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

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