forked from kyonshi/grenzland-mud
act-files formatted
This commit is contained in:
+85
-105
@@ -166,8 +166,7 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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return 0;
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/* Charm effect: Does it override the movement? */
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if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && was_in == IN_ROOM(ch->master))
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{
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if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && was_in == IN_ROOM(ch->master)) {
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send_to_char(ch, "The thought of leaving your master makes you weep.\r\n");
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act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
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return (0);
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@@ -175,28 +174,23 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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/* Water, No Swimming Rooms: Does the deep water prevent movement? */
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if ((SECT(was_in) == SECT_WATER_NOSWIM) ||
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(SECT(going_to) == SECT_WATER_NOSWIM))
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{
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if (!has_boat(ch))
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{
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(SECT(going_to) == SECT_WATER_NOSWIM)) {
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if (!has_boat(ch)) {
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send_to_char(ch, "You need a boat to go there.\r\n");
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return (0);
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}
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}
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/* Flying Required: Does lack of flying prevent movement? */
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if ((SECT(was_in) == SECT_FLYING) || (SECT(going_to) == SECT_FLYING))
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{
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if (!has_flight(ch))
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{
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if ((SECT(was_in) == SECT_FLYING) || (SECT(going_to) == SECT_FLYING)) {
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if (!has_flight(ch)) {
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send_to_char(ch, "You need to be flying to go there!\r\n");
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return (0);
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}
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}
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/* Underwater Room: Does lack of underwater breathing prevent movement? */
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if ((SECT(was_in) == SECT_UNDERWATER) || (SECT(going_to) == SECT_UNDERWATER))
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{
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if ((SECT(was_in) == SECT_UNDERWATER) || (SECT(going_to) == SECT_UNDERWATER)) {
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if (!has_scuba(ch) && !IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) {
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send_to_char(ch, "You need to be able to breathe water to go there!\r\n");
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return (0);
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@@ -204,10 +198,8 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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}
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/* Houses: Can the player walk into the house? */
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if (ROOM_FLAGGED(was_in, ROOM_ATRIUM))
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{
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if (!House_can_enter(ch, GET_ROOM_VNUM(going_to)))
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{
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if (ROOM_FLAGGED(was_in, ROOM_ATRIUM)) {
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if (!House_can_enter(ch, GET_ROOM_VNUM(going_to))) {
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send_to_char(ch, "That's private property -- no trespassing!\r\n");
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return (0);
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}
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@@ -223,15 +215,15 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
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return (0);
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}
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if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_NOIMMORT) && (GET_LEVEL(ch) >= LVL_IMMORT) && (GET_LEVEL(ch) < LVL_GRGOD)) {
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if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_NOIMMORT) && (GET_LEVEL(ch) >= LVL_IMMORT) && (
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GET_LEVEL(ch) < LVL_GRGOD)) {
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send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
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return (0);
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}
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/* Room Size Capacity: Is the room full of people already? */
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if (ROOM_FLAGGED(going_to, ROOM_TUNNEL) &&
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num_pc_in_room(&(world[going_to])) >= CONFIG_TUNNEL_SIZE)
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{
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num_pc_in_room(&(world[going_to])) >= CONFIG_TUNNEL_SIZE) {
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if (CONFIG_TUNNEL_SIZE > 1)
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send_to_char(ch, "There isn't enough room for you to go there!\r\n");
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else
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@@ -240,8 +232,7 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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}
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/* Room Level Requirements: Is ch privileged enough to enter the room? */
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if (ROOM_FLAGGED(going_to, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GOD)
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{
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if (ROOM_FLAGGED(going_to, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GOD) {
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send_to_char(ch, "You aren't godly enough to use that room!\r\n");
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return (0);
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}
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@@ -250,11 +241,10 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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* move points. */
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/* move points needed is avg. move loss for src and destination sect type */
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need_movement = (movement_loss[SECT(was_in)] +
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movement_loss[SECT(going_to)]) / 2;
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movement_loss[SECT(going_to)]) / 2;
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/* Move Point Requirement Check */
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if (GET_MOVE(ch) < need_movement && !IS_NPC(ch))
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{
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if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) {
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if (need_specials_check && ch->master)
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send_to_char(ch, "You are too exhausted to follow.\r\n");
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else
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@@ -274,8 +264,7 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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GET_MOVE(ch) -= need_movement;
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/* Generate the leave message and display to others in the was_in room. */
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if (!AFF_FLAGGED(ch, AFF_SNEAK))
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{
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if (!AFF_FLAGGED(ch, AFF_SNEAK)) {
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snprintf(leave_message, sizeof(leave_message), "$n leaves %s.", dirs[dir]);
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act(leave_message, TRUE, ch, 0, 0, TO_ROOM);
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}
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@@ -307,9 +296,9 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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look_at_room(ch, 0);
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/* ... and Kill the player if the room is a death trap. */
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if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT)
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{
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mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to), world[going_to].name);
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if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
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mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to),
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world[going_to].name);
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death_cry(ch);
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extract_char(ch);
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return (0);
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@@ -319,15 +308,13 @@ int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
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/* Fire memory and greet triggers, check and see if the greet trigger
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* prevents movement, and if so, move the player back to the previous room. */
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entry_memory_mtrigger(ch);
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if (!greet_mtrigger(ch, dir))
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{
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if (!greet_mtrigger(ch, dir)) {
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char_from_room(ch);
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char_to_room(ch, was_in);
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look_at_room(ch, 0);
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/* Failed move, return a failure */
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return (0);
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}
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else
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} else
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greet_memory_mtrigger(ch);
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/*---------------------------------------------------------------------*/
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/* End: Post-move operations. */
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@@ -348,7 +335,8 @@ int perform_move(struct char_data *ch, int dir, int need_specials_check)
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send_to_char(ch, "Alas, you cannot go that way...\r\n");
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else if ((!EXIT(ch, dir) && !buildwalk(ch, dir)) || EXIT(ch, dir)->to_room == NOWHERE)
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send_to_char(ch, "Alas, you cannot go that way...\r\n");
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else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)))) {
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else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED) && (GET_LEVEL(ch) < LVL_IMMORT || (
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!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)))) {
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if (EXIT(ch, dir)->keyword)
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send_to_char(ch, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
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else
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@@ -364,9 +352,9 @@ int perform_move(struct char_data *ch, int dir, int need_specials_check)
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for (k = ch->followers; k; k = next) {
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next = k->next;
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if ((IN_ROOM(k->follower) == was_in) &&
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(GET_POS(k->follower) >= POS_STANDING)) {
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act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
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perform_move(k->follower, dir, 1);
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(GET_POS(k->follower) >= POS_STANDING)) {
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act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
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perform_move(k->follower, dir, 1);
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}
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}
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return (1);
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@@ -384,14 +372,14 @@ static int find_door(struct char_data *ch, const char *type, char *dir, const ch
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{
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int door;
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if (*dir) { /* a direction was specified */
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if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */
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if (*dir) { /* a direction was specified */
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if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */
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if ((door = search_block(dir, autoexits, FALSE)) == -1) { /* Check 'short' dirs too */
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send_to_char(ch, "That's not a direction.\r\n");
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return (-1);
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}
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}
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if (EXIT(ch, door)) { /* Braces added according to indent. -gg */
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if (EXIT(ch, door)) { /* Braces added according to indent. -gg */
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if (EXIT(ch, door)->keyword) {
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if (is_name(type, EXIT(ch, door)->keyword))
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return (door);
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@@ -400,40 +388,34 @@ static int find_door(struct char_data *ch, const char *type, char *dir, const ch
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return (-1);
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}
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} else
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return (door);
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return (door);
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} else {
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send_to_char(ch, "I really don't see how you can %s anything there.\r\n", cmdname);
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return (-1);
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}
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} else { /* try to locate the keyword */
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} else { /* try to locate the keyword */
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if (!*type) {
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send_to_char(ch, "What is it you want to %s?\r\n", cmdname);
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return (-1);
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}
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for (door = 0; door < DIR_COUNT; door++)
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{
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if (EXIT(ch, door))
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{
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if (EXIT(ch, door)->keyword)
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{
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if (isname(type, EXIT(ch, door)->keyword))
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{
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for (door = 0; door < DIR_COUNT; door++) {
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if (EXIT(ch, door)) {
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if (EXIT(ch, door)->keyword) {
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if (isname(type, EXIT(ch, door)->keyword)) {
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if ((!IS_NPC(ch)) && (!PRF_FLAGGED(ch, PRF_AUTODOOR)))
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return door;
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else if (is_abbrev(cmdname, "open"))
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{
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else if (is_abbrev(cmdname, "open")) {
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if (IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
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return door;
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else if (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
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return door;
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}
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else if ((is_abbrev(cmdname, "close")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))) )
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} else if ((is_abbrev(cmdname, "close")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))))
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return door;
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else if ((is_abbrev(cmdname, "lock")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))) )
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else if ((is_abbrev(cmdname, "lock")) && (!(IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))))
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return door;
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else if ((is_abbrev(cmdname, "unlock")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) )
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else if ((is_abbrev(cmdname, "unlock")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)))
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return door;
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else if ((is_abbrev(cmdname, "pick")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)) )
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else if ((is_abbrev(cmdname, "pick")) && (IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED)))
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return door;
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}
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}
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@@ -483,20 +465,20 @@ int has_key(struct char_data *ch, obj_vnum key)
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/* cmd_door is required external from act.movement.c */
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const char *cmd_door[] =
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{
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"open",
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"close",
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"unlock",
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"lock",
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"pick"
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"open",
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"close",
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"unlock",
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"lock",
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"pick"
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};
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static const int flags_door[] =
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{
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NEED_CLOSED | NEED_UNLOCKED,
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NEED_OPEN,
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NEED_CLOSED | NEED_LOCKED,
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NEED_CLOSED | NEED_UNLOCKED,
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NEED_CLOSED | NEED_LOCKED
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NEED_CLOSED | NEED_UNLOCKED,
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NEED_OPEN,
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NEED_CLOSED | NEED_LOCKED,
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NEED_CLOSED | NEED_UNLOCKED,
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NEED_CLOSED | NEED_LOCKED
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};
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#define EXITN(room, door) (world[room].dir_option[door])
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@@ -576,15 +558,15 @@ static void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int
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/* Notify the room. */
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if (len < sizeof(buf))
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snprintf(buf + len, sizeof(buf) - len, "%s%s.",
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obj ? "" : "the ", obj ? "$p" : EXIT(ch, door)->keyword ? "$F" : "door");
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obj ? "" : "the ", obj ? "$p" : EXIT(ch, door)->keyword ? "$F" : "door");
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if (!obj || IN_ROOM(obj) != NOWHERE)
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act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM);
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/* Notify the other room */
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if (back && (scmd == SCMD_OPEN || scmd == SCMD_CLOSE))
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send_to_room(EXIT(ch, door)->to_room, "The %s is %s%s from the other side.\r\n",
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back->keyword ? fname(back->keyword) : "door", cmd_door[scmd],
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scmd == SCMD_CLOSE ? "d" : "ed");
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send_to_room(EXIT(ch, door)->to_room, "The %s is %s%s from the other side.\r\n",
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back->keyword ? fname(back->keyword) : "door", cmd_door[scmd],
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scmd == SCMD_CLOSE ? "d" : "ed");
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}
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static int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd)
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@@ -655,18 +637,16 @@ ACMD(do_gen_door)
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send_to_char(ch, "But it's currently open!\r\n");
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else if (!(DOOR_IS_LOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_LOCKED))
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send_to_char(ch, "Oh.. it wasn't locked, after all..\r\n");
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else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (has_key(ch, keynum)) )
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{
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else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((
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!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (has_key(ch, keynum))) {
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send_to_char(ch, "It is locked, but you have the key.\r\n");
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do_doorcmd(ch, obj, door, SCMD_UNLOCK);
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do_doorcmd(ch, obj, door, subcmd);
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}
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else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (!has_key(ch, keynum)) )
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{
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} else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) && ((
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!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOKEY))) && (!has_key(ch, keynum))) {
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send_to_char(ch, "It is locked, and you do not have the key!\r\n");
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}
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else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) &&
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(GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE))))
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} else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED) &&
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(GET_LEVEL(ch) < LVL_IMMORT || (!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE))))
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send_to_char(ch, "It seems to be locked.\r\n");
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else if (!has_key(ch, keynum) && (GET_LEVEL(ch) < LVL_GOD) && ((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK)))
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send_to_char(ch, "You don't seem to have the proper key.\r\n");
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@@ -683,7 +663,7 @@ ACMD(do_enter)
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one_argument(argument, buf);
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if (*buf) { /* an argument was supplied, search for door
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if (*buf) { /* an argument was supplied, search for door
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* keyword */
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for (door = 0; door < DIR_COUNT; door++)
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if (EXIT(ch, door))
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@@ -699,12 +679,12 @@ ACMD(do_enter)
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/* try to locate an entrance */
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for (door = 0; door < DIR_COUNT; door++)
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if (EXIT(ch, door))
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if (EXIT(ch, door)->to_room != NOWHERE)
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if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
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ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
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perform_move(ch, door, 1);
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return;
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}
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if (EXIT(ch, door)->to_room != NOWHERE)
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if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
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ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
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perform_move(ch, door, 1);
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return;
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}
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send_to_char(ch, "You can't seem to find anything to enter.\r\n");
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}
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}
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@@ -718,12 +698,12 @@ ACMD(do_leave)
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else {
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for (door = 0; door < DIR_COUNT; door++)
|
||||
if (EXIT(ch, door))
|
||||
if (EXIT(ch, door)->to_room != NOWHERE)
|
||||
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
|
||||
!ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
|
||||
perform_move(ch, door, 1);
|
||||
return;
|
||||
}
|
||||
if (EXIT(ch, door)->to_room != NOWHERE)
|
||||
if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) &&
|
||||
!ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) {
|
||||
perform_move(ch, door, 1);
|
||||
return;
|
||||
}
|
||||
send_to_char(ch, "I see no obvious exits to the outside.\r\n");
|
||||
}
|
||||
}
|
||||
@@ -737,16 +717,16 @@ ACMD(do_stand)
|
||||
case POS_SITTING:
|
||||
send_to_char(ch, "You stand up.\r\n");
|
||||
act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
|
||||
/* Were they sitting in something? */
|
||||
/* Were they sitting in something? */
|
||||
char_from_furniture(ch);
|
||||
/* Will be sitting after a successful bash and may still be fighting. */
|
||||
/* Will be sitting after a successful bash and may still be fighting. */
|
||||
GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING;
|
||||
break;
|
||||
case POS_RESTING:
|
||||
send_to_char(ch, "You stop resting, and stand up.\r\n");
|
||||
act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM);
|
||||
GET_POS(ch) = POS_STANDING;
|
||||
/* Were they sitting in something. */
|
||||
/* Were they sitting in something. */
|
||||
char_from_furniture(ch);
|
||||
break;
|
||||
case POS_SLEEPING:
|
||||
@@ -758,7 +738,7 @@ ACMD(do_stand)
|
||||
default:
|
||||
send_to_char(ch, "You stop floating around, and put your feet on the ground.\r\n");
|
||||
act("$n stops floating around, and puts $s feet on the ground.",
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
GET_POS(ch) = POS_STANDING;
|
||||
break;
|
||||
}
|
||||
@@ -799,7 +779,7 @@ ACMD(do_sit)
|
||||
} else {
|
||||
if (OBJ_SAT_IN_BY(furniture) == NULL)
|
||||
OBJ_SAT_IN_BY(furniture) = ch;
|
||||
for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch ; tempch = NEXT_SITTING(tempch)) {
|
||||
for (tempch = OBJ_SAT_IN_BY(furniture); tempch != ch; tempch = NEXT_SITTING(tempch)) {
|
||||
if (NEXT_SITTING(tempch))
|
||||
continue;
|
||||
NEXT_SITTING(tempch) = ch;
|
||||
@@ -884,7 +864,7 @@ ACMD(do_sleep)
|
||||
default:
|
||||
send_to_char(ch, "You stop floating around, and lie down to sleep.\r\n");
|
||||
act("$n stops floating around, and lie down to sleep.",
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
TRUE, ch, 0, 0, TO_ROOM);
|
||||
GET_POS(ch) = POS_SLEEPING;
|
||||
break;
|
||||
}
|
||||
@@ -942,9 +922,9 @@ ACMD(do_follow)
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if (ch->master != (char_data*) NULL) {
|
||||
send_to_char(ch, "You are following %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
if (ch->master != (char_data *)NULL) {
|
||||
send_to_char(ch, "You are following %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
} else {
|
||||
send_to_char(ch, "Whom do you wish to follow?\r\n");
|
||||
}
|
||||
@@ -957,7 +937,7 @@ ACMD(do_follow)
|
||||
}
|
||||
if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master)) {
|
||||
act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
|
||||
} else { /* Not Charmed follow person */
|
||||
} else { /* Not Charmed follow person */
|
||||
if (leader == ch) {
|
||||
if (!ch->master) {
|
||||
send_to_char(ch, "You are already following yourself.\r\n");
|
||||
@@ -980,9 +960,9 @@ ACMD(do_follow)
|
||||
ACMD(do_unfollow)
|
||||
{
|
||||
if (ch->master) {
|
||||
if (AFF_FLAGGED(ch, AFF_CHARM)) {
|
||||
send_to_char(ch, "You feel compelled to follow %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
if (AFF_FLAGGED(ch, AFF_CHARM)) {
|
||||
send_to_char(ch, "You feel compelled to follow %s.\r\n",
|
||||
GET_NAME(ch->master));
|
||||
} else {
|
||||
stop_follower(ch);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user