>>>>> "DJ" == DJ Pure <pure@ozramp.net.au> writes: DJ> G'Day All, i've read the docs, but i'm still unfamiliar with DJ> bitvectors and what they do. i know how to impleement them, but DJ> I'm not sure how to use them in the game. For example. I had this DJ> #define open 0 DJ> #define closed 1 DJ> #define locked 2 DJ> #define pickproof 3 DJ> #define secret_closed 4 DJ> #define secret_locked 5 DJ> #define secret_pickproof 6 When reading section 6.2 "Zone Commands" in building.doc you'll see that those numbers are to be used in the zone files (like in the original DIKU code there are no bitvectors here); they are transferred into bitvectors during boot (in file db.c somewhere). DJ> and i was told i don't nned 5 and 6 cause 4 already 'encompasses' DJ> them. This is why I'm confussed, so can someone quickly explain DJ> them please *blush* Bit positions for the door bitvectors (in structs.h): #define EX_ISDOOR (1 << 0) /* Exit is a door */ #define EX_CLOSED (1 << 1) /* The door is closed */ #define EX_LOCKED (1 << 2) /* The door is locked */ #define EX_PICKPROOF (1 << 3) /* Lock can't be picked */ In order to have secret doors you'll have to add something like #define EX_SECRET (1 << 4) /* Lock can't be picked */ and -- in db.c -- the respective coding for the zone file numbers secret_open (you should be able to set that too), secret_closed ... There was some confusion in this mailing list about what secret doors should look like and how they were to be used. I think they shouldn't be detected just by moving towards their direction but only by using the keywords (see docs about direction fields of rooms) which you should put into the room description (or in some extra description) somewhere. Burkhard -- burkhard.knopf@informatik.tu-clausthal.de +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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