Example #1
0
void free_char (CHAR_DATA *ch)
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    AFFECT_DATA *paf;
    AFFECT_DATA *paf_next;

    if (!IS_VALID(ch))
	return;

    if (IS_NPC(ch))
	mobile_count--;

    for (obj = ch->carrying; obj != NULL; obj = obj_next)
    {
	obj_next = obj->next_content;
	extract_obj(obj);
    }

    for (paf = ch->affected; paf != NULL; paf = paf_next)
    {
	paf_next = paf->next;
	affect_remove(ch,paf);
    }


    free_string(ch->name);
    free_string(ch->wkname);
    free_string(ch->real_name);
    free_string(ch->short_descr);
    free_string(ch->long_descr);
    free_string(ch->description);
    free_string(ch->hood_description);
    free_string(ch->veil_description);
    free_string(ch->wolf_description);
    free_string(ch->wound_description);
    free_string(ch->aura_description);
    free_string(ch->prompt);
    free_string(ch->prefix);
    
    free_string(ch->gtitle);
    free_string(ch->sguild_title);
    free_string(ch->tguild_title);
    free_string(ch->mtitle);
    free_string(ch->mname);
    
    
  /*  free_note  (ch->pnote); */
    free_pcdata(ch->pcdata);

    ch->next = char_free;
    char_free  = ch;

    INVALIDATE(ch);
    return;
}
Example #2
0
void free_char (CHAR_DATA *ch)
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    AFFECT_DATA *paf;
    AFFECT_DATA *paf_next;

    if (!IS_VALID(ch))
	return;

    if (IS_NPC(ch))
	mobile_count--;

    for (obj = ch->carrying; obj != NULL; obj = obj_next)
    {
	obj_next = obj->next_content;
	extract_obj(obj);
    }

    for (paf = ch->affected; paf != NULL; paf = paf_next)
    {
	paf_next = paf->next;
	affect_remove(ch,paf);
    }

    free_string(ch->name);
    free_string(ch->short_descr);
    free_string(ch->long_descr);
    free_string(ch->description);
    free_string(ch->prompt);
    free_string(ch->prefix);
/*    if ( ch->die_descr[0] != '\0')
	free_string(ch->die_descr);
    if ( ch->say_descr[0] != '\0')
	free_string(ch->say_descr);
*/
/* 24hr bug fix */
     if ( ch->die_descr != NULL && ch->die_descr[0] != '\0')
        free_string(ch->die_descr);
     if ( ch->say_descr != NULL && ch->say_descr[0] != '\0')
        free_string(ch->say_descr);

    if (ch->pcdata != NULL)
    	free_pcdata(ch->pcdata);

    ch->next = char_free;
    char_free  = ch;

    INVALIDATE(ch);
    return;
}
Example #3
0
void free_char( CHAR_DATA *ch )
{
	OBJ_DATA	*obj;
	OBJ_DATA	*obj_next;
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;
	/*~~~~~~~~~~~~~~~~~~*/

	if ( !IS_VALID(ch) )
		return;

	if ( IS_MOB(ch) )
		mobile_count--;

	ch->extracted = TRUE;
	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
		obj_next = obj->next_content;
		extract_obj_nocount( obj );
	}

	for ( paf = ch->affected; paf != NULL; paf = paf_next )
	{
		paf_next = paf->next;
		affect_remove( ch, paf );
	}

	free_string( ch->name );
	free_string( ch->short_descr );
	free_string( ch->long_descr );
	free_string( ch->description );
	free_string( ch->prompt );
	free_string( ch->prefix );
	free_string( ch->material );
	free_string( ch->in_mind );

	if ( ch->pcdata != NULL )
		free_pcdata( ch->pcdata );

	ch->next = char_free;
	char_free = ch;

	ch->extracted = FALSE;
	INVALIDATE( ch );
}
Example #4
0
void do_finger( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    FILE *fp;
    bool fOld;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Finger whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_world( ch, arg ) ) != NULL)
    {
	if (!IS_NPC(victim))
	{
	    act( "$N is on right now!", ch, NULL, victim, TO_CHAR );
	    return;
	}
    }

    victim = new_char();
    victim->pcdata = new_pcdata();
    fOld = FALSE;
    
    sprintf( buf, "%s%s", PLAYER_DIR, capitalize( arg ) );
    if ( ( fp = fopen( buf, "r" ) ) != NULL )
    {
	int iNest;

	for ( iNest = 0; iNest < MAX_NEST; iNest++ )
	    rgObjNest[iNest] = NULL;

	fOld = TRUE;
	for ( ; ; )
	{
	    char letter;
	    char *word;

	    letter = fread_letter( fp );
	    if ( letter == '*' )
	    {
		fread_to_eol( fp );
		continue;
	    }

	    if ( letter != '#' )
	    {
		bug( "Load_char_obj: # not found.", 0 );
		break;
	    }

	    word = fread_word( fp );
	    if      ( !str_cmp( word, "PLAYER" ) ) fread_char( victim, fp );
	    else if ( !str_cmp( word, "OBJECT" ) ) break;
	    else if ( !str_cmp( word, "O"      ) ) break;
	    else if ( !str_cmp( word, "PET"    ) ) break;
	    else if ( !str_cmp( word, "END"    ) ) break;
	    else
	    {
		bug( "Load_char_obj: bad section.", 0 );
		break;
	    }
	}
	fclose( fp );
    }
    if ( !fOld )
    {
	send_to_char("No player by that name exists.\n\r",ch);
	free_pcdata(victim->pcdata);
	free_char(victim);
	return;
    }
    if ( (victim->level > LEVEL_HERO) && (victim->level > ch->level) )
    {
	send_to_char("The gods wouldn't like that.\n\r",ch);
	free_pcdata(victim->pcdata);
	free_char(victim);
	return;
    }
    sprintf(buf,"%s last logged off on %s",
	victim->name, (char *) ctime(&victim->llogoff));
    send_to_char(buf,ch);
    free_pcdata(victim->pcdata);
    free_char(victim);
    return;
}