216 lines
6.5 KiB
C
216 lines
6.5 KiB
C
/*
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* roleplay commands for charybdis.
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*
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* adds NPC, NPCA, and SCENE which allow users to send messages from 'fake'
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* nicknames. in the case of NPC and NPCA, the nickname will be underlined
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* to clearly show that it is fake. SCENE is a special case and not underlined.
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* these commands only work on channels set +N
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*
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* also adds oper commands FSAY and FACTION, which are like NPC and NPCA
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* except without the underline.
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*
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* all of these messages have the hostmask npc.fakeuser.invalid, and their ident
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* is the nickname of the user running the commands.
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*/
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#include "stdinc.h"
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#include "ircd.h"
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#include "client.h"
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#include "modules.h"
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#include "send.h"
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#include "numeric.h"
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#include "hash.h"
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#include "s_serv.h"
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#include "inline/stringops.h"
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#include "chmode.h"
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#include "tgchange.h"
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#include "channel.h"
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static int m_scene(struct Client *client_p, struct Client *source_p, int parc, const char *parv[]);
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static int m_fsay(struct Client *client_p, struct Client *source_p, int parc, const char *parv[]);
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static int m_faction(struct Client *client_p, struct Client *source_p, int parc, const char *parv[]);
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static int m_npc(struct Client *client_p, struct Client *source_p, int parc, const char *parv[]);
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static int m_npca(struct Client *client_p, struct Client *source_p, int parc, const char *parv[]);
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static int m_displaymsg(struct Client *source_p, const char *channel, int underline, int action, const char *nick, const char *text);
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static int me_roleplay(struct Client *client_p, struct Client *source_p, int parc, const char *parv[]);
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static unsigned int mymode;
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static int
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_modinit(void)
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{
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/* initalize the +N cmode */
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mymode = cflag_add('N', chm_simple);
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if (mymode == 0)
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return -1;
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return 0;
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}
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static void
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_moddeinit(void)
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{
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/* orphan the +N cmode on modunload */
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cflag_orphan('N');
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}
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struct Message scene_msgtab = {
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"SCENE", 0, 0, 0, MFLG_SLOW,
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{mg_unreg, {m_scene, 3}, mg_ignore, mg_ignore, mg_ignore, {m_scene, 3}}
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};
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/* this serves as an alias for people who are used to inspircd/unreal m_roleplay */
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struct Message ambiance_msgtab = {
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"AMBIANCE", 0, 0, 0, MFLG_SLOW,
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{mg_unreg, {m_scene, 3}, mg_ignore, mg_ignore, mg_ignore, {m_scene, 3}}
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};
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struct Message fsay_msgtab = {
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"FSAY", 0, 0, 0, MFLG_SLOW,
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{mg_unreg, {m_npc, 4}, mg_ignore, mg_ignore, mg_ignore, {m_fsay, 4}}
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};
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struct Message faction_msgtab = {
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"FACTION", 0, 0, 0, MFLG_SLOW,
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{mg_unreg, {m_npca, 4}, mg_ignore, mg_ignore, mg_ignore, {m_faction, 4}}
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};
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struct Message npc_msgtab = {
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"NPC", 0, 0, 0, MFLG_SLOW,
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{mg_unreg, {m_npc, 4}, mg_ignore, mg_ignore, mg_ignore, {m_npc, 4}}
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};
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struct Message npca_msgtab = {
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"NPCA", 0, 0, 0, MFLG_SLOW,
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{mg_unreg, {m_npca, 4}, mg_ignore, mg_ignore, mg_ignore, {m_npca, 4}}
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};
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struct Message roleplay_msgtab = {
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"ROLEPLAY", 0, 0, 0, MFLG_SLOW,
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{mg_ignore, mg_ignore, mg_ignore, mg_ignore, {me_roleplay, 5}, mg_ignore}
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};
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mapi_clist_av1 roleplay_clist[] = { &scene_msgtab, &ambiance_msgtab, &fsay_msgtab, &faction_msgtab, &npc_msgtab, &npca_msgtab, &roleplay_msgtab, NULL };
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DECLARE_MODULE_AV1(roleplay, _modinit, _moddeinit, roleplay_clist, NULL, NULL, "$m_roleplay$");
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static int
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m_scene(struct Client *client_p, struct Client *source_p, int parc, const char *parv[])
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{
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m_displaymsg(source_p, parv[1], 0, 0, "=Scene=", parv[2]);
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return 0;
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}
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static int
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m_fsay(struct Client *client_p, struct Client *source_p, int parc, const char *parv[])
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{
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m_displaymsg(source_p, parv[1], 0, 0, parv[2], parv[3]);
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return 0;
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}
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static int
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m_faction(struct Client *client_p, struct Client *source_p, int parc, const char *parv[])
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{
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m_displaymsg(source_p, parv[1], 0, 1, parv[2], parv[3]);
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return 0;
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}
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static int
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m_npc(struct Client *client_p, struct Client *source_p, int parc, const char *parv[])
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{
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m_displaymsg(source_p, parv[1], 1, 0, parv[2], parv[3]);
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return 0;
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}
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static int
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m_npca(struct Client *client_p, struct Client *source_p, int parc, const char *parv[])
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{
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m_displaymsg(source_p, parv[1], 1, 1, parv[2], parv[3]);
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return 0;
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}
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static int
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m_displaymsg(struct Client *source_p, const char *channel, int underline, int action, const char *nick, const char *text)
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{
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struct Channel *chptr;
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struct membership *msptr;
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char nick2[NICKLEN+1];
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char *nick3 = rb_strdup(nick);
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char text2[BUFSIZE];
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if((chptr = find_channel(channel)) == NULL)
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{
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sendto_one(source_p, form_str(ERR_NOSUCHCHANNEL), channel);
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return 0;
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}
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if(!(msptr = find_channel_membership(chptr, source_p)))
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{
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sendto_one_numeric(source_p, ERR_NOTONCHANNEL,
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form_str(ERR_NOTONCHANNEL), chptr->chname);
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return 0;
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}
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if(!(chptr->mode.mode & chmode_flags['N']))
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{
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sendto_one_numeric(source_p, 573, "%s :Roleplay commands are not enabled on this channel.", chptr->chname);
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return 0;
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}
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if(!can_send(chptr, source_p, msptr))
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{
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sendto_one_numeric(source_p, 573, "%s :Cannot send to channel.", chptr->chname);
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return 0;
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}
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/* enforce flood stuff on roleplay commands */
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if(flood_attack_channel(0, source_p, chptr, chptr->chname))
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return 0;
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/* enforce target change on roleplay commands */
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if(!is_chanop_voiced(msptr) && !IsOper(source_p) && !add_channel_target(source_p, chptr))
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{
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sendto_one(source_p, form_str(ERR_TARGCHANGE),
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me.name, source_p->name, chptr->chname);
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return 0;
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}
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if(underline)
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rb_snprintf(nick2, sizeof(nick2), "\x1F%s\x1F", strip_unprintable(nick3));
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else
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rb_snprintf(nick2, sizeof(nick2), "%s", strip_unprintable(nick3));
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/* don't allow nicks to be empty after stripping
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* this prevents nastiness like fake factions, etc. */
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if(EmptyString(nick3))
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{
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sendto_one_numeric(source_p, 573, "%s :No visible non-stripped characters in nick.", chptr->chname);
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return 0;
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}
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if(action)
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rb_snprintf(text2, sizeof(text2), "\1ACTION %s", text);
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else
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rb_snprintf(text2, sizeof(text2), "%s", text);
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sendto_channel_local(ALL_MEMBERS, chptr, ":%s!%s@npc.fakeuser.invalid PRIVMSG %s :%s", nick2, source_p->name, channel, text2);
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sendto_match_servs(&me, "*", CAP_ENCAP, NOCAPS, "ENCAP * ROLEPLAY %s %s %s :%s",
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source_p->name, channel, nick2, text2);
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return 0;
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}
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static int
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me_roleplay(struct Client *client_p, struct Client *source_p, int parc, const char *parv[])
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{
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struct Channel *chptr;
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/* Don't segfault if we get ROLEPLAY with an invalid channel.
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* This shouldn't happen but it's best to be on the safe side.
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* Other than that, we're going to trust remote ROLEPLAY messages. */
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if((chptr = find_channel(parv[2])) == NULL)
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return 0;
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sendto_channel_local(ALL_MEMBERS, chptr, ":%s!%s@npc.fakeuser.invalid PRIVMSG %s :%s", parv[3], parv[1], parv[2], parv[4]);
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return 0;
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}
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