- Major update of Naming.doc to improve description of existing content and
add information on how to name related Objects in the .arc file. Add a new naming convention that offers a standard way of naming diagonal items like walls and roads. git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@13375 282e977c-c81d-0410-88c4-b93c2d0d6712master
parent
678ddd9886
commit
c7290780cf
13
CHANGES
13
CHANGES
|
@ -1,6 +1,19 @@
|
|||
Changes for SVN top of tree:
|
||||
==============================================================================
|
||||
|
||||
Major update of Naming.doc to improve description of existing content and add
|
||||
information on how to name related Objects in the .arc file. Add a new naming
|
||||
convention that offers a standard way of naming diagonal items like walls and
|
||||
roads. The diagonal naming merges well with the legacy naming and uses a
|
||||
similar hex/bit-based notation and avoids use of compass points like NE, SW,
|
||||
etc. in the file name (that do not merge for arches with many connecting
|
||||
points). Add a note suggesting that the "river" naming be deprecated in favor
|
||||
of the new "extended" wall naming scheme as it is more flexible than the
|
||||
original river notation. Because the notation is based on the existing wall
|
||||
format, it is also conceivable that an "auto-router" for diagonals could be
|
||||
developed in the future.
|
||||
Kevin Bulgrien 2010-06-07
|
||||
|
||||
Update several archetypes which had type of CLASS (37) but were not in
|
||||
fact class archetypes and instead more often used as NPC or monsters.
|
||||
Remove type so they default to monsters and give them some real stats.
|
||||
|
|
314
Naming.doc
314
Naming.doc
|
@ -1,86 +1,262 @@
|
|||
archetype-file NAME.arc
|
||||
archetype-file NAME.arc
|
||||
|
||||
image-file NAME.PDA
|
||||
image-file
|
||||
|
||||
NAME.PDA
|
||||
|
||||
where
|
||||
P - part number
|
||||
D - coding, or any other instance
|
||||
coding in
|
||||
A - animation phase
|
||||
|
||||
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,G,...,Z
|
||||
- alphanumerics
|
||||
- can be thought as hexadecimals
|
||||
|
||||
- 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 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:
|
||||
- Maximum of 10 characters long, so max file name is 14 characters,
|
||||
that fit into portability requirements
|
||||
|
||||
8 1 2
|
||||
\ | /
|
||||
7- 0 -3
|
||||
/ | \
|
||||
6 5 4
|
||||
|
||||
- same as in crossfire
|
||||
Part numbers:
|
||||
|
||||
turnable (reflecting objects):
|
||||
0 to left, vertical
|
||||
1 to right, horizontal
|
||||
- also in gates,signs, ...
|
||||
3x3 : 1 2 3
|
||||
4 5 6
|
||||
7 8 9
|
||||
|
||||
walls:
|
||||
1
|
||||
|
|
||||
8 -+- 2
|
||||
|
|
||||
4
|
||||
2x2 : 1 2
|
||||
3 4
|
||||
|
||||
- bit-combination; eg. 8 + 4 + 2 + 1 = F is cross,
|
||||
4 + 1 = 5 is vertical wall.
|
||||
3x2 : 1 2 3
|
||||
4 5 6
|
||||
|
||||
river:
|
||||
2x3 : 1 2
|
||||
3 4
|
||||
5 6
|
||||
|
||||
The non branched rivers are stored as river_XY.arc and river_XY.PDA
|
||||
The XY use the direction scheme above (that is, river_15 runs
|
||||
north/south). As of now, D and A are always 1. P will be up to
|
||||
3, as rivers that run diagonally have wedges for the corners of the
|
||||
adjacent spaces. These wedges are stored as 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.
|
||||
Codings:
|
||||
|
||||
Junctions are of the form branch_XYZ.[arc/111]. XYZ reperesent the
|
||||
three directions the river exits. 367 would be east,southwest, and
|
||||
west. Junctions may also have multiple parts - this happens when
|
||||
the junction has a diagonal direction.
|
||||
Direction:
|
||||
|
||||
By convention, all directions for the river parts are in ascending
|
||||
order. That is to say if the exit locations are 2,6,3, that would
|
||||
be stored as branch_236.
|
||||
8 1 2
|
||||
\ | /
|
||||
7- 0 -3
|
||||
/ | \
|
||||
6 5 4
|
||||
|
||||
cave:
|
||||
-complex
|
||||
Same as in Crossfire
|
||||
|
||||
modified:
|
||||
93/08 hevi@lut.fi - created
|
||||
94/05 master@rahul.net - updated river definitions.
|
||||
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.
|
||||
|
||||
### end of README ###
|
||||
|
|
Loading…
Reference in New Issue