/***************************************************************************
 *  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			   *
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *  Based on MERC 2.2 MOBprograms by N'Atas-ha.                            *
 *  Written and adapted to ROM 2.4 by                                      *
 *          Markku Nylander (markku.nylander@uta.fi)                       *
 *                                                                         *
 ***************************************************************************/

#include <sys/types.h>
#include <cctype>
#include <cstdio>
#include <cstring>
#include <cstdlib>
#include "merc.h"
#include "mob_cmds.h"
#include "interp.h"

//DECLARE_DO_FUN( do_look 	);
extern ROOM_INDEX_DATA *find_location( CHAR_DATA *, char * );

/*
 * MOBcommand table.
 */
const	struct	mob_cmd_type	mob_cmd_table	[] =
{
    {	"asound", 	do_mpasound	},
    {	"gecho",	do_mpgecho	},
    {	"zecho",	do_mpzecho	},
    {	"kill",		do_mpkill	},
    {	"assist",	do_mpassist	},
    {	"junk",		do_mpjunk	},
    {	"echo",		do_mpecho	},
    {	"echoaround",	do_mpechoaround	},
    {	"echoat",	do_mpechoat	},
    {	"mload",	do_mpmload	},
    {	"iload",	do_mpiload	},
    {	"oload",	do_mpoload	},
    {	"purge",	do_mppurge	},
    {	"goto",		do_mpgoto	},
    {	"at",		do_mpat		},
    {	"transfer",	do_mptransfer	},
    {	"gtransfer",	do_mpgtransfer	},
    {	"otransfer",	do_mpotransfer	},
    {	"force",	do_mpforce	},
    {	"gforce",	do_mpgforce	},
    {	"vforce",	do_mpvforce	},
    {	"cast",		do_mpcast	},
    {	"damage",	do_mpdamage	},
    {	"remember",	do_mpremember	},
    {	"forget",	do_mpforget	},
    {	"delay",	do_mpdelay	},
    {	"cancel",	do_mpcancel	},
    {	"call",		do_mpcall	},
    {	"flee",		do_mpflee	},
    {	"remove",	do_mpremove	},
    {	"",		0		}
};


char *prog_type_to_name( int type )
{
    switch ( type )
    {
        case TRIG_ACT:             	return "ACT";
        case TRIG_SPEECH:          	return "SPEECH";
        case TRIG_RANDOM:          	return "RANDOM";
        case TRIG_FIGHT:           	return "FIGHT";
        case TRIG_HPCNT:           	return "HPCNT";
        case TRIG_DEATH:           	return "DEATH";
        case TRIG_ENTRY:           	return "ENTRY";
        case TRIG_GREET:           	return "GREET";
        case TRIG_GRALL:        	return "GRALL";
        case TRIG_GIVE:            	return "GIVE";
        case TRIG_BRIBE:           	return "BRIBE";
        case TRIG_KILL:	      	return "KILL";
        case TRIG_DELAY:           	return "DELAY";
        case TRIG_SURR:	      	return "SURRENDER";
        case TRIG_EXIT:	      	return "EXIT";
        case TRIG_EXALL:	      	return "EXALL";
        case TRIG_GET:		return "GET";
        case TRIG_DROP:		return "DROP";
        case TRIG_SIT:		return "SIT";
        case TRIG_PUT:		return "PUT";
        case TRIG_INPUT:		return "INPUT";
        default:                  	return "ERROR";
    }
}

/*
 * MOBprog section
 */

void do_mob( CHAR_DATA *ch, char *argument )
{
    /*
     * Security check!
     */
    if ( ch->desc != NULL && get_trust(ch) < MAX_LEVEL )
        return;
    mob_interpret( ch, argument );
}
/*
 * Mob command interpreter. Implemented separately for security and speed
 * reasons. A trivial hack of interpret()
 */
void mob_interpret( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH], command[MAX_INPUT_LENGTH];
    int cmd;

    argument = one_argument( argument, command );

    /*
     * Look for command in command table.
     */
    for ( cmd = 0; mob_cmd_table[cmd].name[0] != '\0'; cmd++ )
    {
        if ( command[0] == mob_cmd_table[cmd].name[0]
                &&   !str_prefix( command, mob_cmd_table[cmd].name ) )
        {
            (*mob_cmd_table[cmd].do_fun) ( ch, argument );
            tail_chain( );
            return;
        }
    }
    sprintf( buf, "Mob_interpret: invalid cmd from mob %d: '%s'",
            IS_NPC(ch) ? ch->pIndexData->vnum : 0, command );
    bug( buf, 0 );
}

/*
 * Displays MOBprogram triggers of a mobile
 *
 * Syntax: mpstat [name]
 */
void do_mpstat( CHAR_DATA *ch, char *argument )
{
    char        arg[ MAX_STRING_LENGTH  ];
    PROG_LIST  *mprg;
    CHAR_DATA   *victim;
    int i;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
        send_to_char( "Mpstat whom?\n\r", ch );
        return;
    }

    if ( ( victim = get_char_world( ch, arg ) ) == NULL )
    {
        send_to_char( "No such creature.\n\r", ch );
        return;
    }

    if ( !IS_NPC( victim ) )
    {
        send_to_char( "That is not a mobile.\n\r", ch);
        return;
    }

    ch_printf( ch, "Mobile #%-6d [%s]\n\r",
            victim->pIndexData->vnum, victim->short_descr );

    ch_printf(ch, "Delay   %-6d [%s]\n\r",
            victim->mprog_delay,
            victim->mprog_target == NULL
            ? "No target" : victim->mprog_target->name );

    if ( !victim->pIndexData->mprog_flags )
    {
        send_to_char( "[No programs set]\n\r", ch);
        return;
    }

    for ( i = 0, mprg = victim->pIndexData->mprogs; mprg != NULL;
            mprg = mprg->next )

    {
        draw_line(ch, "{W-{x-", 0);
        ch_printf(ch, "[%2d] Trigger [%-8s] Program [%4d] Phrase [%s]\n\r     Program comments :%s\n\r",
                ++i,
                prog_type_to_name( mprg->trig_type ),
                mprg->vnum,
                mprg->trig_phrase,
                mprg->comments );
    }

    return;

}

/*
 * Displays the source code of a given MOBprogram
 *
 * Syntax: mpdump [vnum]
 */
void do_mpdump( CHAR_DATA *ch, char *argument )
{
    char buf[ MAX_INPUT_LENGTH ];
    PROG_CODE *mprg;

    one_argument( argument, buf );
    if ( ( mprg = get_prog_index( atoi(buf), PRG_MPROG ) ) == NULL )
    {
        send_to_char( "No such MOBprogram.\n\r", ch );
        return;
    }
    page_to_char( mprg->code, ch );
}

/*
 * Prints the argument to all active players in the game
 *
 * Syntax: mob gecho [string]
 */
void do_mpgecho( CHAR_DATA *ch, char *argument )
{
    DESCRIPTOR_DATA *d;

    if ( argument[0] == '\0' )
    {
        bug( "MpGEcho: missing argument from vnum %d",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    for ( d = descriptor_list; d; d = d->next )
    {
        if ( d->connected == CON_PLAYING )
        {
            if ( IS_IMMORTAL(d->character) )
                send_to_char( "Mob 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 mob
 *
 * Syntax: mob zecho [string]
 */
void do_mpzecho( CHAR_DATA *ch, char *argument )
{
    DESCRIPTOR_DATA *d;

    if ( argument[0] == '\0' )
    {
        bug( "MpZEcho: missing argument from vnum %d",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ch->in_room == NULL )
        return;

    for ( d = descriptor_list; d; d = d->next )
    {
        if ( d->connected == CON_PLAYING
                &&   d->character->in_room != NULL
                &&   d->character->in_room->area == ch->in_room->area )
        {
            if ( IS_IMMORTAL(d->character) )
                send_to_char( "Mob 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 mobile
 *
 * Syntax: mob asound [string]
 */
void do_mpasound( CHAR_DATA *ch, char *argument )
{

    ROOM_INDEX_DATA *was_in_room;
    int              door;

    if ( argument[0] == '\0' )
        return;

    was_in_room = ch->in_room;
    for ( door = 0; door < 6; door++ )
    {
        EXIT_DATA       *pexit;

        if ( ( pexit = was_in_room->exit[door] ) != NULL
                &&   pexit->u1.to_room != NULL
                &&   pexit->u1.to_room != was_in_room )
        {
            ch->in_room = pexit->u1.to_room;
            MOBtrigger  = FALSE;
            act( argument, ch, NULL, NULL, TO_ROOM );
            MOBtrigger  = TRUE;
        }
    }
    ch->in_room = was_in_room;
    return;

}

/*
 * Lets the mobile kill any player or mobile without murder
 *
 * Syntax: mob kill [victim]
 */
void do_mpkill( CHAR_DATA *ch, char *argument )
{
    char      arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *victim;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
        return;

    if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
        return;

    if ( victim == ch || IS_NPC(victim) || ch->position == POS_FIGHTING )
        return;

    if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
    {
        bug( "MpKill - Charmed mob attacking master from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}

/*
 * Lets the mobile assist another mob or player
 *
 * Syntax: mob assist [character]
 */
void do_mpassist( CHAR_DATA *ch, char *argument )
{
    char      arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *victim;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
        return;

    if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
        return;

    if ( victim == ch || ch->fighting != NULL || victim->fighting == NULL )
        return;

    multi_hit( ch, victim->fighting, TYPE_UNDEFINED );
    return;
}


/*
 * Lets the mobile destroy an object in its inventory
 * it can also destroy a worn object and it can destroy
 * items using all.xxxxx or just plain all of them
 *
 * Syntax: mob junk [item]
 */

void do_mpjunk( CHAR_DATA *ch, char *argument )
{
    char      arg[ MAX_INPUT_LENGTH ];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    one_argument( argument, arg );

    if ( arg[0] == '\0')
        return;

    if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
    {
        if ( ( obj = get_obj_wear( ch, arg, TRUE ) ) != NULL )
        {
            unequip_char( ch, obj );
            extract_obj( obj );
            return;
        }
        if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
            return;
        extract_obj( obj );
    }
    else
        for ( obj = ch->carrying; obj != NULL; obj = obj_next )
        {
            obj_next = obj->next_content;
            if ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
            {
                if ( obj->wear_loc != WEAR_NONE)
                    unequip_char( ch, obj );
                extract_obj( obj );
            }
        }

    return;

}

/*
 * Prints the message to everyone in the room other than the mob and victim
 *
 * Syntax: mob echoaround [victim] [string]
 */

void do_mpechoaround( CHAR_DATA *ch, char *argument )
{
    char       arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *victim;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' )
        return;

    if ( ( victim=get_char_room( ch, NULL, arg ) ) == NULL )
        return;

    act( argument, ch, NULL, victim, TO_NOTVICT );
}

/*
 * Prints the message to only the victim
 *
 * Syntax: mob echoat [victim] [string]
 */
void do_mpechoat( CHAR_DATA *ch, char *argument )
{
    char       arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *victim;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' || argument[0] == '\0' )
        return;

    if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
        return;

    act( argument, ch, NULL, victim, TO_VICT );
}

/*
 * Prints the message to the room at large
 *
 * Syntax: mpecho [string]
 */
void do_mpecho( CHAR_DATA *ch, char *argument )
{
    if ( argument[0] == '\0' )
        return;
    act( argument, ch, NULL, NULL, TO_ROOM );
}

/*
 * Lets the mobile load another mobile.
 *
 * Syntax: mob mload [vnum]
 */
void do_mpmload( CHAR_DATA *ch, char *argument )
{
    char            arg[ MAX_INPUT_LENGTH ];
    MOB_INDEX_DATA *pMobIndex;
    CHAR_DATA      *victim;
    int vnum;

    one_argument( argument, arg );

    if ( ch->in_room == NULL || arg[0] == '\0' || !is_number(arg) )
        return;

    vnum = atoi(arg);
    if ( ( pMobIndex = get_mob_index( vnum ) ) == NULL )
    {
        sprintf( arg, "Mpmload: bad mob index (%d) from mob %d",
                vnum, IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        bug( arg, 0 );
        return;
    }
    victim = create_mobile( pMobIndex );
    char_to_room( victim, ch->in_room );
    return;
}

/*
 * Lets the mobile load an object
 *
 * Syntax: mob oload [vnum] [level] {R}
 */
void do_mpoload( CHAR_DATA *ch, 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;
    bool            fToroom = FALSE, fWear = FALSE;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );
    one_argument( argument, arg3 );

    if ( arg1[0] == '\0' || !is_number( arg1 ) )
    {
        bug( "Mpoload - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( arg2[0] == '\0' )
    {
        level = get_trust( ch );
    }
    else
    {
        /*
         * New feature from Alander.
         */
        if ( !is_number( arg2 ) )
        {
            bug( "Mpoload - Bad syntax from vnum %d.",
                    IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
            return;
        }
        level = atoi( arg2 );
        if ( level < 0 || level > get_trust( ch ) )
        {
            bug( "Mpoload - Bad level from vnum %d.",
                    IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
            return;
        }
    }

    /*
     * Added 3rd argument
     * omitted - load to mobile's inventory
     * 'R'     - load to room
     * 'W'     - load to mobile and force wear
     */
    if ( arg3[0] == 'R' || arg3[0] == 'r' )
        fToroom = TRUE;
    else if ( arg3[0] == 'W' || arg3[0] == 'w' )
        fWear = TRUE;

    if ( ( pObjIndex = get_obj_index( atoi( arg1 ) ) ) == NULL )
    {
        bug( "Mpoload - Bad vnum arg from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    obj = create_object( pObjIndex, level );
    if ( (fWear || !fToroom) && CAN_WEAR(obj, ITEM_TAKE) )
    {
        obj_to_char( obj, ch );
        if ( fWear )
            wear_obj( ch, obj, TRUE );
    }
    else
    {
        obj_to_room( obj, ch->in_room );
    }

    return;
}

/*
 * Lets the mobile load an object to someone's inventory
 *
 * Syntax: mob iload [vnum] [person]
 */
void do_mpiload( CHAR_DATA *ch, char *argument )
{
    char arg1[ MAX_INPUT_LENGTH ];
    char arg2[ MAX_INPUT_LENGTH ];
    OBJ_INDEX_DATA *pObjIndex;
    OBJ_DATA       *nobj;
    CHAR_DATA *victim;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' || !is_number( arg1 ) )
    {
        bug( "Mpiload - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ( pObjIndex = get_obj_index( atoi( arg1 ) ) ) == NULL )
    {
        bug( "Mpiload - Bad vnum arg from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
        return;

    nobj = create_object( pObjIndex, pObjIndex->level );
    obj_to_char( nobj, victim );

    return;
}

/*
 * Lets the mobile purge all objects and other npcs in the room,
 * or purge a specified object or mob in the room. The mobile cannot
 * purge itself for safety reasons.
 *
 * syntax mob purge {target}
 */
void do_mppurge( CHAR_DATA *ch, char *argument )
{
    char       arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *victim;
    OBJ_DATA  *obj;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
        /* 'purge' */
        CHAR_DATA *vnext;
        OBJ_DATA  *obj_next;

        for ( victim = ch->in_room->people; victim != NULL; victim = vnext )
        {
            vnext = victim->next_in_room;
            if ( IS_NPC( victim ) && victim != ch
                    &&   !IS_SET(victim->act, ACT_NOPURGE) )
                extract_char( victim, TRUE );
        }

        for ( obj = ch->in_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( ch, NULL, arg ) ) == NULL )
    {
        if ( ( obj = get_obj_here( ch, NULL, arg ) ) )
        {
            extract_obj( obj );
        }
        else
        {
            bug( "Mppurge - Bad argument from vnum %d.",
                    IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        }
        return;
    }

    if ( !IS_NPC( victim ) )
    {
        bug( "Mppurge - Purging a PC from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    extract_char( victim, TRUE );
    return;
}


/*
 * Lets the mobile goto any location it wishes that is not private.
 *
 * Syntax: mob goto [location]
 */
void do_mpgoto( CHAR_DATA *ch, char *argument )
{
    char             arg[ MAX_INPUT_LENGTH ];
    ROOM_INDEX_DATA *location;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
        bug( "Mpgoto - No argument from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ( location = find_location( ch, arg ) ) == NULL )
    {
        bug( "Mpgoto - No such location from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ch->fighting != NULL )
        stop_fighting( ch, TRUE );

    char_from_room( ch );
    char_to_room( ch, location );

    return;
}

/*
 * Lets the mobile do a command at another location.
 *
 * Syntax: mob at [location] [commands]
 */
void do_mpat( CHAR_DATA *ch, char *argument )
{
    char             arg[ MAX_INPUT_LENGTH ];
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *original;
    CHAR_DATA       *wch;
    OBJ_DATA 	    *on;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' || argument[0] == '\0' )
    {
        bug( "Mpat - Bad argument from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ( location = find_location( ch, arg ) ) == NULL )
    {
        bug( "Mpat - No such location from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    original = ch->in_room;
    on = ch->on;
    char_from_room( ch );
    char_to_room( ch, location );
    interpret( ch, argument );

    /*
     * See if 'ch' still exists before continuing!
     * Handles 'at XXXX quit' case.
     */
    for ( wch = char_list; wch != NULL; wch = wch->next )
    {
        if ( wch == ch )
        {
            char_from_room( ch );
            char_to_room( ch, original );
            ch->on = on;
            break;
        }
    }

    return;
}

/*
 * Lets the mobile transfer people.  The 'all' argument transfers
 *  everyone in the current room to the specified location
 *
 * Syntax: mob transfer [target|'all'] [location]
 */
void do_mptransfer( CHAR_DATA *ch, char *argument )
{
    char             arg1[ MAX_INPUT_LENGTH ];
    char             arg2[ MAX_INPUT_LENGTH ];
    char	     buf[MAX_STRING_LENGTH];
    ROOM_INDEX_DATA *location;
    CHAR_DATA       *victim;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' )
    {
        bug( "Mptransfer - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( !str_cmp( arg1, "all" ) )
    {
        CHAR_DATA *victim_next;

        for ( victim = ch->in_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_function(ch, do_mptransfer, buf );
            }
        }
        return;
    }

    /*
     * Thanks to Grodyn for the optional location parameter.
     */
    if ( arg2[0] == '\0' )
    {
        location = ch->in_room;
    }
    else
    {
        if ( ( location = find_location( ch, arg2 ) ) == NULL )
        {
            bug( "Mptransfer - No such location from vnum %d.",
                    IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
            return;
        }

        if ( room_is_private( location ) )
            return;
    }

    if ( ( victim = get_char_world( ch, arg1 ) ) == 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 mobile transfer all chars in same group as the victim.
 *
 * Syntax: mob gtransfer [victim] [location]
 */
void do_mpgtransfer( CHAR_DATA *ch, 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 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' )
    {
        bug( "Mpgtransfer - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( (who = get_char_room( ch, NULL, arg1 )) == NULL )
        return;

    for ( victim = ch->in_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_function(ch, do_mptransfer, buf );
        }
    }
    return;
}

/*
 * Lets the mobile force someone to do something. Must be mortal level
 * and the all argument only affects those in the room with the mobile.
 *
 * Syntax: mob force [victim] [commands]
 */
void do_mpforce( CHAR_DATA *ch, char *argument )
{
    char arg[ MAX_INPUT_LENGTH ];

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' || argument[0] == '\0' )
    {
        bug( "Mpforce - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        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 == ch->in_room
                    && get_trust( vch ) < get_trust( ch )
                    && can_see( ch, vch ) )
            {
                interpret( vch, argument );
            }
        }
    }
    else
    {
        CHAR_DATA *victim;

        if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
            return;

        if ( victim == ch )
            return;

        interpret( victim, argument );
    }

    return;
}

/*
 * Lets the mobile force a group something. Must be mortal level.
 *
 * Syntax: mob gforce [victim] [commands]
 */
void do_mpgforce( CHAR_DATA *ch, char *argument )
{
    char arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *victim, *vch, *vch_next;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' || argument[0] == '\0' )
    {
        bug( "MpGforce - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
        return;

    if ( victim == ch )
        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 (except ch)
 *
 * Syntax: mob vforce [vnum] [commands]
 */
void do_mpvforce( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim, *victim_next;
    char arg[ MAX_INPUT_LENGTH ];
    int vnum;

    argument = one_argument( argument, arg );

    if ( arg[0] == '\0' || argument[0] == '\0' )
    {
        bug( "MpVforce - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( !is_number( arg ) )
    {
        bug( "MpVforce - Non-number argument vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    vnum = atoi( arg );

    for ( victim = char_list; victim; victim = victim_next )
    {
        victim_next = victim->next;
        if ( IS_NPC(victim) && victim->pIndexData->vnum == vnum
                &&   ch != victim && victim->fighting == NULL )
            interpret( victim, argument );
    }
    return;
}


/*
 * Lets the mobile cast spells --
 * Beware: this does only crude checking on the target validity
 * and does not account for mana etc., so you should do all the
 * necessary checking in your mob program before issuing this cmd!
 *
 * Syntax: mob cast [spell] {target}
 */

void do_mpcast( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *vch;
    OBJ_DATA *obj;
    void *victim = NULL;
    char spell[ MAX_INPUT_LENGTH ],
    target[ MAX_INPUT_LENGTH ];

    return;

    argument = one_argument( argument, spell );
    one_argument( argument, target );

    if ( spell[0] == '\0' )
    {
        bug( "MpCast - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }

    if ( /*( sn = skill_lookup( spell ) ) < 0*/ -1 )
    {
        bug( "MpCast - No such spell from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    vch = get_char_room( ch, NULL, target );
    obj = get_obj_here( ch, NULL, target );
    switch ( TAR_IGNORE )
    {
        default: return;
        case TAR_IGNORE:
                 break;
        case TAR_CHAR_OFFENSIVE:
                 if ( vch == NULL || vch == ch )
                     return;
                 victim = ( void * ) vch;
                 break;
        case TAR_CHAR_DEFENSIVE:
                 victim = vch == NULL ? ( void *) ch : (void *) vch; break;
        case TAR_CHAR_SELF:
                 victim = ( void *) ch; break;
        case TAR_OBJ_CHAR_DEF:
        case TAR_OBJ_CHAR_OFF:
        case TAR_OBJ_INV:
                 if ( obj == NULL )
                     return;
                 victim = ( void * ) obj;
    }
    /*
       (*skill_table[sn].spell_fun)( sn, ch->level, ch, victim,
       skill_table[sn].target );*/
    return;
}

/*
 * Lets mob cause unconditional damage to someone. Nasty, use with caution.
 * Also, this is silent, you must show your own damage message...
 *
 * Syntax: mob damage [victim] [min] [max] {kill}
 */
void do_mpdamage( CHAR_DATA *ch, 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 );
    argument = one_argument( argument, min );
    argument = one_argument( argument, max );

    if ( target[0] == '\0' )
    {
        bug( "MpDamage - Bad syntax from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    if( !str_cmp( target, "all" ) )
        fAll = TRUE;
    else if( ( victim = get_char_room( ch, NULL, target ) ) == NULL )
        return;

    if ( is_number( min ) )
        low = atoi( min );
    else
    {
        bug( "MpDamage - Bad damage min vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    if ( is_number( max ) )
        high = atoi( max );
    else
    {
        bug( "MpDamage - Bad damage max vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    one_argument( argument, 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 = ch->in_room->people; victim; victim = victim_next )
        {
            victim_next = victim->next_in_room;
            if ( victim != ch )
                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 mobile to remember a target. The target can be referred to
 * with $q and $Q codes in MOBprograms. See also "mob forget".
 *
 * Syntax: mob remember [victim]
 */
void do_mpremember( CHAR_DATA *ch, char *argument )
{
    char arg[ MAX_INPUT_LENGTH ];
    one_argument( argument, arg );
    if ( arg[0] != '\0' )
        ch->mprog_target = get_char_world( ch, arg );
    else
        bug( "MpRemember: missing argument from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
}

/*
 * Reverse of "mob remember".
 *
 * Syntax: mob forget
 */
void do_mpforget( CHAR_DATA *ch, char *argument )
{
    ch->mprog_target = NULL;
}

/*
 * Sets a delay for MOBprogram execution. When the delay time expires,
 * the mobile is checked for a MObprogram with DELAY trigger, and if
 * one is found, it is executed. Delay is counted in PULSE_MOBILE
 *
 * Syntax: mob delay [pulses]
 */
void do_mpdelay( CHAR_DATA *ch, char *argument )
{
    char arg[ MAX_INPUT_LENGTH ];

    one_argument( argument, arg );
    if ( !is_number( arg ) )
    {
        bug( "MpDelay: invalid arg from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    ch->mprog_delay = atoi( arg );
}

/*
 * Reverse of "mob delay", deactivates the timer.
 *
 * Syntax: mob cancel
 */
void do_mpcancel( CHAR_DATA *ch, char *argument )
{
    ch->mprog_delay = -1;
}
/*
 * Lets the mobile to call another MOBprogram withing a MOBprogram.
 * 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 same room with the
 * mobile.
 *
 * Syntax: mob call [vnum] [victim|'null'] [object1|'null'] [object2|'null']
 *
 */
void do_mpcall( CHAR_DATA *ch, char *argument )
{
    char arg[ MAX_INPUT_LENGTH ];
    CHAR_DATA *vch;
    OBJ_DATA *obj1, *obj2;
    PROG_CODE *prg;
    extern void program_flow( sh_int, char *, CHAR_DATA *, OBJ_DATA *, ROOM_INDEX_DATA *, CHAR_DATA *, const void *, const void *, int );

    argument = one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
        bug( "MpCall: missing arguments from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    if ( ( prg = get_prog_index( atoi(arg), PRG_MPROG ) ) == NULL )
    {
        bug( "MpCall: invalid prog from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    vch = NULL;
    obj1 = obj2 = NULL;
    argument = one_argument( argument, arg );
    if ( arg[0] != '\0' )
        vch = get_char_room( ch, NULL, arg );
    argument = one_argument( argument, arg );
    if ( arg[0] != '\0' )
        obj1 = get_obj_here( ch, NULL, arg );
    argument = one_argument( argument, arg );
    if ( arg[0] != '\0' )
        obj2 = get_obj_here( ch, NULL, arg );
    program_flow( prg->vnum, prg->code, ch, NULL, NULL, vch, (void *)obj1, (void *)obj2, 1 );
}

/*
 * Forces the mobile to flee.
 *
 * Syntax: mob flee
 *
 */
void do_mpflee( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *was_in;
    EXIT_DATA *pexit;
    int door, attempt;

    if ( ch->fighting != NULL )
        return;

    if ( (was_in = ch->in_room) == NULL )
        return;

    for ( attempt = 0; attempt < 6; attempt++ )
    {
        door = number_door( );
        if ( ( pexit = was_in->exit[door] ) == 0
                ||   pexit->u1.to_room == NULL
                ||   IS_SET(pexit->exit_info, EX_CLOSED)
                || ( IS_NPC(ch)
                    &&   IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
            continue;

        move_char( ch, door, FALSE );
        if ( ch->in_room != was_in )
            return;
    }
}

/*
 * Lets the mobile to transfer an object. The object must be in the same
 * room with the mobile.
 *
 * Syntax: mob otransfer [item name] [location]
 */
void do_mpotransfer( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    ROOM_INDEX_DATA *location;
    char arg[ MAX_INPUT_LENGTH ];
    char buf[ MAX_INPUT_LENGTH ];

    argument = one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
        bug( "MpOTransfer - Missing argument from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    one_argument( argument, buf );
    if ( ( location = find_location( ch, buf ) ) == NULL )
    {
        bug( "MpOTransfer - No such location from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        return;
    }
    if ( (obj = get_obj_here( ch, NULL, arg )) == NULL )
        return;
    if ( obj->carried_by == NULL )
        obj_from_room( obj );
    else
    {
        if ( obj->wear_loc != WEAR_NONE )
            unequip_char( ch, obj );
        obj_from_char( obj );
    }
    obj_to_room( obj, location );
}

/*
 * Lets the mobile to strip an object or all objects from the victim.
 * Useful for removing e.g. quest objects from a character.
 *
 * Syntax: mob remove [victim] [object vnum|'all']
 */
void do_mpremove( CHAR_DATA *ch, 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 );
    if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
        return;

    one_argument( argument, arg );
    if ( !str_cmp( arg, "all" ) )
        fAll = TRUE;
    else if ( !is_number( arg ) )
    {
        bug ( "MpRemove: Invalid object from vnum %d.",
                IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
        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 );
        }
    }
}