/* create.c -- Commands that create new objects */
#include "autoconf.h"
#include "copyright.h"
#ifndef lint
static char RCSid[] = "$Id: create.c,v 1.10 1995/03/21 23:07:48 ambar Exp $";
USE(RCSid);
#endif
#include "externs.h"
#include "interface.h"
#include "match.h"
#include "command.h"
#include "alloc.h"
#include "attrs.h"
/* ---------------------------------------------------------------------------
* parse_linkable_room: Get a location to link to.
*/
static dbref
parse_linkable_room(player, room_name)
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(player, loc, direction, linkto)
dbref player, loc;
char *direction, *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, "Permission denied.");
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) &&
(!Wizard(player) || mudconf.wiz_obey_linklock)) {
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(player, cause, key, direction, links, nlinks)
dbref player, cause;
int key, nlinks;
char *direction, *links[];
{
dbref loc, destnum;
char *dest, buf[20];
/* 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) {
ltos(buf, loc);
open_exit(player, destnum, links[1], buf);
}
}
}
/* ---------------------------------------------------------------------------
* link_exit, do_link: Set destination(exits), dropto(rooms) or
* home(player,thing)
*/
static void
link_exit(player, exit, dest)
dbref player, exit, 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) &&
(!Wizard(player) || mudconf.wiz_obey_linklock)))) {
notify_quiet(player, "Permission denied.");
return;
}
/* Exit must be unlinked or controlled by you */
if ((Location(exit) != NOTHING) && !controls(player, exit)) {
notify_quiet(player, "Permission denied.");
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, TYPE_EXIT))
return;
else
payfees(player, cost, quot, TYPE_EXIT);
/* Pay the owner for his loss */
if (Owner(exit) != Owner(player)) {
payfees(Owner(exit), -mudconf.opencost, -quot, TYPE_EXIT);
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(player, cause, key, what, where)
dbref player, cause;
int key;
char *what, *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, "Permission denied.");
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) &&
(!Wizard(player) || mudconf.wiz_obey_linklock))) {
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) &&
(!Wizard(player) || mudconf.wiz_obey_linklock)))) {
notify_quiet(player, "Permission denied.");
} else {
s_Dropto(thing, room);
if (!Quiet(player))
notify_quiet(player, "Dropto set.");
}
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(player, cause, key, tname, pname)
dbref player, cause;
int key;
char *tname, *pname;
{
dbref thing, parent, curr;
int lev, is_zone;
/* get victim */
init_match(player, tname, NOTYPE);
match_everything(0);
thing = noisy_match_result();
if (thing == NOTHING)
return;
/* Check permissions */
is_zone = (key & PARENT_ZONE) ? 1 : 0;
if (is_zone) {
if (!mudconf.parent_zones) {
notify_quiet(player, "This option is not supported on this MUSH.");
return;
}
if (Typeof(thing) != TYPE_ROOM) {
notify_quiet(player, "Only rooms can be zoned.");
return;
}
}
/* Make sure we can do it */
if (!Controls(player, thing)) {
notify_quiet(player, "Permission denied.");
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;
}
if (is_zone) {
s_Next(thing, parent);
if (!Quiet(thing) && !Quiet(player)) {
if (parent == NOTHING)
notify_quiet(player, "Zone cleared.");
else
notify_quiet(player, "Zone set.");
}
} else {
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(player, cause, key, name, args, nargs)
dbref player, cause;
int key, nargs;
char *name, *args[];
{
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]) {
ltos(buff, room);
open_exit(player, Location(player), args[0], buff);
}
if ((nargs >= 2) && args[1] && *args[1]) {
ltos(buff, Location(player));
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(player, cause, key, name, coststr)
dbref player, cause;
int key;
char *name, *coststr;
{
dbref thing;
int cost;
cost = atoi(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(player, cause, key, name, arg2)
dbref player, cause;
int key;
char *name, *arg2;
{
dbref clone, thing, new_owner, loc;
FLAG rmv_flags;
register int cost = 1;
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 = atoi(arg2);
arg2 = NULL;
} else {
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 */
clone = create_obj(new_owner, Typeof(thing), Name(thing), cost);
if (clone == NOTHING)
return;
/* Wipe out any old attributes and copy in the new data */
al_destroy(clone);
if (key & CLONE_PARENT)
s_Parent(clone, thing);
else
atr_cpy(player, clone, thing);
if ((arg2 && *arg2) && ok_name(arg2))
s_Name(clone, arg2);
else
s_Name(clone, Name(thing));
/* 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);
rmv_flags = SUSPECT | BUILDER | CONNECTED | SLAVE;
s_Flags2(clone, Flags2(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(player, cause, key, name, pass)
dbref player, cause;
int key;
char *name, *pass;
{
int isrobot;
dbref newplayer;
isrobot = (key == PCRE_ROBOT) ? 1 : 0;
newplayer = create_player(name, pass, player, isrobot);
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
}
}
/* ---------------------------------------------------------------------------
* destroy_exit, destroy_thing, destroy_player, do_destroy: Destroy things.
*/
static void
destroy_exit(player, exit)
dbref player, exit;
{
dbref loc;
loc = Exits(exit);
if ((loc != Location(player)) && (loc != player) && !Wizard(player)) {
notify_quiet(player, "You cannot destroy exits in another room.");
return;
}
s_Exits(loc, remove_first(Exits(loc), exit));
destroy_obj(player, exit);
}
static void
destroy_thing(player, thing)
dbref player, thing;
{
move_via_generic(thing, NOTHING, player, 0);
empty_obj(thing);
destroy_obj(player, thing);
}
/* ---------------------------------------------------------------------------
* destroyable: Indicates if target of a @destroy is a 'special' object in
* the database.
*/
static int
destroyable(victim)
dbref victim;
{
if ((victim == mudconf.default_home) ||
(victim == mudconf.start_home) ||
(victim == mudconf.start_room) ||
(victim == mudconf.master_room) ||
God(victim) || (victim == 0))
return 0;
return 1;
}
static void
destroy_player(player, victim)
dbref player, victim;
{
dbref aowner;
int count, aflags;
char *buf;
if (!Wizard(player)) {
notify_quiet(player, "Sorry, no suicide allowed.");
return;
}
if (Wizard(victim)) {
notify_quiet(player, "Even you can't do that!");
return;
}
/* Bye bye... */
boot_off(victim, (char *) "You have been destroyed!");
halt_que(victim, NOTHING);
count = chown_all(victim, player);
/* Remove the name from the name hash table */
delete_player_name(victim, Name(victim));
buf = atr_pget(victim, A_ALIAS, &aowner, &aflags);
delete_player_name(victim, buf);
free_lbuf(buf);
move_via_generic(victim, NOTHING, player, 0);
destroy_obj(player, victim);
notify_quiet(player, tprintf("(%d objects @chowned to you)", count));
}
void
do_destroy(player, cause, key, what)
dbref player, cause;
int key;
char *what;
{
dbref thing;
int ctl, destok;
/* Check for things I control. We do this first, because what we want
* is probably something we control, and this allows us to check for
* absolute references first.
*/
thing = match_controlled_quiet(player, what);
/* If you control a location, you can destroy any exits in it. */
if ((thing == NOTHING) && controls(player, Location(player))) {
init_match(player, what, TYPE_EXIT);
match_exit();
thing = last_match_result();
}
/* You can destroy DESTROY_OK things if you're carrying them. */
if (thing == NOTHING) {
init_match(player, what, TYPE_THING);
match_possession();
thing = last_match_result();
if ((thing != NOTHING) && !(isThing(thing) && Destroy_ok(thing))) {
thing = NOTHING;
notify(player, "Permission denied.");
}
}
/* If we haven't found anything to destroy yet, return an error. */
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;
}
/* Go do it */
switch (Typeof(thing)) {
case TYPE_EXIT:
destroy_exit(player, thing);
break;
case TYPE_THING:
destroy_thing(player, thing);
break;
case TYPE_PLAYER:
destroy_player(player, thing);
break;
case TYPE_ROOM:
if (Going(thing)) {
notify_quiet(player, "No sense beating a dead room.");
} 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));
s_Going(thing);
}
}
}