Re: [DM-dev] finally!! how does this sound?
Brought to you by:
acdalton,
henningsen
From: Henningsen <al...@gl...> - 2001-06-11 13:32:46
|
>One of the problems with this non-hierarchical model is that we simply "throw >pieces into a big sandbox", and hope they are in the right place. It's then >up to the programmer to make sure that it "makes sense." It is 100% possible >for a door to end up in the middle of a wide open space with this approach. >If you add Doors to Walls (or to rooms), this can't happen. But then than >drastically complicates the file format. Some of the problems i see with doors that are not part of walls: When a room is made, (let's say rectangular), the 4 corners are members of 2 walls each, which overlap at that point. What if a user places a door so that it includes that corner? Does the Wall come later and erase part of the door? Another problem with a door that comes to the corner, even if it always has priority and does not get erased, is that it may effectively become too narrow, like this XXXD D X X The door has the minCorrWidth 2, but the opening only has a width of 1, and actors of radius 1.2 cannot pass. Frankly, i don't want to deal with all these special cases just to give the user the option to place a door anywhere in the dungeon. You can have the safety of a hierarchical model (no special case checking) and the ease of reading a flat file model by leaving out Door altogether from the object hierarchy, and having Wall (normal, no opening), and WallWithDoor (this is a Wall with a door in it, but with at least one Wall tile to the left and right of the Door). See? All problems vanish! Peter |