/***************************************************************************
* GreedMud 0.99.3 improvements copyright (C) 1997, 1998, 1999 *
* by Vasco Costa. *
* *
* Based on MERC 2.2 MOBPrograms by N'Atas-ha. *
* *
* MOBPrograms for ROM2.4 v0.98g copyright (C) 1996 by Markku Nylander. *
* *
* <markku.nylander@uta.fi> *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include "merc.h"
#include "olc.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 }
};
void do_mob( CHAR_DATA *ch, char *argument )
{
/*
* Security check!
*/
if ( ch->desc && 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 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;
}
}
bugf( "Mob_interpret: invalid cmd from mob %d: '%s'",
IS_NPC( ch ) ? ch->pIndexData->vnum : 0, command );
}
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_DATA *victim;
char arg [MAX_STRING_LENGTH];
MPROG_LIST *mprg;
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 ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC( victim ) )
{
send_to_char( "That is not a mobile.\n\r", ch);
return;
}
sprintf( arg, "{cMobile: {x#%-6d {c[{x%s{c]{x\n\r",
victim->pIndexData->vnum, victim->short_descr );
send_to_char( arg, ch );
sprintf( arg, "{cDelay: {x%-6d {c[{x%s{c]{x\n\r",
victim->mprog_delay,
!victim->mprog_target ? "No target" : victim->mprog_target->name );
send_to_char( arg, ch );
if ( !victim->pIndexData->mprog_flags )
{
send_to_char( "{r[No programs set]{x\n\r", ch);
return;
}
for ( i = 0, mprg = victim->pIndexData->mprogs; mprg; mprg = mprg->next )
{
sprintf( arg, "{r%2d: {cTrigger [{x%-8s{c] Program [{x%4d{c] Phrase [{x%s{c]{x\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 ) ) ) )
{
send_to_char( "No such MOBprogram.\n\r", ch );
return;
}
send_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( "{oMob Echo>{x ", 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 )
return;
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& d->character->in_room
&& 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 < MAX_DIR; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] )
&& pexit->to_room
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->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 ) ) )
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 ) ) )
return;
if ( victim == ch || ch->fighting || !victim->fighting )
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 ) ) )
{
unequip_char( ch, obj );
extract_obj( obj );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
return;
extract_obj( obj );
}
else
for ( obj = ch->carrying; obj; 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 ) ) )
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 ) ) )
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 || arg[0] == '\0' || !is_number( arg ) )
return;
vnum = atoi(arg);
if ( !( pMobIndex = get_mob_index( vnum ) ) )
{
bugf( "Mpmload: bad mob index (%d) from mob %d",
vnum, IS_NPC( ch ) ? ch->pIndexData->vnum : 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 ) ) ) )
{
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; victim = vnext )
{
vnext = victim->next_in_room;
if ( IS_NPC( victim ) && victim != ch )
extract_char( victim, TRUE );
}
for ( obj = ch->in_room->contents; obj; obj = obj_next )
{
obj_next = obj->next_content;
extract_obj( obj );
}
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
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 ) ) )
{
bug( "Mpgoto - No such location from vnum %d.",
IS_NPC( ch ) ? ch->pIndexData->vnum : 0 );
return;
}
if ( ch->fighting )
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;
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 ) ) )
{
bug( "Mpat - No such location from vnum %d.",
IS_NPC(ch) ? ch->pIndexData->vnum : 0 );
return;
}
original = ch->in_room;
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; wch = wch->next )
{
if ( wch == ch )
{
char_from_room( ch );
char_to_room( ch, original );
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; 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 ) ) )
{
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 ) ) )
return;
if ( !victim->in_room )
return;
if ( victim->fighting )
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 ) ) )
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; 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 ) ) )
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 ) ) )
return;
if ( victim == ch )
return;
for ( vch = victim->in_room->people; vch; 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 )
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 || vch == ch )
return;
victim = (void *)vch; break;
case TAR_CHAR_DEFENSIVE:
victim = ( !vch ? (void *)ch : (void *)vch ); break;
case TAR_CHAR_SELF: victim = (void *)ch; break;
case TAR_OBJ_INV:
if ( !obj )
return;
victim = (void *)obj;
break;
}
(*skill_table[sn].spell_fun)( sn, ch->level, ch, victim );
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 ) ) )
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 )
{
MPROG_CODE *prg;
OBJ_DATA *obj1, *obj2;
CHAR_DATA *vch;
char arg [MAX_INPUT_LENGTH];
extern void program_flow( 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 ) ) ) )
{
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 )
return;
if ( !( was_in = ch->in_room ) )
return;
for ( attempt = 0; attempt < MAX_DIR; attempt++ )
{
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| !pexit->to_room
|| IS_SET( pexit->exit_info, EX_CLOSED )
|| ( IS_NPC( ch )
&& IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) ) )
continue;
move_char( ch, door );
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 )
{
ROOM_INDEX_DATA *location;
OBJ_DATA *obj;
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 ) ) )
{
bug( "MpOTransfer - No such location from vnum %d.",
IS_NPC( ch ) ? ch->pIndexData->vnum : 0 );
return;
}
if ( !( obj = get_obj_here( ch, arg ) ) )
return;
if ( !obj->carried_by )
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;
int vnum = 0;
bool fAll = FALSE;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( !( victim = get_char_room( ch, arg ) ) )
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 );
}
}
}