I'm using circle code that is only slightly modified, and I haven't touched
do_look. However, whenever someone tries to LOOK <direction/obj/mob/player> it
crashes the game. They can still use LOOK without arguments, but when they
look at something kapow. I have no idea what I've done. :-(
Here's the code...sorry if it doesn't do the linefeeds quite right, AOL
doesn't like the kind VC++ 5.0 uses.
*snip*
ACMD(do_look){ static char arg2[MAX_INPUT_LENGTH]; int look_type; if
(!ch->desc) return; if (GET_POS(ch) < POS_SLEEPING) send_to_char("You
can't see anything but stars!\r\n", ch); else if (IS_AFFECTED(ch, AFF_BLIND))
send_to_char("You can't see a damned thing, you're blind! (BUG!)\r\n", ch);
else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { send_to_char("It's
too dark to see anything!\r\n", ch);
list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ }
else { half_chop(argument, arg, arg2); if (subcmd == SCMD_READ) {
if (!*arg) send_to_char("Read what?\r\n", ch); else look_at_target(ch,
arg); return; } if (!*arg) /* "look" alone, without an argument
at all */ look_at_room(ch, 1); else if (is_abbrev(arg, "in"))
look_in_obj(ch, arg2); /* did the char type 'look <direction>?' */ else
if ((look_type = search_block(arg, dirs, FALSE)) >= 0)
look_in_direction(ch, look_type); else if (is_abbrev(arg, "at"))
look_at_target(ch, arg2); else look_at_target(ch, arg); }}
*snip*
Thanks,
-JW
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