muddy/area/
muddy/bin/
muddy/bin/CVS/
muddy/clans/CVS/
muddy/classes/CVS/
muddy/corefiles/
muddy/corefiles/CVS/
muddy/doc/CVS/
muddy/doc/cvsup/
muddy/doc/cvsup/CVS/
muddy/doc/muddy/
muddy/doc/muddy/CVS/
muddy/doc/olc/CVS/
muddy/etc/
muddy/etc/CVS/
muddy/gods/
muddy/gods/CVS/
muddy/lang/CVS/
muddy/msgdb/
muddy/msgdb/CVS/
muddy/notes/
muddy/notes/CVS/
muddy/player/
muddy/races/CVS/
muddy/src/CVS/
muddy/src/comm/CVS/
muddy/src/compat/
muddy/src/compat/CVS/
muddy/src/compat/mkdep/
muddy/src/compat/mkdep/CVS/
muddy/src/compat/regex-win32/CVS/
muddy/src/db/CVS/
muddy/src/mudprogs/CVS/
muddy/src/olc/CVS/
muddy/tmp/CVS/
/*
 * $Id: mob_prog.c,v 1.39 1998/12/23 16:11:17 fjoe Exp $
 */

/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/***************************************************************************
 *                                                                         *
 *  MOBprograms for ROM 2.4 v0.98g (C) M.Nylander 1996                     *
 *  Based on MERC 2.2 MOBprograms concept by N'Atas-ha.                    *
 *  Written and adapted to ROM 2.4 by                                      *
 *          Markku Nylander (markku.nylander@uta.fi)                       *
 *  This code may be copied and distributed as per the ROM license.        *
 *                                                                         *
 ***************************************************************************/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <sys/types.h>
#include <ctype.h>
#include <regex.h>

#include "merc.h"
#include "mob_cmds.h"
#include "mob_prog.h"

/*
 * These defines correspond to the entries in fn_keyword[] table.
 * If you add a new if_check, you must also add a #define here.
 */
enum {
	CHK_RAND,
	CHK_MOBHERE,
	CHK_OBJHERE,
	CHK_MOBEXISTS,
	CHK_OBJEXISTS,
	CHK_PEOPLE,
	CHK_PLAYERS,
	CHK_MOBS,
	CHK_CLONES,
	CHK_ORDER,
	CHK_HOUR,
	CHK_ISPC,
	CHK_ISNPC,
	CHK_ISGOOD,
	CHK_ISEVIL,
	CHK_ISNEUTRAL,
	CHK_ISIMMORT,
	CHK_ISCHARM,
	CHK_ISFOLLOW,
	CHK_ISACTIVE,
	CHK_ISDELAY,
	CHK_ISVISIBLE,
	CHK_ISGHOST,
	CHK_HASTARGET,
	CHK_ISTARGET,
	CHK_EXISTS,
	CHK_AFFECTED,
	CHK_ACT,
	CHK_OFF,
	CHK_IMM,
	CHK_CARRIES,
	CHK_WEARS,
	CHK_HAS,
	CHK_USES,
	CHK_NAME,
	CHK_POS,
	CHK_CLAN,
	CHK_RACE,
	CHK_CLASS,
	CHK_OBJTYPE,
	CHK_VNUM,
	CHK_HPCNT,
	CHK_ROOM,
	CHK_SEX,
	CHK_LEVEL,
	CHK_ALIGN,
	CHK_MONEY,
	CHK_OBJVAL0,
	CHK_OBJVAL1,
	CHK_OBJVAL2,
	CHK_OBJVAL3,
	CHK_OBJVAL4,
	CHK_GRPSIZE,
	CHK_STR,
	CHK_INT,
	CHK_WIS,
	CHK_DEX,
	CHK_CON,
	CHK_CHA,
	CHK_WAIT,
	CHK_SAMECLAN,
};

/*
 * These defines correspond to the entries in fn_evals[] table.
 */
#define EVAL_EQ            0
#define EVAL_GE            1
#define EVAL_LE            2
#define EVAL_GT            3
#define EVAL_LT            4
#define EVAL_NE            5

/*
 * if-check keywords:
 */
const char * fn_keyword[] =
{
    "rand",		/* if rand 30		- if random number < 30 */
    "mobhere",		/* if mobhere fido	- is there a 'fido' here */
    "objhere",		/* if objhere bottle	- is there a 'bottle' here */
			/* if mobhere 1233	- is there mob vnum 1233 here */
			/* if objhere 1233	- is there obj vnum 1233 here */
    "mobexists",	/* if mobexists fido	- is there a fido somewhere */
    "objexists",	/* if objexists sword	- is there a sword somewhere */

    "people",		/* if people > 4	- does room contain > 4 people */
    "players",		/* if players > 1	- does room contain > 1 pcs */
    "mobs",		/* if mobs > 2		- does room contain > 2 mobiles */
    "clones",		/* if clones > 3	- are there > 3 mobs of same vnum here */
    "order",		/* if order == 0	- is mob the first in room */
    "hour",		/* if hour > 11		- is the time > 11 o'clock */


    "ispc",		/* if ispc $n 		- is $n a pc */
    "isnpc",		/* if isnpc $n 		- is $n a mobile */
    "isgood",		/* if isgood $n 	- is $n good */
    "isevil",		/* if isevil $n 	- is $n evil */
    "isneutral",	/* if isneutral $n 	- is $n neutral */
    "isimmort",		/* if isimmort $n	- is $n immortal */
    "ischarm",		/* if ischarm $n	- is $n charmed */
    "isfollow",		/* if isfollow $n	- is $n following someone */
    "isactive",		/* if isactive $n	- is $n's position > " is sleeping here." */
    "isdelay",		/* if isdelay $i	- does $i have mobprog pending */
    "isvisible",	/* if isvisible $n	- can mob see $n */
    "isghost",		/* if isghost $n	- is $n ghost */
    "hastarget",	/* if hastarget $i	- does $i have a valid target */
    "istarget",		/* if istarget $n	- is $n mob's target */
    "exists",		/* if exists $n		- does $n exist somewhere */

    "affected",		/* if affected $n blind - is $n affected by blind */
    "act",		/* if act $i sentinel	- is $i flagged sentinel */
    "off",              /* if off $i berserk	- is $i flagged berserk */
    "imm",              /* if imm $i fire	- is $i immune to fire */
    "carries",		/* if carries $n sword	- does $n have a 'sword' */
			/* if carries $n 1233	- does $n have obj vnum 1233 */
    "wears",		/* if wears $n lantern	- is $n wearing a 'lantern' */
			/* if wears $n 1233	- is $n wearing obj vnum 1233 */
    "has",    		/* if has $n weapon	- does $n have obj of type weapon */
    "uses",		/* if uses $n armor	- is $n wearing obj of type armor */
    "name",		/* if name $n puff	- is $n's name 'puff' */
    "pos",		/* if pos $n standing	- is $n standing */
    "clan",		/* if clan $n 'whatever'- does $n belong to clan 'whatever' */
    "race",		/* if race $n dragon	- is $n of 'dragon' race */
    "class",		/* if class $n mage	- is $n's class 'mage' */
    "objtype",		/* if objtype $p scroll	- is $p a scroll */

    "vnum",		/* if vnum $i == 1233  	- virtual number check */
    "hpcnt",		/* if hpcnt $i > 30	- hit point percent check */
    "room",		/* if room $i == 1233	- room virtual number */
    "sex",		/* if sex $i == 0	- sex check */
    "level",		/* if level $n < 5	- level check */
    "align",		/* if align $n < -1000	- alignment check */
    "money",		/* if money $n */
    "objval0",		/* if objval0 > 1000 	- object value[] checks 0..4 */
    "objval1",
    "objval2",
    "objval3",
    "objval4",
    "grpsize",		/* if grpsize $n > 6	- group size check */
    "str",
    "int",
    "wis",
    "dex",
    "con",
    "cha",
    "wait",
    "sameclan",

    "\n"		/* Table terminator */
};

const char *fn_evals[] =
{
    "==",
    ">=",
    "<=",
    ">",
    "<",
    "!=",
    "\n"
};

/*
 * Return a valid keyword from a keyword table
 */
int keyword_lookup(const char **table, char *keyword)
{
    register int i;
    for(i = 0; table[i][0] != '\n'; i++)
        if(!str_cmp(table[i], keyword))
            return(i);
    return -1;
}

/*
 * Perform numeric evaluation.
 * Called by cmd_eval()
 */
int num_eval(int lval, int oper, int rval)
{
    switch(oper)
    {
        case EVAL_EQ:
             return (lval == rval);
        case EVAL_GE:
             return (lval >= rval);
        case EVAL_LE:
             return (lval <= rval);
        case EVAL_NE:
             return (lval != rval);
        case EVAL_GT:
             return (lval > rval);
        case EVAL_LT:
             return (lval < rval);
        default:
             bug("num_eval: invalid oper", 0);
             return 0;
    }
}

/*
 * ---------------------------------------------------------------------
 * UTILITY FUNCTIONS USED BY CMD_EVAL()
 * ----------------------------------------------------------------------
 */

/*
 * Get a random PC in the room (for $r parameter)
 */
CHAR_DATA *get_random_char(CHAR_DATA *mob)
{
    CHAR_DATA *vch, *victim = NULL;
    int now = 0, highest = 0;
    for(vch = mob->in_room->people; vch; vch = vch->next_in_room)
    {
        if (mob != vch 
        &&   !IS_NPC(vch) 
        &&   can_see(mob, vch)
        &&   (now = number_percent()) > highest)
        {
            victim = vch;
            highest = now;
        }
    }
    return victim;
}

/* 
 * How many other players / mobs are there in the room
 * iFlag: 0: all, 1: players, 2: mobiles 3: mobs w/ same vnum 4: same group
 */
int count_people_room(CHAR_DATA *mob, int iFlag)
{
    CHAR_DATA *vch;
    int count;
    for (count = 0, vch = mob->in_room->people; vch; vch = vch->next_in_room)
	if (mob != vch 
	&&   (iFlag == 0
	  || (iFlag == 1 && !IS_NPC(vch)) 
	  || (iFlag == 2 && IS_NPC(vch))
	  || (iFlag == 3 && IS_NPC(mob) && IS_NPC(vch) 
	     && mob->pIndexData->vnum == vch->pIndexData->vnum)
	  || (iFlag == 4 && is_same_group(mob, vch)))
	&& can_see(mob, vch)) 
	    count++;
    return (count);
}

/*
 * Get the order of a mob in the room. Useful when several mobs in
 * a room have the same trigger and you want only the first of them
 * to act 
 */
int get_order(CHAR_DATA *ch)
{
    CHAR_DATA *vch;
    int i;

    if (!IS_NPC(ch))
	return 0;
    for (i = 0, vch = ch->in_room->people; vch; vch = vch->next_in_room)
    {
	if (vch == ch)
	    return i;
	if (IS_NPC(vch) 
	&&   vch->pIndexData->vnum == ch->pIndexData->vnum)
	    i++;
    }
    return 0;
}

/*
 * Check if ch has a given item or item type
 * vnum: item vnum or -1
 * item_type: item type or -1
 * fWear: TRUE: item must be worn, FALSE: don't care
 */
bool has_item(CHAR_DATA *ch, int vnum, int item_type, bool fWear)
{
    OBJ_DATA *obj;
    for (obj = ch->carrying; obj; obj = obj->next_content)
	if ((vnum < 0 || obj->pIndexData->vnum == vnum)
	&&   (item_type < 0 || obj->pIndexData->item_type == item_type)
	&&   (!fWear || obj->wear_loc != WEAR_NONE))
	    return TRUE;
    return FALSE;
}

/*
 * Check if there's a mob with given vnum in the room
 */
bool get_mob_vnum_room(CHAR_DATA *ch, int vnum)
{
    CHAR_DATA *mob;
    for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
	if (IS_NPC(mob) && mob->pIndexData->vnum == vnum)
	    return TRUE;
    return FALSE;
}

/*
 * Check if there's an object with given vnum in the room
 */
bool get_obj_vnum_room(CHAR_DATA *ch, int vnum)
{
    OBJ_DATA *obj;
    for (obj = ch->in_room->contents; obj; obj = obj->next_content)
	if (obj->pIndexData->vnum == vnum)
	    return TRUE;
    return FALSE;
}

/* ---------------------------------------------------------------------
 * CMD_EVAL
 * This monster evaluates an if/or/and statement
 * There are five kinds of statement:
 * 1) keyword and value (no $-code)	    if random 30
 * 2) keyword, comparison and value	    if people > 2
 * 3) keyword and actor		    	    if isnpc $n
 * 4) keyword, actor and value		    if carries $n sword
 * 5) keyword, actor, comparison and value  if level $n >= 10
 *
 *----------------------------------------------------------------------
 */
int cmd_eval(int vnum, const char *line, int check,
	CHAR_DATA *mob, CHAR_DATA *ch, 
	const void *arg1, const void *arg2, CHAR_DATA *rch)
{
    CHAR_DATA *lval_char = mob;
    CHAR_DATA *vch = (CHAR_DATA *) arg2;
    OBJ_DATA *obj1 = (OBJ_DATA  *) arg1;
    OBJ_DATA *obj2 = (OBJ_DATA  *) arg2;
    OBJ_DATA  *lval_obj = NULL;

    const char *original;
    char buf[MAX_INPUT_LENGTH], code;
    int lval = 0, oper = 0, rval = -1;

    original = line;
    line = one_argument(line, buf);
    if (buf[0] == '\0' || mob == NULL)
	return FALSE;

    /*
     * If this mobile has no target, let's assume our victim is the one
     */
    if (mob->mprog_target == NULL)
	mob->mprog_target = ch;

    switch (check)
    {
	/*
	 * Case 1: keyword and value
	 */
	case CHK_RAND:
	    return(atoi(buf) < number_percent());
	case CHK_MOBHERE:
	    if (is_number(buf))
		return(get_mob_vnum_room(mob, atoi(buf)));
	    else
		return((bool) (get_char_room(mob, buf) != NULL));
	case CHK_OBJHERE:
	    if (is_number(buf))
		return(get_obj_vnum_room(mob, atoi(buf)));
	    else
		return((bool) (get_obj_here(mob, buf) != NULL));
        case CHK_MOBEXISTS:
	    return((bool) (get_char_world(mob, buf) != NULL));
	case CHK_OBJEXISTS:
	    return((bool) (get_obj_world(mob, buf) != NULL));
	/*
	 * Case 2 begins here: We sneakily use rval to indicate need
	 * 		       for numeric eval...
	 */
	case CHK_PEOPLE:
	    rval = count_people_room(mob, 0); break;
	case CHK_PLAYERS:
	    rval = count_people_room(mob, 1); break;
	case CHK_MOBS:
	    rval = count_people_room(mob, 2); break;
	case CHK_CLONES:
	    rval = count_people_room(mob, 3); break;
	case CHK_ORDER:
	    rval = get_order(mob); break;
	case CHK_HOUR:
	    rval = time_info.hour; break;
	default:;
    }

    /*
     * Case 2 continued: evaluate expression
     */
    if (rval >= 0)
    {
	if ((oper = keyword_lookup(fn_evals, buf)) < 0)
	{
	    log_printf("cmd_eval: vnum %d: syntax error(2) '%s'",
		vnum, original);
	    return FALSE;
	}
	one_argument(line, buf);
	lval = rval;
	rval = atoi(buf);
	return(num_eval(lval, oper, rval));
    }

    /*
     * Case 3,4,5: Grab actors from $* codes
     */
    if (buf[0] != '$' || buf[1] == '\0')
    {
	log_printf("cmd_eval: vnum %d: syntax error(3) '%s'",
		vnum, original);
        return FALSE;
    }
    else
        code = buf[1];
    switch(code)
    {
    	case 'i':
            lval_char = mob; break;
        case 'n':
            lval_char = ch; break;
        case 't':
            lval_char = vch; break;
        case 'r':
            lval_char = rch == NULL ? get_random_char(mob) : rch ; break;
        case 'o':
            lval_obj = obj1; break;
        case 'p':
            lval_obj = obj2; break;
	case 'q':
	    lval_char = mob->mprog_target; break;
	default:
	    log_printf("cmd_eval: vnum %d: syntax error(4) '%s'",
		vnum, original);
	    return FALSE;
    }
    /*
     * From now on, we need an actor, so if none was found, bail out
     */
    if (lval_char == NULL && lval_obj == NULL)
    	return FALSE;

    /*
     * Case 3: Keyword, comparison and value
     */
    switch(check)
    {
	case CHK_ISPC:
            return(lval_char != NULL && !IS_NPC(lval_char));
        case CHK_ISNPC:
            return(lval_char != NULL && IS_NPC(lval_char));
        case CHK_ISGOOD:
            return(lval_char != NULL && IS_GOOD(lval_char));
        case CHK_ISEVIL:
            return(lval_char != NULL && IS_EVIL(lval_char));
        case CHK_ISNEUTRAL:
            return(lval_char != NULL && IS_NEUTRAL(lval_char));
	case CHK_ISIMMORT:
            return(lval_char != NULL && IS_IMMORTAL(lval_char));
        case CHK_ISCHARM: /* A relic from MERC 2.2 MOBprograms */
            return(lval_char != NULL && IS_AFFECTED(lval_char, AFF_CHARM));
        case CHK_ISFOLLOW:
            return(lval_char != NULL && lval_char->master != NULL 
		 && lval_char->master->in_room == lval_char->in_room);
	case CHK_ISACTIVE:
	    return(lval_char != NULL && lval_char->position > POS_SLEEPING);
	case CHK_ISDELAY:
	    return(lval_char != NULL && lval_char->mprog_delay > 0);
	case CHK_ISVISIBLE:
            switch(code)
            {
                default :
                case 'i':
                case 'n':
                case 't':
                case 'r':
		case 'q':
	    	    return(lval_char != NULL && can_see(mob, lval_char));
		case 'o':
		case 'p':
	    	    return(lval_obj != NULL && can_see_obj(mob, lval_obj));
	    }
	case CHK_HASTARGET:
	    return(lval_char != NULL && lval_char->mprog_target != NULL
		&&  lval_char->in_room == lval_char->mprog_target->in_room);
	case CHK_ISTARGET:
	    return(lval_char != NULL && mob->mprog_target == lval_char);
	case CHK_ISGHOST:
		return (lval_char && IS_SET(lval_char->plr_flags, PLR_GHOST));
	case CHK_WAIT:
		return (lval_char && lval_char->wait);
	case CHK_SAMECLAN:
		return (lval_char && lval_char->clan == mob->clan);
	default:;
     }

     /* 
      * Case 4: Keyword, actor and value
      */
     line = one_argument(line, buf);
     switch(check)
     {
	case CHK_AFFECTED:
	    return(lval_char != NULL 
		&&  IS_SET(lval_char->affected_by, flag_value(affect_flags, buf)));
	case CHK_ACT:
	    return(lval_char != NULL 
		&&  IS_SET(lval_char->pIndexData->act, flag_value(act_flags, buf)));
	case CHK_IMM:
	    return(lval_char != NULL 
		&&  IS_SET(lval_char->imm_flags, flag_value(imm_flags, buf)));
	case CHK_OFF:
	    return(lval_char != NULL 
		&&  IS_NPC(ch) && IS_SET(lval_char->pIndexData->off_flags, flag_value(off_flags, buf)));
	case CHK_CARRIES:
	    if (is_number(buf))
		return(lval_char != NULL && has_item(lval_char, atoi(buf), -1, FALSE));
	    else
		return(lval_char != NULL && (get_obj_carry(lval_char, buf) != NULL));
	case CHK_WEARS:
	    if (is_number(buf))
		return(lval_char != NULL && has_item(lval_char, atoi(buf), -1, TRUE));
	    else
		return(lval_char != NULL && (get_obj_wear(lval_char, buf) != NULL));
	case CHK_HAS:
	    return(lval_char != NULL && has_item(lval_char, -1, item_lookup(buf), FALSE));
	case CHK_USES:
	    return(lval_char != NULL && has_item(lval_char, -1, item_lookup(buf), TRUE));
	case CHK_NAME:
            switch(code)
            {
                default :
                case 'i':
                case 'n':
                case 't':
                case 'r':
		case 'q':
		    return(lval_char != NULL && is_name(buf, lval_char->name));
		case 'o':
		case 'p':
		    return(lval_obj != NULL && is_name(buf, lval_obj->name));
	    }
	case CHK_POS:
	    return(lval_char != NULL && lval_char->position == position_lookup(buf));
	case CHK_CLAN:
	    return(lval_char != NULL &&
		   !str_cmp(clan_name(lval_char->clan), buf));
	case CHK_RACE:
	    return(lval_char != NULL && lval_char->race == rn_lookup(buf));
	case CHK_OBJTYPE:
	    return(lval_obj != NULL && lval_obj->pIndexData->item_type == item_lookup(buf));
	default:;
    }

    /*
     * Case 5: Keyword, actor, comparison and value
     */
    if ((oper = keyword_lookup(fn_evals, buf)) < 0)
    {
	log_printf("cmd_eval: vnum %d: syntax error(5): '%s'",
		vnum, original);
	return FALSE;
    }
    one_argument(line, buf);
    rval = atoi(buf);

    switch(check)
    {
	case CHK_VNUM:
	    switch(code)
            {
                default :
                case 'i':
                case 'n':
                case 't':
                case 'r':
		case 'q':
                    if(lval_char != NULL && IS_NPC(lval_char))
                        lval = lval_char->pIndexData->vnum;
                    break;
                case 'o':
                case 'p':
                     if (lval_obj != NULL)
                        lval = lval_obj->pIndexData->vnum;
            }
            break;
	case CHK_HPCNT:
	    if (lval_char != NULL) lval = (lval_char->hit * 100)/(UMAX(1,lval_char->max_hit)); break;
	case CHK_ROOM:
	    if (lval_char != NULL && lval_char->in_room != NULL)
		lval = lval_char->in_room->vnum; break;
        case CHK_SEX:
	    if (lval_char != NULL) lval = lval_char->sex; break;
        case CHK_LEVEL:
            if (lval_char != NULL) lval = lval_char->level; break;
	case CHK_ALIGN:
            if (lval_char != NULL) lval = lval_char->alignment; break;
	case CHK_MONEY:  /* Money is converted to silver... */
	    if (lval_char != NULL) 
		lval = lval_char->gold + (lval_char->silver * 100); break;
	case CHK_OBJVAL0:
            if (lval_obj != NULL) lval = lval_obj->value[0]; break;
        case CHK_OBJVAL1:
            if (lval_obj != NULL) lval = lval_obj->value[1]; break;
        case CHK_OBJVAL2: 
            if (lval_obj != NULL) lval = lval_obj->value[2]; break;
        case CHK_OBJVAL3:
            if (lval_obj != NULL) lval = lval_obj->value[3]; break;
	case CHK_OBJVAL4:
	    if (lval_obj != NULL) lval = lval_obj->value[4]; break;
	case CHK_GRPSIZE:
	    if (lval_char != NULL) lval = count_people_room(lval_char, 4);
	    break;
	case CHK_STR:
	case CHK_INT:
	case CHK_WIS:
	case CHK_DEX:
	case CHK_CON:
	case CHK_CHA:
	    if (lval_char != NULL)
		lval = get_curr_stat(lval_char, check - CHK_STR);
	    break;
	default:
            return FALSE;
    }
    return(num_eval(lval, oper, rval));
}

/*
 * ------------------------------------------------------------------------
 * EXPAND_ARG
 * This is a hack of act() in comm.c. I've added some safety guards,
 * so that missing or invalid $-codes do not crash the server
 * ------------------------------------------------------------------------
 */
void expand_arg(char *buf, 
	const char *format, 
	CHAR_DATA *mob, CHAR_DATA *ch, 
	const void *arg1, const void *arg2, CHAR_DATA *rch)
{
    static char * const he_she  [] = { "it",  "he",  "she" };
    static char * const him_her [] = { "it",  "him", "her" };
    static char * const his_her [] = { "its", "his", "her" };
    const char *someone = "someone";
    const char *something = "something";
    const char *someones = "someone's";
 
    char fname[MAX_INPUT_LENGTH];
    CHAR_DATA *vch = (CHAR_DATA *) arg2;
    OBJ_DATA *obj1 = (OBJ_DATA  *) arg1;
    OBJ_DATA *obj2 = (OBJ_DATA  *) arg2;
    const char *str;
    const char *i;
    char *point;
 
    /*
     * Discard null and zero-length messages.
     */
    if (format == NULL || format[0] == '\0')
        return;

    point   = buf;
    str     = format;
    while (*str != '\0')
    {
    	if (*str != '$')
        {
            *point++ = *str++;
            continue;
        }
        ++str;

        switch (*str)
        {
            default:  bug("Expand_arg: bad code %d.", *str);
                          i = " <@@@> ";                        break;
            case 'i':
		one_argument(mob->name, fname);
		i = fname;                         		break;
	    /* XXX */
            case 'I': i = mlstr_mval(mob->short_descr);         break;
            case 'n': 
		i = someone;
		if (ch != NULL && can_see(mob, ch))
		{
            	    one_argument(ch->name, fname);
		    i = capitalize(fname);
		}						break;
            case 'N': 
		/* XXX */
	    	i = (ch != NULL && can_see(mob, ch))
		? (IS_NPC(ch) ? mlstr_mval(ch->short_descr) : ch->name)
		: someone;                         		break;
            case 't': 
		i = someone;
		if (vch != NULL && can_see(mob, vch))
		{
            	     one_argument(vch->name, fname);
		     i = capitalize(fname);
		}						break;
            case 'T': 
		/* XXX */
	    	i = (vch != NULL && can_see(mob, vch))
		? (IS_NPC(vch) ? mlstr_mval(vch->short_descr) : vch->name)
		: someone;                         		break;
            case 'r': 
		if (rch == NULL) 
		    rch = get_random_char(mob);
		i = someone;
		if(rch != NULL && can_see(mob, rch))
		{
                    one_argument(rch->name, fname);
		    i = capitalize(fname);
		} 						break;
            case 'R': 
		/* XXX */
		if (rch == NULL) 
		    rch = get_random_char(mob);
		i  = (rch != NULL && can_see(mob, rch))
		? (IS_NPC(ch) ? mlstr_mval(ch->short_descr) : ch->name)
		:someone;					break;
	    case 'q':
		i = someone;
		if (mob->mprog_target != NULL && can_see(mob, mob->mprog_target))
	        {
		    one_argument(mob->mprog_target->name, fname);
		    i = capitalize(fname);
		} 						break;
	    case 'Q':
	    	i = (mob->mprog_target != NULL &&
		     can_see(mob, mob->mprog_target)) ?
		(IS_NPC(mob->mprog_target) ?
		mlstr_mval(mob->mprog_target->short_descr) :
		mob->mprog_target->name) :
		someone;                         		break;
            case 'j': i = he_she  [URANGE(0, mob->sex, 2)];     break;
            case 'e': 
	    	i = (ch != NULL && can_see(mob, ch))
		? he_she  [URANGE(0, ch->sex, 2)]        
		: someone;					break;
            case 'E': 
	    	i = (vch != NULL && can_see(mob, vch))
		? he_she  [URANGE(0, vch->sex, 2)]        
		: someone;					break;
            case 'J': 
		i = (rch != NULL && can_see(mob, rch))
		? he_she  [URANGE(0, rch->sex, 2)]        
		: someone;					break;
	    case 'X':
		i = (mob->mprog_target != NULL && can_see(mob, mob->mprog_target))
		? he_she  [URANGE(0, mob->mprog_target->sex, 2)]
		: someone;					break;
            case 'k': i = him_her [URANGE(0, mob->sex, 2)];	break;
            case 'm': 
	    	i = (ch != NULL && can_see(mob, ch))
		? him_her [URANGE(0, ch  ->sex, 2)]
		: someone;        				break;
            case 'M': 
	    	i = (vch != NULL && can_see(mob, vch))
		? him_her [URANGE(0, vch ->sex, 2)]        
		: someone;					break;
            case 'K': 
		if (rch == NULL) 
		    rch = get_random_char(mob);
		i = (rch != NULL && can_see(mob, rch))
		? him_her [URANGE(0, rch ->sex, 2)]
		: someone;					break;
            case 'Y': 
	    	i = (mob->mprog_target != NULL && can_see(mob, mob->mprog_target))
		? him_her [URANGE(0, mob->mprog_target->sex, 2)]        
		: someone;					break;
            case 'l': i = his_her [URANGE(0, mob ->sex, 2)];    break;
            case 's': 
	    	i = (ch != NULL && can_see(mob, ch))
		? his_her [URANGE(0, ch ->sex, 2)]
		: someones;					break;
            case 'S': 
	    	i = (vch != NULL && can_see(mob, vch))
		? his_her [URANGE(0, vch ->sex, 2)]
		: someones;					break;
            case 'L': 
		if (rch == NULL) 
		    rch = get_random_char(mob);
		i = (rch != NULL && can_see(mob, rch))
		? his_her [URANGE(0, rch ->sex, 2)]
		: someones;					break;
            case 'Z': 
	    	i = (mob->mprog_target != NULL && can_see(mob, mob->mprog_target))
		? his_her [URANGE(0, mob->mprog_target->sex, 2)]
		: someones;					break;
	    case 'o':
		i = something;
		if (obj1 != NULL && can_see_obj(mob, obj1))
		{
            	    one_argument(obj1->name, fname);
                    i = fname;
		} 						break;
            case 'O':
                i = (obj1 != NULL && can_see_obj(mob, obj1))
                ? mlstr_mval(obj1->short_descr)
                : something;					break;
            case 'p':
		i = something;
		if (obj2 != NULL && can_see_obj(mob, obj2))
		{
            	    one_argument(obj2->name, fname);
            	    i = fname;
		} 						break;
            case 'P':
            	i = (obj2 != NULL && can_see_obj(mob, obj2))
                ? mlstr_mval(obj2->short_descr)
                : something;					break;
        }
 
        ++str;
        while ((*point = *i) != '\0')
            ++point, ++i;
 
    }
    *point = '\0';
}    

/*
 * ------------------------------------------------------------------------
 *  PROGRAM_FLOW
 *  This is the program driver. It parses the mob program code lines
 *  and passes "executable" commands to interpret()
 *  Lines beginning with 'mob' are passed to mob_interpret() to handle
 *  special mob commands (in mob_cmds.c)
 *-------------------------------------------------------------------------
 */

#define MAX_NESTED_LEVEL 12 /* Maximum nested if-else-endif's (stack size) */
#define BEGIN_BLOCK       0 /* Flag: Begin of if-else-endif block */
#define IN_BLOCK         -1 /* Flag: Executable statements */
#define END_BLOCK        -2 /* Flag: End of if-else-endif block */
#define MAX_CALL_LEVEL    5 /* Maximum nested calls */

void program_flow(int pvnum, CHAR_DATA *mob, CHAR_DATA *ch,
		  const void *arg1, const void *arg2)
{
	CHAR_DATA *rch = NULL;
	const char *code, *line;
	char buf[MAX_STRING_LENGTH];
	char control[MAX_INPUT_LENGTH], data[MAX_STRING_LENGTH];
	MPCODE* mprog;

	static int call_level; /* Keep track of nested "mpcall"s */

	int level, eval, check;
	int state[MAX_NESTED_LEVEL], /* Block state (BEGIN,IN,END) */
	cond[MAX_NESTED_LEVEL];  /* Boolean value based on the last if-check */

	if ((mprog = mpcode_lookup(pvnum)) == NULL) {
		log_printf("program_flow: mob vnum %d: mprog vnum %d: "
			   "not found", mob->pIndexData->vnum, pvnum);
		return;
	}

	if (++call_level > MAX_CALL_LEVEL) {
		log_printf("program_flow: vnum %d: MAX_CALL_LEVEL exceeded",
		pvnum);
		goto bail_out;
	}

    /*
     * Reset "stack"
     */
    for (level = 0; level < MAX_NESTED_LEVEL; level++)
    {
    	state[level] = IN_BLOCK;
        cond[level]  = TRUE;
    }
    level = 0;

    code = mprog->code;
    /*
     * Parse the MOBprog code
     */
    while (*code)
    {
	bool first_arg = TRUE;
	char *b = buf, *c = control, *d = data;
	/*
	 * Get a command line. We sneakily get both the control word
	 * (if/and/or) and the rest of the line in one pass.
	 */
	while(isspace(*code) && *code) code++;
	while (*code)
	{
	    if (*code == '\n' || *code == '\r')
		break;
	    else if (isspace(*code))
	    {
		if (first_arg)
		    first_arg = FALSE;
		else
		    *d++ = *code;
	    }
	    else
	    {
		if (first_arg)
		   *c++ = *code;
		else
		   *d++ = *code;
	    }
	    *b++ = *code++;
	}
	*b = *c = *d = '\0';

	if (buf[0] == '\0')
	    break;
	if (buf[0] == '*') /* Comment */
	    continue;

        line = data;
	/* 
	 * Match control words
	 */
	if (!str_cmp(control, "if"))
	{
	    if (state[level] == BEGIN_BLOCK)
	    {
		log_printf("program_flow: vnum %d: misplaced if statement",
			pvnum);
		goto bail_out;
	    }
	    state[level] = BEGIN_BLOCK;
            if (++level >= MAX_NESTED_LEVEL)
            {
		log_printf("program_flow: vnum %d: max nested level exceeded",
			pvnum);
		goto bail_out;
	    }
	    if (level && cond[level-1] == FALSE) 
	    {
		cond[level] = FALSE;
		continue;
	    }
	    line = one_argument(line, control);
	    if ((check = keyword_lookup(fn_keyword, control)) >= 0)
	    {
		cond[level] = cmd_eval(pvnum, line, check, mob, ch, arg1, arg2, rch);
	    }
	    else
	    {
		log_printf("program_flow: vnum %d: invalid if_check (if)",
			pvnum);
		goto bail_out;
	    }
	    state[level] = END_BLOCK;
    	}
	else if (!str_cmp(control, "or"))
	{
	    if (!level || state[level-1] != BEGIN_BLOCK)
	    {
		log_printf("program_flow: vnum %d: 'or' without 'if'",
			pvnum);
		goto bail_out;
	    }
	    if (level && cond[level-1] == FALSE) continue;
	    line = one_argument(line, control);
	    if ((check = keyword_lookup(fn_keyword, control)) >= 0)
	    {
		eval = cmd_eval(pvnum, line, check, mob, ch, arg1, arg2, rch);
	    }
	    else
            {
		log_printf("program_flow: vnum %d: invalid if_check (or)",
			pvnum);
		goto bail_out;
            }
            cond[level] = (eval == TRUE) ? TRUE : cond[level];
    	}
	else if (!str_cmp(control, "and"))
	{
	    if (!level || state[level-1] != BEGIN_BLOCK)
	    {
		log_printf("program_flow: vnum %d: 'and' without 'if'",
			pvnum);
		goto bail_out;
	    }
	    if (level && cond[level-1] == FALSE) continue;
	    line = one_argument(line, control);
	    if ((check = keyword_lookup(fn_keyword, control)) >= 0)
	    {
		eval = cmd_eval(pvnum, line, check, mob, ch, arg1, arg2, rch);
	    }
	    else
	    {
		log_printf("program_flow: vnum %d: invalid if_check (and)",
			pvnum);
		goto bail_out;
	    }
	    cond[level] = (cond[level] == TRUE) && (eval == TRUE) ? TRUE : FALSE;
    	}
	else if (!str_cmp(control, "endif"))
	{
	    if (!level || state[level-1] != BEGIN_BLOCK)
	    {
		log_printf("program_flow: vnum %d: 'endif' without 'if'",
			pvnum);
		goto bail_out;
	    }
	    cond[level] = TRUE;
	    state[level] = IN_BLOCK;
            state[--level] = END_BLOCK;
        }
	else if (!str_cmp(control, "else"))
	{
	    if (!level || state[level-1] != BEGIN_BLOCK)
	    {
		log_printf("program_flow: vnum %d: 'else' without 'if'",
			pvnum);
		goto bail_out;
	    }
	    if (level && cond[level-1] == FALSE) continue;
            state[level] = IN_BLOCK;
            cond[level] = (cond[level] == TRUE) ? FALSE : TRUE;
        }
    	else if (cond[level] == TRUE
	&& (!str_cmp(control, "break") || !str_cmp(control, "end")))
	    goto bail_out;
	else if ((!level || cond[level] == TRUE) && buf[0] != '\0')
	{
	    state[level] = IN_BLOCK;
            expand_arg(data, buf, mob, ch, arg1, arg2, rch);
	    if (!str_cmp(control, "mob"))
	    {
		/* 
		 * Found a mob restricted command, pass it to mob interpreter
		 */
		line = one_argument(data, control);
		mob_interpret(mob, line);
	    }
	    else
	    {
		/* 
		 * Found a normal mud command, pass it to interpreter
		 */
		interpret(mob, data);
	    }
	}
    }

bail_out:
    call_level--;
}

/* 
 * ---------------------------------------------------------------------
 * Trigger handlers. These are called from various parts of the code
 * when an event is triggered.
 * ---------------------------------------------------------------------
 */

/*
 * A general purpose string trigger. Matches argument to a string trigger
 * phrase.
 */
void mp_act_trigger(const char *argument, CHAR_DATA *mob, CHAR_DATA *ch, 
		    const void *arg1, const void *arg2, int type)
{
	MPTRIG *mptrig;
	char *l = strlwr(argument);

	for (mptrig = mob->pIndexData->mptrig_list; mptrig; mptrig = mptrig->next) {
		bool match;

 		if (mptrig->type != type)
			continue;

		match = FALSE;
		if (IS_SET(mptrig->flags, TRIG_REGEXP)) 
			match = !regexec(mptrig->extra, argument, 0, NULL, 0);
		else if (strstr(IS_SET(mptrig->flags, TRIG_CASEDEP) ?
				argument : l, mptrig->phrase))
			match = TRUE;

		if (match) {
			program_flow(mptrig->vnum, mob, ch, arg1, arg2);
			break;
		}
	}
}

/*
 * A general purpose percentage trigger. Checks if a random percentage
 * number is less than trigger phrase
 */
bool mp_percent_trigger(
	CHAR_DATA *mob, CHAR_DATA *ch, 
	const void *arg1, const void *arg2, int type)
{
    MPTRIG *prg;

    for (prg = mob->pIndexData->mptrig_list; prg != NULL; prg = prg->next)
    {
    	if (prg->type == type 
	&&   number_percent() < atoi(prg->phrase))
        {
	    program_flow(prg->vnum, mob, ch, arg1, arg2);
	    return (TRUE);
	}
    }
    return (FALSE);
}

void mp_bribe_trigger(CHAR_DATA *mob, CHAR_DATA *ch, int amount)
{
    MPTRIG *prg;

    /*
     * Original MERC 2.2 MOBprograms used to create a money object
     * and give it to the mobile. WFT was that? Funcs in act_obj()
     * handle it just fine.
     */
    for (prg = mob->pIndexData->mptrig_list; prg; prg = prg->next)
    {
	if (prg->type == TRIG_BRIBE
	&&   amount >= atoi(prg->phrase))
	{
	    program_flow(prg->vnum, mob, ch, NULL, NULL);
	    break;
	}
    }
    return;
}

bool mp_exit_trigger(CHAR_DATA *ch, int dir)
{
    CHAR_DATA *mob;
    MPTRIG   *prg;

    for (mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room)
    {    
	if (IS_NPC(mob)
	&&   (HAS_TRIGGER(mob, TRIG_EXIT) || HAS_TRIGGER(mob, TRIG_EXALL)))
	{
	    for (prg = mob->pIndexData->mptrig_list; prg; prg = prg->next)
	    {
		/*
		 * Exit trigger works only if the mobile is not busy
		 * (fighting etc.). If you want to be sure all players
		 * are caught, use ExAll trigger
		 */
		if (prg->type == TRIG_EXIT
		&&  dir == atoi(prg->phrase)
		&&  mob->position == mob->pIndexData->default_pos
		&&  can_see(mob, ch))
		{
		    program_flow(prg->vnum, mob, ch, NULL, NULL);
		    return TRUE;
		}
		else
		if (prg->type == TRIG_EXALL
		&&   dir == atoi(prg->phrase))
		{
		    program_flow(prg->vnum, mob, ch, NULL, NULL);
		    return TRUE;
		}
	    }
	}
    }
    return FALSE;
}

void mp_give_trigger(CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj)
{
    char buf[MAX_INPUT_LENGTH];
    const char	*p;
    MPTRIG  *prg;

    for (prg = mob->pIndexData->mptrig_list; prg; prg = prg->next)
	if (prg->type == TRIG_GIVE)
	{
	    p = prg->phrase;
	    /*
	     * Vnum argument
	     */
	    if (is_number(p))
	    {
		if (obj->pIndexData->vnum == atoi(p))
		{
		    program_flow(prg->vnum, mob, ch, (void *) obj, NULL);
		    return;
		}
	    }
	    /*
	     * Object name argument, e.g. 'sword'
	     */
	    else
	    {
	    	while(*p)
	    	{
		    p = one_argument(p, buf);

		    if (is_name(buf, obj->name)
		    ||   !str_cmp("all", buf))
		    {
		    	program_flow(prg->vnum, mob, ch, (void *) obj, NULL);
		    	return;
		    }
		}
	    }
	}
}

void mp_greet_trigger(CHAR_DATA *ch)
{
    CHAR_DATA *mob;

    for (mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room)
    {    
	if (IS_NPC(mob)
	&& (HAS_TRIGGER(mob, TRIG_GREET) || HAS_TRIGGER(mob,TRIG_GRALL)))
	{
	    /*
	     * Greet trigger works only if the mobile is not busy
	     * (fighting etc.). If you want to catch all players, use
	     * GrAll trigger
	     */
	    if (HAS_TRIGGER(mob,TRIG_GREET)
	    &&   mob->position == mob->pIndexData->default_pos
	    &&   can_see(mob, ch))
		mp_percent_trigger(mob, ch, NULL, NULL, TRIG_GREET);
	    else                 
	    if (HAS_TRIGGER(mob, TRIG_GRALL))
		mp_percent_trigger(mob, ch, NULL, NULL, TRIG_GRALL);
	}
    }
    return;
}

void mp_hprct_trigger(CHAR_DATA *mob, CHAR_DATA *ch)
{
    MPTRIG *prg;

    for (prg = mob->pIndexData->mptrig_list; prg != NULL; prg = prg->next)
	if ((prg->type == TRIG_HPCNT)
	&& ((100 * mob->hit / mob->max_hit) < atoi(prg->phrase)))
	{
	    program_flow(prg->vnum, mob, ch, NULL, NULL);
	    break;
	}
}