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/cvs/deliantra/server/doc/Developers/regions
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:35 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 Included herein is a description of the Region system, as implemented in March 2005.
2    
3     If by the time you read this, this date is old, then this file may not have been kept
4     up to date, either that or no relevant changes have occurred, the Changelog should help
5     you determine which is the case.
6    
7     *****Contents*****
8    
9     How to read this file
10     Overview
11     Struct values and meaning
12     Sample region file entry and meaning.
13     Functions exposed and purpose thereof
14     player visible changes
15     Known/suspected bugs.
16     Future plans
17    
18     *****How to read this file*****
19    
20     If you are a mapper and want to create a new region for your maps
21     read:
22     Overview
23     Sample region file entry and meaning.
24    
25     If you want to add new features to regions, read
26     Struct values and meaning.
27     Known/suspected bugs.
28     Future plans
29     maybe the rest if you can be bothered.
30    
31     If you are developing something else and want to interact with region information read:
32     Functions exposed and purpose thereof
33     Known/suspected bugs.
34    
35     If you are merely a curious player who stumbled upon this by accident, read:
36     player visible changes
37     and, if you care enough...
38     Future plans
39    
40     *****Overview*****
41     Regions are connected to maps, they allow a set of common properties to be associated with
42     the maps in the game.
43     The map struct has had a pointer to a region struct added. This pointer points to the region
44     that the map is in.
45    
46     The map files are altered to have a new field in the header
47    
48     The line should read
49     region name
50    
51     where 'name' is the name of a region defined in the regions file.
52    
53     The maps are linked to their regions at load time.
54    
55     Each region is guaranteed only to have 3 values, a name, next and a parent
56     exception to this, there is a base region with a NULL parent pointer, this should have *all*
57     other fields defined, if a region doesn't have a field defined, then it traverses up the
58     inheritance tree, until it finds a definition of the field.
59    
60     Look to the next section to see what the values stored in the region are.
61    
62     Example of this.
63     region world, this is the base region, with no parent.
64     region scorn, this has parent world, and longname "Kingdom of scorn"
65     it has msg "you are in scorn"
66     region scornoldcity, this has parent scorn, and no longname, it has msg
67     "you are under scorn"
68    
69     if we call get_region_msg(region) with scornoldcity as the region, it will return
70     "you are under scorn"
71     if we call get_region_longname(region) with scornoldcity as the region, it will return
72     "Kingdom of scorn"
73    
74     This means that any combination of values can be used scoped appropriately.
75    
76     Next the values themselves....
77    
78     *****Struct Values and Meaning*****
79     This contains a list of the information about the regions and what the fields mean.
80     *next;
81     we construct a singly-linked list of regions, to check all, you go through one by one
82     calling region->next until such time as next is NULL. This is the same as the way most
83     other structures in the game work.
84    
85     *name
86     This field is compulsory, it is the name of the region, which is used to connect the maps to the
87     regions.
88    
89     *parent_name
90     This is the name of the parent, only used during initialisation
91    
92     *parent
93     pointer to the parent region.
94    
95     *longname
96     The title of the region, this should be the full, verbose title, with lots of pompousness
97    
98     *counter
99     This doesn't really have a fixed meaning, it is just somewhere to count things
100     (at the moment the number of players)
101    
102     *msg
103     The description of the region, think guidebook entry.
104     Displayed to provide some background flavour.
105    
106     *fallback
107     If a map has a misspelling, say scron instead of scorn, then we can't match the name.
108     One region should have this set, so that the map can still be assigned a region
109     until such time the map creator learns to spell.
110    
111     *****Sample Regions file entry*****
112    
113     region scorn
114     longname The Kingdom of Scorn
115     msg
116     Nestled snugly in a sheltered bay at the west of the Imperial Highway, etc
117     endmsg
118     parent world
119     end
120    
121     Here we see a relatively high level region, it has a longname, that is the title of the kingdom
122     It has a description, and a parent.
123     the region is called scorn, and all maps containing the line 'region scorn' will be in this region
124    
125     The msg field (description) is contained within the lines msg and endmsg
126     NB see Known Bugs section about this...
127    
128     The other line that it could have contained was
129     fallback 1
130     this would've made it the default region for maps with no region set.
131     However Scorn isn't a sensible choice for this.
132    
133     Each entry in the regions file is finished with a line saying
134     end
135    
136     The regions file stops being parsed when a line saying
137     nomore
138    
139     is encountered.
140    
141     *****Functions exposed and purpose thereof*****
142    
143     The following functions are currently accessible, this list is still fluid, expect it to change.
144    
145     Note, I am describing the functions' specification, what they should be doing, look at the
146     source code to see what they /are/ doing....
147    
148     extern char *get_region_longname(region *r);
149     returns the longname that the region should use
150    
151     extern char *get_region_msg(region *r);
152     returns the description of the region.
153    
154     extern region *get_region_by_name(char *region_name);
155     given a name returns the region with that name, or the fallback if there isn't one.
156     Used by the map loader and stuff using get_name_of_region_for_map at the moment.
157    
158     extern int region_is_child_of_region(region *child, region *r);
159     1 if the child is a subregion of r
160     0 otherwise
161    
162     extern region *get_region_from_string(char *name);
163     tries to guess which region 'name' corresponds to
164    
165     extern region *get_region_by_map(mapstruct *m);
166     takes a map returns the region it is in.
167    
168     extern char *get_name_of_region_for_map(mapstruct *m);
169     takes a map and returns the name of the region it is in.
170    
171     extern void parse_regions();
172     used to load the values for the regions at startup
173     called by init regions, may end up being called during runtime if region updating is added.
174    
175     extern void init_regions();
176     calls parse regions, performs some checks beforehand.
177     called by the startup code.
178    
179     extern region *get_region_struct();
180     calloc's a new region struct and blanks it for use
181     shouldn't really be used externally yet (maybe later though)
182    
183     extern void assign_region_parents();
184     called after parse regions, makes the child regions find their parents.
185     shouldn't be called externally yet (maybe later though)
186    
187     *****Player visible changes*****
188    
189     The command mapinfo now returns the region name (not longname, but what is included in the map file)
190    
191     There is a command whereami that prints the regions name and description.
192    
193     There is a command whereabouts that shows region names and the number of players there.
194    
195     who can be given regions as arguments, and only show the players in that region.
196    
197     *****Known/suspected bugs*****
198    
199     Random maps probably don't get their regions set properly (though I am not quite sure what
200     'properly' should be here).
201    
202     The region parser is not particularly robust, it dies if the 'endmsg' line is missing,
203     or if 'nomore' is missing, or if the 'end' line is missing. These stop the server from
204     starting, if it starts, it should be fine afterwards.
205    
206     *****Future plans*****
207    
208     medium term:
209    
210     Have the regions file 'compiled' in the same way the archetypes are.
211    
212     Limit word of recall's range based upon region, add a default savebed to each region,
213     and store in the player the savebeds for each region.
214    
215     add a 'capabilities' field to the region, defining what the region can do. eg,
216     limits_word_of_recall, if set then casting Word of recall takes to the savebed for
217     that region, otherwise for the parent region.
218    
219     Long term:
220    
221     All sorts of other things, regional leaders, governments, economies, justice systems,
222     wars, import restrictions, citizenship, etc, etc
223    
224     Look on CFMB for some of the things that have been suggested.