/* ************************************************************************ * file: db.h , Database module. Part of DIKUMUD * * Usage: Loading/Saving chars booting world. * ************************************************************************* */ /* data files used by the game system */ #define DFLT_DIR "lib" /* default data directory */ #define WORLD_FILE "tinyworld.wld" /* room definitions */ #define MOB_FILE "tinyworld.mob" /* monster prototypes */ #define OBJ_FILE "tinyworld.obj" /* object prototypes */ #define ZONE_FILE "tinyworld.zon" /* zone defs & command tables */ #define NEWS_FILE "news" /* for the 'news' command */ #define MOTD_FILE "motd" /* messages of today */ #define PLAYER_FILE "players" /* the player database */ #define TIME_FILE "time" /* game calendar information */ #define MESS_FILE "messages" /* damage message */ #define SOCMESS_FILE "actions" /* messgs for social acts */ #define HELP_KWRD_FILE "help_table" /* for HELP <keywrd> */ #define HELP_PAGE_FILE "help" /* for HELP <CR> */ #define INFO_FILE "info" /* for INFO */ #define SPELL_FILE "spellinfo" /* for SPELLINFO */ #define DIG_ROOM 30000 /* Number of first dig room */ #define LAST_ROOM 30999 /* Number of last room */ /* public procedures in db.c */ void boot_db(void); void save_char(struct char_data *ch, sh_int load_room); int create_entry(char *name); void zone_update(void); void init_char(struct char_data *ch); void clear_char(struct char_data *ch); void clear_object(struct obj_data *obj); void reset_char(struct char_data *ch); void free_char(struct char_data *ch); int real_room(int virtual); char *fread_string(FILE *fl); int real_object(int virtual); int real_mobile(int virtual); #define REAL 0 #define VIRTUAL 1 struct obj_data *read_object(int nr, int type); struct char_data *read_mobile(int nr, int type); #define MENU \ "\n\rWelcome to DikuMUD\n\r\n\ 0) Exit from DikuMud.\n\r\ 1) Enter the game.\n\r\ 2) Enter description.\n\r\ 3) Change password.\n\r\ 4) Kick a dog.\n\r\n\r\ Make your choice: " #define GREETINGS \ "\n\r\n\r\ Welcome to MUD\n\r\n\r\ Based on a creation of\n\r \ Staerfeldt, Nyboe, Madsen, Seifert, and Hammer\n\r\n\r" #define WELC_MESSG \ "\n\rWelcome to Midgaard.\n\r\n\r" /* structure for the reset commands */ struct reset_com { char command; /* current command */ bool if_flag; /* if TRUE: exe only if preceding exe'd */ int arg1; /* */ int arg2; /* Arguments to the command */ int arg3; /* */ /* * Commands: * * 'M': Read a mobile * * 'O': Read an object * * 'G': Give obj to mob * * 'P': Put obj in obj * * 'G': Obj to char * * 'E': Obj to char equip * * 'D': Set state of door * */ }; /* zone definition structure. for the 'zone-table' */ struct zone_data { char *name; /* name of this zone */ int lifespan; /* how long between resets (minutes) */ int age; /* current age of this zone (minutes) */ int top; /* upper limit for rooms in this zone */ int reset_mode; /* conditions for reset (see below) */ struct reset_com *cmd; /* command table for reset */ /* * Reset mode: * * 0: Don't reset, and don't update age. * * 1: Reset if no PC's are located in zone. * * 2: Just reset. * */ }; /* element in monster and object index-tables */ struct index_data { int virtual; /* virtual number of this mob/obj */ int pos; /* file position of this field */ int number; /* number of existing units of this mob/obj */ int total; char *name; int (*func)(); /* special procedure for this mob/obj */ }; struct player_index_element { char *name; char *pass; int nr; }; struct help_index_element { char *keyword; long pos; };