[crossfire] New movement code.

David Delbecq delbd at oma.be
Fri Oct 14 03:10:57 CDT 2005


2 questions

- can we think about allowing player to swim in non-deep sea (near scorn
port) and if so, make this movements very low (for geographical reasons)
- If we suppose you can't swim in on grass (obvious) using move_block 8,
what about grass with a piece of river above?? Tricky? that's because
this flag is a per tile flag while it is set at the object level.
Perhaps we could start start, apart from this patch, a discusion on the
opportunity
to move every square flag away from object to the map square itself. Or
perhaps creating a mapsquare_flag object which override any map flag
that could be set by other object. This mapsquare_flag object could be
present not as an object but a a square properties in the editor.

1 Suggestion
Is it faisable with current code to create a square that could be
traversed by small creature but not by big one.
eg: mice, ants, dogs, cats, and 'crouched' humanoids could get thru but
not any thing bigger?
other example: only mice, ants, dogs
Other suggestion: a square that need a minimu size to get thru. Eg a 1m
wall mice can't pass while any humanoid can naturally climb it? :D


Any way, good job Mark,

Regards,
Tchize


Mark Wedel a écrit :

>
     
     >
       So I finished up the new movement code and did some basic testing,
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      and it
     >
      seems to work.
     >
     
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       In basic terms, now multiple move types (walking, fly_low, fly_high,
     >
      swimming).  Spaces can block some or all of those.
     >
     
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       For compatibility, no_pass 1 blocks all of those.
     >
     
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       My basic test shows this work.  One issue:
     >
     
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       Movement blockage has to be explicitly set.  In other words, unless
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      something on the space explicity says you can't use movement type X,
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      you can use it.
     >
     
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       This matches previous behaviour, and for the most part, works fine.
     >
     
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       The issue here is swimming.  As things sound now, you can't swim in
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      the ocean or rivers, because they have no_pass 1.  However, since
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      pretty much all outdoor spaces don't set anything, it means you can
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      'swim' through the desert.
     >
     
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       right now, this doesn't have any relevant meaning - there is no way
     >
      to get swimming movement type.  One issue if you could is that
     >
      slow_move (old field) only slows down walking, not flying or swimming.
     >
     
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       It seems to me the proper way to fix this is to set all ground
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      objects to have move_block 8, so you can't swim through desert,
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      forests, etc.
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       Any other thoughts?  Notes?  Questions?
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       Also, feel free to try this out on my server:
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      tavern.santa-clara.ca.us
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       Do note this server is really only up for this testing.  I put a
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      building next to the inn in scorn that has some test cases.
     >
     
     >
     
     >
     
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