/* oldflags.h */ /* The bit values we used to use for flags and toggles in the old days */ #ifndef __OLDFLAGS_H #define __OLDFLAGS_H /*-------------------------------------------------------------------------- * Generic flags */ #define OLD_TYPE_ROOM 0x0 #define OLD_TYPE_THING 0x1 #define OLD_TYPE_EXIT 0x2 #define OLD_TYPE_PLAYER 0x3 #define OLD_TYPE_GARBAGE 0x6 #define OLD_NOTYPE 0x7 /* no particular type */ #define OLD_TYPE_MASK 0x7 /* room for expansion */ /* -- empty slot 0x8 -- */ #define WIZARD 0x10 /* gets automatic control */ #define LINK_OK 0x20 /* anybody can link to this room */ #define DARK 0x40 /* contents of room are not printed */ /* exit doesn't appear as 'obvious' */ #define VERBOSE 0x80 /* print out command before executing it */ #define STICKY 0x100 /* goes home when dropped */ #define TRANSPARENTED 0x200 /* can look through exit to see next room, * or room "long exit display. * We don't call it TRANSPARENT because * that's a Solaris macro */ #define HAVEN 0x400 /* this room disallows kills in it */ /* on a player, disallow paging, */ #define QUIET 0x800 /* On an object, will not emit 'set' * messages.. on a player.. will not see ANY * set messages */ #define HALT 0x1000 /* object cannot perform actions */ #define UNFIND 0x2000 /* object cannot be found (or found in */ #define GOING 0x4000 /* object is available for recycling */ #define ACCESSED 0x8000 /* Obsolete - only for conversion */ /* -- empty slot 0x8000, once your db is converted -- */ #define MARKED 0x10000 /* flag used to trace db checking of room * linkages. */ #define NOWARN 0x20000 /* Object will not cause warnings. * If set on a player, player will not * get warnings (independent of player's * @warning setting */ #define CHOWN_OK 0x40000 /* object can be 'stolen' and made yours */ #define ENTER_OK 0x80000 /* object basically acts like a room with * only one exit (leave), on players * means that items can be given freely, AND * taken from! */ #define VISUAL 0x100000 /* People other than owners can see * property list of object. */ #define LIGHT 0x200000 /* Visible in DARK rooms */ #define ROYALTY 0x400000 /* can ex, and @tel like a wizard */ #define LOOK_OPAQUE 0x800000 /* Objects inside object will not be * seen on a look. */ #define INHERIT 0x1000000 /* Inherit objects can force their * owners. Inherit players have all * objects inherit. */ #define DEBUGGING 0x2000000 /* returns parser evals */ #define SAFE 0x4000000 /* cannot be destroyed */ #define STARTUP 0x8000000 /* Used for converting old dbs */ /* -- empty slot 0x8000000, if your db is already converted -- */ #define AUDIBLE 0x10000000 /* rooms are flagged as having emitter * exits. exits act like emitters, * sound propagates to the exit dest. */ #define NO_COMMAND 0x20000000 /* don't check for $commands */ #define GOING_TWICE 0x40000000 /* Marked for destruction, but * spared once. */ /* -- empty slot 0x80000000 -- */ /*-------------------------------------------------------------------------- * Player flags */ #define PLAYER_TERSE 0x8 /* suppress autolook messages */ #define PLAYER_MYOPIC 0x10 /* look at everything as if player * doesn't control it. */ #define PLAYER_NOSPOOF 0x20 /* sees origin of emits */ #define PLAYER_SUSPECT 0x40 /* notifies of a player's name changes, * (dis)connects, and possible logs * logs commands. */ #define PLAYER_GAGGED 0x80 /* can only move */ #define PLAYER_MONITOR 0x100 /* sees (dis)connects broadcasted */ #define PLAYER_CONNECT 0x200 /* connected to game */ #define PLAYER_ANSI 0x400 /* enable sending of ansi control * sequences (for examine). */ #define PLAYER_ZONE 0x800 /* Zone Master (zone control owner) */ #define PLAYER_JURY 0x1000 /* Jury_ok Player */ #define PLAYER_JUDGE 0x2000 /* Judge player */ #define PLAYER_FIXED 0x4000 /* can't @tel or home */ #define PLAYER_UNREG 0x8000 /* Not yet registered */ #define PLAYER_VACATION 0x10000 /* On vacation */ #define PLAYER_COLOR 0x80000 /* ANSI color ok */ #define PLAYER_NOACCENTS 0x100000 /* Strip accented text on output */ #define PLAYER_PARANOID 0x200000 /* Paranoid nospoof */ /*-------------------------------------------------------------------------- * Thing flags */ #define THING_DEST_OK 0x8 /* can be destroyed by anyone */ #define THING_PUPPET 0x10 /* echoes to its owner */ #define THING_LISTEN 0x20 /* checks for ^ patterns */ #define THING_NOLEAVE 0x40 /* Can't be left */ #define THING_INHEARIT 0x80 /* checks parent chain for ^ patterns */ #define THING_Z_TEL 0x100 /* If set on ZMO players may only @tel within the zone */ /*-------------------------------------------------------------------------- * Room flags */ #define ROOM_FLOATING 0x8 /* room is not linked to rest of * MUSH. Don't blather about it. */ #define ROOM_ABODE 0x10 /* players may link themselves here */ #define ROOM_JUMP_OK 0x20 /* anyone may @teleport to here */ #define ROOM_NO_TEL 0x40 /* mortals cannot @tel from here */ #define ROOM_TEMPLE 0x80 /* objects dropped here are sacrificed * (destroyed) and player gets money. * Now used only for conversion. */ #define ROOM_LISTEN 0x100 /* checks for ^ patterns */ #define ROOM_Z_TEL 0x200 /* If set on a room, players may * only @tel to another room in the * same zone */ #define ROOM_INHEARIT 0x400 /* checks parent chain for ^ patterns */ #define ROOM_UNINSPECT 0x1000 /* Not inspected */ /*-------------------------------------------------------------------------- * Exit flags */ #define EXIT_CLOUDY 0x8 /* Looking through a cloudy transparent * exit shows the room's desc, not contents. * Looking through a cloudy !trans exit, * shows the room's contents, not desc */ #endif /* __OLDFLAGS_H */