Exemplo n.º 1
0
def do_auction(ch, argument):
    if not argument:
        if ch.comm.is_set(merc.COMM_NOAUCTION):
            ch.send("Auction channel is now ON.\n")
            ch.comm.rem_bit(merc.COMM_NOAUCTION)
        else:
            ch.send("Auction channel is now OFF.\n")
            ch.comm.set_bit(merc.COMM_NOAUCTION)
    else:  # auction message sent, turn auction on if it is off */
        if ch.comm.is_set(merc.COMM_QUIET):
            ch.send("You must turn off quiet mode first.\n")
            return
        if ch.comm.is_set(merc.COMM_NOCHANNELS):
            ch.send("The gods have revoked your channel priviliges.\n")
            return

        ch.comm.rem_bit(merc.COMM_NOAUCTION)
        ch.send("You auction '%s'\n" % argument)
        for d in merc.descriptor_list:
            victim = handler_ch.CH(d)
            if d.is_connected(nanny.con_playing) and d.character != ch \
            and not victim.comm.is_set(merc.COMM_NOAUCTION) \
            and not victim.comm.is_set(merc.COMM_QUIET):
                handler_game.act("$n auctions '$t'", ch, argument, d.character,
                                 merc.TO_VICT, merc.POS_DEAD)
Exemplo n.º 2
0
def do_gossip(ch, argument):
    if not argument:
        if ch.comm.is_set(merc.COMM_NOGOSSIP):
            ch.send("Gossip channel is now ON.\n")
            ch.comm.rem_bit(merc.COMM_NOGOSSIP)
        else:
            ch.send("Gossip channel is now OFF.\n")
            ch.comm.set_bit(merc.COMM_NOGOSSIP)
    else:  # gossip message sent, turn gossip on if it isn't already
        if ch.comm.is_set(merc.COMM_QUIET):
            ch.send("You must turn off quiet mode first.\n")
            return
        if ch.comm.is_set(merc.COMM_NOCHANNELS):
            ch.send("The gods have revoked your channel privileges.\n")
            return
        ch.comm.rem_bit(merc.COMM_NOGOSSIP)
        ch.send("You gossip '%s'\n" % argument)
        for d in merc.descriptor_list:
            victim = handler_ch.CH(d)
            if d.is_connected(nanny.con_playing) \
                    and d.character != ch \
                    and not victim.comm.is_set(merc.COMM_NOGOSSIP) \
                    and not victim.comm.is_set(merc.COMM_QUIET):
                handler_game.act("$n gossips '$t'", ch, argument, d.character,
                                 merc.TO_VICT, merc.POS_SLEEPING)
Exemplo n.º 3
0
def do_question(ch, argument):
    if not argument:
        if ch.comm.is_set(merc.COMM_NOQUESTION):
            ch.send("Q/A channel is now ON.\n")
            ch.comm.rem_bit(merc.COMM_NOQUESTION)
        else:
            ch.send("Q/A channel is now OFF.\n")
            ch.comm.set_bit(merc.COMM_NOQUESTION)
    else:  # question sent, turn Q/A on if it isn't already
        if ch.comm.is_set(merc.COMM_QUIET):
            ch.send("You must turn off quiet mode first.\n")
            return
        if ch.comm.is_set(merc.COMM_NOCHANNELS):
            ch.send("The gods have revoked your channel privileges.\n")
            return
        ch.comm.rem_bit(merc.COMM_NOQUESTION)

        ch.send("You question '%s'\n" % argument)
        for d in merc.descriptor_list:
            victim = handler_ch.CH(d)
            if d.is_connected(nanny.con_playing) and d.character != ch \
                    and not victim.comm.is_set(merc.COMM_NOQUESTION) and not state_checks.IS_SET(victim.comm,
                                                                                                               merc.COMM_QUIET):
                handler_game.act("$n questions '$t'", ch, argument,
                                 d.character, merc.TO_VICT, merc.POS_SLEEPING)
Exemplo n.º 4
0
def do_quit(ch, argument):
    if ch.is_npc():
        return
    if ch.position == merc.POS_FIGHTING:
        ch.send("No way! You are fighting.\n")
        return
    if ch.position < merc.POS_STUNNED:
        ch.send("You're not DEAD yet.\n")
        return
    ch.send("Alas, all good things must come to an end.\n")
    handler_game.act("$n has left the game.", ch, None, None, merc.TO_ROOM)
    logger.info("%s has quit.", ch.name)
    handler_game.wiznet("$N rejoins the real world.", ch, None,
                        merc.WIZ_LOGINS, 0, ch.trust)
    # After extract_char the ch is no longer valid!
    ch.save(logout=True, force=True)
    #save.legacy_save_char_obj(ch)
    id = ch.id
    d = ch.desc
    ch.extract(True)
    if d is not None:
        comm.close_socket(d)

    # toast evil cheating bastards
    for d in merc.descriptor_list[:]:
        tch = handler_ch.CH(d)
        if tch and tch.id == id:
            tch.extract(True)
            comm.close_socket(d)
    return
Exemplo n.º 5
0
def do_shutdown(ch, argument):
    if ch.invis_level < merc.LEVEL_HERO:
        ch.do_echo("Shutdown by %s." % ch.name)
    comm.done = True
    for d in merc.descriptor_list[:]:
        vch = handler_ch.CH(d)
        if vch:
            vch.save(logout=True, force=True)
            comm.close_socket(d)
Exemplo n.º 6
0
def do_whois(ch, argument):
    found = False
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("You must provide a name.\n")
        return
    for d in merc.descriptor_list[:]:
        if not d.is_connected(nanny.con_playing) or not ch.can_see(d.character):
            continue
        wch = handler_ch.CH(d)
        if not ch.can_see(wch):
            continue
        if wch.name.lower().startswith(arg):
            found = True
            # work out the printing
            guild = wch.guild.who_name
            if wch.level == merc.MAX_LEVEL - 0:
                guild = "IMP"
            elif wch.level == merc.MAX_LEVEL - 1:
                guild = "CRE"
            elif wch.level == merc.MAX_LEVEL - 2:
                guild = "SUP"
            elif wch.level == merc.MAX_LEVEL - 3:
                guild = "DEI"
            elif wch.level == merc.MAX_LEVEL - 4:
                guild = "GOD"
            elif wch.level == merc.MAX_LEVEL - 5:
                guild = "IMM"
            elif wch.level == merc.MAX_LEVEL - 6:
                guild = "DEM"
            elif wch.level == merc.MAX_LEVEL - 7:
                guild = "ANG"
            elif wch.level == merc.MAX_LEVEL - 8:
                guild = "AVA"
            # a little formatting */
            ch.send("[[%2d %6s %s]] %s%s%s%s%s%s%s%s\n" % (
                    wch.level,
                    (const.pc_race_table[wch.race.name].who_name if wch.race.name in const.pc_race_table else "     "),
                    guild,
                    ("(Incog) " if wch.incog_level >= merc.LEVEL_HERO else ""),
                    ("(Wizi) " if wch.invis_level >= merc.LEVEL_HERO else ""),
                    wch.clan.who_name if wch.clan else "",
                    ("[[AFK]] " if wch.comm.is_set(merc.COMM_AFK) else ""),
                    ("(KILLER) " if wch.act.is_set(merc.PLR_KILLER) else ""),
                    ("(THIEF) " if wch.act.is_set(merc.PLR_THIEF) else ""),
                    wch.name,
                    ("" if wch.is_npc() else wch.title)))

    if not found:
        ch.send("No one of that name is playing.\n")
        return
Exemplo n.º 7
0
def do_count(ch, argument):
    global max_on
    count = len([
        d for d in merc.descriptor_list
        if d.is_connected(nanny.con_playing) and ch.can_see(handler_ch.CH(d))
    ])
    max_on = max(count, max_on)

    if max_on == count:
        ch.send("There are %d characters on, the most so far today.\n" % count)
    else:
        ch.send("There are %d characters on, the most on today was %d.\n" %
                (count, max_on))
Exemplo n.º 8
0
def substitute_alias(d, argument):
    ch = handler_ch.CH(d)
    MAX_INPUT_LENGTH = 500
    # check for prefix */
    if ch.prefix and not "prefix".startswith(argument):
        if len(ch.prefix) + len(argument) > MAX_INPUT_LENGTH:
            ch.send("Line to long, prefix not processed.\r\n")
        else:
            prefix = "%s %s" % (ch.prefix, argument)

    if ch.is_npc() or not ch.alias \
    or "alias".startswith(argument) or "unalias".startswith(argument)  \
    or "prefix".startswith(argument):
        ch.interpret(argument)
        return
    remains, sub = game_utils.read_word(argument)
    if sub not in ch.alias:
        ch.interpret(argument)
        return
    buf = "%s %s" % (ch.alias[sub], remains)
    ch.interpret(buf)
Exemplo n.º 9
0
def do_shout(ch, argument):
    if not argument:
        if ch.comm.is_set(merc.COMM_SHOUTSOFF):
            ch.send("You can hear shouts again.\n")
            ch.comm.rem_bit(merc.COMM_SHOUTSOFF)
        else:
            ch.send("You will no longer hear shouts.\n")
            ch.comm.set_bit(merc.COMM_SHOUTSOFF)
        return
    if ch.comm.is_set(merc.COMM_NOSHOUT):
        ch.send("You can't shout.\n")
        return
    ch.comm.rem_bit(merc.COMM_SHOUTSOFF)
    state_checks.WAIT_STATE(ch, 12)
    handler_game.act("You shout '$T'", ch, None, argument, merc.TO_CHAR)
    for d in merc.descriptor_list:
        victim = handler_ch.CH(d)
        if d.is_connected(nanny.con_playing) and d.character != ch \
                and not victim.comm.is_set(merc.COMM_SHOUTSOFF) and not state_checks.IS_SET(victim.comm,
                                                                                                          merc.COMM_QUIET):
            handler_game.act("$n shouts '$t'", ch, argument, d.character,
                             merc.TO_VICT)
Exemplo n.º 10
0
def do_where(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg:
        ch.send("Players near you:\n")
        found = False
        for d in merc.descriptor_list:
            victim = handler_ch.CH(d)
            if d.is_connected(nanny.con_playing) \
            and victim \
            and not victim.is_npc() \
            and victim.in_room \
            and not state_checks.IS_SET(victim.in_room.room_flags, merc.ROOM_NOWHERE) \
            and (ch.is_room_owner(victim.in_room) or not victim.in_room.is_private()) \
            and victim.in_room.area == ch.in_room.area \
            and ch.can_see(victim):
                found = True
                ch.send("%-28s %s\n" % (victim.name, victim.in_room.name))
        if not found:
            ch.send("None\n")

    else:
        found = False
        for victim in instance.characters.values():
            if victim.in_room \
            and victim.in_room.area == ch.in_room.area \
            and not victim.is_affected( merc.AFF_HIDE) \
            and not victim.is_affected( merc.AFF_SNEAK) \
            and ch.can_see(victim) \
            and arg in victim.name.lower():
                found = True
                ch.send("%-28s %s\n" %
                        (state_checks.PERS(victim, ch), victim.in_room.name))
                break
        if not found:
            handler_game.act("You didn't find any $T.", ch, None, arg,
                             merc.TO_CHAR)
    return
Exemplo n.º 11
0
def do_who(ch, argument):
    fClassRestrict = False
    fClanRestrict = False
    fClan = False
    fRaceRestrict = False
    fImmortalOnly = False
    # Set default arguments.
    iLevelLower = 0
    iLevelUpper = merc.MAX_LEVEL
    rgfClass = {k: False for k, g in const.guild_table.items()}
    rgfRace = {k: False for k, r in const.pc_race_table.items()}
    rgfClan = {k: False for k, r in tables.clan_table.items()}

    # Parse arguments.
    nNumber = 0
    while True:
        argument, arg = game_utils.read_word(argument)
        if not arg:
            break
        if arg.isdigit():
            nNumber += 1
            if nNumber == 1:
                iLevelLower = int(arg)
            elif nNumber == 2:
                iLevelUpper = int(arg)
            else:
                ch.send("Only two level numbers allowed.\n")
                return
        else:
            # Look for classes to turn on.
            if "immortals".startswith(arg):
                fImmortalOnly = True
            else:
                if arg not in const.guild_table:
                    if arg not in const.pc_race_table:
                        if "clan".startswith(arg):
                            fClan = True
                        else:
                            if arg in tables.clan_table:
                                fClanRestrict = True
                                rgfClan[arg] = tables.clan_table[arg]
                            else:
                                ch.send(
                                    "That's not a valid race, class, or clan.\n"
                                )
                                return
                    else:
                        fRaceRestrict = True
                        rgfRace[arg] = const.pc_race_table[arg]
                else:
                    fClassRestrict = True
                    rgfClass[arg] = const.guild_table[arg]

    # Now show matching chars.
    nMatch = 0
    for d in merc.descriptor_list:
        # Check for match against restrictions.
        # Don't use trust as that exposes trusted mortals.
        if not d.is_connected(nanny.con_playing) or not ch.can_see(
                d.character):
            continue

        wch = handler_ch.CH(d)

        if not ch.can_see(wch):
            continue

        if wch.level < iLevelLower or wch.level > iLevelUpper \
                or (fImmortalOnly and wch.level < merc.LEVEL_IMMORTAL) \
                or (fClassRestrict and not rgfClass[wch.guild.name]) \
                or (fRaceRestrict and not rgfRace[wch.race.name]) \
                or (fClan and not wch.is_clan()) or (fClanRestrict and not rgfClan[wch.clan.name]):
            continue

        nMatch += 1

        # Figure out what to print for class.
        guild = wch.guild.who_name
        if wch.level == merc.MAX_LEVEL - 0:
            guild = "IMP"
        elif wch.level == merc.MAX_LEVEL - 1:
            guild = "CRE"
        elif wch.level == merc.MAX_LEVEL - 2:
            guild = "SUP"
        elif wch.level == merc.MAX_LEVEL - 3:
            guild = "DEI"
        elif wch.level == merc.MAX_LEVEL - 4:
            guild = "GOD"
        elif wch.level == merc.MAX_LEVEL - 5:
            guild = "IMM"
        elif wch.level == merc.MAX_LEVEL - 6:
            guild = "DEM"
        elif wch.level == merc.MAX_LEVEL - 7:
            guild = "ANG"
        elif wch.level == merc.MAX_LEVEL - 8:
            guild = "AVA"
        # a little formatting
        ch.send(
            "[[%2d %6s %s]] %s%s%s%s%s%s%s%s\n" %
            (wch.level, const.pc_race_table[wch.race.name].who_name
             if wch.race.name in const.pc_race_table else "     ", guild,
             "(Incog) " if wch.incog_level >= merc.LEVEL_HERO else "",
             "(Wizi) " if wch.invis_level >= merc.LEVEL_HERO else "",
             wch.clan.who_name, "[[AFK]] " if wch.comm.is_set(merc.COMM_AFK)
             else "", "(KILLER) " if wch.act.is_set(merc.PLR_KILLER) else "",
             "(THIEF) " if wch.act.is_set(merc.PLR_THIEF) else "", wch.name,
             "" if wch.is_npc() else wch.title))
    ch.send("\nPlayers found: %d\n" % nMatch)
    return