Update act.informative.c (#119)

Fixed formatting for readability.
Indentations should be correct.
Tested on fresh install. 
It does compile. 
Room descriptions display properly.
This commit is contained in:
tjr1974
2022-11-16 16:08:33 -06:00
committed by GitHub
parent c9ebc7174c
commit e9c9808a24

View File

@@ -495,51 +495,41 @@ void look_at_room(struct char_data *ch, int ignore_brief)
if (!ch->desc)
return;
if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch))
{
if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)){
send_to_char(ch, "It is pitch black...\r\n");
return;
}
else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT)
{
else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) {
send_to_char(ch, "You see nothing but infinite darkness...\r\n");
return;
}
send_to_char(ch, "%s", CCCYN(ch, C_NRM));
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS))
{
send_to_char(ch, "%s", CCYEL(ch, C_NRM));
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) {
char buf[MAX_STRING_LENGTH];
sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf);
send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch)));
send_to_char(ch, "%s[ %s][ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]);
if (SCRIPT(rm))
{
if (SCRIPT(rm)) {
send_to_char(ch, "[T");
for (t = TRIGGERS(SCRIPT(rm)); t; t = t->next)
send_to_char(ch, " %d", GET_TRIG_VNUM(t));
send_to_char(ch, "]");
}
}
else
{
else {
send_to_char(ch, "%s", world[IN_ROOM(ch)].name);
}
send_to_char(ch, "%s\r\n", CCCYN(ch, C_NRM));
send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM));
if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief ||
ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH))
{
ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) {
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch))
str_and_map(world[target_room].description, ch, target_room);
}
else
{
send_to_char(ch, "%s", world[IN_ROOM(ch)].description);
}
/*autoexits */
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT))
@@ -548,6 +538,7 @@ void look_at_room(struct char_data *ch, int ignore_brief)
/*now list characters &objects */
list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE);
list_char_to_char(world[IN_ROOM(ch)].people, ch);
}
}
static void look_in_direction(struct char_data *ch, int dir)