📄 db.c
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{
ROOM_INDEX_DATA *pRoomIndex;
MOB_INDEX_DATA *pMobIndex;
OBJ_INDEX_DATA *pObjIndex;
OBJ_INDEX_DATA *pObjToIndex;
EXIT_DATA *pexit;
OBJ_DATA *obj;
OBJ_DATA *obj_to;
switch ( pReset->command )
{
default:
bug( "Reset_area: bad command %c.", pReset->command );
break;
case 'M':
if ( ( pMobIndex = get_mob_index( pReset->arg1 ) ) == NULL )
{
bug( "Reset_area: 'M': bad vnum %d.", pReset->arg1 );
continue;
}
if ( ( pRoomIndex = get_room_index( pReset->arg3 ) ) == NULL )
{
bug( "Reset_area: 'R': bad vnum %d.", pReset->arg3 );
continue;
}
level = URANGE( 0, pMobIndex->level - 2, LEVEL_HERO );
if ( pMobIndex->count >= pReset->arg2 )
{
last = FALSE;
break;
}
mob = create_mobile( pMobIndex );
/*
* Check for pet shop.
*/
{
ROOM_INDEX_DATA *pRoomIndexPrev;
pRoomIndexPrev = get_room_index( pRoomIndex->vnum - 1 );
if ( pRoomIndexPrev != NULL
&& IS_SET(pRoomIndexPrev->room_flags, ROOM_PET_SHOP) )
SET_BIT(mob->act, ACT_PET);
}
if ( room_is_dark( pRoomIndex ) )
SET_BIT(mob->affected_by, AFF_INFRARED);
char_to_room( mob, pRoomIndex );
level = URANGE( 0, mob->level - 2, LEVEL_HERO );
last = TRUE;
break;
case 'O':
if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL )
{
bug( "Reset_area: 'O': bad vnum %d.", pReset->arg1 );
continue;
}
if ( ( pRoomIndex = get_room_index( pReset->arg3 ) ) == NULL )
{
bug( "Reset_area: 'R': bad vnum %d.", pReset->arg3 );
continue;
}
if ( pArea->nplayer > 0
|| count_obj_list( pObjIndex, pRoomIndex->contents ) > 0 )
{
last = FALSE;
break;
}
obj = create_object( pObjIndex, number_fuzzy( level ) );
obj->cost = 0;
obj_to_room( obj, pRoomIndex );
last = TRUE;
break;
case 'P':
if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL )
{
bug( "Reset_area: 'P': bad vnum %d.", pReset->arg1 );
continue;
}
if ( ( pObjToIndex = get_obj_index( pReset->arg3 ) ) == NULL )
{
bug( "Reset_area: 'P': bad vnum %d.", pReset->arg3 );
continue;
}
if ( pArea->nplayer > 0
|| ( obj_to = get_obj_type( pObjToIndex ) ) == NULL
|| count_obj_list( pObjIndex, obj_to->contains ) > 0 )
{
last = FALSE;
break;
}
obj = create_object( pObjIndex, number_fuzzy( obj_to->level ) );
obj_to_obj( obj, obj_to );
last = TRUE;
break;
case 'G':
case 'E':
if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL )
{
bug( "Reset_area: 'E' or 'G': bad vnum %d.", pReset->arg1 );
continue;
}
if ( !last )
break;
if ( mob == NULL )
{
bug( "Reset_area: 'E' or 'G': null mob for vnum %d.",
pReset->arg1 );
last = FALSE;
break;
}
if ( mob->pIndexData->pShop != NULL )
{
int olevel;
switch ( pObjIndex->item_type )
{
default: olevel = 0; break;
case ITEM_PILL: olevel = number_range( 0, 10 ); break;
case ITEM_POTION: olevel = number_range( 0, 10 ); break;
case ITEM_SCROLL: olevel = number_range( 5, 15 ); break;
case ITEM_WAND: olevel = number_range( 10, 20 ); break;
case ITEM_STAFF: olevel = number_range( 15, 25 ); break;
case ITEM_ARMOR: olevel = number_range( 5, 15 ); break;
case ITEM_WEAPON: olevel = number_range( 5, 15 ); break;
}
obj = create_object( pObjIndex, olevel );
SET_BIT( obj->extra_flags, ITEM_INVENTORY );
}
else
{
obj = create_object( pObjIndex, number_fuzzy( level ) );
}
obj_to_char( obj, mob );
if ( pReset->command == 'E' )
equip_char( mob, obj, pReset->arg3 );
last = TRUE;
break;
case 'D':
if ( ( pRoomIndex = get_room_index( pReset->arg1 ) ) == NULL )
{
bug( "Reset_area: 'D': bad vnum %d.", pReset->arg1 );
continue;
}
if ( ( pexit = pRoomIndex->exit[pReset->arg2] ) == NULL )
break;
switch ( pReset->arg3 )
{
case 0:
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
break;
case 1:
SET_BIT( pexit->exit_info, EX_CLOSED );
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
break;
case 2:
SET_BIT( pexit->exit_info, EX_CLOSED );
SET_BIT( pexit->exit_info, EX_LOCKED );
break;
}
last = TRUE;
break;
case 'R':
if ( ( pRoomIndex = get_room_index( pReset->arg1 ) ) == NULL )
{
bug( "Reset_area: 'R': bad vnum %d.", pReset->arg1 );
continue;
}
{
int d0;
int d1;
for ( d0 = 0; d0 < pReset->arg2 - 1; d0++ )
{
d1 = number_range( d0, pReset->arg2-1 );
pexit = pRoomIndex->exit[d0];
pRoomIndex->exit[d0] = pRoomIndex->exit[d1];
pRoomIndex->exit[d1] = pexit;
}
}
break;
case 'C':
case 'F':
break;
}
}
return;
}
#define nelems(a) (sizeof (a)/sizeof (a)[0])
// Calculate a meaningful modifier and amount
void random_apply( OBJ_DATA *obj, CHAR_DATA *mob )
{
static int attrib_types[] = { APPLY_STR, APPLY_DEX, APPLY_DEX, APPLY_INT,
APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_CON, APPLY_CON };
static int power_types[] = { APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_AC };
static int combat_types[] = { APPLY_HITROLL, APPLY_HITROLL, APPLY_DAMROLL,
APPLY_SAVING_SPELL, APPLY_SAVING_SPELL, APPLY_SAVING_BREATH };
AFFECT_DATA *paf = alloc_perm( sizeof(*paf) );
paf->type = -1;
paf->duration = -1;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
switch (number_bits(2)) {
case 0:
paf->location = attrib_types[number_range(0, nelems(attrib_types)-1)];
paf->modifier = 1;
break;
case 1:
paf->location = power_types[number_range(0, nelems(power_types)-1)];
paf->modifier = number_range(mob->level/2, mob->level);
break;
case 2:
case 3:
paf->location = combat_types[number_range(0, nelems(combat_types)-1)];
paf->modifier = number_range(1, mob->level/6+1);
break;
}
SET_BIT(obj->extra_flags, ITEM_MAGIC);
// Is item cursed?
if (number_percent() <= 5)
{
paf->modifier = -paf->modifier;
SET_BIT(obj->extra_flags, ITEM_NODROP);
if (number_percent() <= 15)
SET_BIT(obj->extra_flags, ITEM_NOREMOVE);
}
}
// Jewelry stuff
static char *adj1[] = { "splendid", "ancient", "dusty", "scratched",
"flawed", "burnt", "heavy", "gilded", "spooky", "flaming", "plain",
"ornate", "inscrutable", "obscene", "wrinkled" };
static char *adj2[] = { "diamond", "emerald", "topaz", "wooden", "jade",
"white gold", "onyx", "tin", "glass", "marble", "black", "granite" };
#define MASK_IGNORE (1<<TAR_IGNORE)
#define MASK_OFFENSIVE (1<<TAR_CHAR_OFFENSIVE)
#define MASK_DEFENSIVE (1<<TAR_CHAR_DEFENSIVE)
#define MASK_SELF (1<<TAR_CHAR_SELF)
#define MASK_INV (1<<TAR_OBJ_INV)
#define CLASS_MAGE 0
#define CLASS_CLERIC 1
// Returns a clerical or magical spell of the appropriate (masked) type
int random_spell( int level, int mask, sh_int *type )
{
extern const struct skill_type skill_table[MAX_SKILL];
for ( ;; )
{
int skill_no = number_range(0, MAX_SKILL-1);
if ((skill_table[skill_no].skill_level[CLASS_MAGE] <= level ||
skill_table[skill_no].skill_level[CLASS_CLERIC] <= level) &&
skill_table[skill_no].spell_fun && /* an actual spell? */
mask & (1<<skill_table[skill_no].target)) /* appropriate? */
{
*type = skill_table[skill_no].target;
return skill_no;
}
}
}
// Wands/Staves/Potions/Pills and bags
void wield_random_magic( CHAR_DATA *mob )
{
int item_type = number_range(48, 53); /* Get template obj from LIMBO.ARE */
OBJ_INDEX_DATA *pObjIndex = get_obj_index( item_type );
OBJ_DATA *obj = create_object( pObjIndex, number_fuzzy( mob->level ) );
sh_int type;
int n_adj1 = number_range(0, nelems(adj1)-1);
int n_adj2 = number_range(0, nelems(adj2)-1);
// Potion stuff
static char *potions[] = { "bottle", "snifter", "jar", "bulb", "potion" };
// Pill stuff
static char *pills[] = { "bag of dust", "honeycomb", "root", "leaf",
"crystal", "powder packet", "seed" };
// Bag types (no wearable belts/backpacks... yet)
static char *skins[] = { "lamia skin", "cloth", "leather", "tough leather",
"zebra-skin", "gilded" };
static char *bags[] = { "bag", "valise", "pail", "basket", "jar",
"box", "sack" };
char buffer[256];
char buf[MAX_STRING_LENGTH];
char name[MAX_STRING_LENGTH];
switch (item_type) {
case 48: /* scroll */
sprintf(buffer, "%s %s scroll", adj1[n_adj1], adj2[n_adj2]);
obj->value[0] = number_range(obj->level / 2+1, obj->level * 3 / 2+1); /* level */
obj->value[0] = URANGE(1, obj->value[0], 36);
obj->value[1] = random_spell(obj->value[0],
MASK_IGNORE|MASK_OFFENSIVE|MASK_DEFENSIVE|MASK_SELF, &type);
if (number_percent() < 50)
obj->value[2] = random_spell(obj->value[0], 1<<type, &type);
break;
case 49: /* wand */
sprintf(buffer, "%s %s wand", adj1[n_adj1], adj2[n_adj2]);
obj->value[0] = number_range(obj->level / 3 + 1, obj->level * 3 / 2); /* level */
obj->value[0] = URANGE(1, obj->value[0], 36);
obj->value[1] = number_fuzzy(obj->level / 2 + 3); /* max charges */
obj->value[2] = number_range(1, obj->value[1]); /* charges left */
obj->value[3] = random_spell(obj->value[0], MASK_OFFENSIVE, &type);
break;
case 50: /* staff */
sprintf(buffer, "%s %s staff", adj1[n_adj1], adj2[n_adj2]);
obj->value[0] = number_range(obj->level / 4 + 1, obj->level * 3 / 2); /* level */
obj->value[0] = URANGE(1, obj->value[0], 36);
obj->value[1] = number_fuzzy(obj->level / 2 + 3); /* max charges */
obj->value[2] = number_range(1, obj->value[1]); /* charges left */
obj->value[3] = random_spell(obj->value[0],
MASK_IGNORE|MASK_OFFENSIVE|MASK_DEFENSIVE|MASK_SELF, &type);
break;
case 51: /* potion */
sprintf(buffer, "%s %s %s", adj1[n_adj1], adj2[n_adj2],
potions[number_range(0, nelems(potions)-1)]);
obj->value[0] = number_range(obj->level / 2+1, obj->level * 3 / 2+1); /* level */
obj->value[0] = URANGE(1, obj->value[0], 36);
obj->value[1] = random_spell(obj->value[0], MASK_DEFENSIVE, &type);
if (number_percent() < 50)
obj->value[2] = random_spell(obj->value[0], MASK_DEFENSIVE, &type);
break;
case 52: /* pill */
sprintf(buffer, "%s %s %s", adj1[n_adj1], adj2[n_adj2],
pills[number_range(0, nelems(pills)-1)]);
obj->value[0] = number_range(obj->level / 2+1, obj->level * 3 / 2+1); /* level */
obj->value[0] = URANGE(1, obj->value[0], 36);
obj->value[1] = random_spell(obj->value[0], MASK_DEFENSIVE, &type);
if (number_percent() < 50)
obj->value[2] = random_spell(obj->value[0], MASK_DEFENSIVE, &type);
break;
case 53: /* bag */
sprintf(buffer, "%s %s %s", adj1[n_adj1],
skins[number_range(0, nelems(skins)-1)],
bags[number_range(0, nelems(bags)-1)]);
obj->value[0] = number_range(mob->level, mob->level * 25); /* weight */
obj->value[1] = number_range(0, 1);
obj->value[2] = -1;
break;
};
// Generate the description strings
free_string( obj->name );
obj->name = str_dup( buffer );
sprintf( buf, "a%s %s",
(buffer[0] == 'a' || buffer[0] == 'e' || buffer[0] == 'i' ||
buffer[0] == 'o' || buffer[0] == 'u') ? "n" : "", buffer );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
free_string( obj->description );
sprintf( buf, "%s lies here.", obj->short_descr );
obj->description = str_dup( buf );
// Put the item in the mob's inventory
obj_to_char( obj, mob );
}
// Anything wearable, and trinkets
void wield_random_armor( CHAR_DATA *mob )
{
int item_type = number_range(0, MAX_WEAR - 1); /* template from LIMBO.ARE */
OBJ_INDEX_DATA *pObjIndex = get_obj_index( item_type + 30 );
OBJ_DATA *obj = create_object( pObjIndex, number_fuzzy( mob->level ) );
int n_adj1 = number_range(0, nelems(adj1)-1);
int n_adj2 = number_range(0, nelems(adj2)-1);
char *name = "[random]";
// Armor stuff
static char *armor_types[] = { "leather", "studded leather", "bronze",
"chain", "plate", "mithral" };
static int armor_mul[] = { 1, 3, 2, 5, 10, 10 };
static int armor_div[] = { 1, 2, 1, 1, 1, 3 };
// Weapon stuff
static char *weapon_types[] = { "sword", "sword", "sword", "sword", "sword",
"short sword", "dagger", "dagger", "hammer", "mace", "mace", "whip" };
static int weapon_dam[] = { 3, 3, 3, 3, 3, 11, 11, 11, 0, 7, 7, 4 };
// Trinket stuff
static char *noun[] = { "pebble", "bauble", "stone", "charm", "fetish",
"bone", "trinket" };
char buffer[64];
char buf[MAX_STRING_LENGTH];
if (obj->item_type == ITEM_ARMOR)
{
int ac_type = URANGE(0, mob->level/5, nelems(armor_types)-1);
name = armor_types[ac_type];
obj->weight *= armor_mul[ac_type];
obj->weight /= armor_div[ac_type];
if (number_percent() < mob->level / 3)
random_apply(obj, mob);
}
else if (obj->item_type == ITEM_WEAPON)
{
int wea_type = number_range(0, nelems(weapon_types)-1);
name = weapon_types[wea_type];
obj->value[3] = weapon_dam[wea_type];
}
else if (obj->item_type == ITEM_TREASURE)
{
if (number_percent() < mob->level)
{
random_apply(obj, mob);
if (number_percent() < mob->level / 3)
random_apply(obj, mob);
}
if (obj->wear_flags & ITEM_HOLD) /* trinket? */
sprintf(buffer, "%s %s %s", adj1[n_adj1],
adj2[n_adj2],
noun[number_range(0, nelems(noun)-1)]);
else /* no, necklace or something */
sprintf(buffer, "%s %s", adj1[n_adj1],
adj2[n_adj2]);
name = buffer;
}
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj_to_char( obj, mob );
equip_char( mob, obj, item_type );
}
/*
* Create an instance of a mobile.
*/
CHAR_DATA *create_mobile( MOB_INDEX_DATA *pMobIndex )
{
CHAR_DATA *mob;
if ( pMobIndex == NULL )
{
bug( "Create_mobile: NULL pMobIndex.", 0 );
exit( 1 );
}
if ( char_free == NULL )
{
mob = alloc_perm( sizeof(*mob) );
}
else
{
mob = char_free;
char_free = char_free->next;
}
clear_char( mob );
mob->pIndexData = pMobIndex;
mob->name = pMobIndex->player_name;
mob->short_descr = pMobIndex->short_descr;
mob->long_descr = pMobIndex->long_descr;
mob->description = pMobIndex->description;
mob->spec_fun = pMobIndex->spec_fun;
mob->prompt = "<%h %m %v>";
mob->level = number_fuzzy( pMobIndex->level );
mob->act = pMobIndex->act;
mob->affected_by = pMobIndex->affected_by;
mob->alignment = pMobIndex->alignment;
mob->sex = pMobIndex->sex;
/*
* IMPORTANT !!! to add gold as defined in areas to your MUD, all you
* need to do is remove the coments from the following
* line.
*/
/* mob->gold = pMobIndex->gold; */
mob->armor = interpolate( mob->level, 100, -100 );
mob->max_hit = mob->level * 8 + number_range(
mob->level * mob->level / 4,
mob->level * mob->level );
mob->hit = mob->max_hit;
#if 0
// if (number_percent() <= 10)
wield_random_magic( mob );
// else
// wield_random_armor( mob );
#endif
/*
* Insert in list.
*/
mob->next = char_list;
char_list = mob;
pMobIndex->count++;
return mob;
}
/*
* Create an instance of an object.
*/
OBJ_DATA *create_object( OBJ_INDEX_DATA *pObjIndex, int level )
{
static OBJ_DATA obj_zero;
OBJ_DATA *obj;
if ( pObjIndex == NULL )
{
bug( "Create_object: NULL pObjIndex.", 0 );
exit( 1 );
}
if ( obj_free == NULL )
{
obj = alloc_perm( sizeof(*obj) );
}
else
{
obj = obj_free;
obj_free = obj_free->next;
}
*obj = obj_zero;
obj->pIndexData = pObjIndex;
obj->in_room = NULL;
obj->level = level;
obj->wear_loc = -1;
obj->name = pObjIndex->name;
obj->short_descr = pObjIndex->short_descr;
obj->description = pObjIndex->description;
obj->item_type = pObjIndex->item_type;
obj->extra_flags = pObjIndex->extra_flags;
obj->wear_flags = pObjIndex->wear_flags;
obj->value[0] = pObjIndex->value[0];
obj->value[1] = pObjIndex->value[1];
obj->value[2] = pObjIndex->value[2];
obj->value[3] = pObjIndex->value[3];
obj->weight = pObjIndex->weight;
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