MAJOR UPDATE: Admin Levels split from Mortal Levels

This commit is contained in:
JamDog 2010-11-24 20:07:22 +00:00
parent 2b30509371
commit dcba9d6441
77 changed files with 2882 additions and 2067 deletions

View file

@ -67,7 +67,7 @@ ACMD(do_oasis_copy)
return;
/* No copying as a mob or while being forced. */
if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING)
if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING)
return;
/* We need two arguments. */
@ -112,7 +112,7 @@ ACMD(do_oasis_copy)
/* Give the descriptor an OLC structure. */
if (d->olc) {
mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_oasis_copy: Player already had olc structure.");
mudlog(BRF, ADMLVL_IMMORT, TRUE, "SYSERR: do_oasis_copy: Player already had olc structure.");
free(d->olc);
}
@ -187,7 +187,7 @@ ACMD(do_dig)
send_to_char(ch, "You do not have permission to edit this zone.\r\n");
return;
}
/* Lets not allow digging to limbo. After all, it'd just get us more errors
/* Lets not allow digging to limbo. After all, it'd just get us more errors
* on 'show errors.' */
if (rvnum == 0) {
send_to_char(ch, "The target exists, but you can't dig to limbo!\r\n");
@ -230,10 +230,10 @@ ACMD(do_dig)
/* Now we know the builder is allowed to make the link. */
/* If the room doesn't exist, create it.*/
if (rrnum == NOWHERE) {
/* Give the descriptor an olc struct. This way we can let
/* Give the descriptor an olc struct. This way we can let
* redit_save_internally handle the room adding. */
if (d->olc) {
mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_dig: Player already had olc structure.");
mudlog(BRF, ADMLVL_IMMORT, TRUE, "SYSERR: do_dig: Player already had olc structure.");
free(d->olc);
}
CREATE(d->olc, struct oasis_olc_data, 1);
@ -253,7 +253,7 @@ ACMD(do_dig)
OLC_ROOM(d)->zone = OLC_ZNUM(d);
OLC_ROOM(d)->number = NOWHERE;
/* Save the new room to memory. redit_save_internally handles adding the
/* Save the new room to memory. redit_save_internally handles adding the
* room in the right place, etc. */
redit_save_internally(d);
OLC_VAL(d) = 0;
@ -315,7 +315,7 @@ int buildwalk(struct char_data *ch, int dir)
room_rnum rnum;
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_BUILDWALK) &&
GET_LEVEL(ch) >= LVL_BUILDER) {
ADM_FLAGGED(ch, ADM_BUILD)) {
get_char_colors(ch);
@ -325,10 +325,10 @@ int buildwalk(struct char_data *ch, int dir)
send_to_char(ch, "No free vnums are available in this zone!\r\n");
} else {
struct descriptor_data *d = ch->desc;
/* Give the descriptor an olc struct. This way we can let
/* Give the descriptor an olc struct. This way we can let
* redit_save_internally handle the room adding. */
if (d->olc) {
mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: buildwalk(): Player already had olc structure.");
mudlog(BRF, ADMLVL_IMMORT, TRUE, "SYSERR: buildwalk(): Player already had olc structure.");
free(d->olc);
}
CREATE(d->olc, struct oasis_olc_data, 1);
@ -343,7 +343,7 @@ int buildwalk(struct char_data *ch, int dir)
OLC_ROOM(d)->zone = OLC_ZNUM(d);
OLC_ROOM(d)->number = NOWHERE;
/* Save the new room to memory. redit_save_internally handles adding the
/* Save the new room to memory. redit_save_internally handles adding the
* room in the right place, etc. */
redit_save_internally(d);
OLC_VAL(d) = 0;