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