[crossfire] undecipherable code
tchize
tchize at myrealbox.com
Mon Aug 29 14:28:43 CDT 2005
Ok, i'll try to move this somewhere else to speed up map loading process.
(while commented and a few other loops commented, load time is
unnoticeable :) )
Le Lundi 29 Août 2005 05:23, Mark Wedel a écrit :
>
alex_sch at telus.net
wrote:
>>
Quoting tchize <
tchize at myrealbox.com
>:
>>>
Second, why do other unique objets present on this map
>>>
square influence the behaviour of op.
>>
>>
I believe this behaviour is related to unique floors saving items on them.
>>
Unique floors do have unique set, so other items on them should care about
>>
it.
>
>
that is correct.
>
>>>
And if this is legitimate,
>>>
why do they only influence object put on top of them?
>>
>>
If my hypothesis above is correct, then I believe this is the intentional
>>
behaviour related to the fact that unique floors only save items ontop of
>>
them.
>
>
That is correct, but that snippet isn't looking at just the floors - it is
>
looking at all the objects on the space.
>
>
To me, that seems incorrect - as tchize says, it means if I drop say a
>
unique key, and then drop other items on the same space on a non unique
>
maps, all items on that space are treated as unique.
>
>
If the processing stopped once beyond the floors, I'd imagined it would be
>
much faster (would only need to iterate a couple times before it gets
>
there).
>
>
the FLAG_OBJ_ORIGINAL has something to do with the overlay maps. Garbled
>
added those in.
>
>
Arguably, with addition of overlay maps, shouldn't be much need for the
>
unique maps or vice versa, as they tend to duplicate function (the per
>
player unique maps are a different matter, since that just saves the entire
>
map - I'm talking about the unique maps that contain just the unique
>
items).
>
>
I'd be more tempted for the unique object maps to go away - at least the
>
overlay maps are stored with map header information so could be loaded up in
>
the editor.
>
>
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>
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--
--
Tchize (David Delbecq)
tchize at myrealbox.com
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