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

@@ -1,16 +1,15 @@
/* ************************************************************************
* File: players.c Part of CircleMUD *
* Usage: Player loading/saving and utility routines *
/**************************************************************************
* File: players.c Part of tbaMUD *
* Usage: Player loading/saving and utility routines. *
* *
* All rights reserved. See license.doc for complete information. *
* All rights reserved. See license for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "db.h"
@@ -47,27 +46,11 @@ int top_of_p_table = 0; /* ref to top of table */
int top_of_p_file = 0; /* ref of size of p file */
long top_idnum = 0; /* highest idnum in use */
/* external ASCII Player Files vars */
extern struct pclean_criteria_data pclean_criteria[];
/* ASCII Player Files - set this FALSE if you don't want poofin/poofout
strings saved in the pfiles
Welcor, 27/12/06 - This was bugged. The check below was #ifdef, not #if,
so poofs were saved regardless of the text. Changed to TRUE to maintain
the saved poofs, and altered to #if below.
*/
#define ASCII_SAVE_POOFS TRUE
/*************************************************************************
* stuff related to the player index *
*************************************************************************/
/* new version to build player index for ASCII Player Files */
/* generate index table for the player file */
/* New version to build player index for ASCII Player Files. Generate index
* table for the player file. */
void build_player_index(void)
{
int rec_count = 0, i;
@@ -108,12 +91,9 @@ void build_player_index(void)
top_of_p_file = top_of_p_table = i - 1;
}
/*
* Create a new entry in the in-memory index table for the player file.
* If the name already exists, by overwriting a deleted character, then
* we re-use the old position.
*/
/* Create a new entry in the in-memory index table for the player file. If the
* name already exists, by overwriting a deleted character, then we re-use the
* old position. */
int create_entry(char *name)
{
int i, pos;
@@ -132,7 +112,7 @@ int create_entry(char *name)
/* copy lowercase equivalent of name to table field */
for (i = 0; (player_table[pos].name[i] = LOWER(name[i])); i++)
/* Nothing */;
/* Nothing */;
/* clear the bitflag in case we have garbage data */
player_table[pos].flags = 0;
@@ -140,7 +120,6 @@ int create_entry(char *name)
return (pos);
}
/* This function necessary to save a seperate ASCII player index */
void save_player_index(void)
{
@@ -166,7 +145,6 @@ void save_player_index(void)
fclose(index_file);
}
void free_player_index(void)
{
int tp;
@@ -183,7 +161,6 @@ void free_player_index(void)
top_of_p_table = 0;
}
long get_ptable_by_name(const char *name)
{
int i;
@@ -195,7 +172,6 @@ long get_ptable_by_name(const char *name)
return (-1);
}
long get_id_by_name(const char *name)
{
int i;
@@ -207,7 +183,6 @@ long get_id_by_name(const char *name)
return (-1);
}
char *get_name_by_id(long id)
{
int i;
@@ -219,16 +194,11 @@ char *get_name_by_id(long id)
return (NULL);
}
/*************************************************************************
* stuff related to the save/load player system *
*************************************************************************/
/* Stuff related to the save/load player system. */
#define NUM_OF_SAVE_THROWS 5
/* new load_char reads ASCII Player Files */
/* Load a char, TRUE if loaded, FALSE if not */
/* New load_char reads ASCII Player Files. Load a char, TRUE if loaded, FALSE
* if not. */
int load_char(const char *name, struct char_data *ch)
{
int id, i;
@@ -246,8 +216,7 @@ int load_char(const char *name, struct char_data *ch)
return (-1);
}
/* character initializations */
/* initializations necessary to keep some things straight */
/* Character initializations. Necessary to keep some things straight. */
ch->affected = NULL;
for (i = 1; i <= MAX_SKILLS; i++)
GET_SKILL(ch, i) = 0;
@@ -381,10 +350,8 @@ int load_char(const char *name, struct char_data *ch)
if (!strcmp(tag, "Page")) GET_PAGE_LENGTH(ch) = atoi(line);
else if (!strcmp(tag, "Pass")) strcpy(GET_PASSWD(ch), line);
else if (!strcmp(tag, "Plyd")) ch->player.time.played = atoi(line);
#if ASCII_SAVE_POOFS
else if (!strcmp(tag, "PfIn")) POOFIN(ch) = strdup(line);
else if (!strcmp(tag, "PfOt")) POOFOUT(ch) = strdup(line);
#endif
else if (!strcmp(tag, "Pref")) PRF_FLAGS(ch) = asciiflag_conv(line);
break;
@@ -437,12 +404,8 @@ int load_char(const char *name, struct char_data *ch)
return(id);
}
/*
* write the vital data of a player to the player file
*
* And that's it! No more fudging around with the load room.
*/
/* This is the ASCII Player Files save routine */
/* Write the vital data of a player to the player file. */
/* This is the ASCII Player Files save routine. */
void save_char(struct char_data * ch)
{
FILE *fl;
@@ -454,10 +417,7 @@ void save_char(struct char_data * ch)
if (IS_NPC(ch) || GET_PFILEPOS(ch) < 0)
return;
/*
* If ch->desc is not null, then we need to update some session data
* before saving.
*/
/* If ch->desc is not null, then update session data before saving. */
if (ch->desc) {
if (ch->desc->host && *ch->desc->host) {
if (!GET_HOST(ch))
@@ -468,10 +428,7 @@ void save_char(struct char_data * ch)
}
}
/*
* We only update the time.played and time.logon if the character
* is playing.
*/
/* Only update the time.played and time.logon if the character is playing. */
if (STATE(ch->desc) == CON_PLAYING) {
ch->player.time.played += time(0) - ch->player.time.logon;
ch->player.time.logon = time(0);
@@ -485,9 +442,7 @@ void save_char(struct char_data * ch)
return;
}
/* remove affects from eq and spells (from char_to_store) */
/* Unaffect everything a character can be affected by */
/* Unaffect everything a character can be affected by. */
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i)) {
char_eq[i] = unequip_char(ch, i);
@@ -513,12 +468,9 @@ void save_char(struct char_data * ch)
tmp_aff[i].next = 0;
}
}
// save_char_vars(ch);
/*
* remove the affections so that the raw values are stored; otherwise the
* effects are doubled when the char logs back in.
*/
/* Remove the affections so that the raw values are stored; otherwise the
* effects are doubled when the char logs back in. */
while (ch->affected)
affect_remove(ch, ch->affected);
@@ -527,7 +479,6 @@ void save_char(struct char_data * ch)
log("SYSERR: WARNING: OUT OF STORE ROOM FOR AFFECTED TYPES!!!");
ch->aff_abils = ch->real_abils;
/* end char_to_store code */
if (GET_NAME(ch)) fprintf(fl, "Name: %s\n", GET_NAME(ch));
@@ -538,10 +489,8 @@ void save_char(struct char_data * ch)
strip_cr(buf);
fprintf(fl, "Desc:\n%s~\n", buf);
}
#if ASCII_SAVE_POOFS
if (POOFIN(ch)) fprintf(fl, "PfIn: %s\n", POOFIN(ch));
if (POOFOUT(ch)) fprintf(fl, "PfOt: %s\n", POOFOUT(ch));
#endif
if (GET_SEX(ch) != PFDEF_SEX) fprintf(fl, "Sex : %d\n", GET_SEX(ch));
if (GET_CLASS(ch) != PFDEF_CLASS) fprintf(fl, "Clas: %d\n", GET_CLASS(ch));
if (GET_LEVEL(ch) != PFDEF_LEVEL) fprintf(fl, "Levl: %d\n", GET_LEVEL(ch));
@@ -635,9 +584,7 @@ void save_char(struct char_data * ch)
fclose(fl);
/* more char_to_store code to restore affects */
/* add spell and eq affections back in now */
/* More char_to_store code to add spell and eq affections back in. */
for (i = 0; i < MAX_AFFECT; i++) {
if (tmp_aff[i].type)
affect_to_char(ch, &tmp_aff[i]);
@@ -654,7 +601,6 @@ void save_char(struct char_data * ch)
obj_to_char(char_eq[i], ch);
#endif
}
/* end char_to_store code */
if ((id = get_ptable_by_name(GET_NAME(ch))) < 0)
@@ -706,15 +652,10 @@ void tag_argument(char *argument, char *tag)
*wrt = '\0';
}
/*************************************************************************
* stuff related to the player file cleanup system *
*************************************************************************/
/* Stuff related to the player file cleanup system. */
/*
* remove_player() removes all files associated with a player who is
* self-deleted, deleted by an immortal, or deleted by the auto-wipe
* system (if enabled).
*/
/* remove_player() removes all files associated with a player who is self-deleted,
* deleted by an immortal, or deleted by the auto-wipe system (if enabled). */
void remove_player(int pfilepos)
{
char fname[40];
@@ -736,29 +677,21 @@ void remove_player(int pfilepos)
save_player_index();
}
void clean_pfiles(void)
{
int i, ci;
for (i = 0; i <= top_of_p_table; i++) {
/*
* We only want to go further if the player isn't protected
* from deletion and hasn't already been deleted.
*/
/* We only want to go further if the player isn't protected from deletion
* and hasn't already been deleted. */
if (!IS_SET(player_table[i].flags, PINDEX_NODELETE) &&
*player_table[i].name) {
/*
* If the player is already flagged for deletion, then go
* ahead and get rid of him.
*/
/* If the player is already flagged for deletion, then go ahead and get
* rid of him. */
if (IS_SET(player_table[i].flags, PINDEX_DELETED)) {
remove_player(i);
} else {
/*
* Now we check to see if the player has overstayed his
* welcome based on level.
*/
/* Check to see if the player has overstayed his welcome based on level. */
for (ci = 0; pclean_criteria[ci].level > -1; ci++) {
if (player_table[i].level <= pclean_criteria[ci].level &&
((time(0) - player_table[i].last) >
@@ -767,17 +700,13 @@ void clean_pfiles(void)
break;
}
}
/*
* If we got this far and the players hasn't been kicked out,
* then he can stay a little while longer.
*/
/* If we got this far and the players hasn't been kicked out, then he
* can stay a little while longer. */
}
}
}
/*
* After everything is done, we should rebuild player_index and
* remove the entries of the players that were just deleted.
*/
/* After everything is done, we should rebuild player_index and remove the
* entries of the players that were just deleted. */
}
void load_affects(FILE *fl, struct char_data *ch)
@@ -802,7 +731,6 @@ void load_affects(FILE *fl, struct char_data *ch)
} while (num != 0);
}
void load_skills(FILE *fl, struct char_data *ch)
{
int num = 0, num2 = 0;
@@ -816,7 +744,6 @@ void load_skills(FILE *fl, struct char_data *ch)
} while (num != 0);
}
void load_HMVS(struct char_data *ch, const char *line, int mode)
{
int num = 0, num2 = 0;