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Revision: 1.2
Committed: Thu Sep 7 21:42:49 2006 UTC (17 years, 8 months ago) by pippijn
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +0 -0 lines
State: FILE REMOVED
Log Message:
Moved documents to doc/historic

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 '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.