/* set.c -- commands which set parameters */ #include "autoconf.h" #include "copyright.h" #ifndef lint static char *RCSid = "$Id: set.c,v 1.8 1995/03/21 00:01:09 ambar Exp $"; USE(RCSid); #endif #include "interface.h" #include "match.h" #include "flags.h" #include "attrs.h" extern NAMETAB indiv_attraccess_nametab[]; dbref match_controlled(player, name) dbref player; const char *name; { dbref mat; init_match(player, name, NOTYPE); match_everything(MAT_EXIT_PARENTS); mat = noisy_match_result(); if (Good_obj(mat) && !Controls(player, mat)) { notify_quiet(player, "Permission denied."); return NOTHING; } else { return (mat); } } dbref match_affected(player, name) dbref player; const char *name; { dbref mat; init_match(player, name, NOTYPE); match_everything(MAT_EXIT_PARENTS); mat = noisy_match_result(); if (mat != NOTHING && !Affects(player, mat)) { notify_quiet(player, "Permission denied."); return NOTHING; } else { return (mat); } } dbref match_examinable(player, name) dbref player; const char *name; { dbref mat; init_match(player, name, NOTYPE); match_everything(MAT_EXIT_PARENTS); mat = noisy_match_result(); if (mat != NOTHING && !Examinable(player, mat)) { notify_quiet(player, "Permission denied."); return NOTHING; } else { return (mat); } } void do_name(player, cause, key, name, newname) dbref player, cause; int key; const char *name, *newname; { dbref thing; char *buff; if ((thing = match_controlled(player, name)) == NOTHING) return; /* check for bad name */ if (*newname == '\0') { notify_quiet(player, "Give it what new name?"); return; } /* check for renaming a player */ if (isPlayer(thing)) { buff = trim_spaces((char *) newname); if (!ok_player_name(buff) || !badname_check(buff)) { notify_quiet(player, "You can't use that name."); free_lbuf(buff); return; } else if (string_compare(buff, Name(thing)) && (lookup_player(NOTHING, buff, 0) != NOTHING)) { /* string_compare allows changing foo to Foo, etc. */ notify_quiet(player, "That name is already in use."); free_lbuf(buff); return; } /* everything ok, notify */ STARTLOG(LOG_SECURITY, "SEC", "CNAME") log_name(thing), log_text((char *) " renamed to "); log_text(buff); ENDLOG if (Suspect(thing)) { raw_broadcast(WIZARD, "[Suspect] %s renamed to %s", Name(thing), buff); } delete_player_name(thing, Name(thing)); s_Name(thing, buff); add_player_name(thing, Name(thing)); if (!Quiet(player) && !Quiet(thing)) notify_quiet(player, "Name set."); free_lbuf(buff); return; } else { if (!ok_name(newname)) { notify_quiet(player, "That is not a reasonable name."); return; } /* everything ok, change the name */ s_Name(thing, newname); if (!Quiet(player) && !Quiet(thing)) notify_quiet(player, "Name set."); } } /* --------------------------------------------------------------------------- * do_alias: Make an alias for a player or object. */ void do_alias(player, cause, key, name, alias) dbref player, cause; int key; char *name, *alias; { dbref thing, aowner; int aflags; ATTR *ap; char *oldalias, *trimalias; if ((thing = match_controlled(player, name)) == NOTHING) return; /* check for renaming a player */ ap = atr_num(A_ALIAS); if (isPlayer(thing)) { /* Fetch the old alias */ oldalias = atr_pget(thing, A_ALIAS, &aowner, &aflags); trimalias = trim_spaces(alias); if (!Controls(player, thing)) { /* Make sure we have rights to do it. We can't do * the normal Set_attr check because ALIAS is only * writable by GOD and we want to keep people from * doing &ALIAS and bypassing the player name checks. */ notify_quiet(player, "Permission denied."); } else if (!*trimalias) { /* New alias is null, just clear it */ delete_player_name(thing, oldalias); atr_clr(thing, A_ALIAS); if (!Quiet(player)) notify_quiet(player, "Alias removed."); } else if (lookup_player(NOTHING, trimalias, 0) != NOTHING) { /* Make sure new alias isn't already in use */ notify_quiet(player, "That name is already in use."); } else if (!ok_player_name(trimalias) || !badname_check(trimalias)) { /* Make sure this is a valid player name. */ notify_quiet(player, "You can't use that name."); } else { /* Remove the old name and add the new name */ delete_player_name(thing, oldalias); atr_add(thing, A_ALIAS, trimalias, Owner(player), aflags); if (add_player_name(thing, trimalias)) { if (!Quiet(player)) notify_quiet(player, "Alias set."); } else { notify_quiet(player, "Error setting alias."); } } free_lbuf(trimalias); free_lbuf(oldalias); } else { atr_pget_info(thing, A_ALIAS, &aowner, &aflags); /* Make sure we have rights to do it */ if (!Set_attr(player, thing, ap, aflags)) { notify_quiet(player, "Permission denied."); } else { atr_add(thing, A_ALIAS, alias, Owner(player), aflags); if (!Quiet(player)) notify_quiet(player, "Set."); } } } /* --------------------------------------------------------------------------- * do_lock: Set a lock on an object or attribute. */ void do_lock(player, cause, key, name, keytext) dbref player, cause; int key; char *name, *keytext; { dbref thing, aowner; int atr, aflags; ATTR *ap; struct boolexp *okey; if (parse_attrib(player, name, &thing, &atr)) { if (atr != NOTHING) { if (!atr_get_info(thing, atr, &aowner, &aflags)) { notify_quiet(player, "Attribute not present on object."); return; } ap = atr_num(atr); /* You may lock an attribute if: * you could write the attribute if it were stored on * yourself * --and-- * you own the attribute or are a wizard as long as * you are not #1 and are trying to do something to #1. */ if (ap && (God(player) || (!God(thing) && Set_attr(player, player, ap, 0) && (Wizard(player) || (aowner == Owner(player)))))) { aflags |= AF_LOCK; atr_set_flags(thing, atr, aflags); if (!Quiet(player) && !Quiet(thing)) notify_quiet(player, "Attribute locked."); } else { notify_quiet(player, "Permission denied."); } return; } } init_match(player, name, NOTYPE); match_everything(MAT_EXIT_PARENTS); thing = match_result(); switch (thing) { case NOTHING: notify_quiet(player, "I don't see what you want to lock!"); return; case AMBIGUOUS: notify_quiet(player, "I don't know which one you want to lock!"); return; default: if (!controls(player, thing)) { notify_quiet(player, "You can't lock that!"); return; } } okey = parse_boolexp(player, keytext, 0); if (okey == TRUE_BOOLEXP) { notify_quiet(player, "I don't understand that key."); } else { /* everything ok, do it */ if (!key) key = A_LOCK; atr_add_raw(thing, key, unparse_boolexp_quiet(player, okey)); if (!Quiet(player) && !Quiet(thing)) notify_quiet(player, "Locked."); } free_boolexp(okey); } /* --------------------------------------------------------------------------- * Remove a lock from an object of attribute. */ void do_unlock(player, cause, key, name) dbref player, cause; int key; char *name; { dbref thing, aowner; int atr, aflags; ATTR *ap; if (parse_attrib(player, name, &thing, &atr)) { if (atr != NOTHING) { if (!atr_get_info(thing, atr, &aowner, &aflags)) { notify_quiet(player, "Attribute not present on object."); return; } ap = atr_num(atr); /* You may unlock an attribute if: * you could write the attribute if it were stored on * yourself * --and-- * you own the attribute or are a wizard as long as * you are not #1 and are trying to do something to #1. */ if (ap && (God(player) || (!God(thing) && Set_attr(player, player, ap, 0) && (Wizard(player) || (aowner == Owner(player)))))) { aflags &= ~AF_LOCK; atr_set_flags(thing, atr, aflags); if (Owner(player != Owner(thing))) if (!Quiet(player) && !Quiet(thing)) notify_quiet(player, "Attribute unlocked."); } else { notify_quiet(player, "Permission denied."); } return; } } if (!key) key = A_LOCK; if ((thing = match_controlled(player, name)) != NOTHING) { atr_clr(thing, key); if (!Quiet(player) && !Quiet(thing)) notify_quiet(player, "Unlocked."); } } /* --------------------------------------------------------------------------- * do_unlink: Unlink an exit from its destination or remove a dropto. */ void do_unlink(player, cause, key, name) dbref player, cause; int key; char *name; { dbref exit; init_match(player, name, TYPE_EXIT); match_everything(0); exit = match_result(); switch (exit) { case NOTHING: notify_quiet(player, "Unlink what?"); break; case AMBIGUOUS: notify_quiet(player, "I don't know which one you mean!"); break; default: if (!controls(player, exit)) { notify_quiet(player, "Permission denied."); } else { switch (Typeof(exit)) { case TYPE_EXIT: s_Location(exit, NOTHING); if (!Quiet(player)) notify_quiet(player, "Unlinked."); break; case TYPE_ROOM: s_Dropto(exit, NOTHING); if (!Quiet(player)) notify_quiet(player, "Dropto removed."); break; default: notify_quiet(player, "You can't unlink that!"); break; } } } } /* --------------------------------------------------------------------------- * do_chown: Change ownership of an object or attribute. */ void do_chown(player, cause, key, name, newown) dbref player, cause; int key; char *name, *newown; { dbref thing, owner, aowner; int atr, aflags, do_it = 0, cost = 1, quota = 1; ATTR *ap; if (parse_attrib(player, name, &thing, &atr)) { if (atr != NOTHING) { if (!*newown) { owner = Owner(thing); } else if (!(string_compare(newown, "me"))) { owner = Owner(player); } else { owner = lookup_player(player, newown, 1); } /* You may chown an attr to yourself if you own the * object and the attr is not locked. * You may chown an attr to the owner of the object if * you own the attribute. * To do anything else you must be a wizard. * Only #1 can chown attributes on #1. */ if (!atr_get_info(thing, atr, &aowner, &aflags)) { notify_quiet(player, "Attribute not present on object."); return; } if (owner == NOTHING) { notify_quiet(player, "I couldn't find that player."); } else if (God(thing) && !God(player)) { notify_quiet(player, "Permission denied."); } else if (Wizard(player)) { do_it = 1; } else if (owner == Owner(player)) { /* chown to me: only if I own the obj and * !locked */ if (!Controls(player, thing) || (aflags & AF_LOCK)) { notify_quiet(player, "Permission denied."); } else { do_it = 1; } } else if (owner == Owner(thing)) { /* chown to obj owner: only if I own attr * and !locked */ if ((Owner(player) != aowner) || (aflags & AF_LOCK)) { notify_quiet(player, "Permission denied."); } else { do_it = 1; } } else { notify_quiet(player, "Permission denied."); } if (!do_it) return; ap = atr_num(atr); if (!ap || !Set_attr(player, player, ap, aflags)) { notify_quiet(player, "Permission denied."); return; } atr_set_owner(thing, atr, owner); if (!Quiet(player)) notify_quiet(player, "Attribute owner changed."); return; } } init_match(player, name, TYPE_THING); match_possession(); match_here(); match_exit(); match_me(); if (Wizard(player)) { match_player(); match_absolute(); } switch (thing = match_result()) { case NOTHING: notify_quiet(player, "You don't have that!"); return; case AMBIGUOUS: notify_quiet(player, "I don't know which you mean!"); return; } if (!*newown || !(string_compare(newown, "me"))) { owner = Owner(player); } else { owner = lookup_player(player, newown, 1); } switch (Typeof(thing)) { case TYPE_ROOM: cost = mudconf.digcost; quota = mudconf.room_quota; break; case TYPE_THING: cost = OBJECT_DEPOSIT(Pennies(thing)); quota = mudconf.thing_quota; break; case TYPE_EXIT: cost = mudconf.opencost; quota = mudconf.exit_quota; break; case TYPE_PLAYER: cost = mudconf.robotcost; quota = mudconf.player_quota; } if (owner == NOTHING) { notify_quiet(player, "I couldn't find that player."); } else if (isPlayer(thing) && !God(player)) { notify_quiet(player, "Players always own themselves."); } else if (((!controls(player, thing) && !Chown_ok(thing)) || (isThing(thing) && (Location(thing) != player) && !Wizard(player))) || (!controls(player, owner))) { notify_quiet(player, "Permission denied."); } else if (canpayfees(player, owner, cost, quota, Typeof(thing))) { payfees(owner, cost, quota, Typeof(thing)); payfees(Owner(thing), -cost, -quota, Typeof(thing)); if (God(player)) { s_Owner(thing, owner); } else { s_Owner(thing, Owner(owner)); } atr_chown(thing); s_Flags(thing, (Flags(thing) & ~(CHOWN_OK | INHERIT)) | HALT); halt_que(NOTHING, thing); if (!Quiet(player)) notify_quiet(player, "Owner changed."); } } /* --------------------------------------------------------------------------- * do_set: Set flags or attributes on objects, or flags on attributes. */ static void set_attr_internal(player, thing, attrnum, attrtext, key) dbref player, thing; int attrnum, key; char *attrtext; { dbref aowner; int aflags, could_hear; ATTR *attr; attr = atr_num(attrnum); atr_pget_info(thing, attrnum, &aowner, &aflags); if (attr && Set_attr(player, thing, attr, aflags)) { if ((attr->check != NULL) && (!(*attr->check) (0, player, thing, attrnum, attrtext))) return; could_hear = Hearer(thing); atr_add(thing, attrnum, attrtext, Owner(player), aflags); handle_ears(thing, could_hear, Hearer(thing)); if (!(key & SET_QUIET) && !Quiet(player) && !Quiet(thing)) notify_quiet(player, "Set."); } else { notify_quiet(player, "Permission denied."); } } void do_set(player, cause, key, name, flag) dbref player, cause; int key; char *name, *flag; { dbref thing, thing2, aowner; char *p, *buff; int atr, atr2, aflags, clear, flagvalue, could_hear; ATTR *attr, *attr2; /* See if we have the <obj>/<attr> form, which is how you set attribute * flags. */ if (parse_attrib(player, name, &thing, &atr)) { if (atr != NOTHING) { /* You must specify a flag name */ if (!flag || !*flag) { notify_quiet(player, "I don't know what you want to set!"); return; } /* Check for clearing */ clear = 0; if (*flag == NOT_TOKEN) { flag++; clear = 1; } /* Make sure player specified a valid attribute flag */ flagvalue = search_nametab(player, indiv_attraccess_nametab, flag); if (flagvalue == -1) { notify_quiet(player, "You can't set that!"); return; } /* Make sure the object has the attribute present */ if (!atr_get_info(thing, atr, &aowner, &aflags)) { notify_quiet(player, "Attribute not present on object."); return; } /* Make sure we can write to the attribute */ attr = atr_num(atr); if (!attr || !Set_attr(player, thing, attr, aflags)) { notify_quiet(player, "Permission denied."); return; } /* Go do it */ if (clear) aflags &= ~flagvalue; else aflags |= flagvalue; could_hear = Hearer(thing); atr_set_flags(thing, atr, aflags); /* Tell the player about it. */ handle_ears(thing, could_hear, Hearer(thing)); if (!(key & SET_QUIET) && !Quiet(player) && !Quiet(thing)) { if (clear) notify_quiet(player, "Cleared."); else notify_quiet(player, "Set."); } return; } } /* find thing */ if ((thing = match_controlled(player, name)) == NOTHING) return; /* check for attribute set first */ for (p = flag; *p && (*p != ':'); p++); if (*p) { *p++ = 0; atr = mkattr(flag); if (atr <= 0) { notify_quiet(player, "Couldn't create attribute."); return; } attr = atr_num(atr); if (!attr) { notify_quiet(player, "Permission denied."); return; } atr_get_info(thing, atr, &aowner, &aflags); if (!Set_attr(player, thing, attr, aflags)) { notify_quiet(player, "Permission denied."); return; } buff = alloc_lbuf("do_set"); /* check for _ */ if (*p == '_') { strcpy(buff, p + 1); if (!parse_attrib(player, p + 1, &thing2, &atr2) || (atr2 == NOTHING)) { notify_quiet(player, "No match."); free_lbuf(buff); return; } attr2 = atr_num(atr2); p = buff; atr_pget_str(buff, thing2, atr2, &aowner, &aflags); if (!attr2 || !See_attr(player, thing2, attr2, aowner, aflags)) { notify_quiet(player, "Permission denied."); free_lbuf(buff); return; } } /* Go set it */ set_attr_internal(player, thing, atr, p, key); free_lbuf(buff); return; } /* Set or clear a flag */ flag_set(thing, player, flag, key); } void do_setattr(player, cause, attrnum, name, attrtext) dbref player, cause; int attrnum; char *name, *attrtext; { dbref thing; init_match(player, name, NOTYPE); match_everything(MAT_EXIT_PARENTS); thing = noisy_match_result(); if (thing == NOTHING) return; set_attr_internal(player, thing, attrnum, attrtext, 0); } void do_mvattr(player, cause, key, what, args, nargs) dbref player, cause; int key, nargs; char *what, *args[]; { dbref thing, aowner, axowner; ATTR *in_attr, *out_attr; int i, anum, in_anum, aflags, axflags, no_delete; char *astr; /* Make sure we have something to do. */ if (nargs < 2) { notify_quiet(player, "Nothing to do."); return; } /* FInd and make sure we control the target object. */ thing = match_controlled(player, what); if (thing == NOTHING) return; /* Look up the source attribute. If it either doesn't exist or isn't * readable, use an empty string. */ in_anum = -1; astr = alloc_lbuf("do_mvattr"); in_attr = atr_str(args[0]); if (in_attr == NULL) { *astr = '\0'; } else { atr_get_str(astr, thing, in_attr->number, &aowner, &aflags); if (!See_attr(player, thing, in_attr, aowner, aflags)) { *astr = '\0'; } else { in_anum = in_attr->number; } } /* Copy the attribute to each target in turn. */ no_delete = 0; for (i = 1; i < nargs; i++) { anum = mkattr(args[i]); if (anum <= 0) { notify_quiet(player, tprintf("%s: That's not a good name for an attribute.", args[i])); continue; } out_attr = atr_num(anum); if (!out_attr) { notify_quiet(player, tprintf("%s: Permission denied.", args[i])); } else if (out_attr->number == in_anum) { no_delete = 1; } else { atr_get_info(thing, out_attr->number, &axowner, &axflags); if (!Set_attr(player, thing, out_attr, axflags)) { notify_quiet(player, tprintf("%s: Permission denied.", args[i])); } else { atr_add(thing, out_attr->number, astr, Owner(player), aflags); if (!Quiet(player)) notify_quiet(player, tprintf("%s: Set.", out_attr->name)); } } } /* Remove the source attribute if we can. */ if ((in_anum > 0) && !no_delete) { in_attr = atr_num(in_anum); if (in_attr && Set_attr(player, thing, in_attr, aflags)) { atr_clr(thing, in_attr->number); if (!Quiet(player)) notify_quiet(player, tprintf("%s: Cleared.", in_attr->name)); } else { notify_quiet(player, tprintf("%s: Could not remove old attribute. Permission denied.", in_attr->name)); } } free_lbuf(astr); } /* --------------------------------------------------------------------------- * parse_attrib, parse_attrib_wild: parse <obj>/<attr> tokens. */ int parse_attrib(player, str, thing, atr) dbref player, *thing; int *atr; char *str; { ATTR *attr; char *buff; dbref aowner; int aflags; if (!str) return 0; /* Break apart string into obj and attr. Return on failure */ buff = alloc_lbuf("parse_attrib"); strcpy(buff, str); if (!parse_thing_slash(player, buff, &str, thing)) { free_lbuf(buff); return 0; } /* Get the named attribute from the object if we can */ attr = atr_str(str); free_lbuf(buff); if (!attr) { *atr = NOTHING; } else { atr_pget_info(*thing, attr->number, &aowner, &aflags); if (!See_attr(player, *thing, attr, aowner, aflags)) { *atr = NOTHING; } else { *atr = attr->number; } } return 1; } static void find_wild_attrs(player, thing, str, check_exclude, hash_insert, get_locks) dbref player, thing; char *str; int check_exclude, hash_insert, get_locks; { ATTR *attr; char *as; dbref aowner; int ca, ok, aflags; /* Walk the attribute list of the object */ atr_push(); for (ca = atr_head(thing, &as); ca; ca = atr_next(&as)) { attr = atr_num(ca); /* Discard bad attributes and ones we've seen before. */ if (!attr) continue; if (check_exclude && ((attr->flags & AF_PRIVATE) || nhashfind(ca, &mudstate.parent_htab))) continue; /* If we aren't the top level remember this attr so we exclude * it in any parents. */ atr_get_info(thing, ca, &aowner, &aflags); if (check_exclude && (aflags & AF_PRIVATE)) continue; if (get_locks) ok = Read_attr(player, thing, attr, aowner, aflags); else ok = See_attr(player, thing, attr, aowner, aflags); if (ok && quick_wild(str, (char *) attr->name)) { olist_add(ca); if (hash_insert) { nhashadd(ca, (int *) attr, &mudstate.parent_htab); } } } atr_pop(); } int parse_attrib_wild(player, str, thing, check_parents, get_locks, df_star) dbref player, *thing; char *str; int check_parents, get_locks, df_star; { char *buff; dbref parent; int check_exclude, hash_insert, lev; olist_init(); if (!str) return 0; buff = alloc_lbuf("parse_attrib_wild"); strcpy(buff, str); /* Separate name and attr portions at the first / */ if (!parse_thing_slash(player, buff, &str, thing)) { /* Not in obj/attr format, return if not defaulting to * */ if (!df_star) { free_lbuf(buff); return 0; } /* Look for the object, return failure if not found */ init_match(player, buff, NOTYPE); match_everything(MAT_EXIT_PARENTS); *thing = match_result(); if (!Good_obj(*thing)) { free_lbuf(buff); return 0; } str = (char *) "*"; } /* Check the object (and optionally all parents) for attributes */ if (check_parents) { check_exclude = 0; hash_insert = check_parents; nhashflush(&mudstate.parent_htab, 0); ITER_PARENTS(*thing, parent, lev) { if (!Good_obj(Parent(parent))) hash_insert = 0; find_wild_attrs(player, parent, str, check_exclude, hash_insert, get_locks); check_exclude = 1; } } else { find_wild_attrs(player, *thing, str, 0, 0, get_locks); } free_lbuf(buff); return 1; } /* --------------------------------------------------------------------------- * edit_string, do_edit: Modify attributes. */ void edit_string(src, dst, from, to) char *src, **dst, *from, *to; { char *cp; /* Do the substitution. Idea for prefix/suffix from R'nice@TinyTIM */ if (!strcmp(from, "^")) { /* Prepend 'to' to string */ *dst = alloc_lbuf("edit_string.^"); cp = *dst; safe_str(to, *dst, &cp); safe_str(src, *dst, &cp); } else if (!strcmp(from, "$")) { /* Append 'to' to string */ *dst = alloc_lbuf("edit_string.$"); cp = *dst; safe_str(src, *dst, &cp); safe_str(to, *dst, &cp); } else { /* replace all occurances of 'from' with 'to'. Handle the * special cases of from = \$ and \^. */ if (((from[0] == '\\') || (from[0] == '%')) && ((from[1] == '$') || (from[1] == '^')) && (from[2] == '\0')) from++; *dst = replace_string(from, to, src); } } void do_edit(player, cause, key, it, args, nargs) dbref player, cause; int key, nargs; char *it, *args[]; { dbref thing, aowner; int attr, got_one, aflags, doit; char *from, *to, *result, *atext; ATTR *ap; /* Make sure we have something to do. */ if ((nargs < 1) || !*args[0]) { notify_quiet(player, "Nothing to do."); return; } from = args[0]; to = (nargs >= 2) ? args[1] : (char *) ""; /* Look for the object and get the attribute (possibly wildcarded) */ if (!it || !*it || !parse_attrib_wild(player, it, &thing, 0, 0, 0)) { notify_quiet(player, "No match."); return; } /* Iterate through matching attributes, performing edit */ got_one = 0; atext = alloc_lbuf("do_edit.atext"); for (attr = olist_first(); attr != NOTHING; attr = olist_next()) { ap = atr_num(attr); if (ap) { /* Get the attr and make sure we can modify it. */ atr_get_str(atext, thing, ap->number, &aowner, &aflags); if (Set_attr(player, thing, ap, aflags)) { /* Do the edit and save the result */ got_one = 1; edit_string(atext, &result, from, to); if (ap->check != NULL) { doit = (*ap->check) (0, player, thing, ap->number, result); } else { doit = 1; } if (doit) { atr_add(thing, ap->number, result, Owner(player), aflags); if (!Quiet(player)) notify_quiet(player, tprintf("Set - %s: %s", ap->name, result)); } free_lbuf(result); } else { /* No rights to change the attr */ notify_quiet(player, tprintf("%s: Permission denied.", ap->name)); } } } /* Clean up */ free_lbuf(atext); olist_init(); if (!got_one) { notify_quiet(player, "No matching attributes."); } } void do_wipe(player, cause, key, it) dbref player, cause; int key; char *it; { dbref thing, aowner; int attr, got_one, aflags; ATTR *ap; char *atext; if (!it || !*it || !parse_attrib_wild(player, it, &thing, 0, 0, 1)) { notify_quiet(player, "No match."); return; } /* Iterate through matching attributes, zapping the writable ones */ got_one = 0; atext = alloc_lbuf("do_wipe.atext"); for (attr = olist_first(); attr != NOTHING; attr = olist_next()) { ap = atr_num(attr); if (ap) { /* Get the attr and make sure we can modify it. */ atr_get_str(atext, thing, ap->number, &aowner, &aflags); if (Set_attr(player, thing, ap, aflags)) { atr_clr(thing, ap->number); got_one = 1; } } } /* Clean up */ free_lbuf(atext); olist_init(); if (!got_one) { notify_quiet(player, "No matching attributes."); } else { if (!Quiet(player)) notify_quiet(player, "Wiped."); } } void do_trigger(player, cause, key, object, argv, nargs) dbref player, cause; int key, nargs; char *object, *argv[]; { dbref thing; int attrib; if (!parse_attrib(player, object, &thing, &attrib) || (attrib == NOTHING)) { notify_quiet(player, "No match."); return; } if (!controls(player, thing)) { notify_quiet(player, "Permission denied."); return; } did_it(player, thing, 0, NULL, 0, NULL, attrib, argv, nargs); if (!(key & TRIG_QUIET) && !Quiet(player)) notify_quiet(player, "Triggered."); } void do_use(player, cause, key, object) dbref player, cause; int key; char *object; { char *df_use, *df_ouse, *temp; dbref thing, aowner; int aflags, doit; init_match(player, object, NOTYPE); match_neighbor(); match_possession(); if (Wizard(player)) { match_absolute(); match_player(); } match_me(); match_here(); thing = noisy_match_result(); if (thing == NOTHING) return; /* Make sure player can use it */ if (!could_doit(player, thing, A_LUSE)) { did_it(player, thing, A_UFAIL, "You can't figure out how to use that.", A_OUFAIL, NULL, A_AUFAIL, (char **) NULL, 0); return; } temp = alloc_lbuf("do_use"); doit = 0; if (*atr_pget_str(temp, thing, A_USE, &aowner, &aflags)) doit = 1; else if (*atr_pget_str(temp, thing, A_OUSE, &aowner, &aflags)) doit = 1; else if (*atr_pget_str(temp, thing, A_AUSE, &aowner, &aflags)) doit = 1; free_lbuf(temp); if (doit) { df_use = alloc_lbuf("do_use.use"); df_ouse = alloc_lbuf("do_use.ouse"); sprintf(df_use, "You use %s", Name(thing)); sprintf(df_ouse, "uses %s", Name(thing)); did_it(player, thing, A_USE, df_use, A_OUSE, df_ouse, A_AUSE, (char **) NULL, 0); free_lbuf(df_use); free_lbuf(df_ouse); } else { notify_quiet(player, "You can't figure out how to use that."); } } /* --------------------------------------------------------------------------- * do_setvattr: Set a user-named (or possibly a predefined) attribute. */ void do_setvattr(player, cause, key, arg1, arg2) dbref player, cause; int key; char *arg1, *arg2; { char *s; int anum; arg1++; /* skip the '&' */ for (s = arg1; *s && !isspace(*s); s++); /* take to the space */ if (*s) *s++ = '\0'; /* split it */ anum = mkattr(arg1); /* Get or make attribute */ if (anum <= 0) { notify_quiet(player, "That's not a good name for an attribute."); return; } do_setattr(player, cause, anum, s, arg2); }