/* cque.c - commands and functions for manipulating the command queue */
/* $Id: cque.c,v 1.39 2003/06/03 16:18:38 rmg Exp $ */
#include "copyright.h"
#include "autoconf.h"
#include "config.h"
#include <signal.h>
#include "alloc.h" /* required by mudconf */
#include "flags.h" /* required by mudconf */
#include "htab.h" /* required by mudconf */
#include "mudconf.h" /* required by code */
#include "db.h" /* required by externs */
#include "externs.h" /* required by interface */
#include "interface.h" /* required by code */
#include "match.h" /* required by code */
#include "attrs.h" /* required by code */
#include "powers.h" /* required by code */
#include "command.h" /* required by code */
extern int FDECL(a_Queue, (dbref, int));
extern void FDECL(s_Queue, (dbref, int));
extern int FDECL(QueueMax, (dbref));
/* ---------------------------------------------------------------------------
* add_to: Adjust an object's queue or semaphore count.
*/
static int add_to(doer, player, am, attrnum)
dbref doer, player;
int am, attrnum;
{
int num, aflags, alen;
dbref aowner;
char buff[20];
char *atr_gotten;
num = atoi(atr_gotten = atr_get(player, attrnum, &aowner,
&aflags, &alen));
free_lbuf(atr_gotten);
num += am;
if (num)
ltos(buff, num);
else
*buff = '\0';
atr_add(player, attrnum, buff, Owner(doer), aflags);
return (num);
}
/* ---------------------------------------------------------------------------
* give_que: Thread a queue block onto the high or low priority queue
*/
static void give_que(tmp)
BQUE *tmp;
{
tmp->next = NULL;
tmp->waittime = 0;
/* Thread the command into the correct queue */
if (Typeof(tmp->cause) == TYPE_PLAYER) {
if (mudstate.qlast != NULL) {
mudstate.qlast->next = tmp;
mudstate.qlast = tmp;
} else
mudstate.qlast = mudstate.qfirst = tmp;
} else {
if (mudstate.qllast) {
mudstate.qllast->next = tmp;
mudstate.qllast = tmp;
} else
mudstate.qllast = mudstate.qlfirst = tmp;
}
}
/* ---------------------------------------------------------------------------
* que_want: Do we want this queue entry?
*/
static int que_want(entry, ptarg, otarg)
BQUE *entry;
dbref ptarg, otarg;
{
if (!Good_obj(entry->player))
return 0;
if ((ptarg != NOTHING) && (ptarg != Owner(entry->player)))
return 0;
if ((otarg != NOTHING) && (otarg != entry->player))
return 0;
return 1;
}
/* ---------------------------------------------------------------------------
* halt_que: Remove all queued commands from a certain player
*/
int halt_que(player, object)
dbref player, object;
{
BQUE *trail, *point, *next;
int numhalted, halt_all, i;
int *dbrefs_array;
numhalted = 0;
halt_all = ((player == NOTHING) && (object == NOTHING)) ? 1 : 0;
if (halt_all)
dbrefs_array = (int *) XCALLOC(mudstate.db_top, sizeof(int),
"halt_que.dbrefs");
/* Player queue */
for (point = mudstate.qfirst; point; point = point->next)
if (que_want(point, player, object)) {
numhalted++;
if (halt_all && Good_obj(point->player))
dbrefs_array[Owner(point->player)] += 1;
point->player = NOTHING;
}
/* Object queue */
for (point = mudstate.qlfirst; point; point = point->next)
if (que_want(point, player, object)) {
numhalted++;
if (halt_all && Good_obj(point->player))
dbrefs_array[Owner(point->player)] += 1;
point->player = NOTHING;
}
/* Wait queue */
for (point = mudstate.qwait, trail = NULL; point; point = next)
if (que_want(point, player, object)) {
numhalted++;
if (halt_all && Good_obj(point->player))
dbrefs_array[Owner(point->player)] += 1;
if (trail)
trail->next = next = point->next;
else
mudstate.qwait = next = point->next;
Free_QData(point);
free_qentry(point);
} else
next = (trail = point)->next;
/* Semaphore queue */
for (point = mudstate.qsemfirst, trail = NULL; point; point = next)
if (que_want(point, player, object)) {
numhalted++;
if (halt_all && Good_obj(point->player))
dbrefs_array[Owner(point->player)] += 1;
if (trail)
trail->next = next = point->next;
else
mudstate.qsemfirst = next = point->next;
if (point == mudstate.qsemlast)
mudstate.qsemlast = trail;
add_to(player, point->sem, -1, point->attr);
Free_QData(point);
free_qentry(point);
} else
next = (trail = point)->next;
if (halt_all) {
for (i = 0; i < mudstate.db_top; i++) {
if (dbrefs_array[i]) {
giveto(i, (mudconf.waitcost * dbrefs_array[i]));
s_Queue(i, 0);
}
}
XFREE(dbrefs_array, "halt_que.dbrefs");
return numhalted;
}
if (player == NOTHING)
player = Owner(object);
giveto(player, (mudconf.waitcost * numhalted));
if (object == NOTHING)
s_Queue(player, 0);
else
a_Queue(player, -numhalted);
return numhalted;
}
/* ---------------------------------------------------------------------------
* do_halt: Command interface to halt_que.
*/
void do_halt(player, cause, key, target)
dbref player, cause;
int key;
char *target;
{
dbref player_targ, obj_targ;
int numhalted;
if ((key & HALT_ALL) && !(Can_Halt(player))) {
notify(player, NOPERM_MESSAGE);
return;
}
/* Figure out what to halt */
if (!target || !*target) {
obj_targ = NOTHING;
if (key & HALT_ALL) {
player_targ = NOTHING;
} else {
player_targ = Owner(player);
if (Typeof(player) != TYPE_PLAYER)
obj_targ = player;
}
} else {
if (Can_Halt(player))
obj_targ = match_thing(player, target);
else
obj_targ = match_controlled(player, target);
if (!Good_obj(obj_targ))
return;
if (key & HALT_ALL) {
notify(player, "Can't specify a target and /all");
return;
}
if (Typeof(obj_targ) == TYPE_PLAYER) {
player_targ = obj_targ;
obj_targ = NOTHING;
} else {
player_targ = NOTHING;
}
}
numhalted = halt_que(player_targ, obj_targ);
if (Quiet(player))
return;
if (numhalted == 1)
notify(Owner(player), "1 queue entries removed.");
else
notify(Owner(player),
tprintf("%d queue entries removed.", numhalted));
}
/* ---------------------------------------------------------------------------
* nfy_que: Notify commands from the queue and perform or discard them.
*/
int nfy_que(player, sem, attr, key, count)
dbref player, sem;
int attr, key, count;
{
BQUE *point, *trail, *next;
int num, aflags, alen;
dbref aowner;
char *str;
if (attr) {
str = atr_get(sem, attr, &aowner, &aflags, &alen);
num = atoi(str);
free_lbuf(str);
} else {
num = 1;
}
if (num > 0) {
num = 0;
for (point = mudstate.qsemfirst, trail = NULL; point; point = next) {
if ((point->sem == sem) &&
((point->attr == attr) || !attr)) {
num++;
if (trail)
trail->next = next = point->next;
else
mudstate.qsemfirst = next = point->next;
if (point == mudstate.qsemlast)
mudstate.qsemlast = trail;
/* Either run or discard the command */
if (key != NFY_DRAIN) {
give_que(point);
} else {
giveto(point->player,
mudconf.waitcost);
a_Queue(Owner(point->player), -1);
Free_QData(point);
free_qentry(point);
}
} else {
next = (trail = point)->next;
}
/* If we've notified enough, exit */
if ((key == NFY_NFY) && (num >= count))
next = NULL;
}
} else {
num = 0;
}
/* Update the sem waiters count */
if (key == NFY_NFY)
add_to(player, sem, -count, (attr ? attr : A_SEMAPHORE));
else
atr_clr(sem, (attr ? attr: A_SEMAPHORE));
return num;
}
/* ---------------------------------------------------------------------------
* do_notify: Command interface to nfy_que
*/
void do_notify(player, cause, key, what, count)
dbref player, cause;
int key;
char *what, *count;
{
dbref thing, aowner;
int loccount, attr, aflags;
ATTR *ap;
char *obj;
obj = parse_to(&what, '/', 0);
init_match(player, obj, NOTYPE);
match_everything(0);
if ((thing = noisy_match_result()) < 0) {
notify(player, "No match.");
} else if (!controls(player, thing) && !Link_ok(thing)) {
notify(player, NOPERM_MESSAGE);
} else {
if (!what || !*what) {
ap = NULL;
} else {
ap = atr_str(what);
}
if (!ap) {
attr = A_SEMAPHORE;
} else {
/* Do they have permission to set this attribute? */
atr_pget_info(thing, ap->number, &aowner, &aflags);
if (Set_attr(player, thing, ap, aflags)) {
attr = ap->number;
} else {
notify_quiet(player, NOPERM_MESSAGE);
return;
}
}
if (count && *count)
loccount = atoi(count);
else
loccount = 1;
if (loccount > 0) {
nfy_que(player, thing, attr, key, loccount);
if (!(Quiet(player) || Quiet(thing))) {
if (key == NFY_DRAIN)
notify_quiet(player, "Drained.");
else
notify_quiet(player, "Notified.");
}
}
}
}
/* ---------------------------------------------------------------------------
* setup_que: Set up a queue entry.
*/
static BQUE *setup_que(player, cause, command, args, nargs, gargs)
dbref player, cause;
char *command, *args[];
int nargs;
GDATA *gargs;
{
int a, tlen;
BQUE *tmp;
char *tptr;
/* Can we run commands at all? */
if (Halted(player))
return NULL;
/* make sure player can afford to do it */
a = mudconf.waitcost;
if (a && mudconf.machinecost && (Randomize(mudconf.machinecost) == 0))
a++;
if (!payfor(player, a)) {
notify(Owner(player), "Not enough money to queue command.");
return NULL;
}
/* Wizards and their objs may queue up to db_top+1 cmds. Players are
* limited to QUEUE_QUOTA. -mnp
*/
a = QueueMax(Owner(player));
if (a_Queue(Owner(player), 1) > a) {
notify(Owner(player),
"Run away objects: too many commands queued. Halted.");
halt_que(Owner(player), NOTHING);
/* halt also means no command execution allowed */
s_Halted(player);
return NULL;
}
/* We passed all the tests */
/* Calculate the length of the save string */
tlen = 0;
if (command)
tlen = strlen(command) + 1;
if (nargs > NUM_ENV_VARS)
nargs = NUM_ENV_VARS;
for (a = 0; a < nargs; a++) {
if (args[a])
tlen += (strlen(args[a]) + 1);
}
if (gargs) {
for (a = 0; a < gargs->q_alloc; a++) {
if (gargs->q_regs[a])
tlen += gargs->q_lens[a] + 1;
}
for (a = 0; a < gargs->xr_alloc; a++) {
if (gargs->x_names[a] && gargs->x_regs[a]) {
tlen += strlen(gargs->x_names[a]) +
gargs->x_lens[a] + 2;
}
}
}
/* Create the queue entry and load the save string */
tmp = alloc_qentry("setup_que.qblock");
if (!(tptr = tmp->text = (char *) XMALLOC(tlen, "setup_que"))) {
free_qentry(tmp);
return (BQUE *) NULL;
}
tmp->comm = NULL;
for (a = 0; a < NUM_ENV_VARS; a++) {
tmp->env[a] = NULL;
}
Alloc_RegData("setup_que", gargs, tmp->gdata);
if (command) {
strcpy(tptr, command);
tmp->comm = tptr;
tptr += (strlen(command) + 1);
}
for (a = 0; a < nargs; a++) {
if (args[a]) {
strcpy(tptr, args[a]);
tmp->env[a] = tptr;
tptr += (strlen(args[a]) + 1);
}
}
if (gargs && gargs->q_alloc) {
for (a = 0; a < gargs->q_alloc; a++) {
if (gargs->q_regs[a]) {
tmp->gdata->q_lens[a] = gargs->q_lens[a];
memcpy(tptr, gargs->q_regs[a], gargs->q_lens[a] + 1);
tmp->gdata->q_regs[a] = tptr;
tptr += gargs->q_lens[a] + 1;
}
}
}
if (gargs && gargs->xr_alloc) {
for (a = 0; a < gargs->xr_alloc; a++) {
if (gargs->x_names[a] && gargs->x_regs[a]) {
strcpy(tptr, gargs->x_names[a]);
tmp->gdata->x_names[a] = tptr;
tptr += strlen(gargs->x_names[a]) + 1;
tmp->gdata->x_lens[a] = gargs->x_lens[a];
memcpy(tptr, gargs->x_regs[a], gargs->x_lens[a] + 1);
tmp->gdata->x_regs[a] = tptr;
tptr += gargs->x_lens[a] + 1;
}
}
}
/* Load the rest of the queue block */
tmp->player = player;
tmp->waittime = 0;
tmp->next = NULL;
tmp->sem = NOTHING;
tmp->attr = 0;
tmp->cause = cause;
tmp->nargs = nargs;
return tmp;
}
/* ---------------------------------------------------------------------------
* wait_que: Add commands to the wait or semaphore queues.
*/
void wait_que(player, cause, wait, sem, attr, command, args, nargs, gargs)
dbref player, cause, sem;
int wait, nargs, attr;
char *command, *args[];
GDATA *gargs;
{
BQUE *tmp, *point, *trail;
if (mudconf.control_flags & CF_INTERP)
tmp = setup_que(player, cause, command, args, nargs, gargs);
else
tmp = NULL;
if (tmp == NULL) {
return;
}
if (wait != 0)
tmp->waittime = time(NULL) + wait;
tmp->sem = sem;
tmp->attr = attr;
if (sem == NOTHING) {
/* No semaphore, put on wait queue if wait value specified.
* Otherwise put on the normal queue.
*/
if (wait <= 0) {
give_que(tmp);
} else {
for (point = mudstate.qwait, trail = NULL;
point && point->waittime <= tmp->waittime;
point = point->next) {
trail = point;
}
tmp->next = point;
if (trail != NULL)
trail->next = tmp;
else
mudstate.qwait = tmp;
}
} else {
tmp->next = NULL;
if (mudstate.qsemlast != NULL)
mudstate.qsemlast->next = tmp;
else
mudstate.qsemfirst = tmp;
mudstate.qsemlast = tmp;
}
}
/* ---------------------------------------------------------------------------
* do_wait: Command interface to wait_que
*/
void do_wait(player, cause, key, event, cmd, cargs, ncargs)
dbref player, cause;
int key, ncargs;
char *event, *cmd, *cargs[];
{
dbref thing, aowner;
int howlong, num, attr, aflags;
char *what;
ATTR *ap;
/* If arg1 is all numeric, do simple (non-sem) timed wait. */
if (is_number(event)) {
howlong = atoi(event);
wait_que(player, cause, howlong, NOTHING, 0, cmd,
cargs, ncargs, mudstate.rdata);
return;
}
/* Semaphore wait with optional timeout */
what = parse_to(&event, '/', 0);
init_match(player, what, NOTYPE);
match_everything(0);
thing = noisy_match_result();
if (!Good_obj(thing)) {
notify(player, "No match.");
} else if (!controls(player, thing) && !Link_ok(thing)) {
notify(player, NOPERM_MESSAGE);
} else {
/* Get timeout, default 0 */
if (event && *event && is_number(event)) {
attr = A_SEMAPHORE;
howlong = atoi(event);
} else {
attr = A_SEMAPHORE;
howlong = 0;
}
if (event && *event && !is_number(event)) {
ap = atr_str(event);
if (!ap) {
attr = mkattr(event);
if (attr <= 0) {
notify_quiet(player, "Invalid attribute.");
return;
}
ap = atr_num(attr);
}
atr_pget_info(thing, ap->number, &aowner, &aflags);
if (attr && Set_attr(player, thing, ap, aflags)) {
attr = ap->number;
howlong = 0;
} else {
notify_quiet(player, NOPERM_MESSAGE);
return;
}
}
num = add_to(player, thing, 1, attr);
if (num <= 0) {
/* thing over-notified, run the command immediately */
thing = NOTHING;
howlong = 0;
}
wait_que(player, cause, howlong, thing, attr, cmd,
cargs, ncargs, mudstate.rdata);
}
}
/* ---------------------------------------------------------------------------
* que_next: Return the time in seconds until the next command should be
* run from the queue.
*/
int NDECL(que_next)
{
int min, this;
BQUE *point;
/* If there are commands in the player queue, we want to run them
* immediately.
*/
if (test_top())
return 0;
/* If there are commands in the object queue, we want to run them
* after a one-second pause.
*/
if (mudstate.qlfirst != NULL)
return 1;
/* Walk the wait and semaphore queues, looking for the smallest
* wait value. Return the smallest value - 1, because
* the command gets moved to the player queue when it has
* 1 second to go.
*/
min = 1000;
for (point = mudstate.qwait; point; point = point->next) {
this = point->waittime - mudstate.now;
if (this <= 2)
return 1;
if (this < min)
min = this;
}
for (point = mudstate.qsemfirst; point; point = point->next) {
if (point->waittime == 0) /* Skip if no timeout */
continue;
this = point->waittime - mudstate.now;
if (this <= 2)
return 1;
if (this < min)
min = this;
}
return min - 1;
}
/* ---------------------------------------------------------------------------
* do_second: Check the wait and semaphore queues for commands to remove.
*/
void NDECL(do_second)
{
BQUE *trail, *point, *next;
char *cmdsave;
/* move contents of low priority queue onto end of normal one this
* helps to keep objects from getting out of control since
* its affects on other objects happen only after one
* second this should allow @halt to be type before
* getting blown away by scrolling text
*/
if ((mudconf.control_flags & CF_DEQUEUE) == 0)
return;
cmdsave = mudstate.debug_cmd;
mudstate.debug_cmd = (char *)"< do_second >";
if (mudstate.qlfirst) {
if (mudstate.qlast)
mudstate.qlast->next = mudstate.qlfirst;
else
mudstate.qfirst = mudstate.qlfirst;
mudstate.qlast = mudstate.qllast;
mudstate.qllast = mudstate.qlfirst = NULL;
}
/* Note: the point->waittime test would be 0 except the command is
* being put in the low priority queue to be done in one
* second anyway
*/
/* Do the wait queue */
for (point = mudstate.qwait; point && point->waittime <= mudstate.now;
point = point->next) {
mudstate.qwait = point->next;
give_que(point);
}
/* Check the semaphore queue for expired timed-waits */
for (point = mudstate.qsemfirst, trail = NULL; point; point = next) {
if (point->waittime == 0) {
next = (trail = point)->next;
continue; /* Skip if not timed-wait */
}
if (point->waittime <= mudstate.now) {
if (trail != NULL)
trail->next = next = point->next;
else
mudstate.qsemfirst = next = point->next;
if (point == mudstate.qsemlast)
mudstate.qsemlast = trail;
add_to(point->player, point->sem, -1,
(point->attr ? point->attr : A_SEMAPHORE));
point->sem = NOTHING;
give_que(point);
} else
next = (trail = point)->next;
}
mudstate.debug_cmd = cmdsave;
return;
}
/* ---------------------------------------------------------------------------
* do_top: Execute the command at the top of the queue
*/
int do_top(ncmds)
int ncmds;
{
BQUE *tmp;
dbref player;
int count;
char *cmdsave;
if ((mudconf.control_flags & CF_DEQUEUE) == 0)
return 0;
cmdsave = mudstate.debug_cmd;
mudstate.debug_cmd = (char *)"< do_top >";
for (count = 0; count < ncmds; count++) {
if (!test_top()) {
mudstate.debug_cmd = cmdsave;
Free_RegData(mudstate.rdata);
mudstate.rdata = NULL;
return count;
}
player = mudstate.qfirst->player;
if ((player >= 0) && !Going(player)) {
giveto(player, mudconf.waitcost);
mudstate.curr_enactor = mudstate.qfirst->cause;
mudstate.curr_player = player;
a_Queue(Owner(player), -1);
mudstate.qfirst->player = NOTHING;
if (!Halted(player)) {
/* Load scratch args */
if (mudstate.qfirst->gdata) {
Free_RegData(mudstate.rdata);
Alloc_RegData("do_top", mudstate.qfirst->gdata,
mudstate.rdata);
Copy_RegData("do_top", mudstate.qfirst->gdata,
mudstate.rdata);
} else {
Free_RegData(mudstate.rdata);
mudstate.rdata = NULL;
}
mudstate.cmd_invk_ctr = 0;
process_cmdline(player, mudstate.qfirst->cause,
mudstate.qfirst->comm,
mudstate.qfirst->env,
mudstate.qfirst->nargs, mudstate.qfirst);
}
}
if (mudstate.qfirst) {
tmp = mudstate.qfirst;
mudstate.qfirst = mudstate.qfirst->next;
Free_QData(tmp);
free_qentry(tmp);
}
if (!mudstate.qfirst) /* gotta check this, as the value's changed */
mudstate.qlast = NULL;
}
Free_RegData(mudstate.rdata);
mudstate.rdata = NULL;
mudstate.debug_cmd = cmdsave;
return count;
}
/* ---------------------------------------------------------------------------
* do_ps: tell player what commands they have pending in the queue
*/
static void show_que(player, key, queue, qtot, qent, qdel,
player_targ, obj_targ, header)
dbref player, player_targ, obj_targ;
int key, *qtot, *qent, *qdel;
BQUE *queue;
const char *header;
{
BQUE *tmp;
char *bp, *bufp;
int i;
ATTR *ap;
*qtot = 0;
*qent = 0;
*qdel = 0;
for (tmp = queue; tmp; tmp = tmp->next) {
(*qtot)++;
if (que_want(tmp, player_targ, obj_targ)) {
(*qent)++;
if (key == PS_SUMM)
continue;
if (*qent == 1)
notify(player,
tprintf("----- %s Queue -----",
header));
bufp = unparse_object(player, tmp->player, 0);
if ((tmp->waittime > 0) && (Good_obj(tmp->sem))) {
/* A minor shortcut. We can never timeout-wait
* on a non-Semaphore attribute.
*/
notify(player,
tprintf("[#%d/%d] %s:%s",
tmp->sem,
tmp->waittime - mudstate.now,
bufp, tmp->comm));
} else if (tmp->waittime > 0) {
notify(player,
tprintf("[%d] %s:%s",
tmp->waittime - mudstate.now,
bufp, tmp->comm));
} else if (Good_obj(tmp->sem)) {
if (tmp->attr == A_SEMAPHORE) {
notify(player,
tprintf("[#%d] %s:%s", tmp->sem,
bufp, tmp->comm));
} else {
ap = atr_num(tmp->attr);
if (ap && ap->name) {
notify(player,
tprintf("[#%d/%s] %s:%s", tmp->sem,
ap->name,
bufp, tmp->comm));
} else {
notify(player,
tprintf("[#%d] %s:%s", tmp->sem,
bufp, tmp->comm));
}
}
} else {
notify(player,
tprintf("%s:%s", bufp, tmp->comm));
}
bp = bufp;
if (key == PS_LONG) {
for (i = 0; i < (tmp->nargs); i++) {
if (tmp->env[i] != NULL) {
safe_str((char *)"; Arg",
bufp, &bp);
safe_chr(i + '0', bufp, &bp);
safe_str((char *)"='",
bufp, &bp);
safe_str(tmp->env[i],
bufp, &bp);
safe_chr('\'', bufp, &bp);
}
}
*bp = '\0';
bp = unparse_object(player, tmp->cause, 0);
notify(player,
tprintf(" Enactor: %s%s",
bp, bufp));
free_lbuf(bp);
}
free_lbuf(bufp);
} else if (tmp->player == NOTHING) {
(*qdel)++;
}
}
return;
}
void do_ps(player, cause, key, target)
dbref player, cause;
int key;
char *target;
{
char *bufp;
dbref player_targ, obj_targ;
int pqent, pqtot, pqdel, oqent, oqtot, oqdel, wqent, wqtot, sqent,
sqtot, i;
/* Figure out what to list the queue for */
if ((key & PS_ALL) && !(See_Queue(player))) {
notify(player, NOPERM_MESSAGE);
return;
}
if (!target || !*target) {
obj_targ = NOTHING;
if (key & PS_ALL) {
player_targ = NOTHING;
} else {
player_targ = Owner(player);
if (Typeof(player) != TYPE_PLAYER)
obj_targ = player;
}
} else {
player_targ = Owner(player);
if (See_Queue(player))
obj_targ = match_thing(player, target);
else
obj_targ = match_controlled(player, target);
if (!Good_obj(obj_targ))
return;
if (key & PS_ALL) {
notify(player, "Can't specify a target and /all");
return;
}
if (Typeof(obj_targ) == TYPE_PLAYER) {
player_targ = obj_targ;
obj_targ = NOTHING;
}
}
key = key & ~PS_ALL;
switch (key) {
case PS_BRIEF:
case PS_SUMM:
case PS_LONG:
break;
default:
notify(player, "Illegal combination of switches.");
return;
}
/* Go do it */
show_que(player, key, mudstate.qfirst, &pqtot, &pqent, &pqdel,
player_targ, obj_targ, "Player");
show_que(player, key, mudstate.qlfirst, &oqtot, &oqent, &oqdel,
player_targ, obj_targ, "Object");
show_que(player, key, mudstate.qwait, &wqtot, &wqent, &i,
player_targ, obj_targ, "Wait");
show_que(player, key, mudstate.qsemfirst, &sqtot, &sqent, &i,
player_targ, obj_targ, "Semaphore");
/* Display stats */
bufp = alloc_mbuf("do_ps");
if (See_Queue(player))
sprintf(bufp, "Totals: Player...%d/%d[%ddel] Object...%d/%d[%ddel] Wait...%d/%d Semaphore...%d/%d",
pqent, pqtot, pqdel, oqent, oqtot, oqdel,
wqent, wqtot, sqent, sqtot);
else
sprintf(bufp, "Totals: Player...%d/%d Object...%d/%d Wait...%d/%d Semaphore...%d/%d",
pqent, pqtot, oqent, oqtot, wqent, wqtot, sqent, sqtot);
notify(player, bufp);
free_mbuf(bufp);
}
/* ---------------------------------------------------------------------------
* do_queue: Queue management
*/
void do_queue(player, cause, key, arg)
dbref player, cause;
int key;
char *arg;
{
BQUE *point;
int i, ncmds, was_disabled;
was_disabled = 0;
if (key == QUEUE_KICK) {
i = atoi(arg);
if ((mudconf.control_flags & CF_DEQUEUE) == 0) {
was_disabled = 1;
mudconf.control_flags |= CF_DEQUEUE;
notify(player, "Warning: automatic dequeueing is disabled.");
}
ncmds = do_top(i);
if (was_disabled)
mudconf.control_flags &= ~CF_DEQUEUE;
if (!Quiet(player))
notify(player,
tprintf("%d commands processed.", ncmds));
} else if (key == QUEUE_WARP) {
i = atoi(arg);
if ((mudconf.control_flags & CF_DEQUEUE) == 0) {
was_disabled = 1;
mudconf.control_flags |= CF_DEQUEUE;
notify(player, "Warning: automatic dequeueing is disabled.");
}
/* Handle the wait queue */
for (point = mudstate.qwait; point; point = point->next) {
point->waittime = -i;
}
/* Handle the semaphore queue */
for (point = mudstate.qsemfirst; point; point = point->next) {
if (point->waittime > 0) {
point->waittime -= i;
if (point->waittime <= 0)
point->waittime = -1;
}
}
do_second();
if (was_disabled)
mudconf.control_flags &= ~CF_DEQUEUE;
if (Quiet(player))
return;
if (i > 0)
notify(player,
tprintf("WaitQ timer advanced %d seconds.", i));
else if (i < 0)
notify(player,
tprintf("WaitQ timer set back %d seconds.", i));
else
notify(player,
"Object queue appended to player queue.");
}
}