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Hidden Objects

 
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mmoritz80



Joined: 21 Sep 2018
Posts: 21
Location: Ohio

PostPosted: Wed Feb 27, 2019 2:45 pm    Post subject: Hidden Objects Reply with quote

Since previous versions of DOT utilized hidden mobiles (without long descriptions) in a room to do all of the scripting, there was no reason back them to allow hidden objects.

In version S if you create an object and use the NOLONG CONFIRM command in an attempt to make an object invisible in the room, it does not work. Players will see "(no description 4004)" and will know something in scripted in the room.

Here is the fix:
act_info.cpp (around line 2436)
Change

Code:
      // uid looking at objects in room
      for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
      {
         
         if(uid==obj->uid && can_see_obj( ch, obj ) ){
            // parchments are displayed differently
            if ( obj->item_type == ITEM_PARCHMENT ){
               if(oprog_execute_if_appropriate(obj, ch, OTRIG_LOOKAT_PRE))return;
               letter_read( ch, obj );
               oprog_execute_if_appropriate(obj, ch, OTRIG_LOOKAT_POST);
               return;
            }


To the following:
Code:
      // uid looking at objects in room
      for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
      {
         
          if ( IS_NULLSTR(obj->description) ){
             return;
                  }
         
         
         if(uid==obj->uid && can_see_obj( ch, obj ) ){
            // parchments are displayed differently
            if ( obj->item_type == ITEM_PARCHMENT ){
               if(oprog_execute_if_appropriate(obj, ch, OTRIG_LOOKAT_PRE))return;
               letter_read( ch, obj );
               oprog_execute_if_appropriate(obj, ch, OTRIG_LOOKAT_POST);
               return;
            }



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