Crossfire Archive
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Re: CF: Advice requested on implementation of maps in crossfire



> On Jan 18, 10:17am, Peter Mardahl wrote:
>  This works fine.  So what would seem to work is something like:
> 
>  random map leads to static map with meaningfull x,y coordinates (I will let
> you handle the logic of what static maps might be available for linking in.)
>  The random map creates a special exit so that the program knows this is a
> static map that needs some extra processing (something in the path or
> something.)  When the player actually enters that exit, we load it into memor
>y
> and insert the appropriate exit leading back to the random map.

Actually, I'm just going to load the final map at the time of making
the exit to it, and put the exit back in THEN.

This isn't so bad, I think, because that map is likely to get entered
soon anyway.

> > >  I wonder if it might be better to expanded the random map generator to
> > > incorporate pre made map segments.
> >
> > Oh, I'm working on that now, but I was going to have these little sub-maps
> > included at random.  I see what you're saying though, I could re-used this
> > code to simply create a level, and then overwrite it--But I'd need to know
> > the dimensions of the human defined map, so I'd have to load it.
> > If I need to load it I may as well put an exit in it, it'd be simpler.
> > Alternately, these dimensions could be given, but I'd rather Keep It Simple
>,
> > for the person making random maps.
> 
>  My thought and including them was for style reasons.  For example, if the
> random maps all have wall style cwall, it would be nice if that static map
> walls could also get updated to a matching style so the static map appears to
> fit in better.

This is a good thought, Mark.  It wouldn't be so hard to reface all the walls,
and floors, etc.  I'll shove this onto the todo list.  Since I'm loading
the map anyway to stick an exit in, it'd be easy to reface it, too, at
the same time.

PeterM
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