re: portal spell

From: FourSpace (realm@styx.ph.msstate.edu)
Date: 10/03/95


first, I'd (did :) make another object type, item_portal.  Then make
a nice, all purpose virtual object for the portal.
#138
portal~
the portal~
A shimmering portal floats here before you.~

item_portal 0 0 0
0 0 0 0
0 0 0

so, when you go to make the spell, create_portal or whatever, make
it tar_obj_world | tar_char_world.  (thats in SPELLO in spell_parser).
in spells.c (this is a manual spell), make sure you have a target, 
be it mob or obj, load up a copy of your portal item, and set one
of the values = victim->in_room or object->in_room.  

like this:

struct obj_data *portal;
portal = read_object(138, VIRTUAL);
if (victim)
  GET_OBJ_VAL(portal, 0) = victim->in_room;
else if (object)
  GET_OBJ_VAL(portal, 0) = object->in_room;
if (portal)
  obj_to_room(portal, ch->in_room);
act("$p materializes at the center of the room.", FALSE, ch, portal, 0, TO_ROOM);

then you wanna go to do_enter in act.movement.c and make the function
check for the existence of a portal object in the room, and see if the
player's argument is the name of the portal.  If so, move the char
to the room number (this is a REAL room numbe) specified.

You probably need to take precautions against indefinite portals, or
players renting portals (especially if you use real room numbers).

Fireball



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