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unrealircd/src/modules/m_sendsno.c
T

124 lines
2.9 KiB
C

/*
* Unreal Internet Relay Chat Daemon, src/modules/m_sendsno.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 <time.h>
#include <sys/stat.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef _WIN32
#include <io.h>
#endif
#include <fcntl.h>
#include "h.h"
#include "proto.h"
#ifdef _WIN32
#include "version.h"
#endif
DLLFUNC int m_sendsno(aClient *cptr, aClient *sptr, int parc, char *parv[]);
/* Place includes here */
#define MSG_SENDSNO "SENDSNO"
ModuleHeader MOD_HEADER(m_sendsno)
= {
"sendsno", /* Name of module */
"$Id$", /* Version */
"command /sendsno", /* Short description of module */
"3.2-b8-1",
NULL
};
/* This is called on module init, before Server Ready */
MOD_INIT(m_sendsno)
{
CommandAdd(modinfo->handle, MSG_SENDSNO, m_sendsno, MAXPARA, M_SERVER);
MARK_AS_OFFICIAL_MODULE(modinfo);
return MOD_SUCCESS;
}
/* Is first run when server is 100% ready */
MOD_LOAD(m_sendsno)
{
return MOD_SUCCESS;
}
/* Called when module is unloaded */
MOD_UNLOAD(m_sendsno)
{
return MOD_SUCCESS;
}
/*
** m_sendsno - Written by Syzop, bit based on SENDUMODE from Stskeeps
** parv[0] = sender prefix
** parv[1] = target snomask
** parv[2] = message text
** Servers can use this to:
** :server.unreal.net SENDSNO e :Hiiiii
*/
DLLFUNC int m_sendsno(aClient *cptr, aClient *sptr, int parc, char *parv[])
{
char *sno, *msg, *p;
long snomask = 0;
int i;
aClient *acptr;
if ((parc < 3) || BadPtr(parv[2]))
{
sendto_one(sptr, err_str(ERR_NEEDMOREPARAMS), me.name, parv[0], "SENDSNO");
return 0;
}
sno = parv[1];
msg = parv[2];
/* Forward to others... */
sendto_server(cptr, 0, 0, ":%s SENDSNO %s :%s", sptr->name, parv[1], parv[2]);
for (p = sno; *p; p++)
{
for(i = 0; i <= Snomask_highest; i++)
{
if (Snomask_Table[i].flag == *p)
{
snomask |= Snomask_Table[i].mode;
break;
}
}
}
list_for_each_entry(acptr, &oper_list, special_node)
{
if (acptr->user->snomask & snomask)
sendto_one(acptr, ":%s NOTICE %s :%s", me.name, acptr->name, msg);
}
return 0;
}