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Added send_cannot_edit, removed LVL_FREEZE, and fixed fight_messages. --Rumble
This commit is contained in:
parent
f2bb44ceb1
commit
42377c319a
37 changed files with 6212 additions and 7018 deletions
239
src/structs.h
239
src/structs.h
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@ -1,41 +1,29 @@
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/* ************************************************************************
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* File: structs.h Part of CircleMUD *
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* Usage: header file for central structures and contstants *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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/*
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* Intended use of this macro is to allow external packages to work with
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* a variety of CircleMUD versions without modifications. For instance,
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* an IS_CORPSE() macro was introduced in pl13. Any future code add-ons
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* could take into account the CircleMUD version and supply their own
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* definition for the macro if used on an older version of CircleMUD.
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* You are supposed to compare this with the macro CIRCLEMUD_VERSION()
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* in utils.h. See there for usage.
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*/
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/* Intended use of this macro is to allow external packages to work with a
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* variety of CircleMUD versions without modifications. For instance, an
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* IS_CORPSE() macro was introduced in pl13. Any future code add-ons could
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* take into account the CircleMUD version and supply their own definition for
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* the macro if used on an older version of CircleMUD. You are supposed to
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* compare this with the macro CIRCLEMUD_VERSION() in utils.h. */
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#define _CIRCLEMUD 0x030520 /* Major/Minor/Patchlevel - MMmmPP */
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/*
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* If you want equipment to be automatically equipped to the same place
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* it was when players rented, set the define below to 1.
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*/
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/* If you want equipment to be automatically equipped to the same place
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* it was when players rented, set the define below to 1. */
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#define USE_AUTOEQ 1 /* TRUE/FALSE aren't defined yet. */
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/* preamble *************************************************************/
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/*
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* As of bpl20, it should be safe to use unsigned data types for the
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* various virtual and real number data types. There really isn't a
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* reason to use signed anymore so use the unsigned types and get
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* 65,535 objects instead of 32,768.
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*
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* NOTE: This will likely be unconditionally unsigned later.
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*/
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/* preamble */
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/* As of bpl20, it should be safe to use unsigned data types for the various
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* virtual and real number data types. There really isn't a reason to use
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* signed anymore so use the unsigned types and get 65,535 objects instead of
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* 32,768. NOTE: This will likely be unconditionally unsigned later. */
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#define CIRCLE_UNSIGNED_INDEX 1 /* 0 = signed, 1 = unsigned */
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#if CIRCLE_UNSIGNED_INDEX
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@ -53,10 +41,7 @@
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#define SPECIAL(name) \
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int (name)(struct char_data *ch, void *me, int cmd, char *argument)
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/* room-related defines *************************************************/
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/* room-related defines */
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/* The cardinal directions: used as index to room_data.dir_option[] */
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#define NORTH 0
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#define EAST 1
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@ -65,7 +50,6 @@
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#define UP 4
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#define DOWN 5
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/* Room flags: used in room_data.room_flags */
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/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
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#define ROOM_DARK (1 << 0) /* Dark */
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@ -85,14 +69,12 @@
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#define ROOM_OLC (1 << 14) /* (R) Modifyable/!compress */
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#define ROOM_BFS_MARK (1 << 15) /* (R) breath-first srch mrk */
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/* Exit info: used in room_data.dir_option.exit_info */
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#define EX_ISDOOR (1 << 0) /* Exit is a door */
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#define EX_CLOSED (1 << 1) /* The door is closed */
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#define EX_LOCKED (1 << 2) /* The door is locked */
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#define EX_PICKPROOF (1 << 3) /* Lock can't be picked */
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/* Sector types: used in room_data.sector_type */
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#define SECT_INSIDE 0 /* Indoors */
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#define SECT_CITY 1 /* In a city */
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@ -105,10 +87,7 @@
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#define SECT_FLYING 8 /* Wheee! */
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#define SECT_UNDERWATER 9 /* Underwater */
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/* char and mob-related defines *****************************************/
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/* char and mob-related defines */
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/* PC classes */
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#define CLASS_UNDEFINED (-1)
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#define CLASS_MAGIC_USER 0
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@ -126,13 +105,11 @@
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#define CLASS_DRAGON 4
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#define CLASS_GIANT 5
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/* Sex */
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#define SEX_NEUTRAL 0
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#define SEX_MALE 1
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#define SEX_FEMALE 2
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/* Positions */
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#define POS_DEAD 0 /* dead */
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#define POS_MORTALLYW 1 /* mortally wounded */
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@ -144,7 +121,6 @@
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#define POS_FIGHTING 7 /* fighting */
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#define POS_STANDING 8 /* standing */
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/* Player flags: used by char_data.char_specials.act */
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#define PLR_KILLER (1 << 0) /* Player is a player-killer */
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#define PLR_THIEF (1 << 1) /* Player is a player-thief */
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@ -164,7 +140,6 @@
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#define PLR_CRYO (1 << 15) /* Player is cryo-saved (purge prog) */
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#define PLR_NOTDEADYET (1 << 16) /* (R) Player being extracted. */
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/* Mobile flags: used by char_data.char_specials.act */
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#define MOB_SPEC (1 << 0) /* Mob has a callable spec-proc */
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#define MOB_SENTINEL (1 << 1) /* Mob should not move */
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@ -186,7 +161,6 @@
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#define MOB_NOBLIND (1 << 17) /* Mob can't be blinded */
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#define MOB_NOTDEADYET (1 << 18) /* (R) Mob being extracted. */
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/* Preference flags: used by char_data.player_specials.pref */
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#define PRF_BRIEF (1 << 0) /* Room descs won't normally be shown */
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#define PRF_COMPACT (1 << 1) /* No extra CRLF pair before prompts */
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@ -245,7 +219,6 @@
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#define AFF_UNUSED20 (1 << 20) /* Room for future expansion */
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#define AFF_CHARM (1 << 21) /* Char is charmed */
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/* Modes of connectedness: used by descriptor_data.state */
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#define CON_PLAYING 0 /* Playing - Nominal state */
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#define CON_CLOSE 1 /* User disconnect, remove character. */
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@ -300,10 +273,7 @@
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#define NUM_WEARS 18 /* This must be the # of eq positions!! */
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/* object-related defines ********************************************/
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/* object-related defines */
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/* Item types: used by obj_data.obj_flags.type_flag */
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#define ITEM_LIGHT 1 /* Item is a light source */
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#define ITEM_SCROLL 2 /* Item is a scroll */
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@ -329,7 +299,6 @@
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#define ITEM_BOAT 22 /* Item is a boat */
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#define ITEM_FOUNTAIN 23 /* Item is a fountain */
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/* Take/Wear flags: used by obj_data.obj_flags.wear_flags */
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#define ITEM_WEAR_TAKE (1 << 0) /* Item can be taken */
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#define ITEM_WEAR_FINGER (1 << 1) /* Can be worn on finger */
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@ -347,7 +316,6 @@
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#define ITEM_WEAR_WIELD (1 << 13) /* Can be wielded */
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#define ITEM_WEAR_HOLD (1 << 14) /* Can be held */
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/* Extra object flags: used by obj_data.obj_flags.extra_flags */
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#define ITEM_GLOW (1 << 0) /* Item is glowing */
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#define ITEM_HUM (1 << 1) /* Item is humming */
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@ -367,7 +335,6 @@
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#define ITEM_ANTI_WARRIOR (1 << 15) /* Not usable by warriors */
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#define ITEM_NOSELL (1 << 16) /* Shopkeepers won't touch it */
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/* Modifier constants used with obj affects ('A' fields) */
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#define APPLY_NONE 0 /* No effect */
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#define APPLY_STR 1 /* Apply to strength */
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@ -395,14 +362,12 @@
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#define APPLY_SAVING_BREATH 23 /* Apply to save throw: breath */
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#define APPLY_SAVING_SPELL 24 /* Apply to save throw: spells */
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/* Container flags - value[1] */
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#define CONT_CLOSEABLE (1 << 0) /* Container can be closed */
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#define CONT_PICKPROOF (1 << 1) /* Container is pickproof */
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#define CONT_CLOSED (1 << 2) /* Container is closed */
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#define CONT_LOCKED (1 << 3) /* Container is locked */
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/* Some different kind of liquids for use in values of drink containers */
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#define LIQ_WATER 0
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#define LIQ_BEER 1
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@ -421,30 +386,24 @@
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#define LIQ_SALTWATER 14
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#define LIQ_CLEARWATER 15
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/* other miscellaneous defines *******************************************/
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/* other miscellaneous defines */
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/* Player conditions */
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#define DRUNK 0
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#define HUNGER 1
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#define THIRST 2
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/* Sun state for weather_data */
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#define SUN_DARK 0
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#define SUN_RISE 1
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#define SUN_LIGHT 2
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#define SUN_SET 3
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/* Sky conditions for weather_data */
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#define SKY_CLOUDLESS 0
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#define SKY_CLOUDY 1
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#define SKY_RAINING 2
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#define SKY_LIGHTNING 3
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/* Rent codes */
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#define RENT_UNDEF 0
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#define RENT_CRASH 1
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#define RENT_FORCED 4
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#define RENT_TIMEDOUT 5
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/* other #defined constants **********************************************/
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/*
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* **DO**NOT** blindly change the number of levels in your MUD merely by
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/* other #defined constants */
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/* **DO**NOT** blindly change the number of levels in your MUD merely by
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* changing these numbers and without changing the rest of the code to match.
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* Other changes throughout the code are required. See coding.doc for
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* details.
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* Other changes throughout the code are required. See coding.doc for details.
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*
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* LVL_IMPL should always be the HIGHEST possible immortal level, and
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* LVL_IMMORT should always be the LOWEST immortal level. The number of
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* mortal levels will always be LVL_IMMORT - 1.
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*/
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* mortal levels will always be LVL_IMMORT - 1. */
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#define LVL_IMPL 34
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#define LVL_GRGOD 33
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#define LVL_GOD 32
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/* Builders that have access to the saveall command */
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#define LVL_BUILDER LVL_IMMORT
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/* Level of the 'freeze' command */
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#define LVL_FREEZE LVL_GRGOD
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#define NUM_OF_DIRS 6 /* number of directions in a room (nsewud) */
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#define MAGIC_NUMBER (0x06) /* Arbitrary number that won't be in a string */
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/*
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* OPT_USEC determines how many commands will be processed by the MUD per
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/* OPT_USEC determines how many commands will be processed by the MUD per
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* second and how frequently it does socket I/O. A low setting will cause
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* actions to be executed more frequently but will increase overhead due to
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* more cycling to check. A high setting (e.g. 1 Hz) may upset your players
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* as actions (such as large speedwalking chains) take longer to be executed.
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* You shouldn't need to adjust this.
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*/
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* You shouldn't need to adjust this. */
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#define OPT_USEC 100000 /* 10 passes per second */
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#define PASSES_PER_SEC (1000000 / OPT_USEC)
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#define RL_SEC * PASSES_PER_SEC
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@ -532,10 +481,7 @@
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/* define the largest set of commands for a trigger */
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#define MAX_CMD_LENGTH 16384 /* 16k should be plenty and then some */
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/**********************************************************************
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* Structures *
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**********************************************************************/
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/* Structures */
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typedef signed char sbyte;
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typedef unsigned char ubyte;
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typedef signed short int sh_int;
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@ -564,15 +510,10 @@ typedef IDXTYPE zone_rnum;
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typedef IDXTYPE shop_rnum;
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typedef IDXTYPE trig_rnum;
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/*
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* Bitvector type for 32 bit unsigned long bitvectors.
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* 'unsigned long long' will give you at least 64 bits if you have GCC.
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*
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* Since we don't want to break the pfiles, you'll have to search throughout
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* the code for "bitvector_t" and change them yourself if you'd like this
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* extra flexibility.
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*/
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/* Bitvector type for 32 bit unsigned long bitvectors. 'unsigned long long'
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* will give you at least 64 bits if you have GCC. You'll have to search
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* throughout the code for "bitvector_t" and change them yourself if you'd
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* like this extra flexibility. */
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typedef unsigned long int bitvector_t;
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/* Extra description: used in objects, mobiles, and rooms */
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@ -582,9 +523,7 @@ struct extra_descr_data {
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struct extra_descr_data *next; /* Next in list */
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};
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/* object-related structures ******************************************/
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/* object-related structures */
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#define NUM_OBJ_VAL_POSITIONS 4
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/* object flags; used in obj_data */
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struct obj_flag_data {
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@ -600,15 +539,13 @@ struct obj_flag_data {
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long /*bitvector_t*/ bitvector; /* To set chars bits */
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};
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/* Used in obj_file_elem *DO*NOT*CHANGE* */
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struct obj_affected_type {
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byte location; /* Which ability to change (APPLY_XXX) */
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sbyte modifier; /* How much it changes by */
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};
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/* ================== Memory Structure for Objects ================== */
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/* Memory Structure for Objects */
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struct obj_data {
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obj_rnum item_number; /* Where in data-base */
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room_rnum in_room; /* In what room -1 when conta/carr */
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@ -635,11 +572,8 @@ struct obj_data {
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struct obj_data *next_content; /* For 'contains' lists */
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struct obj_data *next; /* For the object list */
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};
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/* ======================================================================= */
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/* ====================== File Element for Objects ======================= */
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/* BEWARE: Changing it will ruin rent files */
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/* File Element for Objects BEWARE: Changing it will ruin rent files */
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struct obj_file_elem {
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obj_vnum item_number;
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@ -654,7 +588,6 @@ struct obj_file_elem {
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struct obj_affected_type affected[MAX_OBJ_AFFECT];
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};
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/* header block for rent files. BEWARE: Changing it will ruin rent files */
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struct rent_info {
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int time;
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@ -672,14 +605,10 @@ struct rent_info {
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int spare6;
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int spare7;
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};
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/* ======================================================================= */
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|
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/* room-related structures ************************************************/
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/* room-related structures */
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struct room_direction_data {
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char *general_description; /* When look DIR. */
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char *general_description; /* When look DIR. */
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char *keyword; /* for open/close */
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@ -688,8 +617,7 @@ struct room_direction_data {
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room_rnum to_room; /* Where direction leads (NOWHERE) */
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};
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/* ================== Memory Structure for room ======================= */
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/* Memory Structure for room */
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struct room_data {
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room_vnum number; /* Rooms number (vnum) */
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zone_rnum zone; /* Room zone (for resetting) */
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@ -709,12 +637,8 @@ struct room_data {
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struct obj_data *contents; /* List of items in room */
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struct char_data *people; /* List of NPC / PC in room */
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};
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/* ====================================================================== */
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/* char-related structures ************************************************/
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/* char-related structures */
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/* memory structure for characters */
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struct memory_rec_struct {
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long id;
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|
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@ -723,15 +647,13 @@ struct memory_rec_struct {
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typedef struct memory_rec_struct memory_rec;
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/* This structure is purely intended to be an easy way to transfer */
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/* and return information about time (real or mudwise). */
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/* This structure is purely intended to be an easy way to transfer and return
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* information about time (real or mudwise). */
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struct time_info_data {
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int hours, day, month;
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sh_int year;
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};
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|
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/* These data contain information about a players time data */
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struct time_data {
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time_t birth; /* This represents the characters age */
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@ -739,10 +661,9 @@ struct time_data {
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int played; /* This is the total accumulated time played in secs */
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};
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/* The pclean_criteria_data is set up in config.c and used in db.c to
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determine the conditions which will cause a player character to be
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deleted from disk if the automagic pwipe system is enabled (see config.c).
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*/
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/* The pclean_criteria_data is set up in config.c and used in db.c to determine
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* the conditions which will cause a player character to be deleted from disk
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* if the automagic pwipe system is enabled (see config.c). */
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struct pclean_criteria_data {
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int level; /* max level for this time limit */
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int days; /* time limit in days */
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@ -765,7 +686,6 @@ struct char_player_data {
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ubyte height; /* PC / NPC's height */
|
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};
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/* Char's abilities. */
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struct char_ability_data {
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sbyte str;
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@ -777,7 +697,6 @@ struct char_ability_data {
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sbyte cha;
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};
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/* Char's points. */
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struct char_point_data {
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sh_int mana;
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|
|
@ -796,11 +715,8 @@ struct char_point_data {
|
|||
sbyte damroll; /* Any bonus or penalty to the damage roll */
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* char_special_data_saved: specials which both a PC and an NPC have in
|
||||
* common, but which must be saved to the players file for PC's.
|
||||
*/
|
||||
/* char_special_data_saved: specials which both a PC and an NPC have in
|
||||
* common, but which must be saved to the players file for PC's. */
|
||||
struct char_special_data_saved {
|
||||
int alignment; /* +-1000 for alignments */
|
||||
long idnum; /* player's idnum; -1 for mobiles */
|
||||
|
|
@ -811,7 +727,6 @@ struct char_special_data_saved {
|
|||
sh_int apply_saving_throw[5]; /* Saving throw (Bonuses) */
|
||||
};
|
||||
|
||||
|
||||
/* Special playing constants shared by PCs and NPCs which aren't in pfile */
|
||||
struct char_special_data {
|
||||
struct char_data *fighting; /* Opponent */
|
||||
|
|
@ -843,11 +758,9 @@ struct player_special_data_saved {
|
|||
int olc_zone;
|
||||
};
|
||||
|
||||
/*
|
||||
* Specials needed only by PCs, not NPCs. Space for this structure is
|
||||
/* Specials needed only by PCs, not NPCs. Space for this structure is
|
||||
* not allocated in memory for NPCs, but it is for PCs and the portion
|
||||
* of it labelled 'saved' is saved in the players file.
|
||||
*/
|
||||
* of it labelled 'saved' is saved in the players file. */
|
||||
struct player_special_data {
|
||||
struct player_special_data_saved saved;
|
||||
|
||||
|
|
@ -860,7 +773,6 @@ struct player_special_data {
|
|||
char *host; /* player host */
|
||||
};
|
||||
|
||||
|
||||
/* Specials used by NPCs, not PCs */
|
||||
struct mob_special_data {
|
||||
memory_rec *memory; /* List of attackers to remember */
|
||||
|
|
@ -870,7 +782,6 @@ struct mob_special_data {
|
|||
byte damsizedice; /* The size of the damage dice's */
|
||||
};
|
||||
|
||||
|
||||
/* An affect structure. */
|
||||
struct affected_type {
|
||||
sh_int type; /* The type of spell that caused this */
|
||||
|
|
@ -882,15 +793,13 @@ struct affected_type {
|
|||
struct affected_type *next;
|
||||
};
|
||||
|
||||
|
||||
/* Structure used for chars following other chars */
|
||||
struct follow_type {
|
||||
struct char_data *follower;
|
||||
struct follow_type *next;
|
||||
};
|
||||
|
||||
|
||||
/* ================== Structure for player/non-player ===================== */
|
||||
/* Structure for player/non-player */
|
||||
struct char_data {
|
||||
int pfilepos; /* playerfile pos */
|
||||
mob_rnum nr; /* Mob's rnum */
|
||||
|
|
@ -926,17 +835,14 @@ struct char_data {
|
|||
|
||||
long pref; /* unique session id */
|
||||
};
|
||||
/* ====================================================================== */
|
||||
|
||||
/* descriptor-related structures ******************************************/
|
||||
|
||||
/* descriptor-related structures */
|
||||
struct txt_block {
|
||||
char *text;
|
||||
int aliased;
|
||||
struct txt_block *next;
|
||||
};
|
||||
|
||||
|
||||
struct txt_q {
|
||||
struct txt_block *head;
|
||||
struct txt_block *tail;
|
||||
|
|
@ -978,9 +884,7 @@ struct descriptor_data {
|
|||
struct oasis_olc_data *olc; /* OLC info */
|
||||
};
|
||||
|
||||
|
||||
/* other miscellaneous structures ***************************************/
|
||||
|
||||
/* other miscellaneous structures */
|
||||
struct msg_type {
|
||||
char *attacker_msg; /* message to attacker */
|
||||
char *victim_msg; /* message to victim */
|
||||
|
|
@ -1047,14 +951,12 @@ struct dex_skill_type {
|
|||
sh_int hide;
|
||||
};
|
||||
|
||||
|
||||
struct dex_app_type {
|
||||
sh_int reaction;
|
||||
sh_int miss_att;
|
||||
sh_int defensive;
|
||||
};
|
||||
|
||||
|
||||
struct str_app_type {
|
||||
sh_int tohit; /* To Hit (THAC0) Bonus/Penalty */
|
||||
sh_int todam; /* Damage Bonus/Penalty */
|
||||
|
|
@ -1062,23 +964,19 @@ struct str_app_type {
|
|||
sh_int wield_w; /* Maximum weight that can be wielded */
|
||||
};
|
||||
|
||||
|
||||
struct wis_app_type {
|
||||
byte bonus; /* how many practices player gains per lev */
|
||||
};
|
||||
|
||||
|
||||
struct int_app_type {
|
||||
byte learn; /* how many % a player learns a spell/skill */
|
||||
};
|
||||
|
||||
|
||||
struct con_app_type {
|
||||
sh_int hitp;
|
||||
sh_int shock;
|
||||
};
|
||||
|
||||
|
||||
struct weather_data {
|
||||
int pressure; /* How is the pressure ( Mb ) */
|
||||
int change; /* How fast and what way does it change. */
|
||||
|
|
@ -1086,12 +984,8 @@ struct weather_data {
|
|||
int sunlight; /* And how much sun. */
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* Element in monster and object index-tables.
|
||||
*
|
||||
* NOTE: Assumes sizeof(mob_vnum) >= sizeof(obj_vnum)
|
||||
*/
|
||||
/* Element in monster and object index-tables.
|
||||
NOTE: Assumes sizeof(mob_vnum) >= sizeof(obj_vnum) */
|
||||
struct index_data {
|
||||
mob_vnum vnum; /* virtual number of this mob/obj */
|
||||
int number; /* number of existing units of this mob/obj */
|
||||
|
|
@ -1113,15 +1007,10 @@ struct guild_info_type {
|
|||
int direction;
|
||||
};
|
||||
|
||||
/*
|
||||
* Config structs
|
||||
*
|
||||
*/
|
||||
/* Config structs */
|
||||
|
||||
/*
|
||||
* The game configuration structure used for configurating the game play
|
||||
* variables.
|
||||
*/
|
||||
/* The game configuration structure used for configurating the game play
|
||||
variables. */
|
||||
struct game_data {
|
||||
int pk_allowed; /* Is player killing allowed? */
|
||||
int pt_allowed; /* Is player thieving allowed? */
|
||||
|
|
@ -1145,11 +1034,7 @@ struct game_data {
|
|||
char *NOEFFECT; /* 'Nothing seems to happen.' */
|
||||
};
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* The rent and crashsave options.
|
||||
*/
|
||||
/* The rent and crashsave options. */
|
||||
struct crash_save_data {
|
||||
int free_rent; /* Should the MUD allow rent for free? */
|
||||
int max_obj_save; /* Max items players can rent. */
|
||||
|
|
@ -1160,10 +1045,7 @@ struct crash_save_data {
|
|||
int rent_file_timeout; /* Lifetime of normal rent files in days*/
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* The room numbers.
|
||||
*/
|
||||
/* The room numbers. */
|
||||
struct room_numbers {
|
||||
room_vnum mortal_start_room; /* vnum of room that mortals enter at. */
|
||||
room_vnum immort_start_room; /* vnum of room that immorts enter at. */
|
||||
|
|
@ -1173,10 +1055,7 @@ struct room_numbers {
|
|||
room_vnum donation_room_3; /* vnum of donation room #3. */
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* The game operational constants.
|
||||
*/
|
||||
/* The game operational constants. */
|
||||
struct game_operation {
|
||||
ush_int DFLT_PORT; /* The default port to run the game. */
|
||||
char *DFLT_IP; /* Bind to all interfaces. */
|
||||
|
|
@ -1194,17 +1073,13 @@ struct game_operation {
|
|||
char *START_MESSG; /* The start msg for new characters. */
|
||||
};
|
||||
|
||||
/*
|
||||
* The Autowizard options.
|
||||
*/
|
||||
/* The Autowizard options. */
|
||||
struct autowiz_data {
|
||||
int use_autowiz; /* Use the autowiz feature? */
|
||||
int min_wizlist_lev; /* Minimun level to show on wizlist. */
|
||||
};
|
||||
|
||||
/*
|
||||
* The main configuration structure;
|
||||
*/
|
||||
/* The main configuration structure; */
|
||||
struct config_data {
|
||||
char *CONFFILE; /* config file path */
|
||||
struct game_data play; /* play related config */
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue