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Comparing deliantra/server/server/c_wiz.C (file contents):
Revision 1.35 by root, Mon Feb 5 01:32:58 2007 UTC vs.
Revision 1.44 by root, Mon May 28 21:28:36 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>
172 172
173 become_follower (ob, god); 173 become_follower (ob, god);
174 return 1; 174 return 1;
175} 175}
176 176
177/** 177// TODO: Rewrite banish in perl and get rid of the following two functions
178 * Add player's IP to ban_file and kick them off the server
179 * I know most people have dynamic IPs but this is more of a short term
180 * solution if they have to get a new IP to play maybe they'll calm down.
181 * This uses the banish_file in the local directory *not* the ban_file
182 * The action is logged with a ! for easy searching. -tm
183 */
184int
185command_banish (object *op, char *params)
186{
187 player *pl;
188 FILE *banishfile;
189 char buf[MAX_BUF];
190 time_t now;
191
192 if (!params)
193 {
194 new_draw_info (NDI_UNIQUE, 0, op, "Usage: banish <player>.");
195 return 1;
196 }
197
198 pl = get_other_player_from_name (op, params);
199 if (!pl)
200 return 1;
201
202 sprintf (buf, "%s/%s", settings.localdir, BANISHFILE);
203
204 if ((banishfile = fopen (buf, "a")) == NULL)
205 {
206 LOG (llevDebug, "Could not find file banish_file.\n");
207 new_draw_info (NDI_UNIQUE, 0, op, "Could not find banish_file.");
208 return 0;
209 }
210
211 now = time (NULL);
212 /*
213 * Record this as a comment - then we don't have to worry about changing
214 * the parsing code.
215 */
216 fprintf (banishfile, "# %s (%s) banned by %s at %s\n", &pl->ob->name, pl->ns->host, &op->name, ctime (&now));
217 fprintf (banishfile, "*@%s\n", pl->ns->host);
218 fclose (banishfile);
219
220 LOG (llevDebug, "! %s banned %s from IP: %s.\n", &op->name, &pl->ob->name, pl->ns->host);
221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, "You banish %s", &pl->ob->name);
222 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 5, op, "%s banishes %s from the land!", &op->name, &pl->ob->name);
223 command_kick (op, (char *) &pl->ob->name);
224 return 1;
225}
226
227int 178int
228command_kick (object *op, char *params) 179command_kick (object *op, char *params)
229{ 180{
230 for_all_players (pl) 181 for_all_players (pl)
231 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)))
265 ready_map_name (op->map->path, 0); 216 ready_map_name (op->map->path, 0);
266 217
267 return 1; 218 return 1;
268} 219}
269#endif 220#endif
270
271int
272command_shutdown (object *op, char *params)
273{
274 if (op && !QUERY_FLAG (op, FLAG_WIZ))
275 {
276 new_draw_info (NDI_UNIQUE, 0, op, "Sorry, you can't shutdown the server.");
277 return 1;
278 }
279
280 cleanup ("dm initiated shutdown", 0);
281
282 /* not reached */
283 return 1;
284}
285 221
286int 222int
287command_freeze (object *op, char *params) 223command_freeze (object *op, char *params)
288{ 224{
289 int ticks; 225 int ticks;
518 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);
519 else 455 else
520 { 456 {
521 art = find_artifactlist (at->clone.type)->items; 457 art = find_artifactlist (at->clone.type)->items;
522 458
523 do 459 while (art)
524 { 460 {
525 if (!strcmp (art->item->name, cp)) 461 if (!strcmp (art->item->name, cp))
526 break; 462 break;
463
527 art = art->next; 464 art = art->next;
528 } 465 }
529 while (art != NULL);
530 466
531 if (!art) 467 if (!art)
532 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);
533 } 469 }
534 470
547 * 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,
548 * just create one object, do all the processing, and then determine 484 * just create one object, do all the processing, and then determine
549 * 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.
550 */ 486 */
551 tmp = arch_to_object (at); 487 tmp = arch_to_object (at);
552
553 if (settings.real_wiz == FALSE)
554 SET_FLAG (tmp, FLAG_WAS_WIZ);
555 488
556 if (set_magic) 489 if (set_magic)
557 set_abs_magic (tmp, magic); 490 set_abs_magic (tmp, magic);
558 491
559 if (art) 492 if (art)
684 { 617 {
685 head = dup; 618 head = dup;
686 tmp->copy_to (dup); 619 tmp->copy_to (dup);
687 } 620 }
688 621
689 if (settings.real_wiz == FALSE)
690 SET_FLAG (dup, FLAG_WAS_WIZ);
691
692 dup->x = op->x + dup->arch->clone.x; 622 dup->x = op->x + dup->arch->clone.x;
693 dup->y = op->y + dup->arch->clone.y; 623 dup->y = op->y + dup->arch->clone.y;
694 dup->map = op->map; 624 dup->map = op->map;
695 625
696 if (head != dup) 626 if (head != dup)
814 new_draw_info (NDI_UNIQUE, 0, op, "Object is marked original"); 744 new_draw_info (NDI_UNIQUE, 0, op, "Object is marked original");
815 745
816 return 1; 746 return 1;
817} 747}
818 748
819/**
820 * When DM is possessing a monster, flip aggression on and off, to allow
821 * better motion.
822 */
823int
824command_mon_aggr (object *op, char *params)
825{
826 if (op->enemy || !QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
827 {
828 op->enemy = NULL;
829 SET_FLAG (op, FLAG_UNAGGRESSIVE);
830 new_draw_info (NDI_UNIQUE, 0, op, "Aggression turned OFF");
831 }
832 else
833 {
834 CLEAR_FLAG (op, FLAG_FRIENDLY);
835 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
836 new_draw_info (NDI_UNIQUE, 0, op, "Aggression turned ON");
837 }
838
839 return 1;
840}
841
842/** DM can possess a monster. Basically, this tricks the client into thinking
843 * a given monster, is actually the player it controls. This allows a DM
844 * to inhabit a monster's body, and run around the game with it.
845 * This function is severely broken - it has tons of hardcoded values,
846 */
847int
848command_possess (object *op, char *params)
849{
850 object *victim, *curinv, *nextinv;
851 player *pl;
852 int i;
853 char buf[MAX_BUF];
854
855 victim = NULL;
856 if (params != NULL)
857 {
858 if (sscanf (params, "%d", &i))
859 victim = find_object (i);
860 else if (sscanf (params, "%s", buf))
861 victim = find_object_name (buf);
862 }
863 if (victim == NULL)
864 {
865 new_draw_info (NDI_UNIQUE, 0, op, "Patch what object (nr)?");
866 return 1;
867 }
868
869 if (victim == op)
870 {
871 new_draw_info (NDI_UNIQUE, 0, op, "As insane as you are, I cannot " "allow you to possess yourself.");
872 return 1;
873 }
874
875 /* clear out the old inventory */
876 curinv = op->inv;
877 while (curinv != NULL)
878 {
879 nextinv = curinv->below;
880 esrv_del_item (op->contr, curinv->count);
881 curinv = nextinv;
882 }
883
884 /* make the switch */
885 pl = op->contr;
886 victim->contr = pl;
887 pl->ob = victim;
888 victim->type = PLAYER;
889 SET_FLAG (victim, FLAG_WIZ);
890
891 /* send the inventory to the client */
892 curinv = victim->inv;
893 while (curinv != NULL)
894 {
895 nextinv = curinv->below;
896 esrv_send_item (victim, curinv);
897 curinv = nextinv;
898 }
899 /* basic patchup */
900 /* The use of hard coded values is terrible. Note
901 * that really, to be fair, this shouldn't get changed at
902 * all - if you are possessing a kobold, you should have the
903 * same limitations. As it is, as more body locations are added,
904 * this will give this player more locations than perhaps
905 * they should be allowed.
906 */
907 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
908 if (i == 1 || i == 6 || i == 8 || i == 9)
909 victim->body_info[i] = 2;
910 else
911 victim->body_info[i] = 1;
912
913 esrv_new_player (pl, 80); /* just pick a wieght, we don't care */
914 esrv_send_inventory (victim, victim);
915
916 victim->update_stats ();
917
918 do_some_living (victim);
919 return 1;
920}
921
922int 749int
923command_patch (object *op, char *params) 750command_patch (object *op, char *params)
924{ 751{
925 char *arg, *arg2; 752 char *arg, *arg2;
926 object *tmp; 753 object *tmp;
938 return 1; 765 return 1;
939 } 766 }
940 767
941 if ((arg2 = strchr (arg, ' '))) 768 if ((arg2 = strchr (arg, ' ')))
942 arg2++; 769 arg2++;
943 if (settings.real_wiz == FALSE) 770
944 SET_FLAG (tmp, FLAG_WAS_WIZ); /* To avoid cheating */
945 if (set_variable (tmp, arg) == -1) 771 if (set_variable (tmp, arg) == -1)
946 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);
947 else 773 else
948 {
949 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);
950 }
951 775
952 return 1; 776 return 1;
953} 777}
954 778
955int 779int
1049 } 873 }
1050 874
1051 pl->ob->stats.exp += i; 875 pl->ob->stats.exp += i;
1052 calc_perm_exp (pl->ob); 876 calc_perm_exp (pl->ob);
1053 player_lvl_adj (pl->ob, NULL); 877 player_lvl_adj (pl->ob, NULL);
1054
1055 if (settings.real_wiz == FALSE)
1056 SET_FLAG (pl->ob, FLAG_WAS_WIZ);
1057 878
1058 return 1; 879 return 1;
1059 } 880 }
1060 881
1061 new_draw_info (NDI_UNIQUE, 0, op, "No such player."); 882 new_draw_info (NDI_UNIQUE, 0, op, "No such player.");
1110int 931int
1111command_abil (object *op, char *params) 932command_abil (object *op, char *params)
1112{ 933{
1113 char thing[20], thing2[20]; 934 char thing[20], thing2[20];
1114 int iii; 935 int iii;
1115 player *pl;
1116 char buf[MAX_BUF]; 936 char buf[MAX_BUF];
1117 937
1118 iii = 0; 938 iii = 0;
1119 thing[0] = '\0'; 939 thing[0] = '\0';
1120 thing2[0] = '\0'; 940 thing2[0] = '\0';
1138 958
1139 for_all_players (pl) 959 for_all_players (pl)
1140 { 960 {
1141 if (!strcmp (pl->ob->name, thing)) 961 if (!strcmp (pl->ob->name, thing))
1142 { 962 {
1143 if (settings.real_wiz == FALSE)
1144 SET_FLAG (pl->ob, FLAG_WAS_WIZ);
1145 if (!strcmp ("str", thing2))
1146 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;
1147 if (!strcmp ("dex", thing2))
1148 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;
1149 if (!strcmp ("con", thing2))
1150 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;
1151 if (!strcmp ("wis", thing2))
1152 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;
1153 if (!strcmp ("cha", thing2))
1154 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;
1155 if (!strcmp ("int", thing2))
1156 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;
1157 if (!strcmp ("pow", thing2))
1158 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
1159 sprintf (buf, "%s has been altered.", &pl->ob->name); 971 sprintf (buf, "%s has been altered.", &pl->ob->name);
1160 new_draw_info (NDI_UNIQUE, 0, op, buf); 972 new_draw_info (NDI_UNIQUE, 0, op, buf);
1161 pl->ob->update_stats (); 973 pl->ob->update_stats ();
1162 return 1; 974 return 1;
1163 } 975 }
1167 return 1; 979 return 1;
1168} 980}
1169 981
1170int 982int
1171command_nowiz (object *op, char *params) 983command_nowiz (object *op, char *params)
1172{ /* 'noadm' is alias */ 984{ /* 'nodm' is alias */
1173 CLEAR_FLAG (op, FLAG_WIZ); 985 CLEAR_FLAG (op, FLAG_WIZ);
1174 CLEAR_FLAG (op, FLAG_WIZPASS); 986 CLEAR_FLAG (op, FLAG_WIZPASS);
1175 CLEAR_FLAG (op, FLAG_WIZCAST); 987 CLEAR_FLAG (op, FLAG_WIZCAST);
1176 988
1177 if (settings.real_wiz == TRUE)
1178 CLEAR_FLAG (op, FLAG_WAS_WIZ);
1179 if (op->contr->hidden) 989 if (op->contr->hidden)
1180 { 990 {
1181 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");
1182 op->map->players++; 992 op->map->players++;
1183 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);
1245 } 1055 }
1246 1056
1247 if (checkdm (op, op->name, (params ? params : "*"), op->contr->ns->host)) 1057 if (checkdm (op, op->name, (params ? params : "*"), op->contr->ns->host))
1248 { 1058 {
1249 SET_FLAG (op, FLAG_WIZ); 1059 SET_FLAG (op, FLAG_WIZ);
1250 SET_FLAG (op, FLAG_WAS_WIZ);
1251 SET_FLAG (op, FLAG_WIZPASS); 1060 SET_FLAG (op, FLAG_WIZPASS);
1252 SET_FLAG (op, FLAG_WIZCAST); 1061 SET_FLAG (op, FLAG_WIZCAST);
1062
1253 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!");
1254 /* 1064 /*
1255 * Remove setting flying here - that won't work, because next 1065 * Remove setting flying here - that won't work, because next
1256 * fix_player() is called that will get cleared - proper solution 1066 * fix_player() is called that will get cleared - proper solution
1257 * 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
1292command_invisible (object *op, char *params) 1102command_invisible (object *op, char *params)
1293{ 1103{
1294 if (op) 1104 if (op)
1295 { 1105 {
1296 op->invisible += 100; 1106 op->invisible += 100;
1297 update_object (op, UP_OBJ_FACE); 1107 update_object (op, UP_OBJ_CHANGE);
1298 new_draw_info (NDI_UNIQUE, 0, op, "You turn invisible."); 1108 new_draw_info (NDI_UNIQUE, 0, op, "You turn invisible.");
1299 } 1109 }
1300 1110
1301 return 0; 1111 return 0;
1302} 1112}

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