Added Dec 7, 1996. Click the link below to read it or download it. From: Corey Hoitsma (choitsma@netcom.com) Subject: Copyto and Dig Commands for OasisOLC /* Add to bottom of act.wizard.c */ ACMD(do_copyto) { /* Only works if you have Oasis OLC */ extern void olc_add_to_save_list(int zone, byte type); char buf2[10]; char buf[80]; int iroom = 0, rroom = 0; struct room_data *room; one_argument(argument, buf2); /* buf2 is room to copy to */ CREATE (room, struct room_data, 1); iroom = atoi(buf2); rroom = real_room(atoi(buf2)); *room = world[rroom]; if (!*buf2) { send_to_char("Format: copyto <room number>\r\n", ch); return; } if (rroom <= 0) { sprintf(buf, "There is no room with the number %d.\r\n", iroom); send_to_char(buf, ch); return; } /* Main stuff */ if (world[ch->in_room].description) { world[rroom].description = str_dup(world[ch->in_room].description); /* Only works if you have Oasis OLC */ olc_add_to_save_list((iroom/100), OLC_SAVE_ROOM); sprintf(buf, "You copy the description to room %d.\r\n", iroom); send_to_char(buf, ch); } else send_to_char("This room has no description!\r\n", ch); } ACMD(do_dig) { /* Only works if you have Oasis OLC */ extern void olc_add_to_save_list(int zone, byte type); char buf2[10]; char buf3[10]; char buf[80]; int iroom = 0, rroom = 0; int dir = 0; /* struct room_data *room; */ two_arguments(argument, buf2, buf3); /* buf2 is the direction, buf3 is the room */ iroom = atoi(buf3); rroom = real_room(iroom); if (!*buf2) { send_to_char("Format: dig <dir> <room number>\r\n", ch); return; } else if (!*buf3) { send_to_char("Format: dig <dir> <room number>\r\n", ch); return; } if (rroom <= 0) { sprintf(buf, "There is no room with the number %d", iroom); send_to_char(buf, ch); return; } /* Main stuff */ switch (*buf2) { case 'n': case 'N': dir = NORTH; break; case 'e': case 'E': dir = EAST; break; case 's': case 'S': dir = SOUTH; break; case 'w': case 'W': dir = WEST; break; case 'u': case 'U': dir = UP; break; case 'd': case 'D': dir = DOWN; break; } CREATE(world[rroom].dir_option[rev_dir[dir]], struct room_direction_data,1); world[rroom].dir_option[rev_dir[dir]]->general_description = NULL; world[rroom].dir_option[rev_dir[dir]]->keyword = NULL; world[rroom].dir_option[rev_dir[dir]]->to_room = ch->in_room; CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data,1); world[ch->in_room].dir_option[dir]->general_description = NULL; world[ch->in_room].dir_option[dir]->keyword = NULL; world[ch->in_room].dir_option[dir]->to_room = rroom; /* Only works if you have Oasis OLC */ olc_add_to_save_list((iroom/100), OLC_SAVE_ROOM); sprintf(buf, "You make an exit %s to room %d.\r\n", buf2, iroom); send_to_char(buf, ch); } << Coke Machine Special Procedure [by Sliver] | Reply | View as text | Flattened | Colour For Circle [by Nashak] >>
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Dig Command by Marc Lank (mesa@enia.net) on Sunday, December 31st @ 11:28:55 AM http:// |
i used your copyto and dig commands to improve the olc capabilites on the mud and they make things much easier..but is there anyway to make it create a room on the fly if there isnt one there? |
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