Remove rent code and cost per day

This commit is contained in:
kinther 2025-12-24 08:38:38 -08:00
parent 0bb44d02b5
commit 9d894e208d
41 changed files with 366 additions and 564 deletions

View file

@ -17,7 +17,7 @@
#include <time.h>
/** If you want equipment to be automatically equipped to the same place
* it was when players rented, set the define below to 1 because
* it was when players saved, set the define below to 1 because
* TRUE/FALSE aren't defined yet. */
#define USE_AUTOEQ 1
@ -424,7 +424,7 @@
/* Extra object flags: used by obj_data.obj_flags.extra_flags */
#define ITEM_GLOW 0 /**< Item is glowing */
#define ITEM_HUM 1 /**< Item is humming */
#define ITEM_NORENT 2 /**< Item cannot be rented */
#define ITEM_UNUSED2 2 /**< Reserved (unused) */
#define ITEM_NODONATE 3 /**< Item cannot be donated */
#define ITEM_NOINVIS 4 /**< Item cannot be made invis */
#define ITEM_INVISIBLE 5 /**< Item is invisible */
@ -533,13 +533,13 @@
#define SKY_RAINING 2 /**< Weather = Rain */
#define SKY_LIGHTNING 3 /**< Weather = Lightning storm */
/* Rent codes */
#define RENT_UNDEF 0 /**< Character inv save status = undefined */
#define RENT_CRASH 1 /**< Character inv save status = game crash */
#define RENT_RENTED 2 /**< Character inv save status = rented */
#define RENT_CRYO 3 /**< Character inv save status = cryogenics */
#define RENT_FORCED 4 /**< Character inv save status = forced rent */
#define RENT_TIMEDOUT 5 /**< Character inv save status = timed out */
/* Save codes (legacy) */
#define SAVE_UNDEF 0 /**< Character inv save status = undefined */
#define SAVE_CRASH 1 /**< Character inv save status = game crash */
#define SAVE_LOGOUT 2 /**< Character inv save status = legacy save */
#define SAVE_CRYO 3 /**< Character inv save status = cryogenics */
#define SAVE_FORCED 4 /**< Character inv save status = forced save */
#define SAVE_TIMEDOUT 5 /**< Character inv save status = timed out */
/* Settings for Bit Vectors */
#define RF_ARRAY_MAX 4 /**< # Bytes in Bit vector - Room flags */
@ -711,7 +711,7 @@ struct obj_flag_data
int extra_flags[EF_ARRAY_MAX]; /**< If it hums, glows, etc. */
int weight; /**< Weight of the object */
int cost; /**< Value when sold */
int cost_per_day; /**< Rent cost per real day */
int cost_per_day; /**< Legacy per-day value (unused) */
int timer; /**< Timer for object */
int bitvector[AF_ARRAY_MAX]; /**< Affects characters */
};
@ -776,7 +776,7 @@ struct obj_file_elem
struct obj_affected_type affected[MAX_OBJ_AFFECT]; /**< Affects to mobs */
};
/** Header block for rent files.
/** Header block for legacy save files.
* DO NOT CHANGE the structure if you are using binary object files
* and already have a player base and don't want to do a player wipe.
* If you are using binary player files, feel free to turn the spare
@ -784,10 +784,10 @@ struct obj_file_elem
* int datatype.
* NOTE: This is *not* used with the ascii playerfiles.
* NOTE 2: This structure appears to be unused in this codebase? */
struct rent_info
struct save_info
{
int time;
int rentcode; /**< How this character rented */
int savecode; /**< How this character saved */
int net_cost_per_diem; /**< ? Appears to be unused ? */
int gold; /**< ? Appears to be unused ? */
int account; /**< ? Appears to be unused ? */
@ -1375,7 +1375,6 @@ struct game_data
int max_npc_corpse_time; /**< Num tics before NPC corpses decompose*/
int max_pc_corpse_time; /**< Num tics before PC corpse decomposes.*/
int idle_void; /**< Num tics before PC sent to void(idle)*/
int idle_rent_time; /**< Num tics before PC is autorented. */
int idle_max_level; /**< Level of players immune to idle. */
int dts_are_dumps; /**< Should items in dt's be junked? */
int load_into_inventory; /**< Objects load in immortals inventory. */
@ -1394,16 +1393,12 @@ struct game_data
char *NOEFFECT; /**< 'Nothing seems to happen.' */
};
/** The rent and crashsave options. */
/** 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. */
int min_rent_cost; /**< surcharge on top of item costs. */
int auto_save; /**< Does the game automatically save ppl? */
int autosave_time; /**< if auto_save=TRUE, how often? */
int crash_file_timeout; /**< Life of crashfiles and idlesaves. */
int rent_file_timeout; /**< Lifetime of normal rent files in days */
};
/** Important room numbers. This structure stores vnums, not real array
@ -1464,7 +1459,7 @@ struct config_data
char *CONFFILE;
/** In-game specific global settings, such as allowing player killing. */
struct game_data play;
/** How is renting, crash files, and object saving handled? */
/** How are crash files and object saving handled? */
struct crash_save_data csd;
/** Special designated rooms, like start rooms, and donation rooms. */
struct room_numbers room_nums;