[CF-Devel] crossfire maps system add-on

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Wed Aug 6 14:29:48 CDT 2003


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Let me tell you a little story

Today, a friend of mine asked me 

 - If stand on the roof of a tower, may i see the guys walking in the tower 
garden?
I answered:
 - No
 -why?, He asked again
 - Cause of map system, each stage of tower is a map in itself
 - This is stupid!, he said. I go back to my own game code

So, despite the heat and the fact i had a set of newbies map to finish, i went 
in the code. And, guess what!
I modified the map system so it is possible to define a map
"below" current one. The elements on this map look like stacked below
the upper map. There is no mix in the code between those 2 map ( a bee on the 
upper map can't go to the lower map, and a ant in the lower map can't go to 
to the upper one). If a player walks on the lower map and you are on the 
upper map, you can see him.
I used the following map file entry add-on:
tile_path_5 
Since 1 2 3 and 4 were the north west east south tiling (not sure of order), 
logically, now 5 and 6 are below and upper liked maps.
Be carefull, the 6 value shouldn't appear in any map, since the server deduced 
it when loading a tile_path 5 element (there is a map below us, so we are on 
top of this map). Unlike for maptiling, there is no possible assymetry in the 
up/down tiling for update easyness (if i drop an item in lower map, i need to 
tell that to upper map).
However, it is possible to create map A ontop of B, which is ontop of C which 
....
Warning! No endless loop allowed.

Code isn't yet submitted (still have to do beta test to be sure i didn't broke 
anything and still have to create a decent demo map)

Just wanted is someone had remarks on this code.

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