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