mirror of
https://github.com/ChronosX88/psyced.git
synced 2024-12-12 20:11:47 +00:00
179 lines
4.3 KiB
C
179 lines
4.3 KiB
C
// $Id: user.c,v 1.13 2008/01/05 13:38:10 lynx Exp $ // vim:syntax=lpc
|
||
//
|
||
#include <net.h>
|
||
#include <user.h>
|
||
#include <person.h>
|
||
#include <status.h>
|
||
|
||
// Danny of Gueldenland is trying to run psyced inside a living MUD.
|
||
// this is our attempt to come up with some glue.
|
||
|
||
// let's work with aggregated objects.. we keep the actual player object
|
||
// in here so we can send output to it. the MUD subsystem will clone a
|
||
// net/mud/user for each player and attach it.
|
||
volatile object player;
|
||
|
||
#ifndef GUELDENLAND
|
||
|
||
// how to use: create a user object with this library function (=simulefun):
|
||
// psycid = named_clone("/net/mud/user", playerName);
|
||
// then attach the player to it:
|
||
// psycid->attach(player);
|
||
attach(myplayer) {
|
||
if (player) tell_object(player, "You have been detached by "+
|
||
object_name(previous_object()) +"\n");
|
||
|
||
player = myplayer;
|
||
vSet("scheme", "mud");
|
||
vDel("layout");
|
||
vDel("agent");
|
||
|
||
tell_object(player, "Your PSYC identification is: "+
|
||
psyc_name(ME)+ "\n");
|
||
}
|
||
|
||
// how to send commands to the PSYC user from the MUD player:
|
||
// you can either send commands including a command character to
|
||
// the "input()" method, or send commands to the "cmd()" method.
|
||
// see usercmd.i for details.
|
||
#if 0
|
||
input(a, dest) {
|
||
if (!a || a=="") {
|
||
showStatus(VERBOSITY_STATUS_AUTOMATIC);
|
||
} else {
|
||
::input(a, dest);
|
||
}
|
||
return 1;
|
||
}
|
||
#endif
|
||
|
||
// raw output functions, used by higher level output functions
|
||
protected emit(message) {
|
||
#if __EFUN_DEFINED__(convert_charset)
|
||
if (v("charset") && v("charset") != SYSTEM_CHARSET) {
|
||
iconv(message, SYSTEM_CHARSET, v("charset"));
|
||
P4(("output in %O = %O\n", v("charset"), message))
|
||
}
|
||
#endif
|
||
// as simple as that, we output the stuff to our player's socket
|
||
tell_object(player || ME, message);
|
||
}
|
||
|
||
|
||
#else
|
||
|
||
// why not just clonep() ?
|
||
int imacloney() {
|
||
return program_name(this_object()) != object_name(this_object())+".c";
|
||
}
|
||
|
||
object in_the_beginning_the_light_elves_created_themselves() {
|
||
object real;
|
||
|
||
if(member(call_other("/secure/simul_efun", "users"), this_interactive()) < 0) return 0;
|
||
|
||
if(!imacloney()) {
|
||
real = find_object("/net/mud/gluser#"+getuid(this_interactive()));
|
||
if(real) ; // do something about re-attaching possibly
|
||
else real = named_clone("/net/mud/gluser", getuid(this_interactive()));
|
||
if(real) real->in_the_beginning_the_light_elves_created_themselves();
|
||
return real;
|
||
}
|
||
|
||
if(player && (getuid(player) != getuid(this_interactive()))) {
|
||
tell_object(player, "Dein I4-Link wollte sich klauen lassen...\n");
|
||
destruct(this_object());
|
||
return 0;
|
||
}
|
||
|
||
if(player) {
|
||
player = this_interactive();
|
||
return this_object();
|
||
}
|
||
|
||
player = this_interactive();
|
||
|
||
// will find_living() be able to find psyc:nick like this?
|
||
set_living_name("\npsyc:"+getuid(player));
|
||
|
||
tell_object(player, "Deine I4-Persoenlichkeit ist "+psyc_name(ME)+"\n");
|
||
|
||
vSet("scheme", "tn");
|
||
// vDel("layout");
|
||
vDel("agent");
|
||
|
||
"/net/gl-psyc/simul_psyc"->register_psyc_user();
|
||
|
||
if(!mappingp(friends)) friends = ([ ]);
|
||
|
||
logon("gl.mud.de");
|
||
|
||
return this_object();
|
||
}
|
||
|
||
string psycName() {
|
||
return "~"+capitalize(getuid(player));
|
||
}
|
||
|
||
int handle_mud_command(string str) {
|
||
if(player && player != this_interactive()) return 0;
|
||
|
||
str = player->_unparsed_args();
|
||
|
||
if(!str || str == "") {
|
||
showStatus(VERBOSITY_STATUS_AUTOMATIC);
|
||
return 1;
|
||
}
|
||
|
||
if(str[0..0] == "!" && query_wiz_level(player)>=90) {
|
||
parsecmd(str[1..]);
|
||
return 1;
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
int online() {
|
||
return player && interactive(player) && !player->QueryProp("invis");
|
||
}
|
||
|
||
int remove() {
|
||
if(imacloney()) {
|
||
if(player && interactive(player)) {
|
||
tell_object(player,
|
||
"Hops, Deine PSYC-Identit<69>t hat sich aus dem Staub gemacht...\n");
|
||
}
|
||
quit();
|
||
if(this_object()) destruct(this_object());
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
object sName(string orc) {
|
||
if(file_size(PERSON_DATA_FILE(orc)) < 0) {
|
||
vSet("name", capitalize(lower_case(orc)));
|
||
vSet("password", md5(to_string(random(10000))));
|
||
save();
|
||
}
|
||
::sName(orc);
|
||
return this_object();
|
||
}
|
||
|
||
int input(string dwarf, string dest) {
|
||
// huh, is this really a gueldenland library macro?
|
||
if(this_interactive() != player) GOFUCKYOURSELF 1;
|
||
// well as long as you don't expect other people
|
||
// to code things like that..
|
||
if(!dwarf || dwarf=="")
|
||
showStatus(VERBOSITY_STATUS_AUTOMATIC);
|
||
else ::input(dwarf, dest);
|
||
return 1;
|
||
}
|
||
|
||
protected void emit(string message) {
|
||
if(!player) return;
|
||
tell_object(player, break_string(message, 78));
|
||
}
|
||
|
||
#endif
|