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📄 db.c

📁 MUD服务器程序
💻 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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