David Cole wrote:
>
> void look_in_direction(struct char_data * ch, int dir)
> {
> int next_room;
>
> if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) {
> send_to_char("&zIt is pitch black...&n\r\n", ch);
> return;
> } else if (AFF_FLAGGED(ch, AFF_BLIND)) {
> send_to_char("&WYou can't see a damn thing, your blind!&n\r\n", ch);
> return;
> }
> if (EXIT(ch, dir) && EXIT(ch, dir)->to_room != NOWHERE &&
> !IS_SET(EXIT(ch, dir)->exit_info, EX_SECRET)) {
> if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED) && EXIT(ch,
> dir)->keyword) {
> sprintf(buf, "The %s is closed.\r\n", fname(EXIT(ch,
> dir)->keyword));
> send_to_char(buf, ch);
> if (EXIT(ch, dir)->general_description)
> send_to_char(EXIT(ch, dir)->general_description, ch);
> } else {
> next_room = world[ch->in_room].dir_option[dir]->to_room;
>
/* howaboutsomethinglikethis
put the character in the room
look_at_room(ch);
put char back in original room
See => wiz command 'at'
*/
> }
> } else
> send_to_char("You see nothing special..\r\n", ch);
> }
>
> Thanks,
> Dave (Tiznor)
>
> It's probably staring me right in the face, in bold, bright, blinking
> letters. But for some off reason I still don't see it...
--
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