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CHAPTER 3
Addendum - Changes, Fixes, Perspectives:
Well, principally yes, the "main development of room2 is finished", but
we have made some changes/fixes in room2 since Nemesis is up again since
January 2015. And we will continue changing more ...
As it is a bit buggy the old DOOR feature of EXTD_ROOM got a replacement.
The states of a door (locked/unlocked & closed/open) are not kept clean
over a reload/update of one room. Then the two sides of the door might
show different states. I think there are more "interesting" features! :-(
So Wastl coded door2! Documentation about these new doors are available
via 'man build/door2'.
Changes:
- 'look <direction>' (e.g. 'look west') got disabled for various
reasons: looking in every adjacent room, no matter, if it makes
sense (in fog, into darkness, by night; sometimes even through
closed doors); change of light level over the day not considered;
no real possibility to control a 'look <dir>'; the implementation
via an add_action "look" in the room-code where it should not be!
- EXTRA_OBJECT is completely rewritten for various reasons: another
implementation existed that is much cooler (see 'man room/produce');
the coding had a strange approach via add_action "get" - this was
not smart at all ;-) For details about the new implementation see
page 20 or https://nemesis.de/lpc/doc/room2/page20 .
- 'search <item>' removed as now there is a general add_action
'search' in obj/player - see 'man object/search' and 'help search'.
- The previously undocumented feature "@@func@@" for dynamic items
for all set_items-calls ("normal", day_items and night_items) now
described on page 17 or https://nemesis.de/lpc/doc/room2/page17 -
uses process_string now (see also 'man efun/process_string').
- set_items, set_day_items and set_night_items now support directly
setting multiple IDs for items as an array:
({ ({ "tree", "big tree" }), "A big tree" }),
additionally to ({ "tree#big tree", "A big tree" }).
- See "so-called night_items" below in "Fixes:" - it's a "change"
and a "fix", too!
- The READ_CMD feature (via EXTD_ROOM) now supports numbering via
valid_id() - see 'man lib/valid_id'.
- Just technically: the functions set_items (also day/night), id and
long got optimized for a better performance.
- Colours are added for the obvious exits. See the wizards board in
the inner guild ('goto /guild/adv/inner'). Try 'set' (top line) and
'set ansi'. Help and documentation is available: 'help set', 'help
ansi' and 'man lib/curse_string'.
Fixes:
- query_items, query_day_items & query_night_items could be called
even if no such items are set: an empty array is returned.
- The calls query_day_desc & query_night_desc are used to calculate
long() of the room now. So these 2 functions now can be overwritten
in rooms. Prior long() checked the variable and wrote it if set.
- So-called night_items now are accessible (by code) if "it is too
dark" in a room. IDs of a room should all be treated the same. The
night items are still there, only the player could not see them. If
something should not work in the dark, it has to be checked there.
- Finally general "digging" documented: see 'man room/do_dig'.
Perspectives:
- Adding a simple 'read' add_action for sign etc. without EXTD_ROOM
(see page 15 or https://nemesis.de/lpc/doc/room2/page15 and page 18
or https://nemesis.de/lpc/doc/room2/page18 for EXTD_ROOM and page
21 or https://nemesis.de/lpc/doc/room2/page21 for the EXTD_ROOM
feature READ_CMD).
- Adding a "light-weight" solution for DYNAMIC_EXITS (without using
EXTD_ROOM - see https://nemesis.de/lpc/doc/room2/page19 or page 19.
- Adding a "real" 'look <direction>' that asks the present room: If
it thinks it is possible, it could ask the requested adjacent room
if that room allows it, too. With useful predefined options that
consider the light level here and there plus the possibility to do
(code & control) all this on your own.
- Adding some "multi map" support for magic maps - sometimes - see
page 12 or https://nemesis.de/lpc/doc/room2/page12 .
Kiri
See also: |