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
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    E-mail:                        eidsod01@condor.stcloud.msus.edu
