1stMUD/corefiles/
1stMUD/gods/
1stMUD/notes/
1stMUD/player/
1stMUD/win32/
1stMUD/win32/ROM/
MOBprograms for ROM 2.4b2

HACKER'S GUIDE

Newt@Imperium Gothique (mn54196@uta.fi)
Jan-Feb 1996

TABLE OF CONTENTS

	How MOBprograms Are Implemented
	Adding New MOBcommands
	Adding New Trigger Events
	Adding New If_checks
	About OLC and MOBprograms

---------------------- How MOBprograms Are Implemented --------------------

	As explained in MOBPROG.DOC, the each MOBprogram is a string,
lines are separated with CR/LFs. The strings are stored independently,
a global linked list of type MPROG_CODE contains pointers to all existing
MOBprograms. This allows all mobiles in game to share MOBprograms,
and MOBprograms can be used as subroutines. A MOBprogram is identified by
a unique virtual number. MPROG_CODE contains fields:

	sh_int vnum;		/* The unique virtual number */
	char * code;		/* A pointer to MOBprogram commands */

	Each mobile prototype (MOB_INDEX_DATA) has a pointer to a linked list
of type MPROG_LIST:

	int trig_type;		/* The trigger type (a bitvector) */
	char * trig_phrase;	/* The trigger phrase */
	char * code;		/* A pointer to MOBprogram commands */

	During MUD bootup, the 'code' pointer in each mprog_list node is
linked to MOBprogram commands through a vnum lookup to the global list.
MOBprograms are designed to be permanently allocated, so the address of the
actual code is copied both to the global list and to the mobile prototype's
mprog_list (see "About OLC and MOBprograms"). 

	When a trigger event occurs, the mobile is checked for the event
trigger. If a trigger is found, the trigger phrase (converted to a number if
necessary) is checked. If the check succeeds, a pointer to the MOBprogram
code is passed to program_flow() for execution.

	Here's a simple diagram:

GLOBAL MPROG_LIST--->MPROG_CODE-->MPROG_CODE-->MPROG_CODE-->... -->NULL
                                                  code
MOBILE--+                                          |
        |                                          |
MOB PROTOTYPE-->MPROG_LIST-->... -->NULL           |
        +------>trigger type TRIG_SPEECH           |
        |  +--->trigger phrase 'hello'             V
        |  |    code ------------------------->say Greetings $n
        |  +---------+                             |
        |            |                             V
TRIGGER EVENT-->TRIGGER CHECK----------------->EXECUTION ------>OUTPUT
   do_say()     mp_act_trigger()               program_flow()   expand_arg()
        |                                                           |
interpret()                                                     interpret()
        |                                                           |
say 'hello'                             The mobile says 'Greetings, Player!'
        |                                                           |
PLAYER--+ <---------------------------------------------------------+

------------------------- Adding New MOBcommands -------------------------

	Adding new MOBcommands is fairly simple:

- Write the command function. It should be of type DO_FUN (see merc.h).
  Note that 'ch' parameter means the mobile, not the character who triggered
  the event! Add the function to file mob_prog.c
- Add the function prototype to mob_prog.h (DECLARE_DO_FUN).
- Add a line defining the command keyword to mob_cmd_table[] in mob_prog.c

	Note that even though mobiles can perform immortal-like actions via
MOBcommands, their character level is NOT modified; i.e. mobiles are not
immortals by default!

----------------------- Adding New Trigger Events ------------------------

	By trigger events is meant player actions that cause the existence
of a trigger on a given mobile to be checked. For example, giving money to
a mobile is a trigger event, since it causes a trigger function to be
called (see act_obj.c). Here are is the procedure for adding new trigger
events:

- Define the trigger flag. Add a #define TRIG_nnnn line to merc.h and
  the corresponding line to mprog_flags[] table in tables.c. The flag
  is a bit vector, so you may have up to 31 different trigger events
  defined (assuming a signed int is 32 bits).
- Add a trigger check to the function of your choice. A trigger check
  typically checks if the mobile has the trigger flag set (macro
  HAS_TRIGGER) and calls a trigger function. There are two general
  purpose trigger functions in mob_prog.c: mp_act_trigger() for string
  trigger phrases and mp_percent_trigger() for numeric ones.
- If you write your own trigger function, it should call program_flow()
  if the check is successful. Make sure that parameters are passed in
  correct order to program_flow()!

------------------------- Adding New If_checks ---------------------------

	Adding new if_checks is not difficult, but you'll have to be
careful. You should familiarize yourself with the source code in mob_prog.c
before trying to add new if_checks. This is how you do it:

- Add a #define CHK_nnnn line to mob_prog.c, and a corresponding keyword
  to the fn_keywords[] table. It is important that the value of the
  #define corresponds to the order of the keyword in the keyword table!
- Determine the if_check type (there are five different types of if_check,
  see MOBPROG.DOC). Add a line to the appropriate place in function
  cmd_eval().

----------------------- About OLC and MOBprograms ------------------------

	Bear in mind that the addresses of MOBprogram code are copied both
in the MOBprogram definitions of mobile prototypes AND in the global list.
If you change the code via free_string() and str_dup(), you must update
both the pointer in each mobile prototype and in the global list.

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