/* ************************************************************************ * 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 CREDITS_FILE "credits" /* for the 'credits' command */ #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 IDEA_FILE "ideas" /* for the 'idea'-command */ #define TYPO_FILE "typos" /* 'typo' */ #define BUG_FILE "bugs" /* 'bug' */ #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 WIZLIST_FILE "wizlist" /* for WIZLIST */ #define POSEMESS_FILE "poses" /* for 'pose'-command */ #define MAXROOM 700 /* 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 Technopolis\n\r\n\ 0) Exit from the City.\n\r\ 1) Enter the City.\n\r\ 2) Enter description.\n\r\ 3) Why am I here?\n\r\ 4) Change password.\n\r\n\r\ Make your choice: " #define GREETINGS \ "\n\r\n\r \ ___\n\r \ |\n\r \ | E C H N O P O L I S\n\r\n\r \ TechMud (Version C3)\n\r \ by PHL\n\r\n\r \ A modification of DikuMUD created by\n\r \ Hans Henrik Staerfeldt, Katja Nyboe,\n\r \ Tom Madsen, Michael Seifert, and Sebastian Hammer\n\r\n\r" #define WELC_MESSG \ "\n\rWelcome to the Technopolis. May your visit here be... Interesting.\ \n\r\n\r" #define STORY \ "You have been placed in this virtual reality by someone...\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 */ long pos; /* file position of this field */ int number; /* number of existing units of this mob/obj */ int (*func)(); /* special procedure for this mob/obj */ }; /* for queueing zones for update */ struct reset_q_element { int zone_to_reset; /* ref to zone_data */ struct reset_q_element *next; }; /* structure for the update queue */ struct reset_q_type { struct reset_q_element *head; struct reset_q_element *tail; } reset_q; struct player_index_element { char *name; int nr; }; struct help_index_element { char *keyword; long pos; };