This is still a long standing wish of mine to see this. There is I think, a lot of discussion in the dev archives about it. I still thing it would be not too diffucult to do (I playing with it a while ago - making some a changes in arch_blocked() and get_map_flag() but I ran out of brains) but maybe more difficult than I think. The portion you didn't mention is that blocking bitmasks have to be matched up the object movement type flags and there needs to be some overlap (flying/swimming). It is in the order of a rather big change in the game however unless new arches were made and the old arches phased out since it would break a lot of maps. It would also really impact gameplay. It would make a lot more neat fun things possible however :) On Tue, 2005-11-01 at 10:30 -0500, Preston Crow wrote: > Unless I missed it, we still don't have a bitmap for floors indicating > what can pass over them. Something like: > bit feature > 1 allow walk > 2 allow jump > 3 allow dimension door > 4 allow levitate > 5 allow missiles (including magic projectiles) > 6 allow spell area effects (turn off for counterwall effect) > 7 allow view > > One example use would be an arrow slit. Set only bits 5 and 7, and put > a director on the same square, with some dark elves behind it. > > Another example is avoiding anti-magic zones when all you need is to > block dimension door. > > If someone creates real transportation, such as boats, that would be > another bit. > > --PC > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel -- Todd Mitchell < temitchell at sympatico.ca > _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel