[CODE] Yet Another Drag Command

From: Melissa Jadwinski (jadwin@tiac.net)
Date: 05/04/00


In celebration of being back on the list (I somehow got unsubscribed or
something) here is my version of the popular "drag corpse" command.  I
noticed the ftp site snippet directory has been rearranged (*I* didn't
know; I've been off the list!), kudos and thanks to whomever did that --
it's much easier to use now.

Meer/Melissa Jadwinski
jadwin@tiac.net
"Cheerfully re-inventing the wheel for drag queens everywhere."


Usage: (1) toss in act.movement.c, (2) compile, (3) pray.
Oh yeah, if you find a bug, toss it my way -- this is the same drag my mud
uses. ;)

#define DRAG_MOVE_COST 30 /* move cost to drag a corpse one room */

ACMD(do_drag) {
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  struct obj_data *corpse;
  struct char_data *tmp_char;
  int corpse_dotmode, door, need_movement;

  two_arguments(argument, arg1, arg2);
  corpse_dotmode = find_all_dots(arg1);

  if (!*arg1)
    send_to_char("Drag what where?\r\n", ch);
  else if (corpse_dotmode != FIND_INDIV)
    send_to_char("You can only drag one corpse at a time.\r\n", ch);
  else if (!*arg2)
    send_to_char("You must specify a direction.\r\n", ch);
  else {
    generic_find(arg1, FIND_OBJ_ROOM, ch, &tmp_char, &corpse);

    if (!corpse) {
      sprintf(buf, "You don't see %s %s here.\r\n", AN(arg1), arg1);
      send_to_char(buf, ch);

    /* if you remove this check, players will be able to drag    */
    /* fountains, etc. :)  if you want to allow that sort of     */
    /* thing, you might want to check for !take flags or weight. */
    } else if (!IS_CORPSE(corpse))
      send_to_char("You can only drag corpses.\r\n", ch);
    else if ((door = search_block(arg2, dirs, FALSE)) < 0)
      send_to_char("That's not a direction.\r\n", ch);
    else {
      need_movement = (movement_loss[SECT(ch->in_room)] +
                       movement_loss[SECT(EXIT(ch, door)->to_room)]) / 2;
      need_movement += DRAG_MOVE_COST;

      if (!IS_NPC(ch) && (GET_LEVEL(ch) < LVL_IMMORT) &&
         (GET_MOVE(ch) < need_movement)) {
        act("You are too exhausted to drag $p with you!",
            FALSE, ch, corpse, NULL, TO_CHAR);
      } else if (perform_move(ch, door, 0)) {
        if (!IS_NPC(ch) && (GET_LEVEL(ch) < LVL_IMMORT))
          GET_MOVE(ch) -= DRAG_MOVE_COST;
        obj_from_room(corpse);
        obj_to_room(corpse, ch->in_room);
        act("You drag $p with you.", FALSE, ch, corpse, NULL, TO_CHAR);
        act("$n drags $p with $m.", FALSE, ch, corpse, NULL, TO_ROOM);
      }

    }

  }
}


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