Falling from Air Rooms

From: Brian Menges (menges@niesten.arc.nasa.gov)
Date: 07/17/96


  I set up air rooms in my MUD so that if a character or mob is not affected
with an AFF_FLY flag and is in a SECT_FLYING room then he or she will plummet
down.  The character will continue to fall until they can no longer go down or
they hit a non SECT_FLYING ROOM.  I have it all working, damaging the character
per # of squares fallen, etc.  The only problem is checking for when a
character should fall.  I currently check whenever an AFF wears off but this
won't cover all circumstances.  For example: If a god teleports a player into
an air room
or a player walks off the side of the cliff, etc.  I thought the best way to
do this is to add something into heartbeat() to check all the mobs and
characters every X number of seconds.  To be realistic it would have to check
very frequently but I am afraid that this will slow down the MUD.  Any ideas on
how I can do this more effectively?  Or am I just going to have to live with a
possible X number of seconds delay from the time the player enters the room to
the time he or she falls?

-brian
__

-- 
"Take my advice and go back to the time	| Brian Menges
you came from.  The future isn't what 	| NASA Ames Research Center
it used to be."--G'kar, "The Long Dark" | Mail Stop: N262-2
	          0__0			| Phone: (415) 604-0069
=============ooO==(__)==Ooo=============| menges@eos.arc.nasa.gov



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