/*************************************************************************** * GreedMud 0.99.3 improvements copyright (C) 1997, 1998, 1999 * * by Vasco Costa. * * * * Based on MERC 2.2 MOBPrograms by N'Atas-ha. * * * * MOBPrograms for ROM2.4 v0.98g copyright (C) 1996 by Markku Nylander. * * * * <markku.nylander@uta.fi> * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * 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. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include <ctype.h> #include <time.h> #include "merc.h" #include "olc.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=0, 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_HASTARGET, CHK_ISTARGET, CHK_EXISTS, CHK_AFFECTED, CHK_ACT, CHK_RES, CHK_IMM, CHK_SUS, 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 }fv_check; /* * These defines correspond to the entries in fn_evals[] table. */ enum { EVAL_EQ=0, EVAL_GE, EVAL_LE, EVAL_GT, EVAL_LT, EVAL_NE }fv_eval; /* * 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 */ "res", /* if res $i fire - is $i resistant to fire */ "imm", /* if imm $i fire - is $i immune to fire */ "sus", /* if sus $i fire - is $i susceptible 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 */ "" }; const char *fn_evals [] = { "==", ">=", "<=", ">", "<", "!=", "" }; /* * 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] != '\0'; 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, char *line, int check, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { CHAR_DATA *lc = mob; /* lval_char */ CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; OBJ_DATA *lo = NULL; /* lval_obj */ 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 || mob->deleted ) return FALSE; /* * If this mobile has no target, let's assume our victim is the one */ if ( !mob->mprog_target ) mob->mprog_target = ch; switch ( check ) { /* * Case 1: keyword and value */ case CHK_MOBHERE: if ( is_number( buf ) ) return get_mob_vnum_room( mob, atoi( buf ) ); else return get_char_room( mob, buf ) ? TRUE : FALSE; case CHK_OBJHERE: if ( is_number( buf ) ) return get_obj_vnum_room( mob, atoi( buf ) ); else return get_obj_here( mob, buf ) ? TRUE : FALSE; case CHK_RAND: return ( atoi( buf ) < number_percent( ) ); case CHK_MOBEXISTS: return get_char_world( mob, buf ) ? TRUE : FALSE; case CHK_OBJEXISTS: return get_obj_world ( mob, buf ) ? TRUE : FALSE; /* * 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: break; } /* * Case 2 continued: evaluate expression */ if ( rval >= 0 ) { if ( ( oper = keyword_lookup( fn_evals, buf ) ) < 0 ) { bugf( "Cmd_eval: prog %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' ) { bugf( "Cmd_eval: prog %d syntax error(3) '%s'", vnum, original ); return FALSE; } else code = buf[1]; switch( code ) { case 'i': lc = mob; break; case 't': lc = vch; break; case 'n': lc = ch; break; case 'r': lc = ( rch ? rch : get_random_char( mob ) ); break; case 'q': lc = mob->mprog_target; break; case 'o': lo = obj1; break; case 'p': lo = obj2; break; default: bugf( "Cmd_eval: prog %d syntax error(4) '%s'", vnum, original ); return FALSE; } /* * From now on, we need an actor, so if none was found, bail out */ if ( !lc && !lo ) return FALSE; /* * Case 3: Keyword, comparison and value */ switch( check ) { case CHK_ISPC: return ( lc && !IS_NPC( lc ) ); case CHK_ISNPC: return ( lc && IS_NPC( lc ) ); case CHK_ISGOOD: return ( lc && IS_GOOD( lc ) ); case CHK_ISEVIL: return ( lc && IS_EVIL( lc ) ); case CHK_ISNEUTRAL: return ( lc && IS_NEUTRAL( lc ) ); case CHK_ISIMMORT: return ( lc && IS_IMMORTAL( lc ) ); case CHK_ISCHARM: return ( lc && IS_AFFECTED( lc, AFF_CHARM ) ); case CHK_ISACTIVE: return ( lc && lc->position > POS_SLEEPING ); case CHK_ISDELAY: return ( lc && lc->mprog_delay > 0 ); case CHK_ISFOLLOW: return ( lc && lc->master && lc->master->in_room == lc->in_room ); case CHK_ISVISIBLE: switch ( code ) { default: case 'i': case 'n': case 't': case 'r': case 'q': return ( lc && can_see( mob, lc ) ); case 'o': case 'p': return ( lo && can_see_obj( mob, lo ) ); } case CHK_HASTARGET: return ( lc && lc->mprog_target && lc->in_room == lc->mprog_target->in_room ); case CHK_ISTARGET: return ( lc && mob->mprog_target == lc ); } /* * Case 4: Keyword, actor and value */ line = one_argument( line, buf ); switch ( check ) { case CHK_CLASS: return ( lc && is_class( lc, class_lookup( buf ) ) ); case CHK_AFFECTED: return ( lc && IS_AFFECTED( lc, flag_value( affect_flags, buf ) ) ); case CHK_ACT: return ( lc && xIS_SET( lc->act, flag_value( act_flags, buf ) ) ); case CHK_RES: return ( lc && CHECK_RES( lc, flag_value( ris_flags, buf ) ) ); case CHK_IMM: return ( lc && CHECK_IMM( lc, flag_value( ris_flags, buf ) ) ); case CHK_SUS: return ( lc && CHECK_SUS( lc, flag_value( ris_flags, buf ) ) ); case CHK_CARRIES: if ( is_number( buf ) ) return ( lc && has_item( lc, atoi( buf ), -1, FALSE ) ); else return ( lc && get_obj_carry( lc, buf ) ); case CHK_WEARS: if ( is_number( buf ) ) return( lc && has_item( lc, atoi( buf ), -1, TRUE ) ); else return( lc && get_obj_wear( lc, buf ) ); case CHK_HAS: return ( lc && has_item( lc, -1, flag_value( type_flags, buf ), FALSE ) ); case CHK_USES: return ( lc && has_item( lc, -1, flag_value( type_flags, buf ), TRUE ) ); case CHK_NAME: switch( code ) { default: case 'i': case 'n': case 't': case 'r': case 'q': return ( lc && is_name( buf, lc->name ) ); case 'o': case 'p': return ( lo && is_name( buf, lo->name ) ); } case CHK_POS: return ( lc && lc->position == flag_value( position_flags, buf ) ); case CHK_CLAN: return ( lc && is_clan( lc ) && lc->pcdata->clan == clan_lookup( buf ) ); case CHK_RACE: return ( lc && lc->race == race_lookup( buf ) ); case CHK_OBJTYPE: return ( lo && lo->item_type == flag_value( type_flags, buf ) ); } /* * Case 5: Keyword, actor, comparison and value */ if ( ( oper = keyword_lookup( fn_evals, buf ) ) < 0 ) { bugf( "Cmd_eval: prog %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 ( lc && IS_NPC( lc ) ) lval = lc->pIndexData->vnum; break; case 'o': case 'p': if ( lo ) lval = lo->pIndexData->vnum; break; } break; case CHK_HPCNT: if ( lc ) lval = ( lc->hit * 100 / lc->max_hit ); break; case CHK_ROOM: if ( lc && lc->in_room ) lval = lc->in_room->vnum; break; case CHK_SEX: if ( lc ) lval = lc->sex; break; case CHK_LEVEL: if ( lc ) lval = lc->level; break; case CHK_ALIGN: if ( lc ) lval = lc->alignment; break; case CHK_MONEY: if ( lc ) lval = lc->gold; break; case CHK_GRPSIZE: if ( lc ) lval = count_people_room( lc, 4 ); break; case CHK_OBJVAL0: if ( lo ) lval = lo->value[0]; break; case CHK_OBJVAL1: if ( lo ) lval = lo->value[1]; break; case CHK_OBJVAL2: if ( lo ) lval = lo->value[2]; break; case CHK_OBJVAL3: if ( lo ) lval = lo->value[3]; break; case CHK_OBJVAL4: if ( lo ) lval = lo->value[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 $-codes do not crash the server * ------------------------------------------------------------------------ */ void expand_arg( char *buf, const char *format, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { static char * const he_she [ ] = { "it", "he", "she" }; static char * const him_her [ ] = { "it", "him", "her" }; static char * const his_her [ ] = { "its", "his", "her" }; const char *someone = "someone"; const char *something = "something"; const char *someones = "someone's"; char fname [ MAX_INPUT_LENGTH ]; CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; const char *str; const char *i; char *point; /* * Discard null and zero-length messages. */ if ( !format || format[0] == '\0' ) return; if ( !mob || mob->deleted ) return; point = buf; str = format; while ( *str != '\0' ) { if ( *str != '$' ) { *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 && can_see( mob, ch ) ) { one_argument( ch->name, fname ); i = capitalize( fname ); } break; case 'N': i = PERS( ch, mob ); break; case 't': i = someone; if ( vch && can_see( mob, vch ) ) { one_argument( vch->name, fname ); i = capitalize( fname ); } break; case 'T': i = vch ? PERS( vch, mob ) : ""; break; case 'r': if ( !rch ) rch = get_random_char( mob ); i = someone; if ( rch && can_see( mob, rch ) ) { one_argument( rch->name, fname ); i = capitalize( fname ); } break; case 'R': if ( !rch ) rch = get_random_char( mob ); i = rch ? PERS( rch, mob ) : ""; break; case 'q': i = someone; if ( mob->mprog_target && can_see( mob, mob->mprog_target ) ) { one_argument( mob->mprog_target->name, fname ); i = capitalize( fname ); } break; case 'Q': i = ( mob->mprog_target ) ? PERS( mob->mprog_target, mob ) : ""; break; case 'j': i = he_she[mob->sex]; break; case 'e': i = ( ch && can_see( mob, ch ) ) ? he_she[ch->sex ] : someone; break; case 'E': i = ( vch && can_see( mob, vch ) ) ? he_she[vch->sex] : someone; break; case 'J': i = ( rch && can_see( mob, rch ) ) ? he_she[rch->sex] : someone; break; case 'X': i = ( mob->mprog_target && can_see( mob, mob->mprog_target ) ) ? he_she[mob->mprog_target->sex] : someone; break; case 'k': i = him_her[mob->sex]; break; case 'm': i = ( ch && can_see( mob, ch ) ) ? him_her[ch->sex ] : someone; break; case 'M': i = ( vch && can_see( mob, vch ) ) ? him_her[vch->sex] : someone; break; case 'K': if ( rch ) rch = get_random_char( mob ); i = ( rch && can_see( mob, rch ) ) ? him_her[rch->sex] : someone; break; case 'Y': i = ( mob->mprog_target && can_see( mob, mob->mprog_target ) ) ? him_her[mob->mprog_target->sex] : someone; break; case 'l': i = his_her[mob->sex]; break; case 's': i = ( ch && can_see( mob, ch ) ) ? his_her[ch->sex ] : someones; break; case 'S': i = ( vch && can_see( mob, vch ) ) ? his_her[vch->sex] : someones; break; case 'L': if ( !rch ) rch = get_random_char( mob ); i = ( rch && can_see( mob, rch ) ) ? his_her[rch->sex] : someones; break; case 'Z': i = ( mob->mprog_target && can_see( mob, mob->mprog_target ) ) ? his_her[mob->mprog_target->sex] : someones; break; case 'o': i = something; if ( obj1 && can_see_obj( mob, obj1 ) ) { one_argument( obj1->name, fname ); i = fname; } break; case 'O': i = ( obj1 && can_see_obj( mob, obj1 ) ) ? obj1->short_descr : something; break; case 'p': i = something; if ( obj2 && can_see_obj( mob, obj2 ) ) { one_argument( obj2->name, fname ); i = fname; } break; case 'P': i = ( obj2 && 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( 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 data [ MAX_STRING_LENGTH ]; char buf [ MAX_STRING_LENGTH ]; char control [ MAX_INPUT_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 */ 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] == '*' ) continue; line = data; /* * Match control words */ if ( !str_cmp( control, "if" ) ) { if ( state[level] == BEGIN_BLOCK ) { bugf( "Mobprog: misplaced if statement, mob %d prog %d", mvnum, pvnum ); return; } state[level] = BEGIN_BLOCK; if ( ++level >= MAX_NESTED_LEVEL ) { bugf( "Mobprog: Max nested level exceeded, mob %d prog %d", mvnum, pvnum ); return; } if ( level && !cond[level-1] ) { 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 { bugf( "Mobprog: invalid if_check (if), mob %d prog %d", mvnum, pvnum ); return; } state[level] = END_BLOCK; } else if ( !str_cmp( control, "or" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { bugf( "Mobprog: or without if, mob %d prog %d", mvnum, pvnum ); return; } if ( level && !cond[level-1] ) 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 { bugf( "Mobprog: invalid if_check (or), mob %d prog %d", mvnum, pvnum ); return; } cond[level] = eval ? TRUE : cond[level]; } else if ( !str_cmp( control, "and" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { bugf( "Mobprog: and without if, mob %d prog %d", mvnum, pvnum ); return; } if ( level && !cond[level-1] ) 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 { bugf( "Mobprog: invalid if_check (and), mob %d prog %d", mvnum, pvnum ); return; } cond[level] = cond[level] && eval; } else if ( !str_cmp( control, "endif" ) ) { if ( !level || state[level-1] != BEGIN_BLOCK ) { bugf( "Mobprog: endif without if, mob %d prog %d", mvnum, pvnum ); 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 ) { bugf( "Mobprog: else without if, mob %d prog %d", mvnum, pvnum ); return; } if ( level && cond[level-1] == FALSE ) continue; state[level] = IN_BLOCK; cond [level] = (cond[level] == TRUE) ? FALSE : TRUE; } else if ( cond[level] && ( !str_cmp( control, "break" ) || !str_cmp( control, "end" ) ) ) { call_level--; return; } else if ( (!level || cond[level]) && 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; for ( prg = mob->pIndexData->mprogs; prg; prg = prg->next ) { if ( prg->trig_type == type && strstr( argument, prg->trig_phrase ) ) { 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_raw_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; 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; } bool mp_percent_trigger( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { if (!mob->fighting) return mp_raw_percent_trigger( mob, ch, arg1, arg2, type ); else 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 ) { MPROG_LIST *prg; CHAR_DATA *mob; for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( !IS_NPC( mob ) || ( !HAS_TRIGGER( mob, TRIG_EXIT ) && !HAS_TRIGGER( mob, TRIG_EXALL ) ) ) continue; 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 ) && 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; } } } } return; } void mp_greet_trigger( CHAR_DATA *ch ) { CHAR_DATA *mob; for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && ( HAS_TRIGGER( mob, TRIG_GREET ) || HAS_TRIGGER( mob, TRIG_GRALL ) ) ) { if ( HAS_TRIGGER( mob, TRIG_GREET ) && 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; 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; } return; }