- Move dev/wip/manhole to connect/Hole as it is tested and ready to use. The

test patch is removed as it is out of date, and the README is moved to the
  Hole directory as documentation.


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@13216 282e977c-c81d-0410-88c4-b93c2d0d6712
master
kbulgrien 2010-05-14 04:23:43 +00:00
parent 0d048d35f4
commit 4fbf9079fd
11 changed files with 85 additions and 685 deletions

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Changes for SVN top of tree:
==============================================================================
Move dev/wip/manhole to connect/Hole as it is tested and ready to use. The
test patch is removed as it is out of date, and the README is moved to the
Hole directory as documentation.
Kevin Bulgrien 2010-05-13
Add a ships wheel based on a heavily modified down-scale of an image found at
dreadnoughtproject.org. Permission obtained for use of the image as a model
to produce this free image. Other use of the original image is not free.

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-----------------------------------------------------------------------------
manhole
-----------------------------------------------------------------------------
manhole.arc
manhole_closed_1
A HOLE modeled after arch/trunk/connect/Hole/pit.arc pit_closed, except
that it is a multi-tile archetype, and that the non-head pieces are
deliberately set to the wrong face so that the animation works. The
cover is over the hole by default when a map loads or is reset.
manhole_open_1
A HOLE modeled after arch/trunk/connect/Hole/pit.arc pit_open that has
its lid off the hole by default when a map loads or is reset.
manhole.base.xcf
This is a GIMP 64 x 64 bit image with layers and transparency.
The elements used to construct the manhole .png files. This file does
also contain some variations of the archetype that could be used to
produce different manholes (rust- colored vs. bronze, for example).
Ideally, graphic design changes are made in this file, and then .pngs
are exported.
manhole.base.111.png
manhole.base.112.png
manhole.base.113.png
manhole.base.114.png
A bronze manhole animation set. 111 is an open manhole. 112 and 113 are
transitional shots of a manhole opening or closing, and 114 is the closed
manhole. A ladder is shown going down the hole underneath the lid when
it is open.
Using the manhole:
1) This is a pit. It can only transfer a player to a location on the same
map.
2) The manhole can be used to drop players in another map by pointing it to
a hidden coordinate that has a teleporter in it. The teleporter can then
transfer the player on to another map. Though the transfer is very fast,
it may be wise to place the same flooring, and a ladder going down arch
at the transfer coordinates and on top of the teleporter so that it does
not look too wierd if the player notices.
To get back up the manhole, in the lower map, just place a ladder going
up directly to the manhole map location.
3) The manhole is unlikely to be useful on a world map since there are no
hidden places where a teleport can be placed to transfer to another map.
4) The manhole needs a trigger (connection) to activate. This can be a
lever, button, script, etc., but a very effective connection for a closed
manhole is an activate_on_push and activate_on_release player pedestal.
Place the pedestal under the manhole. When the player steps on the
manhole, the open animation begins and if the player continues to stand
on the manhole, they will "fall in". The reason for using push and
release is that after the player has fallen in, the manhole "resets" to
the shut position, much like a door. The animation is slow enough that
the player can step off the manhole to avoid going down.
When a pedestal is used to open the manhole when it is stepped on, make
sure that the exit back to the manhole location returns the player to a
coordinate beside the manhole cover, and not right on the lid so they do
not automatically fall back in when they come out.
5) If an item (i.e. rock) is placed on top of the manhole to obscure it,
sometimes the manhole is rendered on top of the item. If this is the
case, one workaround is to set "map_layer no_pick" in the manhole on the
map, and "map_layer item" on the obscuring item.
The concept of the manhole was developed by Kevin Bulgrien, but would not have
been possible if Nicolas Weeger had not figured out how to modify the server
code to operate and animate the pit when it was placed in a multi-tile arch.

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To access this archetype in Gridarta CrossfireEditor, be sure to link the wip
directory with a command like this:
$ cd /path/to/svn/checkout/arch/trunk
$ ln -s dev/wip wip
$ cd /path/to/svn/checkout/server/lib
$ make collect
manhole.arc
manhole_closed_1
A HOLE modeled after arch/trunk/connect/Hole/pit.arc pit_closed, except
that it is a multi-tile archetype, and that the non-head pieces are
deliberately set to the wrong face so that the animation works.
manhole_open_1
A HOLE modeled after arch/trunk/connect/Hole/pit.arc pit_open that shows
the animation is broken when the archetype is probably set up "correctly".
world_105_115.patch
Test of pit_open, pit_closed, manhole_closed_1, and manhole_open_1. To
apply the patch, and presuming that the maps and arch SVN checkouts are
in the same directory, use the following command.
$ patch -p0 world_105_115.patch
manhole.base.xcf
This is a GIMP 64 x 64 bit image with layers and transparency.
The elements used to construct the manhole .png files. This file does also
contain some variations of the archetype that could be used to produce
different manholes (rust- colored vs. bronze, for example).
manhole.base.111.png
manhole.base.112.png
manhole.base.113.png
manhole.base.114.png
A bronze manhole animation set. 111 is an open manhole. 112 and 113 are
transitional shots of a manhole opening or closing, and 114 is the closed
manhole.

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@ -1,639 +0,0 @@
Index: ../../../../../maps/trunk/world/world_105_115
===================================================================
--- ../../../../../maps/trunk/world/world_105_115 (revision 8132)
+++ ../../../../../maps/trunk/world/world_105_115 (working copy)
@@ -1124,10 +1128,6 @@
y 36
elevation 12105
end
-arch lamppost
-x 2
-y 36
-end
arch dungeon_magic
x 2
y 37
@@ -1569,8 +1569,16 @@
arch cobblestones2
x 3
y 34
-elevation 7225
+elevation 10685
end
+arch button_lever
+msg
+Pit Test #1
+endmsg
+x 3
+y 34
+connected 60
+end
arch dungeon_magic
x 3
y 35
@@ -1580,6 +1588,11 @@
y 35
elevation 10034
end
+arch button_lever
+x 3
+y 35
+connected 61
+end
arch dungeon_magic
x 3
y 36
@@ -1596,8 +1609,15 @@
arch cobblestones2
x 3
y 37
-elevation 12068
+elevation 12236
end
+arch manhole_closed_1
+hp 6
+sp 38
+x 3
+y 37
+connected 62
+end
arch dungeon_magic
x 3
y 38
@@ -1605,7 +1625,7 @@
arch cobblestones2
x 3
y 38
-elevation 12236
+elevation 8727
end
arch dungeon_magic
x 3
@@ -2029,8 +2049,15 @@
arch cobblestones
x 4
y 34
-elevation 6917
+elevation 6692
end
+arch pit_closed
+hp 6
+sp 39
+x 4
+y 34
+connected 60
+end
arch dungeon_magic
x 4
y 35
@@ -2040,6 +2067,13 @@
y 35
elevation 9036
end
+arch pit_open
+hp 6
+sp 39
+x 4
+y 35
+connected 61
+end
arch dungeon_magic
x 4
y 36
@@ -2049,6 +2083,11 @@
y 36
elevation 10527
end
+arch button_handle
+x 4
+y 36
+connected 62
+end
arch dungeon_magic
x 4
y 37
@@ -2056,7 +2095,7 @@
arch cobblestones2
x 4
y 37
-elevation 10853
+elevation 7364
end
arch dungeon_magic
x 4
@@ -2074,7 +2113,7 @@
arch cobblestones2
x 4
y 39
-elevation 10685
+elevation 8727
end
arch dungeon_magic
x 4
@@ -2454,7 +2493,7 @@
arch cobblestones
x 5
y 34
-elevation 6692
+elevation 5919
end
arch dungeon_magic
x 5
@@ -2477,19 +2516,22 @@
arch cobblestones
x 5
y 36
+elevation 7098
+end
+arch dungeon_magic
+x 5
+y 36
+end
+arch cobblestones
+x 5
+y 36
elevation 9133
end
arch sign
-name Central Square of Scorn
-name_pl Central Square of Scorn
msg
-Read The Signs to the right for
-information on where to go and do.
---oOo--
-WARNING: Magic is not permitted
-within Scorn city limits.
---oOo--
-Please do not litter.
+# This is a "correct" HOLE-based manhole modelled after connect/Hole/pit.arc
+# The animation does not work. The hole function does work, and is aligned
+# with the manhole graphic on the head tile.
endmsg
x 5
y 36
@@ -2498,10 +2540,10 @@
x 5
y 37
end
-arch cobblestones
+arch cobblestones2
x 5
y 37
-elevation 9652
+elevation 7364
end
arch dungeon_magic
x 5
@@ -2519,7 +2561,7 @@
arch cobblestones2
x 5
y 39
-elevation 9827
+elevation 8727
end
arch dungeon_magic
x 5
@@ -2528,7 +2570,7 @@
arch cobblestones2
x 5
y 40
-elevation 9701
+elevation 8727
end
arch dungeon_magic
x 5
@@ -2539,6 +2581,13 @@
y 41
elevation 9054
end
+arch manhole_open_3
+hp 6
+sp 39
+x 5
+y 41
+connected 67
+end
arch dungeon_magic
x 5
y 42
@@ -2912,7 +2961,7 @@
arch cobblestones
x 6
y 34
-elevation 5919
+elevation 6692
end
arch dungeon_magic
x 6
@@ -2923,6 +2972,11 @@
y 35
elevation 6146
end
+arch button_handle
+x 6
+y 35
+connected 63
+end
arch dungeon_magic
x 6
y 36
@@ -2930,7 +2984,7 @@
arch cobblestones
x 6
y 36
-elevation 7098
+elevation 6146
end
arch dungeon_magic
x 6
@@ -2975,8 +3029,13 @@
arch grass
x 6
y 40
-elevation 9094
+elevation 5209
end
+arch button_handle
+x 6
+y 40
+connected 67
+end
arch dungeon_magic
x 6
y 41
@@ -3350,7 +3409,7 @@
arch cobblestones2
x 7
y 34
-elevation 4624
+elevation 10685
end
arch dungeon_magic
x 7
@@ -3359,8 +3418,20 @@
arch cobblestones2
x 7
y 35
-elevation 3552
+elevation 4054
end
+arch sign
+msg
+#
+# This animation works, but the x1, y1, x1 y1 pieces have the wrong face, so
+# the player view of the closed manhole is messed up. The animation takes
+# place at x-1, y-1 instead of at x,y, and the hole is not aligned with the
+# location of the head tile (which is misplaced).
+#
+endmsg
+x 7
+y 35
+end
arch dungeon_magic
x 7
y 36
@@ -3368,7 +3439,7 @@
arch cobblestones2
x 7
y 36
-elevation 3081
+elevation 3046
end
arch dungeon_magic
x 7
@@ -3379,6 +3450,13 @@
y 37
elevation 6782
end
+arch manhole_closed_2
+hp 6
+sp 39
+x 7
+y 37
+connected 63
+end
arch dungeon_magic
x 7
y 38
@@ -3401,11 +3479,20 @@
x 7
y 40
end
-arch brush
+arch grass
x 7
y 40
-elevation 8003
+elevation 9094
end
+arch sign
+msg
+#
+# This animation works with the same symptoms as manhole_closed_3.
+#
+endmsg
+x 7
+y 40
+end
arch dungeon_magic
x 7
y 41
@@ -3808,7 +3895,7 @@
arch cobblestones2
x 8
y 36
-elevation 4054
+elevation 3046
end
arch dungeon_magic
x 8
@@ -3819,24 +3906,6 @@
y 37
elevation 6009
end
-arch sign
-name General Information
-name_pl General Information
-msg
-Safe Places to visit...
-Wanderer Inn (Sleep to save!)
-Pirate Inn (in port area)
-Goth's tavern (near GuardHouse)
-City Hall (west of central square)
-Zoo (Old SOuth road) place to see many monsters
-Patch's house (Wanderer's Way)
-Central Library
-Prison of Scorn
-And all the stores
-endmsg
-x 8
-y 37
-end
arch dungeon_magic
x 8
y 38
@@ -4269,30 +4338,6 @@
y 37
elevation 5402
end
-arch sign
-name Beginner Dungeons
-name_pl Beginner Dungeons
-msg
-Beginner Dungeons:
-Beginners 1&2 (Wanderer's Way)
-Jones' House (River road)
-Old City (Dark Well, Old South road)
-Drinking Well (just below central square)
-Gork's Grovel. (Below Eastern Gate)
-Undead Church (Old South road)
-Smith's House (Old South road)
-Goth's Tavern Cellar
-Friendly Giant's Tower (west wall)
-Newbie Tower. (River road, east)
-Mad Mage's Tower. (south)
-Dangerous Bungalow (West port area)
-Houser of Porters (near fenced area)
-Fun House (North side of main road)
-Alfalfa's House (River road)
-endmsg
-x 9
-y 37
-end
arch dungeon_magic
x 9
y 38
@@ -4703,6 +4748,11 @@
y 36
elevation 1277
end
+arch button_handle
+x 10
+y 36
+connected 64
+end
arch dungeon_magic
x 10
y 37
@@ -4712,23 +4762,12 @@
y 37
elevation 2250
end
-arch sign
-name Advanced Dungeons
-name_pl Advanced Dungeons
-msg
-Advanced Dungeons:
-Prison Courtyard
-Old City (Gatehouse, secret door,quest)
-Old City (well, next to weapon shop)
-Old City Port (well in Port Area)
-The Arena (Port Area)
-Animal Quarantine (Port Area)
-Haunted House (South East of lake)
-Old Mansion (South of East Gate)
-Puddings Place (near Prison)
-endmsg
+arch manhole_closed_3
+hp 6
+sp 39
x 10
y 37
+connected 64
end
arch dungeon_magic
x 10
@@ -5161,6 +5200,23 @@
y 36
elevation 1274
end
+arch sign
+msg
+#
+# These animations work, and look correct in-game, though the hole that
+# things drop through is not aligned with the manhole which is the same
+# as manhole_closed_1 except that the graphic is not corrupted. All that
+# changed from the above is that the faces for the non-head pieces have
+# been removed. Gridarta places the head at x,y and places "no face"
+# indications at at x+1,y, x,y+1, and x+1,y+1.
+#
+# Specifying no face instead of blank.111 also works, except that in
+# Gridarta, the non-head pieces are "no face" instead of yellow blanks.
+#
+endmsg
+x 11
+y 36
+end
arch dungeon_magic
x 11
y 37
@@ -5170,21 +5226,6 @@
y 37
elevation 4147
end
-arch sign
-name More Information
-name_pl More Information
-msg
-PLAYER KILLING WILL NOT BE TOLERATED.
-Unless BOTH combatants agree to it.
-Killing Town folk will upset the guards!
---oOo--
-For a lot of adventure information,
-talk to people in Goth's tavern, above
-the Eastern Gate House.
-endmsg
-x 11
-y 37
-end
arch dungeon_magic
x 11
y 38
@@ -6067,7 +6108,7 @@
arch cobblestones2
x 13
y 36
-elevation 4873
+elevation 6564
end
arch dungeon_magic
x 13
@@ -6078,6 +6119,13 @@
y 37
elevation 7987
end
+arch manhole_open_1
+hp 6
+sp 39
+x 13
+y 37
+connected 65
+end
arch dungeon_magic
x 13
y 38
@@ -6497,8 +6545,13 @@
arch cobblestones2
x 14
y 36
-elevation 7445
+elevation 4873
end
+arch button_handle
+x 14
+y 36
+connected 65
+end
arch dungeon_magic
x 14
y 37
@@ -6945,8 +6998,18 @@
arch cobblestones2
x 15
y 36
-elevation 8327
+elevation 7445
end
+arch sign
+msg
+#
+# This is a "correct" HOLE-based manhole modelled after connect/Hole/pit.arc
+# The animation does not work. The hole function does work, and is aligned
+# with the manhole graphic on the head tile.
+endmsg
+x 15
+y 36
+end
arch dungeon_magic
x 15
y 37
@@ -7413,7 +7476,7 @@
arch cobblestones2
x 16
y 36
-elevation 7502
+elevation 2239
end
arch dungeon_magic
x 16
@@ -7422,7 +7485,7 @@
arch cobblestones2
x 16
y 37
-elevation 7984
+elevation 2239
end
arch dungeon_magic
x 16
@@ -7853,7 +7916,7 @@
arch cobblestones2
x 17
y 36
-elevation 5554
+elevation 2239
end
arch dungeon_magic
x 17
@@ -7862,8 +7925,15 @@
arch cobblestones2
x 17
y 37
-elevation 6235
+elevation 7984
end
+arch manhole_open_2
+hp 6
+sp 39
+x 17
+y 37
+connected 66
+end
arch dungeon_magic
x 17
y 38
@@ -8299,8 +8369,13 @@
arch cobblestones2
x 18
y 36
-elevation 3791
+elevation 7502
end
+arch button_handle
+x 18
+y 36
+connected 66
+end
arch dungeon_magic
x 18
y 37
@@ -8308,7 +8383,7 @@
arch cobblestones2
x 18
y 37
-elevation 2337
+elevation 6235
end
arch dungeon_magic
x 18
@@ -8746,8 +8821,20 @@
arch cobblestones2
x 19
y 36
-elevation 3167
+elevation 5554
end
+arch sign
+msg
+#
+# This animation works, but the x1, y1, x1 y1 pieces have the wrong face, so
+# the player view of the closed manhole is messed up. The animation takes
+# place at x-1, y-1 instead of at x,y, and the hole is not aligned with the
+# location of the head tile (which is misplaced).
+#
+endmsg
+x 19
+y 36
+end
arch dungeon_magic
x 19
y 37