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06/12/07 15:21:47 (1 year ago)
Author:
shawnw
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1.8.3p3

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  • 1.8.3/trunk/hdrs/oldflags.h

    r459 r919  
    1616#define OLD_TYPE_PLAYER     0x3 
    1717#define OLD_TYPE_GARBAGE    0x6 
    18 #define OLD_NOTYPE          0x7    /* no particular type */ 
    19 #define OLD_TYPE_MASK       0x7    /* room for expansion */ 
     18#define OLD_NOTYPE          0x7 /* no particular type */ 
     19#define OLD_TYPE_MASK       0x7 /* room for expansion */ 
    2020 
    2121/* -- 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 */ 
     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 */ 
    4343/* -- 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                 */ 
     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                                */ 
    5151 
    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 */ 
     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 */ 
    6262 
    63 #define ROYALTY         0x400000   /* can ex, and @tel like a wizard */ 
     63#define ROYALTY         0x400000        /* can ex, and @tel like a wizard */ 
    6464 
    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                     */ 
     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                                        */ 
    7272 
    73 #define DEBUGGING       0x2000000  /* returns parser evals */ 
    74 #define SAFE            0x4000000  /* cannot be destroyed */ 
    75 #define STARTUP         0x8000000  /* Used for converting old dbs */ 
     73#define DEBUGGING       0x2000000       /* returns parser evals */ 
     74#define SAFE            0x4000000       /* cannot be destroyed */ 
     75#define STARTUP         0x8000000       /* Used for converting old dbs */ 
    7676/* -- 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 */ 
     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 */ 
    8282 
    83 #define GOING_TWICE     0x40000000 /* Marked for destruction, but 
    84                     * spared once. */ 
     83#define GOING_TWICE     0x40000000      /* Marked for destruction, but 
     84                                        * spared once. */ 
    8585/* -- empty slot 0x80000000 -- */ 
    8686 
     
    8989 */ 
    9090 
    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 */ 
     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 */ 
    115115 
    116116 
     
    120120 */ 
    121121 
    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 */ 
     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 */ 
    129129 
    130130/*-------------------------------------------------------------------------- 
     
    132132 */ 
    133133 
    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 */ 
     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 */ 
    150150 
    151 #define ROOM_UNINSPECT 0x1000  /* Not inspected */ 
     151#define ROOM_UNINSPECT 0x1000   /* Not inspected */ 
    152152 
    153153 
     
    156156 */ 
    157157 
    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                 */ 
     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                                */ 
    163163 
    164 #endif             /* __OLDFLAGS_H */ 
     164#endif                          /* __OLDFLAGS_H */