Re: Falling from Air Rooms

From: Ground Zero Enterprises (zero@baker.cnw.com)
Date: 07/17/96


Wouldnt it be best to put this heck in char_to_room since every time a 
character enters a room anyway it will be checked.  No matter if you walk 
in, get transed or someone loads a mob in the room?

Just a thought, 
Chris

On Thu, 18 Jul 1996, Pandion wrote:

> On Wed, 17 Jul 1996, Brian Menges wrote:
> 
> >   I set up air rooms in my MUD so that if a character or mob is not affected
> > with an AFF_FLY flag and is in a SECT_FLYING room then he or she will plummet
> > down.  The character will continue to fall until they can no longer go down or
> > they hit a non SECT_FLYING ROOM.  I have it all working, damaging the character
> > per # of squares fallen, etc.  The only problem is checking for when a
> > character should fall.  I currently check whenever an AFF wears off but this
> > won't cover all circumstances.  For example: If a god teleports a player into
> > an air room
> > or a player walks off the side of the cliff, etc.  I thought the best way to
> > do this is to add something into heartbeat() to check all the mobs and
> > characters every X number of seconds.  To be realistic it would have to check
> > very frequently but I am afraid that this will slow down the MUD.  Any ideas on
> > how I can do this more effectively?  Or am I just going to have to live with a
> > possible X number of seconds delay from the time the player enters the room to
> > the time he or she falls?
> > 
> > -brian
> 
> Perform the check in act.movement.c the same way you check if a room is a 
> dt, check if the player is supposed to fall....  ie, if !IS_AFFECTED(ch, 
> AFF_FLY) or whatever...
> 
> I have a similar thing, for scatter traps, the instant a player walks in 
> they are forced to leave by a random exit.  The interesting application 
> is rooms that are all scatter trapped, with only one exit.. down.. giving 
> a "falling" sequence before a dt at the end :)
> 
> Chris Voutsis
> 
> 



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