/* ************************************************************************ * File: mobact.c Part of CircleMUD * * Usage: Functions for generating intelligent (?) behavior in mobiles * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "db.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "spells.h" /* external structs */ extern struct char_data *character_list; extern struct index_data *mob_index; extern struct room_data *world; extern struct str_app_type str_app[]; extern int no_specials; ACMD(do_get); /* local functions */ void mobile_activity(void); void clearMemory(struct char_data * ch); #define MOB_AGGR_TO_ALIGN (MOB_AGGR_EVIL | MOB_AGGR_NEUTRAL | MOB_AGGR_GOOD) void mobile_activity(void) { register struct char_data *ch, *next_ch, *vict; struct obj_data *obj, *best_obj; int door, found, max; for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (!IS_MOB(ch)) continue; /* Examine call for special procedure */ if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) { if (mob_index[GET_MOB_RNUM(ch)].func == NULL) { log("SYSERR: %s (#%d): Attempting to call non-existing mob function.", GET_NAME(ch), GET_MOB_VNUM(ch)); REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC); } else { /* XXX: Need to see if they can handle NULL instead of "". */ if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "")) continue; /* go to next char */ } } /* If the mob has no specproc, do the default actions */ if (FIGHTING(ch) || !AWAKE(ch)) continue; /* Scavenger (picking up objects) */ if (MOB_FLAGGED(ch, MOB_SCAVENGER) && !FIGHTING(ch) && AWAKE(ch)) if (world[ch->in_room].contents && !number(0, 10)) { max = 1; best_obj = NULL; for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) { best_obj = obj; max = GET_OBJ_COST(obj); } if (best_obj != NULL) { obj_from_room(best_obj); obj_to_char(best_obj, ch); act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM); } } /* Mob Movement */ if (!MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) && ((door = number(0, 18)) < NUM_OF_DIRS) && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) && (!MOB_FLAGGED(ch, MOB_STAY_ZONE) || (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) { perform_move(ch, door, 1); } /* Aggressive Mobs */ if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) continue; if (!MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict))) { hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } /* Mob Memory */ /*This is mob attack kastion I commented it out -Naomi if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; for (names = MEMORY(ch); names && !found; names = names->next) if (names->id == GET_IDNUM(vict)) { found = TRUE; act("'Hey! You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM); hit(ch, vict, TYPE_UNDEFINED); } } } */ /* Helper Mobs */ if (MOB_FLAGGED(ch, MOB_HELPER)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) if (ch != vict && IS_NPC(vict) && FIGHTING(vict) && !IS_NPC(FIGHTING(vict)) && ch != FIGHTING(vict)) { act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } /* Add new mobile actions here */ } /* end for() */ } /* Mob Memory Routines */ /* make ch remember victim */ void remember(struct char_data * ch, struct char_data * victim) { memory_rec *tmp; bool present = FALSE; if (!IS_NPC(ch) || IS_NPC(victim) || PRF_FLAGGED(victim, PRF_NOHASSLE)) return; for (tmp = MEMORY(ch); tmp && !present; tmp = tmp->next) if (tmp->id == GET_IDNUM(victim)) present = TRUE; if (!present) { CREATE(tmp, memory_rec, 1); tmp->next = MEMORY(ch); tmp->id = GET_IDNUM(victim); MEMORY(ch) = tmp; } } /* make ch forget victim */ void forget(struct char_data * ch, struct char_data * victim) { memory_rec *curr, *prev = NULL; if (!(curr = MEMORY(ch))) return; while (curr && curr->id != GET_IDNUM(victim)) { prev = curr; curr = curr->next; } if (!curr) return; /* person wasn't there at all. */ if (curr == MEMORY(ch)) MEMORY(ch) = curr->next; else prev->next = curr->next; free(curr); } /* erase ch's memory */ void clearMemory(struct char_data * ch) { memory_rec *curr, *next; curr = MEMORY(ch); while (curr) { next = curr->next; free(curr); curr = next; } MEMORY(ch) = NULL; }