4
- make a teleport capacity
5
- Associate 2 segments and pass cycle from one to another
6
- Trace should end at a segment and start at the other. Test with
8
- Proper side (A and B) detection for the source segment
9
- Proper side (A and B) insertion on the destination segment
10
- Proper rules of association (crossed, uncrossed, partial
12
- Proper "snap back to right axis" code after passing a connector
13
- eSegment "collision" should happen before wall collision. Unsure
14
about priority again traces.
19
- Detach border detection from rim
20
- render only the shape described by the border
21
- Limitation: shape described must be convex
22
- Make an automatic eBorder for maps of 0.1 and 0.2
23
- Move gArena::GetRandomPos to eGrid::GetRandomPos
24
- Fix the eGrid::GetRandomPos to return only pos inside the eBorder
25
- Fix gArena::GetRandomPos to randomly pick an eGrid base on the
29
Multiple fields, one plane (x=z=0)
30
- Rename eGrid to eField to mark the change
31
a) break the "only one grid" assumption. Many field per arena
32
b) break the "only one arena" assumption. Many arenas. ? later ?
33
- Camera code will get screwed because of a and b
34
- eConnector will need to work between fields.
35
- eConnector will need to work between arenas.
38
Multiple fields, any plane
39
- Hopefully, this should be mostly a camera fix.
40
- language to describe orientation of a field
43
- Multiple arenas support
46
- Multiple Colliseum support
49
- Specifying all multimedia data resources in the map. Have to
50
find the paper that had it all specified.
57
// *************************************************************'
58
// Dont read the following
59
// *************************************************************'
62
*Have 2 field connecting
67
- in egrid::DrawLine, when crossing edge c, should do some test for rim.
68
- Test when it end on D or B for grid switching.
69
- When a trace is exactly on a correspondant edge, it should be copied to both
70
edge.??? Probably not. But have test in DrawLine that when the start point is
71
on a connecting edge and the "end" is out of the shape, to pass to the other
72
grid. Now we just need to figure out when end is out of the grid.
73
- Test the current code to transit from one field to the next
74
- Need to connec the 2 new coorrespondant edges (Need to be tested now)
77
- Are not owned by any map element, but by the game
80
- Camera need to be made aware of new grids
81
- Should the list of interesting objects be at the grid or empire
82
level? Currently grid. Maybe Arena. Why not have it at all level.
83
Inserting at the empire, then it probagate to the right structure.
84
This way, the camera code can pick where to toggle based on user
86
- Cycles need to be made aware of new grids
87
- Does an ePoint store its grid
89
****************************************************************
90
//! returns the bounding rectangle enclosing all rim walls
91
static eRectangle const & GetBounds();
92
****************************************************************
94
#########################################
95
tools depends on nothing.
96
network depends on tools
97
render depends on tools
98
ui depends on tools and render
99
engine depends on all of the above
100
tron depends on all of the above
101
#########################################
102
Objects defined here register variables with the configuration system
103
so they can get loaded, saved and netsynced. They come in three
105
tSettingItem are for settings that only get loaded from the
106
configuration files, tConfItem are for configuration items that get
107
saved in user.cfg and nSettingItem are settings that get netsynced
108
from server to client.
109
#########################################
110
loading configs from map:
111
ePlayer.cpp::handle_chat_admin_commands