/***************************************************************************
* 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. *
* *
* Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley *
* *
* 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. *
* *
* _/ _/_/_/ _/ _/ _/ ACK! MUD is modified *
* _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code *
* _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 *
* _/_/_/_/ _/ _/ _/ Version #: 4.3 *
* _/ _/ _/_/_/ _/ _/ _/ *
* *
* http://ackmud.nuc.net/ *
* zenithar@ackmud.nuc.net *
* 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. *
***************************************************************************/
#define DEC_ACT_MOB_H 1
#define GRP_STATE_FLEE 0
#define GRP_STATE_FIGHT 1
#define GRP_STATE_CRIT_HEAL 2
#define GRP_STATE_REFORM 3
#define GRP_STATE_CRIT_MANA 4
#define GRP_STATE_HUNTING 5
#define GRP_STATE_NORM_HEAL 6
#define GRP_STATE_NORM_MANA 7
#define GRP_STATE_LEVELING 8
#define GRP_STATE_GET_EQ 9
#define GRP_STATE_IDLE 10
#define GRP_STATE_LOST 11
#define GRP_STATE_NO_CHANGE 99
#define NPC_STATE_FLEE 0
#define NPC_STATE_CRIT_HEAL 1
#define NPC_STATE_CRIT_MANA 2
#define AI_MOB( ch ) ( IS_NPC( (ch) ) && IS_SET((ch)->act, ACT_INTELLIGENT ) )
typedef struct npc_group_data NPC_GROUP_DATA;
struct npc_group_data
{
bool is_free;
NPC_GROUP_DATA *next;
NPC_GROUP_DATA *prev;
sh_int state;
DL_LIST *first_follower;
DL_LIST *last_follower;
CHAR_DATA *leader;
ROOM_INDEX_DATA *seek_room;
char *enemies;
char *last_fighting;
char *wants;
char *needs;
};
bool able_to_level( CHAR_DATA * ch );
void gain_level( CHAR_DATA * ch );
int find_spell( CHAR_DATA * ch, int type );
void hunt_move args( ( CHAR_DATA * mob, sh_int dir ) );
sh_int h_find_dir args( ( ROOM_INDEX_DATA * room, ROOM_INDEX_DATA * target, int h_flags ) );
void mob_group_follow( CHAR_DATA * ch, CHAR_DATA * target );
void get_mob_group( CHAR_DATA * ch, CHAR_DATA * target );
bool ready_heal_room( CHAR_DATA * ch );
void need_to_stand( CHAR_DATA * ch );
void get_up( CHAR_DATA * ch, int current_state );
void mob_regen_check( CHAR_DATA * ch, CHAR_DATA * target, bool need_flee );
void mob_is_fighting( CHAR_DATA * ch );
void power_up_mob( CHAR_DATA * ch );
void mob_is_standing( CHAR_DATA * ch );
bool valid_target( CHAR_DATA * ch, CHAR_DATA * victim, int l );
void select_target( CHAR_DATA * ch );
void int_handler( CHAR_DATA * ch );
void int_combat_handler( CHAR_DATA * ch, CHAR_DATA * victim );
void int_group_handler( NPC_GROUP_DATA * ngroup );