Newsgroups: rec.arts.int-fiction
Path: gmd.de!Germany.EU.net!mcsun!uunet!gatech!destroyer!cs.ubc.ca!newsserver.sfu.ca!sfu.ca!neilg
From: neilg@fraser.sfu.ca (Neil K. Guy)
Subject: Re: Jorn wants bodyparts!!! (Was: TADS object system ;^)
Message-ID: <neilg.732765288@sfu.ca>
Sender: news@sfu.ca
Organization: Simon Fraser University, Burnaby, B.C., Canada
References: <C45MCt.LC8@chinet.chi.il.us> <C47Lv4.JEo@chinet.chi.il.us> <neilg.732737239@sfu.ca> <1993Mar21.234943.20555@unlv.edu>
Date: Mon, 22 Mar 1993 01:54:48 GMT
Lines: 23

dalton@unlv.edu (The Resident's Resident) writes:

>Speaking of swimming, I am trying to code a swimming pool in tads2.0.  The
>actual pool is one logical "room", but is composed of several "roomlets",
>some of which border on a walkway which is onother logical "room".

 [...]

>Each W and P are coded as seperate rooms. [...]

 Have you tried implementing the pool as a single room? The location
of each actor in the pool would be a separate pair of X/Y coordinates,
making it easy to tell who is reachable and who isn't. You have to
patch adv.t's leaveRoom and enterRoom methods to do this. You also
need to patch roomDrop and such so that when an item is dropped the
computer knows at which coordinates it can be found.

 This is basically what I did in order to implement an endless
wasteland in one part of my game. You can keep walking forever, and
the computer simply keeps tab of your X and Y coordinates. Certain
coordinates have cacti in them; most are empty desert.

 - Neil K. (n_k_guy@sfu.ca)
