player/a/
player/b/
player/c/
player/d/
player/e/
player/f/
player/g/
player/i/
player/j/
player/k/
player/m/
player/n/
player/r/
player/s/
player/v/
player/w/
player/x/
player/z/
player_fst/e/
player_fst/f/
player_fst/h/
player_fst/i/
player_fst/j/
player_fst/n/
player_fst/o/
player_fst/p/
player_fst/player/a/
player_fst/player/b/
player_fst/player/c/
player_fst/player/d/
player_fst/player/e/
player_fst/player/f/
player_fst/player/g/
player_fst/player/j/
player_fst/player/k/
player_fst/player/m/
player_fst/player/n/
player_fst/player/r/
player_fst/player/s/
player_fst/player/v/
player_fst/player/w/
player_fst/player/x/
player_fst/player/z/
player_fst/u/
player_fst/v/
player_fst/w/
player_fst/x/
/*~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 ~  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        ~
 ~  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   ~
 ~                                                                         ~
 ~  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          ~
 ~  Chastain, Michael Quan, and Mitchell Tse.                              ~
 ~                                                                         ~
 ~  Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley              ~
 ~  ACK!MUD is modified Merc2.0/2.1/2.2 code (c)Stephen Zepp 1998 Ver: 4.3 ~
 ~                                                                         ~
 ~  In order to use any part of this  PA  Diku Mud, you must comply with   ~
 ~  both the original Diku license in 'license.doc' as well the Merc       ~
 ~  license in 'license.txt', and the Ack!Mud license in 'ack_license.txt'.~
 ~  In particular, you may not remove any of these copyright notices.      ~
 ~                                                                         ~
 ~           _______      _____                                            ~
 ~          /  __  /\    / ___ \       222222        PA_MUD by Amnon Kruvi ~
 ~         /______/ /   / /___\ \            2       PA_MUD is modified    ~
 ~        / _______/   / _______ \           2       Ack!Mud, v4.3         ~
 ~       /_/          /_/       \_\        2                               ~
 ~                                      2                                  ~
 ~                                     2222222                             ~
 ~                                                                         ~
 ~                                                                         ~
 ~   Years of work have been invested to create DIKU, Merc, Ack and PA.    ~
 ~   Please show your respect by following the licenses, and issuing       ~
 ~   credits where due.                                                    ~
 ~                                                                         ~
 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <assert.h>
#include <unistd.h>
#include <string.h>
#include "ack.h"

const char wizutil_id [] = "";

/*
===========================================================================
This snippet was written by Erwin S. Andreasen, 4u2@aabc.dk. You may use
this code freely, as long as you retain my name in all of the files. You
also have to mail me telling that you are using it. I am giving this,
hopefully useful, piece of source code to you for free, and all I require
from you is some feedback.

Please mail me if you find any bugs or have any new ideas or just comments.

All my snippets are publically available at:

http://pip.dknet.dk/~pip1773/

If you do not have WWW access, try ftp'ing to pip.dknet.dk and examine
the /pub/pip1773 directory.
===========================================================================

  Various administrative utility commands.
  Version: 3 - Last update: January 1996.

  To use these 2 commands you will have to add a filename field to AREA_DATA.
  This value can be found easily in load_area while booting - the filename
  of the current area boot_db is reading from is in the strArea global.

  Since version 2 following was added:

  A rename command which renames a player. Search for do_rename to see
  more info on it.

  A FOR command which executes a command at/on every player/mob/location.  

  Fixes since last release: None.
  
  
*/

/*
 * do_rename renames a player to another name.
 * PCs only. Previous file is deleted, if it exists.
 * Char is then saved to new file.
 * New name is checked against std. checks, existing offline players and
 * online players. 
 * .gz files are checked for too, just in case.
 */

bool check_parse_name (char* name);  /* comm.c */
char *initial( const char *str );    /* comm.c */

void do_rename (CHAR_DATA* ch, char* argument)
{
	char old_name[MAX_INPUT_LENGTH], 
	     new_name[MAX_INPUT_LENGTH],
	     strsave [MAX_INPUT_LENGTH];

	CHAR_DATA* victim;
	FILE* file;
	
	argument = one_argument(argument, old_name); /* find new/old name */
	one_argument (argument, new_name);
	
	/* Trivial checks */
	if (!old_name[0])
	{
		send_to_char ("Rename who?\n\r",ch);
		return;
	}
	
	victim = get_char_world (ch, old_name);
	
	if (!victim)
	{
		send_to_char ("There is no such a person online.\n\r",ch);
		return;
	}
	
	if (IS_NPC(victim))
	{   
		send_to_char ("You cannot use Rename on NPCs.\n\r",ch);
		return;
	}

	/* allow rename self new_name,but otherwise only lower level */	
	if ( (victim != ch) && (get_trust (victim) >= get_trust (ch)) )
	{
		send_to_char ("You failed.\n\r",ch);
		return;
	}
	
	if (!victim->desc || (victim->desc->connected != CON_PLAYING) )
	{
		send_to_char ("This player has lost his link or is inside a pager or the like.\n\r",ch);
		return;
	}

	if (!new_name[0])
	{
		send_to_char ("Rename to what new name?\n\r",ch);
		return;
	}
	
	if (!check_parse_name(new_name))
	{
		send_to_char ("The new name is illegal.\n\r",ch);
		return;
	}

	/* First, check if there is a player named that off-line */	
#if !defined(machintosh) && !defined(MSDOS)
    sprintf( strsave, "%s%s%s%s", PLAYER_DIR, initial( new_name ),
	    	 "/", capitalize( new_name ) );
#else
    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( new_name ) );
#endif

	fclose (fpReserve); /* close the reserve file */
	file = fopen (strsave, "r"); /* attempt to to open pfile */
	if (file)
	{
		send_to_char ("A player with that name already exists!\n\r",ch);
		fclose (file);
    	fpReserve = fopen( NULL_FILE, "r" ); /* is this really necessary these days? */
		return;		
	}
   	fpReserve = fopen( NULL_FILE, "r" );  /* reopen the extra file */

	/* Check .gz file ! */
#if !defined(machintosh) && !defined(MSDOS)
    sprintf( strsave, "%s%s%s%s.gz", PLAYER_DIR, initial( new_name ),
	    	 "/", capitalize( new_name ) );
#else
    sprintf( strsave, "%s%s.gz", PLAYER_DIR, capitalize( new_name ) );
#endif

	fclose (fpReserve); /* close the reserve file */
	file = fopen (strsave, "r"); /* attempt to to open pfile */
	if (file)
	{
		send_to_char ("A player with that name already exists in a compressed file!\n\r",ch);
		fclose (file);
    	fpReserve = fopen( NULL_FILE, "r" ); 
		return;		
	}
   	fpReserve = fopen( NULL_FILE, "r" );  /* reopen the extra file */

	if ( get_ch(new_name) && !str_cmp(get_ch(new_name)->name,new_name)) /* check for playing level-1 non-saved */
	{
		send_to_char ("A player with the name you specified already exists!\n\r",ch);
		return;
	}

	/* Save the filename of the old name */

#if !defined(machintosh) && !defined(MSDOS)
    sprintf( strsave, "%s%s%s%s", PLAYER_DIR, initial( victim->name ),
	    	 "/", capitalize( victim->name ) );
#else
    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name )
);
#endif


	{
		BUILDING_DATA *bld;
		OBJ_DATA *obj;
		for (bld = first_building;bld;bld = bld->next)
		{
			if ( !str_cmp(bld->owned,victim->name) )
			{
				free_string(bld->owned);
				bld->owned = str_dup(capitalize(new_name));
				bld->owner = victim;
			}
		}
		for(obj = first_obj;obj;obj = obj->next)
		{
			if ( !str_cmp(obj->owner,victim->name) )
			{
				free_string(obj->owner);
				obj->owner = capitalize(new_name);
			}
		}
	}
	free_string (victim->name);
	victim->name = str_dup (capitalize(new_name));
	
	save_char_obj (victim);
	
	/* unlink the old file */
	unlink (strsave); /* unlink does return a value.. but we do not care */

	/* That's it! */
	
	send_to_char ("Character renamed.\n\r",ch);

	victim->position = POS_STANDING; /* I am laaazy */
	act ("$n has renamed you to $N!",ch,NULL,victim,TO_VICT);
			
} /* do_rename */

#if 0
const char * name_expand (CHAR_DATA *ch)
{
	int count = 1;
	CHAR_DATA *rch;
	char name[MAX_INPUT_LENGTH]; /*  HOPEFULLY no mob has a name longer than THAT */

	static char outbuf[MAX_INPUT_LENGTH];	
	
	if (!IS_NPC(ch))
		return ch->name;
		
	one_argument (ch->name, name); /* copy the first word into name */
	
	if (!name[0]) /* weird mob .. no keywords */
	{
		strcpy (outbuf, ""); /* Do not return NULL, just an empty buffer */
		return outbuf;
	}
		
	for (rch = first_char; rch && (rch != ch);rch = rch->next)
		if (is_name (name, rch->name))
			count++;
			

	sprintf (outbuf, "%d.%s", count, name);
	return outbuf;
}

#endif