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Added room login trig types --Jamdog
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6 changed files with 178 additions and 151 deletions
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@ -1,16 +1,16 @@
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/**
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* @file dg_scripts.h
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* Header file for script structures, constants, and function prototypes for
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* Header file for script structures, constants, and function prototypes for
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* dg_scripts.c
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*
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*
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* Part of the core tbaMUD source code distribution, which is a derivative
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* of, and continuation of, CircleMUD.
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*
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*
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* This source code, which was not part of the CircleMUD legacy code,
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* was created by the following people:
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* $Author: Mark A. Heilpern/egreen/Welcor $
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* $Date: 2004/10/11 12:07:00$
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* $Revision: 1.0.14 $
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* was created by the following people:
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* $Author: Mark A. Heilpern/egreen/Welcor $
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* $Date: 2004/10/11 12:07:00$
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* $Revision: 1.0.14 $
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*/
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#ifndef _DG_SCRIPTS_H_
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#define _DG_SCRIPTS_H_
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@ -26,15 +26,15 @@
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/* spells cast by objects and rooms use this level */
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#define DG_SPELL_LEVEL 25
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/* Define this if you don't want wear/remove triggers to fire when a player
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/* Define this if you don't want wear/remove triggers to fire when a player
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* is saved. */
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#define NO_EXTRANEOUS_TRIGGERS
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/* %actor.room% behaviour :
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* Until pl 7 %actor.room% returned a room vnum. Working with this number in
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* scripts was unnecessarily hard, especially in those situations one needed
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* Until pl 7 %actor.room% returned a room vnum. Working with this number in
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* scripts was unnecessarily hard, especially in those situations one needed
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* the id of the room, the items in it, etc. As a result of this, the output
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* has been changed (as of pl 8) to a room variable.i This means old scripts
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* has been changed (as of pl 8) to a room variable.i This means old scripts
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* will need a minor adjustment;
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*
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* Before:
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@ -105,8 +105,9 @@
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#define WTRIG_CAST (1 << 15) /* spell cast in room */
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#define WTRIG_LEAVE (1 << 16) /* character leaves the room */
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#define WTRIG_DOOR (1 << 17) /* door manipulated in room */
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#define WTRIG_LOGIN (1 << 18) /* character logs into MUD */
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#define WTRIG_TIME (1 << 19) /* trigger based on game hour */
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/* obj command trigger types */
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#define OCMD_EQUIP (1 << 0) /* obj must be in char's equip */
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#define OCMD_INVEN (1 << 1) /* obj must be in char's inven */
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@ -120,7 +121,7 @@
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#define TRIG_NEW 0 /* trigger starts from top */
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#define TRIG_RESTART 1 /* trigger restarting */
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/* These are slightly off of PULSE_MOBILE so everything isnt happening at the
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/* These are slightly off of PULSE_MOBILE so everything isnt happening at the
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* same time. */
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#define PULSE_DG_SCRIPT (13 RL_SEC)
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@ -260,6 +261,8 @@ void time_mtrigger(char_data *ch);
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void time_otrigger(obj_data *obj);
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void time_wtrigger(room_data *room);
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int login_wtrigger(struct room_data *room, char_data *actor);
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/* function prototypes from dg_scripts.c */
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ACMD(do_attach) ;
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ACMD(do_detach);
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