Does cvs provide diffs for this? I'm interested in this but don't want to also have to have that patch that was just applied that removes features.
--- Mark Wedel <[EMAIL PROTECTED]> wrote: > > I've just committed the code to handle transports. > Detailed information can > be found in the doc/Developers/object under > Transports, so I won't reproduce > that here, but some quick notes: > > 1) I added a new movement type - MOVE_BOAT. This > isn't directly related to > transports, but using boats as a test transport type > seemed most interesting to > me and would test most of the features. The only > terrain right now that allows > boat movement is normal sea and deep sea. Shallow > sea does not allow it. > > 2) Tranports should be fully functional as described > in the objects file. > However, several things were mentioned in the > discussion which may not be there yet. > > 3) I added a couple boats to Scorn that acts as > transports for testing. Since > boats can't move to shallow water, and there is a > patch of shallow water between > scorn and the main oceans, this effectively limits > the range of these boats. > This is fine for testing. If that patch of water is > changed, these transports > should be removed, since being able to sail to most > anyplace open up some areas > too easily. > > 4) There is no form of ownership on transports. If > you park your boat, someone > else could go and take it and sail away. Much like > real life. > > 5) Currently, no control on who boards your > transport, and no way right now to > evict them. > > 6) It is possible, especially with boats, for > players to be stranded in the > middle of the ocean - on the bright side, there is > no drowning. The most sure > fire way this can happen is that if you are on board > a ship and you exit the > ship and the ship sails away, leaving you behind. > > Going forward: > More transport objects are needed. This should be > easy to do, and some could > re-use existing movement (a pegasus to fly on?). > Graphics are also needed - the > code does support the idea of different graphics > based on if the transport have > people on it or not (horse being a very obvious > case). > > Some thought needs to be given on movement types > for objects - we don't really > want to end up with 20 movement types. Off the top > of my head, quick suggestions: > > MOVE_WHEEL - for wheeled objects (carts, wagons, > cars, whatever). These should > be blocked from a fair number of objects > (staircases, mountains, jungles, > perhaps even hills and forest). > > MOVE_HOOF (MOVE_4LEG?) horses, mules, etc lesser > limit of the above, but > probably not allowed on staircases. > > MOVE_SWIM - already there. Probably shoudl be > allowed in shallow sea, but IMO > some special code is needed for this - chance of > drowning, etc. > > Not that interesting enough, right now with the > way transport code is, it is > not possible to apply objects on the map while on a > transport. Thus, transports > are effectively prohibited from shops. The said, > exits or other move_on objects > should work OK. This actually works out pretty well > when one thinks about it. > > > > _______________________________________________ > crossfire mailing list > crossfire@metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire