On Sat, 12 Jan 2002, Chad Ladensack wrote:
CL> Greetings:
CL>
CL> I have been trying to get the wilderness code to work with with my Rom for
a
CL> while now and I am having a bit of trouble here. I can get the mud load
and
CL> everything looks right untill I make room 20000 and try to move around.
CL> When I am in the room I can see the map and everything looks just fine
CL> untill I try to move around. Everytime I try to move around I get this
CL> "Alas, you cannot go that way.1" and it wont let me move.
CL>
CL> Move_char *** act_move.c
CL>
CL> void move_char( CHAR_DATA *ch, int door, bool follow )
CL> {
CL>
CL> CHAR_DATA *fch;
CL> CHAR_DATA *fch_next;
CL> ROOM_INDEX_DATA *in_room;
CL> ROOM_INDEX_DATA *to_room;
CL> EXIT_DATA *pexit;
CL> int xx = ch->x;
CL> int yy = ch->y;
CL> int getroom = ch->room;
CL>
CL> if ( door < 0 || door > 5 )
CL> {
CL> bug( "Do_move: bad door %d.", door );
CL> return;
CL> }
CL>
CL> /*
CL> * Exit trigger, if activated, bail out. Only PCs are triggered.
CL> */
CL> if ( !IS_NPC(ch) && mp_exit_trigger( ch, door ) )
CL> return;
CL>
CL> in_room = ch->in_room;
CL> if ( ( pexit = in_room->exit[door] ) == NULL
CL> || ( to_room = pexit->u1.to_room ) == NULL )
CL> {
CL> send_to_char( "Alas, you cannot go that way.1\n\r", ch );
CL> return;
CL> }
CL>
CL> if ( IN_WILDERNESS(in_room->vnum) )
CL> {
CL> bool move_ch = TRUE;
CL> switch ( map_data(ch->x,ch->y) )
CL>
CL> If anyone can help me in trying to figure out why I cant me around the
CL> wilderness it will be gratly appreciated.
the snip that you are trying to use requires rooms with exits linked back to
the same room, E<->W, N<->S and U<->D, each player that is in wilderness needs
one of those rooms, unless 2 players are in the same room, then they use it
both.
Dingo.
).|.(
'.'___'.'
' '(>~<)' '
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Petr [Dingo] Dvorak [EMAIL PROTECTED]
Coder - Purple Dragon MUD pdragon.org port 3333
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