woah... got quite a few responses to repost the fix that i had sent along that fixes it so that you can wear ITEM_BOAT items and go through water rooms. so i thought i'd post it to the list as well as sending it along to those who had mailed me =) btw, this version of the code was modified from what i had first sent to the list thanks to the input from the list (thanks to those who sent along those ideas) -- this goes in act.movement.c you'll need to change: int was_in, need_movement, has_boat = 0; to int was_in, need_movement, has_boat = 0, equip_pos; at the top of do_simple_move begin excerpt ------------- /* 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)) { for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_BOAT) has_boat = TRUE; /* added to check through worn equipment for a boat item */ if (!has_boat) 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; ----------- end excerpt well, that SHOULD do it, but as with all things that i code caveat emptor =) jason -- Jason Fischer Intel: big brother inside. jasonf@u.washington.edu "in the shadow of the light from a black sun" Type O-
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