/*************************************************************************** * 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. * * * ***************************************************************************/ #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 "const.h" extern int flag_lookup( const char *word, const struct flag_type *flag_table ); /* * 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 /* * 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 klass $n mage - is $n's klass '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" }; /* * 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, OBJ_DATA *obj, ROOM_INDEX_DATA *room ) { CHAR_DATA *vch, *victim = NULL; int now = 0, highest = 0; if ( (mob && obj) || (mob && room) || (obj && room) ) { bug( "get_random_char received multiple prog types",0); return NULL; } if ( mob ) vch = mob->in_room->people; else if ( obj ) { if ( obj->in_room ) vch = obj->in_room->people; else vch = obj->carried_by->in_room->people; } else vch = room->people; for( ; vch; vch = vch->next_in_room ) { if ( mob && mob != vch && !IS_NPC( vch ) && can_see( mob, vch ) && ( now = number_percent() ) > highest ) { victim = vch; highest = now; } else if ( (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, OBJ_DATA *obj, ROOM_INDEX_DATA *room, int iFlag ) { CHAR_DATA *vch; int count; if ( (mob && obj) || (mob && room) || (obj && room) ) { bug( "count_people_room received multiple prog types",0); return 0; } if ( mob ) vch = mob->in_room->people; else if ( obj ) { if ( obj->in_room ) vch = obj->in_room->people; else vch = obj->carried_by->in_room->people; } else vch = room->people; for ( count = 0; vch; vch = vch->next_in_room ) { if ( mob ) { 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++; } else if ( obj || room ) { if ( iFlag == 0 || (iFlag == 1 && !IS_NPC( vch )) || (iFlag == 2 && IS_NPC( 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, OBJ_DATA *obj ) { CHAR_DATA *vch; OBJ_DATA *vobj; int i; if ( ch && obj ) { bug( "get_order received multiple prog types",0); return 0; } if ( ch && !IS_NPC(ch) ) return 0; if ( ch ) { vch = ch->in_room->people; vobj = NULL; } else { vch = NULL; if ( obj->in_room ) vobj = obj->in_room->contents; else if ( obj->carried_by->in_room->contents ) vobj = obj->carried_by->in_room->contents; else vobj = NULL; } if ( ch ) for ( i = 0; vch; vch = vch->next_in_room ) { if ( vch == ch ) return i; if ( IS_NPC(vch) && vch->pIndexData->vnum == ch->pIndexData->vnum ) i++; } else for ( i = 0; vobj; vobj = vobj->next_content ) { if ( vobj == obj ) return i; if ( vobj->pIndexData->vnum == obj->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, OBJ_DATA *obj, ROOM_INDEX_DATA *room, sh_int vnum ) { CHAR_DATA *mob; if ( (ch && obj) || (ch && room) || (obj && room) ) { bug( "get_mob_vnum_room received multiple prog types",0); return FALSE; } if ( ch ) mob = ch->in_room->people; else if ( obj ) { if ( obj->in_room ) mob = obj->in_room->people; else mob = obj->carried_by->in_room->people; } else mob = room->people; for ( ; 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, OBJ_DATA *obj, ROOM_INDEX_DATA *room, sh_int vnum ) { OBJ_DATA *vobj; if ( (ch && obj) || (ch && room) || (obj && room) ) { bug( "get_obj_vnum_room received multiple prog types",0); return FALSE; } if ( ch ) vobj = ch->in_room->contents; else if ( obj ) { if ( obj->in_room ) vobj = obj->in_room->contents; else vobj = obj->carried_by->in_room->contents; } else vobj = room->contents; for ( ; vobj; vobj = vobj->next_content ) if ( vobj->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_mob( 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, NULL, NULL, atoi(buf) ) ); else return( (bool) (get_char_room( mob, NULL, buf) != NULL) ); case CHK_OBJHERE: if ( is_number( buf ) ) return( get_obj_vnum_room( mob, NULL, NULL, atoi(buf) ) ); else return( (bool) (get_obj_here( mob, NULL, 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, NULL, NULL, 0 ); break; case CHK_PLAYERS: rval = count_people_room( mob, NULL, NULL, 1 ); break; case CHK_MOBS: rval = count_people_room( mob, NULL, NULL, 2 ); break; case CHK_CLONES: rval = count_people_room( mob, NULL, NULL, 3 ); break; case CHK_ORDER: rval = get_order( mob, NULL ); 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_mob: 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_mob: 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, NULL, NULL ) : 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_mob: 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_IMM: return( lval_char != NULL && IS_SET(lval_char->imm_flags, flag_lookup(buf, imm_flags)) ); case CHK_OFF: return( lval_char != NULL && IS_SET(lval_char->off_flags, flag_lookup(buf, off_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, lval_char ) != 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, TRUE ) != 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_NAME: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && is_name( buf, lval_char->name ) ); case 'o': case 'p': return( lval_obj != NULL && is_name( buf, lval_obj->name ) ); } case CHK_POS: return( lval_char != NULL && lval_char->position == position_lookup( buf ) ); case CHK_CLAN: return( lval_char != NULL && lval_char->clan == clan_lookup( buf ) ); case CHK_RACE: return( lval_char != NULL && lval_char->race == race_lookup( buf ) ); 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_mob: 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_MONEY: /* Money is converted to silver... */ if ( lval_char != NULL ) lval = lval_char->gold + (lval_char->silver * 100); 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, NULL, NULL, 4 ); break; default: return FALSE; } return( num_eval( lval, oper, rval ) ); } int cmd_eval_obj( sh_int vnum, char *line, int check, OBJ_DATA *obj, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { CHAR_DATA *lval_char = NULL; CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; OBJ_DATA *lval_obj = obj; 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' || obj == NULL ) return FALSE; /* * If this object has no target, let's assume our victim is the one */ if ( obj->oprog_target == NULL ) obj->oprog_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( NULL, obj, NULL, atoi(buf) ) ); else return( (bool) (get_char_room( NULL, (obj->in_room?obj->in_room:obj->carried_by->in_room), buf) != NULL) ); case CHK_OBJHERE: if ( is_number( buf ) ) return( get_obj_vnum_room( NULL, obj, NULL, atoi(buf) ) ); else return( (bool) (get_obj_here( NULL, (obj->in_room?obj->in_room:obj->carried_by->in_room), buf) != NULL) ); case CHK_MOBEXISTS: return( (bool) (get_char_world( NULL, buf) != NULL) ); case CHK_OBJEXISTS: return( (bool) (get_obj_world( NULL, buf) != NULL) ); /* * Case 2 begins here: We sneakily use rval to indicate need * for numeric eval... */ case CHK_PEOPLE: rval = count_people_room( NULL, obj, NULL, 0 ); break; case CHK_PLAYERS: rval = count_people_room( NULL, obj, NULL, 1 ); break; case CHK_MOBS: rval = count_people_room( NULL, obj, NULL, 2 ); break; case CHK_CLONES: bug( "cmd_eval_obj: received CHK_CLONES.",0); break; case CHK_ORDER: rval = get_order( NULL, obj ); 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_obj: 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_obj: prog %d syntax error(3) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } else code = buf[1]; switch( code ) { case 'i': lval_obj = obj; break; case 'n': lval_char = ch; break; case 't': lval_char = vch; break; case 'r': lval_char = rch == NULL ? get_random_char( NULL, obj, NULL ) : rch ; break; case 'o': lval_obj = obj1; break; case 'p': lval_obj = obj2; break; case 'q': lval_char = obj->oprog_target; break; default: sprintf( buf, "Cmd_eval_obj: 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_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 && obj->oprog_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_IMM: return( lval_char != NULL && IS_SET(lval_char->imm_flags, flag_lookup(buf, imm_flags)) ); case CHK_OFF: return( lval_char != NULL && IS_SET(lval_char->off_flags, flag_lookup(buf, off_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, lval_char ) != 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, FALSE ) != 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_NAME: switch( code ) { default : case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && is_name( buf, lval_char->name ) ); case 'i': case 'o': case 'p': return( lval_obj != NULL && is_name( buf, lval_obj->name ) ); } case CHK_POS: return( lval_char != NULL && lval_char->position == position_lookup( buf ) ); case CHK_CLAN: return( lval_char != NULL && lval_char->clan == clan_lookup( buf ) ); case CHK_RACE: return( lval_char != NULL && lval_char->race == race_lookup( buf ) ); 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_obj: 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 'n': case 't': case 'r': case 'q': if( lval_char != NULL && IS_NPC( lval_char ) ) lval = lval_char->pIndexData->vnum; break; case 'i': 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; else if ( lval_obj != NULL && (lval_obj->in_room != NULL || lval_obj->carried_by != NULL )) lval = lval_obj->in_room?lval_obj->in_room->vnum:lval_obj->carried_by->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_MONEY: /* Money is converted to silver... */ if ( lval_char != NULL ) lval = lval_char->gold + (lval_char->silver * 100); 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, NULL, NULL, 4 ); break; default: return FALSE; } return( num_eval( lval, oper, rval ) ); } int cmd_eval_room( sh_int vnum, char *line, int check, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { CHAR_DATA *lval_char = NULL; 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' || room == NULL ) return FALSE; /* * If this room has no target, let's assume our victim is the one */ if ( room->rprog_target == NULL ) room->rprog_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( NULL, NULL, room, atoi(buf) ) ); else return( (bool) (get_char_room( NULL, room, buf) != NULL) ); case CHK_OBJHERE: if ( is_number( buf ) ) return( get_obj_vnum_room( NULL, NULL, room, atoi(buf) ) ); else return( (bool) (get_obj_here( NULL, room, buf) != NULL) ); case CHK_MOBEXISTS: return( (bool) (get_char_world( NULL, buf) != NULL) ); case CHK_OBJEXISTS: return( (bool) (get_obj_world( NULL, buf) != NULL) ); /* * Case 2 begins here: We sneakily use rval to indicate need * for numeric eval... */ case CHK_PEOPLE: rval = count_people_room( NULL, NULL, room, 0 ); break; case CHK_PLAYERS: rval = count_people_room( NULL, NULL, room, 1 ); break; case CHK_MOBS: rval = count_people_room( NULL, NULL, room, 2 ); break; case CHK_CLONES: bug( "Cmd_eval_room: received CHK_CLONES.",0); break; case CHK_ORDER: bug( "Cmd_eval_room: received CHK_ORDER.",0); 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_room: 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_room: prog %d syntax error(3) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } else code = buf[1]; switch( code ) { case 'i': bug( "Cmd_eval_room: received code case 'i'.",0); break; case 'n': lval_char = ch; break; case 't': lval_char = vch; break; case 'r': lval_char = rch == NULL ? get_random_char( NULL, NULL, room ) : rch ; break; case 'o': lval_obj = obj1; break; case 'p': lval_obj = obj2; break; case 'q': lval_char = room->rprog_target; break; default: sprintf( buf, "Cmd_eval_room: 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_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 && room->rprog_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_IMM: return( lval_char != NULL && IS_SET(lval_char->imm_flags, flag_lookup(buf, imm_flags)) ); case CHK_OFF: return( lval_char != NULL && IS_SET(lval_char->off_flags, flag_lookup(buf, off_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, lval_char ) != 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, FALSE ) != 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_NAME: switch( code ) { default : case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && is_name( buf, lval_char->name ) ); case 'i': return FALSE; case 'o': case 'p': return( lval_obj != NULL && is_name( buf, lval_obj->name ) ); } case CHK_POS: return( lval_char != NULL && lval_char->position == position_lookup( buf ) ); case CHK_CLAN: return( lval_char != NULL && lval_char->clan == clan_lookup( buf ) ); case CHK_RACE: return( lval_char != NULL && lval_char->race == race_lookup( buf ) ); 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_room: 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 'n': case 't': case 'r': case 'q': if( lval_char != NULL && IS_NPC( lval_char ) ) lval = lval_char->pIndexData->vnum; break; case 'i': return FALSE; 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; else if ( lval_obj != NULL && (lval_obj->in_room != NULL || lval_obj->carried_by != NULL ) ) lval = lval_obj->in_room?lval_obj->in_room->vnum:lval_obj->carried_by->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_MONEY: /* Money is converted to silver... */ if ( lval_char != NULL ) lval = lval_char->gold + (lval_char->silver * 100); 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, NULL, NULL, 4 ); break; default: return FALSE; } return( num_eval( lval, oper, rval ) ); } /* * ------------------------------------------------------------------------ * EXPAND_ARG * These are hacks of act() in comm.c. I've added some safety guards, * so that missing or invalid $-codes do not crash the server * ------------------------------------------------------------------------ */ void expand_arg_mob( char *buf, const char *format, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { static char * const he_she [] = { "it", "he", "she" }; static char * const him_her [] = { "it", "him", "her" }; static char * const his_her [] = { "its", "his", "her" }; const char *someone = "someone"; const char *something = "something"; const char *someones = "someone's"; char fname[MAX_INPUT_LENGTH]; CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; const char *str; const char *i; char *point; /* * Discard null and zero-length messages. */ if ( format == NULL || format[0] == '\0' ) return; point = buf; str = format; while ( *str != '\0' ) { if ( *str != '$' ) { *point++ = *str++; continue; } ++str; switch ( *str ) { default: bug( "Expand_arg_mob: bad code %d.", *str ); i = " <@@@> "; break; case 'i': one_argument( mob->name, fname ); i = fname; break; case 'I': i = mob->short_descr; break; case 'n': i = someone; if ( ch != NULL && can_see( mob, ch ) ) { one_argument( ch->name, fname ); i = capitalize(fname); } break; case 'N': i = (ch != NULL && can_see( mob, ch ) ) ? ( IS_NPC( ch ) ? ch->short_descr : ch->name ) : someone; break; case 't': i = someone; if ( vch != NULL && can_see( mob, vch ) ) { one_argument( vch->name, fname ); i = capitalize(fname); } break; case 'T': i = (vch != NULL && can_see( mob, vch )) ? ( IS_NPC( vch ) ? vch->short_descr : vch->name ) : someone; break; case 'r': if ( rch == NULL ) rch = get_random_char( mob, NULL, NULL ); i = someone; if( rch != NULL && can_see( mob, rch ) ) { one_argument( rch->name, fname ); i = capitalize(fname); } break; case 'R': if ( rch == NULL ) rch = get_random_char( mob, NULL, NULL ); i = ( rch != NULL && can_see( mob, rch ) ) ? ( IS_NPC( ch ) ? ch->short_descr : ch->name ) :someone; break; case 'q': i = someone; if ( mob->mprog_target != NULL && can_see( mob, mob->mprog_target ) ) { one_argument( mob->mprog_target->name, 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 : mob->mprog_target->name ) : 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, NULL, NULL ); 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, NULL, NULL ); 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, fname ); i = fname; } break; case 'O': i = (obj1 != NULL && can_see_obj( mob, obj1 )) ? obj1->short_descr : something; break; case 'p': i = something; if ( obj2 != NULL && can_see_obj( mob, obj2 ) ) { one_argument( obj2->name, fname ); i = fname; } break; case 'P': i = (obj2 != NULL && can_see_obj( mob, obj2 )) ? obj2->short_descr : something; break; } ++str; while ( ( *point = *i ) != '\0' ) ++point, ++i; } *point = '\0'; return; } void expand_arg_other( char *buf, const char *format, OBJ_DATA *obj, ROOM_INDEX_DATA *room, 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; if ( obj && room ) { bug( "expand_arg_other received a obj and a room",0); return; } /* * 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': if ( obj ) { one_argument( obj->name, fname ); i = fname; } else { bug( "Expand_arg_other: room had an \"i\" case.",0); i = " <@@@> "; } break; case 'I': if ( obj ) i = obj->short_descr; else { bug( "Expand_arg_other: room had an \"I\" case.",0); i = " <@@@> "; } break; case 'n': i = someone; if ( ch != NULL ) { one_argument( ch->name, fname ); i = capitalize(fname); } break; case 'N': i = (ch != NULL ) ? ( IS_NPC( ch ) ? ch->short_descr : ch->name ) : someone; break; case 't': i = someone; if ( vch != NULL ) { one_argument( vch->name, fname ); i = capitalize(fname); } break; case 'T': i = (vch != NULL ) ? ( IS_NPC( vch ) ? vch->short_descr : vch->name ) : someone; break; case 'r': if ( rch == NULL && obj ) rch = get_random_char( NULL, obj, NULL ); else if ( rch == NULL && room ) rch = get_random_char( NULL, NULL, room ); i = someone; if( rch != NULL ) { one_argument( rch->name, fname ); i = capitalize(fname); } break; case 'R': if ( rch == NULL && obj ) rch = get_random_char( NULL, obj, NULL ); else if ( rch == NULL && room ) rch = get_random_char( NULL, NULL, room ); i = ( rch != NULL ) ? ( IS_NPC( ch ) ? ch->short_descr : ch->name ) :someone; break; case 'q': i = someone; if ( obj && obj->oprog_target != NULL ) { one_argument( obj->oprog_target->name, fname ); i = capitalize( fname ); } else if ( room && room->rprog_target != NULL ) { one_argument( room->rprog_target->name, fname ); i = capitalize( fname ); } break; case 'Q': i = (obj && obj->oprog_target != NULL) ? ( IS_NPC( obj->oprog_target ) ? obj->oprog_target->short_descr : obj->oprog_target->name ) : (room && room->rprog_target != NULL) ? ( IS_NPC( room->rprog_target ) ? room->rprog_target->short_descr : room->rprog_target->name ) : someone; break; case 'j': bug( "Expand_arg_other: Obj/room received case 'j'",0); i = " <@@@> "; break; case 'e': i = (ch != NULL ) ? he_she [URANGE(0, ch->sex, 2)] : someone; break; case 'E': i = (vch != NULL ) ? he_she [URANGE(0, vch->sex, 2)] : someone; break; case 'J': i = (rch != NULL ) ? he_she [URANGE(0, rch->sex, 2)] : someone; break; case 'X': i = (obj && obj->oprog_target != NULL ) ? he_she [URANGE(0, obj->oprog_target->sex, 2)] : (room && room->rprog_target != NULL ) ? he_she [URANGE(0, room->rprog_target->sex, 2)] : someone; break; case 'k': bug( "Expand_arg_other: received case 'k'.",0); i = " <@@@> "; break; case 'm': i = (ch != NULL ) ? him_her [URANGE(0, ch->sex, 2)] : someone; break; case 'M': i = (vch != NULL ) ? him_her [URANGE(0, vch->sex, 2)] : someone; break; case 'K': if ( obj && rch == NULL ) rch = get_random_char( NULL, obj, NULL ); else if ( room && rch == NULL ) rch = get_random_char( NULL, NULL, room ); i = (rch != NULL) ? him_her [URANGE(0, rch ->sex, 2)] : someone; break; case 'Y': i = (obj && obj->oprog_target != NULL) ? him_her [URANGE(0, obj->oprog_target->sex, 2)] : (room && room->rprog_target != NULL) ? him_her [URANGE(0, room->rprog_target->sex, 2)] : someone; break; case 'l': bug( "Expand_arg_other: received case 'l'.",0); i = " <@@@> "; break; case 's': i = (ch != NULL ) ? his_her [URANGE(0, ch ->sex, 2)] : someones; break; case 'S': i = (vch != NULL ) ? his_her [URANGE(0, vch ->sex, 2)] : someones; break; case 'L': if ( obj && rch == NULL ) rch = get_random_char( NULL, obj, NULL ); else if ( room && rch == NULL ) rch = get_random_char( NULL, NULL, room ); i = ( rch != NULL ) ? his_her [URANGE(0, rch ->sex, 2)] : someones; break; case 'Z': i = (obj && obj->oprog_target != NULL) ? his_her [URANGE(0, obj->oprog_target->sex, 2)] : (room && room->rprog_target != NULL) ? his_her [URANGE(0, room->rprog_target->sex, 2)] : someones; break; case 'o': i = something; if ( obj1 != NULL ) { one_argument( obj1->name, fname ); i = fname; } break; case 'O': i = (obj1 != NULL) ? obj1->short_descr : something; break; case 'p': i = something; if ( obj2 != NULL ) { one_argument( obj2->name, fname ); i = fname; } break; case 'P': i = (obj2 != NULL) ? obj2->short_descr : 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, OBJ_DATA *obj, ROOM_INDEX_DATA *room, 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]; char bugbuf[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 = 0,ovnum = 0,rvnum = 0; if ( (mob && obj) || (mob && room) || (obj && room) ) { bug( "PROGs: program_flow received multiple prog types.", 0 ); return; } if ( mob ) mvnum = mob->pIndexData->vnum; else if ( obj ) ovnum = obj->pIndexData->vnum; else if ( room ) rvnum = room->vnum; else { bug( "PROGs: program_flow did not receive a prog type.", 0 ); return; } if( ++call_level > MAX_CALL_LEVEL ) { if ( mob ) sprintf( bugbuf, "Progs: MAX_CALL_LEVEL exceeded, vnum %d, mprog vnum %d", mvnum, pvnum ); else if ( obj ) sprintf( bugbuf, "Progs: MAX_CALL_LEVEL exceeded, vnum %d oprog vnum %d.", ovnum, pvnum ); else sprintf( bugbuf, "Progs: MAX_CALL_LEVEL exceeded, vnum %d rprog vnum %d.", rvnum, pvnum ); bug( bugbuf, 0 ); call_level--; return; } /* * Reset "stack" */ for ( level = 0; level < MAX_NESTED_LEVEL; level++ ) { state[level] = IN_BLOCK; cond[level] = TRUE; } level = 0; code = source; /* * Parse the Prog 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 ) { if ( mob ) sprintf( buf, "Mobprog: misplaced if statement, mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: misplaced if statement, obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: misplaced if statement, room %d prog %d", rvnum, pvnum ); bug( buf, 0 ); return; } state[level] = BEGIN_BLOCK; if ( ++level >= MAX_NESTED_LEVEL ) { if ( mob ) sprintf( buf, "Mobprog: Max nested level exceeded, mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: Max nested level exceeded, obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: Max nested level exceeded, room %d prog %d", rvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) { cond[level] = FALSE; continue; } line = one_argument( line, control ); if ( mob && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { cond[level] = cmd_eval_mob( pvnum, line, check, mob, ch, arg1, arg2, rch ); } else if ( obj && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { cond[level] = cmd_eval_obj( pvnum, line, check, obj, ch, arg1, arg2, rch ); } else if ( room && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { cond[level] = cmd_eval_room( pvnum, line, check, room, ch, arg1, arg2, rch ); } else { if ( mob ) sprintf( buf, "Mobprog: invalid if_check (if), mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: invalid if_check (if), obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: invalid if_check (if), room %d prog %d", rvnum, pvnum ); bug( buf, 0 ); return; } state[level] = END_BLOCK; } else if ( !str_cmp( control, "or" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { if ( mob ) sprintf( buf, "Mobprog: or without if, mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: or without if, obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: or without if, room %d prog %d", rvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) continue; line = one_argument( line, control ); if ( mob && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval_mob( pvnum, line, check, mob, ch, arg1, arg2, rch ); } else if ( obj && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval_obj( pvnum, line, check, obj, ch, arg1, arg2, rch ); } else if ( room && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval_room( pvnum, line, check, room, ch, arg1, arg2, rch ); } else { if ( mob ) sprintf( buf, "Mobprog: invalid if_check (or), mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: invalid if_check (or), obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: invalid if_check (or), room %d prog %d", rvnum, 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 ) { if ( mob ) sprintf( buf, "Mobprog: and without if, mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: and without if, obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: and without if, room %d prog %d", rvnum, pvnum ); bug( buf, 0 ); return; } if ( level && cond[level-1] == FALSE ) continue; line = one_argument( line, control ); if ( mob && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval_mob( pvnum, line, check, mob, ch, arg1, arg2, rch ); } else if ( obj && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval_obj( pvnum, line, check, obj, ch, arg1, arg2, rch ); } else if ( room && ( check = keyword_lookup( fn_keyword, control ) ) >= 0 ) { eval = cmd_eval_room( pvnum, line, check, room, ch, arg1, arg2, rch ); } else { if ( mob ) sprintf( buf, "Mobprog: invalid if_check (and), mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: invalid if_check (and), obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: invalid if_check (and), room %d prog %d", rvnum, 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 ) { if ( mob ) sprintf( buf, "Mobprog: endif without if, mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: endif without if, obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: endif without if, room %d prog %d", rvnum, pvnum ); bug( buf, 0 ); call_level--; 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 ) { if ( mob ) sprintf( buf, "Mobprog: else without if, mob %d prog %d", mvnum, pvnum ); else if ( obj ) sprintf( buf, "Objprog: else without if, obj %d prog %d", ovnum, pvnum ); else sprintf( buf, "Roomprog: else without if, room %d prog %d", rvnum, 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; if ( mob ) expand_arg_mob( data, buf, mob, ch, arg1, arg2, rch ); else if ( obj ) expand_arg_other( data, buf, obj, NULL, ch, arg1, arg2, rch ); else expand_arg_other( data, buf, NULL, room, ch, arg1, arg2, rch ); if ( !str_cmp( control, "mob" ) ) { /* * Found a mob restricted command, pass it to mob interpreter */ line = one_argument( data, control ); if ( !mob ) bug( "mob command in non MOBprog",0); else mob_interpret( mob, line ); } else if ( !str_cmp( control, "obj" ) ) { /* * Found an obj restricted command, pass it to obj interpreter */ line = one_argument( data, control ); if ( !obj ) bug( "obj command in non OBJprog",0); else obj_interpret( obj, line ); } else if ( !str_cmp( control, "room" ) ) { /* * Found a room restricted command, pass it to room interpreter */ line = one_argument( data, control ); if ( !room ) bug( "room command in non ROOMprog", 0 ); else room_interpret( room, line ); } else { /* * Found a normal mud command, pass it to interpreter */ if ( !mob ) bug( "Normal MUD command in non-MOBprog, prog vnum %d", pvnum ); else 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 p_act_trigger( char *argument, CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { PROG_LIST *prg; if ( (mob && obj) || (mob && room) || (obj && room) ) { bug( "Multiple program types in ACT trigger.", 0 ); return; } if ( mob ) { for ( prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && str_str( argument, prg->trig_phrase ) != NULL ) { program_flow( prg->vnum, prg->code, mob, NULL, NULL, ch, arg1, arg2 ); break; } } } else if ( obj ) { for ( prg = obj->pIndexData->oprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && strstr( argument, prg->trig_phrase ) != NULL ) { program_flow( prg->vnum, prg->code, NULL, obj, NULL, ch, arg1, arg2 ); break; } } } else if ( room ) { for ( prg = room->rprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && strstr( argument, prg->trig_phrase ) != NULL ) { program_flow( prg->vnum, prg->code, NULL, NULL, room, ch, arg1, arg2 ); break; } } } else bug( "ACT trigger with no program type.", 0 ); return; } /* * A general purpose percentage trigger. Checks if a random percentage * number is less than trigger phrase */ bool p_percent_trigger( CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { PROG_LIST *prg; if ( (mob && obj) || (mob && room) || (obj && room) ) { bug( "Multiple program types in PERCENT trigger.", 0 ); return ( FALSE ); } if ( mob ) { for ( prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && number_percent() < atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, mob, NULL, NULL, ch, arg1, arg2 ); return ( TRUE ); } } } else if ( obj ) { for ( prg = obj->pIndexData->oprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && number_percent() < atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, NULL, obj, NULL, ch, arg1, arg2 ); return ( TRUE ); } } } else if ( room ) { for ( prg = room->rprogs; prg != NULL; prg = prg->next ) { if ( prg->trig_type == type && number_percent() < atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, NULL, NULL, room, ch, arg1, arg2 ); return ( TRUE ); } } } else bug( "PERCENT trigger missing program type.", 0 ); return ( FALSE ); } void p_bribe_trigger( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) { PROG_LIST *prg; for ( prg = mob->pIndexData->mprogs; prg; prg = prg->next ) { if ( prg->trig_type == TRIG_BRIBE && amount >= atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, mob, NULL, NULL, ch, NULL, NULL ); break; } } return; } bool p_exit_trigger( CHAR_DATA *ch, int dir, int type ) { CHAR_DATA *mob; OBJ_DATA *obj; ROOM_INDEX_DATA *room; PROG_LIST *prg; if ( type == PRG_MPROG ) { for ( mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && ( HAS_TRIGGER_MOB(mob, TRIG_EXIT) || HAS_TRIGGER_MOB(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 ) && mob->position == mob->pIndexData->default_pos && can_see( mob, ch ) ) { program_flow( prg->vnum, prg->code, mob, NULL, NULL, ch, NULL, NULL ); return TRUE; } else if ( prg->trig_type == TRIG_EXALL && dir == atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, mob, NULL, NULL, ch, NULL, NULL ); return TRUE; } } } } } else if ( type == PRG_OPROG ) { for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content ) { if ( HAS_TRIGGER_OBJ( obj, TRIG_EXALL ) ) { for ( prg = obj->pIndexData->oprogs; prg; prg = prg->next ) { if ( prg->trig_type == TRIG_EXALL && dir == atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, NULL, obj, NULL, ch, NULL, NULL ); return TRUE; } } } } for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { for ( obj = mob->carrying; obj; obj = obj->next_content ) { if ( HAS_TRIGGER_OBJ( obj, TRIG_EXALL ) ) { for ( prg = obj->pIndexData->oprogs; prg; prg = prg->next ) { if ( prg->trig_type == TRIG_EXALL && dir == atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, NULL, obj, NULL, ch, NULL, NULL ); return TRUE; } } } } } } else if ( type == PRG_RPROG ) { room = ch->in_room; if ( HAS_TRIGGER_ROOM( room, TRIG_EXALL ) ) { for ( prg = room->rprogs; prg; prg = prg->next ) { if ( prg->trig_type == TRIG_EXALL && dir == atoi( prg->trig_phrase ) ) { program_flow( prg->vnum, prg->code, NULL, NULL, room, ch, NULL, NULL ); return TRUE; } } } } return FALSE; } void p_give_trigger( CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, OBJ_DATA *dropped, int type ) { char buf[MAX_INPUT_LENGTH], *p; PROG_LIST *prg; if ( (mob && obj) || (mob && room) || (obj && room) ) { bug( "Multiple program types in GIVE trigger.", 0 ); return; } if ( mob ) { for ( prg = mob->pIndexData->mprogs; prg; prg = prg->next ) if ( prg->trig_type == TRIG_GIVE ) { p = prg->trig_phrase; /* * Vnum argument */ if ( is_number( p ) ) { if ( dropped->pIndexData->vnum == atoi(p) ) { program_flow(prg->vnum, prg->code, mob, NULL, NULL, ch, (void *) dropped, NULL); return; } } /* * Dropped object name argument, e.g. 'sword' */ else { while( *p ) { p = one_argument( p, buf ); if ( is_name( buf, dropped->name ) || !str_cmp( "all", buf ) ) { program_flow(prg->vnum, prg->code, mob, NULL, NULL, ch, (void *) dropped, NULL); return; } } } } } else if ( obj ) { for ( prg = obj->pIndexData->oprogs; prg; prg = prg->next ) if ( prg->trig_type == type ) { program_flow( prg->vnum, prg->code, NULL, obj, NULL, ch, (void *) obj, NULL ); return; } } else if ( room ) { for ( prg = room->rprogs; prg; prg = prg->next ) if ( prg->trig_type == type ) { p = prg->trig_phrase; /* * Vnum argument */ if ( is_number( p ) ) { if ( dropped->pIndexData->vnum == atoi(p) ) { program_flow( prg->vnum, prg->code, NULL, NULL, room, ch, (void *) dropped, NULL ); return; } } /* * Dropped object name argument, e.g. 'sword' */ else { while( *p ) { p = one_argument( p, buf ); if ( is_name( buf, dropped->name ) || !str_cmp( "all", buf ) ) { program_flow( prg->vnum, prg->code, NULL, NULL, room, ch, (void *) dropped, NULL ); return; } } } } } } void p_greet_trigger( CHAR_DATA *ch, int type ) { CHAR_DATA *mob; OBJ_DATA *obj; ROOM_INDEX_DATA *room; if ( type == PRG_MPROG ) { for ( mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && ( HAS_TRIGGER_MOB(mob, TRIG_GREET) || HAS_TRIGGER_MOB(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( mob,TRIG_GREET ) && mob->position == mob->pIndexData->default_pos && can_see( mob, ch ) ) p_percent_trigger( mob, NULL, NULL, ch, NULL, NULL, TRIG_GREET ); else if ( HAS_TRIGGER_MOB( mob, TRIG_GRALL ) ) p_percent_trigger( mob, NULL, NULL, ch, NULL, NULL, TRIG_GRALL ); } } } else if ( type == PRG_OPROG ) { for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content ) { if ( HAS_TRIGGER_OBJ( obj, TRIG_GRALL ) ) { p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_GRALL ); return; } } for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { for ( obj = mob->carrying; obj; obj = obj->next_content ) { if ( HAS_TRIGGER_OBJ( obj, TRIG_GRALL ) ) { p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_GRALL ); return; } } } } else if ( type == PRG_RPROG ) { room = ch->in_room; if ( HAS_TRIGGER_ROOM( room, TRIG_GRALL ) ) p_percent_trigger( NULL, NULL, room, ch, NULL, NULL, TRIG_GRALL ); } return; } void p_hprct_trigger( CHAR_DATA *mob, CHAR_DATA *ch ) { PROG_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 ) ) ) { program_flow( prg->vnum, prg->code, mob, NULL, NULL, ch, NULL, NULL ); break; } } bool p_alias_trigger( CHAR_DATA *ch, char *cmd, OBJ_DATA *pObj, int type, char *argument) { PROG_LIST *prg; ROOM_INDEX_DATA *pRoom; char arg[MSL], trig[MSL], *phrase, arg2[MSL]; CHAR_DATA *vch; OBJ_DATA *obj; arg[0] = '\0'; arg2[0] = arg[0]; trig[0] = arg[0]; pRoom = ch->in_room; if( cmd[0] == '\0' ) return FALSE; if(type == PRG_OPROG && !pObj ) { logf2("BUG: p_alias_trigger- type == oprog|pObj == NULL" ); return FALSE; } if(type == PRG_RPROG ) { for ( prg = pRoom->rprogs ; prg ; prg = prg->next ) { phrase = prg->trig_phrase; phrase = one_argument(phrase, trig); phrase = one_argument(phrase, arg ); if( !str_cmp( cmd, trig ) ) { if( !str_cmp( arg, "char" ) ) { if( ( vch = get_char_room(ch, NULL, argument ) ) == NULL ) { send_to_char("They aren't here.\n\r",ch); return TRUE; } else { program_flow( prg->vnum, prg->code, NULL, NULL, pRoom, ch, NULL, vch ); return TRUE; } } else if( !str_cmp(arg, "obj" ) ) { if( ( obj = get_obj_list( ch, argument, pRoom->contents ) ) == NULL ) { send_to_char("You can't find that anywhere!\n\r",ch); return TRUE; } else { program_flow( prg->vnum, prg->code, NULL, NULL, pRoom, ch, obj, NULL ); return TRUE; } } else { program_flow( prg->vnum, prg->code, NULL, NULL, pRoom, ch, NULL, NULL ); return TRUE; } } } } else if( type == PRG_OPROG) { for( prg = pObj->pIndexData->oprogs ; prg; prg = prg->next ) { phrase = prg->trig_phrase; phrase = one_argument(phrase, trig); phrase = one_argument(phrase, arg ); if( !str_cmp( cmd, trig ) ) { if( !str_cmp( arg, "char" ) ) { if( ( vch = get_char_room(ch, NULL, argument ) ) == NULL ) { send_to_char("They aren't here.\n\r",ch); return TRUE; } else { program_flow( prg->vnum, prg->code, NULL, pObj, NULL, ch, NULL, vch ); return TRUE; } } else if( !str_cmp(arg, "obj" ) ) { if( ( obj = get_obj_list( ch, argument, pRoom->contents ) ) == NULL ) { send_to_char("You can't find that anywhere!\n\r",ch); return TRUE; } else { program_flow( prg->vnum, prg->code, NULL, pObj,NULL, ch, obj, NULL ); return TRUE; } } else { program_flow( prg->vnum, prg->code, NULL, pObj, NULL, ch, NULL, NULL ); return TRUE; } } } } return FALSE; }