From: "Dominic J. Eidson" <eidsod01@condor.stcloud.msus.edu> Cc: ROM Mailing List <rom@rom.org> On Tue, 22 Jul 1997, James Seldon wrote: > Has anyone successfully coded an "ignore" command to ignore certain > players? I'm trying to think of an EASY way to do this so that players > can ignore EVERYTHING a player does/says/gossip etc etc. Anyone got ideas > on this? Hmm... our mud does have a forget and remember command... these work he same way as a ignore and unignore command... however it only ignores a players tells and global channels, but I am sure it kan be modified to include says and emotes. here are the functions... (add these to an appropriate .c - file, ours are in 'forget.c' void do_forget(CHAR_DATA *ch, char *argument) { CHAR_DATA *rch; char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int pos; bool found = FALSE; if (ch->desc == NULL) rch = ch; else rch = ch->desc->original ? ch->desc->original : ch; if (IS_NPC(rch)) return; smash_tilde( argument ); argument = one_argument(argument,arg); if (arg[0] == '\0') { if (rch->pcdata->forget[0] == NULL) { send_to_char("You are not forgetting anyone.\n\r",ch); return; } send_to_char("You are currently forgetting:\n\r",ch); for (pos = 0; pos < MAX_FORGET; pos++) { if (rch->pcdata->forget[pos] == NULL) break; sprintf(buf," %s\n\r",rch->pcdata->forget[pos]); send_to_char(buf,ch); } return; } for (pos = 0; pos < MAX_FORGET; pos++) { if (rch->pcdata->forget[pos] == NULL) break; if (!str_cmp(arg,rch->pcdata->forget[pos])) { send_to_char("You have already forgotten that person.\n\r",ch); return; } } for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *wch; if (d->connected != CON_PLAYING || !can_see(ch,d->character)) continue; wch = ( d->original != NULL ) ? d->original : d->character; if (!can_see(ch,wch)) continue; if (!str_cmp(arg,wch->name)) { found = TRUE; if (wch == ch) { send_to_char("You forget yourself for a moment, but it passes.\n\r",ch); return; } if (wch->level >= LEVEL_IMMORTAL) { send_to_char("That person is very hard to forget.\n\r",ch); return; } } } if (!found) { send_to_char("No one by that name is playing.\n\r",ch); return; } for (pos = 0; pos < MAX_FORGET; pos++) { if (rch->pcdata->forget[pos] == NULL) break; } if (pos >= MAX_FORGET) { send_to_char("Sorry, you have reached the forget limit.\n\r",ch); return; } /* make a new forget */ rch->pcdata->forget[pos] = str_dup(arg); sprintf(buf,"You are now deaf to %s.\n\r",arg); send_to_char(buf,ch); } void do_remember(CHAR_DATA *ch, char *argument) { CHAR_DATA *rch; char arg[MAX_INPUT_LENGTH],buf[MAX_STRING_LENGTH]; int pos; bool found = FALSE; if (ch->desc == NULL) rch = ch; else rch = ch->desc->original ? ch->desc->original : ch; if (IS_NPC(rch)) return; argument = one_argument(argument,arg); if (arg[0] == '\0') { if (rch->pcdata->forget[0] == NULL) { send_to_char("You are not forgetting anyone.\n\r",ch); return; } send_to_char("You are currently forgetting:\n\r",ch); for (pos = 0; pos < MAX_FORGET; pos++) { if (rch->pcdata->forget[pos] == NULL) break; sprintf(buf," %s\n\r",rch->pcdata->forget[pos]); send_to_char(buf,ch); } return; } for (pos = 0; pos < MAX_FORGET; pos++) { if (rch->pcdata->forget[pos] == NULL) break; if (found) { rch->pcdata->forget[pos-1] = rch->pcdata->forget[pos]; rch->pcdata->forget[pos] = NULL; continue; } if(!strcmp(arg,rch->pcdata->forget[pos])) { send_to_char("Forget removed.\n\r",ch); free_string(rch->pcdata->forget[pos]); rch->pcdata->forget[pos] = NULL; found = TRUE; } } if (!found) send_to_char("No one by that name is forgotten.\n\r",ch); } then, in merc.h: #define MAX_FORGET 5 and add this to struct pc_data: char * forget[MAX_FORGET]; in act_comm.c, the global channel funcs, add: /* previous code */ if ( d->connected == CON_PLAYING && d->character != ch && !IS_SET(victim->comm,COMM_NOGOSSIP) && !IS_SET(victim->comm,COMM_QUIET) ) { /* add/change the following */ for (pos = 0; pos < MAX_FORGET; pos++) { if (victim->pcdata->forget[pos] == NULL) break; if (!str_cmp(ch->name,victim->pcdata->forget[pos])) found = TRUE; } if (!found) { act_new( "$n gossips '{B$t{x'{x", ch,argument, d->character, TO_VICT,POS_SLEEPING ); } /* end add */ } /* rest of code */ I am not sure how to change this to handle says and emotes, but I hope this will help you on your way. Dominic J. Eidson IMP - The Infinite Point (hub.eden.com:6000) Dominic J. Eidson "Baruk Khazad! Khazad ai-menu!" - Gimli --------------------------------------------------------------------------- E-mail: eidsod01@condor.stcloud.msus.edu