Update act.informative.c (#119)
Fixed formatting for readability. Indentations should be correct. Tested on fresh install. It does compile. Room descriptions display properly.
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@@ -495,51 +495,41 @@ void look_at_room(struct char_data *ch, int ignore_brief)
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if (!ch->desc)
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return;
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if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch))
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{
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if (IS_DARK(IN_ROOM(ch)) && !CAN_SEE_IN_DARK(ch)){
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send_to_char(ch, "It is pitch black...\r\n");
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return;
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}
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else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT)
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{
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else if (AFF_FLAGGED(ch, AFF_BLIND) && GET_LEVEL(ch) < LVL_IMMORT) {
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send_to_char(ch, "You see nothing but infinite darkness...\r\n");
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return;
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}
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send_to_char(ch, "%s", CCCYN(ch, C_NRM));
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS))
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{
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send_to_char(ch, "%s", CCYEL(ch, C_NRM));
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS)) {
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char buf[MAX_STRING_LENGTH];
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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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send_to_char(ch, "%s[ %s][ %s ]", world[IN_ROOM(ch)].name, buf, sector_types[world[IN_ROOM(ch)].sector_type]);
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if (SCRIPT(rm))
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{
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if (SCRIPT(rm)) {
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send_to_char(ch, "[T");
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for (t = TRIGGERS(SCRIPT(rm)); t; t = t->next)
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send_to_char(ch, " %d", GET_TRIG_VNUM(t));
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send_to_char(ch, "]");
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}
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}
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else
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{
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else {
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send_to_char(ch, "%s", world[IN_ROOM(ch)].name);
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}
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send_to_char(ch, "%s\r\n", CCCYN(ch, C_NRM));
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send_to_char(ch, "%s\r\n", CCNRM(ch, C_NRM));
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if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief ||
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ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH))
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{
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ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH)) {
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOMAP) && can_see_map(ch))
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str_and_map(world[target_room].description, ch, target_room);
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}
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else
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{
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send_to_char(ch, "%s", world[IN_ROOM(ch)].description);
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}
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/*autoexits */
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if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOEXIT))
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@@ -548,6 +538,7 @@ void look_at_room(struct char_data *ch, int ignore_brief)
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/*now list characters &objects */
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list_obj_to_char(world[IN_ROOM(ch)].contents, ch, SHOW_OBJ_LONG, FALSE);
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list_char_to_char(world[IN_ROOM(ch)].people, ch);
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}
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}
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static void look_in_direction(struct char_data *ch, int dir)
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