Difference for doc/Developers/objects from version 1.17 to 1.18


version 1.17 version 1.18
Line 1090
 
Line 1090
 #define MOVE_WALK       0x1     /* Object walks */  #define MOVE_WALK       0x1     /* Object walks */
 #define MOVE_FLY_LOW    0x2     /* Low flying object */  #define MOVE_FLY_LOW    0x2     /* Low flying object */
 #define MOVE_FLY_HIGH   0x4     /* High flying object */  #define MOVE_FLY_HIGH   0x4     /* High flying object */
   #define MOVE_FLYING 0x6 /* combo of fly_low and fly_high for easier checking */
 #define MOVE_SWIM       0x8     /* Swimming object */  #define MOVE_SWIM       0x8     /* Swimming object */
   #define MOVE_ALL        0xf;    /* Mask of all movement types */
   
   MOVE_ALL may change in the future - it is mask for all movement types -
   used for 'no_pass' - it sets move_block to MOVE_ALL, other places that
   check for all movement types may also use this value.
   
 The fields in the object themselves:  The fields in the object themselves:
   
Line 1123
 
Line 1129
   at load time).  It is basically how much slower (percentage wise)    at load time).  It is basically how much slower (percentage wise)
   the player moves through this terrain.  A value of 0 is basically    the player moves through this terrain.  A value of 0 is basically
   a non operation.  A value of 0.5 means it takes 50% longer to move    a non operation.  A value of 0.5 means it takes 50% longer to move
   through the space.    through the space.  The old values were all positive ints.  Basically,
     it effectively was how many ticks the player is slowed down by.
   
   Certain terrain has skills which reduce the slow penalty (woodsmen    Certain terrain has skills which reduce the slow penalty (woodsmen
   in forest for example).  As of this writing, the penalty is reduced    in forest for example).  As of this writing, the penalty is reduced
Line 1132
 
Line 1139
   has appropriate skill, it would now only take that player 25%    has appropriate skill, it would now only take that player 25%
   longer to move through the space.    longer to move through the space.
   
     Note 2:  The old slow_move is loaded and converted into move_slow_penalty.
     The old SLOW_PENALTY and SET_SLOW_PENALTY macros divided/multiplied
     the result by 1000, so were basically a non operation.  Since it is now
     just stored as a float, conversion macros are not needed or used.
   
 move_state/move_status: This is unrelated to this movement code - it is  move_state/move_status: This is unrelated to this movement code - it is
   used for monster attack_movement information.  it is only noted here    used for monster attack_movement information.  it is only noted here
   since it starts with the move_ prefix.    since it starts with the move_ prefix.
Line 1141
 
Line 1153
   thus things like 'The jungle slows you down' or 'The wall is in the way'    thus things like 'The jungle slows you down' or 'The wall is in the way'
   will be printed.  Various hints can be contained in the messages.    will be printed.  Various hints can be contained in the messages.
   
   move_status: Not related to this code - noted here since it has the move_
      prefix.   This is used to track monsters state of the attack_movement
      variable.  It is worth noting that move_type was changed to
      attack_movement - this matches the name in the archetype, but is
      a name change in the object field.
   
   Obsoleted fields:
   This change of logic has resulted in the following fields no longer
   being used:
   FLAG_WALK_ON -> move_on
   FLAG_NO_PASS -> move_block
   FLAG_SLOW_MOVE -> move_slow
   FLAG_FLYING -> move_type
   FLAG_WALK_OFF -> move_off
   FLAG_FLY_ON -> move_on
   FLAG_FLY_OFF -> move_off
   FLAG_PASS_THRU -> was unused, would be move_type
   FLAG_CAN_PASS_THRU -> was unused, would be move_type
   
   
 Load/Save behaviour and backward compatability:  Load/Save behaviour and backward compatability:
 The loader knows about certain old flags (walk_on, blocked, etc) and  The loader knows about certain old flags (walk_on, blocked, etc) and
 sets up the appropriate bitmasks.  When data is saved, it is saved  sets up the appropriate bitmasks.  When data is saved, it is saved
Line 1359
 
Line 1391
         if unset, and attacktype is nonzero, this becomes 2.  By default,          if unset, and attacktype is nonzero, this becomes 2.  By default,
  it is zero.   it is zero.
   
 maxhp:  if nonzero, flying objects will be moved also (default 0)  move_type: What movement types this mover moves (replaces maxhp to denote
    flying creatures)
   
 speed:  how fast a chain of these will move a player along (default -0.2)  speed:  how fast a chain of these will move a player along (default -0.2)
   


Legend:
line(s) removed in v.1.17 
line(s) changed
 line(s) added in v.1.18

File made using version 1.98 of cvs2html by leaf at 2011-07-21 19:41