[CF-Devel] Floors / walls and archetypes

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Tue Sep 30 02:28:56 CDT 2003


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       I see your point about walls.  And as of now, there isn't any really 
     
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      good solution.
     
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       However, in your specific case, one should argue that they should never 
     
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      be able to mess with that row of blocked spaces.
     
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       And the followup to this thought would be - the player is presumably 
     
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      starting with some map to make his apartment on.  It would seem 
     
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      reasonable to me that such a map has some sane defaults (boundry walls 
     
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      of known type/flags or whatever).  IMO, if in game map building is 
     
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      allowed, it has to be allowed in controlled situations, eg, you can 
     
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      modify this space, but not that space.
     
     
I agree there: map building is allowed in specific places only.
I was asking about detecting floors/walls in general. If the map is 
specific, then specific flags can, and probably must, be used on 
walls/floors to indicate where you can build. Maybe using the FLAG or 
WALL tags in define.h? <grin>

About 'blocked' view, I don't know if they are required or not around 
walls (so xray has something to see behind the wall). That's something I 
can't tell, don't know the code enough right now.
But if they are required, then for building you should be able to mess 
with them...

Actually you can figure building maps in two ways: start from big empty 
map, and can't remove outter walls, thus messing with blocking view 
isn't required. Or the opposite, start with small room and dig walls to 
make room.
That is, either build on an outside map, or dig in a hole :)

Nicolas 'Ryo'


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