/***************************************************************************
* 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. *
***************************************************************************/
/**********************************************************
*************** S U N D E R M U D *** 2 . 0 **************
**********************************************************
* The unique portions of the SunderMud code as well as *
* the integration efforts for code from other sources is *
* based primarily on the efforts of: *
* *
* Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) *
* and many others, see "help sundermud" in the mud. *
**********************************************************/
#include "everything.h"
#include "db.h"
#include <stdarg.h>
extern void boot_done ( void );
extern int flag_lookup args((const char *name, const struct flag_type *flag_table));
/*
* Globals.
*/
FILE *time_file;
FILE *clan_file;
HELP_DATA *help_first;
HELP_DATA *help_last;
SHOP_DATA *shop_first;
SHOP_DATA *shop_last;
PROG_CODE * mprog_list;
PROG_CODE * oprog_list;
PROG_CODE * rprog_list;
CHAR_DATA *char_free;
EXTRA_DESCR_DATA *extra_descr_free;
NOTE_DATA *note_free;
OBJ_DATA *obj_free;
PC_DATA *pcdata_free;
CHAR_DATA *char_list;
char *help_greeting;
char *help_pueblo_greeting;
KILL_DATA kill_table[MAX_LEVEL];
OBJ_DATA *object_list;
TIME_INFO_DATA time_info;
WEATHER_DATA weather_info;
MUD_DATA mud;
sh_int gsn_backstab;
sh_int gsn_circle;
sh_int gsn_dodge;
sh_int gsn_envenom;
sh_int gsn_hide;
sh_int gsn_peek;
sh_int gsn_pick_lock;
sh_int gsn_sneak;
sh_int gsn_steal;
sh_int gsn_disarm;
sh_int gsn_enhanced_damage;
sh_int gsn_ultra_damage;
sh_int gsn_kick;
sh_int gsn_parry;
sh_int gsn_rescue;
sh_int gsn_rotate;
sh_int gsn_second_attack;
sh_int gsn_sharpen;
sh_int gsn_third_attack;
sh_int gsn_fourth_attack; /* Lotherius */
sh_int gsn_fifth_attack; /* Lotherius */
sh_int gsn_blindness;
sh_int gsn_charm_person;
sh_int gsn_curse;
sh_int gsn_invis;
sh_int gsn_mass_invis;
sh_int gsn_poison;
sh_int gsn_plague;
sh_int gsn_sleep;
/* new gsns */
sh_int gsn_axe;
sh_int gsn_dagger;
sh_int gsn_flail;
sh_int gsn_mace;
sh_int gsn_polearm;
sh_int gsn_shield_block;
sh_int gsn_spear;
sh_int gsn_sword;
sh_int gsn_whip;
sh_int gsn_bash;
sh_int gsn_berserk;
sh_int gsn_rally;
sh_int gsn_dual;
sh_int gsn_dirt;
sh_int gsn_hand_to_hand;
sh_int gsn_trip;
sh_int gsn_fast_healing;
sh_int gsn_haggle;
sh_int gsn_lore;
sh_int gsn_recruit;
sh_int gsn_meditation;
sh_int gsn_scrolls;
sh_int gsn_staves;
sh_int gsn_wands;
sh_int gsn_recall;
/* Language GSN's */
sh_int gsn_lang_human;
sh_int gsn_lang_dwarf;
sh_int gsn_lang_elf;
sh_int gsn_lang_giant;
sh_int gsn_lang_gargoyle;
sh_int gsn_lang_kobold;
sh_int gsn_lang_centaur;
sh_int gsn_lang_azer;
sh_int gsn_lang_kender;
sh_int gsn_lang_common;
/*
* Locals.
*/
MOB_INDEX_DATA *mob_index_hash[MAX_KEY_HASH];
OBJ_INDEX_DATA *obj_index_hash[MAX_KEY_HASH];
ROOM_INDEX_DATA *room_index_hash[MAX_KEY_HASH];
/* 4/10/99 Zeran - commented out string_hash...using ssm code now */
/*char * string_hash [MAX_KEY_HASH];*/
AREA_DATA *area_first;
AREA_DATA *area_last;
extern char str_empty [1];
int top_affect;
int top_area;
int top_ed;
int top_exit;
int top_help;
int top_mob_index;
int top_obj_index;
int top_reset;
int top_room;
int top_shop;
int top_vnum_room; /* OLC */
int top_vnum_mob; /* OLC */
int top_vnum_obj; /* OLC */
int top_mprog_index; /* MProgs */
int top_oprog_index; // oprogs
int top_rprog_index; // rprogs
int mobile_count = 0;
int newmobs = 0;
int newobjs = 0;
/*
* Memory management.
*/
extern int MAX_STRING;
void *rgFreeList[MAX_MEM_LIST];
const int rgSizeList[MAX_MEM_LIST] =
{
4, 8, 16, 32, 64, 128, 256, 1024, 2048, 4096, 8192, 16384, 32768 - 64
};
extern int nAllocString;
extern int sAllocString;
extern int nOverFlowString;
extern int sOverFlowString;
extern bool Full;
int nAllocPerm;
int sAllocPerm;
/*
* Semi-locals.
*/
bool fBootDb;
bool fImportDb;
FILE *fpArea;
char strArea[MAX_INPUT_LENGTH];
/* 4/10/99 Zeran - added for ssm code */
extern int MAX_STRING;
void init_string_space args ( ( void ) );
/*
* Local booting procedures.
*/
void init_mm args ( ( void ) );
void load_helps args ( ( void ) );
void load_socials args ( ( void ) );
void load_disable args ( ( void ) );
void load_crier args ( ( void ) );
void load_accounts args ( ( void ) );
void reset_area args ( ( AREA_DATA * pArea, bool force ) );
void update_obj_orig args ( ( OBJ_DATA * obj ) );
void save_class args ( ( int num ) );
void save_classes args ( ( void ) );
void load_class args ( ( int num ) );
void load_classes args ( ( void ) );
void load_leases args ( ( void ) );
ROOM_INDEX_DATA *get_random_room args ( ( int filt, CHAR_DATA *ch ) );
#if !defined (WIN32)
/* RT max open files fix */
void maxfilelimit ( )
{
struct rlimit r;
getrlimit ( RLIMIT_NOFILE, &r );
r.rlim_cur = r.rlim_max;
setrlimit ( RLIMIT_NOFILE, &r );
}
#endif
/*
* Big mama top level function.
*/
void boot_db ( void )
{
#if !defined (WIN32)
/* open file fix */
maxfilelimit ( );
#endif
/*
* Init some data space stuff.
*/
{
init_string_space ( );
fBootDb = TRUE;
}
/*
* Init random number generator.
*/
{
init_mm ( );
}
/*
* Set time and weather.
*/
{
long lhour, lday, lmonth;
int total;
bool fail = FALSE;
/* Zeran: Try and load time from file first */
if ( ( time_file = fopen ( TIME_FILE, "r" ) ) != NULL )
{
total = fscanf ( time_file, "%d %d %d %d",
&( time_info.hour ),
&( time_info.day ),
&( time_info.month ),
&( time_info.year ) );
if ( total < 4 )
{
bugf ( "loading stored time failed, using default" );
fail = TRUE;
}
fclose ( time_file );
}
else
{
bugf ( "failed open of time_file, loading default time." );
fail = TRUE;
}
if ( fail )
{
lhour = ( current_time - 650336715 ) / ( PULSE_TICK / PULSE_PER_SECOND );
time_info.hour = lhour % 24;
lday = lhour / 24;
time_info.day = lday % 35;
lmonth = lday / 35;
time_info.month = lmonth % 17;
time_info.year = lmonth / 17;
}
if ( time_info.hour < 5 )
weather_info.sunlight = SUN_DARK;
else if ( time_info.hour < 6 )
weather_info.sunlight = SUN_RISE;
else if ( time_info.hour < 19 )
weather_info.sunlight = SUN_LIGHT;
else if ( time_info.hour < 20 )
weather_info.sunlight = SUN_SET;
else
weather_info.sunlight = SUN_DARK;
weather_info.change = 0;
weather_info.mmhg = 960;
if ( time_info.month >= 7 && time_info.month <= 12 )
weather_info.mmhg += number_range ( 1, 50 );
else
weather_info.mmhg += number_range ( 1, 80 );
if ( weather_info.mmhg <= 980 )
weather_info.sky = SKY_LIGHTNING;
else if ( weather_info.mmhg <= 1000 )
weather_info.sky = SKY_RAINING;
else if ( weather_info.mmhg <= 1020 )
weather_info.sky = SKY_CLOUDY;
else
weather_info.sky = SKY_CLOUDLESS;
}
/*
* Assign gsn's for skills which have them.
*/
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].pgsn != NULL )
*skill_table[sn].pgsn = sn;
}
}
/*
* Read in all the area files. Also Load Class Table.
*/
{
FILE *fpList;
char filename[MIL];
log_string ( "Booting Areas" );
if ( ( fpList = fopen ( AREA_LIST, "r" ) ) == NULL )
{
perror ( AREA_LIST );
exit ( 1 );
}
for ( ;; )
{
strcpy ( filename, fread_word ( fpList ) ); /* Get an areaname from fplist */
if ( filename[0] == '$' )
break;
db_load_area ( filename );
}
fclose ( fpList );
}
log_string ( "Area Load Complete" );
log_string ( "Loading Socials" ); load_socials ( );
log_string ( "Loading Helps" ); load_helps ( );
log_string ( "Loading Clans" ); boot_clans ( ); /* Clans must ALWAYS be loaded before leases. */
log_string ( "Loading Class Table" ); load_classes ( );
log_string ( "Loading Skill/Spell Information" ); load_skills ( );
log_string ( "Loading Lease Information" ); load_leases ( );
log_string ( "Loading Disabled Commands" ); load_disable ( );
log_string ( "Loading Crier Messages" ); load_crier ( );
log_string ( "Loading Accounts" ); load_accounts ( );
/*
* Fix up exits.
* Declare db booting over.
* Convert all old_format objcets to new_format, ROM OLC
* You know all this old and new format junk has to go someday - Lotherius
* Reset all areas once.
*/
{
fix_exits ( );
fix_mobprogs( );
fix_objprogs( );
fix_roomprogs( );
init_racial_affects ( );
fBootDb = FALSE;
area_update ( );
load_boards ( );
save_notes ( );
/* 4/10/99 Zeran - added boot_done() for ssm code */
boot_done ( );
}
if ( !help_greeting ) /* Hugin */
{
bugf ( "boot_db: No help_greeting read." );
help_greeting = "(Text Greeting \"help_greeting\" is missing!)\r\nBy what name do you wish to be known ? ";
}
if ( !help_pueblo_greeting )
{
bugf ( "boot_db: No help_pueblo_greeting read." );
help_pueblo_greeting = "(Graphical Greeting (MXP/Pueblo) \"help_pueblo_greeting\" is missing!)\r\nBy what name do you wish to be known ? ";
}
return;
}
/*
* OLC
* Use these macros to load any new area formats that you choose to
* support on your MUD. See the new_load_area format below for
* a short example.
*/
#define SKEY( string, field ) \
if ( !str_cmp( word, string ) ) \
{ \
free_string( field ); \
field = fread_string( fp ); \
fMatch = TRUE; \
break; \
}
/*
* Sets vnum range for area using OLC protection features.
*/
void assign_area_vnum ( int vnum )
{
if ( area_last->lvnum == 0 || area_last->uvnum == 0 )
area_last->lvnum = area_last->uvnum = vnum;
if ( vnum !=
URANGE ( area_last->lvnum, vnum, area_last->uvnum ) )
{
if ( vnum < area_last->lvnum )
area_last->lvnum = vnum;
else
area_last->uvnum = vnum;
}
return;
}
/*
* Snarf a help section.
*/
void load_helps ( void )
{
HELP_DATA *pHelp;
SNP ( strArea, "%s%s", DATA_DIR, HELP_FILE );
if ( !( fpArea = fopen ( strArea, "r" ) ) )
{
bugf ( "load_helps: Failed to open %s", strArea );
perror ( strArea );
return;
}
for ( ;; )
{
pHelp = alloc_perm ( sizeof ( *pHelp ), "pHelp:load_helps" );
pHelp->level = fread_number ( fpArea );
pHelp->keyword = fread_string ( fpArea );
if ( pHelp->keyword[0] == '$' )
break;
pHelp->text = fread_string ( fpArea );
if ( !str_cmp ( pHelp->keyword, "greeting" ) )
help_greeting = pHelp->text;
if ( !str_cmp ( pHelp->keyword, "pueblo_greeting" ) )
help_pueblo_greeting = pHelp->text;
if ( help_first == NULL )
help_first = pHelp;
if ( help_last != NULL )
help_last->next = pHelp;
help_last = pHelp;
pHelp->next = NULL;
top_help++;
}
strArea[0] = '\0';
fclose ( fpArea );
return;
}
/*
* Adds a reset to a room. OLC
* Similar to add_reset in olc.c
*/
void new_reset ( ROOM_INDEX_DATA * pR, RESET_DATA * pReset )
{
RESET_DATA *pr;
if ( !pR )
return;
pr = pR->reset_last;
if ( !pr )
{
pR->reset_first = pReset;
pR->reset_last = pReset;
}
else
{
pR->reset_last->next = pReset;
pR->reset_last = pReset;
pR->reset_last->next = NULL;
}
top_reset++;
return;
}
/*
* Translate mobprog vnums pointers to real code
*/
void fix_mobprogs( void )
{
MOB_INDEX_DATA *pMobIndex;
PROG_LIST *list;
PROG_CODE *prog;
int iHash;
for ( iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
{
for ( pMobIndex = mob_index_hash[iHash];
pMobIndex != NULL;
pMobIndex = pMobIndex->next )
{
for( list = pMobIndex->mprogs; list != NULL; list = list->next )
{
if ( ( prog = get_prog_index( list->vnum, PRG_MPROG ) ) != NULL )
list->code = prog->code;
else
{
bugf( "Fix_mobprogs: code vnum %d not found.", list->vnum );
exit( 1 );
}
}
}
}
}
/*
* Translate all room exits from virtual to real.
* Has to be done after all rooms are read in.
* Check for bad reverse exits.
*
* Now has the sense to convert invalid exits to a limbo exit thus preventing trouble - Lotherius.
*/
void fix_exits ( void )
{
ROOM_INDEX_DATA *pRoomIndex;
EXIT_DATA *pexit;
int iHash;
int door;
for ( iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
{
for ( pRoomIndex = room_index_hash[iHash]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next )
{
bool fexit;
fexit = FALSE;
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = pRoomIndex->exit[door] ) != NULL )
{
if ( pexit->u1.vnum <= 0 || get_room_index ( pexit->u1.vnum ) == NULL )
{
bugf ( "Converting NULL exit in room %d to void exit.\n\r", pRoomIndex->vnum );
pexit->u1.vnum = 1;
pexit->u1.to_room = get_room_index ( 1 );
}
else
{
fexit = TRUE;
pexit->u1.to_room = get_room_index ( pexit->u1.vnum );
}
}
}
if ( !fexit )
SET_BIT ( pRoomIndex->room_flags, ROOM_NO_MOB );
}
}
return;
}
/*
* Repopulate areas periodically.
*/
void area_update ( void )
{
AREA_DATA *pArea;
ROOM_INDEX_DATA *pRoomIndex;
for ( pArea = area_first; pArea != NULL; pArea = pArea->next )
{
if ( ++pArea->age < 3 )
continue;
/*
* Check age and reset.
*/
if ( ( !pArea->empty && ( pArea->nplayer == 0 || pArea->age >= 15 ) ) || pArea->age >= 31 )
{
reset_area ( pArea, FALSE );
pArea->age = number_range ( 0, 3 );
pRoomIndex = get_room_index( ROOM_VNUM_SCHOOL );
if ( pRoomIndex != NULL && pArea == pRoomIndex->area )
pArea->age = 17;
if ( pArea->nplayer == 0 )
pArea->empty = TRUE;
}
}
return;
}
/* OLC
* Reset one room. Called by reset_area and olc.
*/
void reset_room ( ROOM_INDEX_DATA * pRoom, bool force )
{
RESET_DATA *pReset;
CHAR_DATA *pMob;
OBJ_DATA *pObj;
CHAR_DATA *LastMob = NULL;
OBJ_DATA *LastObj = NULL;
int iExit;
int level = 0;
bool last;
if ( !pRoom )
return;
pMob = NULL;
last = FALSE;
for ( iExit = 0; iExit < MAX_DIR; iExit++ )
{
EXIT_DATA *pExit;
if ( ( pExit = pRoom->exit[iExit] )
/* && !IS_SET( pExit->exit_info, EX_BASHED ) ROM OLC */
)
{
pExit->exit_info = pExit->rs_flags;
if ( ( pExit->u1.to_room != NULL )
&& ( ( pExit = pExit->u1.to_room->exit[rev_dir[iExit]] ) ) )
{
/* nail the other side */
pExit->exit_info = pExit->rs_flags;
}
}
}
for ( pReset = pRoom->reset_first; pReset != NULL; pReset = pReset->next )
{
ROOM_INDEX_DATA *pRoomIndex;
MOB_INDEX_DATA *pMobIndex;
OBJ_INDEX_DATA *pObjIndex;
OBJ_INDEX_DATA *pObjToIndex;
OBJ_DATA *tmp;
bool obj_match = FALSE;
switch ( pReset->command )
{
default:
bugf ( "Reset_room: bad command %c.", pReset->command );
break;
case 'M':
if ( !( pMobIndex = get_mob_index ( pReset->arg1 ) ) )
{
bugf ( "Reset_room: 'M': bad vnum %d.", pReset->arg1 );
continue;
}
if ( pReset->count >= pReset->arg2 )
{
last = FALSE;
break;
}
pMob = create_mobile ( pMobIndex );
pMob->reset = pReset; /* Zeran - added */
pReset->count++;
pMobIndex->count++;
/*
* Some more hard coding.
*/
if ( room_is_dark ( pRoom ) )
SET_BIT ( pMob->detections, DET_INFRARED );
/*
* Pet shop mobiles get ACT_PET set.
*/
{
ROOM_INDEX_DATA *pRoomIndexPrev;
pRoomIndexPrev =
get_room_index ( pRoom->vnum - 1 );
if ( pRoomIndexPrev &&
IS_SET ( pRoomIndexPrev->room_flags,
ROOM_PET_SHOP ) )
SET_BIT ( pMob->act, ACT_PET );
}
char_to_room ( pMob, pRoom );
LastMob = pMob;
level = URANGE ( 0, pMob->level - 2, LEVEL_HERO - 1 ); /* -1 ROM */
/* do telepops! */
if ( IS_SET ( pMob->act, ACT_TELEPOP ) )
{
int low, high;
ROOM_INDEX_DATA *randroom = NULL;
REMOVE_BIT ( pMob->act, ACT_TELEPOP );
low = 0;
high = MAX_VNUM;
/* For mobs that stay in their own area... */
if ( ( IS_SET ( pMob->act, ACT_STAY_AREA ) )
|| ( IS_SET ( pMob->act, ACT_SENTINEL ) ) )
{
{
AREA_DATA *inarea;
inarea = pMob->in_room->area;
low = inarea->lvnum;
high = inarea->uvnum;
}
for ( ;; )
{
randroom = get_room_index ( number_range ( low, high ) );
if ( randroom != NULL )
if ( can_see_room ( pMob, randroom )
&& !IS_SET ( randroom->room_flags,
ROOM_NOTELEPOP ) &&
!IS_SET ( randroom->room_flags,
ROOM_PRIVATE ) &&
!IS_SET ( randroom->room_flags,
ROOM_NO_MOB ) &&
!IS_SET ( randroom->room_flags,
ROOM_GODS_ONLY ) &&
!IS_SET ( randroom->room_flags,
ROOM_RENT ) &&
!IS_SET ( randroom->room_flags,
ROOM_SOLITARY ) )
break;
}
}
else /* For mobs that globally telepop */
{
int counter = 0;
while ( randroom == NULL && counter <= 5000 )
{
counter++;
randroom = get_random_room ( 2, pMob );
}
if ( randroom == NULL )
{
bugf ( "Couldn't find a random room after 5000 tries, MUST get this. Bailing." );
exit(1);
}
}
/* end of for loop */
char_from_room ( pMob );
char_to_room ( pMob, randroom );
}
/* end of telepop */
last = TRUE;
break;
case 'O':
if ( !( pObjIndex = get_obj_index ( pReset->arg1 ) ) )
{
bugf ( "Reset_room: 'O': bad vnum %d.", pReset->arg1 );
continue;
}
if ( !( pRoomIndex = get_room_index ( pReset->arg3 ) ) )
{
bugf ( "Reset_room: 'O': bad vnum %d.", pReset->arg3 );
continue;
}
if ( !force && pRoom->area->nplayer > 0 )
break;
if ( pReset->count >= pReset->arg2 )
break;
for ( tmp = pRoom->contents; tmp != NULL;
tmp = tmp->next_content )
{
if ( tmp->reset == pReset )
obj_match = TRUE;
}
if ( obj_match )
break;
/* Zeran - add percentage repop check */
if ( number_percent ( ) > pObjIndex->repop )
break;
pObj = create_object ( pObjIndex, /* UMIN - ROM OLC */
UMIN ( number_fuzzy ( level ),
LEVEL_HERO - 1 ) );
pObj->reset = pReset;
pObj->reset->count++;
pObj->cost = 0;
pObj->size = SIZE_UNKNOWN; /* Zeran - leave size unknown */
obj_to_room ( pObj, pRoom );
break;
case 'P':
if ( !( pObjIndex = get_obj_index ( pReset->arg1 ) ) )
{
bugf ( "Reset_room: 'P': bad vnum %d.", pReset->arg1 );
continue;
}
if ( !
( pObjToIndex = get_obj_index ( pReset->arg3 ) ) )
{
bugf ( "Reset_room: 'P': bad vnum %d.", pReset->arg3 );
continue;
}
if ( ( !force && pRoom->area->nplayer > 0 )
|| !( LastObj = get_obj_type ( pObjToIndex ) ) )
break;
if ( pReset->count >= pReset->arg2 )
break;
/* Zeran - add percentage repop check */
if ( number_percent ( ) > pObjIndex->repop )
break;
for ( tmp = LastObj->contains; tmp != NULL;
tmp = tmp->next_content )
{
if ( tmp->reset == pReset )
{
obj_match = TRUE;
break;
}
}
if ( obj_match )
break;
/* lastObj->level - ROM */
pObj = create_object ( pObjIndex, number_fuzzy ( LastObj->level ) );
pObj->reset = pReset;
pObj->reset->count++;
obj_to_obj ( pObj, LastObj );
break;
case 'G':
case 'E':
if ( !( pObjIndex = get_obj_index ( pReset->arg1 ) ) )
{
bugf ( "Reset_room: 'E' or 'G': bad vnum %d.", pReset->arg1 );
continue;
}
if ( !last )
break;
if ( !LastMob )
{
bugf ( "Reset_room: 'E' or 'G': null mob for vnum %d.", pReset->arg1 );
last = FALSE;
break;
}
/* Zeran - check for already being equipped */
if ( ( pReset->command == 'E' )
&& ( get_eq_char ( LastMob, pReset->arg3 ) !=
NULL ) )
break;
/* Zeran - add percentage repop check */
if ( number_percent ( ) > pObjIndex->repop )
break;
if ( LastMob->pIndexData->pShop ) /* Shop-keeper? */
{
int olevel;
switch ( pObjIndex->item_type )
{
default:
olevel = 0;
break;
case ITEM_PILL:
olevel = number_range ( 0, 10 );
break;
case ITEM_POTION:
olevel = number_range ( 0, 10 );
break;
case ITEM_SCROLL:
olevel = number_range ( 5, 15 );
break;
case ITEM_WAND:
olevel = number_range ( 10, 20 );
break;
case ITEM_STAFF:
olevel = number_range ( 15, 25 );
break;
case ITEM_ARMOR:
olevel = number_range ( 5, 15 );
break;
/* ROM patch weapon, treasure */
case ITEM_WEAPON:
olevel = number_range ( 5, 15 );
break;
case ITEM_TREASURE:
olevel = number_range ( 10, 20 );
break;
break;
}
pObj = create_object ( pObjIndex, olevel );
pObj->reset = pReset;
pObj->reset->count++;
SET_BIT ( pObj->extra_flags, ITEM_INVENTORY ); /* ROM OLC */
}
else /* ROM OLC else version */
{
int limit;
if ( pReset->arg2 == -1 ) /* no limit */
limit = 9999;
else
limit = pReset->arg2;
#ifdef DEBUGINFO
{
log_string ( "limit = %d\n", limit );
log_string ( "count = %d\n", pReset->count );
}
#endif
if ( pReset->count < limit ||
number_range ( 0, 4 ) == 0 )
{
pObj = create_object ( pObjIndex,
UMIN ( number_fuzzy
( level ),
LEVEL_HERO -
1 ) );
}
else
break;
}
/* Zeran - set object size equal to mob's size */
pObj->reset = pReset;
pObj->reset->count++;
pObj->size = LastMob->size;
obj_to_char ( pObj, LastMob );
if ( pReset->command == 'E' )
equip_char ( LastMob, pObj, pReset->arg3 );
last = TRUE;
break;
case 'D':
break;
case 'R':
if ( !( pRoomIndex = get_room_index ( pReset->arg1 ) ) )
{
bugf ( "Reset_room: 'R': bad vnum %d.", pReset->arg1 );
continue;
}
{
EXIT_DATA *pExit;
int d0;
int d1;
for ( d0 = 0; d0 < pReset->arg2 - 1; d0++ )
{
d1 = number_range ( d0, pReset->arg2 - 1 );
pExit = pRoomIndex->exit[d0];
pRoomIndex->exit[d0] = pRoomIndex->exit[d1];
pRoomIndex->exit[d1] = pExit;
}
}
break;
}
}
// According to the patch, these go into area_update... wtf... I don't wanna cycle
// through ALL the areas updating rooms, THEN check all the rooms again for triggers.
// This is much better. - Lotherius
//
if ( HAS_TRIGGER_ROOM( pRoom, TRIG_DELAY ) && pRoom->rprog_delay > 0 )
{
if ( --pRoom->rprog_delay <= 0 )
p_percent_trigger( NULL, NULL, pRoom, NULL, NULL, NULL, TRIG_DELAY );
}
else if ( HAS_TRIGGER_ROOM( pRoom, TRIG_RANDOM ) )
p_percent_trigger( NULL, NULL, pRoom, NULL, NULL, NULL, TRIG_RANDOM );
return;
}
/*
* Reset one area.
*/
void reset_area ( AREA_DATA * pArea, bool force )
{
ROOM_INDEX_DATA *pRoom;
int vnum;
for ( vnum = pArea->lvnum; vnum <= pArea->uvnum; vnum++ )
{
if ( ( pRoom = get_room_index ( vnum ) ) )
{
reset_room ( pRoom, force );
}
}
/* Zeran - notify_message */
notify_message ( NULL, NOTIFY_REPOP, TO_ALL, pArea->name );
notify_message ( NULL, WIZNET_RESET, TO_IMM, pArea->name );
return;
}
/* experimental random object code - Lotherius */
#define nelems(a) (sizeof (a)/sizeof (a)[0])
// Calculate a meaningful modifier and amount
void random_apply ( OBJ_DATA * obj, CHAR_DATA * mob )
{
static int attrib_types[] =
{
APPLY_STR, APPLY_DEX, APPLY_DEX, APPLY_INT, APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_CON, APPLY_CON
};
static int power_types[] =
{
APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_AC
};
static int combat_types[] =
{
APPLY_HITROLL, APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_SPELL, APPLY_SAVING_SPELL, APPLY_SAVING_BREATH
};
AFFECT_DATA *paf = alloc_perm ( sizeof ( *paf ), "paf:random_apply" );
paf->type = -1;
paf->duration = -1;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
switch ( number_bits ( 2 ) )
{
case 0:
paf->location = attrib_types[number_range ( 0, nelems ( attrib_types ) - 1 )];
paf->modifier = 1;
break;
case 1:
paf->location = power_types[number_range ( 0, nelems ( power_types ) - 1 )];
paf->modifier = number_range ( mob->level / 2, mob->level );
break;
case 2:
/* FALLTHROUGH */
case 3:
paf->location = combat_types[number_range ( 0, nelems ( combat_types ) - 1 )];
paf->modifier = number_range ( 1, mob->level / 6 + 1 );
break;
}
SET_BIT ( obj->extra_flags, ITEM_MAGIC );
obj->enchanted = TRUE;
// Is item cursed?
if ( number_percent ( ) <= 5 )
{
paf->modifier = -paf->modifier;
SET_BIT ( obj->extra_flags, ITEM_NODROP );
if ( number_percent ( ) <= 15 )
SET_BIT ( obj->extra_flags, ITEM_NOREMOVE );
}
}
// Jewelry stuff
static char *adj1[] =
{
"a splendid", "an ancient", "a dusty", "a scratched",
"a flawed", "a burnt", "a heavy", "a gilded", "a spooky", "a flaming",
"a plain", "an ornate", "an inscrutable", "an obscene", "a wrinkled"
};
static char *adj2[] =
{
"diamond", "emerald", "topaz", "wooden", "jade",
"white gold", "onyx", "tin", "glass", "marble", "black",
"granite"
};
// Anything wearable, and trinkets
void wield_random_armor ( CHAR_DATA * mob )
{
int item_type = number_range ( 30,47 ); /* template from LIMBO.ARE */
OBJ_INDEX_DATA *pObjIndex = get_obj_index ( item_type );
OBJ_DATA *obj =create_object ( pObjIndex, number_fuzzy ( mob->level ) );
int n_adj1 =number_range ( 0, nelems ( adj1 ) - 1 );
int n_adj2 =number_range ( 0, nelems ( adj2 ) - 1 );
char *name = str_dup("");
int number;
int type;
// Armor stuff
static char *armor_types[] = { "leather", "studded leather", "bronze", "chain", "plate", "mithril" };
static int armor_mul[] = { 1, 3, 2, 5, 10, 10 };
static int armor_div[] = { 1, 2, 1, 1, 1, 3 };
// Weapon stuff
static char *weapon_types[] =
{
"sword", "broadsword", "rapier", "longsword",
"sword", "short sword", "dagger", "knife", "hammer", "mace", "mace", "whip",
"spear", "pike", "flail"
};
static int weapon_dam[] = { 3, 3, 3, 3, 3, 11, 11, 11, 0, 7, 7, 4, 11, 11, 27 };
static int weapon_class[] = { 1, 1, 1, 1, 1, 1, 2, 2, 4, 4, 4, 7, 3, 8, 6 };
// Trinket stuff
static char *noun[] =
{
"pebble", "bauble", "stone", "charm", "fetish", "bone",
"trinket"
};
char buffer[64];
char buf[MAX_STRING_LENGTH];
if ( obj->item_type == ITEM_ARMOR )
{
int ac_type;
ac_type = URANGE ( 0, (unsigned) mob->level / 5, nelems ( armor_types ) - 1 );
free_string(name);
name = str_dup(armor_types[ac_type]);
obj->weight *= armor_mul[ac_type];
obj->weight /= armor_div[ac_type];
// obj->value[0] = mob->level / 5 + 3;
// obj->value[1] = obj->value[0];
// obj->value[2] = obj->value[0];
// obj->value[3] = obj->value[0] *2 /3;
if ( number_percent ( ) < mob->level / 3 )
random_apply ( obj, mob );
}
else if ( obj->item_type == ITEM_WEAPON )
{
int wea_type = number_range ( 0, nelems ( weapon_types ) - 1 );
free_string(name);
name = str_dup(weapon_types[wea_type]);
obj->value[3] = weapon_dam[wea_type];
number = (mob->level / 15)+1;
type = (number * 4) + ( (mob->level - ( (number-1)*10 ))/3 );
obj->value[0] = weapon_class[wea_type];
obj->value[1] = number;
obj->value[2] = type;
}
else if ( obj->item_type == ITEM_TREASURE )
{
if ( number_percent ( ) < mob->level )
{
random_apply ( obj, mob );
if ( number_percent ( ) < mob->level / 3 )
random_apply ( obj, mob );
}
if ( obj->wear_flags & ITEM_HOLD ) /* trinket? */
SNP ( buffer, "%s %s %s", adj1[n_adj1], adj2[n_adj2],
noun[number_range ( 0, nelems ( noun ) - 1 )] );
else /* no, necklace or something */
SNP ( buffer, "%s %s", adj1[n_adj1],
adj2[n_adj2] );
free_string(name);
name = str_dup(buffer);
}
SNP( buf, "%s %s", name, obj->short_descr);
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
if ( !str_cmp ( obj->name, "weapon" ) )
{
SNP (buf, "%s", name);
free_string ( obj->short_descr );
obj->short_descr = str_dup ( buf );
free_string ( obj->name );
obj->name = str_dup ( name );
}
free_string(name);
free_string ( obj->description );
SNP ( buf, "%s lies here.", obj->short_descr );
obj->description = str_dup ( buf );
obj->description[0] = toupper(obj->description[0]);
obj->level = mob->level;
update_obj_orig ( obj );
obj->cost = mob->level * 39;
obj_to_char ( obj, mob );
// equip_char ( mob, obj, item_type );
wear_obj ( mob, obj, FALSE );
return;
}
/* end of added */
/*
* Create an instance of a mobile.
*/
CHAR_DATA *create_mobile ( MOB_INDEX_DATA * pMobIndex )
{
CHAR_DATA *mob;
struct char_group *tmp;
int i;
/* 4/10/99 Zeran - added mobPrompt for ssm code */
mobile_count++;
if ( pMobIndex == NULL )
{
bugf ( "Create_mobile: NULL pMobIndex." );
exit ( 1 );
}
if ( char_free == NULL )
{
mob = alloc_perm ( sizeof ( *mob ), "mob:create_mobile" );
}
else
{
mob = char_free;
char_free = char_free->next;
}
clear_char ( mob );
mob->pIndexData = pMobIndex;
mob->reset = NULL; /* Zeran */
mob->name = str_dup ( pMobIndex->player_name ); /* OLC */
mob->short_descr = str_dup ( pMobIndex->short_descr ); /* OLC */
mob->long_descr = str_dup ( pMobIndex->long_descr ); /* OLC */
mob->description = str_dup ( pMobIndex->description ); /* OLC */
mob->spec_fun = pMobIndex->spec_fun;
mob->mprog_target = NULL;
/* Add Self To Group - Kludgy */
tmp = newgroup();
mob->group[MAX_GMEMBERS - 1] = tmp;
tmp->gch = mob;
mob->leader = mob;
if ( pMobIndex->new_format )
/* load in new style */
{
/* read from prototype */
mob->act = pMobIndex->act;
mob->comm = COMM_NOCHANNELS | COMM_NOSHOUT | COMM_NOTELL;
mob->affected_by = pMobIndex->affected_by;
mob->protections = pMobIndex->protections;
mob->detections = pMobIndex->detections;
mob->alignment = pMobIndex->alignment;
mob->level = pMobIndex->level;
mob->hitroll = pMobIndex->hitroll;
mob->damroll = pMobIndex->damage[DICE_BONUS];
mob->max_hit = dice ( pMobIndex->hit[DICE_NUMBER],
pMobIndex->hit[DICE_TYPE] )
+ pMobIndex->hit[DICE_BONUS];
mob->hit = mob->max_hit;
mob->max_mana = dice ( pMobIndex->mana[DICE_NUMBER],
pMobIndex->mana[DICE_TYPE] )
+ pMobIndex->mana[DICE_BONUS];
mob->mana = mob->max_mana;
mob->damage[DICE_NUMBER] = pMobIndex->damage[DICE_NUMBER];
mob->damage[DICE_TYPE] = pMobIndex->damage[DICE_TYPE];
mob->dam_type = pMobIndex->dam_type;
// for ( i = 0; i < 4; i++ )
// mob->armor[i] = pMobIndex->ac[i];
mob->off_flags = pMobIndex->off_flags;
mob->imm_flags = pMobIndex->imm_flags;
mob->res_flags = pMobIndex->res_flags;
mob->vuln_flags = pMobIndex->vuln_flags;
mob->start_pos = pMobIndex->start_pos;
mob->default_pos = pMobIndex->default_pos;
mob->sex = pMobIndex->sex;
if ( mob->sex == 3 ) /* random sex */
mob->sex = number_range ( 1, 2 );
mob->race = pMobIndex->race;
mob->speaking = str_dup ( "human" );
if ( pMobIndex->gold == 0 )
mob->gold = 0;
else
mob->gold = number_range ( pMobIndex->gold / 2,
pMobIndex->gold * 3 / 2 );
mob->form = pMobIndex->form;
mob->parts = pMobIndex->parts;
mob->size = pMobIndex->size;
mob->material = pMobIndex->material;
/* computed on the spot */
for ( i = 0; i < MAX_STATS; i++ )
mob->perm_stat[i] = UMIN ( 25, 11 + mob->level / 4 );
if ( IS_SET ( mob->act, ACT_WARRIOR ) )
{
mob->perm_stat[STAT_STR] += 3;
mob->perm_stat[STAT_INT] -= 1;
mob->perm_stat[STAT_CON] += 2;
}
if ( IS_SET ( mob->act, ACT_THIEF ) )
{
mob->perm_stat[STAT_DEX] += 3;
mob->perm_stat[STAT_INT] += 1;
mob->perm_stat[STAT_WIS] -= 1;
}
if ( IS_SET ( mob->act, ACT_CLERIC ) )
{
mob->perm_stat[STAT_WIS] += 3;
mob->perm_stat[STAT_DEX] -= 1;
mob->perm_stat[STAT_STR] += 1;
}
if ( IS_SET ( mob->act, ACT_MAGE ) )
{
mob->perm_stat[STAT_INT] += 3;
mob->perm_stat[STAT_STR] -= 1;
mob->perm_stat[STAT_DEX] += 1;
}
if ( IS_SET ( mob->off_flags, OFF_FAST ) )
mob->perm_stat[STAT_DEX] += 2;
mob->perm_stat[STAT_STR] += mob->size - SIZE_MEDIUM;
mob->perm_stat[STAT_CON] +=
( mob->size - SIZE_MEDIUM ) / 2;
}
else /* read in old format and convert */
{
mob->act = pMobIndex->act | ACT_WARRIOR;
mob->affected_by = pMobIndex->affected_by;
mob->detections = pMobIndex->detections;
mob->protections = pMobIndex->protections;
mob->alignment = pMobIndex->alignment;
mob->level = pMobIndex->level;
mob->hitroll = pMobIndex->hitroll;
mob->damroll = 0;
mob->max_hit = mob->level * 8 + number_range ( mob->level * mob->level / 4,
mob->level * mob->level );
mob->max_hit *= .9;
mob->hit = mob->max_hit;
mob->max_mana = 100 + dice ( mob->level, 10 );
mob->mana = mob->max_mana;
switch ( number_range ( 1, 3 ) )
{
case ( 1 ):
mob->dam_type = 3;
break; /* slash */
case ( 2 ):
mob->dam_type = 7;
break; /* pound */
case ( 3 ):
mob->dam_type = 11;
break; /* pierce */
}
//for ( i = 0; i < 3; i++ )
// mob->armor[i] = interpolate ( mob->level, 100, -100 );
// mob->armor[3] = interpolate ( mob->level, 100, 0 );
mob->armor = 0;
mob->race = pMobIndex->race;
mob->off_flags = pMobIndex->off_flags;
mob->imm_flags = pMobIndex->imm_flags;
mob->res_flags = pMobIndex->res_flags;
mob->vuln_flags = pMobIndex->vuln_flags;
mob->start_pos = pMobIndex->start_pos;
mob->default_pos = pMobIndex->default_pos;
mob->sex = pMobIndex->sex;
mob->gold = pMobIndex->gold / 100;
mob->form = pMobIndex->form;
mob->parts = pMobIndex->parts;
mob->size = SIZE_MEDIUM;
mob->material = 0;
for ( i = 0; i < MAX_STATS; i++ )
mob->perm_stat[i] = 11 + mob->level / 4;
}
mob->position = mob->start_pos;
/* link the mob to the world list */
mob->next = char_list;
char_list = mob;
pMobIndex->count++;
/* Let's limit this to sentient mammalian beings only */
if ( !IS_SET ( mob->act, ACT_NORANDOM ) && IS_SET( mob->form, FORM_MAMMAL )
&& IS_SET(mob->form, FORM_SENTIENT) )
{
if ( number_percent ( ) <= 60 ) /* check for random */
{
wield_random_armor ( mob );
}
}
return mob;
}
/* duplicate a mobile exactly -- except inventory */
void clone_mobile ( CHAR_DATA * parent, CHAR_DATA * clone )
{
int i;
AFFECT_DATA *paf;
if ( parent == NULL || clone == NULL || !IS_NPC ( parent ) )
return;
/* start fixing values */
clone->name = str_dup ( parent->name );
clone->version = parent->version;
clone->short_descr = str_dup ( parent->short_descr );
clone->long_descr = str_dup ( parent->long_descr );
clone->description = str_dup ( parent->description );
clone->sex = parent->sex;
clone->race = parent->race;
clone->level = parent->level;
clone->trust = 0;
clone->timer = parent->timer;
clone->wait = parent->wait;
clone->hit = parent->hit;
clone->max_hit = parent->max_hit;
clone->mana = parent->mana;
clone->max_mana = parent->max_mana;
clone->move = parent->move;
clone->max_move = parent->max_move;
clone->gold = parent->gold;
clone->exp = parent->exp;
clone->act = parent->act;
clone->comm = parent->comm;
clone->imm_flags = parent->imm_flags;
clone->res_flags = parent->res_flags;
clone->vuln_flags = parent->vuln_flags;
clone->invis_level = parent->invis_level;
clone->affected_by = parent->affected_by;
clone->detections = parent->detections;
clone->protections = parent->protections;
clone->position = parent->position;
clone->saving_throw = parent->saving_throw;
clone->alignment = parent->alignment;
clone->hitroll = parent->hitroll;
clone->damroll = parent->damroll;
clone->wimpy = parent->wimpy;
clone->form = parent->form;
clone->parts = parent->parts;
clone->size = parent->size;
clone->material = parent->material;
clone->off_flags = parent->off_flags;
clone->dam_type = parent->dam_type;
clone->start_pos = parent->start_pos;
clone->default_pos = parent->default_pos;
clone->spec_fun = parent->spec_fun;
// for ( i = 0; i < 4; i++ )
clone->armor = parent->armor;
for ( i = 0; i < MAX_STATS; i++ )
{
clone->perm_stat[i] = parent->perm_stat[i];
clone->mod_stat[i] = parent->mod_stat[i];
}
for ( i = 0; i < 3; i++ )
clone->damage[i] = parent->damage[i];
/* now add the affects */
for ( paf = parent->affected; paf != NULL; paf = paf->next )
affect_to_char ( clone, paf );
}
/*
* Create an instance of an object.
*/
OBJ_DATA *create_object ( OBJ_INDEX_DATA * pObjIndex,
int level )
{
static OBJ_DATA obj_zero;
OBJ_DATA *obj;
if ( pObjIndex == NULL )
{
bugf ( "Create_object: NULL pObjIndex." );
exit ( 1 );
}
if ( obj_free == NULL )
{
obj = alloc_perm ( sizeof ( *obj ), "obj:create_object" );
}
else
{
obj = obj_free;
obj_free = obj_free->next;
}
*obj = obj_zero;
obj->pIndexData = pObjIndex;
obj->in_room = NULL;
obj->enchanted = FALSE;
if ( pObjIndex->new_format )
obj->level = pObjIndex->level;
else
obj->level = UMAX ( 0, level );
obj->wear_loc = -1;
obj->name = str_dup ( pObjIndex->name ); /* OLC */
obj->short_descr = str_dup ( pObjIndex->short_descr ); /* OLC */
obj->description = str_dup ( pObjIndex->description ); /* OLC */
obj->material = pObjIndex->material;
obj->item_type = pObjIndex->item_type;
obj->extra_flags = pObjIndex->extra_flags;
obj->wear_flags = pObjIndex->wear_flags;
obj->vflags = pObjIndex->vflags;
//obj->condition = pObjIndex->condition;
// Fuzz the condition a bit.
// make sure it doesn't do shopkeeper items or no condition items.
if ( !IS_SET ( pObjIndex->extra_flags, ITEM_NO_COND ) &&
!IS_SET ( pObjIndex->extra_flags, ITEM_INVENTORY ) )
{
if ( pObjIndex->condition > 30 ) // Don't do really low condition items
{
obj->condition = number_fuzzy (number_fuzzy (pObjIndex->condition) );
if ( obj->condition <= 0 )
{
if ( pObjIndex->condition > 0 )
obj->condition = 1; // Make sure usable objs don't become unusable
else // at load time. That would suck.
obj->condition = 0;
}
}
else
obj->condition = pObjIndex->condition;
}
else
obj->condition = pObjIndex->condition;
if ( obj->condition > 100 )
obj->condition = 100;
obj->value[0] = pObjIndex->value[0];
obj->value[1] = pObjIndex->value[1];
obj->value[2] = pObjIndex->value[2];
obj->value[3] = pObjIndex->value[3];
obj->value[4] = pObjIndex->value[4];
obj->valueorig[0] = pObjIndex->value[0];
obj->valueorig[1] = pObjIndex->value[1];
obj->valueorig[2] = pObjIndex->value[2];
obj->valueorig[3] = pObjIndex->value[3];
obj->valueorig[4] = pObjIndex->value[4];
obj->weight = pObjIndex->weight;
obj->size = SIZE_UNKNOWN;
if ( level == -1 || pObjIndex->new_format )
obj->cost = pObjIndex->cost;
else
obj->cost = number_fuzzy ( 10 )
* number_fuzzy ( level ) * number_fuzzy ( level );
/*
* Mess with object properties.
*/
switch ( obj->item_type )
{
default:
bugf ( "Read_object: vnum %d bad type %d.", pObjIndex->vnum, obj->item_type );
break;
case ITEM_LIGHT:
if ( obj->value[2] == 999 )
obj->value[2] = -1;
break;
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_PRIDE:
case ITEM_COMPONENT:
case ITEM_PROTECT:
case ITEM_PORTAL:
case ITEM_ARMOR:
break;
case ITEM_SCROLL:
if ( level != -1 && !pObjIndex->new_format )
obj->value[0] = number_fuzzy ( obj->value[0] );
break;
case ITEM_WAND:
case ITEM_STAFF:
if ( level != -1 && !pObjIndex->new_format )
{
obj->value[0] = number_fuzzy ( obj->value[0] );
obj->value[1] = number_fuzzy ( obj->value[1] );
obj->value[2] = obj->value[1];
}
break;
case ITEM_WEAPON:
if ( level != -1 && !pObjIndex->new_format )
{
obj->value[1] =
number_fuzzy ( number_fuzzy
( 1 * level / 4 + 2 ) );
obj->value[2] =
number_fuzzy ( number_fuzzy
( 3 * level / 4 + 6 ) );
}
break;
// case ITEM_ARMOR:
// if ( level != -1 && !pObjIndex->new_format )
// {
// obj->value[0] = number_fuzzy ( level / 5 + 3 );
// obj->value[1] = number_fuzzy ( level / 5 + 3 );
// obj->value[2] = number_fuzzy ( level / 5 + 3 );
// }
// break;
case ITEM_POTION:
case ITEM_PILL:
if ( level != -1 && !pObjIndex->new_format )
obj->value[0] =
number_fuzzy ( number_fuzzy ( obj->value[0] ) );
break;
case ITEM_MONEY:
if ( !pObjIndex->new_format )
obj->value[0] = obj->cost;
break;
}
obj->next = object_list;
object_list = obj;
pObjIndex->count++;
return obj;
}
/* duplicate an object exactly -- except contents */
void clone_object ( OBJ_DATA * parent, OBJ_DATA * clone )
{
int i;
AFFECT_DATA *paf;
/* EXTRA_DESCR_DATA *ed,*ed_new; */
if ( parent == NULL || clone == NULL )
return;
/* start fixing the object */
clone->name = str_dup ( parent->name );
clone->short_descr = str_dup ( parent->short_descr );
clone->description = str_dup ( parent->description );
clone->item_type = parent->item_type;
clone->extra_flags = parent->extra_flags;
clone->wear_flags = parent->wear_flags;
clone->weight = parent->weight;
clone->cost = parent->cost;
clone->level = parent->level;
clone->condition = parent->condition;
clone->material = parent->material;
clone->timer = parent->timer;
for ( i = 0; i < 5; i++ )
clone->value[i] = parent->value[i];
clone->valueorig[i] = parent->value[i];
/* affects */
clone->enchanted = parent->enchanted;
for ( paf = parent->affected; paf != NULL; paf = paf->next )
affect_to_obj ( clone, paf );
/* extended desc */
/*
for (ed = parent->extra_descr; ed != NULL; ed = ed->next);
{
ed_new = alloc_perm( sizeof(*ed_new), "ed:clone" );
ed_new->keyword = str_dup( ed->keyword);
ed_new->description = str_dup( ed->description );
ed_new->next = clone->extra_descr;
clone->extra_descr = ed_new;
}
*/
}
/*
* Clear a new character.
*/
void clear_char ( CHAR_DATA * ch )
{
static CHAR_DATA ch_zero;
int i;
*ch = ch_zero;
ch->name = &str_empty[0];
ch->short_descr = &str_empty[0];
ch->long_descr = &str_empty[0];
ch->description = &str_empty[0];
ch->logon = current_time;
ch->last_note = 0;
ch->lines = PAGELEN;
// for ( i = 0; i < 4; i++ )
ch->armor = 0;
ch->comm = 0;
ch->position = POS_STANDING;
ch->hit = 20;
ch->max_hit = 20;
ch->mana = 100;
ch->max_mana = 100;
ch->move = 100;
ch->max_move = 100;
ch->on = NULL;
for ( i = 0; i < MAX_STATS; i++ )
{
ch->perm_stat[i] = 13;
ch->mod_stat[i] = 0;
}
return;
}
/*
* Free a character.
*/
void free_char ( CHAR_DATA * ch )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
struct char_group *tmp;
int counter;
if ( IS_NPC ( ch ) )
mobile_count--;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
extract_obj ( obj );
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
affect_remove ( ch, paf );
}
free_string ( ch->name );
free_string ( ch->short_descr );
free_string ( ch->long_descr );
free_string ( ch->description );
free_string ( ch->poly_name );
free_string ( ch->short_descr_orig );
free_string ( ch->long_descr_orig );
free_string ( ch->description_orig );
free_string ( ch->speaking );
/* Remove all members from group led by char */
for ( counter = 0; counter < MAX_GMEMBERS; counter++ )
{
tmp = ch->group[counter];
if ( tmp )
{
if ( tmp->gch )
leave_group(tmp->gch);
else
bugf ( "Unfreed group with NULL gch on free_char. Freeing. (ch: %s)", ch->name );
if ( tmp )
free_group ( tmp );
ch->group[counter] = NULL;
}
}
if ( ch->pcdata )
{
free_string ( ch->pcdata->pwd );
free_string ( ch->pcdata->bamfin );
free_string ( ch->pcdata->bamfout );
free_string ( ch->pcdata->title );
free_string ( ch->pcdata->email );
free_string ( ch->pcdata->immtitle );
free_string ( ch->pcdata->mplaying );
free_string ( ch->pcdata->prompt );
free_i3chardata( ch );
for ( counter = 0; counter < MAX_ALIAS && ch->pcdata->aliases[counter] != NULL; counter++ )
{
free_string ( ch->pcdata->aliases[counter]->name );
free_string ( ch->pcdata->aliases[counter]->command_string );
free_mem ( ch->pcdata->aliases[counter], sizeof ( struct alias_data ), "alias_data" );
}
ch->pcdata->next = pcdata_free;
pcdata_free = ch->pcdata;
}
ch->reset = NULL;
ch->searching = FALSE;
ch->quitting = FALSE;
ch->next = char_free;
char_free = ch;
return;
}
/*
* Get an extra description from a list.
*/
char *get_extra_descr ( const char *name,
EXTRA_DESCR_DATA * ed )
{
for ( ; ed != NULL; ed = ed->next )
{
if ( is_name ( ( char * ) name, ed->keyword ) )
return ed->description;
}
return NULL;
}
/*
* Translates mob virtual number to its mob index struct.
* Hash table lookup.
*/
MOB_INDEX_DATA *get_mob_index ( int vnum )
{
MOB_INDEX_DATA *pMobIndex;
for ( pMobIndex = mob_index_hash[vnum % MAX_KEY_HASH];
pMobIndex != NULL; pMobIndex = pMobIndex->next )
{
if ( pMobIndex->vnum == vnum )
return pMobIndex;
}
if ( fBootDb || fImportDb)
{
bugf ( "Get_mob_index: bad vnum %d.", vnum );
exit ( 1 );
}
return NULL;
}
/*
* Translates obj virtual number to its obj index struct.
* Hash table lookup.
*/
OBJ_INDEX_DATA *get_obj_index ( int vnum )
{
OBJ_INDEX_DATA *pObjIndex;
if ( vnum < 0 )
{
bugf ( "Get_obj_index: bad vnum %d - error trapped.", vnum );
return NULL;
}
for ( pObjIndex = obj_index_hash[vnum % MAX_KEY_HASH];
pObjIndex != NULL; pObjIndex = pObjIndex->next )
{
if ( pObjIndex->vnum == vnum )
return pObjIndex;
}
if ( fBootDb || fImportDb )
{
bugf ( "Get_obj_index: bad vnum %d.", vnum );
exit ( 1 );
}
return NULL;
}
/*
* Translates room virtual number to its room index struct.
* Hash table lookup.
*/
ROOM_INDEX_DATA *get_room_index ( int vnum )
{
ROOM_INDEX_DATA *pRoomIndex;
for ( pRoomIndex = room_index_hash[vnum % MAX_KEY_HASH];
pRoomIndex != NULL; pRoomIndex = pRoomIndex->next )
{
if ( pRoomIndex->vnum == vnum )
return pRoomIndex;
}
if ( fBootDb || fImportDb )
{
bugf ( "Get_room_index: bad vnum %d.", vnum );
exit ( 1 );
}
return NULL;
}
/*
* get_random_room: Finds a random room with filters
*
* Filters are:
* 0 No Filter
* 1 Filter for spell_teleport
* 2 Filter for global telepop
*
* The function is designed to replace those in spell_teleport and the
* telepop sections of code which simply chose a vnum randomly. This provides
* a more even spread of random results over areas, as well as hopefully a little
* bit quicker selection with the high number of possible vnums now available,
* since it won't be checking ranges that aren't in areas anymore.
*
* If the calling function gets NULL, don't bail immediately - try again.
* This function is written to give up after so many tries at each step,
* and the most likely cause of not finding a room is that an area was
* selected randomly that didn't have any targetable rooms in it.
*
* It is up to the caller to check for NULL ALWAYS, and reissue the function
* if needed - Lotherius.
*/
ROOM_INDEX_DATA *get_random_room ( int filt, CHAR_DATA *ch )
{
AREA_DATA *pArea = area_first;
ROOM_INDEX_DATA *pRoomIndex;
int i, counter;
bool found = FALSE;
while ( 1 )
{
counter = 0;
/* Find an area within the level range specified */
while ( !found && counter < 5000 )
{
counter++;
i = number_range ( 0, top_area );
if ( filt != 1 )
{
for ( pArea = area_first; pArea; pArea = pArea->next )
if ( pArea->vnum == i && pArea->zone > 0 )
{
found = TRUE;
break;
}
}
else
{
for ( pArea = area_first; pArea; pArea = pArea->next )
if ( pArea->vnum == i && pArea->zone > 0
&& pArea->llev <= (ch->level+10 ))
{
found = TRUE;
break;
}
}
}
/*
* Not finding an area should be less common, in fact is usually an
* indication of something fuxored - Lotherius
*/
if ( ( !found && counter >= 5000 ) || !pArea )
{
bugf ( "Couldn't find an area in get_random_room." );
return NULL;
}
/*
* Now find a room within that area that's valid. Set counter to prevent looping
* on areas without any valid rooms forever
*/
/* Reset the counter */
counter = 0;
while ( counter < 1500 )
{
counter++;
pRoomIndex = get_room_index ( number_range ( pArea->lvnum, pArea->uvnum ) );
if ( pRoomIndex != NULL )
{
if ( filt == 0 ) // No filter, valid room so return it.
return pRoomIndex;
else if ( filt == 1 )
{
if ( can_see_room ( ch, pRoomIndex ) && !IS_SET ( pRoomIndex->room_flags, ROOM_PRIVATE )
&& !IS_SET ( pRoomIndex->room_flags, ROOM_SOLITARY ) )
return pRoomIndex;
}
else if ( filt == 2 )
{
if ( can_see_room ( ch, pRoomIndex ) && !IS_SET ( pRoomIndex->room_flags, ROOM_NOTELEPOP )
&& !IS_SET ( pRoomIndex->room_flags, ROOM_PRIVATE )
&& !IS_SET ( pRoomIndex->room_flags, ROOM_NO_MOB )
&& !IS_SET ( pRoomIndex->room_flags, ROOM_GODS_ONLY )
&& !IS_SET ( pRoomIndex->room_flags, ROOM_RENT )
&& !IS_SET ( pRoomIndex->room_flags, ROOM_SOLITARY ) )
return pRoomIndex;
}
}
}
/* NOTE: It could be the case here that a target area with no valid rooms was selected.
* In which case the calling function should try again, but it MUST check for null.
*
* This limit is a little lower than some of the others since it will be more likely
* to be hit, and thus get a new area which is likely to not be hit :)
*/
if ( counter >= 1500 )
return NULL; // Couldn't get a room
}
return NULL;
}
/*
* Read a letter from a file.
*/
char fread_letter ( FILE * fp )
{
char c;
do
{
c = getc ( fp );
}
while ( isspace ( c ) );
return c;
}
/*
* Read a number from a file.
*/
int fread_number ( FILE * fp )
{
int number;
bool sign;
char c;
do
{
c = getc ( fp );
}
while ( isspace ( c ) );
number = 0;
sign = FALSE;
if ( c == '+' )
{
c = getc ( fp );
}
else if ( c == '-' )
{
sign = TRUE;
c = getc ( fp );
}
if ( !isdigit ( c ) )
{
bugf ( "Fread_number: bad format." );
exit ( 1 );
}
while ( isdigit ( c ) )
{
number = number * 10 + c - '0';
c = getc ( fp );
}
if ( sign )
number = 0 - number;
if ( c == '|' )
number += fread_number ( fp );
else if ( c != ' ' )
ungetc ( c, fp );
return number;
}
long fread_flag ( FILE * fp )
{
int number;
char c;
do
{
c = getc ( fp );
}
while ( isspace ( c ) );
number = 0;
if ( !isdigit ( c ) && c != '-' ) /* ROM OLC */
{
while ( ( 'A' <= c && c <= 'Z' ) ||
( 'a' <= c && c <= 'z' ) )
{
number += flag_convert ( c );
c = getc ( fp );
}
}
if ( c == '-' ) /* ROM OLC */
{
number = fread_number ( fp );
return -number;
}
while ( isdigit ( c ) )
{
number = number * 10 + c - '0';
c = getc ( fp );
}
if ( c == '|' )
number += fread_flag ( fp );
else if ( c != ' ' )
ungetc ( c, fp );
return number;
}
long flag_convert ( char letter )
{
long bitsum = 0;
char i;
if ( 'A' <= letter && letter <= 'Z' )
{
bitsum = 1;
for ( i = letter; i > 'A'; i-- )
bitsum *= 2;
}
else if ( 'a' <= letter && letter <= 'z' )
{
/* Zeran - IDIOTS want 2^26!!! ---> bitsum = 33554432; 2^25 */
bitsum = 67108864; /* 2^26 */
for ( i = letter; i > 'a'; i-- )
bitsum *= 2;
}
return bitsum;
}
/*
* Read to end of line (for comments).
*/
void fread_to_eol ( FILE * fp )
{
char c;
do
{
c = getc ( fp );
}
while ( c != '\n' && c != '\r' );
do
{
c = getc ( fp );
}
while ( c == '\n' || c == '\r' );
ungetc ( c, fp );
return;
}
/*
* Read one word (into static buffer).
*/
char *fread_word ( FILE * fp )
{
static char word[MAX_INPUT_LENGTH];
char *pword;
char cEnd;
do
{
cEnd = getc ( fp );
}
while ( isspace ( cEnd ) );
if ( cEnd == '\'' || cEnd == '"' )
{
pword = word;
}
else
{
word[0] = cEnd;
pword = word + 1;
cEnd = ' ';
}
for ( ; pword < word + MAX_INPUT_LENGTH; pword++ )
{
*pword = getc ( fp );
if ( cEnd == ' ' ? isspace ( *pword ) : *pword == cEnd )
{
if ( cEnd == ' ' )
ungetc ( *pword, fp );
*pword = '\0';
return word;
}
}
// You know, most of the time, the word IS NOT TOO LONG... but it is some other problem, usually a missing word.
// Some people need to learn to be more specific or some of us might believe their error messages.
bugf ( "Fread_word: Some Error, might be word too long, but just as likely not." );
exit ( 1 );
return NULL;
}
/*
* Allocate some ordinary memory,
* with the expectation of freeing it someday.
*/
void *alloc_mem ( int sMem, char *identifier )
{
void *pMem;
int iList;
for ( iList = 0; iList < MAX_MEM_LIST; iList++ )
{
if ( sMem <= rgSizeList[iList] )
break;
}
if ( iList == MAX_MEM_LIST )
{
bugf ( "Alloc_mem: size %d too large. (%s)", sMem, identifier );
exit ( 1 );
}
memlog ( identifier, ALLOC_MEM, sMem );
if ( rgFreeList[iList] == NULL )
{
pMem = alloc_perm ( rgSizeList[iList], "alloc_mem" );
}
else
{
pMem = rgFreeList[iList];
rgFreeList[iList] = *( ( void ** ) rgFreeList[iList] );
}
return pMem;
}
/*
* Free some memory.
* Recycle it back onto the free list for blocks of that size.
*/
void free_mem ( void *pMem, int sMem, char *identifier )
{
int iList;
if ( pMem == NULL )
log_string ( "free_mem: hmmm, pMem=NULL, suspicious?" );
for ( iList = 0; iList < MAX_MEM_LIST; iList++ )
{
if ( sMem <= rgSizeList[iList] )
break;
}
if ( iList == MAX_MEM_LIST )
{
bugf ( "Free_mem: size %d too large. (%s)", sMem, identifier );
exit ( 1 );
}
memlog ( identifier, DALLOC_MEM, sMem );
*( ( void ** ) pMem ) = rgFreeList[iList];
rgFreeList[iList] = pMem;
return;
}
/*
* Allocate some permanent memory.
* Permanent memory is never freed,
* pointers into it may be copied safely.
*/
void *alloc_perm ( int sMem, char *identifier )
{
static char *pMemPerm;
static int iMemPerm;
void *pMem;
while ( sMem % sizeof ( long ) != 0 )
sMem++;
if ( sMem > MAX_PERM_BLOCK )
{
bugf ( "Alloc_perm: %d too large. (%s)", sMem, identifier );
exit ( 1 );
}
if ( pMemPerm == NULL || iMemPerm + sMem > MAX_PERM_BLOCK )
{
iMemPerm = 0;
if ( ( pMemPerm = calloc ( 1, MAX_PERM_BLOCK ) ) == NULL )
{
perror ( "Alloc_perm" );
exit ( 1 );
}
}
memlog ( identifier, ALLOC_PERM, sMem );
pMem = pMemPerm + iMemPerm;
iMemPerm += sMem;
nAllocPerm += 1;
sAllocPerm += sMem;
return pMem;
}
// Memlog by Lotherius
// Errors here will be logged but aren't fatal since this is just logging.
// Perhaps a hash here would be more efficient, but there aren't really that many
// identifiers to cycle.
//
void memlog ( char *identifier, int action, int amount )
{
bool match = FALSE;
int i;
if ( identifier[0] == '\0' )
{
bugf ( "memlog requires identifier to function." );
return;
}
if ( action < ALLOC_PERM || action > DALLOC_MEM )
{
bugf ( "memlog actions are: ALLOC_PERM, ALLOC_MEM, DALLOC_MEM" );
return;
}
for ( i = 0 ; i < MAX_MEMLOG ; i++ )
{
if ( !mud.ml_ident[i] )
continue;
if ( !strcmp ( identifier, mud.ml_ident[i]) )
{
match = TRUE;
break;
}
}
/* Setup a new identifier */
if ( !match )
{
for ( i = 0 ; i < MAX_MEMLOG ; i++ )
{
if ( !mud.ml_ident[i] )
{
match = TRUE;
mud.ml_ident[i] = str_dup ( identifier );
break;
}
}
}
if ( !match )
{
bugf ( "Memlog couldn't find a free identifier. Probably need to increase MAX_MEMLOG." );
return;
}
switch ( action )
{
case ALLOC_PERM:
mud.ml_perm_alloc[i] += amount;
break;
case ALLOC_MEM:
mud.ml_mem_alloc[i] += amount;
break;
case DALLOC_MEM:
mud.ml_mem_dalloc[i] += amount;
break;
default:
bugf ( "memlog:: Invalid action." );
break;
}
return;
}
/*
* Shows the memlog to an admin.
* This will always look like the BUFFER and d->outbuf identifiers are slightly out of synch.
* This is because both of those have memory allocated each time do_memlog is called, to display
* the output information. As long as they aren't getting any bigger than the size of the list
* you're displaying, everything should be fine.
* - Lotherius
*/
void do_memlog ( CHAR_DATA * ch, char *argument )
{
BUFFER *buffer;
bool match = FALSE;
int a = 0;
int b = 0;
int c = 0;
int d = 0;
int i = 0;
buffer = buffer_new ( 1024 );
bprintf ( buffer, "{GMemlog Totals {w--------------------------------------------------------------------------------------->\n\r" );
for ( i = 0 ; i < MAX_MEMLOG ; i++ )
{
if ( (mud.ml_ident[i]) && ( mud.ml_ident[i][0] != '\0' ) )
{
bprintf ( buffer, "%27s : Perm [%7d] :: Alloc [%7d] :: Dalloc [%7d] :: Diff [%7d]\n\r", mud.ml_ident[i],
mud.ml_perm_alloc[i], mud.ml_mem_alloc[i], mud.ml_mem_dalloc[i],
( mud.ml_mem_alloc[i] - mud.ml_mem_dalloc[i] ) );
a += mud.ml_perm_alloc[i];
b += mud.ml_mem_alloc[i];
c += mud.ml_mem_dalloc[i];
d += ( mud.ml_mem_alloc[i] - mud.ml_mem_dalloc[i] );
match = TRUE;
}
}
if ( !match )
bprintf ( buffer, "None found??\n\r" );
else
{
bprintf ( buffer, "\n\r{Y Total : Perm [%7d] :: Alloc [%7d] :: Dalloc [%7d] :: Diff [%7d]\n\r",
a, b, c, d );
}
page_to_char ( buffer->data, ch );
buffer_free ( buffer );
return;
}
void do_memory ( CHAR_DATA * ch, char *argument )
{
int i;
form_to_char ( ch, "Affects [%5d] ", top_affect );
form_to_char ( ch, "Areas [%5d] ", top_area );
form_to_char ( ch, "ExDes [%5d]\n\r", top_ed );
form_to_char ( ch, "Exits [%5d] ", top_exit );
form_to_char ( ch, "Helps [%5d] ", top_help );
form_to_char ( ch, "Socials [%5d]\n\r", social_count );
form_to_char ( ch, "Mobs [%5d] ", top_mob_index );
form_to_char ( ch, "(in use)[%5d] ", mobile_count );
form_to_char ( ch, "Objs [%5d]\n\r", top_obj_index );
form_to_char ( ch, "Resets [%5d] ", top_reset );
form_to_char ( ch, "Rooms [%5d] ", top_room );
form_to_char ( ch, "Shops [%5d]\n\r", top_shop );
form_to_char ( ch, "\n\rPerms (%5d) blocks of (%7d) bytes.\n\r", nAllocPerm, sAllocPerm );
form_to_char ( ch, "\n\rShared String Info:\n\r" );
form_to_char ( ch, "Shared Strings (%5d) strings of (%7d) bytes (max %d).\n\r",
nAllocString, sAllocString, MAX_STRING );
form_to_char ( ch, "Overflow Strings (%5d) strings of (%7d) bytes.\n\r",
nOverFlowString, sOverFlowString );
i = defrag_heap ( );
if ( i > 0 )
{
form_to_char ( ch, "Defrag Heap Resulted in %d Merges.\n\r", i );
}
if ( Full )
{
form_to_char ( ch, "Shared String Heap is full, increase MAX_STRING.\n\r" );
}
return;
}
void do_dump ( CHAR_DATA * ch, char *argument )
{
int count, count2, num_pcs, aff_count;
CHAR_DATA *fch;
MOB_INDEX_DATA *pMobIndex;
PC_DATA *pc;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
ROOM_INDEX_DATA *room;
EXIT_DATA *exit;
DESCRIPTOR_DATA *d;
AFFECT_DATA *af;
FILE *fp;
int vnum;
int nMatch = 0;
/* open file */
fclose ( fpReserve );
fp = fopen ( "mem.dmp", "w" );
/* report use of data structures */
num_pcs = 0;
aff_count = 0;
/* mobile prototypes */
fprintf ( fp, "MobProt %4d (%8d bytes)\n",
top_mob_index,
top_mob_index * ( sizeof ( *pMobIndex ) ) );
/* mobs */
count = 0;
count2 = 0;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
count++;
if ( fch->pcdata != NULL )
num_pcs++;
for ( af = fch->affected; af != NULL; af = af->next )
aff_count++;
}
for ( fch = char_free; fch != NULL; fch = fch->next )
count2++;
fprintf ( fp, "Mobs %4d (%8d bytes), %2d free (%d bytes)\n",
count, count * ( sizeof ( *fch ) ), count2,
count2 * ( sizeof ( *fch ) ) );
/* pcdata */
count = 0;
for ( pc = pcdata_free; pc != NULL; pc = pc->next )
count++;
fprintf ( fp,
"Pcdata %4d (%8d bytes), %2d free (%d bytes)\n",
num_pcs, num_pcs * ( sizeof ( *pc ) ), count,
count * ( sizeof ( *pc ) ) );
/* descriptors */
count = 0;
count2 = 0;
for ( d = descriptor_list; d != NULL; d = d->next )
count++;
for ( d = descriptor_free; d != NULL; d = d->next )
count2++;
fprintf ( fp,
"Descs %4d (%8d bytes), %2d free (%d bytes)\n",
count, count * ( sizeof ( *d ) ), count2,
count2 * ( sizeof ( *d ) ) );
/* object prototypes */
for ( vnum = 0; nMatch < top_obj_index; vnum++ )
if ( ( pObjIndex = get_obj_index ( vnum ) ) != NULL )
{
for ( af = pObjIndex->affected; af != NULL;
af = af->next )
aff_count++;
nMatch++;
}
fprintf ( fp, "ObjProt %4d (%8d bytes)\n",
top_obj_index,
top_obj_index * ( sizeof ( *pObjIndex ) ) );
/* objects */
count = 0;
count2 = 0;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
count++;
for ( af = obj->affected; af != NULL; af = af->next )
aff_count++;
}
for ( obj = obj_free; obj != NULL; obj = obj->next )
count2++;
fprintf ( fp, "Objs %4d (%8d bytes), %2d free (%d bytes)\n",
count, count * ( sizeof ( *obj ) ), count2,
count2 * ( sizeof ( *obj ) ) );
/* affects */
count = 0;
for ( af = affect_free; af != NULL; af = af->next )
count++;
fprintf ( fp,
"Affects %4d (%8d bytes), %2d free (%d bytes)\n",
aff_count, aff_count * ( sizeof ( *af ) ),
count, count * ( sizeof ( *af ) ) );
/* rooms */
fprintf ( fp, "Rooms %4d (%8d bytes)\n",
top_room, top_room * ( sizeof ( *room ) ) );
/* exits */
fprintf ( fp, "Exits %4d (%8d bytes)\n",
top_exit, top_exit * ( sizeof ( *exit ) ) );
fclose ( fp );
/* start printing out mobile data */
fp = fopen ( "mob.dmp", "w" );
fprintf ( fp, "\nMobile Analysis\n" );
fprintf ( fp, "---------------\n" );
nMatch = 0;
for ( vnum = 0; nMatch < top_mob_index; vnum++ )
if ( ( pMobIndex = get_mob_index ( vnum ) ) != NULL )
{
nMatch++;
fprintf ( fp,
"#%-4d %3d actv %3d kild level %3d %s\n",
pMobIndex->vnum, pMobIndex->count,
pMobIndex->killed, pMobIndex->level,
pMobIndex->short_descr );
}
fclose ( fp );
/* start printing out object data */
fp = fopen ( "obj.dmp", "w" );
fprintf ( fp, "\nObject Analysis\n" );
fprintf ( fp, "---------------\n" );
nMatch = 0;
for ( vnum = 0; nMatch < top_obj_index; vnum++ )
if ( ( pObjIndex = get_obj_index ( vnum ) ) != NULL )
{
nMatch++;
fprintf ( fp,
"#%-4d %3d actv %3d rest level %3d %s\n",
pObjIndex->vnum, pObjIndex->count,
pObjIndex->reset_num, pObjIndex->level,
pObjIndex->short_descr );
}
/* close file */
fclose ( fp );
fpReserve = fopen ( NULL_FILE, "r" );
}
/*
* Stick a little fuzz on a number.
*/
int number_fuzzy ( int number )
{
switch ( number_bits ( 2 ) )
{
case 0:
number -= 1;
break;
case 3:
number += 1;
break;
}
return UMAX ( 1, number );
}
/* Why is some of this in db.c... is db.c the random dumping code place? */
/*
* Generate a random number.
*/
int number_range ( int from, int to )
{
int power;
int number;
if ( from == 0 && to == 0 )
return 0;
if ( ( to = to - from + 1 ) <= 1 )
return from;
for ( power = 2; power < to; power <<= 1 );
while ( ( number = number_mm ( ) & ( power - 1 ) ) >= to );
return from + number;
}
/*
* Generate a percentile roll.
*/
int number_percent ( void )
{
int percent;
while ( ( percent = number_mm ( ) & ( 128 - 1 ) ) > 99 );
return 1 + percent;
}
/*
* Generate a random door.
*/
int number_door ( void )
{
int door;
while ( ( door = number_mm ( ) & ( 8 - 1 ) ) > 5 )
;
return door;
}
int number_bits ( int width )
{
return number_mm ( ) & ( ( 1 << width ) - 1 );
}
/*
* I've gotten too many bad reports on OS-supplied random number generators.
* This is the Mitchell-Moore algorithm from Knuth Volume II.
* Best to leave the constants alone unless you've read Knuth.
* -- Furey
*/
static int rgiState[2 + 55];
void init_mm ( )
{
int *piState;
int iState;
piState = &rgiState[2];
piState[-2] = 55 - 55;
piState[-1] = 55 - 24;
piState[0] = ( ( int ) current_time ) & ( ( 1 << 30 ) - 1 );
piState[1] = 1;
for ( iState = 2; iState < 55; iState++ )
{
piState[iState] = ( piState[iState - 1] + piState[iState - 2] ) & ( ( 1 << 30 ) - 1 );
}
return;
}
int number_mm ( void )
{
int *piState;
int iState1;
int iState2;
int iRand;
piState = &rgiState[2];
iState1 = piState[-2];
iState2 = piState[-1];
iRand = ( piState[iState1] + piState[iState2] )
& ( ( 1 << 30 ) - 1 );
piState[iState1] = iRand;
if ( ++iState1 == 55 )
iState1 = 0;
if ( ++iState2 == 55 )
iState2 = 0;
piState[-2] = iState1;
piState[-1] = iState2;
return iRand >> 6;
}
/*
* Roll some dice.
*/
int dice ( int number, int size )
{
int idice;
int sum;
switch ( size )
{
case 0:
return 0;
case 1:
return number;
}
for ( idice = 0, sum = 0; idice < number; idice++ )
sum += number_range ( 1, size );
return sum;
}
/*
* Simple linear interpolation.
*/
int interpolate ( int level, int value_00, int value_32 )
{
return value_00 + level * ( value_32 - value_00 ) / 32;
}
void smash_codes ( char *str )
{
// Effectively blocks user attempts to access MXP, Pueblo commands via blocking <> brackets.
// Blocking ~ is to prevent files from breaking.
// Blocking % is to prevent breakage of various string functions (they should be safe, but should is never reliable)
// !!SOUND and !!MUSIC are a bit harder to catch, but we do so below.
for ( ; *str != '\0'; str++ )
{
if ( *str == '<' )
*str = '(';
if ( *str == '>' )
*str = ')';
if ( *str == '~' )
*str = '-';
if ( *str == '%' )
*str = '_';
else if ( *str == '!' ) // Looks for !!SO or !!MU on input lines, since MSP is insecure.
{
str++;
if ( *str == '!' )
{
str++;
if ( *str == 'S' || *str == 'M' )
{
str++;
if ( *str == 'O' || *str == 'U' )
{
// We can now safely assume someone is trying to mess with folks
// (ie, trying to use sound or music )
*str = '_';
}
}
}
}
}
return;
}
/*
* Compare strings, case insensitive.
* Return TRUE if different.
* (compatibility with historical functions).
*/
bool str_cmp ( const char *astr, const char *bstr )
{
if ( astr == NULL || bstr == NULL )
{
bugf ( "Str_cmp: null string." );
return TRUE;
}
else
{
register const unsigned char *cstr = (const unsigned char *)astr,
*dstr = (const unsigned char *)bstr;
for ( ; *cstr || *dstr; cstr++, dstr++ )
{
if ( LOWER ( *cstr ) != LOWER ( *dstr ) )
return TRUE;
}
}
return FALSE;
}
/*
* Compare strings, case insensitive, for prefix matching.
* Return TRUE if astr not a prefix of bstr
* (compatibility with historical functions).
*/
bool str_prefix ( const char *astr, const char *bstr )
{
if ( astr == NULL || bstr == NULL )
{
bugf ( "Strn_cmp: null string." );
return TRUE;
}
else
{
register const unsigned char *cstr = (const unsigned char *)astr,
*dstr = (const unsigned char *)bstr;
for ( ; *cstr; cstr++, dstr++ )
{
if ( LOWER ( *cstr ) != LOWER ( *dstr ) )
return TRUE;
}
}
return FALSE;
}
/*
* Compare strings, case insensitive, for match anywhere.
* Returns TRUE is astr not part of bstr.
* (compatibility with historical functions).
*/
bool str_infix ( const char *astr, const char *bstr )
{
int sstr1;
int sstr2;
int ichar;
char c0;
if ( ( c0 = LOWER ( astr[0] ) ) == '\0' )
return FALSE;
sstr1 = strlen ( astr );
sstr2 = strlen ( bstr );
for ( ichar = 0; ichar <= sstr2 - sstr1; ichar++ )
{
if ( c0 == LOWER ( bstr[ichar] ) &&
!str_prefix ( astr, bstr + ichar ) )
return FALSE;
}
return TRUE;
}
/*
* Compare strings, case insensitive, for suffix matching.
* Return TRUE if astr not a suffix of bstr
* (compatibility with historical functions).
*/
bool str_suffix ( const char *astr, const char *bstr )
{
int sstr1;
int sstr2;
sstr1 = strlen ( astr );
sstr2 = strlen ( bstr );
if ( sstr1 <= sstr2 &&
!str_cmp ( astr, bstr + sstr2 - sstr1 ) )
return FALSE;
else
return TRUE;
}
/*
* Returns an initial-capped string.
*/
char *capitalize ( const char *str )
{
static char strcap[MAX_STRING_LENGTH];
int i;
for ( i = 0; str[i] != '\0'; i++ )
strcap[i] = LOWER ( str[i] );
strcap[i] = '\0';
strcap[0] = UPPER ( strcap[0] );
return strcap;
}
/*
* Append a string to a file.
*/
void append_file ( CHAR_DATA * ch, char *file, char *str )
{
FILE *fp;
if ( IS_NPC ( ch ) || str[0] == '\0' )
return;
fclose ( fpReserve );
if ( ( fp = fopen ( file, "a" ) ) == NULL )
{
perror ( file );
send_to_char ( "Could not open the file!\n\r", ch );
}
else
{
fprintf ( fp, "[%5d] %s: %s\n", ch->in_room ? ch->in_room->vnum : 0, ch->name, str );
fclose ( fp );
}
fpReserve = fopen ( NULL_FILE, "r" );
return;
}
/*
* Reports a formatted bug.
* This version by Lotherius (modelled on others)
*/
void bugf ( const char *fmt, ... )
{
char buf[MSL*4];
char *strtime;
va_list args;
strtime = ctime ( ¤t_time );
strtime[strlen ( strtime ) - 1] = '\0';
fprintf ( stderr, "%s :: ", strtime );
if ( fpArea != NULL && strArea[0] != '\0' )
{
int iLine;
int iChar;
if ( fpArea == stdin )
{
iLine = 0;
}
else
{
iChar = ftell ( fpArea );
fseek ( fpArea, 0, 0 );
for ( iLine = 0; ftell ( fpArea ) < iChar; iLine++ )
{
while ( getc ( fpArea ) != '\n' );
/* Nothing */
}
fseek ( fpArea, iChar, 0 );
}
fprintf ( stderr, "[*****] FILE: %s LINE: %d", strArea, iLine );
}
else
fprintf ( stderr, "[*****] BUG: " );
va_start ( args, fmt );
vsnprintf ( buf, sizeof ( buf ) -1, fmt, args );
va_end ( args );
fprintf ( stderr, "%s\n", buf );
return;
}
/*
* Writes a string to the log.
* Formatted log_string by Lotherius
*/
void log_string ( const char *str, ... )
{
char buf[MSL*4];
char *strtime;
va_list args;
va_start ( args, str );
vsnprintf ( buf, sizeof ( buf ) -1, str, args );
va_end ( args );
strtime = ctime ( ¤t_time );
strtime[strlen ( strtime ) - 1] = '\0';
fprintf ( stderr, "%s :: %s\n", strtime, buf );
return;
}
/*
* This function is here to aid in debugging.
* If the last expression in a function is another function call,
* gcc likes to generate a JMP instead of a CALL.
* This is called "tail chaining."
* It hoses the debugger call stack for that call.
* So I make this the last call in certain critical functions,
* where I really need the call stack to be right for debugging!
*
* If you don't understand this, then LEAVE IT ALONE.
* Don't remove any calls to tail_chain anywhere.
*
* -- Furey
*/
void tail_chain ( void )
{
return;
}
void update_obj_orig ( OBJ_DATA * obj )
{
int count;
if ( obj == NULL )
{
bugf ( "Null object passed to update_obj_orig." );
return;
}
for ( count = 0; count <= 4; count++ )
{
obj->valueorig[count] = obj->value[count];
}
return;
}
void fwrite_crier ( void )
{
FILE *fptr;
struct crier_type *tmp;
if ( ( fptr = fopen ( CRIER_FILE, "w+" ) ) == NULL )
{
bugf ( "Failed Opening Crier File for writing." );
return;
}
for ( tmp = crier_list; tmp != NULL; tmp = tmp->next )
{
fprintf ( fptr, "%s~\n", tmp->text );
}
fprintf ( fptr, "@~\n" );
fclose ( fptr );
return;
}
void fwrite_accounts ( void )
{
FILE *fptr;
char buf[MAX_STRING_LENGTH];
int i;
struct account_type *tmp;
buf[0] = '\0';
#if !defined(WIN32)
SNP ( buf, "cp -f %s%s %s%s.bak > /dev/null", DATA_DIR, ACCOUNT_FILE, DATA_DIR, ACCOUNT_FILE );
if ( system ( buf ) == 1 )
{
bugf ( "Failed to BACKUP ACCOUNTS File. Aborting Write." );
}
#endif
buf[0] = '\0';
SNP ( buf, "%s%s", DATA_DIR, ACCOUNT_FILE );
if ( ( fptr = fopen ( buf, "w+" ) ) == NULL )
{
bugf ( "Failed Opening ACCOUNTS File for writing." );
return;
}
for ( tmp = account_list; tmp != NULL; tmp = tmp->next )
{
if (tmp->status == ACCT_REJECTED_DELETE)
continue; /* Acct Deleted */
fprintf ( fptr, "%s~\n", tmp->acc_name );
fprintf ( fptr, "%s~\n", tmp->password );
fprintf ( fptr, "%d %d %d %d\n", tmp->status,
tmp->permadead, tmp->heroes, tmp->demigods );
for (i = 0 ; i < MAX_CHARS ; i++)
{
if (tmp->char_name[i])
{
fprintf (fptr, "%s~\n", tmp->char_name[i] );
}
}
fprintf (fptr, "NEXT~\n" );
}
fprintf ( fptr, "END~\n" );
fclose ( fptr );
return;
}
void fwrite_disable ( void )
{
FILE *fptr;
struct disable_cmd_type *tmp;
if ( ( fptr = fopen ( DISABLE_FILE, "w+" ) ) == NULL )
{
bugf ( "Failed openning disable.txt for writing." );
return;
}
for ( tmp = disable_cmd_list; tmp != NULL; tmp = tmp->next )
{
fprintf ( fptr, "%s~\n", tmp->name );
fprintf ( fptr, "%d\n", tmp->level );
}
fprintf ( fptr, "@~\n" );
fclose ( fptr );
return;
}
void load_crier ( void )
{
FILE *fptr;
struct crier_type *tmp = NULL;
struct crier_type *previous = NULL;
bool done = FALSE;
char *word;
/* Make sure we start with a NULL list */
crier_list = NULL;
if ( ( fptr = fopen ( CRIER_FILE, "r" ) ) == NULL )
{
bugf ( "Failed to open CRIER_FILE for reading." );
return;
}
while ( !done )
{
word = fread_string ( fptr );
if ( !str_cmp ( word, "@" ) )
{
done = TRUE;
}
else
{
tmp = alloc_mem ( sizeof ( struct crier_type ), "crier_type" );
tmp->next = NULL;
tmp->text = str_dup ( word );
if ( crier_list == NULL )
crier_list = tmp;
else
previous->next = tmp;
previous = tmp;
}
free_string ( word );
}
fclose ( fptr );
return;
}
void load_accounts ( void )
{
FILE *fptr;
struct account_type *tmp = NULL;
struct account_type *previous = NULL;
bool done = FALSE;
bool listdone = FALSE;
int i = 0;
char *word;
char *name;
char buf[MAX_STRING_LENGTH];
/* Make sure we start with a NULL list */
account_list = NULL;
SNP ( buf, "%s%s", DATA_DIR, ACCOUNT_FILE );
if ( ( fptr = fopen ( buf, "r" ) ) == NULL )
{
bugf ( "Failed to open ACCOUNTS_FILE for reading." );
return;
}
while ( !done )
{
listdone = FALSE;
word = fread_string ( fptr );
if ( !str_cmp ( word, "END" ) )
{
done = TRUE;
}
else
{
tmp = alloc_perm ( sizeof ( struct account_type ), "account_type:load" );
tmp->next = NULL;
tmp->acc_name = str_dup ( word ); /* Email Address of Account */
if ( account_list == NULL )
account_list = tmp;
else
previous->next = tmp;
previous = tmp;
/* Password -- Need to crypt this!, just haven't gotten around tuit yet. */
tmp->password = fread_string ( fptr );
tmp->status = fread_number ( fptr );
tmp->permadead = fread_number ( fptr );
tmp->heroes = fread_number ( fptr );
tmp->demigods = fread_number ( fptr );
tmp->vcode = 0;
fread_to_eol ( fptr );
i = 0;
while (!listdone)
{
i++;
name = fread_string ( fptr );
if ( !str_cmp ( name, "NEXT" ) )
{
listdone = TRUE;
}
else
{
tmp->char_name[i] = str_dup ( name );
}
free_string ( name );
}
}
free_string ( word );
}
fclose ( fptr );
return;
}
void load_disable ( void )
{
FILE *fptr;
struct disable_cmd_type *tmp = NULL;
struct disable_cmd_type *previous = NULL;
bool done = FALSE;
bool found = FALSE;
char *word;
int cmd;
/* make sure list is null to start with */
disable_cmd_list = NULL;
if ( ( fptr = fopen ( DISABLE_FILE, "r" ) ) == NULL )
{
bugf ( "failed openning disable.txt for reading." );
return;
}
while ( !done )
{
word = fread_string ( fptr );
if ( !str_cmp ( word, "@" ) )
{
done = TRUE;
}
else
{
for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ )
{
if ( word[0] == cmd_table[cmd].name[0]
&& !str_prefix ( word, cmd_table[cmd].name ) )
{
found = TRUE;
break;
}
}
if ( !found )
{
bugf ( "Bad disable command name in disable.txt: %s", word );
fread_number ( fptr );
continue;
}
tmp = alloc_mem ( sizeof ( struct disable_cmd_type ), "disable_cmd_type" );
tmp->next = NULL;
tmp->name = str_dup ( word );
tmp->level = fread_number ( fptr );
tmp->level = UMIN ( 110, tmp->level );
tmp->disable_fcn = cmd_table[cmd].do_fun;
if ( disable_cmd_list == NULL )
disable_cmd_list = tmp;
else
previous->next = tmp;
previous = tmp;
}
free_string ( word );
}
fclose ( fptr );
return;
}
/* Online setting of skill/spell levels,
* (c) 1996 Erwin S. Andreasen <erwin@pip.dknet.dk>
*
*/
/*
Class table levels loading/saving
*/
/* Save this class */
void save_class ( int num )
{
FILE *fp = NULL;
char buf[MAX_STRING_LENGTH];
int lev, i;
SNP ( buf, "%s%s", CLASS_DIR, class_table[num].name );
if ( !( fp = fopen ( buf, "w" ) ) )
{
bugf ( "Bug! Could Not Open Class File to save!" );
return;
}
for ( lev = 0; lev < LEVEL_IMMORTAL; lev++ )
for ( i = 0; i < MAX_SKILL; i++ )
{
if ( !skill_table[i].name || !skill_table[i].name[0] )
continue;
if ( skill_table[i].skill_level[num] == lev )
fprintf ( fp, "Sk %d '%s'\n", lev,
skill_table[i].name );
}
/* the EOF marker !MUST! be followed by a CR or it will
* result in a "string too long" error on bootup. */
fprintf ( fp, "$\n" ); /* EOF $ */
fclose ( fp );
}
// Currently this doesn't allocate any memory for new skills.
// Therefore all skills must have a prototype in the normal places.
// In the future, it will need to recognize skills without a prototype
// and generate a new memory location for them.
// Any errors here will be FATAL. This is to prevent ever accidentally overwriting a good Skills.DAT
// with incorrectly read information.
// When changing the format of a skill, be sure to load the game and save the skills with the new format
// before changing the load routines.
//
void load_skills ( )
{
FILE *fptr;
bool done = FALSE;
char *word;
char buf[MAX_STRING_LENGTH];
int sn;
SNP ( buf, "%sSkills.DAT", DATA_DIR );
if ( ( fptr = fopen ( buf, "r" ) ) == NULL )
{
bugf ( "FATAL: Failed to open Skills.DAT for reading." );
exit ( 1 );
}
while (!done)
{
word = fread_string( fptr );
if ( !str_cmp ( word, "CODESKILL" ) ) // A codeskill has a prototype in code.
{
word = fread_string ( fptr );
if ( ( sn = skill_lookup ( word ) ) == -1 )
{
log_string ( "FATAL: #CODESKILL %s Invalid (Skills.DAT).\n\r", word);
exit ( 1 );
}
skill_table[sn].noun_damage = fread_string ( fptr );
skill_table[sn].msg_off = fread_string ( fptr );
skill_table[sn].component = fread_string ( fptr );
skill_table[sn].target = fread_number ( fptr );
skill_table[sn].minimum_position = fread_number ( fptr );
skill_table[sn].min_mana = fread_number ( fptr );
skill_table[sn].beats = fread_number ( fptr );
fread_to_eol ( fptr ); // to make sure the number line is ended.
}
else // Done? Hope so, cuz we didn't get #SKILL.
{
log_string ("Finished snarfing Skills.DAT");
done = TRUE;
}
}
fclose ( fptr );
return;
}
// Class level information is saved seperately to allow for addition of classes
// without breaking the skillfile format. I could perhaps include it in the same
// file, but it would require a much more complicated routine here and there is
// already at this point another routine to do it.
//
void save_skills ( )
{
FILE *fp = NULL;
char buf[MAX_STRING_LENGTH];
int i;
SNP ( buf, "%sSkills.DAT", DATA_DIR );
if ( !( fp = fopen ( buf, "w" ) ) )
{
bugf ( "Bug! Could Not Open Skills File to save!" );
return;
}
for ( i = 0; i < MAX_SKILL; i++ )
{
if ( !skill_table[i].name || !skill_table[i].name[0] )
continue;
fprintf ( fp, "CODESKILL~\n" ); // Codeskills are the ones that have a prototype in code.
fprintf ( fp, "%s~\n", skill_table[i].name );
fprintf ( fp, "%s~\n", skill_table[i].noun_damage );
fprintf ( fp, "%s~\n", skill_table[i].msg_off );
fprintf ( fp, "%s~\n", skill_table[i].component );
fprintf ( fp, "%d %d %d %d\n",
skill_table[i].target,
skill_table[i].minimum_position,
skill_table[i].min_mana,
skill_table[i].beats );
}
/* the EOF marker !MUST! be followed by a CR or it will
* result in a "string too long" error on bootup. */
fprintf ( fp, "END~\n" ); /* EOF $ */
fclose ( fp );
}
void save_classes ( )
{
int i;
for ( i = 0; i < MAX_CLASS; i++ )
save_class ( i );
}
/* New Load A Class - By Lotherius */
void load_class ( int num )
{
char buf3[MAX_STRING_LENGTH];
FILE *fp = NULL;
char *word;
bool fMatch;
bool done = FALSE;
SNP ( buf3, "%s%s", CLASS_DIR, class_table[num].name );
if ( !( fp = fopen ( buf3, "r" ) ) )
{
bugf ( "Bug! Could Not Open %s!", buf3 );
return;
}
fMatch = FALSE;
while ( !done )
{
word = fread_word ( fp );
if ( !str_cmp ( word, "Sk" ) )
{
int sn;
int value;
char *temp;
value = fread_number ( fp );
temp = fread_word ( fp );
sn = skill_lookup ( temp );
if ( sn < 0 )
{
bugf ( "load_class: unknown skill %s ", temp );
}
else
{
skill_table[sn].skill_level[num] = value;
fMatch = TRUE;
}
}
/* end of matching sk */
if ( !str_cmp ( word, "$" ) )
{
done = TRUE;
}
}
/* End of While */
if ( !fMatch )
{
bugf ( "load_class: no skills found." );
fread_to_eol ( fp );
}
fclose ( fp );
}
void load_classes ( )
{
int i, j;
for ( i = 0; i < MAX_CLASS; i++ )
{
for ( j = 0; j < MAX_SKILL; j++ )
skill_table[j].skill_level[i] = LEVEL_IMMORTAL;
load_class ( i );
}
log_string ( "Finished Loading Classes" );
}
PROG_CODE *get_prog_index( int vnum, int type )
{
PROG_CODE *prg;
switch ( type )
{
case PRG_MPROG:
prg = mprog_list;
break;
case PRG_OPROG:
prg = oprog_list;
break;
case PRG_RPROG:
prg = rprog_list;
break;
default:
return NULL;
}
for( ; prg; prg = prg->next )
{
if ( prg->vnum == vnum )
return( prg );
}
return NULL;
}
void fix_objprogs( void )
{
OBJ_INDEX_DATA *pObjIndex;
PROG_LIST *list;
PROG_CODE *prog;
int iHash;
for ( iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
{
for ( pObjIndex = obj_index_hash[iHash];
pObjIndex != NULL;
pObjIndex = pObjIndex->next )
{
for( list = pObjIndex->oprogs; list != NULL; list = list->next )
{
if ( ( prog = get_prog_index( list->vnum, PRG_OPROG ) ) != NULL )
list->code = prog->code;
else
{
bugf ( "Fix_objprogs: code vnum %d not found.", list->vnum );
exit( 1 );
}
}
}
}
return;
}
void fix_roomprogs( void )
{
ROOM_INDEX_DATA *pRoomIndex;
PROG_LIST *list;
PROG_CODE *prog;
int iHash;
for ( iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
{
for ( pRoomIndex = room_index_hash[iHash];
pRoomIndex != NULL;
pRoomIndex = pRoomIndex->next )
{
for( list = pRoomIndex->rprogs; list != NULL; list = list->next )
{
if ( ( prog = get_prog_index( list->vnum, PRG_RPROG ) ) != NULL )
list->code = prog->code;
else
{
bugf ( "Fix_roomprogs: code vnum %d not found.", list->vnum );
exit( 1 );
}
}
}
}
return;
}
/*
* init_racial_affects
* Date: 4/19/98
* Author: Zeran
* Moved into db.c since don't need a file all by itself for 1 func.
*/
void init_racial_affects ( void )
{
int race;
/* Now set flags for all appropriate races */
/* Satyr */
race = race_lookup ( "satyr" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
SET_BIT ( race_table[race].detect, DET_INVIS );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
/* Gargoyle */
race = race_lookup ( "gargoyle" );
SET_BIT ( race_table[race].aff, AFF_FLYING );
SET_BIT ( race_table[race].detect, DET_EVIL );
/* Elf */
race = race_lookup ( "elf" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Dwarf */
race = race_lookup ( "dwarf" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Bat */
race = race_lookup ( "bat" );
SET_BIT ( race_table[race].aff, AFF_FLYING );
SET_BIT( race_table[race].detect, DET_DARK_VISION );
/* Cat */
race = race_lookup ( "cat" );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
/* Centipede */
race = race_lookup ( "centipede" );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
/* Fox */
race = race_lookup ( "fox" );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
/* Goblin */
race = race_lookup ( "goblin" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Hobgoblin */
race = race_lookup ( "hobgoblin" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Kobold */
race = race_lookup ( "kobold" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Modron */
race = race_lookup ( "modron" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Orc */
race = race_lookup ( "orc" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Song bird */
race = race_lookup ( "song bird" );
SET_BIT ( race_table[race].aff, AFF_FLYING );
/* Troll */
race = race_lookup ( "troll" );
SET_BIT ( race_table[race].aff, AFF_REGENERATION );
SET_BIT ( race_table[race].detect, DET_INFRARED );
SET_BIT ( race_table[race].detect, DET_HIDDEN );
/* Water fowl */
race = race_lookup ( "water fowl" );
SET_BIT ( race_table[race].aff, AFF_SWIM );
SET_BIT ( race_table[race].aff, AFF_FLYING );
/* Wolf */
race = race_lookup ( "wolf" );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
/* Wyvern */
race = race_lookup ( "wyvern" );
SET_BIT ( race_table[race].detect, DET_INVIS );
SET_BIT ( race_table[race].aff, AFF_FLYING );
SET_BIT ( race_table[race].detect, DET_HIDDEN );
/* Undead */
race = race_lookup ( "undead" );
SET_BIT ( race_table[race].aff, AFF_CURSE );
SET_BIT ( race_table[race].protect, PROT_GOOD );
/* Demon */
race = race_lookup ( "demon" );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
SET_BIT ( race_table[race].protect, PROT_GOOD );
SET_BIT ( race_table[race].aff, AFF_REGENERATION );
/* Avatar */
race = race_lookup ( "avatar" );
SET_BIT ( race_table[race].protect, PROT_GOOD );
SET_BIT ( race_table[race].protect, PROT_SANCTUARY );
/* Kender */
race = race_lookup ( "kender" );
SET_BIT ( race_table[race].protect, PROT_EVIL );
/* Gnome */
race = race_lookup ( "gnome" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
/* Vampire */
race = race_lookup ( "vampire" );
SET_BIT ( race_table[race].aff, AFF_REGENERATION );
SET_BIT ( race_table[race].detect, DET_HIDDEN );
SET_BIT ( race_table[race].detect, DET_DARK_VISION );
SET_BIT ( race_table[race].aff, AFF_HASTE );
/* Minotaur */
race = race_lookup ( "minotaur" );
SET_BIT ( race_table[race].detect, DET_INFRARED );
}