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synced 2026-02-20 10:31:45 +01:00
Minor adjustments, and small 10 Dir bug fix
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@@ -72,14 +72,20 @@ cpp_extern const struct command_info cmd_info[] = {
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{ "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST },
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{ "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP },
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{ "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN },
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{ "northwest", "northw" , POS_STANDING, do_move , 0, SCMD_NW },
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{ "nw" , "nw" , POS_STANDING, do_move , 0, SCMD_NW },
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{ "northeast", "northe" , POS_STANDING, do_move , 0, SCMD_NE },
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{ "ne" , "ne" , POS_STANDING, do_move , 0, SCMD_NE },
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{ "southeast", "southe" , POS_STANDING, do_move , 0, SCMD_SE },
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{ "se" , "se" , POS_STANDING, do_move , 0, SCMD_SE },
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{ "southwest", "southw" , POS_STANDING, do_move , 0, SCMD_SW },
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{ "sw" , "sw" , POS_STANDING, do_move , 0, SCMD_SW },
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{ "north" , "n" , POS_STANDING, do_move , 0, SCMD_NORTH },
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{ "east" , "e" , POS_STANDING, do_move , 0, SCMD_EAST },
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{ "south" , "s" , POS_STANDING, do_move , 0, SCMD_SOUTH },
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{ "west" , "w" , POS_STANDING, do_move , 0, SCMD_WEST },
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{ "up" , "u" , POS_STANDING, do_move , 0, SCMD_UP },
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{ "down" , "d" , POS_STANDING, do_move , 0, SCMD_DOWN },
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{ "northwest", "northw" , POS_STANDING, do_move , 0, SCMD_NW },
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{ "nw" , "nw" , POS_STANDING, do_move , 0, SCMD_NW },
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{ "northeast", "northe" , POS_STANDING, do_move , 0, SCMD_NE },
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{ "ne" , "ne" , POS_STANDING, do_move , 0, SCMD_NE },
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{ "southeast", "southe" , POS_STANDING, do_move , 0, SCMD_SE },
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{ "se" , "se" , POS_STANDING, do_move , 0, SCMD_SE },
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{ "southwest", "southw" , POS_STANDING, do_move , 0, SCMD_SW },
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{ "sw" , "sw" , POS_STANDING, do_move , 0, SCMD_SW },
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/* now, the main list */
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{ "at" , "at" , POS_DEAD , do_at , LVL_IMMORT, 0 },
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@@ -1222,51 +1228,51 @@ static bool perform_new_char_dupe_check(struct descriptor_data *d)
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/* load the player, put them in the right room - used by copyover_recover too */
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int enter_player_game (struct descriptor_data *d)
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{
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int load_result;
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room_vnum load_room;
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int load_result;
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room_vnum load_room;
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reset_char(d->character);
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reset_char(d->character);
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if (PLR_FLAGGED(d->character, PLR_INVSTART))
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GET_INVIS_LEV(d->character) = GET_LEVEL(d->character);
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if (PLR_FLAGGED(d->character, PLR_INVSTART))
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GET_INVIS_LEV(d->character) = GET_LEVEL(d->character);
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/* We have to place the character in a room before equipping them
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* or equip_char() will gripe about the person in NOWHERE. */
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if ((load_room = GET_LOADROOM(d->character)) != NOWHERE)
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/* We have to place the character in a room before equipping them
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* or equip_char() will gripe about the person in NOWHERE. */
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if ((load_room = GET_LOADROOM(d->character)) != NOWHERE)
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load_room = real_room(load_room);
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/* If char was saved with NOWHERE, or real_room above failed... */
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if (load_room == NOWHERE) {
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/* If char was saved with NOWHERE, or real_room above failed... */
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if (load_room == NOWHERE) {
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if (GET_LEVEL(d->character) >= LVL_IMMORT)
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load_room = r_immort_start_room;
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else
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load_room = r_mortal_start_room;
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}
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}
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if (PLR_FLAGGED(d->character, PLR_FROZEN))
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if (PLR_FLAGGED(d->character, PLR_FROZEN))
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load_room = r_frozen_start_room;
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/* copyover */
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GET_ID(d->character) = GET_IDNUM(d->character);
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/* find_char helper */
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add_to_lookup_table(GET_ID(d->character), (void *)d->character);
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/* copyover */
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GET_ID(d->character) = GET_IDNUM(d->character);
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/* find_char helper */
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add_to_lookup_table(GET_ID(d->character), (void *)d->character);
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/* After moving saving of variables to the player file, this should only
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* be called in case nothing was found in the pfile. If something was
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* found, SCRIPT(ch) will be set. */
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if (!SCRIPT(d->character))
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read_saved_vars(d->character);
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/* After moving saving of variables to the player file, this should only
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* be called in case nothing was found in the pfile. If something was
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* found, SCRIPT(ch) will be set. */
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if (!SCRIPT(d->character))
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read_saved_vars(d->character);
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d->character->next = character_list;
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character_list = d->character;
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char_to_room(d->character, load_room);
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load_result = Crash_load(d->character);
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save_char(d->character);
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d->character->next = character_list;
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character_list = d->character;
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char_to_room(d->character, load_room);
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load_result = Crash_load(d->character);
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save_char(d->character);
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/* Check for a login trigger in the players' start room */
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login_wtrigger(&world[IN_ROOM(d->character)], d->character);
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/* Check for a login trigger in the players' start room */
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login_wtrigger(&world[IN_ROOM(d->character)], d->character);
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return load_result;
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return load_result;
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}
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EVENTFUNC(get_protocols)
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