Alex Schultz wrote: > Sebastian Andersson < bofh-lists-crossfire-dev at ... > writes: > > >> Shouldn't the secretive be based on the teleporter used to enter? >> If I enter via the front door, then I would expect it to be pretty >> obvious where I am, but not when entering via a "random" teleporter >> or just jumping around on the same map via a teleporter. >> That would of course make it even harder to update the maps (or perhaps >> some clever program could help here), but I think players would except >> it to work like that. > > > Yes, I have thought of that possibility, but as you say, it would make updating > more difficult, despite the result being a little nicer for the players. One problem right now is that inter map exits all basically appear the same, that is, of type exit. So within the server code itself, it can't easily detect correct behaviour (other than have a list of names to look at). Now in some cases, even teleporter type exits should be treated differently. Think of all the shop mats - in those cases, we actually want to suppress the newmap command - I'd have to think about the way to properly deal with it, but if you look at the scorn shops, where the map is visible from the shop and vice versa, it is arguably wasteful to resent the entire map when most seems to be the same. But probably no easy way to handle that, so don't worry about. But the other point is that there are some maps where for style reasons, you may want to hide the locations a bit - I'm think of some maps where there are multiple levels on the same logical map (to deal with things like levers and buttons ) - while each level is perhaps non secretive, showing the relation to each other might be ugly. OTOH, maybe we jsut live with that. Other consideration is how to deal with world maps - I guess teh client could be smart enough to figure it out. One other thought - with the newmap command, for non secretive maps, probably want to include the mapsize with it. That way the client could be more clever about storing away the data after the player leaves and/or figuring out where on the fogmap it could place this map and not destroy existing data (the idea here being if you come back to the map, you could get your old fog data back)