/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * * * MOBprograms for ROM 2.4 v0.98g (C) M.Nylander 1996 * * Based on MERC 2.2 MOBprograms concept by N'Atas-ha. * * Written and adapted to ROM 2.4 by * * Markku Nylander (markku.nylander@uta.fi) * * This code may be copied and distributed as per the ROM license. * * * ***************************************************************************/ /**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Smaug object Prog and Room Prog added by SpiralSoft! * ****************************************************************************/ #include <glib.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <sys/types.h> #include <ctype.h> #include <merc.h> #include <tables.h> #include <lookup.h> #include <recycle.h> /* * These defines correspond to the entries in fn_keyword[] table. * If you add a new if_check, you must also add a #define here. */ #define CHK_RAND (0) #define CHK_MOBHERE (1) #define CHK_OBJHERE (2) #define CHK_MOBEXISTS (3) #define CHK_OBJEXISTS (4) #define CHK_PEOPLE (5) #define CHK_PLAYERS (6) #define CHK_MOBS (7) #define CHK_CLONES (8) #define CHK_ORDER (9) #define CHK_HOUR (10) #define CHK_ISPC (11) #define CHK_ISNPC (12) #define CHK_ISGOOD (13) #define CHK_ISEVIL (14) #define CHK_ISNEUTRAL (15) #define CHK_ISIMMORT (16) #define CHK_ISCHARM (17) #define CHK_ISFOLLOW (18) #define CHK_ISACTIVE (19) #define CHK_ISDELAY (20) #define CHK_ISVISIBLE (21) #define CHK_HASTARGET (22) #define CHK_ISTARGET (23) #define CHK_EXISTS (24) #define CHK_AFFECTED (25) #define CHK_ACT (26) #define CHK_OFF (27) #define CHK_IMM (28) #define CHK_CARRIES (29) #define CHK_WEARS (30) #define CHK_HAS (31) #define CHK_USES (32) #define CHK_NAME (33) #define CHK_POS (34) #define CHK_CLAN (35) #define CHK_RACE (36) #define CHK_CLASS (37) #define CHK_OBJTYPE (38) #define CHK_VNUM (39) #define CHK_HPCNT (40) #define CHK_ROOM (41) #define CHK_SEX (42) #define CHK_LEVEL (43) #define CHK_ALIGN (44) #define CHK_MONEY (45) #define CHK_OBJVAL0 (46) #define CHK_OBJVAL1 (47) #define CHK_OBJVAL2 (48) #define CHK_OBJVAL3 (49) #define CHK_OBJVAL4 (50) #define CHK_GRPSIZE (51) /* * These defines correspond to the entries in fn_evals[] table. */ #define EVAL_EQ 0 #define EVAL_GE 1 #define EVAL_LE 2 #define EVAL_GT 3 #define EVAL_LT 4 #define EVAL_NE 5 CHAR_DATA *set_supermob( OBJ_DATA *obj ) { CHAR_DATA *victim; victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) ); victim->short_descr = g_string_assign(victim->short_descr,obj->short_descr->str); char_to_room( victim, obj->in_room ); return victim; } int position_lookup (const char *name) { int pos; for (pos = 0; position_table[pos].name != NULL; pos++) { if (LOWER(name[0]) == LOWER(position_table[pos].name[0]) && !str_prefix(name,position_table[pos].name)) return pos; } return -1; } CHAR_DATA *set_rsupermob( ROOM_INDEX_DATA *room ) { CHAR_DATA *victim; victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) ); victim->short_descr = g_string_assign(victim->short_descr,room->name); char_to_room( victim, room ); return victim; } void release_supermob( CHAR_DATA *mob ) { //char_from_room( mob ); extract_char( mob, TRUE); return; } extern ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) ); /* * if-check keywords: */ const char * fn_keyword[] = { "rand", /* if rand 30 - if random number < 30 */ "mobhere", /* if mobhere fido - is there a 'fido' here */ "objhere", /* if objhere bottle - is there a 'bottle' here */ /* if mobhere 1233 - is there mob vnum 1233 here */ /* if objhere 1233 - is there obj vnum 1233 here */ "mobexists", /* if mobexists fido - is there a fido somewhere */ "objexists", /* if objexists sword - is there a sword somewhere */ "people", /* if people > 4 - does room contain > 4 people */ "players", /* if players > 1 - does room contain > 1 pcs */ "mobs", /* if mobs > 2 - does room contain > 2 mobiles */ "clones", /* if clones > 3 - are there > 3 mobs of same vnum here */ "order", /* if order == 0 - is mob the first in room */ "hour", /* if hour > 11 - is the time > 11 o'clock */ "ispc", /* if ispc $n - is $n a pc */ "isnpc", /* if isnpc $n - is $n a mobile */ "isgood", /* if isgood $n - is $n good */ "isevil", /* if isevil $n - is $n evil */ "isneutral", /* if isneutral $n - is $n neutral */ "isimmort", /* if isimmort $n - is $n immortal */ "ischarm", /* if ischarm $n - is $n charmed */ "isfollow", /* if isfollow $n - is $n following someone */ "isactive", /* if isactive $n - is $n's position > SLEEPING */ "isdelay", /* if isdelay $i - does $i have mobprog pending */ "isvisible", /* if isvisible $n - can mob see $n */ "hastarget", /* if hastarget $i - does $i have a valid target */ "istarget", /* if istarget $n - is $n mob's target */ "exists", /* if exists $n - does $n exist somewhere */ "affected", /* if affected $n blind - is $n affected by blind */ "act", /* if act $i sentinel - is $i flagged sentinel */ "off", /* if off $i berserk - is $i flagged berserk */ "imm", /* if imm $i fire - is $i immune to fire */ "carries", /* if carries $n sword - does $n have a 'sword' */ /* if carries $n 1233 - does $n have obj vnum 1233 */ "wears", /* if wears $n lantern - is $n wearing a 'lantern' */ /* if wears $n 1233 - is $n wearing obj vnum 1233 */ "has", /* if has $n weapon - does $n have obj of type weapon */ "uses", /* if uses $n armor - is $n wearing obj of type armor */ "name", /* if name $n puff - is $n's name 'puff' */ "pos", /* if pos $n standing - is $n standing */ "clan", /* if clan $n 'whatever'- does $n belong to clan 'whatever' */ "race", /* if race $n dragon - is $n of 'dragon' race */ "class", /* if class $n mage - is $n's class 'mage' */ "objtype", /* if objtype $p scroll - is $p a scroll */ "vnum", /* if vnum $i == 1233 - virtual number check */ "hpcnt", /* if hpcnt $i > 30 - hit point percent check */ "room", /* if room $i == 1233 - room virtual number */ "sex", /* if sex $i == 0 - sex check */ "level", /* if level $n < 5 - level check */ "align", /* if align $n < -1000 - alignment check */ "money", /* if money $n */ "objval0", /* if objval0 > 1000 - object value[] checks 0..4 */ "objval1", "objval2", "objval3", "objval4", "grpsize", /* if grpsize $n > 6 - group size check */ "\n" /* Table terminator */ }; const char *fn_evals[] = { "==", ">=", "<=", ">", "<", "!=", "\n" }; int item_lookup(const char *name) { int type; for (type = 0; item_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(item_table[type].name[0]) && !str_prefix(name,item_table[type].name)) return item_table[type].type; } return -1; } int flag_lookup (const char *name, const struct flag_type *flag_table) { int flag; for (flag = 0; flag_table[flag].name != NULL; flag++) { if (LOWER(name[0]) == LOWER(flag_table[flag].name[0]) && !str_prefix(name,flag_table[flag].name)) return flag_table[flag].bit; } return 0; } /* * Return a valid keyword from a keyword table */ int keyword_lookup( const char **table, char *keyword ) { register int i; for( i = 0; table[i][0] != '\n'; i++ ) if( !str_cmp( table[i], keyword ) ) return( i ); return -1; } /* * Perform numeric evaluation. * Called by cmd_eval() */ int num_eval( int lval, int oper, int rval ) { switch( oper ) { case EVAL_EQ: return ( lval == rval ); case EVAL_GE: return ( lval >= rval ); case EVAL_LE: return ( lval <= rval ); case EVAL_NE: return ( lval != rval ); case EVAL_GT: return ( lval > rval ); case EVAL_LT: return ( lval < rval ); default: bug( "num_eval: invalid oper", 0 ); return 0; } } /* * --------------------------------------------------------------------- * UTILITY FUNCTIONS USED BY CMD_EVAL() * ---------------------------------------------------------------------- */ /* * Get a random PC in the room (for $r parameter) */ CHAR_DATA *get_random_char( CHAR_DATA *mob ) { CHAR_DATA *vch, *victim = NULL; int now = 0, highest = 0; for( vch = mob->in_room->people; vch; vch = vch->next_in_room ) { if ( mob != vch && !IS_NPC( vch ) && can_see( mob, vch ) && ( now = number_percent() ) > highest ) { victim = vch; highest = now; } } return victim; } /* * How many other players / mobs are there in the room * iFlag: 0: all, 1: players, 2: mobiles 3: mobs w/ same vnum 4: same group */ int count_people_room( CHAR_DATA *mob, int iFlag ) { CHAR_DATA *vch; int count; for ( count = 0, vch = mob->in_room->people; vch; vch = vch->next_in_room ) if ( mob != vch && (iFlag == 0 || (iFlag == 1 && !IS_NPC( vch )) || (iFlag == 2 && IS_NPC( vch )) || (iFlag == 3 && IS_NPC( mob ) && IS_NPC( vch ) && mob->pIndexData->vnum == vch->pIndexData->vnum ) || (iFlag == 4 && is_same_group( mob, vch )) ) && can_see( mob, vch ) ) count++; return ( count ); } /* * Get the order of a mob in the room. Useful when several mobs in * a room have the same trigger and you want only the first of them * to act */ int get_order( CHAR_DATA *ch ) { CHAR_DATA *vch; int i; if ( !IS_NPC(ch) ) return 0; for ( i = 0, vch = ch->in_room->people; vch; vch = vch->next_in_room ) { if ( vch == ch ) return i; if ( IS_NPC(vch) && vch->pIndexData->vnum == ch->pIndexData->vnum ) i++; } return 0; } /* * Check if ch has a given item or item type * vnum: item vnum or -1 * item_type: item type or -1 * fWear: TRUE: item must be worn, FALSE: don't care */ bool has_item( CHAR_DATA *ch, sh_int vnum, sh_int item_type, bool fWear ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj; obj = obj->next_content ) if ( ( vnum < 0 || obj->pIndexData->vnum == vnum ) && ( item_type < 0 || obj->pIndexData->item_type == item_type ) && ( !fWear || obj->wear_loc != WEAR_NONE ) ) return TRUE; return FALSE; } /* * Check if there's a mob with given vnum in the room */ bool get_mob_vnum_room( CHAR_DATA *ch, sh_int vnum ) { CHAR_DATA *mob; for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) if ( IS_NPC( mob ) && mob->pIndexData->vnum == vnum ) return TRUE; return FALSE; } /* * Check if there's an object with given vnum in the room */ bool get_obj_vnum_room( CHAR_DATA *ch, sh_int vnum ) { OBJ_DATA *obj; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) if ( obj->pIndexData->vnum == vnum ) return TRUE; return FALSE; } /* --------------------------------------------------------------------- * CMD_EVAL * This monster evaluates an if/or/and statement * There are five kinds of statement: * 1) keyword and value (no $-code) if random 30 * 2) keyword, comparison and value if people > 2 * 3) keyword and actor if isnpc $n * 4) keyword, actor and value if carries $n sword * 5) keyword, actor, comparison and value if level $n >= 10 * *---------------------------------------------------------------------- */ int cmd_eval( sh_int vnum, char *line, int check, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { CHAR_DATA *lval_char = mob; CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; OBJ_DATA *lval_obj = NULL; char *original, buf[MAX_INPUT_LENGTH], code; int lval = 0, oper = 0, rval = -1; original = line; line = one_argument( line, buf ); if ( buf[0] == '\0' || mob == NULL ) return FALSE; /* * If this mobile has no target, let's assume our victim is the one */ if ( mob->mprog_target == NULL ) mob->mprog_target = ch; switch ( check ) { /* * Case 1: keyword and value */ case CHK_RAND: return( atoi( buf ) < number_percent() ); case CHK_MOBHERE: if ( is_number( buf ) ) return( get_mob_vnum_room( mob, atoi(buf) ) ); else return( (bool) (get_char_room( mob, buf) != NULL) ); case CHK_OBJHERE: if ( is_number( buf ) ) return( get_obj_vnum_room( mob, atoi(buf) ) ); else return( (bool) (get_obj_here( mob, buf) != NULL) ); case CHK_MOBEXISTS: return( (bool) (get_char_world( mob, buf) != NULL) ); case CHK_OBJEXISTS: return( (bool) (get_obj_world( mob, buf) != NULL) ); /* * Case 2 begins here: We sneakily use rval to indicate need * for numeric eval... */ case CHK_PEOPLE: rval = count_people_room( mob, 0 ); break; case CHK_PLAYERS: rval = count_people_room( mob, 1 ); break; case CHK_MOBS: rval = count_people_room( mob, 2 ); break; case CHK_CLONES: rval = count_people_room( mob, 3 ); break; case CHK_ORDER: rval = get_order( mob ); break; case CHK_HOUR: rval = time_info.hour; break; default:; } /* * Case 2 continued: evaluate expression */ if ( rval >= 0 ) { if ( (oper = keyword_lookup( fn_evals, buf )) < 0 ) { sprintf( buf, "Cmd_eval: prog %d syntax error(2) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } one_argument( line, buf ); lval = rval; rval = atoi( buf ); return( num_eval( lval, oper, rval ) ); } /* * Case 3,4,5: Grab actors from $* codes */ if ( buf[0] != '$' || buf[1] == '\0' ) { sprintf( buf, "Cmd_eval: prog %d syntax error(3) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } else code = buf[1]; switch( code ) { case 'i': lval_char = mob; break; case 'n': lval_char = ch; break; case 't': lval_char = vch; break; case 'r': lval_char = rch == NULL ? get_random_char( mob ) : rch ; break; case 'o': lval_obj = obj1; break; case 'p': lval_obj = obj2; break; case 'q': lval_char = mob->mprog_target; break; default: sprintf( buf, "Cmd_eval: prog %d syntax error(4) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } /* * From now on, we need an actor, so if none was found, bail out */ if ( lval_char == NULL && lval_obj == NULL ) return FALSE; /* * Case 3: Keyword, comparison and value */ switch( check ) { case CHK_ISPC: return( lval_char != NULL && !IS_NPC( lval_char ) ); case CHK_ISNPC: return( lval_char != NULL && IS_NPC( lval_char ) ); case CHK_ISGOOD: return( lval_char != NULL && IS_GOOD( lval_char ) ); case CHK_ISEVIL: return( lval_char != NULL && IS_EVIL( lval_char ) ); case CHK_ISNEUTRAL: return( lval_char != NULL && IS_NEUTRAL( lval_char ) ); case CHK_ISIMMORT: return( lval_char != NULL && IS_IMMORTAL( lval_char ) ); case CHK_ISCHARM: /* A relic from MERC 2.2 MOBprograms */ return( lval_char != NULL && IS_AFFECTED( lval_char, AFF_CHARM ) ); case CHK_ISFOLLOW: return( lval_char != NULL && lval_char->master != NULL && lval_char->master->in_room == lval_char->in_room ); case CHK_ISACTIVE: return( lval_char != NULL && lval_char->position > POS_SLEEPING ); case CHK_ISDELAY: return( lval_char != NULL && lval_char->mprog_delay > 0 ); case CHK_ISVISIBLE: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && can_see( mob, lval_char ) ); case 'o': case 'p': return( lval_obj != NULL && can_see_obj( mob, lval_obj ) ); } case CHK_HASTARGET: return( lval_char != NULL && lval_char->mprog_target != NULL && lval_char->in_room == lval_char->mprog_target->in_room ); case CHK_ISTARGET: return( lval_char != NULL && mob->mprog_target == lval_char ); default:; } /* * Case 4: Keyword, actor and value */ line = one_argument( line, buf ); switch( check ) { case CHK_AFFECTED: return( lval_char != NULL && IS_SET(lval_char->affected_by, flag_lookup(buf, affect_flags)) ); case CHK_ACT: return( lval_char != NULL && IS_SET(lval_char->act, flag_lookup(buf, act_flags)) ); case CHK_CARRIES: if ( is_number( buf ) ) return( lval_char != NULL && has_item( lval_char, atoi(buf), -1, FALSE ) ); else return( lval_char != NULL && (get_obj_carry( lval_char, buf ) != NULL) ); case CHK_WEARS: if ( is_number( buf ) ) return( lval_char != NULL && has_item( lval_char, atoi(buf), -1, TRUE ) ); else return( lval_char != NULL && (get_obj_wear( lval_char, buf ) != NULL) ); case CHK_HAS: return( lval_char != NULL && has_item( lval_char, -1, item_lookup(buf), FALSE ) ); case CHK_USES: return( lval_char != NULL && has_item( lval_char, -1, item_lookup(buf), TRUE ) ); case CHK_POS: return( lval_char != NULL && lval_char->position == position_lookup( buf ) ); case CHK_NAME: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && is_name( buf, lval_char->name->str ) ); case 'o': case 'p': return( lval_obj != NULL && is_name( buf, lval_obj->name->str ) ); } case CHK_OBJTYPE: return( lval_obj != NULL && lval_obj->item_type == item_lookup( buf ) ); default:; } /* * Case 5: Keyword, actor, comparison and value */ if ( (oper = keyword_lookup( fn_evals, buf )) < 0 ) { sprintf( buf, "Cmd_eval: prog %d syntax error(5): '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } one_argument( line, buf ); rval = atoi( buf ); switch( check ) { case CHK_VNUM: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': if( lval_char != NULL && IS_NPC( lval_char ) ) lval = lval_char->pIndexData->vnum; break; case 'o': case 'p': if ( lval_obj != NULL ) lval = lval_obj->pIndexData->vnum; } break; case CHK_HPCNT: if ( lval_char != NULL ) lval = (lval_char->hit * 100)/(UMAX(1,lval_char->max_hit)); break; case CHK_ROOM: if ( lval_char != NULL && lval_char->in_room != NULL ) lval = lval_char->in_room->vnum; break; case CHK_SEX: if ( lval_char != NULL ) lval = lval_char->sex; break; case CHK_LEVEL: if ( lval_char != NULL ) lval = lval_char->level; break; case CHK_ALIGN: if ( lval_char != NULL ) lval = lval_char->alignment; break; case CHK_OBJVAL0: if ( lval_obj != NULL ) lval = lval_obj->value[0]; break; case CHK_OBJVAL1: if ( lval_obj != NULL ) lval = lval_obj->value[1]; break; case CHK_OBJVAL2: if ( lval_obj != NULL ) lval = lval_obj->value[2]; break; case CHK_OBJVAL3: if ( lval_obj != NULL ) lval = lval_obj->value[3]; break; case CHK_OBJVAL4: if ( lval_obj != NULL ) lval = lval_obj->value[4]; break; case CHK_GRPSIZE: if( lval_char != NULL ) lval = count_people_room( lval_char, 4 ); break; default: return FALSE; } return( num_eval( lval, oper, rval ) ); } /* * ------------------------------------------------------------------------ * EXPAND_ARG * This is a hack of act() in comm.c. I've added some safety guards, * so that missing or invalid $-codes do not crash the server * ------------------------------------------------------------------------ */ void expand_arg( char *buf, const char *format, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { static char * const he_she [] = { "it", "he", "she" }; static char * const him_her [] = { "it", "him", "her" }; static char * const his_her [] = { "its", "his", "her" }; const char *someone = "someone"; const char *something = "something"; const char *someones = "someone's"; char fname[MAX_INPUT_LENGTH]; CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; const char *str; const char *i; char *point; /* * Discard null and zero-length messages. */ if ( format == NULL || format[0] == '\0' ) return; point = buf; str = format; while ( *str != '\0' ) { if ( *str != '$' ) { *point++ = *str++; continue; } ++str; switch ( *str ) { default: bug( "Expand_arg: bad code %d.", *str ); i = " <@@@> "; break; case 'i': one_argument( mob->name->str, fname ); i = fname; break; case 'I': i = mob->short_descr->str; break; case 'n': i = someone; if ( ch != NULL && can_see( mob, ch ) ) { one_argument( ch->name->str, fname ); i = capitalize(fname); } break; case 'N': i = (ch != NULL && can_see( mob, ch ) ) ? ( IS_NPC( ch ) ? ch->short_descr->str : ch->name->str ) : someone; break; case 't': i = someone; if ( vch != NULL && can_see( mob, vch ) ) { one_argument( vch->name->str, fname ); i = capitalize(fname); } break; case 'T': i = (vch != NULL && can_see( mob, vch )) ? ( IS_NPC( vch ) ? vch->short_descr->str : vch->name->str ) : someone; break; case 'r': if ( rch == NULL ) rch = get_random_char( mob ); i = someone; if( rch != NULL && can_see( mob, rch ) ) { one_argument( rch->name->str, fname ); i = capitalize(fname); } break; case 'R': if ( rch == NULL ) rch = get_random_char( mob ); i = ( rch != NULL && can_see( mob, rch ) ) ? ( IS_NPC( ch ) ? ch->short_descr->str : ch->name->str ) :someone; break; case 'q': i = someone; if ( mob->mprog_target != NULL && can_see( mob, mob->mprog_target ) ) { one_argument( mob->mprog_target->name->str, fname ); i = capitalize( fname ); } break; case 'Q': i = (mob->mprog_target != NULL && can_see( mob, mob->mprog_target )) ? ( IS_NPC( mob->mprog_target ) ? mob->mprog_target->short_descr->str : mob->mprog_target->name->str ) : someone; break; case 'j': i = he_she [URANGE(0, mob->sex, 2)]; break; case 'e': i = (ch != NULL && can_see( mob, ch )) ? he_she [URANGE(0, ch->sex, 2)] : someone; break; case 'E': i = (vch != NULL && can_see( mob, vch )) ? he_she [URANGE(0, vch->sex, 2)] : someone; break; case 'J': i = (rch != NULL && can_see( mob, rch )) ? he_she [URANGE(0, rch->sex, 2)] : someone; break; case 'X': i = (mob->mprog_target != NULL && can_see( mob, mob->mprog_target)) ? he_she [URANGE(0, mob->mprog_target->sex, 2)] : someone; break; case 'k': i = him_her [URANGE(0, mob->sex, 2)]; break; case 'm': i = (ch != NULL && can_see( mob, ch )) ? him_her [URANGE(0, ch ->sex, 2)] : someone; break; case 'M': i = (vch != NULL && can_see( mob, vch )) ? him_her [URANGE(0, vch ->sex, 2)] : someone; break; case 'K': if ( rch == NULL ) rch = get_random_char( mob ); i = (rch != NULL && can_see( mob, rch )) ? him_her [URANGE(0, rch ->sex, 2)] : someone; break; case 'Y': i = (mob->mprog_target != NULL && can_see( mob, mob->mprog_target )) ? him_her [URANGE(0, mob->mprog_target->sex, 2)] : someone; break; case 'l': i = his_her [URANGE(0, mob ->sex, 2)]; break; case 's': i = (ch != NULL && can_see( mob, ch )) ? his_her [URANGE(0, ch ->sex, 2)] : someones; break; case 'S': i = (vch != NULL && can_see( mob, vch )) ? his_her [URANGE(0, vch ->sex, 2)] : someones; break; case 'L': if ( rch == NULL ) rch = get_random_char( mob ); i = ( rch != NULL && can_see( mob, rch ) ) ? his_her [URANGE(0, rch ->sex, 2)] : someones; break; case 'Z': i = (mob->mprog_target != NULL && can_see( mob, mob->mprog_target )) ? his_her [URANGE(0, mob->mprog_target->sex, 2)] : someones; break; case 'o': i = something; if ( obj1 != NULL && can_see_obj( mob, obj1 ) ) { one_argument( obj1->name->str, fname ); i = fname; } break; case 'O': i = (obj1 != NULL && can_see_obj( mob, obj1 )) ? obj1->short_descr->str : something; break; case 'p': i = something; if ( obj2 != NULL && can_see_obj( mob, obj2 ) ) { one_argument( obj2->name->str, fname ); i = fname; } break; case 'P': i = (obj2 != NULL && can_see_obj( mob, obj2 )) ? obj2->short_descr->str : something; break; } ++str; while ( ( *point = *i ) != '\0' ) ++point, ++i; } *point = '\0'; return; } /* * ------------------------------------------------------------------------ * PROGRAM_FLOW * This is the program driver. It parses the mob program code lines * and passes "executable" commands to interpret() * Lines beginning with 'mob' are passed to mob_interpret() to handle * special mob commands (in mob_cmds.c) *------------------------------------------------------------------------- */ #define MAX_NESTED_LEVEL 12 /* Maximum nested if-else-endif's (stack size) */ #define BEGIN_BLOCK 0 /* Flag: Begin of if-else-endif block */ #define IN_BLOCK -1 /* Flag: Executable statements */ #define END_BLOCK -2 /* Flag: End of if-else-endif block */ #define MAX_CALL_LEVEL 5 /* Maximum nested calls */ void program_flow( sh_int pvnum, /* For diagnostic purposes */ char *source, /* the actual MOBprog code */ CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2 ) { CHAR_DATA *rch = NULL; char *code, *line; char buf[MAX_STRING_LENGTH]; char control[MAX_INPUT_LENGTH], data[MAX_STRING_LENGTH]; static int call_level; /* Keep track of nested "mpcall"s */ int level, eval, check; int state[MAX_NESTED_LEVEL], /* Block state (BEGIN,IN,END) */ cond[MAX_NESTED_LEVEL]; /* Boolean value based on the last if-check */ sh_int mvnum = mob->pIndexData->vnum; if( ++call_level > MAX_CALL_LEVEL ) { bug( "MOBprogs: MAX_CALL_LEVEL exceeded, vnum %d", mob->pIndexData->vnum ); return; } /* * Reset "stack" */ for ( level = 0; level < MAX_NESTED_LEVEL; level++ ) { state[level] = IN_BLOCK; cond[level] = TRUE; } level = 0; code = source; /* * Parse the MOBprog code */ while ( *code ) { bool first_arg = TRUE; char *b = buf, *c = control, *d = data; /* * Get a command line. We sneakily get both the control word * (if/and/or) and the rest of the line in one pass. */ while( isspace( *code ) && *code ) code++; while ( *code ) { if ( *code == '\n' || *code == '\r' ) break; else if ( isspace(*code) ) { if ( first_arg ) first_arg = FALSE; else *d++ = *code; } else { if ( first_arg ) *c++ = *code; else *d++ = *code; } *b++ = *code++; } *b = *c = *d = '\0'; if ( buf[0] == '\0' ) break; if ( buf[0] == '*' ) /* Comment */ continue; line = data; /* * Match control words */ if ( !str_cmp( control, "if" ) ) { if ( state[level] == BEGIN_BLOCK ) { sprintf( buf, "Mobprog: misplaced if statement, mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } state[level] = BEGIN_BLOCK; if ( ++level >= MAX_NESTED_LEVEL ) { sprintf( buf, "Mobprog: Max nested level exceeded, mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) { cond[level] = FALSE; continue; } line = one_argument( line, control ); if ( ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { cond[level] = cmd_eval( pvnum, line, check, mob, ch, arg1, arg2, rch ); } else { sprintf( buf, "Mobprog: invalid if_check (if), mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } state[level] = END_BLOCK; } else if ( !str_cmp( control, "or" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { sprintf( buf, "Mobprog: or without if, mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) continue; line = one_argument( line, control ); if ( ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval( pvnum, line, check, mob, ch, arg1, arg2, rch ); } else { sprintf( buf, "Mobprog: invalid if_check (or), mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } cond[level] = (eval == TRUE) ? TRUE : cond[level]; } else if ( !str_cmp( control, "and" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { sprintf( buf, "Mobprog: and without if, mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) continue; line = one_argument( line, control ); if ( ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval( pvnum, line, check, mob, ch, arg1, arg2, rch ); } else { sprintf( buf, "Mobprog: invalid if_check (and), mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } cond[level] = (cond[level] == TRUE) && (eval == TRUE) ? TRUE : FALSE; } else if ( !str_cmp( control, "endif" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { sprintf( buf, "Mobprog: endif without if, mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } cond[level] = TRUE; state[level] = IN_BLOCK; state[--level] = END_BLOCK; } else if ( !str_cmp( control, "else" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { sprintf( buf, "Mobprog: else without if, mob %d prog %d", mvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) continue; state[level] = IN_BLOCK; cond[level] = (cond[level] == TRUE) ? FALSE : TRUE; } else if ( cond[level] == TRUE && ( !str_cmp( control, "break" ) || !str_cmp( control, "end" ) ) ) { call_level--; return; } else if ( (!level || cond[level] == TRUE) && buf[0] != '\0' ) { state[level] = IN_BLOCK; expand_arg( data, buf, mob, ch, arg1, arg2, rch ); if ( !str_cmp( control, "mob" ) ) { /* * Found a mob restricted command, pass it to mob interpreter */ line = one_argument( data, control ); mob_interpret( mob, line ); } else { /* * Found a normal mud command, pass it to interpreter */ interpret( mob, data ); } } } call_level--; } /* * --------------------------------------------------------------------- * Trigger handlers. These are called from various parts of the code * when an event is triggered. * --------------------------------------------------------------------- */ /* * A general purpose string trigger. Matches argument to a string trigger * phrase. */ void mp_act_trigger( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { MPROG_LIST *prg; for ( prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && strstr( argument, prg->trig_phrase->str ) != NULL ) { program_flow( prg->vnum, prg->code->str, mob, ch, arg1, arg2 ); break; } } return; } void oprog_act_trigger( char *argument, OBJ_DATA *obj, CHAR_DATA *ch, void *arg1, void *arg2, int type ) { MPROG_LIST *prg; CHAR_DATA *victim; char buf[MSL]; for ( prg = obj->pIndexData->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && strstr( argument, prg->trig_phrase->str ) != NULL ) { //heheh silly using mobs to carry object functions if ((victim = set_supermob( obj )) == NULL) return; if (prg->code == NULL) { sprintf(buf,"Error: NULL MudProg for Object %d",obj->pIndexData->vnum); bug(buf,0); return; } program_flow( prg->vnum, prg->code->str, victim, ch, arg1, arg2 ); release_supermob(victim); break; } } return; } void rprog_act_trigger( char *argument, ROOM_INDEX_DATA *mob, CHAR_DATA *ch, void *arg1, void *arg2, int type ) { MPROG_LIST *prg; CHAR_DATA *victim; for ( prg = mob->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && strstr( argument, prg->trig_phrase->str ) != NULL ) { if ((victim = set_rsupermob( mob )) == NULL) return; program_flow( prg->vnum, prg->code->str, victim, ch, arg1, arg2 ); release_supermob(victim); break; } } return; } /* * A general purpose percentage trigger. Checks if a random percentage * number is less than trigger phrase */ bool mp_percent_trigger( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { MPROG_LIST *prg; for ( prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && number_percent() < atoi( prg->trig_phrase->str ) ) { program_flow( prg->vnum, prg->code->str, mob, ch, arg1, arg2 ); return ( TRUE ); } } return ( FALSE ); } bool rprog_percent_trigger( ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { MPROG_LIST *prg; CHAR_DATA *victim; for ( prg = room->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && number_percent() < atoi( prg->trig_phrase->str ) ) { if ((victim = set_rsupermob( room )) == NULL) return (FALSE); program_flow( prg->vnum, prg->code->str, victim, ch, arg1, arg2 ); release_supermob(victim); return ( TRUE ); } } return ( FALSE ); } bool oprog_percent_trigger( OBJ_DATA *obj, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { MPROG_LIST *prg; CHAR_DATA *victim; char buf[MSL]; for ( prg = obj->pIndexData->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && number_percent() < atoi( prg->trig_phrase->str ) ) { if ((victim = set_supermob( obj )) == NULL) return (FALSE); if (prg->code == NULL) { sprintf(buf,"Error: NULL MudProg for Object %d",obj->pIndexData->vnum); bug(buf,0); return (FALSE); } program_flow( prg->vnum, prg->code->str, victim, ch, arg1, arg2 ); release_supermob(victim); return ( TRUE ); } } return ( FALSE ); } void mp_bribe_trigger( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) { MPROG_LIST *prg; /* * Original MERC 2.2 MOBprograms used to create a money object * and give it to the mobile. WFT was that? Funcs in act_obj() * handle it just fine. */ for ( prg = mob->pIndexData->mprogs; prg; prg = prg->next ) { if ( prg->trig_type == TRIG_BRIBE && amount >= atoi( prg->trig_phrase->str ) ) { program_flow( prg->vnum, prg->code->str, mob, ch, NULL, NULL ); break; } } return; } bool mp_exit_trigger( CHAR_DATA *ch, int dir ) { CHAR_DATA *mob; MPROG_LIST *prg; for ( mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && ( HAS_TRIGGER(mob, TRIG_EXIT) || HAS_TRIGGER(mob, TRIG_EXALL) ) ) { for ( prg = mob->pIndexData->mprogs; prg; prg = prg->next ) { /* * Exit trigger works only if the mobile is not busy * (fighting etc.). If you want to be sure all players * are caught, use ExAll trigger */ if ( prg->trig_type == TRIG_EXIT && dir == atoi( prg->trig_phrase->str ) && can_see( mob, ch ) ) { program_flow( prg->vnum, prg->code->str, mob, ch, NULL, NULL ); return TRUE; } else if ( prg->trig_type == TRIG_EXALL && dir == atoi( prg->trig_phrase->str ) ) { program_flow( prg->vnum, prg->code->str, mob, ch, NULL, NULL ); return TRUE; } } } } return FALSE; } void mp_give_trigger( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ) { char buf[MAX_INPUT_LENGTH], *p; MPROG_LIST *prg; for ( prg = mob->pIndexData->mprogs; prg; prg = prg->next ) if ( prg->trig_type == TRIG_GIVE ) { p = prg->trig_phrase->str; /* * Vnum argument */ if ( is_number( p ) ) { if ( obj->pIndexData->vnum == atoi(p) ) { program_flow(prg->vnum, prg->code->str, mob, ch, (void *) obj, NULL); return; } } /* * Object name argument, e.g. 'sword' */ else { while( *p ) { p = one_argument( p, buf ); if ( is_name( buf, obj->name->str ) || !str_cmp( "all", buf ) ) { program_flow(prg->vnum, prg->code->str, mob, ch, (void *) obj, NULL); return; } } } } } void mp_greet_trigger( CHAR_DATA *ch ) { CHAR_DATA *mob; for ( mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && ( HAS_TRIGGER(mob, TRIG_GREET) || HAS_TRIGGER(mob,TRIG_GRALL) ) ) { /* * Greet trigger works only if the mobile is not busy * (fighting etc.). If you want to catch all players, use * GrAll trigger */ if ( HAS_TRIGGER( mob,TRIG_GREET ) && can_see( mob, ch ) ) mp_percent_trigger( mob, ch, NULL, NULL, TRIG_GREET ); else if ( HAS_TRIGGER( mob, TRIG_GRALL ) ) mp_percent_trigger( mob, ch, NULL, NULL, TRIG_GRALL ); } } return; } void mp_hprct_trigger( CHAR_DATA *mob, CHAR_DATA *ch ) { MPROG_LIST *prg; for ( prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next ) if ( ( prg->trig_type == TRIG_HPCNT ) && ( (100 * mob->hit / mob->max_hit) < atoi( prg->trig_phrase->str ) ) ) { program_flow( prg->vnum, prg->code->str, mob, ch, NULL, NULL ); break; } } void mp_riddle_trigger( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { int duration; ROOM_INDEX_DATA *location; OBJ_DATA *obj; if (!strcmp( argument, riddle_table[riddle_number].answer )) { act("{Cthe guardian says 'Correct! I shall think of a better Riddle next time!'{x",mob,NULL,NULL,TO_ROOM); riddle_number = number_range(1,riddle_max); duration = number_range(2,3); if ( ( location = get_room_index(ROOM_VNUM_RIDDLE_TO)) == NULL ) { return; } obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); obj->value[0] = ROOM_VNUM_RIDDLE_TO; obj->value[3] = ROOM_VNUM_RIDDLE; obj->timer = duration; obj_to_room( obj, mob->in_room ); obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); obj->value[0] = ROOM_VNUM_RIDDLE; obj->value[3] = ROOM_VNUM_RIDDLE_TO; obj->timer = duration; obj_to_room( obj, location ); act( "$p appears in front of you.", mob, obj, NULL, TO_ROOM ); act( "$p appears in front of you.", location->people, obj, NULL, TO_ROOM ); } if (!strcmp( argument, riddle_table[riddle_number].clue )) { act(riddle_table[riddle_number].clue_do,mob,NULL,NULL,TO_ROOM); } return; } MEM_DATA *get_mem_data(CHAR_DATA *ch, CHAR_DATA *target) { MEM_DATA *remember; if ( !IS_NPC(ch)) { return NULL; } if ( ch == NULL ) { bug( "get_mem_data: NULL ch", 0 ); return NULL; } if ( target == NULL ) { bug( "get_mem_data: NULL target", 0 ); return NULL; } for ( remember = ch->memory ; remember != NULL ; remember = remember->next ) { if ( remember->id == target->id ) return remember; } return NULL; } void mob_remember(CHAR_DATA *ch, CHAR_DATA *target, int reaction) { MEM_DATA *remember; if ( !IS_NPC(ch) ) { bug( "mob_remember: ch not NPC", 0); return; } if ( ch == NULL ) { bug( "mob_remember: NULL ch", 0 ); return; } if ( target == NULL ) { bug( "mob_remember: NULL target", 0 ); return; } if ( (remember = get_mem_data(ch, target)) == NULL ) { remember = new_mem_data(); remember->next = ch->memory; ch->memory = remember; } remember->id = target->id; remember->when = current_time; SET_BIT( remember->reaction, reaction); return; } void mob_forget( CHAR_DATA *ch, MEM_DATA *memory ) { if ( !IS_NPC(ch) ) { bug( "mob_forget: ch not NPC", 0); return; } if ( ch == NULL ) { bug( "mob_forget: NULL ch", 0); return; } if ( memory == NULL ) return; if ( memory == ch->memory ) { ch->memory = memory->next; } else { MEM_DATA *prev; for ( prev = ch->memory ; prev != NULL ; prev = prev->next ) { if ( prev->next == memory ) { prev->next = memory->next; break; } if ( prev == NULL ) { bug( "mob_forget: memory not found", 0); return; } } } free_mem_data(memory); return; } void mem_fade(CHAR_DATA *ch) /* called from char_update */ { MEM_DATA *remember, *remember_next; if ( ch == NULL ) { bug( "mem_fade: NULL ch", 0 ); return; } if ( !IS_NPC(ch)) { bug("mem_fade: ch not NPC", 0); return; } if ( ch->memory == NULL ) return; for ( remember = ch->memory ; remember != NULL ; remember = remember_next ) { remember_next = remember->next; if (IS_NPC(ch) && ch->mob_hunting == NULL && IS_SET(remember->reaction, MEM_HOSTILE) && IS_SET(ch->act, ACT_HUNTER)) ch->mob_hunting = get_char_id( remember->id ); //increse these numbers for longer mem -sp if ( current_time - remember->when > (96 * 60)) mob_forget( ch, remember ); } return; } DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_open ); #define IS_DIR (get_room_index(iCurrentRoom)->exit[i]) #define GO_OK (!IS_SET( IS_DIR->exit_info, EX_CLOSED )) #define GO_OK_SMARTER 1 int exit_ok( EXIT_DATA *pexit ) { ROOM_INDEX_DATA *to_room; if ( ( pexit == NULL ) || ( to_room = pexit->to_room ) == NULL ) return 0; return 1; } void donothing() { return; } /* * Go through every room in the area, looking for target untill depth. * Use a hashtable to remember where you been. * * Returns: room vnum as int */ int find_path( gint in_room_vnum, int out_room_vnum, CHAR_DATA *ch, int depth, int in_zone ) { ROOM_INDEX_DATA *pCurrentRoom; ROOM_INDEX_DATA *pStartRoom; EXIT_DATA *pExit; gint iCurrentRoom; int thru_doors; gint iNextRoom; GHashTable *pRoomsVisited; GSList *que = NULL; int i; int count = 0; int dir; gpointer KnownRoom; int iFinalRoom = -1; if ( depth <0 ) { thru_doors = TRUE; depth = -depth; } else { thru_doors = FALSE; } pRoomsVisited = g_hash_table_new(NULL,NULL); que = g_slist_append(que,GINT_TO_POINTER(in_room_vnum)); while (que != NULL) { iCurrentRoom = (gint)que->data; pCurrentRoom = get_room_index(iCurrentRoom); pStartRoom = get_room_index(in_room_vnum); if (pCurrentRoom->area == pStartRoom->area || !in_zone) { for (i=0; i<=5;i++) { pExit = pCurrentRoom->exit[i]; if (exit_ok(pExit) && (thru_doors ? GO_OK_SMARTER : GO_OK)) { iNextRoom = pCurrentRoom->exit[i]->to_room->vnum; if (iNextRoom != out_room_vnum) { KnownRoom = g_hash_table_lookup(pRoomsVisited,GINT_TO_POINTER(iNextRoom)); if (KnownRoom == NULL && count < depth) { count++; dir = (int)g_hash_table_lookup(pRoomsVisited,GINT_TO_POINTER(iCurrentRoom)); if (dir == 0) g_hash_table_insert(pRoomsVisited,GINT_TO_POINTER(iNextRoom),GINT_TO_POINTER(i+1)); else g_hash_table_insert(pRoomsVisited,GINT_TO_POINTER(iNextRoom),GINT_TO_POINTER(dir)); que = g_slist_append(que,GINT_TO_POINTER(iNextRoom)); } } else { dir = (int)g_hash_table_lookup(pRoomsVisited,GINT_TO_POINTER(iCurrentRoom)); if (dir == 0) iFinalRoom = i; else iFinalRoom = dir-1; g_slist_free(que); que = NULL; break; } } } } que = g_slist_remove(que,GINT_TO_POINTER(iCurrentRoom)); if (g_slist_length(que) == 0) { g_slist_free(que); que = NULL; } } g_hash_table_destroy(pRoomsVisited); return iFinalRoom; } /* void do_track( CHAR_DATA *ch, char *argument ) */ void do_mob_hunt( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; GString *mxpout = g_string_new(""); char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; int direction; bool fArea; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Whom are you trying to hunt?\n\r", ch ); return; } /* only imps can hunt to different areas */ fArea = ( get_trust(ch) < MAX_LEVEL ); if (IS_NPC(ch)) victim = get_char_world( ch, arg ); else if (fArea) victim = get_char_area( ch, arg ); else victim = get_char_world( ch, arg ); if( victim == NULL ) { send_to_char("No-one around by that name.\n\r", ch ); return; } if( ch->in_room == victim->in_room ) { act( "$N is here!", ch, NULL, victim, TO_CHAR ); return; } /* * Deduct some movement. */ if( ch->move > 2 ) ch->move -= 3; else { send_to_char( "You're too exhausted to hunt anyone!\n\r", ch ); return; } act( "$n carefully sniffs the air.", ch, NULL, NULL, TO_ROOM ); WAIT_STATE( ch, skill_table[gsn_hunt].beats ); direction = find_path( ch->in_room->vnum, victim->in_room->vnum, ch, -40000, fArea ); if( direction == -1 ) { act( "You couldn't find a path to $N from here.", ch, NULL, victim, TO_CHAR ); return; } if( direction < 0 || direction > 5 ) { send_to_char( "Hmm... Something seems to be wrong.\n\r", ch ); return; } /* * Give a random direction if the player misses the die roll. */ #if 0 if( ( IS_NPC (ch) && number_percent () > 75) /* NPC @ 25% */ || (!IS_NPC (ch) && number_percent () > /* PC @ norm */ ch->pcdata->learned[gsn_hunt] ) ) #endif if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_hunt]) { do { direction = number_door(); } while( ( ch->in_room->exit[direction] == NULL ) || ( ch->in_room->exit[direction]->to_room == NULL) ); } /* * Display the results of the search. */ sprintf( buf, "$N is %s from here.", dir_name[direction]); mxpconv(mxpout,buf,ch); act( mxpout->str, ch, NULL, victim, TO_CHAR ); g_string_free(mxpout,TRUE); return; } void hunt_victim( CHAR_DATA *ch ) { int dir; bool found; CHAR_DATA *tmp; if( ch == NULL || ch->hunting == NULL || !IS_NPC(ch) ) return; /* * Make sure the victim still exists. */ for( found = 0, tmp = char_list; tmp && !found; tmp = tmp->next ) if( ch->mob_hunting == tmp ) found = 1; if ( !found || !can_see( ch, ch->mob_hunting )) { do_say( ch, "Damn! My prey is gone!!" ); ch->mob_hunting = NULL; return; } if( ch->in_room == ch->mob_hunting->in_room ) { act( "$n glares at $N and says, 'Ye shall DIE!'", ch, NULL, ch->mob_hunting, TO_NOTVICT ); act( "$n glares at you and says, 'Ye shall DIE!'", ch, NULL, ch->mob_hunting, TO_VICT ); act( "You glare at $N and say, 'Ye shall DIE!", ch, NULL, ch->mob_hunting, TO_CHAR); multi_hit( ch, ch->mob_hunting, TYPE_UNDEFINED ); /* ch->hunting = NULL */; return; } WAIT_STATE( ch, skill_table[gsn_hunt].beats ); dir = find_path( ch->in_room->vnum, ch->mob_hunting->in_room->vnum, ch, -40000, TRUE ); if( dir < 0 || dir > 5 ) { act( "$n says 'Damn! Lost $M!'", ch, NULL, ch->mob_hunting, TO_ROOM ); ch->mob_hunting = NULL; return; } /* * Give a random direction if the mob misses the die roll. */ if( number_percent () > 75 ) /* @ 25% */ { do { dir = number_door(); } while( ( ch->in_room->exit[dir] == NULL ) || ( ch->in_room->exit[dir]->to_room == NULL ) ); } if( IS_SET( ch->in_room->exit[dir]->exit_info, EX_CLOSED ) ) { do_open( ch, (char *) dir_name[dir] ); return; } move_char( ch, dir ); return; } bool rprog_exit_trigger( CHAR_DATA *ch, int dir ) { ROOM_INDEX_DATA *room; CHAR_DATA *victim; MPROG_LIST *prg; if ((room = ch->in_room) == NULL) return FALSE; if ( HAS_PROG(room, TRIG_EXIT) || HAS_PROG(room, TRIG_EXALL)) { for ( prg = room->mprogs; prg; prg = prg->next ) { /* * Exit trigger works only if the mobile is not busy * (fighting etc.). If you want to be sure all players * are caught, use ExAll trigger */ if ( prg->trig_type == TRIG_EXIT && dir == atoi( prg->trig_phrase->str )) { if ((victim = set_rsupermob( room )) == NULL) return FALSE; program_flow( prg->vnum, prg->code->str, victim, ch, NULL, NULL ); release_supermob(victim); return TRUE; } } } return FALSE; } bool oprog_exit_trigger( OBJ_DATA *obj, int dir ) { CHAR_DATA *victim; MPROG_LIST *prg; if ( ( HAS_PROG(obj->pIndexData, TRIG_EXIT) || HAS_PROG(obj->pIndexData, TRIG_EXALL) ) ) { for ( prg = obj->pIndexData->mprogs; prg; prg = prg->next ) { /* * Exit trigger works only if the mobile is not busy * (fighting etc.). If you want to be sure all players * are caught, use ExAll trigger */ if ( prg->trig_type == TRIG_EXIT && dir == atoi( prg->trig_phrase->str )) { if ((victim = set_supermob( obj )) == NULL) return TRUE; program_flow( prg->vnum, prg->code->str, victim, obj->in_room->people, NULL, NULL ); release_supermob(victim); return TRUE; } } } return FALSE; }