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such options (on/off) which can handle this. Cleanup of house.c and objsave.c - now, when loading objects from a rentfile (either house- or crashfile), the items are loaded into a temporary list of type obj_save_data. This stores location data for the autoequip function, and makes it a lot easier to handle listrent. Another bonus us that one only has to change load code in one spot. (this spot is called objsave_parse_objects(), and simply takes a FILE pointer as argument) Added "hcontrol show [room]" option to show items saved to a specific house file. (used the old House_listrent() code) Welcor |
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| etc | ||
| house | ||
| misc | ||
| plralias | ||
| plrobjs | ||
| plrvars | ||
| text | ||
| world | ||
| README | ||
Getting To Know Your "lib" Directory ------------------------------------------------------------------------------ etc/ Files maintained by the game which you should not touch while the game is running. house/ Crash-save files for player houses. misc/ Miscellaneous database files such as fight messages, invalid names, and socials. plralias/ All of your player's aliases are stored here in the same three letter encoding scheme as the plrobjs/ directory. plrfiles/ ASCII player files. plrobjs/ The hierarchy containing player object files (i.e. crash files, rent files, cryo-rent files, etc.). plrvars/ Trigger variables. text/ Files meant to be directly read by players such as MOTD (message of the day), help files, and the immortal handbook. You can change these files while the game is running, and then have the mud re-read them using the 'reboot' command. world/ The hierarchy of the world files (mobiles, objects, shops, rooms, triggers, and zones).