1941 new_draw_info(NDI_UNIQUE, 0, op, "Insert what item?");
1942 return 0;
1943 }
1944
1945 if (left_from == STACK_FROM_TOP && right_from == STACK_FROM_TOP) {
1946 /*
1947 * Special case: both items were taken from stack top.
1948 * Override the behaviour, taking left as item just below top, if exists.
1949 * See function description for why.
1950 * Besides, can't insert an item into itself.
1951 */
1952 if (op->contr->stack_position > 1) {
1953 left = find_object(op->contr->stack_items[op->contr->stack_position-2]);
1954 if (left)
1955 new_draw_info(NDI_UNIQUE, 0, op, "(Note: item to insert into taken from undertop)");
1956 else
1957 /* Stupid case: item under top was freed, fallback to stack top */
1958 left = right;
1959 }
1960 }
1961
1962 if (left == right)
1963 {
1964 new_draw_info(NDI_UNIQUE, 0, op, "Can't insert an object into itself!");
1965 return 0;
1966 }
1967
1968 if (right->type == PLAYER)
1969 {
1970 new_draw_info(NDI_UNIQUE, 0, op, "Can't insert a player into something!");
1971 return 0;
1972 }
1973
1974 if (!QUERY_FLAG(right,FLAG_REMOVED))
1975 remove_ob(right);
1976 inserted = insert_ob_in_ob(right,left);
1977 if (left->type == PLAYER)
1978 if (inserted == right)
1979 esrv_send_item(left,right);
1980 else
1981 esrv_update_item(UPD_WEIGHT|UPD_NAME|UPD_NROF,left,inserted);
1982
1983 new_draw_info_format(NDI_UNIQUE, 0, op, "Inserted %s in %s", query_name(inserted),query_name(left));
1984
1985 return 0;
1986
1987 }