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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* This file deals with administrative commands from the client.
*/
#include <global.h>
#include <commands.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#ifndef tolower
/** Simple macro to convert a letter to lowercase. */
#define tolower(C) (((C) >= 'A' && (C) <= 'Z') ? (C)-'A'+'a' : (C))
#endif
/**
* Compare function for commands.
*
* @param a
* @param b
* commands to compare.
* @retval -1
* a is less then b.
* @retval 0
* a and b are equals.
* @retval 1
* a is greater than b.
*/
static int compare_A(const void *a, const void *b) {
return strcmp(((const command_array_struct *)a)->name,
((const command_array_struct *)b)->name);
}
/**
* Finds the specified command in the command array. Utility function.
*
* @param cmd
* command to find. Will be put to lowercase.
* @param commarray
* commands to search into.
* @param commsize
* length of commarray.
* @return
* matching command, NULL for no match.
*/
static command_array_struct *find_command_element(const char *cmd, command_array_struct *commarray, int commsize) {
command_array_struct *asp, dummy;
dummy.name = cmd;
asp = (command_array_struct *)bsearch((void *)&dummy,
(void *)commarray, commsize,
sizeof(command_array_struct),
compare_A);
return asp;
}
/**
* Player issued a command, let's handle it.
*
* This function is called from the new client/server code.
*
* @param pl
* player who is issuing the command
* @param command
* the actual command with its arguments.
*/
void execute_newserver_command(object *pl, char *command) {
command_array_struct *csp, sent;
char *cp, *low;
pl->contr->has_hit = 0;
/*
* remove trailing spaces from commant
*/
cp = command+strlen(command)-1;
while ((cp >= command) && (*cp == ' ')) {
*cp = '\0';
cp--;
}
cp = strchr(command, ' ');
if (cp) {
*(cp++) = '\0';
while (*cp == ' ')
cp++;
} else {
cp = strchr(command, '\0');
}
for (low = command; *low; low++)
*low = tolower(*low);
csp = find_plugin_command(command, &sent);
if (!csp)
csp = find_command_element(command, Commands, CommandsSize);
if (!csp)
csp = find_command_element(command, CommunicationCommands,
CommunicationCommandSize);
if (!csp && QUERY_FLAG(pl, FLAG_WIZ))
csp = find_command_element(command, WizCommands, WizCommandsSize);
if (csp == NULL) {
draw_ext_info_format(NDI_UNIQUE, 0, pl,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"'%s' is not a valid command.",
command);
return;
}
pl->speed_left -= csp->time;
/* A character time can never exceed his speed (which in many cases,
* if wearing armor, is less than one.) Thus, in most cases, if
* the command takes 1.0, the player's speed will be less than zero.
* it is only really an issue if time goes below -1
* Due to various reasons that are too long to go into here, we will
* actually still execute player even if his time is less than 0,
* but greater than -1. This is to improve the performance of the
* new client/server. In theory, it shouldn't make much difference.
*/
if (csp->time && pl->speed_left < -2.0) {
LOG(llevDebug, "execute_newclient_command: Player issued command that takes more time than he has left.\n");
}
csp->func(pl, cp);
}
/**
* Player wants to start running.
*
* @param op
* player.
* @param params
* additional parameters.
*/
void command_run(object *op, const char *params) {
int dir;
dir = atoi(params);
if (dir < 0 || dir >= 9) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Can't run into a non adjacent square.");
return;
}
op->contr->run_on = 1;
move_player(op, dir);
}
/**
* Player wants to stop running.
*
* @param op
* player.
* @param params
* ignored.
* @return
* 1.
*/
void command_run_stop(object *op, const char *params) {
op->contr->run_on = 0;
}
/**
* Player wants to start furing.
*
* @param op
* player.
* @param params
* additional parameters.
*/
void command_fire(object *op, const char *params) {
int dir;
dir = atoi(params);
if (dir < 0 || dir >= 9) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Can't fire to a non adjacent square.");
return;
}
op->contr->fire_on = 1;
move_player(op, dir);
}
/**
* Player wants to stop firing.
*
* @param op
* player.
* @param params
* ignored.
*/
void command_fire_stop(object *op, const char *params) {
op->contr->fire_on = 0;
}
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