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MAJOR UPDATE: Admin Levels split from Mortal Levels
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parent
2b30509371
commit
dcba9d6441
77 changed files with 2882 additions and 2067 deletions
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@ -67,7 +67,7 @@ ACMD(do_oasis_copy)
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return;
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/* No copying as a mob or while being forced. */
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if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING)
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if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING)
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return;
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/* We need two arguments. */
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@ -112,7 +112,7 @@ ACMD(do_oasis_copy)
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/* Give the descriptor an OLC structure. */
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if (d->olc) {
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mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_oasis_copy: Player already had olc structure.");
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mudlog(BRF, ADMLVL_IMMORT, TRUE, "SYSERR: do_oasis_copy: Player already had olc structure.");
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free(d->olc);
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}
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@ -187,7 +187,7 @@ ACMD(do_dig)
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send_to_char(ch, "You do not have permission to edit this zone.\r\n");
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return;
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}
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/* Lets not allow digging to limbo. After all, it'd just get us more errors
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/* Lets not allow digging to limbo. After all, it'd just get us more errors
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* on 'show errors.' */
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if (rvnum == 0) {
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send_to_char(ch, "The target exists, but you can't dig to limbo!\r\n");
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@ -230,10 +230,10 @@ ACMD(do_dig)
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/* Now we know the builder is allowed to make the link. */
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/* If the room doesn't exist, create it.*/
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if (rrnum == NOWHERE) {
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/* Give the descriptor an olc struct. This way we can let
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/* Give the descriptor an olc struct. This way we can let
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* redit_save_internally handle the room adding. */
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if (d->olc) {
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mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_dig: Player already had olc structure.");
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mudlog(BRF, ADMLVL_IMMORT, TRUE, "SYSERR: do_dig: Player already had olc structure.");
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free(d->olc);
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}
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CREATE(d->olc, struct oasis_olc_data, 1);
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@ -253,7 +253,7 @@ ACMD(do_dig)
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OLC_ROOM(d)->zone = OLC_ZNUM(d);
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OLC_ROOM(d)->number = NOWHERE;
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/* Save the new room to memory. redit_save_internally handles adding the
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/* Save the new room to memory. redit_save_internally handles adding the
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* room in the right place, etc. */
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redit_save_internally(d);
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OLC_VAL(d) = 0;
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@ -315,7 +315,7 @@ int buildwalk(struct char_data *ch, int dir)
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room_rnum rnum;
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_BUILDWALK) &&
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GET_LEVEL(ch) >= LVL_BUILDER) {
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ADM_FLAGGED(ch, ADM_BUILD)) {
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get_char_colors(ch);
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@ -325,10 +325,10 @@ int buildwalk(struct char_data *ch, int dir)
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send_to_char(ch, "No free vnums are available in this zone!\r\n");
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} else {
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struct descriptor_data *d = ch->desc;
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/* Give the descriptor an olc struct. This way we can let
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/* Give the descriptor an olc struct. This way we can let
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* redit_save_internally handle the room adding. */
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if (d->olc) {
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mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: buildwalk(): Player already had olc structure.");
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mudlog(BRF, ADMLVL_IMMORT, TRUE, "SYSERR: buildwalk(): Player already had olc structure.");
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free(d->olc);
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}
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CREATE(d->olc, struct oasis_olc_data, 1);
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@ -343,7 +343,7 @@ int buildwalk(struct char_data *ch, int dir)
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OLC_ROOM(d)->zone = OLC_ZNUM(d);
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OLC_ROOM(d)->number = NOWHERE;
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/* Save the new room to memory. redit_save_internally handles adding the
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/* Save the new room to memory. redit_save_internally handles adding the
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* room in the right place, etc. */
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redit_save_internally(d);
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OLC_VAL(d) = 0;
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