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Re: MAP, UNMAP and ITEM



 Notes on multiple floors:

 Floors are meant to be so you can not see anything below them.  This
allows designers to put a button or teleporter or whatever else below a
floor, with the player needing to figure it out.

 With the fact that you are only supposed to see the top floor object,
there is no need to send more than 1 floor object for any space.

 If you take the example of Goth's tavern on top of grass, the grass
would be the floor, and the tavern would be a non floor object.

 The reason many buildings are marked as floors right now is a 'cheap'
hack.  Because only the top (non floor) object and floor object are
displayed, this method is used so things look proper (otherwise, when
another object is standing on top of the tavern with grass underneath,
you no longer see the tavern object, but rather than top object on
grass.)

 With client/server, the client can display as many objects on one space
as it is willing to.  If the client is displaying several objects, then
the problem with an object on top of tavern with a grass floor is
not a problem.

 Also, I don't think any floor object (As done now) should have any type
of masking, because by definition of what a floor is meant to do, you can't
see anything below it in any case (so the masking just turns to white.)

 --Mark