/***************************************************************************
* 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. *
* *
* _/ _/_/_/ _/ _/ _/ ACK! MUD is modified *
* _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code *
* _/ _/ _/ _/_/ _/ (c)Stephen Dooley 1994 *
* _/_/_/_/ _/ _/ _/ "This mud has not been *
* _/ _/ _/_/_/ _/ _/ _/ tested on animals." *
* *
* *
* 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. *
***************************************************************************/
#include <stdlib.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "hash.h"
/* SAVE_REVISION number defines what has changed:
0 -> 1:
Went multi-char then lost 3 classes.
Need to convert pre-multi-char to Ver.1 multi-char.
Need to loose 3 classes off Ver.0 multi-char.
1 -> 2:
Changed exp system - need to void old player's exp
added sentence integer into ch structure - old ver's set to 0
(Sentence is unused, btw)
2 -> 3:
Player-selectable order of class abilities.
Need to convert Ver.1- racial class order to player class order.
Spells/Skills re-ordered, changed, so Ver.1- lose spells, get pracs.
3 -> 4:
Needed to fix a bug. I screwed up.
4 -> 5:
Arrggghhh.
5 -> 6:
Redid exp.. set all exp to 0.
6 -> 7:
Reduced number of clans.
*/
#define SAVE_REVISION 7
/*
* Array of containers read for proper re-nesting of objects.
*/
#define MAX_NEST 100
static OBJ_DATA * rgObjNest [MAX_NEST];
bool deathmatch; /* Deathmatch happening? */
/*
* Local functions.
*/
void fwrite_char args( ( CHAR_DATA *ch, FILE *fp ) );
void fwrite_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
FILE *fp, int iNest ) );
void fread_char args( ( CHAR_DATA *ch, FILE *fp ) );
void fread_obj args( ( CHAR_DATA *ch, FILE *fp ) );
void abort_wrapper(void);
/* Courtesy of Yaz of 4th Realm */
char *initial( const char *str )
{
static char strint[ MAX_STRING_LENGTH ];
strint[0] = LOWER( str[ 0 ] );
return strint;
}
/*
* Save a character and inventory.
* Would be cool to save NPC's too for quest purposes,
* some of the infrastructure is provided.
*/
int loop_counter;
void save_char_obj( CHAR_DATA *ch )
{
char strsave[MAX_INPUT_LENGTH];
char tempstrsave[MAX_INPUT_LENGTH]; /* Hold temp filename here.. */
char buf[MAX_INPUT_LENGTH]; /* hold misc stuff here..*/
extern int loop_counter;
FILE *fp;
char * nmptr,*bufptr;
if ( deathmatch )
{
/* Then a deathmatch is in progress... */
/* And therefore don't save... */
return;
}
if ( IS_NPC(ch) || ch->level < 2 )
return;
if ( !IS_NPC(ch)
&& ch->desc != NULL && ch->desc->original != NULL )
ch = ch->desc->original;
ch->save_time = current_time;
fclose( fpReserve );
/* player files parsed directories by Yaz 4th Realm */
#if !defined(machintosh) && !defined(MSDOS)
if (IS_NPC(ch)) /* convert spaces to . */
{
for (nmptr=ch->name,bufptr=buf;*nmptr != 0; nmptr++)
{
if (*nmptr == ' ')
*(bufptr++)='.';
else
*(bufptr++)=*nmptr;
}
*(bufptr)=*nmptr;
}
else
strcpy(buf,ch->name);
sprintf( strsave, "%s%s%s%s", PLAYER_DIR,
initial( buf ), "/", capitalize( buf ) );
#else
/* Convert npc names to dos compat name.... yuk */
if (IS_NPC(ch))
{
for (nmptr=ch->name,bufptr=buf;*nmptr != 0; nmptr++)
{
if (*nmptr != ' ' && *nmptr != '.')
*(bufptr++)=*nmptr;
if ( bufptr-buf == 8)
break;
}
*(bufptr)=0;
}
else
strcpy(buf,ch->name);
sprintf( strsave, "%s%s", IS_NPC(ch) ? NPC_DIR : PLAYER_DIR,
capitalize( buf ) );
#endif
/* Tack on a .temp to strsave, use as tempstrsave */
sprintf( tempstrsave, "%s.temp", strsave );
if ( ( fp = fopen( tempstrsave, "w" ) ) == NULL )
{
monitor_chan( "Save_char_obj: fopen", MONITOR_BAD );
perror( strsave );
}
else
{
fwrite_char( ch, fp );
loop_counter = 0;
if ( ch->first_carry != NULL )
fwrite_obj( ch, ch->first_carry, fp, 0 );
fprintf( fp, "#END\n" );
}
fflush( fp );
fclose( fp );
/* Now make temp file the actual pfile... */
rename( tempstrsave, strsave );
/* THAT easy?? */
fpReserve = fopen( NULL_FILE, "r" );
return;
}
/*
* Write the char.
*/
void fwrite_char( CHAR_DATA *ch, FILE *fp )
{
/* UUURRRGGGGHHHHHH! When writing out ch->lvl[x] no loop used,
* instead, the values are just done 0,1,2,etc.. yuck. -S-
*/
AFFECT_DATA *paf;
int cnt;
int sn;
int foo;
/* Really cool fix for m/c prob.. *laugh* */
for ( cnt = 0; cnt < MAX_CLASS; cnt++ )
if ( ch->lvl[cnt] < 0 || ch->lvl[cnt] == 0 )
ch->lvl[cnt] = -1;
fprintf( fp, "#%s\n", IS_NPC(ch) ? "MOB" : "PLAYER" );
fprintf( fp, "Revision %d\n", SAVE_REVISION );
fprintf( fp, "Name %s~\n", ch->name );
fprintf( fp, "ShortDescr %s~\n", ch->short_descr );
fprintf( fp, "LongDescr %s~\n", ch->long_descr_orig );
fprintf( fp, "Description %s~\n", ch->description );
fprintf( fp, "Prompt %s~\n", ch->prompt );
fprintf( fp, "Sex %d\n", ch->sex );
fprintf( fp, "LoginSex %d\n", ch->login_sex );
fprintf( fp, "Class %d\n", ch->class );
fprintf( fp, "Race %d\n", ch->race );
fprintf( fp, "Level %d\n", ch->level );
fprintf( fp, "Sentence %d\n", ch->sentence );
fprintf( fp, "Invis %d\n", ch->invis );
fprintf( fp, "Incog %d\n", ch->incog );
fprintf( fp, "m/c ");
for ( cnt = 0; cnt < MAX_CLASS; cnt++ )
fprintf(fp, "%2d ", ch->lvl[cnt]);
fprintf( fp, "\n");
fprintf( fp, "Remort ");
for ( cnt = 0; cnt < MAX_CLASS; cnt++ )
fprintf( fp, "%2d ", ch->lvl2[cnt] );
fprintf( fp, "\n" );
fprintf( fp, "Adeptlevel ");
fprintf( fp, "%2d\n ", ch->adept_level );
fprintf( fp, "Trust %d\n", ch->trust );
fprintf( fp, "Wizbit %d\n", ch->wizbit );
fprintf( fp, "Played %d\n",
ch->played + (int) (current_time - ch->logon) );
fprintf( fp, "Note %ld\n", ch->last_note );
fprintf( fp, "Room %d\n",
( ch->in_room == get_room_index( ROOM_VNUM_LIMBO )
&& ch->was_in_room != NULL )
? ch->was_in_room->vnum
: ch->in_room->vnum );
fprintf( fp, "HpManaMove %d %d %d %d %d %d\n",
ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move );
fprintf( fp, "Gold %d\n", ch->gold );
fprintf( fp, "Balance %d\n", ch->balance );
fprintf( fp, "Exp %d\n", ch->exp );
fprintf( fp, "Act %d\n", ch->act );
fprintf( fp, "AffectedBy %d\n", ch->affected_by );
/* Bug fix from Alander */
fprintf( fp, "Position %d\n",
ch->position == POS_FIGHTING ? POS_STANDING : ch->position );
fprintf( fp, "Practice %d\n", ch->practice );
fprintf( fp, "SavingThrow %d\n", ch->saving_throw );
fprintf( fp, "Alignment %d\n", ch->alignment );
fprintf( fp, "Hitroll %d\n", ch->hitroll );
fprintf( fp, "Damroll %d\n", ch->damroll );
fprintf( fp, "Armor %d\n", ch->armor );
fprintf( fp, "Wimpy %d\n", ch->wimpy );
fprintf( fp, "Deaf %d\n", ch->deaf );
if ( IS_NPC(ch) )
{
fprintf( fp, "Vnum %d\n", ch->pIndexData->vnum );
}
else
{
fprintf( fp, "Generation %d\n", ch->pcdata->generation );
fprintf( fp, "Clan %d\n", ch->pcdata->clan );
fprintf( fp, "Order %d %d %d %d %d\n",
ch->pcdata->order[0], ch->pcdata->order[1], ch->pcdata->order[2],
ch->pcdata->order[3], ch->pcdata->order[4] );
fprintf( fp, "Index %d %d %d %d %d\n",
ch->pcdata->index[0], ch->pcdata->index[1], ch->pcdata->index[2],
ch->pcdata->index[3], ch->pcdata->index[4] );
fprintf( fp, "Mkills %d\n", ch->pcdata->mkills );
fprintf( fp, "Mkilled %d\n", ch->pcdata->mkilled );
fprintf( fp, "Pkills %d\n", ch->pcdata->pkills );
fprintf( fp, "Pkilled %d\n", ch->pcdata->pkilled );
fprintf( fp, "Password %s~\n", ch->pcdata->pwd );
fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin );
fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout );
fprintf( fp, "Roomenter %s~\n", ch->pcdata->room_enter );
fprintf( fp, "Roomexit %s~\n", ch->pcdata->room_exit );
fprintf( fp, "Title %s~\n", ch->pcdata->title );
fprintf( fp, "Immskll %s~\n", ch->pcdata->immskll );
/* We add a '*' to preserve leading spaces... strip * on load */
fprintf( fp, "Whoname W%s~\n", ch->pcdata->who_name );
fprintf( fp, "Monitor %d\n", ch->pcdata->monitor );
fprintf( fp, "Host %s~\n", ch->pcdata->host );
fprintf( fp, "Failures %d\n", ch->pcdata->failures );
fprintf( fp, "LastLogin %s~\n", (char *) ctime( ¤t_time ) );
fprintf( fp, "HiCol %c~\n", ch->pcdata->hicol );
fprintf( fp, "DimCol %c~\n", ch->pcdata->dimcol );
for ( cnt = 0; cnt < MAX_ALIASES; cnt ++)
{
fprintf( fp, "Alias_Name%d %s~\n", cnt, ch->pcdata->alias_name[cnt] );
fprintf( fp, "Alias%d %s~\n", cnt, ch->pcdata->alias[cnt] );
}
fprintf( fp, "Colours\n" );
for ( foo = 0; foo < MAX_COLOUR; foo++ )
fprintf( fp, "%d\n", ch->pcdata->colour[foo] );
fprintf( fp, "AttrPerm %d %d %d %d %d\n",
ch->pcdata->perm_str,
ch->pcdata->perm_int,
ch->pcdata->perm_wis,
ch->pcdata->perm_dex,
ch->pcdata->perm_con );
fprintf( fp, "AttrMod %d %d %d %d %d\n",
0,
0,
0,
0,
0 );
fprintf( fp, "AttrMax %d %d %d %d %d\n",
ch->pcdata->max_str,
ch->pcdata->max_int,
ch->pcdata->max_wis,
ch->pcdata->max_dex,
ch->pcdata->max_con );
fprintf( fp, "Bloodlust %d\n", ch->pcdata->bloodlust );
fprintf( fp, "Bloodlustmax %d\n", ch->pcdata->bloodlust_max );
fprintf( fp, "Vamplevel %d\n", ch->pcdata->vamp_level );
fprintf( fp, "Vampexp %d\n", ch->pcdata->vamp_exp );
fprintf( fp, "Vampskillnum %d\n", ch->pcdata->vamp_skill_num );
fprintf( fp, "Vampskillmax %d\n", ch->pcdata->vamp_skill_max );
fprintf( fp, "Vampbloodline %d\n", ch->pcdata->vamp_bloodline );
fprintf( fp, "Vamppracs %d\n", ch->pcdata->vamp_pracs );
fprintf( fp, "Hasexpfix %d\n", ch->pcdata->has_exp_fix );
fprintf( fp, "Questpoints %d\n", ch->quest_points );
fprintf( fp, "RecallVnum %d\n", ch->pcdata->recall_vnum );
fprintf( fp, "GainMana %d\n", ch->pcdata->mana_from_gain );
fprintf( fp, "GainHp %d\n", ch->pcdata->hp_from_gain );
fprintf( fp, "GainMove %d\n", ch->pcdata->move_from_gain );
fprintf( fp, "RulerRank %d\n", ch->pcdata->ruler_rank );
fprintf( fp, "Condition %d %d %d\n",
ch->pcdata->condition[0],
ch->pcdata->condition[1],
ch->pcdata->condition[2] );
fprintf( fp, "Pagelen %d\n", ch->pcdata->pagelen );
fprintf( fp, "Pflags %d\n", ch->pcdata->pflags );
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 )
{
fprintf( fp, "Skill %d '%s'\n",
ch->pcdata->learned[sn], skill_table[sn].name );
}
}
}
for ( paf = ch->first_affect; paf != NULL; paf = paf->next )
{
fprintf( fp, "Affect %3d %3d %3d %3d %10d\n",
paf->type,
paf->duration,
paf->modifier,
paf->location,
paf->bitvector
);
}
#ifdef IMC
imc_savechar( ch, fp );
#endif
fprintf( fp, "End\n\n" );
return;
}
/*
* Write an object and its contents.
*/
void fwrite_obj( CHAR_DATA *ch, OBJ_DATA *obj, FILE *fp, int iNest )
{
EXTRA_DESCR_DATA *ed;
AFFECT_DATA *paf;
/*
* Slick recursion to write lists backwards,
* so loading them will load in forwards order.
*/
loop_counter++;
if ( loop_counter > 650 )
{
abort_wrapper();
}
if ( obj->next_in_carry_list != NULL )
fwrite_obj( ch, obj->next_in_carry_list, fp, iNest );
/*
* Castrate storage characters.
*/
/* Also bypass no-save objects -S- */
if ( get_psuedo_level( ch ) +5 < ( obj->level )
|| obj->item_type == ITEM_KEY
|| obj->item_type == ITEM_BEACON
|| IS_SET( obj->extra_flags, ITEM_NOSAVE ) )
return;
fprintf( fp, "#OBJECT\n" );
fprintf( fp, "Nest %d\n", iNest );
fprintf( fp, "Name %s~\n", obj->name );
fprintf( fp, "ShortDescr %s~\n", obj->short_descr );
fprintf( fp, "Description %s~\n", obj->description );
fprintf( fp, "Vnum %d\n", obj->pIndexData->vnum );
fprintf( fp, "ExtraFlags %d\n", obj->extra_flags );
fprintf( fp, "WearFlags %d\n", obj->wear_flags );
fprintf( fp, "WearLoc %d\n", obj->wear_loc );
if ( obj->obj_fun != NULL )
fprintf( fp, "Objfun %s~\n",
rev_obj_fun_lookup( obj->obj_fun ) );
fprintf( fp, "ClassFlags %d\n", obj->item_apply );
/* ClassFlags still used to save fucking with pfiles */
fprintf( fp, "ItemType %d\n", obj->item_type );
fprintf( fp, "Weight %d\n", obj->weight );
fprintf( fp, "Level %d\n", obj->level );
fprintf( fp, "Timer %d\n", obj->timer );
fprintf( fp, "Cost %d\n", obj->cost );
fprintf( fp, "Values %d %d %d %d\n",
obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
switch ( obj->item_type )
{
case ITEM_POTION:
case ITEM_SCROLL:
if ( obj->value[1] > 0 )
{
fprintf( fp, "Spell 1 '%s'\n",
skill_table[obj->value[1]].name );
}
if ( obj->value[2] > 0 )
{
fprintf( fp, "Spell 2 '%s'\n",
skill_table[obj->value[2]].name );
}
if ( obj->value[3] > 0 )
{
fprintf( fp, "Spell 3 '%s'\n",
skill_table[obj->value[3]].name );
}
break;
case ITEM_PILL:
case ITEM_STAFF:
case ITEM_WAND:
if ( obj->value[3] > 0 )
{
fprintf( fp, "Spell 3 '%s'\n",
skill_table[obj->value[3]].name );
}
break;
}
for ( paf = obj->first_apply; paf != NULL; paf = paf->next )
{
fprintf( fp, "Affect %d %d %d %d %d\n",
paf->type,
paf->duration,
paf->modifier,
paf->location,
paf->bitvector
);
}
for ( ed = obj->first_exdesc; ed != NULL; ed = ed->next )
{
fprintf( fp, "ExtraDescr %s~ %s~\n",
ed->keyword, ed->description );
}
fprintf( fp, "End\n\n" );
if ( obj->first_in_carry_list != NULL )
fwrite_obj( ch, obj->first_in_carry_list, fp, iNest + 1 );
return;
}
/* so the stack doesn't get hosed */
void abort_wrapper(void) { abort(); };
hash_table * hash_changed_vnums=NULL;
/* Nasty hack for db.c to get back address of ch */
CHAR_DATA * loaded_mob_addr;
/*
* Load a char and inventory into a new ch structure.
*/
bool load_char_obj( DESCRIPTOR_DATA *d, char *name )
{
int cnt;
static PC_DATA pcdata_zero;
char strsave[MAX_INPUT_LENGTH];
char tempstrsave[MAX_INPUT_LENGTH];
char * bufptr,*nmptr;
CHAR_DATA *ch;
char buf[MAX_STRING_LENGTH];
FILE *fp;
bool found;
bool is_npc;
int oldvnum,newvnum;
int foo;
if (hash_changed_vnums == NULL)
{
/* Initialise hash table for changed vnums, and read in file. */
hash_changed_vnums=create_hash_table(1024);
if ((fp=fopen("area_changes.txt","r")) != NULL) /* -- Alty */
{
while (!feof(fp))
{
if ( str_cmp( fread_word(fp), "Obj:" )
|| fread_letter(fp) != '['
|| (oldvnum = fread_number(fp)) == 0
|| fread_letter(fp) != ']'
|| str_cmp( fread_word(fp) , "->")
|| fread_letter(fp) != '['
|| (newvnum = fread_number(fp)) == 0
|| fread_letter(fp) != ']' )
fread_to_eol(fp);
else
{
fread_to_eol(fp);
add_hash_entry(hash_changed_vnums,oldvnum,(void *) newvnum);
}
}
fclose(fp);
}
}
if ( d == NULL ) /* load npc */
is_npc=TRUE;
else
is_npc=FALSE;
GET_FREE(ch, char_free);
clear_char( ch );
if (!is_npc)
{
GET_FREE(ch->pcdata, pcd_free);
*ch->pcdata = pcdata_zero;
d->character = ch;
ch->pcdata->host = str_dup( "Unknown!" );
ch->pcdata->lastlogin = str_dup( "Unknown!" );
ch->pcdata->who_name = str_dup( "off" );
ch->pcdata->pwd = str_dup( "" );
ch->pcdata->bamfin = str_dup( "" );
ch->pcdata->bamfout = str_dup( "" );
ch->pcdata->room_enter = str_dup( "" );
ch->pcdata->room_exit = str_dup( "" );
ch->pcdata->title = str_dup( "" );
ch->pcdata->immskll = str_dup( "" );
ch->pcdata->perm_str = 13;
ch->pcdata->perm_int = 13;
ch->pcdata->perm_wis = 13;
ch->pcdata->perm_dex = 13;
ch->pcdata->perm_con = 13;
ch->pcdata->bloodlust = 24;
ch->pcdata->condition[COND_THIRST] = 48;
ch->pcdata->pagelen = 20;
ch->pcdata->condition[COND_FULL] = 48;
ch->pcdata->pkills = 0;
ch->pcdata->pkilled = 0;
ch->pcdata->mkills = 0;
ch->pcdata->mkilled = 0;
ch->pcdata->pflags = 0;
ch->pcdata->has_exp_fix = 0;
ch->pcdata->recall_vnum = 3001;
ch->pcdata->mana_from_gain = -1;
ch->pcdata->hp_from_gain = -1;
ch->pcdata->move_from_gain = -1;
ch->pcdata->hicol = 'y';
ch->pcdata->dimcol = 'b';
ch->pcdata->ruler_rank = 0;
for ( foo = 0; foo < 5; foo++ )
ch->pcdata->pedit_string[foo] = str_dup( "none" );
ch->pcdata->pedit_state = str_dup( "none" );
ch->quest_points = 0;
for ( foo = 0; foo < MAX_CLASS; foo++ )
ch->lvl2[foo] = -1;
ch->adept_level = -1;
#ifdef IMC
imc_initchar( ch );
#endif
for ( cnt = 0; cnt < MAX_ALIASES; cnt++ )
{
ch->pcdata->alias_name[cnt] = str_dup( "<none>" );
ch->pcdata->alias[cnt] = str_dup( "<none>" );
}
}
else
{
/* is NPC */
ch->pcdata = NULL;
loaded_mob_addr=ch;
}
ch->stunTimer = 0;
ch->first_shield = NULL;
ch->last_shield = NULL;
ch->switched = FALSE;
ch->old_body = NULL;
ch->deaf = 0;
ch->desc = d;
if ( ch->name != NULL )
free_string( ch->name );
ch->name = str_dup( name );
ch->prompt = str_dup("");
ch->old_prompt = str_dup("");
ch->prompt = str_dup( "TYPE HELP PROMPT " );
ch->last_note = 0;
if (is_npc)
ch->act = ACT_IS_NPC;
else
ch->act = PLR_BLANK
| PLR_COMBINE
| PLR_PROMPT;
ch->sex = SEX_NEUTRAL;
ch->login_sex = -1;
ch->current_brand = NULL;
ch->stance = 0;
ch->stance_ac_mod = 0;
ch->stance_dr_mod = 0;
ch->stance_hr_mod = 0;
found = FALSE;
fclose( fpReserve );
/* parsed player file directories by Yaz of 4th Realm */
/* decompress if .gz file exists - Thx Alander */
#if !defined(machintosh) && !defined(MSDOS)
if (is_npc) /* convert spaces to . */
{
for (nmptr=name,bufptr=buf;*nmptr != 0; nmptr++)
{
if (*nmptr == ' ')
*(bufptr++)='.';
else
*(bufptr++)=*nmptr;
}
*(bufptr)=*nmptr;
}
else
strcpy(buf,name);
sprintf( strsave, "%s%s%s%s", is_npc ? NPC_DIR : PLAYER_DIR,
initial( buf ), "/", capitalize( buf ) );
#else
/* Convert npc names to dos compat name.... yuk */
if (is_npc)
{
for (nmptr=ch->name,bufptr=buf;*nmptr != 0; nmptr++)
{
if (*nmptr != ' ' && *nmptr != '.')
*(bufptr++)=*nmptr;
if ( bufptr-buf == 8)
break;
}
*(bufptr)=0;
}
else
strcpy(buf,name);
sprintf( strsave, "%s%s", is_npc ? NPC_DIR : PLAYER_DIR,
capitalize( buf ) );
#endif
#if !defined(macintosh) && !defined(MSDOS)
sprintf( tempstrsave, "%s%s", strsave, ".gz" );
if ( ( fp = fopen( tempstrsave, "r" ) ) != NULL )
{
char buf[MAX_STRING_LENGTH];
fclose( fp );
sprintf( buf, "gzip -dfq %s", tempstrsave );
system( buf );
}
#endif
if ( ( fp = fopen( strsave, "r" ) ) != NULL )
{
int iNest;
for ( iNest = 0; iNest < MAX_NEST; iNest++ )
rgObjNest[iNest] = NULL;
found = TRUE;
for ( ; ; )
{
char letter;
char *word;
letter = fread_letter( fp );
if ( letter == '*' )
{
fread_to_eol( fp );
continue;
}
if ( letter != '#' )
{
monitor_chan( "Load_char_obj: # not found.",MONITOR_BAD );
break;
}
word = fread_word( fp );
if ( !str_cmp( word, "PLAYER" ) ) fread_char ( ch, fp );
else if ( !str_cmp( word, "MOB" ) ) fread_char ( ch, fp );
else if ( !str_cmp( word, "OBJECT" ) ) fread_obj ( ch, fp );
else if ( !str_cmp( word, "END" ) ) break;
else
{
monitor_chan( "Load_char_obj: bad section.", MONITOR_BAD );
break;
}
}
fclose( fp );
}
/* New sentence code uses object value... Ramias
if ( ch->sentence > 25 )
ch->sentence = 25;
*/
if (!found && is_npc)
{
/* return memory for char back to system. */
free_char(ch);
}
fpReserve = fopen( NULL_FILE, "r" );
return found;
}
/*
* Read in a char.
*/
#if defined(KEY)
#undef KEY
#endif
#define KEY( literal, field, value ) if ( !str_cmp( word, literal ) ) { field = value; fMatch = TRUE; break;}
#define SKEY( literal, field, value ) if ( !str_cmp( word, literal ) ) { if (field!=NULL) free_string(field);field = value; fMatch = TRUE; break;}
void fread_char( CHAR_DATA *ch, FILE *fp )
{
char buf[MAX_STRING_LENGTH];
char *word;
bool fMatch;
int cnt,OldLvl;
int NewLvl,NewClass;
/* Save revision control: */
int cur_revision;
/* Ugly fix for pfiles with no balance value */
ch->balance = 0;
/* Another fix for m/c levels.. this is getting to be a habit... */
for ( cnt = 0; cnt < MAX_CLASS; cnt++ )
ch->lvl[cnt] = -1; /* -1 means no-use of that class */
cur_revision=0;
for ( ; ; )
{
word = feof( fp ) ? "End" : fread_word( fp );
fMatch = FALSE;
switch ( UPPER(word[0]) )
{
case '*':
fMatch = TRUE;
fread_to_eol( fp );
break;
case 'A':
KEY( "Act", ch->act, fread_number( fp ) );
KEY( "AffectedBy", ch->affected_by, fread_number( fp ) );
KEY( "Alignment", ch->alignment, fread_number( fp ) );
KEY( "Armor", ch->armor, fread_number( fp ) );
KEY( "Adeptlevel", ch->adept_level, fread_number( fp ) );
if (!IS_NPC(ch))
{
SKEY( "Alias_Name0",
ch->pcdata->alias_name[0], fread_string( fp ) );
SKEY( "Alias_Name1",
ch->pcdata->alias_name[1], fread_string( fp ) );
SKEY( "Alias_Name2",
ch->pcdata->alias_name[2], fread_string( fp ) );
SKEY( "Alias_Name3",
ch->pcdata->alias_name[3], fread_string( fp ) );
SKEY( "Alias_Name4",
ch->pcdata->alias_name[4], fread_string( fp ) );
SKEY( "Alias_Name5",
ch->pcdata->alias_name[5], fread_string( fp ) );
SKEY( "Alias0",
ch->pcdata->alias[0], fread_string( fp ) );
SKEY( "Alias1",
ch->pcdata->alias[1], fread_string( fp ) );
SKEY( "Alias2",
ch->pcdata->alias[2], fread_string( fp ) );
SKEY( "Alias3",
ch->pcdata->alias[3], fread_string( fp ) );
SKEY( "Alias4",
ch->pcdata->alias[4], fread_string( fp ) );
SKEY( "Alias5",
ch->pcdata->alias[5], fread_string( fp ) );
}
if ( !str_cmp( word, "Affect" ) )
{
AFFECT_DATA *paf;
GET_FREE(paf, affect_free);
paf->type = fread_number( fp );
paf->duration = fread_number( fp );
paf->modifier = fread_number( fp );
paf->location = fread_number( fp );
paf->bitvector = fread_number( fp );
paf->caster = NULL;
if ( paf->type != -1 )
LINK( paf, ch->first_saved_aff, ch->last_saved_aff, next, prev);
else
PUT_FREE(paf, affect_free);
fMatch = TRUE;
break;
}
if ( !IS_NPC(ch))
{
if ( !str_cmp( word, "AttrMod" ) )
{
ch->pcdata->mod_str = fread_number( fp );
ch->pcdata->mod_int = fread_number( fp );
ch->pcdata->mod_wis = fread_number( fp );
ch->pcdata->mod_dex = fread_number( fp );
ch->pcdata->mod_con = fread_number( fp );
fMatch = TRUE;
break;
}
if ( !str_cmp( word, "AttrMax" ) )
{
ch->pcdata->max_str = fread_number( fp );
ch->pcdata->max_int = fread_number( fp );
ch->pcdata->max_wis = fread_number( fp );
ch->pcdata->max_dex = fread_number( fp );
ch->pcdata->max_con = fread_number( fp );
fMatch = TRUE;
break;
}
if ( !str_cmp( word, "AttrPerm" ) )
{
ch->pcdata->perm_str = fread_number( fp );
ch->pcdata->perm_int = fread_number( fp );
ch->pcdata->perm_wis = fread_number( fp );
ch->pcdata->perm_dex = fread_number( fp );
ch->pcdata->perm_con = fread_number( fp );
fMatch = TRUE;
break;
}
}
break;
case 'B':
KEY( "Balance", ch->balance, fread_number( fp ) );
KEY( "Bloodlust", ch->pcdata->bloodlust, fread_number( fp ) );
KEY( "Bloodlustmax", ch->pcdata->bloodlust_max, fread_number( fp ) );
if (!IS_NPC(ch))
{
SKEY( "Bamfin", ch->pcdata->bamfin, fread_string( fp ) );
SKEY( "Bamfout", ch->pcdata->bamfout, fread_string( fp ) );
}
break;
case 'C':
if (!IS_NPC(ch))
{
KEY( "Clan", ch->pcdata->clan, fread_number( fp ) );
}
KEY( "Class", ch->class, fread_number( fp ) );
if ( !str_cmp( word, "Colours" ) && !IS_NPC(ch))
{
int foo;
for ( foo = 0; foo < MAX_COLOUR; foo++ )
ch->pcdata->colour[foo] = fread_number( fp );
fMatch = TRUE;
break;
}
if ( !str_cmp( word, "Condition" ) && !IS_NPC(ch))
{
ch->pcdata->condition[0] = fread_number( fp );
ch->pcdata->condition[1] = fread_number( fp );
ch->pcdata->condition[2] = fread_number( fp );
fMatch = TRUE;
break;
}
break;
case 'D':
KEY( "Damroll", ch->damroll, fread_number( fp ) );
KEY( "Deaf", ch->deaf, fread_number( fp ) );
SKEY( "Description", ch->description, fread_string( fp ) );
if ( !str_cmp( word, "DimCol" ) )
{
char * temp;
temp = fread_string( fp );
ch->pcdata->dimcol = temp[0];
/* fread_to_eol( fp ); */
free_string( temp );
break;
}
break;
case 'E':
if ( !str_cmp( word, "End" ) )
{
#if 0 /* DO NOT NEED THIS - no old pfiles to worry about */
if ( cur_revision < 7 && !IS_NPC(ch)) /* Clans */
{
/* Yeah, this is bloody ugly, but i was in a rush */
switch( ch->pcdata->clan )
{
case 0:
case 1:
break;
case 2:
case 3:
case 5:
case 7:
case 8:
ch->pcdata->clan = 0;
break;
case 4:
ch->pcdata->clan = 2;
break;
case 6:
ch->pcdata->clan = 3;
break;
case 9:
ch->pcdata->clan = 4;
break;
}
}
#endif
if ( cur_revision < 5 && !IS_NPC(ch))
{
int sn;
int fubar;
OBJ_DATA *token;
/* 1) Lose ALL skills and spells, allocate pracs to reimb.
* 2) Set up pcdata->order, from racial abilities.
* 3) Fully M/C, so set any lvl from -1 to 0.
*/
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( ch->pcdata->learned[sn] != 0 )
{
ch->practice += 4;
ch->pcdata->learned[sn] = 0;
}
}
for ( fubar = 0; fubar < MAX_CLASS; fubar++ )
{
ch->pcdata->index[fubar] = (race_table[ch->race].limit[fubar] -1 );
if ( ch->lvl[fubar] == -1 )
ch->lvl[fubar] = 0;
}
/* Now build ->order */
for ( fubar = 0; fubar < MAX_CLASS; fubar ++)
for ( cnt = 0; cnt < MAX_CLASS; cnt++ )
if ( ch->pcdata->index[fubar] == cnt )
ch->pcdata->order[cnt] = fubar;
token = create_object( get_obj_index( OBJ_VNUM_TOKEN ), 1 );
obj_to_char( token, ch );
ch->in_room = get_room_index(32);
}
if (ch->exp < 0 ) ch->exp = 0;
/* Quick fix/check for m/c levels -S- */
if ( cur_revision < 2)
{
ch->exp = 0;
ch->sentence = 0;
}
if ( cur_revision < 6)
{
ch->exp =0;
}
if ( cur_revision == 0 )
{
for (cnt=0; cnt < MAX_CLASS; cnt++)
if (ch->lvl[cnt] != -1)
break;
if ( cnt == MAX_CLASS )
{
/* This didn't have a m/c field, so set it up */
switch (ch->class)
{
case 5: /* Conjurer */
if ( ch->level > 4) ch->lvl[3] = ch->level / 4;
ch->lvl[0] = ch->level - (ch->level / 4);
break;
case 6: /* Paladin */
if ( ch->level > 4) ch->lvl[1] = ch->level / 4;
ch->lvl[3] = ch->level - (ch->level / 4);
break;
case 7: /* Ranger */
if ( ch->level > 4) ch->lvl[2] = ch->level / 4;
ch->lvl[3] = ch->level - (ch->level / 4);
break;
default:
ch->lvl[ch->class]=ch->level;
}
}
/* Now check that we haven't made immortals out of anyone. */
/* Find highest lvl. */
NewLvl=0;
NewClass=ch->class;
for (cnt=0; cnt < MAX_CLASS; cnt++)
{
if (ch->lvl[cnt] > NewLvl)
{
NewLvl=ch->lvl[cnt];
NewClass=cnt;
}
}
if ( ch->level >= LEVEL_HERO )
{
for (cnt=0; cnt < MAX_CLASS; cnt++)
if (ch->lvl[cnt] > ch->level) ch->lvl[cnt]=ch->level;
}
else
{
if ( NewLvl >= LEVEL_HERO )
{
ch->level=LEVEL_HERO-1;
for (cnt=0; cnt < MAX_CLASS; cnt++)
if (ch->lvl[cnt] > ch->level) ch->lvl[cnt]=ch->level;
}
else
/* Don't reduce a char's lev, only increase it. */
if (NewLvl > ch->level) ch->level=NewLvl;
}
ch->class=NewClass;
}
if ( ch->login_sex < 0 )
ch->login_sex = ch->sex;
return;
}
KEY( "Exp", ch->exp, fread_number( fp ) );
break;
case 'F':
if (!IS_NPC(ch))
{
KEY( "Failures", ch->pcdata->failures, fread_number( fp ) );
}
break;
case 'G':
KEY( "GainMana", ch->pcdata->mana_from_gain, fread_number( fp ) );
KEY( "GainHp", ch->pcdata->hp_from_gain, fread_number( fp ) );
KEY( "GainMove", ch->pcdata->move_from_gain, fread_number( fp ) );
KEY( "Gold", ch->gold, fread_number( fp ) );
KEY( "Generation", ch->pcdata->generation, fread_number( fp ) );
break;
case 'H':
KEY( "Hitroll", ch->hitroll, fread_number( fp ) );
/* if (!IS_NPC(ch))
{ */
SKEY( "Host", ch->pcdata->host, fread_string( fp ) );
/* } */
KEY( "Hasexpfix", ch->pcdata->has_exp_fix, fread_number( fp ) );
if ( !str_cmp( word, "HiCol" ) )
{
char * temp;
temp = fread_string( fp );
ch->pcdata->hicol = temp[0];
/* fread_to_eol( fp ); */
free_string( temp );
break;
}
if ( !str_cmp( word, "HpManaMove" ) )
{
ch->hit = fread_number( fp );
ch->max_hit = fread_number( fp );
ch->mana = fread_number( fp );
ch->max_mana = fread_number( fp );
ch->move = fread_number( fp );
ch->max_move = fread_number( fp );
fMatch = TRUE;
break;
}
break;
case 'I':
SKEY ( "Immskll", ch->pcdata->immskll, fread_string( fp ) );
KEY( "Incog", ch->incog, fread_number( fp ) );
KEY( "Invis", ch->invis, fread_number( fp ) );
if (!IS_NPC(ch))
{
if ( !str_cmp( word, "Index" ) )
{
int i;
for ( i = 0; i < MAX_CLASS; i++ )
ch->pcdata->index[i] = fread_number( fp );
fMatch = TRUE;
break;
}
}
#ifdef IMC
if( ( fMatch = imc_loadchar( ch, fp, word ) ) )
break;
#endif
break;
case 'L':
KEY( "Level", ch->level, fread_number( fp ) );
SKEY( "LongDescr", ch->long_descr, fread_string( fp ) );
KEY( "LoginSex", ch->login_sex, fread_number( fp ) );
if (!IS_NPC(ch))
{
SKEY( "LastLogin", ch->pcdata->lastlogin, fread_string( fp ) );
}
break;
case 'M':
if (!IS_NPC(ch))
{
KEY( "Mkills", ch->pcdata->mkills, fread_number( fp ) );
KEY( "Mkilled", ch->pcdata->mkilled, fread_number( fp ) );
KEY( "Monitor", ch->pcdata->monitor, fread_number( fp ) );
}
if ( !str_cmp( word, "m/c" ) )
{
switch (cur_revision)
{
default:
for (cnt=0; cnt< MAX_CLASS; cnt++)
ch->lvl[cnt]=fread_number( fp );
break;
case 0:
/* Need to lose three classes. */
for (cnt=0; cnt<5; cnt++)
ch->lvl[cnt]=fread_number( fp );
/* Forget about changing skills,
Fairly complicated. */
/* Conjurer goes to 3/4 Mage, 1/4 warrior */
OldLvl=fread_number( fp );
if (OldLvl > 4)
{
if (ch->lvl[3] <0) ch->lvl[3]=0;
ch->lvl[3]+=OldLvl/4;
}
if (OldLvl > 0)
{
if (ch->lvl[0] <0) ch->lvl[0]=0;
ch->lvl[0]+=OldLvl/4;
}
/* Paladin goes to 3/4 Warrior, 1/4 cleric */
OldLvl=fread_number( fp );
if (OldLvl > 4)
{
if (ch->lvl[1] <0) ch->lvl[1]=0;
ch->lvl[1]+=OldLvl/4;
}
if (OldLvl > 0)
{
if (ch->lvl[3] <0) ch->lvl[3]=0;
ch->lvl[3]+=OldLvl-(OldLvl/4);
}
/* Ranger goes to 3/4 Warrior, 1/4 thief */
OldLvl=fread_number( fp );
if (OldLvl > 4)
{
if (ch->lvl[2] <0) ch->lvl[2]=0;
ch->lvl[2]+=OldLvl/4;
}
if (OldLvl > 0)
{
if (ch->lvl[3] <0) ch->lvl[3]=0;
ch->lvl[3]+=OldLvl-(OldLvl/4);
}
break;
}
fMatch = TRUE;
}
break;
case 'N':
if ( !str_cmp( word, "Name" ) )
{
/*
* Name already set externally.
*/
fread_to_eol( fp );
fMatch = TRUE;
break;
}
KEY( "Note", ch->last_note, fread_number( fp ) );
break;
case 'O':
if ( !str_cmp( word, "Order" ) && !IS_NPC(ch) )
{
int i;
for ( i = 0; i < MAX_CLASS; i++ )
ch->pcdata->order[i] = fread_number( fp );
fMatch = TRUE;
break;
}
break;
case 'P':
if (!IS_NPC(ch))
{
KEY( "Pagelen", ch->pcdata->pagelen, fread_number( fp ) );
SKEY( "Password", ch->pcdata->pwd, fread_string( fp ) );
KEY( "Pkills", ch->pcdata->pkills, fread_number( fp ) );
KEY( "Pkilled", ch->pcdata->pkilled, fread_number( fp ) );
KEY( "Pflags", ch->pcdata->pflags, fread_number( fp ) );
}
KEY( "Played", ch->played, fread_number( fp ) );
KEY( "Position", ch->position, fread_number( fp ) );
KEY( "Practice", ch->practice, fread_number( fp ) );
SKEY( "Prompt", ch->prompt, fread_string( fp ) );
break;
case 'Q':
KEY( "Questpoints", ch->quest_points, fread_number( fp ) );
break;
case 'R':
KEY( "Race", ch->race, fread_number( fp ) );
KEY( "Revision", cur_revision, fread_number( fp ) );
SKEY( "Roomenter", ch->pcdata->room_enter, fread_string( fp ) );
SKEY( "Roomexit", ch->pcdata->room_exit, fread_string( fp ) );
KEY( "RulerRank", ch->pcdata->ruler_rank, fread_number( fp ) );
if ( !str_cmp( word, "Remort" ) )
{
for ( cnt = 0; cnt < MAX_CLASS; cnt++ )
ch->lvl2[cnt] = fread_number( fp );
fMatch = TRUE;
break;
}
if ( !str_cmp( word, "Room" ) )
{
ch->in_room = get_room_index( fread_number( fp ) );
if ( ch->in_room == NULL )
ch->in_room = get_room_index( ROOM_VNUM_LIMBO );
fMatch = TRUE;
break;
}
KEY( "RecallVnum", ch->pcdata->recall_vnum, fread_number( fp ) );
break;
case 'S':
KEY( "SavingThrow", ch->saving_throw, fread_number( fp ) );
KEY( "Sentence", ch->sentence, fread_number( fp ) );
KEY( "Sex", ch->sex, fread_number( fp ) );
SKEY( "ShortDescr", ch->short_descr, fread_string( fp ) );
if ( !str_cmp( word, "Skill" ) && !IS_NPC(ch))
{
int sn;
int value;
value = fread_number( fp );
sn = skill_lookup( fread_word( fp ) );
if ( sn < 0 )
monitor_chan( "Fread_char: unknown skill.", MONITOR_BAD );
else
ch->pcdata->learned[sn] = value;
fMatch = TRUE;
}
break;
case 'T':
KEY( "Trust", ch->trust, fread_number( fp ) );
if ( !str_cmp( word, "Title" ) && !IS_NPC(ch))
{
if ( ch->pcdata->title != NULL )
free_string( ch->pcdata->title );
ch->pcdata->title = fread_string( fp );
if ( isalpha(ch->pcdata->title[0])
|| isdigit(ch->pcdata->title[0]) )
{
sprintf( buf, " %s", ch->pcdata->title );
free_string( ch->pcdata->title );
ch->pcdata->title = str_dup( buf );
}
fMatch = TRUE;
break;
}
break;
case 'V':
if ( !str_cmp( word, "Vnum" ) && IS_NPC(ch))
{
ch->pIndexData = get_mob_index( fread_number( fp ) );
fMatch = TRUE;
break;
}
KEY( "Vamplevel", ch->pcdata->vamp_level, fread_number( fp ) );
KEY( "Vampexp", ch->pcdata->vamp_exp, fread_number( fp ) );
KEY( "Vampbloodline", ch->pcdata->vamp_bloodline, fread_number( fp ) );
KEY( "Vampskillnum", ch->pcdata->vamp_skill_num, fread_number( fp ) );
KEY( "Vampskillmax", ch->pcdata->vamp_skill_max, fread_number( fp ) );
KEY( "Vamppracs", ch->pcdata->vamp_pracs, fread_number( fp ) );
break;
case 'W':
KEY( "Wimpy", ch->wimpy, fread_number( fp ) );
KEY( "Wizbit", ch->wizbit, fread_number( fp ) );
if ( !str_cmp( word, "Whoname" ) )
{
if ( ch->pcdata->who_name != NULL )
free_string( ch->pcdata->who_name );
ch->pcdata->who_name = fread_string( fp );
sprintf( buf, "%s", ch->pcdata->who_name+1 );
free_string( ch->pcdata->who_name );
ch->pcdata->who_name = str_dup( buf );
fMatch = TRUE;
break;
}
break;
}
/* Make sure old chars have this field - Kahn */
if (!IS_NPC(ch))
{
if ( !ch->pcdata->pagelen )
ch->pcdata->pagelen = 20;
if ( !ch->prompt || *ch->prompt == '\0' )
ch->prompt = str_dup("<%h %m %mv> ");
}
/* Why this: ?? */
/* if ( ch->exp > 2000 )
ch->exp = 2000; */
ch->long_descr_orig = str_dup( ch->long_descr );
if ( !fMatch )
{
monitor_chan( "Fread_char: no match.", MONITOR_BAD );
fread_to_eol( fp );
}
}
}
#define TEMP_VNUM 3090
extern int top_obj_index;
void fread_obj( CHAR_DATA *ch, FILE *fp )
{
static OBJ_DATA obj_zero;
OBJ_DATA *obj;
char *word;
int iNest;
bool fMatch;
bool fNest;
bool fVnum;
int Temp_Obj=0,OldVnum=0;
GET_FREE(obj, obj_free);
*obj = obj_zero;
obj->name = str_dup( "" );
obj->short_descr = str_dup( "" );
obj->description = str_dup( "" );
fNest = FALSE;
fVnum = TRUE;
iNest = 0;
for ( ; ; )
{
word = feof( fp ) ? "End" : fread_word( fp );
fMatch = FALSE;
switch ( UPPER(word[0]) )
{
case '*':
fMatch = TRUE;
fread_to_eol( fp );
break;
case 'A':
if ( !str_cmp( word, "Affect" ) )
{
AFFECT_DATA *paf;
GET_FREE(paf, affect_free);
paf->type = fread_number( fp );
paf->duration = fread_number( fp );
paf->modifier = fread_number( fp );
paf->location = fread_number( fp );
paf->bitvector = fread_number( fp );
LINK(paf, obj->first_apply, obj->last_apply, next, prev);
fMatch = TRUE;
break;
}
break;
case 'C':
KEY( "Cost", obj->cost, fread_number( fp ) );
KEY( "ClassFlags", obj->item_apply, fread_number( fp ) );
break;
case 'D':
SKEY( "Description", obj->description, fread_string( fp ) );
break;
case 'E':
KEY( "ExtraFlags", obj->extra_flags, fread_number( fp ) );
if ( !str_cmp( word, "ExtraDescr" ) )
{
EXTRA_DESCR_DATA *ed;
GET_FREE(ed, exdesc_free);
ed->keyword = fread_string( fp );
ed->description = fread_string( fp );
LINK(ed, obj->first_exdesc, obj->last_exdesc, next, prev);
fMatch = TRUE;
}
if ( !str_cmp( word, "End" ) )
{
if ( !fNest || !fVnum )
{
AFFECT_DATA *paf;
EXTRA_DESCR_DATA *ed;
monitor_chan( "Fread_obj: incomplete object.", MONITOR_BAD );
free_string( obj->name );
free_string( obj->description );
free_string( obj->short_descr );
while ( (paf = obj->first_apply) != NULL )
{
obj->first_apply = paf->next;
PUT_FREE(paf, affect_free);
}
while ( (ed = obj->first_exdesc) != NULL )
{
obj->first_exdesc = ed->next;
free_string(ed->keyword);
free_string(ed->description);
PUT_FREE(ed, exdesc_free);
}
PUT_FREE(obj, obj_free);
return;
}
else
{
LINK(obj, first_obj, last_obj, next, prev);
obj->pIndexData->count++;
if (Temp_Obj)
{
int newvnum;
OBJ_INDEX_DATA *pObjIndex;
int nMatch=0;
int vnum;
/* One of three things:
Obj Vnum was deleted
Obj Vnum was moved
Obj Vnum was previously deleted */
newvnum=TEMP_VNUM;
if (OldVnum != TEMP_VNUM)
{
/* Check on move table */
if ( (newvnum=(int) get_hash_entry(hash_changed_vnums,OldVnum)) != 0)
{
obj->pIndexData=get_obj_index(newvnum);
if (obj->pIndexData == NULL)
{
obj->pIndexData=get_obj_index(TEMP_VNUM);
newvnum=TEMP_VNUM;
}
}
}
if (newvnum==TEMP_VNUM)
{
/* Scan through objects, trying to find a matching description */
for ( vnum = 0; nMatch < top_obj_index; vnum++ )
{
if ( ( pObjIndex = get_obj_index( vnum ) ) != NULL )
{
nMatch++;
if ( !str_cmp( obj->short_descr, pObjIndex->short_descr ) )
{
obj->pIndexData=pObjIndex;
break;
}
}
}
}
}
if ( iNest == 0 || rgObjNest[iNest] == NULL )
obj_to_char( obj, ch );
else /*
if ( rgObjNest[iNest-1] == obj )
obj_to_char( obj, ch );
else */
obj_to_obj( obj, rgObjNest[iNest-1] );
return;
}
}
break;
case 'I':
KEY( "ItemType", obj->item_type, fread_number( fp ) );
break;
case 'L':
KEY( "Level", obj->level, fread_number( fp ) );
break;
case 'N':
SKEY( "Name", obj->name, fread_string( fp ) );
if ( !str_cmp( word, "Nest" ) )
{
iNest = fread_number( fp );
if ( iNest < 0 || iNest >= MAX_NEST )
{
monitor_chan( "Fread_obj: bad nest.", MONITOR_BAD );
}
else
{
rgObjNest[iNest] = obj;
fNest = TRUE;
}
fMatch = TRUE;
}
break;
case 'O':
/* KEY( "Objfun", obj->obj_fun, obj_fun_lookup( fread_string( fp ) ) ); */
if ( !str_cmp( word, "Objfun" ) )
{
char * dumpme;
dumpme = fread_string(fp );
obj->obj_fun = obj_fun_lookup( dumpme );
free_string( dumpme );
fMatch = TRUE;
}
break;
case 'S':
SKEY( "ShortDescr", obj->short_descr, fread_string( fp ) );
if ( !str_cmp( word, "Spell" ) )
{
int iValue;
int sn;
iValue = fread_number( fp );
sn = skill_lookup( fread_word( fp ) );
if ( iValue < 0 || iValue > 3 )
{
monitor_chan( "Fread_obj: bad iValue ", MONITOR_BAD );
}
else if ( sn < 0 )
{
monitor_chan( "Fread_obj: unknown skill.", MONITOR_BAD );
}
else
{
obj->value[iValue] = sn;
}
fMatch = TRUE;
break;
}
break;
case 'T':
KEY( "Timer", obj->timer, fread_number( fp ) );
break;
case 'V':
if ( !str_cmp( word, "Values" ) )
{
obj->value[0] = fread_number( fp );
obj->value[1] = fread_number( fp );
obj->value[2] = fread_number( fp );
obj->value[3] = fread_number( fp );
fMatch = TRUE;
break;
}
if ( !str_cmp( word, "Vnum" ) )
{
int vnum;
vnum = fread_number( fp );
if ( ( obj->pIndexData = get_obj_index( vnum ) ) == NULL
|| vnum == TEMP_VNUM)
{
/* Set flag saying that object is temporary */
Temp_Obj=1;
OldVnum=vnum;
vnum = TEMP_VNUM;
obj->pIndexData = get_obj_index(vnum);
}
/* bug( "Fread_obj: bad vnum %d.", vnum ); This killed it. */
else
fVnum = TRUE;
fMatch = TRUE;
break;
}
break;
case 'W':
KEY( "WearFlags", obj->wear_flags, fread_number( fp ) );
KEY( "WearLoc", obj->wear_loc, fread_number( fp ) );
KEY( "Weight", obj->weight, fread_number( fp ) );
break;
}
if ( !fMatch )
{
monitor_chan( "Fread_obj: no match.", MONITOR_BAD );
fread_to_eol( fp );
}
}
}
void fread_corpse( FILE *fp )
{
static OBJ_DATA obj_zero;
OBJ_DATA *obj;
char *word;
int iNest;
bool fMatch;
bool fNest;
bool fVnum;
int Temp_Obj=0,OldVnum=0;
int this_room_vnum;
GET_FREE(obj, obj_free);
*obj = obj_zero;
obj->name = str_dup( "" );
obj->short_descr = str_dup( "" );
obj->description = str_dup( "" );
fNest = FALSE;
fVnum = TRUE;
iNest = 0;
this_room_vnum = 0;
for ( ; ; )
{
word = feof( fp ) ? "End" : fread_word( fp );
fMatch = FALSE;
switch ( UPPER(word[0]) )
{
case '*':
fMatch = TRUE;
fread_to_eol( fp );
break;
case 'A':
if ( !str_cmp( word, "Affect" ) )
{
AFFECT_DATA *paf;
GET_FREE(paf, affect_free);
paf->type = fread_number( fp );
paf->duration = fread_number( fp );
paf->modifier = fread_number( fp );
paf->location = fread_number( fp );
paf->bitvector = fread_number( fp );
LINK(paf, obj->first_apply, obj->last_apply, next, prev);
fMatch = TRUE;
break;
}
break;
case 'C':
KEY( "Cost", obj->cost, fread_number( fp ) );
KEY( "ClassFlags", obj->item_apply, fread_number( fp ) );
break;
case 'D':
SKEY( "Description", obj->description, fread_string( fp ) );
break;
case 'E':
KEY( "ExtraFlags", obj->extra_flags, fread_number( fp ) );
if ( !str_cmp( word, "ExtraDescr" ) )
{
EXTRA_DESCR_DATA *ed;
GET_FREE(ed, exdesc_free);
ed->keyword = fread_string( fp );
ed->description = fread_string( fp );
LINK(ed, obj->first_exdesc, obj->last_exdesc, next, prev);
fMatch = TRUE;
}
if ( !str_cmp( word, "End" ) )
{
if ( !fNest || !fVnum )
{
AFFECT_DATA *paf;
EXTRA_DESCR_DATA *ed;
monitor_chan( "Fread_obj: incomplete object.", MONITOR_BAD );
free_string( obj->name );
free_string( obj->description );
free_string( obj->short_descr );
while ( (paf = obj->first_apply) != NULL )
{
obj->first_apply = paf->next;
PUT_FREE(paf, affect_free);
}
while ( (ed = obj->first_exdesc) != NULL )
{
obj->first_exdesc = ed->next;
free_string(ed->keyword);
free_string(ed->description);
PUT_FREE(ed, exdesc_free);
}
PUT_FREE(obj, obj_free);
return;
}
else
{
LINK(obj, first_obj, last_obj, next, prev);
obj->pIndexData->count++;
if (Temp_Obj)
{
int newvnum;
OBJ_INDEX_DATA *pObjIndex;
int nMatch=0;
int vnum;
/* One of three things:
Obj Vnum was deleted
Obj Vnum was moved
Obj Vnum was previously deleted */
newvnum=TEMP_VNUM;
if (OldVnum != TEMP_VNUM)
{
/* Check on move table */
if ( (newvnum=(int) get_hash_entry(hash_changed_vnums,OldVnum)) != 0)
{
obj->pIndexData=get_obj_index(newvnum);
if (obj->pIndexData == NULL)
{
obj->pIndexData=get_obj_index(TEMP_VNUM);
newvnum=TEMP_VNUM;
}
}
}
if (newvnum==TEMP_VNUM)
{
/* Scan through objects, trying to find a matching description */
for ( vnum = 0; nMatch < top_obj_index; vnum++ )
{
if ( ( pObjIndex = get_obj_index( vnum ) ) != NULL )
{
nMatch++;
if ( !str_cmp( obj->short_descr, pObjIndex->short_descr ) )
{
obj->pIndexData=pObjIndex;
break;
}
}
}
}
}
if ( iNest == 0 || rgObjNest[iNest] == NULL )
obj_to_room( obj, get_room_index( this_room_vnum ) );
else
obj_to_obj( obj, rgObjNest[iNest-1] );
return;
}
}
break;
case 'I':
KEY( "ItemType", obj->item_type, fread_number( fp ) );
break;
case 'L':
KEY( "Level", obj->level, fread_number( fp ) );
break;
case 'N':
KEY( "Name", obj->name, fread_string( fp ) );
if ( !str_cmp( word, "Nest" ) )
{
iNest = fread_number( fp );
if ( iNest < 0 || iNest >= MAX_NEST )
{
monitor_chan( "Fread_obj: bad nest.", MONITOR_BAD );
}
else
{
rgObjNest[iNest] = obj;
fNest = TRUE;
}
fMatch = TRUE;
}
break;
case 'O':
/* KEY( "Objfun", obj->obj_fun, obj_fun_lookup( fread_string( fp ) ) ); */
if ( !str_cmp( word, "Objfun" ) )
{
char * dumpme;
dumpme = fread_string(fp );
obj->obj_fun = obj_fun_lookup( dumpme );
free_string( dumpme );
fMatch = TRUE;
}
break;
case 'S':
SKEY( "ShortDescr", obj->short_descr, fread_string( fp ) );
if ( !str_cmp( word, "Spell" ) )
{
int iValue;
int sn;
iValue = fread_number( fp );
sn = skill_lookup( fread_word( fp ) );
if ( iValue < 0 || iValue > 3 )
{
monitor_chan( "Fread_obj: bad iValue ", MONITOR_BAD );
}
else if ( sn < 0 )
{
monitor_chan( "Fread_obj: unknown skill.", MONITOR_BAD );
}
else
{
obj->value[iValue] = sn;
}
fMatch = TRUE;
break;
}
break;
case 'T':
KEY( "Timer", obj->timer, fread_number( fp ) );
break;
case 'V':
if ( !str_cmp( word, "Values" ) )
{
obj->value[0] = fread_number( fp );
obj->value[1] = fread_number( fp );
obj->value[2] = fread_number( fp );
obj->value[3] = fread_number( fp );
fMatch = TRUE;
break;
}
if ( !str_cmp( word, "Vnum" ) )
{
int vnum;
vnum = fread_number( fp );
if ( ( obj->pIndexData = get_obj_index( vnum ) ) == NULL
|| vnum == TEMP_VNUM)
{
/* Set flag saying that object is temporary */
Temp_Obj=1;
OldVnum=vnum;
vnum = TEMP_VNUM;
obj->pIndexData = get_obj_index(vnum);
}
/* bug( "Fread_obj: bad vnum %d.", vnum ); This killed it. */
else
fVnum = TRUE;
fMatch = TRUE;
break;
}
break;
case 'W':
KEY( "WearFlags", obj->wear_flags, fread_number( fp ) );
KEY( "WearLoc", obj->wear_loc, fread_number( fp ) );
KEY( "Weight", obj->weight, fread_number( fp ) );
KEY( "WhereVnum", this_room_vnum, fread_number( fp ) );
break;
}
if ( !fMatch )
{
monitor_chan( "Fread_obj: no match.", MONITOR_BAD );
fread_to_eol( fp );
}
}
}
void fwrite_corpse( OBJ_DATA *obj, FILE *fp, int iNest )
{
EXTRA_DESCR_DATA *ed;
AFFECT_DATA *paf;
int where_vnum = 3300;
/*
* Slick recursion to write lists backwards,
* so loading them will load in forwards order.
*/
if ( obj->next_in_carry_list != NULL )
fwrite_corpse( obj->next_in_carry_list, fp, iNest );
if ( obj->in_obj != NULL )
where_vnum = 3300;
if ( obj->in_room != NULL )
where_vnum = obj->in_room->vnum;
if ( obj->in_room == NULL && obj->in_obj == NULL )
obj->in_room = get_room_index( ROOM_VNUM_LIMBO );
fprintf( fp, "#OBJECT\n" );
fprintf( fp, "WhereVnum %d\n", where_vnum );
fprintf( fp, "Nest %d\n", iNest );
fprintf( fp, "Name %s~\n", obj->name );
fprintf( fp, "ShortDescr %s~\n", obj->short_descr );
fprintf( fp, "Description %s~\n", obj->description );
fprintf( fp, "Vnum %d\n", obj->pIndexData->vnum );
fprintf( fp, "ExtraFlags %d\n", obj->extra_flags );
fprintf( fp, "WearFlags %d\n", obj->wear_flags );
fprintf( fp, "WearLoc %d\n", obj->wear_loc );
if ( obj->obj_fun != NULL )
fprintf( fp, "Objfun %s~\n",
rev_obj_fun_lookup( obj->obj_fun ) );
fprintf( fp, "ClassFlags %d\n", obj->item_apply );
/* ClassFlags still used to save fucking with pfiles */
fprintf( fp, "ItemType %d\n", obj->item_type );
fprintf( fp, "Weight %d\n", obj->weight );
fprintf( fp, "Level %d\n", obj->level );
fprintf( fp, "Timer %d\n", obj->timer );
fprintf( fp, "Cost %d\n", obj->cost );
fprintf( fp, "Values %d %d %d %d\n",
obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
switch ( obj->item_type )
{
case ITEM_POTION:
case ITEM_SCROLL:
if ( obj->value[1] > 0 )
{
fprintf( fp, "Spell 1 '%s'\n",
skill_table[obj->value[1]].name );
}
if ( obj->value[2] > 0 )
{
fprintf( fp, "Spell 2 '%s'\n",
skill_table[obj->value[2]].name );
}
if ( obj->value[3] > 0 )
{
fprintf( fp, "Spell 3 '%s'\n",
skill_table[obj->value[3]].name );
}
break;
case ITEM_PILL:
case ITEM_STAFF:
case ITEM_WAND:
if ( obj->value[3] > 0 )
{
fprintf( fp, "Spell 3 '%s'\n",
skill_table[obj->value[3]].name );
}
break;
}
for ( paf = obj->first_apply; paf != NULL; paf = paf->next )
{
fprintf( fp, "Affect %d %d %d %d %d\n",
paf->type,
paf->duration,
paf->modifier,
paf->location,
paf->bitvector
);
}
for ( ed = obj->first_exdesc; ed != NULL; ed = ed->next )
{
fprintf( fp, "ExtraDescr %s~ %s~\n",
ed->keyword, ed->description );
}
fprintf( fp, "End\n\n" );
if ( obj->first_in_carry_list != NULL )
fwrite_corpse( obj->first_in_carry_list, fp, iNest + 1 );
return;
}
void save_corpses( )
{
FILE * fp;
char corpse_file_name[MAX_STRING_LENGTH];
CORPSE_DATA * this_corpse;
fclose( fpReserve );
sprintf( corpse_file_name, "%s", CORPSE_FILE );
if ( ( fp = fopen( corpse_file_name, "w" ) ) == NULL )
{
bug( "Save Corpses: fopen", 0 );
perror( "failed open of corpse_file in save_corpses" );
}
else
{
for (this_corpse = first_corpse; this_corpse != NULL; this_corpse = this_corpse->next )
{
fwrite_corpse( this_corpse->this_corpse, fp, 0 );
}
fprintf( fp, "#END\n\n" );
fflush( fp );
fclose( fp );
}
fpReserve = fopen( NULL_FILE, "r" );
return;
}
void save_marks( )
{
FILE * fp;
char mark_file_name[MAX_STRING_LENGTH];
MARK_LIST_MEMBER *mark_list;
fclose( fpReserve );
sprintf( mark_file_name, "%s", MARKS_FILE );
if ( ( fp = fopen( mark_file_name, "w" ) ) == NULL )
{
bug( "Save Mark list: fopen", 0 );
perror( "failed open of roommarks.lst in save_marks" );
}
else
{
for ( mark_list = first_mark_list; mark_list != NULL; mark_list = mark_list->next )
{
fprintf( fp, "#MARK~\n" );
fprintf( fp, "%d\n", mark_list->mark->room_vnum );
fprintf( fp, "%s~\n", mark_list->mark->message );
fprintf( fp, "%s~\n", mark_list->mark->author );
fprintf( fp, "%d\n", mark_list->mark->duration );
fprintf( fp, "%d\n", mark_list->mark->type );
}
fprintf( fp, "#END~\n\n" );
}
fflush( fp );
fclose( fp );
fpReserve = fopen( NULL_FILE, "r" );
return;
}
void save_bans( )
{
FILE * fp;
char ban_file_name[MAX_STRING_LENGTH];
BAN_DATA *pban;
fclose( fpReserve );
sprintf( ban_file_name, "%s", BANS_FILE );
if ( ( fp = fopen( ban_file_name, "w" ) ) == NULL )
{
bug( "Save ban list: fopen", 0 );
perror( "failed open of bans.lst in save_ban" );
}
else
{
for ( pban = first_ban; pban != NULL; pban = pban->next )
{
fprintf( fp, "#BAN~\n" );
fprintf( fp, "%d\n", ( pban->newbie ? 1 : 0 ) );
fprintf( fp, "%s~\n", pban->name );
fprintf( fp, "%s~\n", pban->banned_by );
}
fprintf( fp, "#END~\n\n" );
}
fflush( fp );
fclose( fp );
fpReserve = fopen( NULL_FILE, "r" );
return;
}