Refacture knowledge handling of ADOM for the NotEye integration
issueid=1941 02-13-2013 07:28 PM
jt jt is offline
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Number of reported issues by jt: 144
Refacture knowledge handling of ADOM for the NotEye integration

ADOM stores "knowledge", i.e. information about tiles, features and items that are not in the visible area around the PC, in a single data structure. This is sufficient for an ASCII display where only the "top" character has to be displayed. For the NotEye integration we need to separate this data structure into three separate ones, so that we can "remember" all layers independently.

Storing this information separately gives us the possibility to turn each layer on/off, so that we could add different map modes (in addition to the "display level" mode).
Issue Details
Issue Number 1941
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Implemented
Priority 1 - Highest
Suggested Version ADOM 1.2.0 pre 11
Implemented Version ADOM 1.2.0 pre 11
Milestone (none)
Votes for this feature 0
Votes against this feature 0
Assigned Users jt
Tags (none)




02-13-2013 08:55 PM
jt jt is offline
Administrator
Related issues (handling "darkness" correctly is part of the refacturing, the special handling of "doors" will be removed):

issue 115 - Darkness spell does not affect door squares
issue 763 - Unused light sources can allow the PC to see things in the dark
issue 1111 - About Doors and Darkness
issue 1292 - Graphical glitches
issue 1518 - (Destroyed) doors show up in darkness

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