forked from kyonshi/grenzland-mud
Fixed top_of_helpt bug being off by one. (thanks Jamdog) Fixed trigedit copy bug where it used real_room and not real_trigger. (thanks Jamdog) [Dec 21 2007] - Rumble Fixed dg_affect crash caused by a typo on my part. Renamed shit again! No really in zmalloc.c unsigned char * shit. [Dec 15 2007] - Rumble Showvnums shows [T#] for a single attached trig or [TRIGS] for multiple attached trigs (except for rooms since there is plenty of room to list all attached trigs). Fixed bug where showvnums would not show if attached. (thanks Sryth)
315 lines
10 KiB
C
315 lines
10 KiB
C
/**************************************************************************
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* File: dg_misc.c Part of tbaMUD *
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* Usage: Contains general functions for script usage. *
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* *
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* $Author: Mark A. Heilpern/egreen/Welcor $ *
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* $Date: 2004/10/11 12:07:00$ *
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* $Revision: 1.0.14 $ *
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**************************************************************************/
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "dg_scripts.h"
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#include "utils.h"
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#include "comm.h"
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#include "interpreter.h"
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#include "handler.h"
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#include "dg_event.h"
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#include "db.h"
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#include "screen.h"
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#include "spells.h"
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#include "constants.h"
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void die(struct char_data *ch, struct char_data * killer);
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/* copied from spell_parser.c: */
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#define SINFO spell_info[spellnum]
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/* external vars */
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extern struct spell_info_type spell_info[];
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/* Cast a spell; can be called by mobiles, objects and rooms, and no level
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* check is required. Note that mobs should generally use the normal 'cast'
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* command (which must be patched to allow mobs to cast spells) as the spell
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* system is designed to have a character caster, and this cast routine may
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* overlook certain issues. LIMITATION: a target MUST exist for the spell unless
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* the spell is set to TAR_IGNORE. Also, group spells are not permitted. */
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void do_dg_cast(void *go, struct script_data *sc, trig_data *trig, int type, char *cmd)
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{
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struct char_data *caster = NULL;
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struct char_data *tch = NULL;
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struct obj_data *tobj = NULL;
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struct room_data *caster_room = NULL;
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char *s, *t;
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int spellnum, target = 0;
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char buf2[MAX_STRING_LENGTH], orig_cmd[MAX_INPUT_LENGTH];
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/* need to get the caster or the room of the temporary caster */
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switch (type) {
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case MOB_TRIGGER:
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caster = (struct char_data *)go;
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break;
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case WLD_TRIGGER:
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caster_room = (struct room_data *)go;
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break;
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case OBJ_TRIGGER:
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caster_room = dg_room_of_obj((struct obj_data *)go);
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if (!caster_room) {
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script_log("dg_do_cast: unknown room for object-caster!");
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return;
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}
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break;
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default:
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script_log("dg_do_cast: unknown trigger type!");
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return;
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}
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strcpy(orig_cmd, cmd);
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/* get: blank, spell name, target name */
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s = strtok(cmd, "'");
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if (s == NULL) {
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script_log("Trigger: %s, VNum %d. dg_cast needs spell name.",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig));
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return;
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}
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s = strtok(NULL, "'");
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if (s == NULL) {
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script_log("Trigger: %s, VNum %d. dg_cast needs spell name in `'s.",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig));
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return;
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}
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t = strtok(NULL, "\0");
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/* spellnum = search_block(s, spells, 0); */
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spellnum = find_skill_num(s);
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if ((spellnum < 1) || (spellnum > MAX_SPELLS)) {
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script_log("Trigger: %s, VNum %d. dg_cast: invalid spell name (%s)",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig), orig_cmd);
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return;
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}
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/* Find the target */
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if (t != NULL) {
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one_argument(strcpy(buf2, t), t);
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skip_spaces(&t);
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}
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if (IS_SET(SINFO.targets, TAR_IGNORE)) {
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target = TRUE;
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} else if (t != NULL && *t) {
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if (!target &&
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(IS_SET(SINFO.targets, TAR_CHAR_ROOM) ||
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IS_SET(SINFO.targets, TAR_CHAR_WORLD))) {
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if ((tch = get_char(t)) != NULL)
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target = TRUE;
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}
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if (!target &&
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(IS_SET(SINFO.targets, TAR_OBJ_INV) ||
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IS_SET(SINFO.targets, TAR_OBJ_EQUIP) ||
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IS_SET(SINFO.targets, TAR_OBJ_ROOM) ||
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IS_SET(SINFO.targets, TAR_OBJ_WORLD))) {
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if ((tobj = get_obj(t)) != NULL)
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target = TRUE;
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}
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if (!target) {
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script_log("Trigger: %s, VNum %d. dg_cast: target not found (%s)",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig), orig_cmd);
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return;
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}
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}
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if (IS_SET(SINFO.routines, MAG_GROUPS)) {
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script_log("Trigger: %s, VNum %d. dg_cast: group spells not permitted (%s)",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig), orig_cmd);
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return;
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}
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if (!caster) {
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caster = read_mobile(DG_CASTER_PROXY, VIRTUAL);
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if (!caster) {
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script_log("dg_cast: Cannot load the caster mob!");
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return;
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}
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/* set the caster's name to that of the object, or the gods.... */
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if (type==OBJ_TRIGGER)
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caster->player.short_descr =
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strdup(((struct obj_data *)go)->short_description);
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else if (type==WLD_TRIGGER)
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caster->player.short_descr = strdup("The gods");
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caster->next_in_room = caster_room->people;
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caster_room->people = caster;
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caster->in_room = real_room(caster_room->number);
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call_magic(caster, tch, tobj, spellnum, DG_SPELL_LEVEL, CAST_SPELL);
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extract_char(caster);
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} else
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call_magic(caster, tch, tobj, spellnum, GET_LEVEL(caster), CAST_SPELL);
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}
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/* Modify an affection on the target. affections can be of the AFF_x variety
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* or APPLY_x type. APPLY_x's have an integer value for them while AFF_x's
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* have boolean values. In any case, the duration MUST be non-zero.
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* Usage: apply <target> <property> <value> <duration> */
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#define APPLY_TYPE 1
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#define AFFECT_TYPE 2
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void do_dg_affect(void *go, struct script_data *sc, trig_data *trig,
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int script_type, char *cmd)
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{
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struct char_data *ch = NULL;
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int value=0, duration=0;
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char junk[MAX_INPUT_LENGTH]; /* will be set to "dg_affect" */
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char charname[MAX_INPUT_LENGTH], property[MAX_INPUT_LENGTH];
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char value_p[MAX_INPUT_LENGTH], duration_p[MAX_INPUT_LENGTH];
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int i=0, type=0;
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struct affected_type af;
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half_chop(cmd, junk, cmd);
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half_chop(cmd, charname, cmd);
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half_chop(cmd, property, cmd);
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half_chop(cmd, value_p, duration_p);
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/* make sure all parameters are present */
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if (!charname || !*charname || !property || !*property ||
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!value_p || !*value_p || !duration_p || !*duration_p) {
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script_log("Trigger: %s, VNum %d. dg_affect usage: <target> <property> <value> <duration>",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig));
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return;
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}
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value = atoi(value_p);
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duration = atoi(duration_p);
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if (duration <= 0) {
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script_log("Trigger: %s, VNum %d. dg_affect: need positive duration!",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig));
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script_log("Line was: dg_affect %s %s %s %s (%d)",
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charname, property, value_p, duration_p, duration);
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return;
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}
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/* find the property -- first search apply_types */
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i = 0;
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while (str_cmp(apply_types[i], "\n")) {
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if (!str_cmp(apply_types[i], property)) {
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type=APPLY_TYPE;
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break;
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}
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i++;
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}
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if (!type) { /* search affect_types now */
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i = 0;
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while (str_cmp(affected_bits[i], "\n")) {
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if (!str_cmp(affected_bits[i], property)) {
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type=AFFECT_TYPE;
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break;
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}
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i++;
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}
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}
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if (!type) { /* property not found */
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script_log("Trigger: %s, VNum %d. dg_affect: unknown property '%s'!",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig), property);
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return;
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}
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/* locate the target */
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ch = get_char(charname);
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if (!ch) {
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script_log("Trigger: %s, VNum %d. dg_affect: cannot locate target!",
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GET_TRIG_NAME(trig), GET_TRIG_VNUM(trig));
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return;
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}
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if (!str_cmp(value_p, "off")) {
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affect_from_char(ch, SPELL_DG_AFFECT);
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return;
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}
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/* add the affect */
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af.type = SPELL_DG_AFFECT;
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af.duration = duration -1;
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af.modifier = value;
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if (type == APPLY_TYPE) {
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af.location = i;
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af.bitvector = 0;
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} else {
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af.location = 0;
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af.bitvector = i;
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}
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affect_to_char(ch, &af);
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}
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void send_char_pos(struct char_data *ch, int dam)
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{
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switch (GET_POS(ch)) {
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case POS_MORTALLYW:
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act("$n is mortally wounded, and will die soon, if not aided.", TRUE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "You are mortally wounded, and will die soon, if not aided.\r\n");
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break;
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case POS_INCAP:
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act("$n is incapacitated and will slowly die, if not aided.", TRUE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "You are incapacitated and will slowly die, if not aided.\r\n");
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break;
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case POS_STUNNED:
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act("$n is stunned, but will probably regain consciousness again.", TRUE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "You're stunned, but will probably regain consciousness again.\r\n");
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break;
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case POS_DEAD:
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act("$n is dead! R.I.P.", FALSE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "You are dead! Sorry...\r\n");
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break;
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default: /* >= POSITION SLEEPING */
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if (dam > (GET_MAX_HIT(ch) >> 2))
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act("That really did HURT!", FALSE, ch, 0, 0, TO_CHAR);
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if (GET_HIT(ch) < (GET_MAX_HIT(ch) >> 2))
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send_to_char(ch, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n",
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CCRED(ch, C_SPR), CCNRM(ch, C_SPR));
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}
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}
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/* Used throughout the xxxcmds.c files for checking if a char can be targetted
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* - allow_gods is false when called by %force%, for instance, while true for
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* %teleport%. - Welcor */
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int valid_dg_target(struct char_data *ch, int bitvector)
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{
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if (IS_NPC(ch))
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return TRUE; /* all npcs are allowed as targets */
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else if (GET_LEVEL(ch) < LVL_IMMORT)
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return TRUE; /* as well as all mortals */
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else if (!IS_SET(bitvector, DG_ALLOW_GODS) &&
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GET_LEVEL(ch) >= LVL_GRGOD) /* LVL_GOD has the advance command. Can't allow them to be forced. */
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return FALSE; /* but not always the highest gods */
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else if (!PRF_FLAGGED(ch, PRF_NOHASSLE))
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return TRUE; /* the ones in between as allowed as long as they have no-hassle off. */
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else
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return FALSE; /* The rest are gods with nohassle on... */
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}
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void script_damage(struct char_data *vict, int dam)
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{
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if (GET_LEVEL(vict)>=LVL_IMMORT && (dam > 0)) {
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send_to_char(vict, "Being the cool immortal you are, you sidestep a trap, "
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"obviously placed to kill you.\r\n");
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return;
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}
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GET_HIT(vict) -= dam;
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GET_HIT(vict) = MIN(GET_HIT(vict), GET_MAX_HIT(vict));
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update_pos(vict);
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send_char_pos(vict, dam);
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if (GET_POS(vict) == POS_DEAD) {
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if (!IS_NPC(vict))
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mudlog( BRF, 0, TRUE, "%s killed by script at %s",
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GET_NAME(vict), world[vict->in_room].name);
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die(vict, NULL);
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}
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}
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