drm/player/
/***************************************************************************
 *  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 <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "mob_cmds.h"

/*
 * Command 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},
    {"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}
};

CH_CMD ( do_mob )
{
    /*
     * 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 %ld: '%s'",
              IS_NPC ( ch ) ? ch->pIndexData->vnum : 0, command );
    bug ( buf, 0 );
}

char *mprog_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";
        default:
            return "ERROR";
    }
}

/* 
 * Displays MOBprogram triggers of a mobile
 *
 * Syntax: mpstat [name]
 */
CH_CMD ( do_mpstat )
{
    char arg[MAX_STRING_LENGTH];
    MPROG_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;
    }

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

    sprintf ( arg, "Mobile #%ld [%s]\n\r", victim->pIndexData->vnum,
              victim->short_descr );
    send_to_char ( arg, ch );

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

    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 )

    {
        sprintf ( arg, "[%2d] Trigger [%-8s] Program [%4ld] Phrase [%s]\n\r",
                  ++i, mprog_type_to_name ( mprg->trig_type ), mprg->vnum,
                  mprg->trig_phrase );
        send_to_char ( arg, ch );
    }

    return;

}

/*
 * Displays the source code of a given MOBprogram
 *
 * Syntax: mpdump [vnum]
 */
CH_CMD ( do_mpdump )
{
    char buf[MAX_INPUT_LENGTH];
    MPROG_CODE *mprg;

    one_argument ( argument, buf );
    if ( ( mprg = get_mprog_index ( atol ( buf ) ) ) == 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]
 */
CH_CMD ( do_mpgecho )
{
    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]
 */
CH_CMD ( do_mpzecho )
{
    DESCRIPTOR_DATA *d;

    if ( argument[0] == '\0' )
    {
        bug ( "MpZEcho: missing argument from vnum %ld",
              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]
 */
CH_CMD ( do_mpasound )
{

    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]
 */
CH_CMD ( do_mpkill )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument ( argument, arg );

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

    if ( ( victim = get_char_room ( ch, 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]
 */
CH_CMD ( do_mpassist )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    one_argument ( argument, arg );

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

    if ( ( victim = get_char_room ( ch, 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]
 */

CH_CMD ( do_mpjunk )
{
    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 ) ) != NULL )
        {
            unequip_char ( ch, obj );
            extract_obj ( obj );
            return;
        }
        if ( ( obj = get_obj_carry ( ch, arg ) ) == 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]
 */

CH_CMD ( do_mpechoaround )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    argument = one_argument ( argument, arg );

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

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

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

/*
 * Prints the message to only the victim
 *
 * Syntax: mob echoat [victim] [string]
 */
CH_CMD ( do_mpechoat )
{
    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, arg ) ) == NULL )
        return;

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

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

/*
 * Lets the mobile load another mobile.
 *
 * Syntax: mob mload [vnum]
 */
CH_CMD ( do_mpmload )
{
    char arg[MAX_INPUT_LENGTH];
    MOB_INDEX_DATA *pMobIndex;
    CHAR_DATA *victim;
    long vnum;

    one_argument ( argument, arg );

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

    vnum = atol ( arg );
    if ( ( pMobIndex = get_mob_index ( vnum ) ) == NULL )
    {
        sprintf ( arg, "Mpmload: bad mob index (%ld) from mob %ld", 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}
 */
CH_CMD ( do_mpoload )
{
    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 ( atol ( 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 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}
 */
CH_CMD ( do_mppurge )
{
    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, arg ) ) == NULL )
    {
        if ( ( obj = get_obj_here ( ch, 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]
 */
CH_CMD ( do_mpgoto )
{
    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]
 */
CH_CMD ( do_mpat )
{
    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]
 */
CH_CMD ( do_mptransfer )
{
    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_mptransfer ( ch, 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 ( ch, 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]
 */
CH_CMD ( do_mpgtransfer )
{
    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, 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_mptransfer ( ch, 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]
 */
CH_CMD ( do_mpforce )
{
    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, 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]
 */
CH_CMD ( do_mpgforce )
{
    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, 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]
 */
CH_CMD ( do_mpvforce )
{
    CHAR_DATA *victim, *victim_next;
    char arg[MAX_INPUT_LENGTH];
    long 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 = atol ( 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}
 */

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

    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 )
    {
        bug ( "MpCast - No such spell from vnum %d.",
              IS_NPC ( ch ) ? ch->pIndexData->vnum : 0 );
        return;
    }
    vch = get_char_room ( ch, target );
    obj = get_obj_here ( ch, target );
    switch ( skill_table[sn].target )
    {
        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}
 */
CH_CMD ( do_mpdamage )
{
    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, 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]
 */
CH_CMD ( do_mpremember )
{
    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
 */
CH_CMD ( do_mpforget )
{
    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]
 */
CH_CMD ( do_mpdelay )
{
    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
 */
CH_CMD ( do_mpcancel )
{
    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']
 *
 */
CH_CMD ( do_mpcall )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *vch;
    OBJ_DATA *obj1, *obj2;
    MPROG_CODE *prg;

    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_mprog_index ( atol ( arg ) ) ) == 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, arg );
    argument = one_argument ( argument, arg );
    if ( arg[0] != '\0' )
        obj1 = get_obj_here ( ch, arg );
    argument = one_argument ( argument, arg );
    if ( arg[0] != '\0' )
        obj2 = get_obj_here ( ch, arg );
    program_flow ( prg->vnum, prg->code, ch, vch, ( void * ) obj1,
                   ( void * ) obj2 );
}

/*
 * Forces the mobile to flee.
 *
 * Syntax: mob flee
 *
 */
CH_CMD ( do_mpflee )
{
    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, 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]
 */
CH_CMD ( do_mpotransfer )
{
    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, 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']
 */
CH_CMD ( do_mpremove )
{
    CHAR_DATA *victim;
    OBJ_DATA *obj, *obj_next;
    long vnum = 0;
    bool fAll = FALSE;
    char arg[MAX_INPUT_LENGTH];

    argument = one_argument ( argument, arg );
    if ( ( victim = get_char_room ( ch, 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 = atol ( arg );

    for ( obj = victim->carrying; obj; obj = obj_next )
    {
        obj_next = obj->next_content;
        if ( fAll || obj->pIndexData->vnum == vnum )
        {
            unequip_char ( ch, obj );
            obj_from_char ( obj );
            extract_obj ( obj );
        }
    }
}