Re: [Misc.]Different "planes"

From: Sammy (
Date: 01/09/97

On Wed, 8 Jan 1997, Daniel Koepke wrote:

- On Wed, 8 Jan 1997, Wyatt Bode wrote:
- >    In my version of CircleMUD, I was attempting to create two seperate
- > planes of being:  the "real" world and the "spirit" world.  Each world
- > would have it's own people and objects, and a person in one would not be
- > able to see anything in the other unless they had a spell active which
- > allowed that.  My question is, how to best implement this?  I was
- > thinking of going with a seperate "contents" and "people" linked list
- > for the worlds.  Can anyone think of a better way, or could anyone share
- > how they may have done this?  Any advice would be most appreciated. 
- > Thanks!!!
- Flag people in the spirit plane with PLR_SPIRIT, then when going
- through lists choose who to show and who not to depending upon
- whether they PLR_SPIRIT?...  Just a thought.

That would probably be the easiest way.

This is actually VERY easy, now that I think of it.  I wrote some code a
long time ago that set up a 200x200 overhead world map you could move
around in and connect zones to.  Since all terrain of the same type used
the very same, I had to make a similar change so that players who were in
the same room but had different x-y coordinates wouldn't see or hear each
other.  Same for objects.

All I did was make two new macros in utils.h, and add them to the CAN_SEE
and CAN_SEE_OBJ macros (MORT_CAN_SEE and MORT_CAN_SEE_OBJ in your case,
unless you don't even want imms to see into the other plane). Your macros
would probably look something like this:

#PLANE_OK(sub, obj) ((PLR_FLAGGED((sub), PLR_SPIRIT) && \

One small problem though.  Mobs don't have player flags, so this won't
work as is.  I suppose you could either make them AFF flags, or add a new
bitvector in the char_data structure that will be common to mobs and


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