tbaMUD 3.54
[Oct 10 2007] - Rumble Added OLC menu options for Copying. The Xcopy option is still available for GODs and above. Player table is now created if it does not exist. (thanks Rhade) [Oct 08 2007] - Rumble Removed top_shop_offset variable, hopefully fixing the infamous sedit bug. Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme)
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@@ -326,7 +326,7 @@ void list_one_char(struct char_data *i, struct char_data *ch)
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};
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && IS_NPC(i)) {
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send_to_char(ch, "[%d]", GET_MOB_VNUM(i));
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send_to_char(ch, "[%d] ", GET_MOB_VNUM(i));
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if (SCRIPT(i))
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send_to_char(ch, "[T%d] ", i->proto_script->vnum);
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}
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@@ -501,11 +501,10 @@ void look_at_room(struct char_data *ch, int ignore_brief)
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sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf);
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send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch)));
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if (SCRIPT(rm))
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if (rm->proto_script)
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send_to_char(ch, "[T%d] ", rm->proto_script->vnum);
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send_to_char(ch, "%s [ %s]",
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world[IN_ROOM(ch)].name, buf);
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send_to_char(ch, "%s [ %s]", world[IN_ROOM(ch)].name, buf);
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} else
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send_to_char(ch, "%s", world[IN_ROOM(ch)].name);
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@@ -1569,7 +1568,7 @@ void print_object_location(int num, struct obj_data *obj, struct char_data *ch,
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send_to_char(ch, "%33s", " - ");
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if (obj->proto_script)
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send_to_char(ch, "[%d]", obj->proto_script->vnum);
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send_to_char(ch, "[T%d]", obj->proto_script->vnum);
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if (IN_ROOM(obj) != NOWHERE)
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send_to_char(ch, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM);
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@@ -1596,20 +1595,20 @@ void perform_immort_where(struct char_data *ch, char *arg)
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send_to_char(ch, "Players\r\n-------\r\n");
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for (d = descriptor_list; d; d = d->next)
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if (IS_PLAYING(d)) {
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i = (d->original ? d->original : d->character);
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if (i && CAN_SEE(ch, i) && (IN_ROOM(i) != NOWHERE)) {
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if (d->original)
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send_to_char(ch, "%-20s%s - [%5d] %s%s (in %s%s)\r\n",
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GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(d->character)),
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world[IN_ROOM(d->character)].name, QNRM, GET_NAME(d->character), QNRM);
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else
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send_to_char(ch, "%-20s%s - [%5d] %s%s\r\n", GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
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}
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i = (d->original ? d->original : d->character);
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if (i && CAN_SEE(ch, i) && (IN_ROOM(i) != NOWHERE)) {
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if (d->original)
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send_to_char(ch, "%-20s%s - [%5d] %s%s (in %s%s)\r\n",
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GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(d->character)),
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world[IN_ROOM(d->character)].name, QNRM, GET_NAME(d->character), QNRM);
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else
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send_to_char(ch, "%-20s%s - [%5d] %s%s\r\n", GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
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}
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}
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} else {
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for (i = character_list; i; i = i->next)
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if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) {
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found = 1;
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found = 1;
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send_to_char(ch, "M%3d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM,
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GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
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if (SCRIPT(i))
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@@ -1618,8 +1617,8 @@ void perform_immort_where(struct char_data *ch, char *arg)
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}
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for (num = 0, k = object_list; k; k = k->next)
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if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) {
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found = 1;
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print_object_location(++num, k, ch, TRUE);
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found = 1;
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print_object_location(++num, k, ch, TRUE);
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}
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if (!found)
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send_to_char(ch, "Couldn't find any such thing.\r\n");
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