asgard/
asgard/.settings/
asgard/area/
asgard/data/clans/
asgard/data/clans/history/
asgard/data/rosters/
asgard/src/notice/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        * 
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   * 
 *                                                                         * 
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          * 
 *  Chastain, Michael Quan, and Mitchell Tse.                              * 
 *                                                                         * 
 *  In order to use any part of this Merc Diku Mud, you must comply with   * 
 *  both the original Diku license in 'license.doc' as well the Merc       * 
 *  license in 'license.txt'.  In particular, you may not remove either of * 
 *  these copyright notices.                                               * 
 *                                                                         * 
 *  Much time and thought has gone into this software and you are          * 
 *  benefitting.  We hope that you share your changes too.  What goes      * 
 *  around, comes around.                                                  * 
 ***************************************************************************/

/*************************************************************************** 
 *       ROM 2.4 is copyright 1993-1995 Russ Taylor                         *
 *       ROM has been brought to you by the ROM consortium                  *
 *           Russ Taylor (rtaylor@pacinfo.com)                              *
 *           Gabrielle Taylor (gtaylor@pacinfo.com)                         *
 *           Brian Moore (rom@rom.efn.org)                                  *
 *       By using this code, you have agreed to follow the terms of the     *
 *       ROM license, in the file Rom24/doc/rom.license                     *
 ***************************************************************************/

/***************************************************************************  
 *       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       *
 *       By using this code, you have agreed to follow the terms of the     *
 *       ROT license, in the file doc/rot.license                           *
 ***************************************************************************/

#include <stdio.h> 
#include <string.h> 
#include <stdlib.h> 
#include <ctype.h> 
#include <time.h> 
#if defined(macintosh) 
#include <types.h> 
#else 
#include <sys/types.h> 
#include <sys/time.h> 
#endif 

#include "merc.h" 
#include "db.h" 
#include "lookup.h" 
#include "tables.h" 

extern int flag_lookup(const char *name, const struct flag_type *flag_table);

/* values for db2.c */
struct social_type social_table[MAX_SOCIALS];
int social_count;

/* snarf a socials file */
void load_socials(FILE *fp)
{
	for (;;)
	{
		struct social_type social;
		char *temp;
		/* clear social */
		social.char_no_arg = NULL;
		social.others_no_arg = NULL;
		social.char_found = NULL;
		social.others_found = NULL;
		social.vict_found = NULL;
		social.char_not_found = NULL;
		social.char_auto = NULL;
		social.others_auto = NULL;

		temp = fread_word(fp);
		if (!strcmp(temp, "#0"))
			return; /* done */
#if defined(social_debug)  
		else
		fprintf(stderr,"%s\n\r",temp);
#endif 

		strcpy(social.name, temp);
		fread_to_eol(fp);

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.char_no_arg = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.char_no_arg = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.others_no_arg = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.others_no_arg = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.char_found = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.char_found = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.others_found = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.others_found = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.vict_found = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.vict_found = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.char_not_found = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.char_not_found = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.char_auto = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.char_auto = temp;

		temp = fread_string_eol(fp);
		if (!strcmp(temp, "$"))
			social.others_auto = NULL;
		else if (!strcmp(temp, "#"))
		{
			social_table[social_count] = social;
			social_count++;
			continue;
		}
		else
			social.others_auto = temp;

		social_table[social_count] = social;
		social_count++;
	}
	return;
}

/* 
 * Snarf a mob section.  new style 
 */
void load_mobiles(FILE *fp)
{
	MOB_INDEX_DATA *pMobIndex;

	if (!area_last) /* OLC */
	{
		printf_debug("Load_mobiles: no #AREA seen yet.");
		exit(1);
	}

	for (;;)
	{
		sh_int vnum;
		char letter;
		int iHash;

		letter = fread_letter(fp);
		if (letter != '#')
		{
			printf_debug("Load_mobiles: # not found.");
			exit(1);
		}

		vnum = fread_number(fp);
		if (vnum == 0)
			break;

		fBootDb = FALSE;
		if (get_mob_index(vnum) != NULL)
		{
			printf_debug("Load_mobiles: vnum %d duplicated.", vnum);
			exit(1);
		}
		fBootDb = TRUE;
		pMobIndex = alloc_perm(sizeof(*pMobIndex));
		pMobIndex->vnum = vnum;
		pMobIndex->area = area_last; /* OLC */
		pMobIndex->new_format = TRUE;
		pMobIndex->see_all_mortals = FALSE;
		newmobs++;
		pMobIndex->player_name = fread_string(fp);
		pMobIndex->short_descr = fread_string(fp);
		pMobIndex->long_descr = fread_string(fp);
		pMobIndex->description = fread_string(fp);
		pMobIndex->race = race_lookup(fread_string(fp));

		pMobIndex->long_descr[0] = UPPER(pMobIndex->long_descr[0]);
		pMobIndex->description[0] = UPPER(pMobIndex->description[0]);

		pMobIndex->act = fread_flag(fp) | ACT_IS_NPC
				| race_table[pMobIndex->race].act;
		pMobIndex->affected_by = fread_flag(fp)
				| race_table[pMobIndex->race].aff;
		pMobIndex->shielded_by = fread_flag(fp)
				| race_table[pMobIndex->race].shd;
		pMobIndex->pShop = NULL;
		pMobIndex->alignment = fread_number(fp);
		pMobIndex->group = fread_number(fp);

		pMobIndex->level = fread_number(fp);
		pMobIndex->hitroll = fread_number(fp);

		/* read hit dice */
		pMobIndex->hit[DICE_NUMBER] = fread_number(fp);
		/* 'd'          */
		fread_letter(fp);
		pMobIndex->hit[DICE_TYPE] = fread_number(fp);
		/* '+'          */
		fread_letter(fp);
		pMobIndex->hit[DICE_BONUS] = fread_number(fp);

		/* read mana dice */
		pMobIndex->mana[DICE_NUMBER] = fread_number(fp);
		fread_letter(fp);
		pMobIndex->mana[DICE_TYPE] = fread_number(fp);
		fread_letter(fp);
		pMobIndex->mana[DICE_BONUS] = fread_number(fp);

		/* read damage dice */
		pMobIndex->damage[DICE_NUMBER] = fread_number(fp);
		fread_letter(fp);
		pMobIndex->damage[DICE_TYPE] = fread_number(fp);
		fread_letter(fp);
		pMobIndex->damage[DICE_BONUS] = fread_number(fp);
		pMobIndex->dam_type = attack_lookup(fread_word(fp));

		/* read armor class */
		pMobIndex->ac[AC_PIERCE] = fread_number(fp) * 10;
		pMobIndex->ac[AC_BASH] = fread_number(fp) * 10;
		pMobIndex->ac[AC_SLASH] = fread_number(fp) * 10;
		pMobIndex->ac[AC_EXOTIC] = fread_number(fp) * 10;

		/* read flags and add in data from the race table */
		pMobIndex->off_flags = fread_flag(fp) | race_table[pMobIndex->race].off;
		pMobIndex->imm_flags = fread_flag(fp) | race_table[pMobIndex->race].imm;
		pMobIndex->res_flags = fread_flag(fp) | race_table[pMobIndex->race].res;
		pMobIndex->vuln_flags = fread_flag(fp)
				| race_table[pMobIndex->race].vuln;

		/* vital statistics */
		pMobIndex->start_pos = position_lookup(fread_word(fp));
		pMobIndex->default_pos = position_lookup(fread_word(fp));
		pMobIndex->sex = sex_lookup(fread_word(fp));

		pMobIndex->wealth = fread_number(fp);

		pMobIndex->form = fread_flag(fp) | race_table[pMobIndex->race].form;
		pMobIndex->parts = fread_flag(fp) | race_table[pMobIndex->race].parts;
		/* size */
		pMobIndex->size = size_lookup(fread_word(fp));
		pMobIndex->material = str_dup(fread_word(fp));

		pMobIndex->die_descr = "";
		pMobIndex->say_descr = "";
		
		pMobIndex->mob_tier = -1;
		pMobIndex->attacks = -1;

		for (;;)
		{
			letter = fread_letter(fp);

			if (letter == 'A')
			{
				pMobIndex->attacks = fread_number(fp);
			}
			else if (letter == 'F')
			{
				char *word;
				long vector;

				word = fread_word(fp);
				vector = fread_flag(fp);

				if (!str_prefix(word, "act"))
					REMOVE_BIT(pMobIndex->act,vector);
				else if (!str_prefix(word, "aff"))
					REMOVE_BIT(pMobIndex->affected_by,vector);
				else if (!str_prefix(word, "shd"))
					REMOVE_BIT(pMobIndex->shielded_by,vector);
				else if (!str_prefix(word, "off"))
					REMOVE_BIT(pMobIndex->off_flags,vector);
				else if (!str_prefix(word, "imm"))
					REMOVE_BIT(pMobIndex->imm_flags,vector);
				else if (!str_prefix(word, "res"))
					REMOVE_BIT(pMobIndex->res_flags,vector);
				else if (!str_prefix(word, "vul"))
					REMOVE_BIT(pMobIndex->vuln_flags,vector);
				else if (!str_prefix(word, "for"))
					REMOVE_BIT(pMobIndex->form,vector);
				else if (!str_prefix(word, "par"))
					REMOVE_BIT(pMobIndex->parts,vector);
				else
				{
					printf_debug("Flag remove: flag not found.");
					exit(1);
				}
			}
			else if (letter == 'D') /* Death Message */
			{
				pMobIndex->die_descr = fread_string(fp);
			}
			else if (letter == 'T') /* Talk Message */
			{
				pMobIndex->say_descr = fread_string(fp);
				pMobIndex->say_descr[0] = UPPER(pMobIndex->say_descr[0]);
			}
			else if (letter == 'C') /* Clan */
				fread_string(fp);
			else if (letter == 'M') /* mob prog */
			{
				MPROG_LIST *pMprog;
				char *word;
				int trigger = 0;

				pMprog = alloc_perm(sizeof(*pMprog));
				word = fread_word(fp);
				if (!(trigger = flag_lookup(word, mprog_flags)))
				{
					printf_debug("MOBprogs: invalid trigger.");
					exit(1);
				}
				SET_BIT( pMobIndex->mprog_flags, trigger );
				pMprog->trig_type = trigger;
				pMprog->vnum = fread_number(fp);
				pMprog->trig_phrase = fread_string(fp);
				pMprog->next = pMobIndex->mprogs;
				pMobIndex->mprogs = pMprog;
			}
			else if (letter == 'S') {
				// Mob see all
				pMobIndex->see_all_mortals = fread_number(fp);
			}
			else if (letter == 'V') {
				// Mob tier!
				pMobIndex->mob_tier = fread_number(fp);
			}
			else
			{
				ungetc(letter, fp);
				break;
			}
		}

		iHash = vnum % MAX_KEY_HASH;
		pMobIndex->next = mob_index_hash[iHash];
		mob_index_hash[iHash] = pMobIndex;
		top_mob_index++;
		top_vnum_mob = top_vnum_mob < vnum ? vnum : top_vnum_mob; /* OLC */
		assign_area_vnum(vnum); /* OLC */
		kill_table[URANGE(0, pMobIndex->level, MAX_LEVEL-1)].number++;
	}

	return;
}
/* 
 * Snarf an obj section. new style 
 */
void load_objects(FILE *fp)
{
	OBJ_INDEX_DATA *pObjIndex;
	char *spell;

	if (!area_last) /* OLC */
	{
		printf_debug("Load_objects: no #AREA seen yet.");
		exit(1);
	}

	for (;;)
	{
		sh_int vnum;
		char letter;
		int iHash;

		letter = fread_letter(fp);
		if (letter != '#')
		{
			printf_debug("Load_objects: # not found.");
			exit(1);
		}

		vnum = fread_number(fp);
		if (vnum == 0)
			break;

		fBootDb = FALSE;
		if (get_obj_index(vnum) != NULL)
		{
			printf_debug("Load_objects: vnum %d duplicated.", vnum);
			exit(1);
		}
		fBootDb = TRUE;

		pObjIndex = alloc_perm(sizeof(*pObjIndex));
		pObjIndex->vnum = vnum;
		pObjIndex->area = area_last; /* OLC */
		pObjIndex->new_format = TRUE;
		pObjIndex->reset_num = 0;
		newobjs++;
		pObjIndex->name = fread_string(fp);
		pObjIndex->short_descr = fread_string(fp);
		pObjIndex->description = fread_string(fp);
		pObjIndex->material = fread_string(fp);

		pObjIndex->item_type = item_lookup(fread_word(fp));
		pObjIndex->extra_flags = fread_flag(fp);
		pObjIndex->wear_flags = fread_flag(fp);
		switch (pObjIndex->item_type)
		{
		case ITEM_WEAPON:
			pObjIndex->value[0] = weapon_type(fread_word(fp));
			pObjIndex->value[1] = fread_number(fp);
			pObjIndex->value[2] = fread_number(fp);
			pObjIndex->value[3] = attack_lookup(fread_word(fp));
			pObjIndex->value[4] = fread_flag(fp);
			break;
		case ITEM_CONTAINER:
		case ITEM_PIT:
			pObjIndex->value[0] = fread_number(fp);
			pObjIndex->value[1] = fread_flag(fp);
			pObjIndex->value[2] = fread_number(fp);
			pObjIndex->value[3] = fread_number(fp);
			pObjIndex->value[4] = fread_number(fp);
			break;
		case ITEM_DRINK_CON:
		case ITEM_FOUNTAIN:
			pObjIndex->value[0] = fread_number(fp);
			pObjIndex->value[1] = fread_number(fp);
			pObjIndex->value[2] = liq_lookup(fread_word(fp));
			pObjIndex->value[3] = fread_number(fp);
			pObjIndex->value[4] = fread_number(fp);
			break;
		case ITEM_WAND:
		case ITEM_STAFF:
			pObjIndex->value[0] = fread_number(fp);
			pObjIndex->value[1] = fread_number(fp);
			pObjIndex->value[2] = fread_number(fp);
			pObjIndex->value[3] = skill_lookup(fread_word(fp));
			pObjIndex->value[4] = fread_number(fp);
			break;
		case ITEM_POTION:
		case ITEM_PILL:
		case ITEM_SCROLL:
			pObjIndex->value[0] = fread_number(fp);
			spell = fread_word(fp);
			if (!str_cmp(spell, "sanctuary"))
				spell = str_dup("steel flesh");
			pObjIndex->value[1] = skill_lookup(spell);
			spell = fread_word(fp);
			if (!str_cmp(spell, "sanctuary"))
				spell = str_dup("stone skin");
			pObjIndex->value[2] = skill_lookup(spell);
			spell = fread_word(fp);
			if (!str_cmp(spell, "sanctuary"))
				spell = str_dup("steel flesh");
			pObjIndex->value[3] = skill_lookup(spell);
			spell = fread_word(fp);
			if (!str_cmp(spell, "sanctuary"))
				spell = str_dup("stone skin");
			pObjIndex->value[4] = skill_lookup(spell);
			break;
		default:
			pObjIndex->value[0] = fread_flag(fp);
			pObjIndex->value[1] = fread_flag(fp);
			pObjIndex->value[2] = fread_flag(fp);
			pObjIndex->value[3] = fread_flag(fp);
			pObjIndex->value[4] = fread_flag(fp);
			break;
		}
		pObjIndex->level = fread_number(fp);
		pObjIndex->weight = fread_number(fp);
		pObjIndex->cost = fread_number(fp);
		/* condition */
		letter = fread_letter(fp);
		switch (letter)
		{
		case ('P'):
			pObjIndex->condition = 100;
			break;
		case ('G'):
			pObjIndex->condition = 90;
			break;
		case ('A'):
			pObjIndex->condition = 75;
			break;
		case ('W'):
			pObjIndex->condition = 50;
			break;
		case ('D'):
			pObjIndex->condition = 25;
			break;
		case ('B'):
			pObjIndex->condition = 10;
			break;
		case ('R'):
			pObjIndex->condition = 0;
			break;
		default:
			pObjIndex->condition = 100;
			break;
		}

		for (;;)
		{
			char letter;

			letter = fread_letter(fp);

			if (letter == 'A')
			{
				AFFECT_DATA *paf;

				paf = alloc_perm(sizeof(*paf));
				paf->where = TO_OBJECT;
				paf->type = -1;
				paf->level = pObjIndex->level;
				paf->duration = -1;
				paf->location = fread_number(fp);
				paf->modifier = fread_number(fp);
				paf->bitvector = 0;
				paf->next = pObjIndex->affected;
				pObjIndex->affected = paf;
				top_affect++;
			}

			else if (letter == 'F')
			{
				AFFECT_DATA *paf;

				paf = alloc_perm(sizeof(*paf));
				letter = fread_letter(fp);
				switch (letter)
				{
				case 'A':
					paf->where = TO_AFFECTS;
					break;
				case 'I':
					paf->where = TO_IMMUNE;
					break;
				case 'R':
					paf->where = TO_RESIST;
					break;
				case 'V':
					paf->where = TO_VULN;
					break;
				case 'S':
					paf->where = TO_SHIELDS;
					break;
				default:
					printf_debug("Load_objects: Bad where on flag set.");
					exit(1);
				}
				paf->type = -1;
				paf->level = pObjIndex->level;
				paf->duration = -1;
				paf->location = fread_number(fp);
				paf->modifier = fread_number(fp);
				paf->bitvector = fread_flag(fp);
				paf->next = pObjIndex->affected;
				pObjIndex->affected = paf;
				top_affect++;
			}

			else if (letter == 'E')
			{
				EXTRA_DESCR_DATA *ed;

				ed = alloc_perm(sizeof(*ed));
				ed->keyword = fread_string(fp);
				ed->description = fread_string(fp);
				ed->next = pObjIndex->extra_descr;
				pObjIndex->extra_descr = ed;
				top_ed++;
			}

			else if (letter == 'C') /* clan */
				fread_string(fp);

			else if (letter == 'G') /* guild */
			{
				if (pObjIndex->class)
				{
					printf_debug("Load_objects: duplicate class fields.");
					exit(1);
				}
				pObjIndex->class = class_lookup(fread_string(fp));
			}

			else
			{
				ungetc(letter, fp);
				break;
			}
		}

		iHash = vnum % MAX_KEY_HASH;
		pObjIndex->next = obj_index_hash[iHash];
		obj_index_hash[iHash] = pObjIndex;
		top_obj_index++;
		top_vnum_obj = top_vnum_obj < vnum ? vnum : top_vnum_obj; /* OLC */
		assign_area_vnum(vnum); /* OLC */
	}

	return;
}

/***************************************************************************** 
 Name:          convert_objects 
 Purpose:       Converts all old format objects to new format 
 Called by:     boot_db (db.c). 
 Note:          Loops over all resets to find the level of the mob 
 loaded before the object to determine the level of
 the object.
 It might be better to update the levels in load_resets().
 This function is not pretty.. Sorry about that :)
 Author:        Hugin 
 ****************************************************************************/
void convert_objects(void)
{
	int vnum;
	AREA_DATA *pArea;
	RESET_DATA *pReset;
	MOB_INDEX_DATA *pMob = NULL;
	OBJ_INDEX_DATA *pObj;
	ROOM_INDEX_DATA *pRoom;

	if (newobjs == top_obj_index)
		return; /* all objects in new format */

	for (pArea = area_first; pArea; pArea = pArea->next)
	{
		for (vnum = pArea->min_vnum; vnum <= pArea->max_vnum; vnum++)
		{
			if (!(pRoom = get_room_index(vnum)))
				continue;

			for (pReset = pRoom->reset_first; pReset; pReset = pReset->next)
			{
				switch (pReset->command)
				{
				case 'M':
					if (!(pMob = get_mob_index(pReset->arg1)))
						printf_debug("Convert_objects: 'M': bad vnum %d.", pReset->arg1);
					break;

				case 'O':
					if (!(pObj = get_obj_index(pReset->arg1)))
					{
						printf_debug("Convert_objects: 'O': bad vnum %d.", pReset->arg1);
						break;
					}

					if (pObj->new_format)
						continue;

					if (!pMob)
					{
						printf_debug("Convert_objects: 'O': No mob reset yet.");
						break;
					}

					pObj->level = pObj->level < 1 ? pMob->level - 2
							: UMIN(pObj->level, pMob->level - 2);
					break;

				case 'P':
				{
					OBJ_INDEX_DATA *pObj, *pObjTo;

					if (!(pObj = get_obj_index(pReset->arg1)))
					{
						printf_debug("Convert_objects: 'P': bad vnum %d.", pReset->arg1);
						break;
					}

					if (pObj->new_format)
						continue;

					if (!(pObjTo = get_obj_index(pReset->arg3)))
					{
						printf_debug("Convert_objects: 'P': bad vnum %d.", pReset->arg3);
						break;
					}

					pObj->level = pObj->level < 1 ? pObjTo->level
							: UMIN(pObj->level, pObjTo->level);
				}
					break;

				case 'G':
				case 'E':
					if (!(pObj = get_obj_index(pReset->arg1)))
					{
						printf_debug("Convert_objects: 'E' or 'G': bad vnum %d.",
								pReset->arg1);
						break;
					}

					if (!pMob)
					{
						printf_debug(
								"Convert_objects: 'E' or 'G': null mob for vnum %d.",
								pReset->arg1);
						break;
					}

					if (pObj->new_format)
						continue;

					if (pMob->pShop)
					{
						switch (pObj->item_type)
						{
						default:
							pObj->level = UMAX(0, pObj->level);
							break;
						case ITEM_PILL:
						case ITEM_POTION:
							pObj->level = UMAX(5, pObj->level);
							break;
						case ITEM_SCROLL:
						case ITEM_ARMOR:
						case ITEM_WEAPON:
							pObj->level = UMAX(10, pObj->level);
							break;
						case ITEM_WAND:
						case ITEM_TREASURE:
							pObj->level = UMAX(15, pObj->level);
							break;
						case ITEM_STAFF:
							pObj->level = UMAX(20, pObj->level);
							break;
						}
					}
					else
						pObj->level = pObj->level < 1 ? pMob->level
								: UMIN( pObj->level, pMob->level );
					break;
				} /* switch ( pReset->command ) */
			}
		}
	}

	/* do the conversion: */

	for (pArea = area_first; pArea; pArea = pArea->next)
		for (vnum = pArea->min_vnum; vnum <= pArea->max_vnum; vnum++)
			if ((pObj = get_obj_index(vnum)))
				if (!pObj->new_format)
					convert_object(pObj);

	return;
}

/***************************************************************************** 
 Name:          convert_object 
 Purpose:       Converts an old_format obj to new_format 
 Called by:     convert_objects (db2.c). 
 Note:          Dug out of create_obj (db.c) 
 Author:        Hugin 
 ****************************************************************************/
void convert_object(OBJ_INDEX_DATA *pObjIndex)
{
	int level;
	int number, type; /* for dice-conversion */

	if (!pObjIndex || pObjIndex->new_format)
		return;

	level = pObjIndex->level;

	pObjIndex->level = UMAX( 0, pObjIndex->level ); /* just to be sure */
	pObjIndex->cost = 10 * level;

	switch (pObjIndex->item_type)
	{
	default:
		printf_debug("Obj_convert: vnum %d bad type.", pObjIndex->item_type);
		break;

	case ITEM_LIGHT:
	case ITEM_TREASURE:
	case ITEM_FURNITURE:
	case ITEM_TRASH:
	case ITEM_CONTAINER:
	case ITEM_DRINK_CON:
	case ITEM_KEY:
	case ITEM_FOOD:
	case ITEM_BOAT:
	case ITEM_CORPSE_NPC:
	case ITEM_CORPSE_PC:
	case ITEM_FOUNTAIN:
	case ITEM_MAP:
	case ITEM_CLOTHING:
	case ITEM_SCROLL:
		break;

	case ITEM_WAND:
	case ITEM_STAFF:
		pObjIndex->value[2] = pObjIndex->value[1];
		break;

	case ITEM_WEAPON:

		/*
		 * The conversion below is based on the values generated
		 * in one_hit() (fight.c).  Since I don't want a lvl 50
		 * weapon to do 15d3 damage, the min value will be below
		 * the one in one_hit, and to make up for it, I've made
		 * the max value higher.
		 * (I don't want 15d2 because this will hardly ever roll
		 * 15 or 30, it will only roll damage close to 23.
		 * I can't do 4d8+11, because one_hit there is no dice-
		 * bounus value to set...)
		 *
		 * The conversion below gives:

		 level:   dice      min      max      mean
		 1:     1d8      1( 2)    8( 7)     5( 5)
		 2:     2d5      2( 3)   10( 8)     6( 6)
		 3:     2d5      2( 3)   10( 8)     6( 6)
		 5:     2d6      2( 3)   12(10)     7( 7)
		 10:     4d5      4( 5)   20(14)    12(10)
		 20:     5d5      5( 7)   25(21)    15(14)
		 30:     5d7      5(10)   35(29)    20(20)
		 50:     5d11     5(15)   55(44)    30(30)

		 */

		number = UMIN(level/4 + 1, 5);
		type = (level + 7) / number;

		pObjIndex->value[1] = number;
		pObjIndex->value[2] = type;
		break;

	case ITEM_ARMOR:
		pObjIndex->value[0] = level / 5 + 3;
		pObjIndex->value[1] = pObjIndex->value[0];
		pObjIndex->value[2] = pObjIndex->value[0];
		break;

	case ITEM_POTION:
	case ITEM_PILL:
		break;

	case ITEM_MONEY:
		pObjIndex->value[0] = pObjIndex->cost;
		break;
	}

	pObjIndex->new_format = TRUE;
	++newobjs;

	return;
}

/***************************************************************************** 
 Name:          convert_mobile 
 Purpose:       Converts an old_format mob into new_format 
 Called by:     load_old_mob (db.c). 
 Note:          Dug out of create_mobile (db.c) 
 Author:        Hugin 
 ****************************************************************************/
void convert_mobile(MOB_INDEX_DATA *pMobIndex)
{
	int i;
	int type, number, bonus;
	int level;

	if (!pMobIndex || pMobIndex->new_format)
		return;

	level = pMobIndex->level;

	pMobIndex->act |= ACT_WARRIOR;

	/*
	 * Calculate hit dice.  Gives close to the hitpoints
	 * of old format mobs created with create_mobile()  (db.c)
	 * A high number of dice makes for less variance in mobiles
	 * hitpoints.
	 * (might be a good idea to reduce the max number of dice)
	 *
	 * The conversion below gives:

	 level:     dice         min         max        diff       mean
	 1:       1d2+6       7(  7)     8(   8)     1(   1)     8(   8)
	 2:       1d3+15     16( 15)    18(  18)     2(   3)    17(  17)
	 3:       1d6+24     25( 24)    30(  30)     5(   6)    27(  27)
	 5:      1d17+42     43( 42)    59(  59)    16(  17)    51(  51)
	 10:      3d22+96     99( 95)   162( 162)    63(  67)   131(    )
	 15:     5d30+161    166(159)   311( 311)   145( 150)   239(    )
	 30:    10d61+416    426(419)  1026(1026)   600( 607)   726(    )
	 50:    10d169+920   930(923)  2610(2610)  1680(1688)  1770(    )

	 The values in parenthesis give the values generated in create_mobile.
	 Diff = max - min.  Mean is the arithmetic mean.
	 (hmm.. must be some roundoff error in my calculations.. smurfette got
	 1d6+23 hp at level 3 ? -- anyway.. the values above should be
	 approximately right..)
	 */
	type = level * level * 27 / 40;
	number = UMIN(type/40 + 1, 10); /* how do they get 11 ??? */
	type = UMAX(2, type/number);
	bonus = UMAX(0, level*(8 + level)*.9 - number*type);

	pMobIndex->hit[DICE_NUMBER] = number;
	pMobIndex->hit[DICE_TYPE] = type;
	pMobIndex->hit[DICE_BONUS] = bonus;

	pMobIndex->mana[DICE_NUMBER] = level;
	pMobIndex->mana[DICE_TYPE] = 10;
	pMobIndex->mana[DICE_BONUS] = 100;

	/*
	 * Calculate dam dice.  Gives close to the damage
	 * of old format mobs in damage()  (fight.c)
	 */
	type = level * 7 / 4;
	number = UMIN(type/8 + 1, 5);
	type = UMAX(2, type/number);
	bonus = UMAX(0, level*9/4 - number*type);

	pMobIndex->damage[DICE_NUMBER] = number;
	pMobIndex->damage[DICE_TYPE] = type;
	pMobIndex->damage[DICE_BONUS] = bonus;

	switch (number_range(1, 3))
	{
	case (1):
		pMobIndex->dam_type = 3;
		break; /* slash  */
	case (2):
		pMobIndex->dam_type = 7;
		break; /* pound  */
	case (3):
		pMobIndex->dam_type = 11;
		break; /* pierce */
	}

	for (i = 0; i < 3; i++)
		pMobIndex->ac[i] = interpolate(level, 100, -100);
	pMobIndex->ac[3] = interpolate(level, 100, 0); /* exotic */

	pMobIndex->wealth /= 100;
	pMobIndex->size = SIZE_MEDIUM;
	pMobIndex->material = str_dup("none");

	pMobIndex->new_format = TRUE;
	++newmobs;

	return;
}