ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/doc/Developers/random-styles
Revision: 1.1
Committed: Fri Feb 3 07:12:34 2006 UTC (18 years, 5 months ago) by root
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 Random Map Styles
2    
3     Some comments are necessary on the various styles.
4    
5     A style is always a crossfire map, like any other crossfire map.
6     However, they are treated differently. So some care is required for what goes into the styles directories.
7    
8     Contents of maps/styles:
9    
10    
11     decorstyles
12    
13     "Decor" are objects which are primarily for atmosphere. Decor
14     is presently placed randomly in the map. Live objects should
15     NOT be placed in decor styles. Examples of decor include pentagrams
16     on the floor, braziers, bushes, craters, trees. Decor objects are
17     not usually placed on top of other objects except floors.
18    
19    
20     doorstyles
21    
22     Doors are needed in the game. The doorstyles are split into subdirectories:
23     hdoors/*, vdoors/*, and 2 other directories which are not used.
24     ONLY BREAKABLE DOORS BELONG HERE. NO DOORS REQUIRING KEYS. The hdoors
25     are doors with horizontal faces, vdoors are vertical. For each file in
26     vdoors there should be an identically named file in hdoors.
27    
28    
29     exitstyles
30    
31     Exits are how you get from random map to random map, or back out
32     of random maps, or into a quest level. "down" exits are exits which
33     look "down", like holes in the floor, stairs down, etc. Up exits
34     are analogous. For every "up" style there should be a corresponding "down"
35     style. The generic exits don't need counterparts. Which set the
36     random map generator picks depends on the orientation of the map: see
37     RandomMaps.doc
38    
39     floorstyles
40    
41     Styles of floors. Right now, one floor is chosen from one style, and
42     that is the floor for the whole map. If you want to specify a specific
43     floor, make a style with only that floor in it and tell the random map
44     generator
45     floorstyle <your_style>
46    
47     misc/fountains
48    
49     This is a special map used by the specials code. When placing random
50     fountains into maps, an object is picked from this map, and made to
51     look like a fountain. Most of them are potions, but some of them are
52     traps. Some potions are good, others bad: they're mostly beneficial
53     at this instant.
54    
55     monsterstyles
56    
57     Only subdirectories are allowed in this directory. Each subdirectory
58     must contain one or more files of the form filename_#
59     where # is a non-negative integer. The number indicates dungeon level.
60     The style file with a # closest to the current dungeon level is used
61     for choosing the monsters.
62    
63     specialmaps
64    
65     These are special maps. They are NOT styles: they are small maps
66     which are included verbatim into larger maps.
67     SPECIAL MAPS MUST HAVE A 1-square PASSABLE
68     BORDER AROUND THEM: otherwise, they may break the map they're placed in.
69    
70     specialstyles
71    
72     Unused. Probably misc/fountains belongs in here. Oh well.
73    
74     trapstyles
75    
76     Unused. When/if someone get around to putting traps into the generator,
77     maybe these will matter.
78    
79     treasurestyles
80    
81     Styles of treasures. Treasures are picked randomly from the styles,
82     similarly to decor. Frequency of appearance in the randomly generated map
83     is proportional to frequency of appearance in the style map.
84    
85     wallstyles
86    
87     The different wall styles. One wall from one of these files is
88     picked for the walls of the entire random map, similar to floors.