Added room login trig types --Jamdog

This commit is contained in:
JamDog 2009-01-31 13:24:41 +00:00
parent e9373bb849
commit ca675fdb67
6 changed files with 178 additions and 151 deletions

View file

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