/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.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" DECLARE_DO_FUN (do_look); extern ROOM_INDEX_DATA *find_location (CHAR_DATA *, char *); /* * 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} }; 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); } 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] */ void do_mpstat (CHAR_DATA * ch, char *argument) { 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 #%-6d [%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 [%4d] 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] */ void do_mpdump (CHAR_DATA * ch, char *argument) { char buf[MAX_INPUT_LENGTH]; MPROG_CODE *mprg; one_argument (argument, buf); if ((mprg = get_mprog_index (atoi (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] */ 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, 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, 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)) != 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, 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, 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 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, 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] */ 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_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 (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, 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] */ 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, 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, 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]; 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} */ 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, 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; MPROG_CODE *prg; extern void program_flow (sh_int, char *, CHAR_DATA *, CHAR_DATA *, const void *, const void *); 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 (atoi (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 * */ 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, 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, 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 (ch, obj); obj_from_char (obj); extract_obj (obj); } } }