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Documentation Area
Document Path: /doc/build/door
There is a generic door available. To set up do:
#include "door.h"
object obj_1, obj_2;
MAKE_DOORS( loc_1, dir_1, loc_2, dir_2, lock_type, lock_code,
door_long, is_closed, is_locked, can_lock);
The arguments expected are:
string loc_1, loc_2: Locations for the two sides of the door.
Both may be object pointers or filenames.
string dir_1, dir_2: The directions in the room where the door is e.g "west".
string lock_type: The type the lock is made of e.g "metal"
string lock_code: The key type which will lock/unlock the door.
string door_long: Message printed when looking at any side of the door
int is_closed: 0 if door opened,
int is_locked: 0 if door unlocked.
int can_lock: 0 if door can't be locked.
The call to MAKE_DOORS has to be on ONE line, due to the C-interpreter.
Call MAKE_DOORS in the reset function of both rooms so that it is called
at each reset, not only the initial one. This way the doors are constructed
regardless from which side the doors are initially approached, and if one of
the door objects is destructed the problem is fixed at the next reset.
The function returns the object pointer of the door in loc_1, or 0 if
something goes wrong (e.g. one of the rooms cannot be loaded).
For customization the following routines are available:
query_door()
returns the object pointer to the partner door.
set_door_long(desc)
string desc. Sets the long description for the door to desc.
Used for changing the description on one side of the door.
If any of these routines are called at an object one must also call
set_both_status() which will make the two doors have the same status:
set_is_closed(value)
int value. Variable is_closed is set to value.
set_locked(value)
int value. Variable is_locked is set to value.
set_can_lock(value)
int value. Variable can_lock is set to value.
If you want the door to make any kind of noise, such as knocking etc,
you should call one of these routines:
door_sound(message)
string message. This call causes the door to say "'message' is heard from
the <direction> door.". The noise is only heard on the side of the door
that is called with this function.
both_door_sound(message)
string message. This call causes the door to say "'message' is heard from
the <direction> door.". The noise is heard on both sides of the door.
Commands available to players defined by doors:
+ go [direction] door
or
direction if the door is opened the player is move to the other
side of the door.
+ open/close [direction] door
works if door is unlocked.
+ unlock/lock [direction] door with [type] key
works if door is set up to have a working lock.
If the door is set up to have a working lock i.e can_lock != 0,
you should make keys matching the lock. This is how it's done:
object key_obj;
MAKE_KEY( key_obj, key_type, key_code)
The arguments expected are:
object key_obj: This will be the key.
string key_type: Description of key e.g 'golden'.
string key_code: The type of lock key should fit in.
EXAMPLE:
We make a door between two rooms called "players/hebol/door_factory",
and "players/fatty/food_supply". The door is green and has a note
on Fatty's side. It has a sophisticated lock. It is initially closed,
and unlocked. Along with it we make a silver key that fits the lock.
After that a sound will be heard in Hebols room.
#include "door.h"
object my_door, key_obj;
reset(arg) {
/*
* Set up the door.
*/
my_door = MAKE_DOORS("players/hebol/door_factory", "north", "players/fatty/food_supply", "south", "sophisticated", "ymca", "This is a green door.\n", 1, 0, 1)
call_other( my_door->query_door(), "set_door_long", "This is a green door.\n" +
"It has a note saying: Here lives Hebol.\n");
if (!present("silver key")) {
/*
* Set up the key. Put it in Hebols room.
*/
MAKE_KEY( key_obj, "silver", "ymca")
move_object(key_obj, this_object());
}
/*
* Now make some noise.
*/
call_other( my_door, "both_door_sound", "A chewing sound");
if (arg) return;
/* Do normal initial setup of the room */
}
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