/***************************************************************************
 *  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                         *
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *  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 "mob_cmds.h"

DECLARE_DO_FUN (do_look);
extern ROOM_INDEX_DATA *find_location (CHAR_DATA *, 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, 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, char *argument)
{
    char buf[MAX_STRING_LENGTH], command[MAX_INPUT_LENGTH];
    int cmd;

    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;
        }
    }
    sprintf (buf, "Mob_interpret: invalid cmd from mob %d: '%s'",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0, command);
    bug (buf, 0);
}

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, char *argument)
{
    char arg[MAX_STRING_LENGTH];
    MPROG_LIST *mprg;
    CHAR_DATA *victim;
    int i;

    one_argument (argument, arg);

    if (arg[0] == '\0')
    {
        send_to_char ("Mpstat whom?\n\r", ch);
        return;
    }

    if ((victim = get_char_world (ch, arg)) == NULL)
    {
        send_to_char ("No such creature.\n\r", ch);
        return;
    }

    if (!IS_NPC (victim))
    {
        send_to_char ("That is not a mobile.\n\r", ch);
        return;
    }

    if ((victim = get_char_world (ch, arg)) == NULL)
    {
        send_to_char ("No such creature visible.\n\r", ch);
        return;
    }

    sprintf (arg, "Mobile #%-6d [%s]\n\r",
             victim->pIndexData->vnum, victim->short_descr);
    send_to_char (arg, ch);

    sprintf (arg, "Delay   %-6d [%s]\n\r",
             victim->mprog_delay,
             victim->mprog_target == NULL
             ? "No target" : victim->mprog_target->name);
    send_to_char (arg, ch);

    if (!victim->pIndexData->mprog_flags)
    {
        send_to_char ("[No programs set]\n\r", ch);
        return;
    }

    for (i = 0, mprg = victim->pIndexData->mprogs; mprg != NULL;
         mprg = mprg->next)
    {
        sprintf (arg, "[%2d] Trigger [%-8s] Program [%4d] Phrase [%s]\n\r",
                 ++i,
                 mprog_type_to_name (mprg->trig_type),
                 mprg->vnum, mprg->trig_phrase);
        send_to_char (arg, ch);
    }

    return;

}

/*
 * Displays the source code of a given MOBprogram
 *
 * Syntax: mpdump [vnum]
 */
void do_mpdump (CHAR_DATA * ch, char *argument)
{
    char buf[MAX_INPUT_LENGTH];
    MPROG_CODE *mprg;

    one_argument (argument, buf);
    if ((mprg = get_mprog_index (atoi (buf))) == NULL)
    {
        send_to_char ("No such MOBprogram.\n\r", ch);
        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, char *argument)
{
    DESCRIPTOR_DATA *d;

    if (argument[0] == '\0')
    {
        bug ("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))
                send_to_char ("Mob echo> ", d->character);
            send_to_char (argument, d->character);
            send_to_char ("\n\r", d->character);
        }
    }
}

/*
 * Prints the argument to all players in the same area as the mob
 *
 * Syntax: mob zecho [string]
 */
void do_mpzecho (CHAR_DATA * ch, char *argument)
{
    DESCRIPTOR_DATA *d;

    if (argument[0] == '\0')
    {
        bug ("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))
                send_to_char ("Mob echo> ", d->character);
            send_to_char (argument, d->character);
            send_to_char ("\n\r", d->character);
        }
    }
}

/*
 * Prints the argument to all the rooms aroud the mobile
 *
 * Syntax: mob asound [string]
 */
void do_mpasound (CHAR_DATA * ch, char *argument)
{

    ROOM_INDEX_DATA *was_in_room;
    int door;

    if (argument[0] == '\0')
        return;

    was_in_room = ch->in_room;
    for (door = 0; door < 6; 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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    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)
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    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, 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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    MOB_INDEX_DATA *pMobIndex;
    CHAR_DATA *victim;
    int vnum;

    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)
    {
        sprintf (arg, "Mpmload: bad mob index (%d) from mob %d",
                 vnum, IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        bug (arg, 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, char *argument)
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char arg3[MAX_INPUT_LENGTH];
    OBJ_INDEX_DATA *pObjIndex;
    OBJ_DATA *obj;
    int level;
    bool fToroom = FALSE, fWear = FALSE;

    argument = one_argument (argument, arg1);
    argument = one_argument (argument, arg2);
    one_argument (argument, arg3);

    if (arg1[0] == '\0' || !is_number (arg1))
    {
        bug ("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))
        {
            bug ("Mpoload - Bad syntax from vnum %d.",
                 IS_NPC (ch) ? ch->pIndexData->vnum : 0);
            return;
        }
        level = atoi (arg2);
        if (level < 0 || level > get_trust (ch))
        {
            bug ("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)
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;

    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
        {
            bug ("Mppurge - Bad argument from vnum %d.",
                 IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        }
        return;
    }

    if (!IS_NPC (victim))
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    ROOM_INDEX_DATA *location;

    one_argument (argument, arg);
    if (arg[0] == '\0')
    {
        bug ("Mpgoto - No argument from vnum %d.",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        return;
    }

    if ((location = find_location (ch, arg)) == NULL)
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *original;
    CHAR_DATA *wch;
    OBJ_DATA *on;

    argument = one_argument (argument, arg);

    if (arg[0] == '\0' || argument[0] == '\0')
    {
        bug ("Mpat - Bad argument from vnum %d.",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        return;
    }

    if ((location = find_location (ch, arg)) == NULL)
    {
        bug ("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, char *argument)
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    ROOM_INDEX_DATA *location;
    CHAR_DATA *victim;

    argument = one_argument (argument, arg1);
    argument = one_argument (argument, arg2);

    if (arg1[0] == '\0')
    {
        bug ("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)
        {
            bug ("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, char *argument)
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *who, *victim, *victim_next;

    argument = one_argument (argument, arg1);
    argument = one_argument (argument, arg2);

    if (arg1[0] == '\0')
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];

    argument = one_argument (argument, arg);

    if (arg[0] == '\0' || argument[0] == '\0')
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim, *vch, *vch_next;

    argument = one_argument (argument, arg);

    if (arg[0] == '\0' || argument[0] == '\0')
    {
        bug ("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, char *argument)
{
    CHAR_DATA *victim, *victim_next;
    char arg[MAX_INPUT_LENGTH];
    int vnum;

    argument = one_argument (argument, arg);

    if (arg[0] == '\0' || argument[0] == '\0')
    {
        bug ("MpVforce - Bad syntax from vnum %d.",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        return;
    }

    if (!is_number (arg))
    {
        bug ("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, char *argument)
{
    CHAR_DATA *vch;
    OBJ_DATA *obj;
    void *victim = NULL;
    char spell[MAX_INPUT_LENGTH], target[MAX_INPUT_LENGTH];
    int sn;

    argument = one_argument (argument, spell);
    one_argument (argument, target);

    if (spell[0] == '\0')
    {
        bug ("MpCast - Bad syntax from vnum %d.",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        return;
    }

    if ((sn = skill_lookup (spell)) < 0)
    {
        bug ("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, char *argument)
{
    CHAR_DATA *victim = NULL, *victim_next;
    char target[MAX_INPUT_LENGTH],
        min[MAX_INPUT_LENGTH], max[MAX_INPUT_LENGTH];
    int low, high;
    bool fAll = FALSE, fKill = FALSE;

    argument = one_argument (argument, target);
    argument = one_argument (argument, min);
    argument = one_argument (argument, max);

    if (target[0] == '\0')
    {
        bug ("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
    {
        bug ("MpDamage - Bad damage min vnum %d.",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        return;
    }
    if (is_number (max))
        high = atoi (max);
    else
    {
        bug ("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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    one_argument (argument, arg);
    if (arg[0] != '\0')
        ch->mprog_target = get_char_world (ch, arg);
    else
        bug ("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, 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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];

    one_argument (argument, arg);
    if (!is_number (arg))
    {
        bug ("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, 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, char *argument)
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *vch;
    OBJ_DATA *obj1, *obj2;
    MPROG_CODE *prg;
    extern void program_flow (sh_int, char *, CHAR_DATA *, CHAR_DATA *,
                              const void *, const void *);

    argument = one_argument (argument, arg);
    if (arg[0] == '\0')
    {
        bug ("MpCall: missing arguments from vnum %d.",
             IS_NPC (ch) ? ch->pIndexData->vnum : 0);
        return;
    }
    if ((prg = get_mprog_index (atoi (arg))) == NULL)
    {
        bug ("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, char *argument)
{
    ROOM_INDEX_DATA *was_in;
    EXIT_DATA *pexit;
    int door, attempt;

    if (ch->fighting != NULL)
        return;

    if ((was_in = ch->in_room) == NULL)
        return;

    for (attempt = 0; attempt < 6; 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, char *argument)
{
    OBJ_DATA *obj;
    ROOM_INDEX_DATA *location;
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];

    argument = one_argument (argument, arg);
    if (arg[0] == '\0')
    {
        bug ("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)
    {
        bug ("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, char *argument)
{
    CHAR_DATA *victim;
    OBJ_DATA *obj, *obj_next;
    sh_int vnum = 0;
    bool fAll = FALSE;
    char arg[MAX_INPUT_LENGTH];

    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))
    {
        bug ("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);
        }
    }
}