[crossfire] transports committed.
Miguel Ghobangieno
mikeeusaa at yahoo.com
Tue Feb 7 06:40:20 CST 2006
NM, the removals were only in the client tree.
--- Mark Wedel <mwedel at sonic.net> wrote:
>
> I've just committed the code to handle transports.
> Detailed information can
> be found in the doc/Developers/object under
> Transports, so I won't reproduce
> that here, but some quick notes:
>
> 1) I added a new movement type - MOVE_BOAT. This
> isn't directly related to
> transports, but using boats as a test transport type
> seemed most interesting to
> me and would test most of the features. The only
> terrain right now that allows
> boat movement is normal sea and deep sea. Shallow
> sea does not allow it.
>
> 2) Tranports should be fully functional as described
> in the objects file.
> However, several things were mentioned in the
> discussion which may not be there yet.
>
> 3) I added a couple boats to Scorn that acts as
> transports for testing. Since
> boats can't move to shallow water, and there is a
> patch of shallow water between
> scorn and the main oceans, this effectively limits
> the range of these boats.
> This is fine for testing. If that patch of water is
> changed, these transports
> should be removed, since being able to sail to most
> anyplace open up some areas
> too easily.
>
> 4) There is no form of ownership on transports. If
> you park your boat, someone
> else could go and take it and sail away. Much like
> real life.
>
> 5) Currently, no control on who boards your
> transport, and no way right now to
> evict them.
>
> 6) It is possible, especially with boats, for
> players to be stranded in the
> middle of the ocean - on the bright side, there is
> no drowning. The most sure
> fire way this can happen is that if you are on board
> a ship and you exit the
> ship and the ship sails away, leaving you behind.
>
> Going forward:
> More transport objects are needed. This should be
> easy to do, and some could
> re-use existing movement (a pegasus to fly on?).
> Graphics are also needed - the
> code does support the idea of different graphics
> based on if the transport have
> people on it or not (horse being a very obvious
> case).
>
> Some thought needs to be given on movement types
> for objects - we don't really
> want to end up with 20 movement types. Off the top
> of my head, quick suggestions:
>
> MOVE_WHEEL - for wheeled objects (carts, wagons,
> cars, whatever). These should
> be blocked from a fair number of objects
> (staircases, mountains, jungles,
> perhaps even hills and forest).
>
> MOVE_HOOF (MOVE_4LEG?) horses, mules, etc lesser
> limit of the above, but
> probably not allowed on staircases.
>
> MOVE_SWIM - already there. Probably shoudl be
> allowed in shallow sea, but IMO
> some special code is needed for this - chance of
> drowning, etc.
>
> Not that interesting enough, right now with the
> way transport code is, it is
> not possible to apply objects on the map while on a
> transport. Thus, transports
> are effectively prohibited from shops. The said,
> exits or other move_on objects
> should work OK. This actually works out pretty well
> when one thinks about it.
>
>
>
> _______________________________________________
> crossfire mailing list
> crossfire at metalforge.org
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
>
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
More information about the crossfire
mailing list