/* ************************************************************************ * 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 MOB_LOOKUP "lookup.mob" /* for 'lookup'-command */ #define OBJ_LOOKUP "lookup.obj" /* for 'lookup'-command */ /* 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); /* 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 * */ }; #include "weather.h" /* For the new weather system */ /* Flags for zones (non weather related) */ #define ZONE_SILENT 1 #define ZONE_SAFE 2 #define ZONE_HOMETOWN 4 #define ZONE_NEW_RESET 8 /* Need to write this version sometime */ /* 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 real_top,real_bottom;/* real numbers for each end of zone */ byte flags; /* For zonewide effects */ int reset_mode; /* conditions for reset (see below) */ struct reset_com *cmd; /* command table for reset */ struct climate climate; struct weather_data conditions; /* * 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; };