/***************************************************************************
* 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"
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 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"
};
/*
* 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, long 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, long 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, long 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( long 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 %ld 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 %ld 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 %ld 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 ) != 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_CLASS:
return( lval_char != NULL && lval_char->class == class_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: prog %ld 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, 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, 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 );
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 );
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 );
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, 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;
}
/*
* ------------------------------------------------------------------------
* 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(
long 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 */
long 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 %ld prog %ld",
mvnum, pvnum );
bug( buf, 0 );
return;
}
state[level] = BEGIN_BLOCK;
if ( ++level >= MAX_NESTED_LEVEL )
{
sprintf( buf, "Mobprog: Max nested level exceeded, mob %ld prog %ld",
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 %ld prog %ld",
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 %ld prog %ld",
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 %ld prog %ld",
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 %ld prog %ld",
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 %ld prog %ld",
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 %ld prog %ld",
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 %ld prog %ld",
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 ) != NULL )
{
program_flow( prg->vnum, prg->code, mob, ch, arg1, arg2 );
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 ) )
{
program_flow( prg->vnum, prg->code, mob, ch, arg1, arg2 );
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 ) )
{
program_flow( prg->vnum, prg->code, 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 )
&& mob->position == mob->pIndexData->default_pos
&& can_see( mob, ch ) )
{
program_flow( prg->vnum, prg->code, mob, ch, NULL, NULL );
return TRUE;
}
else
if ( prg->trig_type == TRIG_EXALL
&& dir == atoi( prg->trig_phrase ) )
{
program_flow( prg->vnum, prg->code, 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;
/*
* Vnum argument
*/
if ( is_number( p ) )
{
if ( obj->pIndexData->vnum == atoi(p) )
{
program_flow(prg->vnum, prg->code, 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_cmp( "all", buf ) )
{
program_flow(prg->vnum, prg->code, 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 )
&& mob->position == mob->pIndexData->default_pos
&& 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 ) ) )
{
program_flow( prg->vnum, prg->code, mob, ch, NULL, NULL );
break;
}
}