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db.c
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C/C++ Source or Header
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1991-03-01
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/**************************************************************************
* 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 <string.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"
#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 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 *
*********************************************************************** */
/* 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, "rb+")))
{
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;
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) {
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) {
/* 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);
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;
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(ch, '\0', 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;
GET_AC(ch) = 100; /* Basic Armor */
}
void clear_object(struct obj_data *obj)
{
memset(obj, '\0', 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.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;
}
}