/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, 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 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.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 "merc.h"
#include "tables.h"
#include "lookup.h"
extern int flag_lookup (const char *word, const struct flag_type *flag_table);
/*
* These defines correspond to the entries in fn_keyword[] table.
* If you add a new if_check, you must also add a #define here.
*/
#define CHK_RAND (0)
#define CHK_MOBHERE (1)
#define CHK_OBJHERE (2)
#define CHK_MOBEXISTS (3)
#define CHK_OBJEXISTS (4)
#define CHK_PEOPLE (5)
#define CHK_PLAYERS (6)
#define CHK_MOBS (7)
#define CHK_CLONES (8)
#define CHK_ORDER (9)
#define CHK_HOUR (10)
#define CHK_ISPC (11)
#define CHK_ISNPC (12)
#define CHK_ISGOOD (13)
#define CHK_ISEVIL (14)
#define CHK_ISNEUTRAL (15)
#define CHK_ISIMMORT (16)
#define CHK_ISCHARM (17)
#define CHK_ISFOLLOW (18)
#define CHK_ISACTIVE (19)
#define CHK_ISDELAY (20)
#define CHK_ISVISIBLE (21)
#define CHK_HASTARGET (22)
#define CHK_ISTARGET (23)
#define CHK_EXISTS (24)
#define CHK_AFFECTED (25)
#define CHK_ACT (26)
#define CHK_OFF (27)
#define CHK_IMM (28)
#define CHK_CARRIES (29)
#define CHK_WEARS (30)
#define CHK_HAS (31)
#define CHK_USES (32)
#define CHK_NAME (33)
#define CHK_POS (34)
#define CHK_CLAN (35)
#define CHK_RACE (36)
#define CHK_CLASS (37)
#define CHK_OBJTYPE (38)
#define CHK_VNUM (39)
#define CHK_HPCNT (40)
#define CHK_ROOM (41)
#define CHK_SEX (42)
#define CHK_LEVEL (43)
#define CHK_ALIGN (44)
#define CHK_MONEY (45)
#define CHK_OBJVAL0 (46)
#define CHK_OBJVAL1 (47)
#define CHK_OBJVAL2 (48)
#define CHK_OBJVAL3 (49)
#define CHK_OBJVAL4 (50)
#define CHK_GRPSIZE (51)
/*
* 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 > SLEEPING */
"isdelay", /* if isdelay $i - does $i have mobprog pending */
"isvisible", /* if isvisible $n - can mob see $n */
"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 */
"\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, sh_int vnum, sh_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, sh_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, sh_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 (sh_int vnum, 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;
char *original, 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)
{
sprintf (buf, "Cmd_eval: prog %d syntax error(2) '%s'",
vnum, original);
bug (buf, 0);
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')
{
sprintf (buf, "Cmd_eval: prog %d syntax error(3) '%s'",
vnum, original);
bug (buf, 0);
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:
sprintf (buf, "Cmd_eval: prog %d syntax error(4) '%s'",
vnum, original);
bug (buf, 0);
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);
default:;
}
/*
* Case 4: Keyword, actor and value
*/
line = one_argument (line, buf);
switch (check)
{
case CHK_AFFECTED:
return (lval_char != NULL
&& STR_IS_SET (lval_char->affected_by,
flag_lookup (buf, affect_flags)));
case CHK_ACT:
return (lval_char != NULL
&& IS_SET (lval_char->act, flag_lookup (buf, act_flags)));
case CHK_IMM:
return (lval_char != NULL
&& IS_SET (lval_char->imm_flags,
flag_lookup (buf, imm_flags)));
case CHK_OFF:
return (lval_char != NULL
&& IS_SET (lval_char->off_flags,
flag_lookup (buf, off_flags)));
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, lval_char) !=
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
&& lval_char->clan == clan_lookup (buf));
case CHK_RACE:
return (lval_char != NULL
&& lval_char->race == race_lookup (buf));
case CHK_CLASS:
return (lval_char != NULL
&& lval_char->class == class_lookup (buf));
case CHK_OBJTYPE:
return (lval_obj != NULL
&& lval_obj->item_type == item_lookup (buf));
default:;
}
/*
* Case 5: Keyword, actor, comparison and value
*/
if ((oper = keyword_lookup (fn_evals, buf)) < 0)
{
sprintf (buf, "Cmd_eval: prog %d syntax error(5): '%s'",
vnum, original);
bug (buf, 0);
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;
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;
case 'I':
i = 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':
i = (ch != NULL && can_see (mob, ch))
? (IS_NPC (ch) ? 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':
i = (vch != NULL && can_see (mob, vch))
? (IS_NPC (vch) ? 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':
if (rch == NULL)
rch = get_random_char (mob);
i = (rch != NULL && can_see (mob, rch))
? (IS_NPC (ch) ? 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)
? 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))
? 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))
? obj2->short_descr : something;
break;
}
++str;
while ((*point = *i) != '\0')
++point, ++i;
}
*point = '\0';
return;
}
/*
* ------------------------------------------------------------------------
* 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 (sh_int pvnum, /* For diagnostic purposes */
char *source, /* the actual MOBprog code */
CHAR_DATA * mob, CHAR_DATA * ch, const void *arg1,
const void *arg2)
{
CHAR_DATA *rch = NULL;
char *code, *line;
char buf[MAX_STRING_LENGTH];
char control[MAX_INPUT_LENGTH], data[MAX_STRING_LENGTH];
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 */
sh_int mvnum = mob->pIndexData->vnum;
if (++call_level > MAX_CALL_LEVEL)
{
bug ("MOBprogs: MAX_CALL_LEVEL exceeded, vnum %d",
mob->pIndexData->vnum);
return;
}
/*
* Reset "stack"
*/
for (level = 0; level < MAX_NESTED_LEVEL; level++)
{
state[level] = IN_BLOCK;
cond[level] = TRUE;
}
level = 0;
code = source;
/*
* 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)
{
sprintf (buf,
"Mobprog: misplaced if statement, mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
state[level] = BEGIN_BLOCK;
if (++level >= MAX_NESTED_LEVEL)
{
sprintf (buf,
"Mobprog: Max nested level exceeded, mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
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
{
sprintf (buf,
"Mobprog: invalid if_check (if), mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
state[level] = END_BLOCK;
}
else if (!str_cmp (control, "or"))
{
if (!level || state[level - 1] != BEGIN_BLOCK)
{
sprintf (buf, "Mobprog: or without if, mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
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
{
sprintf (buf,
"Mobprog: invalid if_check (or), mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
cond[level] = (eval == TRUE) ? TRUE : cond[level];
}
else if (!str_cmp (control, "and"))
{
if (!level || state[level - 1] != BEGIN_BLOCK)
{
sprintf (buf, "Mobprog: and without if, mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
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
{
sprintf (buf,
"Mobprog: invalid if_check (and), mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
cond[level] = (cond[level] == TRUE)
&& (eval == TRUE) ? TRUE : FALSE;
}
else if (!str_cmp (control, "endif"))
{
if (!level || state[level - 1] != BEGIN_BLOCK)
{
sprintf (buf, "Mobprog: endif without if, mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
cond[level] = TRUE;
state[level] = IN_BLOCK;
state[--level] = END_BLOCK;
}
else if (!str_cmp (control, "else"))
{
if (!level || state[level - 1] != BEGIN_BLOCK)
{
sprintf (buf, "Mobprog: else without if, mob %d prog %d",
mvnum, pvnum);
bug (buf, 0);
return;
}
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")))
{
call_level--;
return;
}
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);
}
}
}
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 (
char *argument, CHAR_DATA * mob, CHAR_DATA * ch,
const void *arg1, const void *arg2, int type)
{
MPROG_LIST *prg;
if (!IS_NPC(mob)) return;
for (prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next)
{
if (prg->trig_type == type
&& strstr (argument, prg->trig_phrase) != NULL)
{
program_flow (prg->vnum, prg->code, mob, ch, arg1, arg2);
break;
}
}
return;
}
/*
* 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)
{
MPROG_LIST *prg;
for (prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next)
{
if (prg->trig_type == type
&& number_percent () < atoi (prg->trig_phrase))
{
program_flow (prg->vnum, prg->code, mob, ch, arg1, arg2);
return (TRUE);
}
}
return (FALSE);
}
void mp_bribe_trigger (CHAR_DATA * mob, CHAR_DATA * ch, int amount)
{
MPROG_LIST *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->mprogs; prg; prg = prg->next)
{
if (prg->trig_type == TRIG_BRIBE && amount >= atoi (prg->trig_phrase))
{
program_flow (prg->vnum, prg->code, mob, ch, NULL, NULL);
break;
}
}
return;
}
bool mp_exit_trigger (CHAR_DATA * ch, int dir)
{
CHAR_DATA *mob;
MPROG_LIST *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->mprogs; 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->trig_type == TRIG_EXIT
&& dir == atoi (prg->trig_phrase)
&& mob->position == mob->pIndexData->default_pos
&& can_see (mob, ch))
{
program_flow (prg->vnum, prg->code, mob, ch, NULL, NULL);
return TRUE;
}
else
if (prg->trig_type == TRIG_EXALL
&& dir == atoi (prg->trig_phrase))
{
program_flow (prg->vnum, prg->code, 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], *p;
MPROG_LIST *prg;
for (prg = mob->pIndexData->mprogs; prg; prg = prg->next)
if (prg->trig_type == TRIG_GIVE)
{
p = prg->trig_phrase;
/*
* Vnum argument
*/
if (is_number (p))
{
if (obj->pIndexData->vnum == atoi (p))
{
program_flow (prg->vnum, prg->code, 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, prg->code, 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)
{
MPROG_LIST *prg;
for (prg = mob->pIndexData->mprogs; prg != NULL; prg = prg->next)
if ((prg->trig_type == TRIG_HPCNT)
&& ((100 * mob->hit / mob->max_hit) < atoi (prg->trig_phrase)))
{
program_flow (prg->vnum, prg->code, mob, ch, NULL, NULL);
break;
}
}