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root/1.8.3/trunk/hdrs/oldflags.h

Revision 919, 7.7 kB (checked in by shawnw, 1 year ago)

1.8.3p3

Line 
1 /* oldflags.h */
2
3 /* The bit values we used to use for flags and toggles in the old days */
4
5 #ifndef __OLDFLAGS_H
6 #define __OLDFLAGS_H
7
8
9 /*--------------------------------------------------------------------------
10  * Generic flags
11  */
12
13 #define OLD_TYPE_ROOM       0x0
14 #define OLD_TYPE_THING      0x1
15 #define OLD_TYPE_EXIT       0x2
16 #define OLD_TYPE_PLAYER     0x3
17 #define OLD_TYPE_GARBAGE    0x6
18 #define OLD_NOTYPE          0x7 /* no particular type */
19 #define OLD_TYPE_MASK       0x7 /* room for expansion */
20
21 /* -- empty slot 0x8 -- */
22 #define WIZARD          0x10    /* gets automatic control */
23 #define LINK_OK         0x20    /* anybody can link to this room */
24 #define DARK            0x40    /* contents of room are not printed */
25                                 /* exit doesn't appear as 'obvious' */
26 #define VERBOSE         0x80    /* print out command before executing it */
27 #define STICKY          0x100   /* goes home when dropped */
28 #define TRANSPARENTED     0x200 /* can look through exit to see next room,
29                                  * or room "long exit display.
30                                  * We don't call it TRANSPARENT because
31                                  * that's a Solaris macro
32                                  */
33 #define HAVEN           0x400   /* this room disallows kills in it */
34                                 /* on a player, disallow paging, */
35 #define QUIET           0x800   /* On an object, will not emit 'set'
36                                  * messages.. on a player.. will not see ANY
37                                  * set messages
38                                  */
39 #define HALT            0x1000  /* object cannot perform actions */
40 #define UNFIND          0x2000  /* object cannot be found (or found in */
41 #define GOING           0x4000  /* object is available for recycling */
42 #define ACCESSED        0x8000  /* Obsolete - only for conversion */
43 /* -- empty slot 0x8000, once your db is converted -- */
44 #define MARKED          0x10000 /* flag used to trace db checking of room
45                                  * linkages. */
46 #define NOWARN          0x20000 /* Object will not cause warnings.
47                                  * If set on a player, player will not
48                                  * get warnings (independent of player's
49                                  * @warning setting
50                                  */
51
52 #define CHOWN_OK        0x40000 /* object can be 'stolen' and made yours */
53 #define ENTER_OK        0x80000 /* object basically acts like a room with
54                                  * only one exit (leave), on players
55                                  * means that items can be given freely, AND
56                                  * taken from!
57                                  */
58 #define VISUAL          0x100000        /* People other than owners can see
59                                          * property list of object.
60                                          */
61 #define LIGHT           0x200000        /* Visible in DARK rooms */
62
63 #define ROYALTY         0x400000        /* can ex, and @tel like a wizard */
64
65 #define LOOK_OPAQUE          0x800000   /* Objects inside object will not be
66                                          * seen on a look.
67                                          */
68 #define INHERIT         0x1000000       /* Inherit objects can force their
69                                          * owners. Inherit players have all
70                                          * objects inherit.
71                                          */
72
73 #define DEBUGGING       0x2000000       /* returns parser evals */
74 #define SAFE            0x4000000       /* cannot be destroyed */
75 #define STARTUP         0x8000000       /* Used for converting old dbs */
76 /* -- empty slot 0x8000000, if your db is already converted -- */
77 #define AUDIBLE         0x10000000      /* rooms are flagged as having emitter
78                                          * exits. exits act like emitters,
79                                          * sound propagates to the exit dest.
80                                          */
81 #define NO_COMMAND      0x20000000      /* don't check for $commands */
82
83 #define GOING_TWICE     0x40000000      /* Marked for destruction, but
84                                          * spared once. */
85 /* -- empty slot 0x80000000 -- */
86
87 /*--------------------------------------------------------------------------
88  * Player flags
89  */
90
91 #define PLAYER_TERSE    0x8     /* suppress autolook messages */
92 #define PLAYER_MYOPIC   0x10    /* look at everything as if player
93                                  * doesn't control it.
94                                  */
95 #define PLAYER_NOSPOOF  0x20    /* sees origin of emits */
96 #define PLAYER_SUSPECT  0x40    /* notifies of a player's name changes,
97                                  * (dis)connects, and possible logs
98                                  * logs commands.
99                                  */
100 #define PLAYER_GAGGED   0x80    /* can only move */
101 #define PLAYER_MONITOR  0x100   /* sees (dis)connects broadcasted */
102 #define PLAYER_CONNECT  0x200   /* connected to game */
103 #define PLAYER_ANSI     0x400   /* enable sending of ansi control
104                                  * sequences (for examine).
105                                  */
106 #define PLAYER_ZONE     0x800   /* Zone Master (zone control owner) */
107 #define PLAYER_JURY   0x1000    /* Jury_ok Player */
108 #define PLAYER_JUDGE  0x2000    /* Judge player */
109 #define PLAYER_FIXED  0x4000    /* can't @tel or home */
110 #define PLAYER_UNREG  0x8000    /* Not yet registered */
111 #define PLAYER_VACATION 0x10000 /* On vacation */
112 #define PLAYER_COLOR      0x80000       /* ANSI color ok */
113 #define PLAYER_NOACCENTS 0x100000       /* Strip accented text on output */
114 #define PLAYER_PARANOID 0x200000        /* Paranoid nospoof */
115
116
117
118 /*--------------------------------------------------------------------------
119  * Thing flags
120  */
121
122 #define THING_DEST_OK   0x8     /* can be destroyed by anyone */
123 #define THING_PUPPET    0x10    /* echoes to its owner */
124 #define THING_LISTEN    0x20    /* checks for ^ patterns */
125 #define THING_NOLEAVE   0x40    /* Can't be left */
126 #define THING_INHEARIT  0x80    /* checks parent chain for ^ patterns */
127 #define THING_Z_TEL     0x100   /* If set on ZMO players may only @tel
128                                    within the zone */
129
130 /*--------------------------------------------------------------------------
131  * Room flags
132  */
133
134 #define ROOM_FLOATING   0x8     /* room is not linked to rest of
135                                  * MUSH. Don't blather about it.
136                                  */
137 #define ROOM_ABODE      0x10    /* players may link themselves here */
138 #define ROOM_JUMP_OK    0x20    /* anyone may @teleport to here */
139 #define ROOM_NO_TEL     0x40    /* mortals cannot @tel from here */
140 #define ROOM_TEMPLE     0x80    /* objects dropped here are sacrificed
141                                  * (destroyed) and player gets money.
142                                  * Now used only for conversion.
143                                  */
144 #define ROOM_LISTEN    0x100    /* checks for ^ patterns */
145 #define ROOM_Z_TEL     0x200    /* If set on a room, players may
146                                  * only @tel to another room in the
147                                  * same zone
148                                  */
149 #define ROOM_INHEARIT  0x400    /* checks parent chain for ^ patterns */
150
151 #define ROOM_UNINSPECT 0x1000   /* Not inspected */
152
153
154 /*--------------------------------------------------------------------------
155  * Exit flags
156  */
157
158 #define EXIT_CLOUDY     0x8     /* Looking through a cloudy transparent
159                                  * exit shows the room's desc, not contents.
160                                  * Looking through a cloudy !trans exit,
161                                  * shows the room's contents, not desc
162                                  */
163
164 #endif                          /* __OLDFLAGS_H */
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