For simplicity, I found it easier to make another header file to
handle the define for num_startrooms. structs.h was a bad place since
it's only needed in a few files, and to change it would mean basically
recopiling the mud, so this include in the below listed files would be
most logical
#include "loadrooms.h"
loadrooms.h
#define NUM_STARTROOMS 4
I Added set hometown to do_set in act.wizard.c, with it sending a list
of hometows, and their numbers no matter what you set it for.
case 55:
RANGE(0, NUM_STARTROOMS);
GET_HOME(vict) = value;
send_to_char("NUM ROOM ZONE\r\n", ch);
send_to_char(" 1) 4298 Adrilankha\r\n", ch);
send_to_char(" 2) 3001 Midgaard\r\n", ch);
send_to_char(" 3) 5400 New Thalos\r\n", ch);
send_to_char(" 4) 7500 Guarlan\r\n", ch);
break;
Config.c
/* virtual number of room that mortals should enter at */
const sh_int mortal_start_room[NUM_STARTROOMS +1] = {
0, /* Newbie loadroom element */
4298, /* Adrilankha */
3001, /* Midgaard */
5400, /* New Thalos */
7500 /* Guarlan */
};
db.c
if you are going to put a menu to choose a hometown when the character
is created(I havn't done so yet because I want people to playtest
Adrilankha), don't forget to comment out the line in init_char that
sets hometown to 1
this is defined near the top of the file
sh_int r_mortal_start_room[NUM_STARTROOMS +1];
this is a total replacement for the stock procedure...
it assumes that under any circumstances, that mortal_start_room[1] always
exists, and if any others are missing, sets it equal to mortal_start_room[1]
/* make sure the start rooms exist & resolve their vnums to rnums */
void check_start_rooms(void)
{
int count;
extern sh_int mortal_start_room[NUM_STARTROOMS +1];
extern sh_int immort_start_room;
extern sh_int frozen_start_room;
for (count = 1; count <= (NUM_STARTROOMS + 1); count++)
if ((r_mortal_start_room[count] = real_room(mortal_start_room[count])) < 0) {
if (count > 1)
r_mortal_start_room[count] = real_room(mortal_start_room[1]);
else {
log("SYSERR: Mortal start room does not exist. Change in config.c.");
exit(1);
}
}
if ((r_immort_start_room = real_room(immort_start_room)) < 0) {
if (!mini_mud)
log("SYSERR: Warning: Immort start room does not exist. Change in
config.c.");
r_immort_start_room = r_mortal_start_room[1];
}
if ((r_frozen_start_room = real_room(frozen_start_room)) < 0) {
if (!mini_mud)
log("SYSERR: Warning: Frozen start room does not exist. Change in
config.c.");
r_frozen_start_room = r_mortal_start_room[1];
}
}
spells.c
in spell_recall, change 2 lines to equal these:
extern sh_int r_mortal_start_room[NUM_STARTROOMS +1];
char_to_room(victim, r_mortal_start_room[GET_HOME(ch)]);
interpreter.c
in nanny()
extern sh_int r_mortal_start_room[NUM_STARTROOMS +1];
load_room = r_mortal_start_room[GET_HOME(d->character)];
^^^^^^^^^^^^^^^^^^^^^^^^--add :)
if you are running bpl9 there will only be one line to add GET_HOME() to,
but in bpl8 there is 2 lines
Brazil - IMP of AddictMUD 199.201.186.114 4000
tolkien.realms.org 4000
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