KhymChanur: Seeing as how we're now using the Theme world map, including swamp pools, I remember how when playing Theme I was annoyed at not being able to run over swamp water squares even when I had poison resistence. So I got an idea: feature type definitions can have the flag CAN_RUN_RESISTS (or something like that), which is a flagset listing how much of which resistences you can to have before you can just run over that type of surface. So you'd have to have at least66% resist against poison to run across swamp, at least 66% against fire to run over shallow lava, and at least 100% resist against fire (immunity) to run over deep lava.

This would also let us get rid of the hard coded refernces to IM_FIRE and FLAG_LAVE in see_obstacle_grid() in src/cmd1, which should go away anyways since damage and terrain types are supposed to be defined by the module.

NeilStevens: I think it's work better this way: Just have the terrain do damage to non-resistant players, and if you get hit, make it drop you from traveling on the world map. No special flags needed at all (just new damage types that do zero damage when resisted).

KhymChanur: Oops, I guess I phrased that badly. I meant when you're on the surface but already out of the overview-mode and using the "run" command. In Theme I spent some ammount of time killing monsters on one of the swamp squares SE of Bree, and it was annoying that I couldn't run. And you could have duneons that have swamp water (or other damaging terrain features) and want to run across them because you can resist.

Although you do have a good point: I don't think that travelling across a swamp square in overview-mode has any effect on non-resistant players.

NeilStevens: In this case, I'm not sure if using flags to determine an interface feature like this is appropriate. Running should probably be determined purely by effects, not by pure changes of terrain type. So, you should be able to run indefinitely until you get hurt or something.

KhymChanur: Ah, good point. I'd propose a player option to specify how hurt you have to get before you stop running (since if it just ends up bouncing you between MAX_HP - 1 and MAX_HP stopping would be annoying), but we probably already have enough options as it is.

NeilStevens: If it's too esoteric an option for most players, we can always make it an 'advanced' option.

Developers Corner/Proposals/CAN RUN RESISTS for features (last edited 2006-02-23 07:45:28 by NeilStevens)