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Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:31 2006 UTC (18 years, 5 months ago) by root
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# User Rev Content
1 root 1.1 TECHNICAL INFORMATION ABOUT MAPS:
2    
3     This documented is intended to convey technical information on how
4     crossfire deals with the map objects and objects placed on the maps. For
5     the most part, I only intend document how the new code works, and not
6     go too much into history on the older methods. A lot of the map
7     code was re-written in early July 2001, which changed how many things are
8     dealt with.
9    
10     Mark Wedel
11     July 7, 2001
12    
13     ------------------------------------------------------------------------------
14     THE MAP HEADER:
15    
16     The map header is the section at the start of the map file that
17     describes the maps characteristics. The values are described below.
18    
19     The map variables now make some sense, and are only stored in the
20     map structure itself. I still include the old value (the 'was') so
21     if you are looking at old maps, you know what they mean. Generally
22     speaking, the values in the map files themselves match the same element
23     name in the map structure.
24    
25     'width','height', was 'x','y': Size of the map.
26    
27     'enter_x', 'enter_y', was ('hp','sp') = (x,y) of the destination on the
28     new map. These are only used if the exit does not have a specific
29     location set.
30    
31     'reset_timeout', was 'weight': stores the number of seconds that need
32     to elapse before this map will be reset. Ie, if 1800, it means this
33     map expires after 30 minutes. This value is not modified once loaded -
34     instead reset_time is used to track this. The value 0 means to use
35     a default timeout (MAP_DEFAULTRESET).
36    
37     'swap_time', was 'value': This controls how many ticks must elapse
38     after the map has not been used before it gets swapped out.
39     swapping out is different than reset, as a swapped out map will
40     get loaded back into memory if someone re-visits it before it is due to
41     reset.
42    
43     'difficulty', was 'level' stores the map difficulty. If not set to
44     anything, the server code will try to come up with some difficulty value.
45    
46     'fixed_resettime', was 'stand_still': If nonzero, the map reset time will not
47     be updated when someone enters/exits the map. Thus, once the map has
48     been loaded, it will reset in 'reset time' no matter what access
49     happen. This is useful for shops and towns, which are constantly
50     accessed, but should be reset periodically.
51    
52     'darkness', was 'invisible'. Light/darnkess of map (overall). If 0,
53     all of map is fully bright.
54    
55     'unique' - if set, this entire map is unique. Exactly unique to what
56     will depend on how it was created (it could be a per player
57     unique map, or maybe a common map that is just permanent for
58     all the players.
59    
60     'outdoor' - if set, this is a hint that this is an outdoor map.
61     If this is not set, weather and dawn/dusk will not occur on this
62     map. It is highly advised that this be set appropriately.
63    
64     tile_path_<x> - Used with map tiling. <x> is a number, 1 is north,
65     2 is east, 3 south, 4 west. This determines what map is tiled
66     in that direction. See the section below for more information about
67     map tiling.
68    
69     'shopitems', 'shopgreed', 'shoprace', 'shopmin', 'shopmax' - the type of thing
70     the shop trades in, see doc/Developers/shops for more details
71    
72     'temp' - The base temperature in farenhiet for this map. The temperature
73     is modified by the season and weather conditions. In a map without
74     weather effects, this temperature will be used as the static
75     temperature for the entire map. This can be useful to make an ice
76     cave actually cold.
77    
78     'pressure' - This should really never be set on a map. The pressure in
79     millibars.
80    
81     'humid' - Again, should rarely be set on a map. The humidity in percent.
82    
83     'windspeed' - Rarely set. The windspeed in kph/h.
84    
85     'winddir' - Rarely set. Direction of wind, 1-8, 1 is north, clockwise.
86    
87     'sky' - The sky conditions for this map. See weather.h. Don't set this
88     unless you really know what you are doing.
89    
90     ------------------------------------------------------------------------------
91     THE MAP OBJECTS:
92    
93     The objects within the map are saved in standard 'object save' form
94     (same as is used for the players objects). Other files document the
95     actual meaning, but the general form is:
96    
97     arch <some name>
98     x <some value>
99     y <some value>
100     <other object specific values>
101     end
102    
103     Note that x and y are in fact optional. If not present, the values
104     default to zero.
105    
106     Multipart objects:
107    
108     Multipart objects pose a tricky problem, in that they have to
109     appear together in the map file - this makes proper handling of
110     layers hard to deal with.
111    
112     In old map code, all the single spaces objects were saved, and
113     then all the multi part objects were saved. This effectively
114     means that the multi part objects always ended up on top. The multipart
115     objects were saved with all their parts. For example:
116    
117     slaying shops/magicshop
118     hp 14
119     sp 14
120     x 1
121     y 13
122     end
123     More
124     arch store_magic_2
125     name Magic Shop
126     slaying shops/magicshop
127     hp 14
128     sp 14
129     x 2
130     y 13
131     end
132     <snip - there are really two more parts>
133    
134     This method does not work very well with the map tiling however (how do you
135     reasonably deal with a monster that may be straddling the two maps?) Current
136     code now only saves the head of the object. When the map is loaded, the
137     objects on the map are examined to see what objects need to have more objects
138     added on. Additional parts linked in are put just above floor level when
139     linked in, so things like shops won't hide items that someone drops on them.
140     For monsters, this linking shouldn't be a problem - once they start moving,
141     they will get relinked as normal (on top).
142    
143     The effect of saving only the head does have the effect of not being
144     able to customize the non head parts of the object. This generally should not
145     be a problem (in the case of shops/building, the exit code now knows to look
146     only at the head for valid information). The case where this may not work as
147     well as expected is for buildings where setting the no_pass to non
148     archetype defaults will get lost.
149    
150     ------------------------------------------------------------------------------
151     Map Tiling:
152    
153     Map tiling is a feature that lets multiple maps be connected, effectively
154     forming a much larger single map. This is most useful for the outdoor
155     world maps, where it is not practical to have on massive map, but
156     the old style tiling method (copying areas of the adjoining map to the next
157     one) are not very efficient.
158    
159     The transfer of objects from one map to another tiled map are automatic.
160     Presuming the proper macros are used (out_of_map, get_map_..), minimal extra
161     work is necessary for everything to work right
162    
163     Notes:
164     Tiled maps must be the same width/height along the side they are tiled with.
165     If map1 has a height of 15, and you want to tile along one of the sides, the
166     map(s) it gets tiled with along that side should also be 15. Given
167     the following diagram (not to scale):
168    
169    
170     +---x1----+----x2---+
171     | | |
172     | map1 | map2 y2
173     y1 | |
174     | | |
175     +---------+---------+
176    
177     x1 is the width of map1, y1 is its height.
178     x2 is the width of map2, y2 is its height.
179     map1 will tile map2 as indicated in the above diagram.
180    
181     Given that, the following must be true:
182     y1 must equal y2
183     x1 must be greater than 12
184     x2 must be greater than 12
185     x1 and x2 do not need to be equal
186    
187     The value is derived as being half the maximum viewable area. The reason
188     for this is that the line of sight code (and likely some other code) will only
189     look one map away from a source coordinate. While the values can be less
190     than 12, they should be at least 12 if the map tiles with another one in
191     that direction. If the map is an 'end' map (ie, no further tiling in a
192     specific direction), then having a value less than 12 should work just fine.
193    
194     Note that tiles maps do not have to be symmetric - several maps
195     could tile to a common map. That common map can only tile back to one of
196     those. And example of where this might be used is for a courtyard of
197     a multi floor house - that courtyard should be visible (and be the same)
198     from all the levels, but you can only go from the courtyard to first floor
199     rooms off the courtyard. This may not be ideal (ie, if flying, you should
200     be able to go to any floor), but this tiling for elevation is just an
201     example that can be used.