Umm, Id have to re-check again, but its all for the Furniture script, so if you look at the furniture script (1.01 I believe), you can find out
(otherwise) this is the full part
case POS_SLEEPING:
if (victim->on != NULL)
{
if (IS_SET(victim->on->value[2],SLEEP_AT))
{
sprintf(message,"&P is sleeping at %s.",
victim->on->short_descr);
strcat(buf,message);
}
else if (IS_SET(victim->on->value[2],SLEEP_ON))
{
sprintf(message,"&P is sleeping on %s.",
victim->on->short_descr);
strcat(buf,message);
}
else
{
sprintf(message, "&P is sleeping in %s.",
victim->on->short_descr);
strcat(buf,message);
}
}
else
{
if (ch->position == POS_SITTING
|| ch->position == POS_RESTING )
strcat( buf, "&P is sleeping nearby.&G" );
else
strcat( buf, "&P is deep in slumber here.&G" )
}
break;
case POS_RESTING:
if (victim->on != NULL)
{
if (IS_SET(victim->on->value[2],REST_AT))
{
sprintf(message,"&P is resting at %s.",
victim->on->short_descr);
strcat(buf,message);
}
else if (IS_SET(victim->on->value[2],REST_ON))
{
sprintf(message,"&P is resting on %s.",
victim->on->short_descr);
strcat(buf,message);
}
else
{
sprintf(message, "&P is resting in %s.",
victim->on->short_descr);
strcat(buf,message);
}
}
else
{
if (ch->position == POS_RESTING)
strcat ( buf, "&P is sprawled out alongside you.&G" );
else
if (ch->position == POS_MOUNTED)
strcat ( buf, "&P is sprawled out at the foot of your mount.&G" );
else
strcat (buf, "&P is sprawled out here.&G" );
}
break;
case POS_SITTING:
if (victim->on != NULL)
{
if (IS_SET(victim->on->value[2],SIT_AT))
{
sprintf(message,"&P is sitting at %s.",
victim->on->short_descr);
strcat(buf,message);
}
else if (IS_SET(victim->on->value[2],SIT_ON))
{
sprintf(message,"&P is sitting on %s.",
victim->on->short_descr);
strcat(buf,message);
}
else
{
sprintf(message, "&P is sitting in %s.",
victim->on->short_descr);
strcat(buf,message);
}
}
else
strcat(buf, "&P is sitting here.");
break;
case POS_STANDING:
if (victim->on != NULL)
{
if (IS_SET(victim->on->value[2],STAND_AT))
{
sprintf(message,"&P is standing at %s.",
victim->on->short_descr);
strcat(buf,message);
}
else if (IS_SET(victim->on->value[2],STAND_ON))
{
sprintf(message,"&P is standing on %s.",
victim->on->short_descr);
strcat(buf,message);
}
else
{
sprintf(message, "&P is standing in %s.",
victim->on->short_descr);
strcat(buf,message);
}
}
else
if ( IS_IMMORTAL(victim) )
strcat( buf, "&P is here before you.&G" );
else
if ( ( victim->in_room->sector_type == SECT_UNDERWATER )
&& !IS_AFFECTED(victim, AFF_AQUA_BREATH) && !IS_NPC(victim) )
strcat( buf, "&P is drowning here.&G" );
else
if ( victim->in_room->sector_type == SECT_UNDERWATER )
strcat( buf, "&P is here in the water.&G" );
else
if ( ( victim->in_room->sector_type == SECT_OCEANFLOOR )
&& !IS_AFFECTED(victim, AFF_AQUA_BREATH) && !IS_NPC(victim) )
strcat( buf, "&P is drowning here.&G" );
else
if ( victim->in_room->sector_type == SECT_OCEANFLOOR )
strcat( buf, "&P is standing here in the water.&G" );
else
if ( IS_AFFECTED(victim, AFF_FLOATING)
|| IS_AFFECTED(victim, AFF_FLYING) )
strcat( buf, "&P is hovering here.&G" );
else
strcat( buf, "&P is standing here.&G" );
break;
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