Re: Falling from Air Rooms

From: Ryan A.J. Biggs (
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

I wouldn't mind getting acopy of this code if possible.  I have a few 
uses for it, especially considering that I have several damage types, 
including falling damage and spells like feather fall, and skills like 

> 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?

I might be able to think up something.  I would think that the best place 
to put it would be in the char_to_room function.  That way, you have the 
advantage of not needed to check every player at all times, only when 
they move from one room to another.

Ryan A.J. Biggs
Doppleganger, Charon the Boatman and member of Dieties Anonymous
Owner of a 100% organic wibble and Plasma lamp, and rubber chicken
Keeper of the sacred butcher knife and the Cloak of Shadows
Compiler of the Net.Psionics.Handbook

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