// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifdef PCRE_SUPPORT
#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <time.h>
#include "../common/timer.h"
#include "../common/malloc.h"
#include "../common/version.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "map.h"
#include "status.h"
#include "npc.h"
#include "chat.h"
#include "script.h"
#include "battle.h"
#include "pcre.h"
/**
* Written by MouseJstr in a vision... (2/21/2005)
*
* This allows you to make npc listen for spoken text (global
* messages) and pattern match against that spoken text using perl
* regular expressions.
*
* Please feel free to copy this code into your own personal ragnarok
* servers or distributions but please leave my name. Also, please
* wait until I've put it into the main eA branch which means I
* believe it is ready for distribution.
*
* So, how do people use this?
*
* The first and most important function is defpattern
*
* defpattern 1, "[^:]+: (.*) loves (.*)", "label";
*
* this defines a new pattern in set 1 using perl syntax
* (http://www.troubleshooters.com/codecorn/littperl/perlreg.htm)
* and tells it to jump to the supplied label when the pattern
* is matched.
*
* each of the matched Groups will result in a variable being
* set ($p1$ through $p9$ with $p0$ being the entire string)
* before the script gets executed.
*
* activatepset 1;
*
* This activates a set of patterns.. You can have many pattern
* sets defined and many active all at once. This feature allows
* you to set up "conversations" and ever changing expectations of
* the pattern matcher
*
* deactivatepset 1;
*
* turns off a pattern set;
*
* deactivatepset -1;
*
* turns off ALL pattern sets;
*
* deletepset 1;
*
* deletes a pset
*/
/* Structure containing all info associated with a single pattern
block */
struct pcrematch_entry {
struct pcrematch_entry *next_;
char *pattern_;
pcre *pcre_;
pcre_extra *pcre_extra_;
char *label_;
};
/* A set of patterns that can be activated and deactived with a single
command */
struct pcrematch_set {
struct pcrematch_set *next_, *prev_;
struct pcrematch_entry *head_;
int setid_;
};
/*
* Entire data structure hung off a NPC
*
* The reason I have done it this way (a void * in npc_data and then
* this) was to reduce the number of patches that needed to be applied
* to a ragnarok distribution to bring this code online. I
* also wanted people to be able to grab this one file to get updates
* without having to do a large number of changes.
*/
struct npc_parse {
struct pcrematch_set *active_;
struct pcrematch_set *inactive_;
};
/**
* delete everythign associated with a entry
*
* This does NOT do the list management
*/
void finalize_pcrematch_entry(struct pcrematch_entry *e) {
//TODO: For some odd reason this causes a already-free'd error under Windows, but not *nix! [Skotlex]
#ifndef _WIN32
if (e->pcre_) {
free(e->pcre_);
e->pcre_ = NULL;
}
#endif
if (e->pcre_extra_) {
free(e->pcre_extra_);
e->pcre_ = NULL;
}
aFree(e->pattern_);
aFree(e->label_);
}
/**
* Lookup (and possibly create) a new set of patterns by the set id
*/
static struct pcrematch_set * lookup_pcreset(struct npc_data *nd,int setid)
{
struct pcrematch_set *pcreset;
struct npc_parse *npcParse = (struct npc_parse *) nd->chatdb;
if (npcParse == NULL)
nd->chatdb = npcParse = (struct npc_parse *)
aCalloc(sizeof(struct npc_parse), 1);
pcreset = npcParse->active_;
while (pcreset != NULL) {
if (pcreset->setid_ == setid)
break;
pcreset = pcreset->next_;
}
if (pcreset == NULL)
pcreset = npcParse->inactive_;
while (pcreset != NULL) {
if (pcreset->setid_ == setid)
break;
pcreset = pcreset->next_;
}
if (pcreset == NULL) {
pcreset = (struct pcrematch_set *)
aCalloc(sizeof(struct pcrematch_set), 1);
pcreset->next_ = npcParse->inactive_;
if (pcreset->next_ != NULL)
pcreset->next_->prev_ = pcreset;
pcreset->prev_ = 0;
npcParse->inactive_ = pcreset;
pcreset->setid_ = setid;
}
return pcreset;
}
/**
* activate a set of patterns.
*
* if the setid does not exist, this will silently return
*/
static void activate_pcreset(struct npc_data *nd,int setid) {
struct pcrematch_set *pcreset;
struct npc_parse *npcParse = (struct npc_parse *) nd->chatdb;
if (npcParse == NULL)
return; // Nothing to activate...
pcreset = npcParse->inactive_;
while (pcreset != NULL) {
if (pcreset->setid_ == setid)
break;
pcreset = pcreset->next_;
}
if (pcreset == NULL)
return; // not in inactive list
if (pcreset->next_ != NULL)
pcreset->next_->prev_ = pcreset->prev_;
if (pcreset->prev_ != NULL)
pcreset->prev_->next_ = pcreset->next_;
else
npcParse->inactive_ = pcreset->next_;
pcreset->prev_ = NULL;
pcreset->next_ = npcParse->active_;
if (pcreset->next_ != NULL)
pcreset->next_->prev_ = pcreset;
npcParse->active_ = pcreset;
}
/**
* deactivate a set of patterns.
*
* if the setid does not exist, this will silently return
*/
static void deactivate_pcreset(struct npc_data *nd,int setid) {
struct pcrematch_set *pcreset;
struct npc_parse *npcParse = (struct npc_parse *) nd->chatdb;
if (npcParse == NULL)
return; // Nothing to deactivate...
if (setid == -1) {
while(npcParse->active_ != NULL)
deactivate_pcreset(nd, npcParse->active_->setid_);
return;
}
pcreset = npcParse->active_;
while (pcreset != NULL) {
if (pcreset->setid_ == setid)
break;
pcreset = pcreset->next_;
}
if (pcreset == NULL)
return; // not in active list
if (pcreset->next_ != NULL)
pcreset->next_->prev_ = pcreset->prev_;
if (pcreset->prev_ != NULL)
pcreset->prev_->next_ = pcreset->next_;
else
npcParse->active_ = pcreset->next_;
pcreset->prev_ = NULL;
pcreset->next_ = npcParse->inactive_;
if (pcreset->next_ != NULL)
pcreset->next_->prev_ = pcreset;
npcParse->inactive_ = pcreset;
}
/**
* delete a set of patterns.
*/
static void delete_pcreset(struct npc_data *nd,int setid) {
int active = 1;
struct pcrematch_set *pcreset;
struct npc_parse *npcParse = (struct npc_parse *) nd->chatdb;
if (npcParse == NULL)
return; // Nothing to deactivate...
pcreset = npcParse->active_;
while (pcreset != NULL) {
if (pcreset->setid_ == setid)
break;
pcreset = pcreset->next_;
}
if (pcreset == NULL) {
active = 0;
pcreset = npcParse->inactive_;
while (pcreset != NULL) {
if (pcreset->setid_ == setid)
break;
pcreset = pcreset->next_;
}
}
if (pcreset == NULL)
return;
if (pcreset->next_ != NULL)
pcreset->next_->prev_ = pcreset->prev_;
if (pcreset->prev_ != NULL)
pcreset->prev_->next_ = pcreset->next_;
if(active)
npcParse->active_ = pcreset->next_;
else
npcParse->inactive_ = pcreset->next_;
pcreset->prev_ = NULL;
pcreset->next_ = NULL;
while (pcreset->head_) {
struct pcrematch_entry *n = pcreset->head_->next_;
finalize_pcrematch_entry(pcreset->head_);
aFree(pcreset->head_); // Cleanin' the last ones.. [Lance]
pcreset->head_ = n;
}
aFree(pcreset);
}
/**
* create a new pattern entry
*/
static struct pcrematch_entry *create_pcrematch_entry(struct pcrematch_set * set) {
struct pcrematch_entry * e = (struct pcrematch_entry *)
aCalloc(sizeof(struct pcrematch_entry), 1);
struct pcrematch_entry * last = set->head_;
// Normally we would have just stuck it at the end of the list but
// this doesn't sink up with peoples usage pattern. They wanted
// the items defined first to have a higher priority then the
// items defined later.. as a result, we have to do some work up
// front..
/* if we are the first pattern, stick us at the end */
if (last == NULL) {
set->head_ = e;
return e;
}
/* Look for the last entry */
while (last->next_ != NULL)
last = last->next_;
last->next_ = e;
e->next_ = NULL;
return e;
}
/**
* define/compile a new pattern
*/
void npc_chat_def_pattern(struct npc_data *nd, int setid,
const char *pattern, const char *label)
{
const char *err;
int erroff;
struct pcrematch_set * s = lookup_pcreset(nd, setid);
struct pcrematch_entry *e = create_pcrematch_entry(s);
e->pattern_ = aStrdup(pattern);
e->label_ = aStrdup(label);
e->pcre_ = pcre_compile(pattern, PCRE_CASELESS, &err, &erroff, NULL);
e->pcre_extra_ = pcre_study(e->pcre_, 0, &err);
}
/**
* Delete everything associated with a NPC concerning the pattern
* matching code
*
* this could be more efficent but.. how often do you do this?
*/
void npc_chat_finalize(struct npc_data *nd)
{
struct npc_parse *npcParse = (struct npc_parse *) nd->chatdb;
if (npcParse == NULL)
return;
while(npcParse->active_)
delete_pcreset(nd, npcParse->active_->setid_);
while(npcParse->inactive_)
delete_pcreset(nd, npcParse->inactive_->setid_);
// Additional cleaning up [Lance]
aFree(npcParse);
}
/**
* Handler called whenever a global message is spoken in a NPC's area
*/
int npc_chat_sub(struct block_list *bl, va_list ap)
{
struct npc_data *nd = (struct npc_data *)bl;
struct npc_parse *npcParse = (struct npc_parse *) nd->chatdb;
char *msg;
int len, pos, i;
struct map_session_data *sd;
struct npc_label_list *lst;
struct pcrematch_set *pcreset;
// Not interested in anything you might have to say...
if (npcParse == NULL || npcParse->active_ == NULL)
return 0;
msg = va_arg(ap,char*);
len = va_arg(ap,int);
sd = va_arg(ap,struct map_session_data *);
// grab the active list
pcreset = npcParse->active_;
// interate across all active sets
while (pcreset != NULL) {
struct pcrematch_entry *e = pcreset->head_;
// interate across all patterns in that set
while (e != NULL) {
int offsets[20];
char buf[255];
// perform pattern match
int r = pcre_exec(e->pcre_, e->pcre_extra_, msg, len, 0,
0, offsets, sizeof(offsets) / sizeof(offsets[0]));
if (r >= 0) {
// save out the matched strings
switch (r) {
case 10:
memcpy(buf, &msg[offsets[18]], offsets[19]);
buf[offsets[19]] = '\0';
set_var(sd, "$p9$", buf);
case 9:
memcpy(buf, &msg[offsets[16]], offsets[17]);
buf[offsets[17]] = '\0';
set_var(sd, "$p8$", buf);
case 8:
memcpy(buf, &msg[offsets[14]], offsets[15]);
buf[offsets[15]] = '\0';
set_var(sd, "$p7$", buf);
case 7:
memcpy(buf, &msg[offsets[12]], offsets[13]);
buf[offsets[13]] = '\0';
set_var(sd, "$p6$", buf);
case 6:
memcpy(buf, &msg[offsets[10]], offsets[11]);
buf[offsets[11]] = '\0';
set_var(sd, "$p5$", buf);
case 5:
memcpy(buf, &msg[offsets[8]], offsets[9]);
buf[offsets[9]] = '\0';
set_var(sd, "$p4$", buf);
case 4:
memcpy(buf, &msg[offsets[6]], offsets[7]);
buf[offsets[7]] = '\0';
set_var(sd, "$p3$", buf);
case 3:
memcpy(buf, &msg[offsets[4]], offsets[5]);
buf[offsets[5]] = '\0';
set_var(sd, "$p2$", buf);
case 2:
memcpy(buf, &msg[offsets[2]], offsets[3]);
buf[offsets[3]] = '\0';
set_var(sd, "$p1$", buf);
case 1:
memcpy(buf, &msg[offsets[0]], offsets[1]);
buf[offsets[1]] = '\0';
set_var(sd, "$p0$", buf);
}
// find the target label.. this sucks..
lst=nd->u.scr.label_list;
pos = -1;
for (i = 0; i < nd->u.scr.label_list_num; i++) {
if (strncmp(lst[i].name, e->label_, sizeof(lst[i].name)) == 0) {
pos = lst[i].pos;
break;
}
}
if (pos == -1) {
ShowWarning("Unable to find label: %s", e->label_);
// unable to find label... do something..
return 0;
}
// run the npc script
run_script(nd->u.scr.script,pos,sd->bl.id,nd->bl.id);
return 0;
}
e = e->next_;
}
pcreset = pcreset->next_;
}
return 0;
}
int mob_chat_sub(struct block_list *bl, va_list ap){
struct mob_data *md = (struct mob_data *)bl;
if(md->nd){
npc_chat_sub(&md->nd->bl, ap);
}
return 0;
}
// Various script builtins used to support these functions
int buildin_defpattern(struct script_state *st) {
int setid=conv_num(st, script_getdata(st,2));
const char *pattern=conv_str(st, script_getdata(st,3));
const char *label=conv_str(st, script_getdata(st,4));
struct npc_data *nd=(struct npc_data *)map_id2bl(st->oid);
npc_chat_def_pattern(nd, setid, pattern, label);
return 0;
}
int buildin_activatepset(struct script_state *st) {
int setid=conv_num(st, script_getdata(st,2));
struct npc_data *nd=(struct npc_data *)map_id2bl(st->oid);
activate_pcreset(nd, setid);
return 0;
}
int buildin_deactivatepset(struct script_state *st) {
int setid=conv_num(st, script_getdata(st,2));
struct npc_data *nd=(struct npc_data *)map_id2bl(st->oid);
deactivate_pcreset(nd, setid);
return 0;
}
int buildin_deletepset(struct script_state *st) {
int setid=conv_num(st, script_getdata(st,2));
struct npc_data *nd=(struct npc_data *)map_id2bl(st->oid);
delete_pcreset(nd, setid);
return 0;
}
#endif