room_data in Merc 1.0


This is room_data, taken from structs.h in Merc 1.0 (available from ftp.game.org).

/* ========================= Structure for room ========================== */
struct room_data
{
    sh_int number;               /* Rooms number                       */
    sh_int zone;                 /* Room zone (for resetting)          */
    int sector_type;             /* sector type (move/hide)            */
    char *name;                  /* Rooms name 'You are ...'           */
    char *description;           /* Shown when entered                 */
    struct extra_descr_data *ex_description; /* for examine/look       */
    struct room_direction_data *dir_option[6]; /* Directions           */
    sh_int room_flags;           /* DEATH,DARK ... etc                 */ 
    byte light;                  /* Number of lightsources in room     */
    int (*funct)();              /* special procedure                  */
	 
    struct obj_data *contents;   /* List of items in room              */
    struct char_data *people;    /* List of NPC / PC in room           */
};

This is room_data, taken from structs.h in Medievia IV in 1996.

/* ========================= Structure for room ========================== */
struct room_data
{
    int number;               /* Rooms number                       */
    sh_int zone;                 /* Room zone (for resetting)          */
    unsigned char sector_type;             /* sector type (move/hide)            */
    int extra_flags;		 /* misc flags			       */
	sh_int hurt;
    unsigned char class_restriction;    /* restrict these classes from room   */
    sh_int level_restriction;    /* +20 or -20 etc levels restricted   */
    sh_int align_restriction;    /* restrict these aligns from room    */
    int mount_restriction;	 /* restrict these mount types         */
    sh_int move_mod;		 /* movement points modifier	       */
    int pressure_mod;	 	 /* air pressure mod		       */
    int temperature_mod;  	 /* temperature mod		       */
    char *name;                  /* Rooms name 'You are ...'           */
    char *description;           /* Shown when entered                 */
    struct extra_descr_data *ex_description; /* for examine/look       */
    struct room_direction_data *dir_option[6]; /* Directions           */
    int room_flags;           /* DEATH,DARK ... etc                 */ 
    byte light;                  /* Number of lightsources in room     */
    int (*funct)();              /* special procedure                  */
    struct room_affect *room_afs;/* list of room_affects	       */
    struct obj_data *contents;   /* List of items in room              */
    struct char_data *people;    /* List of NPC / PC in room           */
	struct room_data *holoprev;
	struct room_data *holonext;
	unsigned char holoroom;
	sh_int holox;
	sh_int holoy;
	struct FREIGHT *stpFreight;
};