Esempio n. 1
0
def do_at(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg or not argument:
        ch.send("At where what?\n")
        return
    location = game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return
    if not ch.is_room_owner(location) and location.is_private() \
            and ch.trust < merc.MAX_LEVEL:
        ch.send("That room is private right now.\n")
        return
    original = ch.in_room
    on = ch.on
    original.get(ch)
    location.put(ch)
    ch.interpret(argument)

    # See if 'ch' still exists before continuing!
    # Handles 'at XXXX quit' case.
    for wch in instance.characters.values():
        if wch == ch:
            location.get(ch)
            original.put(ch)
            ch.on = on
            break
Esempio n. 2
0
def do_at(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg or not argument:
        ch.send("At where what?\n")
        return
    location = game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return
    if not ch.is_room_owner(location) and location.is_private() \
            and ch.trust < merc.MAX_LEVEL:
        ch.send("That room is private right now.\n")
        return
    original = ch.in_room
    on = ch.on
    original.get(ch)
    location.put(ch)
    ch.interpret(argument)

    # See if 'ch' still exists before continuing!
    # Handles 'at XXXX quit' case.
    for wch in instance.characters.values():
        if wch == ch:
            location.get(ch)
            original.put(ch)
            ch.on = on
            break
Esempio n. 3
0
def cmd_rset(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)
    arg3 = argument

    if not arg1 or not arg2 or not arg3:
        ch.send("Syntax: rset <location> <field> value\n\n"
                "Field being one of:\n"
                "  flags sector\n")
        return

    location = game_utils.find_location(ch, arg1)
    if not location:
        ch.send("No such location.\n")
        return

    # Snarf the value.
    value = int(arg3) if arg3.isdigit() else -1

    # Set something.
    if game_utils.str_cmp(arg2, "flags"):
        location.room_flags.bits = value
        return

    if game_utils.str_cmp(arg2, "sector"):
        location.sector_type = value
        return

    # Generate usage message.
    ch.cmd_rset("")
Esempio n. 4
0
def do_goto(ch, argument):
    if not argument:
        ch.send("Goto where?\n")
        return
    location = game_utils.find_location(ch, argument)
    if not location:
        ch.send("No such location.\n")
        return
    count = len(location.people)
    if not ch.is_room_owner(location) and location.is_private() \
            and (count > 1 or ch.trust < merc.MAX_LEVEL):
        ch.send("That room is private right now.\n")
        return
    if ch.fighting:
        fight.stop_fighting(ch, True)
    for rch_id in ch.in_room.people[:]:
        rch = instance.characters[rch_id]
        if rch.trust >= ch.invis_level:
            if ch.is_npc() and ch.bamfout:
                handler_game.act("$t", ch, ch.bamfout, rch, merc.TO_VICT)
            else:
                handler_game.act("$n leaves in a swirling mist.", ch, None,
                                 rch, merc.TO_VICT)
    location.put(ch.in_room.get(ch))

    for rch_id in ch.in_room.people[:]:
        rch = instance.characters[rch_id]
        if rch.trust >= ch.invis_level:
            if ch.is_npc() and ch.bamfin:
                handler_game.act("$t", ch, ch.bamfin, rch, merc.TO_VICT)
            else:
                handler_game.act("$n appears in a swirling mist.", ch, None,
                                 rch, merc.TO_VICT)
    ch.do_look("auto")
    return
Esempio n. 5
0
def do_stat(ch, argument):
    string, arg = game_utils.read_word(argument)
    if not arg:
        ch.send("Syntax:\n")
        ch.send("  stat <name>\n")
        ch.send("  stat obj <name>\n")
        ch.send("  stat mob <name>\n")
        ch.send("  stat room <number>\n")
        return
    if arg == "room":
        ch.do_rstat(string)
        return
    if arg == "obj":
        ch.do_ostat(string)
        return
    if arg == "char" or arg == "mob":
        ch.do_mstat(string)
        return
    # do it the old way
    obj = ch.get_item_world(argument)
    if obj:
        ch.do_ostat(argument)
        return
    victim = ch.get_char_world(argument)
    if victim:
        ch.do_mstat(argument)
        return
    location = game_utils.find_location(ch, argument)
    if location:
        ch.do_rstat(argument)
        return
    ch.send("Nothing by that name found anywhere.\n")
Esempio n. 6
0
def do_stat(ch, argument):
    string, arg = game_utils.read_word(argument)
    if not arg:
        ch.send("Syntax:\n")
        ch.send("  stat <name>\n")
        ch.send("  stat obj <name>\n")
        ch.send("  stat mob <name>\n")
        ch.send("  stat room <number>\n")
        return
    if arg == "room":
        ch.do_rstat(string)
        return
    if arg == "obj":
        ch.do_ostat(string)
        return
    if arg == "char" or arg == "mob":
        ch.do_mstat(string)
        return
    # do it the old way
    obj = ch.get_item_world(argument)
    if obj:
        ch.do_ostat(argument)
        return
    victim = ch.get_char_world(argument)
    if victim:
        ch.do_mstat(argument)
        return
    location = game_utils.find_location(ch, argument)
    if location:
        ch.do_rstat(argument)
        return
    ch.send("Nothing by that name found anywhere.\n")
Esempio n. 7
0
def do_violate(ch, argument):
    if not argument:
        ch.send("Goto where?\n")
        return
    location = game_utils.find_location(ch, argument)
    if not location:
        ch.send("No such location.\n")
        return
    if not location.is_private():
        ch.send("That room isn't private, use goto.\n")
        return
    if ch.fighting:
        fight.stop_fighting(ch, True)

    for rch_id in ch.in_room.people:
        rch = instance.characters[rch_id]
        if rch.trust >= ch.invis_level:
            if ch.pcdata and ch.bamfout:
                handler_game.act("$t", ch, ch.bamfout, rch, merc.TO_VICT)
            else:
                handler_game.act("$n leaves in a swirling mist.", ch, None, rch, merc.TO_VICT)
    ch.get()
    ch.put(location)

    for rch_id in ch.in_room.people:
        rch = instance.characters[rch_id]
        if rch.trust >= ch.invis_level:
            if ch.pcdata and ch.bamfin:
                handler_game.act("$t", ch, ch.bamfin, rch, merc.TO_VICT)
            else:
                handler_game.act("$n appears in a swirling mist.", ch, None, rch, merc.TO_VICT)
    ch.do_look("auto")
    return
Esempio n. 8
0
def cmd_rstat(ch, argument):
    argument, arg = game_utils.read_word(argument)

    location = ch.in_room if not arg else game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return

    if ch.in_room != location and location.is_private():
        ch.send("That room is private right now.\n")
        return

    buf = [
        "Name: '{}.'\nArea: '{}'.\n".format(location.name, location.area.name)
    ]
    buf += "Vnum: {}.  Sector: {}.  Light: {}.\n".format(
        location.vnum, location.sector_type, location.available_light)
    buf += "Room flags: {}.\nDescription:\n{}".format(
        repr(location.room_flags), location.description)

    if location.extra_descr:
        buf += "Extra description keywords: '"
        buf += [edd.keyword + " " for edd in location.extra_descr]
        buf += "'.\n"

    buf += "Characters:"
    for rch_id in location.people:
        rch = instance.characters[rch_id]
        buf += "'{}' ".format(
            rch.name if not rch.is_npc() else rch.short_descr)

    buf += ".\nObjects:   "
    for obj_id in location.inventory[:]:
        obj = instance.global_instances[obj_id]
        buf += "'{}' ".format(obj.name)
    buf += ".\n"

    for door, pexit in enumerate(location.exit):
        if pexit:
            ch.send(
                "Door: {}.  To: {}.  Key: {}.  Exit flags: {}.\nKeyword: '{}'.  Description: {}"
                .format(
                    door,  # TODO:  come back and fix this
                    -1 if pexit.to_room is None else
                    instance.rooms[pexit.to_room].vnum,
                    -1 if pexit.key is None else pexit.key,
                    pexit.exit_info,
                    pexit.keyword,
                    pexit.description if pexit.description else "(none).\n"))
Esempio n. 9
0
def do_rstat(ch, argument):
    argument, arg = game_utils.read_word(argument)
    location = ch.in_room if not arg else game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return

    if not ch.is_room_owner(location) and ch.in_room != location \
            and location.is_private() and not state_checks.IS_TRUSTED(ch, merc.MAX_LEVEL):
        ch.send("That room is private right now.\n")
        return
    ch.send("Name: '%s'\nArea: '%s'\n" % (location.name, location.area))
    ch.send("Vnum: %d  Sector: %d  Light: %d  Healing: %d  Mana: %d\n" %
            (location.vnum, location.sector_type, location.available_light,
             location.heal_rate, location.mana_rate))
    ch.send("Room flags: %d.\nDescription:\n%s" %
            (location.room_flags, location.description))
    if location.extra_descr:
        ch.send("Extra description keywords: '")
        [ch.send(ed.keyword + " ") for ed in location.extra_descr]
        ch.send("'.\n")

    ch.send("Characters:")
    for rch_id in location.people:
        rch = instance.characters[rch_id]
        if ch.can_see(rch):
            ch.send("%s " % rch.name if not rch.is_npc() else rch.short_descr)
    ch.send(".\nObjects:   ")
    for obj_id in location.inventory[:]:
        obj = instance.global_instances[obj_id]
        ch.send("'%s' " % obj.name)
    ch.send(".\n")
    for door, pexit in enumerate(location.exit):
        if pexit:
            ch.send(
                "Door: %d.  To: %d.  Key: %d.  Exit flags: %d.\nKeyword: '%s'.  Description: %s"
                % (
                    door,  # TODO:  come back and fix this
                    -1 if pexit.to_room is None else
                    instance.rooms[pexit.to_room].vnum,
                    -1 if pexit.key is None else pexit.key,
                    pexit.exit_info,
                    pexit.keyword,
                    pexit.description if pexit.description else "(none).\n"))
    return
Esempio n. 10
0
def do_transfer(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)
    if not arg1:
        ch.send("Transfer whom (and where)?\n")
        return
    if arg1 == "all":
        for d in merc.descriptor_list:
            if d.is_connected(nanny.con_playing) \
                    and d.character != ch \
                    and d.character.in_room \
                    and ch.can_see(d.character):
                ch.do_transfer("%s %s" % d.character.name, arg2)
        return
    # Thanks to Grodyn for the optional location parameter.
    if not arg2:
        location = ch.in_room
    else:
        location = game_utils.find_location(ch, arg2)
        if not location:
            ch.send("No such location.\n")
            return
        if not ch.is_room_owner(location) and location.is_private() \
                and ch.trust < merc.MAX_LEVEL:
            ch.send("That room is private right now.\n")
            return
    victim = ch.get_char_world(arg1)
    if not victim:
        ch.send("They aren't here.\n")
        return
    if victim.in_room is None:
        ch.send("They are in limbo.\n")
        return

    if victim.fighting:
        fight.stop_fighting(victim, True)
    handler_game.act("$n disappears in a mushroom cloud.", victim, None, None, merc.TO_ROOM)
    victim.in_room.get(victim)
    location.put(victim)
    handler_game.act("$n arrives from a puff of smoke.", victim, None, None, merc.TO_ROOM)
    if ch != victim:
        handler_game.act("$n has transferred you.", ch, None, victim, merc.TO_VICT)
    victim.do_look("auto")
    ch.send("Ok.\n")
Esempio n. 11
0
def do_rstat(ch, argument):
    argument, arg = game_utils.read_word(argument)
    location = ch.in_room if not arg else game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return

    if not ch.is_room_owner(location) and ch.in_room != location \
            and location.is_private() and not state_checks.IS_TRUSTED(ch, merc.MAX_LEVEL):
        ch.send("That room is private right now.\n")
        return
    ch.send("Name: '%s'\nArea: '%s'\n" % (location.name, location.area))
    ch.send("Vnum: %d  Sector: %d  Light: %d  Healing: %d  Mana: %d\n" % (
        location.vnum,
        location.sector_type,
        location.available_light,
        location.heal_rate,
        location.mana_rate))
    ch.send("Room flags: %d.\nDescription:\n%s" % (location.room_flags, location.description))
    if location.extra_descr:
        ch.send("Extra description keywords: '")
        [ch.send(ed.keyword + " ") for ed in location.extra_descr]
        ch.send("'.\n")

    ch.send("Characters:")
    for rch_id in location.people:
        rch = instance.characters[rch_id]
        if ch.can_see(rch):
            ch.send("%s " % rch.name if not rch.is_npc() else rch.short_descr)
    ch.send(".\nObjects:   ")
    for obj_id in location.inventory[:]:
        obj = instance.global_instances[obj_id]
        ch.send("'%s' " % obj.name)
    ch.send(".\n")
    for door, pexit in enumerate(location.exit):
        if pexit:
            ch.send("Door: %d.  To: %d.  Key: %d.  Exit flags: %d.\nKeyword: '%s'.  Description: %s" % (
                door,  # TODO:  come back and fix this
                -1 if pexit.to_room is None else instance.rooms[pexit.to_room].vnum,
                -1 if pexit.key is None else pexit.key,
                pexit.exit_info,
                pexit.keyword,
                pexit.description if pexit.description else "(none).\n" ))
    return
Esempio n. 12
0
def cmd_goto(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Goto where?\n")
        return

    location = game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return

    if location.is_private():
        ch.send("That room is private right now.\n")
        return

    if ch.fighting:
        fight.stop_fighting(ch, True)

    for rch_id in ch.in_room.people[:]:
        rch = instance.characters[rch_id]
        if rch.trust >= ch.invis_level:
            if ch.is_npc() and ch.bamfout:
                handler_game.act("$t", ch, ch.bamfout, rch, merc.TO_VICT)
            else:
                handler_game.act("$n leaves in a swirling mist.", ch, None, rch, merc.TO_VICT)

    location.put(ch.in_room.get(ch))

    for rch_id in ch.in_room.people[:]:
        rch = instance.characters[rch_id]
        if rch.trust >= ch.invis_level:
            if ch.is_npc() and ch.bamfin:
                handler_game.act("$t", ch, ch.bamfin, rch, merc.TO_VICT)
            else:
                handler_game.act("$n appears in a swirling mist.", ch, None, rch, merc.TO_VICT)

    ch.cmd_look("auto")

    mount = ch.mount
    if mount:
        ch.in_room.put(mount.in_room.get(mount))
        mount.cmd_look("")
Esempio n. 13
0
def cmd_transfer(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1:
        ch.send("Transfer whom (and where)?\n")
        return

    if game_utils.str_cmp(arg1, "all"):
        for wch in list(instance.players.values()):
            if wch != ch and wch.in_room and ch.can_see(wch):
                if wch.act.is_set(
                        merc.PLR_GODLESS
                ) and ch.trust < merc.NO_GODLESS and not ch.extra.is_set(
                        merc.EXTRA_ANTI_GODLESS):
                    continue

                ch.cmd_transfer("{} {}".format(wch.name, arg2))
        return

    # Thanks to Grodyn for the optional location parameter.
    if not arg2:
        location = ch.in_room
    else:
        location = game_utils.find_location(ch, arg2)
        if not location:
            ch.send("No such location.\n")
            return

        if location.is_private():
            ch.send("That room is private right now.\n")
            return

    victim = ch.get_char_world(arg1)
    if not victim:
        ch.not_here(arg1)
        return

    if not victim.in_room:
        ch.send("They are in limbo.\n")
        return

    if victim.act.is_set(
            merc.PLR_GODLESS
    ) and ch.trust < merc.NO_GODLESS and not ch.extra.is_set(
            merc.EXTRA_ANTI_GODLESS):
        ch.send("You failed.\n")
        return

    if victim.fighting:
        fight.stop_fighting(victim, True)

    handler_game.act("$n disappears in a mushroom cloud.", victim, None, None,
                     merc.TO_ROOM)
    victim.in_room.get(victim)
    location.put(victim)
    handler_game.act("$n arrives from a puff of smoke.", victim, None, None,
                     merc.TO_ROOM)

    if ch != victim:
        handler_game.act("$n has transferred you.", ch, None, victim,
                         merc.TO_VICT)

    victim.cmd_look("auto")
    ch.send("Ok.\n")

    mount = victim.mount
    if mount:
        mount.in_room.get(mount)
        location.put(mount)

        if ch != mount:
            handler_game.act("$n has transferred you.", ch, None, mount,
                             merc.TO_VICT)
        mount.cmd_look("auto")