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Comparing deliantra/server/server/c_wiz.C (file contents):
Revision 1.34 by root, Mon Feb 5 01:24:46 2007 UTC vs.
Revision 1.45 by root, Sun Jun 3 17:42:39 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <spells.h> 27#include <spells.h>
86 op->contr->hidden = 0; 86 op->contr->hidden = 0;
87 op->invisible = 1; 87 op->invisible = 1;
88 new_draw_info (NDI_UNIQUE, 0, op, "You are no longer hidden from other players"); 88 new_draw_info (NDI_UNIQUE, 0, op, "You are no longer hidden from other players");
89 op->map->players++; 89 op->map->players++;
90 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &op->name); 90 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &op->name);
91
91 if (!silent_dm) 92 if (!silent_dm)
92 {
93 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_LT_GREEN, 1, NULL, "The Dungeon Master has arrived!"); 93 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_LT_GREEN, 1, NULL, "The Dungeon Master has arrived!");
94 }
95 } 94 }
96 else 95 else
97 { 96 {
98 op->contr->hidden = 1; 97 op->contr->hidden = 1;
99 new_draw_info (NDI_UNIQUE, 0, op, "Other players will no longer see you."); 98 new_draw_info (NDI_UNIQUE, 0, op, "Other players will no longer see you.");
100 op->map->players--; 99 op->map->players--;
100
101 if (!silent_dm) 101 if (!silent_dm)
102 {
103 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_LT_GREEN, 1, NULL, "The Dungeon Master is gone.."); 102 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_LT_GREEN, 1, NULL, "The Dungeon Master is gone..");
104 } 103
105 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s leaves the game.", &op->name); 104 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s leaves the game.", &op->name);
106 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s left the game.", &op->name); 105 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s left the game.", &op->name);
107 } 106 }
108} 107}
109 108
173 172
174 become_follower (ob, god); 173 become_follower (ob, god);
175 return 1; 174 return 1;
176} 175}
177 176
178/** 177// TODO: Rewrite banish in perl and get rid of the following two functions
179 * Add player's IP to ban_file and kick them off the server
180 * I know most people have dynamic IPs but this is more of a short term
181 * solution if they have to get a new IP to play maybe they'll calm down.
182 * This uses the banish_file in the local directory *not* the ban_file
183 * The action is logged with a ! for easy searching. -tm
184 */
185int
186command_banish (object *op, char *params)
187{
188 player *pl;
189 FILE *banishfile;
190 char buf[MAX_BUF];
191 time_t now;
192
193 if (!params)
194 {
195 new_draw_info (NDI_UNIQUE, 0, op, "Usage: banish <player>.");
196 return 1;
197 }
198
199 pl = get_other_player_from_name (op, params);
200 if (!pl)
201 return 1;
202
203 sprintf (buf, "%s/%s", settings.localdir, BANISHFILE);
204
205 if ((banishfile = fopen (buf, "a")) == NULL)
206 {
207 LOG (llevDebug, "Could not find file banish_file.\n");
208 new_draw_info (NDI_UNIQUE, 0, op, "Could not find banish_file.");
209 return 0;
210 }
211
212 now = time (NULL);
213 /*
214 * Record this as a comment - then we don't have to worry about changing
215 * the parsing code.
216 */
217 fprintf (banishfile, "# %s (%s) banned by %s at %s\n", &pl->ob->name, pl->ns->host, &op->name, ctime (&now));
218 fprintf (banishfile, "*@%s\n", pl->ns->host);
219 fclose (banishfile);
220
221 LOG (llevDebug, "! %s banned %s from IP: %s.\n", &op->name, &pl->ob->name, pl->ns->host);
222 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, "You banish %s", &pl->ob->name);
223 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 5, op, "%s banishes %s from the land!", &op->name, &pl->ob->name);
224 command_kick (op, (char *) &pl->ob->name);
225 return 1;
226}
227
228int 178int
229command_kick (object *op, char *params) 179command_kick (object *op, char *params)
230{ 180{
231 for_all_players (pl) 181 for_all_players (pl)
232 if ((params == NULL || !strcmp (&pl->ob->name, params)) && !INVOKE_PLAYER (KICK, pl, ARG_STRING (params))) 182 if ((params == NULL || !strcmp (&pl->ob->name, params)) && !INVOKE_PLAYER (KICK, pl, ARG_STRING (params)))
266 ready_map_name (op->map->path, 0); 216 ready_map_name (op->map->path, 0);
267 217
268 return 1; 218 return 1;
269} 219}
270#endif 220#endif
271
272int
273command_shutdown (object *op, char *params)
274{
275 if (op && !QUERY_FLAG (op, FLAG_WIZ))
276 {
277 new_draw_info (NDI_UNIQUE, 0, op, "Sorry, you can't shutdown the server.");
278 return 1;
279 }
280
281 cleanup ("dm initiated shutdown", 0);
282
283 /* not reached */
284 return 1;
285}
286 221
287int 222int
288command_freeze (object *op, char *params) 223command_freeze (object *op, char *params)
289{ 224{
290 int ticks; 225 int ticks;
519 new_draw_info_format (NDI_UNIQUE, 0, op, "No artifact list for type %d\n", at->clone.type); 454 new_draw_info_format (NDI_UNIQUE, 0, op, "No artifact list for type %d\n", at->clone.type);
520 else 455 else
521 { 456 {
522 art = find_artifactlist (at->clone.type)->items; 457 art = find_artifactlist (at->clone.type)->items;
523 458
524 do 459 while (art)
525 { 460 {
526 if (!strcmp (art->item->name, cp)) 461 if (!strcmp (art->item->name, cp))
527 break; 462 break;
463
528 art = art->next; 464 art = art->next;
529 } 465 }
530 while (art != NULL);
531 466
532 if (!art) 467 if (!art)
533 new_draw_info_format (NDI_UNIQUE, 0, op, "No such artifact ([%d] of %s)", at->clone.type, cp); 468 new_draw_info_format (NDI_UNIQUE, 0, op, "No such artifact ([%d] of %s)", at->clone.type, cp);
534 } 469 }
535 470
548 * Rather than have two different blocks with a lot of similar code, 483 * Rather than have two different blocks with a lot of similar code,
549 * just create one object, do all the processing, and then determine 484 * just create one object, do all the processing, and then determine
550 * if that one object should be inserted or if we need to make copies. 485 * if that one object should be inserted or if we need to make copies.
551 */ 486 */
552 tmp = arch_to_object (at); 487 tmp = arch_to_object (at);
553
554 if (settings.real_wiz == FALSE)
555 SET_FLAG (tmp, FLAG_WAS_WIZ);
556 488
557 if (set_magic) 489 if (set_magic)
558 set_abs_magic (tmp, magic); 490 set_abs_magic (tmp, magic);
559 491
560 if (art) 492 if (art)
685 { 617 {
686 head = dup; 618 head = dup;
687 tmp->copy_to (dup); 619 tmp->copy_to (dup);
688 } 620 }
689 621
690 if (settings.real_wiz == FALSE)
691 SET_FLAG (dup, FLAG_WAS_WIZ);
692
693 dup->x = op->x + dup->arch->clone.x; 622 dup->x = op->x + dup->arch->clone.x;
694 dup->y = op->y + dup->arch->clone.y; 623 dup->y = op->y + dup->arch->clone.y;
695 dup->map = op->map; 624 dup->map = op->map;
696 625
697 if (head != dup) 626 if (head != dup)
815 new_draw_info (NDI_UNIQUE, 0, op, "Object is marked original"); 744 new_draw_info (NDI_UNIQUE, 0, op, "Object is marked original");
816 745
817 return 1; 746 return 1;
818} 747}
819 748
820/**
821 * When DM is possessing a monster, flip aggression on and off, to allow
822 * better motion.
823 */
824int
825command_mon_aggr (object *op, char *params)
826{
827 if (op->enemy || !QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
828 {
829 op->enemy = NULL;
830 SET_FLAG (op, FLAG_UNAGGRESSIVE);
831 new_draw_info (NDI_UNIQUE, 0, op, "Aggression turned OFF");
832 }
833 else
834 {
835 CLEAR_FLAG (op, FLAG_FRIENDLY);
836 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
837 new_draw_info (NDI_UNIQUE, 0, op, "Aggression turned ON");
838 }
839
840 return 1;
841}
842
843/** DM can possess a monster. Basically, this tricks the client into thinking
844 * a given monster, is actually the player it controls. This allows a DM
845 * to inhabit a monster's body, and run around the game with it.
846 * This function is severely broken - it has tons of hardcoded values,
847 */
848int
849command_possess (object *op, char *params)
850{
851 object *victim, *curinv, *nextinv;
852 player *pl;
853 int i;
854 char buf[MAX_BUF];
855
856 victim = NULL;
857 if (params != NULL)
858 {
859 if (sscanf (params, "%d", &i))
860 victim = find_object (i);
861 else if (sscanf (params, "%s", buf))
862 victim = find_object_name (buf);
863 }
864 if (victim == NULL)
865 {
866 new_draw_info (NDI_UNIQUE, 0, op, "Patch what object (nr)?");
867 return 1;
868 }
869
870 if (victim == op)
871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "As insane as you are, I cannot " "allow you to possess yourself.");
873 return 1;
874 }
875
876 /* clear out the old inventory */
877 curinv = op->inv;
878 while (curinv != NULL)
879 {
880 nextinv = curinv->below;
881 esrv_del_item (op->contr, curinv->count);
882 curinv = nextinv;
883 }
884
885 /* make the switch */
886 pl = op->contr;
887 victim->contr = pl;
888 pl->ob = victim;
889 victim->type = PLAYER;
890 SET_FLAG (victim, FLAG_WIZ);
891
892 /* send the inventory to the client */
893 curinv = victim->inv;
894 while (curinv != NULL)
895 {
896 nextinv = curinv->below;
897 esrv_send_item (victim, curinv);
898 curinv = nextinv;
899 }
900 /* basic patchup */
901 /* The use of hard coded values is terrible. Note
902 * that really, to be fair, this shouldn't get changed at
903 * all - if you are possessing a kobold, you should have the
904 * same limitations. As it is, as more body locations are added,
905 * this will give this player more locations than perhaps
906 * they should be allowed.
907 */
908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
909 if (i == 1 || i == 6 || i == 8 || i == 9)
910 victim->body_info[i] = 2;
911 else
912 victim->body_info[i] = 1;
913
914 esrv_new_player (pl, 80); /* just pick a wieght, we don't care */
915 esrv_send_inventory (victim, victim);
916
917 victim->update_stats ();
918
919 do_some_living (victim);
920 return 1;
921}
922
923int 749int
924command_patch (object *op, char *params) 750command_patch (object *op, char *params)
925{ 751{
926 char *arg, *arg2; 752 char *arg, *arg2;
927 object *tmp; 753 object *tmp;
939 return 1; 765 return 1;
940 } 766 }
941 767
942 if ((arg2 = strchr (arg, ' '))) 768 if ((arg2 = strchr (arg, ' ')))
943 arg2++; 769 arg2++;
944 if (settings.real_wiz == FALSE) 770
945 SET_FLAG (tmp, FLAG_WAS_WIZ); /* To avoid cheating */
946 if (set_variable (tmp, arg) == -1) 771 if (set_variable (tmp, arg) == -1)
947 new_draw_info_format (NDI_UNIQUE, 0, op, "Unknown variable %s", arg); 772 new_draw_info_format (NDI_UNIQUE, 0, op, "Unknown variable %s", arg);
948 else 773 else
949 {
950 new_draw_info_format (NDI_UNIQUE, 0, op, "(%s#%d)->%s=%s", &tmp->name, tmp->count, arg, arg2); 774 new_draw_info_format (NDI_UNIQUE, 0, op, "(%s#%d)->%s=%s", &tmp->name, tmp->count, arg, arg2);
951 }
952 775
953 return 1; 776 return 1;
954} 777}
955 778
956int 779int
1050 } 873 }
1051 874
1052 pl->ob->stats.exp += i; 875 pl->ob->stats.exp += i;
1053 calc_perm_exp (pl->ob); 876 calc_perm_exp (pl->ob);
1054 player_lvl_adj (pl->ob, NULL); 877 player_lvl_adj (pl->ob, NULL);
1055
1056 if (settings.real_wiz == FALSE)
1057 SET_FLAG (pl->ob, FLAG_WAS_WIZ);
1058 878
1059 return 1; 879 return 1;
1060 } 880 }
1061 881
1062 new_draw_info (NDI_UNIQUE, 0, op, "No such player."); 882 new_draw_info (NDI_UNIQUE, 0, op, "No such player.");
1111int 931int
1112command_abil (object *op, char *params) 932command_abil (object *op, char *params)
1113{ 933{
1114 char thing[20], thing2[20]; 934 char thing[20], thing2[20];
1115 int iii; 935 int iii;
1116 player *pl;
1117 char buf[MAX_BUF]; 936 char buf[MAX_BUF];
1118 937
1119 iii = 0; 938 iii = 0;
1120 thing[0] = '\0'; 939 thing[0] = '\0';
1121 thing2[0] = '\0'; 940 thing2[0] = '\0';
1139 958
1140 for_all_players (pl) 959 for_all_players (pl)
1141 { 960 {
1142 if (!strcmp (pl->ob->name, thing)) 961 if (!strcmp (pl->ob->name, thing))
1143 { 962 {
1144 if (settings.real_wiz == FALSE)
1145 SET_FLAG (pl->ob, FLAG_WAS_WIZ);
1146 if (!strcmp ("str", thing2))
1147 pl->ob->stats.Str = iii, pl->orig_stats.Str = iii; 963 if (!strcmp ("str", thing2)) pl->ob->stats.Str = iii, pl->orig_stats.Str = iii;
1148 if (!strcmp ("dex", thing2))
1149 pl->ob->stats.Dex = iii, pl->orig_stats.Dex = iii; 964 if (!strcmp ("dex", thing2)) pl->ob->stats.Dex = iii, pl->orig_stats.Dex = iii;
1150 if (!strcmp ("con", thing2))
1151 pl->ob->stats.Con = iii, pl->orig_stats.Con = iii; 965 if (!strcmp ("con", thing2)) pl->ob->stats.Con = iii, pl->orig_stats.Con = iii;
1152 if (!strcmp ("wis", thing2))
1153 pl->ob->stats.Wis = iii, pl->orig_stats.Wis = iii; 966 if (!strcmp ("wis", thing2)) pl->ob->stats.Wis = iii, pl->orig_stats.Wis = iii;
1154 if (!strcmp ("cha", thing2))
1155 pl->ob->stats.Cha = iii, pl->orig_stats.Cha = iii; 967 if (!strcmp ("cha", thing2)) pl->ob->stats.Cha = iii, pl->orig_stats.Cha = iii;
1156 if (!strcmp ("int", thing2))
1157 pl->ob->stats.Int = iii, pl->orig_stats.Int = iii; 968 if (!strcmp ("int", thing2)) pl->ob->stats.Int = iii, pl->orig_stats.Int = iii;
1158 if (!strcmp ("pow", thing2))
1159 pl->ob->stats.Pow = iii, pl->orig_stats.Pow = iii; 969 if (!strcmp ("pow", thing2)) pl->ob->stats.Pow = iii, pl->orig_stats.Pow = iii;
970
1160 sprintf (buf, "%s has been altered.", &pl->ob->name); 971 sprintf (buf, "%s has been altered.", &pl->ob->name);
1161 new_draw_info (NDI_UNIQUE, 0, op, buf); 972 new_draw_info (NDI_UNIQUE, 0, op, buf);
1162 pl->ob->update_stats (); 973 pl->ob->update_stats ();
1163 return 1; 974 return 1;
1164 } 975 }
1168 return 1; 979 return 1;
1169} 980}
1170 981
1171int 982int
1172command_nowiz (object *op, char *params) 983command_nowiz (object *op, char *params)
1173{ /* 'noadm' is alias */ 984{ /* 'nodm' is alias */
1174 CLEAR_FLAG (op, FLAG_WIZ); 985 CLEAR_FLAG (op, FLAG_WIZ);
1175 CLEAR_FLAG (op, FLAG_WIZPASS); 986 CLEAR_FLAG (op, FLAG_WIZPASS);
1176 CLEAR_FLAG (op, FLAG_WIZCAST); 987 CLEAR_FLAG (op, FLAG_WIZCAST);
1177 988
1178 if (settings.real_wiz == TRUE)
1179 CLEAR_FLAG (op, FLAG_WAS_WIZ);
1180 if (op->contr->hidden) 989 if (op->contr->hidden)
1181 { 990 {
1182 new_draw_info (NDI_UNIQUE, 0, op, "You are no longer hidden from other players"); 991 new_draw_info (NDI_UNIQUE, 0, op, "You are no longer hidden from other players");
1183 op->map->players++; 992 op->map->players++;
1184 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &op->name); 993 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &op->name);
1246 } 1055 }
1247 1056
1248 if (checkdm (op, op->name, (params ? params : "*"), op->contr->ns->host)) 1057 if (checkdm (op, op->name, (params ? params : "*"), op->contr->ns->host))
1249 { 1058 {
1250 SET_FLAG (op, FLAG_WIZ); 1059 SET_FLAG (op, FLAG_WIZ);
1251 SET_FLAG (op, FLAG_WAS_WIZ);
1252 SET_FLAG (op, FLAG_WIZPASS); 1060 SET_FLAG (op, FLAG_WIZPASS);
1253 SET_FLAG (op, FLAG_WIZCAST); 1061 SET_FLAG (op, FLAG_WIZCAST);
1062
1254 new_draw_info (NDI_UNIQUE, 0, op, "Ok, you are the Dungeon Master!"); 1063 new_draw_info (NDI_UNIQUE, 0, op, "Ok, you are the Dungeon Master!");
1255 /* 1064 /*
1256 * Remove setting flying here - that won't work, because next 1065 * Remove setting flying here - that won't work, because next
1257 * fix_player() is called that will get cleared - proper solution 1066 * fix_player() is called that will get cleared - proper solution
1258 * is probably something like a wiz_force which gives that and any 1067 * is probably something like a wiz_force which gives that and any
1259 * other desired abilities. 1068 * other desired abilities.
1260 */ 1069 */
1261 clear_los (op); 1070 clear_los (op->contr);
1262 op->contr->write_buf[0] = '\0'; 1071 op->contr->write_buf[0] = '\0';
1263 1072
1264 if (!silent) 1073 if (!silent)
1265 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_LT_GREEN, 1, NULL, "The Dungeon Master has arrived!"); 1074 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_LT_GREEN, 1, NULL, "The Dungeon Master has arrived!");
1266 1075
1293command_invisible (object *op, char *params) 1102command_invisible (object *op, char *params)
1294{ 1103{
1295 if (op) 1104 if (op)
1296 { 1105 {
1297 op->invisible += 100; 1106 op->invisible += 100;
1298 update_object (op, UP_OBJ_FACE); 1107 update_object (op, UP_OBJ_CHANGE);
1299 new_draw_info (NDI_UNIQUE, 0, op, "You turn invisible."); 1108 new_draw_info (NDI_UNIQUE, 0, op, "You turn invisible.");
1300 } 1109 }
1301 1110
1302 return 0; 1111 return 0;
1303} 1112}

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