Ejemplo n.º 1
0
/*
 * Reset one area.
 */
void reset_area( AREA_DATA *pArea )
{
    RESET_DATA *pReset;
    CHAR_DATA *mob;
    bool last;
    int level;

    mob 	= NULL;
    last	= TRUE;
    level	= 0;
    for ( pReset = pArea->reset_first; pReset != NULL; pReset = pReset->next )
    {
	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
	    ||   obj_to->in_room == 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;
	}
    }

    return;
}
Ejemplo n.º 2
0
/*
 * Reset one room.
 */
void reset_room( ROOM_INDEX_DATA * room )
{
	RESET_DATA *pReset, *tReset, *gReset;
	OBJ_DATA *nestmap[MAX_NEST];
	CHAR_DATA *mob;
	OBJ_DATA *obj, *lastobj, *to_obj;
	ROOM_INDEX_DATA *pRoomIndex = NULL;
	MOB_INDEX_DATA *pMobIndex = NULL;
	OBJ_INDEX_DATA *pObjIndex = NULL, *pObjToIndex;
	EXIT_DATA *pexit;
	const char *filename = room->area->filename;
	int level = 0, n, num = 0, lastnest, onreset = 0;

	mob = NULL;
	obj = NULL;
	lastobj = NULL;
	if ( !room->first_reset )
		return;
	level = 0;
	for ( pReset = room->first_reset; pReset; pReset = pReset->next )
	{
		++onreset;
		switch ( pReset->command )
		{
			default:
				bug( "%s: %s: bad command %c.", __FUNCTION__, filename, pReset->command );
				break;

			case 'M':
				if ( !( pMobIndex = get_mob_index( pReset->arg1 ) ) )
				{
					bug( "%s: %s: 'M': bad mob vnum %d.", __FUNCTION__, filename, pReset->arg1 );
					continue;
				}
				if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) )
				{
					bug( "%s: %s: 'M': bad room vnum %d.", __FUNCTION__, filename, pReset->arg3 );
					continue;
				}
				if ( !pReset->sreset )
				{
					mob = NULL;
					break;
				}
				mob = create_mobile( pMobIndex );
				{
					ROOM_INDEX_DATA *pRoomPrev = get_room_index( pReset->arg3 - 1 );

					if ( pRoomPrev && xIS_SET( pRoomPrev->room_flags, ROOM_PET_SHOP ) )
						xSET_BIT( mob->act, ACT_PET );
				}
				if ( room_is_dark( pRoomIndex ) )
					xSET_BIT( mob->affected_by, AFF_INFRARED );
				mob->resetvnum = pRoomIndex->vnum;
				mob->resetnum = onreset;
				pReset->sreset = false;
				char_to_room( mob, pRoomIndex );
				level = URANGE( 0, mob->level - 2, LEVEL_AVATAR );

				if ( pReset->first_reset )
				{
					for ( tReset = pReset->first_reset; tReset; tReset = tReset->next_reset )
					{
						++onreset;
						switch ( tReset->command )
						{
							case 'G':
							case 'E':
								if ( !( pObjIndex = get_obj_index( tReset->arg1 ) ) )
								{
									bug( "%s: %s: 'E' or 'G': bad obj vnum %d.", __FUNCTION__, filename, tReset->arg1 );
									continue;
								}
								if ( !mob )
								{
									lastobj = NULL;
									break;
								}

								if ( mob->pIndexData->pShop )
								{
									int olevel = generate_itemlevel( room->area, pObjIndex );

									obj = create_object( pObjIndex, olevel );
									xSET_BIT( obj->extra_flags, ITEM_INVENTORY );
								}
								else
									obj = create_object( pObjIndex, number_fuzzy( level ) );
								obj->level = URANGE( 0, obj->level, LEVEL_AVATAR );
								obj = obj_to_char( obj, mob );
								if ( tReset->command == 'E' )
								{
									if ( obj->carried_by != mob )
									{
										bug( "'E' reset: can't give object %d to mob %d.", obj->pIndexData->vnum, mob->pIndexData->vnum );
										break;
									}
									equip_char( mob, obj, tReset->arg3 );
								}
								for ( n = 0; n < MAX_NEST; n++ )
									nestmap[n] = NULL;
								nestmap[0] = obj;
								lastobj = nestmap[0];
								lastnest = 0;

								if ( tReset->first_reset )
								{
									for ( gReset = tReset->first_reset; gReset; gReset = gReset->next_reset )
									{
										int iNest;

										to_obj = lastobj;

										++onreset;
										switch ( gReset->command )
										{
											case 'H':
												if ( !lastobj )
													break;
												xSET_BIT( lastobj->extra_flags, ITEM_HIDDEN );
												break;

											case 'P':
												if ( !( pObjIndex = get_obj_index( gReset->arg1 ) ) )
												{
													bug( "%s: %s: 'P': bad obj vnum %d.", __FUNCTION__, filename, gReset->arg1 );
													continue;
												}
												iNest = gReset->extra;

												if ( !( pObjToIndex = get_obj_index( gReset->arg3 ) ) )
												{
													bug( "%s: %s: 'P': bad objto vnum %d.", __FUNCTION__, filename, gReset->arg3 );
													continue;
												}
												if ( iNest >= MAX_NEST )
												{
													bug( "%s: %s: 'P': Exceeded nesting limit of %d", __FUNCTION__, filename, MAX_NEST );
													obj = NULL;
													break;
												}
												if ( count_obj_list( pObjIndex, to_obj->first_content ) > 0 )
												{
													obj = NULL;
													break;
												}

												if ( iNest < lastnest )
													to_obj = nestmap[iNest];
												else if ( iNest == lastnest )
													to_obj = nestmap[lastnest];
												else
													to_obj = lastobj;

												obj = create_object( pObjIndex, number_fuzzy( UMAX( generate_itemlevel( room->area, pObjIndex ), to_obj->level ) ) );
												if ( num > 1 )
													pObjIndex->count += ( num - 1 );
												obj->count = gReset->arg2;
												obj->level = UMIN( obj->level, LEVEL_AVATAR );
												obj->count = gReset->arg2;
												obj_to_obj( obj, to_obj );
												if ( iNest > lastnest )
												{
													nestmap[iNest] = to_obj;
													lastnest = iNest;
												}
												lastobj = obj;
												/*
												 * Hackish fix for nested puts 
												 */
												if ( gReset->arg3 == OBJ_VNUM_MONEY_ONE )
													gReset->arg3 = to_obj->pIndexData->vnum;
												break;
										}
									}
								}
								break;
						}
					}
				}
				break;

			case 'O':
				if ( !( pObjIndex = get_obj_index( pReset->arg1 ) ) )
				{
					bug( "%s: %s: 'O': bad obj vnum %d.", __FUNCTION__, filename, pReset->arg1 );
					continue;
				}
				if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) )
				{
					bug( "%s: %s: 'O': bad room vnum %d.", __FUNCTION__, filename, pReset->arg3 );
					continue;
				}

				if ( count_obj_list( pObjIndex, pRoomIndex->first_content ) < 1 )
				{
					obj = create_object( pObjIndex, number_fuzzy( generate_itemlevel( room->area, pObjIndex ) ) );
					if ( num > 1 )
						pObjIndex->count += ( num - 1 );
					obj->count = pReset->arg2;
					obj->level = UMIN( obj->level, LEVEL_AVATAR );
					obj->cost = 0;
					obj_to_room( obj, pRoomIndex );
				}
				else
				{
					int x;

					if ( !( obj = get_obj_room( pObjIndex, pRoomIndex ) ) )
					{
						obj = NULL;
						lastobj = NULL;
						break;
					}
					obj->extra_flags = pObjIndex->extra_flags;
					for ( x = 0; x < 6; ++x )
						obj->value[x] = pObjIndex->value[x];
				}
				for ( n = 0; n < MAX_NEST; n++ )
					nestmap[n] = NULL;
				nestmap[0] = obj;
				lastobj = nestmap[0];
				lastnest = 0;
				if ( pReset->first_reset )
				{
					for ( tReset = pReset->first_reset; tReset; tReset = tReset->next_reset )
					{
						int iNest;

						to_obj = lastobj;
						++onreset;

						switch ( tReset->command )
						{
							case 'H':
								if ( !lastobj )
									break;
								xSET_BIT( lastobj->extra_flags, ITEM_HIDDEN );
								break;

							case 'T':
								if ( !IS_SET( tReset->extra, TRAP_OBJ ) )
								{
									bug( "%s: Room reset found on object reset list", __FUNCTION__ );
									break;
								}
								else
								{
									/*
									 * We need to preserve obj for future 'T' checks 
									 */
									OBJ_DATA *pobj;

									if ( tReset->arg3 > 0 )
									{
										if ( !( pObjToIndex = get_obj_index( tReset->arg3 ) ) )
										{
											bug( "%s: %s: 'T': bad objto vnum %d.", __FUNCTION__, filename, tReset->arg3 );
											continue;
										}
										if ( room->area->nplayer > 0 || !( to_obj = get_obj_type( pObjToIndex ) ) ||
											( to_obj->carried_by && !IS_NPC( to_obj->carried_by ) ) || is_trapped( to_obj ) )
											break;
									}
									else
									{
										if ( !lastobj || !obj )
											break;
										to_obj = obj;
									}
									pobj = make_trap( tReset->arg2, tReset->arg1, number_fuzzy( to_obj->level ), tReset->extra );
									obj_to_obj( pobj, to_obj );
								}
								break;

							case 'P':
								if ( !( pObjIndex = get_obj_index( tReset->arg1 ) ) )
								{
									bug( "%s: %s: 'P': bad obj vnum %d.", __FUNCTION__, filename, tReset->arg1 );
									continue;
								}
								iNest = tReset->extra;

								if ( !( pObjToIndex = get_obj_index( tReset->arg3 ) ) )
								{
									bug( "%s: %s: 'P': bad objto vnum %d.", __FUNCTION__, filename, tReset->arg3 );
									continue;
								}

								if ( iNest >= MAX_NEST )
								{
									bug( "%s: %s: 'P': Exceeded nesting limit of %d. Room %d.", __FUNCTION__, filename, MAX_NEST, room->vnum );
									obj = NULL;
									break;
								}

								if ( count_obj_list( pObjIndex, to_obj->first_content ) > 0 )
								{
									obj = NULL;
									break;
								}
								if ( iNest < lastnest )
									to_obj = nestmap[iNest];
								else if ( iNest == lastnest )
									to_obj = nestmap[lastnest];
								else
									to_obj = lastobj;

								obj = create_object( pObjIndex, number_fuzzy( UMAX( generate_itemlevel( room->area, pObjIndex ), to_obj->level ) ) );
								if ( num > 1 )
									pObjIndex->count += ( num - 1 );
								obj->count = tReset->arg2;
								obj->level = UMIN( obj->level, LEVEL_AVATAR );
								obj->count = tReset->arg2;
								obj_to_obj( obj, to_obj );
								if ( iNest > lastnest )
								{
									nestmap[iNest] = to_obj;
									lastnest = iNest;
								}
								lastobj = obj;
								/*
								 * Hackish fix for nested puts 
								 */
								if ( tReset->arg3 == OBJ_VNUM_MONEY_ONE )
									tReset->arg3 = to_obj->pIndexData->vnum;
								break;
						}
					}
				}
				break;

			case 'T':
				if ( IS_SET( pReset->extra, TRAP_OBJ ) )
				{
					bug( "%s: Object trap found in room %d reset list", __FUNCTION__, room->vnum );
					break;
				}
				else
				{
					if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) )
					{
						bug( "%s: %s: 'T': bad room %d.", __FUNCTION__, filename, pReset->arg3 );
						continue;
					}
					if ( room->area->nplayer > 0 || count_obj_list( get_obj_index( OBJ_VNUM_TRAP ), pRoomIndex->first_content ) > 0 )
						break;
					to_obj = make_trap( pReset->arg1, pReset->arg1, 10, pReset->extra );
					obj_to_room( to_obj, pRoomIndex );
				}
				break;

			case 'D':
				if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) )
				{
					bug( "%s: %s: 'D': bad room vnum %d.", __FUNCTION__, filename, pReset->arg1 );
					continue;
				}
				if ( !( pexit = get_exit( pRoomIndex, pReset->arg2 ) ) )
					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 );
						if ( IS_SET( pexit->exit_info, EX_xSEARCHABLE ) )
							SET_BIT( pexit->exit_info, EX_SECRET );
						break;
					case 2:
						SET_BIT( pexit->exit_info, EX_CLOSED );
						SET_BIT( pexit->exit_info, EX_LOCKED );
						if ( IS_SET( pexit->exit_info, EX_xSEARCHABLE ) )
							SET_BIT( pexit->exit_info, EX_SECRET );
						break;
				}
				break;

			case 'R':
				if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) )
				{
					bug( "%s: %s: 'R': bad room vnum %d.", __FUNCTION__, filename, pReset->arg1 );
					continue;
				}
				randomize_exits( pRoomIndex, pReset->arg2 - 1 );
				break;
		}
	}
}
Ejemplo n.º 3
0
//to calkowita obsluga ladowania artefactow
//sprawdzanie czy mozna + ladowanie + ew. zakladanie
void load_artefact( ROOM_INDEX_DATA *room, OBJ_DATA *obj, CHAR_DATA *ch )
{
	char buf[ MAX_INPUT_LENGTH ];
	ARTEFACT_DATA *atmp = NULL;
	ARTEFACT_LOADER *ltmp = NULL;
	OBJ_DATA *loaded_obj;

	int type;
	int vnum = 0;


	if ( room != NULL )
	{
		vnum = room->vnum;type = 0;
	}
	else if ( obj != NULL )
	{
		vnum = obj->pIndexData->vnum;type = 1;
	}
	else if ( ch != NULL )
	{
		vnum = ch->pIndexData->vnum;type = 2;
	}
	else return ;


	//gdzie
	for ( atmp = artefact_system;atmp;atmp = atmp->next )
	{
		for ( ltmp = atmp->loader;ltmp;ltmp = ltmp->next )
		{
			//jesli nie zgadza sie typ (np: obj=obj) i vnumy to wychodzimy
			if (!( ltmp->type == type && ltmp->vnum == vnum ))
			{
                                continue;
                        }

                        //jesli room to sprawdzanie czy juz tam nie ma
			if (( type == 0 ) &&
                            ( count_obj_list( get_obj_index( atmp->avnum ), room->contents ) > 0 ) )
			{
				sprintf( buf, "NIE LADUJE do room a (juz jest): %d do %d", atmp->avnum, room->vnum );
				wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 );
				continue;
			}

                        //aktualizacja ilosci
			atmp->count = artefact_new_count( atmp );


			//tera prawd. jesli mniejsze to nastepny loader
			if ( number_range( 1, ltmp->probup ) > ltmp->probdown )
			{
				continue;
			}

                        //juz max artefaktu, nastepny loader
			if ( atmp->count >= atmp->max_count ) continue;


			//ladujemy bo wsie warunki spelnione
			loaded_obj = create_object ( get_obj_index( atmp->avnum ), FALSE );
			create_artefact( loaded_obj->pIndexData->vnum );

			//dokad ladujemy
			if ( type == 0 )   //do rooma
			{
				sprintf( buf, "Artefakt [%d] za³adowany do rooma [%d].", loaded_obj->pIndexData->vnum, room->vnum );
				obj_to_room( loaded_obj, room );
				wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 );
			}
			else if ( type == 1 )   //do srodka objectu
			{
				sprintf( buf, "Artefakt [%d] za³adowany do wnêtrza obiektu [%d],", loaded_obj->pIndexData->vnum, obj->pIndexData->vnum );
				obj_to_obj( loaded_obj, obj );
				wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 );
					//okresla room
				if ( obj->in_room )
					sprintf( buf, "	w roomie [%d]", obj->in_room->vnum );
				if ( obj->carried_by )
					sprintf( buf, "	na mobie [%d] w roomie [%d]", obj->carried_by->pIndexData->vnum, obj->carried_by->in_room->vnum );
				wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 );
				}
			else if ( type == 2 )   //mobowi
			{
				sprintf( buf, "Artefakt [%d] za³adowany mobowi [%d] roomie [%d].", loaded_obj->pIndexData->vnum, ch->pIndexData->vnum, ch->in_room->vnum );
				obj_to_char( loaded_obj, ch );
				wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 );
					//+zakladanie jesli moze (nie sprzedawca)
				if ( ch->pIndexData->pShop == NULL && loaded_obj->wear_loc == WEAR_NONE && can_see_obj( ch, loaded_obj ) )
				{
					if ( loaded_obj->item_type == ITEM_WEAPON )
					{
						if ( !get_eq_char( ch, WEAR_WIELD ) )
							wield_weapon( ch, loaded_obj, TRUE );
					}
					else
						wear_obj( ch, loaded_obj, FALSE );
				}

			} //end dokad
//		} //end typ=typ, vnum=vnum
	} //end po loaderach
} //end po artefaktach
}