On Wed, 9 Oct 1996, Sean P. Mountcastle wrote: > I was curious if anyone scrapped the current way doors are done > and implemented them as objects which can be destroyed, have specials > that can be triggered by picking them, opening/closing them, etc. > > Anyways, I'm just curious as to how (generally)one would > implement this. A special door object that is loaded on zone reset (if > it wasnt there already) that uses its value array to tell which exit it's > blocking, how sturdy it is, its state (open, closed, destroyed, etc). Hm, create an object type ITEM_DOOR and use the values to assign door information. Now change the format of the 'D' fields to just D<vnum> Then in all the door opening/closing/etc. procedures do a generic_find for the door object. Damage to doors can be accomplished by just removing the door. You'll also want to have the door set flag in zone files load a door and set the current set of the door. You may need to extend the amount of values per object, too. That's really all that I can think of needing to do. <*=-+Daniel+-=*> "Forgive me father, for I am sin." +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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