/** * This is the effect skelton docs. This effect * has a classification of "magic.talker". * <p> * Describe the arguments in here. * @classification magic.talker * @see help::effects */ #include "path.h" #include <library.h> #include <talker.h> #include <player.h> #include <playtesters.h> #include <deity.h> #define HELP_CMD "/cmds/player/help" nosave mapping _channel_cache; // New channels must be added to this list. nosave string *valid_channels = ({"one", "two", "A'Tuin", "Intermud", "Apex", "Adventurers", "Priests", "Wizards", "Assassins", "Warriors", "Thieves", "Witches", "playerkillers", "playtesters", "Catfish", "Fish", "Gapp", "Gufnork", "Hat", "Pishe", "Sandelfon", "Sek" }); /** @ignore yes */ string query_classification() { return "magic.talker"; } /** @ignore yes */ string query_shadow_ob() { return SHADOWS +"talker"; } /** @ignore yes */ int query_indefinite() { return 1; } /** * This method returns the "default" effect arguments. They are used * if the existing ones are invalid (or old). * @return a talker_args class containing "new" arguments. */ protected class talker_args new_talker_args() { return new(class talker_args, status : 1, channels : ({ "one" }), verbose : 1, local_echo : 0, colour : 0 ); } /* new_talker_args() */ /** @ignore yes */ class talker_args beginning( object thing, mixed args, int id ) { if ( environment( thing ) ) tell_object( environment( thing ), "Somewhere inside " + thing->the_short() + " a pair of glittering eyes swirl " "into being.\n" ); thing->add_extra_look( this_object() ); thing->add_alias( "talker" ); thing->add_plural( "talkers" ); if (arrayp(args)) { args = new_talker_args(); return args; } if (!classp(args)) { return new_talker_args(); } } /* beginning() */ /** @ignore yes */ class talker_args merge_effect(object thing, mixed old_args, mixed new_args) { class talker_args args; if (!classp(old_args) || !classp(new_args)) return new_talker_args(); args = copy(old_args); args->channels += new_args->channels; args->channels = uniq_array(args->channels); return args; } /* merge_effect() */ /** @ignore yes */ void restart( object thing, mixed args, int id ) { if (!classp(args)) { thing->set_arg_of(thing->sid_to_enum(id), new_talker_args()); tell_object( environment( thing ), "Your talker quivers " "uncontrollably and starts to jump around. You will have " "to re-add your talker channels and reconfigure your talker.\n" ); } thing->add_extra_look( this_object() ); thing->add_alias( "talker" ); thing->add_plural( "talkers" ); } /* restart() */ /** @ignore yes */ void end( object thing, mixed *args, int id ) { if ( environment( thing ) ) tell_object( environment( thing ), "The pair of glittering eyes in "+ (string)thing->the_short() +" close and fade away forever.\n" ); thing->remove_extra_look( this_object() ); thing->remove_alias( "talker" ); thing->remove_plural( "talkers" ); } /* end() */ /** @ignore yes */ string extra_look( object thing ) { int *enums; mixed args; enums = (int *)thing->effects_matching( "magic.talker" ); if ( !sizeof( enums ) ) { return ""; } args = thing->arg_of( enums[ 0 ] ); if (!classp(args)) { return ""; } if ( args->status ) { return "Just beneath the surface, you can make out what looks like a " "pair of glittering eyes.\n"; } return "Just beneath the surface, you can make out what looks like a " "pair of closed eyes.\n"; } /* extra_look() */ /** * This method is used to determine which talker channels can use. * It also caches the data so that it only has to be recalculated * once. * <p> * @param player the player's channel list to generate * @return an array of channel names. (string *) * @see clear_cache() * @see query_channel_cache() */ string *all_channels( object player ) { string word, *list; string p_name; class cache_data settings; if ( player->query_property("gagged") ) { return ({ }); } list = ({ "one", "two" }); word = (string)player->query_deity(); if ( stringp( word ) ) { list += ({ capitalize( word ) }); } word = (string)player->query_name(); p_name = player->query_name(); /* This stores the channels so that we only have to check the data once. */ if (!_channel_cache) { _channel_cache = ([ ]); } if (undefinedp(_channel_cache[p_name])) { _channel_cache[p_name] = new(class cache_data, talker_quest : LIBRARY->query_quest_done(p_name, "talker quest"), playtester : PLAYTESTER_HAND->query_playtester(p_name), apex_member : "/d/am/checker/admin_office"->query_member(p_name) ); } settings = _channel_cache[p_name]; if (settings->talker_quest) { list += ({ "A'Tuin", "Intermud" }); } if (settings->apex_member) { list += ({ "Apex" }); } if (settings->playtester) { list += ({ "playtesters" }); } if ( player->query_property(PKER) || player->query_property(PKER_MISSPELL) ) { list += ({ "playerkillers" }); } return list; } /* all_channels() */ /** * This returns the channels that a player is on in a nifty * formatted way. Used in the channel list and talker shadow. * @return a list of channels that this_player() is on. */ string channels() { return sprintf( "%#-*s\n", (int)this_player()->query_cols(), implode( all_channels( this_player() ), "\n" ) ); } /* channels() */ /** * This method is used to check whether or not a channel (or a list of * channels are valid. * @param word if this is a string, then valid() checks to see whether * or not the channel can be used. If it is an array, then it validates * all the channels mentioned. * @return 1 if the channel (or channels) are valid, 0 if they are not. */ varargs int valid( mixed word, object who) { if (!who) { who = this_player(); } if (arrayp(word)) { if (sizeof( word - valid_channels ) != 0) { return 0; } } else { if (member_array( word, valid_channels ) == -1) { return 0; } } if ( creatorp(who) ) { return 1; } if ( arrayp( word ) ) { return sizeof( word - all_channels( who ) ) == 0; } return ( member_array( word, all_channels( who ) ) != -1 ); } /* valid() */ object find_actual_talker( object thing ) { object talker; while ( thing ) { talker = thing; thing = query_shadowing( thing ); } return talker; } /* find_actual_talker() */ /** * This method returns a formatted list of which players are using the * talker. * @param word the name of a specific channel to get a listing of. * @return a formatted string containing who is on a channel. */ string list( string word ) { int space, *enums; string sender, table; object thing, *things, holder; class talker_args args; table = ""; space = (int)this_player()->query_cols() - 20; things = children( SHADOWS + "talker" ) - ({ find_object( SHADOWS + "talker" ) }); things = filter( map( things, (: find_actual_talker( $1 ) :) ), (: $1 && environment($1) && living(environment($1)) :) ); /* Remove duplicates. If you have a lot of talkers, they won't all show up. */ things = uniq_array(things); things = sort_array( things, (: strcmp( environment($1)->query_name(), environment($2)->query_name() ) :) ); foreach( thing in things ) { holder = environment( thing ); if (userp(holder)) { sender = capitalize( holder->query_cap_name() ); } else { sender = capitalize( holder->query_name() ); } if ( holder->query_invis() ) { continue; } enums = (int *)thing->effects_matching( "magic.talker" ); if ( !sizeof( enums ) ) { if ( !word ) { table += sprintf( LIST_FORMAT, sender, space, "(barfed)" ); } continue; } args = thing->arg_of( enums[ 0 ] ); if (!classp(args)) { continue; } if ( !args->status) { if ( !word ) table += sprintf( LIST_FORMAT, sender, space, "(asleep)" ); continue; } if ( !word || ( member_array( word, args->channels ) != -1 ) ) { table += sprintf( LIST_FORMAT, sender, space, query_multiple_short( args->channels ) ); } } if ( table == "" ) { return sprintf( LIST_FORMAT, "None", space, "" ); } return table; } /* list() */ string normalise_name( string channel ) { int position; mixed *details; string *lower_names; string lower_channel; lower_channel = lower_case( channel ); lower_names = map( valid_channels, (: lower_case($1) :) ); position = member_array( lower_channel, lower_names ); if ( position == -1 ) { details = HELP_CMD->find_match_in_array( lower_channel, lower_names ); if ( details[ 1 ] > 70 ) { return valid_channels[ details[ 0 ] ]; } return channel; } return valid_channels[ position ]; } /* normalise_name() */ /** * This method is used for debugging purposes to query the * channel cache. * @param person the name of a person to query. If this is not * specified, then the entire channel cache is returned. * @return a mapping containing channel cache data. */ varargs mapping query_channel_cache(string person) { if (!_channel_cache) return ([ ]); if (stringp(person) && classp(_channel_cache[person])) { return copy(_channel_cache[person]); } return copy(_channel_cache); } /* query_channel_cache() */ /** @ignore yes */ void reset() { _channel_cache = ([ ]); } /* reset() */ /** * This method is used to clear a specific person's cache * details. It is called from the shadow when a person * attempts to re-add a channel, so they their details * can be updated. * @param person the person's name to clear from the cache. */ void clear_cache(string person) { if (_channel_cache) { map_delete(_channel_cache, person); } } /* clear_cache() */