Merge remote-tracking branch 'origin/master' into bugfix/remove-warnings-before-2021-release

This commit is contained in:
Thomas Arp 2025-07-02 22:05:58 +02:00
commit 463dd52438
44 changed files with 1320 additions and 554 deletions

19
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,19 @@
name: C/C++ CI
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: configure
run: ./configure
- name: build
run: cd src && touch .accepted && make

85
.gitignore vendored
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@ -10,3 +10,88 @@ src/util/Makefile
src/.accepted
src/depend
src/util/depend
build/*
!build/create_solution.bat
!build/README.md
# Do not commit files from players
lib/plrfiles/A-E/*
lib/plrfiles/F-J/*
lib/plrfiles/K-O/*
lib/plrfiles/P-T/*
lib/plrfiles/U-Z/*
lib/plrfiles/ZZZ/*
lib/plrfiles/index
# but do commit the placeholders
!lib/plrfiles/A-E/00
!lib/plrfiles/F-J/00
!lib/plrfiles/K-O/00
!lib/plrfiles/P-T/00
!lib/plrfiles/U-Z/00
!lib/plrfiles/ZZZ/00
# or vars
lib/plrvars/A-E/*
lib/plrvars/F-J/*
lib/plrvars/K-O/*
lib/plrvars/P-T/*
lib/plrvars/U-Z/*
lib/plrvars/ZZZ/*
lib/plrvars/index
# except the placeholders
!lib/plrvars/A-E/00
!lib/plrvars/F-J/00
!lib/plrvars/K-O/00
!lib/plrvars/P-T/00
!lib/plrvars/U-Z/00
!lib/plrvars/ZZZ/00
# or objects
lib/plrobjs/A-E/*
lib/plrobjs/F-J/*
lib/plrobjs/K-O/*
lib/plrobjs/P-T/*
lib/plrobjs/U-Z/*
lib/plrobjs/ZZZ/*
lib/plrobjs/index
# except the placeholders
!lib/plrobjs/A-E/00
!lib/plrobjs/F-J/00
!lib/plrobjs/K-O/00
!lib/plrobjs/P-T/00
!lib/plrobjs/U-Z/00
!lib/plrobjs/ZZZ/00
# also not autogenerated config file
/lib/etc/config
# or the list of last logins
/lib/etc/last
# or mail
lib/etc/plrmail
#or time
lib/etc/time
# test object files, etc
src/test/depend
src/test/*.o
src/test/testfile
# ide etc.
.vscode
.project
.settings
.idea
.cproject
# macOS generated files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db

15
build/README.md Normal file
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@ -0,0 +1,15 @@
### Overview
This guide describes how to build TbaMUD in the Visual Studio through the new experimental CMake environment.
### Prerequisites
* [Visual Studio 2022+](https://visualstudio.microsoft.com/ru/vs/)
* [CMake 3.27+](https://cmake.org/)
### Build Steps
1. Goto the folder `src` and copy `conf.h.win` to `conf.h`.
2. Goto the folder `build` and execute `create_solution.bat`.
3. Open `build/circle.sln` in Visual Studio.
4. Compile and run.

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@ -0,0 +1 @@
cmake -B . -S ..\src -G "Visual Studio 17 2022"

71
configure vendored
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@ -1227,18 +1227,28 @@ if eval "test \"`echo '$ac_cv_func_'crypt`\" = yes"; then
cat >> confdefs.h <<\EOF
#define CIRCLE_CRYPT 1
EOF
CRYPTLIB="-lcrypt"
echo "CRYPTLIB set to: $CRYPTLIB" 1>&6
else
echo "$ac_t""no" 1>&6
echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6
echo "configure:1235: checking for crypt in -lcrypt" >&5
ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'`
if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then
echo $ac_n "(cached) $ac_c" 1>&6
else
ac_save_LIBS="$LIBS"
LIBS="-lcrypt $LIBS"
cat > conftest.$ac_ext <<EOF
echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6
echo "configure:1235: checking for crypt in -lcrypt" >&5
OS_NAME=$(uname)
if [ "$OS_NAME" = "Darwin" ]; then
# macOS: No need for -lcrypt
CRYPTLIB=""
echo "CRYPTLIB not needed on macOS" 1>&6
else
# Other systems (Linux): Use -lcrypt
ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'`
if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then
echo $ac_n "(cached) $ac_c" 1>&6
else
ac_save_LIBS="$LIBS"
LIBS="-lcrypt $LIBS"
cat > conftest.$ac_ext <<EOF
#line 1243 "configure"
#include "confdefs.h"
/* Override any gcc2 internal prototype to avoid an error. */
@ -1250,30 +1260,29 @@ int main() {
crypt()
; return 0; }
EOF
if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=yes"
else
echo "configure: failed program was:" >&5
cat conftest.$ac_ext >&5
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=no"
fi
rm -f conftest*
LIBS="$ac_save_LIBS"
fi
if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then
echo "$ac_t""yes" 1>&6
cat >> confdefs.h <<\EOF
if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=yes"
else
echo "configure: failed program was:" >&5
cat conftest.$ac_ext >&5
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=no"
fi
rm -f conftest*
LIBS="$ac_save_LIBS"
fi
if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then
echo "$ac_t""yes" 1>&6
cat >> confdefs.h <<\EOF
#define CIRCLE_CRYPT 1
EOF
CRYPTLIB="-lcrypt"
else
echo "$ac_t""no" 1>&6
fi
CRYPTLIB="-lcrypt"
echo "CRYPTLIB set to: $CRYPTLIB on Linux" 1>&6
else
echo "$ac_t""no" 1>&6
fi
fi
fi

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@ -257,6 +257,9 @@ http://tbamud.com
All donated areas have been added to the latest version of tbaMUD. If you
wish to donate some of your own work stop by the Builder Academy.
https://github.com/rds1983 has generated maps of all the existing areas,
and they can be found here: https://mudmapbuilder.github.io/
2.3. I have questions about tbaMUD. Where should I go?
Stop by The Builder Academy at tbamud.com 9091 or the website at:

View file

@ -1,7 +1,7 @@
Updated: Apr 2007
tbaMUD README
-------------
All requests for help or bugs should be reported to: builderacademy.net 9091.
All requests for help or bugs should be reported to: tbamud.com 9091.
Information about CircleMUD can be found at the CircleMUD Home Page and FTP:
http://www.circlemud.org

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@ -24,7 +24,7 @@ Contents
1.1 Overview
The act() function is used to process and send strings of text to characters
in a room. It can be used to send the same basic string to a number of
characters filling in certain segments designated by control characters
characters filling in certain segments designated by control characters
in different ways, dependant on what each character can see and who each
character is. Once the text string passed to the function has been parsed, it
is capitalized and a newline is added to its tail.
@ -38,17 +38,17 @@ struct obj_data *obj, const void *vict_obj, int type)
These pieces are used as follows:
str: This is the basic string, a null terminated character array, including
control characters (see section 1.4 on Control Characters), to be sent to
control characters (see section 1.4 on Control Characters), to be sent to
characters designated by the targets.
hide_invisible: A TRUE or FALSE value indicating whether or not to hide the
entire output from any characters that cannot see the “performing character”.
entire output from any characters that cannot see the “performing character”.
ch: The “performing character”. This is the character that the output string
ch: The “performing character”. This is the character that the output string
is associated with. The character is used to determine the room for the output
of the action in question.
obj: An object (an actual item obj_data) used in the course of the action.
obj: An object (an actual item obj_data) used in the course of the action.
vict_obj: This can be either a character involved in the action, another
object, or even a predefined string of text.
@ -73,7 +73,7 @@ The next parameter vict_objcan be a number of things ranging from a game object
null terminated character array (char *).
Do note, however, that obj and vict_obj are both ignored if there is no control
character reference (see section 1.4 Control Characters) to them and the type
character reference (see section 1.4 Control Characters) to them and the type
is set to TO_ROOM or TO_CHAR. In these cases, NULL should be supplied as the
input to the function.
@ -96,7 +96,7 @@ TO_CHAR: Finally, this option sends the output to the ch.
TO_SLEEP: This is a special option that must be combined with one of the above
options. It tells act() that the output is to be sent even to characters that
are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP.
are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP.
When the string has been parsed, it is capitalized and a newline is added.
@ -105,20 +105,20 @@ In a manner similar to the printf() family of functions, act() uses control
characters. However, instead of using the % symbol, act() uses the $ character
to indicate control characters.
$n Write name, short description, or “someone”, for ch, depending on whether
$n Write name, short description, or “someone”, for ch, depending on whether
ch is a PC, a NPC, or an invisible PC/NPC.
$N Like $n, except insert the text for vict_obj.*
$m “him,” “her,” or “it,” depending on the gender of ch.
$m “him,” “her,” or “it,” depending on the gender of ch.
$M Like $m, for vict_obj.*
$s “his,” “her,”or “it,” depending on the gender of ch.
$s “his,” “her,”or “it,” depending on the gender of ch.
$S Like $s, for vict_obj.*
$e “he,” “she,” “it,” depending on the gender of ch.
$e “he,” “she,” “it,” depending on the gender of ch.
$E Like $e, for vict_obj.*
$o Name or “something” for obj, depending on visibility.
$o Name or “something” for obj, depending on visibility.
$O Like $o, for vict_obj.*
$p Short description or “something” for obj.
$p Short description or “something” for obj.
$P Like $p for vict_obj.*
$a “an” or“a”, depending on the first character of objs name.
$a “an” or“a”, depending on the first character of objs name.
$A Like $a, for vict_obj.*
$T Prints the string pointed to by vict_obj.*
$F Processes the string pointed to by vict_obj with the fname() function prior
@ -129,7 +129,7 @@ no action is taken.
$U Processes the buffer and uppercases the first letter of the following word
(the word immediately after to the control code). If there is no following
word, no action is taken.
$$ Print the character $.
$$ Print the character $.
NOTE*: vict_obj must be a pointer of type struct char_data *.

View file

@ -9,8 +9,8 @@ to players in color in the tbaMUD game engine. Its intended audience is for
Coders of tbaMUD.
tbaMUD allows you to create colorful messages by using ANSI control sequences.
Each player may select what “level” of color he/she desires from the four
levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her
Each player may select what “level” of color he/she desires from the four
levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her
color level by using the TOGGLE COLOR command from within the MUD; you as the
programmer must decide which messages will be colored for each of the color
levels.
@ -21,17 +21,17 @@ All files in which you wish to use color must have the line:
This should be put in after all other includes in the beginning of the file.
There are 8 colors available “normal,” red, green, yellow, blue, magenta,
There are 8 colors available “normal,” red, green, yellow, blue, magenta,
cyan and white. They are accessible by sending control sequences as part of
another string, for example:
sprintf(buf, "If youre %shappy%s and you know it clap "
sprintf(buf, "If youre %shappy%s and you know it clap "
"%d of your hands.\n\r", x, y, num_of_hands);
send_to_char(ch, buf);
In this example, x and y are the “on” and “off” sequences for the color you
want. There are 2 main series of color macros available for you to use (dont
actually use “x” and “y,” of course!): the K series and the CC series. The CC
In this example, x and y are the “on” and “off” sequences for the color you
want. There are 2 main series of color macros available for you to use (dont
actually use “x” and “y,” of course!): the K series and the CC series. The CC
(Conditional Color) series is recommended for most general use.
The name of the actual sequence starts with the name of its series, plus a
@ -51,21 +51,21 @@ CCBLU() (arguments defined below).
The K series requires no arguments, and is simply a macro to the ANSI color
code. Therefore, if you use a K-series color code, the color will ALWAYS be
sent, even if the person youre sending it to has color off. This can very bad.
sent, even if the person youre sending it to has color off. This can very bad.
Some people who do not have ANSI-compatible terminals will see garbage
characters instead of colors. If the terminal correctly ignores ANSI color
codes, then nothing will show up on their screen at all. The K series is mainly
used to print colors to a string if the players color level will later be
used to print colors to a string if the players color level will later be
tested manually (for an example, see do_gen_com in act.comm.c).
The recommended series is the CC series (i.e. CCNRM(), CCRED(), etc.) The CC
series macros require two arguments a pointer to the character to whom the
series macros require two arguments a pointer to the character to whom the
string is being sent, and the minimum color level the player must be set to in
order to see the color. Color sent as 'brief' (formerly known as sparse it was
changed for consistency with the syslog command) (C_SPR) will be seen by people
with color set to sparse, normal, or complete; color sent as normal (C_NRM)
with color set to sparse, normal, or complete; color sent as normal (C_NRM)
will be seen only by people with color set to normal or complete; color sent as
complete (C_CMP) will be seen only by people with color set to complete.
complete (C_CMP) will be seen only by people with color set to complete.
To illustrate the above, an example is in order:
@ -76,29 +76,29 @@ ACMD(do_showcolor)
{
char buf[300];
sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r",
sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r",
CCBLU(ch, C_CMP), CCNRM(ch, C_CMP), CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
CCRED(ch, C_SPR), CCNRM(ch, C_SPR));
send_to_char(ch, buf);
}
What does this do? For people with color set to Complete, it prints:
Dont you just love color, color, COLOR! (blue) (yellow) (red)
Dont you just love color, color, COLOR! (blue) (yellow) (red)
People who have color set to Normal will see:
Dont you just love color, color, COLOR! (yellow) (red)
Dont you just love color, color, COLOR! (yellow) (red)
People who have color set to Sparse will see:
Dont you just love color, color, COLOR! (red)
Dont you just love color, color, COLOR! (red)
People who have color set to Off will see:
Dont you just love color, color, COLOR! (no color, as youd expect)
Dont you just love color, color, COLOR! (no color, as youd expect)
There are several common pitfalls with using the CC series of color macros:
Do not confuse CCNRM with C_NRM. CCNRM() is a macro to turn the color back to
normal; C_NRMis a color level of “normal.” Always make sure that every pair of
“on” and “off” codes are at the same color level. For example:
normal; C_NRMis a color level of “normal.” Always make sure that every pair of
“on” and “off” codes are at the same color level. For example:
WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_NRM), CCNRM(ch, C_CMP));
@ -110,14 +110,14 @@ WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_CMP), CCNRM(ch, C_NRM));
The above statement is also wrong, although not as bad. In this case, someone
with color set to Normal will (correctly) not get the CCBLU code, but will then
unnecessarily get the CCNRM code. Never send a color code if you dont have to.
unnecessarily get the CCNRM code. Never send a color code if you dont have to.
The codes are several bytes long, and cause a noticeable pause at 2400 baud.
This should go without saying, but dont ever send color at the C_OFF level.
This should go without saying, but dont ever send color at the C_OFF level.
Special precautions must be taken when sending a colored string to a large
group of people. You cant use the color level of “ch” (the person sending the
string) each person receiving the string must get a string appropriately
group of people. You cant use the color level of “ch” (the person sending the
string) each person receiving the string must get a string appropriately
colored for his/her level. In such cases, it is usually best to set up two
strings (one colored and one not), and test each players color level
strings (one colored and one not), and test each players color level
individually (see do_gen_comin act.comm.c for an example).

View file

@ -4,14 +4,14 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
The Art of Debugging
Originally by Michael Chastain and Sammy
The following documentation is excerpted from Merc 2.0s hacker.txt file. It
The following documentation is excerpted from Merc 2.0s hacker.txt file. It
was written by Furey of MERC Industries and is included here with his
permission. We have packaged it with tbaMUD (changed in a couple of places,
such as specific filenames) because it offers good advice and insight into the
art and science of software engineering. More information about tbaMUD,
can be found at the tbaMUD home page http://tbamud.com.
1 “Im running a Mud so I can learn C programming!”
1 “Im running a Mud so I can learn C programming!”
Yeah, right. The purpose of this document is to record some of our knowledge,
experience and philosophy. No matter what your level, we hope that this
@ -31,11 +31,11 @@ Play with it some more.
Read documentation again.
Get the idea?
The idea is that your mind can accept only so much “new data” in a single
session. Playing with something doesnt introduce very much new data, but it
does transform data in your head from the “new” category to the “familiar”
category. Reading documentation doesnt make anything “familiar,” but it
refills your “new” hopper.
The idea is that your mind can accept only so much “new data” in a single
session. Playing with something doesnt introduce very much new data, but it
does transform data in your head from the “new” category to the “familiar”
category. Reading documentation doesnt make anything “familiar,” but it
refills your “new” hopper.
Most people, if they even read documentation in the first place, never return
to it. They come to a certain minimum level of proficiency and then never
@ -47,17 +47,17 @@ through the two-step learning cycle many times to master it.
man gives you online manual pages.
grep stands for “global regular expression print;” searches for strings in text
grep stands for “global regular expression print;” searches for strings in text
files.
vi, emacs, jove use whatever editor floats your boat, but learn the hell out
of it; you should know every command in your editor.
ctags mags “tags” for your editor which allows you to go to functions by name
ctags mags “tags” for your editor which allows you to go to functions by name
in any source file.
>, >>, <, | input and output redirection at the command line; get someone to
show you, or dig it out of “man csh”
show you, or dig it out of “man csh”
These are the basic day-in day-out development tools. Developing without
knowing how to use all of these well is like driving a car without knowing
@ -70,21 +70,21 @@ the hypothesis, run the program and provide it experimental input, observe its
behavior, and confirm or refute the hypothesis.
A good hypothesis is one which makes surprising predictions which then come
true; predictions that other hypotheses dont make.
true; predictions that other hypotheses dont make.
The first step in debugging is not to write bugs in the first place. This
sounds obvious, but sadly, is all too often ignored.
If you build a program, and you get any errors or any warnings, you should fix
them before continuing. C was designed so that many buggy ways of writing code
are legal, but will draw warnings from a suitably smart compiler (such as “gcc”
are legal, but will draw warnings from a suitably smart compiler (such as “gcc”
with the -Wall flag enabled). It takes only minutes to check your warnings and
to fix the code that generates them, but it takes hours to find bugs otherwise.
“Desk checking” (proof reading) is almost a lost art these days. Too bad. You
“Desk checking” (proof reading) is almost a lost art these days. Too bad. You
should desk check your code before even compiling it, and desk-check it again
periodically to keep it fresh in mind and find new errors. If you have someone
in your group whose only job it is to desk-check other peoples code, that
in your group whose only job it is to desk-check other peoples code, that
person will find and fix more bugs than everyone else combined.
One can desk-check several hundred lines of code per hour. A top-flight
@ -95,20 +95,20 @@ fixing technique. Compare that to all the hours you spend screwing around with
broken programs trying to find one bug at a time.
The next technique beyond desk-checking is the time-honored technique of
inserting “print” statements into the code, and then watching the logged
inserting “print” statements into the code, and then watching the logged
values. Within tbaMUD code, you can call printf(), fprintf(), or log()to dump
interesting values at interesting times. Where and when to dump these values
is an art, which you will learn only with practice.
If you dont already know how to redirect output in your operating system, now
is the time to learn. On Unix, type the command “man csh”, and read the part
about the “>” operator. You should also learn the difference between “standard
output” (for example, output from “printf”) and “standard error” (for example,
output from “fprintf(stderr, ...)”).
If you dont already know how to redirect output in your operating system, now
is the time to learn. On Unix, type the command “man csh”, and read the part
about the “>” operator. You should also learn the difference between “standard
output” (for example, output from “printf”) and “standard error” (for example,
output from “fprintf(stderr, ...)”).
Ultimately, you cannot fix a program unless you understand how it is operating
in the first place. Powerful debugging tools will help you collect data, but
they cant interpret it, and they cant fix the underlying problems. Only you
they cant interpret it, and they cant fix the underlying problems. Only you
can do that.
When you find a bug... your first impulse will be to change the code, kill the
@ -117,9 +117,9 @@ observe is often just the symptom of a deeper bug. You should keep pursuing the
bug, all the way down. You should grok the bug and cherish it in fullness
before causing its discorporation.
Also, when finding a bug, ask yourself two questions: “What design and
programming habits led to the introduction of the bug in the first place?” And:
“What habits would systematically prevent the introduction of bugs like this?”
Also, when finding a bug, ask yourself two questions: “What design and
programming habits led to the introduction of the bug in the first place?” And:
“What habits would systematically prevent the introduction of bugs like this?”
5 Debugging: Tools
@ -127,20 +127,20 @@ When a Unix process accesses an invalid memory location, or (more rarely)
executes an illegal instruction, or (even more rarely) something else goes
wrong, the Unix operating system takes control. The process is incapable of
further execution and must be killed. Before killing the process, however, the
operating system does something for you: it opens a file named “core” and
operating system does something for you: it opens a file named “core” and
writes the entire data space of the process into it.
Thus, “dumping core” is not a cause of problems, or even an effect of problems.
Its something the operating system does to help you find fatal problems which
Thus, “dumping core” is not a cause of problems, or even an effect of problems.
Its something the operating system does to help you find fatal problems which
have rendered your process unable to continue.
One reads a “core” file with a debugger. The two most popular debuggers on Unix
One reads a “core” file with a debugger. The two most popular debuggers on Unix
are adb and gdb, although occasionally one finds dbx. Typically one starts a
debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”.
debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”.
The first thing, and often the only thing, you need to do inside the debugger
is take a stack trace. In adb, the command for this is “$c”. In gdb, the
command is “backtrace”. In dbx, the command is “where”. The stack trace will
is take a stack trace. In adb, the command for this is “$c”. In gdb, the
command is “backtrace”. In dbx, the command is “where”. The stack trace will
tell you what function your program was in when it crashed, and what functions
were calling it. The debugger will also list the arguments to these functions.
Interpreting these arguments, and using more advanced debugger features,
@ -343,12 +343,12 @@ new tools.
7 Profiling
Another useful technique is “profiling,” to find out where your program is
Another useful technique is “profiling,” to find out where your program is
spending most of its time. This can help you to make a program more efficient.
Here is how to profile a program:
1. Remove all the .o files and the “circle” executable:
1. Remove all the .o files and the “circle” executable:
make clean
2. Edit your Makefile, and change the PROFILE=line:
@ -359,25 +359,25 @@ make
4. Run circle as usual. Shutdown the game with the shutdown command when you
have run long enough to get a good profiling base under normal usage
conditions. If you crash the game, or kill the process externally, you wont
conditions. If you crash the game, or kill the process externally, you wont
get profiling information.
5. Run the profcommand:
prof bin/circle > prof.out
6. Read prof.out. Run “man prof” to understand the format of the output. For
advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof”
command in step 5. The “gprof” form of profiling gives you a report which lists
6. Read prof.out. Run “man prof” to understand the format of the output. For
advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof”
command in step 5. The “gprof” form of profiling gives you a report which lists
exactly how many times any function calls any other function. This information
is valuable for debugging as well as performance analysis.
Availability of “prof” and “gprof” varies from system to system. Almost every
Unix system has “prof”. Only some systems have “gprof”.
Availability of “prof” and “gprof” varies from system to system. Almost every
Unix system has “prof”. Only some systems have “gprof”.
7 Books for Serious Programmers
Out of all the thousands of books out there, three stand out:
Kernighan and Plaugher, “The Elements of Programming Style”
Kernighan and Ritchie, “The C Programming Language”
Brooks, “The Mythical Man Month”
Kernighan and Plaugher, “The Elements of Programming Style”
Kernighan and Ritchie, “The C Programming Language”
Brooks, “The Mythical Man Month”

View file

@ -3,7 +3,7 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
tbaMUD File Manifest
The main tbaMUD/ directory has the following subdirectories and files:
The main tbaMUD/ directory has the following subdirectories and files:
autorun - Shell script to run the MUD (./autorun &).
FAQ - Frequently Aske Questions with answers.
@ -16,7 +16,7 @@ lib/ - MUD data.
log/ - System logs.
src/ - Source code.
The bin/directory contains only binaries: circle (the main MUD) and its
The bin/directory contains only binaries: circle (the main MUD) and its
utilities, which are described in utils.txt.
The doc/ directory has its own README file, describing the contents of each
@ -51,12 +51,12 @@ time - Where the MUD time is saved.
The lib/misc/ directory contains the following files:
bugs - Bugs reported by players with the bug command.
ideas - Ideas from players from idea command.
bugs - Bugs reported by players with the bug command.
ideas - Ideas from players from idea command.
messages - Spell and skill damage messages.
socials - Text file with text of the socials.
socials.new - New format of socials you can edit via AEDIT.
typos - Typos reported by players with the typo command.
typos - Typos reported by players with the typo command.
xnames - Text file of invalid names.
The lib/plrobjs/ contains the following files and directories:
@ -80,18 +80,18 @@ zzz/
The lib/text/ directory contains the following files:
background - Background story (for option 3 from main menu).
credits - Text for credits command.
credits - Text for credits command.
greetings - Greeting message.
handbook - Text for Immortal Handbook (handbook command).
immlist - Text for immlist command.
handbook - Text for Immortal Handbook (handbook command).
immlist - Text for immlist command.
imotd - Immortal MOTD --seen by immortals on login.
info - Text for info command.
info - Text for info command.
motd - MOTD --seen by mortals on login.
news - Text for news command.
policies - Text for policy command.
wizlist - Text for wizlist command.
/help/screen - Text for help command as a mortal with no arguments.
/help/iscreen - Text for help command an an immortal with no arguments.
news - Text for news command.
policies - Text for policy command.
wizlist - Text for wizlist command.
/help/screen - Text for help command as a mortal with no arguments.
/help/iscreen - Text for help command an an immortal with no arguments.
The lib/world/directory contains the following subdirectories:
@ -103,8 +103,8 @@ wld - Contains *.wld files (world files)
zon - Contains *.zon files (zone files)
Each of the 6 subdirectories in the lib/world/ directory also contains two
additional files one called index, which specifies which files in that
directory should be loaded when the MUD boots, and index.mini, which
additional files one called index, which specifies which files in that
directory should be loaded when the MUD boots, and index.mini, which
specifies which files should be loaded if the MUD is booted with the -m
(mini-mud) option.
@ -128,6 +128,6 @@ trigger - Trigedit log messages.
usage - Mud system usage (player load & memory usage info).
The src/ directory contains all of the C and header files for the MUD, along
with a Makefile. The src/util/ directory contains source for tbaMUDs utility
with a Makefile. The src/util/ directory contains source for tbaMUDs utility
programs. See admin.txt for more information on how to compile the MUD. See
utils.txt for more information on how to use tbaMUDs utilities.
utils.txt for more information on how to use tbaMUDs utilities.

View file

@ -9,16 +9,16 @@ every platform that exists. This document is for experienced programmers
trying to make tbaMUD work on their platform.
tbaMUD should work on most UNIX platforms without any modifications; simply run
the “configure” script and it should automatically detect what type of system
the “configure” script and it should automatically detect what type of system
you have and anything that may be strange about it. These findings are all
stored in a header file called conf.h which is created in the src directory
from a template called conf.h.in. A Makefile is also created from the template
Makefile.in.
Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any
Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any
multitasking OS that has an ANSI C compiler, and supports non-blocking I/O and
socket-based TCP/IP networking, should theoretically be able to run tbaMUD; for
example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs
example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs
configure script from the command line), and all versions of Windows.
The port can be very easy or very difficult, depending mainly on whether or nor
@ -26,7 +26,7 @@ your OS supports the Berkeley socket API.
The general steps for porting tbaMUD to a non-UNIX platform are listed below. A
number of tips for porting can be found after the porting steps. Note that we
have already ported tba to Windows, so if youre confused as to how to perform
have already ported tba to Windows, so if youre confused as to how to perform
some of these steps, you can look at what we have done as an example (see the
files README.CYGWIN).
@ -36,11 +36,11 @@ trying to port the code.
Porting the Code
Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in”
to “conf.h”, and then define or undefine each item as directed by the comments
Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in”
to “conf.h”, and then define or undefine each item as directed by the comments
and based on the characteristics of your system. To write the conf.h file,
youll need to know which header files are included with your system, the
return type of signals, whether or not your compiler supports the const
youll need to know which header files are included with your system, the
return type of signals, whether or not your compiler supports the const
keyword, and whether or not you have various functions such as crypt()and
random(). Also, you can ignore the HAVE_LIBxxx and HAVE_xxx_PROTO constants at
the end of conf.h.in; they are not used in the code (they are part of UNIX
@ -58,12 +58,12 @@ be in the source file comm.c.
Step 4. Test your changes! Make sure that multiple people can log in
simultaneously and that they can all type commands at the same time. No player
should ever have a “frozen” screen just because another is waiting at a prompt.
should ever have a “frozen” screen just because another is waiting at a prompt.
Leave the MUD up for at least 24 hours, preferably with people playing it, to
make sure that your changes are stable. Make sure that automatic events such as
zone resets, point regeneration, and corpse decomposition are being timed
correctly (a tick should be about 75 seconds). Try resetting all the zones
repeatedly by typing “zr *” many times. Play the MUD and make sure that the
repeatedly by typing “zr *” many times. Play the MUD and make sure that the
basic commands (killing mobs as a mortal, casting spells, etc.) work correctly.
Step 5. If you are satisfied that your changes work correctly, you are
@ -71,20 +71,20 @@ encouraged to submit them to be included as part of the tbaMUD distribution so
that future releases of tbaMUD will support your platform. This prevents you
from re-porting the code every time a new version is released and allows other
people who use your platform to enjoy tbaMUD as well. To submit your changes
you must make a patch file using the GNU diff program. diff will create a
patch file which can be later used with the patch utility to incorporate
you must make a patch file using the GNU diff program. diff will create a
patch file which can be later used with the patch utility to incorporate
your changes into the stock tbaMUD distribution. For example, if you have a
copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”,
copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”,
you can create a patch file like this:
diff -u --new-file --recursive stock-tba/src my-tba/src > patch
This will create a file called patch with your patches. You should then try
to use the patch program (the inverse of diff) on a copy of tbaMUD to make
This will create a file called patch with your patches. You should then try
to use the patch program (the inverse of diff) on a copy of tbaMUD to make
sure that tbaMUD is correctly changed to incorporate your patches. This step is
very important: if you dont create these patches correctly, your work will be
very important: if you dont create these patches correctly, your work will be
useless because no one will be able to figure out what you did! Make sure to
read the documentation to diff and patch if you dont understand how to use
read the documentation to diff and patch if you dont understand how to use
them. If your patches work, CELEBRATE!!
Step 6. Write a README file for your operating system that describes everything
@ -107,7 +107,7 @@ Each system to which tba is already ported has a CIRCLE_xx constant associated
with it: CIRCLE_UNIX for plain vanilla UNIX tbaMUD, CIRCLE_WINDOWS for MS
Windows, CIRCLE_OS2 for IBM OS/2, and CIRCLE_AMIGA for the Amiga. You must use
a similar constant for your system. At the top of your conf.h, make sure to
comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”.
comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”.
3.2 ANSI C and GCC
As long as your system has an ANSI C compiler, all of the code (except for
@ -122,22 +122,22 @@ you use gcc.
Make absolutely sure to use non-blocking I/O; i.e. make sure to enable the
option so that the read() system call will immediately return with an error if
there is no data available. If you do not use non-blocking I/O, read() will
“block,” meaning it will wait infinitely for one particular player to type
“block,” meaning it will wait infinitely for one particular player to type
something even if other players are trying to enter commands. If your system
does not implement non-blocking I/O correctly, try using the
POSIX_NONBLOCK_BROKEN constant in sysdep.h.
3.4 Timing
tbaMUD needs a fairly precise (on the order of 5 or 10 ms) timer in order to
correctly schedule events such as zone resets, point regeneration (“ticks”),
correctly schedule events such as zone resets, point regeneration (“ticks”),
corpse decomposition, and other automatic tasks. If your system supports the
select() system call with sufficient precision, the default timing code should
work correctly. If not, youll have to find out which system calls your system
work correctly. If not, youll have to find out which system calls your system
supports for determining how much time has passed and replace the select()
timing method.
3.5 Signals and Signal Handlers
A note about signals: Most systems dont support the concept of signals in the
A note about signals: Most systems dont support the concept of signals in the
same way that UNIX does. Since signals are not a critical part of how tbaMUD
works anyway (they are only used for updating the wizlist and some other
trivial things), all signal handling is turned off by default when compiling
@ -147,7 +147,7 @@ conf.h file and all signal code will be ignored automatically.
4 Final Note
IMPORTANT: Remember to keep any changes you make surrounded by #ifdef
statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely
statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely
sure to mark all of your changes with #ifdef statements, then your patches
(once you get them to work) will be suitable for incorporation into the
tbaMUD distribution, meaning that tbaMUD will officially support your platform.

View file

@ -10,6 +10,8 @@ to rec.games.mud.diku which originally announced CircleMUD as a publicly
available MUD source code.
tbaMUD Release history:
Version 2025 release: January, 2025
Version 2023 release: January, 2023
Version 2021 release: March, 2021
Version 2020 release: January, 2020
Version 2019 release: January, 2019
@ -141,7 +143,7 @@ communication channels
totally ignores all commands from that player until they are thawed.
--Even handier DELETE flag allows you to delete players on the fly.
--"set" command (mentioned above) allows you to freeze/unfreeze/
delete/siteok/un-siteok players --even if they arent logged in!
delete/siteok/un-siteok players --even if they arent logged in!
--Bad password attempts are written to the system log and saved;
if someone tries to hack your account, you see "4 LOGIN FAILURES
SINCE LAST SUCCESSFUL LOGIN" next time you log on.

View file

@ -110,12 +110,12 @@ is being specified. The command sort name is the shortest part of the command a
player must type for it to match. The hide-flag can be either 0 or 1; if 1, the
social is hidden from OTHERS if they cannot see the character performing the
social. The action is not hidden from the VICTIM, even if s/he cannot see the
character performing the social, although in such cases the characters name
will, of course, be replaced with “someone”. The min positions should be set to
character performing the social, although in such cases the characters name
will, of course, be replaced with “someone”. The min positions should be set to
dictate the minimum position a player must be in to target the victim and
perform the social. Min level allows you to further customize who can use what
socials.Where it makes sense to do so, text fields may be left empty. If
editing manually you should by put a # in the first column on the line. Aedit
editing manually you should by put a # in the first column on the line. Aedit
does this automatically.
Examples:

View file

@ -34,7 +34,7 @@ older CircleMUD data files to the versions used in CircleMUD v3, while others
are used to convert currently existing files into different formats.
Overall, these utilities have been created in an attempt to make the tbaMUD
administrators life a bit easier, and to give the administrator some ideas of
administrators life a bit easier, and to give the administrator some ideas of
further and more grandiose utilities to create. Some are no longer applicable
but are retained as examples.
@ -61,7 +61,7 @@ the second, and so forth.
The split utility is designed to split large world files into smaller, zone
sized files that are easier to manage and maintain. The utility reads its input
from the standard input and writes the output to files with names specified
within the larger world file. This is done by inserting =filename into the
within the larger world file. This is done by inserting =filename into the
world file at the appropriate points, where filename is the name of the file
for the following section.
@ -141,8 +141,8 @@ The command line syntax for autowiz is as follows:
autowiz <wizlev> <wizlistfile> <immlev> <immlistfile> [pid to signal]
where <wizlev> is equal to whatever LVL_GOD is set to in your tbaMUD server,
<wizlistfile> is the filename for the file containing the games Wizlist.
<immlev> should be set to your games LVL_IMMORT, while <immlistfile>
<wizlistfile> is the filename for the file containing the games Wizlist.
<immlev> should be set to your games LVL_IMMORT, while <immlistfile>
is the name of the Immlist file.
This utility must be recompiled if you make any changes to the player file structure.

View file

@ -6109,7 +6109,7 @@ $n looks around for a victim to strangle.
You throw yourself against $N's throat, trying to squeeze the life out.
$n throws $mself after $N's throat.
$n throws $mself after your throat, you try to defend yourself.
AARGH! They must have left... #&%£@!
AARGH! They must have left...
You put your hands around your throat and stop breathing.
$n tries to strangle $mself, making a very strange noise and getting blue in the face.
You strangle $M $t.

View file

@ -1,5 +1,5 @@
T B A M U D
2 0 2 1
2 0 2 5
Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt,
Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer

View file

@ -3292,7 +3292,7 @@ the earthquake spell.
See also: WATERWALK, EARTHQUAKE
#0
FOLLOWERS
FOLLOWERS UNFOLLOW
Usage: follow <leader>
@ -3330,7 +3330,7 @@ The 3rd number is liquid type from the following:
value 1: Initial drink units. Must be 1 or greater.
value 2: see below
value 3: 0 for not poisoned. Otherwise, the number of hours until the poison
burns off?
burns off.
value 2: The type of liquid in the drink-container, one of:
@ -9859,6 +9859,7 @@ tbalim test 61165
return
toggle nohassle on
To list empty zones "show zone none"
To setup test with zone 348
return
saveall

View file

@ -1,6 +1,6 @@
#30200
The Top Of The Greasepole~
You've made it to the top! All you have to do now is get down...
The Top of the Greasepole~
You've made it to the top! All you have to do now is get down.
~
302 4 0 0 0 5
D5
@ -9,6 +9,11 @@ It's a long slide down.
~
0 -1 30192
E
pole greasepole~
The pole still looks pretty bad, but it doesn't look quite as bad as before.
~
E
info credits~
See zone description room for Campus.
Zone 302 is linked to the following zones:
@ -48,11 +53,6 @@ Links: 64e to catacombs
(Mobs Stay_Zone flags have all been disabled to allow free access between
301, 302 and 303. Please ensure that any entrances into the area are flagged
nomob to keep them in. - Parna for TBAMud.)
~
E
pole greasepole~
The pole still looks pretty bad, but it doesn't look quite as bad as before.
~
S
#30201
@ -71,13 +71,13 @@ D2
~
0 -1 30142
E
mail~
Why are you trying to look at the mail, it's private!
~
E
hooks hook key keys~
Unfortunately you don't see any keys hanging off of any of the hooks.
~
E
mail~
Why are you trying to look at the mail, it's private!
~
S
#30202
Main Office~
@ -92,9 +92,10 @@ This way leads back to the reception desk.
door~
1 30103 30201
E
chair~
The chair is not unusual in any way whatsoever. The chair is in excellent
condition.
filing cabinet files~
Looking through the files you see that Wally World was originally slated to
have at least eleven levels but the designers got sick and tired of it and gave
up after just a few levels.
~
E
desk~
@ -102,10 +103,9 @@ desk~
excellent condition.
~
E
filing cabinet files~
Looking through the files you see that Wally World was originally slated to
have at least eleven levels but the designers got sick and tired of it and gave
up after just a few levels.
chair~
The chair is not unusual in any way whatsoever. The chair is in excellent
condition.
~
S
#30203
@ -230,14 +230,14 @@ You can't tell where this leads.
door~
1 -1 30210
E
door~
The door on the west has the number 206 and the door on the east, 205.
~
E
floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down
the hall.
~
E
door~
The door on the west has the number 206 and the door on the east, 205.
~
S
#30209
Private Room 205~
@ -300,15 +300,15 @@ You can't tell where this leads.
door~
1 -1 30213
E
door~
The door on the west has the number 204 and the door on the east, 203 while
the door to the north has the number 201.
~
E
floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down
the hall.
~
E
door~
The door on the west has the number 204 and the door on the east, 203 while
the door to the north has the number 201.
~
S
#30212
Private Room 203~
@ -388,14 +388,14 @@ You can't tell where this leads.
door~
1 -1 30217
E
door~
The door on the west has the number 208 and the door on the east, 207.
~
E
floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down
the hall.
~
E
door~
The door on the west has the number 208 and the door on the east, 207.
~
S
#30216
Private Room 207~
@ -458,15 +458,15 @@ You can't tell where this leads.
door~
1 -1 30220
E
door~
The door on the west has the number 210 and the door on the east, 209 and the
door to the south has the number 202.
~
E
floor carpet~
This is a nice, groovy, red patterned carpet which extends all the way down
the hall.
~
E
door~
The door on the west has the number 210 and the door on the east, 209 and the
door to the south has the number 202.
~
S
#30219
Private Room 209~
@ -654,14 +654,14 @@ The trapdoor leads up... beyond that, you aren't sure where it goes.
trapdoor door~
1 -1 30233
E
trapdoor~
The trapdoor is neatly fastened with a small hook.
~
E
desk chair plush~
The desk and chairs are neatly arranged as if in preparation for an upcoming
meeting or something of the sort.
~
E
trapdoor~
The trapdoor is neatly fastened with a small hook.
~
S
#30229
Hallway~
@ -770,13 +770,13 @@ A chute leads down from this room.
~
0 -1 30235
E
chute~
The chute is rather smooth and looks to be a fun ride.
~
E
grate~
Beyond the grate you can see the attic.
~
E
chute~
The chute is rather smooth and looks to be a fun ride.
~
S
#30235
The Chute~
@ -871,13 +871,13 @@ An exit from this hellhole.
~
0 -1 30240
E
mess~
Need you ask?
~
E
hell hole hellhole~
Never seen one before?
~
E
mess~
Need you ask?
~
S
#30240
The Ghetto~
@ -897,13 +897,13 @@ A run-down house lies to the west.
~
0 -1 30239
E
house run-down~
It's in bad shape.
~
E
overturned police policemobile mobile~
It is blocking the road quite nicely. Maybe it is meant to impede passage.
~
E
house run-down~
It's in bad shape.
~
S
#30241
The Ghetto Intersection~
@ -1344,16 +1344,16 @@ The auditorium is to the north.
~
0 -1 30259
E
drab brown curtains curtain~
They are just your average, everyday, drab brown curtains.
sturdy wooden plank planks~
They are sturdy. They are wooden. They are planks.
~
E
cords cord pulley pulleys~
Hey! It can make you look like you are flying!
~
E
sturdy wooden plank planks~
They are sturdy. They are wooden. They are planks.
drab brown curtains curtain~
They are just your average, everyday, drab brown curtains.
~
S
#30262
@ -1403,13 +1403,13 @@ It's the same stairwell.
~
0 -1 30257
E
cobweb cobwebs web webs~
Don't disturb them now!
~
E
huge stone door~
The huge stone door looks very inviting.
~
E
cobweb cobwebs web webs~
Don't disturb them now!
~
S
#30265
The Grant Hall Clock~
@ -1785,10 +1785,6 @@ It is too dark to tell.
~
0 -1 30276
E
door~
This door is covered with all types of non-magical sigils.
~
E
sigils~
The sigils seem to form some strange shapes:
SSSSS
@ -1805,6 +1801,10 @@ sigils~
SSSSS
I wonder what it could be?
~
E
door~
This door is covered with all types of non-magical sigils.
~
S
#30281
A Classroom~
@ -1851,13 +1851,13 @@ You are repulsed by this exit since the exit to the east is well lit.
~
0 -1 30274
E
light~
It's nice, warm, and inviting.
~
E
dark~
Are you mad?
~
E
light~
It's nice, warm, and inviting.
~
S
#30283
The Exit~
@ -1875,13 +1875,13 @@ Back into darkness, I don't think so!
~
0 -1 30282
E
light~
It's nice, warm, and inviting.
~
E
dark~
Are you mad?
~
E
light~
It's nice, warm, and inviting.
~
S
#30284
Mob Chute A~
@ -1916,10 +1916,6 @@ This is just an exit.
~
0 -1 30106
E
door~
This door is covered with all types of non-magical sigils.
~
E
sigils~
The sigils seem to form some strange shapes:
MMM MMM OOO OOO !!
@ -1929,6 +1925,10 @@ sigils~
MM M MM OO OO OO OO
MM MM OOO OOO !!
~
E
door~
This door is covered with all types of non-magical sigils.
~
S
#30285
Mob Chute B~

View file

@ -2,6 +2,8 @@
Matrix of C.A.W.~
Campus II~
30200 30299 30 2
R 0 30200 30112 -1 (a tam)
O 1 30112 99 30200 (a tam)
M 0 30105 4 30284 (Security)
E 1 30115 99 16 (a flashlight)
M 0 30105 4 30284 (Security)
@ -32,8 +34,6 @@ M 0 30132 1 30284 (Chris)
M 0 30137 1 30284 (Alex)
M 0 30138 1 30284 (Steve)
M 0 30145 10 30284 (a copy of Golden World)
R 0 30200 30112 -1 (a tam)
O 1 30112 99 30200 (a tam)
M 0 30139 1 30245 (Bob the storekeeper)
G 1 30136 99 -1 (a pale apple)
G 1 30140 99 -1 (a can of PopCoke)

View file

@ -1,6 +1,6 @@
#4
Unknown~
Jade Forest~
trunks shaoden~
Rename~
400 499 30 2 d 0 0 0 10 25
M 0 481 1 481 (Zachary)
G 1 403 99 -1 (rawhide whip)

View file

@ -1,5 +1,5 @@
#6
Unknown~
q~
Sea of Souls~
600 699 30 2 d 0 0 0 10 25
M 0 600 1 600 (a snail)

81
power_curve.ipynb Normal file

File diff suppressed because one or more lines are too long

26
src/CMakeLists.txt Normal file
View file

@ -0,0 +1,26 @@
cmake_minimum_required(VERSION 3.27)
# Set the project name
project(circle)
# Global definitions
if(MSVC)
# using Visual Studio C++
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE)
endif()
# circle itself
file(GLOB CIRCLE_SOURCES
"*.h"
"*.c"
)
add_executable(circle ${CIRCLE_SOURCES})
if(MSVC)
target_link_libraries(circle wsock32.lib)
set_target_properties(circle PROPERTIES
VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/.."
)
endif()

View file

@ -20,8 +20,8 @@ CFLAGS = @CFLAGS@ $(MYFLAGS) $(PROFILE)
LIBS = @LIBS@ @CRYPTLIB@ @NETLIB@
SRCFILES := act.comm.c act.informative.c act.item.c act.movement.c act.offensive.c act.other.c act.social.c act.wizard.c aedit.c asciimap.c ban.c boards.c bsd-snprintf.c castle.c cedit.c class.c comm.c config.c constants.c db.c dg_comm.c dg_db_scripts.c dg_event.c dg_handler.c dg_misc.c dg_mobcmd.c dg_objcmd.c dg_olc.c dg_scripts.c dg_triggers.c dg_variables.c dg_wldcmd.c fight.c genmob.c genobj.c genolc.c genqst.c genshp.c genwld.c genzon.c graph.c handler.c hedit.c house.c ibt.c improved-edit.c interpreter.c limits.c lists.c magic.c mail.c medit.c mobact.c modify.c msgedit.c mud_event.c oasis.c oasis_copy.c oasis_delete.c oasis_list.c objsave.c oedit.c players.c prefedit.c protocol.c qedit.c quest.c random.c redit.c sedit.c shop.c spec_assign.c spec_procs.c spell_parser.c spells.c tedit.c utils.c weather.c zedit.c zmalloc.c
OBJFILES := act.comm.o act.informative.o act.item.o act.movement.o act.offensive.o act.other.o act.social.o act.wizard.o aedit.o asciimap.o ban.o boards.o bsd-snprintf.o castle.o cedit.o class.o comm.o config.o constants.o db.o dg_comm.o dg_db_scripts.o dg_event.o dg_handler.o dg_misc.o dg_mobcmd.o dg_objcmd.o dg_olc.o dg_scripts.o dg_triggers.o dg_variables.o dg_wldcmd.o fight.o genmob.o genobj.o genolc.o genqst.o genshp.o genwld.o genzon.o graph.o handler.o hedit.o house.o ibt.o improved-edit.o interpreter.o limits.o lists.o magic.o mail.o medit.o mobact.o modify.o msgedit.o mud_event.o oasis.o oasis_copy.o oasis_delete.o oasis_list.o objsave.o oedit.o players.o prefedit.o protocol.o qedit.o quest.o random.o redit.o sedit.o shop.o spec_assign.o spec_procs.o spell_parser.o spells.o tedit.o utils.o weather.o zedit.o zmalloc.o
SRCFILES := $(shell ls *.c | sort)
OBJFILES := $(patsubst %.c,%.o,$(SRCFILES))
default: all

56
src/Makefile.macOS Normal file
View file

@ -0,0 +1,56 @@
# tbaMUD Makefile.in - Makefile template used by 'configure'
# Clean-up provided by seqwith.
# C compiler to use
CC = gcc
# Any special flags you want to pass to the compiler
MYFLAGS = -Wall -Wno-char-subscripts -Wno-invalid-source-encoding -DMEMORY_DEBUG
#flags for profiling (see hacker.doc for more information)
PROFILE =
##############################################################################
# Do Not Modify Anything Below This Line (unless you know what you're doing) #
##############################################################################
BINDIR = ../bin
CFLAGS = -g -O0 $(MYFLAGS) $(PROFILE)
LIBS =
SRCFILES := $(shell ls *.c | sort)
OBJFILES := $(patsubst %.c,%.o,$(SRCFILES))
default: all
all: .accepted
$(MAKE) $(BINDIR)/circle
$(MAKE) utils
.accepted:
@./licheck less
utils: .accepted
(cd util; $(MAKE) all)
circle:
$(MAKE) $(BINDIR)/circle
$(BINDIR)/circle : $(OBJFILES)
$(CC) -o $(BINDIR)/circle $(PROFILE) $(OBJFILES) $(LIBS)
$%.o: %.c
$(CC) $< $(CFLAGS) -c -o $@
clean:
rm -f *.o depend
# Dependencies for the object files (automagically generated with
# gcc -MM)
depend:
$(CC) -MM *.c > depend
-include depend

View file

@ -51,7 +51,7 @@ static void perform_mortal_where(struct char_data *ch, char *arg);
static void print_object_location(int num, struct obj_data *obj, struct char_data *ch, int recur);
/* Subcommands */
/* For show_obj_to_char 'mode'. /-- arbitrary */
/* For show_obj_to_char 'mode'. /-- arbitrary */
#define SHOW_OBJ_LONG 0
#define SHOW_OBJ_SHORT 1
#define SHOW_OBJ_ACTION 2
@ -125,7 +125,7 @@ static void show_obj_to_char(struct obj_data *obj, struct char_data *ch, int mod
snprintf(notebuf, sizeof(notebuf), "There is something written on it:\r\n\r\n%s", obj->action_description);
page_string(ch->desc, notebuf, TRUE);
} else
send_to_char(ch, "It's blank.\r\n");
send_to_char(ch, "It's blank.\r\n");
return;
case ITEM_DRINKCON:
@ -225,14 +225,14 @@ static void diag_char_to_char(struct char_data *i, struct char_data *ch)
byte percent;
const char *text;
} diagnosis[] = {
{ 100, "is in excellent condition." },
{ 90, "has a few scratches." },
{ 75, "has some small wounds and bruises." },
{ 50, "has quite a few wounds." },
{ 30, "has some big nasty wounds and scratches." },
{ 15, "looks pretty hurt." },
{ 0, "is in awful condition." },
{ -1, "is bleeding awfully from big wounds." },
{ 100, "is in excellent condition." },
{ 90, "has a few scratches." },
{ 75, "has some small wounds and bruises." },
{ 50, "has quite a few wounds." },
{ 30, "has some big nasty wounds and scratches." },
{ 15, "looks pretty hurt." },
{ 0, "is in awful condition." },
{ -1, "is bleeding awfully from big wounds." },
};
int percent, ar_index;
const char *pers = PERS(i, ch);
@ -240,7 +240,7 @@ static void diag_char_to_char(struct char_data *i, struct char_data *ch)
if (GET_MAX_HIT(i) > 0)
percent = (100 * GET_HIT(i)) / GET_MAX_HIT(i);
else
percent = -1; /* How could MAX_HIT be < 1?? */
percent = -1; /* How could MAX_HIT be < 1?? */
for (ar_index = 0; diagnosis[ar_index].percent >= 0; ar_index++)
if (percent >= diagnosis[ar_index].percent)
@ -269,12 +269,12 @@ static void look_at_char(struct char_data *i, struct char_data *ch)
found = TRUE;
if (found) {
send_to_char(ch, "\r\n"); /* act() does capitalization. */
send_to_char(ch, "\r\n"); /* act() does capitalization. */
act("$n is using:", FALSE, i, 0, ch, TO_VICT);
for (j = 0; j < NUM_WEARS; j++)
if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) {
send_to_char(ch, "%s", wear_where[j]);
show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT);
send_to_char(ch, "%s", wear_where[j]);
show_obj_to_char(GET_EQ(i, j), ch, SHOW_OBJ_SHORT);
}
}
if (ch != i && (IS_THIEF(ch) || GET_LEVEL(ch) >= LVL_IMMORT)) {
@ -300,7 +300,7 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) {
if (IS_NPC(i))
send_to_char(ch, "[%d] ", GET_MOB_VNUM(i));
send_to_char(ch, "[%d] ", GET_MOB_VNUM(i));
if (SCRIPT(i) && TRIGGERS(SCRIPT(i))) {
if (!TRIGGERS(SCRIPT(i))->next)
send_to_char(ch, "[T%d] ", GET_TRIG_VNUM(TRIGGERS(SCRIPT(i))));
@ -312,12 +312,12 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (GROUP(i)) {
if (GROUP(i) == GROUP(ch))
send_to_char(ch, "(%s%s%s) ", CBGRN(ch, C_NRM),
GROUP_LEADER(GROUP(i)) == i ? "leader" : "group",
CCNRM(ch, C_NRM));
GROUP_LEADER(GROUP(i)) == i ? "leader" : "group",
CCNRM(ch, C_NRM));
else
send_to_char(ch, "(%s%s%s) ", CBRED(ch, C_NRM),
GROUP_LEADER(GROUP(i)) == i ? "leader" : "group",
CCNRM(ch, C_NRM));
GROUP_LEADER(GROUP(i)) == i ? "leader" : "group",
CCNRM(ch, C_NRM));
}
if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) {
@ -326,9 +326,9 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (AFF_FLAGGED(ch, AFF_DETECT_ALIGN)) {
if (IS_EVIL(i))
send_to_char(ch, "(Red Aura) ");
send_to_char(ch, "(Red Aura) ");
else if (IS_GOOD(i))
send_to_char(ch, "(Blue Aura) ");
send_to_char(ch, "(Blue Aura) ");
}
send_to_char(ch, "%s", i->player.long_descr);
@ -361,24 +361,24 @@ static void list_one_char(struct char_data *i, struct char_data *ch)
if (GET_POS(i) != POS_FIGHTING) {
if (!SITTING(i))
send_to_char(ch, "%s", positions[(int) GET_POS(i)]);
else {
furniture = SITTING(i);
send_to_char(ch, " is %s upon %s.", (GET_POS(i) == POS_SLEEPING ?
else {
furniture = SITTING(i);
send_to_char(ch, " is %s upon %s.", (GET_POS(i) == POS_SLEEPING ?
"sleeping" : (GET_POS(i) == POS_RESTING ? "resting" : "sitting")),
OBJS(furniture, ch));
}
}
} else {
if (FIGHTING(i)) {
send_to_char(ch, " is here, fighting ");
if (FIGHTING(i) == ch)
send_to_char(ch, "YOU!");
send_to_char(ch, "YOU!");
else {
if (IN_ROOM(i) == IN_ROOM(FIGHTING(i)))
send_to_char(ch, "%s!", PERS(FIGHTING(i), ch));
else
send_to_char(ch, "someone who has already left!");
if (IN_ROOM(i) == IN_ROOM(FIGHTING(i)))
send_to_char(ch, "%s!", PERS(FIGHTING(i), ch));
else
send_to_char(ch, "someone who has already left!");
}
} else /* NIL fighting pointer */
} else /* NIL fighting pointer */
send_to_char(ch, " is here struggling with thin air.");
}
@ -402,13 +402,13 @@ static void list_char_to_char(struct char_data *list, struct char_data *ch)
if (ch != i) {
/* hide npcs whose description starts with a '.' from non-holylighted people - Idea from Elaseth of TBA */
if (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT) &&
IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.')
IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.')
continue;
send_to_char(ch, "%s", CCYEL(ch, C_NRM));
if (CAN_SEE(ch, i))
list_one_char(i, ch);
else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch) &&
AFF_FLAGGED(i, AFF_INFRAVISION))
AFF_FLAGGED(i, AFF_INFRAVISION))
send_to_char(ch, "You see a pair of glowing red eyes looking your way.\r\n");
send_to_char(ch, "%s", CCNRM(ch, C_NRM));
}
@ -425,12 +425,12 @@ static void do_auto_exits(struct char_data *ch)
continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS)
continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT))
continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT))
continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
send_to_char(ch, "%s(%s)%s ", EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? CCWHT(ch, C_NRM) : CCRED(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM));
else if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN))
send_to_char(ch, "%s%s%s ", CCWHT(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM));
send_to_char(ch, "%s(%s)%s ", EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? CCWHT(ch, C_NRM) : CCRED(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM));
else if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN))
send_to_char(ch, "%s%s%s ", CCWHT(ch, C_NRM), autoexits[door], CCCYN(ch, C_NRM));
else
send_to_char(ch, "\t(%s\t) ", autoexits[door]);
slen++;
@ -443,44 +443,50 @@ ACMD(do_exits)
{
int door, len = 0;
if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) {
if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT)
{
send_to_char(ch, "You can't see a damned thing, you're blind!\r\n");
return;
}
send_to_char(ch, "Obvious exits:\r\n");
for (door = 0; door < DIR_COUNT; door++) {
for (door = 0; door < DIR_COUNT; door++)
{
if (!EXIT(ch, door) || EXIT(ch, door)->to_room == NOWHERE)
continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !CONFIG_DISP_CLOSED_DOORS)
continue;
if (EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) && !PRF_FLAGGED(ch, PRF_HOLYLIGHT))
continue;
continue;
len++;
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && !EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
send_to_char(ch, "%-5s - [%5d]%s %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room),
EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " [HIDDEN]" : "", world[EXIT(ch, door)->to_room].name);
else if (CONFIG_DISP_CLOSED_DOORS && EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) {
/* But we tell them the door is closed */
{
send_to_char(ch, "%-5s -[%5d]%s %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room),
EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? "[HIDDEN]" : "", world[EXIT(ch, door)->to_room].name);
}
else if (CONFIG_DISP_CLOSED_DOORS && EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
{
/*But we tell them the door is closed */
send_to_char(ch, "%-5s - The %s is closed%s\r\n", dirs[door],
(EXIT(ch, door)->keyword)? fname(EXIT(ch, door)->keyword) : "opening",
EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " and hidden." : ".");
}
(EXIT(ch, door)->keyword) ? fname(EXIT(ch, door)->keyword) : "opening",
EXIT_FLAGGED(EXIT(ch, door), EX_HIDDEN) ? " and hidden." : ".");
}
else
{
send_to_char(ch, "%-5s - %s\r\n", dirs[door], IS_DARK(EXIT(ch, door)->to_room) &&
!CAN_SEE_IN_DARK(ch) ? "Too dark to tell." : world[EXIT(ch, door)->to_room].name);
!CAN_SEE_IN_DARK(ch) ? "Too dark to tell." : world[EXIT(ch, door)->to_room].name);
}
}
if (!len)
send_to_char(ch, " None.\r\n");
if (!len)
send_to_char(ch, " None.\r\n");
}
void look_at_room(struct char_data *ch, int ignore_brief)
{
trig_data *t;
trig_data * t;
struct room_data *rm = &world[IN_ROOM(ch)];
room_vnum target_room;
@ -489,20 +495,22 @@ void look_at_room(struct char_data *ch, int ignore_brief)
if (!ch->desc)
return;
if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) {
if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)){
send_to_char(ch, "It is pitch black...\r\n");
return;
} else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) {
}
else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) {
send_to_char(ch, "You see nothing but infinite darkness...\r\n");
return;
}
send_to_char(ch, "%s", CCCYN(ch, C_NRM));
send_to_char(ch, "%s", CCYEL(ch, C_NRM));
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) {
char buf[MAX_STRING_LENGTH];
sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf);
send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch)));
send_to_char(ch, "%s [ %s] [ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]);
send_to_char(ch, "%s[ %s][ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]);
if (SCRIPT(rm)) {
send_to_char(ch, "[T");
@ -513,21 +521,23 @@ void look_at_room(struct char_data *ch, int ignore_brief)
}
else
send_to_char(ch, "%s", world[IN_ROOM(ch)].name);
send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM));
if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief ||
ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) {
if(!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch))
str_and_map(world[target_room].description, ch, target_room);
ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) {
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch))
str_and_map(world[target_room].description, ch, target_room);
else
send_to_char(ch, "%s", world[IN_ROOM(ch)].description);
send_to_char(ch, "%s", world[IN_ROOM(ch)].description);
}
/* autoexits */
/*autoexits */
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT))
do_auto_exits(ch);
/* now list characters & objects */
/*now list characters &objects */
list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE);
list_char_to_char(world[IN_ROOM(ch)].people, ch);
}
@ -557,35 +567,35 @@ static void look_in_obj(struct char_data *ch, char *arg)
if (!*arg)
send_to_char(ch, "Look in what?\r\n");
else if (!(bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP, ch, &dummy, &obj))) {
FIND_OBJ_EQUIP, ch, &dummy, &obj))) {
send_to_char(ch, "There doesn't seem to be %s %s here.\r\n", AN(arg), arg);
} else if ((GET_OBJ_TYPE(obj) != ITEM_DRINKCON) &&
(GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) &&
(GET_OBJ_TYPE(obj) != ITEM_CONTAINER))
(GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN) &&
(GET_OBJ_TYPE(obj) != ITEM_CONTAINER))
send_to_char(ch, "There's nothing inside that!\r\n");
else {
if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) {
if (OBJVAL_FLAGGED(obj, CONT_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || !PRF_FLAGGED(ch, PRF_NOHASSLE)))
send_to_char(ch, "It is closed.\r\n");
send_to_char(ch, "It is closed.\r\n");
else {
send_to_char(ch, "%s", fname(obj->name));
switch (bits) {
case FIND_OBJ_INV:
send_to_char(ch, " (carried): \r\n");
break;
case FIND_OBJ_ROOM:
send_to_char(ch, " (here): \r\n");
break;
case FIND_OBJ_EQUIP:
send_to_char(ch, " (used): \r\n");
break;
}
send_to_char(ch, "%s", fname(obj->name));
switch (bits) {
case FIND_OBJ_INV:
send_to_char(ch, " (carried): \r\n");
break;
case FIND_OBJ_ROOM:
send_to_char(ch, " (here): \r\n");
break;
case FIND_OBJ_EQUIP:
send_to_char(ch, " (used): \r\n");
break;
}
list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE);
list_obj_to_char(obj->contains, ch, SHOW_OBJ_SHORT, TRUE);
}
} else { /* item must be a fountain or drink container */
} else { /* item must be a fountain or drink container */
if ((GET_OBJ_VAL(obj, 1) == 0) && (GET_OBJ_VAL(obj, 0) != -1))
send_to_char(ch, "It is empty.\r\n");
send_to_char(ch, "It is empty.\r\n");
else {
if (GET_OBJ_VAL(obj, 0) < 0)
{
@ -593,14 +603,15 @@ static void look_in_obj(struct char_data *ch, char *arg)
sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2));
send_to_char(ch, "It's full of a %s liquid.\r\n", buf2);
}
else if (GET_OBJ_VAL(obj,1)>GET_OBJ_VAL(obj,0))
else if (GET_OBJ_VAL(obj,1)>GET_OBJ_VAL(obj,0))
send_to_char(ch, "Its contents seem somewhat murky.\r\n"); /* BUG */
else {
else
{
char buf2[MAX_STRING_LENGTH];
amt = (GET_OBJ_VAL(obj, 1) * 3) / GET_OBJ_VAL(obj, 0);
sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2));
send_to_char(ch, "It's %sfull of a %s liquid.\r\n", fullness[amt], buf2);
}
amt = (GET_OBJ_VAL(obj, 1) * 3) / GET_OBJ_VAL(obj, 0);
sprinttype(GET_OBJ_VAL(obj, 2), color_liquid, buf2, sizeof(buf2));
send_to_char(ch, "It's %sfull of a %s liquid.\r\n", fullness[amt], buf2);
}
}
}
}
@ -637,14 +648,14 @@ static void look_at_target(struct char_data *ch, char *arg)
}
bits = generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP |
FIND_CHAR_ROOM, ch, &found_char, &found_obj);
FIND_CHAR_ROOM, ch, &found_char, &found_obj);
/* Is the target a character? */
if (found_char != NULL) {
look_at_char(found_char, ch);
if (ch != found_char) {
if (CAN_SEE(found_char, ch))
act("$n looks at you.", TRUE, ch, 0, found_char, TO_VICT);
act("$n looks at you.", TRUE, ch, 0, found_char, TO_VICT);
act("$n looks at $N.", TRUE, ch, 0, found_char, TO_NOTVICT);
}
return;
@ -666,16 +677,16 @@ static void look_at_target(struct char_data *ch, char *arg)
for (j = 0; j < NUM_WEARS && !found; j++)
if (GET_EQ(ch, j) && CAN_SEE_OBJ(ch, GET_EQ(ch, j)))
if ((desc = find_exdesc(arg, GET_EQ(ch, j)->ex_description)) != NULL && ++i == fnum) {
send_to_char(ch, "%s", desc);
found = TRUE;
send_to_char(ch, "%s", desc);
found = TRUE;
}
/* Does the argument match an extra desc in the char's inventory? */
for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
if (CAN_SEE_OBJ(ch, obj))
if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) {
send_to_char(ch, "%s", desc);
found = TRUE;
send_to_char(ch, "%s", desc);
found = TRUE;
}
}
@ -683,8 +694,8 @@ static void look_at_target(struct char_data *ch, char *arg)
for (obj = world[IN_ROOM(ch)].contents; obj && !found; obj = obj->next_content)
if (CAN_SEE_OBJ(ch, obj))
if ((desc = find_exdesc(arg, obj->ex_description)) != NULL && ++i == fnum) {
send_to_char(ch, "%s", desc);
found = TRUE;
send_to_char(ch, "%s", desc);
found = TRUE;
}
/* If an object was found back in generic_find */
@ -714,7 +725,7 @@ ACMD(do_look)
send_to_char(ch, "You can't see a damned thing, you're blind!\r\n");
else if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)) {
send_to_char(ch, "It is pitch black...\r\n");
list_char_to_char(world[IN_ROOM(ch)].people, ch); /* glowing red eyes */
list_char_to_char(world[IN_ROOM(ch)].people, ch); /* glowing red eyes */
} else {
char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
@ -722,12 +733,12 @@ ACMD(do_look)
if (subcmd == SCMD_READ) {
if (!*arg)
send_to_char(ch, "Read what?\r\n");
send_to_char(ch, "Read what?\r\n");
else
look_at_target(ch, strcpy(tempsave, arg));
look_at_target(ch, strcpy(tempsave, arg));
return;
}
if (!*arg) /* "look" alone, without an argument at all */
if (!*arg) /* "look" alone, without an argument at all */
look_at_room(ch, 1);
else if (is_abbrev(arg, "in"))
look_in_obj(ch, arg2);
@ -767,15 +778,15 @@ ACMD(do_examine)
}
/* look_at_target() eats the number. */
look_at_target(ch, strcpy(tempsave, arg)); /* strcpy: OK */
look_at_target(ch, strcpy(tempsave, arg)); /* strcpy: OK */
generic_find(arg, FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_CHAR_ROOM |
FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object);
FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object);
if (tmp_object) {
if ((GET_OBJ_TYPE(tmp_object) == ITEM_DRINKCON) ||
(GET_OBJ_TYPE(tmp_object) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(tmp_object) == ITEM_CONTAINER)) {
(GET_OBJ_TYPE(tmp_object) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(tmp_object) == ITEM_CONTAINER)) {
send_to_char(ch, "When you look inside, you see:\r\n");
look_in_obj(ch, arg);
}
@ -807,18 +818,18 @@ ACMD(do_score)
send_to_char(ch, "\r\n");
send_to_char(ch, "You have %d(%d) hit, %d(%d) mana and %d(%d) movement points.\r\n",
GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch),
GET_MOVE(ch), GET_MAX_MOVE(ch));
GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch),
GET_MOVE(ch), GET_MAX_MOVE(ch));
send_to_char(ch, "Your armor class is %d/10, and your alignment is %d.\r\n",
compute_armor_class(ch), GET_ALIGNMENT(ch));
compute_armor_class(ch), GET_ALIGNMENT(ch));
send_to_char(ch, "You have %d exp, %d gold coins, and %d questpoints.\r\n",
GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch));
GET_EXP(ch), GET_GOLD(ch), GET_QUESTPOINTS(ch));
if (GET_LEVEL(ch) < LVL_IMMORT)
send_to_char(ch, "You need %d exp to reach your next level.\r\n",
level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch));
level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch));
send_to_char(ch, "You have earned %d quest points.\r\n", GET_QUESTPOINTS(ch));
send_to_char(ch, "You have completed %d quest%s, ",
@ -837,13 +848,13 @@ ACMD(do_score)
}
playing_time = *real_time_passed((time(0) - ch->player.time.logon) +
ch->player.time.played, 0);
ch->player.time.played, 0);
send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n",
playing_time.day, playing_time.day == 1 ? "" : "s",
playing_time.hours, playing_time.hours == 1 ? "" : "s");
send_to_char(ch, "This ranks you as %s %s (level %d).\r\n",
GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch));
GET_NAME(ch), GET_TITLE(ch), GET_LEVEL(ch));
switch (GET_POS(ch)) {
case POS_DEAD:
@ -974,8 +985,8 @@ ACMD(do_time)
weekday = ((35 * time_info.month) + day) % 7;
send_to_char(ch, "It is %d o'clock %s, on %s.\r\n",
(time_info.hours % 12 == 0) ? 12 : (time_info.hours % 12),
time_info.hours >= 12 ? "pm" : "am", weekdays[weekday]);
(time_info.hours % 12 == 0) ? 12 : (time_info.hours % 12),
time_info.hours >= 12 ? "pm" : "am", weekdays[weekday]);
/* Peter Ajamian supplied the following as a fix for a bug introduced in the
* ordinal display that caused 11, 12, and 13 to be incorrectly displayed as
@ -997,7 +1008,7 @@ ACMD(do_time)
}
}
send_to_char(ch, "The %d%s Day of the %s, Year %d.\r\n",
day, suf, month_name[time_info.month], time_info.year);
day, suf, month_name[time_info.month], time_info.year);
}
ACMD(do_weather)
@ -1012,8 +1023,8 @@ ACMD(do_weather)
if (OUTSIDE(ch))
{
send_to_char(ch, "The sky is %s and %s.\r\n", sky_look[weather_info.sky],
weather_info.change >= 0 ? "you feel a warm wind from south" :
"your foot tells you bad weather is due");
weather_info.change >= 0 ? "you feel a warm wind from south" :
"your foot tells you bad weather is due");
if (GET_LEVEL(ch) >= LVL_GOD)
send_to_char(ch, "Pressure: %d (change: %d), Sky: %d (%s)\r\n",
weather_info.pressure,
@ -1051,7 +1062,7 @@ int search_help(const char *argument, int level)
mid++;
if (strn_cmp(argument, help_table[mid].keywords, minlen) || level < help_table[mid].min_level)
break;
return (mid);
}
else if (chk > 0)
@ -1278,7 +1289,7 @@ ACMD(do_who)
GET_LEVEL(tch), CLASS_ABBR(tch),
GET_NAME(tch), (*GET_TITLE(tch) ? " " : ""), GET_TITLE(tch),
CCNRM(ch, C_SPR));
if (GET_INVIS_LEV(tch))
send_to_char(ch, " (i%d)", GET_INVIS_LEV(tch));
else if (AFF_FLAGGED(tch, AFF_INVISIBLE))
@ -1371,7 +1382,7 @@ ACMD(do_users)
host_search[0] = name_search[0] = '\0';
strcpy(buf, argument); /* strcpy: OK (sizeof: argument == buf) */
strcpy(buf, argument); /* strcpy: OK (sizeof: argument == buf) */
while (*buf) {
char buf1[MAX_INPUT_LENGTH];
@ -1381,49 +1392,49 @@ ACMD(do_users)
switch (mode) {
case 'o':
case 'k':
outlaws = 1;
playing = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break;
outlaws = 1;
playing = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break;
case 'p':
playing = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break;
playing = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break;
case 'd':
deadweight = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break;
deadweight = 1;
strcpy(buf, buf1); /* strcpy: OK (sizeof: buf1 == buf) */
break;
case 'l':
playing = 1;
half_chop(buf1, arg, buf);
sscanf(arg, "%d-%d", &low, &high);
break;
playing = 1;
half_chop(buf1, arg, buf);
sscanf(arg, "%d-%d", &low, &high);
break;
case 'n':
playing = 1;
half_chop(buf1, name_search, buf);
break;
playing = 1;
half_chop(buf1, name_search, buf);
break;
case 'h':
playing = 1;
half_chop(buf1, host_search, buf);
break;
playing = 1;
half_chop(buf1, host_search, buf);
break;
case 'c':
playing = 1;
half_chop(buf1, arg, buf);
showclass = find_class_bitvector(arg);
break;
playing = 1;
half_chop(buf1, arg, buf);
showclass = find_class_bitvector(arg);
break;
default:
send_to_char(ch, "%s", USERS_FORMAT);
return;
} /* end of switch */
send_to_char(ch, "%s", USERS_FORMAT);
return;
} /* end of switch */
} else { /* endif */
} else { /* endif */
send_to_char(ch, "%s", USERS_FORMAT);
return;
}
} /* end while (parser) */
} /* end while (parser) */
send_to_char(ch,
"Num Class Name State Idl Login\t* Site\r\n"
"--- ------- ------------ -------------- ----- -------- ------------------------\r\n");
"Num Class Name State Idl Login\t* Site\r\n"
"--- ------- ------------ -------------- ----- -------- ------------------------\r\n");
one_argument(argument, arg);
@ -1445,7 +1456,7 @@ ACMD(do_users)
if (!CAN_SEE(ch, tch) || GET_LEVEL(tch) < low || GET_LEVEL(tch) > high)
continue;
if (outlaws && !PLR_FLAGGED(tch, PLR_KILLER) &&
!PLR_FLAGGED(tch, PLR_THIEF))
!PLR_FLAGGED(tch, PLR_THIEF))
continue;
if (showclass && !(showclass & (1 << GET_CLASS(tch))))
continue;
@ -1453,11 +1464,11 @@ ACMD(do_users)
continue;
if (d->original)
sprintf(classname, "[%2d %s]", GET_LEVEL(d->original),
CLASS_ABBR(d->original));
sprintf(classname, "[%2d %s]", GET_LEVEL(d->original),
CLASS_ABBR(d->original));
else
sprintf(classname, "[%2d %s]", GET_LEVEL(d->character),
CLASS_ABBR(d->character));
sprintf(classname, "[%2d %s]", GET_LEVEL(d->character),
CLASS_ABBR(d->character));
} else
strcpy(classname, " - ");
@ -1470,15 +1481,15 @@ ACMD(do_users)
if (d->character && STATE(d) == CON_PLAYING)
sprintf(idletime, "%5d", d->character->char_specials.timer *
SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN);
SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN);
else
strcpy(idletime, " ");
sprintf(line, "%3d %-7s %-12s %-14s %-3s %-8s ", d->desc_num, classname,
d->original && d->original->player.name ? d->original->player.name :
d->character && d->character->player.name ? d->character->player.name :
"UNDEFINED",
state, idletime, timestr);
d->original && d->original->player.name ? d->original->player.name :
d->character && d->character->player.name ? d->character->player.name :
"UNDEFINED",
state, idletime, timestr);
if (*d->host)
sprintf(line + strlen(line), "[%s]\r\n", d->host);
@ -1568,23 +1579,23 @@ static void perform_mortal_where(struct char_data *ch, char *arg)
send_to_char(ch, "Players in %s\tn.\r\n--------------------\r\n", zone_table[j].name);
for (d = descriptor_list; d; d = d->next) {
if (STATE(d) != CON_PLAYING || d->character == ch)
continue;
continue;
if ((i = (d->original ? d->original : d->character)) == NULL)
continue;
continue;
if (IN_ROOM(i) == NOWHERE || !CAN_SEE(ch, i))
continue;
continue;
if (world[IN_ROOM(ch)].zone != world[IN_ROOM(i)].zone)
continue;
continue;
send_to_char(ch, "%-20s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM);
}
} else { /* print only FIRST char, not all. */
} else { /* print only FIRST char, not all. */
for (i = character_list; i; i = i->next) {
if (IN_ROOM(i) == NOWHERE || i == ch)
continue;
continue;
if (!CAN_SEE(ch, i) || world[IN_ROOM(i)].zone != world[IN_ROOM(ch)].zone)
continue;
continue;
if (!isname(arg, i->player.name))
continue;
continue;
send_to_char(ch, "%-25s%s - %s%s\r\n", GET_NAME(i), QNRM, world[IN_ROOM(i)].name, QNRM);
return;
}
@ -1593,7 +1604,7 @@ static void perform_mortal_where(struct char_data *ch, char *arg)
}
static void print_object_location(int num, struct obj_data *obj, struct char_data *ch,
int recur)
int recur)
{
if (num > 0)
send_to_char(ch, "O%3d. %-25s%s - ", num, obj->short_description, QNRM);
@ -1658,7 +1669,7 @@ static void perform_immort_where(struct char_data *ch, char *arg)
else
send_to_char(ch, "[TRIGS] ");
}
send_to_char(ch, "%s\r\n", QNRM);
send_to_char(ch, "%s\r\n", QNRM);
}
for (num = 0, k = object_list; k; k = k->next)
if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) {
@ -1727,7 +1738,7 @@ ACMD(do_levels)
for (i = min_lev; i < max_lev; i++) {
nlen = snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d-%-8d : ", (int)i,
level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1);
level_exp(GET_CLASS(ch), i), level_exp(GET_CLASS(ch), i + 1) - 1);
if (len + nlen >= sizeof(buf))
break;
len += nlen;
@ -1751,7 +1762,7 @@ ACMD(do_levels)
if (len < sizeof(buf) && max_lev == LVL_IMMORT)
snprintf(buf + len, sizeof(buf) - len, "[%2d] %8d : Immortality\r\n",
LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT));
LVL_IMMORT, level_exp(GET_CLASS(ch), LVL_IMMORT));
page_string(ch->desc, buf, TRUE);
}
@ -1939,16 +1950,17 @@ ACMD(do_toggle)
if (!GET_WIMP_LEV(ch))
strcpy(buf2, "OFF"); /* strcpy: OK */
else
sprintf(buf2, "%-3.3d", GET_WIMP_LEV(ch)); /* sprintf: OK */
snprintf(buf2, sizeof(buf2), "%-3.3d", GET_WIMP_LEV(ch)); /* thanks to Ironfist for the fix for the buffer overrun here */
if (GET_LEVEL(ch) == LVL_IMPL) {
if (GET_LEVEL(ch) == LVL_IMPL) {
send_to_char(ch,
" SlowNameserver: %-3s "
" "
" Trackthru Doors: %-3s\r\n",
" "
" Trackthru Doors: %-3s\r\n",
ONOFF(CONFIG_NS_IS_SLOW),
ONOFF(CONFIG_TRACK_T_DOORS));
ONOFF(CONFIG_NS_IS_SLOW),
ONOFF(CONFIG_TRACK_T_DOORS));
}
if (GET_LEVEL(ch) >= LVL_IMMORT) {
@ -2112,7 +2124,7 @@ ACMD(do_toggle)
for (i=0; *arg2 && *(sector_types[i]) != '\n'; i++)
if (is_abbrev(arg2, sector_types[i]))
break;
if (*(sector_types[i]) == '\n')
if (*(sector_types[i]) == '\n')
i=0;
GET_BUILDWALK_SECTOR(ch) = i;
send_to_char(ch, "Default sector type is %s\r\n", sector_types[i]);
@ -2365,9 +2377,9 @@ ACMD(do_whois)
{
CREATE(victim, struct char_data, 1);
clear_char(victim);
new_mobile_data(victim);
CREATE(victim->player_specials, struct player_special_data, 1);
if (load_char(buf, victim) > -1)

View file

@ -785,6 +785,9 @@ void name_from_drinkcon(struct obj_data *obj)
if (!obj || (GET_OBJ_TYPE(obj) != ITEM_DRINKCON && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN))
return;
if (obj->name == obj_proto[GET_OBJ_RNUM(obj)].name)
obj->name = strdup(obj_proto[GET_OBJ_RNUM(obj)].name);
liqname = drinknames[GET_OBJ_VAL(obj, 2)];
remove_from_string(obj->name, liqname);

View file

@ -461,6 +461,9 @@ int has_key(struct char_data *ch, obj_vnum key)
{
struct obj_data *o;
if (key == NOTHING)
return (0);
for (o = ch->carrying; o; o = o->next_content)
if (GET_OBJ_VNUM(o) == key)
return (1);

View file

@ -546,7 +546,6 @@ ACMD(do_split)
if (rest) {
send_to_char(ch, "%d coin%s %s not splitable, so you keep the money.\r\n",
rest, (rest == 1) ? "" : "s", (rest == 1) ? "was" : "were");
increase_gold(ch, rest);
}
} else {
send_to_char(ch, "How many coins do you wish to split with your group?\r\n");

View file

@ -557,7 +557,7 @@ void aedit_parse(struct descriptor_data * d, char *arg) {
}
if (OLC_ACTION(d)->command)
free(OLC_ACTION(d)->command);
OLC_ACTION(d)->command = strdup(arg);
OLC_ACTION(d)->command = strdup(arg);
break;
@ -566,10 +566,10 @@ void aedit_parse(struct descriptor_data * d, char *arg) {
aedit_disp_menu(d);
return;
}
if (OLC_ACTION(d)->sort_as) {
if (OLC_ACTION(d)->sort_as)
free(OLC_ACTION(d)->sort_as);
OLC_ACTION(d)->sort_as = strdup(arg);
}
OLC_ACTION(d)->sort_as = strdup(arg);
break;
case AEDIT_MIN_CHAR_POS:

View file

@ -1585,7 +1585,7 @@ static int process_output(struct descriptor_data *t)
result = write_to_descriptor(t->descriptor, osb);
if (result < 0) { /* Oops, fatal error. Bye! */
close_socket(t);
// close_socket(t); // close_socket is called after return of negative result
return (-1);
} else if (result == 0) /* Socket buffer full. Try later. */
return (0);

367
src/conf.h.macOS Normal file
View file

@ -0,0 +1,367 @@
#ifndef _CONF_H_
#define _CONF_H_
/* Define to empty if the keyword does not work. */
/* #undef const */
/* Define if you don't have vprintf but do have _doprnt. */
/* #undef HAVE_DOPRNT */
/* Define if you have <sys/wait.h> that is POSIX.1 compatible. */
#define HAVE_SYS_WAIT_H 1
/* Define if you have the vprintf function. */
#define HAVE_VPRINTF 1
/* Define to `int' if <sys/types.h> doesn't define. */
/* #undef pid_t */
/* Define as the return type of signal handlers (int or void). */
#define RETSIGTYPE void
/* Define to `unsigned' if <sys/types.h> doesn't define. */
/* #undef size_t */
/* Define if you have the ANSI C header files. */
/* #undef STDC_HEADERS */
/* Define if you can safely include both <sys/time.h> and <time.h>. */
#define TIME_WITH_SYS_TIME 1
/* Define if we're compiling CircleMUD under any type of UNIX system. */
#define CIRCLE_UNIX 1
/* Machine-specific dependencies for running on modern macOS systems 10.13+ (High Sierra)
* Updated by Victor Augusto Borges Dias de Almeida (aka Stoneheart), 26 June 2024.
*
* Tested on:
* - macOS 10.13: High Sierra - September 25, 2017 (Latest: 10.13.6)
* - macOS 10.14: Mojave - September 24, 2018 (Latest: 10.14.6)
* - macOS 10.15: Catalina - October 7, 2019 (Latest: 10.15.7)
* - macOS 11: Big Sur - November 12, 2020 (Latest: 11.7.10)
* - macOS 12: Monterey - October 25, 2021 (Latest: 12.7)
* - macOS 13: Ventura - November 7, 2022 (Latest: 13.7)
* - macOS 14: Sonoma - November 7, 2023 (Latest: 14.3)
*
* This file works on Apple Silicon Chips (M1, M2, M3) without futher configurations. */
#if defined(__APPLE__) && defined(__MACH__)
#define CIRCLE_MAC_OS 1
#endif
/* Define if the system is capable of using crypt() to encrypt. */
#define CIRCLE_CRYPT 1
/* Define if we don't have proper support for the system's crypt(). */
/* #undef HAVE_UNSAFE_CRYPT */
/* Define is the system has struct in_addr. */
#define HAVE_STRUCT_IN_ADDR 1
/* Define to `int' if <sys/socket.h> doesn't define. */
/* #undef socklen_t */
/* Define to `int' if <sys/types.h> doesn't define. */
/* #undef ssize_t */
/* Define if you have the gettimeofday function. */
#define HAVE_GETTIMEOFDAY 1
/* Define if you have the inet_addr function. */
#define HAVE_INET_ADDR 1
/* Define if you have the inet_aton function. */
#define HAVE_INET_ATON 1
/* Define if you have the select function. */
#define HAVE_SELECT 1
/* Define if you have the snprintf function. */
#define HAVE_SNPRINTF 1
/* Define if you have the strcasecmp function. */
#define HAVE_STRCASECMP 1
/* Define if you have the strdup function. */
#define HAVE_STRDUP 1
/* Define if you have the strerror function. */
#define HAVE_STRERROR 1
/* Define if you have the stricmp function. */
/* #undef HAVE_STRICMP */
/* Define if you have the strlcpy function. */
#ifndef CIRCLE_MAC_OS
#define HAVE_STRLCPY 1
#else
#define HAVE_STRLCPY 0
#endif
/* Define if you have the strncasecmp function. */
#define HAVE_STRNCASECMP 1
/* Define if you have the strnicmp function. */
/* #undef HAVE_STRNICMP */
/* Define if you have the strstr function. */
#define HAVE_STRSTR 1
/* Define if you have the vsnprintf function. */
#define HAVE_VSNPRINTF 1
/* Define if you have the <arpa/inet.h> header file. */
#define HAVE_ARPA_INET_H 1
/* Define if you have the <arpa/telnet.h> header file. */
#define HAVE_ARPA_TELNET_H 1
/* Define if you have the <assert.h> header file. */
#define HAVE_ASSERT_H 1
/* Define if you have the <crypt.h> header file. */
/* #undef HAVE_CRYPT_H */
#ifdef CIRCLE_MAC_OS
#define HAVE_CRYPT_H 1
#endif
/* Define if you have the <errno.h> header file. */
#define HAVE_ERRNO_H 1
/* Define if you have the <fcntl.h> header file. */
#define HAVE_FCNTL_H 1
/* Define if you have the <limits.h> header file. */
#define HAVE_LIMITS_H 1
/* Define if you have the <mcheck.h> header file. */
/* #undef HAVE_MCHECK_H */
#ifdef CIRCLE_MAC_OS
#define HAVE_MCHECK_H 1
#endif
/* Define if you have the <memory.h> header file. */
#define HAVE_MEMORY_H 1
/* Define if you have the <net/errno.h> header file. */
/* #undef HAVE_NET_ERRNO_H */
/* Define if you have the <netdb.h> header file. */
#define HAVE_NETDB_H 1
/* Define if you have the <netinet/in.h> header file. */
#define HAVE_NETINET_IN_H 1
/* Define if you have the <signal.h> header file. */
#define HAVE_SIGNAL_H 1
/* Define if you have the <string.h> header file. */
#define HAVE_STRING_H 1
/* Define if you have the <strings.h> header file. */
#define HAVE_STRINGS_H 1
/* Define if you have the <sys/fcntl.h> header file. */
#define HAVE_SYS_FCNTL_H 1
/* Define if you have the <sys/resource.h> header file. */
#define HAVE_SYS_RESOURCE_H 1
/* Define if you have the <sys/select.h> header file. */
#define HAVE_SYS_SELECT_H 1
/* Define if you have the <sys/socket.h> header file. */
#define HAVE_SYS_SOCKET_H 1
/* Define if you have the <sys/stat.h> header file. */
#define HAVE_SYS_STAT_H 1
/* Define if you have the <sys/time.h> header file. */
#define HAVE_SYS_TIME_H 1
/* Define if you have the <sys/types.h> header file. */
#define HAVE_SYS_TYPES_H 1
/* Define if you have the <sys/uio.h> header file. */
#define HAVE_SYS_UIO_H 1
/* Define if you have the <unistd.h> header file. */
#define HAVE_UNISTD_H 1
/* Define if you have the malloc library (-lmalloc). */
/* #undef HAVE_LIBMALLOC */
/* Check for a prototype to accept. */
/* #undef NEED_ACCEPT_PROTO */
#ifndef CIRCLE_MAC_OS
/* Check for a prototype to atoi. */
#define NEED_ATOI_PROTO
/* Check for a prototype to atol. */
#define NEED_ATOL_PROTO
#endif
/* Check for a prototype to bind. */
/* #undef NEED_BIND_PROTO */
/* Check for a prototype to bzero. */
/* #undef NEED_BZERO_PROTO */
/* Check for a prototype to chdir. */
/* #undef NEED_CHDIR_PROTO */
/* Check for a prototype to close. */
/* #undef NEED_CLOSE_PROTO */
/* Check for a prototype to crypt. */
/* #undef NEED_CRYPT_PROTO */
/* Check for a prototype to fclose. */
/* #undef NEED_FCLOSE_PROTO */
/* Check for a prototype to fcntl. */
/* #undef NEED_FCNTL_PROTO */
/* Check for a prototype to fflush. */
/* #undef NEED_FFLUSH_PROTO */
/* Check for a prototype to fprintf. */
/* #undef NEED_FPRINTF_PROTO */
/* Check for a prototype to fputc. */
/* #undef NEED_FPUTC_PROTO */
/* Check for a prototype to fputs. */
/* #undef NEED_FPUTS_PROTO */
/* Check for a prototype to fread. */
/* #undef NEED_FREAD_PROTO */
/* Check for a prototype to fscanf. */
/* #undef NEED_FSCANF_PROTO */
/* Check for a prototype to fseek. */
/* #undef NEED_FSEEK_PROTO */
/* Check for a prototype to fwrite. */
/* #undef NEED_FWRITE_PROTO */
/* Check for a prototype to getpeername. */
/* #undef NEED_GETPEERNAME_PROTO */
/* Check for a prototype to getpid. */
/* #undef NEED_GETPID_PROTO */
/* Check for a prototype to getrlimit. */
/* #undef NEED_GETRLIMIT_PROTO */
/* Check for a prototype to getsockname. */
/* #undef NEED_GETSOCKNAME_PROTO */
/* Check for a prototype to gettimeofday. */
/* #undef NEED_GETTIMEOFDAY_PROTO */
/* Check for a prototype to htonl. */
/* #undef NEED_HTONL_PROTO */
/* Check for a prototype to htons. */
/* #undef NEED_HTONS_PROTO */
/* Check for a prototype to inet_addr. */
/* #undef NEED_INET_ADDR_PROTO */
/* Check for a prototype to inet_aton. */
/* #undef NEED_INET_ATON_PROTO */
/* Check for a prototype to inet_ntoa. */
/* #undef NEED_INET_NTOA_PROTO */
/* Check for a prototype to listen. */
/* #undef NEED_LISTEN_PROTO */
/* Check for a prototype to ntohl. */
/* #undef NEED_NTOHL_PROTO */
/* Check for a prototype to perror. */
/* #undef NEED_PERROR_PROTO */
/* Check for a prototype to printf. */
/* #undef NEED_PRINTF_PROTO */
/* Check for a prototype to qsort. */
#ifndef CIRCLE_MAC_OS
#define NEED_QSORT_PROTO
#endif
/* Check for a prototype to read. */
/* #undef NEED_READ_PROTO */
/* Check for a prototype to remove. */
/* #undef NEED_REMOVE_PROTO */
/* Check for a prototype to rewind. */
/* #undef NEED_REWIND_PROTO */
/* Check for a prototype to select. */
/* #undef NEED_SELECT_PROTO */
/* Check for a prototype to setitimer. */
/* #undef NEED_SETITIMER_PROTO */
/* Check for a prototype to setrlimit. */
/* #undef NEED_SETRLIMIT_PROTO */
/* Check for a prototype to setsockopt. */
/* #undef NEED_SETSOCKOPT_PROTO */
/* Check for a prototype to snprintf. */
/* #undef NEED_SNPRINTF_PROTO */
/* Check for a prototype to socket. */
/* #undef NEED_SOCKET_PROTO */
/* Check for a prototype to sprintf. */
/* #undef NEED_SPRINTF_PROTO */
/* Check for a prototype to sscanf. */
/* #undef NEED_SSCANF_PROTO */
/* Check for a prototype to strcasecmp. */
/* #undef NEED_STRCASECMP_PROTO */
/* Check for a prototype to strdup. */
/* #undef NEED_STRDUP_PROTO */
/* Check for a prototype to strerror. */
/* #undef NEED_STRERROR_PROTO */
/* Check for a prototype to stricmp. */
#define NEED_STRICMP_PROTO
/* Check for a prototype to strlcpy. */
/* #undef NEED_STRLCPY_PROTO */
/* Check for a prototype to strncasecmp. */
/* #undef NEED_STRNCASECMP_PROTO */
/* Check for a prototype to strnicmp. */
#define NEED_STRNICMP_PROTO
/* Check for a prototype to system. */
#ifndef CIRCLE_MAC_OS
#define NEED_SYSTEM_PROTO
#endif
/* Check for a prototype to time. */
/* #undef NEED_TIME_PROTO */
/* Check for a prototype to unlink. */
/* #undef NEED_UNLINK_PROTO */
/* Check for a prototype to vsnprintf. */
/* #undef NEED_VSNPRINTF_PROTO */
/* Check for a prototype to write. */
/* #undef NEED_WRITE_PROTO */
#endif /* _CONF_H_ */

View file

@ -24,7 +24,7 @@
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience)
* Jeremy Osborne 1/28/2008 */
cpp_extern const char *tbamud_version = "tbaMUD 2021";
cpp_extern const char *tbamud_version = "tbaMUD 2025";
/* strings corresponding to ordinals/bitvectors in structs.h */
/* (Note: strings for class definitions in class.c instead of here) */

View file

@ -1091,70 +1091,85 @@ int format_script(struct descriptor_data *d)
char nsc[MAX_CMD_LENGTH], *t, line[READ_SIZE];
char *sc;
size_t len = 0, nlen = 0, llen = 0;
int indent = 0, indent_next = FALSE, found_case = FALSE, i, line_num = 0, ret;
int indent = 0, indent_next = FALSE, line_num = 0, ret, i; // Declare i here
int block_stack[READ_SIZE]; // Stack to track block types
int stack_top = -1; // Initialize stack as empty
int switch_indent[READ_SIZE]; // Array to track switch indent levels
int switch_top = -1; // Index for switch_indent array
int case_indent = 0; // Track indent for case blocks
int in_switch = 0; // Flag to indicate if we're inside a switch block
if (!d->str || !*d->str)
return FALSE;
sc = strdup(*d->str); /* we work on a copy, because of strtok() */
sc = strdup(*d->str); // Work on a copy
t = strtok(sc, "\n\r");
*nsc = '\0';
while (t) {
line_num++;
skip_spaces(&t);
if (!strn_cmp(t, "if ", 3) ||
!strn_cmp(t, "switch ", 7)) {
if (!strn_cmp(t, "switch ", 7)) {
indent_next = TRUE;
} else if (!strn_cmp(t, "while ", 6)) {
found_case = TRUE; /* so you can 'break' a loop without complains */
stack_top++;
block_stack[stack_top] = 's'; // 's' for switch
switch_top++;
switch_indent[switch_top] = indent; // Save current indent level for switch
in_switch++; // We're entering a switch block
} else if (!strn_cmp(t, "case", 4) || !strn_cmp(t, "default", 7)) {
if (in_switch > 0) { // If we're inside a switch
indent = switch_indent[switch_top] + 1; // Indent cases one level under switch
indent_next = TRUE; // Indent the next line after case
case_indent = indent; // Save indent for case block
}
} else if (!strn_cmp(t, "if ", 3) || !strn_cmp(t, "while ", 6)) {
indent_next = TRUE;
} else if (!strn_cmp(t, "end", 3) ||
!strn_cmp(t, "done", 4)) {
if (!indent) {
stack_top++;
block_stack[stack_top] = 'l'; // 'l' for loop or conditional
} else if (!strn_cmp(t, "end", 3) || !strn_cmp(t, "done", 4)) {
if (stack_top < 0) {
write_to_output(d, "Unmatched 'end' or 'done' (line %d)!\r\n", line_num);
free(sc);
return FALSE;
}
indent--;
indent_next = FALSE;
if (block_stack[stack_top] == 's') {
indent = switch_indent[switch_top]; // Reset to the exact indent level where switch was declared
switch_top--; // Decrease switch stack if ending a switch
case_indent = 0; // Reset case indent since we're leaving the switch
in_switch--; // We're leaving a switch block
} else {
indent--; // For other blocks like while
}
stack_top--;
indent_next = FALSE; // Reset for next line
} else if (!strn_cmp(t, "else", 4)) {
if (!indent) {
if (stack_top < 0 || block_stack[stack_top] != 'l') {
write_to_output(d, "Unmatched 'else' (line %d)!\r\n", line_num);
free(sc);
return FALSE;
}
indent--;
indent--; // Reduce indent for else, then increment for next statement
indent_next = TRUE;
} else if (!strn_cmp(t, "case", 4) ||
!strn_cmp(t, "default", 7)) {
if (!indent) {
write_to_output(d, "Case/default outside switch (line %d)!\r\n", line_num);
free(sc);
return FALSE;
}
if (!found_case) /* so we don't indent multiple case statements without a break */
indent_next = TRUE;
found_case = TRUE;
} else if (!strn_cmp(t, "break", 5)) {
if (!found_case || !indent ) {
write_to_output(d, "Break not in case (line %d)!\r\n", line_num);
if (stack_top < 0 || (block_stack[stack_top] != 's' && block_stack[stack_top] != 'l')) {
write_to_output(d, "Break not in case or loop (line %d)!\r\n", line_num);
free(sc);
return FALSE;
}
found_case = FALSE;
indent--;
indent = case_indent + 1; // Indent break one level deeper than case
indent_next = FALSE; // Ensure no automatic increase for next line after break
}
*line = '\0';
for (nlen = 0, i = 0;i<indent;i++) {
strncat(line, " ", sizeof(line)-1);
for (nlen = 0, i = 0; i < indent; i++) {
strncat(line, " ", sizeof(line) - strlen(line) - 1);
nlen += 2;
}
ret = snprintf(line + nlen, sizeof(line) - nlen, "%s\r\n", t);
llen = (size_t)ret;
if (ret < 0 || llen + nlen + len > d->max_str - 1 ) {
if (ret < 0 || llen + nlen + len > d->max_str - 1) {
write_to_output(d, "String too long, formatting aborted\r\n");
free(sc);
return FALSE;
@ -1169,8 +1184,8 @@ int format_script(struct descriptor_data *d)
t = strtok(NULL, "\n\r");
}
if (indent)
write_to_output(d, "Unmatched if, while or switch ignored.\r\n");
if (stack_top >= 0)
write_to_output(d, "Unmatched block statements ignored.\r\n");
free(*d->str);
*d->str = strdup(nsc);

View file

@ -2486,7 +2486,6 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
char cmd[MAX_INPUT_LENGTH], *p;
struct script_data *sc = 0;
struct cmdlist_element *temp;
unsigned long loops = 0;
void *go = NULL;
void obj_command_interpreter(obj_data *obj, char *argument);
@ -2578,8 +2577,8 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
if (process_if(p + 6, go, sc, trig, type)) {
temp->original = cl;
} else {
cl->loops = 0;
cl = temp;
loops = 0;
}
} else if (!strn_cmp("switch ", p, 7)) {
cl = find_case(trig, cl, go, sc, type, p + 7);
@ -2599,9 +2598,10 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
if (cl->original && process_if(orig_cmd + 6, go, sc, trig,
type)) {
cl = cl->original;
loops++;
cl->loops++;
GET_TRIG_LOOPS(trig)++;
if (loops == 30) {
if (cl->loops == 30) {
cl->loops = 0;
process_wait(go, trig, type, "wait 1", cl);
depth--;
return ret_val;

View file

@ -135,6 +135,7 @@ struct cmdlist_element {
char *cmd; /* one line of a trigger */
struct cmdlist_element *original;
struct cmdlist_element *next;
int loops; /* for counting number of runs in a while loop */
};
struct trig_var_data {

View file

@ -268,7 +268,7 @@ void create_world_index(int znum, const char *type)
while (get_line(oldfile, buf)) {
if (*buf == '$') {
/* The following used to add a blank line, thanks to Brian Taylor for the fix. */
fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1)-1) : "$\n"));
fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1) - strlen(buf1) - 1) : "$\n"));
break;
} else if (!found) {
sscanf(buf, "%d", &num);

View file

@ -671,12 +671,20 @@ struct char_data *get_char_num(mob_rnum nr)
/* put an object in a room */
void obj_to_room(struct obj_data *object, room_rnum room)
{
if (!object || room == NOWHERE || room > top_of_world)
if (!object || room == NOWHERE || room > top_of_world){
log("SYSERR: Illegal value(s) passed to obj_to_room. (Room #%d/%d, obj %p)",
room, top_of_world, (void *)object);
}
else {
object->next_content = world[room].contents;
world[room].contents = object;
if (world[room].contents == NULL){ // if list is empty
world[room].contents = object; // add object to list
}
else {
struct obj_data *i = world[room].contents; // define a temporary pointer
while (i->next_content != NULL) i = i->next_content; // find the first without a next_content
i->next_content = object; // add object at the end
}
object->next_content = NULL; // mostly for sanity. should do nothing.
IN_ROOM(object) = room;
object->carried_by = NULL;
if (ROOM_FLAGGED(room, ROOM_HOUSE))

View file

@ -177,6 +177,13 @@ static IBT_DATA *read_ibt( char *filename, FILE *fp )
}
break;
case 'F':
if (!str_cmp(word, "Flags")) {
fMatch = TRUE;
fread_flags(fp, ibtData->flags, 4);
}
break;
case 'I':
TXT_KEY("IdNum", id_num, fread_line(fp));
break;

View file

@ -13,6 +13,11 @@
#include <sys/types.h>
#include "protocol.h"
#ifdef _MSC_VER
#include "telnet.h"
#define alloca _alloca
#endif
/******************************************************************************
The following section is for Diku/Merc derivatives. Replace as needed.
******************************************************************************/
@ -1763,7 +1768,26 @@ static void PerformSubnegotiation( descriptor_t *apDescriptor, char aCmd, char *
Write(apDescriptor, RequestTTYPE);
}
if ( PrefixString("Mudlet", pClientName) )
if ( PrefixString("MTTS ", pClientName) )
{
pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt = atoi(pClientName+5);
if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 1)
{
pProtocol->pVariables[eMSDP_ANSI_COLORS]->ValueInt = 1;
}
if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 4)
{
pProtocol->pVariables[eMSDP_UTF_8]->ValueInt = 1;
}
if (pProtocol->pVariables[eMSDP_CLIENT_VERSION]->ValueInt & 8)
{
pProtocol->pVariables[eMSDP_XTERM_256_COLORS]->ValueInt = 1;
pProtocol->b256Support = eYES;
}
}
else if ( PrefixString("Mudlet", pClientName) )
{
/* Mudlet beta 15 and later supports 256 colours, but we can't
* identify it from the mud - everything prior to 1.1 claims

View file

@ -1276,7 +1276,7 @@ struct happyhour {
struct recent_player
{
int vnum; /* The ID number for this instance */
char name[MAX_NAME_LENGTH]; /* The char name of the player */
char name[MAX_NAME_LENGTH+1];/* The char name of the player */
bool new_player; /* Is this a new player? */
bool copyover_player; /* Is this a player that was on during the last copyover? */
time_t time; /* login time */

View file

@ -63,6 +63,24 @@
/* Do not change anything below this line. */
#if defined(__APPLE__) && defined(__MACH__)
/* Machine-specific dependencies for running on modern macOS systems 10.13+ (High Sierra)
* Updated by Victor Augusto Borges Dias de Almeida (aka Stoneheart), 26 June 2024.
*
* Tested on:
* - macOS 10.13: High Sierra (Lobo) - September 25, 2017 (Latest: 10.13.6)
* - macOS 10.14: Mojave (Liberty) - September 24, 2018 (Latest: 10.14.6)
* - macOS 10.15: Catalina (Jazz) - October 7, 2019 (Latest: 10.15.7)
* - macOS 11: Big Sur (GoldenGate) - November 12, 2020 (Latest: 11.7.10)
* - macOS 12: Monterey (Star) - October 25, 2021 (Latest: 12.7)
* - macOS 13: Ventura (Rome) - November 7, 2022 (Latest: 13.7)
* - macOS 14: Sonoma (Sunburst) - November 7, 2023 (Latest: 14.3)
*
* This file works on Apple Silicon Chips (M1, M2, M3) without futher configurations.
*/
#define CIRCLE_MAC_OS 1
#endif
/* Set up various machine-specific things based on the values determined from
* configure and conf.h. */
@ -78,7 +96,7 @@
#include <strings.h>
#endif
#if (defined (STDC_HEADERS) || defined (__GNU_LIBRARY__))
#if (defined (STDC_HEADERS) || defined (__GNU_LIBRARY__) || defined(CIRCLE_MAC_OS))
#include <stdlib.h>
#else /* No standard headers. */
@ -88,9 +106,8 @@
#endif
extern char *malloc(), *calloc(), *realloc();
extern void free ();
extern void abort (), exit ();
extern void free();
extern void abort(), exit();
#endif /* Standard headers. */
@ -150,9 +167,11 @@ extern void abort (), exit ();
#include <sys/errno.h>
#endif
#ifndef CIRCLE_MAC_OS
#ifdef HAVE_CRYPT_H
#include <crypt.h>
#endif
#endif
#ifdef TIME_WITH_SYS_TIME
# include <sys/time.h>
@ -434,9 +453,11 @@ struct in_addr {
char *strerror(int errnum);
#endif
#ifndef CIRCLE_MAC_OS
#ifdef NEED_STRLCPY_PROTO
size_t strlcpy(char *dest, const char *src, size_t copylen);
#endif
#endif
#ifdef NEED_SYSTEM_PROTO
int system(const char *string);

View file

@ -12,7 +12,6 @@
#include "conf.h"
#include "sysdep.h"
#define NOWHERE -1 /* nil reference for room-database */
/* The cardinal directions: used as index to room_data.dir_option[] */
@ -22,14 +21,17 @@
#define WEST 3
#define UP 4
#define DOWN 5
#define NORTHWEST 6
#define NORTHEAST 7
#define SOUTHEAST 8
#define SOUTHWEST 9
#define NUM_OF_DIRS 6
#define NUM_OF_DIRS 10
#define CREATE(result, type, number) do {\
if (!((result) = (type *) calloc ((number), sizeof(type))))\
{ perror("malloc failure"); abort(); } } while(0)
/* Exit info: used in room_data.dir_option.exit_info */
#define EX_ISDOOR (1 << 0) /* Exit is a door */
#define EX_CLOSED (1 << 1) /* The door is closed */
@ -45,7 +47,7 @@ typedef unsigned short int ush_int;
typedef char bool;
typedef char byte;
typedef sh_int room_num;
typedef int room_num;
typedef sh_int obj_num;
@ -133,13 +135,14 @@ struct room_data {
struct room_data *world = NULL; /* array of rooms */
int top_of_world = 0; /* ref to top element of world */
int rec_count = 0;
/* local functions */
char *fread_string(FILE * fl, char *error);
void setup_dir(FILE * fl, int room, int dir);
void index_boot(char *name);
void index_boot(int cnt, char **name);
void discrete_load(FILE * fl);
void parse_room(FILE * fl, int virtual_nr);
void parse_mobile(FILE * mob_f, int nr);
@ -150,7 +153,7 @@ void write_output(void);
char *dir_names[] =
{"North", "East", "South", "West", "Up", "Down"};
{"North", "East", "South", "West", "Up", "Down","North West","North East","South East","South West"};
/*************************************************************************
@ -160,14 +163,12 @@ char *dir_names[] =
/* body of the booting system */
int main(int argc, char **argv)
{
if (argc != 2) {
fprintf(stderr, "Usage: %s <world-file-name>\n", argv[0]);
if (argc < 2) {
fprintf(stderr, "Usage: %s <world-file-name(s)>\n", argv[0]);
exit(1);
}
index_boot(argv[1]);
log("Renumbering rooms.");
renum_world();
index_boot(argc,argv);
log("Writing output.");
write_output();
@ -176,6 +177,21 @@ int main(int argc, char **argv)
return (0);
}
/* Since the world is loaded into memory by index
* and not room number, we need to search through
* all rooms and return the correct one. This is
* used to generate door information (ie: the name)
*/
struct room_data* findRoom(int nr)
{
int i;
for (i=0;i<rec_count;i++)
if (world[i].number==nr)
return &world[i];
return NULL;
}
void write_output(void)
{
@ -184,11 +200,22 @@ void write_output(void)
char buf[128];
register int door, found;
for (i = 0; i <= top_of_world; i++) {
for (i=0;i<rec_count;i++) {
//print the record number, but no linefeed.
fprintf(stderr, "Record: %d ",i);
if (world[i].name == NULL) {
//linefeed the prior record since we're skipping this one.
log("");
//the name is blank, which means, most likely, the record is bad as well.
continue;
}
sprintf(buf, "Writing %d.html", world[i].number);
log(buf);
sprintf(buf, "%d.html", world[i].number);
//for some reason, if you use %d with sprintf it rolls over like its 16bit,
//but only if you use the buffer with fopen.
//using %ld and casting to long solves this in case someone really wants
//to use negative room numbers.
sprintf(buf, "%ld.html",(long)world[i].number);
if (!(fl = fopen(buf, "w"))) {
perror("opening output file");
exit(1);
@ -203,18 +230,22 @@ void write_output(void)
found = 0;
for (door = 0; door < NUM_OF_DIRS; door++)
if (world[i].dir_option[door] &&
world[i].dir_option[door]->to_room != NOWHERE) {
found = 1;
fprintf(fl, "<a href = \"%d.html\"> %s to %s</a> <p>\n",
world[world[i].dir_option[door]->to_room].number,
dir_names[door],
world[world[i].dir_option[door]->to_room].name);
world[i].dir_option[door]->to_room != NOWHERE) {
found = 1;
//this call gets a pointer to the room referenced by the to_room for the door.
//This fixes a lot of issues introduced with the whole 'renumbering rooms' call
//and the binary search that didn't work well.
struct room_data* to_room = findRoom(world[i].dir_option[door]->to_room);
fprintf(fl, "<a href = \"%d.html\"> %s to %s</a> <p>\n",
to_room->number,
dir_names[door],
to_room->name);
}
if (!found)
fprintf(fl, "None!");
fclose(fl);
}
}
}
/* function to count how many hash-mark delimited records exist in a file */
int count_hash_records(FILE * fl)
@ -231,19 +262,35 @@ int count_hash_records(FILE * fl)
void index_boot(char *name)
void index_boot(int cnt, char **names)
{
FILE *db_file;
int rec_count = 0;
if (!(db_file = fopen(name, "r"))) {
perror("error opening world file");
exit(1);
//throw first entry away as that is the executable.
for (int i=1;i<cnt;i++) {
if (!(db_file = fopen(names[i], "r"))) {
perror("error opening world file");
exit(1);
}
//have to loop through files twice.
//once to get total record count
//second time to load them
rec_count += count_hash_records(db_file);
fclose(db_file);
}
rec_count = count_hash_records(db_file);
sprintf(buf,"Total records: %d\n",rec_count);
log(buf);
//now that we know how many records in total
//we can create the memory structure
CREATE(world, struct room_data, rec_count);
rewind(db_file);
discrete_load(db_file);
//now loop through files and load them
for (int i=1;i<cnt;i++) {
if (!(db_file = fopen(names[i], "r"))) {
perror("error opening world file");
exit(1);
}
discrete_load(db_file);
}
}
@ -257,6 +304,9 @@ void discrete_load(FILE * fl)
fprintf(stderr, "Format error after room #%d\n", nr);
exit(1);
}
if (*line == 'T') //Toss triggers. THey currently break this util.
continue;
if (*line == '$')
return;
@ -394,22 +444,6 @@ void setup_dir(FILE * fl, int room, int dir)
}
/* resolve all vnums into rnums in the world */
void renum_world(void)
{
register int room, door;
for (room = 0; room <= top_of_world; room++)
for (door = 0; door < NUM_OF_DIRS; 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,
world[room].number);
}
/*************************************************************************
* procedures for resetting, both play-time and boot-time *
*********************************************************************** */
@ -464,32 +498,6 @@ char *fread_string(FILE * fl, char *error)
/* returns the real number of the room with given virtual number */
int real_room(int virtual, int reference)
{
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 (referenced in room %d)\n", virtual, reference);
return (-1);
}
if ((world + mid)->number > virtual)
top = mid - 1;
else
bot = mid + 1;
}
}
/* get_line reads the next non-blank line off of the input stream.
* The newline character is removed from the input. Lines which begin
* with '*' are considered to be comments.