/* * Unreal Internet Relay Chat Daemon, src/modules/m_sendumode.c * (C) 2000-2001 Carsten V. Munk and the UnrealIRCd Team * Moved to modules by Fish (Justin Hammond) * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 1, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #include "config.h" #include "struct.h" #include "common.h" #include "sys.h" #include "numeric.h" #include "msg.h" #include "channel.h" #include #include #include #include #include #ifdef _WIN32 #include #endif #include #include "h.h" #include "proto.h" #ifdef STRIPBADWORDS #include "badwords.h" #endif #ifdef _WIN32 #include "version.h" #endif DLLFUNC int m_sendumode(aClient *cptr, aClient *sptr, int parc, char *parv[]); /* Place includes here */ #define MSG_SENDUMODE "SENDUMODE" #define TOK_SENDUMODE "AP" #define MSG_SMO "SMO" #define TOK_SMO "AU" ModuleHeader MOD_HEADER(m_sendumode) = { "sendumode", /* Name of module */ "$Id$", /* Version */ "command /sendumode", /* Short description of module */ "3.2-b8-1", NULL }; /* This is called on module init, before Server Ready */ DLLFUNC int MOD_INIT(m_sendumode)(ModuleInfo *modinfo) { /* * We call our add_Command crap here */ add_Command(MSG_SENDUMODE, TOK_SENDUMODE, m_sendumode, MAXPARA); add_Command(MSG_SMO, TOK_SMO, m_sendumode, MAXPARA); MARK_AS_OFFICIAL_MODULE(modinfo); return MOD_SUCCESS; } /* Is first run when server is 100% ready */ DLLFUNC int MOD_LOAD(m_sendumode)(int module_load) { return MOD_SUCCESS; } /* Called when module is unloaded */ DLLFUNC int MOD_UNLOAD(m_sendumode)(int module_unload) { if (del_Command(MSG_SENDUMODE, TOK_SENDUMODE, m_sendumode) < 0) { sendto_realops("Failed to delete command sendumode when unloading %s", MOD_HEADER(m_sendumode).name); } if (del_Command(MSG_SMO, TOK_SMO, m_sendumode) < 0) { sendto_realops("Failed to delete command smo when unloading %s", MOD_HEADER(m_sendumode).name); } return MOD_SUCCESS; } /* ** m_sendumode - Stskeeps ** parv[0] = sender prefix ** parv[1] = target ** parv[2] = message text ** Pretty handy proc.. ** Servers can use this to f.x: ** :server.unreal.net SENDUMODE F :Client connecting at server server.unreal.net port 4141 usw.. ** or for sending msgs to locops.. :P */ DLLFUNC int m_sendumode(aClient *cptr, aClient *sptr, int parc, char *parv[]) { char *message; char *p; int i; long umode_s = 0; long snomask = 0; aClient* acptr; message = (parc > 3) ? parv[3] : parv[2]; if (parc < 3) { sendto_one(sptr, err_str(ERR_NEEDMOREPARAMS), me.name, parv[0], "SENDUMODE"); return 0; } if (!IsServer(sptr)) { sendto_one(sptr, err_str(ERR_NOPRIVILEGES), me.name, parv[0]); return 0; } sendto_serv_butone(IsServer(cptr) ? cptr : NULL, ":%s SMO %s :%s", parv[0], parv[1], message); for (p = parv[1]; *p; p++) { umode_s = 0; for(i = 0; i <= Usermode_highest; i++) { if (!Usermode_Table[i].flag) continue; if (Usermode_Table[i].flag == *p) { umode_s |= Usermode_Table[i].mode; break; } } if (i <= Usermode_highest) continue; for(i = 0; i <= Snomask_highest; i++) { if (Snomask_Table[i].flag == *p) { snomask |= Snomask_Table[i].mode; break; } } } if (parc > 3) for(p = parv[2]; *p; p++) { for (i = 0; i <= Snomask_highest; i++) { if (Snomask_Table[i].flag == *p) { snomask |= Snomask_Table[i].mode; break; } } } for(i = 0; i <= LastSlot; i++) if((acptr = local[i]) && IsPerson(acptr) && ((acptr->user->snomask & snomask) || (acptr->umodes & umode_s))) { sendto_one(acptr, ":%s NOTICE %s :%s", me.name, acptr->name, message); } return 0; }