Clean up legacy practice code

This commit is contained in:
kinther 2025-12-27 15:28:42 -08:00
parent e5515f4ca5
commit 8eb30084b0
16 changed files with 59 additions and 745 deletions

View file

@ -95,52 +95,18 @@ bitvector_t find_class_bitvector(const char *arg)
return (ret);
}
/* These are definitions which control the guildmasters for each class.
* The first field (top line) controls the highest percentage skill level a
* character of the class is allowed to attain in any skill. (After this
* level, attempts to practice will say "You are already learned in this area."
*
* The second line controls the maximum percent gain in learnedness a character
* is allowed per practice -- in other words, if the random die throw comes out
* higher than this number, the gain will only be this number instead.
*
* The third line controls the minimu percent gain in learnedness a character
* is allowed per practice -- in other words, if the random die throw comes
* out below this number, the gain will be set up to this number.
*
* The fourth line simply sets whether the character knows 'spells' or 'skills'.
* This does not affect anything except the message given to the character when
* trying to practice (i.e. "You know of the following spells" vs. "You know of
* the following skills" */
#define SPELL 0
#define SKILL 1
/* #define LEARNED_LEVEL 0 % known which is considered "learned" */
/* #define MAX_PER_PRAC 1 max percent gain in skill per practice */
/* #define MIN_PER_PRAC 2 min percent gain in skill per practice */
/* #define PRAC_TYPE 3 should it say 'spell' or 'skill'? */
int prac_params[4][NUM_CLASSES] = {
/* SOR CLE THE FIG BAR RAN BARD DRU */
{ 95, 95, 85, 80, 75, 85, 85, 95 }, /* learned level */
{ 100, 100, 12, 12, 11, 12, 13, 90 }, /* max per practice */
{ 25, 25, 0, 0, 0, 0, 25, 25 }, /* min per practice */
{ SPELL, SPELL, SKILL, SKILL, SKILL, SKILL, SKILL, SKILL }, /* prac name */
};
/* The appropriate rooms for each guildmaster/guildguard; controls which types
* of people the various guildguards let through. i.e., the first line shows
/* The appropriate rooms for each class gatekeeper; controls which types
* of people the various guards let through. i.e., the first line shows
* that from room 3017, only SORCERORS are allowed to go south. Don't forget
* to visit spec_assign.c if you create any new mobiles that should be a guild
* to visit spec_assign.c if you create any new mobiles that should be a
* master or guard so they can act appropriately. If you "recycle" the
* existing mobs that are used in other guilds for your new guild, then you
* don't have to change that file, only here. Guildguards are now implemented
* existing mobs that are used in other areas for your new one, then you
* don't have to change that file, only here. Guards are now implemented
* via triggers. This code remains as an example. */
/* TO-DO: Is this necessary anymore now that there are no official guild rooms? */
struct guild_info_type guild_info[] = {
/* Midgaard */
/* Main City */
{ CLASS_SORCEROR, 3017, SOUTH },
{ CLASS_CLERIC, 3004, NORTH },
{ CLASS_ROGUE, 3027, EAST },