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Zone Resolutions
Zones usually contain one or more room, mobiles, and items. Following are
the zone 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. |
General Information
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Various fields to retrieve and set zone information.
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@zone->id
| [G] The integer ID of the zone.
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@zone->uniqueId
| [G] The unique ID for a particular instance of the
zone loaded into the game. This will change when the zone is
reloaded.
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@zone->name
| [G] The name of the zone.
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@zone->ticksLifespan
| [G] The number of ticks allowed to pass before the
zone is queued for reset. This is influence by the reset mode which
may be never, no PCs, or always.
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@zone->ticksAge
| [G] The current age of the zone in ticks. This may
be greater than the configured ticksLifespan if the zone cannot
reset due to the reset mode.
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@zone->type
| [G] The type of zone command system used. This may
be one of the following: classic, carnage, or blobbieScript.
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@zone->typeId
| [G] The integer ID of the zone type. This is as
follows: 1 => carnage, 2 => blobbieScript, 3 (or unrecognized):
classic.
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@zone->resetMode
| [G] The reset system mode used. This may be one
of the following: never, noPcs, always.
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@zone->resetModeId
| [G] The integer ID of the zone system mode. This
is as follows: 1 => noPcs, 2 => always, 3 (or unrecognized) =>
Never.
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@zone->continentId
| [G] The ID of the continent in which the zone
resides. Continents at this time have an influence over summon and
gate spells since you can't jump between them using these spells.
You should never store the continent ID or compare against a a
literal integer value since it could change. It is better to
store/compare against the key value.
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@zone->continentPtr
| [G] A unique pointer to the continent data
structure that can be used with continent specific resolutions.
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@zone->continentKey
| [G] The simplified name of the continent which
will consist of only alphabetic characters and underscores. If you
need to store a continent identifier of compare against an explicit
value then you should use this value. Example: western_islands
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@zone->continent
| [G] The name of the continent as might be
displayed to a player. Example: Western Islands
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@zone->areaId
| [G] The ID of the area in which the zone resides.
You should never store the area ID or compare against a a literal
integer value since it could change. It is better to store/compare
against the key value.
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@zone->areaPtr
| [G] A unique pointer to the area data
structure that can be used with area specific resolutions.
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@zone->areaKey
| [G] The simplified name of the area which will
consist of only alphanumeric characters and underscores. If you
need to store a area identifier of compare against an explicit
value then you should use this value. Example: esa_isle
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@zone->area
| [G] The name of the area as might be
displayed to a player. Example: Esa Isle
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Rooms
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Fields for retrieving information about any rooms in the zone.
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@zone->rooms
| [G] Returns an array of room pointers currently in the
zone. Entries are indexed sequentially from 1 onward.
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@zone->rooms->total
| [G] Returns the number of rooms in the zone.
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@zone->rooms->count
| [G] An alias for @zone->rooms->total
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@zone->rooms->first
| [G] Returns a pointer to the first room in the zone.
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@zone->rooms->last
| [G] Returns a pointer to the last room in the
zone.
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@zone->rooms->head
| [G] An alias for @zone->rooms->first
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@zone->rooms->tail
| [G] An alias for @zone->rooms->last
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Mobiles
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Fields for retrieving information about any mobiles in the zone.
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@zone->mobiles
| [G] Returns an array of mobile pointers currently
in the zone. Entries are indexed sequentially from 1 onward.
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@zone->mobiles->total
| [G] Returns the number of mobiles in the zone.
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@zone->mobiles->count
| [G] An alias for @zone->mobiles->total
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@zone->mobiles->first
| [G] Returns a pointer to the first mobile in the
zone.
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@zone->mobiles->last
| [G] Returns a pointer to the last mobile in the
zone.
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@zone->mobiles->head
| [G] An alias for @zone->mobiles->first
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@zone->mobiles->tail
| [G] An alias for @zone->mobiles->last
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Mobiles (PC)
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Fields for retrieving information about any PCs in the zone.
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@zone->pcs
| [G] Returns an array of PC pointers currently in the zone. Entries
are indexed sequentially from 1 onward.
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@zone->pcs->total
| [G] Returns the number of PCs in the zone.
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@zone->pcs->count
| [G] An alias for @zone->pcs->total
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@zone->pcs->first
| [G] Returns a pointer to the first PC in the zone.
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@zone->pcs->last
| [G] Returns a pointer to the last PC in the zone.
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@zone->pcs->head
| [G] An alias for @zone->pcs->first
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@zone->pcs->tail
| [G] An alias for @zone->pcs->last
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Mobiles (NPC)
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Fields for retrieving information about any NPCs in the zone.
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@zone->npcs
| [G] Returns an array of NPC pointers currently in the zone. Entries
are indexed sequentially from 1 onward.
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@zone->npcs->total
| [G] Returns the number of NPCs in the zone.
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@zone->npcs->count
| [G] An alias for @zone->npcs->total
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@zone->npcs->first
| [G] Returns a pointer to the first NPC in the zone.
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@zone->npcs->last
| [G] Returns a pointer to the last NPC in the zone.
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@zone->npcs->head
| [G] An alias for @zone->npcs->first
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@zone->npcs->tail
| [G] An alias for @zone->npcs->last
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Items
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Fields for retrieving information about any items in the zone.
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@zone->items
| [G] Returns an array of item pointers currently in the zone. Entries
are indexed sequentially from 1 onward.
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@zone->items->total
| [G] Returns the number of items in the zone.
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@zone->items->count
| [G] An alias for @zone->items->total
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@zone->items->first
| [G] Returns a pointer to the first item in the
zone.
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@zone->items->last
| [G] Returns a pointer to the last item in the
zone.
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@zone->items->head
| [G] Alias for @zone->items->first
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@zone->items->tail
| [G] Alias for @zone->items->last
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Items (deprecated aliases)
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Fields for retrieving information about any items in the zone.
This style is deprecated since the term "object" can be confused
with object oriented programming terminology.
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@zone->objects
| [G] DEPRECATED. Alias for @zone->items
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@zone->objects->total
| [G] DEPRECATED. Alias for @zone->items->total
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@zone->objects->count
| [G] DEPRECATED. Alias for @zone->items->count
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@zone->objects->first
| [G] DEPRECATED. Alias for @zone->items->first
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@zone->objects->last
| [G] DEPRECATED. Alias for @zone->items->last
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@zone->objects->head
| [G] DEPRECATED. Alias for @zone->items->head
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@zone->objects->tail
| [G] DEPRECATED. Alias for @zone->items->tail
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Inventory (mobiles and objects)
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These fields are used to retrieve the zone's contents with
respect to mobiles and objects. Using these fields for retrieval
provides an aggregation of the mobiles and objects found in the
zone with mobiles taking precedence in any returned results.
Additionally, using these meta fields allows indiscriminate
movement of items and mobiles into the zone.
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@zone->inventory
| [G] Returns an aggregate array of mobile and item pointers currently
in the zone. Entries are indexed sequentially from 1 onward.
mobiles are listed first.
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@zone->inventory->total
| [G] Returns the combined total number of mobiles
and items in the zone.
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@zone->inventory->count
| [G] An alias for @zone->inventory->total
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@zone->inventory->first
| [G] Returns the first mobile in the zone, or if
there are none, then the first object.
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@zone->inventory->last
| [G] Returns the last object in the zone, or if
there are none, then the last mobile.
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@zone->inventory->head
| [G] Alias for @zone->inventory->first
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@zone->inventory->tail
| [G] Alias for @zone->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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@zone->inv
| [G] Alias for @zone->inventory
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@zone->inv->total
| [G] An alias for @zone->inventory->total
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@zone->inv->count
| [G] An alias for @zone->inventory->count
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@zone->inv->first
| [G] Alias for @zone->inventory->first
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@zone->inv->last
| [G] Alias for @zone->inventory->last
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@zone->inv->head
| [G] Alias for @zone->inventory->head
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@zone->inv->tail
| [G] Alias for @zone->inventory->tail
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