/*************************************************************************** * 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. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and * * Mitchell Tse. * * * * EnvyMud 2.2 improvements copyright (C) 1996, 1997 by Michael Quan. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * 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. * * * * This code was freely distributed with the The Isles 1.1 source code, * * and has been used here for OLC - OLC would not be what it is without * * all the previous coders who released their source code. * ***************************************************************************/ #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Globals */ AREA_DATA * area_free; EXTRA_DESCR_DATA * extra_descr_free; EXIT_DATA * exit_free; ROOM_INDEX_DATA * room_index_free; OBJ_INDEX_DATA * obj_index_free; SHOP_DATA * shop_free; GAME_DATA * game_free; MOB_INDEX_DATA * mob_index_free; RESET_DATA * reset_free; HELP_DATA * help_free; HELP_DATA * help_last; extern int top_reset; extern int top_area; extern int top_exit; extern int top_ed; extern int top_room; RESET_DATA *new_reset_data( void ) { RESET_DATA *pReset; if ( !reset_free ) { pReset = alloc_perm( sizeof( *pReset ) ); top_reset++; } else { pReset = reset_free; reset_free = reset_free->next; } pReset->next = NULL; pReset->command = 'X'; pReset->arg1 = 0; pReset->arg2 = 0; pReset->arg3 = 0; return pReset; } void free_reset_data( RESET_DATA * pReset ) { pReset->next = reset_free; reset_free = pReset; return; } AREA_DATA *new_area( void ) { AREA_DATA *pArea; char buf[ MAX_INPUT_LENGTH ]; if ( !area_free ) { pArea = alloc_perm( sizeof( *pArea ) ); top_area++; } else { pArea = area_free; area_free = area_free->next; } pArea->next = NULL; pArea->name = str_dup( "New area" ); pArea->recall = ROOM_VNUM_TEMPLE; pArea->area_flags = AREA_ADDED; pArea->security = 1; pArea->builders = str_dup( "None" ); pArea->lvnum = 0; pArea->uvnum = 0; pArea->age = 0; pArea->nplayer = 0; pArea->vnum = top_area - 1; sprintf( buf, "area%d.are", pArea->vnum ); pArea->filename = str_dup( buf ); return pArea; } void free_area( AREA_DATA * pArea ) { free_string( pArea->name ); free_string( pArea->filename ); free_string( pArea->builders ); pArea->next = area_free->next; area_free = pArea; return; } EXIT_DATA *new_exit( void ) { EXIT_DATA *pExit; if ( !exit_free ) { pExit = alloc_perm( sizeof( *pExit ) ); top_exit++; } else { pExit = exit_free; exit_free = exit_free->next; } pExit->to_room = NULL; pExit->next = NULL; pExit->vnum = 0; pExit->exit_info = 0; pExit->key = 0; pExit->keyword = &str_empty[0];; pExit->description = &str_empty[0];; pExit->rs_flags = 0; return pExit; } void free_exit( EXIT_DATA * pExit ) { free_string( pExit->keyword ); free_string( pExit->description ); pExit->next = exit_free; exit_free = pExit; return; } void free_extra_descr( EXTRA_DESCR_DATA * pExtra ) { free_string( pExtra->keyword ); free_string( pExtra->description ); pExtra->next = extra_descr_free; extra_descr_free = pExtra; return; } ROOM_INDEX_DATA *new_room_index( void ) { ROOM_INDEX_DATA *pRoom; int door; if ( !room_index_free ) { pRoom = alloc_perm( sizeof( *pRoom ) ); top_room++; } else { pRoom = room_index_free; room_index_free = room_index_free->next; } pRoom->next = NULL; pRoom->people = NULL; pRoom->contents = NULL; pRoom->extra_descr = NULL; pRoom->area = NULL; for ( door = 0; door < MAX_DIR; door++ ) pRoom->exit[door] = NULL; pRoom->name = &str_empty[0]; pRoom->description = &str_empty[0]; pRoom->vnum = 0; pRoom->room_flags = 0; pRoom->light = 0; pRoom->sector_type = 0; return pRoom; } void free_room_index( ROOM_INDEX_DATA * pRoom ) { EXTRA_DESCR_DATA *pExtra; RESET_DATA *pReset; int door; free_string( pRoom->name ); free_string( pRoom->description ); for ( door = 0; door < MAX_DIR; door++ ) if ( pRoom->exit[door] ) free_exit( pRoom->exit[door] ); for ( pExtra = pRoom->extra_descr; pExtra; pExtra = pExtra->next ) free_extra_descr( pExtra ); for ( pReset = pRoom->reset_first; pReset; pReset = pReset->next ) free_reset_data( pReset ); pRoom->next = room_index_free; room_index_free = pRoom; return; } void free_affect( AFFECT_DATA * pAf ) { pAf->next = affect_free; affect_free = pAf; return; } SHOP_DATA *new_shop( void ) { SHOP_DATA *pShop; int buy; if ( !shop_free ) { pShop = alloc_perm( sizeof( *pShop ) ); top_shop++; } else { pShop = shop_free; shop_free = shop_free->next; } pShop->next = NULL; pShop->keeper = 0; for ( buy = 0; buy < MAX_TRADE; buy++ ) pShop->buy_type[buy] = 0; pShop->profit_buy = 100; pShop->profit_sell = 100; pShop->open_hour = 0; pShop->close_hour = 23; return pShop; } void free_shop( SHOP_DATA * pShop ) { pShop->next = shop_free; shop_free = pShop; return; } GAME_DATA *new_game( void ) { GAME_DATA *pGame; if ( !game_free ) { pGame = alloc_perm( sizeof( *pGame ) ); top_game++; } else { pGame = game_free; game_free = game_free->next; } pGame->next = NULL; pGame->croupier = 0; pGame->game_fun = NULL; pGame->bankroll = 5000; pGame->max_wait = 100; pGame->cheat = 0; return pGame; } void free_game( GAME_DATA * pGame ) { pGame->next = game_free; game_free = pGame; return; } OBJ_INDEX_DATA *new_obj_index( void ) { OBJ_INDEX_DATA *pObj; int value; if ( !obj_index_free ) { pObj = alloc_perm( sizeof( *pObj ) ); top_obj_index++; } else { pObj = obj_index_free; obj_index_free = obj_index_free->next; } pObj->next = NULL; pObj->extra_descr = NULL; pObj->affected = NULL; pObj->area = NULL; pObj->name = str_dup( "no name" ); pObj->short_descr = str_dup( "(no short description)" ); pObj->description = str_dup( "(no description)" ); pObj->vnum = 0; pObj->item_type = ITEM_TRASH; pObj->extra_flags = 0; pObj->wear_flags = 0; pObj->count = 0; pObj->weight = 0; pObj->cost = 0; for ( value = 0; value < 5; value++ ) pObj->value[value] = 0; return pObj; } void free_obj_index( OBJ_INDEX_DATA * pObj ) { EXTRA_DESCR_DATA *pExtra; AFFECT_DATA *pAf; free_string( pObj->name ); free_string( pObj->short_descr ); free_string( pObj->description ); for ( pAf = pObj->affected; pAf; pAf = pAf->next ) free_affect( pAf ); for ( pExtra = pObj->extra_descr; pExtra; pExtra = pExtra->next ) free_extra_descr( pExtra ); pObj->next = obj_index_free; obj_index_free = pObj; return; } MOB_INDEX_DATA *new_mob_index( void ) { MOB_INDEX_DATA *pMob; if ( !mob_index_free ) { pMob = alloc_perm( sizeof( *pMob ) ); top_mob_index++; } else { pMob = mob_index_free; mob_index_free = mob_index_free->next; } pMob->next = NULL; pMob->spec_fun = NULL; pMob->pShop = NULL; pMob->area = NULL; pMob->player_name = str_dup( "no name" ); pMob->short_descr = str_dup( "(no short description)" ); pMob->long_descr = str_dup( "(no long description)\n\r" ); pMob->description = &str_empty[0]; pMob->vnum = 0; pMob->count = 0; pMob->killed = 0; pMob->sex = 0; pMob->level = 0; pMob->act = ACT_IS_NPC; pMob->affected_by = 0; pMob->alignment = 0; pMob->hitroll = 0; pMob->ac = 0; pMob->hitnodice = 0; pMob->hitsizedice = 0; pMob->hitplus = 0; pMob->damnodice = 0; pMob->damsizedice = 0; pMob->damplus = 0; pMob->gold = 0; return pMob; } void free_mob_index( MOB_INDEX_DATA * pMob ) { free_string( pMob->player_name ); free_string( pMob->short_descr ); free_string( pMob->long_descr ); free_string( pMob->description ); free_shop( pMob->pShop ); pMob->next = mob_index_free; mob_index_free = pMob; return; }