void entry_memory_mtrigger(char_data *ch) { trig_data *t; char_data *actor; struct script_memory *mem; char buf[MAX_INPUT_LENGTH]; if (!SCRIPT_MEM(ch) || AFF_FLAGGED(ch, AFF_CHARM)) return; for (actor = world[IN_ROOM(ch)].people; actor && SCRIPT_MEM(ch); actor = actor->next_in_room) { if (actor!=ch && SCRIPT_MEM(ch)) { for (mem = SCRIPT_MEM(ch); mem && SCRIPT_MEM(ch); mem = mem->next) { if (GET_ID(actor)==mem->id) { struct script_memory *prev; if (mem->cmd) command_interpreter(ch, mem->cmd); else { for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) { if (TRIGGER_CHECK(t, MTRIG_MEMORY) && (number(1, 100) <= GET_TRIG_NARG(t))){ ADD_UID_VAR(buf, t, actor, "actor", 0); script_driver(ch, t, MOB_TRIGGER, TRIG_NEW); break; } } } /* delete the memory */ if (SCRIPT_MEM(ch)==mem) { SCRIPT_MEM(ch) = mem->next; } else { prev = SCRIPT_MEM(ch); while (prev->next != mem) prev = prev->next; prev->next = mem->next; } if (mem->cmd) free(mem->cmd); free(mem); } } /* for (mem =..... */ } } }
void greet_memory_mtrigger(char_data *actor) { trig_data *t; char_data *ch; struct script_memory *mem; char buf[MAX_INPUT_LENGTH]; int command_performed = 0; for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { if (!SCRIPT_MEM(ch) || !AWAKE(ch) || FIGHTING(ch) || (ch == actor) || AFF_FLAGGED(ch, AFF_CHARM)) continue; /* find memory line with command only */ for (mem = SCRIPT_MEM(ch); mem && SCRIPT_MEM(ch); mem=mem->next) { if (GET_ID(actor)!=mem->id) continue; if (mem->cmd) { command_interpreter(ch, mem->cmd); /* no script */ command_performed = 1; break; } } /* if a command was not performed execute the memory script */ if (mem && !command_performed) { for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) { if (IS_SET(GET_TRIG_TYPE(t), MTRIG_MEMORY) && CAN_SEE(ch, actor) && !GET_TRIG_DEPTH(t) && number(1, 100) <= GET_TRIG_NARG(t)) { ADD_UID_VAR(buf, t, actor, "actor", 0); script_driver(ch, t, MOB_TRIGGER, TRIG_NEW); break; } } } /* delete the memory */ if (mem) { if (SCRIPT_MEM(ch)==mem) { SCRIPT_MEM(ch) = mem->next; } else { struct script_memory *prev; prev = SCRIPT_MEM(ch); while (prev->next != mem) prev = prev->next; prev->next = mem->next; } if (mem->cmd) free(mem->cmd); free(mem); } } }
/* Extract a ch completely from the world, and leave his stuff behind */ void extract_char_final(struct char_data *ch) { struct char_data *k, *temp; struct descriptor_data *d; struct obj_data *obj; int i; if (IN_ROOM(ch) == NOWHERE) { log("SYSERR: NOWHERE extracting char %s. (%s, extract_char_final)", GET_NAME(ch), __FILE__); exit(1); } /* We're booting the character of someone who has switched so first we need * to stuff them back into their own body. This will set ch->desc we're * checking below this loop to the proper value. */ if (!IS_NPC(ch) && !ch->desc) { for (d = descriptor_list; d; d = d->next) if (d->original == ch) { do_return(d->character, NULL, 0, 0); break; } } if (ch->desc) { /* This time we're extracting the body someone has switched into (not the * body of someone switching as above) so we need to put the switcher back * to their own body. If this body is not possessed, the owner won't have a * body after the removal so dump them to the main menu. */ if (ch->desc->original) do_return(ch, NULL, 0, 0); else { /* Now we boot anybody trying to log in with the same character, to help * guard against duping. CON_DISCONNECT is used to close a descriptor * without extracting the d->character associated with it, for being * link-dead, so we want CON_CLOSE to clean everything up. If we're * here, we know it's a player so no IS_NPC check required. */ for (d = descriptor_list; d; d = d->next) { if (d == ch->desc) continue; if (d->character && GET_IDNUM(ch) == GET_IDNUM(d->character)) STATE(d) = CON_CLOSE; } STATE(ch->desc) = CON_MENU; write_to_output(ch->desc, "%s", CONFIG_MENU); } } /* On with the character's assets... */ if (ch->followers || ch->master) die_follower(ch); /* Check to see if we are grouped! */ if (GROUP(ch)) leave_group(ch); /* transfer objects to room, if any */ while (ch->carrying) { obj = ch->carrying; obj_from_char(obj); obj_to_room(obj, IN_ROOM(ch)); } /* transfer equipment to room, if any */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) obj_to_room(unequip_char(ch, i), IN_ROOM(ch)); if (FIGHTING(ch)) stop_fighting(ch); for (k = combat_list; k; k = temp) { temp = k->next_fighting; if (FIGHTING(k) == ch) stop_fighting(k); } /* Whipe character from the memory of hunters and other intelligent NPCs... */ for (temp = character_list; temp; temp = temp->next) { /* PCs can't use MEMORY, and don't use HUNTING() */ if (!IS_NPC(temp)) continue; /* If "temp" is hunting our extracted char, stop the hunt. */ if (HUNTING(temp) == ch) HUNTING(temp) = NULL; /* If "temp" has allocated memory data and our ch is a PC, forget the * extracted character (if he/she is remembered) */ if (!IS_NPC(ch) && GET_POS(ch) == POS_DEAD && MEMORY(temp)) forget(temp, ch); /* forget() is safe to use without a check. */ } char_from_room(ch); if (IS_NPC(ch)) { if (GET_MOB_RNUM(ch) != NOTHING) /* prototyped */ mob_index[GET_MOB_RNUM(ch)].number--; clearMemory(ch); if (SCRIPT(ch)) extract_script(ch, MOB_TRIGGER); if (SCRIPT_MEM(ch)) extract_script_mem(SCRIPT_MEM(ch)); } else { save_char(ch); Crash_delete_crashfile(ch); } /* If there's a descriptor, they're in the menu now. */ if (IS_NPC(ch) || !ch->desc) free_char(ch); }