/*************************************************************************** * 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. * * * * Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse * * Performance optimization and bug fixes by MERC Industries. * * You can use our stuff in any way you like whatsoever so long as this * * copyright notice remains intact. If you like it please drop a line * * to mec@garnet.berkeley.edu. * * * * This is free software and you are benefitting. We hope that you * * share your changes too. What goes around, comes around. * ***************************************************************************/ #include <stdlib.h> #include <stdio.h> extern int _filbuf(FILE *); #include <string.h> #include <memory.h> #include <ctype.h> #include <time.h> #include "structs.h" #include "mob.h" #include "obj.h" #include "utils.h" #include "db.h" #include "handler.h" #include "limits.h" #include "spells.h" #define NEW_ZONE_SYSTEM /* * Sizes. */ #define MAX_ZONE 96 #define MAX_INDEX 1024 #define MAX_ROOM 3072 #define MAX_RESET 4096 /************************************************************************** * declarations of most of the 'global' variables * ************************************************************************ */ struct room_data world_array[MAX_ROOM]; /* array of rooms */ struct room_data *world = world_array; #define world world_array 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 */ struct zone_data zone_table_array[MAX_ZONE]; struct zone_data *zone_table = zone_table_array; #define zone_table zone_table_array /* table of reset data */ int top_of_zone_table = 0; struct message_list fight_messages[MAX_MESSAGES]; /* fighting messages */ char greetings[MAX_STRING_LENGTH]; /* the greeting screen */ 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 story[MAX_STRING_LENGTH]; /* the game story */ 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_array[MAX_INDEX]; struct index_data *mob_index = mob_index_array; #define mob_index mob_index_array /* index table for mobile file */ struct index_data obj_index_array[MAX_INDEX]; struct index_data *obj_index = obj_index_array; /* index table for object file */ #define obj_index obj_index_array 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 = 0; /* 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 boot_world(void); struct index_data *generate_indices(FILE *fl, int *top, struct index_data *index); 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_spell_pointers ( void ); int dice(int number, int size); int number(int from, int to); void boot_social_messages(void); void boot_pose_messages(void); struct help_index_element *build_help_index(FILE *fl, int *num); /************************************************************************* * routines for booting the system * *********************************************************************** */ /* body of the booting system */ void boot_db(void) { int i; reset_time(); log( "Reading aux files." ); file_to_string(GREETINGS_FILE, greetings); file_to_string(NEWS_FILE, news); file_to_string(CREDITS_FILE, credits); file_to_string(MOTD_FILE, motd); strcat( motd, "\n\rPress RETURN to continue: " ); file_to_string(STORY_FILE, story); 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( MOB_FILE ); exit( 1 ); } if (!(obj_f = fopen(OBJ_FILE, "r"))) { perror( OBJ_FILE ); exit( 1 ); } if (!(help_fl = fopen(HELP_KWRD_FILE, "r"))) { perror( HELP_KWRD_FILE ); exit( 1 ); } help_index = build_help_index(help_fl, &top_of_helpt); log( "Loading tinyworld." ); boot_zones(); boot_world(); renum_world(); generate_indices(mob_f, &top_of_mobt, mob_index); generate_indices(obj_f, &top_of_objt, obj_index); renum_zone_table(); log("Loading messages."); load_messages(); boot_social_messages(); boot_pose_messages(); log( "Assigning function pointers." ); assign_mobiles(); assign_objects(); assign_rooms(); assign_spell_pointers(); fprintf( stderr, "\n[ Room Room]\t{Level}\t Author\tZone\n" ); for (i = 0; i <= top_of_zone_table; i++) { fprintf(stderr, "[%5d %5d]\t%s.\n", (i ? (zone_table[i - 1].top + 1) : 0), zone_table[i].top, zone_table[i].name); reset_zone(i); } fprintf( stderr, "\n" ); } /* reset the time in the game from file */ void reset_time(void) { 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); 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(log_buf, "Current Gametime: %dH %dD %dM %dY.", time_info.hours, time_info.day, time_info.month, time_info.year); log(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; } /* generate index table for object or monster file */ struct index_data *generate_indices(FILE *fl, int *top, struct index_data *index) { int i = 0; char buf[82]; rewind(fl); for (;;) { if (fgets(buf, 81, fl)) { if (*buf == '#') { /* allocate new cell */ if ( i >= MAX_INDEX ) { perror( "Too many indexes" ); exit( 1 ); } sscanf(buf, "#%d", &index[i].virtual); index[i].pos = ftell(fl); index[i].number = 0; index[i].func = 0; i++; } else if (*buf == '$') /* EOF */ break; } else { perror("generate indices"); exit( 1 ); } } *top = i - 2; return(index); } /* load the rooms */ void boot_world(void) { FILE *fl; int room_nr = 0, zone = 0, virtual_nr, flag, tmp; char *temp, chk[50]; struct extra_descr_data *new_descr; character_list = 0; object_list = 0; if (!(fl = fopen(WORLD_FILE, "r"))) { perror("fopen"); log("boot_world: could not open world file."); exit( 1 ); } do { fscanf(fl, " #%d\n", &virtual_nr); temp = fread_string(fl); if ( ( flag = (*temp != '$') ) != 0 ) /* a new record to be read */ { if (room_nr >= MAX_ROOM) { perror( "Too many rooms" ); exit( 1 ); } 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( 1 ); } 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( 1 ); } 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; } /* 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; } } #endif #ifdef NEW_ZONE_SYSTEM /* load the zone table and command tables */ void boot_zones(void) { FILE *fl; int zon = 0, tmp; char *check, buf[81]; static struct reset_com reset_tab[MAX_RESET]; static int reset_top = 0; if (!(fl = fopen(ZONE_FILE, "r"))) { perror( ZONE_FILE ); exit( 1 ); } for (;;) { fscanf(fl, " #%*d\n"); check = fread_string(fl); if (*check == '$') break; /* end of file */ /* alloc a new zone */ if ( zon >= MAX_ZONE ) { perror( "Too many zones" ); exit( 1 ); } 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 */ zone_table[zon].cmd = &reset_tab[reset_top]; for ( ;; ) { if ( reset_top >= MAX_RESET ) { perror( "Too many zone resets" ); exit( 1 ); } fscanf(fl, " "); /* skip blanks */ fscanf(fl, "%c", &reset_tab[reset_top].command); if (reset_tab[reset_top].command == 'S') { reset_top++; break; } if (reset_tab[reset_top].command == '*') { fgets(buf, 80, fl); /* skip command */ continue; } fscanf(fl, " %d %d %d", &tmp, &reset_tab[reset_top].arg1, &reset_tab[reset_top].arg2); reset_tab[reset_top].if_flag = tmp; if (reset_tab[reset_top].command == 'M' || reset_tab[reset_top].command == 'O' || reset_tab[reset_top].command == 'E' || reset_tab[reset_top].command == 'P' || reset_tab[reset_top].command == 'D') fscanf(fl, " %d", &reset_tab[reset_top].arg3); fgets(buf, 80, fl); /* read comment */ reset_top++; } 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; long tmp, tmp2, tmp3; struct char_data *mob; char 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, "%ld ", &tmp); mob->specials.act = tmp; SET_BIT(mob->specials.act, ACT_ISNPC); fscanf(mob_f, " %ld ", &tmp); mob->specials.affected_by = tmp; fscanf(mob_f, " %ld ", &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, " %ld ", &tmp); GET_LEVEL(mob) = tmp; fscanf(mob_f, " %ld ", &tmp); mob->points.hitroll = 20-tmp; fscanf(mob_f, " %ld ", &tmp); mob->points.armor = 10*tmp; fscanf(mob_f, " %ldd%ld+%ld ", &tmp, &tmp2, &tmp3); mob->points.max_hit = dice(tmp, tmp2)+tmp3; mob->points.hit = mob->points.max_hit; fscanf(mob_f, " %ldd%ld+%ld \n", &tmp, &tmp2, &tmp3); mob->points.damroll = tmp3; mob->specials.damnodice = tmp; mob->specials.damsizedice = tmp2; mob->points.mana = 100; mob->points.max_mana = 100; mob->points.move = 82; mob->points.max_move = 82; fscanf(mob_f, " %ld ", &tmp); mob->points.gold = tmp; fscanf(mob_f, " %ld \n", &tmp); GET_EXP(mob) = tmp; fscanf(mob_f, " %ld ", &tmp); mob->specials.position = tmp; fscanf(mob_f, " %ld ", &tmp); mob->specials.default_pos = tmp; fscanf(mob_f, " %ld \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, " %ld ", &tmp); mob->abilities.str = tmp; fscanf(mob_f, " %ld ", &tmp); mob->abilities.intel = tmp; fscanf(mob_f, " %ld ", &tmp); mob->abilities.wis = tmp; fscanf(mob_f, " %ld ", &tmp); mob->abilities.dex = tmp; fscanf(mob_f, " %ld \n", &tmp); mob->abilities.con = tmp; fscanf(mob_f, " %ld ", &tmp); fscanf(mob_f, " %ld ", &tmp2); mob->points.max_hit = number(tmp, tmp2); mob->points.hit = mob->points.max_hit; fscanf(mob_f, " %ld ", &tmp); mob->points.armor = 10*tmp; fscanf(mob_f, " %ld ", &tmp); mob->points.mana = tmp; mob->points.max_mana = tmp; fscanf(mob_f, " %ld ", &tmp); mob->points.move = tmp; mob->points.max_move = tmp; fscanf(mob_f, " %ld ", &tmp); mob->points.gold = tmp; fscanf(mob_f, " %ld \n", &tmp); GET_EXP(mob) = tmp; fscanf(mob_f, " %ld ", &tmp); mob->specials.position = tmp; fscanf(mob_f, " %ld ", &tmp); mob->specials.default_pos = tmp; fscanf(mob_f, " %ld ", &tmp); mob->player.sex = tmp; fscanf(mob_f, " %ld ", &tmp); mob->player.class = tmp; fscanf(mob_f, " %ld ", &tmp); GET_LEVEL(mob) = tmp; fscanf(mob_f, " %ld ", &tmp); mob->player.time.birth = time(0); mob->player.time.played = 0; mob->player.time.logon = time(0); fscanf(mob_f, " %ld ", &tmp); mob->player.weight = tmp; fscanf(mob_f, " %ld \n", &tmp); mob->player.height = tmp; for (i = 0; i < 3; i++) { fscanf(mob_f, " %ld ", &tmp); GET_COND(mob, i) = tmp; } fscanf(mob_f, " \n "); for (i = 0; i < 5; i++) { fscanf(mob_f, " %ld ", &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 formula 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 eq_level) { struct obj_data *obj; int tmp, i; char chk[MAX_INPUT_LENGTH]; struct extra_descr_data *new_descr; 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->obj_flags.eq_level = eq_level; obj->next = object_list; object_list = obj; obj_index[nr].number++; return (obj); } void zone_update(void) { int i; for ( i = 0; i <= top_of_zone_table; i++ ) { if ( zone_table[i].reset_mode == 0 ) continue; if ( zone_table[i].age < zone_table[i].lifespan ) { zone_table[i].age++; continue; } if ( zone_table[i].reset_mode == 1 && !is_empty(i) ) continue; reset_zone( i ); } } #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; struct char_data *mob = NULL; struct obj_data *obj, *obj_to; for (cmd_no = 0;;cmd_no++) { if (ZCMD.command == 'S') break; if ( last_cmd || ZCMD.if_flag == 0 ) 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, 0); obj_to_room(obj, ZCMD.arg3); last_cmd = 1; } else last_cmd = 0; } else { obj = read_object(ZCMD.arg1, 0); 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_to = get_obj_num(ZCMD.arg3); obj = read_object(ZCMD.arg1, obj_to->obj_flags.eq_level); obj_to_obj(obj, obj_to); last_cmd = 1; } else last_cmd = 0; break; case 'G': /* obj_to_char */ if ( mob == NULL ) { log( "Null mob in G" ); last_cmd = 0; break; } if (obj_index[ZCMD.arg1].number < ZCMD.arg2) { obj = read_object(ZCMD.arg1, map_eq_level(mob) ); obj_to_char(obj, mob); last_cmd = 1; } else last_cmd = 0; break; case 'E': /* object to equipment list */ if ( mob == NULL ) { log( "Null mob in E" ); last_cmd = 0; break; } if (obj_index[ZCMD.arg1].number < ZCMD.arg2) { obj = read_object(ZCMD.arg1, map_eq_level(mob) ); 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(log_buf, "Undef command: zone %d cmd %d.", zone, cmd_no); log(log_buf); exit( 1 ); break; } else last_cmd = 0; } zone_table[zone].age = 0; } #undef ZCMD /* 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); } /************************************************************************ * 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]; char * pAlloc; char * pBufLast; for ( pBufLast = buf; pBufLast < &buf[sizeof(buf)-2]; ) { switch( *pBufLast = getc( fl ) ) { default: pBufLast++; break; case EOF: perror( "fread_string: EOF" ); exit( 1 ); break; case '\n': while ( pBufLast > buf && isspace(pBufLast[-1]) ) pBufLast--; *pBufLast++ = '\n'; *pBufLast++ = '\r'; break; case '~': getc( fl ); if ( pBufLast == buf ) pAlloc = ""; else { *pBufLast++ = '\0'; CREATE( pAlloc, char, pBufLast-buf ); memcpy( pAlloc, buf, pBufLast-buf ); } return pAlloc; } } perror( "fread_string: string too long" ); exit( 1 ); return( NULL ); } /* release memory allocated for a char struct */ void free_char( CHAR_DATA *ch ) { int iWear; struct affected_type *af; FREE( GET_NAME(ch) ); FREE( ch->player.title ); FREE( ch->player.short_descr ); FREE( ch->player.long_descr ); FREE( ch->player.description ); for ( iWear = 0; iWear < MAX_WEAR; iWear++ ) { if ( ch->equipment[iWear] ) obj_to_char( unequip_char( ch, iWear ), ch ); } while ( ch->carrying ) extract_obj( ch->carrying ); 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 ); FREE( obj->description ); FREE( obj->short_description ); FREE( obj->action_description ); for ( this = obj->ex_description; this != NULL; this = next_one ) { next_one = this->next; FREE( this->keyword ); 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++) /* Intializing */ ch->equipment[i] = 0; ch->followers = 0; ch->master = 0; 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; GET_AC(ch) = 100; 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 but do not de-alloc. */ 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.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; extern int god; /* * Boot with -g to make gods. */ if ( god ) { GET_EXP(ch) = 90000000; GET_LEVEL(ch) = 35; } 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_TONGUE; 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; i++) { if (GET_LEVEL(ch) <35) { 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.practices = 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) == 35 ? -1 : 35); reset_char(ch); } /* 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; } }