📄 mob_comm.c
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/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* The MOBprograms have been contributed by N'Atas-ha. Any support for *
* these routines should not be expected from Merc Industries. However, *
* under no circumstances should the blame for bugs, etc be placed on *
* Merc Industries. They are not guaranteed to work on all systems due *
* to their frequent use of strxxx functions. They are also not the most *
* efficient way to perform their tasks, but hopefully should be in the *
* easiest possible way to install and begin using. Documentation for *
* such installation can be found in INSTALL. Enjoy........ N'Atas-Ha *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
/*
* Local functions.
*/
char * mprog_type_to_name args( ( int type ) );
/* This routine transfers between alpha and numeric forms of the
* mob_prog bitvector types. It allows the words to show up in mpstat to
* make it just a hair bit easier to see what a mob should be doing.
*/
char *mprog_type_to_name( int type )
{
switch ( type )
{
case IN_FILE_PROG: return "in_file_prog";
case ACT_PROG: return "act_prog";
case SPEECH_PROG: return "speech_prog";
case RAND_PROG: return "rand_prog";
case FIGHT_PROG: return "fight_prog";
case HITPRCNT_PROG: return "hitprcnt_prog";
case DEATH_PROG: return "death_prog";
case ENTRY_PROG: return "entry_prog";
case GREET_PROG: return "greet_prog";
case ALL_GREET_PROG: return "all_greet_prog";
case GIVE_PROG: return "give_prog";
case BRIBE_PROG: return "bribe_prog";
default: return "ERROR_PROG";
}
}
/* A trivial rehack of do_mstat. This doesnt show all the data, but just
* enough to identify the mob and give its basic condition. It does however,
* show the MOBprograms which are set.
*/
void do_mpstat( CHAR_DATA *ch, char *argument )
{
char buf[ MAX_STRING_LENGTH ];
char arg[ MAX_INPUT_LENGTH ];
MPROG_DATA *mprg;
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "MobProg stat whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC( victim ) )
{
send_to_char( "Only Mobiles can have Programs!\n\r", ch);
return;
}
if ( !( victim->pIndexData->progtypes ) )
{
send_to_char( "That Mobile has no Programs set.\n\r", ch);
return;
}
sprintf( buf, "Name: %s. Vnum: %d.\n\r",
victim->name, victim->pIndexData->vnum );
send_to_char( buf, ch );
sprintf( buf, "Short description: %s.\n\rLong description: %s",
victim->short_descr,
victim->long_descr[0] != '\0' ?
victim->long_descr : "(none).\n\r" );
send_to_char( buf, ch );
sprintf( buf, "Hp: %d/%d. Mana: %d/%d. Move: %d/%d. \n\r",
victim->hit, victim->max_hit,
victim->mana, victim->max_mana,
victim->move, victim->max_move );
send_to_char( buf, ch );
sprintf( buf,
"Lv: %d. Class: %d. Align: %d. AC: %d. Gold: %d. Exp: %d.\n\r",
victim->level, victim->class, victim->alignment,
GET_AC( victim ), victim->gold, victim->exp );
send_to_char( buf, ch );
for ( mprg = victim->pIndexData->mobprogs; mprg != NULL;
mprg = mprg->next )
{
sprintf( buf, ">%s %s\n\r%s\n\r",
mprog_type_to_name( mprg->type ),
mprg->arglist,
mprg->comlist );
send_to_char( buf, ch );
}
return;
}
/* prints the argument to all the rooms aroud the mobile */
void do_mpasound( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in_room;
int door;
if ( !IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
bug( "Mpasound - No argument from vnum %d.", ch->pIndexData->vnum );
return;
}
was_in_room = ch->in_room;
for ( door = 0; door <= 5; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
MOBtrigger = FALSE;
act( argument, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
/* lets the mobile kill any player or mobile without murder*/
void do_mpkill( CHAR_DATA *ch, char *argument )
{
char arg[ MAX_INPUT_LENGTH ];
CHAR_DATA *victim;
if ( !IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
bug( "MpKill - No argument from vnum %d.",
ch->pIndexData->vnum );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
bug( "MpKill - Victim not in room from vnum %d.",
ch->pIndexData->vnum );
return;
}
if ( victim == ch )
{
bug( "MpKill - Bad victim to attack from vnum %d.",
ch->pIndexData->vnum );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
bug( "MpKill - Charmed mob attacking master from vnum %d.",
ch->pIndexData->vnum );
return;
}
#if 0 // @@@ Seems to be no need for this message...
if ( ch->position == POS_FIGHTING )
{
bug( "MpKill - Already fighting from vnum %d",
ch->pIndexData->vnum );
return;
}
#endif
multi_hit( ch, victim, 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 */
void do_mpjunk( CHAR_DATA *ch, char *argument )
{
char arg[ MAX_INPUT_LENGTH ];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0')
{
bug( "Mpjunk - No argument from vnum %d.", ch->pIndexData->vnum );
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 ) ) == 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 */
void do_mpechoaround( CHAR_DATA *ch, char *argument )
{
char arg[ MAX_INPUT_LENGTH ];
CHAR_DATA *victim;
if ( !IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
bug( "Mpechoaround - No argument from vnum %d.", ch->pIndexData->vnum );
return;
}
if ( !( victim=get_char_room( ch, arg ) ) )
{
bug( "Mpechoaround - Victim does not exist from vnum %d.",
ch->pIndexData->vnum );
return;
}
act( argument, ch, NULL, victim, TO_NOTVICT );
return;
}
/* prints the message to only the victim */
void do_mpechoat( CHAR_DATA *ch, char *argument )
{
char arg[ MAX_INPUT_LENGTH ];
CHAR_DATA *victim;
if ( !IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
bug( "Mpechoat - No argument from vnum %d.",
ch->pIndexData->vnum );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
bug( "Mpechoat - Victim does not exist from vnum %d.",
ch->pIndexData->vnum );
return;
}
act( argument, ch, NULL, victim, TO_VICT );
return;
}
/* prints the message to the room at large */
void do_mpecho( CHAR_DATA *ch, char *argument )
{
if ( !IS_NPC(ch) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
bug( "Mpecho - Called w/o argument from vnum %d.",
ch->pIndexData->vnum );
return;
}
act( argument, ch, NULL, NULL, TO_ROOM );
return;
}
/* lets the mobile load an item or mobile. All items
are loaded into inventory. you can specify a level with
the load object portion as well. */
void do_mpmload( CHAR_DATA *ch, char *argument )
{
char arg[ MAX_INPUT_LENGTH ];
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *victim;
if ( !IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
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