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// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#ifdef PCRE_SUPPORT
#include "../common/timer.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "mob.h" // struct mob_data
#include "npc.h" // struct npc_data
#include "pc.h" // struct map_session_data
#include "script.h" // set_var()
#include "../../3rdparty/pcre/include/pcre.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.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* prev;
struct pcrematch_set* next;
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)
{
pcre_free(e->pcre_);
pcre_free(e->pcre_extra_);
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, i;
struct map_session_data* sd;
struct npc_label_list* lst;
struct pcrematch_set* pcreset;
struct pcrematch_entry* e;
// 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 *);
// iterate across all active sets
for (pcreset = npcParse->active; pcreset != NULL; pcreset = pcreset->next)
{
// interate across all patterns in that set
for (e = pcreset->head; e != NULL; e = e->next)
{
int offsets[2*10 + 10]; // 1/3 reserved for temp space requred by pcre_exec
// perform pattern match
int r = pcre_exec(e->pcre_, e->pcre_extra_, msg, len, 0, 0, offsets, ARRAYLENGTH(offsets));
if (r > 0)
{
// save out the matched strings
for (i = 0; i < r; i++)
{
char var[6], val[255];
snprintf(var, sizeof(var), "$@p%i$", i);
pcre_copy_substring(msg, offsets, r, i, val, sizeof(val));
set_var(sd, var, val);
}
// find the target label.. this sucks..
lst = nd->u.scr.label_list;
ARR_FIND(0, nd->u.scr.label_list_num, i, strncmp(lst[i].name, e->label, sizeof(lst[i].name)) == 0);
if (i == nd->u.scr.label_list_num) {
ShowWarning("Unable to find label: %s\n", e->label);
return 0;
}
// run the npc script
run_script(nd->u.scr.script,lst[i].pos,sd->bl.id,nd->bl.id);
return 0;
}
}
}
return 0;
}
// Various script builtins used to support these functions
int buildin_defpattern(struct script_state* st)
{
int setid = conv_num(st,& (st->stack->stack_data[st->start+2]));
const char* pattern = conv_str(st,& (st->stack->stack_data[st->start+3]));
const char* label = conv_str(st,& (st->stack->stack_data[st->start+4]));
struct npc_data* nd = (struct npc_data *)map_id2bl(st->oid);
npc_chat_def_pattern(nd, setid, pattern, label);
return 1;
}
int buildin_activatepset(struct script_state* st)
{
int setid = conv_num(st,& (st->stack->stack_data[st->start+2]));
struct npc_data* nd = (struct npc_data *)map_id2bl(st->oid);
activate_pcreset(nd, setid);
return 1;
}
int buildin_deactivatepset(struct script_state* st)
{
int setid = conv_num(st,& (st->stack->stack_data[st->start+2]));
struct npc_data* nd = (struct npc_data *)map_id2bl(st->oid);
deactivate_pcreset(nd, setid);
return 1;
}
int buildin_deletepset(struct script_state* st)
{
int setid = conv_num(st,& (st->stack->stack_data[st->start+2]));
struct npc_data* nd = (struct npc_data *)map_id2bl(st->oid);
delete_pcreset(nd, setid);
return 1;
}
#endif //PCRE_SUPPORT
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