[CF-Devel] Floors / walls and archetypes

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Wed Oct 1 02:34:51 CDT 2003


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       Or appropriate floor building objects or whatever (eg, imagine a map 
     
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      you start out with special floor builder objects.  You buy 'tokens', and 
     
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      when you drop them on a space, different things show up (wall token, 
     
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      marble floor token, etc). You could also have a 'this space is finished 
     
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      token'.)
     
     
Isn't dropping harder to implement than mere apply?
Also, I'd prefer having to face where you wanna build/destroy rather 
than stand on top. After all you build a wall not under yourself, but in 
front of you :) And avoids the 'can't stand on wall to destroy' problem.

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       This is a bit trickier.  Because you have some objects, like the 
     
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      'swall' archetypes, which are the jail type walls.  These block passage, 
     
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      but don't block the view.  However, once again, they should probably be 
     
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      considered walls.
     
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       The simple definition of a wall is something that you can't pass 
     
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      through, and line of sight isn't important.
     
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       But that will also get blurred that if in the future, more refinement 
     
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      on movement types are added (Eg, no walk, no fly, no spell, etc through 
     
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      spaces). Something like the swall, while blocking fly/walk, should 
     
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      perhaps allow spells, eg, burning hands through it would make sense.
     
     
That's why some special flag for buildable zones must be defined. Also 
in the builder object itself where it can be put (no_pass square? 
no_swim?, ...), and what flags it sets/reset. Ex: build a bridge on 
water => you don't use swim but walk

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       Well, I'd think the former is easier.  Because the idea of adding new 
     
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      walls is probably a bit more palatable then trying to figure out what 
     
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      walls to remove. Just from a movement standpoint, you can't stand on top 
     
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      of a wall, so you need to deal with directions and so forth to remove 
     
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      walls.  However, you can stand on top of an empty space.
     
     
Again depends. I'd think it more fun if we can start from either map. 
Makes subterrean buildable holes more realistic, and lets build on the 
ground.
(my current code usse facing direction for building, btw)
But some things, like changing floor archetype, could be done on the 
standing square (ie you put pavement where you are, not on the square 
you look at).

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       But also it means you can start out with 'mostly' empty maps, with 
     
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      perhaps some special section walled off (say special teleporter or 
     
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      something).  If you can only add walls, you then can't get access to 
     
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      that teleporter until you pay whatever some of money.  But if you can 
     
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      remove them, then you need to put in special indicators of 'don't remove 
     
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      these walls'.
     
     
There will always be walls you can't remove, if only walls on map 
border... Adding a flag lets you make buildable non rectangular maps (if 
no flag, code will use the fact you are on map edge to forbid building, 
thus rectangular map mandatory).
Also money wise it'll probably cost more to build walls than destroy 
ones (always easier to destroy than build), so makes money more 
interesting :)

Nicolas 'Ryo'



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