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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    Coder - Purple Dragon MUD                       pdragon.org port 3333
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