/* ************************************************************************ * File: mobact.c Part of CircleMUD * * Usage: Functions for generating intelligent (?) behavior in mobiles * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "db.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "spells.h" #include "constants.h" /* external globals */ extern int no_specials; /* external functions */ ACMD(do_get); ACMD(do_action); /* local functions */ void mobile_activity(void); void clearMemory(struct char_data *ch); bool aggressive_mob_on_a_leash(struct char_data *slave, struct char_data *master, struct char_data *attack); #define MOB_AGGR_TO_ALIGN (MOB_AGGR_EVIL | MOB_AGGR_NEUTRAL | MOB_AGGR_GOOD) void mobile_activity(void) { struct char_data *ch, *next_ch, *vict; struct obj_data *obj, *best_obj; int door, found, max; memory_rec *names; for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (!IS_MOB(ch)) continue; /* Examine call for special procedure */ if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) { if (mob_index[GET_MOB_RNUM(ch)].func == NULL) { log("SYSERR: %s (#%d): Attempting to call non-existing mob function.", GET_NAME(ch), GET_MOB_VNUM(ch)); REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC); } else { char actbuf[MAX_INPUT_LENGTH] = ""; if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, actbuf)) continue; /* go to next char */ } } /* If the mob has no specproc, do the default actions */ if (FIGHTING(ch) || !AWAKE(ch)) continue; /* Scavenger (picking up objects) */ if (MOB_FLAGGED(ch, MOB_SCAVENGER)) if (world[IN_ROOM(ch)].contents && !rand_number(0, 10)) { max = 1; best_obj = NULL; for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content) if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) { best_obj = obj; max = GET_OBJ_COST(obj); } if (best_obj != NULL) { obj_from_room(best_obj); obj_to_char(best_obj, ch); act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM); } } /* Mob Movement */ if (!MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) && ((door = rand_number(0, 18)) < NUM_OF_DIRS) && CAN_GO(ch, door) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) && (!MOB_FLAGGED(ch, MOB_STAY_ZONE) || (world[EXIT(ch, door)->to_room].zone == world[IN_ROOM(ch)].zone))) { perform_move(ch, door, 1); } /* Aggressive Mobs */ if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) { found = FALSE; for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) { if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) continue; if (MOB_FLAGGED(ch, MOB_AGGRESSIVE ) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL ) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD ) && IS_GOOD(vict))) { /* Can a master successfully control the charmed monster? */ if (aggressive_mob_on_a_leash(ch, ch->master, vict)) continue; hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } /* Mob Memory */ if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) { found = FALSE; for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) { if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; for (names = MEMORY(ch); names && !found; names = names->next) { if (names->id != GET_IDNUM(vict)) continue; /* Can a master successfully control the charmed monster? */ if (aggressive_mob_on_a_leash(ch, ch->master, vict)) continue; found = TRUE; act("'Hey! You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM); hit(ch, vict, TYPE_UNDEFINED); } } } /* * Charmed Mob Rebellion * * In order to rebel, there need to be more charmed monsters * than the person can feasibly control at a time. Then the * mobiles have a chance based on the charisma of their leader. * * 1-4 = 0, 5-7 = 1, 8-10 = 2, 11-13 = 3, 14-16 = 4, 17-19 = 5, etc. */ if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && num_followers_charmed(ch->master) > (GET_CHA(ch->master) - 2) / 3) { if (!aggressive_mob_on_a_leash(ch, ch->master, ch->master)) { if (CAN_SEE(ch, ch->master) && !PRF_FLAGGED(ch->master, PRF_NOHASSLE)) hit(ch, ch->master, TYPE_UNDEFINED); stop_follower(ch); } } /* Helper Mobs */ if (MOB_FLAGGED(ch, MOB_HELPER) && !AFF_FLAGGED(ch, AFF_BLIND | AFF_CHARM)) { found = FALSE; for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) { if (ch == vict || !IS_NPC(vict) || !FIGHTING(vict)) continue; if (IS_NPC(FIGHTING(vict)) || ch == FIGHTING(vict)) continue; act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } /* Add new mobile actions here */ } /* end for() */ } /* Mob Memory Routines */ /* make ch remember victim */ void remember(struct char_data *ch, struct char_data *victim) { memory_rec *tmp; bool present = FALSE; if (!IS_NPC(ch) || IS_NPC(victim) || PRF_FLAGGED(victim, PRF_NOHASSLE)) return; for (tmp = MEMORY(ch); tmp && !present; tmp = tmp->next) if (tmp->id == GET_IDNUM(victim)) present = TRUE; if (!present) { CREATE(tmp, memory_rec, 1); tmp->next = MEMORY(ch); tmp->id = GET_IDNUM(victim); MEMORY(ch) = tmp; } } /* make ch forget victim */ void forget(struct char_data *ch, struct char_data *victim) { memory_rec *curr, *prev = NULL; if (!(curr = MEMORY(ch))) return; while (curr && curr->id != GET_IDNUM(victim)) { prev = curr; curr = curr->next; } if (!curr) return; /* person wasn't there at all. */ if (curr == MEMORY(ch)) MEMORY(ch) = curr->next; else prev->next = curr->next; free(curr); } /* erase ch's memory */ void clearMemory(struct char_data *ch) { memory_rec *curr, *next; curr = MEMORY(ch); while (curr) { next = curr->next; free(curr); curr = next; } MEMORY(ch) = NULL; } /* * An aggressive mobile wants to attack something. If * they're under the influence of mind altering PC, then * see if their master can talk them out of it, eye them * down, or otherwise intimidate the slave. */ bool aggressive_mob_on_a_leash(struct char_data *slave, struct char_data *master, struct char_data *attack) { static int snarl_cmd; int dieroll; if (!master || !AFF_FLAGGED(slave, AFF_CHARM)) return (FALSE); if (!snarl_cmd) snarl_cmd = find_command("snarl"); /* Sit. Down boy! HEEEEeeeel! */ dieroll = rand_number(1, 20); if (dieroll != 1 && (dieroll == 20 || dieroll > 10 - GET_CHA(master) + GET_INT(slave))) { if (snarl_cmd > 0 && attack && !rand_number(0, 3)) { char victbuf[MAX_NAME_LENGTH + 1]; strncpy(victbuf, GET_NAME(attack), sizeof(victbuf)); /* strncpy: OK */ victbuf[sizeof(victbuf) - 1] = '\0'; do_action(slave, victbuf, snarl_cmd, 0); } /* Success! But for how long? Hehe. */ return (TRUE); } /* So sorry, now you're a player killer... Tsk tsk. */ return (FALSE); }