// create.cpp -- Commands that create new objects
//
// $Id: create.cpp,v 1.8 2000/09/18 18:56:28 sdennis Exp $
//
#include "copyright.h"
#include "autoconf.h"
#include "config.h"
#include "externs.h"
#include "mudconf.h"
#include "db.h"
#include "interface.h"
#include "match.h"
#include "command.h"
#include "alloc.h"
#include "attrs.h"
#include "powers.h"
/*
* ---------------------------------------------------------------------------
* * parse_linkable_room: Get a location to link to.
*/
static dbref parse_linkable_room(dbref player, char *room_name)
{
dbref room;
init_match(player, room_name, NOTYPE);
match_everything(MAT_NO_EXITS | MAT_NUMERIC | MAT_HOME);
room = match_result();
/*
* HOME is always linkable
*/
if (room == HOME)
return HOME;
/*
* Make sure we can link to it
*/
if (!Good_obj(room)) {
notify_quiet(player, "That's not a valid object.");
return NOTHING;
} else if (!Has_contents(room) || !Linkable(player, room)) {
notify_quiet(player, "You can't link to that.");
return NOTHING;
} else {
return room;
}
}
/*
* ---------------------------------------------------------------------------
* * open_exit, do_open: Open a new exit and optionally link it somewhere.
*/
static void open_exit(dbref player, dbref loc, char *direction, char *linkto)
{
dbref exit;
if (!Good_obj(loc))
return;
if (!direction || !*direction) {
notify_quiet(player, "Open where?");
return;
} else if (!controls(player, loc)) {
notify_quiet(player, NOPERM_MESSAGE);
return;
}
exit = create_obj(player, TYPE_EXIT, direction, 0);
if (exit == NOTHING)
return;
/*
* Initialize everything and link it in.
*/
s_Exits(exit, loc);
s_Next(exit, Exits(loc));
s_Exits(loc, exit);
/*
* and we're done
*/
notify_quiet(player, "Opened.");
/*
* See if we should do a link
*/
if (!linkto || !*linkto)
return;
loc = parse_linkable_room(player, linkto);
if (loc != NOTHING) {
/*
* Make sure the player passes the link lock
*/
if (!could_doit(player, loc, A_LLINK)) {
notify_quiet(player, "You can't link to there.");
return;
}
/*
* Link it if the player can pay for it
*/
if (!payfor(player, mudconf.linkcost)) {
notify_quiet(player,
tprintf("You don't have enough %s to link.",
mudconf.many_coins));
} else {
s_Location(exit, loc);
notify_quiet(player, "Linked.");
}
}
}
void do_open(dbref player, dbref cause, int key, char *direction, char *links[], int nlinks)
{
dbref loc, destnum;
char *dest;
/*
* Create the exit and link to the destination, if there is one
*/
if (nlinks >= 1)
dest = links[0];
else
dest = NULL;
if (key == OPEN_INVENTORY)
loc = player;
else
loc = Location(player);
open_exit(player, loc, direction, dest);
// Open the back link if we can.
//
if (nlinks >= 2)
{
destnum = parse_linkable_room(player, dest);
if (destnum != NOTHING)
{
char buff[12];
Tiny_ltoa(loc, buff);
open_exit(player, destnum, links[1], buff);
}
}
}
/*
* ---------------------------------------------------------------------------
* * link_exit, do_link: Set destination(exits), dropto(rooms) or
* * home(player,thing)
*/
static void link_exit(dbref player, dbref exit, dbref dest)
{
int cost, quot;
// Make sure we can link there
//
if ((dest != HOME) &&
((!controls(player, dest) && !Link_ok(dest)) ||
!could_doit(player, dest, A_LLINK)))
{
notify_quiet(player, NOPERM_MESSAGE);
return;
}
// Exit must be unlinked or controlled by you
//
if ((Location(exit) != NOTHING) && !controls(player, exit))
{
notify_quiet(player, NOPERM_MESSAGE);
return;
}
// Handle costs
//
cost = mudconf.linkcost;
quot = 0;
if (Owner(exit) != Owner(player))
{
cost += mudconf.opencost;
quot += mudconf.exit_quota;
}
if (!canpayfees(player, player, cost, quot))
return;
// Pay the owner for his loss.
//
if (Owner(exit) != Owner(player))
{
giveto(Owner(exit), mudconf.opencost);
add_quota(Owner(exit), quot);
s_Owner(exit, Owner(player));
s_Flags(exit, (Flags(exit) & ~(INHERIT | WIZARD)) | HALT);
}
// Link has been validated and paid for, do it and tell the player
//
s_Location(exit, dest);
if (!Quiet(player))
notify_quiet(player, "Linked.");
}
void do_link(dbref player, dbref cause, int key, char *what, char *where)
{
dbref thing, room;
char *buff;
/*
* Find the thing to link
*/
init_match(player, what, TYPE_EXIT);
match_everything(0);
thing = noisy_match_result();
if (thing == NOTHING)
return;
/*
* Allow unlink if where is not specified
*/
if (!where || !*where) {
do_unlink(player, cause, key, what);
return;
}
switch (Typeof(thing)) {
case TYPE_EXIT:
/*
* Set destination
*/
room = parse_linkable_room(player, where);
if (room != NOTHING)
link_exit(player, thing, room);
break;
case TYPE_PLAYER:
case TYPE_THING:
/*
* Set home
*/
if (!Controls(player, thing)) {
notify_quiet(player, NOPERM_MESSAGE);
break;
}
init_match(player, where, NOTYPE);
match_everything(MAT_NO_EXITS);
room = noisy_match_result();
if (!Good_obj(room))
break;
if (!Has_contents(room)) {
notify_quiet(player, "Can't link to an exit.");
break;
}
if (!can_set_home(player, thing, room) ||
!could_doit(player, room, A_LLINK)) {
notify_quiet(player, "Permission denied.");
} else if (room == HOME) {
notify_quiet(player, "Can't set home to home.");
} else {
s_Home(thing, room);
if (!Quiet(player))
notify_quiet(player, "Home set.");
}
break;
case TYPE_ROOM:
/*
* Set dropto
*/
if (!Controls(player, thing)) {
notify_quiet(player, "Permission denied.");
break;
}
room = parse_linkable_room(player, where);
if (!(Good_obj(room) || (room == HOME)))
break;
if ((room != HOME) && !isRoom(room)) {
notify_quiet(player, "That is not a room!");
} else if ((room != HOME) &&
((!controls(player, room) && !Link_ok(room)) ||
!could_doit(player, room, A_LLINK))) {
notify_quiet(player, "Permission denied.");
} else {
s_Dropto(thing, room);
if (!Quiet(player))
notify_quiet(player, "Dropto set.");
}
break;
case TYPE_GARBAGE:
notify_quiet(player, "Permission denied.");
break;
default:
STARTLOG(LOG_BUGS, "BUG", "OTYPE")
buff = alloc_mbuf("do_link.LOG.badtype");
sprintf(buff, "Strange object type: object #%d = %d",
thing, Typeof(thing));
log_text(buff);
free_mbuf(buff);
ENDLOG
}
}
/*
* ---------------------------------------------------------------------------
* * do_parent: Set an object's parent field.
*/
void do_parent(dbref player, dbref cause, int key, char *tname, char *pname)
{
dbref thing, parent, curr;
int lev;
// Get victim.
//
init_match(player, tname, NOTYPE);
match_everything(0);
thing = noisy_match_result();
if (thing == NOTHING)
{
return;
}
// Make sure we can do it.
//
if (isGarbage(thing) || Going(thing) || !Controls(player, thing))
{
notify_quiet(player, NOPERM_MESSAGE);
return;
}
// Find out what the new parent is.
//
if (*pname)
{
init_match(player, pname, Typeof(thing));
match_everything(0);
parent = noisy_match_result();
if (parent == NOTHING)
return;
// Make sure we have rights to set parent.
//
if (!Parentable(player, parent))
{
notify_quiet(player, "Permission denied.");
return;
}
// Verify no recursive reference
//
ITER_PARENTS(parent, curr, lev)
{
if (curr == thing)
{
notify_quiet(player, "You can't have yourself as a parent!");
return;
}
}
}
else
{
parent = NOTHING;
}
s_Parent(thing, parent);
if (!Quiet(thing) && !Quiet(player))
{
if (parent == NOTHING)
notify_quiet(player, "Parent cleared.");
else
notify_quiet(player, "Parent set.");
}
}
/*
* ---------------------------------------------------------------------------
* * do_dig: Create a new room.
*/
void do_dig(dbref player, dbref cause, int key, char *name, char *args[], int nargs)
{
dbref room;
char *buff;
/*
* we don't need to know player's location! hooray!
*/
if (!name || !*name) {
notify_quiet(player, "Dig what?");
return;
}
room = create_obj(player, TYPE_ROOM, name, 0);
if (room == NOTHING)
return;
notify(player, tprintf("%s created with room number %d.", name, room));
buff = alloc_sbuf("do_dig");
if ((nargs >= 1) && args[0] && *args[0])
{
Tiny_ltoa(room, buff);
open_exit(player, Location(player), args[0], buff);
}
if ((nargs >= 2) && args[1] && *args[1])
{
Tiny_ltoa(Location(player), buff);
open_exit(player, room, args[1], buff);
}
free_sbuf(buff);
if (key == DIG_TELEPORT)
{
(void)move_via_teleport(player, room, cause, 0);
}
}
/*
* ---------------------------------------------------------------------------
* * do_create: Make a new object.
*/
void do_create(dbref player, dbref cause, int key, char *name, char *coststr)
{
dbref thing;
int cost;
cost = Tiny_atol(coststr);
if (!name || !*name)
{
notify_quiet(player, "Create what?");
return;
}
else if (cost < 0)
{
notify_quiet(player, "You can't create an object for less than nothing!");
return;
}
thing = create_obj(player, TYPE_THING, name, cost);
if (thing == NOTHING)
{
return;
}
move_via_generic(thing, player, NOTHING, 0);
s_Home(thing, new_home(player));
if (!Quiet(player))
{
notify(player, tprintf("%s created as object #%d", Name(thing), thing));
}
}
/*
* ---------------------------------------------------------------------------
* * do_clone: Create a copy of an object.
*/
void do_clone(dbref player, dbref cause, int key, char *name, char *arg2)
{
dbref clone, thing, new_owner, loc;
FLAG rmv_flags;
int cost;
if ((key & CLONE_INVENTORY) || !Has_location(player))
loc = player;
else
loc = Location(player);
if (!Good_obj(loc))
return;
init_match(player, name, NOTYPE);
match_everything(0);
thing = noisy_match_result();
if ((thing == NOTHING) || (thing == AMBIGUOUS))
{
return;
}
// Let players clone things set VISUAL. It's easier than retyping
// in all that data
//
if (!Examinable(player, thing))
{
notify_quiet(player, "Permission denied.");
return;
}
if (isPlayer(thing))
{
notify_quiet(player, "You cannot clone players!");
return;
}
// You can only make a parent link to what you control.
//
if (!Controls(player, thing) && !Parent_ok(thing) &&
(key & CLONE_PARENT)) {
notify_quiet(player,
tprintf("You don't control %s, ignoring /parent.",
Name(thing)));
key &= ~CLONE_PARENT;
}
/*
* Determine the cost of cloning
*/
new_owner = (key & CLONE_PRESERVE) ? Owner(thing) : Owner(player);
if (key & CLONE_SET_COST) {
cost = Tiny_atol(arg2);
if (cost < mudconf.createmin)
cost = mudconf.createmin;
if (cost > mudconf.createmax)
cost = mudconf.createmax;
arg2 = NULL;
} else {
cost = 1;
switch (Typeof(thing)) {
case TYPE_THING:
cost = OBJECT_DEPOSIT((mudconf.clone_copy_cost) ?
Pennies(thing) : 1);
break;
case TYPE_ROOM:
cost = mudconf.digcost;
break;
case TYPE_EXIT:
if (!Controls(player, loc)) {
notify_quiet(player, "Permission denied.");
return;
}
cost = mudconf.digcost;
break;
}
}
// Go make the clone object.
//
BOOL bValid;
int nValidName;
char *pValidName = MakeCanonicalObjectName(arg2, &nValidName, &bValid);
char *clone_name;
if (bValid)
{
clone_name = pValidName;
}
else
{
clone_name = Name(thing);
}
clone = create_obj(new_owner, Typeof(thing), clone_name, cost);
if (clone == NOTHING)
{
return;
}
// Wipe out any old attributes and copy in the new data.
//
atr_free(clone);
if (key & CLONE_PARENT)
s_Parent(clone, thing);
else
atr_cpy(player, clone, thing);
// Reset the name, since we cleared the attributes.
//
s_Name(clone, clone_name);
/*
* Reset the pennies, since it looks like we stamped on that, too.
*/
s_Pennies(clone, OBJECT_ENDOWMENT(cost));
/*
* Clear out problem flags from the original
*/
rmv_flags = WIZARD;
if (!(key & CLONE_INHERIT) || (!Inherits(player)))
rmv_flags |= INHERIT | IMMORTAL;
s_Flags(clone, Flags(thing) & ~rmv_flags);
/*
* Tell creator about it
*/
if (!Quiet(player)) {
if (arg2 && *arg2)
notify(player,
tprintf("%s cloned as %s, new copy is object #%d.",
Name(thing), arg2, clone));
else
notify(player,
tprintf("%s cloned, new copy is object #%d.",
Name(thing), clone));
}
/*
* Put the new thing in its new home. Break any dropto or link, then
* * * * * * * try to re-establish it.
*/
switch (Typeof(thing)) {
case TYPE_THING:
s_Home(clone, clone_home(player, thing));
move_via_generic(clone, loc, player, 0);
break;
case TYPE_ROOM:
s_Dropto(clone, NOTHING);
if (Dropto(thing) != NOTHING)
link_exit(player, clone, Dropto(thing));
break;
case TYPE_EXIT:
s_Exits(loc, insert_first(Exits(loc), clone));
s_Exits(clone, loc);
s_Location(clone, NOTHING);
if (Location(thing) != NOTHING)
link_exit(player, clone, Location(thing));
break;
}
/*
* If same owner run ACLONE, else halt it. Also copy parent * if we
* * * * * * can
*/
if (new_owner == Owner(thing)) {
if (!(key & CLONE_PARENT))
s_Parent(clone, Parent(thing));
did_it(player, clone, 0, NULL, 0, NULL, A_ACLONE,
(char **)NULL, 0);
} else {
if (!(key & CLONE_PARENT) &&
(Controls(player, thing) || Parent_ok(thing)))
s_Parent(clone, Parent(thing));
s_Halted(clone);
}
}
/*
* ---------------------------------------------------------------------------
* * do_pcreate: Create new players and robots.
*/
void do_pcreate(dbref player, dbref cause, int key, char *name, char *pass)
{
int isrobot;
dbref newplayer;
isrobot = (key == PCRE_ROBOT) ? 1 : 0;
newplayer = create_player(name, pass, player, isrobot, 0);
if (newplayer == NOTHING)
{
notify_quiet(player, tprintf("Failure creating '%s'", name));
return;
}
if (isrobot)
{
move_object(newplayer, Location(player));
notify_quiet(player,
tprintf("New robot '%s' created with password '%s'",
name, pass));
notify_quiet(player, "Your robot has arrived.");
STARTLOG(LOG_PCREATES, "CRE", "ROBOT");
log_name(newplayer);
log_text((char *)" created by ");
log_name(player);
ENDLOG;
}
else
{
move_object(newplayer, mudconf.start_room);
notify_quiet(player,
tprintf("New player '%s' created with password '%s'",
name, pass));
STARTLOG(LOG_PCREATES | LOG_WIZARD, "WIZ", "PCREA");
log_name(newplayer);
log_text((char *)" created by ");
log_name(player);
ENDLOG;
#ifdef GAME_DOOFERMUX
// Added by D.Piper (del@delphinian.com) 2000-APR
//
atr_add_raw(newplayer, A_REGINFO, "*Requires Registration*");
#endif // GAME_DOOFERMUX
}
}
/*
* ---------------------------------------------------------------------------
* * can_destroy_exit, can_destroy_player, do_destroy:
* * Destroy things.
*/
static int can_destroy_exit(dbref player, dbref exit)
{
dbref loc;
loc = Exits(exit);
if ((loc != Location(player)) && (loc != player) && !Wizard(player)) {
notify_quiet(player, "You can not destroy exits in another room.");
return 0;
}
return 1;
}
/*
* ---------------------------------------------------------------------------
* * destroyable: Indicates if target of a @destroy is a 'special' object in
* * the database.
*/
static int destroyable(dbref victim)
{
if ((victim == mudconf.default_home) ||
(victim == mudconf.start_home) ||
(victim == mudconf.start_room) ||
(victim == mudconf.master_room) ||
(victim == (dbref) 0) ||
(God(victim)))
return 0;
return 1;
}
static int can_destroy_player(dbref player, dbref victim)
{
if (!Wizard(player)) {
notify_quiet(player, "Sorry, no suicide allowed.");
return 0;
}
if (Wizard(victim)) {
notify_quiet(player, "Even you can't do that!");
return 0;
}
return 1;
}
void do_destroy(dbref player, dbref cause, int key, char *what)
{
dbref thing;
// You can destroy anything you control.
//
thing = match_controlled_quiet(player, what);
// If you own a location, you can destroy its exits.
//
if ((thing == NOTHING) && controls(player, Location(player)))
{
init_match(player, what, TYPE_EXIT);
match_exit();
thing = last_match_result();
}
// You may destroy DESTROY_OK things in your inventory.
//
if (thing == NOTHING)
{
init_match(player, what, TYPE_THING);
match_possession();
thing = last_match_result();
if ((thing != NOTHING) && !(isThing(thing) && Destroy_ok(thing)))
{
thing = NOPERM;
}
}
// Return an error if we didn't find anything to destroy.
//
if (match_status(player, thing) == NOTHING)
{
return;
}
// Check SAFE and DESTROY_OK flags.
//
if ( Safe(thing, player) && !(key & DEST_OVERRIDE)
&& !(isThing(thing) && Destroy_ok(thing)))
{
notify_quiet(player, "Sorry, that object is protected. Use @destroy/override to destroy it.");
return;
}
// Make sure we're not trying to destroy a special object.
//
if (!destroyable(thing))
{
notify_quiet(player, "You can't destroy that!");
return;
}
// Make sure we can do it, on a type-specific basis.
//
char *NameOfType;
int can_doit;
switch (Typeof(thing))
{
case TYPE_EXIT:
NameOfType = "exit";
can_doit = can_destroy_exit(player, thing);
break;
case TYPE_PLAYER:
NameOfType = "player";
can_doit = can_destroy_player(player, thing);
break;
case TYPE_ROOM:
NameOfType = "room";
can_doit = 1;
break;
case TYPE_THING:
NameOfType = "thing";
can_doit = 1;
break;
default:
NameOfType = "weird";
can_doit = 1;
break;
}
if (!can_doit)
{
return;
}
if (Going(thing))
{
notify_quiet(player, tprintf("No sense beating a dead %s.", NameOfType));
return;
}
// Check whether we should perform instant destruction.
//
if (Destroy_ok(thing) || Destroy_ok(Owner(thing)))
{
switch (Typeof(thing))
{
case TYPE_EXIT:
destroy_exit(thing);
break;
case TYPE_PLAYER:
atr_add_raw(thing, A_DESTROYER, Tiny_ltoa_t(player));
destroy_player(player, thing);
break;
case TYPE_ROOM:
empty_obj(thing);
destroy_obj(NOTHING, thing);
break;
case TYPE_THING:
destroy_thing(thing);
break;
default:
notify(player, "Weird object type cannot be destroyed.");
break;
}
return;
}
// Otherwise we queue things up for destruction.
//
if (!isRoom(thing))
{
notify(player, tprintf("The %s shakes and begins to crumble.", NameOfType));
}
else
{
notify_all(thing, player, "The room shakes and begins to crumble.");
}
if (!Quiet(thing) && !Quiet(Owner(thing)))
{
notify_quiet(Owner(thing),
tprintf("You will be rewarded shortly for %s(#%d).",
Name(thing), thing));
}
if ((Owner(thing) != player) && !Quiet(player))
{
notify_quiet(player, tprintf("Destroyed. %s's %s(#%d)",
Name(Owner(thing)), Name(thing), thing));
}
if (isPlayer(thing))
{
atr_add_raw(thing, A_DESTROYER, Tiny_ltoa_t(player));
}
s_Going(thing);
}