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unrealircd/src/modules/m_sendumode.c
T

187 lines
4.3 KiB
C

/*
* 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 <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 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;
}