mirror of
https://github.com/tbamud/tbamud.git
synced 2026-01-03 07:58:49 +01:00
[Dec 22 2009] - Rumble
Made copyover save loadroom so players stay in the same room during copyover. Added scan command.
This commit is contained in:
parent
2b74ef23ad
commit
577d67041f
6 changed files with 111 additions and 5 deletions
13
changelog
13
changelog
|
|
@ -24,7 +24,7 @@ showvnums (roomflags that includes mobs, objs, triggers)
|
|||
zpurge (purge an entire zone)
|
||||
zcheck (head builder tool to check balancing)
|
||||
mob autoroll (standard values set on mob level entry)
|
||||
checkload (list where a mob/obj is loaded)
|
||||
checkload (list where a mob/obj/trg is loaded)
|
||||
Auto Toggles (loot, gold, split, sac, assist, map, door, key)
|
||||
Hidden mob/obj
|
||||
mob/obj stacking
|
||||
|
|
@ -36,11 +36,14 @@ Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist)
|
|||
(lots of major bugfixes too)
|
||||
@
|
||||
tbaMUD 3.61
|
||||
[Dec 22 2009] - Rumble
|
||||
Made copyover save loadroom so players stay in the same room during copyover.
|
||||
Added scan command.
|
||||
[Dec 21 2009] - Rumble
|
||||
Added identify command to shops.
|
||||
moved identify to an active spell. Cleric 11, Mage 20.
|
||||
Moved identify to an active spell. Cleric 11, Mage 20.
|
||||
[Dec 17 2009] - Rumble
|
||||
standardized /n/r to /r/n in ibt.c
|
||||
Standardized /n/r to /r/n in ibt.c
|
||||
Removed ability to set a modifier to obj apply NONE.
|
||||
[Dec 16 2009] - Rumble
|
||||
Added some missing code for last_ibt in ibt.c.
|
||||
|
|
@ -981,6 +984,10 @@ CircleMUD 3.5
|
|||
- Added buildwalk and dig.
|
||||
|
||||
Release history:
|
||||
Version 3.60 release: September, 2009
|
||||
Version 3.59 release: April, 2009
|
||||
Version 3.58 release: January, 2009
|
||||
Version 3.57 release: August, 2008
|
||||
Version 3.56 release: January, 2008
|
||||
Version 3.55 release: January, 2008
|
||||
Version 3.54 release: December, 2007
|
||||
|
|
|
|||
|
|
@ -93,6 +93,7 @@ ACMD(do_help);
|
|||
ACMD(do_history);
|
||||
ACMD(do_inventory);
|
||||
ACMD(do_levels);
|
||||
ACMD(do_scan);
|
||||
ACMD(do_score);
|
||||
ACMD(do_time);
|
||||
ACMD(do_toggle);
|
||||
|
|
|
|||
|
|
@ -2525,3 +2525,96 @@ ACMD(do_areas)
|
|||
if (overlap_shown)
|
||||
send_to_char(ch, "Areas shown in @rred@n may have some creatures outside the specified range.\r\n");
|
||||
}
|
||||
|
||||
void list_scanned_chars(struct char_data * list, struct char_data * ch, int
|
||||
distance, int door)
|
||||
{
|
||||
char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH];
|
||||
|
||||
const char *how_far[] = {
|
||||
"close by",
|
||||
"a ways off",
|
||||
"far off to the"
|
||||
};
|
||||
|
||||
struct char_data *i;
|
||||
int count = 0;
|
||||
*buf = '\0';
|
||||
|
||||
/* this loop is a quick, easy way to help make a grammatical sentence
|
||||
(i.e., "You see x, x, y, and z." with commas, "and", etc.) */
|
||||
|
||||
for (i = list; i; i = i->next_in_room)
|
||||
|
||||
/* put any other conditions for scanning someone in this if statement -
|
||||
i.e., if (CAN_SEE(ch, i) && condition2 && condition3) or whatever */
|
||||
|
||||
if (CAN_SEE(ch, i))
|
||||
count++;
|
||||
|
||||
if (!count)
|
||||
return;
|
||||
|
||||
for (i = list; i; i = i->next_in_room) {
|
||||
|
||||
/* make sure to add changes to the if statement above to this one also, using
|
||||
or's to join them.. i.e.,
|
||||
if (!CAN_SEE(ch, i) || !condition2 || !condition3) */
|
||||
|
||||
if (!CAN_SEE(ch, i))
|
||||
continue;
|
||||
if (!*buf)
|
||||
sprintf(buf, "You see %s", GET_NAME(i));
|
||||
else
|
||||
sprintf(buf, "%s%s", buf, GET_NAME(i));
|
||||
if (--count > 1)
|
||||
strcat(buf, ", ");
|
||||
else if (count == 1)
|
||||
strcat(buf, " and ");
|
||||
else {
|
||||
sprintf(buf2, " %s %s.\r\n", how_far[distance], dirs[door]);
|
||||
strcat(buf, buf2);
|
||||
}
|
||||
|
||||
}
|
||||
send_to_char(ch, buf);
|
||||
}
|
||||
|
||||
ACMD(do_scan)
|
||||
{
|
||||
int door;
|
||||
char buf[MAX_STRING_LENGTH];
|
||||
|
||||
*buf = '\0';
|
||||
|
||||
if (IS_AFFECTED(ch, AFF_BLIND)) {
|
||||
send_to_char(ch, "You can't see a damned thing, you're blind!\r\n");
|
||||
return;
|
||||
}
|
||||
/* may want to add more restrictions here, too */
|
||||
send_to_char(ch, "You quickly scan the area.\r\n");
|
||||
for (door = 0; door < NUM_OF_DIRS - 2; door++) /* don't scan up/down */
|
||||
if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE &&
|
||||
!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)
|
||||
&& !IS_DARK(EXIT(ch, door)->to_room)) {
|
||||
if (world[EXIT(ch, door)->to_room].people) {
|
||||
list_scanned_chars(world[EXIT(ch, door)->to_room].people, ch, 0, door);
|
||||
} else if (_2ND_EXIT(ch, door) && _2ND_EXIT(ch, door)->to_room !=
|
||||
NOWHERE && !IS_SET(_2ND_EXIT(ch, door)->exit_info, EX_CLOSED)
|
||||
&& !IS_DARK(_2ND_EXIT(ch, door)->to_room)) {
|
||||
/* check the second room away */
|
||||
if (world[_2ND_EXIT(ch, door)->to_room].people) {
|
||||
list_scanned_chars(world[_2ND_EXIT(ch, door)->to_room].people, ch, 1, door);
|
||||
} else if (_3RD_EXIT(ch, door) && _3RD_EXIT(ch, door)->to_room !=
|
||||
NOWHERE && !IS_SET(_3RD_EXIT(ch, door)->exit_info, EX_CLOSED)
|
||||
&& !IS_DARK(_3RD_EXIT(ch, door)->to_room)) {
|
||||
/* check the third room */
|
||||
if (world[_3RD_EXIT(ch, door)->to_room].people) {
|
||||
list_scanned_chars(world[_3RD_EXIT(ch, door)->to_room].people, ch, 2,
|
||||
door);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4068,6 +4068,7 @@ ACMD(do_copyover)
|
|||
} else {
|
||||
fprintf (fp, "%d %ld %s %s\n", d->descriptor, GET_PREF(och), GET_NAME(och), d->host);
|
||||
/* save och */
|
||||
GET_LOADROOM(och) = GET_ROOM_VNUM(IN_ROOM(och));
|
||||
Crash_rentsave(och,0);
|
||||
save_char(och);
|
||||
write_to_descriptor (d->descriptor, buf);
|
||||
|
|
|
|||
|
|
@ -171,9 +171,9 @@ cpp_extern const struct command_info cmd_info[] = {
|
|||
{ "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT },
|
||||
{ "house" , "house" , POS_RESTING , do_house , 0, 0 },
|
||||
|
||||
{ "identify" , "id" , POS_STANDING, do_not_here , 1, 0 },
|
||||
{ "inventory", "i" , POS_DEAD , do_inventory, 0, 0 },
|
||||
{ "idea" , "id" , POS_DEAD , do_ibt , 0, SCMD_IDEA },
|
||||
{ "identify" , "id" , POS_STANDING, do_not_here , 1, 0 },
|
||||
{ "idea" , "ide" , POS_DEAD , do_ibt , 0, SCMD_IDEA },
|
||||
{ "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD },
|
||||
{ "immlist" , "imm" , POS_DEAD , do_gen_ps , 0, SCMD_IMMLIST },
|
||||
{ "info" , "info" , POS_SLEEPING, do_gen_ps , 0, SCMD_INFO },
|
||||
|
|
@ -264,6 +264,7 @@ cpp_extern const struct command_info cmd_info[] = {
|
|||
{ "sacrifice", "sac" , POS_RESTING , do_sac , 0, 0 },
|
||||
{ "say" , "s" , POS_RESTING , do_say , 0, 0 },
|
||||
{ "score" , "sc" , POS_DEAD , do_score , 0, 0 },
|
||||
{ "scan" , "sca" , POS_RESTING , do_scan , 0, 0 },
|
||||
{ "scopy" , "scopy" , POS_DEAD , do_oasis_copy, LVL_GOD, CON_SEDIT },
|
||||
{ "sit" , "si" , POS_RESTING , do_sit , 0, 0 },
|
||||
{ "'" , "'" , POS_RESTING , do_say , 0, 0 },
|
||||
|
|
|
|||
|
|
@ -820,6 +820,9 @@ do \
|
|||
/** Does room pointer have direction option num? */
|
||||
#define R_EXIT(room, num) ((room)->dir_option[(num)])
|
||||
|
||||
#define _2ND_EXIT(ch, door) (world[EXIT(ch, door)->to_room].dir_option[door])
|
||||
#define _3RD_EXIT(ch, door) (world[_2ND_EXIT(ch, door)->to_room].dir_option[door])
|
||||
|
||||
/** Can ch walk through direction door. */
|
||||
#define CAN_GO(ch, door) (EXIT(ch,door) && \
|
||||
(EXIT(ch,door)->to_room != NOWHERE) && \
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue