Well, here's my first attempt at writing a 'scan' command. It lets players look in the cardinal directions and search for any players/mobs in any room up to 3 squares away. It seems like it works fine, I can't find any bugs. Please reply if you find bugs/like it/have a better idea/whatever. To Jeremy Elson, you can consider this a submission for 3.0 GAMMA ;) You should be able to slap this right into act.informative.c, make an entry in interpreter.c and yer golden! Thanks for your attention... /* functions and macros for 'scan' command */ void list_scanned_chars(struct char_data * list, struct char_data * ch, int distance, int door) { const char *how_far[] = { "close by", "a ways off", "far off to the" }; struct char_data *i; *buf = '\0'; for (i = list; i; i = i->next_in_room) { if (!CAN_SEE(ch, i)) continue; /* you may want to add other checks in here, perhaps something special for Rangers, maybe check terrain, whatever.. */ if (!*buf) sprintf(buf, "You see %s", GET_NAME(i)); if (i->next_in_room) { if (i->next_in_room->next_in_room) sprintf(buf2, ", %s", GET_NAME(i->next_in_room)); else sprintf(buf2, " and %s", GET_NAME(i->next_in_room)); } else sprintf(buf2, " %s %s.\r\n", how_far[distance], dirs[door]); strcat(buf, buf2); } send_to_char(buf, ch); } /* utils.h: #define EXIT(ch, door) (world[(ch)->in_room].dir_option[door]) */ #define _2ND_EXIT(ch, door) (world[EXIT(ch, door)->to_room].dir_option[door]) #define _3RD_EXIT(ch, door) (world[_2ND_EXIT(ch, door)->to_room].dir_option[doo\r]) ACMD(do_scan) { /* >scan You quickly scan the area. You see John, a large horse and Frank close by north. You see a small rabbit a ways off south. You see a huge dragon and a griffon far off to the west. *make scan a skill (ranger?) with a prof. check in each dir. ? */ int door; *buf = '\0'; if (IS_AFFECTED(ch, AFF_BLIND)) { send_to_char("You can't see a damned thing, you're blind!\r\n", ch); return; } /* may want to add more restrictions here, too */ send_to_char("You quickly scan the area.\r\n", ch); for (door = 0; door < NUM_OF_DIRS - 2; door++) /* don't scan up/down */ if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE && !IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED)) { if (world[EXIT(ch, door)->to_room].people) { list_scanned_chars(world[EXIT(ch, door)->to_room].people, ch, 0, door); } else if (_2ND_EXIT(ch, door) && _2ND_EXIT(ch, door)->to_room != NOWHERE && !IS_SET(_2ND_EXIT(ch, door)->exit_info, EX_CLOSED)) { /* check the second room away */ if (world[_2ND_EXIT(ch, door)->to_room].people) { list_scanned_chars(world[_2ND_EXIT(ch, door)->to_room].people, ch, 1, door); } else if (_3RD_EXIT(ch, door) && _3RD_EXIT(ch, door)->to_room != NOWHERE && !IS_SET(_3RD_EXIT(ch, door)->exit_info, EX_CLOSED)) { /* check the third room */ if (world[_3RD_EXIT(ch, door)->to_room].people) { list_scanned_chars(world[_3RD_EXIT(ch, door)->to_room].people, ch, 2, door); } } } } }
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