[crossfire] New movement code.

Mark Wedel mwedel at sonic.net
Sun Oct 16 02:01:22 CDT 2005


David Delbecq wrote:
>
      2 questions
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      - 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)
     
  This is doable - just change the relevant ocean spaces for no_pass to 
block_move ... (whatever is everything but swim).

  A high move_slow can be set to slow down swimming.

>
      - If we suppose you can't swim in on grass (obvious) using move_block 8,
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      what about grass with a piece of river above?? Tricky? that's because
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      this flag is a per tile flag while it is set at the object level.
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      Perhaps we could start start, apart from this patch, a discusion on the
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      opportunity
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      to move every square flag away from object to the map square itself. Or
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      perhaps creating a mapsquare_flag object which override any map flag
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      that could be set by other object. This mapsquare_flag object could be
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      present not as an object but a a square properties in the editor.
     
Yes, that can be a problem.  The proper fix, IMO, would be to change those 
spaces so that the grass on them doesn't have move_block set (after all in this 
case, the grass is really just for scenery).

  I'd say that has to be done, because making rivers globally swimmable will 
probably break several maps that use rivers and water to prevent player from 
getting to some areas.

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

  One could add a movement type like 'move_crawl'.  Small creatures would have 
that movement type as well as move_walk.  Players would have to execute some 
command to denote they are now crawling

  If one was to give small creatures something like move_crawl only (and the 
presumption made that not much is going to block that), then second case is easy 
to do - block move_crawl but not move_walk.  Thus, small creatures couldn't get 
through but big ones could.



    


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