コード例 #1
0
ファイル: bit.c プロジェクト: verias/SRMud
/*****************************************************************************
 Name:		flag_value( table, flag )
 Purpose:	Returns the value of the flags entered.  Multi-flags accepted.
 Called by:	olc.c and olc_act.c.
 ****************************************************************************/
int flag_value( const struct flag_type *flag_table, char *argument)
{
    char word[MAX_INPUT_LENGTH];
    int  bit;
    int  marked = 0;
    bool found = FALSE;

    if ( is_stat( flag_table ) )
	return flag_lookup(argument, flag_table);

    /*
     * Accept multiple flags.
     */
    for (; ;)
    {
        argument = one_argument( argument, word );

        if ( word[0] == '\0' )
	    break;

        if ( ( bit = flag_lookup( word, flag_table ) ) != NO_FLAG )
        {
            SET_BIT( marked, bit );
            found = TRUE;
        }
    }

    if ( found )
	return marked;
    else
	return NO_FLAG;
}
コード例 #2
0
ファイル: bit.c プロジェクト: codernator/creepy-garbanzo
/*****************************************************************************
 * Name:		flag_value(table, flag)
 * Purpose:	Returns the value of the flags entered.  Multi-flags accepted.
 * Called by:	olc.c and olc_act.c.
 ****************************************************************************/
long flag_value(const struct flag_type *flag_table, const char *argument)
{
    char word[MAX_INPUT_LENGTH];
    long bit;
    long marked = 0;
    bool found = false;

    if (is_stat(flag_table))
	return flag_lookup(argument, flag_table);

    /*
     * Accept multiple flags.
     */
    for (;; ) {
	argument = one_argument(argument, word);

	if (word[0] == '\0')
	    break;

	if ((bit = flag_lookup(word, flag_table)) != NO_FLAG) {
	    SET_BIT(marked, bit);
	    found = true;
	}
    }

    return (found) ? marked : NO_FLAG;
}
コード例 #3
0
ファイル: mob_prog.c プロジェクト: Firehed/RotK
/* ---------------------------------------------------------------------
 * CMD_EVAL
 * This monster evaluates an if/or/and statement
 * There are five kinds of statement:
 * 1) keyword and value (no $-code)	    if random 30
 * 2) keyword, comparison and value	    if people > 2
 * 3) keyword and actor		    	    if isnpc $n
 * 4) keyword, actor and value		    if carries $n sword
 * 5) keyword, actor, comparison and value  if level $n >= 10
 *
 *----------------------------------------------------------------------
 */
int cmd_eval( sh_int vnum, char *line, int check,
	CHAR_DATA *mob, CHAR_DATA *ch, 
	const void *arg1, const void *arg2, CHAR_DATA *rch )
{
    CHAR_DATA *lval_char = mob;
    CHAR_DATA *vch = (CHAR_DATA *) arg2;
    OBJ_DATA *obj1 = (OBJ_DATA  *) arg1;
    OBJ_DATA *obj2 = (OBJ_DATA  *) arg2;
    OBJ_DATA  *lval_obj = NULL;

    char *original, buf[MAX_INPUT_LENGTH], code;
    int lval = 0, oper = 0, rval = -1;

    original = line;
    line = one_argument( line, buf );
    if ( buf[0] == '\0' || mob == NULL )
	return FALSE;

    /*
     * 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 )
	{
	    sprintf( buf, "Cmd_eval: prog %d syntax error(2) '%s'",
		vnum, original );
	    bug( buf, 0 );
	    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' )
    {
	sprintf( buf, "Cmd_eval: prog %d syntax error(3) '%s'",
		vnum, original );
	bug( buf, 0 );
        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:
	    sprintf( buf, "Cmd_eval: prog %d syntax error(4) '%s'",
		vnum, original );
	    bug( buf, 0 );
	    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: /* A relic from MERC 2.2 MOBprograms */
            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 ) != 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_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 )
    {
	sprintf( buf, "Cmd_eval: prog %d syntax error(5): '%s'",
		vnum, original );
	bug( buf, 0 );
	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 ) );
}
コード例 #4
0
void do_flag(CHAR_DATA *ch, char *argument)
{
    char arg1[MAX_INPUT_LENGTH],arg2[MAX_INPUT_LENGTH],arg3[MAX_INPUT_LENGTH];
    char word[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    long *flag, old = 0, inew = 0, marked = 0, pos;
    char type;
    const struct flag_type *flag_table;

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

    type = argument[0];

    if (type == '=' || type == '-' || type == '+')
        argument = one_argument(argument,word);

    if (arg1[0] == '\0')
    {
	send_to_char("Syntax:\n\r",ch);
	send_to_char("  flag mob  <name> <field> <flags>\n\r",ch);
	send_to_char("  flag char <name> <field> <flags>\n\r",ch);
	send_to_char("  mob  flags: act,aff,off,imm,res,vuln,form,part\n\r",ch);
	send_to_char("  char flags: plr,comm,aff,imm,res,vuln,\n\r",ch);
	send_to_char("  +: add flag, -: remove flag, = set equal to\n\r",ch);
	send_to_char("  otherwise flag toggles the flags listed.\n\r",ch);
	return;
    }

    if (arg2[0] == '\0')
    {
	send_to_char("What do you wish to set flags on?\n\r",ch);
	return;
    }

    if (arg3[0] == '\0')
    {
	send_to_char("You need to specify a flag to set.\n\r",ch);
	return;
    }

    if (argument[0] == '\0')
    {
	send_to_char("Which flags do you wish to change?\n\r",ch);
	return;
    }

    if (!str_prefix(arg1,"mob") || !str_prefix(arg1,"char"))
    {
	victim = get_char_world(ch,arg2);
	if (victim == NULL)
	{
	    send_to_char("You can't find them.\n\r",ch);
	    return;
	}

        /* select a flag to set */
	if (!str_prefix(arg3,"act"))
	{
	    if (!IS_NPC(victim))
	    {
		send_to_char("Use plr for PCs.\n\r",ch);
		return;
	    }

	    flag = &victim->act;
	    flag_table = act_flags;
	}

	else if (!str_prefix(arg3,"plr"))
	{
	    if (IS_NPC(victim))
	    {
		send_to_char("Use act for NPCs.\n\r",ch);
		return;
	    }

	    flag = &victim->act;
	    flag_table = plr_flags;
	}

 	else if (!str_prefix(arg3,"aff"))
	{
	    flag = &victim->affected_by;
	    flag_table = affect_flags;
	}

  	else if (!str_prefix(arg3,"immunity"))
	{
	    flag = &victim->imm_flags;
	    flag_table = imm_flags;
	}

	else if (!str_prefix(arg3,"resist"))
	{
	    flag = &victim->res_flags;
	    flag_table = imm_flags;
	}

	else if (!str_prefix(arg3,"vuln"))
	{
	    flag = &victim->vuln_flags;
	    flag_table = imm_flags;
	}

	else if (!str_prefix(arg3,"form"))
	{
	    if (!IS_NPC(victim))
	    {
	 	send_to_char("Form can't be set on PCs.\n\r",ch);
		return;
	    }

	    flag = &victim->form;
	    flag_table = form_flags;
	}

	else if (!str_prefix(arg3,"parts"))
	{
	    if (!IS_NPC(victim))
	    {
		send_to_char("Parts can't be set on PCs.\n\r",ch);
		return;
	    }

	    flag = &victim->parts;
	    flag_table = part_flags;
	}

	else if (!str_prefix(arg3,"comm"))
	{
	    if (IS_NPC(victim))
	    {
		send_to_char("Comm can't be set on NPCs.\n\r",ch);
		return;
	    }

	    flag = &victim->comm;
	    flag_table = comm_flags;
	}

	else 
	{
	    send_to_char("That's not an acceptable flag.\n\r",ch);
	    return;
	}

	old = *flag;
	victim->zone = NULL;

	if (type != '=')
	    inew = old;

        /* mark the words */
        for (; ;)
        {
	    argument = one_argument(argument,word);

	    if (word[0] == '\0')
		break;

	    pos = flag_lookup(word,flag_table);

	    if (pos == NO_FLAG)
	    {
		send_to_char("That flag doesn't exist!\n\r",ch);
		return;
	    }
	    else
		SET_BIT(marked,pos);
	}

	for (pos = 0; flag_table[pos].name != NULL; pos++)
	{
	    if (!flag_table[pos].settable && IS_SET(old,flag_table[pos].bit))
	    {
		SET_BIT(inew,flag_table[pos].bit);
		continue;
	    }

	    if (IS_SET(marked,flag_table[pos].bit))
	    {
		switch(type)
		{
		    case '=':
		    case '+':
			SET_BIT(inew,flag_table[pos].bit);
			break;
		    case '-':
			REMOVE_BIT(inew,flag_table[pos].bit);
			break;
		    default:
			if (IS_SET(inew,flag_table[pos].bit))
			    REMOVE_BIT(inew,flag_table[pos].bit);
			else
			    SET_BIT(inew,flag_table[pos].bit);
		}
	    }
	}
	*flag = inew;
	return;
    }
}
コード例 #5
0
ファイル: db2.c プロジェクト: MikeMayer/act-of-war
void load_mobiles(FILE * fp)
{
    MOB_INDEX_DATA *pMobIndex;

    if (!area_last) {		/* OLC */
	bug("Load_mobiles: no #AREA seen yet.", 0);
	exit(1);
    }
    for (;;) {
	sh_int vnum;
	char letter;
	int iHash;

	letter = fread_letter(fp);
	if (letter != '#') {
	    bug("Load_mobiles: # not found.", 0);
	    exit(1);
	}
	vnum = fread_number(fp);
	if (vnum == 0)
	    break;

	fBootDb = FALSE;
	if (get_mob_index(vnum) != NULL) {
	    bug("Load_mobiles: vnum %d duplicated.", vnum);
	    exit(1);
	}
	fBootDb = TRUE;

	pMobIndex = alloc_perm(sizeof(*pMobIndex));
	pMobIndex->vnum = vnum;
	pMobIndex->area = area_last;	/* OLC */
	pMobIndex->new_format = TRUE;
	newmobs++;
	pMobIndex->player_name = fread_string(fp);
	pMobIndex->short_descr = fread_string(fp);
	pMobIndex->long_descr = fread_string(fp);
	
	pMobIndex->long_descr_orig = fread_string(fp);
	pMobIndex->description = fread_string(fp);
	pMobIndex->race = race_lookup(fread_string(fp));

	pMobIndex->long_descr[0] = UPPER(pMobIndex->long_descr[0]);
	pMobIndex->description[0] = UPPER(pMobIndex->description[0]);

	pMobIndex->act = fread_flag(fp) | ACT_IS_NPC
	    | race_table[pMobIndex->race].act;
	pMobIndex->affected_by = fread_flag(fp)
	    | race_table[pMobIndex->race].aff;
	pMobIndex->pShop = NULL;
	pMobIndex->alignment = fread_number(fp);
	pMobIndex->group = fread_number(fp);

	pMobIndex->level = fread_number(fp);
	pMobIndex->hitroll = fread_number(fp);

	/* read hit dice */
	pMobIndex->hit[DICE_NUMBER] = fread_number(fp);
	/* 'd'          */ fread_letter(fp);
	pMobIndex->hit[DICE_TYPE] = fread_number(fp);
	/* '+'          */ fread_letter(fp);
	pMobIndex->hit[DICE_BONUS] = fread_number(fp);

	/* read mana dice */
	pMobIndex->mana[DICE_NUMBER] = fread_number(fp);
	fread_letter(fp);
	pMobIndex->mana[DICE_TYPE] = fread_number(fp);
	fread_letter(fp);
	pMobIndex->mana[DICE_BONUS] = fread_number(fp);

	/* read damage dice */
	pMobIndex->damage[DICE_NUMBER] = fread_number(fp);
	fread_letter(fp);
	pMobIndex->damage[DICE_TYPE] = fread_number(fp);
	fread_letter(fp);
	pMobIndex->damage[DICE_BONUS] = fread_number(fp);
	pMobIndex->dam_type = attack_lookup(fread_word(fp));

	/* read armor class */
	pMobIndex->ac[AC_PIERCE] = fread_number(fp) * 10;
	pMobIndex->ac[AC_BASH] = fread_number(fp) * 10;
	pMobIndex->ac[AC_SLASH] = fread_number(fp) * 10;
	pMobIndex->ac[AC_EXOTIC] = fread_number(fp) * 10;

	/* read flags and add in data from the race table */
	pMobIndex->off_flags = fread_flag(fp)
	    | race_table[pMobIndex->race].off;
	pMobIndex->imm_flags = fread_flag(fp)
	    | race_table[pMobIndex->race].imm;
	pMobIndex->res_flags = fread_flag(fp)
	    | race_table[pMobIndex->race].res;
	pMobIndex->vuln_flags = fread_flag(fp)
	    | race_table[pMobIndex->race].vuln;

	/* vital statistics */
	pMobIndex->start_pos = position_lookup(fread_word(fp));
	pMobIndex->default_pos = position_lookup(fread_word(fp));
	pMobIndex->sex = sex_lookup(fread_word(fp));

	pMobIndex->wealth = fread_number(fp);

	pMobIndex->form = fread_flag(fp)
	    | race_table[pMobIndex->race].form;
	pMobIndex->parts = fread_flag(fp)
	    | race_table[pMobIndex->race].parts;
	/* size */
	pMobIndex->size = size_lookup(fread_word(fp));
	pMobIndex->material = str_dup(fread_word(fp));

	for (;;) {
	    letter = fread_letter(fp);

	    if (letter == 'F') {
		char *word;
		long vector;

		word = fread_word(fp);
		vector = fread_flag(fp);

		if (!str_prefix(word, "act"))
		    REMOVE_BIT(pMobIndex->act, vector);
		else if (!str_prefix(word, "aff"))
		    REMOVE_BIT(pMobIndex->affected_by, vector);
		else if (!str_prefix(word, "off"))
		    REMOVE_BIT(pMobIndex->off_flags, vector);
		else if (!str_prefix(word, "imm"))
		    REMOVE_BIT(pMobIndex->imm_flags, vector);
		else if (!str_prefix(word, "res"))
		    REMOVE_BIT(pMobIndex->res_flags, vector);
		else if (!str_prefix(word, "vul"))
		    REMOVE_BIT(pMobIndex->vuln_flags, vector);
		else if (!str_prefix(word, "for"))
		    REMOVE_BIT(pMobIndex->form, vector);
		else if (!str_prefix(word, "par"))
		    REMOVE_BIT(pMobIndex->parts, vector);
		else {
		    bug("Flag remove: flag not found.", 0);
		    exit(1);
		}
	    } else if (letter == 'M') {
		MPROG_LIST *pMprog;
		char *word;
		int trigger = 0;

		pMprog = alloc_perm(sizeof(*pMprog));
		word = fread_word(fp);
		if (!(trigger = flag_lookup(word, mprog_flags))) {
		    bug("MOBprogs: invalid trigger.", 0);
		    exit(1);
		}
		SET_BIT(pMobIndex->mprog_flags, trigger);
		pMprog->trig_type = trigger;
		pMprog->vnum = fread_number(fp);
		pMprog->trig_phrase = fread_string(fp);
		pMprog->next = pMobIndex->mprogs;
		pMobIndex->mprogs = pMprog;
	    } else {
		ungetc(letter, fp);
		break;
	    }
	}

	iHash = vnum % MAX_KEY_HASH;
	pMobIndex->next = mob_index_hash[iHash];
	mob_index_hash[iHash] = pMobIndex;
	top_mob_index++;
	top_vnum_mob = top_vnum_mob < vnum ? vnum : top_vnum_mob;	/* OLC */
	assign_area_vnum(vnum);	/* OLC */
	kill_table[URANGE(0, pMobIndex->level, MAX_LEVEL - 1)].number++;
    }

    return;
}