/* * RAM $Id: mob_cmds.c 67 2009-01-05 00:39:32Z quixadhal $ */ /*************************************************************************** * 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 * ***************************************************************************/ /*************************************************************************** * * * Based on MERC 2.2 MOBprograms by N'Atas-ha. * * Written and adapted to ROM 2.4 by * * Markku Nylander (markku.nylander@uta.fi) * * * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "interp.h" #include "act.h" #include "db.h" #include "magic.h" #include "strings.h" #include "random.h" #include "tables.h" #include "olc.h" #include "mob_cmds.h" /*DECLARE_DO_FUN( do_look );*/ /*extern ROOM_INDEX_DATA *find_location( CHAR_DATA *, const char * );*/ /* * Command table. */ const struct mob_cmd_type mob_cmd_table[] = { {"asound", do_mpasound}, {"gecho", do_mpgecho}, {"zecho", do_mpzecho}, {"kill", do_mpkill}, {"assist", do_mpassist}, {"junk", do_mpjunk}, {"echo", do_mpecho}, {"echoaround", do_mpechoaround}, {"echoat", do_mpechoat}, {"mload", do_mpmload}, {"oload", do_mpoload}, {"purge", do_mppurge}, {"goto", do_mpgoto}, {"at", do_mpat}, {"transfer", do_mptransfer}, {"gtransfer", do_mpgtransfer}, {"otransfer", do_mpotransfer}, {"force", do_mpforce}, {"gforce", do_mpgforce}, {"vforce", do_mpvforce}, {"cast", do_mpcast}, {"damage", do_mpdamage}, {"remember", do_mpremember}, {"forget", do_mpforget}, {"delay", do_mpdelay}, {"cancel", do_mpcancel}, {"call", do_mpcall}, {"flee", do_mpflee}, {"remove", do_mpremove}, {"", 0} }; void do_mob( CHAR_DATA *ch, const char *argument ) { /* * Security check! */ if ( ch->desc != NULL && get_trust( ch ) < MAX_LEVEL ) return; mob_interpret( ch, argument ); } /* * Mob command interpreter. Implemented separately for security and speed * reasons. A trivial hack of interpret() */ void mob_interpret( CHAR_DATA *ch, const char *argument ) { char command[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; int cmd = 0; argument = one_argument( argument, command ); /* * Look for command in command table. */ for ( cmd = 0; mob_cmd_table[cmd].name[0] != '\0'; cmd++ ) { if ( command[0] == mob_cmd_table[cmd].name[0] && !str_prefix( command, mob_cmd_table[cmd].name ) ) { ( *mob_cmd_table[cmd].do_fun ) ( ch, argument ); tail_chain( ); return; } } log_error( "Mob_interpret: invalid cmd from mob %d: '%s'", IS_NPC( ch ) ? ch->pIndexData->vnum : 0, command ); } const char *mprog_type_to_name( int type ) { switch ( type ) { case TRIG_ACT: return "ACT"; case TRIG_SPEECH: return "SPEECH"; case TRIG_RANDOM: return "RANDOM"; case TRIG_FIGHT: return "FIGHT"; case TRIG_HPCNT: return "HPCNT"; case TRIG_DEATH: return "DEATH"; case TRIG_ENTRY: return "ENTRY"; case TRIG_GREET: return "GREET"; case TRIG_GRALL: return "GRALL"; case TRIG_GIVE: return "GIVE"; case TRIG_BRIBE: return "BRIBE"; case TRIG_KILL: return "KILL"; case TRIG_DELAY: return "DELAY"; case TRIG_SURR: return "SURRENDER"; case TRIG_EXIT: return "EXIT"; case TRIG_EXALL: return "EXALL"; default: return "ERROR"; } } /* * Displays MOBprogram triggers of a mobile * * Syntax: mpstat [name] */ void do_mpstat( CHAR_DATA *ch, const char *argument ) { char arg[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; MPROG_LIST *mprg = NULL; CHAR_DATA *victim = NULL; int i = 0; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Mpstat whom?\r\n" ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { ch_printf( ch, "No such creature.\r\n" ); return; } if ( !IS_NPC( victim ) ) { ch_printf( ch, "That is not a mobile.\r\n" ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { ch_printf( ch, "No such creature visible.\r\n" ); return; } ch_printf( ch, "Mobile #%-6d [%s]\r\n", victim->pIndexData->vnum, victim->short_descr ); ch_printf( ch, "Delay %-6d [%s]\r\n", victim->mprog_delay, victim->mprog_target == NULL ? "No target" : victim->mprog_target->name ); if ( !victim->pIndexData->mprog_flags ) { ch_printf( ch, "[No programs set]\r\n" ); return; } for ( i = 0, mprg = victim->pIndexData->mprogs; mprg != NULL; mprg = mprg->next ) { ch_printf( ch, "[%2d] Trigger [%-8s] Program [%4d] Phrase [%s]\r\n", ++i, mprog_type_to_name( mprg->trig_type ), mprg->vnum, mprg->trig_phrase ); } return; } /* * Displays the source code of a given MOBprogram * * Syntax: mpdump [vnum] */ void do_mpdump( CHAR_DATA *ch, const char *argument ) { char buf[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; MPROG_CODE *mprg = NULL; one_argument( argument, buf ); if ( ( mprg = get_mprog_index( atoi( buf ) ) ) == NULL ) { ch_printf( ch, "No such MOBprogram.\r\n" ); return; } page_to_char( mprg->code, ch ); } /* * Prints the argument to all active players in the game * * Syntax: mob gecho [string] */ void do_mpgecho( CHAR_DATA *ch, const char *argument ) { DESCRIPTOR_DATA *d = NULL; if ( argument[0] == '\0' ) { log_error( "MpGEcho: missing argument from vnum %d", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING ) { if ( IS_IMMORTAL( d->character ) ) ch_printf( d->character, "Mob echo> " ); ch_printf( d->character, "%s", argument ); ch_printf( d->character, "\r\n" ); } } } /* * Prints the argument to all players in the same area as the mob * * Syntax: mob zecho [string] */ void do_mpzecho( CHAR_DATA *ch, const char *argument ) { DESCRIPTOR_DATA *d = NULL; if ( argument[0] == '\0' ) { log_error( "MpZEcho: missing argument from vnum %d", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ch->in_room == NULL ) return; for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && d->character->in_room != NULL && d->character->in_room->area == ch->in_room->area ) { if ( IS_IMMORTAL( d->character ) ) ch_printf( d->character, "Mob echo> " ); ch_printf( d->character, "%s", argument ); ch_printf( d->character, "\r\n" ); } } } /* * Prints the argument to all the rooms aroud the mobile * * Syntax: mob asound [string] */ void do_mpasound( CHAR_DATA *ch, const char *argument ) { ROOM_INDEX_DATA *was_in_room = NULL; int door = -1; if ( argument[0] == '\0' ) return; was_in_room = ch->in_room; for ( door = 0; door < MAX_EXIT; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; MOBtrigger = false; act( argument, ch, NULL, NULL, TO_ROOM ); MOBtrigger = true; } } ch->in_room = was_in_room; return; } /* * Lets the mobile kill any player or mobile without murder * * Syntax: mob kill [victim] */ void do_mpkill( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; if ( victim == ch || IS_NPC( victim ) || ch->position == POS_FIGHTING ) return; if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { log_error( "MpKill: Charmed mob attacking master from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } multi_hit( ch, victim, TYPE_UNDEFINED ); return; } /* * Lets the mobile assist another mob or player * * Syntax: mob assist [character] */ void do_mpassist( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; if ( victim == ch || ch->fighting != NULL || victim->fighting == NULL ) return; multi_hit( ch, victim->fighting, TYPE_UNDEFINED ); return; } /* * Lets the mobile destroy an object in its inventory * it can also destroy a worn object and it can destroy * items using all.xxxxx or just plain all of them * * Syntax: mob junk [item] */ void do_mpjunk( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { if ( ( obj = get_obj_wear( ch, arg ) ) != NULL ) { unequip_char( ch, obj ); extract_obj( obj ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) return; extract_obj( obj ); } else for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) { if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); extract_obj( obj ); } } return; } /* * Prints the message to everyone in the room other than the mob and victim * * Syntax: mob echoaround [victim] [string] */ void do_mpechoaround( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; act( argument, ch, NULL, victim, TO_NOTVICT ); } /* * Prints the message to only the victim * * Syntax: mob echoat [victim] [string] */ void do_mpechoat( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; act( argument, ch, NULL, victim, TO_VICT ); } /* * Prints the message to the room at large * * Syntax: mpecho [string] */ void do_mpecho( CHAR_DATA *ch, const char *argument ) { if ( argument[0] == '\0' ) return; act( argument, ch, NULL, NULL, TO_ROOM ); } /* * Lets the mobile load another mobile. * * Syntax: mob mload [vnum] */ void do_mpmload( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; MOB_INDEX_DATA *pMobIndex = NULL; CHAR_DATA *victim = NULL; int vnum = 0; one_argument( argument, arg ); if ( ch->in_room == NULL || arg[0] == '\0' || !is_number( arg ) ) return; vnum = atoi( arg ); if ( ( pMobIndex = get_mob_index( vnum ) ) == NULL ) { log_error( "Mpmload: bad mob index (%d) from mob %d", vnum, IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } victim = create_mobile( pMobIndex ); char_to_room( victim, ch->in_room ); return; } /* * Lets the mobile load an object * * Syntax: mob oload [vnum] [level] {R} */ void do_mpoload( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg3[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_INDEX_DATA *pObjIndex = NULL; OBJ_DATA *obj = NULL; int level = 0; bool fToroom = false; bool fWear = false; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); one_argument( argument, arg3 ); if ( arg1[0] == '\0' || !is_number( arg1 ) ) { log_error( "Mpoload: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( arg2[0] == '\0' ) { level = get_trust( ch ); } else { /* * New feature from Alander. */ if ( !is_number( arg2 ) ) { log_error( "Mpoload: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } level = atoi( arg2 ); if ( level < 0 || level > get_trust( ch ) ) { log_error( "Mpoload: Bad level from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } } /* * Added 3rd argument * omitted - load to mobile's inventory * 'R' - load to room * 'W' - load to mobile and force wear */ if ( arg3[0] == 'R' || arg3[0] == 'r' ) fToroom = TRUE; else if ( arg3[0] == 'W' || arg3[0] == 'w' ) fWear = TRUE; if ( ( pObjIndex = get_obj_index( atoi( arg1 ) ) ) == NULL ) { log_error( "Mpoload: Bad vnum arg from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } obj = create_object( pObjIndex, level ); if ( ( fWear || !fToroom ) && CAN_WEAR( obj, ITEM_TAKE ) ) { obj_to_char( obj, ch ); if ( fWear ) wear_obj( ch, obj, true ); } else { obj_to_room( obj, ch->in_room ); } return; } /* * Lets the mobile purge all objects and other npcs in the room, * or purge a specified object or mob in the room. The mobile cannot * purge itself for safety reasons. * * syntax mob purge {target} */ void do_mppurge( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { /* * 'purge' */ CHAR_DATA *vnext; OBJ_DATA *obj_next; for ( victim = ch->in_room->people; victim != NULL; victim = vnext ) { vnext = victim->next_in_room; if ( IS_NPC( victim ) && victim != ch && !IS_SET( victim->act, ACT_NOPURGE ) ) extract_char( victim, true ); } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( !IS_SET( obj->extra_flags, ITEM_NOPURGE ) ) extract_obj( obj ); } return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { if ( ( obj = get_obj_here( ch, arg ) ) ) { extract_obj( obj ); } else { log_error( "Mppurge: Bad argument from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); } return; } if ( !IS_NPC( victim ) ) { log_error( "Mppurge: Purging a PC from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } extract_char( victim, true ); return; } /* * Lets the mobile goto any location it wishes that is not private. * * Syntax: mob goto [location] */ void do_mpgoto( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; ROOM_INDEX_DATA *location = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { log_error( "Mpgoto: No argument from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { log_error( "Mpgoto: No such location from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ch->fighting != NULL ) stop_fighting( ch, true ); char_from_room( ch ); char_to_room( ch, location ); return; } /* * Lets the mobile do a command at another location. * * Syntax: mob at [location] [commands] */ void do_mpat( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; ROOM_INDEX_DATA *location = NULL; ROOM_INDEX_DATA *original = NULL; CHAR_DATA *wch = NULL; OBJ_DATA *on = NULL; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { log_error( "Mpat: Bad argument from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( location = find_location( ch, arg ) ) == NULL ) { log_error( "Mpat: No such location from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } original = ch->in_room; on = ch->on; char_from_room( ch ); char_to_room( ch, location ); interpret( ch, argument ); /* * See if 'ch' still exists before continuing! * Handles 'at XXXX quit' case. */ for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch == ch ) { char_from_room( ch ); char_to_room( ch, original ); ch->on = on; break; } } return; } /* * Lets the mobile transfer people. The 'all' argument transfers * everyone in the current room to the specified location * * Syntax: mob transfer [target|'all'] [location] */ void do_mptransfer( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; ROOM_INDEX_DATA *location = NULL; CHAR_DATA *victim = NULL; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { log_error( "Mptransfer: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( !str_cmp( arg1, "all" ) ) { CHAR_DATA *victim_next; for ( victim = ch->in_room->people; victim != NULL; victim = victim_next ) { victim_next = victim->next_in_room; if ( !IS_NPC( victim ) ) { sprintf( buf, "%s %s", victim->name, arg2 ); do_mptransfer( ch, buf ); } } return; } /* * Thanks to Grodyn for the optional location parameter. */ if ( arg2[0] == '\0' ) { location = ch->in_room; } else { if ( ( location = find_location( ch, arg2 ) ) == NULL ) { log_error( "Mptransfer: No such location from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( room_is_private( location ) ) return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) return; if ( victim->in_room == NULL ) return; if ( victim->fighting != NULL ) stop_fighting( victim, TRUE ); char_from_room( victim ); char_to_room( victim, location ); do_look( victim, "auto" ); return; } /* * Lets the mobile transfer all chars in same group as the victim. * * Syntax: mob gtransfer [victim] [location] */ void do_mpgtransfer( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *who = NULL; CHAR_DATA *victim = NULL; CHAR_DATA *victim_next = NULL; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { log_error( "Mpgtransfer: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( who = get_char_room( ch, arg1 ) ) == NULL ) return; for ( victim = ch->in_room->people; victim; victim = victim_next ) { victim_next = victim->next_in_room; if ( is_same_group( who, victim ) ) { sprintf( buf, "%s %s", victim->name, arg2 ); do_mptransfer( ch, buf ); } } return; } /* * Lets the mobile force someone to do something. Must be mortal level * and the all argument only affects those in the room with the mobile. * * Syntax: mob force [victim] [commands] */ void do_mpforce( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { log_error( "Mpforce: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( !str_cmp( arg, "all" ) ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == ch->in_room && get_trust( vch ) < get_trust( ch ) && can_see( ch, vch ) ) { interpret( vch, argument ); } } } else { CHAR_DATA *victim; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; if ( victim == ch ) return; interpret( victim, argument ); } return; } /* * Lets the mobile force a group something. Must be mortal level. * * Syntax: mob gforce [victim] [commands] */ void do_mpgforce( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { log_error( "MpGforce: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; if ( victim == ch ) return; for ( vch = victim->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_same_group( victim, vch ) ) { interpret( vch, argument ); } } return; } /* * Forces all mobiles of certain vnum to do something (except ch) * * Syntax: mob vforce [vnum] [commands] */ void do_mpvforce( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; CHAR_DATA *victim_next = NULL; int vnum = 0; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { log_error( "MpVforce: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( !is_number( arg ) ) { log_error( "MpVforce: Non-number argument vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } vnum = atoi( arg ); for ( victim = char_list; victim; victim = victim_next ) { victim_next = victim->next; if ( IS_NPC( victim ) && victim->pIndexData->vnum == vnum && ch != victim && victim->fighting == NULL ) interpret( victim, argument ); } return; } /* * Lets the mobile cast spells -- * Beware: this does only crude checking on the target validity * and does not account for mana etc., so you should do all the * necessary checking in your mob program before issuing this cmd! * * Syntax: mob cast [spell] {target} */ void do_mpcast( CHAR_DATA *ch, const char *argument ) { char spell[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char target[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *vch = NULL; OBJ_DATA *obj = NULL; void *victim = NULL; int sn = 0; argument = one_argument( argument, spell ); one_argument( argument, target ); if ( spell[0] == '\0' ) { log_error( "MpCast: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( sn = skill_lookup( spell ) ) < 0 ) { log_error( "MpCast: No such spell from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } vch = get_char_room( ch, target ); obj = get_obj_here( ch, target ); switch ( skill_table[sn].target ) { default: return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( vch == NULL || vch == ch ) return; victim = ( void * ) vch; break; case TAR_CHAR_DEFENSIVE: victim = vch == NULL ? ( void * ) ch : ( void * ) vch; break; case TAR_CHAR_SELF: victim = ( void * ) ch; break; case TAR_OBJ_CHAR_DEF: case TAR_OBJ_CHAR_OFF: case TAR_OBJ_INV: if ( obj == NULL ) return; victim = ( void * ) obj; } ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, skill_table[sn].target ); return; } /* * Lets mob cause unconditional damage to someone. Nasty, use with caution. * Also, this is silent, you must show your own damage message... * * Syntax: mob damage [victim] [min] [max] {kill} */ void do_mpdamage( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *victim = NULL; CHAR_DATA *victim_next = NULL; char target[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char min[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char max[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; int low = 0; int high = 0; bool fAll = false; bool fKill = false; argument = one_argument( argument, target ); argument = one_argument( argument, min ); argument = one_argument( argument, max ); if ( target[0] == '\0' ) { log_error( "MpDamage: Bad syntax from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( !str_cmp( target, "all" ) ) fAll = true; else if ( ( victim = get_char_room( ch, target ) ) == NULL ) return; if ( is_number( min ) ) low = atoi( min ); else { log_error( "MpDamage: Bad damage min vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( is_number( max ) ) high = atoi( max ); else { log_error( "MpDamage: Bad damage max vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } one_argument( argument, target ); /* * If kill parameter is omitted, this command is "safe" and will not * kill the victim. */ if ( target[0] != '\0' ) fKill = true; if ( fAll ) { for ( victim = ch->in_room->people; victim; victim = victim_next ) { victim_next = victim->next_in_room; if ( victim != ch ) damage( victim, victim, fKill ? number_range( low, high ) : UMIN( victim->hit, number_range( low, high ) ), TYPE_UNDEFINED, DAM_NONE, false ); } } else damage( victim, victim, fKill ? number_range( low, high ) : UMIN( victim->hit, number_range( low, high ) ), TYPE_UNDEFINED, DAM_NONE, false ); return; } /* * Lets the mobile to remember a target. The target can be referred to * with $q and $Q codes in MOBprograms. See also "mob forget". * * Syntax: mob remember [victim] */ void do_mpremember( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; one_argument( argument, arg ); if ( arg[0] != '\0' ) ch->mprog_target = get_char_world( ch, arg ); else log_error( "MpRemember: missing argument from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); } /* * Reverse of "mob remember". * * Syntax: mob forget */ void do_mpforget( CHAR_DATA *ch, const char *argument ) { ch->mprog_target = NULL; } /* * Sets a delay for MOBprogram execution. When the delay time expires, * the mobile is checked for a MObprogram with DELAY trigger, and if * one is found, it is executed. Delay is counted in PULSE_MOBILE * * Syntax: mob delay [pulses] */ void do_mpdelay( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; one_argument( argument, arg ); if ( !is_number( arg ) ) { log_error( "MpDelay: invalid arg from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } ch->mprog_delay = atoi( arg ); } /* * Reverse of "mob delay", deactivates the timer. * * Syntax: mob cancel */ void do_mpcancel( CHAR_DATA *ch, const char *argument ) { ch->mprog_delay = -1; } /* * Lets the mobile to call another MOBprogram withing a MOBprogram. * This is a crude way to implement subroutines/functions. Beware of * nested loops and unwanted triggerings... Stack usage might be a problem. * Characters and objects referred to must be in the same room with the * mobile. * * Syntax: mob call [vnum] [victim|'null'] [object1|'null'] [object2|'null'] * */ void do_mpcall( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *vch = NULL; OBJ_DATA *obj1 = NULL; OBJ_DATA *obj2 = NULL; MPROG_CODE *prg = NULL; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { log_error( "MpCall: missing arguments from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( prg = get_mprog_index( atoi( arg ) ) ) == NULL ) { log_error( "MpCall: invalid prog from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } vch = NULL; obj1 = obj2 = NULL; argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) vch = get_char_room( ch, arg ); argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) obj1 = get_obj_here( ch, arg ); argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) obj2 = get_obj_here( ch, arg ); program_flow( prg->vnum, prg->code, ch, vch, ( void * ) obj1, ( void * ) obj2 ); } /* * Forces the mobile to flee. * * Syntax: mob flee * */ void do_mpflee( CHAR_DATA *ch, const char *argument ) { ROOM_INDEX_DATA *was_in = NULL; EXIT_DATA *pexit = NULL; int door = -1; int attempt = 0; if ( ch->fighting != NULL ) return; if ( ( was_in = ch->in_room ) == NULL ) return; for ( attempt = 0; attempt < MAX_EXIT; attempt++ ) { door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET( pexit->exit_info, EX_CLOSED ) || ( IS_NPC( ch ) && IS_SET( pexit->u1.to_room->room_flags, ROOM_NO_MOB ) ) ) continue; move_char( ch, door, false ); if ( ch->in_room != was_in ) return; } } /* * Lets the mobile to transfer an object. The object must be in the same * room with the mobile. * * Syntax: mob otransfer [item name] [location] */ void do_mpotransfer( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj = NULL; ROOM_INDEX_DATA *location = NULL; char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char buf[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { log_error( "MpOTransfer: Missing argument from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } one_argument( argument, buf ); if ( ( location = find_location( ch, buf ) ) == NULL ) { log_error( "MpOTransfer: No such location from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) return; if ( obj->carried_by == NULL ) obj_from_room( obj ); else { if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); obj_from_char( obj ); } obj_to_room( obj, location ); } /* * Lets the mobile to strip an object or all objects from the victim. * Useful for removing e.g. quest objects from a character. * * Syntax: mob remove [victim] [object vnum|'all'] */ void do_mpremove( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; int vnum = 0; bool fAll = false; char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; argument = one_argument( argument, arg ); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; one_argument( argument, arg ); if ( !str_cmp( arg, "all" ) ) fAll = true; else if ( !is_number( arg ) ) { log_error( "MpRemove: Invalid object from vnum %d.", IS_NPC( ch ) ? ch->pIndexData->vnum : 0 ); return; } else vnum = atoi( arg ); for ( obj = victim->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( fAll || obj->pIndexData->vnum == vnum ) { unequip_char( ch, obj ); obj_from_char( obj ); extract_obj( obj ); } } }