Receptionists without rebooting! [by Gary Barnett]
Snippet Posted Wednesday, August 12th @ 11:35:06 PM, by George Greer in the Specials dept.
Added May 6, 1997. Click the link below to read it or download it.

From: Gary Barnett <gbarnett@polarnet.com>
Subject: Receptionists

Hate having to recompile to add a receptionist? How about adding a nice
mob flag, "CAN_RENT" So your already overworked builders can make their
receptionists for thier areas w/o bugging the already overworked coder :-)

This is a lot of work, and isn't really something that one can snippetize,
but here's the main idea.

1) Create a function that handles the rent process. I called mine camp_char.

2) Change do_rent to look for a mob flagged with CAN_CAMP in the room
where the player tries to rent. If they are a god you might want to skip
the entire checking process and just rent them. Oh, don't forget to
check to see if the mob is blinded, dead, or the like.

3) Create a new command called do_offer.. to let people figure out if
they have enough cash to rent.

4) Create a new skill (camping) if your theme is conducive to it, and
call the same camp_char routine if they are in a room that should allow
camping.

5) yank the spec_assign code to make a receptionist a receptionist.. you
don't need it anymore :-)

I'm on a quest to remove all the silly (IMNSHO) spec_procs from the game.
Just have boards and DT's left *grin*

BTW Has anyone coded a threaded board system? I'd love to hear the top-
level view on how you coded it. I've played around a good bit, but it
does seem a rather complex coding project (unless you take the easy way
out and use a directory structure to hold the threads *grin*.)


--Mallory


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