Minor adjustments, and small 10 Dir bug fix

This commit is contained in:
Vatiken
2012-02-20 20:25:24 +00:00
parent ad3bb8bc64
commit 47f7ad955f
4 changed files with 63 additions and 62 deletions

View File

@@ -72,14 +72,20 @@ cpp_extern const struct command_info cmd_info[] = {
{ "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST },
{ "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP },
{ "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN },
{ "northwest", "northw" , POS_STANDING, do_move , 0, SCMD_NW },
{ "nw" , "nw" , POS_STANDING, do_move , 0, SCMD_NW },
{ "northeast", "northe" , POS_STANDING, do_move , 0, SCMD_NE },
{ "ne" , "ne" , POS_STANDING, do_move , 0, SCMD_NE },
{ "southeast", "southe" , POS_STANDING, do_move , 0, SCMD_SE },
{ "se" , "se" , POS_STANDING, do_move , 0, SCMD_SE },
{ "southwest", "southw" , POS_STANDING, do_move , 0, SCMD_SW },
{ "sw" , "sw" , POS_STANDING, do_move , 0, SCMD_SW },
{ "north" , "n" , POS_STANDING, do_move , 0, SCMD_NORTH },
{ "east" , "e" , POS_STANDING, do_move , 0, SCMD_EAST },
{ "south" , "s" , POS_STANDING, do_move , 0, SCMD_SOUTH },
{ "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST },
{ "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP },
{ "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN },
{ "northwest", "northw" , POS_STANDING, do_move , 0, SCMD_NW },
{ "nw" , "nw" , POS_STANDING, do_move , 0, SCMD_NW },
{ "northeast", "northe" , POS_STANDING, do_move , 0, SCMD_NE },
{ "ne" , "ne" , POS_STANDING, do_move , 0, SCMD_NE },
{ "southeast", "southe" , POS_STANDING, do_move , 0, SCMD_SE },
{ "se" , "se" , POS_STANDING, do_move , 0, SCMD_SE },
{ "southwest", "southw" , POS_STANDING, do_move , 0, SCMD_SW },
{ "sw" , "sw" , POS_STANDING, do_move , 0, SCMD_SW },
/* now, the main list */
{ "at" , "at" , POS_DEAD , do_at , LVL_IMMORT, 0 },
@@ -1222,51 +1228,51 @@ static bool perform_new_char_dupe_check(struct descriptor_data *d)
/* load the player, put them in the right room - used by copyover_recover too */
int enter_player_game (struct descriptor_data *d)
{
int load_result;
room_vnum load_room;
int load_result;
room_vnum load_room;
reset_char(d->character);
reset_char(d->character);
if (PLR_FLAGGED(d->character, PLR_INVSTART))
GET_INVIS_LEV(d->character) = GET_LEVEL(d->character);
if (PLR_FLAGGED(d->character, PLR_INVSTART))
GET_INVIS_LEV(d->character) = GET_LEVEL(d->character);
/* We have to place the character in a room before equipping them
* or equip_char() will gripe about the person in NOWHERE. */
if ((load_room = GET_LOADROOM(d->character)) != NOWHERE)
/* We have to place the character in a room before equipping them
* or equip_char() will gripe about the person in NOWHERE. */
if ((load_room = GET_LOADROOM(d->character)) != NOWHERE)
load_room = real_room(load_room);
/* If char was saved with NOWHERE, or real_room above failed... */
if (load_room == NOWHERE) {
/* If char was saved with NOWHERE, or real_room above failed... */
if (load_room == NOWHERE) {
if (GET_LEVEL(d->character) >= LVL_IMMORT)
load_room = r_immort_start_room;
else
load_room = r_mortal_start_room;
}
}
if (PLR_FLAGGED(d->character, PLR_FROZEN))
if (PLR_FLAGGED(d->character, PLR_FROZEN))
load_room = r_frozen_start_room;
/* copyover */
GET_ID(d->character) = GET_IDNUM(d->character);
/* find_char helper */
add_to_lookup_table(GET_ID(d->character), (void *)d->character);
/* copyover */
GET_ID(d->character) = GET_IDNUM(d->character);
/* find_char helper */
add_to_lookup_table(GET_ID(d->character), (void *)d->character);
/* After moving saving of variables to the player file, this should only
* be called in case nothing was found in the pfile. If something was
* found, SCRIPT(ch) will be set. */
if (!SCRIPT(d->character))
read_saved_vars(d->character);
/* After moving saving of variables to the player file, this should only
* be called in case nothing was found in the pfile. If something was
* found, SCRIPT(ch) will be set. */
if (!SCRIPT(d->character))
read_saved_vars(d->character);
d->character->next = character_list;
character_list = d->character;
char_to_room(d->character, load_room);
load_result = Crash_load(d->character);
save_char(d->character);
d->character->next = character_list;
character_list = d->character;
char_to_room(d->character, load_room);
load_result = Crash_load(d->character);
save_char(d->character);
/* Check for a login trigger in the players' start room */
login_wtrigger(&world[IN_ROOM(d->character)], d->character);
/* Check for a login trigger in the players' start room */
login_wtrigger(&world[IN_ROOM(d->character)], d->character);
return load_result;
return load_result;
}
EVENTFUNC(get_protocols)