/************************************************************************** * file: db.c , Database module. Part of DIKUMUD * * Usage: Loading/Saving chars, booting world, resetting etc. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ***************************************************************************/ #include <stdio.h> #include <strings.h> #include <ctype.h> #include <time.h> #include "structs.h" #include "utils.h" #include "db.h" #include "comm.h" #include "handler.h" #include "limits.h" #include "spells.h" #define NEW_ZONE_SYSTEM /************************************************************************** * declarations of most of the 'global' variables * ************************************************************************ */ struct room_data *world; /* dyn alloc'ed array of rooms */ int top_of_world = 0; /* ref to the top element of world */ struct obj_data *object_list = 0; /* the global linked list of obj's */ struct char_data *character_list = 0; /* global l-list of chars */ struct ban_t *ban_list=0; /* list of banned site--sigh */ int log_all=0; /* If 1, log all commands to syslog*/ struct zone_data *zone_table; /* table of reset data */ int top_of_zone_table = 0; struct message_list fight_messages[MAX_MESSAGES]; /* fighting messages */ struct player_index_element *player_table = 0; /* index to player file */ int top_of_p_table = 0; /* ref to top of table */ int top_of_p_file = 0; char credits[MAX_STRING_LENGTH]; /* the Credits List */ char news[MAX_STRING_LENGTH]; /* the news */ char motd[MAX_STRING_LENGTH]; /* the messages of today */ char help[MAX_STRING_LENGTH]; /* the main help page */ char info[MAX_STRING_LENGTH]; /* the info text */ char wizlist[MAX_STRING_LENGTH]; /* the wizlist */ FILE *mob_f, /* file containing mob prototypes */ *obj_f, /* obj prototypes */ *help_fl; /* file for help texts (HELP <kwd>)*/ struct index_data *mob_index; /* index table for mobile file */ struct index_data *obj_index; /* index table for object file */ struct help_index_element *help_index = 0; int top_of_mobt = 0; /* top of mobile index table */ int top_of_objt = 0; /* top of object index table */ int top_of_helpt; /* top of help index table */ struct time_info_data time_info; /* the infomation about the time */ struct weather_data weather_info; /* the infomation about the weather */ /* local procedures */ void boot_zones(void); void setup_dir(FILE *fl, int room, int dir); void allocate_room(int new_top); void boot_world(void); struct index_data *generate_indices(FILE *fl, int *top); void build_player_index(void); void char_to_store(struct char_data *ch, struct char_file_u *st); void store_to_char(struct char_file_u *st, struct char_data *ch); int is_empty(int zone_nr); void reset_zone(int zone); int file_to_string(char *name, char *buf); void renum_world(void); void renum_zone_table(void); void reset_time(void); void clear_char(struct char_data *ch); /* external refs */ extern struct descriptor_data *descriptor_list; void load_messages(void); void weather_and_time ( int mode ); void assign_command_pointers ( void ); void assign_spell_pointers ( void ); void log(char *str); int dice(int number, int size); int number(int from, int to); void boot_social_messages(void); void boot_pose_messages(void); void update_obj_file(void); /* In reception.c */ struct help_index_element *build_help_index(FILE *fl, int *num); /************************************************************************* * routines for booting the system * *********************************************************************** */ void memset(char *s, char c, int n) { int i; for (i = 0; i < n; i++) { s[i] = c; } /* for */ } /* body of the booting system */ void boot_db(void) { int i; extern int no_specials; log("Boot db -- BEGIN."); log("Resetting the game time:"); reset_time(); log("Reading newsfile, credits, help-page, info and motd."); file_to_string(NEWS_FILE, news); file_to_string(CREDITS_FILE, credits); file_to_string(MOTD_FILE, motd); file_to_string(HELP_PAGE_FILE, help); file_to_string(INFO_FILE, info); file_to_string(WIZLIST_FILE, wizlist); log("Opening mobile, object and help files."); if (!(mob_f = fopen(MOB_FILE, "r"))) { perror("boot"); exit(0); } if (!(obj_f = fopen(OBJ_FILE, "r"))) { perror("boot"); exit(0); } if (!(help_fl = fopen(HELP_KWRD_FILE, "r"))) log(" Could not open help file."); else help_index = build_help_index(help_fl, &top_of_helpt); log("Loading zone table."); boot_zones(); log("Loading rooms."); boot_world(); log("Renumbering rooms."); renum_world(); log("Generating index tables for mobile and object files."); mob_index = generate_indices(mob_f, &top_of_mobt); obj_index = generate_indices(obj_f, &top_of_objt); log("Renumbering zone table."); renum_zone_table(); log("Generating player index."); build_player_index(); log("Loading fight messages."); load_messages(); log("Loading social messages."); boot_social_messages(); log("Loading pose messages."); boot_pose_messages(); log("Assigning function pointers:"); if (!no_specials) { log(" Mobiles."); assign_mobiles(); log(" Objects."); assign_objects(); log(" Room."); assign_rooms(); } log(" Commands."); assign_command_pointers(); log(" Spells."); assign_spell_pointers(); log("Updating characters with saved items:"); update_obj_file(); for (i = 0; i <= top_of_zone_table; i++) { fprintf(stderr, "Performing boot-time reset of %s (rooms %d-%d).\n", zone_table[i].name, (i ? (zone_table[i - 1].top + 1) : 0), zone_table[i].top); reset_zone(i); } reset_q.head = reset_q.tail = 0; log("Boot db -- DONE."); } /* reset the time in the game from file */ void reset_time(void) { char buf[MAX_STRING_LENGTH]; struct time_info_data mud_time; long beginning_of_time = 650336715; struct time_info_data mud_time_passed(time_t t2, time_t t1); time_info = mud_time_passed(time(0), beginning_of_time); /* FILE *f1; long current_time; long last_time; long diff_time; long diff_hours; if (!(f1 = fopen(TIME_FILE, "r"))) { perror("reset time"); exit(0); } fscanf(f1, "#\n"); fscanf(f1, "%D\n", &last_time); fscanf(f1, "%d\n", &last_time_info.hours); fscanf(f1, "%d\n", &last_time_info.day); fscanf(f1, "%d\n", &last_time_info.month); fscanf(f1, "%d\n", &last_time_info.year); fclose(f1); sprintf(buf," Last Gametime: %dH %dD %dM %dY.", last_time_info.hours, last_time_info.day, last_time_info.month, last_time_info.year); log(buf); current_time = time(0); diff_time = current_time - last_time; sprintf(buf," Time since last shutdown: %d.", diff_time); log(buf); time_info.hours = last_time_info.hours; time_info.day = last_time_info.day; time_info.month = last_time_info.month; time_info.year = last_time_info.year; diff_hours = diff_time/SECS_PER_MUD_HOUR; diff_time = diff_time % SEC_PR_HOUR; sprintf(buf," Real time lack : %d sec.", diff_time); log(buf); for(;diff_hours > 0; diff_hours--) weather_and_time(0); */ switch(time_info.hours){ case 0 : case 1 : case 2 : case 3 : case 4 : { weather_info.sunlight = SUN_DARK; break; } case 5 : { weather_info.sunlight = SUN_RISE; break; } case 6 : case 7 : case 8 : case 9 : case 10 : case 11 : case 12 : case 13 : case 14 : case 15 : case 16 : case 17 : case 18 : case 19 : case 20 : { weather_info.sunlight = SUN_LIGHT; break; } case 21 : { weather_info.sunlight = SUN_SET; break; } case 22 : case 23 : default : { weather_info.sunlight = SUN_DARK; break; } } sprintf(buf," Current Gametime: %dH %dD %dM %dY.", time_info.hours, time_info.day, time_info.month, time_info.year); log(buf); weather_info.pressure = 960; if ((time_info.month>=7)&&(time_info.month<=12)) weather_info.pressure += dice(1,50); else weather_info.pressure += dice(1,80); weather_info.change = 0; if (weather_info.pressure<=980) weather_info.sky = SKY_LIGHTNING; else if (weather_info.pressure<=1000) weather_info.sky = SKY_RAINING; else if (weather_info.pressure<=1020) weather_info.sky = SKY_CLOUDY; else weather_info.sky = SKY_CLOUDLESS; } /* update the time file */ void update_time(void) { FILE *f1; extern struct time_info_data time_info; long current_time; return; if (!(f1 = fopen(TIME_FILE, "w"))) { perror("update time"); exit(0); } current_time = time(0); log("Time update."); fprintf(f1, "#\n"); fprintf(f1, "%d\n", current_time); fprintf(f1, "%d\n", time_info.hours); fprintf(f1, "%d\n", time_info.day); fprintf(f1, "%d\n", time_info.month); fprintf(f1, "%d\n", time_info.year); fclose(f1); } /* generate index table for the player file */ void build_player_index(void) { int nr = -1, i; struct char_file_u dummy; FILE *fl; if (!(fl = fopen(PLAYER_FILE, "r+"))) { perror("build player index"); exit(0); } for (; !feof(fl);) { fread(&dummy, sizeof(struct char_file_u), 1, fl); if (!feof(fl)) /* new record */ { /* Create new entry in the list */ if (nr == -1) { CREATE(player_table, struct player_index_element, 1); nr = 0; } else { if (!(player_table = (struct player_index_element *) realloc(player_table, (++nr + 1) * sizeof(struct player_index_element)))) { perror("generate index"); exit(0); } } player_table[nr].nr = nr; CREATE(player_table[nr].name, char, strlen(dummy.name) + 1); for (i = 0; *(player_table[nr].name + i) = LOWER(*(dummy.name + i)); i++); } } fclose(fl); top_of_p_table = nr; top_of_p_file = top_of_p_table; } /* generate index table for object or monster file */ struct index_data *generate_indices(FILE *fl, int *top) { int i = 0; struct index_data *index; long pos; char buf[82]; rewind(fl); for (;;) { if (fgets(buf, 81, fl)) { if (*buf == '#') { /* allocate new cell */ if (!i) /* first cell */ CREATE(index, struct index_data, 1); else if (!(index = (struct index_data*) realloc(index, (i + 1) * sizeof(struct index_data)))) { perror("load indices"); exit(0); } sscanf(buf, "#%d", &index[i].virtual); index[i].pos = ftell(fl); index[i].number = 0; index[i].func = 0; i++; } else if (*buf == '$') /* EOF */ break; } else { perror("generate indices"); exit(0); } } *top = i - 2; return(index); } /* load the rooms */ void boot_world(void) { FILE *fl; int room_nr = 0, zone = 0, dir_nr, virtual_nr, flag, tmp; char *temp, chk[50]; struct extra_descr_data *new_descr; world = 0; character_list = 0; object_list = 0; if (!(fl = fopen(WORLD_FILE, "r"))) { perror("fopen"); log("boot_world: could not open world file."); exit(0); } do { fscanf(fl, " #%d\n", &virtual_nr); temp = fread_string(fl); if (flag = (*temp != '$')) /* a new record to be read */ { allocate_room(room_nr); world[room_nr].number = virtual_nr; world[room_nr].name = temp; world[room_nr].description = fread_string(fl); if (top_of_zone_table >= 0) { fscanf(fl, " %*d "); /* OBS: Assumes ordering of input rooms */ if (world[room_nr].number <= (zone ? zone_table[zone-1].top : -1)) { fprintf(stderr, "Room nr %d is below zone %d.\n", room_nr, zone); exit(0); } while (world[room_nr].number > zone_table[zone].top) if (++zone > top_of_zone_table) { fprintf(stderr, "Room %d is outside of any zone.\n", virtual_nr); exit(0); } world[room_nr].zone = zone; } fscanf(fl, " %d ", &tmp); world[room_nr].room_flags = tmp; fscanf(fl, " %d ", &tmp); world[room_nr].sector_type = tmp; world[room_nr].funct = 0; world[room_nr].contents = 0; world[room_nr].people = 0; world[room_nr].light = 0; /* Zero light sources */ for (tmp = 0; tmp <= 5; tmp++) world[room_nr].dir_option[tmp] = 0; world[room_nr].ex_description = 0; for (;;) { fscanf(fl, " %s \n", chk); if (*chk == 'D') /* direction field */ setup_dir(fl, room_nr, atoi(chk + 1)); else if (*chk == 'E') /* extra description field */ { CREATE(new_descr, struct extra_descr_data, 1); new_descr->keyword = fread_string(fl); new_descr->description = fread_string(fl); new_descr->next = world[room_nr].ex_description; world[room_nr].ex_description = new_descr; } else if (*chk == 'S') /* end of current room */ break; } room_nr++; } } while (flag); free(temp); /* cleanup the area containing the terminal $ */ fclose(fl); top_of_world = --room_nr; } void allocate_room(int new_top) { struct room_data *new_world; if (new_top) { if (!(new_world = (struct room_data *) realloc(world, (new_top + 1) * sizeof(struct room_data)))) { perror("alloc_room"); exit(0); } } else CREATE(new_world, struct room_data, 1); world = new_world; } /* read direction data */ void setup_dir(FILE *fl, int room, int dir) { int tmp; CREATE(world[room].dir_option[dir], struct room_direction_data, 1); world[room].dir_option[dir]->general_description = fread_string(fl); world[room].dir_option[dir]->keyword = fread_string(fl); fscanf(fl, " %d ", &tmp); if (tmp == 1) world[room].dir_option[dir]->exit_info = EX_ISDOOR; else if (tmp == 2) world[room].dir_option[dir]->exit_info = EX_ISDOOR | EX_PICKPROOF; else world[room].dir_option[dir]->exit_info = 0; fscanf(fl, " %d ", &tmp); world[room].dir_option[dir]->key = tmp; fscanf(fl, " %d ", &tmp); world[room].dir_option[dir]->to_room = tmp; } void renum_world(void) { register int room, door; for (room = 0; room <= top_of_world; room++) for (door = 0; door <= 5; door++) if (world[room].dir_option[door]) if (world[room].dir_option[door]->to_room != NOWHERE) world[room].dir_option[door]->to_room = real_room(world[room].dir_option[door]->to_room); } #ifdef NEW_ZONE_SYSTEM void renum_zone_table(void) { int zone, comm; for (zone = 0; zone <= top_of_zone_table; zone++) for (comm = 0; zone_table[zone].cmd[comm].command != 'S'; comm++) switch(zone_table[zone].cmd[comm].command) { case 'M': zone_table[zone].cmd[comm].arg1 = real_mobile(zone_table[zone].cmd[comm].arg1); zone_table[zone].cmd[comm].arg3 = real_room(zone_table[zone].cmd[comm].arg3); break; case 'O': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); if (zone_table[zone].cmd[comm].arg3 != NOWHERE) zone_table[zone].cmd[comm].arg3 = real_room(zone_table[zone].cmd[comm].arg3); break; case 'G': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); break; case 'E': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); break; case 'P': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); zone_table[zone].cmd[comm].arg3 = real_object(zone_table[zone].cmd[comm].arg3); break; case 'D': zone_table[zone].cmd[comm].arg1 = real_room(zone_table[zone].cmd[comm].arg1); break; } } #else void renum_zone_table(void) { int zone, comm; for (zone = 0; zone <= top_of_zone_table; zone++) for (comm = 0; zone_table[zone].cmd[comm].command != 'S'; comm++) switch(zone_table[zone].cmd[comm].command) { case 'M': zone_table[zone].cmd[comm].arg1 = real_mobile(zone_table[zone].cmd[comm].arg1); zone_table[zone].cmd[comm].arg3 = real_room(zone_table[zone].cmd[comm].arg3); break; case 'O': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); if (zone_table[zone].cmd[comm].arg3 != NOWHERE) zone_table[zone].cmd[comm].arg3 = real_room(zone_table[zone].cmd[comm].arg3); break; case 'G': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); zone_table[zone].cmd[comm].arg2 = real_mobile(zone_table[zone].cmd[comm].arg2); break; case 'E': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); zone_table[zone].cmd[comm].arg2 = real_mobile(zone_table[zone].cmd[comm].arg2); break; case 'P': zone_table[zone].cmd[comm].arg1 = real_object(zone_table[zone].cmd[comm].arg1); zone_table[zone].cmd[comm].arg2 = real_object(zone_table[zone].cmd[comm].arg2); break; case 'D': zone_table[zone].cmd[comm].arg1 = real_room(zone_table[zone].cmd[comm].arg1); break; } } #endif #ifdef NEW_ZONE_SYSTEM /* load the zone table and command tables */ void boot_zones(void) { FILE *fl; int zon = 0, cmd_no = 0, ch, expand, tmp; char *check, buf[81]; if (!(fl = fopen(ZONE_FILE, "r"))) { perror("boot_zones"); exit(0); } for (;;) { fscanf(fl, " #%*d\n"); check = fread_string(fl); if (*check == '$') break; /* end of file */ /* alloc a new zone */ if (!zon) CREATE(zone_table, struct zone_data, 1); else if (!(zone_table = (struct zone_data *) realloc(zone_table, (zon + 1) * sizeof(struct zone_data)))) { perror("boot_zones realloc"); exit(0); } zone_table[zon].name = check; fscanf(fl, " %d ", &zone_table[zon].top); fscanf(fl, " %d ", &zone_table[zon].lifespan); fscanf(fl, " %d ", &zone_table[zon].reset_mode); /* read the command table */ cmd_no = 0; for (expand = 1;;) { if (expand) if (!cmd_no) CREATE(zone_table[zon].cmd, struct reset_com, 1); else if (!(zone_table[zon].cmd = (struct reset_com *) realloc(zone_table[zon].cmd, (cmd_no + 1) * sizeof(struct reset_com)))) { perror("reset command load"); exit(0); } expand = 1; fscanf(fl, " "); /* skip blanks */ fscanf(fl, "%c", &zone_table[zon].cmd[cmd_no].command); if (zone_table[zon].cmd[cmd_no].command == 'S') break; if (zone_table[zon].cmd[cmd_no].command == '*') { expand = 0; fgets(buf, 80, fl); /* skip command */ continue; } fscanf(fl, " %d %d %d", &tmp, &zone_table[zon].cmd[cmd_no].arg1, &zone_table[zon].cmd[cmd_no].arg2); zone_table[zon].cmd[cmd_no].if_flag = tmp; if (zone_table[zon].cmd[cmd_no].command == 'M' || zone_table[zon].cmd[cmd_no].command == 'O' || zone_table[zon].cmd[cmd_no].command == 'E' || zone_table[zon].cmd[cmd_no].command == 'P' || zone_table[zon].cmd[cmd_no].command == 'D') fscanf(fl, " %d", &zone_table[zon].cmd[cmd_no].arg3); fgets(buf, 80, fl); /* read comment */ cmd_no++; } zon++; } top_of_zone_table = --zon; free(check); fclose(fl); } #else /* load the zone table and command tables */ void boot_zones(void) { FILE *fl; int zon = 0, cmd_no = 0, ch, expand; char *check, buf[81]; if (!(fl = fopen(ZONE_FILE, "r"))) { perror("boot_zones"); exit(0); } for (;;) { fscanf(fl, " #%*d\n"); check = fread_string(fl); if (*check == '$') break; /* end of file */ /* alloc a new zone */ if (!zon) CREATE(zone_table, struct zone_data, 1); else if (!(zone_table = (struct zone_data *) realloc(zone_table, (zon + 1) * sizeof(struct zone_data)))) { perror("boot_zones realloc"); exit(0); } zone_table[zon].name = check; fscanf(fl, " %d ", &zone_table[zon].top); fscanf(fl, " %d ", &zone_table[zon].lifespan); fscanf(fl, " %d ", &zone_table[zon].reset_mode); /* read the command table */ cmd_no = 0; for (expand = 1;;) { if (expand) if (!cmd_no) CREATE(zone_table[zon].cmd, struct reset_com, 1); else if (!(zone_table[zon].cmd = (struct reset_com *) realloc(zone_table[zon].cmd, (cmd_no + 1) * sizeof(struct reset_com)))) { perror("reset command load"); exit(0); } expand = 1; fscanf(fl, " "); /* skip blanks */ fscanf(fl, "%c", &zone_table[zon].cmd[cmd_no].command); if (zone_table[zon].cmd[cmd_no].command == 'S') break; if (zone_table[zon].cmd[cmd_no].command == '*') { expand = 0; fgets(buf, 80, fl); /* skip command */ continue; } fscanf(fl, " %d %d %d", &zone_table[zon].cmd[cmd_no].if_flag, &zone_table[zon].cmd[cmd_no].arg1, &zone_table[zon].cmd[cmd_no].arg2); if (zone_table[zon].cmd[cmd_no].command == 'M' || zone_table[zon].cmd[cmd_no].command == 'O' || zone_table[zon].cmd[cmd_no].command == 'E' || zone_table[zon].cmd[cmd_no].command == 'D') fscanf(fl, " %d", &zone_table[zon].cmd[cmd_no].arg3); fgets(buf, 80, fl); /* read comment */ cmd_no++; } zon++; } top_of_zone_table = --zon; free(check); fclose(fl); } #endif /************************************************************************* * procedures for resetting, both play-time and boot-time * *********************************************************************** */ /* read a mobile from MOB_FILE */ struct char_data *read_mobile(int nr, int type) { int i, skill_nr; long tmp, tmp2, tmp3; struct char_data *mob; char chk[10], buf[100]; char letter; i = nr; if (type == VIRTUAL) if ((nr = real_mobile(nr)) < 0) { sprintf(buf, "Mobile (V) %d does not exist in database.", i); return(0); } fseek(mob_f, mob_index[nr].pos, 0); CREATE(mob, struct char_data, 1); clear_char(mob); /***** String data *** */ mob->player.name = fread_string(mob_f); mob->player.short_descr = fread_string(mob_f); mob->player.long_descr = fread_string(mob_f); mob->player.description = fread_string(mob_f); mob->player.title = 0; /* *** Numeric data *** */ fscanf(mob_f, "%d ", &tmp); mob->specials.act = tmp; SET_BIT(mob->specials.act, ACT_ISNPC); fscanf(mob_f, " %d ", &tmp); mob->specials.affected_by = tmp; fscanf(mob_f, " %d ", &tmp); mob->specials.alignment = tmp; fscanf(mob_f, " %c \n", &letter); if (letter == 'S') { /* The new easy monsters */ mob->abilities.str = 11; mob->abilities.intel = 11; mob->abilities.wis = 11; mob->abilities.dex = 11; mob->abilities.con = 11; fscanf(mob_f, " %D ", &tmp); GET_LEVEL(mob) = tmp; fscanf(mob_f, " %D ", &tmp); mob->points.hitroll = 20-tmp; fscanf(mob_f, " %D ", &tmp); mob->points.armor = 10*tmp; fscanf(mob_f, " %Dd%D+%D ", &tmp, &tmp2, &tmp3); mob->points.max_hit = dice(tmp, tmp2)+tmp3; mob->points.hit = mob->points.max_hit; fscanf(mob_f, " %Dd%D+%D \n", &tmp, &tmp2, &tmp3); mob->points.damroll = tmp3; mob->specials.damnodice = tmp; mob->specials.damsizedice = tmp2; mob->points.mana = 10; mob->points.max_mana = 10; mob->points.move = 50; mob->points.max_move = 50; fscanf(mob_f, " %D ", &tmp); mob->points.gold = tmp; fscanf(mob_f, " %D \n", &tmp); GET_EXP(mob) = tmp; fscanf(mob_f, " %D ", &tmp); mob->specials.position = tmp; fscanf(mob_f, " %D ", &tmp); mob->specials.default_pos = tmp; fscanf(mob_f, " %D \n", &tmp); mob->player.sex = tmp; mob->player.class = 0; mob->player.time.birth = time(0); mob->player.time.played = 0; mob->player.time.logon = time(0); mob->player.weight = 200; mob->player.height = 198; for (i = 0; i < 3; i++) GET_COND(mob, i) = -1; for (i = 0; i < 5; i++) mob->specials.apply_saving_throw[i] = MAX(20-GET_LEVEL(mob), 2); } else { /* The old monsters are down below here */ fscanf(mob_f, " %D ", &tmp); mob->abilities.str = tmp; fscanf(mob_f, " %D ", &tmp); mob->abilities.intel = tmp; fscanf(mob_f, " %D ", &tmp); mob->abilities.wis = tmp; fscanf(mob_f, " %D ", &tmp); mob->abilities.dex = tmp; fscanf(mob_f, " %D \n", &tmp); mob->abilities.con = tmp; fscanf(mob_f, " %D ", &tmp); fscanf(mob_f, " %D ", &tmp2); mob->points.max_hit = number(tmp, tmp2); mob->points.hit = mob->points.max_hit; fscanf(mob_f, " %D ", &tmp); mob->points.armor = 10*tmp; fscanf(mob_f, " %D ", &tmp); mob->points.mana = tmp; mob->points.max_mana = tmp; fscanf(mob_f, " %D ", &tmp); mob->points.move = tmp; mob->points.max_move = tmp; fscanf(mob_f, " %D ", &tmp); mob->points.gold = tmp; fscanf(mob_f, " %D \n", &tmp); GET_EXP(mob) = tmp; fscanf(mob_f, " %D ", &tmp); mob->specials.position = tmp; fscanf(mob_f, " %D ", &tmp); mob->specials.default_pos = tmp; fscanf(mob_f, " %D ", &tmp); mob->player.sex = tmp; fscanf(mob_f, " %D ", &tmp); mob->player.class = tmp; fscanf(mob_f, " %D ", &tmp); GET_LEVEL(mob) = tmp; fscanf(mob_f, " %D ", &tmp); mob->player.time.birth = time(0); mob->player.time.played = 0; mob->player.time.logon = time(0); fscanf(mob_f, " %D ", &tmp); mob->player.weight = tmp; fscanf(mob_f, " %D \n", &tmp); mob->player.height = tmp; for (i = 0; i < 3; i++) { fscanf(mob_f, " %D ", &tmp); GET_COND(mob, i) = tmp; } fscanf(mob_f, " \n "); for (i = 0; i < 5; i++) { fscanf(mob_f, " %D ", &tmp); mob->specials.apply_saving_throw[i] = tmp; } fscanf(mob_f, " \n "); /* Set the damage as some standard 1d4 */ mob->points.damroll = 0; mob->specials.damnodice = 1; mob->specials.damsizedice = 6; /* Calculate THAC0 as a formular of Level */ mob->points.hitroll = MAX(1, GET_LEVEL(mob)-3); } mob->tmpabilities = mob->abilities; for (i = 0; i < MAX_WEAR; i++) /* Initialisering Ok */ mob->equipment[i] = 0; mob->nr = nr; mob->desc = 0; /* insert in list */ mob->next = character_list; character_list = mob; mob_index[nr].number++; return(mob); } /* read an object from OBJ_FILE */ struct obj_data *read_object(int nr, int type) { struct obj_data *obj; int tmp, i; char chk[50], buf[100]; struct extra_descr_data *new_descr; i = nr; if (type == VIRTUAL) if ((nr = real_object(nr)) < 0) { sprintf(buf, "Object (V) %d does not exist in database.", i); return(0); } fseek(obj_f, obj_index[nr].pos, 0); CREATE(obj, struct obj_data, 1); clear_object(obj); /* *** string data *** */ obj->name = fread_string(obj_f); obj->short_description = fread_string(obj_f); obj->description = fread_string(obj_f); obj->action_description = fread_string(obj_f); /* *** numeric data *** */ fscanf(obj_f, " %d ", &tmp); obj->obj_flags.type_flag = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.extra_flags = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.wear_flags = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.value[0] = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.value[1] = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.value[2] = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.value[3] = tmp; fscanf(obj_f, " %d ", &tmp); obj->obj_flags.weight = tmp; fscanf(obj_f, " %d \n", &tmp); obj->obj_flags.cost = tmp; fscanf(obj_f, " %d \n", &tmp); obj->obj_flags.cost_per_day = tmp; /* *** extra descriptions *** */ obj->ex_description = 0; while (fscanf(obj_f, " %s \n", chk), *chk == 'E') { CREATE(new_descr, struct extra_descr_data, 1); new_descr->keyword = fread_string(obj_f); new_descr->description = fread_string(obj_f); new_descr->next = obj->ex_description; obj->ex_description = new_descr; } for( i = 0 ; (i < MAX_OBJ_AFFECT) && (*chk == 'A') ; i++) { fscanf(obj_f, " %d ", &tmp); obj->affected[i].location = tmp; fscanf(obj_f, " %d \n", &tmp); obj->affected[i].modifier = tmp; fscanf(obj_f, " %s \n", chk); } for (;(i < MAX_OBJ_AFFECT);i++) { obj->affected[i].location = APPLY_NONE; obj->affected[i].modifier = 0; } obj->in_room = NOWHERE; obj->next_content = 0; obj->carried_by = 0; obj->in_obj = 0; obj->contains = 0; obj->item_number = nr; obj->next = object_list; object_list = obj; obj_index[nr].number++; return (obj); } #define ZO_DEAD 999 /* update zone ages, queue for reset if necessary, and dequeue when possible */ void zone_update(void) { int i; struct reset_q_element *update_u, *temp; /* enqueue zones */ for (i = 0; i <= top_of_zone_table; i++) { if (zone_table[i].age < zone_table[i].lifespan && zone_table[i].reset_mode) (zone_table[i].age)++; else if (zone_table[i].age < ZO_DEAD && zone_table[i].reset_mode) { /* enqueue zone */ CREATE(update_u, struct reset_q_element, 1); update_u->zone_to_reset = i; update_u->next = 0; if (!reset_q.head) reset_q.head = reset_q.tail = update_u; else { reset_q.tail->next = update_u; reset_q.tail = update_u; } zone_table[i].age = ZO_DEAD; } } /* dequeue zones (if possible) and reset */ for (update_u = reset_q.head; update_u; update_u = update_u->next) if (zone_table[update_u->zone_to_reset].reset_mode == 2 || is_empty(update_u->zone_to_reset)) { reset_zone(update_u->zone_to_reset); /* dequeue */ if (update_u == reset_q.head) reset_q.head = reset_q.head->next; else { for (temp = reset_q.head; temp->next != update_u; temp = temp->next); if (!update_u->next) reset_q.tail = temp; temp->next = update_u->next; } free(update_u); break; } } #ifdef NEW_ZONE_SYSTEM #define ZCMD zone_table[zone].cmd[cmd_no] /* execute the reset command table of a given zone */ void reset_zone(int zone) { int cmd_no, last_cmd = 1; char buf[256]; struct char_data *mob; struct obj_data *obj, *obj_to; for (cmd_no = 0;;cmd_no++) { if (ZCMD.command == 'S') break; if (last_cmd || !ZCMD.if_flag) switch(ZCMD.command) { case 'M': /* read a mobile */ if (mob_index[ZCMD.arg1].number < ZCMD.arg2) { mob = read_mobile(ZCMD.arg1, REAL); char_to_room(mob, ZCMD.arg3); last_cmd = 1; } else last_cmd = 0; break; case 'O': /* read an object */ if (obj_index[ZCMD.arg1].number < ZCMD.arg2) if (ZCMD.arg3 >= 0) { if (!get_obj_in_list_num(ZCMD.arg1,world[ZCMD.arg3].contents)) { obj = read_object(ZCMD.arg1, REAL); obj_to_room(obj, ZCMD.arg3); last_cmd = 1; } else last_cmd = 0; } else { obj = read_object(ZCMD.arg1, REAL); obj->in_room = NOWHERE; last_cmd = 1; } else last_cmd = 0; break; case 'P': /* object to object */ if (obj_index[ZCMD.arg1].number < ZCMD.arg2) { obj = read_object(ZCMD.arg1, REAL); obj_to = get_obj_num(ZCMD.arg3); obj_to_obj(obj, obj_to); last_cmd = 1; } else last_cmd = 0; break; case 'G': /* obj_to_char */ if (obj_index[ZCMD.arg1].number < ZCMD.arg2) { obj = read_object(ZCMD.arg1, REAL); obj_to_char(obj, mob); last_cmd = 1; } else last_cmd = 0; break; case 'E': /* object to equipment list */ if (obj_index[ZCMD.arg1].number < ZCMD.arg2) { obj = read_object(ZCMD.arg1, REAL); equip_char(mob, obj, ZCMD.arg3); last_cmd = 1; } else last_cmd = 0; break; case 'D': /* set state of door */ switch (ZCMD.arg3) { case 0: REMOVE_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_LOCKED); REMOVE_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_CLOSED); break; case 1: SET_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_CLOSED); REMOVE_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_LOCKED); break; case 2: SET_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_LOCKED); SET_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_CLOSED); break; } last_cmd = 1; break; default: sprintf(buf, "Undefd cmd in reset table; zone %d cmd %d.\n\r", zone, cmd_no); log(buf); exit(0); break; } else last_cmd = 0; } zone_table[zone].age = 0; } #undef ZCMD #else #define ZCMD zone_table[zone].cmd[cmd_no] /* execute the reset command table of a given zone */ void reset_zone(int zone) { int cmd_no, last_cmd = 1; char buf[256]; struct char_data *mob; struct obj_data *obj, *obj_to; for (cmd_no = 0;;cmd_no++) { if (ZCMD.command == 'S') break; if (last_cmd || !ZCMD.if_flag) switch(ZCMD.command) { case 'M': /* read a mobile */ if (mob_index[ZCMD.arg1].number < ZCMD.arg2) { mob = read_mobile(ZCMD.arg1, REAL); char_to_room(mob, ZCMD.arg3); last_cmd = 1; } else last_cmd = 0; break; case 'O': /* read an object */ if (obj_index[ZCMD.arg1].number < ZCMD.arg2) if (ZCMD.arg3 >= 0) { if (!get_obj_in_list_num( ZCMD.arg1,world[ZCMD.arg3].contents)) { obj = read_object(ZCMD.arg1, REAL); obj_to_room(obj, ZCMD.arg3); last_cmd = 1; } else last_cmd = 0; } else { obj = read_object(ZCMD.arg1, REAL); obj->in_room = NOWHERE; last_cmd = 1; } else last_cmd = 0; break; case 'P': /* object to object */ obj = get_obj_num(ZCMD.arg1); obj_to = get_obj_num(ZCMD.arg2); obj_to_obj(obj, obj_to); last_cmd = 1; break; case 'G': /* obj_to_char */ obj = get_obj_num(ZCMD.arg1); mob = get_char_num(ZCMD.arg2); obj_to_char(obj, mob); last_cmd = 1; break; case 'E': /* object to equipment list */ obj = get_obj_num(ZCMD.arg1); mob = get_char_num(ZCMD.arg2); equip_char(mob, obj, ZCMD.arg3); last_cmd = 1; break; case 'D': /* set state of door */ switch (ZCMD.arg3) { case 0: REMOVE_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_LOCKED); REMOVE_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_CLOSED); break; case 1: SET_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_CLOSED); REMOVE_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_LOCKED); break; case 2: SET_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_LOCKED); SET_BIT(world[ZCMD.arg1].dir_option[ZCMD.arg2]->exit_info, EX_CLOSED); break; } break; default: sprintf(buf, "Undefd cmd in reset table; zone %d cmd %d.\n\r", zone, cmd_no); log(buf); exit(0); break; } else last_cmd = 0; } zone_table[zone].age = 0; } #undef ZCMD #endif /* for use in reset_zone; return TRUE if zone 'nr' is free of PC's */ int is_empty(int zone_nr) { struct descriptor_data *i; for (i = descriptor_list; i; i = i->next) if (!i->connected) if (world[i->character->in_room].zone == zone_nr) return(0); return(1); } /************************************************************************* * stuff related to the save/load player system * *********************************************************************** */ /* Load a char, TRUE if loaded, FALSE if not */ int load_char(char *name, struct char_file_u *char_element) { FILE *fl; int player_i; int find_name(char *name); if ((player_i = find_name(name)) >= 0) { if (!(fl = fopen(PLAYER_FILE, "r"))) { perror("Opening player file for reading. (db.c, load_char)"); exit(0); } fseek(fl, (long) (player_table[player_i].nr * sizeof(struct char_file_u)), 0); fread(char_element, sizeof(struct char_file_u), 1, fl); fclose(fl); return(player_i); } else return(-1); } /* copy data from the file structure to a char struct */ void store_to_char(struct char_file_u *st, struct char_data *ch) { int i; GET_SEX(ch) = st->sex; GET_CLASS(ch) = st->class; GET_LEVEL(ch) = st->level; ch->player.short_descr = 0; ch->player.long_descr = 0; if (*st->title) { CREATE(ch->player.title, char, strlen(st->title) + 1); strcpy(ch->player.title, st->title); } else GET_TITLE(ch) = 0; if (*st->description) { CREATE(ch->player.description, char, strlen(st->description) + 1); strcpy(ch->player.description, st->description); } else ch->player.description = 0; ch->player.hometown = st->hometown; ch->player.time.birth = st->birth; ch->player.time.played = st->played; ch->player.time.logon = time(0); for (i = 0; i <= MAX_TOUNGE - 1; i++) ch->player.talks[i] = st->talks[i]; ch->player.weight = st->weight; ch->player.height = st->height; ch->abilities = st->abilities; ch->tmpabilities = st->abilities; ch->points = st->points; if (ch->points.max_mana < 100) { ch->points.max_mana = 100; } /* if */ for (i = 0; i <= MAX_SKILLS - 1; i++) ch->skills[i] = st->skills[i]; ch->specials.spells_to_learn = st->spells_to_learn; ch->specials.alignment = st->alignment; ch->specials.act = st->act; ch->specials.carry_weight = 0; ch->specials.carry_items = 0; ch->points.armor = 100; ch->points.hitroll = 0; ch->points.damroll = 0; CREATE(GET_NAME(ch), char, strlen(st->name) +1); strcpy(GET_NAME(ch), st->name); /* Not used as far as I can see (Michael) */ for(i = 0; i <= 4; i++) ch->specials.apply_saving_throw[i] = st->apply_saving_throw[i]; for(i = 0; i <= 2; i++) GET_COND(ch, i) = st->conditions[i]; /* Add all spell effects */ for(i=0; i < MAX_AFFECT; i++) { if (st->affected[i].type) affect_to_char(ch, &st->affected[i]); } ch->in_room = st->load_room; affect_total(ch); } /* store_to_char */ /* copy vital data from a players char-structure to the file structure */ void char_to_store(struct char_data *ch, struct char_file_u *st) { int i; struct affected_type *af; struct obj_data *char_eq[MAX_WEAR]; /* Unaffect everything a character can be affected by */ for(i=0; i<MAX_WEAR; i++) { if (ch->equipment[i]) char_eq[i] = unequip_char(ch, i); else char_eq[i] = 0; } for(af = ch->affected, i = 0; i<MAX_AFFECT; i++) { if (af && (!(af->type == SPELL_INVISIBLE && af->bitvector == AFF_INVISIBLE && ch->specials.wizInvis))) { st->affected[i] = *af; st->affected[i].next = 0; /* subtract effect of the spell or the effect will be doubled */ affect_modify( ch, st->affected[i].location, st->affected[i].modifier, st->affected[i].bitvector, FALSE); af = af->next; } else { st->affected[i].type = 0; /* Zero signifies not used */ st->affected[i].duration = 0; st->affected[i].modifier = 0; st->affected[i].location = 0; st->affected[i].bitvector = 0; st->affected[i].next = 0; } } if ((i >= MAX_AFFECT) && af && af->next) log("WARNING: OUT OF STORE ROOM FOR AFFECTED TYPES!!!"); ch->tmpabilities = ch->abilities; st->birth = ch->player.time.birth; st->played = ch->player.time.played; st->played += (long) (time(0) - ch->player.time.logon); st->last_logon = time(0); ch->player.time.played = st->played; ch->player.time.logon = time(0); st->hometown = ch->player.hometown; st->weight = GET_WEIGHT(ch); st->height = GET_HEIGHT(ch); st->sex = GET_SEX(ch); st->class = GET_CLASS(ch); st->level = GET_LEVEL(ch); st->abilities = ch->abilities; st->points = ch->points; st->alignment = ch->specials.alignment; st->spells_to_learn = ch->specials.spells_to_learn; st->act = ch->specials.act; st->points.armor = 100; st->points.hitroll = 0; st->points.damroll = 0; if (GET_TITLE(ch)) strcpy(st->title, GET_TITLE(ch)); else *st->title = '\0'; if (ch->player.description) strcpy(st->description, ch->player.description); else *st->description = '\0'; for (i = 0; i <= MAX_TOUNGE - 1; i++) st->talks[i] = ch->player.talks[i]; for (i = 0; i <= MAX_SKILLS - 1; i++) st->skills[i] = ch->skills[i]; strcpy(st->name, GET_NAME(ch) ); for(i = 0; i <= 4; i++) st->apply_saving_throw[i] = ch->specials.apply_saving_throw[i]; for(i = 0; i <= 2; i++) st->conditions[i] = GET_COND(ch, i); for(af = ch->affected, i = 0; i<MAX_AFFECT; i++) { if (af && (!(af->type == SPELL_INVISIBLE && af->bitvector == AFF_INVISIBLE && ch->specials.wizInvis))) { /* Add effect of the spell or it will be lost */ /* When saving without quitting */ affect_modify( ch, st->affected[i].location, st->affected[i].modifier, st->affected[i].bitvector, TRUE); af = af->next; } } for(i=0; i<MAX_WEAR; i++) { if (char_eq[i]) equip_char(ch, char_eq[i], i); } affect_total(ch); } /* Char to store */ /* create a new entry in the in-memory index table for the player file */ int create_entry(char *name) { int i, pos; struct player_index_element tmp; if (top_of_p_table == -1) { CREATE(player_table, struct player_index_element, 1); top_of_p_table = 0; } else if (!(player_table = (struct player_index_element *) realloc(player_table, sizeof(struct player_index_element) * (++top_of_p_table + 1)))) { perror("create entry"); exit(1); } CREATE(player_table[top_of_p_table].name, char , strlen(name) + 1); /* copy lowercase equivalent of name to table field */ for (i = 0; *(player_table[top_of_p_table].name + i) = LOWER(*(name + i)); i++); player_table[top_of_p_table].nr = top_of_p_table; return (top_of_p_table); } /* write the vital data of a player to the player file */ void save_char(struct char_data *ch, sh_int load_room) { struct char_file_u st; FILE *fl; char mode[4]; int expand; if (IS_NPC(ch) || !ch->desc) return; if (expand = (ch->desc->pos > top_of_p_file)) { strcpy(mode, "a"); top_of_p_file++; } else strcpy(mode, "r+"); char_to_store(ch, &st); st.load_room = load_room; strcpy(st.pwd, ch->desc->pwd); if (!(fl = fopen(PLAYER_FILE, mode))) { perror("save char"); exit(1); } if (!expand) fseek(fl, ch->desc->pos * sizeof(struct char_file_u), 0); fwrite(&st, sizeof(struct char_file_u), 1, fl); fclose(fl); } /* for possible later use with qsort */ int compare(struct player_index_element *arg1, struct player_index_element *arg2) { return (str_cmp(arg1->name, arg2->name)); } /************************************************************************ * procs of a (more or less) general utility nature * ********************************************************************** */ /* read and allocate space for a '~'-terminated string from a given file */ char *fread_string(FILE *fl) { char buf[MAX_STRING_LENGTH], tmp[500]; char *rslt; register char *point; int flag; bzero(buf, MAX_STRING_LENGTH); do { if (!fgets(tmp, MAX_STRING_LENGTH, fl)) { perror("fread_str"); exit(0); } if (strlen(tmp) + strlen(buf) > MAX_STRING_LENGTH) { log("fread_string: string too large (db.c)"); exit(0); } else strcat(buf, tmp); for (point = buf + strlen(buf) - 2; point >= buf && isspace(*point); point--); if (flag = (*point == '~')) if (*(buf + strlen(buf) - 3) == '\n') { *(buf + strlen(buf) - 2) = '\r'; *(buf + strlen(buf) - 1) = '\0'; } else *(buf + strlen(buf) -2) = '\0'; else { *(buf + strlen(buf) + 1) = '\0'; *(buf + strlen(buf)) = '\r'; } } while (!flag); /* do the allocate boogie */ if (strlen(buf) > 0) { CREATE(rslt, char, strlen(buf) + 1); strcpy(rslt, buf); } else rslt = 0; return(rslt); } /* release memory allocated for a char struct */ void free_char(struct char_data *ch) { struct affected_type *af; free(GET_NAME(ch)); if (ch->player.title) free(ch->player.title); if (ch->player.short_descr) free(ch->player.short_descr); if (ch->player.long_descr) free(ch->player.long_descr); if(ch->player.description) free(ch->player.description); if (ch->specials.poofIn != NULL) free(ch->specials.poofIn); if (ch->specials.poofOut != NULL) free(ch->specials.poofOut); for (af = ch->affected; af; af = af->next) affect_remove(ch, af); free(ch); } /* release memory allocated for an obj struct */ void free_obj(struct obj_data *obj) { struct extra_descr_data *this, *next_one; free(obj->name); if(obj->description) free(obj->description); if(obj->short_description) free(obj->short_description); if(obj->action_description) free(obj->action_description); for( this = obj->ex_description ; (this != 0);this = next_one ) { next_one = this->next; if(this->keyword) free(this->keyword); if(this->description) free(this->description); free(this); } free(obj); } /* read contents of a text file, and place in buf */ int file_to_string(char *name, char *buf) { FILE *fl; char tmp[100]; *buf = '\0'; if (!(fl = fopen(name, "r"))) { perror("file-to-string"); *buf = '\0'; return(-1); } do { fgets(tmp, 99, fl); if (!feof(fl)) { if (strlen(buf) + strlen(tmp) + 2 > MAX_STRING_LENGTH) { log("fl->strng: string too big (db.c, file_to_string)"); *buf = '\0'; return(-1); } strcat(buf, tmp); *(buf + strlen(buf) + 1) = '\0'; *(buf + strlen(buf)) = '\r'; } } while (!feof(fl)); fclose(fl); return(0); } /* clear some of the the working variables of a char */ void reset_char(struct char_data *ch) { int i; for (i = 0; i < MAX_WEAR; i++) /* Initialisering */ ch->equipment[i] = 0; ch->followers = 0; ch->master = 0; /* ch->in_room = NOWHERE; Used for start in room */ ch->carrying = 0; ch->next = 0; ch->next_fighting = 0; ch->next_in_room = 0; ch->specials.fighting = 0; ch->specials.position = POSITION_STANDING; ch->specials.default_pos = POSITION_STANDING; ch->specials.carry_weight = 0; ch->specials.carry_items = 0; ch->specials.wizInvis = FALSE; ch->specials.holyLite = FALSE; if (GET_HIT(ch) <= 0) GET_HIT(ch) = 1; if (GET_MOVE(ch) <= 0) GET_MOVE(ch) = 1; if (GET_MANA(ch) <= 0) GET_MANA(ch) = 1; } /* clear ALL the working variables of a char and do NOT free any space alloc'ed*/ void clear_char(struct char_data *ch) { memset((char *)ch, (char)'\0', (int)sizeof(struct char_data)); ch->in_room = NOWHERE; ch->specials.was_in_room = NOWHERE; ch->specials.position = POSITION_STANDING; ch->specials.default_pos = POSITION_STANDING; ch->specials.dispHp = FALSE; ch->specials.dispMana = FALSE; ch->specials.dispMove = FALSE; ch->specials.poofIn = NULL; ch->specials.poofOut = NULL; ch->specials.wizInvis = FALSE; ch->specials.holyLite = FALSE; GET_AC(ch) = 100; /* Basic Armor */ if (ch->points.max_mana < 100) { ch->points.max_mana = 100; } /* if */ } void clear_object(struct obj_data *obj) { memset((char *)obj, (char)'\0', (int)sizeof(struct obj_data)); obj->item_number = -1; obj->in_room = NOWHERE; } /* initialize a new character only if class is set */ void init_char(struct char_data *ch) { int i; /* *** if this is our first player --- he be God *** */ if (top_of_p_table < 0) { GET_EXP(ch) = 7000000; GET_LEVEL(ch) = 24; } set_title(ch); ch->player.short_descr = 0; ch->player.long_descr = 0; ch->player.description = 0; ch->player.hometown = number(1,4); ch->player.time.birth = time(0); ch->player.time.played = 0; ch->player.time.logon = time(0); for (i = 0; i < MAX_TOUNGE; i++) ch->player.talks[i] = 0; GET_STR(ch) = 9; GET_INT(ch) = 9; GET_WIS(ch) = 9; GET_DEX(ch) = 9; GET_CON(ch) = 9; /* make favors for sex */ if (ch->player.sex == SEX_MALE) { ch->player.weight = number(120,180); ch->player.height = number(160,200); } else { ch->player.weight = number(100,160); ch->player.height = number(150,180); } ch->points.max_mana = 100; ch->points.mana = GET_MAX_MANA(ch); ch->points.hit = GET_MAX_HIT(ch); ch->points.move = GET_MAX_MOVE(ch); ch->points.armor = 100; for (i = 0; i <= MAX_SKILLS - 1; i++) { if (GET_LEVEL(ch) <24) { ch->skills[i].learned = 0; ch->skills[i].recognise = FALSE; } else { ch->skills[i].learned = 100; ch->skills[i].recognise = FALSE; } } ch->specials.affected_by = 0; ch->specials.spells_to_learn = 0; for (i = 0; i < 5; i++) ch->specials.apply_saving_throw[i] = 0; for (i = 0; i < 3; i++) GET_COND(ch, i) = (GET_LEVEL(ch) == 24 ? -1 : 24); } /* returns the real number of the room with given virtual number */ int real_room(int virtual) { int bot, top, mid; bot = 0; top = top_of_world; /* perform binary search on world-table */ for (;;) { mid = (bot + top) / 2; if ((world + mid)->number == virtual) return(mid); if (bot >= top) { fprintf(stderr, "Room %d does not exist in database\n", virtual); return(-1); } if ((world + mid)->number > virtual) top = mid - 1; else bot = mid + 1; } } /* returns the real number of the monster with given virtual number */ int real_mobile(int virtual) { int bot, top, mid; bot = 0; top = top_of_mobt; /* perform binary search on mob-table */ for (;;) { mid = (bot + top) / 2; if ((mob_index + mid)->virtual == virtual) return(mid); if (bot >= top) return(-1); if ((mob_index + mid)->virtual > virtual) top = mid - 1; else bot = mid + 1; } } /* returns the real number of the object with given virtual number */ int real_object(int virtual) { int bot, top, mid; bot = 0; top = top_of_objt; /* perform binary search on obj-table */ for (;;) { mid = (bot + top) / 2; if ((obj_index + mid)->virtual == virtual) return(mid); if (bot >= top) return(-1); if ((obj_index + mid)->virtual > virtual) top = mid - 1; else bot = mid + 1; } }