Kent wrote:Doesn't the basic door class in objlib.h do what you want?
I took a look at that, and by all rights it definitely should. I basically have a room setup like this:
Code: Select all
LightRoom Store "Store"
{
long_desc
{
"Blah blah. There is a door to the south"
}
s_to
{
Perform(&DoGo,BackOffice_door)
}
}
And I have the door setup like this:
Code: Select all
door BO_Hall1_door
{
nouns "door" "hall" "office"
adjective "hall" "back"
article "the"
between Store, BackOffice
is static, not open, not locked
}
When playing through the game, if I type ">south" in the Store room there I get an out of memory error.
I should come completely correct: in the real code that I am using, I do have some Before routines in the door itself to give a custom message for opening said door which I have not included here. My next step is to rip those out and see what happens. But the whole &Perform DoGo thing ought to punch over to the door and run through it's ">enter door" routine, correct?
I have a feeling this is going to embarassing when I realize what I overlooked or did wrong. If I slink out of this thread with a gimmick handle, you'll know it's me.