/* ************************************************************************ * File: interpreter.c Part of CircleMUD * * Usage: parse user commands, search for specials, call ACMD functions * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #define __INTERPRETER_C__ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "comm.h" #include "interpreter.h" #include "db.h" #include "utils.h" #include "spells.h" #include "handler.h" #include "mail.h" #include "screen.h" /* external variables */ extern room_rnum r_mortal_start_room; extern room_rnum r_immort_start_room; extern room_rnum r_frozen_start_room; extern const char *class_menu; extern char *motd; extern char *imotd; extern char *background; extern char *MENU; extern char *WELC_MESSG; extern char *START_MESSG; extern struct player_index_element *player_table; extern int top_of_p_table; extern int circle_restrict; extern int no_specials; extern int max_bad_pws; /* external functions */ void echo_on(struct descriptor_data *d); void echo_off(struct descriptor_data *d); void do_start(struct char_data *ch); int parse_class(char arg); int special(struct char_data *ch, int cmd, char *arg); int isbanned(char *hostname); int Valid_Name(char *newname); void read_aliases(struct char_data *ch); void delete_aliases(const char *charname); /* local functions */ int perform_dupe_check(struct descriptor_data *d); struct alias_data *find_alias(struct alias_data *alias_list, char *str); void free_alias(struct alias_data *a); void perform_complex_alias(struct txt_q *input_q, char *orig, struct alias_data *a); int perform_alias(struct descriptor_data *d, char *orig, size_t maxlen); int reserved_word(char *argument); int _parse_name(char *arg, char *name); /* prototypes for all do_x functions. */ ACMD(do_action); ACMD(do_advance); ACMD(do_alias); ACMD(do_assist); ACMD(do_at); ACMD(do_backstab); ACMD(do_ban); ACMD(do_bash); ACMD(do_bury); ACMD(do_cast); ACMD(do_color); ACMD(do_commands); ACMD(do_consider); ACMD(do_credits); ACMD(do_date); ACMD(do_dc); ACMD(do_diagnose); ACMD(do_dig); ACMD(do_display); ACMD(do_drain); ACMD(do_drink); ACMD(do_drop); ACMD(do_eat); ACMD(do_echo); ACMD(do_enter); ACMD(do_equipment); ACMD(do_examine); ACMD(do_exit); ACMD(do_exits); ACMD(do_flee); ACMD(do_follow); ACMD(do_force); ACMD(do_gecho); ACMD(do_gen_comm); ACMD(do_gen_door); ACMD(do_gen_ps); ACMD(do_gen_tog); ACMD(do_gen_write); ACMD(do_get); ACMD(do_give); ACMD(do_gold); ACMD(do_goto); ACMD(do_grab); ACMD(do_group); ACMD(do_gsay); ACMD(do_hcontrol); ACMD(do_help); ACMD(do_hide); ACMD(do_hit); ACMD(do_house); ACMD(do_insult); ACMD(do_inventory); ACMD(do_invis); ACMD(do_kick); ACMD(do_kill); ACMD(do_last); ACMD(do_leave); ACMD(do_levels); ACMD(do_load); ACMD(do_look); /* ACMD(do_move); -- interpreter.h */ ACMD(do_not_here); ACMD(do_olc); ACMD(do_order); ACMD(do_page); ACMD(do_poofset); ACMD(do_pour); ACMD(do_practice); ACMD(do_purge); ACMD(do_put); ACMD(do_qcomm); ACMD(do_quit); ACMD(do_reboot); ACMD(do_remove); ACMD(do_reply); ACMD(do_report); ACMD(do_rescue); ACMD(do_rest); ACMD(do_restore); ACMD(do_return); ACMD(do_save); ACMD(do_say); ACMD(do_score); ACMD(do_send); ACMD(do_set); ACMD(do_show); ACMD(do_shutdown); ACMD(do_sit); ACMD(do_skillset); ACMD(do_sleep); ACMD(do_sneak); ACMD(do_snoop); ACMD(do_spec_comm); ACMD(do_split); ACMD(do_stand); ACMD(do_stat); ACMD(do_steal); ACMD(do_switch); ACMD(do_syslog); ACMD(do_teleport); ACMD(do_tell); ACMD(do_time); ACMD(do_title); ACMD(do_toggle); ACMD(do_track); ACMD(do_trans); ACMD(do_unban); ACMD(do_ungroup); ACMD(do_use); ACMD(do_users); ACMD(do_visible); ACMD(do_vnum); ACMD(do_vstat); ACMD(do_wake); ACMD(do_wear); ACMD(do_weather); ACMD(do_where); ACMD(do_who); ACMD(do_wield); ACMD(do_wimpy); ACMD(do_wizlock); ACMD(do_wiznet); ACMD(do_wizutil); ACMD(do_write); ACMD(do_zreset); /* This is the Master Command List(tm). * You can put new commands in, take commands out, change the order * they appear in, etc. You can adjust the "priority" of commands * simply by changing the order they appear in the command list. * (For example, if you want "as" to mean "assist" instead of "ask", * just put "assist" above "ask" in the Master Command List(tm). * * In general, utility commands such as "at" should have high priority; * infrequently used and dangerously destructive commands should have low * priority. */ cpp_extern const struct command_info cmd_info[] = { { "RESERVED", 0, 0, 0, 0 }, /* this must be first -- for specprocs */ /* directions must come before other commands but after RESERVED */ { "north" , POS_STANDING, do_move , 0, SCMD_NORTH }, { "east" , POS_STANDING, do_move , 0, SCMD_EAST }, { "south" , POS_STANDING, do_move , 0, SCMD_SOUTH }, { "west" , POS_STANDING, do_move , 0, SCMD_WEST }, { "up" , POS_STANDING, do_move , 0, SCMD_UP }, { "down" , POS_STANDING, do_move , 0, SCMD_DOWN }, /* now, the main list */ { "at" , POS_DEAD , do_at , LVL_IMMORT, 0 }, { "advance" , POS_DEAD , do_advance , LVL_IMPL, 0 }, { "alias" , POS_DEAD , do_alias , 0, 0 }, { "accuse" , POS_SITTING , do_action , 0, 0 }, { "applaud" , POS_RESTING , do_action , 0, 0 }, { "assist" , POS_FIGHTING, do_assist , 1, 0 }, { "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK }, { "auction" , POS_SLEEPING, do_gen_comm , 0, SCMD_AUCTION }, { "autoexit" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT }, { "bounce" , POS_STANDING, do_action , 0, 0 }, { "backstab" , POS_STANDING, do_backstab , 1, 0 }, { "ban" , POS_DEAD , do_ban , LVL_GRGOD, 0 }, { "balance" , POS_STANDING, do_not_here , 1, 0 }, { "bash" , POS_FIGHTING, do_bash , 1, 0 }, { "beg" , POS_RESTING , do_action , 0, 0 }, { "bleed" , POS_RESTING , do_action , 0, 0 }, { "blush" , POS_RESTING , do_action , 0, 0 }, { "bow" , POS_STANDING, do_action , 0, 0 }, { "brb" , POS_RESTING , do_action , 0, 0 }, { "brief" , POS_DEAD , do_gen_tog , 0, SCMD_BRIEF }, { "burp" , POS_RESTING , do_action , 0, 0 }, { "bury" , POS_STANDING, do_bury , 0, 0 }, { "buy" , POS_STANDING, do_not_here , 0, 0 }, { "bug" , POS_DEAD , do_gen_write, 0, SCMD_BUG }, { "cast" , POS_SITTING , do_cast , 1, 0 }, { "cackle" , POS_RESTING , do_action , 0, 0 }, { "check" , POS_STANDING, do_not_here , 1, 0 }, { "chuckle" , POS_RESTING , do_action , 0, 0 }, { "clap" , POS_RESTING , do_action , 0, 0 }, { "clear" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR }, { "close" , POS_SITTING , do_gen_door , 0, SCMD_CLOSE }, { "cls" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR }, { "consider" , POS_RESTING , do_consider , 0, 0 }, { "color" , POS_DEAD , do_color , 0, 0 }, { "comfort" , POS_RESTING , do_action , 0, 0 }, { "comb" , POS_RESTING , do_action , 0, 0 }, { "commands" , POS_DEAD , do_commands , 0, SCMD_COMMANDS }, { "compact" , POS_DEAD , do_gen_tog , 0, SCMD_COMPACT }, { "cough" , POS_RESTING , do_action , 0, 0 }, { "credits" , POS_DEAD , do_gen_ps , 0, SCMD_CREDITS }, { "cringe" , POS_RESTING , do_action , 0, 0 }, { "cry" , POS_RESTING , do_action , 0, 0 }, { "cuddle" , POS_RESTING , do_action , 0, 0 }, { "curse" , POS_RESTING , do_action , 0, 0 }, { "curtsey" , POS_STANDING, do_action , 0, 0 }, { "dance" , POS_STANDING, do_action , 0, 0 }, { "date" , POS_DEAD , do_date , LVL_IMMORT, SCMD_DATE }, { "daydream" , POS_SLEEPING, do_action , 0, 0 }, { "dc" , POS_DEAD , do_dc , LVL_GOD, 0 }, { "deposit" , POS_STANDING, do_not_here , 1, 0 }, { "diagnose" , POS_RESTING , do_diagnose , 0, 0 }, { "dig" , POS_STANDING, do_dig , 0, 0 }, { "display" , POS_DEAD , do_display , 0, 0 }, { "donate" , POS_RESTING , do_drop , 0, SCMD_DONATE }, { "drain" , POS_STANDING, do_drain , 0, 0 }, { "drink" , POS_RESTING , do_drink , 0, SCMD_DRINK }, { "drop" , POS_RESTING , do_drop , 0, SCMD_DROP }, { "drool" , POS_RESTING , do_action , 0, 0 }, { "eat" , POS_RESTING , do_eat , 0, SCMD_EAT }, { "echo" , POS_SLEEPING, do_echo , LVL_IMMORT, SCMD_ECHO }, { "emote" , POS_RESTING , do_echo , 1, SCMD_EMOTE }, { ":" , POS_RESTING, do_echo , 1, SCMD_EMOTE }, { "embrace" , POS_STANDING, do_action , 0, 0 }, { "enter" , POS_STANDING, do_enter , 0, 0 }, { "equipment", POS_SLEEPING, do_equipment, 0, 0 }, { "exits" , POS_RESTING , do_exits , 0, 0 }, { "examine" , POS_SITTING , do_examine , 0, 0 }, { "force" , POS_SLEEPING, do_force , LVL_GOD, 0 }, { "fart" , POS_RESTING , do_action , 0, 0 }, { "fill" , POS_STANDING, do_pour , 0, SCMD_FILL }, { "flee" , POS_FIGHTING, do_flee , 1, 0 }, { "flip" , POS_STANDING, do_action , 0, 0 }, { "flirt" , POS_RESTING , do_action , 0, 0 }, { "follow" , POS_RESTING , do_follow , 0, 0 }, { "fondle" , POS_RESTING , do_action , 0, 0 }, { "freeze" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_FREEZE }, { "french" , POS_RESTING , do_action , 0, 0 }, { "frown" , POS_RESTING , do_action , 0, 0 }, { "fume" , POS_RESTING , do_action , 0, 0 }, { "get" , POS_RESTING , do_get , 0, 0 }, { "gasp" , POS_RESTING , do_action , 0, 0 }, { "gecho" , POS_DEAD , do_gecho , LVL_GOD, 0 }, { "give" , POS_RESTING , do_give , 0, 0 }, { "giggle" , POS_RESTING , do_action , 0, 0 }, { "glare" , POS_RESTING , do_action , 0, 0 }, { "goto" , POS_SLEEPING, do_goto , LVL_IMMORT, 0 }, { "gold" , POS_RESTING , do_gold , 0, 0 }, { "gossip" , POS_SLEEPING, do_gen_comm , 0, SCMD_GOSSIP }, { "group" , POS_RESTING , do_group , 1, 0 }, { "grab" , POS_RESTING , do_grab , 0, 0 }, { "grats" , POS_SLEEPING, do_gen_comm , 0, SCMD_GRATZ }, { "greet" , POS_RESTING , do_action , 0, 0 }, { "grin" , POS_RESTING , do_action , 0, 0 }, { "groan" , POS_RESTING , do_action , 0, 0 }, { "grope" , POS_RESTING , do_action , 0, 0 }, { "grovel" , POS_RESTING , do_action , 0, 0 }, { "growl" , POS_RESTING , do_action , 0, 0 }, { "gsay" , POS_SLEEPING, do_gsay , 0, 0 }, { "gtell" , POS_SLEEPING, do_gsay , 0, 0 }, { "help" , POS_DEAD , do_help , 0, 0 }, { "handbook" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_HANDBOOK }, { "hcontrol" , POS_DEAD , do_hcontrol , LVL_GRGOD, 0 }, { "hiccup" , POS_RESTING , do_action , 0, 0 }, { "hide" , POS_RESTING , do_hide , 1, 0 }, { "hit" , POS_FIGHTING, do_hit , 0, SCMD_HIT }, { "hold" , POS_RESTING , do_grab , 1, 0 }, { "holler" , POS_RESTING , do_gen_comm , 1, SCMD_HOLLER }, { "holylight", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT }, { "hop" , POS_RESTING , do_action , 0, 0 }, { "house" , POS_RESTING , do_house , 0, 0 }, { "hug" , POS_RESTING , do_action , 0, 0 }, { "inventory", POS_DEAD , do_inventory, 0, 0 }, { "idea" , POS_DEAD , do_gen_write, 0, SCMD_IDEA }, { "imotd" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD }, { "immlist" , POS_DEAD , do_gen_ps , 0, SCMD_IMMLIST }, { "info" , POS_SLEEPING, do_gen_ps , 0, SCMD_INFO }, { "insult" , POS_RESTING , do_insult , 0, 0 }, { "invis" , POS_DEAD , do_invis , LVL_IMMORT, 0 }, { "junk" , POS_RESTING , do_drop , 0, SCMD_JUNK }, { "kill" , POS_FIGHTING, do_kill , 0, 0 }, { "kick" , POS_FIGHTING, do_kick , 1, 0 }, { "kiss" , POS_RESTING , do_action , 0, 0 }, { "look" , POS_RESTING , do_look , 0, SCMD_LOOK }, { "laugh" , POS_RESTING , do_action , 0, 0 }, { "last" , POS_DEAD , do_last , LVL_GOD, 0 }, { "leave" , POS_STANDING, do_leave , 0, 0 }, { "levels" , POS_DEAD , do_levels , 0, 0 }, { "list" , POS_STANDING, do_not_here , 0, 0 }, { "lick" , POS_RESTING , do_action , 0, 0 }, { "lock" , POS_SITTING , do_gen_door , 0, SCMD_LOCK }, { "load" , POS_DEAD , do_load , LVL_GOD, 0 }, { "love" , POS_RESTING , do_action , 0, 0 }, { "moan" , POS_RESTING , do_action , 0, 0 }, { "motd" , POS_DEAD , do_gen_ps , 0, SCMD_MOTD }, { "mail" , POS_STANDING, do_not_here , 1, 0 }, { "massage" , POS_RESTING , do_action , 0, 0 }, { "mute" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_SQUELCH }, { "murder" , POS_FIGHTING, do_hit , 0, SCMD_MURDER }, { "news" , POS_SLEEPING, do_gen_ps , 0, SCMD_NEWS }, { "nibble" , POS_RESTING , do_action , 0, 0 }, { "nod" , POS_RESTING , do_action , 0, 0 }, { "noauction", POS_DEAD , do_gen_tog , 0, SCMD_NOAUCTION }, { "nogossip" , POS_DEAD , do_gen_tog , 0, SCMD_NOGOSSIP }, { "nograts" , POS_DEAD , do_gen_tog , 0, SCMD_NOGRATZ }, { "nohassle" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOHASSLE }, { "norepeat" , POS_DEAD , do_gen_tog , 0, SCMD_NOREPEAT }, { "noshout" , POS_SLEEPING, do_gen_tog , 1, SCMD_DEAF }, { "nosummon" , POS_DEAD , do_gen_tog , 1, SCMD_NOSUMMON }, { "notell" , POS_DEAD , do_gen_tog , 1, SCMD_NOTELL }, { "notitle" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_NOTITLE }, { "nowiz" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOWIZ }, { "nudge" , POS_RESTING , do_action , 0, 0 }, { "nuzzle" , POS_RESTING , do_action , 0, 0 }, { "olc" , POS_DEAD , do_olc , LVL_IMPL, 0 }, { "order" , POS_RESTING , do_order , 1, 0 }, { "offer" , POS_STANDING, do_not_here , 1, 0 }, { "open" , POS_SITTING , do_gen_door , 0, SCMD_OPEN }, { "put" , POS_RESTING , do_put , 0, 0 }, { "pat" , POS_RESTING , do_action , 0, 0 }, { "page" , POS_DEAD , do_page , LVL_GOD, 0 }, { "pardon" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_PARDON }, { "peer" , POS_RESTING , do_action , 0, 0 }, { "pick" , POS_STANDING, do_gen_door , 1, SCMD_PICK }, { "point" , POS_RESTING , do_action , 0, 0 }, { "poke" , POS_RESTING , do_action , 0, 0 }, { "policy" , POS_DEAD , do_gen_ps , 0, SCMD_POLICIES }, { "ponder" , POS_RESTING , do_action , 0, 0 }, { "poofin" , POS_DEAD , do_poofset , LVL_IMMORT, SCMD_POOFIN }, { "poofout" , POS_DEAD , do_poofset , LVL_IMMORT, SCMD_POOFOUT }, { "pour" , POS_STANDING, do_pour , 0, SCMD_POUR }, { "pout" , POS_RESTING , do_action , 0, 0 }, { "prompt" , POS_DEAD , do_display , 0, 0 }, { "practice" , POS_RESTING , do_practice , 1, 0 }, { "pray" , POS_SITTING , do_action , 0, 0 }, { "puke" , POS_RESTING , do_action , 0, 0 }, { "punch" , POS_RESTING , do_action , 0, 0 }, { "purr" , POS_RESTING , do_action , 0, 0 }, { "purge" , POS_DEAD , do_purge , LVL_GOD, 0 }, { "quaff" , POS_RESTING , do_use , 0, SCMD_QUAFF }, { "qecho" , POS_DEAD , do_qcomm , LVL_IMMORT, SCMD_QECHO }, { "quest" , POS_DEAD , do_gen_tog , 0, SCMD_QUEST }, { "qui" , POS_DEAD , do_quit , 0, 0 }, { "quit" , POS_DEAD , do_quit , 0, SCMD_QUIT }, { "qsay" , POS_RESTING , do_qcomm , 0, SCMD_QSAY }, { "reply" , POS_SLEEPING, do_reply , 0, 0 }, { "rest" , POS_RESTING , do_rest , 0, 0 }, { "read" , POS_RESTING , do_look , 0, SCMD_READ }, { "reload" , POS_DEAD , do_reboot , LVL_IMPL, 0 }, { "recite" , POS_RESTING , do_use , 0, SCMD_RECITE }, { "receive" , POS_STANDING, do_not_here , 1, 0 }, { "remove" , POS_RESTING , do_remove , 0, 0 }, { "rent" , POS_STANDING, do_not_here , 1, 0 }, { "report" , POS_RESTING , do_report , 0, 0 }, { "reroll" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_REROLL }, { "rescue" , POS_FIGHTING, do_rescue , 1, 0 }, { "restore" , POS_DEAD , do_restore , LVL_GOD, 0 }, { "return" , POS_DEAD , do_return , 0, 0 }, { "roll" , POS_RESTING , do_action , 0, 0 }, { "roomflags", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_ROOMFLAGS }, { "ruffle" , POS_STANDING, do_action , 0, 0 }, { "say" , POS_RESTING , do_say , 0, 0 }, { "'" , POS_RESTING , do_say , 0, 0 }, { "save" , POS_SLEEPING, do_save , 0, 0 }, { "score" , POS_DEAD , do_score , 0, 0 }, { "scream" , POS_RESTING , do_action , 0, 0 }, { "sell" , POS_STANDING, do_not_here , 0, 0 }, { "send" , POS_SLEEPING, do_send , LVL_GOD, 0 }, { "set" , POS_DEAD , do_set , LVL_GOD, 0 }, { "shout" , POS_RESTING , do_gen_comm , 0, SCMD_SHOUT }, { "shake" , POS_RESTING , do_action , 0, 0 }, { "shiver" , POS_RESTING , do_action , 0, 0 }, { "show" , POS_DEAD , do_show , LVL_IMMORT, 0 }, { "shrug" , POS_RESTING , do_action , 0, 0 }, { "shutdow" , POS_DEAD , do_shutdown , LVL_IMPL, 0 }, { "shutdown" , POS_DEAD , do_shutdown , LVL_IMPL, SCMD_SHUTDOWN }, { "sigh" , POS_RESTING , do_action , 0, 0 }, { "sing" , POS_RESTING , do_action , 0, 0 }, { "sip" , POS_RESTING , do_drink , 0, SCMD_SIP }, { "sit" , POS_RESTING , do_sit , 0, 0 }, { "skillset" , POS_SLEEPING, do_skillset , LVL_GRGOD, 0 }, { "sleep" , POS_SLEEPING, do_sleep , 0, 0 }, { "slap" , POS_RESTING , do_action , 0, 0 }, { "slowns" , POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_SLOWNS }, { "smile" , POS_RESTING , do_action , 0, 0 }, { "smirk" , POS_RESTING , do_action , 0, 0 }, { "snicker" , POS_RESTING , do_action , 0, 0 }, { "snap" , POS_RESTING , do_action , 0, 0 }, { "snarl" , POS_RESTING , do_action , 0, 0 }, { "sneeze" , POS_RESTING , do_action , 0, 0 }, { "sneak" , POS_STANDING, do_sneak , 1, 0 }, { "sniff" , POS_RESTING , do_action , 0, 0 }, { "snore" , POS_SLEEPING, do_action , 0, 0 }, { "snowball" , POS_STANDING, do_action , LVL_IMMORT, 0 }, { "snoop" , POS_DEAD , do_snoop , LVL_GOD, 0 }, { "snuggle" , POS_RESTING , do_action , 0, 0 }, { "socials" , POS_DEAD , do_commands , 0, SCMD_SOCIALS }, { "split" , POS_SITTING , do_split , 1, 0 }, { "spank" , POS_RESTING , do_action , 0, 0 }, { "spit" , POS_STANDING, do_action , 0, 0 }, { "squeeze" , POS_RESTING , do_action , 0, 0 }, { "stand" , POS_RESTING , do_stand , 0, 0 }, { "stare" , POS_RESTING , do_action , 0, 0 }, { "stat" , POS_DEAD , do_stat , LVL_IMMORT, 0 }, { "steal" , POS_STANDING, do_steal , 1, 0 }, { "steam" , POS_RESTING , do_action , 0, 0 }, { "stroke" , POS_RESTING , do_action , 0, 0 }, { "strut" , POS_STANDING, do_action , 0, 0 }, { "sulk" , POS_RESTING , do_action , 0, 0 }, { "switch" , POS_DEAD , do_switch , LVL_GRGOD, 0 }, { "syslog" , POS_DEAD , do_syslog , LVL_IMMORT, 0 }, { "tell" , POS_DEAD , do_tell , 0, 0 }, { "tackle" , POS_RESTING , do_action , 0, 0 }, { "take" , POS_RESTING , do_get , 0, 0 }, { "tango" , POS_STANDING, do_action , 0, 0 }, { "taunt" , POS_RESTING , do_action , 0, 0 }, { "taste" , POS_RESTING , do_eat , 0, SCMD_TASTE }, { "teleport" , POS_DEAD , do_teleport , LVL_GOD, 0 }, { "thank" , POS_RESTING , do_action , 0, 0 }, { "think" , POS_RESTING , do_action , 0, 0 }, { "thaw" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_THAW }, { "title" , POS_DEAD , do_title , 0, 0 }, { "tickle" , POS_RESTING , do_action , 0, 0 }, { "time" , POS_DEAD , do_time , 0, 0 }, { "toggle" , POS_DEAD , do_toggle , 0, 0 }, { "track" , POS_STANDING, do_track , 0, 0 }, { "trackthru", POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_TRACK }, { "transfer" , POS_SLEEPING, do_trans , LVL_GOD, 0 }, { "twiddle" , POS_RESTING , do_action , 0, 0 }, { "typo" , POS_DEAD , do_gen_write, 0, SCMD_TYPO }, { "unlock" , POS_SITTING , do_gen_door , 0, SCMD_UNLOCK }, { "ungroup" , POS_DEAD , do_ungroup , 0, 0 }, { "unban" , POS_DEAD , do_unban , LVL_GRGOD, 0 }, { "unaffect" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_UNAFFECT }, { "uptime" , POS_DEAD , do_date , LVL_IMMORT, SCMD_UPTIME }, { "use" , POS_SITTING , do_use , 1, SCMD_USE }, { "users" , POS_DEAD , do_users , LVL_IMMORT, 0 }, { "value" , POS_STANDING, do_not_here , 0, 0 }, { "version" , POS_DEAD , do_gen_ps , 0, SCMD_VERSION }, { "visible" , POS_RESTING , do_visible , 1, 0 }, { "vnum" , POS_DEAD , do_vnum , LVL_IMMORT, 0 }, { "vstat" , POS_DEAD , do_vstat , LVL_IMMORT, 0 }, { "wake" , POS_SLEEPING, do_wake , 0, 0 }, { "wave" , POS_RESTING , do_action , 0, 0 }, { "wear" , POS_RESTING , do_wear , 0, 0 }, { "weather" , POS_RESTING , do_weather , 0, 0 }, { "who" , POS_DEAD , do_who , 0, 0 }, { "whoami" , POS_DEAD , do_gen_ps , 0, SCMD_WHOAMI }, { "where" , POS_RESTING , do_where , 1, 0 }, { "whisper" , POS_RESTING , do_spec_comm, 0, SCMD_WHISPER }, { "whine" , POS_RESTING , do_action , 0, 0 }, { "whistle" , POS_RESTING , do_action , 0, 0 }, { "wield" , POS_RESTING , do_wield , 0, 0 }, { "wiggle" , POS_STANDING, do_action , 0, 0 }, { "wimpy" , POS_DEAD , do_wimpy , 0, 0 }, { "wink" , POS_RESTING , do_action , 0, 0 }, { "withdraw" , POS_STANDING, do_not_here , 1, 0 }, { "wiznet" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 }, { ";" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 }, { "wizhelp" , POS_SLEEPING, do_commands , LVL_IMMORT, SCMD_WIZHELP }, { "wizlist" , POS_DEAD , do_gen_ps , 0, SCMD_WIZLIST }, { "wizlock" , POS_DEAD , do_wizlock , LVL_IMPL, 0 }, { "worship" , POS_RESTING , do_action , 0, 0 }, { "write" , POS_STANDING, do_write , 1, 0 }, { "yawn" , POS_RESTING , do_action , 0, 0 }, { "yodel" , POS_RESTING , do_action , 0, 0 }, { "zreset" , POS_DEAD , do_zreset , LVL_GRGOD, 0 }, { "\n", 0, 0, 0, 0 } }; /* this must be last */ const char *fill[] = { "in", "from", "with", "the", "on", "at", "to", "\n" }; const char *reserved[] = { "a", "an", "self", "me", "all", "room", "someone", "something", "\n" }; /* * This is the actual command interpreter called from game_loop() in comm.c * It makes sure you are the proper level and position to execute the command, * then calls the appropriate function. */ void command_interpreter(struct char_data *ch, char *argument) { int cmd, length; char *line; char arg[MAX_INPUT_LENGTH]; REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE); /* just drop to next line for hitting CR */ skip_spaces(&argument); if (!*argument) return; /* * special case to handle one-character, non-alphanumeric commands; * requested by many people so "'hi" or ";godnet test" is possible. * Patch sent by Eric Green and Stefan Wasilewski. */ if (!isalpha(*argument)) { arg[0] = argument[0]; arg[1] = '\0'; line = argument + 1; } else line = any_one_arg(argument, arg); /* otherwise, find the command */ for (length = strlen(arg), cmd = 0; *cmd_info[cmd].command != '\n'; cmd++) if (!strncmp(cmd_info[cmd].command, arg, length)) if (GET_LEVEL(ch) >= cmd_info[cmd].minimum_level) break; if (*cmd_info[cmd].command == '\n') send_to_char(ch, "Huh?!?\r\n"); else if (!IS_NPC(ch) && PLR_FLAGGED(ch, PLR_FROZEN) && GET_LEVEL(ch) < LVL_IMPL) send_to_char(ch, "You try, but the mind-numbing cold prevents you...\r\n"); else if (cmd_info[cmd].command_pointer == NULL) send_to_char(ch, "Sorry, that command hasn't been implemented yet.\r\n"); else if (IS_NPC(ch) && cmd_info[cmd].minimum_level >= LVL_IMMORT) send_to_char(ch, "You can't use immortal commands while switched.\r\n"); else if (GET_POS(ch) < cmd_info[cmd].minimum_position) switch (GET_POS(ch)) { case POS_DEAD: send_to_char(ch, "Lie still; you are DEAD!!! :-(\r\n"); break; case POS_INCAP: case POS_MORTALLYW: send_to_char(ch, "You are in a pretty bad shape, unable to do anything!\r\n"); break; case POS_STUNNED: send_to_char(ch, "All you can do right now is think about the stars!\r\n"); break; case POS_SLEEPING: send_to_char(ch, "In your dreams, or what?\r\n"); break; case POS_RESTING: send_to_char(ch, "Nah... You feel too relaxed to do that..\r\n"); break; case POS_SITTING: send_to_char(ch, "Maybe you should get on your feet first?\r\n"); break; case POS_FIGHTING: send_to_char(ch, "No way! You're fighting for your life!\r\n"); break; } else if (no_specials || !special(ch, cmd, line)) ((*cmd_info[cmd].command_pointer) (ch, line, cmd, cmd_info[cmd].subcmd)); } /************************************************************************** * Routines to handle aliasing * **************************************************************************/ struct alias_data *find_alias(struct alias_data *alias_list, char *str) { while (alias_list != NULL) { if (*str == *alias_list->alias) /* hey, every little bit counts :-) */ if (!strcmp(str, alias_list->alias)) return (alias_list); alias_list = alias_list->next; } return (NULL); } void free_alias(struct alias_data *a) { if (a->alias) free(a->alias); if (a->replacement) free(a->replacement); free(a); } /* The interface to the outside world: do_alias */ ACMD(do_alias) { char arg[MAX_INPUT_LENGTH]; char *repl; struct alias_data *a, *temp; if (IS_NPC(ch)) return; repl = any_one_arg(argument, arg); if (!*arg) { /* no argument specified -- list currently defined aliases */ send_to_char(ch, "Currently defined aliases:\r\n"); if ((a = GET_ALIASES(ch)) == NULL) send_to_char(ch, " None.\r\n"); else { while (a != NULL) { send_to_char(ch, "%-15s %s\r\n", a->alias, a->replacement); a = a->next; } } } else { /* otherwise, add or remove aliases */ /* is this an alias we've already defined? */ if ((a = find_alias(GET_ALIASES(ch), arg)) != NULL) { REMOVE_FROM_LIST(a, GET_ALIASES(ch), next); free_alias(a); } /* if no replacement string is specified, assume we want to delete */ if (!*repl) { if (a == NULL) send_to_char(ch, "No such alias.\r\n"); else send_to_char(ch, "Alias deleted.\r\n"); } else { /* otherwise, either add or redefine an alias */ if (!str_cmp(arg, "alias")) { send_to_char(ch, "You can't alias 'alias'.\r\n"); return; } CREATE(a, struct alias_data, 1); a->alias = strdup(arg); delete_doubledollar(repl); a->replacement = strdup(repl); if (strchr(repl, ALIAS_SEP_CHAR) || strchr(repl, ALIAS_VAR_CHAR)) a->type = ALIAS_COMPLEX; else a->type = ALIAS_SIMPLE; a->next = GET_ALIASES(ch); GET_ALIASES(ch) = a; send_to_char(ch, "Alias added.\r\n"); } } } /* * Valid numeric replacements are only $1 .. $9 (makes parsing a little * easier, and it's not that much of a limitation anyway.) Also valid * is "$*", which stands for the entire original line after the alias. * ";" is used to delimit commands. */ #define NUM_TOKENS 9 void perform_complex_alias(struct txt_q *input_q, char *orig, struct alias_data *a) { struct txt_q temp_queue; char *tokens[NUM_TOKENS], *temp, *write_point; char buf2[MAX_RAW_INPUT_LENGTH], buf[MAX_RAW_INPUT_LENGTH]; /* raw? */ int num_of_tokens = 0, num; /* First, parse the original string */ strcpy(buf2, orig); /* strcpy: OK (orig:MAX_INPUT_LENGTH < buf2:MAX_RAW_INPUT_LENGTH) */ temp = strtok(buf2, " "); while (temp != NULL && num_of_tokens < NUM_TOKENS) { tokens[num_of_tokens++] = temp; temp = strtok(NULL, " "); } /* initialize */ write_point = buf; temp_queue.head = temp_queue.tail = NULL; /* now parse the alias */ for (temp = a->replacement; *temp; temp++) { if (*temp == ALIAS_SEP_CHAR) { *write_point = '\0'; buf[MAX_INPUT_LENGTH - 1] = '\0'; write_to_q(buf, &temp_queue, 1); write_point = buf; } else if (*temp == ALIAS_VAR_CHAR) { temp++; if ((num = *temp - '1') < num_of_tokens && num >= 0) { strcpy(write_point, tokens[num]); /* strcpy: OK */ write_point += strlen(tokens[num]); } else if (*temp == ALIAS_GLOB_CHAR) { strcpy(write_point, orig); /* strcpy: OK */ write_point += strlen(orig); } else if ((*(write_point++) = *temp) == '$') /* redouble $ for act safety */ *(write_point++) = '$'; } else *(write_point++) = *temp; } *write_point = '\0'; buf[MAX_INPUT_LENGTH - 1] = '\0'; write_to_q(buf, &temp_queue, 1); /* push our temp_queue on to the _front_ of the input queue */ if (input_q->head == NULL) *input_q = temp_queue; else { temp_queue.tail->next = input_q->head; input_q->head = temp_queue.head; } } /* * Given a character and a string, perform alias replacement on it. * * Return values: * 0: String was modified in place; call command_interpreter immediately. * 1: String was _not_ modified in place; rather, the expanded aliases * have been placed at the front of the character's input queue. */ int perform_alias(struct descriptor_data *d, char *orig, size_t maxlen) { char first_arg[MAX_INPUT_LENGTH], *ptr; struct alias_data *a, *tmp; /* Mobs don't have alaises. */ if (IS_NPC(d->character)) return (0); /* bail out immediately if the guy doesn't have any aliases */ if ((tmp = GET_ALIASES(d->character)) == NULL) return (0); /* find the alias we're supposed to match */ ptr = any_one_arg(orig, first_arg); /* bail out if it's null */ if (!*first_arg) return (0); /* if the first arg is not an alias, return without doing anything */ if ((a = find_alias(tmp, first_arg)) == NULL) return (0); if (a->type == ALIAS_SIMPLE) { strlcpy(orig, a->replacement, maxlen); return (0); } else { perform_complex_alias(&d->input, ptr, a); return (1); } } /*************************************************************************** * Various other parsing utilities * **************************************************************************/ /* * searches an array of strings for a target string. "exact" can be * 0 or non-0, depending on whether or not the match must be exact for * it to be returned. Returns -1 if not found; 0..n otherwise. Array * must be terminated with a '\n' so it knows to stop searching. */ int search_block(char *arg, const char **list, int exact) { int i, l; /* We used to have \r as the first character on certain array items to * prevent the explicit choice of that point. It seems a bit silly to * dump control characters into arrays to prevent that, so we'll just * check in here to see if the first character of the argument is '!', * and if so, just blindly return a '-1' for not found. - ae. */ if (*arg == '!') return (-1); /* Make into lower case, and get length of string */ for (l = 0; *(arg + l); l++) *(arg + l) = LOWER(*(arg + l)); if (exact) { for (i = 0; **(list + i) != '\n'; i++) if (!strcmp(arg, *(list + i))) return (i); } else { if (!l) l = 1; /* Avoid "" to match the first available * string */ for (i = 0; **(list + i) != '\n'; i++) if (!strncmp(arg, *(list + i), l)) return (i); } return (-1); } int is_number(const char *str) { while (*str) if (!isdigit(*(str++))) return (0); return (1); } /* * Function to skip over the leading spaces of a string. */ void skip_spaces(char **string) { for (; **string && isspace(**string); (*string)++); } /* * Given a string, change all instances of double dollar signs ($$) to * single dollar signs ($). When strings come in, all $'s are changed * to $$'s to avoid having users be able to crash the system if the * inputted string is eventually sent to act(). If you are using user * input to produce screen output AND YOU ARE SURE IT WILL NOT BE SENT * THROUGH THE act() FUNCTION (i.e., do_gecho, do_title, but NOT do_say), * you can call delete_doubledollar() to make the output look correct. * * Modifies the string in-place. */ char *delete_doubledollar(char *string) { char *ddread, *ddwrite; /* If the string has no dollar signs, return immediately */ if ((ddwrite = strchr(string, '$')) == NULL) return (string); /* Start from the location of the first dollar sign */ ddread = ddwrite; while (*ddread) /* Until we reach the end of the string... */ if ((*(ddwrite++) = *(ddread++)) == '$') /* copy one char */ if (*ddread == '$') ddread++; /* skip if we saw 2 $'s in a row */ *ddwrite = '\0'; return (string); } int fill_word(char *argument) { return (search_block(argument, fill, TRUE) >= 0); } int reserved_word(char *argument) { return (search_block(argument, reserved, TRUE) >= 0); } /* * copy the first non-fill-word, space-delimited argument of 'argument' * to 'first_arg'; return a pointer to the remainder of the string. */ char *one_argument(char *argument, char *first_arg) { char *begin = first_arg; if (!argument) { log("SYSERR: one_argument received a NULL pointer!"); *first_arg = '\0'; return (NULL); } do { skip_spaces(&argument); first_arg = begin; while (*argument && !isspace(*argument)) { *(first_arg++) = LOWER(*argument); argument++; } *first_arg = '\0'; } while (fill_word(begin)); return (argument); } /* * one_word is like any_one_arg, except that words in quotes ("") are * considered one word. * * No longer ignores fill words. -dak, 6 Jan 2003 */ char *one_word(char *argument, char *first_arg) { skip_spaces(&argument); if (*argument == '\"') { argument++; while (*argument && *argument != '\"') { *(first_arg++) = LOWER(*argument); argument++; } argument++; } else { while (*argument && !isspace(*argument)) { *(first_arg++) = LOWER(*argument); argument++; } } *first_arg = '\0'; return (argument); } /* same as one_argument except that it doesn't ignore fill words */ char *any_one_arg(char *argument, char *first_arg) { skip_spaces(&argument); while (*argument && !isspace(*argument)) { *(first_arg++) = LOWER(*argument); argument++; } *first_arg = '\0'; return (argument); } /* * Same as one_argument except that it takes two args and returns the rest; * ignores fill words */ char *two_arguments(char *argument, char *first_arg, char *second_arg) { return (one_argument(one_argument(argument, first_arg), second_arg)); /* :-) */ } /* * determine if a given string is an abbreviation of another * (now works symmetrically -- JE 7/25/94) * * that was dumb. it shouldn't be symmetrical. JE 5/1/95 * * returns 1 if arg1 is an abbreviation of arg2 */ int is_abbrev(const char *arg1, const char *arg2) { if (!*arg1) return (0); for (; *arg1 && *arg2; arg1++, arg2++) if (LOWER(*arg1) != LOWER(*arg2)) return (0); if (!*arg1) return (1); else return (0); } /* * Return first space-delimited token in arg1; remainder of string in arg2. * * NOTE: Requires sizeof(arg2) >= sizeof(string) */ void half_chop(char *string, char *arg1, char *arg2) { char *temp; temp = any_one_arg(string, arg1); skip_spaces(&temp); strcpy(arg2, temp); /* strcpy: OK (documentation) */ } /* Used in specprocs, mostly. (Exactly) matches "command" to cmd number */ int find_command(const char *command) { int cmd; for (cmd = 0; *cmd_info[cmd].command != '\n'; cmd++) if (!strcmp(cmd_info[cmd].command, command)) return (cmd); return (-1); } int special(struct char_data *ch, int cmd, char *arg) { struct obj_data *i; struct char_data *k; int j; /* special in room? */ if (GET_ROOM_SPEC(IN_ROOM(ch)) != NULL) if (GET_ROOM_SPEC(IN_ROOM(ch)) (ch, world + IN_ROOM(ch), cmd, arg)) return (1); /* special in equipment list? */ for (j = 0; j < NUM_WEARS; j++) if (GET_EQ(ch, j) && GET_OBJ_SPEC(GET_EQ(ch, j)) != NULL) if (GET_OBJ_SPEC(GET_EQ(ch, j)) (ch, GET_EQ(ch, j), cmd, arg)) return (1); /* special in inventory? */ for (i = ch->carrying; i; i = i->next_content) if (GET_OBJ_SPEC(i) != NULL) if (GET_OBJ_SPEC(i) (ch, i, cmd, arg)) return (1); /* special in mobile present? */ for (k = world[IN_ROOM(ch)].people; k; k = k->next_in_room) if (!MOB_FLAGGED(k, MOB_NOTDEADYET)) if (GET_MOB_SPEC(k) && GET_MOB_SPEC(k) (ch, k, cmd, arg)) return (1); /* special in object present? */ for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) if (GET_OBJ_SPEC(i) != NULL) if (GET_OBJ_SPEC(i) (ch, i, cmd, arg)) return (1); return (0); } /* ************************************************************************* * Stuff for controlling the non-playing sockets (get name, pwd etc) * ************************************************************************* */ /* This function needs to die. */ int _parse_name(char *arg, char *name) { int i; skip_spaces(&arg); for (i = 0; (*name = *arg); arg++, i++, name++) if (!isalpha(*arg)) return (1); if (!i) return (1); return (0); } #define RECON 1 #define USURP 2 #define UNSWITCH 3 /* This function seems a bit over-extended. */ int perform_dupe_check(struct descriptor_data *d) { struct descriptor_data *k, *next_k; struct char_data *target = NULL, *ch, *next_ch; int mode = 0; int id = GET_IDNUM(d->character); /* * Now that this descriptor has successfully logged in, disconnect all * other descriptors controlling a character with the same ID number. */ for (k = descriptor_list; k; k = next_k) { next_k = k->next; if (k == d) continue; if (k->original && (GET_IDNUM(k->original) == id)) { /* Original descriptor was switched, booting it and restoring normal body control. */ write_to_output(d, "\r\nMultiple login detected -- disconnecting.\r\n"); STATE(k) = CON_CLOSE; if (!target) { target = k->original; mode = UNSWITCH; } if (k->character) k->character->desc = NULL; k->character = NULL; k->original = NULL; } else if (k->character && GET_IDNUM(k->character) == id && k->original) { /* Character taking over their own body, while an immortal was switched to it. */ do_return(k->character, NULL, 0, 0); } else if (k->character && GET_IDNUM(k->character) == id) { /* Character taking over their own body. */ if (!target && STATE(k) == CON_PLAYING) { write_to_output(k, "\r\nThis body has been usurped!\r\n"); target = k->character; mode = USURP; } k->character->desc = NULL; k->character = NULL; k->original = NULL; write_to_output(k, "\r\nMultiple login detected -- disconnecting.\r\n"); STATE(k) = CON_CLOSE; } } /* * now, go through the character list, deleting all characters that * are not already marked for deletion from the above step (i.e., in the * CON_HANGUP state), and have not already been selected as a target for * switching into. In addition, if we haven't already found a target, * choose one if one is available (while still deleting the other * duplicates, though theoretically none should be able to exist). */ for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (IS_NPC(ch)) continue; if (GET_IDNUM(ch) != id) continue; /* ignore chars with descriptors (already handled by above step) */ if (ch->desc) continue; /* don't extract the target char we've found one already */ if (ch == target) continue; /* we don't already have a target and found a candidate for switching */ if (!target) { target = ch; mode = RECON; continue; } /* we've found a duplicate - blow him away, dumping his eq in limbo. */ if (IN_ROOM(ch) != NOWHERE) char_from_room(ch); char_to_room(ch, 1); extract_char(ch); } /* no target for switching into was found - allow login to continue */ if (!target) return (0); /* Okay, we've found a target. Connect d to target. */ free_char(d->character); /* get rid of the old char */ d->character = target; d->character->desc = d; d->original = NULL; d->character->char_specials.timer = 0; REMOVE_BIT(PLR_FLAGS(d->character), PLR_MAILING | PLR_WRITING); REMOVE_BIT(AFF_FLAGS(d->character), AFF_GROUP); STATE(d) = CON_PLAYING; switch (mode) { case RECON: write_to_output(d, "Reconnecting.\r\n"); act("$n has reconnected.", TRUE, d->character, 0, 0, TO_ROOM); mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, "%s [%s] has reconnected.", GET_NAME(d->character), d->host); break; case USURP: write_to_output(d, "You take over your own body, already in use!\r\n"); act("$n suddenly keels over in pain, surrounded by a white aura...\r\n" "$n's body has been taken over by a new spirit!", TRUE, d->character, 0, 0, TO_ROOM); mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, "%s has re-logged in ... disconnecting old socket.", GET_NAME(d->character)); break; case UNSWITCH: write_to_output(d, "Reconnecting to unswitched char."); mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, "%s [%s] has reconnected.", GET_NAME(d->character), d->host); break; } return (1); } /* deal with newcomers and other non-playing sockets */ void nanny(struct descriptor_data *d, char *arg) { int load_result; /* Overloaded variable */ skip_spaces(&arg); switch (STATE(d)) { case CON_GET_NAME: /* wait for input of name */ if (d->character == NULL) { CREATE(d->character, struct char_data, 1); clear_char(d->character); CREATE(d->character->player_specials, struct player_special_data, 1); d->character->desc = d; } if (!*arg) STATE(d) = CON_CLOSE; else { char buf[MAX_INPUT_LENGTH], tmp_name[MAX_INPUT_LENGTH]; struct char_file_u tmp_store; int player_i; if ((_parse_name(arg, tmp_name)) || strlen(tmp_name) < 2 || strlen(tmp_name) > MAX_NAME_LENGTH || !Valid_Name(tmp_name) || fill_word(strcpy(buf, tmp_name)) || reserved_word(buf)) { /* strcpy: OK (mutual MAX_INPUT_LENGTH) */ write_to_output(d, "Invalid name, please try another.\r\nName: "); return; } if ((player_i = load_char(tmp_name, &tmp_store)) > -1) { store_to_char(&tmp_store, d->character); GET_PFILEPOS(d->character) = player_i; if (PLR_FLAGGED(d->character, PLR_DELETED)) { /* We get a false positive from the original deleted character. */ free_char(d->character); /* Check for multiple creations... */ if (!Valid_Name(tmp_name)) { write_to_output(d, "Invalid name, please try another.\r\nName: "); return; } CREATE(d->character, struct char_data, 1); clear_char(d->character); CREATE(d->character->player_specials, struct player_special_data, 1); d->character->desc = d; CREATE(d->character->player.name, char, strlen(tmp_name) + 1); strcpy(d->character->player.name, CAP(tmp_name)); /* strcpy: OK (size checked above) */ GET_PFILEPOS(d->character) = player_i; write_to_output(d, "Did I get that right, %s (Y/N)? ", tmp_name); STATE(d) = CON_NAME_CNFRM; } else { /* undo it just in case they are set */ REMOVE_BIT(PLR_FLAGS(d->character), PLR_WRITING | PLR_MAILING | PLR_CRYO); REMOVE_BIT(AFF_FLAGS(d->character), AFF_GROUP); write_to_output(d, "Password: "); echo_off(d); d->idle_tics = 0; STATE(d) = CON_PASSWORD; } } else { /* player unknown -- make new character */ /* Check for multiple creations of a character. */ if (!Valid_Name(tmp_name)) { write_to_output(d, "Invalid name, please try another.\r\nName: "); return; } CREATE(d->character->player.name, char, strlen(tmp_name) + 1); strcpy(d->character->player.name, CAP(tmp_name)); /* strcpy: OK (size checked above) */ write_to_output(d, "Did I get that right, %s (Y/N)? ", tmp_name); STATE(d) = CON_NAME_CNFRM; } } break; case CON_NAME_CNFRM: /* wait for conf. of new name */ if (UPPER(*arg) == 'Y') { if (isbanned(d->host) >= BAN_NEW) { mudlog(NRM, LVL_GOD, TRUE, "Request for new char %s denied from [%s] (siteban)", GET_PC_NAME(d->character), d->host); write_to_output(d, "Sorry, new characters are not allowed from your site!\r\n"); STATE(d) = CON_CLOSE; return; } if (circle_restrict) { write_to_output(d, "Sorry, new players can't be created at the moment.\r\n"); mudlog(NRM, LVL_GOD, TRUE, "Request for new char %s denied from [%s] (wizlock)", GET_PC_NAME(d->character), d->host); STATE(d) = CON_CLOSE; return; } write_to_output(d, "New character.\r\nGive me a password for %s: ", GET_PC_NAME(d->character)); echo_off(d); STATE(d) = CON_NEWPASSWD; } else if (*arg == 'n' || *arg == 'N') { write_to_output(d, "Okay, what IS it, then? "); free_char(d->character); STATE(d) = CON_GET_NAME; } else write_to_output(d, "Please type Yes or No: "); break; case CON_PASSWORD: /* get pwd for known player */ /* * To really prevent duping correctly, the player's record should * be reloaded from disk at this point (after the password has been * typed). However I'm afraid that trying to load a character over * an already loaded character is going to cause some problem down the * road that I can't see at the moment. So to compensate, I'm going to * (1) add a 15 or 20-second time limit for entering a password, and (2) * re-add the code to cut off duplicates when a player quits. JE 6 Feb 96 */ echo_on(d); /* turn echo back on */ /* New echo_on() eats the return on telnet. Extra space better than none. */ write_to_output(d, "\r\n"); if (!*arg) STATE(d) = CON_CLOSE; else { if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { mudlog(BRF, LVL_GOD, TRUE, "Bad PW: %s [%s]", GET_NAME(d->character), d->host); GET_BAD_PWS(d->character)++; save_char(d->character); if (++(d->bad_pws) >= max_bad_pws) { /* 3 strikes and you're out. */ write_to_output(d, "Wrong password... disconnecting.\r\n"); STATE(d) = CON_CLOSE; } else { write_to_output(d, "Wrong password.\r\nPassword: "); echo_off(d); } return; } /* Password was correct. */ load_result = GET_BAD_PWS(d->character); GET_BAD_PWS(d->character) = 0; d->bad_pws = 0; if (isbanned(d->host) == BAN_SELECT && !PLR_FLAGGED(d->character, PLR_SITEOK)) { write_to_output(d, "Sorry, this char has not been cleared for login from your site!\r\n"); STATE(d) = CON_CLOSE; mudlog(NRM, LVL_GOD, TRUE, "Connection attempt for %s denied from %s", GET_NAME(d->character), d->host); return; } if (GET_LEVEL(d->character) < circle_restrict) { write_to_output(d, "The game is temporarily restricted.. try again later.\r\n"); STATE(d) = CON_CLOSE; mudlog(NRM, LVL_GOD, TRUE, "Request for login denied for %s [%s] (wizlock)", GET_NAME(d->character), d->host); return; } /* check and make sure no other copies of this player are logged in */ if (perform_dupe_check(d)) return; if (GET_LEVEL(d->character) >= LVL_IMMORT) write_to_output(d, "%s", imotd); else write_to_output(d, "%s", motd); mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE, "%s [%s] has connected.", GET_NAME(d->character), d->host); if (load_result) { write_to_output(d, "\r\n\r\n\007\007\007" "%s%d LOGIN FAILURE%s SINCE LAST SUCCESSFUL LOGIN.%s\r\n", CCRED(d->character, C_SPR), load_result, (load_result > 1) ? "S" : "", CCNRM(d->character, C_SPR)); GET_BAD_PWS(d->character) = 0; } write_to_output(d, "\r\n*** PRESS RETURN: "); STATE(d) = CON_RMOTD; } break; case CON_NEWPASSWD: case CON_CHPWD_GETNEW: if (!*arg || strlen(arg) > MAX_PWD_LENGTH || strlen(arg) < 3 || !str_cmp(arg, GET_PC_NAME(d->character))) { write_to_output(d, "\r\nIllegal password.\r\nPassword: "); return; } strncpy(GET_PASSWD(d->character), CRYPT(arg, GET_PC_NAME(d->character)), MAX_PWD_LENGTH); /* strncpy: OK (G_P:MAX_PWD_LENGTH+1) */ *(GET_PASSWD(d->character) + MAX_PWD_LENGTH) = '\0'; write_to_output(d, "\r\nPlease retype password: "); if (STATE(d) == CON_NEWPASSWD) STATE(d) = CON_CNFPASSWD; else STATE(d) = CON_CHPWD_VRFY; break; case CON_CNFPASSWD: case CON_CHPWD_VRFY: if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { write_to_output(d, "\r\nPasswords don't match... start over.\r\nPassword: "); if (STATE(d) == CON_CNFPASSWD) STATE(d) = CON_NEWPASSWD; else STATE(d) = CON_CHPWD_GETNEW; return; } echo_on(d); if (STATE(d) == CON_CNFPASSWD) { write_to_output(d, "\r\nWhat is your sex (M/F)? "); STATE(d) = CON_QSEX; } else { save_char(d->character); write_to_output(d, "\r\nDone.\r\n%s", MENU); STATE(d) = CON_MENU; } break; case CON_QSEX: /* query sex of new user */ switch (*arg) { case 'm': case 'M': d->character->player.sex = SEX_MALE; break; case 'f': case 'F': d->character->player.sex = SEX_FEMALE; break; default: write_to_output(d, "That is not a sex..\r\n" "What IS your sex? "); return; } write_to_output(d, "%s\r\nClass: ", class_menu); STATE(d) = CON_QCLASS; break; case CON_QCLASS: load_result = parse_class(*arg); if (load_result == CLASS_UNDEFINED) { write_to_output(d, "\r\nThat's not a class.\r\nClass: "); return; } else GET_CLASS(d->character) = load_result; if (GET_PFILEPOS(d->character) < 0) GET_PFILEPOS(d->character) = create_entry(GET_PC_NAME(d->character)); /* Now GET_NAME() will work properly. */ init_char(d->character); save_char(d->character); write_to_output(d, "%s\r\n*** PRESS RETURN: ", motd); STATE(d) = CON_RMOTD; mudlog(NRM, LVL_IMMORT, TRUE, "%s [%s] new player.", GET_NAME(d->character), d->host); break; case CON_RMOTD: /* read CR after printing motd */ write_to_output(d, "%s", MENU); STATE(d) = CON_MENU; break; case CON_MENU: { /* get selection from main menu */ room_vnum load_room; switch (*arg) { case '0': write_to_output(d, "Goodbye.\r\n"); STATE(d) = CON_CLOSE; break; case '1': reset_char(d->character); read_aliases(d->character); if (PLR_FLAGGED(d->character, PLR_INVSTART)) GET_INVIS_LEV(d->character) = GET_LEVEL(d->character); /* * We have to place the character in a room before equipping them * or equip_char() will gripe about the person in NOWHERE. */ if ((load_room = GET_LOADROOM(d->character)) != NOWHERE) load_room = real_room(load_room); /* If char was saved with NOWHERE, or real_room above failed... */ if (load_room == NOWHERE) { if (GET_LEVEL(d->character) >= LVL_IMMORT) load_room = r_immort_start_room; else load_room = r_mortal_start_room; } if (PLR_FLAGGED(d->character, PLR_FROZEN)) load_room = r_frozen_start_room; send_to_char(d->character, "%s", WELC_MESSG); d->character->next = character_list; character_list = d->character; char_to_room(d->character, load_room); load_result = Crash_load(d->character); /* Clear their load room if it's not persistant. */ if (!PLR_FLAGGED(d->character, PLR_LOADROOM)) GET_LOADROOM(d->character) = NOWHERE; save_char(d->character); act("$n has entered the game.", TRUE, d->character, 0, 0, TO_ROOM); STATE(d) = CON_PLAYING; if (GET_LEVEL(d->character) == 0) { do_start(d->character); send_to_char(d->character, "%s", START_MESSG); } look_at_room(d->character, 0); if (has_mail(GET_IDNUM(d->character))) send_to_char(d->character, "You have mail waiting.\r\n"); if (load_result == 2) { /* rented items lost */ send_to_char(d->character, "\r\n\007You could not afford your rent!\r\n" "Your possesions have been donated to the Salvation Army!\r\n"); } d->has_prompt = 0; break; case '2': if (d->character->player.description) { write_to_output(d, "Old description:\r\n%s", d->character->player.description); free(d->character->player.description); d->character->player.description = NULL; } write_to_output(d, "Enter the new text you'd like others to see when they look at you.\r\n" "Terminate with a '@' on a new line.\r\n"); d->str = &d->character->player.description; d->max_str = EXDSCR_LENGTH; STATE(d) = CON_EXDESC; break; case '3': page_string(d, background, 0); STATE(d) = CON_RMOTD; break; case '4': write_to_output(d, "\r\nEnter your old password: "); echo_off(d); STATE(d) = CON_CHPWD_GETOLD; break; case '5': write_to_output(d, "\r\nEnter your password for verification: "); echo_off(d); STATE(d) = CON_DELCNF1; break; default: write_to_output(d, "\r\nThat's not a menu choice!\r\n%s", MENU); break; } break; } case CON_CHPWD_GETOLD: if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { echo_on(d); write_to_output(d, "\r\nIncorrect password.\r\n%s", MENU); STATE(d) = CON_MENU; } else { write_to_output(d, "\r\nEnter a new password: "); STATE(d) = CON_CHPWD_GETNEW; } return; case CON_DELCNF1: echo_on(d); if (strncmp(CRYPT(arg, GET_PASSWD(d->character)), GET_PASSWD(d->character), MAX_PWD_LENGTH)) { write_to_output(d, "\r\nIncorrect password.\r\n%s", MENU); STATE(d) = CON_MENU; } else { write_to_output(d, "\r\nYOU ARE ABOUT TO DELETE THIS CHARACTER PERMANENTLY.\r\n" "ARE YOU ABSOLUTELY SURE?\r\n\r\n" "Please type \"yes\" to confirm: "); STATE(d) = CON_DELCNF2; } break; case CON_DELCNF2: if (!strcmp(arg, "yes") || !strcmp(arg, "YES")) { if (PLR_FLAGGED(d->character, PLR_FROZEN)) { write_to_output(d, "You try to kill yourself, but the ice stops you.\r\n" "Character not deleted.\r\n\r\n"); STATE(d) = CON_CLOSE; return; } if (GET_LEVEL(d->character) < LVL_GRGOD) SET_BIT(PLR_FLAGS(d->character), PLR_DELETED); save_char(d->character); Crash_delete_file(GET_NAME(d->character)); delete_aliases(GET_NAME(d->character)); write_to_output(d, "Character '%s' deleted!\r\n" "Goodbye.\r\n", GET_NAME(d->character)); mudlog(NRM, LVL_GOD, TRUE, "%s (lev %d) has self-deleted.", GET_NAME(d->character), GET_LEVEL(d->character)); STATE(d) = CON_CLOSE; return; } else { write_to_output(d, "\r\nCharacter not deleted.\r\n%s", MENU); STATE(d) = CON_MENU; } break; /* * It's possible, if enough pulses are missed, to kick someone off * while they are at the password prompt. We'll just defer to let * the game_loop() axe them. */ case CON_CLOSE: break; default: log("SYSERR: Nanny: illegal state of con'ness (%d) for '%s'; closing connection.", STATE(d), d->character ? GET_NAME(d->character) : ""); STATE(d) = CON_DISCONNECT; /* Safest to do. */ break; } }