Files
tbamud/src/interpreter.c
Rumble 047c5d0de3 Removal of outdated char_file_u warnings.
Adding of the appropropriate structs to the plrtoascii utility.
Incoorporation of changes from old circlemud CVS snapshot
this also gives more info on SYSERRors.
cleanup of zmalloc language (shit->tmp)
PRF_ROOMFLAGS has been renamed to PRF_SHOWVNUMS for clarity.
"Deaf" has been changed to "No_shout" in preference_bits, for clarity.
Addition of hindex (help index) command.
who command added argument -g and -l to check who are grouped (and 
leaders)
toggle has been expanded, and the commands nohassle, holylight, 
color, buildwalk, syslog and roomflags were moved to toggles.
renaming of some vars in dg files (xxx -> dg_xxx) for clarity.


set <player> password can now be used by other people than the first
 implementor - id check removed.


fix of a couple of minor bugs:
- crash bug related to freeing a pointer twice - ascii pfiles bug.
- host was not updated correctly after switch to ascii pfiles.

Todo: 
make "who #-#", "who #-" and "who -#" all work as "who -l #-#" did before 
Remove redundant commands which are now toggles.
Make script variables save to pfile instead of its own file.
2006-12-27 21:16:28 +00:00

1825 lines
63 KiB
C

/* ************************************************************************
* 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"
#include "genolc.h"
#include "oasis.h"
#include "improved-edit.h"
#include "dg_scripts.h"
#include "constants.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 struct player_index_element *player_table;
extern int top_of_p_table;
extern int circle_restrict;
extern int no_specials;
extern int selfdelete_fastwipe;
/* 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);
void remove_player(int pfilepos);
/* 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);
int enter_player_game (struct descriptor_data *d);
void write_aliases(struct char_data *ch);
/* prototypes for all do_x functions. */
ACMD(do_action);
ACMD(do_advance);
ACMD(do_aedit);
ACMD(do_alias);
ACMD(do_assist);
ACMD(do_astat);
ACMD(do_at);
ACMD(do_backstab);
ACMD(do_ban);
ACMD(do_bash);
ACMD(do_cast);
ACMD(do_color);
ACMD(do_commands);
ACMD(do_consider);
ACMD(do_copyover);
ACMD(do_credits);
ACMD(do_date);
ACMD(do_dc);
ACMD(do_diagnose);
ACMD(do_dig);
ACMD(do_display);
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_hindex);
ACMD(do_helpcheck);
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_order);
ACMD(do_page);
ACMD(do_pagelength);
ACMD(do_peace);
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_room_copy);
ACMD(do_save);
ACMD(do_saveall);
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);
ACMD(do_zpurge);
/* DG Script ACMD's */
ACMD(do_attach);
ACMD(do_detach);
ACMD(do_tstat);
ACMD(do_masound);
ACMD(do_mkill);
ACMD(do_mjunk);
ACMD(do_mdoor);
ACMD(do_mechoaround);
ACMD(do_msend);
ACMD(do_mecho);
ACMD(do_mload);
ACMD(do_mpurge);
ACMD(do_mgoto);
ACMD(do_mat);
ACMD(do_mdamage);
ACMD(do_mteleport);
ACMD(do_mforce);
ACMD(do_mhunt);
ACMD(do_mremember);
ACMD(do_mforget);
ACMD(do_mtransform);
ACMD(do_mzoneecho);
ACMD(do_mrecho);
ACMD(do_vdelete);
ACMD(do_mfollow);
ACMD(do_tlist);
/* TBA specifics */
ACMD(do_file);
ACMD(do_checkloadstatus);
ACMD(do_links);
ACMD(do_zcheck);
ACMD(do_list_history);
ACMD(do_export_zone);
struct command_info *complete_cmd_info;
/* 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" , "n" , POS_STANDING, do_move , 0, SCMD_NORTH },
{ "east" , "e" , POS_STANDING, do_move , 0, SCMD_EAST },
{ "south" , "s" , POS_STANDING, do_move , 0, SCMD_SOUTH },
{ "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST },
{ "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP },
{ "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN },
/* now, the main list */
{ "at" , "at" , POS_DEAD , do_at , LVL_IMMORT, 0 },
{ "advance" , "adv" , POS_DEAD , do_advance , LVL_GOD, 0 },
{ "aedit" , "aed" , POS_DEAD , do_oasis , LVL_GOD, SCMD_OASIS_AEDIT },
{ "alias" , "ali" , POS_DEAD , do_alias , 0, 0 },
{ "afk" , "afk" , POS_DEAD , do_gen_tog , 0, SCMD_AFK },
{ "assist" , "as" , POS_FIGHTING, do_assist , 1, 0 },
{ "ask" , "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK },
{ "astat" , "ast" , POS_DEAD , do_astat , 0, 0 },
{ "auction" , "auc" , POS_SLEEPING, do_gen_comm , 0, SCMD_AUCTION },
{ "autoexits" , "autoex" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT },
{ "backstab" , "ba" , POS_STANDING, do_backstab , 1, 0 },
{ "ban" , "ban" , POS_DEAD , do_ban , LVL_GRGOD, 0 },
{ "balance" , "bal" , POS_STANDING, do_not_here , 1, 0 },
{ "bash" , "bas" , POS_FIGHTING, do_bash , 1, 0 },
{ "brief" , "br" , POS_DEAD , do_gen_tog , 0, SCMD_BRIEF },
{ "buildwalk", "buildwalk", POS_STANDING, do_gen_tog, LVL_BUILDER, SCMD_BUILDWALK },
{ "buy" , "bu" , POS_STANDING, do_not_here , 0, 0 },
{ "bug" , "bug" , POS_DEAD , do_gen_write, 0, SCMD_BUG },
{ "cast" , "c" , POS_SITTING , do_cast , 1, 0 },
{ "cedit" , "cedit" , POS_DEAD , do_oasis , LVL_IMPL, SCMD_OASIS_CEDIT },
{ "check" , "ch" , POS_STANDING, do_not_here , 1, 0 },
{ "checkload", "checkl" , POS_DEAD , do_checkloadstatus, LVL_GOD, 0 },
{ "close" , "cl" , POS_SITTING , do_gen_door , 0, SCMD_CLOSE },
{ "clear" , "cle" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR },
{ "cls" , "cls" , POS_DEAD , do_gen_ps , 0, SCMD_CLEAR },
{ "clsolc" , "clsolc" , POS_DEAD , do_gen_tog , 0, SCMD_CLS },
{ "consider" , "con" , POS_RESTING , do_consider , 0, 0 },
{ "color" , "col" , POS_DEAD , do_color , 0, 0 },
{ "commands" , "com" , POS_DEAD , do_commands , 0, SCMD_COMMANDS },
{ "compact" , "comp" , POS_DEAD , do_gen_tog , 0, SCMD_COMPACT },
{ "copyover" , "copyover", POS_DEAD , do_copyover , LVL_GRGOD, 0 },
{ "credits" , "cred" , POS_DEAD , do_gen_ps , 0, SCMD_CREDITS },
{ "date" , "da" , POS_DEAD , do_date , LVL_IMMORT, SCMD_DATE },
{ "dc" , "dc" , POS_DEAD , do_dc , LVL_GOD, 0 },
{ "deposit" , "depo" , POS_STANDING, do_not_here , 1, 0 },
{ "diagnose" , "diag" , POS_RESTING , do_diagnose , 0, 0 },
{ "dig" , "dig" , POS_DEAD , do_dig , LVL_BUILDER, 0 },
{ "display" , "disp" , POS_DEAD , do_display , 0, 0 },
{ "donate" , "don" , POS_RESTING , do_drop , 0, SCMD_DONATE },
{ "drink" , "dri" , POS_RESTING , do_drink , 0, SCMD_DRINK },
{ "drop" , "dro" , POS_RESTING , do_drop , 0, SCMD_DROP },
{ "eat" , "ea" , POS_RESTING , do_eat , 0, SCMD_EAT },
{ "echo" , "ec" , POS_SLEEPING, do_echo , LVL_IMMORT, SCMD_ECHO },
{ "emote" , "em" , POS_RESTING , do_echo , 1, SCMD_EMOTE },
{ ":" , ":" , POS_RESTING, do_echo , 1, SCMD_EMOTE },
{ "enter" , "ent" , POS_STANDING, do_enter , 0, 0 },
{ "equipment", "eq" , POS_SLEEPING, do_equipment, 0, 0 },
{ "exits" , "ex" , POS_RESTING , do_exits , 0, 0 },
{ "examine" , "exa" , POS_SITTING , do_examine , 0, 0 },
{ "export" , "export" , POS_DEAD , do_export_zone, LVL_IMPL, 0 },
{ "force" , "force" , POS_SLEEPING, do_force , LVL_GOD, 0 },
{ "fill" , "fil" , POS_STANDING, do_pour , 0, SCMD_FILL },
{ "file" , "file" , POS_SLEEPING, do_file , LVL_GOD, 0 },
{ "flee" , "fl" , POS_FIGHTING, do_flee , 1, 0 },
{ "follow" , "fol" , POS_RESTING , do_follow , 0, 0 },
{ "freeze" , "freeze" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_FREEZE },
{ "get" , "g" , POS_RESTING , do_get , 0, 0 },
{ "gecho" , "gecho" , POS_DEAD , do_gecho , LVL_GOD, 0 },
{ "gemote" , "gem" , POS_SLEEPING, do_gen_comm , 0, SCMD_GEMOTE },
{ "give" , "giv" , POS_RESTING , do_give , 0, 0 },
{ "goto" , "go" , POS_SLEEPING, do_goto , LVL_IMMORT, 0 },
{ "gold" , "gol" , POS_RESTING , do_gold , 0, 0 },
{ "gossip" , "gos" , POS_SLEEPING, do_gen_comm , 0, SCMD_GOSSIP },
{ "group" , "gr" , POS_RESTING , do_group , 1, 0 },
{ "grab" , "grab" , POS_RESTING , do_grab , 0, 0 },
{ "grats" , "grat" , POS_SLEEPING, do_gen_comm , 0, SCMD_GRATZ },
{ "gsay" , "gsay" , POS_SLEEPING, do_gsay , 0, 0 },
{ "gtell" , "gt" , POS_SLEEPING, do_gsay , 0, 0 },
{ "help" , "h" , POS_DEAD , do_help , 0, 0 },
{ "hedit" , "hedit" , POS_DEAD , do_oasis , LVL_GOD , SCMD_OASIS_HEDIT },
{ "hindex" , "hind" , POS_DEAD , do_hindex , 0, 0 },
{ "helpcheck", "helpch" , POS_DEAD , do_helpcheck, LVL_IMPL, 0 },
{ "hide" , "hi" , POS_RESTING , do_hide , 1, 0 },
{ "handbook" , "handb" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_HANDBOOK },
{ "hcontrol" , "hcontrol", POS_DEAD , do_hcontrol , LVL_GRGOD, 0 },
{ "history" , "histo" , POS_DEAD , do_list_history, 1, 0},
{ "hit" , "hit" , POS_FIGHTING, do_hit , 0, SCMD_HIT },
{ "hold" , "hold" , POS_RESTING , do_grab , 1, 0 },
{ "holler" , "holler" , POS_RESTING , do_gen_comm , 1, SCMD_HOLLER },
{ "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT },
{ "house" , "house" , POS_RESTING , do_house , 0, 0 },
{ "inventory", "i" , POS_DEAD , do_inventory, 0, 0 },
{ "idea" , "id" , POS_DEAD , do_gen_write, 0, SCMD_IDEA },
{ "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD },
{ "immlist" , "imm" , POS_DEAD , do_gen_ps , 0, SCMD_IMMLIST },
{ "info" , "info" , POS_SLEEPING, do_gen_ps , 0, SCMD_INFO },
{ "insult" , "insult" , POS_RESTING , do_insult , 0, 0 },
{ "invis" , "invi" , POS_DEAD , do_invis , LVL_IMMORT, 0 },
{ "junk" , "j" , POS_RESTING , do_drop , 0, SCMD_JUNK },
{ "kill" , "k" , POS_FIGHTING, do_kill , 0, 0 },
{ "kick" , "ki" , POS_FIGHTING, do_kick , 1, 0 },
{ "look" , "l" , POS_RESTING , do_look , 0, SCMD_LOOK },
{ "last" , "last" , POS_DEAD , do_last , LVL_GOD, 0 },
{ "leave" , "lea" , POS_STANDING, do_leave , 0, 0 },
{ "levels" , "lev" , POS_DEAD , do_levels , 0, 0 },
{ "list" , "lis" , POS_STANDING, do_not_here , 0, 0 },
{ "links" , "lin" , POS_STANDING, do_links , LVL_GOD, 0 },
{ "lock" , "loc" , POS_SITTING , do_gen_door , 0, SCMD_LOCK },
{ "load" , "load" , POS_DEAD , do_load , LVL_BUILDER, 0 },
{ "motd" , "motd" , POS_DEAD , do_gen_ps , 0, SCMD_MOTD },
{ "mail" , "mail" , POS_STANDING, do_not_here , 1, 0 },
{ "medit" , "med" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_MEDIT },
{ "mlist" , "mlist" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_MLIST },
{ "mute" , "mute" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_SQUELCH },
{ "news" , "news" , POS_SLEEPING, do_gen_ps , 0, SCMD_NEWS },
{ "noauction", "noauction",POS_DEAD , do_gen_tog , 0, SCMD_NOAUCTION },
{ "nogossip" , "nogossip", POS_DEAD , do_gen_tog , 0, SCMD_NOGOSSIP },
{ "nograts" , "nograts" , POS_DEAD , do_gen_tog , 0, SCMD_NOGRATZ },
{ "nohassle" , "nohassle", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOHASSLE },
{ "norepeat" , "norepeat", POS_DEAD , do_gen_tog , 0, SCMD_NOREPEAT },
{ "noshout" , "noshout" , POS_SLEEPING, do_gen_tog , 1, SCMD_NOSHOUT },
{ "nosummon" , "nosummon", POS_DEAD , do_gen_tog , 1, SCMD_NOSUMMON },
{ "notell" , "notell" , POS_DEAD , do_gen_tog , 1, SCMD_NOTELL },
{ "notitle" , "notitle" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_NOTITLE },
{ "nowiz" , "nowiz" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_NOWIZ },
{ "open" , "o" , POS_SITTING , do_gen_door , 0, SCMD_OPEN },
{ "order" , "ord" , POS_RESTING , do_order , 1, 0 },
{ "offer" , "off" , POS_STANDING, do_not_here , 1, 0 },
{ "olc" , "olc" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OLC_SAVEINFO },
{ "olist" , "olist" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_OLIST },
{ "oedit" , "oedit" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_OEDIT },
{ "put" , "p" , POS_RESTING , do_put , 0, 0 },
{ "peace" , "pe" , POS_DEAD , do_peace , LVL_BUILDER, 0 },
{ "pick" , "pi" , POS_STANDING, do_gen_door , 1, SCMD_PICK },
{ "practice" , "pr" , POS_RESTING , do_practice , 1, 0 },
{ "page" , "pag" , POS_DEAD , do_page , LVL_IMMORT, 0 },
{ "pagelength", "pagel" , POS_DEAD , do_pagelength, 0, 0 },
{ "pardon" , "pardon" , POS_DEAD , do_wizutil , LVL_GOD, SCMD_PARDON },
{ "policy" , "pol" , POS_DEAD , do_gen_ps , 0, SCMD_POLICIES },
{ "pour" , "pour" , POS_STANDING, do_pour , 0, SCMD_POUR },
{ "prompt" , "pro" , POS_DEAD , do_display , 0, 0 },
{ "purge" , "purge" , POS_DEAD , do_purge , LVL_BUILDER, 0 },
{ "quaff" , "qua" , POS_RESTING , do_use , 0, SCMD_QUAFF },
{ "qecho" , "qec" , POS_DEAD , do_qcomm , LVL_GOD, SCMD_QECHO },
{ "quest" , "que" , POS_DEAD , do_gen_tog , 0, SCMD_QUEST },
{ "qui" , "qui" , POS_DEAD , do_quit , 0, 0 },
{ "quit" , "quit" , POS_DEAD , do_quit , 0, SCMD_QUIT },
{ "qsay" , "qsay" , POS_RESTING , do_qcomm , 0, SCMD_QSAY },
{ "reply" , "r" , POS_SLEEPING, do_reply , 0, 0 },
{ "rest" , "res" , POS_RESTING , do_rest , 0, 0 },
{ "read" , "rea" , POS_RESTING , do_look , 0, SCMD_READ },
{ "reload" , "reload" , POS_DEAD , do_reboot , LVL_IMPL, 0 },
{ "recite" , "reci" , POS_RESTING , do_use , 0, SCMD_RECITE },
{ "receive" , "rece" , POS_STANDING, do_not_here , 1, 0 },
{ "remove" , "rem" , POS_RESTING , do_remove , 0, 0 },
{ "rent" , "rent" , POS_STANDING, do_not_here , 1, 0 },
{ "report" , "repo" , POS_RESTING , do_report , 0, 0 },
{ "reroll" , "rero" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_REROLL },
{ "rescue" , "resc" , POS_FIGHTING, do_rescue , 1, 0 },
{ "restore" , "resto" , POS_DEAD , do_restore , LVL_GOD, 0 },
{ "return" , "retu" , POS_DEAD , do_return , 0, 0 },
{ "redit" , "redit" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_REDIT },
{ "rlist" , "rlist" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_RLIST },
{ "rclone" , "rclone" , POS_DEAD , do_room_copy, LVL_BUILDER, 0 },
{ "roomflags", "roomflags", POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_ROOMFLAGS },
{ "say" , "s" , POS_RESTING , do_say , 0, 0 },
{ "score" , "sc" , POS_DEAD , do_score , 0, 0 },
{ "sit" , "si" , POS_RESTING , do_sit , 0, 0 },
{ "'" , "'" , POS_RESTING , do_say , 0, 0 },
{ "save" , "sav" , POS_SLEEPING, do_save , 0, 0 },
{ "saveall" , "saveall" , POS_DEAD , do_saveall , LVL_BUILDER, 0},
{ "sell" , "sell" , POS_STANDING, do_not_here , 0, 0 },
{ "sedit" , "sedit" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_SEDIT },
{ "send" , "send" , POS_SLEEPING, do_send , LVL_GOD, 0 },
{ "set" , "set" , POS_DEAD , do_set , LVL_IMMORT, 0 },
{ "shout" , "sho" , POS_RESTING , do_gen_comm , 0, SCMD_SHOUT },
{ "show" , "show" , POS_DEAD , do_show , LVL_IMMORT, 0 },
{ "shutdow" , "shutdow" , POS_DEAD , do_shutdown , LVL_IMPL, 0 },
{ "shutdown" , "shutdown", POS_DEAD , do_shutdown , LVL_IMPL, SCMD_SHUTDOWN },
{ "sip" , "sip" , POS_RESTING , do_drink , 0, SCMD_SIP },
{ "skillset" , "skillset", POS_SLEEPING, do_skillset , LVL_GRGOD, 0 },
{ "sleep" , "sl" , POS_SLEEPING, do_sleep , 0, 0 },
{ "slist" , "slist" , POS_SLEEPING, do_oasis , LVL_BUILDER, SCMD_OASIS_SLIST },
{ "slowns" , "slowns" , POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_SLOWNS },
{ "sneak" , "sneak" , POS_STANDING, do_sneak , 1, 0 },
{ "snoop" , "snoop" , POS_DEAD , do_snoop , LVL_GOD, 0 },
{ "socials" , "socials" , POS_DEAD , do_commands , 0, SCMD_SOCIALS },
{ "split" , "split" , POS_SITTING , do_split , 1, 0 },
{ "stand" , "st" , POS_RESTING , do_stand , 0, 0 },
{ "stat" , "stat" , POS_DEAD , do_stat , LVL_IMMORT, 0 },
{ "steal" , "ste" , POS_STANDING, do_steal , 1, 0 },
{ "switch" , "switch" , POS_DEAD , do_switch , LVL_GOD, 0 },
{ "syslog" , "syslog" , POS_DEAD , do_syslog , LVL_IMMORT, 0 },
{ "tell" , "t" , POS_DEAD , do_tell , 0, 0 },
{ "take" , "ta" , POS_RESTING , do_get , 0, 0 },
{ "taste" , "tas" , POS_RESTING , do_eat , 0, SCMD_TASTE },
{ "teleport" , "tele" , POS_DEAD , do_teleport , LVL_GOD, 0 },
{ "tedit" , "tedit" , POS_DEAD , do_tedit , LVL_GOD, 0 }, /* XXX: Oasisify */
{ "thaw" , "thaw" , POS_DEAD , do_wizutil , LVL_FREEZE, SCMD_THAW },
{ "title" , "title" , POS_DEAD , do_title , 0, 0 },
{ "time" , "time" , POS_DEAD , do_time , 0, 0 },
{ "toggle" , "toggle" , POS_DEAD , do_toggle , 0, 0 },
{ "track" , "track" , POS_STANDING, do_track , 0, 0 },
{ "trackthru", "trackthru",POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_TRACK },
{ "transfer" , "transfer", POS_SLEEPING, do_trans , LVL_GOD, 0 },
{ "trigedit" , "trigedit", POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_TRIGEDIT},
{ "typo" , "typo" , POS_DEAD , do_gen_write, 0, SCMD_TYPO },
{ "unlock" , "unlock" , POS_SITTING , do_gen_door , 0, SCMD_UNLOCK },
{ "ungroup" , "ungroup" , POS_DEAD , do_ungroup , 0, 0 },
{ "unban" , "unban" , POS_DEAD , do_unban , LVL_GRGOD, 0 },
{ "unaffect" , "unaffect", POS_DEAD , do_wizutil , LVL_GOD, SCMD_UNAFFECT },
{ "uptime" , "uptime" , POS_DEAD , do_date , LVL_GOD, SCMD_UPTIME },
{ "use" , "use" , POS_SITTING , do_use , 1, SCMD_USE },
{ "users" , "users" , POS_DEAD , do_users , LVL_GOD, 0 },
{ "value" , "val" , POS_STANDING, do_not_here , 0, 0 },
{ "version" , "ver" , POS_DEAD , do_gen_ps , 0, SCMD_VERSION },
{ "visible" , "vis" , POS_RESTING , do_visible , 1, 0 },
{ "vnum" , "vnum" , POS_DEAD , do_vnum , LVL_IMMORT, 0 },
{ "vstat" , "vstat" , POS_DEAD , do_vstat , LVL_IMMORT, 0 },
{ "wake" , "wake" , POS_SLEEPING, do_wake , 0, 0 },
{ "wear" , "wea" , POS_RESTING , do_wear , 0, 0 },
{ "weather" , "weather" , POS_RESTING , do_weather , 0, 0 },
{ "who" , "wh" , POS_DEAD , do_who , 0, 0 },
{ "whoami" , "whoami" , POS_DEAD , do_gen_ps , 0, SCMD_WHOAMI },
{ "where" , "where" , POS_RESTING , do_where , 1, 0 },
{ "whisper" , "whisper" , POS_RESTING , do_spec_comm, 0, SCMD_WHISPER },
{ "wield" , "wie" , POS_RESTING , do_wield , 0, 0 },
{ "wimpy" , "wimpy" , POS_DEAD , do_wimpy , 0, 0 },
{ "withdraw" , "withdraw", POS_STANDING, do_not_here , 1, 0 },
{ "wiznet" , "wiz" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 },
{ ";" , ";" , POS_DEAD , do_wiznet , LVL_IMMORT, 0 },
{ "wizhelp" , "wizhelp" , POS_SLEEPING, do_commands , LVL_IMMORT, SCMD_WIZHELP },
{ "wizlist" , "wizlist" , POS_DEAD , do_gen_ps , 0, SCMD_WIZLIST },
{ "wizlock" , "wizlock" , POS_DEAD , do_wizlock , LVL_IMPL, 0 },
{ "write" , "write" , POS_STANDING, do_write , 1, 0 },
{ "zreset" , "zreset" , POS_DEAD , do_zreset , LVL_BUILDER, 0 },
{ "zedit" , "zedit" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_ZEDIT },
{ "zlist" , "zlist" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_ZLIST },
{ "zcheck" , "zcheck" , POS_DEAD , do_zcheck , LVL_GOD, 0 },
{ "zpurge" , "zpurge" , POS_DEAD , do_zpurge , LVL_BUILDER, 0 },
/* DG trigger commands */
{ "attach" , "attach" , POS_DEAD , do_attach , LVL_BUILDER, 0 },
{ "detach" , "detach" , POS_DEAD , do_detach , LVL_BUILDER, 0 },
{ "tlist" , "tlist" , POS_DEAD , do_oasis , LVL_BUILDER, SCMD_OASIS_TLIST },
{ "tstat" , "tstat" , POS_DEAD , do_tstat , LVL_BUILDER, 0 },
{ "masound" , "masound" , POS_DEAD , do_masound , -1, 0 },
{ "mkill" , "mkill" , POS_STANDING, do_mkill , -1, 0 },
{ "mjunk" , "mjunk" , POS_SITTING , do_mjunk , -1, 0 },
{ "mdamage" , "mdamage" , POS_DEAD , do_mdamage , -1, 0 },
{ "mdoor" , "mdoor" , POS_DEAD , do_mdoor , -1, 0 },
{ "mecho" , "mecho" , POS_DEAD , do_mecho , -1, 0 },
{ "mrecho" , "mrecho" , POS_DEAD , do_mrecho , -1, 0 },
{ "mechoaround", "mechoaround", POS_DEAD, do_mechoaround, -1, 0 },
{ "msend" , "msend" , POS_DEAD , do_msend , -1, 0 },
{ "mload" , "mload" , POS_DEAD , do_mload , -1, 0 },
{ "mpurge" , "mpurge" , POS_DEAD , do_mpurge , -1, 0 },
{ "mgoto" , "mgoto" , POS_DEAD , do_mgoto , -1, 0 },
{ "mat" , "mat" , POS_DEAD , do_mat , -1, 0 },
{ "mteleport", "mteleport", POS_DEAD , do_mteleport, -1, 0 },
{ "mforce" , "mforce" , POS_DEAD , do_mforce , -1, 0 },
{ "mhunt" , "mhunt" , POS_DEAD , do_mhunt , -1, 0 },
{ "mremember", "mremember", POS_DEAD , do_mremember, -1, 0 },
{ "mforget" , "mforget" , POS_DEAD , do_mforget , -1, 0 },
{ "mtransform", "mtransform", POS_DEAD , do_mtransform,-1, 0 },
{ "mzoneecho", "mzoneecho", POS_DEAD , do_mzoneecho, -1, 0 },
{ "vdelete" , "vdelete" , POS_DEAD , do_vdelete , LVL_BUILDER, 0 },
{ "mfollow" , "mfollow" , POS_DEAD , do_mfollow , -1, 0 },
{ "\n", "zzzzzzz", 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);
/* Since all command triggers check for valid_dg_target before acting, the levelcheck
* here has been removed.
*/
/* otherwise, find the command */
{
int cont; /* continue the command checks */
cont = command_wtrigger(ch, arg, line); /* any world triggers ? */
if (!cont) cont = command_mtrigger(ch, arg, line); /* any mobile triggers ? */
if (!cont) cont = command_otrigger(ch, arg, line); /* any object triggers ? */
if (cont) return; /* yes, command trigger took over */
}
for (length = strlen(arg), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++)
if(complete_cmd_info[cmd].command_pointer != do_action &&
!strncmp(complete_cmd_info[cmd].command, arg, length))
if (GET_LEVEL(ch) >= complete_cmd_info[cmd].minimum_level)
break;
/* it's not a 'real' command, so it's a social */
if(*complete_cmd_info[cmd].command == '\n')
for (length = strlen(arg), cmd = 0; *complete_cmd_info[cmd].command != '\n'; cmd++)
if (complete_cmd_info[cmd].command_pointer == do_action &&
!strncmp(complete_cmd_info[cmd].command, arg, length))
if (GET_LEVEL(ch) >= complete_cmd_info[cmd].minimum_level)
break;
if (*complete_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 (complete_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) && complete_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) < complete_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))
((*complete_cmd_info[cmd].command_pointer) (ch, line, cmd, complete_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;
write_aliases(ch);
send_to_char(ch, "Alias saved.\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; *complete_cmd_info[cmd].command != '\n'; cmd++)
if (!strcmp(complete_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 pref_temp = 0; /* for "last" log */
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;
pref_temp=GET_PREF(k->character);
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. */
pref_temp=GET_PREF(k->character);
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;
pref_temp = GET_PREF(ch);
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) {
GET_PREF(d->character)= rand_number(1, 128000);
GET_HOST(d->character)= strdup(d->host);
return 0;
}
if (GET_HOST(target)) free(GET_HOST(target));
GET_HOST(target) = strdup(d->host);
GET_PREF(target) = pref_temp;
add_llog_entry(target, LAST_RECONNECT);
/* 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);
}
/* load the player, put them in the right room - used by copyover_recover too */
int enter_player_game (struct descriptor_data *d)
{
int load_result;
room_vnum load_room;
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;
/* copyover */
GET_ID(d->character) = GET_IDNUM(d->character);
/* find_char helper */
add_to_lookup_table(GET_ID(d->character), (void *)d->character);
read_saved_vars(d->character);
d->character->next = character_list;
character_list = d->character;
char_to_room(d->character, load_room);
load_result = Crash_load(d->character);
save_char(d->character);
return load_result;
}
/* deal with newcomers and other non-playing sockets */
void nanny(struct descriptor_data *d, char *arg)
{
int load_result; /* Overloaded variable */
int player_i;
/* OasisOLC states */
struct {
int state;
void (*func)(struct descriptor_data *, char *);
} olc_functions[] = {
{ CON_OEDIT, oedit_parse },
{ CON_ZEDIT, zedit_parse },
{ CON_SEDIT, sedit_parse },
{ CON_MEDIT, medit_parse },
{ CON_REDIT, redit_parse },
{ CON_CEDIT, cedit_parse },
{ CON_TRIGEDIT, trigedit_parse },
{ CON_AEDIT, aedit_parse },
{ CON_HEDIT, hedit_parse },
{ -1, NULL }
};
skip_spaces(&arg);
/*
* Quick check for the OLC states.
*/
for (player_i = 0; olc_functions[player_i].state >= 0; player_i++)
if (STATE(d) == olc_functions[player_i].state) {
/* send context-sensitive help if need be */
if (context_help(d, arg)) return;
(*olc_functions[player_i].func)(d, arg);
return;
}
/* Not in OLC. */
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);
GET_HOST(d->character) = strdup(d->host);
d->character->desc = d;
}
if (!*arg)
STATE(d) = CON_CLOSE;
else {
char buf[MAX_INPUT_LENGTH], tmp_name[MAX_INPUT_LENGTH];
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, d->character)) > -1) {
GET_PFILEPOS(d->character) = player_i;
if (PLR_FLAGGED(d->character, PLR_DELETED)) {
/* make sure old files are removed so the new player doesn't get
the deleted player's equipment (this should probably be a
stock behavior)
*/
if ((player_i = get_ptable_by_name(tmp_name)) >= 0)
remove_player(player_i);
/* 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);
GET_HOST(d->character) = strdup(d->host);
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(d->character->player.name);
d->character->player.name = NULL;
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) >= CONFIG_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);
if (GET_INVIS_LEV(d->character))
mudlog(BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(d->character)), TRUE,
"%s [%s] has connected. (invis %d)", GET_NAME(d->character), d->host,
GET_INVIS_LEV(d->character));
else
mudlog(BRF, LVL_IMMORT, 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", CONFIG_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);
save_player_index();
write_to_output(d, "%s\r\n*** PRESS RETURN: ", motd);
STATE(d) = CON_RMOTD;
/* make sure the last log is updated correctly. */
GET_PREF(d->character)= rand_number(1, 128000);
GET_HOST(d->character)= strdup(d->host);
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", CONFIG_MENU);
add_llog_entry(d->character, LAST_CONNECT);
STATE(d) = CON_MENU;
break;
case CON_MENU: { /* get selection from main menu */
switch (*arg) {
case '0':
write_to_output(d, "Goodbye.\r\n");
add_llog_entry(d->character, LAST_QUIT);
STATE(d) = CON_CLOSE;
break;
case '1':
load_result = enter_player_game(d);
send_to_char(d->character, "%s", CONFIG_WELC_MESSG);
/* 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);
greet_mtrigger(d->character, -1);
greet_memory_mtrigger(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", CONFIG_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;
/* We've updated to 3.1 - some bits might be set wrongly: */
REMOVE_BIT(PRF_FLAGS(d->character), PRF_BUILDWALK);
break;
case '2':
if (d->character->player.description) {
write_to_output(d, "Current description:\r\n%s", d->character->player.description);
/*
* Don't free this now... so that the old description gets loaded
* as the current buffer in the editor. Do setup the ABORT buffer
* here, however.
*
* free(d->character->player.description);
* d->character->player.description = NULL;
*/
d->backstr = strdup(d->character->player.description);
}
write_to_output(d, "Enter the new text you'd like others to see when they look at you.\r\n");
send_editor_help(d);
d->str = &d->character->player.description;
d->max_str = PLR_DESC_LENGTH;
STATE(d) = CON_PLR_DESC;
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", CONFIG_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", CONFIG_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", CONFIG_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));
/* If the selfdelete_fastwipe flag is set (in config.c), remove all
the player's immediately */
if (selfdelete_fastwipe)
if ((player_i = get_ptable_by_name(GET_NAME(d->character))) >= 0) {
SET_BIT(player_table[player_i].flags, PINDEX_SELFDELETE);
remove_player(player_i);
}
delete_aliases(GET_NAME(d->character));
delete_variables(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", CONFIG_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) : "<unknown>");
STATE(d) = CON_DISCONNECT; /* Safest to do. */
break;
}
}