/* * RAM $Id: mob_prog.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 * ***************************************************************************/ /*************************************************************************** * * * 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 <sys/time.h> #include <ctype.h> #include "merc.h" #include "interp.h" #include "db.h" #include "act.h" #include "tables.h" #include "strings.h" #include "random.h" int keyword_lookup( const char **table, char *keyword ); bool num_eval( int lval, int oper, int rval ); CHAR_DATA *get_random_char( CHAR_DATA *mob ); int count_people_room( const CHAR_DATA *mob, int iFlag ); int get_order( CHAR_DATA *ch ); bool has_item( const CHAR_DATA *ch, int vnum, int item_type, bool fWear ); bool get_mob_vnum_room( CHAR_DATA *ch, int vnum ); bool get_obj_vnum_room( CHAR_DATA *ch, int vnum ); bool cmd_eval( int vnum, const char *line, int check, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ); void expand_arg( char *buf, const char *format, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ); /* * 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 */ /* * if mobhere 1233 - is there mob vnum 1233 here */ "objhere", /* if objhere bottle - is there a * 'bottle' 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 ) { int i = -1; 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() */ bool 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: log_error( "num_eval: invalid oper" ); return false; } } /* * --------------------------------------------------------------------- * 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 = NULL; CHAR_DATA *victim = NULL; int now = 0; int 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( const CHAR_DATA *mob, int iFlag ) { CHAR_DATA *vch = NULL; int count = 0; 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 = NULL; int i = 0; 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( const CHAR_DATA *ch, int vnum, int item_type, bool fWear ) { OBJ_DATA *obj = NULL; 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 = NULL; 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 = NULL; 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 * *---------------------------------------------------------------------- */ bool cmd_eval( int vnum, const char *line, int check, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { const CHAR_DATA *lval_char = mob; const CHAR_DATA *vch = ( const CHAR_DATA * ) arg2; const OBJ_DATA *obj1 = ( const OBJ_DATA * ) arg1; const OBJ_DATA *obj2 = ( const OBJ_DATA * ) arg2; const OBJ_DATA *lval_obj = NULL; const char *original = line; char buf[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char code = '\0'; int lval = 0; int oper = 0; int rval = -1; line = one_argument( line, buf ); if ( buf[0] == '\0' || mob == NULL ) return true; /* * If this mobile has no target, let's assume our victim is the one */ if ( mob->mprog_target == NULL ) mob->mprog_target = ch; switch ( check ) { /* * Case 1: keyword and value */ case CHK_RAND: return ( atoi( buf ) < number_percent( ) ); case CHK_MOBHERE: if ( is_number( buf ) ) return ( get_mob_vnum_room( mob, atoi( buf ) ) ); else return ( ( bool ) ( get_char_room( mob, buf ) != NULL ) ); case CHK_OBJHERE: if ( is_number( buf ) ) return ( get_obj_vnum_room( mob, atoi( buf ) ) ); else return ( ( bool ) ( get_obj_here( mob, buf ) != NULL ) ); case CHK_MOBEXISTS: return ( ( bool ) ( get_char_world( mob, buf ) != NULL ) ); case CHK_OBJEXISTS: return ( ( bool ) ( get_obj_world( mob, buf ) != NULL ) ); /* * Case 2 begins here: We sneakily use rval to indicate need * for numeric eval... */ case CHK_PEOPLE: rval = count_people_room( mob, 0 ); break; case CHK_PLAYERS: rval = count_people_room( mob, 1 ); break; case CHK_MOBS: rval = count_people_room( mob, 2 ); break; case CHK_CLONES: rval = count_people_room( mob, 3 ); break; case CHK_ORDER: rval = get_order( mob ); break; case CHK_HOUR: rval = time_info.hour; break; default:; } /* * Case 2 continued: evaluate expression */ if ( rval >= 0 ) { if ( ( oper = keyword_lookup( fn_evals, buf ) ) < 0 ) { log_error( "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' ) { log_error( "Cmd_eval: prog %d syntax error(3) '%s'", vnum, original ); return false; } else code = buf[1]; switch ( code ) { case 'i': lval_char = mob; break; case 'n': lval_char = ch; break; case 't': lval_char = vch; break; case 'r': lval_char = rch == NULL ? get_random_char( mob ) : rch; break; case 'o': lval_obj = obj1; break; case 'p': lval_obj = obj2; break; case 'q': lval_char = mob->mprog_target; break; default: log_error( "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 ( 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: /* MERC 2.2 */ 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 && 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->iclass == 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 ) { log_error( "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 ( 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 $-codes do not crash the server * ------------------------------------------------------------------------ */ void expand_arg( char *buf, const char *format, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { static const char *const he_she[] = { "it", "he", "she" }; static const char *const him_her[] = { "it", "him", "her" }; static const char *const his_her[] = { "its", "his", "her" }; const char *someone = "someone"; const char *something = "something"; const char *someones = "someone's"; char fname[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; const CHAR_DATA *vch = ( const CHAR_DATA * ) arg2; const OBJ_DATA *obj1 = ( const OBJ_DATA * ) arg1; const OBJ_DATA *obj2 = ( const OBJ_DATA * ) arg2; const char *str = NULL; const char *i = NULL; char *point = NULL; /* * Discard null and zero-length messages. */ if ( format == NULL || format[0] == '\0' ) return; point = buf; str = format; while ( *str != '\0' ) { if ( *str != '$' ) { *point++ = *str++; continue; } ++str; switch ( *str ) { default: log_error( "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( 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 = NULL; const char *line = NULL; char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; char control[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char data[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; static int call_level = 0; /* Keep track of nested "mpcall"s */ int level = 0; bool eval = false; int check = 0; int state[MAX_NESTED_LEVEL]; /* Block state (BEGIN,IN,END) */ bool cond[MAX_NESTED_LEVEL]; /* Boolean value based on the last * if-check */ int mvnum = mob->pIndexData->vnum; if ( ++call_level > MAX_CALL_LEVEL ) { log_error( "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 is_first_arg = true; char *b = buf; char *c = control; char *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 ( is_first_arg ) is_first_arg = false; else *d++ = *code; } else { if ( is_first_arg ) *c++ = *code; else *d++ = *code; } *b++ = *code++; } *b = *c = *d = '\0'; if ( buf[0] == '\0' ) break; if ( buf[0] == '*' ) /* Comment */ continue; line = data; /* * Match control words */ if ( !str_cmp( control, "if" ) ) { if ( state[level] == BEGIN_BLOCK ) { log_error( "Mobprog: misplaced if statement, mob %d prog %d", mvnum, pvnum ); return; } state[level] = BEGIN_BLOCK; if ( ++level >= MAX_NESTED_LEVEL ) { log_error( "Mobprog: Max nested level exceeded, mob %d prog %d", mvnum, pvnum ); 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 { log_error( "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 ) { log_error( "Mobprog: or without if, mob %d prog %d", mvnum, pvnum ); 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 { log_error( "Mobprog: invalid if_check (or), mob %d prog %d", mvnum, pvnum ); return; } cond[level] = ( eval == true ) ? true : cond[level]; } else if ( !str_cmp( control, "and" ) ) { if ( !level || state[level - 1] != BEGIN_BLOCK ) { log_error( "Mobprog: and without if, mob %d prog %d", mvnum, pvnum ); 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 { log_error( "Mobprog: invalid if_check (and), mob %d prog %d", mvnum, pvnum ); return; } cond[level] = ( cond[level] == true ) && ( eval == true ) ? true : false; } else if ( !str_cmp( control, "endif" ) ) { if ( !level || state[level - 1] != BEGIN_BLOCK ) { log_error( "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 ) { log_error( "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] == 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( const char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) { MPROG_LIST *prg = NULL; 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 = NULL; 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 = NULL; /* * 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 = NULL; MPROG_LIST *prg = NULL; 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] = "\0\0\0\0\0\0\0"; const char *p = NULL; MPROG_LIST *prg = NULL; 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 = NULL; 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 = NULL; 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; } }