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Renamed several functions to lower case and variable wovel to vowel. Removed oasis_delete.h and object type TRAP. --Rumble
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105 changed files with 1990 additions and 3403 deletions
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@ -1,8 +1,8 @@
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/**************************************************************************
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* File: dg_scripts.h *
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* Usage: header file for script structures and constants, and *
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* function prototypes for dg_scripts.c *
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* File: dg_scripts.h Part of tbaMUD *
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* *
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* Usage: header file for script structures, constants, and function *
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* prototypes for dg_scripts.c *
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* *
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* $Author: Mark A. Heilpern/egreen/Welcor $ *
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* $Date: 2004/10/11 12:07:00$ *
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@ -20,19 +20,16 @@
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/* spells cast by objects and rooms use this level */
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#define DG_SPELL_LEVEL 25
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/*
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* define this if you don't want wear/remove triggers to fire when
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* a player is saved.
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*/
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/* Define this if you don't want wear/remove triggers to fire when a player
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* is saved. */
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#define NO_EXTRANEOUS_TRIGGERS
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/*
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* %actor.room% behaviour :
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* Until pl 7 %actor.room% returned a room vnum.
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* Working with this number in scripts was unnecessarily hard,
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* especially in those situations one needed the id of the room,
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* the items in it, etc. As a result of this, the output
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* has been changed (as of pl 8) to a room variable.
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* This means old scripts will need a minor adjustment;
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/* %actor.room% behaviour :
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* Until pl 7 %actor.room% returned a room vnum. Working with this number in
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* scripts was unnecessarily hard, especially in those situations one needed
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* the id of the room, the items in it, etc. As a result of this, the output
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* has been changed (as of pl 8) to a room variable.i This means old scripts
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* will need a minor adjustment;
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*
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* Before:
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* if %actor.room%==3001
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@ -44,9 +41,7 @@
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* %echo% You are at the main temple.
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*
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* If you wish to continue using the old style, comment out the line below.
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*
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* Welcor
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*/
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* - Welcor */
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#define ACTOR_ROOM_IS_UID 1
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/* mob trigger types */
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@ -119,14 +114,10 @@
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#define TRIG_NEW 0 /* trigger starts from top */
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#define TRIG_RESTART 1 /* trigger restarting */
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/*
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* These are slightly off of PULSE_MOBILE so
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* everything isnt happening at the same time
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*/
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/* These are slightly off of PULSE_MOBILE so everything isnt happening at the
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* same time. */
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#define PULSE_DG_SCRIPT (13 RL_SEC)
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#define MAX_SCRIPT_DEPTH 10 /* maximum depth triggers can
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recurse into each other */
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@ -168,7 +159,6 @@ struct trig_data {
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struct trig_data *next_in_world; /* next in the global trigger list */
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};
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/* a complete script (composed of several triggers) */
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struct script_data {
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long types; /* bitvector of trigger types */
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@ -201,7 +191,6 @@ struct script_memory {
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struct script_memory *next;
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};
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/* function prototypes from dg_triggers.c */
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char *one_phrase(char *arg, char *first_arg);
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int is_substring(char *sub, char *string);
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@ -315,7 +304,6 @@ void dg_read_trigger(FILE *fp, void *proto, int type);
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void dg_obj_trigger(char *line, struct obj_data *obj);
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void assign_triggers(void *i, int type);
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/* From dg_variables.c */
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void add_var(struct trig_var_data **var_list, char *name, char *value, long id);
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int item_in_list(char *item, obj_data *list);
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@ -328,7 +316,6 @@ int text_processed(char *field, char *subfield, struct trig_var_data *vd,
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void find_replacement(void *go, struct script_data *sc, trig_data *trig,
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int type, char *var, char *field, char *subfield, char *str, size_t slen);
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/* From dg_handler.c */
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void free_var_el(struct trig_var_data *var);
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void free_varlist(struct trig_var_data *vd);
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@ -363,7 +350,6 @@ room_rnum obj_room(obj_data *obj);
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#define DG_ALLOW_GODS (1<<0)
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/* Macros for scripts */
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#define UID_CHAR '}'
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#define GET_TRIG_NAME(t) ((t)->name)
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#define GET_TRIG_RNUM(t) ((t)->nr)
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@ -377,10 +363,10 @@ room_rnum obj_room(obj_data *obj);
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#define GET_TRIG_DEPTH(t) ((t)->depth)
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#define GET_TRIG_LOOPS(t) ((t)->loops)
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/* player id's: 0 to MOB_ID_BASE - 1 */
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/* mob id's: MOB_ID_BASE to ROOM_ID_BASE - 1 */
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/* room id's: ROOM_ID_BASE to OBJ_ID_BASE - 1 */
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/* object id's: OBJ_ID_BASE and higher */
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/* player id's: 0 to MOB_ID_BASE - 1
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* mob id's: MOB_ID_BASE to ROOM_ID_BASE - 1
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* room id's: ROOM_ID_BASE to OBJ_ID_BASE - 1
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* object id's: OBJ_ID_BASE and higher */
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#define MOB_ID_BASE 50000 /* 50000 player IDNUMS should suffice */
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#define ROOM_ID_BASE 1050000 /* 1000000 Mobs */
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#define OBJ_ID_BASE 1300000 /* 250000 Rooms */
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@ -393,7 +379,6 @@ room_rnum obj_room(obj_data *obj);
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#define GET_SHORT(ch) ((ch)->player.short_descr)
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#define SCRIPT_CHECK(go, type) (SCRIPT(go) && \
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IS_SET(SCRIPT_TYPES(SCRIPT(go)), type))
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#define TRIGGER_CHECK(t, type) (IS_SET(GET_TRIG_TYPE(t), type) && \
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