Thread: locked doors?
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Old January 30, 2020, 20:32   #4
Join Date: Dec 2019
Location: Mexico, undisclosed location
Posts: 79
eastwind is on a distinguished road
Ok, yeah, thanks, I can make a code change to do it for sure. I was setting power=99 for the lock trap, so I could test for that, or depth==0 as you say, either one.

I was trying to figure out if there was (already) a 'standard' way to do it and follow that, so if not, then inventing a way is no prob.


	/* For newtown, don't allow breaking in buildings there for color */
	if (player->depth == 0) {
		msg("The door is securely locked against adventuresome burglers.");
		return false;

Last edited by eastwind; January 30, 2020 at 20:51.
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