/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* MudProgs has been completely rewritten by Zane. The only thing that *
* remains the same is how triggers are handled. -Zane *
* *
* Original MobProgs by N'Atas-ha. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <ctype.h>
#include "merc.h"
#include "mud_progs.h"
/*
* MudProgs Command table.
*
* Format: { <proc name>, <proc pointer>, <arg type> },
*
* Argtype can be one of:
*
* 'C' - Character Pointer (CHAR_DATA *)
* 'O' - Object Pointer (OBJ_DATA *)
* 'I' - Numeric Value
* 'S' - String (char *)
* 'N' - No args
*
* Execproc guarantees that the proper argument type is passed to avoid
* crashes. If you specify the wrong argtype here and expect a different argtype
* in your proc then you will crash. All arguments passed to these procs are of
* type (void *) and need to be cast to the proper type before used.
*
* -Zane
*/
const struct mprog_cmd_type mprog_cmd_table [] =
{
{ "alignment", mprog_alignment, 'C' },
{ "class", mprog_class, 'C' },
{ "crimethief", mprog_crimethief, 'C' },
{ "fightinroom", mprog_level, 'N' },
{ "getrand", mprog_getrand, 'I' },
{ "goldamount", mprog_goldamount, 'C' },
{ "hasmemory", mprog_hasmemory, 'N' },
{ "hitpercent", mprog_hitpercent, 'C' },
{ "hour", mprog_hour, 'N' },
{ "immune", mprog_immune, 'C' },
{ "isawake", mprog_isawake, 'C' },
{ "ischarmed", mprog_ischarmed, 'C' },
{ "isfight", mprog_isfight, 'C' },
{ "isfollow", mprog_isfollow, 'C' },
{ "isimmort", mprog_isimmort, 'C' },
{ "isgood", mprog_isgood, 'C' },
{ "isnpc", mprog_isnpc, 'C' },
{ "ispc", mprog_ispc, 'C' },
{ "level", mprog_level, 'C' },
{ "memory", mprog_memory, 'C' },
{ "mobvnum", mprog_mobvnum, 'C' },
{ "objtype", mprog_objtype, 'O' },
{ "objval0", mprog_objval0, 'O' },
{ "objval1", mprog_objval1, 'O' },
{ "objval2", mprog_objval2, 'O' },
{ "objval3", mprog_objval3, 'O' },
{ "position", mprog_position, 'C' },
{ "rand", mprog_rand, 'I' },
{ "roomvnum", mprog_roomvnum, 'N' },
{ "sex", mprog_sex, 'C' },
{ "sgetrand", mprog_sgetrand, 'I' },
{ "sreset", mprog_sreset, 'N' },
/*
* End of list.
*/
{ "", 0, 0, }
};
int mprog_alignment( void *vo )
{
if ( !vo )
return FALSE;
return ((CHAR_DATA *)vo)->alignment;
}
int mprog_class( void *vo )
{
if ( !vo )
return FALSE;
return ((CHAR_DATA *)vo)->Class;
}
int mprog_crimethief( void *vo )
{
if ( !vo )
return FALSE;
return IS_SET(((CHAR_DATA *)vo)->act, PLR_THIEF);
}
int mprog_fightinroom( void *vo )
{
CHAR_DATA *ch;
if ( !ProgSource->in_room )
return FALSE;
for ( ch = ProgSource->in_room->people; ch; ch = ch->next_in_room )
if ( ch->fighting )
return TRUE;
return FALSE;
}
int mprog_getrand( void *vo )
{
if ( !vo )
return FALSE;
return number_range(1, *((int *)vo));
}
int mprog_goldamount( void *vo )
{
if ( !vo )
return FALSE;
return ((CHAR_DATA *)vo)->gold;
}
int mprog_hasmemory( void *vo )
{
if ( ProgSource->memory )
return TRUE;
else
return FALSE;
}
int mprog_hitpercent( void *vo )
{
CHAR_DATA *ch = (CHAR_DATA *)vo;
if ( !vo )
return FALSE;
return (ch->hit/ch->max_hit) * 100;
}
int mprog_hour( void *vo )
{
return time_info.hour;
}
int mprog_immune( void *vo )
{
if ( !vo )
return FALSE;
return check_immune( (CHAR_DATA *)vo,
attack_table[ProgObjectSource->value[3]].damage );
}
int mprog_isawake( void *vo )
{
if ( !vo )
return FALSE;
return IS_AWAKE( ((CHAR_DATA *)vo) );
}
int mprog_ischarmed( void *vo )
{
if ( !vo )
return FALSE;
return IS_SET( ((CHAR_DATA *)vo)->affected_by , AFF_CHARM );
}
int mprog_isfight( void *vo )
{
if ( !vo )
return FALSE;
if ( ((CHAR_DATA *)vo)->fighting )
return TRUE;
return FALSE;
}
int mprog_isfollow( void *vo )
{
CHAR_DATA *ch = (CHAR_DATA *)vo;
if ( !vo )
return FALSE;
return ( ch->master != NULL && ch->master->in_room == ch->in_room );
}
int mprog_isimmort( void *vo )
{
if ( !vo )
return FALSE;
return ( get_trust( (CHAR_DATA *)vo ) >= LEVEL_IMMORTAL );
}
int mprog_isgood( void *vo )
{
if ( !vo )
return FALSE;
return IS_GOOD( ((CHAR_DATA *)vo) );
}
int mprog_isnpc( void *vo )
{
if ( !vo )
return FALSE;
return ( IS_NPC( (CHAR_DATA *)vo ) );
}
int mprog_ispc( void *vo )
{
if ( !vo )
return FALSE;
return ( !IS_NPC( (CHAR_DATA *)vo ) );
}
int mprog_level( void *vo )
{
if ( !vo )
return FALSE;
return ((CHAR_DATA *)vo)->level;
}
int mprog_memory( void *vo )
{
if ( !vo )
return FALSE;
if ( !ProgSource->memory || ProgSource->memory == ProgSource )
return FALSE;
return ( ProgSource->memory == vo );
}
int mprog_mobvnum( void *vo )
{
CHAR_DATA *ch = (CHAR_DATA *)vo;
if ( !vo )
return FALSE;
if ( IS_NPC(ch) )
return ch->pIndexData->vnum;
return FALSE;
}
int mprog_objtype( void *vo )
{
if ( !vo )
return FALSE;
return ((OBJ_DATA *)vo)->item_type;
}
int mprog_objval0( void *vo )
{
if ( !vo )
return FALSE;
return ((OBJ_DATA *)vo)->value[0];
}
int mprog_objval1( void *vo )
{
if ( !vo )
return FALSE;
return ((OBJ_DATA *)vo)->value[1];
}
int mprog_objval2( void *vo )
{
if ( !vo )
return FALSE;
return ((OBJ_DATA *)vo)->value[2];
}
int mprog_objval3( void *vo )
{
if ( !vo )
return FALSE;
return ((OBJ_DATA *)vo)->value[3];
}
int mprog_position( void *vo )
{
if ( !vo )
return FALSE;
return ((CHAR_DATA *)vo)->position;
}
int mprog_rand( void *vo )
{
if ( !vo )
return FALSE;
return ( number_percent() <= *((int *)vo) );
}
int mprog_roomvnum( void *vo )
{
if ( !ProgSource->in_room )
return FALSE;
return ProgSource->in_room->vnum;
}
int mprog_sex( void *vo )
{
if ( !vo )
return FALSE;
return ((CHAR_DATA *)vo)->sex;
}
int mprog_sgetrand( void *vo )
{
static int lastarg = 0;
static int lastrand = 0;
static int lastprogid = 0;
int arg = *((int *)vo);
if ( !vo )
return FALSE;
if ( arg != lastarg || lastprogid != ExecMudProgID )
{
lastrand = number_range(1, arg);
lastprogid = ExecMudProgID;
lastarg = arg;
}
return lastrand;
}
int mprog_sreset( void *vo )
{
ExecMudProgID++;
return TRUE;
}