Crossfire Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: CF: prev on map update (fwd)



On Oct 2,  5:14pm, Scott Wedel wrote:

> The server code would probably have to change to change how it stores faces
> in the visible space from just the facename which changes each animation to
> a pointer to an animation structure (containing a list of animated faces,
> current face and animation rate).  Which would let server determine that
> it still has same animation structure for this square and know it didn't
> have to update client.  It would have to be done in a way so that changing
> animation rate is considered a change.
>
> Or the server code could be changed to make animation changes to both
> new and old map so compares to find differences do not detect changes
> due to animation.  And power crystal case could be crudely handled by
> periodically (say every 10 seconds) resending all animation info.

 Unfortunately, the server really doesn't have much of a concept of animation
sequences.

 All the server really goes on is the speed of the object, and if the object
has the animate flag set.  If so, then whenever the item gets its turn, the
server just figures out that the next image in the items list of images is,
sets that, and increments the variable noting where it is.

 Breaking out animations from the objects probably makes a lot of sense.  IT
also has the advantage that the animation speed could differ from the object
speed (potentially nice for monsters - you may want them animated fast, but
still move slowly.)


>
> 						sdw
>
>-- End of excerpt from Scott Wedel



-- 

-- Mark Wedel
mark@pyramid.com
[to unsubscribe etc., send mail to crossfire-request@ifi.uio.no]


References: