/* Do not remove the headers from this file! see /USAGE for more info. */ //:PLAYERCOMMAND //USAGE semote <feeling> // //Shows you how a "soul" or "feeling" will look, both to you and to target //and onlookers, if you use it. #include <commands.h> inherit CMD; inherit M_GRAMMAR; private void main(string which) { mapping data; mixed * info; if ( !which ) { out("You need to specify a soul.\n"); return; } data = SOUL_D->query_emote(which); if ( !data ) { out("That soul does not exist!\n"); return; } if ( data[""] ) { info = SOUL_D->get_soul(which, "", ({ })); outf("%s :\n You'll see: %sOthers will see: %s\n", which, info[1][0], info[1][1]); } if ( data["LIV"] ) { info = SOUL_D->get_soul(which, "LIV", ({ this_object() })); outf("%s somebody :\n You'll see: %sTarget will see: %sOthers will see: %s\n", which, info[1][0], info[1][1], info[1][2]); } if ( data["STR"] ) { info = SOUL_D->get_soul(which, "STR", ({ "______" })); outf("%s ______ :\n You'll see: %sOthers will see: %s\n", which, info[1][0], info[1][1]); } if ( data["LIV STR"] ) { info = SOUL_D->get_soul(which, "LIV STR", ({ this_object(), "______" })); outf("%s somebody ______ :\n You'll see: %sTarget will see: %sOthers will see: %s\n", which, info[1][0], info[1][1], info[1][2]); } if ( data["LIV LIV"] ) { info = SOUL_D->get_soul(which, "LIV LIV", ({ this_object(), load_object(CMD_DIR_PLAYER "/semote2") })); outf("%s somebody somebody :\n You'll see: %sTarget will see: %sSecond will see: %sOthers will see: %s\n", which, info[1][0], info[1][1], info[1][2], info[1][3]); } } string query_pronoun(){ return "he";} string query_reflexive(){ return "himself"; } string query_subjective(){ return query_pronoun(); } string query_objective(){ return "him"; } string query_possessive(){ return "his"; } string query_named_possessive(){ return "Somebody's"; } string a_short(){ return "Somebody"; } string short(){ return "Somebody"; } string the_short(){ return "Somebody"; } void player_menu_entry (string s) { bare_init(); main (s); done_outputing(); }