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Re: 0.92 Bug? (and other)



 Well, there was a whole mess of spells missing in the spell.c file
(or rather, a whole mess missing from the switch statement.)

 I've merged the new player.c file changes in.

 I play with NOT_PERMADEATH, mostly because I play by myself (most of
the servers, along with the 14.4 term link, mean playing on other servers
is too slow.  I am thinking of setting one up on a2i when they get the 
T-1.)

 Obviously, some mechanism for getting read of '.dead' files in the
player directory should be put in.  And as far as I know, if someone starts
a new character with the same name as a dead one, that dead one could
not be brought to life.  So a vindictive person could kill someone, and then
start a new character with that dead characters name, preventing that
character from being brought back.

 A few more thoughts:  As I recall, you need the gravestone to bring
a character back to life.  That means that after the map is reset, or
the gravestone is destroyed, that character is dead permantly.  As such,
it might not be unreasonable for crossfire to delete all .dead files in
the player directory when it starts up.
 
 It also does mean, that if a player dies, and the server starts back up
immediately (because it crashed), then that gravestone would no longer be
around.  So you really could have permantly dead characters pretty easily.

 What would be interesting (but not what I want to code), is a graveyard
map, and each time a person dies, another gravestone is put on the map
(what might be easiest is to have a whole mess of gravestones which
are then blank, and then update the gravestone with the proper message).
Then, anytime someone dies, a gravestone is created in the graveyard, and
this file is saved back as a permant addition.  Likewise, people could wander
in and see everyone that has died for quite a while.

 First, flags in maps that tell it to save changes back permantly, and
not in /tmp, would need to be added.  This flag would also be needed for
safety deposit boxes and banks.  An easy solution to that would be to have
some unique key that allows the player to pass through the door, but doesn't
destroy it.  thus, only he can get to his stuff (and if he dies, whoever
finds that key and the matching door.)

 One problem with banks and deposit boxes I have, is that characters could
die an no one claim the stuff.  Maps could become filled with junk as
this happens.

--Mark