[CF-Devel] patch for generators to create special ability monsters
Mark Wedel
mwedel at sonic.net
Sun Apr 14 21:44:55 CDT 2002
Norbert Irmer wrote:
>
Hi,
>
>
Putting a monster in the inventory of the generator and copying it, is
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a nice idea, since it is more flexible and faster. Perhaps one could even
>
use the 'copy_object()' function for it.
Probably. The code to have the generators inventory make a monster should be
pretty easy - it would be something like if (generator->inv) then
obj_to_create=generator->inv; else obj_to_create=generator->other_arch (or
something pretty close to that).
The other really nice thing about using a monster in the inventory is then
that map editor can use its standard object interface to change it.
The potential tricky part is that the process_object loop probably expects
monsters to be on a map. The easiest approach, which probably would not break
anything, is to put a check in at the top level such that if op->type==monster
&& op->map==NULL continue (althought I think you would need to check for
FLAG_IS_MONSTER, but not sure).
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The 'move_creator()' function has a big contra, it currently just handles
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single square things (that was the reason, i used the 'generate_monster()'
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function, which works fine).
I'm also pretty sure that the move_creator is designed to create one item, so
it also wouldn't create an objects (monsters) abilities, treasures, etc.
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