Nicolas Weeger wrote:
Well, i don't mention removing random items themselves.
Case scenario: player gets to treasure room or a ruined
castle, opens chests, find nice treasures.
Then later s-he talks to a npc: 'i'm the former servant of the
now dead king of that castle, could you recover my master's
mirror for me? i'd like to keep it as a souvenir' [insert
usual spam / reward line here :p]. Player redoes map, then in
one of the chests finds treasures and that mirror - but can't
find it without having talked to the npc.
Of course you could imagine quests where you start by finding
an item => don't redrop item if quest already started. Thus
need to check inventory / do quest thing.
As a note, it isn't possible the code to know if an object in the chest was
placed there by the mapmaker or was part or randomly generated treasure.
What you probably want to do is add something like FLAG_QUEST_ITEM - this
makes the processing all around much easier.
For determining when we send object info to player, very simple to check that
flag, and if that flag is set, then bother to check quest state. This then
fixes the problem of items of the same name showing up randomly. It can also be
used to make sure the item in question is the desired quest item.
One question - what about these just showing up not in quests. Eg, suppose it
is in a chest, but the chest is burned up. Does the item then always go away
then? Is it visible to everyone? Not visible, but if player as part of quest
is on the space it should be, it is visible?
_______________________________________________
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire