Combine naming guide with README, convert to AsciiDoc.

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archetype-file NAME.arc
image-file
NAME.PDA
where
P - part number
D - coding, or any other instance
coding in
A - animation phase
numbering, PDA
- 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, ..., Z
- Alphanumeric
- Can be thought as hexadecimals
name NAME:
- Maximum of 10 characters long, so max file name is 14 characters,
that fit into portability requirements
Part numbers:
3x3 : 1 2 3
4 5 6
7 8 9
2x2 : 1 2
3 4
3x2 : 1 2 3
4 5 6
2x3 : 1 2
3 4
5 6
Codings:
Direction:
8 1 2
\ | /
7- 0 -3
/ | \
6 5 4
Same as in Crossfire
Turnable (reflecting objects):
0 to left, vertical
1 to right, horizontal
- also in gates, signs, ...
Walls:
Name format: name_X.arc, name_X.PDA.png
1
|
8 -+- 2
|
4
X is a bit-wise combination expressed in hexadecimal form. For example,
8 + 4 + 2 + 1 = F describes a vertical cross, and 4 + 1 = 5 identifies a
vertical wall.
P, D, and A are always 1.
f diagonal connecting points are not
offered by the arch. If d Object Names:
When creating .arc files, the object name is determined by a similar,
but distinctly different, scheme. See the server code in
server/build_map.c and random_maps/wall.c for the source of the
information that follows. The arch name (ie. awall) must not have any
underscores. A suffix in the form _U[_V[_W]] is appended to the arch
name.
U is the number of connection points (ie. for a pillar U == 0, and for
a cross U == 4).
At the time of this writing, the formulae for calculating V and W is
not known, but, U, V, and W can be determined as follows. Calculate a
value called "connect" by adding the values of the connecting points:
4
|
1 -0- 2
|
8
Then use "connect" to pick a suffix:
0: _0
1: _1_3
2: _1_4
3: if (has_window)
_win2
else
_2_1_2
4: _1_2
5: _2_2_4
6: _2_2_1
7: _3_1
8: _1_1
9: _2_2_3
10: _2_2_2
11: _3_3
12: if (has_window)
_win1
else
_2_1_1
13: _3_4
14: _3_2
15: _4
For a complete example, a vertical cross wall graphic in an awall arch set
is named awall_F.base.111.png. Face information is kept in awall_F.face,
and the archetype data is in awall.arc. Inside awall.arc, the Object name
is awall_4.
Diagonal (extended) walls, roads, etc.
The legacy wall-naming convention is used in conjunction with the
extension to the name format described here to provide a uniform naming
scheme that supports corner connections. Legacy names do not need to
change to simply add diagonal versions of the legacy graphics.
The name format is name_XY.arc, name_XY.PDA.png
X follows the same rules as used for the legacy wall format, except that
when there are no NSEW connecting points, X == 0.
Y may be omitted, or may be 0 if diagonal connecting points are not
offered by the arch. If diagonal connecting points are implemented, Y is
a bit-wise combination computed in the same manner as X, and is also
expressed as a hexadecimal digit. The difference is that it refers to
corner connections:
1 2
\ /
X
/ \
8 4
For example, name_0F refers to a diagonal cross, or connecting points in
all four corners. name_05 and name_0A refer to pure diagonals.
Since diagonal pieces require corner fills, P is used to differentiate the
component parts of the diagonal.
P (part number) ranges from 1 to 3.
1 : used for "normal" pieces that connect direction points.
2 : used for a top corner fill needed to complete diagonal
connections.
3 : used for a bottom corner fill needed to complete diagonal
connections.
Examples of diagonal files are dirtroad_05.211, dirtroad_05.311,
dirtroad_0A.211, and dirtroad_0A.311. The archetypes for these
are stored in dirtroad_05.arc and dirtroad_0A.arc. The corner
fill is a "part" of a diagonal, and is not really useful on its
own.
The .211 and .311 file names are based on the full diagonal, but
are used for all diagonal connecting points. Usually it is not
necessary to customize the corner piece to fit each and every
possible XY combinationi that incorporates a diagonal connecting
point.
Object Names:
When creating object names, use a different format (_U_XYP) unless
the legacy naming format can be figured out and adapted to the
diagonal set - in which case, it should be documented here. This
format allows consistent object naming in the event that renaming is
desirable in the future, and it does not collide with the legacy
object naming.
U = Number of connecting points.
XY = Where X and Y are re-used as described above.
P = Where P is the part number.
Cave:
Complex
River names:
NOTE: Consider deprecation of this format in favor of the extended wall
naming. It is more flexible than this format.
Simple diagonals, like non-branched rivers, are saved as name_XY.arc and
name_XY.PDA.png.
X and Y use the direction scheme shown above (and copied here for
ease of reference). For example, river_15 runs north/south; river_26
runs from the northeast to the southwest.
8 1 2
\ | /
7- 0 -3
/ | \
6 5 4
X and Y do not define direction of water flow. They are simply
connecting points to neighboring arches of the same set. X and Y are
ordered low to high, so it is not expected that a river_62 exist;
instead the piece is named river_26.
A cul-de-sac, or dead-end could have X == 0 and Y set to the connect
point. Conceptually, a pool could follow this same naming convention
and set X == Y == 0.
D and A are presently always set to 1.
P ranges from 1 to 3.
1 : used for "normal" pieces that connect direction points.
2 : used for a top corner wedge used to fill in diagonals (i.e. A
wedge in the top right or top left corner).
3 : used for a bottom corner wedge used to fill in diagonals (i.e.
A wedge in the bottom right or bottom left corner).
Examples of wedges are river_48.211, river_48.311, river_26.211,
and river_26.311. The archetypes for these are stored in
river_48.arc and river_26.arc. The wedge is a "part" of a
diagonal, and is not really useful on its own.
River junctions, add another digit to the format used by simple diagonals,
and are stored as name_XYZ.arc and name_XYZ.PDA.
X, Y, and Z represent the three directions the river exits. 367 would
be east,southwest, and west. Junctions, or branchesi, may also have
multiple parts - this happens when the junction has a diagonal
direction.
By convention, directions for the river parts are in ascending order.
That is, if the exit locations are 2, 6, 3, the name could be
branch_236 (not branch_326, or branch_623, etc).
Complex branching paths could be set by adding digits to allow four or
more connecting points, but use of the extended walls format is
recommended instead.
Modified:
93/08 hevi@lut.fi - created
94/05 master@rahul.net - updated river definitions.
10/06 kbulgrien - rewrite & add extended wall name format.

295
README
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@ -1,41 +1,48 @@
This is a generic README file for the arch directory. Crossfire Archetype Guide
You should also read the CHANGES for and Naming.doc file. =========================
Crossfire Development Team <crossfire@metalforge.org>
1.70.0-dev, March 2014
:numbered:
:toc:
The color bitmap files use the XPM library (called xpm-3.4f on Pixmaps
most ftp sites. A later version may be out now.) -------
The color bitmap files use the XPM library (called xpm-3.4f on
most ftp sites. A later version may be out now.)
This library is needed in order to compile crossfire with the color This library is needed in order to compile crossfire with the color
pixmap support. pixmap support.
The pixmap files have the same name as the bitmap file with ".xpm" The pixmap files have the same name as the bitmap file with ".xpm"
concatenated to the end. If your system has short filename length concatenated to the end. If your system has short filename length
limits, this may cause a problem. limits, this may cause a problem.
I use 'pixmap' to edit the xpm files. This should be available the I use `pixmap` to edit the xpm files. This should be available the
same place the xpm library can be found. It does require the xpm same place the xpm library can be found. It does require the xpm
library. library.
All of the XPM files have been colored. However, only a small number All of the XPM files have been colored. However, only a small number
have actually been done so properly - that is, by hand, and with the have actually been done so properly - that is, by hand, and with the
proper outlines. Many people are working on fixing more of these up. proper outlines. Many people are working on fixing more of these up.
If you do start to work on colorizing the other directories, please If you do start to work on colorizing the other directories, please
let me know. Otherwise, you may start working on something that someone let me know. Otherwise, you may start working on something that someone
else has already done. else has already done.
The file xpm.template in the dev directory is a XPM file that has all of The file xpm.template in the dev directory is a XPM file that has all of
the colors that are allowable for XPM files. This is to limit the total the colors that are allowable for XPM files. This is to limit the total
number of colors used, in order not of overrun color spaces on systems. number of colors used, in order not of overrun color spaces on systems.
If you really need a color not in that file, please send mail to Mark If you really need a color not in that file, please send mail to Mark
Wedel (mwedel@pyramid.com), and it might be added to the list of Wedel (mwedel@pyramid.com), and it might be added to the list of
acceptable colors. acceptable colors.
For a list of colors to use, look at the dev/xpm.template file. For a list of colors to use, look at the 'dev/xpm.template' file.
Mark Wedel
Mark Wedel
mwedel@pyramid.com mwedel@pyramid.com
----
Perspective
~~~~~~~~~~~
Some coloring/perspective hints/clarifications from David Sundqvist: Some coloring/perspective hints/clarifications from David Sundqvist:
Perspective in Crossfire is based on the XY coordinate system of possible Perspective in Crossfire is based on the XY coordinate system of possible
@ -51,3 +58,255 @@ buildings should be darker or shaded, as needed.
Wind is generally coming from the left side, so smoke or other things Wind is generally coming from the left side, so smoke or other things
affected by wind should be travelling towards the right side. affected by wind should be travelling towards the right side.
Naming Conventions
------------------
Archetype File Name
~~~~~~~~~~~~~~~~~~~
The name of an archetype file should be no more than 10 characters long, for
a total of 14 characters in the entire file name. This is to ensure maximum
portability across different systems.
NOTE: Is this still a limitation?
Archetype file names should end with an extension of '.arc'. Image files
have a 3-digit extension in the form of '.PDA', where:
P - part number
D - coding, or any other instance
coding in
A - animation phase
Numbering (PDA)
^^^^^^^^^^^^^^^
- 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, ..., Z
- Alphanumeric
- Can be thought as hexadecimals
Part Numbers
^^^^^^^^^^^^
3x3 : 1 2 3
4 5 6
7 8 9
2x2 : 1 2
3 4
3x2 : 1 2 3
4 5 6
2x3 : 1 2
3 4
5 6
Codings
^^^^^^^
.Direction
8 1 2
\ | /
7- 0 -3
/ | \
6 5 4
Same as in Crossfire
.Turnable (reflecting objects)
- 0 to left, vertical
- 1 to right, horizontal
- also in gates, signs, ...
Walls
~~~~~
Name format: 'name_X.arc', 'name_X.PDA.png'
1
|
8 -+- 2
|
4
X is a bit-wise combination expressed in hexadecimal form. For example,
8 + 4 + 2 + 1 = F describes a vertical cross, and 4 + 1 = 5 identifies a
vertical wall.
P, D, and A are always 1.
.Object Names
When creating '.arc' files, the object name is determined by a similar,
but distinctly different, scheme. See the server code in
'server/build_map.c' and 'random_maps/wall.c' for the source of the
information that follows. The arch name (ie. awall) must not have any
underscores. A suffix in the form _U[_V[_W]] is appended to the arch
name.
U is the number of connection points (ie. for a pillar U == 0, and for
a cross U == 4).
At the time of this writing, the formulae for calculating V and W is
not known, but, U, V, and W can be determined as follows. Calculate a
value called "connect" by adding the values of the connecting points:
4
|
1 -0- 2
|
8
Then use "connect" to pick a suffix:
0: _0
1: _1_3
2: _1_4
3: if (has_window)
_win2
else
_2_1_2
4: _1_2
5: _2_2_4
6: _2_2_1
7: _3_1
8: _1_1
9: _2_2_3
10: _2_2_2
11: _3_3
12: if (has_window)
_win1
else
_2_1_1
13: _3_4
14: _3_2
15: _4
For a complete example, a vertical cross wall graphic in an awall arch set
is named awall_F.base.111.png. Face information is kept in awall_F.face,
and the archetype data is in awall.arc. Inside awall.arc, the Object name
is awall_4.
Diagonal Walls and Roads
~~~~~~~~~~~~~~~~~~~~~~~~
The legacy wall-naming convention is used in conjunction with the extension
to the name format described here to provide a uniform naming scheme that
supports corner connections. Legacy names do not need to change to simply
add diagonal versions of the legacy graphics.
The name format is 'name_XY.arc', 'name_XY.PDA.png'
X follows the same rules as used for the legacy wall format, except that
when there are no NSEW connecting points, X == 0.
Y may be omitted, or may be 0 if diagonal connecting points are not offered
by the arch. If diagonal connecting points are implemented, Y is a bit-wise
combination computed in the same manner as X, and is also expressed as a
hexadecimal digit. The difference is that it refers to corner connections:
1 2
\ /
X
/ \
8 4
For example, name_0F refers to a diagonal cross, or connecting points in
all four corners. name_05 and name_0A refer to pure diagonals.
Since diagonal pieces require corner fills, P is used to differentiate the
component parts of the diagonal.
P (part number) ranges from 1 to 3:
1 : used for "normal" pieces that connect direction points.
2 : used for a top corner fill needed to complete diagonal
connections.
3 : used for a bottom corner fill needed to complete diagonal
connections.
Examples of diagonal files are 'dirtroad_05.211', 'dirtroad_05.311',
'dirtroad_0A.211', and 'dirtroad_0A.311'. The archetypes for these are stored
in 'dirtroad_05.arc' and 'dirtroad_0A.arc'. The corner fill is a "part" of a
diagonal, and is not really useful on its own.
The '.211' and '.311' file names are based on the full diagonal, but are used
for all diagonal connecting points. Usually it is not necessary to
customize the corner piece to fit each and every possible XY combinationi
that incorporates a diagonal connecting point.
.Object Names
When creating object names, use a different format (_U_XYP) unless
the legacy naming format can be figured out and adapted to the
diagonal set - in which case, it should be documented here. This
format allows consistent object naming in the event that renaming is
desirable in the future, and it does not collide with the legacy
object naming.
U = Number of connecting points.
XY = Where X and Y are re-used as described above.
P = Where P is the part number.
Rivers
~~~~~~
WARNING: Consider deprecation of this format in favor of the extended wall
naming. It is more flexible than this format.
Simple diagonals, like non-branched rivers, are saved as 'name_XY.arc' and
'name_XY.PDA.png'.
X and Y use the direction scheme shown above (and copied here for ease of
reference). For example, river_15 runs north/south; river_26 runs from the
northeast to the southwest.
8 1 2
\ | /
7- 0 -3
/ | \
6 5 4
X and Y do not define direction of water flow. They are simply connecting
points to neighboring arches of the same set. X and Y are ordered low to
high, so it is not expected that a river_62 exist; instead the piece is
named river_26.
A cul-de-sac, or dead-end could have X == 0 and Y set to the connect point.
Conceptually, a pool could follow this same naming convention and set
X == Y == 0.
D and A are presently always set to 1.
P ranges from 1 to 3.
1 : used for "normal" pieces that connect direction points.
2 : used for a top corner wedge used to fill in diagonals (i.e. A
wedge in the top right or top left corner).
3 : used for a bottom corner wedge used to fill in diagonals (i.e.
A wedge in the bottom right or bottom left corner).
Examples of wedges are river_48.211, river_48.311, river_26.211, and
river_26.311. The archetypes for these are stored in river_48.arc and
river_26.arc. The wedge is a "part" of a diagonal, and is not really useful
on its own.
River junctions, add another digit to the format used by simple diagonals,
and are stored as name_XYZ.arc and name_XYZ.PDA.
X, Y, and Z represent the three directions the river exits. 367 would be
east,southwest, and west. Junctions, or branchesi, may also have multiple
parts - this happens when the junction has a diagonal direction.
By convention, directions for the river parts are in ascending order. That
is, if the exit locations are 2, 6, 3, the name could be branch_236 (not
branch_326, or branch_623, etc).
Complex branching paths could be set by adding digits to allow four or more
connecting points, but use of the extended walls format is recommended
instead.