Re: [DM-dev] finally!! how does this sound?
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From: Henningsen <al...@gl...> - 2001-06-11 18:13:28
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>Indeed, it does appear to be that simple! Lemme give it a whirl. Should >the doors center themselves on the wall by default? This means no >WallWithDoor less than... 4 squares, right? >WWWWWWW >D >D >WWWWWWW I don't know... centering them by default is not always possible (what if wall length = 5, door width = 2? No centering possible). I would go with an offset from the wallStart, which has to be at least 1. Also, doors *can* be width 1 if minCorrWidth is 1. Always compare with that. BTW, I'm glad you will give it a spin without independent doors:-) >Instead of starting with an open space, we start with a filled-in >space. Instead of walls we have tunnels. We basically "negate" the >dungeon, except that the wall crawlers would have to be changed to do >something tunnel-like and not wall-like. >Of course, I'm not talking about converting the whole lib to do this, >but I thought perhaps it may as simple as "inverting" the square types >(open == closed, etc.) and adding a TunnelCrawler class. I think it >would be a matter of adding classes, but no changes in API at all. > >What's your opinion? My opinion is that the Crawlers can do that, but that quite a few modifications would have to be made in the parts of the program that call the Crawlers: A Crawler would always have to start at the dungeon entrance, and then how do we make sure that we get to the exit (supposing there is one)? We'd have to start another Crawler at the exit, and make sure the two join up somehow. Right now, that cannot totally be ensured, so we'd have to to a second processing step, joining any disconnected parts of the dungeon. This second step is very similar to what i will do for version 2 anyway, so that should not stop us. But I cannot envision right now a simple change to the program that would do this. Would probably be easiest to write a second version that tunnels (and then later maybe merge the two). I've thought about this myself too. I think the Crawlers make maze-like dungeons, and tunnelers would make more dungeon-like dungeons. Of course, the code placing rooms would be quite different in the two cases. Peter |