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time the mob is harmed, through any means. Valid return values: -1: prevents damage from occurring. Will also prevent a fight from starting. 0: forces a miss. >0 : the damage the mob will endure. Available variables: %actor%: the one doing the damage %victim%: typically the same as %self% - the one being attacked %damage%: the damage inflicted. Always a non-negative number. %attacktype%: The attack type. Will be UNDEFINED when hitting with a weapon.
459 lines
19 KiB
C
459 lines
19 KiB
C
/**
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* @file dg_scripts.h
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* Header file for script structures, constants, and function prototypes for
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* dg_scripts.c
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*
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* Part of the core tbaMUD source code distribution, which is a derivative
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* of, and continuation of, CircleMUD.
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*
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* This source code, which was not part of the CircleMUD legacy code,
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* was created by the following people:
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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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#ifndef _DG_SCRIPTS_H_
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#define _DG_SCRIPTS_H_
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#include "utils.h" /* To make sure ACMD is defined */
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#define MOB_TRIGGER 0
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#define OBJ_TRIGGER 1
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#define WLD_TRIGGER 2
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/* unless you change this, Puff casts all your dg spells */
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#define DG_CASTER_PROXY 1
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/* spells cast by objects and rooms use this level */
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#define DG_SPELL_LEVEL 25
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/* Define this if you don't want wear/remove triggers to fire when a player
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* is saved. */
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#define NO_EXTRANEOUS_TRIGGERS
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/* %actor.room% behaviour :
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* Until pl 7 %actor.room% returned a room vnum. Working with this number in
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* scripts was unnecessarily hard, especially in those situations one needed
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* the id of the room, the items in it, etc. As a result of this, the output
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* has been changed (as of pl 8) to a room variable.i This means old scripts
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* will need a minor adjustment;
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*
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* Before:
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* if %actor.room%==3001
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* %echo% You are at the main temple.
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*
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* After:
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* eval room %actor.room%
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* if %room.vnum%==3001
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* %echo% You are at the main temple.
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*
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* If you wish to continue using the old style, comment out the line below.
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* - Welcor */
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#define ACTOR_ROOM_IS_UID 1
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/* mob trigger types */
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#define MTRIG_GLOBAL (1 << 0) /* check even if zone empty */
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#define MTRIG_RANDOM (1 << 1) /* checked randomly */
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#define MTRIG_COMMAND (1 << 2) /* character types a command */
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#define MTRIG_SPEECH (1 << 3) /* a char says a word/phrase */
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#define MTRIG_ACT (1 << 4) /* word or phrase sent to act */
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#define MTRIG_DEATH (1 << 5) /* character dies */
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#define MTRIG_GREET (1 << 6) /* something enters room seen */
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#define MTRIG_GREET_ALL (1 << 7) /* anything enters room */
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#define MTRIG_ENTRY (1 << 8) /* the mob enters a room */
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#define MTRIG_RECEIVE (1 << 9) /* character is given obj */
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#define MTRIG_FIGHT (1 << 10) /* each pulse while fighting */
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#define MTRIG_HITPRCNT (1 << 11) /* fighting and below some hp */
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#define MTRIG_BRIBE (1 << 12) /* coins are given to mob */
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#define MTRIG_LOAD (1 << 13) /* the mob is loaded */
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#define MTRIG_MEMORY (1 << 14) /* mob see's someone remembered */
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#define MTRIG_CAST (1 << 15) /* mob targetted by spell */
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#define MTRIG_LEAVE (1 << 16) /* someone leaves room seen */
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#define MTRIG_DOOR (1 << 17) /* door manipulated in room */
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#define MTRIG_TIME (1 << 19) /* trigger based on game hour */
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#define MTRIG_DAMAGE (1 << 20) /* trigger whenever mob is damaged */
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/* obj trigger types */
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#define OTRIG_GLOBAL (1 << 0) /* unused */
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#define OTRIG_RANDOM (1 << 1) /* checked randomly */
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#define OTRIG_COMMAND (1 << 2) /* character types a command */
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#define OTRIG_TIMER (1 << 5) /* item's timer expires */
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#define OTRIG_GET (1 << 6) /* item is picked up */
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#define OTRIG_DROP (1 << 7) /* character trys to drop obj */
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#define OTRIG_GIVE (1 << 8) /* character trys to give obj */
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#define OTRIG_WEAR (1 << 9) /* character trys to wear obj */
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#define OTRIG_REMOVE (1 << 11) /* character trys to remove obj */
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#define OTRIG_LOAD (1 << 13) /* the object is loaded */
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#define OTRIG_CAST (1 << 15) /* object targetted by spell */
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#define OTRIG_LEAVE (1 << 16) /* someone leaves room seen */
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#define OTRIG_CONSUME (1 << 18) /* char tries to eat/drink obj */
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#define OTRIG_TIME (1 << 19) /* trigger based on game hour */
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/* wld trigger types */
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#define WTRIG_GLOBAL (1 << 0) /* check even if zone empty */
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#define WTRIG_RANDOM (1 << 1) /* checked randomly */
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#define WTRIG_COMMAND (1 << 2) /* character types a command */
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#define WTRIG_SPEECH (1 << 3) /* a char says word/phrase */
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#define WTRIG_RESET (1 << 5) /* zone has been reset */
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#define WTRIG_ENTER (1 << 6) /* character enters room */
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#define WTRIG_DROP (1 << 7) /* something dropped in room */
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#define WTRIG_CAST (1 << 15) /* spell cast in room */
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#define WTRIG_LEAVE (1 << 16) /* character leaves the room */
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#define WTRIG_DOOR (1 << 17) /* door manipulated in room */
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#define WTRIG_LOGIN (1 << 18) /* character logs into MUD */
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#define WTRIG_TIME (1 << 19) /* trigger based on game hour */
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/* obj command trigger types */
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#define OCMD_EQUIP (1 << 0) /* obj must be in char's equip */
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#define OCMD_INVEN (1 << 1) /* obj must be in char's inven */
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#define OCMD_ROOM (1 << 2) /* obj must be in char's room */
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/* obj consume trigger commands */
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#define OCMD_EAT 1
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#define OCMD_DRINK 2
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#define OCMD_QUAFF 3
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#define TRIG_NEW 0 /* trigger starts from top */
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#define TRIG_RESTART 1 /* trigger restarting */
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/* These are slightly off of PULSE_MOBILE so everything isnt happening at the
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* same time. */
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#define PULSE_DG_SCRIPT (13 RL_SEC)
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#define MAX_SCRIPT_DEPTH 10 /* maximum depth triggers can
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recurse into each other */
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#define SCRIPT_ERROR_CODE -9999999 /* this shouldn't happen too often */
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/* one line of the trigger */
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struct cmdlist_element {
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char *cmd; /* one line of a trigger */
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struct cmdlist_element *original;
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struct cmdlist_element *next;
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int loops; /* for counting number of runs in a while loop */
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};
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struct trig_var_data {
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char *name; /* name of variable */
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char *value; /* value of variable */
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long context; /* 0: global context */
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struct trig_var_data *next;
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};
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/** structure for triggers */
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struct trig_data {
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IDXTYPE nr; /**< trigger's rnum */
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byte attach_type; /**< mob/obj/wld intentions */
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byte data_type; /**< type of game_data for trig */
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char *name; /**< name of trigger */
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long trigger_type; /**< type of trigger (for bitvector) */
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struct cmdlist_element *cmdlist; /**< top of command list */
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struct cmdlist_element *curr_state; /**< ptr to current line of trigger */
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int narg; /**< numerical argument */
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char *arglist; /**< argument list */
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int depth; /**< depth into nest ifs/whiles/etc */
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int loops; /**< loop iteration counter */
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struct event *wait_event; /**< event to pause the trigger */
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ubyte purged; /**< trigger is set to be purged */
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struct trig_var_data *var_list; /**< list of local vars for trigger */
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struct trig_data *next;
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struct trig_data *next_in_world; /**< next in the global trigger list */
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};
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/** a complete script (composed of several triggers) */
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struct script_data {
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long types; /**< bitvector of trigger types */
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struct trig_data *trig_list; /**< list of triggers */
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struct trig_var_data *global_vars; /**< list of global variables */
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ubyte purged; /**< script is set to be purged */
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long context; /**< current context for statics */
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struct script_data *next; /**< used for purged_scripts */
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};
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/* The event data for the wait command */
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struct wait_event_data {
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struct trig_data *trigger;
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void *go;
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int type;
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};
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/* used for actor memory triggers */
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struct script_memory {
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long id; /* id of who to remember */
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char *cmd; /* command, or NULL for generic */
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struct script_memory *next;
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};
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/* typedefs that the dg functions rely on */
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typedef struct index_data index_data;
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typedef struct room_data room_data;
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typedef struct obj_data obj_data;
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typedef struct trig_data trig_data;
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typedef struct char_data char_data;
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/* function prototypes from dg_triggers.c */
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char *one_phrase(char *arg, char *first_arg);
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int is_substring(char *sub, char *string);
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int word_check(char *str, char *wordlist);
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void act_mtrigger(const char_data *ch, char *str,
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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);
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void speech_wtrigger(char_data *actor, char *str);
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void greet_memory_mtrigger(char_data *ch);
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int greet_mtrigger(char_data *actor, int dir);
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int entry_mtrigger(char_data *ch);
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void entry_memory_mtrigger(char_data *ch);
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int enter_wtrigger(room_data *room, char_data *actor, int dir);
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int drop_otrigger(obj_data *obj, char_data *actor);
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void timer_otrigger(obj_data *obj);
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int get_otrigger(obj_data *obj, char_data *actor);
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int drop_wtrigger(obj_data *obj, char_data *actor);
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int give_otrigger(obj_data *obj, char_data *actor,
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char_data *victim);
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int receive_mtrigger(char_data *ch, char_data *actor,
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obj_data *obj);
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void bribe_mtrigger(char_data *ch, char_data *actor,
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int amount);
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int wear_otrigger(obj_data *obj, char_data *actor, int where);
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int remove_otrigger(obj_data *obj, char_data *actor);
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int cmd_otrig(obj_data *obj, char_data *actor, char *cmd,
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char *argument, int type);
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int command_mtrigger(char_data *actor, char *cmd, char *argument);
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int command_otrigger(char_data *actor, char *cmd, char *argument);
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int command_wtrigger(char_data *actor, char *cmd, char *argument);
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int death_mtrigger(char_data *ch, char_data *actor);
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void fight_mtrigger(char_data *ch);
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void hitprcnt_mtrigger(char_data *ch);
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void random_mtrigger(char_data *ch);
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void random_otrigger(obj_data *obj);
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void random_wtrigger(room_data *ch);
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void reset_wtrigger(room_data *ch);
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void load_mtrigger(char_data *ch);
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void load_otrigger(obj_data *obj);
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int cast_mtrigger(char_data *actor, char_data *ch, int spellnum);
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int cast_otrigger(char_data *actor, obj_data *obj, int spellnum);
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int cast_wtrigger(char_data *actor, char_data *vict, obj_data *obj, int spellnum);
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int leave_mtrigger(char_data *actor, int dir);
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int leave_wtrigger(room_data *room, char_data *actor, int dir);
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int leave_otrigger(room_data *room, char_data *actor, int dir);
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int door_mtrigger(char_data *actor, int subcmd, int dir);
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int door_wtrigger(char_data *actor, int subcmd, int dir);
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int consume_otrigger(obj_data *obj, char_data *actor, int cmd);
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void time_mtrigger(char_data *ch);
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void time_otrigger(obj_data *obj);
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void time_wtrigger(room_data *room);
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int login_wtrigger(struct room_data *room, char_data *actor);
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int damage_mtrigger(char_data *ch, char_data *victim, int dam, int attacktype);
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/* function prototypes from dg_scripts.c */
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ACMD(do_attach) ;
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ACMD(do_detach);
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ACMD(do_vdelete);
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ACMD(do_tstat);
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char *str_str(char *cs, char *ct);
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int find_eq_pos_script(char *arg);
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int can_wear_on_pos(struct obj_data *obj, int pos);
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struct char_data *find_char(long n);
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char_data *get_char(char *name);
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char_data *get_char_near_obj(obj_data *obj, char *name);
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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);
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obj_data *get_obj(char *name);
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room_data *get_room(char *name);
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char_data *get_char_by_obj(obj_data *obj, char *name);
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char_data *get_char_by_room(room_data *room, char *name);
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obj_data *get_obj_by_obj(obj_data *obj, char *name);
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obj_data *get_obj_in_room(room_data *room, char *name);
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obj_data *get_obj_by_room(room_data *room, char *name);
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int trgvar_in_room(room_vnum vnum);
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obj_data *get_obj_in_list(char *name, obj_data *list);
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obj_data *get_object_in_equip(char_data * ch, char *name);
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void script_trigger_check(void);
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void check_time_triggers(void);
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void find_uid_name(char *uid, char *name, size_t nlen);
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void do_sstat_room(struct char_data * ch, room_data *r);
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void do_sstat_object(char_data *ch, obj_data *j);
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void do_sstat_character(char_data *ch, char_data *k);
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void add_trigger(struct script_data *sc, trig_data *t, int loc);
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void script_vlog(const char *format, va_list args);
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void script_log(const char *format, ...) __attribute__ ((format (printf, 1, 2)));
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char *matching_quote(char *p);
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struct room_data *dg_room_of_obj(struct obj_data *obj);
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bool check_flags_by_name_ar(int *array, int numflags, char *search, const char *namelist[]);
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void read_saved_vars_ascii(FILE *file, struct char_data *ch, int count);
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void save_char_vars_ascii(FILE *file, struct char_data *ch);
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int perform_set_dg_var(struct char_data *ch, struct char_data *vict, char *val_arg);
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int trig_is_attached(struct script_data *sc, int trig_num);
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/* To maintain strict-aliasing we'll have to do this trick with a union */
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/* Thanks to Chris Gilbert for reminding me that there are other options. */
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int script_driver(void *go_adress, trig_data *trig, int type, int mode);
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trig_rnum real_trigger(trig_vnum vnum);
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void process_eval(void *go, struct script_data *sc, trig_data *trig,
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int type, char *cmd);
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void read_saved_vars(struct char_data *ch);
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void save_char_vars(struct char_data *ch);
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void init_lookup_table(void);
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void add_to_lookup_table(long uid, void *c);
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void remove_from_lookup_table(long uid);
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/* from dg_db_scripts.c */
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void parse_trigger(FILE *trig_f, int nr);
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trig_data *read_trigger(int nr);
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void trig_data_copy(trig_data *this_data, const trig_data *trg);
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void dg_read_trigger(FILE *fp, void *proto, int type);
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void dg_obj_trigger(char *line, struct obj_data *obj);
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void assign_triggers(void *i, int type);
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/* From dg_variables.c */
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void add_var(struct trig_var_data **var_list, const char *name, const char *value, long id);
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int item_in_list(char *item, obj_data *list);
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char *skill_percent(struct char_data *ch, char *skill);
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int char_has_item(char *item, struct char_data *ch);
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void var_subst(void *go, struct script_data *sc, trig_data *trig,
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int type, char *line, char *buf);
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int text_processed(char *field, char *subfield, struct trig_var_data *vd,
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char *str, size_t slen);
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void find_replacement(void *go, struct script_data *sc, trig_data *trig,
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int type, char *var, char *field, char *subfield, char *str, size_t slen);
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/* From dg_handler.c */
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void free_var_el(struct trig_var_data *var);
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void free_varlist(struct trig_var_data *vd);
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int remove_var(struct trig_var_data **var_list, char *name);
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void free_trigger(trig_data *trig);
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void extract_trigger(struct trig_data *trig);
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void extract_script(void *thing, int type);
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void extract_script_mem(struct script_memory *sc);
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void free_proto_script(void *thing, int type);
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void copy_proto_script(void *source, void *dest, int type);
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void delete_variables(const char *charname);
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void update_wait_events(struct room_data *to, struct room_data *from);
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/* from dg_comm.c */
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char *any_one_name(char *argument, char *first_arg);
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void sub_write(char *arg, char_data *ch, byte find_invis, int targets);
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void send_to_zone(char *messg, zone_rnum zone);
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/* from dg_misc.c */
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void do_dg_cast(void *go, struct script_data *sc, trig_data *trig,
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int type, char *cmd);
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void do_dg_affect(void *go, struct script_data *sc, trig_data *trig,
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int type, char *cmd);
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void send_char_pos(struct char_data *ch, int dam);
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int valid_dg_target(char_data *ch, int bitvector);
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void script_damage(char_data *vict, int dam);
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/* from dg_mobcmd.c */
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ACMD(do_masound);
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ACMD(do_mat);
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ACMD(do_mdamage);
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ACMD(do_mdoor);
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ACMD(do_mecho);
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ACMD(do_mechoaround);
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ACMD(do_mfollow);
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ACMD(do_mforce);
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ACMD(do_mforget);
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ACMD(do_mgoto);
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ACMD(do_mhunt);
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ACMD(do_mjunk);
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ACMD(do_mkill);
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ACMD(do_mload);
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ACMD(do_mpurge);
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ACMD(do_mrecho);
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ACMD(do_mremember);
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ACMD(do_msend);
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ACMD(do_mteleport);
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ACMD(do_mtransform);
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ACMD(do_mzoneecho);
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ACMD(do_mlog);
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/* from dg_olc.c... thinking these should be moved to oasis.h */
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void trigedit_save(struct descriptor_data *d);
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void trigedit_string_cleanup(struct descriptor_data *d, int terminator);
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int format_script(struct descriptor_data *d);
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void trigedit_setup_existing(struct descriptor_data *d, int rtrg_num);
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/* from dg_objcmd.c */
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room_rnum obj_room(obj_data *obj);
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void obj_command_interpreter(obj_data *obj, char *argument);
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/* from dg_wldcmd.c */
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void wld_command_interpreter(room_data *room, char *argument);
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/* defines for valid_dg_target */
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#define DG_ALLOW_GODS (1<<0)
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/* Macros for scripts */
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#define UID_CHAR '}'
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#define GET_TRIG_NAME(t) ((t)->name)
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#define GET_TRIG_RNUM(t) ((t)->nr)
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#define GET_TRIG_VNUM(t) (trig_index[(t)->nr]->vnum)
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#define GET_TRIG_TYPE(t) ((t)->trigger_type)
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#define GET_TRIG_DATA_TYPE(t) ((t)->data_type)
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#define GET_TRIG_NARG(t) ((t)->narg)
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#define GET_TRIG_ARG(t) ((t)->arglist)
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#define GET_TRIG_VARS(t) ((t)->var_list)
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#define GET_TRIG_WAIT(t) ((t)->wait_event)
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#define GET_TRIG_DEPTH(t) ((t)->depth)
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#define GET_TRIG_LOOPS(t) ((t)->loops)
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/* player id's: 0 to MOB_ID_BASE - 1
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* mob id's: MOB_ID_BASE to ROOM_ID_BASE - 1
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* room id's: ROOM_ID_BASE to OBJ_ID_BASE - 1
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* object id's: OBJ_ID_BASE and higher */
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#define MOB_ID_BASE 10000000 /* 10000000 player IDNUMS should suffice */
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#define ROOM_ID_BASE (10000000 + MOB_ID_BASE) /* 10000000 Mobs */
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#define OBJ_ID_BASE (10000000 + ROOM_ID_BASE) /* 10000000 Rooms */
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#define SCRIPT(o) ((o)->script)
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#define SCRIPT_MEM(c) ((c)->memory)
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#define SCRIPT_TYPES(s) ((s)->types)
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#define TRIGGERS(s) ((s)->trig_list)
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#define GET_SHORT(ch) ((ch)->player.short_descr)
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#define SCRIPT_CHECK(go, type) (SCRIPT(go) && \
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IS_SET(SCRIPT_TYPES(SCRIPT(go)), type))
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#define TRIGGER_CHECK(t, type) (IS_SET(GET_TRIG_TYPE(t), type) && \
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!GET_TRIG_DEPTH(t))
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/* This formerly used 'go' instead of 'id' and referenced 'go->id' but this is
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* no longer possible since script ids must be referenced with char_script_id()
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* and obj_script_id().
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*/
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#define ADD_UID_VAR(buf, trig, id, name, context) do { \
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sprintf(buf, "%c%ld", UID_CHAR, id); \
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add_var(&GET_TRIG_VARS(trig), name, buf, context); } while (0)
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// id helpers
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extern long char_script_id(char_data *ch);
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extern long obj_script_id(obj_data *obj);
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extern int has_obj_by_uid_in_lookup_table(long uid);
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#define room_script_id(room) ((long)(room)->number + ROOM_ID_BASE)
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#endif /* _DG_SCRIPTS_H_ */
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