Renamed several functions to lower case and variable wovel to vowel. Removed oasis_delete.h and object type TRAP. --Rumble

This commit is contained in:
Rumble
2007-04-08 10:36:36 +00:00
parent 48a2738d6a
commit 4543522a7d
105 changed files with 1990 additions and 3403 deletions

View File

@@ -1,13 +1,12 @@
/************************************************************************
* Generic OLC Library - Rooms / genwld.c v1.0 *
* Original author: Levork *
* Copyright 1996 by Harvey Gilpin *
* Copyright 1997-2001 by George Greer (greerga@circlemud.org) *
************************************************************************/
/**************************************************************************
* File: genwld.c Part of tbaMUD *
* Usage: Generic OLC Library - Rooms. *
* *
* By Levork. Copyright 1996 by Harvey Gilpin, 1997-2001 by George Greer. *
**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "db.h"
@@ -23,10 +22,8 @@ extern room_rnum r_mortal_start_room;
extern room_rnum r_immort_start_room;
extern room_rnum r_frozen_start_room;
/*
* This function will copy the strings so be sure you free your own
* copies of the description, title, and such.
*/
/* This function will copy the strings so be sure you free your own copies of
* the description, title, and such. */
room_rnum add_room(struct room_data *room)
{
struct char_data *tch;
@@ -79,12 +76,9 @@ room_rnum add_room(struct room_data *room)
}
log("GenOLC: add_room: Added room %d at index #%d.", room->number, found);
/* found is equal to the array index where we added the room. */
/*
* Find what zone that room was in so we can update the loading table.
*/
/* Find what zone that room was in so we can update the loading table. */
for (i = room->zone; i <= top_of_zone_table; i++)
for (j = 0; ZCMD(i, j).command != 'S'; j++)
switch (ZCMD(i, j).command) {
@@ -107,16 +101,12 @@ room_rnum add_room(struct room_data *room)
mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: add_room: Unknown zone entry found!");
}
/*
* Update the loadroom table. Adds 1 or 0.
*/
/* Update the loadroom table. Adds 1 or 0. */
r_mortal_start_room += (r_mortal_start_room >= found);
r_immort_start_room += (r_immort_start_room >= found);
r_frozen_start_room += (r_frozen_start_room >= found);
/*
* Update world exits.
*/
/* Update world exits. */
i = top_of_world + 1;
do {
i--;
@@ -127,14 +117,10 @@ room_rnum add_room(struct room_data *room)
add_to_save_list(zone_table[room->zone].number, SL_WLD);
/*
* Return what array entry we placed the new room in.
*/
/* Return what array entry we placed the new room in. */
return found;
}
/* -------------------------------------------------------------------------- */
int delete_room(room_rnum rnum)
{
room_rnum i;
@@ -166,10 +152,8 @@ int delete_room(room_rnum rnum)
r_frozen_start_room = 0; /* The Void */
}
/*
* Dump the contents of this room into the Void. We could also just
* extract the people, mobs, and objects here.
*/
/* Dump the contents of this room into the Void. We could also just extract
* the people, mobs, and objects here. */
for (obj = world[rnum].contents; obj; obj = next_obj) {
next_obj = obj->next_content;
obj_from_room(obj);
@@ -186,10 +170,8 @@ int delete_room(room_rnum rnum)
extract_script(room, WLD_TRIGGER);
free_proto_script(room, WLD_TRIGGER);
/*
* Change any exit going to this room to go the void.
* Also fix all the exits pointing to rooms above this.
*/
/* Change any exit going to this room to go the void. Also fix all the exits
* pointing to rooms above this. */
i = top_of_world + 1;
do {
i--;
@@ -216,9 +198,7 @@ int delete_room(room_rnum rnum)
}
} while (i > 0);
/*
* Find what zone that room was in so we can update the loading table.
*/
/* Find what zone that room was in so we can update the loading table. */
for (i = 0; i <= top_of_zone_table; i++)
for (j = 0; ZCMD(i , j).command != 'S'; j++)
switch (ZCMD(i, j).command) {
@@ -247,18 +227,14 @@ int delete_room(room_rnum rnum)
mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: delete_room: Unknown zone entry found!");
}
/*
* Remove this room from all shop lists.
*/
/* Remove this room from all shop lists. */
for (i = 0;i < top_shop;i++) {
for (j = 0;SHOP_ROOM(i, j) != NOWHERE;j++) {
if (SHOP_ROOM(i, j) == world[rnum].number)
SHOP_ROOM(i, j) = 0; /* set to the void */
}
}
/*
* Now we actually move the rooms down.
*/
/* Now we actually move the rooms down. */
for (i = rnum; i < top_of_world; i++) {
world[i] = world[i + 1];
update_wait_events(&world[i], &world[i+1]);
@@ -276,7 +252,6 @@ int delete_room(room_rnum rnum)
return TRUE;
}
int save_rooms(zone_rnum rzone)
{
int i;
@@ -313,15 +288,11 @@ int save_rooms(zone_rnum rzone)
room = (world + rnum);
/*
* Copy the description and strip off trailing newlines.
*/
/* Copy the description and strip off trailing newlines. */
strncpy(buf, room->description ? room->description : "Empty room.", sizeof(buf)-1 );
strip_cr(buf);
/*
* Save the numeric and string section of the file.
*/
/* Save the numeric and string section of the file. */
sprintascii(bit, room->room_flags);
fprintf(sf, "#%d\n"
"%s%c\n"
@@ -333,9 +304,7 @@ int save_rooms(zone_rnum rzone)
zone_table[room->zone].number, bit, room->sector_type
);
/*
* Now you write out the exits for the room.
*/
/* Now you write out the exits for the room. */
for (j = 0; j < NUM_OF_DIRS; j++) {
if (R_EXIT(room, j)) {
int dflag;
@@ -345,9 +314,7 @@ int save_rooms(zone_rnum rzone)
} else
*buf = '\0';
/*
* Figure out door flag.
*/
/* Figure out door flag. */
if (IS_SET(R_EXIT(room, j)->exit_info, EX_ISDOOR)) {
if (IS_SET(R_EXIT(room, j)->exit_info, EX_PICKPROOF))
dflag = 2;
@@ -361,9 +328,7 @@ int save_rooms(zone_rnum rzone)
else
*buf1 = '\0';
/*
* Now write the exit to the file.
*/
/* Now write the exit to the file. */
fprintf(sf, "D%d\n"
"%s~\n"
"%s~\n"
@@ -390,9 +355,7 @@ int save_rooms(zone_rnum rzone)
}
}
/*
* Write the final line and close it.
*/
/* Write the final line and close it. */
fprintf(sf, "$~\n");
fclose(sf);
@@ -413,17 +376,14 @@ int copy_room(struct room_data *to, struct room_data *from)
*to = *from;
copy_room_strings(to, from);
/* Don't put people and objects in two locations.
Am thinking this shouldn't be done here... */
/* Don't put people and objects in two locations. Should this be done here? */
from->people = NULL;
from->contents = NULL;
return TRUE;
}
/*
* Idea by: Cris Jacobin <jacobin@bellatlantic.net>
*/
/* Idea by Cris Jacob. */
room_rnum duplicate_room(room_vnum dest_vnum, room_rnum orig)
{
int new_rnum, znum;
@@ -441,9 +401,7 @@ room_rnum duplicate_room(room_vnum dest_vnum, room_rnum orig)
return NOWHERE;
}
/*
* add_room will make its own copies of strings.
*/
/* add_room will make its own copies of strings. */
if ((new_rnum = add_room(&nroom)) == NOWHERE) {
log("SYSERR: GenOLC: copy_room: Problem adding room.");
return NOWHERE;
@@ -453,21 +411,17 @@ room_rnum duplicate_room(room_vnum dest_vnum, room_rnum orig)
nroom.number = dest_vnum;
nroom.zone = znum;
/* So the people and objects aren't in two places at once... */
/* So the people and objects aren't in two places at once. */
nroom.contents = NULL;
nroom.people = NULL;
return new_rnum;
}
/* -------------------------------------------------------------------------- */
/*
* Copy strings over so bad things don't happen. We do not free the
* existing strings here because copy_room() did a shallow copy previously
* and we'd be freeing the very strings we're copying. If this function
* is used elsewhere, be sure to free_room_strings() the 'dest' room first.
*/
/* Copy strings over so bad things don't happen. We do not free the existing
* strings here because copy_room() did a shallow copy previously and we'd be
* freeing the very strings we're copying. If this function is used elsewhere,
* be sure to free_room_strings() the 'dest' room first. */
int copy_room_strings(struct room_data *dest, struct room_data *source)
{
int i;