I did something similar to this, but I merely used color coding for it.
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE &&
!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))
slen += sprintf(buf + slen, "%c ", LOWER(*dirs[door]));
else if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE &&
EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !EXIT_FLAGGED(EXIT(ch, door),
EX_LOCKED)
slen += sprintf(buf + slen, "&C%c &W", LOWER(*dirs[door]));
else if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE &&
EXIT_FLAGGED(EXIT(ch, door), EX_LOCKED) && !EXIT_FLAGGED(EXIT(ch, door),
EX_PICKPROOF))
slen += sprintf(buf + slen, "&c%c &W", LOWER(*dirs[door]));
else if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE &&
EXIT_FLAGGED(EXIT(ch, door), EX_PICKPROOF))
slen += sprintf(buf + slen, "&R%c &W", LOWER(*dirs[door]));
sprintf(buf2, "&W[ Exits: %s]&w\r\n", *buf ? buf : "None! ");
send_to_char(buf2, ch);
This will make open doors show up white (as well as regular exits. Closed
door show up as bright Cyan (&C), Locked doors show up as Dark Cyan (&c) and
Pickproof doors show up bright red (&R). I did this for Immortals only
real, but am workin' on a spell that is "sense passages" so players can see
this too.
Hope I helped
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