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Room Resolutions
| Rooms define the locations available geographically within the mud.
Linking of rooms creates routes, and groups of rooms define areas, and
groups of areas define continents. Following are the room fields that can
currently be retrieved and set via the resolution operator. Each
description is prefixed with either [G] gettable,
[S] settable, or [G,S] gettable and
settable. Resolutions are case sensitive. |
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General Information
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Various fields to retrieve and set room information.
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@room->id
| [G] The ID (vnum) of the room as assigned by the builder.
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@room->uniqueId
| [G] The unique ID of the room. This will change when the area reloads
or the MUD reboots.
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@room->zoneId
| [G] The ID of the zone with which the room is associated.
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@room->areaId
| [G] The ID of the area with which the room is associated.
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@room->level
| [G,S] The level of the room. This is used for magical effects invoked by
the room.
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@room->terrainType
| [G,S] The terrain type. This will be one of the following textual
identifiers (the preferred way to test for a terrain type):
inside, city, field, forest, hills, mountain, swimWater,
noSwimWater, underwater, desert, air, jungle, tundra, plain,
swamp
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@room->terrainName
| [G] The name of the terrain. This is a user friendly name for the
terrain, and can be embedded in output intended to be read.
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@room->terrainTypeId
| [G,S] The integer ID of the terrain type. This should not be used in
comparisons against explicit integer values.
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@room->sizeType
| [G,S] The size of the room. This will be one of the following textual
identifiers (the preferred way to test for a room's size):
micro, tiny, small, medium, large, huge, enormous, gargantuan,
unlimited
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@room->sizeTypeId
| [G,S] The integer ID of the room's size type. This should not be used in
comparisons against explicit integer values.
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@room->name
| [G,S] The name (or title) of the room.
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@room->description
| [G,S] The room's description when a player types "look".
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@room->brightness
| [G] The ambient brightness. Players can see in brightness of 101 (this
can differ to some degree based on race).
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Exits
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You can use these fields to retrieve and set exits for the room.
Assigning a room pointer or ID to an exit field will cause the
room to re-link that exit to the assigned room.
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@room->exits
| [G] Returns an array of exits indexed by the associated cardinal
direction's name. The following indexes may be set:
north, south, east, west, up, down.
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@room->exits->north
| [G] Returns a pointer to the exit leading north; otherwise null.
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@room->exits->east
| [G] Returns a pointer to the exit leading east; otherwise null.
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@room->exits->south
| [G] Returns a pointer to the exit leading south; otherwise null.
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@room->exits->west
| [G] Returns a pointer to the exit leading west; otherwise null.
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@room->exits->up
| [G] Returns a pointer to the exit leading up; otherwise null.
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@room->exits->down
| [G] Returns a pointer to the exit leading down; otherwise null.
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Mobiles
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Fields for retrieving and setting information about any mobiles in
the room.
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@room->mobiles
| [G] Returns an array of mobile pointers currently in the room. Entries
are indexed sequentially from 1 onward.
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@room->pcs
| [G] Returns an array of PC mobile pointers currently in the room.
Entries are indexed sequentially from 1 onward.
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@room->npcs
| [G] Returns an array of NPC mobile pointers currently in the room.
Entries are indexed sequentially from 1 onward.
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@room->mobiles->first
| [G,S] Returns a pointer to the first mobile in the room. If assigned a
pointer then moves the assigned mobile to the first mobile
position in the room.
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@room->mobiles->last
| [G,S] Returns a pointer to the last mobile in the room. If assigned a
pointer then moves the assigned mobile to the last mobile position
in the room.
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@room->mobiles->head
| [G,S] An alias for @room->mobiles->first
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@room->mobiles->tail
| [G,S] An alias for @room->mobiles->last
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Items
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Fields for retrieving and setting information about any items in
the room.
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@room->items
| [G] Returns an array of item pointers currently in the room. Entries
are indexed sequentially from 1 onward.
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@room->items->first
| [G,S] Returns a pointer to the first item in the room. If assigned a
pointer then moves the assigned item to the first item position in
the room.
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@room->items->last
| [G,S] Returns a pointer to the last item in the room. If assigned a
pointer then moves the assigned item to the last item position in
the room.
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@room->items->head
| [G,S] Alias for @room->items->first
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@room->items->tail
| [G,S] Alias for @room->items->last
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Items (deprecated aliases)
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Fields for retrieving and setting information about any items in
the room. This style is deprecated since the term "object" can be
confused with object oriented programming terminology.
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@room->objects
| [G] DEPRECATED. Alias for @room->items
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@room->objects->first
| [S] DEPRECATED. Alias for @room->items->first
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@room->objects->last
| [S] DEPRECATED. Alias for @room->items->last
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@room->objects->head
| [S] DEPRECATED. Alias for @room->items->head
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@room->objects->tail
| [S] DEPRECATED. Alias for @room->items->tail
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Inventory (mobiles and objects)
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These fields are used to retrieve and set the rooms contents with
respect to mobiles and objects. Using these fields for retrieval
provides an aggregation of the mobiles and objects found in the
room with mobiles taking precedence in any returned results.
Additionally, using these meta fields allows indiscriminate
movement of items and mobiles into the room.
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@room->inventory
| [G] Returns an aggregate array of mobile and item pointers currently
in the room. Entries are indexed sequentially from 1 onward.
mobiles are listed first.
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@room->inventory->first
| [S] Depending on the type of pointer assigned, this will move the
assigned mobile or object to the first mobile or object position
in the room respectively.
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@room->inventory->last
| [S] Depending on the type of pointer assigned, this will move the
assigned mobile or object to the last mobile or object position
in the room respectively.
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@room->inventory->head
| [S] Alias for @room->inventory->first
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@room->inventory->tail
| [S] Alias for @room->inventory->last
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Inventory (mobiles and objects -- short alias)
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Exactly the same as the inventory field counterparts except less
typing is involved :)
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@room->inv
| [G] Alias for @room->inventory
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@room->inv->first
| [S] Alias for @room->inventory->first
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@room->inv->last
| [S] Alias for @room->inventory->last
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@room->inv->head
| [S] Alias for @room->inventory->head
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@room->inv->tail
| [S] Alias for @room->inventory->tail
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Flags
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Flags are boolean values that enable or disable features for the
room. To set a flag you can assign the value 1, to disable a flag
you can assign the value 0.
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@room->flags->isDark
| [G] Whether or not the room is dark.
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@room->flags->isLight
| [G] Whether or not the room is light.
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@room->flags->isDeathtrap
| [G,S] Deathtrap status.
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@room->flags->isNoMobs
| [G,S] No mobiles allowed status.
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@room->flags->isInside
| [G,S] Inside status (eg. not outside).
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@room->flags->isIndoors
| [G,S] Alias for @room->flags->isInside
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@room->flags->isNoAggro
| [G,S] No aggression status.
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@room->flags->isGladiator
| [G,S] Gladiator combat status. When enabled deaths in the room will be
treated as gladiatorial deaths.
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@room->flags->isFreeDeath
| [G,S] Free death status. When enabled deaths in the room will not
generate the usual penalty of exp loss and corpse creation.
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@room->flags->isNoMagic
| [G,S] No magic status.
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@room->flags->isTunnel
| [G,S] Room is a tunnel status.
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@room->flags->isPrivate
| [G,S] Private status. When enabled only two players may be in the room
at once (immortals are immune to this check).
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@room->flags->isNoSummon
| [G,S] No summon status. When enabled mobiles cannot be summoned to the
room. Additionally mobiles cannot gate out of the room.
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@room->flags->isNoTeleport
| [G] No teleport status. When enabled mobiles cannot teleport into this
room.
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@room->flags->isNoNegativeAffects
| [G,S] No negative affects flag. When enabled negative affects in the
room will expire prematurely.
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@room->flags->isShop
| [G] Shop status. Set at load time if a shop corresponds to the room.
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@room->flags->isLawful
| [G,S] NOT CURRENTLY SUPPORTED.
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@room->flags->isNeutral
| [G,S] NOT CURRENTLY SUPPORTED.
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@room->flags->isChaotic
| [G,S] NOT CURRENTLY SUPPORTED.
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