/* door.h is now redundant as door code has been added to room2. This file
should make a socket between the old door.h and the new doors. The new
door functions are a little more consistent with thief skills. Bash has
been removed as opening doors without a key, is the realm of the thief ;)
make_doors() is used by a "master" room, which makes "slave" doors in
the destination rooms. If the master room is updated all slave rooms
are updated. However, when a slave room is update the master room has
no way of knowing this, and the reverse door exit is lost. The door is
recovered when make_doors() is called again in the master room. Normally,
at the next reset(1).
For this reason it is recommended that you don't use this function. Use
load_door() instead. Load a door to exit to the appropriate destination,
and in the destination room load the reverse door. Thus updating the
room will not loose the exit.
*/
#define DOORS /* appends " doors" to door id */
#define obj_1 "objects/dummy"
#define obj_2 "objects/dummy"
int door_seed;
void make_doors(string loc_1,
string dir_1,
string loc_2,
string dir_2,
string lock_long,
string keyid,
string door_long,
status is_closed,
status is_locked,
status can_lock) { /* redundant, use keyid = "no_key" */
reset_doors(0);
/* this will work unless its a secret door - and its not secret */
#ifdef DOORS
if(call_other(loc_1,"id",dir_1 +" door")
&& call_other(loc_2,"id",dir_2 +" door")) {
return;
}
#else
if(call_other(loc_1,"id",dir_1) && call_other(loc_2,"id",dir_2)) return;
#endif
/* no door or one room dested */
#ifdef DOORS
call_other(loc_1, "remove_door", dir_1 +" door");
call_other(loc_2, "remove_door", dir_2 +" door");
#else
call_other(loc_1, "remove_door", dir_1);
call_other(loc_2, "remove_door", dir_2);
#endif
door_seed += 1;
call_other(loc_1,"load_door",({
"destination", loc_2,
#ifndef DOORS
"direction", dir_1,
#else
"direction", dir_1 +" door",
#endif
"key id", keyid,
"description", door_long,
"lock difficulty", 13,
"lock id", "lock",
"lock description", lock_long,
/*
"trap description", "You find a small poisoned dart trap.\n",
"trap damage", 10,
"trap message", "A poison dart sticks into your leg!\n",
"trap room message", "A poison dart sticks into @@query_name:"+
"$this_player()$@@'s leg!\n",
*/
((is_closed) ? "closed" : "open"),
((is_locked) ? "locked" : "unlocked"),
"door number", door_seed,
}));
call_other(loc_2,"load_door",({
"destination", loc_1,
#ifndef DOORS
"direction", dir_2,
#else
"direction", dir_2 +" door",
#endif
"key id", keyid,
"description", door_long,
"lock difficulty", 13,
"lock id", "lock",
"lock description", lock_long,
/*
"trap description", "You find a small poisoned dart trap.\n",
"trap damage", 10,
"trap message", "A poison dart sticks into your leg!\n",
"trap room message", "A poison dart sticks into @@query_name:"+
"$this_player()$@@'s leg!\n",
*/
((is_closed) ? "closed" : "open"),
((is_locked) ? "locked" : "unlocked"),
"door number", door_seed,
}));
}
status set_all(string str) {
string door_room, direction, lock_desc, key_id;
int is_closed, is_locked, can_lock;
if(!str) return 0;
if(sscanf(str, "%s %s %s %s %d %d %d", door_room,
direction,
lock_desc,
key_id,
is_closed,
is_locked,
can_lock) == 7) {
if(lock_desc == "0") lock_desc = 0;
call_other(this_object(),"load_door",({
"destination", door_room,
"direction", direction,
"key id", key_id,
"description", "A door leading "+ direction +".\n",
"lock difficulty", 13,
"lock id", "lock",
"lock description", lock_desc,
"trap description", "You find a small poisoned dart trap.\n",
"trap damage", 10,
"trap message", "A poison dart sticks into your leg!\n",
"trap room message", "A poison dart sticks into @@query_name:"+
"$this_player()$@@'s leg!\n",
((is_closed) ? "closed" : "open"),
((is_locked) ? "locked" : "unlocked"),
}));
return 1;
}
return 0;
}