Difference for doc/Developers/objects from version 1.19 to 1.20


version 1.19 version 1.20
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 #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_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 */  #define MOVE_BOAT 0x10 /* Boats/sailing */
   #define MOVE_ALL        0x1f    /* Mask of all movement types */
   
 MOVE_ALL may change in the future - it is mask for 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  used for 'no_pass' - it sets move_block to MOVE_ALL, other places that
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 anim_full Like face_full above, but for animated objects.  anim_full Like face_full above, but for animated objects.
   
 Usage/implementation details:  Usage/implementation details:
 To activate a transport, the player will stop onto it and 'board' it.  When this  To activate a transport, the player will apply it just like any other object.
 is done, the transports op->contr will point to the player, and a  When this is done, the pl->contr->transport will point to the transport.
 pl->transport pointer will be set up.  An 'unboard' command will be needed  If the player is the first to board it, then transport->contr will point to the
 to leave the transport (thoughts on a better way to deal with this?)  player.  The player is placed into the inventory of the transport.
 I don't think apply will work because that will be needed to get stuff in/out  
 of it like a container.  When on the transport, the player will see other objects on the transport.
   When the player issues a map command, if they are the 'captain', the
 For transports that hold multiple people, the first person to apply the  tranport moves as directed.  If not, the move command is ignored.  Note
 transport becomes the captain.  It is this person that decides where the  that players on the transport can issue other commands (say, cast, etc).
 transport goes.  
   Some special handling is done relating the player and transport speed so that
 Transports to some extent will appear as containers - thus you could load  transport speed is used.  IF the transport doesn't have speed to move,
 stuff onto(into) the transport without having to be able to carry it all -  the move command is ignored.  The player speed_left is set to -0.01 when
 imagine wagons that carry 10,000.  on the transport - in this way, the player will get actions and not limit
   transport speed.
   
 When aboard a transport, the player will be in the inventory of the transport.  When aboard a transport, the player will be in the inventory of the transport.
 Thus, the players movement/speed doesn't play any role.  In this  The player can see other objects in the transport.  If the player drops an
 implementation, transports don't attack or defend, and thus don't take damage.  item, it is placed into the transport inventory, and not the map.
 If something damages items on the space (say spikes), it will damage the   
 player(s) and not the transport.  Thus, transports can't be used to avoid  
 traps and the like.  
   
  Thoughts/questions?  When hit_map() hits the transport, we examine look for all players in the
   transport and damage them as appropriate.  Note that items are not
   damaged.
   
   As of this writing, transports are non living creatures, and thus can't
   be damaged.
   
 *******************************************************************************  *******************************************************************************
 5. Flags & specifications: (usage: flag value)  5. Flags & specifications: (usage: flag value)


Legend:
line(s) removed in v.1.19 
line(s) changed
 line(s) added in v.1.20

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