tbamud/src/dg_scripts.h

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/**************************************************************************
* File: dg_scripts.h *
* Usage: header file for script structures and constants, and *
* function prototypes for dg_scripts.c *
* *
* *
* $Author: Mark A. Heilpern/egreen/Welcor $ *
* $Date: 2004/10/11 12:07:00$ *
* $Revision: 1.0.14 $ *
**************************************************************************/
#define DG_SCRIPT_VERSION "DG Scripts 1.0.14"
#define MOB_TRIGGER 0
#define OBJ_TRIGGER 1
#define WLD_TRIGGER 2
/* unless you change this, Puff casts all your dg spells */
#define DG_CASTER_PROXY 1
/* spells cast by objects and rooms use this level */
#define DG_SPELL_LEVEL 25
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/*
* define this if you don't want wear/remove triggers to fire when
* a player is saved.
*/
#define NO_EXTRANEOUS_TRIGGERS
/*
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* %actor.room% behaviour :
* Until pl 7 %actor.room% returned a room vnum.
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* Working with this number in scripts was unnecessarily hard,
* especially in those situations one needed the id of the room,
* the items in it, etc. As a result of this, the output
* has been changed (as of pl 8) to a room variable.
* This means old scripts will need a minor adjustment;
*
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* Before:
* if %actor.room%==3001
* %echo% You are at the main temple.
*
* After:
* eval room %actor.room%
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* if %room.vnum%==3001
* %echo% You are at the main temple.
*
* If you wish to continue using the old style, comment out the line below.
*
* Welcor
*/
#define ACTOR_ROOM_IS_UID 1
/* mob trigger types */
#define MTRIG_GLOBAL (1 << 0) /* check even if zone empty */
#define MTRIG_RANDOM (1 << 1) /* checked randomly */
#define MTRIG_COMMAND (1 << 2) /* character types a command */
#define MTRIG_SPEECH (1 << 3) /* a char says a word/phrase */
#define MTRIG_ACT (1 << 4) /* word or phrase sent to act */
#define MTRIG_DEATH (1 << 5) /* character dies */
#define MTRIG_GREET (1 << 6) /* something enters room seen */
#define MTRIG_GREET_ALL (1 << 7) /* anything enters room */
#define MTRIG_ENTRY (1 << 8) /* the mob enters a room */
#define MTRIG_RECEIVE (1 << 9) /* character is given obj */
#define MTRIG_FIGHT (1 << 10) /* each pulse while fighting */
#define MTRIG_HITPRCNT (1 << 11) /* fighting and below some hp */
#define MTRIG_BRIBE (1 << 12) /* coins are given to mob */
#define MTRIG_LOAD (1 << 13) /* the mob is loaded */
#define MTRIG_MEMORY (1 << 14) /* mob see's someone remembered */
#define MTRIG_CAST (1 << 15) /* mob targetted by spell */
#define MTRIG_LEAVE (1 << 16) /* someone leaves room seen */
#define MTRIG_DOOR (1 << 17) /* door manipulated in room */
#define MTRIG_TIME (1 << 19) /* trigger based on game hour */
/* obj trigger types */
#define OTRIG_GLOBAL (1 << 0) /* unused */
#define OTRIG_RANDOM (1 << 1) /* checked randomly */
#define OTRIG_COMMAND (1 << 2) /* character types a command */
#define OTRIG_TIMER (1 << 5) /* item's timer expires */
#define OTRIG_GET (1 << 6) /* item is picked up */
#define OTRIG_DROP (1 << 7) /* character trys to drop obj */
#define OTRIG_GIVE (1 << 8) /* character trys to give obj */
#define OTRIG_WEAR (1 << 9) /* character trys to wear obj */
#define OTRIG_REMOVE (1 << 11) /* character trys to remove obj */
#define OTRIG_LOAD (1 << 13) /* the object is loaded */
#define OTRIG_CAST (1 << 15) /* object targetted by spell */
#define OTRIG_LEAVE (1 << 16) /* someone leaves room seen */
#define OTRIG_CONSUME (1 << 18) /* char tries to eat/drink obj */
#define OTRIG_TIME (1 << 19) /* trigger based on game hour */
/* wld trigger types */
#define WTRIG_GLOBAL (1 << 0) /* check even if zone empty */
#define WTRIG_RANDOM (1 << 1) /* checked randomly */
#define WTRIG_COMMAND (1 << 2) /* character types a command */
#define WTRIG_SPEECH (1 << 3) /* a char says word/phrase */
#define WTRIG_RESET (1 << 5) /* zone has been reset */
#define WTRIG_ENTER (1 << 6) /* character enters room */
#define WTRIG_DROP (1 << 7) /* something dropped in room */
#define WTRIG_CAST (1 << 15) /* spell cast in room */
#define WTRIG_LEAVE (1 << 16) /* character leaves the room */
#define WTRIG_DOOR (1 << 17) /* door manipulated in room */
#define WTRIG_TIME (1 << 19) /* trigger based on game hour */
/* obj command trigger types */
#define OCMD_EQUIP (1 << 0) /* obj must be in char's equip */
#define OCMD_INVEN (1 << 1) /* obj must be in char's inven */
#define OCMD_ROOM (1 << 2) /* obj must be in char's room */
/* obj consume trigger commands */
#define OCMD_EAT 1
#define OCMD_DRINK 2
#define OCMD_QUAFF 3
#define TRIG_NEW 0 /* trigger starts from top */
#define TRIG_RESTART 1 /* trigger restarting */
/*
* These are slightly off of PULSE_MOBILE so
* everything isnt happening at the same time
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*/
#define PULSE_DG_SCRIPT (13 RL_SEC)
#define MAX_SCRIPT_DEPTH 10 /* maximum depth triggers can
recurse into each other */
#define SCRIPT_ERROR_CODE -9999999 /* this shouldn't happen too often */
/* one line of the trigger */
struct cmdlist_element {
char *cmd; /* one line of a trigger */
struct cmdlist_element *original;
struct cmdlist_element *next;
};
struct trig_var_data {
char *name; /* name of variable */
char *value; /* value of variable */
long context; /* 0: global context */
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struct trig_var_data *next;
};
/* structure for triggers */
struct trig_data {
IDXTYPE nr; /* trigger's rnum */
byte attach_type; /* mob/obj/wld intentions */
byte data_type; /* type of game_data for trig */
char *name; /* name of trigger */
long trigger_type; /* type of trigger (for bitvector) */
struct cmdlist_element *cmdlist; /* top of command list */
struct cmdlist_element *curr_state; /* ptr to current line of trigger */
int narg; /* numerical argument */
char *arglist; /* argument list */
int depth; /* depth into nest ifs/whiles/etc */
int loops; /* loop iteration counter */
struct event *wait_event; /* event to pause the trigger */
ubyte purged; /* trigger is set to be purged */
struct trig_var_data *var_list; /* list of local vars for trigger */
struct trig_data *next;
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struct trig_data *next_in_world; /* next in the global trigger list */
};
/* a complete script (composed of several triggers) */
struct script_data {
long types; /* bitvector of trigger types */
struct trig_data *trig_list; /* list of triggers */
struct trig_var_data *global_vars; /* list of global variables */
ubyte purged; /* script is set to be purged */
long context; /* current context for statics */
struct script_data *next; /* used for purged_scripts */
};
/* The event data for the wait command */
struct wait_event_data {
struct trig_data *trigger;
void *go;
int type;
};
/* typedefs that the dg functions rely on */
typedef struct index_data index_data;
typedef struct room_data room_data;
typedef struct obj_data obj_data;
typedef struct trig_data trig_data;
typedef struct char_data char_data;
/* used for actor memory triggers */
struct script_memory {
long id; /* id of who to remember */
char *cmd; /* command, or NULL for generic */
struct script_memory *next;
};
/* function prototypes from dg_triggers.c */
char *one_phrase(char *arg, char *first_arg);
int is_substring(char *sub, char *string);
int word_check(char *str, char *wordlist);
void act_mtrigger(const char_data *ch, char *str,
char_data *actor, char_data *victim, obj_data *object, obj_data *target, char *arg);
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void speech_mtrigger(char_data *actor, char *str);
void speech_wtrigger(char_data *actor, char *str);
void greet_memory_mtrigger(char_data *ch);
int greet_mtrigger(char_data *actor, int dir);
int entry_mtrigger(char_data *ch);
void entry_memory_mtrigger(char_data *ch);
int enter_wtrigger(room_data *room, char_data *actor, int dir);
int drop_otrigger(obj_data *obj, char_data *actor);
void timer_otrigger(obj_data *obj);
int get_otrigger(obj_data *obj, char_data *actor);
int drop_wtrigger(obj_data *obj, char_data *actor);
int give_otrigger(obj_data *obj, char_data *actor,
char_data *victim);
int receive_mtrigger(char_data *ch, char_data *actor,
obj_data *obj);
void bribe_mtrigger(char_data *ch, char_data *actor,
int amount);
int wear_otrigger(obj_data *obj, char_data *actor, int where);
int remove_otrigger(obj_data *obj, char_data *actor);
int cmd_otrig(obj_data *obj, char_data *actor, char *cmd,
char *argument, int type);
int command_mtrigger(char_data *actor, char *cmd, char *argument);
int command_otrigger(char_data *actor, char *cmd, char *argument);
int command_wtrigger(char_data *actor, char *cmd, char *argument);
int death_mtrigger(char_data *ch, char_data *actor);
void fight_mtrigger(char_data *ch);
void hitprcnt_mtrigger(char_data *ch);
void random_mtrigger(char_data *ch);
void random_otrigger(obj_data *obj);
void random_wtrigger(room_data *ch);
void reset_wtrigger(room_data *ch);
void load_mtrigger(char_data *ch);
void load_otrigger(obj_data *obj);
int cast_mtrigger(char_data *actor, char_data *ch, int spellnum);
int cast_otrigger(char_data *actor, obj_data *obj, int spellnum);
int cast_wtrigger(char_data *actor, char_data *vict, obj_data *obj, int spellnum);
int leave_mtrigger(char_data *actor, int dir);
int leave_wtrigger(room_data *room, char_data *actor, int dir);
int leave_otrigger(room_data *room, char_data *actor, int dir);
int door_mtrigger(char_data *actor, int subcmd, int dir);
int door_wtrigger(char_data *actor, int subcmd, int dir);
int consume_otrigger(obj_data *obj, char_data *actor, int cmd);
void time_mtrigger(char_data *ch);
void time_otrigger(obj_data *obj);
void time_wtrigger(room_data *room);
/* function prototypes from dg_scripts.c */
char *str_str(char *cs, char *ct);
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int find_eq_pos_script(char *arg);
int can_wear_on_pos(struct obj_data *obj, int pos);
struct char_data *find_char(long n);
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char_data *get_char(char *name);
char_data *get_char_near_obj(obj_data *obj, char *name);
char_data *get_char_in_room(room_data *room, char *name);
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obj_data *get_obj_near_obj(obj_data *obj, char *name);
obj_data *get_obj(char *name);
room_data *get_room(char *name);
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char_data *get_char_by_obj(obj_data *obj, char *name);
char_data *get_char_by_room(room_data *room, char *name);
obj_data *get_obj_by_obj(obj_data *obj, char *name);
obj_data *get_obj_in_room(room_data *room, char *name);
obj_data *get_obj_by_room(room_data *room, char *name);
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int trgvar_in_room(room_vnum vnum);
obj_data *get_obj_in_list(char *name, obj_data *list);
obj_data *get_object_in_equip(char_data * ch, char *name);
void script_trigger_check(void);
void check_time_triggers(void);
void find_uid_name(char *uid, char *name, size_t nlen);
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void do_sstat_room(struct char_data * ch);
void do_sstat_object(char_data *ch, obj_data *j);
void do_sstat_character(char_data *ch, char_data *k);
void add_trigger(struct script_data *sc, trig_data *t, int loc);
void script_vlog(const char *format, va_list args);
void script_log(const char *format, ...) __attribute__ ((format (printf, 1, 2)));
char *matching_quote(char *p);
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struct room_data *dg_room_of_obj(struct obj_data *obj);
/* To maintain strict-aliasing we'll have to do this trick with a union */
/* Thanks to Chris Gilbert for reminding me that there are other options. */
int script_driver(void *go_adress, trig_data *trig, int type, int mode);
trig_rnum real_trigger(trig_vnum vnum);
void process_eval(void *go, struct script_data *sc, trig_data *trig,
int type, char *cmd);
void read_saved_vars(struct char_data *ch);
void save_char_vars(struct char_data *ch);
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void init_lookup_table(void);
void add_to_lookup_table(long uid, void *c);
void remove_from_lookup_table(long uid);
/* from dg_db_scripts.c */
void parse_trigger(FILE *trig_f, int nr);
trig_data *read_trigger(int nr);
void trig_data_copy(trig_data *this_data, const trig_data *trg);
void dg_read_trigger(FILE *fp, void *proto, int type);
void dg_obj_trigger(char *line, struct obj_data *obj);
void assign_triggers(void *i, int type);
/* From dg_variables.c */
void add_var(struct trig_var_data **var_list, char *name, char *value, long id);
int item_in_list(char *item, obj_data *list);
char *skill_percent(struct char_data *ch, char *skill);
int char_has_item(char *item, struct char_data *ch);
void var_subst(void *go, struct script_data *sc, trig_data *trig,
int type, char *line, char *buf);
int text_processed(char *field, char *subfield, struct trig_var_data *vd,
char *str, size_t slen);
void find_replacement(void *go, struct script_data *sc, trig_data *trig,
int type, char *var, char *field, char *subfield, char *str, size_t slen);
/* From dg_handler.c */
void free_var_el(struct trig_var_data *var);
void free_varlist(struct trig_var_data *vd);
int remove_var(struct trig_var_data **var_list, char *name);
void free_trigger(trig_data *trig);
void extract_trigger(struct trig_data *trig);
void extract_script(void *thing, int type);
void extract_script_mem(struct script_memory *sc);
void free_proto_script(void *thing, int type);
void copy_proto_script(void *source, void *dest, int type);
void delete_variables(const char *charname);
void update_wait_events(struct room_data *to, struct room_data *from);
/* from dg_comm.c */
char *any_one_name(char *argument, char *first_arg);
void sub_write(char *arg, char_data *ch, byte find_invis, int targets);
void send_to_zone(char *messg, zone_rnum zone);
/* from dg_misc.c */
void do_dg_cast(void *go, struct script_data *sc, trig_data *trig,
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int type, char *cmd);
void do_dg_affect(void *go, struct script_data *sc, trig_data *trig,
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int type, char *cmd);
void send_char_pos(struct char_data *ch, int dam);
int valid_dg_target(char_data *ch, int bitvector);
void script_damage(char_data *vict, int dam);
/* from dg_objcmd.c */
room_rnum obj_room(obj_data *obj);
/* defines for valid_dg_target */
#define DG_ALLOW_GODS (1<<0)
/* Macros for scripts */
#define UID_CHAR '}'
#define GET_TRIG_NAME(t) ((t)->name)
#define GET_TRIG_RNUM(t) ((t)->nr)
#define GET_TRIG_VNUM(t) (trig_index[(t)->nr]->vnum)
#define GET_TRIG_TYPE(t) ((t)->trigger_type)
#define GET_TRIG_DATA_TYPE(t) ((t)->data_type)
#define GET_TRIG_NARG(t) ((t)->narg)
#define GET_TRIG_ARG(t) ((t)->arglist)
#define GET_TRIG_VARS(t) ((t)->var_list)
#define GET_TRIG_WAIT(t) ((t)->wait_event)
#define GET_TRIG_DEPTH(t) ((t)->depth)
#define GET_TRIG_LOOPS(t) ((t)->loops)
/* player id's: 0 to MOB_ID_BASE - 1 */
/* mob id's: MOB_ID_BASE to ROOM_ID_BASE - 1 */
/* room id's: ROOM_ID_BASE to OBJ_ID_BASE - 1 */
/* object id's: OBJ_ID_BASE and higher */
#define MOB_ID_BASE 50000 /* 50000 player IDNUMS should suffice */
#define ROOM_ID_BASE 1050000 /* 1000000 Mobs */
#define OBJ_ID_BASE 1300000 /* 250000 Rooms */
#define SCRIPT(o) ((o)->script)
#define SCRIPT_MEM(c) ((c)->memory)
#define SCRIPT_TYPES(s) ((s)->types)
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#define TRIGGERS(s) ((s)->trig_list)
#define GET_SHORT(ch) ((ch)->player.short_descr)
#define SCRIPT_CHECK(go, type) (SCRIPT(go) && \
IS_SET(SCRIPT_TYPES(SCRIPT(go)), type))
#define TRIGGER_CHECK(t, type) (IS_SET(GET_TRIG_TYPE(t), type) && \
!GET_TRIG_DEPTH(t))
#define ADD_UID_VAR(buf, trig, go, name, context) do { \
sprintf(buf, "%c%ld", UID_CHAR, GET_ID(go)); \
add_var(&GET_TRIG_VARS(trig), name, buf, context); } while (0)