[CF-Devel] map bug

Mark Wedel mwedel at scruznet.com
Wed Nov 1 18:44:29 CST 2000


the seer wrote:
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      Why bother with a stacking value?  If you just tell the server or client to
     
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      use a 4 layered system, all of the images that need to be placed on the
     
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      screen can easily be handled.  Treat the floors as the bottom layer (0),
     
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      building components next (1), then items (2), and finaly animated creatures
     
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      (3), you should be able to solve the problem without any significant
     
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      increase in processing.
     
     
 That basically means you have 4 hard coded layers, which may not be just fine. 
But also see the previous mail about xbm and performance - the more layers, the
more bandwidth needed.

 Also, you still get the case that suppose and item is inserted into that space
or a monster moves off.  Once again, you need to recalculate all the layers on
that space

 Also, at current time, the definition of building components is vague.  For
example, a dragon transport is not really considered a building component, which
is why you get the effect described above.

 This could probably get fixed up by adding a 'layer xxx' value to all objects. 
But you still get into cases like:

 A fireball explodes in a room with monsters and treasures.  The fire is on top,
so that will be seen and considered an animiated creature, so you then see the
treasure, building components, and floors.  I would argue that in this case, you
really want to see what monsters are still standing and not what objects are
there.

 So what you really want is something like:

 Draw top X images (which would be spell effects, monsters, items, ...)
 Draw bottom X images (floors and buildings).

 I think there is some problem with the dragon transport in that that image is
used as both a monster and a building type object.  So it is difficult to handle
that dual identity unless you create another image class, or move visibility and
stacking of objects away from the images and back into the object.

    
    


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