[CF-Devel] Missing archetypes used by python plugin

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Mon Dec 27 15:55:26 CST 2004


Todd Mitchell wrote:
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      Andreas Kirschbaum wrote:
     
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     >>>
     
      From my point of view only the functions CheckInvisibleObject() and
     
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      CreateInvisibleObject() are useful (and currently working). The
     
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      remaining functions should be removed. Is this "fix" of the plugin code
     
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      acceptable?
     
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      _______________________________________________
     
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      I believe so.  I have only ever used the invisible object function and 
     
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      the others I have not as I assumed they were legacy code. I don't know 
     
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      if there is an issue where it is different with inserting these 
     
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      invisible inventory objects as opposed to visible inventory objects.  
     
     
  Shouldn't really be any difference (aside from the obvious, like visible 
objects will be seen by th player).  But I believe even invisible objects can 
merge, it is just that most every invisible object has 'nrof 0' so it won't merge.

>
     
      Really you should just create the arch by name and it will have 
     
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      visibility as a property or not - there should be no diffrnece in 
     
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      creating a marker or spell object from creating a shield or glove 
     
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      object.  However, I haven't tried this and if there is  a difference 
     
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      then the way this should work is to be able to insert these types of 
     
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      archetypes by passing their name from a single function instead of 
     
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      having a function for each type.  Perhaps adding an optional archetype 
     
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      name field which defaults to 'force' to the InvisibleObject() functions.
     
     
  Creation of objects is all the same.  The only real difference is in the 
defaults - if you are making a glove, starting from the glove archetype is 
easier, becaus it will ahve the type/subtype/body_info/etc all set up as needed, 
where if you do it from an empty object, more work needs to be done.

  In the case of the player_force objects, it sounds like the only special 
feature they had was the name, so not much extra work there.

  I'm not sure if perhaps their removal had something to do with the older 
character creation system (back when there was just a class/race feature as one 
selection, not like now where you can select both class and race as two distinct 
features)

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      Another big thing along the same lines would be to clean up the spell 
     
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      and skill stuff...  I don't know how the spell and skill wrappers can be 
     
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      loaded into the plugin any longer now that they are dynamically loaded 
     
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      from the arches, but this is a lot of legacy code in the plugin.
     
     
  I don't know how out of date the skill stuff is.

  The spell stuff is, for lack of better term, broken, since the the new spell 
code is completely different.  OTOH, since spells are now objects, one can 
insert/remove/change them through normal object manipulation functions - before, 
they were basically hard coded values stored in an array in the player 
structure, so removing and adding them required special functions.


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