Re: [DM-dev] Selena calling...
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From: Stephan B. <st...@wa...> - 2001-04-27 14:31:18
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On Friday 27 April 2001 15:30, you wrote: > I think you do. We'll have to see where Stephan takes it, but I think this > is about it. I think we all understand it the same. > In reply to Stephan latest postings: > I think specifying the start point, the length, and the direction for a > wall is an improvement, because it makes the check for "parallel to outer > walls" redundant. But you forgot the doors so far. Putting doors in the > walls will be one of the best improvements to actual usefulness of the code > we can make. People want ominously creaking doors with deviously hidden > keys in their dungeons! How about something like: Door( Wall *, position ) [: public DungeonElement] Then, when Wall gets render()ed, it will first draw itself to the grid, then will ask all of it's Door children to draw themselves, which they will gleefully do. Also add: Wall::addDoor( Door *, int offset ) Wall::addDoor( int offset ); // shortcut for addDoor( new Door( this, offset ) ); > Will you put a parameter "closedProb" in there with "openAtStartProb" and > the others? If you do, I can implement its use in the core DM classes. > That'll give me a chance to see whether I still recognize the code;-) No > hurry though... We can use whichever names you want. I haven't coded much since yesterday because my arm is aching, but I'll certainly try to finish the DMPr... DungeonDataKeep by Sunday night, with load/save support and all. See ya! ----- Stephan Beal - st...@wa... http://qub.sourceforge.net - http://stephan.rootonfire.org http://dungeonmaker.sourceforge.net "Now I'm not normally the kind of person who likes to trespass, but sometimes you just find yourself over the line." -- Bob Dylan |