Hi all,
I made some changes in do_simple_move in act.movement.c of circle 3.0bpl7
in order to:
- include the WATERWALK affection (I made the spell functioning before),
- make ITEM_BOAT useable if it is WORN instead of CARRIED (was suggested
by someone on the list earlier) - this is especially interesting for
another item type I created, TRANSPORT, to travel AIR, SPACE and UNDER-
WATER, respectively.
The problems are:
- AFF_WATERWALK works for a player on whom the spell was casted but not
for NPC's with the flag set in the mob file (though stat shows AFF),
- The part with the WEAR eq crashes the mud :(
This is the code:
/* if this room or the one we're going to needs a boat, check for one */
if ((world[ch->in_room].sector_type == SECT_WATER_NOSWIM) ||
(world[EXIT(ch, dir)->to_room].sector_type == SECT_WATER_NOSWIM))
{
/* player carries boat */ <- ORIGINAL
if (!IS_NPC(ch)) {
for (obj = ch->carrying; obj; obj = obj->next_content)
if (GET_OBJ_TYPE(obj) == ITEM_BOAT)
has_boat = TRUE;
}
/* flying transport is ok for water, too */ <- SPECIAL OF OUR MUD, WORKS
if ((!has_boat) && IS_NPC(ch) && (MOB_SKILLED(ch, MSKILL_FLY)))
has_boat = TRUE;
/* aff waterwalk ? */ <- WORKS FOR PC ONLY
if (!has_boat) {
if (IS_AFFECTED(ch, AFF_WATERWALK))
has_boat = TRUE;
}
/* wear instead of carry */ <- THIS PART CRASHES THE MUD
if ((!has_boat) && (!IS_NPC(ch))) {
for (equip_pos = 0; equip_pos < NUM_WEARS; equip_pos++)
if (GET_OBJ_TYPE(ch->equipment[equip_pos]) == ITEM_BOAT)
has_boat = TRUE;
}
if (!has_boat)
{
send_to_char("You need a boat to go there.\r\n", ch);
return 0;
}
}
Any suggestions appreciated. BTW, any suggestions on how to modify house.c
so that only a certain amount of items will be stored per house ?
- Stefan.
--
Stefan A. Rensing Institute of Biology II/III - Schaenzlestr. 1
The SysOp Biologist D-79104 Germany, FON: +49 761 203-2676 / FAX: 2675
e-mail: rensing@uhura.biologie.uni-freiburg.de MUD: port 4242 on that <- host
http://www.biologie.uni-freiburg.de/data/people/lije.html IRC:Lije MUD:Aragorn
"I love you !" "I know."
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