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wiz.c
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wiz.c
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#include "copyright.h"
/* Wizard-only commands */
#include <stdlib.h>
#include "db.h"
#include "config.h"
#include "interface.h"
#include "match.h"
#include "externs.h"
void do_teleport(dbref player, const char *arg1, const char *arg2)
{
dbref victim;
dbref destination;
const char *to;
#ifdef RESTRICTED_TELEPORT
if(!Wizard(player)) {
#ifndef TINKER
notify(player, "Only a Wizard may teleport at will.");
#else TINKER
notify(player, "Only a Tinker may teleport at will.");
#endif TINKER
return;
}
#endif /* RESTRICTED_TELEPORT */
/* get victim, destination */
if(*arg2 == '\0') {
victim = player;
to = arg1;
} else {
init_match(player, arg1, NOTYPE);
match_neighbor();
match_possession();
match_me();
match_absolute();
match_player();
if((victim = noisy_match_result()) == NOTHING) {
return;
}
to = arg2;
}
/* get destination */
init_match(player, to, TYPE_PLAYER);
match_here();
match_absolute();
if(Wizard(player)) {
match_neighbor();
match_me();
match_player();
}
switch(destination = match_result()) {
case NOTHING:
notify(player, "Send it where?");
break;
case AMBIGUOUS:
notify(player, "I don't know which destination you mean!");
break;
default:
/* check victim, destination types, teleport if ok */
if(Typeof(destination) == TYPE_EXIT
|| Typeof(destination) == TYPE_THING
|| Typeof(victim) == TYPE_EXIT
|| Typeof(victim) == TYPE_ROOM
|| (Typeof(victim) == TYPE_PLAYER
&& Typeof(destination) != TYPE_ROOM)) {
notify(player, "Bad destination.");
#ifndef RESTRICTED_TELEPORT
} else if(!Wizard(player)
&& !(Typeof(victim) == TYPE_THING
&& Typeof(destination) == TYPE_ROOM
&& (controls(player, victim)
|| (Typeof(db[victim].location) == TYPE_ROOM
&& controls(player, db[victim].location)))
&& (can_link_to(player, TYPE_PLAYER, destination)))) {
notify(player, "Permission denied.");
#endif /* RESTRICTED_TELEPORT */
} else if(Typeof(victim) == TYPE_PLAYER) {
notify(victim, "You feel a wrenching sensation...");
enter_room(victim, destination);
notify(player, "Teleported.");
} else {
/* check for non-sticky dropto */
if(Typeof(destination) == TYPE_ROOM
&& db[destination].location != NOTHING
&& !(db[destination].flags & STICKY)) {
/* destination has immediate dropto */
destination = db[destination].location;
}
/* do the move */
moveto(victim, destination);
notify(player, "Teleported.");
}
}
}
void do_mass_teleport(dbref player, const char *arg1)
{
dbref victim;
dbref destination;
char buf[BUFFER_LEN];
int moved = 0;
if(!God(player)) {
#ifndef TINKER
notify(player, "Only God can do a mass teleport.");
#else TINKER
notify(player, "Only the Master Tinker can do a mass teleport.");
#endif TINKER
return;
}
/* get destination */
init_match(player, arg1, TYPE_ROOM);
match_here();
match_absolute();
if ((destination = match_result()) == NOTHING) {
notify(player, "Please specify a destination to send everyone to.");
return;
}
switch (Typeof(destination)) {
case NOTHING:
notify(player, "Send them where?");
break;
case TYPE_ROOM:
for (victim = 0; victim < db_top; victim++) {
if (victim != player && Typeof(victim) == TYPE_PLAYER) {
notify(victim,
"You and everyone around you feels a wrenching sensation...");
moveto(victim, destination);
look_room(victim, destination);
moved++;
}
}
sprintf (buf, "Teleported %d players to %s.",
moved, unparse_object (player, destination));
notify(player, "Teleported.");
break;
default:
notify(player, "Mass teleports are legal to rooms only.");
}
}
void do_force(dbref player, const char *what, char *command)
{
dbref victim;
if(!Wizard(player)) {
writelog ("FORCE: failed, priv, player %s(%d), who '%s', what '%s'\n",
db[player].name, player, what, command);
#ifndef TINKER
notify(player, "Only Wizards may use this command.");
#else TINKER
notify(player, "Only Tinkers may use this command.");
#endif TINKER
return;
}
/* get victim */
if((victim = lookup_player(what)) == NOTHING) {
writelog ("FORCE: failed, victim, player %s(%d), who '%s', what '%s'\n",
db[player].name, player, what, command);
notify(player, "That player does not exist.");
return;
}
#ifdef GOD_PRIV
if(God(victim)) {
#ifndef TINKER
writelog ("FORCE: failed, wizard, player %s(%d), who '%s', what '%s'\n",
#else TINKER
writelog ("FORCE: failed, tinker, player %s(%d), who '%s', what '%s'\n",
#endif TINKER
db[player].name, player, what, command);
#ifndef TINKER
notify(player, "You can't force God.");
#else TINKER
notify(player, "You can't force the Master Tinker.");
#endif TINKER
return;
}
#endif GOD_PRIV
/* force victim to do command */
writelog ("FORCE: success, player %s(%d), who '%s', what '%s'\n",
db[player].name, player, what, command);
process_command(victim, command);
}
void do_stats(dbref player, const char *name)
{
dbref rooms;
dbref exits;
dbref things;
dbref players;
dbref total;
dbref i;
dbref owner;
char buf[BUFFER_LEN];
if(!Wizard(player)) {
sprintf(buf, "The universe contains %d objects.", db_top);
notify(player, buf);
} else {
owner = lookup_player(name);
total = rooms = exits = things = players = 0;
for(i = 0; i < db_top; i++) {
if(owner == NOTHING || owner == db[i].owner) {
total++;
switch(Typeof(i)) {
case TYPE_ROOM:
rooms++;
break;
case TYPE_EXIT:
exits++;
break;
case TYPE_THING:
things++;
break;
case TYPE_PLAYER:
players++;
break;
default:
abort();
break;
}
}
}
sprintf(buf,
"%d objects = %d rooms, %d exits, %d things, %d players.",
total, rooms, exits, things, players);
notify(player, buf);
#ifdef TEST_MALLOC
sprintf(buf, "Malloc count = %d.", malloc_count);
notify(player, buf);
#endif /* TEST_MALLOC */
}
}
void do_bobble(dbref player, const char *name, const char *rname)
{
dbref victim, recip, i;
char buf[BUFFER_LEN];
int newflags = 0;
if(!Wizard(player)) {
#ifndef TINKER
writelog("TOAD: failed, priv %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "Only a Wizard can turn a person into a toad.");
#else TINKER
writelog("BOBBLE: failed, priv %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "Only a Tinker can bobble a person.");
#endif TINKER
return;
}
if (!name || !*name) {
#ifndef TINKER
writelog("TOAD: failed, syntax %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("BOBBLE: failed, syntax %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "You must specify a victim.");
return;
}
init_match(player, name, TYPE_PLAYER);
match_neighbor();
match_absolute();
match_player();
if((victim = noisy_match_result()) == NOTHING) {
#ifndef TINKER
writelog("TOAD: failed, victim %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("BOBBLE: failed, victim %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "Please specify another victim.");
return;
}
#ifdef RECYCLE
/* Default the recipient to RECYCLER */
if (!rname || !*rname || string_compare (rname, RECYCLER) == 0) {
recip = lookup_player(RECYCLER);
newflags = UNWANTED; /* Can be gotten by other players */
} else {
recip = lookup_player(rname);
}
#else
recip = lookup_player(rname);
#endif
if(recip == NOTHING || recip == victim) {
#ifndef TINKER
writelog("TOAD: failed, recip %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("BOBBLE: failed, recip %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "Please specify another player to own the victim's effects.");
return;
}
if(Typeof(victim) != TYPE_PLAYER) {
#ifndef TINKER
writelog("TOAD: failed, type %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "You can only turn players into toads!");
#else TINKER
writelog("BOBBLE: failed, type %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "You can only bobble players!");
#endif TINKER
} else if(Wizard(victim)) {
#ifndef TINKER
writelog("TOAD: failed, wizard %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "You can't turn a Wizard into a toad.");
#else TINKER
writelog("BOBBLE: failed, tinker %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "You can't bobble a Tinker.");
#endif TINKER
} else if(db[victim].contents != NOTHING) {
#ifndef TINKER
writelog("TOAD: failed, contents %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("BOBBLE: failed, contents %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "What about what they are carrying?");
} else {
#ifndef TINKER
writelog("TOAD: success %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("BOBBLE: success %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
/* we are ok */
/* do it */
if(db[victim].password) {
free((void *) db[victim].password);
db[victim].password = 0;
}
db[victim].flags = TYPE_THING;
/* Give the sphere and all old belongings to recipient */
db[victim].owner = recip;
for (i=0; i<db_top; i++) {
if (db[i].owner == victim) {
db[i].owner = recip;
db[i].flags |= newflags;
}
}
db[victim].pennies = 1; /* dont let him keep his immense wealth */
/* notify people */
#ifndef TINKER
sprintf(buf, "You have been turned into a toad by %s.",
db[player].name);
#else TINKER
sprintf(buf, "You have been encased in a stasis sphere by %s.",
db[player].name);
#endif TINKER
notify(victim, buf);
#ifndef TINKER
sprintf(buf, "You turned %s into a toad!", db[victim].name);
#else TINKER
sprintf(buf, "You bobbled %s!", db[victim].name);
#endif TINKER
notify(player, buf);
/* reset name */
#ifdef PLAYER_LIST
delete_player(victim);
#endif PLAYER_LIST
#ifndef TINKER
sprintf(buf, "a slimy toad named %s", db[victim].name);
#else TINKER
sprintf(buf, "a silvery sphere containing %s", db[victim].name);
#endif TINKER
free((void *) db[victim].name);
db[victim].name = alloc_string(buf);
}
}
void do_unbobble(dbref player, const char *name, const char *newname)
{
dbref victim;
char buf[BUFFER_LEN];
if(!Wizard(player)) {
#ifndef TINKER
writelog("UNTOAD: failed, priv %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "Only a Wizard can turn a toad into a person.");
#else TINKER
writelog("UNBOBBLE: failed, priv %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "Only a Tinker can unbobble a person.");
#endif TINKER
return;
}
if (!name || !*name) {
#ifndef TINKER
writelog("UNTOAD: failed, syntax %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("UNBOBBLE: failed, syntax %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "You must specify a thing.");
return;
}
if (!newname || !*newname) {
#ifndef TINKER
writelog("UNTOAD: failed, syntax %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player,"You must specify a new name: @untoad <thing> = <name>");
#else TINKER
writelog("UNBOBBLE: failed, syntax %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player,
"You must specify a new name: @unbobble <thing> = <name>");
#endif TINKER
return;
}
init_match(player, name, TYPE_THING);
match_neighbor();
match_absolute();
match_player();
if((victim = noisy_match_result()) == NOTHING) {
#ifndef TINKER
writelog("UNTOAD: failed, victim %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("UNBOBBLE: failed, victim %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "Please specify another thing.");
return;
}
if(Typeof(victim) != TYPE_THING) {
#ifndef TINKER
writelog("UNTOAD: failed, type %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "You can only turn players into toads!");
#else TINKER
writelog("UNBOBBLE: failed, type %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "You can only bobble players!");
#endif TINKER
} else if (!ok_player_name(newname)) {
#ifndef TINKER
writelog("UNTOAD: failed, name %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("UNBOBBLE: failed, name %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
notify(player, "You can't give a player that name!");
} else {
#ifndef TINKER
writelog("UNTOAD: success %s(%d) who '%s'\n",
db[player].name, player, name);
#else TINKER
writelog("UNBOBBLE: success %s(%d) who '%s'\n",
db[player].name, player, name);
#endif TINKER
/* we are ok */
/* do it */
db[victim].flags = TYPE_PLAYER;
db[victim].owner = victim;
db[victim].pennies = KILL_BONUS;
/* reset name */
free((void *) db[victim].name);
db[victim].name = alloc_string(newname);
#ifndef TINKER
sprintf(buf, "You turned the toad back into %s!", db[victim].name);
#else TINKER
sprintf(buf, "You unbobbled %s!", db[victim].name);
#endif TINKER
notify(player, buf);
sprintf(buf, "Use @newpassword to give %s a password",
db[victim].name);
notify(player, buf);
#ifdef PLAYER_LIST
add_player(victim);
#endif PLAYER_LIST
}
}
void do_newpassword(dbref player, const char *name, const char *password)
{
dbref victim;
char buf[BUFFER_LEN];
if(!Wizard(player)) {
writelog("PASSWORD: failed, priv %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "Your delusions of grandeur have been duly noted.");
return;
} else if((victim = lookup_player(name)) == NOTHING) {
writelog("PASSWORD: failed, victim %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "No such player.");
} else if(*password != '\0' && !ok_password(password)) {
/* Wiz can set null passwords, but not bad passwords */
writelog("PASSWORD: failed, password %s(%d) who '%s'\n",
db[player].name, player, name);
notify(player, "Bad password");
#ifdef GOD_PRIV
} else if (God(victim) && !God(player)) {
#ifndef TINKER
writelog("PASSWORD: failed, wizard %s(%d) who '%s'\n",
#else TINKER
writelog("PASSWORD: failed, tinker %s(%d) who '%s'\n",
#endif TINKER
db[player].name, player, name);
notify(player, "You cannot change that player's password.");
#endif GOD_PRIV
} else {
writelog("PASSWORD: success %s(%d) who '%s'\n",
db[player].name, player, name);
/* it's ok, do it */
if(db[victim].password) free((void *) db[victim].password);
db[victim].password = alloc_string(password);
notify(player, "Password changed.");
sprintf(buf, "Your password has been changed by %s.", db[player].name);
notify(victim, buf);
}
}
void do_boot(dbref player, const char *name)
{
dbref victim;
char buf[BUFFER_LEN];
if(!Wizard(player)) {
writelog ("BOOT: failed, priv player %s(%d), who '%s'\n",
db[player].name, player, name);
#ifndef TINKER
notify(player, "Only a Wizard can boot another player off!");
#else TINKER
notify(player, "Only a Tinker can boot another player off!");
#endif TINKER
return;
}
init_match(player, name, TYPE_PLAYER);
match_neighbor();
match_absolute();
match_player();
if((victim = noisy_match_result()) == NOTHING) return;
#ifdef GOD_PRIV
if(God(victim)) {
#ifndef TINKER
writelog ("BOOT: failed, wizard, player %s(%d), who '%s'\n",
#else TINKER
writelog ("BOOT: failed, tinker, player %s(%d), who '%s'\n",
#endif TINKER
db[player].name, player, name);
notify(player, "You can't boot that player!");
return;
}
#endif GOD_PRIV
if(Typeof(victim) != TYPE_PLAYER) {
writelog ("BOOT: failed, victim, player %s(%d), who '%s'\n",
db[player].name, player, name);
notify(player, "You can only boot off other players!");
} else {
writelog ("BOOT: success, player %s(%d), who '%s'\n",
db[player].name, player, name);
/* we are ok */
/* do it */
/* notify people */
sprintf(buf, "You have been booted off the game by %s.",
db[player].name);
notify(victim, buf);
sprintf(buf, "You booted %s off!", db[victim].name);
notify(player, buf);
boot_off(victim);
/* reset name */
}
}