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
This archive was generated by hypermail 2b30 : 12/07/00 PST