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