/* $Id: predicates.c,v 1.52.2.2 2000/06/11 19:32:15 lwl Exp $ */ #include "copyright.h" #include "autoconf.h" #include <signal.h> #include <sys/types.h> #include <sys/wait.h> #include "mudconf.h" #include "config.h" #include "db.h" #include "interface.h" #include "externs.h" #include "match.h" #include "command.h" #include "alloc.h" #include "attrs.h" #include "powers.h" #include "ansi.h" #include "patchlevel.h" #include "htab.h" #include "db_sql.h" extern dbref FDECL(match_thing, (dbref, char *)); extern int FDECL(do_command, (DESC *, char *, int)); extern void NDECL(dump_database); extern void NDECL(dump_restart_db); extern void FDECL(dump_database_internal, (int)); extern LOGFILETAB logfds_table[]; extern int slave_pid; extern int slave_socket; extern CMDENT *prefix_cmds[256]; extern void FDECL(load_quota, (int *, dbref, int)); extern void FDECL(save_quota, (int *, dbref, int)); #ifndef STANDALONE static int FDECL(type_quota, (int)); static int FDECL(pay_quota, (dbref, int, int)); #endif extern INLINE void FDECL(queue_rawstring, (DESC *, const char *)); #ifdef NEED_VSPRINTF_DCL extern char *FDECL(vsprintf, (char *, char *, va_list)); #endif #if defined(__STDC__) && defined(STDC_HEADERS) char *tprintf(char *format,...) #else char *tprintf(va_alist) va_dcl #endif { static char buff[20000]; va_list ap; #if defined(__STDC__) && defined(STDC_HEADERS) va_start(ap, format); #else char *format; va_start(ap); format = va_arg(ap, char *); #endif vsprintf(buff, format, ap); va_end(ap); buff[LBUF_SIZE - 1] = '\0'; return buff; } #ifdef STDC_HEADERS void safe_tprintf_str(char *str, char **bp, char *format,...) #else void safe_tprintf_str(va_alist) va_dcl #endif { static char buff[20000]; va_list ap; #ifdef STDC_HEADERS va_start(ap, format); #else char *str; char **bp; char *format; va_start(ap); str = va_arg(ap, char *); bp = va_arg(ap, char **); format = va_arg(ap, char *); #endif /* Sigh, don't we wish _all_ vsprintf's returned int... */ vsprintf(buff, format, ap); va_end(ap); buff[LBUF_SIZE - 1] = '\0'; safe_str(buff, str, bp); **bp = '\0'; } /* --------------------------------------------------------------------------- * insert_first, remove_first: Insert or remove objects from lists. */ dbref insert_first(head, thing) dbref head, thing; { s_Next(thing, head); return thing; } dbref remove_first(head, thing) dbref head, thing; { dbref prev; if (head == thing) return (Next(thing)); DOLIST(prev, head) { if (Next(prev) == thing) { s_Next(prev, Next(thing)); return head; } } return head; } /* --------------------------------------------------------------------------- * reverse_list: Reverse the order of members in a list. */ dbref reverse_list(list) dbref list; { dbref newlist, rest; newlist = NOTHING; while (list != NOTHING) { rest = Next(list); s_Next(list, newlist); newlist = list; list = rest; } return newlist; } /* --------------------------------------------------------------------------- * member - indicate if thing is in list */ int member(thing, list) dbref thing, list; { DOLIST(list, list) { if (list == thing) return 1; } return 0; } /* --------------------------------------------------------------------------- * is_integer, is_number: see if string contains just a number. */ int is_integer(str) char *str; { while (*str && isspace(*str)) str++; /* Leading spaces */ if ((*str == '-') || (*str == '+')) { /* Leading minus or plus */ str++; if (!*str) return 0; /* but not if just a minus or plus*/ } if (!isdigit(*str)) /* Need at least 1 integer */ return 0; while (*str && isdigit(*str)) str++; /* The number (int) */ while (*str && isspace(*str)) str++; /* Trailing spaces */ return (*str ? 0 : 1); } int is_number(str) char *str; { int got_one; while (*str && isspace(*str)) str++; /* Leading spaces */ if ((*str == '-') || (*str == '+')) { /* Leading minus or plus */ str++; if (!*str) return 0; /* but not if just a minus or plus */ } got_one = 0; if (isdigit(*str)) got_one = 1; /* Need at least one digit */ while (*str && isdigit(*str)) str++; /* The number (int) */ if (*str == '.') str++; /* decimal point */ if (isdigit(*str)) got_one = 1; /* Need at least one digit */ while (*str && isdigit(*str)) str++; /* The number (fract) */ while (*str && isspace(*str)) str++; /* Trailing spaces */ return ((*str || !got_one) ? 0 : 1); } #ifndef STANDALONE int could_doit(player, thing, locknum) dbref player, thing; int locknum; { char *key; dbref aowner; int aflags, alen, doit; /* no if nonplayer trys to get key */ if (!isPlayer(player) && Key(thing)) { return 0; } if (Pass_Locks(player)) return 1; key = atr_get(thing, locknum, &aowner, &aflags, &alen); doit = eval_boolexp_atr(player, thing, thing, key); free_lbuf(key); return doit; } int can_see(player, thing, can_see_loc) dbref player, thing; int can_see_loc; { /* Don't show if all the following apply: * Sleeping players should not be seen. * The thing is a disconnected player. * The player is not a puppet. */ if (mudconf.dark_sleepers && isPlayer(thing) && !Connected(thing) && !Puppet(thing)) { return 0; } /* You don't see yourself or exits */ if ((player == thing) || isExit(thing)) { return 0; } /* If loc is not dark, you see it if it's not dark or you control it. * If loc is dark, you see it if you control it. Seeing your * own dark objects is controlled by mudconf.see_own_dark. * In dark locations, you also see things that are LIGHT and !DARK. */ if (can_see_loc) { return (!Dark(thing) || (mudconf.see_own_dark && MyopicExam(player, thing))); } else { return ((Light(thing) && !Dark(thing)) || (mudconf.see_own_dark && MyopicExam(player, thing))); } } static int canpayquota(player, who, cost, objtype) dbref player, who; int cost, objtype; { register int quota; int q_list[5]; /* If no cost, succeed */ if (cost <= 0) return 1; #ifndef STANDALONE /* determine basic quota */ load_quota(q_list, Owner(who), A_RQUOTA); quota = q_list[QTYPE_ALL]; /* enough to build? Wizards always have enough. */ quota -= cost; if ((quota < 0) && !Free_Quota(who) && !Free_Quota(Owner(who))) return 0; if (mudconf.typed_quotas) { quota = q_list[type_quota(objtype)]; if ((quota <= 0) && !Free_Quota(player) && !Free_Quota(Owner(player))) return 0; } #endif /* ! STANDALONE */ return 1; } static int pay_quota(who, cost, objtype) dbref who; int cost, objtype; { /* If no cost, succeed. Negative costs /must/ be managed, however */ if (cost == 0) return 1; add_quota(who, -cost, type_quota(objtype)); return 1; } int canpayfees(player, who, pennies, quota, objtype) dbref player, who; int pennies, quota, objtype; { if (!Wizard(who) && !Wizard(Owner(who)) && !Free_Money(who) && !Free_Money(Owner(who)) && (Pennies(Owner(who)) < pennies)) { if (player == who) { notify(player, tprintf("Sorry, you don't have enough %s.", mudconf.many_coins)); } else { notify(player, tprintf("Sorry, that player doesn't have enough %s.", mudconf.many_coins)); } return 0; } if (mudconf.quotas) { if (!canpayquota(player, who, quota, objtype)) { if (player == who) { notify(player, "Sorry, your building contract has run out."); } else { notify(player, "Sorry, that player's building contract has run out."); } return 0; } } return 1; } static int type_quota(objtype) int objtype; { int qtype; /* determine typed quota */ switch (objtype) { case TYPE_ROOM: qtype = QTYPE_ROOM; break; case TYPE_EXIT: qtype = QTYPE_EXIT; break; case TYPE_PLAYER: qtype = QTYPE_PLAYER; break; default: qtype = QTYPE_THING; } return (qtype); } int payfor(who, cost) dbref who; int cost; { dbref tmp; if (Wizard(who) || Wizard(Owner(who)) || Free_Money(who) || Free_Money(Owner(who)) || Immortal(who) || Immortal(Owner(who))) { return 1; } who = Owner(who); if ((tmp = Pennies(who)) >= cost) { s_Pennies(who, tmp - cost); return 1; } return 0; } #endif /* STANDALONE */ #ifndef STANDALONE int payfees(who, pennies, quota, objtype) dbref who; int pennies, quota, objtype; { /* You /must/ have called canpayfees() first. If not, your * database will be eaten by rabid squirrels. */ if (mudconf.quotas) pay_quota(who, quota, objtype); return payfor(who, pennies); } #else int payfees(who, pennies, quota, objtype) dbref who; int pennies, quota, objtype; { return 0; } #endif void add_quota(who, payment, type) dbref who; int payment, type; { #ifndef STANDALONE int q_list[5]; load_quota(q_list, Owner(who), A_RQUOTA); q_list[QTYPE_ALL] += payment; if (mudconf.typed_quotas) q_list[type] += payment; save_quota(q_list, Owner(who), A_RQUOTA); #endif } void giveto(who, pennies) dbref who; int pennies; { if (Wizard(who) || Wizard(Owner(who)) || Free_Money(who) || Free_Money(Owner(who)) || Immortal(who) || Immortal(Owner(who))) { return; } who = Owner(who); s_Pennies(who, Pennies(who) + pennies); } int ok_name(name) const char *name; { const char *cp; /* Disallow pure ANSI names */ if (strlen(strip_ansi(name)) == 0) return 0; /* Disallow leading spaces */ if (isspace(*name)) return 0; /* Only printable characters */ for (cp = name; cp && *cp; cp++) { if ((!isprint(*cp)) && (*cp != ESC_CHAR)) return 0; } /* Disallow trailing spaces */ cp--; if (isspace(*cp)) return 0; /* Exclude names that start with or contain certain magic cookies */ return (name && *name && *name != LOOKUP_TOKEN && *name != NUMBER_TOKEN && *name != NOT_TOKEN && !index(name, ARG_DELIMITER) && !index(name, AND_TOKEN) && !index(name, OR_TOKEN) && string_compare(name, "me") && string_compare(name, "home") && string_compare(name, "here")); } int ok_player_name(name) const char *name; { const char *cp, *good_chars; /* No leading spaces */ if (isspace(*name)) return 0; /* Not too long and a good name for a thing */ if (!ok_name(name) || (strlen(name) >= PLAYER_NAME_LIMIT)) return 0; #ifndef STANDALONE if (mudconf.name_spaces) good_chars = " `$_-.,'"; else good_chars = "`$_-.,'"; #else good_chars = " `$_-.,'"; #endif /* Make sure name only contains legal characters */ for (cp = name; cp && *cp; cp++) { if (isalnum(*cp)) continue; if ((!index(good_chars, *cp)) || (*cp == ESC_CHAR)) return 0; } return 1; } int ok_attr_name(attrname) const char *attrname; { const char *scan; if (!isalpha(*attrname)) return 0; for (scan = attrname; *scan; scan++) { if (isalnum(*scan)) continue; if (!(index("'?!`/-_.@#$^&~=+<>()%", *scan))) return 0; } return 1; } int ok_password(password, player) const char *password; dbref player; { const char *scan; int num_upper = 0; int num_special = 0; int num_lower = 0; if (*password == '\0') { #ifndef STANDALONE notify_quiet(player, "Null passwords are not allowed."); #endif return 0; } for (scan = password; *scan; scan++) { if (!(isprint(*scan) && !isspace(*scan))) { #ifndef STANDALONE notify_quiet(player, "Illegal character in password."); #endif return 0; } if (isupper(*scan)) num_upper++; else if (islower(*scan)) num_lower++; else if ((*scan != '\'') && (*scan != '-')) num_special++; } /* Needed. Change it if you like, but be sure yours is the same. */ if ((strlen(password) == 13) && (password[0] == 'X') && (password[1] == 'X')) { #ifndef STANDALONE notify_quiet(player, "Please choose another password."); #endif return 0; } #ifndef STANDALONE if (mudconf.safer_passwords) { if (num_upper < 1) { notify_quiet(player, "The password must contain at least one capital letter."); return 0; } if (num_lower < 1) { notify_quiet(player, "The password must contain at least one lowercase letter."); return 0; } if (num_special < 1) { notify_quiet(player, "The password must contain at least one number or a symbol other than the apostrophe or dash."); return 0; } } #endif /* STANDALONE */ return 1; } #ifndef STANDALONE /* --------------------------------------------------------------------------- * handle_ears: Generate the 'grows ears' and 'loses ears' messages. */ void handle_ears(thing, could_hear, can_hear) dbref thing; int could_hear, can_hear; { char *buff, *bp; int gender; if (!could_hear && can_hear) { buff = alloc_lbuf("handle_ears.grow"); StringCopy(buff, Name(thing)); if (isExit(thing)) { for (bp = buff; *bp && (*bp != ';'); bp++) ; *bp = '\0'; } gender = get_gender(thing); notify_check(thing, thing, tprintf("%s %s now listening.", buff, (gender == 4) ? "are" : "is"), (MSG_ME | MSG_NBR | MSG_LOC | MSG_INV)); free_lbuf(buff); } else if (could_hear && !can_hear) { buff = alloc_lbuf("handle_ears.lose"); StringCopy(buff, Name(thing)); if (isExit(thing)) { for (bp = buff; *bp && (*bp != ';'); bp++) ; *bp = '\0'; } gender = get_gender(thing); notify_check(thing, thing, tprintf("%s %s no longer listening.", buff, (gender == 4) ? "are" : "is"), (MSG_ME | MSG_NBR | MSG_LOC | MSG_INV)); free_lbuf(buff); } } /* for lack of better place the @switch code is here */ void do_switch(player, cause, key, expr, args, nargs, cargs, ncargs) dbref player, cause; int key, nargs, ncargs; char *expr, *args[], *cargs[]; { int a, any; char *buff, *tbuf, *bp, *str; if (!expr || (nargs <= 0)) return; if (key == SWITCH_DEFAULT) { if (mudconf.switch_df_all) key = SWITCH_ANY; else key = SWITCH_ONE; } /* now try a wild card match of buff with stuff in coms */ any = 0; buff = bp = alloc_lbuf("do_switch"); for (a = 0; (a < (nargs - 1)) && args[a] && args[a + 1]; a += 2) { bp = buff; str = args[a]; exec(buff, &bp, 0, player, cause, EV_FCHECK | EV_EVAL | EV_TOP, &str, cargs, ncargs); *bp = '\0'; if (wild_match(buff, expr)) { tbuf = replace_string(SWITCH_VAR, expr, args[a+1]); wait_que(player, cause, 0, NOTHING, 0, tbuf, cargs, ncargs, mudstate.global_regs); free_lbuf(tbuf); if (key == SWITCH_ONE) { free_lbuf(buff); return; } any = 1; } } free_lbuf(buff); if ((a < nargs) && !any && args[a]) { tbuf = replace_string(SWITCH_VAR, expr, args[a]); wait_que(player, cause, 0, NOTHING, 0, tbuf, cargs, ncargs, mudstate.global_regs); free_lbuf(tbuf); } } /* --------------------------------------------------------------------------- * Command hooks. */ void do_hook(player, cause, key, cmdname, target) dbref player, cause; int key; char *cmdname, *target; { CMDENT *cmdp; char *p; ATTR *ap; HOOKENT *hp; dbref thing, aowner; int atr, aflags; for (p = cmdname; p && *p; p++) *p = ToLower(*p); if (!cmdname || ((cmdp = (CMDENT *) hashfind(cmdname, &mudstate.command_htab)) == NULL) || (cmdp->callseq & CS_ADDED)) { notify(player, "That is not a valid built-in command."); return; } if (key == 0) { /* List hooks only */ if (cmdp->pre_hook) { ap = atr_num(cmdp->pre_hook->atr); if (!ap) { notify(player, "Before Hook contains bad attribute number."); } else { notify(player, tprintf("Before Hook: #%d/%s", cmdp->pre_hook->thing, ap->name)); } } else { notify(player, "Before Hook: none"); } if (cmdp->post_hook) { ap = atr_num(cmdp->post_hook->atr); if (!ap) { notify(player, "After Hook contains bad attribute number."); } else { notify(player, tprintf("After Hook: #%d/%s", cmdp->post_hook->thing, ap->name)); } } else { notify(player, "After Hook: none"); } return; } /* Check for the hook flags. */ if (key & HOOK_PRESERVE) { cmdp->callseq |= CS_PRESERVE; notify(player, "Hooks will preserve the state of the global registers."); return; } if (key & HOOK_NOPRESERVE) { cmdp->callseq &= ~CS_PRESERVE; notify(player, "Hooks will not preserve the state of the global registers."); return; } /* If we didn't get a target, this is a hook deletion. */ if (!target || !*target) { if (key & HOOK_BEFORE) { if (cmdp->pre_hook) { XFREE(cmdp->pre_hook, "do_hook"); cmdp->pre_hook = NULL; } notify(player, "Hook removed."); } else if (key & HOOK_AFTER) { if (cmdp->post_hook) { XFREE(cmdp->post_hook, "do_hook"); cmdp->post_hook = NULL; } notify(player, "Hook removed."); } else { notify(player, "Unknown command switch."); } return; } /* Find target object and attribute. Make sure it can be read, and * that we control the object. */ if (!parse_attrib(player, target, &thing, &atr)) { notify(player, NOMATCH_MESSAGE); return; } if (!Controls(player, thing)) { notify(player, NOPERM_MESSAGE); return; } if (atr == NOTHING) { notify(player, "No such attribute."); return; } ap = atr_num(atr); if (!ap) { notify(player, "No such attribute."); return; } atr_get_info(thing, atr, &aowner, &aflags); if (!See_attr(player, thing, ap, aowner, aflags)) { notify(player, NOPERM_MESSAGE); return; } /* All right, we have what we need. Go allocate a hook. */ hp = (HOOKENT *) XMALLOC(sizeof(HOOKENT), "do_hook"); hp->thing = thing; hp->atr = atr; /* If that kind of hook already existed, get rid of it. Put in the * new one. */ if (key & HOOK_BEFORE) { if (cmdp->pre_hook) { XFREE(cmdp->pre_hook, "do_hook"); } cmdp->pre_hook = hp; notify(player, "Hook added."); } else if (key & HOOK_AFTER) { if (cmdp->post_hook) { XFREE(cmdp->post_hook, "do_hook"); } cmdp->post_hook = hp; notify(player, "Hook added."); } else { XFREE(hp, "do_hook"); notify(player, "Unknown command switch."); } } /* --------------------------------------------------------------------------- * Command overriding and friends. */ void do_addcommand(player, cause, key, name, command) dbref player, cause; int key; char *name, *command; { CMDENT *old, *cmd; ADDENT *add, *nextp; dbref thing; int atr; char *s; if (!*name) { notify(player, "Sorry."); return; } if (!parse_attrib(player, command, &thing, &atr) || (atr == NOTHING)) { notify(player, "No such attribute."); return; } /* Let's make this case insensitive... */ for (s = name; *s; s++) { *s = tolower(*s); } old = (CMDENT *)hashfind(name, &mudstate.command_htab); if (old && (old->callseq & CS_ADDED)) { /* If it's already found in the hash table, and it's being added using the same object and attribute... */ for (nextp = (ADDENT *)old->info.added; nextp != NULL; nextp = nextp->next) { if ((nextp->thing == thing) && (nextp->atr == atr)) { notify(player, tprintf("%s already added.", name)); return; } } /* else tack it on to the existing entry... */ add = (ADDENT *)XMALLOC(sizeof(ADDENT), "addcommand.add"); add->thing = thing; add->atr = atr; add->name = (char *)strdup(name); add->next = (ADDENT *)old->info.added; old->info.added = add; } else { if (old) { /* Delete the old built-in and rename it __name */ hashdelete(name, &mudstate.command_htab); } cmd = (CMDENT *) XMALLOC(sizeof(CMDENT), "addcommand.cmd"); cmd->cmdname = (char *)strdup(name); cmd->switches = NULL; cmd->perms = 0; cmd->extra = 0; cmd->pre_hook = NULL; cmd->post_hook = NULL; if (old && (old->callseq & CS_LEADIN)) { cmd->callseq = CS_ADDED|CS_ONE_ARG|CS_LEADIN; } else { cmd->callseq = CS_ADDED|CS_ONE_ARG; } add = (ADDENT *)XMALLOC(sizeof(ADDENT), "addcommand.add"); add->thing = thing; add->atr = atr; add->name = (char *)strdup(name); add->next = NULL; cmd->info.added = add; hashadd(name, (int *)cmd, &mudstate.command_htab); if (old) { /* Fix any aliases of this command. */ hashreplall((int *)old, (int *)cmd, &mudstate.command_htab); hashadd(tprintf("__%s", name), (int *)old, &mudstate.command_htab); } } /* We reset the one letter commands here so you can overload them */ set_prefix_cmds(); notify(player, tprintf("Command %s added.", name)); } void do_listcommands(player, cause, key, name) dbref player, cause; int key; char *name; { CMDENT *old; ADDENT *nextp; int didit = 0; char *s, *keyname; /* Let's make this case insensitive... */ for (s = name; *s; s++) { *s = tolower(*s); } if (*name) { old = (CMDENT *)hashfind(name, &mudstate.command_htab); if (old && (old->callseq & CS_ADDED)) { /* If it's already found in the hash table, and it's being added using the same object and attribute... */ for (nextp = (ADDENT *)old->info.added; nextp != NULL; nextp = nextp->next) { notify(player, tprintf("%s: #%d/%s", nextp->name, nextp->thing, ((ATTR *)atr_num(nextp->atr))->name)); } } else { notify(player, tprintf("%s not found in command table.",name)); } return; } else { for (keyname = hash_firstkey(&mudstate.command_htab); keyname != NULL; keyname = hash_nextkey(&mudstate.command_htab)) { old = (CMDENT *)hashfind(keyname, &mudstate.command_htab); if (old && (old->callseq & CS_ADDED)) { for (nextp = (ADDENT *)old->info.added; nextp != NULL; nextp = nextp->next) { if (strcmp(keyname, nextp->name)) continue; notify(player, tprintf("%s: #%d/%s", nextp->name, nextp->thing, ((ATTR *)atr_num(nextp->atr))->name)); didit = 1; } } } } if (!didit) notify(player, "No added commands found in command table."); } void do_delcommand(player, cause, key, name, command) dbref player, cause; int key; char *name, *command; { CMDENT *old, *cmd; ADDENT *prev = NULL, *nextp; dbref thing; int atr; char *s; if (!*name) { notify(player, "Sorry."); return; } if (*command) { if (!parse_attrib(player, command, &thing, &atr) || (atr == NOTHING)) { notify(player, "No such attribute."); return; } } /* Let's make this case insensitive... */ for (s = name; *s; s++) { *s = tolower(*s); } old = (CMDENT *)hashfind(name, &mudstate.command_htab); if (old && (old->callseq & CS_ADDED)) { if (!*command) { for (prev = (ADDENT *)old->info.added; prev != NULL; prev = nextp) { nextp = prev->next; /* Delete it! */ free(prev->name); free(prev); } hashdelete(name, &mudstate.command_htab); if ((cmd = (CMDENT *)hashfind(tprintf("__%s", name), &mudstate.command_htab)) != NULL) { hashdelete(tprintf("__%s", name), &mudstate.command_htab); hashadd(name, (int *)cmd, &mudstate.command_htab); hashreplall((int *)old, (int *)cmd, &mudstate.command_htab); } free(old); set_prefix_cmds(); notify(player, "Done."); return; } else { for (nextp = (ADDENT *)old->info.added; nextp != NULL; nextp = nextp->next) { if ((nextp->thing == thing) && (nextp->atr == atr)) { /* Delete it! */ free(nextp->name); if (!prev) { if (!nextp->next) { hashdelete(name, &mudstate.command_htab); if ((cmd = (CMDENT *)hashfind(tprintf("__%s", name), &mudstate.command_htab)) != NULL) { hashdelete(tprintf("__%s", name), &mudstate.command_htab); hashadd(name, (int *)cmd, &mudstate.command_htab); hashreplall((int *)old, (int *)cmd, &mudstate.command_htab); } free(old); } else { old->info.added = nextp->next; free(nextp); } } else { prev->next = nextp->next; free(nextp); } set_prefix_cmds(); notify(player, "Done."); return; } prev = nextp; } notify(player, "Command not found in command table."); } } else { notify(player, "Command not found in command table."); } } /* @program 'glues' a user's input to a command. Once executed, the first * string input from any of the doers's logged in descriptors, will go into * A_PROGMSG, which can be substituted in <command> with %0. Commands already * queued by the doer will be processed normally. */ void handle_prog(d, message) DESC *d; char *message; { DESC *all, *dsave; char *cmd; dbref aowner; int aflags, alen, i; /* Allow the player to pipe a command while in interactive mode. * Use telnet protocol's GOAHEAD command to show prompt */ if (*message == '|') { dsave = d; do_command(d, message + 1, 1); if (dsave == d) { /* We MUST check if we still have a descriptor, and it's * the same one, since we could have piped a LOGOUT or * QUIT! */ /* Use telnet protocol's GOAHEAD command to show prompt, make sure that we haven't been issues an @quitprogram */ if (d->program_data != NULL) { queue_rawstring(d, (char *) "> \377\371"); } return; } } cmd = atr_get(d->player, A_PROGCMD, &aowner, &aflags, &alen); wait_que(d->program_data->wait_cause, d->player, 0, NOTHING, 0, cmd, (char **)&message, 1, (char **)d->program_data->wait_regs); /* First, set 'all' to a descriptor we find for this player */ all = (DESC *)nhashfind(d->player, &mudstate.desc_htab) ; for (i = 0; i < MAX_GLOBAL_REGS; i++) { free_lbuf(all->program_data->wait_regs[i]); } free(all->program_data); /* Set info for all player descriptors to NULL */ DESC_ITER_PLAYER(d->player, all) all->program_data = NULL; atr_clr(d->player, A_PROGCMD); free_lbuf(cmd); } static int ok_program(player, doer) dbref player; dbref doer; { if ((!(Prog(player) || Prog(Owner(player))) && !Controls(player, doer)) || (God(doer) && !God(player))) { notify(player, NOPERM_MESSAGE); return 0; } if (!isPlayer(doer) || !Good_obj(doer)) { notify(player, "No such player."); return 0; } if (!Connected(doer)) { notify(player, "Sorry, that player is not connected."); return 0; } return 1; } void do_quitprog(player, cause, key, name) dbref player, cause; int key; char *name; { DESC *d; dbref doer; int i, isprog = 0; if (*name) { doer = match_thing(player, name); } else { doer = player; } if (!ok_program(player, doer)) return; DESC_ITER_PLAYER(doer, d) { if (d->program_data != NULL) { isprog = 1; } } if (!isprog) { notify(player, "Player is not in an @program."); return; } d = (DESC *)nhashfind(doer, &mudstate.desc_htab) ; for (i = 0; i < MAX_GLOBAL_REGS; i++) { free_lbuf(d->program_data->wait_regs[i]); } free(d->program_data); /* Set info for all player descriptors to NULL */ DESC_ITER_PLAYER(doer, d) d->program_data = NULL; atr_clr(doer, A_PROGCMD); notify(player, "@program cleared."); notify(doer, "Your @program has been terminated."); } void do_prog(player, cause, key, name, command) dbref player, cause; int key; char *name, *command; { DESC *d; PROG *program; int i, atr, aflags, lev, found; dbref doer, thing, aowner, parent; ATTR *ap; char *attrib, *msg; if (!name || !*name) { notify(player, "No players specified."); return; } doer = match_thing(player, name); if (!ok_program(player, doer)) return; msg = command; attrib = parse_to(&msg, ':', 1); if (msg && *msg) { notify(doer, msg); } parse_attrib(player, attrib, &thing, &atr); if (atr != NOTHING) { if (!atr_pget_info(thing, atr, &aowner, &aflags)) { notify(player, "Attribute not present on object."); return; } ap = atr_num(atr); /* We've got to find this attribute in the object's * parent chain, somewhere. */ found = 0; ITER_PARENTS(thing, parent, lev) { if (atr_get_info(parent, atr, &aowner, &aflags)) { found = 1; break; } } if (!found) { notify(player, "Attribute not present on object."); return; } if (God(player) || (!God(thing) && See_attr(player, thing, ap, aowner, aflags) && (Wizard(player) || (aowner == Owner(player))))) { atr_add_raw(doer, A_PROGCMD, atr_get_raw(parent, atr)); } else { notify(player, NOPERM_MESSAGE); return; } } else { notify(player, "No such attribute."); return; } /* Check to see if the cause already has an @prog input pending */ DESC_ITER_PLAYER(doer, d) { if (d->program_data != NULL) { notify(player, "Input already pending."); return; } } program = (PROG *) XMALLOC(sizeof(PROG), "do_prog"); program->wait_cause = player; for (i = 0; i < MAX_GLOBAL_REGS; i++) { program->wait_regs[i] = alloc_lbuf("prog_regs"); strcpy(program->wait_regs[i], mudstate.global_regs[i]); } /* Now, start waiting. */ DESC_ITER_PLAYER(doer, d) { d->program_data = program; /* Use telnet protocol's GOAHEAD command to show prompt */ queue_rawstring(d, (char *) "> \377\371"); } } /* --------------------------------------------------------------------------- * do_restart: Restarts the game. */ void do_restart(player, cause, key) dbref player, cause; int key; { LOGFILETAB *lp; if (mudstate.dumping) { notify(player, "Dumping. Please try again later."); return; } raw_broadcast(0, "GAME: Restart by %s, please wait.", Name(Owner(player))); STARTLOG(LOG_ALWAYS, "WIZ", "RSTRT") log_text((char *)"Restart by "); log_name(player); ENDLOG dump_database_internal(2); SYNC; CLOSE; sql_shutdown(); /* Even with WNOHANG, this leaves zombies around on Linux * unless we do the waitpid(). */ shutdown(slave_socket, 2); kill(slave_pid, SIGKILL); waitpid(slave_pid, (int *) NULL, (int) NULL); /* We want to rotate the main log, so that we restart with a * "clean" logfile. The log gets renamed to <game_log>.<timestamp> * But we can't do a re-open on logfile if it is already called * just <game_log>. So we are forced to cheat with a temporary * file. */ freopen((const char *) ".netmush_tmp_log", "w", stderr); rename(mudconf.mudlogname, tprintf("%s.%ld", mudconf.mudlogname, (long) mudstate.now)); freopen((const char *) mudconf.mudlogname, "w", stderr); unlink((const char *) ".netmush_tmp_log"); /* Need to close these logs. Note that they'll end up getting * overwritten on restart, so we rename them. */ for (lp = logfds_table; lp->log_flag; lp++) { if (lp->filename && lp->fileptr) { fclose(lp->fileptr); rename(lp->filename, tprintf("%s.%ld", lp->filename, (long) mudstate.now)); } } alarm(0); dump_restart_db(); execl(mudconf.exec_path, mudconf.exec_path, mudconf.config_file, NULL); } /* --------------------------------------------------------------------------- * do_comment: Implement the @@ (comment) command. Very cpu-intensive :-) * do_eval is similar, except it gets passed on arg. */ void do_comment(player, cause, key) dbref player, cause; int key; { } void do_eval(player, cause, key, str) dbref player, cause; int key; char *str; { } /* --------------------------------------------------------------------------- */ static dbref promote_dflt(old, new) dbref old, new; { switch (new) { case NOPERM: return NOPERM; case AMBIGUOUS: if (old == NOPERM) return old; else return new; } if ((old == NOPERM) || (old == AMBIGUOUS)) return old; return NOTHING; } dbref match_possessed(player, thing, target, dflt, check_enter) dbref player, thing, dflt; char *target; int check_enter; { dbref result, result1; int control; char *buff, *start, *place, *s1, *d1, *temp; /* First, check normally */ if (Good_obj(dflt)) return dflt; /* Didn't find it directly. Recursively do a contents check */ start = target; while (*target) { /* Fail if no ' characters */ place = target; target = (char *)index(place, '\''); if ((target == NULL) || !*target) return dflt; /* If string started with a ', skip past it */ if (place == target) { target++; continue; } /* If next character is not an s or a space, skip past */ temp = target++; if (!*target) return dflt; if ((*target != 's') && (*target != 'S') && (*target != ' ')) continue; /* If character was not a space make sure the following * character is a space. */ if (*target != ' ') { target++; if (!*target) return dflt; if (*target != ' ') continue; } /* Copy the container name to a new buffer so we can * terminate it. */ buff = alloc_lbuf("is_posess"); for (s1 = start, d1 = buff; *s1 && (s1 < temp); *d1++ = (*s1++)) ; *d1 = '\0'; /* Look for the container here and in our inventory. Skip * past if we can't find it. */ init_match(thing, buff, NOTYPE); if (player == thing) { match_neighbor(); match_possession(); } else { match_possession(); } result1 = match_result(); free_lbuf(buff); if (!Good_obj(result1)) { dflt = promote_dflt(dflt, result1); continue; } /* If we don't control it and it is either dark or opaque, * skip past. */ control = Controls(player, result1); if ((Dark(result1) || Opaque(result1)) && !control) { dflt = promote_dflt(dflt, NOTHING); continue; } /* Validate object has the ENTER bit set, if requested */ if ((check_enter) && !Enter_ok(result1) && !control) { dflt = promote_dflt(dflt, NOPERM); continue; } /* Look for the object in the container */ init_match(result1, target, NOTYPE); match_possession(); result = match_result(); result = match_possessed(player, result1, target, result, check_enter); if (Good_obj(result)) return result; dflt = promote_dflt(dflt, result); } return dflt; } /* --------------------------------------------------------------------------- * parse_range: break up <what>,<low>,<high> syntax */ void parse_range(name, low_bound, high_bound) char **name; dbref *low_bound, *high_bound; { char *buff1, *buff2; buff1 = *name; if (buff1 && *buff1) *name = parse_to(&buff1, ',', EV_STRIP_TS); if (buff1 && *buff1) { buff2 = parse_to(&buff1, ',', EV_STRIP_TS); if (buff1 && *buff1) { while (*buff1 && isspace(*buff1)) buff1++; if (*buff1 == NUMBER_TOKEN) buff1++; *high_bound = atoi(buff1); if (*high_bound >= mudstate.db_top) *high_bound = mudstate.db_top - 1; } else { *high_bound = mudstate.db_top - 1; } while (*buff2 && isspace(*buff2)) buff2++; if (*buff2 == NUMBER_TOKEN) buff2++; *low_bound = atoi(buff2); if (*low_bound < 0) *low_bound = 0; } else { *low_bound = 0; *high_bound = mudstate.db_top - 1; } } int parse_thing_slash(player, thing, after, it) dbref player, *it; char *thing, **after; { char *str; /* get name up to / */ for (str = thing; *str && (*str != '/'); str++) ; /* If no / in string, return failure */ if (!*str) { *after = NULL; *it = NOTHING; return 0; } *str++ = '\0'; *after = str; /* Look for the object */ init_match(player, thing, NOTYPE); match_everything(MAT_EXIT_PARENTS); *it = match_result(); /* Return status of search */ return (Good_obj(*it)); } extern NAMETAB lock_sw[]; int get_obj_and_lock(player, what, it, attr, errmsg, bufc) dbref player, *it; char *what, *errmsg, **bufc; ATTR **attr; { char *str, *tbuf; int anum; tbuf = alloc_lbuf("get_obj_and_lock"); strcpy(tbuf, what); if (parse_thing_slash(player, tbuf, &str, it)) { /* <obj>/<lock> syntax, use the named lock */ anum = search_nametab(player, lock_sw, str); if (anum == -1) { free_lbuf(tbuf); safe_str("#-1 LOCK NOT FOUND", errmsg, bufc); return 0; } } else { /* Not <obj>/<lock>, do a normal get of the default lock */ *it = match_thing(player, what); if (!Good_obj(*it)) { free_lbuf(tbuf); safe_str("#-1 NOT FOUND", errmsg, bufc); return 0; } anum = A_LOCK; } /* Get the attribute definition, fail if not found */ free_lbuf(tbuf); *attr = atr_num(anum); if (!(*attr)) { safe_str("#-1 LOCK NOT FOUND", errmsg, bufc); return 0; } return 1; } #endif /* STANDALONE */ /* --------------------------------------------------------------------------- * where_is: Returns place where obj is linked into a list. * ie. location for players/things, source for exits, NOTHING for rooms. */ dbref where_is(what) dbref what; { dbref loc; if (!Good_obj(what)) return NOTHING; switch (Typeof(what)) { case TYPE_PLAYER: case TYPE_THING: case TYPE_ZONE: loc = Location(what); break; case TYPE_EXIT: loc = Exits(what); break; default: loc = NOTHING; break; } return loc; } /* --------------------------------------------------------------------------- * where_room: Return room containing player, or NOTHING if no room or * recursion exceeded. If player is a room, returns itself. */ dbref where_room(what) dbref what; { int count; for (count = mudconf.ntfy_nest_lim; count > 0; count--) { if (!Good_obj(what)) break; if (isRoom(what)) return what; if (!Has_location(what)) break; what = Location(what); } return NOTHING; } int locatable(player, it, cause) dbref player, it, cause; { dbref loc_it, room_it; int findable_room; /* No sense if trying to locate a bad object */ if (!Good_obj(it)) return 0; loc_it = where_is(it); /* Succeed if we can examine the target, if we are the target, if * we can examine the location, if a wizard caused the lookup, * or if the target caused the lookup. */ if (Examinable(player, it) || Find_Unfindable(player) || (loc_it == player) || ((loc_it != NOTHING) && (Examinable(player, loc_it) || loc_it == where_is(player))) || Wizard(cause) || (it == cause)) return 1; room_it = where_room(it); if (Good_obj(room_it)) findable_room = !Hideout(room_it); else findable_room = 1; /* Succeed if we control the containing room or if the target is * findable and the containing room is not unfindable. */ if (((room_it != NOTHING) && Examinable(player, room_it)) || Find_Unfindable(player) || (Findable(it) && findable_room)) return 1; /* We can't do it. */ return 0; } /* --------------------------------------------------------------------------- * nearby: Check if thing is nearby player (in inventory, in same room, or * IS the room. */ int nearby(player, thing) dbref player, thing; { int thing_loc, player_loc; if (!Good_obj(player) || !Good_obj(thing)) return 0; thing_loc = where_is(thing); if (thing_loc == player) return 1; player_loc = where_is(player); if ((thing_loc == player_loc) || (thing == player_loc)) return 1; return 0; } /* --------------------------------------------------------------------------- * exit_visible: Is exit visible? */ int exit_visible(exit, player, key) /* exit visible to lexits() */ dbref exit, player; int key; { if (key & VE_LOC_XAM) return 1; /* Exam exit's loc */ if (Examinable(player, exit)) return 1; /* Exam exit */ if (Light(exit)) return 1; /* Exit is light */ if (key & (VE_LOC_DARK | VE_BASE_DARK)) return 0; /* Dark Loc or base */ if (Dark(exit)) return 0; /* Dark exit */ return 1; /* Default */ } #ifndef STANDALONE /* --------------------------------------------------------------------------- * did_it: Have player do something to/with thing */ void did_it(player, thing, what, def, owhat, odef, awhat, args, nargs) dbref player, thing; int what, owhat, awhat, nargs; char *args[]; const char *def, *odef; { char *d, *buff, *act, *charges, *bp, *str, *preserve[MAX_GLOBAL_REGS]; dbref loc, aowner; int num, aflags, alen, need_pres, preserve_len[MAX_GLOBAL_REGS]; /* If we need to call exec() from within this function, we first save * the state of the global registers, in order to avoid munging them * inappropriately. Do note that the restoration to their original * values occurs BEFORE the execution of the @a-attribute. Therefore, * any changing of setq() values done in the @-attribute and @o-attribute * will NOT be passed on. This prevents odd behaviors that result from * odd @verbs and so forth (the idea is to preserve the caller's control * of the global register values). */ need_pres = 0; /* message to player */ if (what > 0) { d = atr_pget(thing, what, &aowner, &aflags, &alen); if (*d) { need_pres = 1; save_global_regs("did_it_save", preserve, preserve_len); buff = bp = alloc_lbuf("did_it.1"); str = d; exec(buff, &bp, 0, thing, player, EV_EVAL | EV_FIGNORE | EV_TOP, &str, args, nargs); *bp = '\0'; #ifdef PUEBLO_SUPPORT if ((aflags & AF_HTML) && Html(player)) { char *buff_cp = buff + strlen(buff); safe_crlf(buff, &buff_cp); notify_html(player, buff); } else notify(player, buff); #else notify(player, buff); #endif /* PUEBLO_SUPPORT */ free_lbuf(buff); } else if (def) { notify(player, def); } free_lbuf(d); } else if ((what < 0) && def) { notify(player, def); } /* message to neighbors */ if ((owhat > 0) && Has_location(player) && Good_obj(loc = Location(player))) { d = atr_pget(thing, owhat, &aowner, &aflags, &alen); if (*d) { if (!need_pres) { need_pres = 1; save_global_regs("did_it_save", preserve, preserve_len); } buff = bp = alloc_lbuf("did_it.2"); str = d; exec(buff, &bp, 0, thing, player, EV_EVAL | EV_FIGNORE | EV_TOP, &str, args, nargs); *bp = '\0'; if (*buff) notify_except2(loc, player, player, thing, tprintf("%s %s", Name(player), buff)); free_lbuf(buff); } else if (odef) { notify_except2(loc, player, player, thing, tprintf("%s %s", Name(player), odef)); } free_lbuf(d); } else if ((owhat < 0) && odef && Has_location(player) && Good_obj(loc = Location(player))) { notify_except2(loc, player, player, thing, tprintf("%s %s", Name(player), odef)); } /* If we preserved the state of the global registers, restore them. */ if (need_pres) restore_global_regs("did_it_restore", preserve, preserve_len); /* do the action attribute */ if (awhat > 0) { if (*(act = atr_pget(thing, awhat, &aowner, &aflags, &alen))) { charges = atr_pget(thing, A_CHARGES, &aowner, &aflags, &alen); if (*charges) { num = atoi(charges); if (num > 0) { buff = alloc_sbuf("did_it.charges"); sprintf(buff, "%d", num - 1); atr_add_raw(thing, A_CHARGES, buff); free_sbuf(buff); } else if (*(buff = atr_pget(thing, A_RUNOUT, &aowner, &aflags, &alen))) { free_lbuf(act); act = buff; } else { free_lbuf(act); free_lbuf(buff); free_lbuf(charges); return; } } free_lbuf(charges); wait_que(thing, player, 0, NOTHING, 0, act, args, nargs, mudstate.global_regs); } free_lbuf(act); } } /*foobar*/ /* * --------------------------------------------------------------------------- * * do_verb: Command interface to did_it. */ void do_verb(player, cause, key, victim_str, args, nargs) dbref player, cause; int key, nargs; char *victim_str, *args[]; { dbref actor, victim, aowner; int what, owhat, awhat, nxargs, restriction, aflags, i; ATTR *ap; const char *whatd, *owhatd; char *xargs[10]; /* * Look for the victim */ if (!victim_str || !*victim_str) { notify(player, "Nothing to do."); return; } /* * Get the victim */ init_match(player, victim_str, NOTYPE); match_everything(MAT_EXIT_PARENTS); victim = noisy_match_result(); if (!Good_obj(victim)) return; /* * Get the actor. Default is my cause */ if ((nargs >= 1) && args[0] && *args[0]) { init_match(player, args[0], NOTYPE); match_everything(MAT_EXIT_PARENTS); actor = noisy_match_result(); if (!Good_obj(actor)) return; } else { actor = cause; } /* * Check permissions. There are two possibilities * 1: Player * * * * controls both victim and actor. In this case victim runs * his * * * * * * * action list. * 2: Player controls actor. In this case * * victim * does * not run his * action list and any attributes * * that * player cannot * read from * victim are defaulted. */ if (!controls(player, actor)) { notify_quiet(player, NOPERM_MESSAGE); return; } restriction = !controls(player, victim); what = -1; owhat = -1; awhat = -1; whatd = NULL; owhatd = NULL; nxargs = 0; /* * Get invoker message attribute */ if (nargs >= 2) { ap = atr_str(args[1]); if (ap && (ap->number > 0)) what = ap->number; } /* * Get invoker message default */ if ((nargs >= 3) && args[2] && *args[2]) { whatd = args[2]; } /* * Get others message attribute */ if (nargs >= 4) { ap = atr_str(args[3]); if (ap && (ap->number > 0)) owhat = ap->number; } /* * Get others message default */ if ((nargs >= 5) && args[4] && *args[4]) { owhatd = args[4]; } /* * Get action attribute */ if (nargs >= 6) { ap = atr_str(args[5]); if (ap) awhat = ap->number; } /* * Get arguments */ if (nargs >= 7) { parse_arglist(victim, actor, args[6], '\0', EV_STRIP_LS | EV_STRIP_TS, xargs, 10, (char **)NULL, 0); for (nxargs = 0; (nxargs < 10) && xargs[nxargs]; nxargs++) ; } /* * If player doesn't control both, enforce visibility restrictions. * Regardless of control we still check if the player can read the * attribute, since we don't want him getting wiz-readable-only attrs. */ atr_get_info(victim, what, &aowner, &aflags); if (what != -1) { ap = atr_num(what); if (!ap || !Read_attr(player, victim, ap, aowner, aflags) || (restriction && ((ap->number == A_DESC) && !mudconf.read_rem_desc && !Examinable(player, victim) && !nearby(player, victim)))) what = -1; } atr_get_info(victim, owhat, &aowner, &aflags); if (owhat != -1) { ap = atr_num(owhat); if (!ap || !Read_attr(player, victim, ap, aowner, aflags) || (restriction && ((ap->number == A_DESC) && !mudconf.read_rem_desc && !Examinable(player, victim) && !nearby(player, victim)))) owhat = -1; } if (restriction) awhat = 0; /* * Go do it */ did_it(actor, victim, what, whatd, owhat, owhatd, awhat, xargs, nxargs); /* * Free user args */ for (i = 0; i < nxargs; i++) free_lbuf(xargs[i]); } void do_sql_connect(player, cause, key) dbref player, cause; int key; { if (sql_init() < 0) { notify(player, "Database connection attempt failed."); } else { notify(player, "Database connection succeeded."); } } void do_sql(player, cause, key, name) dbref player, cause; int key; char *name; { sql_query(player, name, NULL, NULL, ' ', ' '); } #endif /* * STANDALONE */