/* ************************************************************************
* File: interpreter.c Part of CircleMUD *
* Usage: parse user commands, search for specials, call ACMD functions *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#define __INTERPRETER_C__
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "comm.h"
#include "interpreter.h"
#include "db.h"
#include "utils.h"
#include "spells.h"
#include "handler.h"
#include "mail.h"
#include "screen.h"
#include "olc.h"
#include "dg_scripts.h"
extern sh_int r_mortal_start_room ;
extern sh_int r_immort_start_room;
extern sh_int r_frozen_start_room;
extern sh_int r_death_start_room;
extern sh_int r_ctf_start_room;
extern const char *class_menu;
extern char *motd;
extern char *imotd;
extern char *background;
extern char *MENU;
extern char *WELC_MESSG;
extern char *START_MESSG;
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list;
extern struct player_index_element *player_table;
extern int top_of_p_table;
extern int circle_restrict;
extern int no_specials;
extern int max_bad_pws;
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern struct room_data *world;
/* external functions */
void do_newbie(struct char_data *vict);
void echo_on(struct descriptor_data *d);
void echo_off(struct descriptor_data *d);
void do_start(struct char_data *ch);
int parse_class(char arg);
int special(struct char_data *ch, int cmd, char *arg);
int isbanned(char *hostname);
int Valid_Name(char *newname);
void oedit_parse(struct descriptor_data *d, char *arg);
void redit_parse(struct descriptor_data *d, char *arg);
void hedit_parse(struct descriptor_data *d, char *arg);
void zedit_parse(struct descriptor_data *d, char *arg);
void medit_parse(struct descriptor_data *d, char *arg);
void sedit_parse(struct descriptor_data *d, char *arg);
void trigedit_parse(struct descriptor_data *d, char *arg);
void aedit_parse(struct descriptor_data *d, char *arg);
/* local functions */
int perform_dupe_check(struct descriptor_data *d);
struct alias *find_alias(struct alias *alias_list, char *str);
void free_alias(struct alias *a);
void perform_complex_alias(struct txt_q *input_q, char *orig, struct alias *a);
int perform_alias(struct descriptor_data *d, char *orig);
int reserved_word(char *argument);
int find_name(char *name);
int _parse_name(char *arg, char *name);
/* prototypes for all do_x functions. */
ACMD(do_absorb);
ACMD(do_action);
ACMD(do_advance);
ACMD(do_afk);
ACMD(do_spar);
ACMD(do_sparkick);
ACMD(do_sparpunch);
ACMD(do_sparknee);
ACMD(do_sparelbow);
ACMD(do_sparkiblast);
ACMD(do_alias);
ACMD(do_assist);
ACMD(do_orevert);
ACMD(do_at);
ACMD(do_backstab);
ACMD(do_ban);
ACMD(do_sweep);
ACMD(do_knee);
ACMD(do_elbow);
ACMD(do_roundhouse);
ACMD(do_focus);
ACMD(do_color);
ACMD(do_commands);
ACMD(do_consider);
ACMD(do_stealth);
ACMD(do_copy);
ACMD(do_charge);
ACMD(do_credits);
ACMD(do_date);
ACMD(do_dc);
ACMD(do_diagnose);
ACMD(do_powerup);
ACMD(do_powerdown);
ACMD(do_display);
ACMD(do_scan);
ACMD(do_drink);
ACMD(do_drop);
ACMD(do_eat);
ACMD(do_echo);
ACMD(do_enter);
ACMD(do_equipment);
ACMD(do_examine);
ACMD(do_powersense);
ACMD(do_exit);
ACMD(do_exits);
ACMD(do_jog);
ACMD(do_flee);
ACMD(do_follow);
ACMD(do_selfdestruct);
ACMD(do_force);
ACMD(do_gecho);
ACMD(do_gen_comm);
ACMD(do_gen_door);
ACMD(do_gen_ps);
ACMD(do_gen_tog);
ACMD(do_gen_write);
ACMD(do_get);
ACMD(do_give);
ACMD(do_gold);
ACMD(do_goto);
ACMD(do_grab);
ACMD(do_group);
ACMD(do_gsay);
ACMD(do_osay);
ACMD(do_hcontrol);
ACMD(do_help);
ACMD(do_hide);
ACMD(do_hit);
ACMD(do_house);
ACMD(do_info);
ACMD(do_insult);
ACMD(do_ingest);
ACMD(do_inventory);
ACMD(do_invis);
ACMD(do_kaioken);
ACMD(do_kick);
ACMD(do_regenerate);
ACMD(do_kill);
ACMD(do_last);
ACMD(do_leave);
ACMD(do_learn);
ACMD(do_learned);
ACMD(do_fly);
ACMD(do_load);
ACMD(do_look);
ACMD(do_halt);
ACMD(do_upgrade);
/* ACMD(do_move); -- interpreter.h */
ACMD(do_not_here);
ACMD(do_offer);
ACMD(do_olc);
ACMD(do_order);
ACMD(do_page);
ACMD(do_peace);
ACMD(do_poofset);
ACMD(do_pour);
ACMD(do_purge);
ACMD(do_pushup);
ACMD(do_put);
ACMD(do_qcomm);
ACMD(do_quit);
ACMD(do_reboot);
ACMD(do_remove);
ACMD(do_rent);
ACMD(do_repair);
ACMD(do_reply);
ACMD(do_report);
ACMD(do_rescue);
ACMD(do_rest);
ACMD(do_restore);
ACMD(do_restore);
ACMD(do_return);
ACMD(do_rlink);
ACMD(do_save);
ACMD(do_say);
ACMD(do_score);
ACMD(do_status);
ACMD(do_send);
ACMD(do_set);
ACMD(do_ftick);
ACMD(do_show);
ACMD(do_shutdown);
ACMD(do_sit);
ACMD(do_situp);
ACMD(do_skillset);
ACMD(do_sleep);
ACMD(do_SWIFTNESS);
ACMD(do_snoop);
ACMD(do_spec_comm);
ACMD(do_ssj);
ACMD(do_transform);
/*ACMD(do_morph);*/
ACMD(do_split);
ACMD(do_stand);
ACMD(do_stat);
ACMD(do_steal);
ACMD(do_camp);
ACMD(do_switch);
ACMD(do_syslog);
ACMD(do_tailwhip);
ACMD(do_tedit);
ACMD(do_teleport);
ACMD(do_tell);
ACMD(do_time);
ACMD(do_title);
ACMD(do_toggle);
ACMD(do_sense);
ACMD(do_trans);
ACMD(do_unban);
ACMD(do_ungroup);
ACMD(do_use);
ACMD(do_users);
ACMD(do_visible);
ACMD(do_finger);
ACMD(do_vnum);
ACMD(do_vstat);
ACMD(do_wake);
ACMD(do_wear);
ACMD(do_weather);
ACMD(do_where);
ACMD(do_who);
ACMD(do_wield);
ACMD(do_wimpy);
ACMD(do_wizlock);
ACMD(do_wiznet);
ACMD(do_wizutil);
ACMD(do_write);
ACMD(do_zreset);
/* DG Script ACMD's */
ACMD(do_attach);
ACMD(do_detach);
ACMD(do_tlist);
ACMD(do_tstat);
ACMD(do_masound);
ACMD(do_mkill);
ACMD(do_mjunk);
ACMD(do_mechoaround);
ACMD(do_msend);
ACMD(do_mecho);
ACMD(do_mload);
ACMD(do_mpurge);
ACMD(do_mgoto);
ACMD(do_mat);
ACMD(do_mteleport);
ACMD(do_mforce);
ACMD(do_mexp);
ACMD(do_mgold);
ACMD(do_mhunt);
ACMD(do_mremember);
ACMD(do_mforget);
ACMD(do_mtransform);
cpp_extern struct command_info *complete_cmd_info;
/* This is the Master Command List(tm).
* You can put new commands in, take commands out, change the order
* they appear in, etc. You can adjust the "priority" of commands
* simply by changing the order they appear in the command list.
* (For example, if you want "as" to mean "assist" instead of "ask",
* just put "assist" above "ask" in the Master Command List(tm).
*
* In general, utility commands such as "at" should have high priority;
* infrequently used and dangerously destructive commands should have low
* priority.
*/
cpp_extern const struct command_info cmd_info[] = {
{ "RESERVED" , "RESERVED", 0, 0, 0, 0 }, /* this must be first -- for specprocs */
/* directions must come before other commands but after RESERVED */
{ "north" , "n" , POS_STANDING, do_move , 0, SCMD_NORTH },
{ "east" , "e" , POS_STANDING, do_move , 0, SCMD_EAST },
{ "south" , "s" , POS_STANDING, do_move , 0, SCMD_SOUTH },
{ "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST },
{ "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP },
{ "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN },
{ "stat" , "stat" , POS_DEAD , do_stat , LVL_IMMORT, 0 },
{ "look" , "l" , POS_RESTING , do_look , 0, SCMD_LOOK },
{ "score" , "sco" , POS_DEAD , do_score , 0, 0 },
{ "status" , "stat" , POS_DEAD , do_status , 0, 0 },
{ "kill" , "k" , POS_FIGHTING, do_kill , 0, 0 },
{ "inventory", "i" , POS_DEAD , do_inventory, 0, 0 },
{ "halt" , "hal" , POS_DEAD , do_halt , 0, 0 },
/* now, the main list */
{ "at" , "at" , POS_DEAD , do_at , LVL_IMMORT, 0 },
{ "advance" , "adv" , POS_DEAD , do_advance , LVL_GOD, 0 },
{ "afk" , "afk" , POS_DEAD , do_gen_tog , 0, SCMD_AFK },
{ "spar" , "spa" , POS_STANDING , do_spar , 0, 0 },
{ "sparkick" , "sparkic" , POS_STANDING , do_sparkick , 0, 0 },
{ "sparpunch" , "sparp" , POS_STANDING , do_sparpunch , 0, 0 },
{ "sparelbow" , "spare" , POS_STANDING , do_sparelbow , 0, 0 },
{ "sparknee" , "sparkn" , POS_STANDING , do_sparknee , 0, 0 },
{ "sparkiblast" , "sparkib" , POS_STANDING , do_sparkiblast , 0, 0 },
{ "aedit" , "aed" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_AEDIT },
{ "alias" , "ali" , POS_DEAD , do_alias , 0, 0 },
{ "powersense" , "ps" , POS_DEAD , do_powersense , 0, 0 },
{ "absorb" , "abs" , POS_DEAD , do_absorb , 0, 0 },
{ "assist" , "ass" , POS_FIGHTING, do_assist , 1, 0 },
{ "ask" , "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK },
{ "ooc" , "oo" , POS_SLEEPING, do_gen_comm , 0, SCMD_ooc },
{ "autoexit" , "autoe", POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT },
{ "backstab" , "bac" , POS_STANDING, do_backstab , 1, 0 },
{ "ban" , "ban" , POS_DEAD , do_ban , LVL_GRGOD, 0 },
{ "orevert" , "orev" , POS_DEAD , do_orevert , 1, 0 },
{ "balance" , "bal" , POS_STANDING, do_not_here , 1, 0 },
{ "sweep" , "bas" , POS_FIGHTING, do_sweep , 1, 0 },
{ "brief" , "br" , POS_DEAD , do_gen_tog , 0, SCMD_BRIEF },
{ "buy" , "b" , POS_STANDING, do_not_here , 0, 0 },
{ "bug" , "bug" , POS_DEAD , do_gen_write, 0, SCMD_BUG },
{ "focus" , "f" , POS_SITTING , do_focus , 1, 0 },
{ "check" , "ch" , POS_STANDING, do_not_here , 1, 0 },
{ "clear" , "cle" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR },
{ "close" , "clo" , POS_SITTING , do_gen_door , 0, SCMD_CLOSE },
{ "cls" , "cls" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR },
{ "consider" , "con" , POS_RESTING , do_consider , 0, 0 },
{ "color" , "col" , POS_DEAD , do_color , 0, 0 },
{ "commands" , "comm" , POS_DEAD , do_commands , 0, SCMD_COMMANDS },
{ "compact" , "comp" , POS_DEAD , do_gen_tog , 0, SCMD_COMPACT },
{ "copy" , "copy" , POS_DEAD , do_copy , LVL_IMMORT, 0 },
{ "charge" , "ch" , POS_STANDING , do_charge , 1, 0 },
{ "credits" , "cre" , POS_DEAD , do_gen_ps , 0, SCMD_CREDITS },
{ "date" , "date" , POS_DEAD , do_date , LVL_IMMORT, SCMD_DATE },
{ "dc" , "dc" , POS_DEAD , do_dc , LVL_GOD, 0 },
{ "deposit" , "dep" , POS_STANDING, do_not_here , 1, 0 },
{ "diagnose" , "dia" , POS_RESTING , do_diagnose , 0, 0 },
{ "display" , "dis" , POS_DEAD , do_display , 0, 0 },
{ "donate" , "don" , POS_RESTING , do_drop , 0, SCMD_DONATE },
{ "drink" , "dr" , POS_RESTING , do_drink , 0, SCMD_DRINK },
{ "drop" , "dro" , POS_RESTING , do_drop , 0, SCMD_DROP },
{ "eat" , "ea" , POS_RESTING , do_eat , 0, SCMD_EAT },
{ "echo" , "echo" , POS_SLEEPING, do_echo , LVL_IMMORT, SCMD_ECHO },
{ "elbow" , "elb" , POS_FIGHTING, do_elbow , 1, 0 },
{ "emote" , "em" , POS_RESTING , do_echo , 1, SCMD_EMOTE },
{ ":" , ":" , POS_RESTING, do_echo , 1, SCMD_EMOTE },
{ "enter" , "en" , POS_STANDING, do_enter , 0, 0 },
{ "equipment", "eq" , POS_SLEEPING, do_equipment, 0, 0 },
{ "exits" , "exi" , POS_RESTING , do_exits , 0, 0 },
{ "examine" , "exa" , POS_SITTING , do_examine , 0, 0 },
{ "force" , "for" , POS_SLEEPING, do_force , LVL_GOD, 0 },
{ "fill" , "fil" , POS_STANDING, do_pour , 0, SCMD_FILL },
{ "flee" , "fl" , POS_FIGHTING, do_flee , 1, 0 },
{ "follow" , "fol" , POS_RESTING , do_follow , 0, 0 },
{ "selfdestruct" , "selfdest" , POS_RESTING , do_selfdestruct , 0, 0 },
{ "fly" , "fl" , POS_RESTING , do_fly , 1, 0 },
{ "freeze" , "free" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_FREEZE },
{ "get" , "g" , POS_RESTING , do_get , 0, 0 },
{ "gecho" , "gech" , POS_DEAD , do_gecho , LVL_GOD, 0 },
{ "give" , "giv" , POS_RESTING , do_give , 0, 0 },
{ "goto" , "got" , POS_SLEEPING, do_goto , LVL_IMMORT, 0 },
{ "gold" , "gol" , POS_RESTING , do_gold , 0, 0 },
{ "telepathy" , "tele" , POS_SLEEPING, do_gen_comm , 0, SCMD_GOSSIP },
{ "group" , "gro" , POS_RESTING , do_group , 1, 0 },
{ "grab" , "gra" , POS_RESTING , do_grab , 0, 0 },
{ "grats" , "grat" , POS_SLEEPING, do_gen_comm , 0, SCMD_GRATZ },
{ "gsay" , "gs" , POS_SLEEPING, do_gsay , 0, 0 },
{ "gtell" , "gt" , POS_SLEEPING, do_gsay , 0, 0 },
{ "help" , "he" , POS_DEAD , do_help , 0, 0 },
{ "hedit" , "hedit", POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_HEDIT },
{ "handbook" , "hand" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_HANDBOOK },
{ "hcontrol" , "hcon" , POS_DEAD , do_hcontrol , LVL_IMMORT, 0 },
{ "hide" , "hid" , POS_RESTING , do_hide , 1, 0 },
{ "hit" , "h" , POS_FIGHTING, do_hit , 0, SCMD_HIT },
{ "hold" , "ho" , POS_RESTING , do_grab , 1, 0 },
{ "holler" , "hol" , POS_RESTING , do_gen_comm , 1, SCMD_HOLLER },
{ "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT },
{ "house" , "hou" , POS_RESTING , do_house , 0, 0 },
{ "idea" , "id" , POS_DEAD , do_gen_write, 0, SCMD_IDEA },
{ "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD },
{ "immlist" , "imm" , POS_DEAD , do_gen_ps , 0, SCMD_IMMLIST },
{ "info" , "inf" , POS_SLEEPING, do_gen_ps , 0, SCMD_INFO },
{ "insult" , "ins" , POS_RESTING , do_insult , 0, 0 },
{ "invis" , "inv" , POS_DEAD , do_invis , LVL_IMMORT, 0 },
{ "junk" , "j" , POS_RESTING , do_drop , 0, SCMD_JUNK },
{ "kaioken" , "kaio" , POS_STANDING, do_kaioken , 1, 0 },
{ "kick" , "kic" , POS_FIGHTING, do_kick , LVL_IMMORT, 0 },
{ "regenerate" , "regen" , POS_STANDING, do_regenerate , 1, 0 },
{ "knee" , "kn" , POS_FIGHTING, do_knee , 1, 0 },
{ "scan" , "sc" , POS_RESTING , do_scan , 0, 0 },
{ "stealth" , "stea" , POS_RESTING , do_stealth , 0, 0 },
{ "upgrade" , "upg" , POS_RESTING , do_upgrade , 0, 0 },
{ "last" , "la" , POS_DEAD , do_last , LVL_GOD, 0 },
{ "learn" , "lear" , POS_RESTING , do_learn , 1, 0 },
{ "learned" , "learne" , POS_RESTING, do_learned , 1, 0 },
{ "leave" , "lea" , POS_STANDING, do_leave , 0, 0 },
{ "list" , "li" , POS_STANDING, do_not_here , 0, 0 },
{ "lock" , "loc" , POS_SITTING , do_gen_door , 0, SCMD_LOCK },
{ "load" , "loa" , POS_DEAD , do_load , LVL_IMMORT, 0 },
{ "medit" , "med" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_MEDIT },
{ "motd" , "motd" , POS_DEAD , do_gen_ps , 0, SCMD_MOTD },
{ "mail" , "mail" , POS_STANDING, do_not_here , 1, 0 },
{ "mute" , "mut" , POS_DEAD , do_wizutil , LVL_IMMORT, SCMD_SQUELCH },
{ "murder" , "mur" , POS_FIGHTING, do_hit , 0, SCMD_MURDER },
{ "news" , "new" , POS_SLEEPING, do_gen_ps , 0, SCMD_NEWS },
{ "noooc", "noa" , POS_DEAD , do_gen_tog , 0, SCMD_NOooc },
{ "nogossip" , "nogo" , POS_DEAD , do_gen_tog , 0, SCMD_NOGOSSIP },
{ "nograts" , "nogr" , POS_DEAD , do_gen_tog , 0, SCMD_NOGRATZ },
{ "nohassle" , "noh" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOHASSLE },
{ "norepeat" , "nor" , POS_DEAD , do_gen_tog , 0, SCMD_NOREPEAT },
{ "noshout" , "nosh" , POS_SLEEPING, do_gen_tog , 1, SCMD_DEAF },
{ "notell" , "note" , POS_DEAD , do_gen_tog , 1, SCMD_NOTELL },
{ "notitle" , "noti" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_NOTITLE },
{ "nowiz" , "now" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOWIZ },
{ "order" , "ord" , POS_RESTING , do_order , 1, 0 },
{ "offer" , "off" , POS_STANDING, do_not_here , 1, 0 },
{ "open" , "op" , POS_SITTING , do_gen_door , 0, SCMD_OPEN },
{ "olc" , "olc" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_SAVEINFO },
{ "oedit" , "oed" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_OEDIT},
{ "put" , "p" , POS_RESTING , do_put , 0, 0 },
{ "page" , "pag" , POS_DEAD , do_page , LVL_GOD, 0 },
{ "pardon" , "par" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_PARDON },
{ "peace" , "pea" , POS_DEAD , do_peace , LVL_IMMORT, 0 },
{ "pick" , "pi" , POS_STANDING, do_gen_door , 1, SCMD_PICK },
{ "policy" , "pol" , POS_DEAD , do_gen_ps , 0, SCMD_POLICIES },
{ "poofin" , "poofi", POS_DEAD , do_poofset , LVL_IMMORT, SCMD_POOFIN },
{ "poofout" , "poofo", POS_DEAD , do_poofset , LVL_IMMORT, SCMD_POOFOUT },
{ "pour" , "pour" , POS_STANDING, do_pour , 0, SCMD_POUR },
{ "powerup" , "pow" , POS_STANDING, do_powerup , 0, 0 },
{ "powerdown" , "powerd" , POS_STANDING, do_powerdown , 0, 0 },
{ "prompt" , "promp", POS_DEAD , do_display , 0, 0 },
{ "pushup" ,"pushu" , POS_STANDING, do_pushup , 1, 0 },
{ "jog" ,"jo" , POS_STANDING, do_jog , 1, 0 },
{ "purge" , "pur" , POS_DEAD , do_purge , LVL_IMMORT, 0 },
{ "plant" , "pl" , POS_RESTING , do_use , 0, SCMD_PLANT },
{ "qecho" , "qec" , POS_DEAD , do_qcomm , LVL_IMMORT, SCMD_QECHO },
{ "quest" , "que" , POS_DEAD , do_gen_tog , 0, SCMD_QUEST },
{ "qui" , "qui" , POS_DEAD , do_quit , 0, 0 },
{ "quit" , "quit" , POS_DEAD , do_quit , 0, SCMD_QUIT },
{ "qsay" , "qsay" , POS_RESTING , do_qcomm , 0, SCMD_QSAY },
{ "reply" , "r" , POS_SLEEPING, do_reply , 0, 0 },
{ "rest" , "res" , POS_RESTING , do_rest , 0, 0 },
{ "read" , "rea" , POS_RESTING , do_look , 0, SCMD_READ },
{ "reload" , "rel" , POS_DEAD , do_reboot , LVL_IMPL, 0 },
{ "swallow" , "swal" , POS_RESTING , do_use , 0, SCMD_SWALLOW },
{ "receive" , "rece" , POS_STANDING, do_not_here , 1, 0 },
{ "remove" , "rem" , POS_RESTING , do_remove , 0, 0 },
{ "rent" , "ren" , POS_STANDING, do_not_here , 1, 0 },
{ "repair" , "repa" , POS_SITTING , do_repair , 1, 0 },
{ "ingest" , "ing" , POS_SITTING , do_ingest , 1, 0 },
{ "report" , "rep" , POS_RESTING , do_report , 0, 0 },
{ "reroll" , "rer" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_REROLL },
{ "rescue" , "resc" , POS_FIGHTING, do_rescue , 1, 0 },
{ "restore" , "resto", POS_DEAD , do_restore , LVL_IMMORT, 0 },
{ "return" , "ret" , POS_DEAD , do_return , 0, 0 },
{ "redit" , "redit", POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_REDIT},
{ "rlink" , "rlink", POS_DEAD , do_rlink , LVL_IMMORT, 0 },
{ "roomflags", "roomf", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_ROOMFLAGS },
{ "roundhouse", "rou" , POS_FIGHTING, do_roundhouse , 1, 0 },
{ "say" , "say" , POS_RESTING , do_say , 0, 0 },
{ "osay" , "osay" , POS_RESTING , do_osay , 0, 0 },
{ "'" , "'" , POS_RESTING , do_say , 0, 0 },
{ "save" , "save" , POS_SLEEPING, do_save , 0, 0 },
{ "sell" , "sel" , POS_STANDING, do_not_here , 0, 0 },
{ "send" , "sen" , POS_SLEEPING, do_send , LVL_GOD, 0 },
{ "set" , "set" , POS_DEAD , do_set , LVL_GOD, 0 },
{ "ftick" , "ftick", POS_DEAD , do_ftick , LVL_GOD, 0 },
{ "sedit" , "sedi" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_SEDIT},
{ "shout" , "sho" , POS_RESTING , do_gen_comm , 0, SCMD_SHOUT },
{ "shake" , "sha" , POS_RESTING , do_action , 0, 0 },
{ "shiver" , "shiv" , POS_RESTING , do_action , 0, 0 },
{ "show" , "sho" , POS_DEAD , do_show , LVL_IMMORT, 0 },
{ "shutdow" , "shutdow", POS_DEAD , do_shutdown , LVL_GRGOD, 0 },
{ "shutdown" , "shutdown", POS_DEAD , do_shutdown , LVL_GRGOD, SCMD_SHUTDOWN },
{ "sip" , "sip" , POS_RESTING , do_drink , 0, SCMD_SIP },
{ "sit" , "sit" , POS_RESTING , do_sit , 0, 0 },
{ "situp" ,"situ" , POS_STANDING, do_situp , 1, 0 },
{ "skillset" , "skillse" , POS_SLEEPING, do_skillset , LVL_GRGOD, 0 },
{ "sleep" , "sl" , POS_SLEEPING, do_sleep , 0, 0 },
{ "slowns" , "slown", POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_SLOWNS },
{ "swiftness", "swift", POS_STANDING, do_SWIFTNESS , 1, 0 },
{ "snoop" , "sno" , POS_DEAD , do_snoop , LVL_GOD, 0 },
{ "socials" , "soc" , POS_DEAD , do_commands , 0, SCMD_SOCIALS },
{ "split" , "spl" , POS_SITTING , do_split , 1, 0 },
{ "stand" , "st" , POS_RESTING , do_stand , 0, 0 },
{ "steal" , "stea" , POS_STANDING, do_steal , 1, 0 },
{ "camp" , "cam" , POS_STANDING, do_gen_tog , 1, SCMD_CAMP },
{ "switch" , "sw" , POS_DEAD , do_switch , LVL_GRGOD, 0 },
{ "ssj" , "ssj" , POS_STANDING, do_ssj , 1, 0 },
{ "transform" , "transfo" , POS_STANDING, do_transform , 1, 0 },
/* { "morph" , "mor" , POS_STANDING, do_morph , 1, 0 }, */
{ "syslog" , "sys" , POS_DEAD , do_syslog , LVL_IMMORT, 0 },
{ "tedit" , "ted" , POS_DEAD , do_tedit , LVL_IMPL, 0 },
{ "tell" , "tel" , POS_DEAD , do_tell , 0, 0 },
{ "take" , "ta" , POS_RESTING , do_get , 0, 0 },
{ "tailwhip" , "tail" , POS_FIGHTING, do_tailwhip , 1, 0 },
{ "taste" , "tas" , POS_RESTING , do_eat , 0, SCMD_TASTE },
{ "teleport" , "tel" , POS_DEAD , do_teleport , LVL_GOD, 0 },
{ "thaw" , "thaw" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_THAW },
{ "title" , "tit" , POS_DEAD , do_title , 0, 0 },
{ "time" , "tim" , POS_DEAD , do_time , 0, 0 },
{ "toggle" , "tog" , POS_DEAD , do_toggle , 0, 0 },
{ "sense" , "sen" , POS_STANDING, do_sense , 0, 0 },
{ "transfer" , "tran" , POS_SLEEPING, do_trans , LVL_IMMORT, 0 },
{ "trigedit" , "trig" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_TRIGEDIT},
{ "typo" , "typ" , POS_DEAD , do_gen_write, 0, SCMD_TYPO },
{ "unlock" , "unl" , POS_SITTING , do_gen_door , 0, SCMD_UNLOCK },
{ "ungroup" , "ung" , POS_DEAD , do_ungroup , 0, 0 },
{ "unban" , "unb" , POS_DEAD , do_unban , LVL_GRGOD, 0 },
{ "unaffect" , "una" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_UNAFFECT },
{ "uptime" , "upt" , POS_DEAD , do_date , LVL_IMMORT, SCMD_UPTIME },
{ "use" , "us" , POS_SITTING , do_use , 1, SCMD_USE },
{ "users" , "user" , POS_DEAD , do_users , LVL_IMMORT, 0 },
{ "value" , "val" , POS_STANDING, do_not_here , 0, 0 },
{ "visible" , "vis" , POS_RESTING , do_visible , 1, 0 },
{ "vnum" , "vnum" , POS_DEAD , do_vnum , LVL_IMMORT, 0 },
{ "vstat" , "vsta" , POS_DEAD , do_vstat , LVL_IMMORT, 0 },
{ "wake" , "wak" , POS_SLEEPING, do_wake , 0, 0 },
{ "wave" , "wav" , POS_RESTING , do_action , 0, 0 },
{ "wear" , "wea" , POS_RESTING , do_wear , 0, 0 },
{ "weather" , "weat" , POS_RESTING , do_weather , 0, 0 },
{ "who" , "who" , POS_DEAD , do_who , 0, 0 },
{ "finger" , "fin" , POS_DEAD , do_finger , 0, 0 },
{ "whoami" , "whoa" , POS_DEAD , do_gen_ps , 0, SCMD_WHOAMI },
{ "where" , "whe" , POS_RESTING , do_where , 1, 0 },
{ "whisper" , "whis" , POS_RESTING , do_spec_comm, 0, SCMD_WHISPER },
{ "wield" , "wie" , POS_RESTING , do_wield , 0, 0 },
{ "wimpy" , "wim" , POS_DEAD , do_wimpy , 0, 0 },
{ "withdraw" , "with" , POS_STANDING, do_not_here , 1, 0 },
{ "wiznet" , "wiz" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 },
{ ";" , ";" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 },
{ "wizhelp" , "wizh" , POS_SLEEPING, do_commands , LVL_IMMORT, SCMD_WIZHELP },
{ "wizlist" , "wizl" , POS_DEAD , do_gen_ps , 0, SCMD_WIZLIST },
{ "wizlock" , "wizlo", POS_DEAD , do_wizlock , LVL_IMPL, 0 },
{ "write" , "wr" , POS_STANDING, do_write , 1, 0 },
{ "zedit" , "zed" , POS_DEAD , do_olc , LVL_IMMORT, SCMD_OLC_ZEDIT},
{ "zreset" , "zre" , POS_DEAD , do_zreset , LVL_IMMORT, 0 },
/* DG trigger commands */
{ "attach" , "att" , POS_DEAD , do_attach , LVL_IMPL, 0 },
{ "detach" , "det" , POS_DEAD , do_detach , LVL_IMPL, 0 },
{ "tlist" , "tli" , POS_DEAD , do_tlist , LVL_GOD, 0 },
{ "tstat" , "tst" , POS_DEAD , do_tstat , LVL_GOD, 0 },
{ "masound" , "masound" , POS_DEAD , do_masound , 0, 0 },
{ "mkill" , "mkill" , POS_STANDING, do_mkill , 0, 0 },
{ "mjunk" , "mjunk" , POS_SITTING , do_mjunk , 0, 0 },
{ "mecho" , "mecho" , POS_DEAD , do_mecho , 0, 0 },
{ "mechoaround", "mechoaround",POS_DEAD , do_mechoaround , 0, 0 },
{ "msend" , "msend" , POS_DEAD , do_msend , 0, 0 },
{ "mload" , "mload" , POS_DEAD , do_mload , 0, 0 },
{ "mpurge" , "mpurge" , POS_DEAD , do_mpurge , 0, 0 },
{ "mgoto" , "mgoto" , POS_DEAD , do_mgoto , 0, 0 },
{ "mat" , "mat" , POS_DEAD , do_mat , 0, 0 },
{ "mteleport", "mteleport" , POS_DEAD , do_mteleport, 0, 0 },
{ "mforce" , "mforce" , POS_DEAD , do_mforce , 0, 0 },
{ "mexp" , "mexp" , POS_DEAD , do_mexp , 0, 0 },
{ "mgold" , "mgold" , POS_DEAD , do_mgold , 0, 0 },
{ "mhunt" , "mhunt" , POS_DEAD , do_mhunt , 0, 0 },
{ "mremember", "mremember" , POS_DEAD , do_mremember, 0, 0 },
{ "mforget" , "mforget" , POS_DEAD , do_mforget , 0, 0 },
{ "mtransform","mtransform" , POS_DEAD , do_mtransform, 0, 0 },
{ "\n", "zzzzzzz", 0, 0, 0, 0 } }; /* this must be last */
const char *fill[] =
{
"in",
"from",
"with",
"the",
"on",
"at",
"to",
"\n"
};
const char *reserved[] =
{
"a",
"an",
"self",
"me",
"all",
"room",
"someone",
"something",
"\n"
};
/*
* This is the actual command interpreter called from game_loop() in comm.c
* It makes sure you are the proper level and position to execute the command,
* then calls the appropriate function.
*/
void command_interpreter(struct char_data *ch, char *argument)
{
int cmd, length;
char *line;
REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE);
/* just drop to next line for hitting CR */
skip_spaces(&argument);
if (!*argument)
return;
if (!isalpha(*argument)) {
arg[0] = argument[0];
arg[1] = '\0';
line = argument + 1;
} else
line = any_one_arg(argument, arg);
/* otherwise, find the command */
if ((GET_LEVEL(ch)<LVL_IMMORT) &&
(command_wtrigger(ch, arg, line) ||
command_mtrigger(ch, arg, line) ||
command_otrigger(ch, arg, line)))
return; /* command trigger took over */
for (length = strlen(arg), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++)
if (!strncmp(complete_cmd_info[cmd].command, arg, length))
if (GET_LEVEL(ch) >= complete_cmd_info[cmd].minimum_level)
break;
if (*complete_cmd_info[cmd].command == '\n')
send_to_char("Huh?!?\r\n", ch);
else if (PLR_FLAGGED(ch, PLR_FROZEN) && GET_LEVEL(ch) < LVL_IMPL)
send_to_char("You try, but the mind-numbing cold prevents you...\r\n", ch);
/* else if (complete_cmd_info[cmd].command_pointer == NULL)
send_to_char("Sorry, that command hasn't been implemented yet.\r\n", ch);*/
else if (IS_NPC(ch) && complete_cmd_info[cmd].minimum_level >= LVL_IMMORT)
send_to_char("You can't use immortal commands while switched.\r\n", ch);
else if (GET_POS(ch) < complete_cmd_info[cmd].minimum_position)
switch (GET_POS(ch)) {
case POS_DEAD:
send_to_char("Lie still; you are DEAD!!! :-(\r\n", ch);
break;
case POS_INCAP:
case POS_MORTALLYW:
send_to_char("You are in a pretty bad shape, unable to do anything!\r\n", ch);
break;
case POS_STUNNED:
send_to_char("All you can do right now is think about the stars!\r\n", ch);
break;
case POS_SLEEPING:
send_to_char("In your dreams, or what?\r\n", ch);
break;
case POS_RESTING:
send_to_char("Nah... You feel too relaxed to do that..\r\n", ch);
break;
case POS_SITTING:
send_to_char("Maybe you should get on your feet first?\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("No way! You're fighting for your life!\r\n", ch);
break;
} else if (no_specials || !special(ch, cmd, line))
((*complete_cmd_info[cmd].command_pointer) (ch, line, cmd, complete_cmd_info[cmd].subcmd));
}
/**************************************************************************
* Routines to handle aliasing *
**************************************************************************/
struct alias *find_alias(struct alias *alias_list, char *str)
{
while (alias_list != NULL) {
if (*str == *alias_list->alias) /* hey, every little bit counts :-) */
if (!strcmp(str, alias_list->alias))
return alias_list;
alias_list = alias_list->next;
}
return NULL;
}
void free_alias(struct alias *a)
{
if (a->alias)
free(a->alias);
if (a->replacement)
free(a->replacement);
free(a);
}
/* The interface to the outside world: do_alias */
ACMD(do_alias)
{
char *repl;
struct alias *a, *temp;
if (IS_NPC(ch))
return;
repl = any_one_arg(argument, arg);
if (!*arg) { /* no argument specified -- list currently defined aliases */
send_to_char("Currently defined aliases:\r\n", ch);
if ((a = GET_ALIASES(ch)) == NULL)
send_to_char(" None.\r\n", ch);
else {
while (a != NULL) {
sprintf(buf, "%-15s %s\r\n", a->alias, a->replacement);
send_to_char(buf, ch);
a = a->next;
}
}
} else { /* otherwise, add or remove aliases */
/* is this an alias we've already defined? */
if ((a = find_alias(GET_ALIASES(ch), arg)) != NULL) {
REMOVE_FROM_LIST(a, GET_ALIASES(ch), next);
free_alias(a);
}
/* if no replacement string is specified, assume we want to delete */
if (!*repl) {
if (a == NULL)
send_to_char("No such alias.\r\n", ch);
else
send_to_char("Alias deleted.\r\n", ch);
} else { /* otherwise, either add or redefine an alias */
if (!str_cmp(arg, "alias")) {
send_to_char("You can't alias 'alias'.\r\n", ch);
return;
}
CREATE(a, struct alias, 1);
a->alias = str_dup(arg);
delete_doubledollar(repl);
a->replacement = str_dup(repl);
if (strchr(repl, ALIAS_SEP_CHAR) || strchr(repl, ALIAS_VAR_CHAR))
a->type = ALIAS_COMPLEX;
else
a->type = ALIAS_SIMPLE;
a->next = GET_ALIASES(ch);
GET_ALIASES(ch) = a;
send_to_char("Alias added.\r\n", ch);
}
}
}
/*
* Valid numeric replacements are only $1 .. $9 (makes parsing a little
* easier, and it's not that much of a limitation anyway.) Also valid
* is "$*", which stands for the entire original line after the alias.
* ";" is used to delimit commands.
*/
#define NUM_TOKENS 9
void perform_complex_alias(struct txt_q *input_q, char *orig, struct alias *a)
{
struct txt_q temp_queue;
char *tokens[NUM_TOKENS], *temp, *write_point;
int num_of_tokens = 0, num;
/* First, parse the original string */
temp = strtok(strcpy(buf2, orig), " ");
while (temp != NULL && num_of_tokens < NUM_TOKENS) {
tokens[num_of_tokens++] = temp;
temp = strtok(NULL, " ");
}
/* initialize */
write_point = buf;
temp_queue.head = temp_queue.tail = NULL;
/* now parse the alias */
for (temp = a->replacement; *temp; temp++) {
if (*temp == ALIAS_SEP_CHAR) {
*write_point = '\0';
buf[MAX_INPUT_LENGTH - 1] = '\0';
write_to_q(buf, &temp_queue, 1);
write_point = buf;
} else if (*temp == ALIAS_VAR_CHAR) {
temp++;
if ((num = *temp - '1') < num_of_tokens && num >= 0) {
strcpy(write_point, tokens[num]);
write_point += strlen(tokens[num]);
} else if (*temp == ALIAS_GLOB_CHAR) {
strcpy(write_point, orig);
write_point += strlen(orig);
} else if ((*(write_point++) = *temp) == '$') /* redouble $ for act safety */
*(write_point++) = '$';
} else
*(write_point++) = *temp;
}
*write_point = '\0';
buf[MAX_INPUT_LENGTH - 1] = '\0';
write_to_q(buf, &temp_queue, 1);
/* push our temp_queue on to the _front_ of the input queue */
if (input_q->head == NULL)
*input_q = temp_queue;
else {
temp_queue.tail->next = input_q->head;
input_q->head = temp_queue.head;
}
}
/*
* Given a character and a string, perform alias replacement on it.
*
* Return values:
* 0: String was modified in place; call command_interpreter immediately.
* 1: String was _not_ modified in place; rather, the expanded aliases
* have been placed at the front of the character's input queue.
*/
int perform_alias(struct descriptor_data *d, char *orig)
{
char first_arg[MAX_INPUT_LENGTH], *ptr;
struct alias *a, *tmp;
/* Mobs don't have alaises. */
if (IS_NPC(d->character))
return 0;
/* bail out immediately if the guy doesn't have any aliases */
if ((tmp = GET_ALIASES(d->character)) == NULL)
return 0;
/* find the alias we're supposed to match */
ptr = any_one_arg(orig, first_arg);
/* bail out if it's null */
if (!*first_arg)
return 0;
/* if the first arg is not an alias, return without doing anything */
if ((a = find_alias(tmp, first_arg)) == NULL)
return 0;
if (a->type == ALIAS_SIMPLE) {
strcpy(orig, a->replacement);
return 0;
} else {
perform_complex_alias(&d->input, ptr, a);
return 1;
}
}
/***************************************************************************
* Various other parsing utilities *
**************************************************************************/
/*
* searches an array of strings for a target string. "exact" can be
* 0 or non-0, depending on whether or not the match must be exact for
* it to be returned. Returns -1 if not found; 0..n otherwise. Array
* must be terminated with a '\n' so it knows to stop searching.
*/
int search_block(char *arg, const char **list, int exact)
{
register int i, l;
/* Make into lower case, and get length of string */
for (l = 0; *(arg + l); l++)
*(arg + l) = LOWER(*(arg + l));
if (exact) {
for (i = 0; **(list + i) != '\n'; i++)
if (!strcmp(arg, *(list + i)))
return (i);
} else {
if (!l)
l = 1; /* Avoid "" to match the first available
* string */
for (i = 0; **(list + i) != '\n'; i++)
if (!strncmp(arg, *(list + i), l))
return (i);
}
return -1;
}
int is_number(const char *str)
{
while (*str)
if (!isdigit(*(str++)))
return 0;
return 1;
}
/*
* Function to skip over the leading spaces of a string.
*/
void skip_spaces(char **string)
{
for (; **string && isspace(**string); (*string)++);
}
/*
* Given a string, change all instances of double dollar signs ($$) to
* single dollar signs ($). When strings come in, all $'s are changed
* to $$'s to avoid having users be able to crash the system if the
* inputted string is eventually sent to act(). If you are using user
* input to produce screen output AND YOU ARE SURE IT WILL NOT BE SENT
* THROUGH THE act() FUNCTION (i.e., do_gecho, do_title, but NOT do_say),
* you can call delete_doubledollar() to make the output look correct.
*
* Modifies the string in-place.
*/
char *delete_doubledollar(char *string)
{
char *read, *write;
/* If the string has no dollar signs, return immediately */
if ((write = strchr(string, '$')) == NULL)
return string;
/* Start from the location of the first dollar sign */
read = write;
while (*read) /* Until we reach the end of the string... */
if ((*(write++) = *(read++)) == '$') /* copy one char */
if (*read == '$')
read++; /* skip if we saw 2 $'s in a row */
*write = '\0';
return string;
}
int fill_word(char *argument)
{
return (search_block(argument, fill, TRUE) >= 0);
}
int reserved_word(char *argument)
{
return (search_block(argument, reserved, TRUE) >= 0);
}
/*
* copy the first non-fill-word, space-delimited argument of 'argument'
* to 'first_arg'; return a pointer to the remainder of the string.
*/
char *one_argument(char *argument, char *first_arg)
{
char *begin = first_arg;
if (!argument) {
log("SYSERR: one_argument received a NULL pointer!");
*first_arg = '\0';
return NULL;
}
do {
skip_spaces(&argument);
first_arg = begin;
while (*argument && !isspace(*argument)) {
*(first_arg++) = LOWER(*argument);
argument++;
}
*first_arg = '\0';
} while (fill_word(begin));
return argument;
}
/*
* one_word is like one_argument, except that words in quotes ("") are
* considered one word.
*/
char *one_word(char *argument, char *first_arg)
{
char *begin = first_arg;
do {
skip_spaces(&argument);
first_arg = begin;
if (*argument == '\"') {
argument++;
while (*argument && *argument != '\"') {
*(first_arg++) = LOWER(*argument);
argument++;
}
argument++;
} else {
while (*argument && !isspace(*argument)) {
*(first_arg++) = LOWER(*argument);
argument++;
}
}
*first_arg = '\0';
} while (fill_word(begin));
return argument;
}
/* same as one_argument except that it doesn't ignore fill words */
char *any_one_arg(char *argument, char *first_arg)
{
skip_spaces(&argument);
while (*argument && !isspace(*argument)) {
*(first_arg++) = LOWER(*argument);
argument++;
}
*first_arg = '\0';
return argument;
}
/*
* Same as one_argument except that it takes two args and returns the rest;
* ignores fill words
*/
char *two_arguments(char *argument, char *first_arg, char *second_arg)
{
return one_argument(one_argument(argument, first_arg), second_arg); /* :-) */
}
/*
* determine if a given string is an abbreviation of another
* (now works symmetrically -- JE 7/25/94)
*
* that was dumb. it shouldn't be symmetrical. JE 5/1/95
*
* returnss 1 if arg1 is an abbreviation of arg2
*/
int is_abbrev(const char *arg1, const char *arg2)
{
if (!*arg1)
return 0;
for (; *arg1 && *arg2; arg1++, arg2++)
if (LOWER(*arg1) != LOWER(*arg2))
return 0;
if (!*arg1)
return 1;
else
return 0;
}
/* return first space-delimited token in arg1; remainder of string in arg2 */
void half_chop(char *string, char *arg1, char *arg2)
{
char *temp;
temp = any_one_arg(string, arg1);
skip_spaces(&temp);
strcpy(arg2, temp);
}
/* Used in specprocs, mostly. (Exactly) matches "command" to cmd number */
int find_command(const char *command)
{
int cmd;
for (cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++)
if (!strcmp(complete_cmd_info[cmd].command, command))
return cmd;
return -1;
}
int special(struct char_data *ch, int cmd, char *arg)
{
register struct obj_data *i;
register struct char_data *k;
int j;
/* special in room? */
if (GET_ROOM_SPEC(ch->in_room) != NULL)
if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg))
return 1;
/* special in equipment list? */
for (j = 0; j < NUM_WEARS; j++)
if (GET_EQ(ch, j) && GET_OBJ_SPEC(GET_EQ(ch, j)) != NULL)
if (GET_OBJ_SPEC(GET_EQ(ch, j)) (ch, GET_EQ(ch, j), cmd, arg))
return 1;
/* special in inventory? */
for (i = ch->carrying; i; i = i->next_content)
if (GET_OBJ_SPEC(i) != NULL)
if (GET_OBJ_SPEC(i) (ch, i, cmd, arg))
return 1;
/* special in mobile present? */
for (k = world[ch->in_room].people; k; k = k->next_in_room)
if (GET_MOB_SPEC(k) != NULL)
if (GET_MOB_SPEC(k) (ch, k, cmd, arg))
return 1;
/* special in object present? */
for (i = world[ch->in_room].contents; i; i = i->next_content)
if (GET_OBJ_SPEC(i) != NULL)
if (GET_OBJ_SPEC(i) (ch, i, cmd, arg))
return 1;
return 0;
}
/* *************************************************************************
* Stuff for controlling the non-playing sockets (get name, pwd etc) *
************************************************************************* */
/* locate entry in p_table with entry->name == name. -1 mrks failed search */
int find_name(char *name)
{
int i;
for (i = 0; i <= top_of_p_table; i++) {
if (!str_cmp((player_table + i)->name, name))
return i;
}
return -1;
}
int _parse_name(char *arg, char *name)
{
int i;
/* skip whitespaces */
for (; isspace(*arg); arg++);
for (i = 0; (*name = *arg); arg++, i++, name++)
if (!isalpha(*arg))
return 1;
if (!i)
return 1;
return 0;
}
#define RECON 1
#define USURP 2
#define UNSWITCH 3
/*
* XXX: Make immortals 'return' instead of being disconnected when switched
* into person returns. This function seems a bit over-extended too.
*/
int perform_dupe_check(struct descriptor_data *d)
{
struct descriptor_data *k, *next_k;
struct char_data *target = NULL, *ch, *next_ch;
int mode = 0;
int id = GET_IDNUM(d->character);
/*
* Now that this descriptor has successfully logged in, disconnect all
* other descriptors controlling a character with the same ID number.
*/
for (k = descriptor_list; k; k = next_k) {
next_k = k->next;
if (k == d)
continue;
if (k->original && (GET_IDNUM(k->original) == id)) { /* switched char */
SEND_TO_Q("\r\nMultiple login detected -- disconnecting.\r\n", k);
STATE(k) = CON_CLOSE;
if (!target) {
target = k->original;
mode = UNSWITCH;
}
if (k->character)
k->character->desc = NULL;
k->character = NULL;
k->original = NULL;
} else if (k->character && (GET_IDNUM(k->character) == id)) {
if (!target && STATE(k) == CON_PLAYING) {
SEND_TO_Q("\r\nThis body has been usurped!\r\n", k);
target = k->character;
mode = USURP;
}
k->character->desc = NULL;
k->character = NULL;
k->original = NULL;
SEND_TO_Q("\r\nMultiple login detected -- disconnecting.\r\n", k);
STATE(k) = CON_CLOSE;
}
}
/*
* now, go through the character list, deleting all characters that
* are not already marked for deletion from the above step (i.e., in the
* CON_HANGUP state), and have not already been selected as a target for
* switching into. In addition, if we haven't already found a target,
* choose one if one is available (while still deleting the other
* duplicates, though theoretically none should be able to exist).
*/
for (ch = character_list; ch; ch = next_ch) {
next_ch = ch->next;
if (IS_NPC(ch))
continue;
if (GET_IDNUM(ch) != id)
continue;
/* ignore chars with descriptors (already handled by above step) */
if (ch->desc)
continue;
/* don't extract the target char we've found one already */
if (ch == target)
continue;
/* we don't already have a target and found a candidate for switching */
if (!target) {
target = ch;
mode = RECON;
continue;
}
/* we've found a duplicate - blow him away, dumping his eq in limbo. */
if (ch->in_room != NOWHERE)
char_from_room(ch);
char_to_room(ch, 1);
extract_char(ch);
}
/* no target for swicthing into was found - allow login to continue */
if (!target)
return 0;
/* Okay, we've found a target. Connect d to target. */
free_char(d->character); /* get rid of the old char */
d->character = target;
d->character->desc = d;
d->original = NULL;
d->character->char_specials.timer = 0;
REMOVE_BIT(PLR_FLAGS(d->character), PLR_MAILING | PLR_WRITING);
STATE(d) = CON_PLAYING;
switch (mode) {
case RECON:
SEND_TO_Q("Reconnecting.\r\n", d);
act("$n has reconnected.", TRUE, d->character, 0, 0, TO_ROOM);
sprintf(buf, "%s [%s] has reconnected.", GET_NAME(d->character), d->host);
mudlog(buf, NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE);
break;
case USURP:
SEND_TO_Q("You take over your own body, already in use!\r\n", d);
act("$n suddenly keels over in pain, surrounded by a white aura...\r\n"
"$n's body has been taken over by a new spirit!",
TRUE, d->character, 0, 0, TO_ROOM);
sprintf(buf, "%s has re-logged in ... disconnecting old socket.",
GET_NAME(d->character));
mudlog(buf, NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE);
break;
case UNSWITCH:
SEND_TO_Q("Reconnecting to unswitched char.", d);
sprintf(buf, "%s [%s] has reconnected.", GET_NAME(d->character), d->host);
mudlog(buf, NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE);
break;
}
return 1;
}
/* deal with newcomers and other non-playing sockets */
void nanny(struct descriptor_data *d, char *arg)
{
char buf[128];
int player_i, load_result;
char tmp_name[MAX_INPUT_LENGTH];
struct char_file_u tmp_store;
sh_int load_room;
skip_spaces(&arg);
switch (STATE(d)) {
/*. OLC states .*/
case CON_HEDIT:
hedit_parse(d, arg);
break;
case CON_OEDIT:
oedit_parse(d, arg);
break;
case CON_REDIT:
redit_parse(d, arg);
break;
case CON_ZEDIT:
zedit_parse(d, arg);
break;
case CON_MEDIT:
medit_parse(d, arg);
break;
case CON_SEDIT:
sedit_parse(d, arg);
break;
case CON_AEDIT:
aedit_parse(d, arg);
break;
case CON_TRIGEDIT:
trigedit_parse(d, arg);
break;
/*. End of OLC states .*/
case CON_GET_NAME: /* wait for input of name */
if (d->character == NULL) {
CREATE(d->character, struct char_data, 1);
clear_char(d->character);
CREATE(d->character->player_specials, struct player_special_data, 1);
d->character->desc = d;
}
if (!*arg)
STATE(d) = CON_CLOSE;
else {
if ((_parse_name(arg, tmp_name)) || strlen(tmp_name) < 2 ||
strlen(tmp_name) > MAX_NAME_LENGTH || !Valid_Name(tmp_name) ||
fill_word(strcpy(buf, tmp_name)) || reserved_word(buf)) {
SEND_TO_Q("Invalid name, please try another.\r\n"
"Name: ", d);
return;
}
if ((player_i = load_char(tmp_name, &tmp_store)) > -1) {
store_to_char(&tmp_store, d->character);
GET_PFILEPOS(d->character) = player_i;
if (PLR_FLAGGED(d->character, PLR_DELETED)) {
/* We get a false positive from the original deleted character. */
free_char(d->character);
d->character = NULL;
/* Check for multiple creations... */
if (!Valid_Name(tmp_name)) {
SEND_TO_Q("Invalid name, please try another.\r\nName: ", d);
return;
}
CREATE(d->character, struct char_data, 1);
clear_char(d->character);
CREATE(d->character->player_specials, struct player_special_data, 1);
d->character->desc = d;
CREATE(d->character->player.name, char, strlen(tmp_name) + 1);
strcpy(d->character->player.name, CAP(tmp_name));
GET_PFILEPOS(d->character) = player_i;
sprintf(buf, "Did I get that right, %s (Y/N)? ", tmp_name);
SEND_TO_Q(buf, d);
STATE(d) = CON_NAME_CNFRM;
} else {
/* undo it just in case they are set */
REMOVE_BIT(PLR_FLAGS(d->character),
PLR_WRITING | PLR_MAILING | PLR_CRYO);
SEND_TO_Q("Password: ", d);
echo_off(d);
d->idle_tics = 0;
STATE(d) = CON_PASSWORD;
}
} else {
/* player unknown -- make new character */
/* Check for multiple creations of a character. */
if (!Valid_Name(tmp_name)) {
SEND_TO_Q("Invalid name, please try another.\r\nName: ", d);
return;
}
CREATE(d->character->player.name, char, strlen(tmp_name) + 1);
strcpy(d->character->player.name, CAP(tmp_name));
sprintf(buf, "Did I get that right, %s (Y/N)? ", tmp_name);
SEND_TO_Q(buf, d);
STATE(d) = CON_NAME_CNFRM;
}
}
break;
case CON_NAME_CNFRM: /* wait for conf. of new name */
if (UPPER(*arg) == 'Y') {
if (isbanned(d->host) >= BAN_NEW) {
sprintf(buf, "Request for new char %s denied from [%s] (siteban)",
GET_NAME(d->character), d->host);
mudlog(buf, NRM, LVL_GOD, TRUE);
SEND_TO_Q("Sorry, new characters are not allowed from your site!\r\n", d);
STATE(d) = CON_CLOSE;
return;
}
if (circle_restrict) {
SEND_TO_Q("Sorry, new players can't be created at the moment.\r\n", d);
sprintf(buf, "Request for new char %s denied from [%s] (wizlock)",
GET_NAME(d->character), d->host);
mudlog(buf, NRM, LVL_GOD, TRUE);
STATE(d) = CON_CLOSE;
return;
}
SEND_TO_Q("New character.\r\n", d);
sprintf(buf, "Give me a password for %s: ", GET_NAME(d->character));
SEND_TO_Q(buf, d);
echo_off(d);
STATE(d) = CON_NEWPASSWD;
} else if (*arg == 'n' || *arg == 'N') {
SEND_TO_Q("Okay, what IS it, then? ", d);
free(d->character->player.name);
d->character->player.name = NULL;
STATE(d) = CON_GET_NAME;
} else {
SEND_TO_Q("Please type Yes or No: ", d);
}
break;
case CON_PASSWORD: /* get pwd for known player */
/*
* To really prevent duping correctly, the player's record should
* be reloaded from disk at this point (after the password has been
* typed). However I'm afraid that trying to load a character over
* an already loaded character is going to cause some problem down the
* road that I can't see at the moment. So to compensate, I'm going to
* (1) add a 15 or 20-second time limit for entering a password, and (2)
* re-add the code to cut off duplicates when a player quits. JE 6 Feb 96
*/
echo_on(d); /* turn echo back on */
if (!*arg)
STATE(d) = CON_CLOSE;
else {
if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) {
sprintf(buf, "Bad PW: %s [%s]", GET_NAME(d->character), d->host);
mudlog(buf, BRF, LVL_GOD, TRUE);
GET_BAD_PWS(d->character)++;
save_char(d->character, NOWHERE);
if (++(d->bad_pws) >= max_bad_pws) { /* 3 strikes and you're out. */
SEND_TO_Q("Wrong password... disconnecting.\r\n", d);
STATE(d) = CON_CLOSE;
} else {
SEND_TO_Q("Wrong password.\r\nPassword: ", d);
echo_off(d);
}
return;
}
/* Password was correct. */
load_result = GET_BAD_PWS(d->character);
GET_BAD_PWS(d->character) = 0;
d->bad_pws = 0;
if (isbanned(d->host) == BAN_SELECT &&
!PLR_FLAGGED(d->character, PLR_SITEOK)) {
SEND_TO_Q("Sorry, this char has not been cleared for login from your site!\r\n", d);
STATE(d) = CON_CLOSE;
sprintf(buf, "Connection attempt for %s denied from %s",
GET_NAME(d->character), d->host);
mudlog(buf, NRM, LVL_GOD, TRUE);
return;
}
if (GET_LEVEL(d->character) < circle_restrict) {
SEND_TO_Q("The game is temporarily restricted.. try again later.\r\n", d);
STATE(d) = CON_CLOSE;
sprintf(buf, "Request for login denied for %s [%s] (wizlock)",
GET_NAME(d->character), d->host);
mudlog(buf, NRM, LVL_GOD, TRUE);
return;
}
/* check and make sure no other copies of this player are logged in */
if (perform_dupe_check(d))
return;
if (GET_LEVEL(d->character) >= LVL_IMMORT)
SEND_TO_Q(imotd, d);
else
SEND_TO_Q(motd, d);
sprintf(buf, "%s [%s] has connected.", GET_NAME(d->character), d->host);
mudlog(buf, BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE);
if (load_result) {
sprintf(buf, "\r\n\r\n\007\007\007"
"%s%d LOGIN FAILURE%s SINCE LAST SUCCESSFUL LOGIN.%s\r\n",
CCRED(d->character, C_SPR), load_result,
(load_result > 1) ? "S" : "", CCNRM(d->character, C_SPR));
SEND_TO_Q(buf, d);
GET_BAD_PWS(d->character) = 0;
}
SEND_TO_Q("\r\n\n*** PRESS RETURN: ", d);
STATE(d) = CON_RMOTD;
}
break;
case CON_NEWPASSWD:
case CON_CHPWD_GETNEW:
if (!*arg || strlen(arg) > MAX_PWD_LENGTH || strlen(arg) < 3 ||
!str_cmp(arg, GET_NAME(d->character))) {
SEND_TO_Q("\r\nIllegal password.\r\n", d);
SEND_TO_Q("Password: ", d);
return;
}
strncpy(GET_PASSWD(d->character), CRYPT(arg, GET_NAME(d->character)), MAX_PWD_LENGTH);
*(GET_PASSWD(d->character) + MAX_PWD_LENGTH) = '\0';
SEND_TO_Q("Please retype password: ", d);
if (STATE(d) == CON_NEWPASSWD)
STATE(d) = CON_CNFPASSWD;
else
STATE(d) = CON_CHPWD_VRFY;
break;
case CON_CNFPASSWD:
case CON_CHPWD_VRFY:
if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character),
MAX_PWD_LENGTH)) {
SEND_TO_Q("\r\nPasswords don't match... start over.\r\n", d);
SEND_TO_Q("Password: ", d);
if (STATE(d) == CON_CNFPASSWD)
STATE(d) = CON_NEWPASSWD;
else
STATE(d) = CON_CHPWD_GETNEW;
return;
}
echo_on(d);
STATE(d) = CON_QSEX;
SEND_TO_Q("What is your sex (\x1B[1;34mM\x1B[0;0m/\x1B[1;35mF\x1B[0;0m)?\r\n", d);
break;
case CON_QSEX:
switch (*arg) {
case 'm':
case 'M':
d->character->player.sex = SEX_MALE;
break;
case 'f':
case 'F':
d->character->player.sex = SEX_FEMALE;
break;
default:
SEND_TO_Q("That is not a sex..\r\n"
"What IS your sex? ", d);
return;
}
STATE(d) = CON_QEYE;
SEND_TO_Q("\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n"
" \x1B[1;31mWhat color eyes do you have?\x1B[0;0m\r\n"
"\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n"
"\x1B[1;33m(\x1B[1;36m1\x1B[1;33m)\x1B[0;0m I have \x1B[1;30mblack\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m2\x1B[1;33m)\x1B[0;0m I have \x1B[1;37mwhite\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m3\x1B[1;33m)\x1B[0;0m I have \x1B[1;34mblue\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m4\x1B[1;33m)\x1B[0;0m I have \x1B[1;32mgreen\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m5\x1B[1;33m)\x1B[0;0m I have \x1B[33mbrown\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m6\x1B[1;33m)\x1B[0;0m I have \x1B[1;35mpurple\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m7\x1B[1;33m)\x1B[0;0m I have \x1B[1;31mred\x1B[0;0m eyes.\r\n"
"\x1B[1;33m(\x1B[1;36m8\x1B[1;33m)\x1B[0;0m I have \x1B[1;33myellow\x1B[0;0m eyes.\r\n"
"\x1B[36mEye Color\x1B[0;0m:\r\n", d);
break;
case CON_QEYE: /* query eye color of new user */
switch (*arg) {
case '1':
d->character->player.eye = EYE_BLACK;
break;
case '2':
d->character->player.eye = EYE_WHITE;
break;
case '3':
d->character->player.eye = EYE_BLUE;
break;
case '4':
d->character->player.eye = EYE_GREEN;
break;
case '5':
d->character->player.eye = EYE_BROWN;
break;
case '6':
d->character->player.eye = EYE_PURPLE;
break;
case '7':
d->character->player.eye = EYE_RED;
break;
case '8':
d->character->player.eye = EYE_YELLOW;
break;
default:
SEND_TO_Q("That is not an eye color.\r\n", d);
return;
}
STATE(d) = CON_QHAIRL;
SEND_TO_Q("\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n"
" \x1B[1;31mWhat is your hair length?\x1B[0;0m\r\n"
"\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n"
"\x1B[1;33m(\x1B[1;36m1\x1B[1;33m)\x1B[0;0m I have very short hair.\r\n"
"\x1B[1;33m(\x1B[1;36m2\x1B[1;33m)\x1B[0;0m I have short hair. \r\n"
"\x1B[1;33m(\x1B[1;36m3\x1B[1;33m)\x1B[0;0m I have medium length hair. \r\n"
"\x1B[1;33m(\x1B[1;36m4\x1B[1;33m)\x1B[0;0m I have long hair. \r\n"
"\x1B[1;33m(\x1B[1;36m5\x1B[1;33m)\x1B[0;0m I have very long hair, \r\n"
"\x1B[36mHair Length\x1B[0;0m:\r\n", d);
break;
case CON_QHAIRL:
switch (*arg) {
case '1':
d->character->player.hairl = HAIRL_V_SHORT;
break;
case '2':
d->character->player.hairl = HAIRL_SHORT;
break;
case '3':
d->character->player.hairl = HAIRL_MEDIUM;
break;
case '4':
d->character->player.hairl = HAIRL_LONG;
break;
case '5':
d->character->player.hairl = HAIRL_V_LONG;
break;
default:
SEND_TO_Q("That is not a hair length.\r\n", d);
return;
}
STATE(d) = CON_QHAIRC;
SEND_TO_Q("\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n"
" \x1B[1;31mWhat is your hair color?\x1B[0;0m\r\n"
"\x1B[1;33m_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_\x1B[0;0m\r\n"
"\x1B[1;33m(\x1B[1;36m1\x1B[1;33m)\x1B[0;0m I have \x1B[1;30mblack\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m2\x1B[1;33m)\x1B[0;0m I have \x1B[1;37mwhite\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m3\x1B[1;33m)\x1B[0;0m I have \x1B[1;34mblue\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m4\x1B[1;33m)\x1B[0;0m I have \x1B[1;32mgreen\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m5\x1B[1;33m)\x1B[0;0m I have \x1B[33mbrown\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m6\x1B[1;33m)\x1B[0;0m I have \x1B[1;35mpurple\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m7\x1B[1;33m)\x1B[0;0m I have \x1B[1;31mred\x1B[0;0m hair\r\n"
"\x1B[1;33m(\x1B[1;36m8\x1B[1;33m)\x1B[0;0m I have \x1B[1;33myellow\x1B[0;0m hair\r\n"
"\x1B[36mHair Color\x1B[0;0m:\r\n", d);
break;
case CON_QHAIRC: /* query hair color of new user */
switch (*arg) {
case '1':
d->character->player.hairc = HAIRC_BLACK;
break;
case '2':
d->character->player.hairc = HAIRC_WHITE;
break;
case '3':
d->character->player.hairc = HAIRC_BLUE;
break;
case '4':
d->character->player.hairc = HAIRC_GREEN;
break;
case '5':
d->character->player.hairc = HAIRC_BROWN;
break;
case '6':
d->character->player.hairc = HAIRC_PURPLE;
break;
case '7':
d->character->player.hairc = HAIRC_RED;
break;
case '8':
d->character->player.hairc = HAIRC_YELLOW;
break;
default:
SEND_TO_Q("That is not a hair color..\r\n", d);
return;
}
SEND_TO_Q(class_menu, d);
SEND_TO_Q("\r\nPick a Race: ", d);
STATE(d) = CON_QCLASS;
break;
case CON_QCLASS:
load_result = parse_class(*arg);
if (load_result == CLASS_UNDEFINED) {
SEND_TO_Q("\r\nThat's not a race.\r\nPick a Race: ", d);
return;
} else
GET_CLASS(d->character) = load_result;
if (GET_PFILEPOS(d->character) < 0)
GET_PFILEPOS(d->character) = create_entry(GET_NAME(d->character));
init_char(d->character);
save_char(d->character, NOWHERE);
SEND_TO_Q(motd, d);
SEND_TO_Q("\r\n\n*** PRESS RETURN: ", d);
STATE(d) = CON_RMOTD;
sprintf(buf, "%s [%s] new player.", GET_NAME(d->character), d->host);
mudlog(buf, NRM, LVL_IMMORT, TRUE);
break;
case CON_RMOTD: /* read CR after printing motd */
SEND_TO_Q(MENU, d);
STATE(d) = CON_MENU;
break;
case CON_MENU: /* get selection from main menu */
switch (*arg) {
case '0':
SEND_TO_Q("Goodbye.\r\n", d);
STATE(d) = CON_CLOSE;
break;
case '1':
reset_char(d->character);
if (PLR_FLAGGED(d->character, PLR_INVSTART))
GET_INVIS_LEV(d->character) = GET_LEVEL(d->character);
if ((load_result = Crash_load(d->character)))
d->character->in_room = NOWHERE;
/* with the copyover patch, this next line goes in enter_player_game() */
GET_ID(d->character) = GET_IDNUM(d->character);
save_char(d->character, NOWHERE);
send_to_char(WELC_MESSG, d->character);
d->character->next = character_list;
character_list = d->character;
if ((load_room = GET_LOADROOM(d->character)) != NOWHERE)
load_room = real_room(load_room);
/* If char was saved with NOWHERE, or real_room above failed... */
if (load_room == NOWHERE) {
if (GET_LEVEL(d->character) >= LVL_IMMORT) {
load_room = r_immort_start_room;
} else {
load_room = r_mortal_start_room ;
}
}
if (PLR_FLAGGED(d->character, PLR_FROZEN))
load_room = r_frozen_start_room;
char_to_room(d->character, load_room);
act("$n has entered the game.", TRUE, d->character, 0, 0, TO_ROOM);
STATE(d) = CON_PLAYING;
if (!GET_LEVEL(d->character)) {
do_start(d->character);
send_to_char(START_MESSG, d->character);
do_newbie(d->character);
}
look_at_room(d->character, 0);
if (has_mail(GET_IDNUM(d->character)))
send_to_char("You have mail waiting.\r\n", d->character);
if (load_result == 2) { /* rented items lost */
send_to_char("\r\n\007You could not afford your rent!\r\n"
"Your possesions have been donated to the Salvation Army!\r\n",
d->character);
}
d->has_prompt = 0;
break;
case '2':
if (d->character->player.description) {
SEND_TO_Q("Current description:\r\n", d);
SEND_TO_Q(d->character->player.description, d);
/*
* Don't free this now... so that the old description gets loaded
* as the current buffer in the editor. Do setup the ABORT buffer
* here, however.
*
* free(d->character->player.description);
* d->character->player.description = NULL;
*/
d->backstr = str_dup(d->character->player.description);
}
SEND_TO_Q("Enter the new text you'd like others to see when they look at you.\r\n", d);
SEND_TO_Q("(/s saves /h for help)\r\n", d);
d->str = &d->character->player.description;
d->max_str = EXDSCR_LENGTH;
STATE(d) = CON_EXDESC;
break;
case '3':
page_string(d, background, 0);
STATE(d) = CON_RMOTD;
break;
case '4':
SEND_TO_Q("\r\nEnter your password for verification: ", d);
echo_off(d);
STATE(d) = CON_DELCNF1;
break;
default:
SEND_TO_Q("\r\nThat's not a menu choice!\r\n", d);
SEND_TO_Q(MENU, d);
break;
}
break;
case CON_CHPWD_GETOLD:
if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) {
echo_on(d);
SEND_TO_Q("\r\nIncorrect password.\r\n", d);
SEND_TO_Q(MENU, d);
STATE(d) = CON_MENU;
} else {
SEND_TO_Q("\r\nEnter a new password: ", d);
STATE(d) = CON_CHPWD_GETNEW;
}
return;
case CON_DELCNF1:
echo_on(d);
if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) {
SEND_TO_Q("\r\nIncorrect password.\r\n", d);
SEND_TO_Q(MENU, d);
STATE(d) = CON_MENU;
} else {
SEND_TO_Q("\r\nYOU ARE ABOUT TO DELETE THIS CHARACTER PERMANENTLY.\r\n"
"ARE YOU ABSOLUTELY SURE?\r\n\r\n"
"Please type \"yes\" to confirm: ", d);
STATE(d) = CON_DELCNF2;
}
break;
case CON_DELCNF2:
if (!strcmp(arg, "yes") || !strcmp(arg, "YES")) {
if (PLR_FLAGGED(d->character, PLR_FROZEN)) {
SEND_TO_Q("You try to kill yourself, but the ice stops you.\r\n", d);
SEND_TO_Q("Character not deleted.\r\n\r\n", d);
STATE(d) = CON_CLOSE;
return;
}
if (GET_LEVEL(d->character) < LVL_GRGOD)
SET_BIT(PLR_FLAGS(d->character), PLR_DELETED);
save_char(d->character, NOWHERE);
Crash_delete_file(GET_NAME(d->character));
sprintf(buf, "Character '%s' deleted!\r\n"
"Goodbye.\r\n", GET_NAME(d->character));
SEND_TO_Q(buf, d);
sprintf(buf, "%s (lev %Ld) has self-deleted.", GET_NAME(d->character),
GET_LEVEL(d->character));
mudlog(buf, NRM, LVL_GOD, TRUE);
STATE(d) = CON_CLOSE;
return;
} else {
SEND_TO_Q("\r\nCharacter not deleted.\r\n", d);
SEND_TO_Q(MENU, d);
STATE(d) = CON_MENU;
}
break;
/* Taken care of in game_loop()
case CON_CLOSE:
close_socket(d);
break;
*/
default:
log("SYSERR: Nanny: illegal state of con'ness (%d) for '%s'; closing connection.",
STATE(d), d->character ? GET_NAME(d->character) : "<unknown>");
STATE(d) = CON_DISCONNECT; /* Safest to do. */
break;
}
}