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#include <stdio.h>
#include <string>
#include "users.h"
#include "channels.h"
#include "modules.h"
/* $ModDesc: Provides support for unreal-style GLOBOPS and umode +g */
Server *Srv;
class ModuleNoNickChange : public Module
{
public:
ModuleNoNickChange()
{
Srv = new Server;
Srv->AddExtendedMode('N',MT_CHANNEL,false,0,0);
}
virtual ~ModuleNoNickChange()
{
delete Srv;
}
virtual Version GetVersion()
{
return Version(1,0,0,1);
}
virtual int OnUserPreNick(userrec* user, std::string newnick)
{
if (!strcasecmp(user->server,Srv->GetServerName().c_str()))
{
for (int i =0; i != MAXCHANS; i++)
{
if (user->chans[i].channel != NULL)
{
chanrec* curr = user->chans[i].channel;
if (curr->IsCustomModeSet('N'))
{
// don't allow the nickchange, theyre on at least one channel with +N set
WriteServ(user->fd,"447 %s :Can't change nickname while on %s (+N is set)",user->nick,curr->name);
return 1;
}
}
}
}
return 0;
}
virtual int OnExtendedMode(userrec* user, void* target, char modechar, int type, bool mode_on, string_list ¶ms)
{
// check if this is our mode character...
if ((modechar == 'N') && (type == MT_CHANNEL))
{
return 1;
}
else
{
return 0;
}
}
};
// stuff down here is the module-factory stuff. For basic modules you can ignore this.
class ModuleNoNickChangeFactory : public ModuleFactory
{
public:
ModuleNoNickChangeFactory()
{
}
~ModuleNoNickChangeFactory()
{
}
virtual Module * CreateModule()
{
return new ModuleNoNickChange;
}
};
extern "C" void * init_module( void )
{
return new ModuleNoNickChangeFactory;
}
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