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