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Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:01:46 2006 UTC (18 years, 4 months ago) by elmex
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, LAST_C_VERSION, STABLE, UPSTREAM_2006_02_22, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.1.1.1: +2 -0 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# Content
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 'nosmooth' - if set, no faces in this map will be smoothed.
61
62 'outdoor' - if set, this is a hint that this is an outdoor map.
63 If this is not set, weather and dawn/dusk will not occur on this
64 map. It is highly advised that this be set appropriately.
65
66 tile_path_<x> - Used with map tiling. <x> is a number, 1 is north,
67 2 is east, 3 south, 4 west. This determines what map is tiled
68 in that direction. See the section below for more information about
69 map tiling.
70
71 'shopitems', 'shopgreed', 'shoprace', 'shopmin', 'shopmax' - the type of thing
72 the shop trades in, see doc/Developers/shops for more details
73
74 'temp' - The base temperature in farenhiet for this map. The temperature
75 is modified by the season and weather conditions. In a map without
76 weather effects, this temperature will be used as the static
77 temperature for the entire map. This can be useful to make an ice
78 cave actually cold.
79
80 'pressure' - This should really never be set on a map. The pressure in
81 millibars.
82
83 'humid' - Again, should rarely be set on a map. The humidity in percent.
84
85 'windspeed' - Rarely set. The windspeed in kph/h.
86
87 'winddir' - Rarely set. Direction of wind, 1-8, 1 is north, clockwise.
88
89 'sky' - The sky conditions for this map. See weather.h. Don't set this
90 unless you really know what you are doing.
91
92 ------------------------------------------------------------------------------
93 THE MAP OBJECTS:
94
95 The objects within the map are saved in standard 'object save' form
96 (same as is used for the players objects). Other files document the
97 actual meaning, but the general form is:
98
99 arch <some name>
100 x <some value>
101 y <some value>
102 <other object specific values>
103 end
104
105 Note that x and y are in fact optional. If not present, the values
106 default to zero.
107
108 Multipart objects:
109
110 Multipart objects pose a tricky problem, in that they have to
111 appear together in the map file - this makes proper handling of
112 layers hard to deal with.
113
114 In old map code, all the single spaces objects were saved, and
115 then all the multi part objects were saved. This effectively
116 means that the multi part objects always ended up on top. The multipart
117 objects were saved with all their parts. For example:
118
119 slaying shops/magicshop
120 hp 14
121 sp 14
122 x 1
123 y 13
124 end
125 More
126 arch store_magic_2
127 name Magic Shop
128 slaying shops/magicshop
129 hp 14
130 sp 14
131 x 2
132 y 13
133 end
134 <snip - there are really two more parts>
135
136 This method does not work very well with the map tiling however (how do you
137 reasonably deal with a monster that may be straddling the two maps?) Current
138 code now only saves the head of the object. When the map is loaded, the
139 objects on the map are examined to see what objects need to have more objects
140 added on. Additional parts linked in are put just above floor level when
141 linked in, so things like shops won't hide items that someone drops on them.
142 For monsters, this linking shouldn't be a problem - once they start moving,
143 they will get relinked as normal (on top).
144
145 The effect of saving only the head does have the effect of not being
146 able to customize the non head parts of the object. This generally should not
147 be a problem (in the case of shops/building, the exit code now knows to look
148 only at the head for valid information). The case where this may not work as
149 well as expected is for buildings where setting the no_pass to non
150 archetype defaults will get lost.
151
152 ------------------------------------------------------------------------------
153 Map Tiling:
154
155 Map tiling is a feature that lets multiple maps be connected, effectively
156 forming a much larger single map. This is most useful for the outdoor
157 world maps, where it is not practical to have on massive map, but
158 the old style tiling method (copying areas of the adjoining map to the next
159 one) are not very efficient.
160
161 The transfer of objects from one map to another tiled map are automatic.
162 Presuming the proper macros are used (out_of_map, get_map_..), minimal extra
163 work is necessary for everything to work right
164
165 Notes:
166 Tiled maps must be the same width/height along the side they are tiled with.
167 If map1 has a height of 15, and you want to tile along one of the sides, the
168 map(s) it gets tiled with along that side should also be 15. Given
169 the following diagram (not to scale):
170
171
172 +---x1----+----x2---+
173 | | |
174 | map1 | map2 y2
175 y1 | |
176 | | |
177 +---------+---------+
178
179 x1 is the width of map1, y1 is its height.
180 x2 is the width of map2, y2 is its height.
181 map1 will tile map2 as indicated in the above diagram.
182
183 Given that, the following must be true:
184 y1 must equal y2
185 x1 must be greater than 12
186 x2 must be greater than 12
187 x1 and x2 do not need to be equal
188
189 The value is derived as being half the maximum viewable area. The reason
190 for this is that the line of sight code (and likely some other code) will only
191 look one map away from a source coordinate. While the values can be less
192 than 12, they should be at least 12 if the map tiles with another one in
193 that direction. If the map is an 'end' map (ie, no further tiling in a
194 specific direction), then having a value less than 12 should work just fine.
195
196 Note that tiles maps do not have to be symmetric - several maps
197 could tile to a common map. That common map can only tile back to one of
198 those. And example of where this might be used is for a courtyard of
199 a multi floor house - that courtyard should be visible (and be the same)
200 from all the levels, but you can only go from the courtyard to first floor
201 rooms off the courtyard. This may not be ideal (ie, if flying, you should
202 be able to go to any floor), but this tiling for elevation is just an
203 example that can be used.