[CF-Devel] bug in mutliparts (RE: warrior prooving tower)

Mark Wedel mwedel at scruz.net
Tue Aug 14 01:25:53 CDT 2001


Andreas Vogl wrote:
>
     
      I think the best solution to this problem would be to make the
     
     >
     
      code look at the head only, whenever there is a multipart object
     
     >
     
      to be dealt with. This is already the case for most attributes
     
     >
     
      (like monster stats) and should be extended to the rest.
     
     >
     
      Besides, it might be a good idea to place monster multis always ontop
     
     >
     
      of non-alive multis at map-loading, in order to make multi-teleporters
     
     >
     
      work.
     
     
 Looking at the head of the object would be the right thing to do.  I had
already done that for exits.

 I'm not sure what all multipart objects are out there that need special
handling.  Obviously, teleporters are one.  Exits have already been done.  I'm
not sure what other objects may have a similar problem.

 For simplicity, copying the flags from the head to the more parts will at least
take care of the blocked and invisible flags.  This is a tradeoff, in that it
means the other parts contain some real values, but it means that some basic
functions, like update_position don't need to look at the head for one piece of
information (invisible) while looking at the more part for the actual face to
use if any.

    
    


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