/* $Id: room_cmds.c,v 1.666 2004/09/20 10:49:52 shrike Exp $ */ /************************************************************************************ * Copyright 2004 Astrum Metaphora consortium * * * * Licensed under the Apache License, Version 2.0 (the "License"); * * you may not use this file except in compliance with the License. * * You may obtain a copy of the License at * * * * http://www.apache.org/licenses/LICENSE-2.0 * * * * Unless required by applicable law or agreed to in writing, software * * distributed under the License is distributed on an "AS IS" BASIS, * * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * * See the License for the specific language governing permissions and * * limitations under the License. * * * ************************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "argument.h" #include "mob_cmds.h" #include "room_cmds.h" #include "mob_prog.h" DECLARE_DO_FUN(do_look ); /* * ROOMcommand table. */ const struct room_cmd_type room_cmd_table [] = { { "asound", do_rpasound}, { "gecho", do_rpgecho}, { "zecho", do_rpzecho}, { "echo", do_rpecho}, { "echoaround", do_rpechoaround}, { "echoat", do_rpechoat}, { "mload", do_rpmload}, { "oload", do_rpoload}, { "purge", do_rppurge}, { "transfer", do_rptransfer}, { "gtransfer", do_rpgtransfer}, { "otransfer", do_rpotransfer}, { "force", do_rpforce}, { "gforce", do_rpgforce}, { "vforce", do_rpvforce}, { "damage", do_rpdamage}, { "remember", do_rpremember}, { "forget", do_rpforget}, { "delay", do_rpdelay}, { "cancel", do_rpcancel}, { "call", do_rpcall}, { "remove", do_rpremove}, { str_empty, 0}, }; /* * ROOMprog section */ /* * Room command interpreter. Implemented separately for security and speed * reasons. A trivial hack of interpret() */ void room_interpret( ROOM_INDEX_DATA *room, const char *argument ) { char buf[MAX_STRING_LENGTH], command[MAX_INPUT_LENGTH]; int cmd; argument = one_argument( argument, command, sizeof(command)); /* * Look for command in command table. */ for (cmd = 0; room_cmd_table[cmd].name[0] != '\0'; cmd++) { if (command[0] == room_cmd_table[cmd].name[0] && !str_prefix( command, room_cmd_table[cmd].name )) { (*room_cmd_table[cmd].room_fun) ( room, argument ); tail_chain( ); return; } } sprintf( buf, "Room_interpret: invalid cmd from room %d: '%s'", room->vnum, command ); bug( buf, 0 ); } void do_room( ROOM_INDEX_DATA *room, const char *argument ) { room_interpret( room, argument ); } /* * Prints the argument to all active players in the game * * Syntax: room gecho [string] */ void do_rpgecho( ROOM_INDEX_DATA *room, const char *argument ) { DESCRIPTOR_DATA *d; if (argument[0] == '\0') { bug( "RpGEcho: missing argument from vnum %d", room->vnum ); return; } for (d = descriptor_list; d; d = d->next) { if (d->connected == CON_PLAYING) { if (IS_IMMORTAL(d->character)) send_to_char( "Room echo> ", d->character ); send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } } /* * Prints the argument to all players in the same area as the room * * Syntax: room zecho [string] */ void do_rpzecho( ROOM_INDEX_DATA *room, const char *argument ) { DESCRIPTOR_DATA *d; if (argument[0] == '\0') { bug( "RpZEcho: missing argument from vnum %d", room->vnum ); return; } for (d = descriptor_list; d; d = d->next) { if (d->connected == CON_PLAYING && d->character->in_room != NULL && d->character->in_room->area == room->area) { if (IS_IMMORTAL(d->character)) send_to_char( "Room echo> ", d->character ); send_to_char( argument, d->character ); send_to_char( "\n\r", d->character ); } } } /* * Prints the argument to all the rooms aroud the room * * Syntax: room asound [string] */ void do_rpasound( ROOM_INDEX_DATA *room, const char *argument ) { int door; if (argument[0] == '\0') return; for (door = 0; door < 6; door++) { EXIT_DATA *pexit; if (( pexit = room->exit[door] ) != NULL && pexit->to_room.r != NULL && pexit->to_room.r != room && pexit->to_room.r->people != NULL) { act( argument, pexit->to_room.r->people, NULL, NULL, TO_ROOM ); act( argument, pexit->to_room.r->people, NULL, NULL, TO_CHAR ); } } return; } /* * Prints the message to everyone in the room other than the victim * * Syntax: room echoaround [victim] [string] */ void do_rpechoaround( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; CHAR_DATA *victim; argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] == '\0') return; if (( victim=get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) ) == NULL) return; act( argument, victim, NULL, victim, TO_NOTVICT ); } /* * Prints the message to only the victim * * Syntax: room echoat [victim] [string] */ void do_rpechoat( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; CHAR_DATA *victim; argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] == '\0' || argument[0] == '\0') return; if (( victim = get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) ) == NULL) return; act( argument, victim, NULL, NULL, TO_CHAR ); } /* * Prints the message to the room at large * * Syntax: rpecho [string] */ void do_rpecho( ROOM_INDEX_DATA *room, const char *argument ) { if (argument[0] == '\0') return; if (!room->people) return; act( argument, room->people, NULL, NULL, TO_ROOM ); act( argument, room->people, NULL, NULL, TO_CHAR ); } /* * Lets the room load a mobile. * * Syntax: room mload [vnum] */ void do_rpmload( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *victim; int vnum; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0' || !is_number(arg)) return; vnum = atoi(arg); if (( pMobIndex = get_mob_index( vnum ) ) == NULL) { sprintf( arg, "Rpmload: bad mob index (%d) from room %d", vnum, room->vnum ); bug( arg, 0 ); return; } victim = create_mob( pMobIndex ); char_to_room( victim, room ); return; } /* * Lets the room load an object * * Syntax: room oload [vnum] [level] */ void do_rpoload( ROOM_INDEX_DATA *room, const char *argument ) { char arg1[ MAX_INPUT_LENGTH ]; char arg2[ MAX_INPUT_LENGTH ]; char arg3[ MAX_INPUT_LENGTH ]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int level; argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); one_argument( argument, arg3, sizeof(arg3)); if (arg1[0] == '\0' || !is_number( arg1 ) || arg2[0] == '\0' || !is_number( arg2 )) { bug( "Rpoload - Bad syntax from vnum %d.", room->vnum ); return; } level = atoi( arg2 ); if (level < 0 || level > LEVEL_IMMORTAL) { bug( "Rpoload - Bad level from vnum %d.", room->vnum ); return; } if (( pObjIndex = get_obj_index( atoi( arg1 ) ) ) == NULL) { bug( "Rpoload - Bad vnum arg from vnum %d.", room->vnum ); return; } obj = create_obj( pObjIndex, level ); obj_to_room( obj, room ); return; } /* * Lets the room purge all objects npcs in the room, * or purge a specified object or mob in the room. * * syntax room purge {target} */ void do_rppurge( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { /* 'purge' */ CHAR_DATA *vnext; OBJ_DATA *obj_next; for (victim = room->people; victim != NULL; victim = vnext) { vnext = victim->next_in_room; if (IS_NPC( victim ) && !IS_SET(victim->pIndexData->act, ACT_NOPURGE)) extract_char( victim, TRUE ); } for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (!IS_SET(obj->extra_flags, ITEM_NOPURGE)) extract_obj( obj ); } return; } if (( victim = get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) ) == NULL) { if (( obj = get_obj_here_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) )) { extract_obj( obj ); } else { bug( "Rppurge - Bad argument from vnum %d.", room->vnum ); } return; } if (!IS_NPC( victim )) { bug( "Rppurge - Purging a PC from vnum %d.", room->vnum ); return; } extract_char( victim, TRUE ); return; } /* * Lets the room transfer people. The 'all' argument transfers * everyone in the room to the specified location * * Syntax: room transfer [target|'all'] [location] */ void do_rptransfer( ROOM_INDEX_DATA *room, const char *argument ) { char arg1[ MAX_INPUT_LENGTH ]; char arg2[ MAX_INPUT_LENGTH ]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *victim; OBJ_DATA *tobj; argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); tobj=NULL; if (arg1[0] == '\0') { bug( "Rptransfer - Bad syntax from vnum %d.", room->vnum ); return; } if (!str_cmp( arg1, "all" )) { CHAR_DATA *victim_next; for (victim = room->people; victim != NULL; victim = victim_next) { victim_next = victim->next_in_room; if (!IS_NPC(victim)) { sprintf( buf, "%s %s", victim->name, arg2 ); do_rptransfer( room, buf ); } } return; } /* * Thanks to Grodyn for the optional location parameter. */ if (arg2[0] == '\0') { location = room; } else { if (is_number(arg2)) location = get_room_index( atoi(arg2) ); else if ((victim = get_char_world_ext((CHAR_DATA *) room, arg2, GET_F_CHAR_IS_ROOM )) != NULL) location = victim->in_room; else if (( tobj = get_obj_world_ext((CHAR_DATA *) tobj, arg2, GET_F_CHAR_IS_OBJ )) != NULL) location = tobj->in_room; else { bug( "Rptransfer - No such location from vnum %d.", room->vnum ); return; } if (room_is_private( location )) return; } if (( victim = get_char_world_ext((CHAR_DATA *) room, arg1, GET_F_CHAR_IS_ROOM)) == NULL) return; if (victim->in_room == NULL) return; if (victim->fighting != NULL) stop_fighting( victim, TRUE ); char_from_room( victim ); char_to_room( victim, location ); do_look( victim, "auto" ); return; } /* * Lets the room transfer all chars in same group as the victim. * * Syntax: room gtransfer [victim] [location] */ void do_rpgtransfer( ROOM_INDEX_DATA *room, const char *argument ) { char arg1[ MAX_INPUT_LENGTH ]; char arg2[ MAX_INPUT_LENGTH ]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *who, *victim, *victim_next; argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); if (arg1[0] == '\0') { bug( "Rpgtransfer - Bad syntax from vnum %d.", room->vnum ); return; } if ((who = get_char_room_ext((CHAR_DATA *) room, arg1, GET_F_CHAR_IS_ROOM)) == NULL) return; for (victim = room->people; victim; victim = victim_next) { victim_next = victim->next_in_room; if (is_same_group( who,victim )) { sprintf( buf, "%s %s", victim->name, arg2 ); do_rptransfer( room, buf ); } } return; } /* * Lets the room force someone to do something. Must be mortal level * and the all argument only affects those in the room. * * Syntax: room force [victim] [commands] */ void do_rpforce( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] == '\0' || argument[0] == '\0') { bug( "Rpforce - Bad syntax from vnum %d.", room->vnum ); return; } if (!str_cmp( arg, "all" )) { CHAR_DATA *vch; CHAR_DATA *vch_next; for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == room && !IS_IMMORTAL( vch )) interpret( vch, argument ); } } else { CHAR_DATA *victim; if (( victim = get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) ) == NULL) return; interpret( victim, argument ); } return; } /* * Lets the room force a group something. Must be mortal level. * * Syntax: room gforce [victim] [commands] */ void do_rpgforce( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; CHAR_DATA *victim, *vch, *vch_next; argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] == '\0' || argument[0] == '\0') { bug( "RpGforce - Bad syntax from vnum %d.", room->vnum ); return; } if (( victim = get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) ) == NULL) return; for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(victim,vch)) interpret( vch, argument ); } return; } /* * Forces all mobiles of certain vnum to do something * * Syntax: room vforce [vnum] [commands] */ void do_rpvforce( ROOM_INDEX_DATA *room, const char *argument ) { CHAR_DATA *victim, *victim_next; char arg[ MAX_INPUT_LENGTH ]; int vnum; argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] == '\0' || argument[0] == '\0') { bug( "RpVforce - Bad syntax from vnum %d.", room->vnum ); return; } if (!is_number( arg )) { bug( "RpVforce - Non-number argument vnum %d.", room->vnum ); return; } vnum = atoi( arg ); for (victim = char_list; victim; victim = victim_next) { victim_next = victim->next; if (IS_NPC(victim) && victim->pIndexData->vnum == vnum && victim->fighting == NULL) interpret( victim, argument ); } return; } /* * Lets room cause unconditional damage to someone. Nasty, use with caution. * Also, this is silent, you must show your own damage message... * * Syntax: room damage [victim] [min] [max] {kill} */ void do_rpdamage( ROOM_INDEX_DATA *room, const char *argument ) { CHAR_DATA *victim = NULL, *victim_next; char target[ MAX_INPUT_LENGTH ], min[ MAX_INPUT_LENGTH ], max[ MAX_INPUT_LENGTH ]; int low, high; bool fAll = FALSE, fKill = FALSE; argument = one_argument(argument, target, sizeof(target)); argument = one_argument( argument, min, sizeof(min)); argument = one_argument( argument, max, sizeof(max)); if (target[0] == '\0') { bug( "RpDamage - Bad syntax from vnum %d.", room->vnum ); return; } if (!str_cmp( target, "all" )) fAll = TRUE; else if ((victim = get_char_room_ext((CHAR_DATA *) room, target, GET_F_CHAR_IS_ROOM)) == NULL) return; if (is_number( min )) low = atoi( min ); else { bug( "RpDamage - Bad damage min vnum %d.", room->vnum ); return; } if (is_number( max )) high = atoi( max ); else { bug( "RpDamage - Bad damage max vnum %d.", room->vnum ); return; } one_argument(argument, target, sizeof(target)); /* * If kill parameter is omitted, this command is "safe" and will not * kill the victim. */ if (target[0] != '\0') fKill = TRUE; if (fAll) { for (victim = room->people; victim; victim = victim_next) { victim_next = victim->next_in_room; damage( victim, victim, fKill ? number_range(low,high) : UMIN(victim->hit,number_range(low,high)), TYPE_UNDEFINED, DAM_NONE, FALSE ); } } else damage( victim, victim, fKill ? number_range(low,high) : UMIN(victim->hit,number_range(low,high)), TYPE_UNDEFINED, DAM_NONE, FALSE ); return; } /* * Lets the room remember a target. The target can be referred to * with $q and $Q codes in ROOMprograms. See also "room forget". * * Syntax: room remember [victim] */ void do_rpremember( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; one_argument(argument, arg, sizeof(arg)); if (arg[0] != '\0') room->rprog_target = get_char_world( NULL, arg ); else bug( "RpRemember: missing argument from vnum %d.", room->vnum ); } /* * Reverse of "room remember". * * Syntax: room forget */ void do_rpforget( ROOM_INDEX_DATA *room, const char *argument ) { room->rprog_target = NULL; } /* * Sets a delay for ROOMprogram execution. When the delay time expires, * the room is checked for a ROOMprogram with DELAY trigger, and if * one is found, it is executed. Delay is counted in PULSE_AREA * * Syntax: room delay [pulses] */ void do_rpdelay( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; one_argument(argument, arg, sizeof(arg)); if (!is_number( arg )) { bug( "RpDelay: invalid arg from vnum %d.", room->vnum ); return; } room->rprog_delay = atoi( arg ); } /* * Reverse of "room delay", deactivates the timer. * * Syntax: room cancel */ void do_rpcancel( ROOM_INDEX_DATA *room, const char *argument ) { room->rprog_delay = -1; } /* * Lets the room call another ROOMprogram within a ROOMprogram. * This is a crude way to implement subroutines/functions. Beware of * nested loops and unwanted triggerings... Stack usage might be a problem. * Characters and objects referred to must be in the room. * * Syntax: room call [vnum] [victim|'null'] [object1|'null'] [object2|'null'] * */ void do_rpcall( ROOM_INDEX_DATA *room, const char *argument ) { char arg[ MAX_INPUT_LENGTH ]; CHAR_DATA *vch; OBJ_DATA *obj1, *obj2; MPCODE *prg; extern void program_flow (int pvnum, CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2); extern MPCODE *get_prog_index ( int vnum, int type ); argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] == '\0') { bug( "RpCall: missing arguments from vnum %d.", room->vnum ); return; } if (( prg = get_prog_index( atoi(arg), PRG_RPROG ) ) == NULL) { bug( "RpCall: invalid prog from vnum %d.", room->vnum ); return; } vch = NULL; obj1 = obj2 = NULL; argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] != '\0') vch = get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM); argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] != '\0') obj1 = get_obj_here_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM); argument = one_argument( argument, arg, sizeof(arg)); if (arg[0] != '\0') obj2 = get_obj_here_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM); program_flow( prg->vnum, NULL, NULL, room, vch, (void *)obj1, (void *)obj2 ); } /* * Lets the room transfer an object. The object must be in the room. * * Syntax: room otransfer [item name] [location] */ void do_rpotransfer( ROOM_INDEX_DATA *room, const char *argument ) { OBJ_DATA *obj, *tobj; ROOM_INDEX_DATA *location; char arg[ MAX_INPUT_LENGTH ]; char buf[ MAX_INPUT_LENGTH ]; CHAR_DATA *victim; argument = one_argument( argument, arg, sizeof(arg)); obj = NULL; if (arg[0] == '\0') { bug( "RpOTransfer - Missing argument from vnum %d.", room->vnum ); return; } one_argument( argument, buf, sizeof(buf)); if (is_number( buf )) location = get_room_index( atoi(buf) ); else if ((victim = get_char_world_ext((CHAR_DATA *) room, buf, GET_F_CHAR_IS_ROOM)) != NULL) location = victim->in_room; else if (( tobj = get_obj_world_ext((CHAR_DATA *) obj, arg, GET_F_CHAR_IS_OBJ )) != NULL) location = tobj->in_room; else { bug( "RpOTransfer - No such location from vnum %d.", room->vnum ); return; } if ((obj = get_obj_here_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM)) == NULL) return; if (obj->carried_by == NULL) obj_from_room( obj ); else { if (obj->wear_loc != WEAR_NONE) unequip_char( obj->carried_by, obj ); obj_from_char( obj ); } obj_to_room( obj, location ); } /* * Lets the room strip an object or all objects from the victim. * Useful for removing e.g. quest objects from a character. * * Syntax: room remove [victim] [object vnum|'all'] */ void do_rpremove( ROOM_INDEX_DATA *room, const char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj, *obj_next; sh_int vnum = 0; bool fAll = FALSE; char arg[ MAX_INPUT_LENGTH ]; argument = one_argument( argument, arg, sizeof(arg)); if (( victim = get_char_room_ext((CHAR_DATA *) room, arg, GET_F_CHAR_IS_ROOM) ) == NULL) return; one_argument(argument, arg, sizeof(arg)); if (!str_cmp( arg, "all" )) fAll = TRUE; else if (!is_number( arg )) { bug ( "RpRemove: Invalid object from vnum %d.", room->vnum ); return; } else vnum = atoi( arg ); for (obj = victim->carrying; obj; obj = obj_next) { obj_next = obj->next_content; if (fAll || obj->pIndexData->vnum == vnum) { unequip_char( victim, obj ); obj_from_char( obj ); extract_obj( obj ); } } }