/***************************************************************************** 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; }
/***************************************************************************** * 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; }
/* --------------------------------------------------------------------- * 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 ) ); }
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; } }
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; }