[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.
> 
> 
> 
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>
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> 


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