161 lines
5.9 KiB
TeX
161 lines
5.9 KiB
TeX
%% LyX 1.3 created this file. For more info, see http://www.lyx.org/.
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%% Do not edit unless you really know what you are doing.
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\documentclass[english]{article}
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\usepackage{pslatex}
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\usepackage[T1]{fontenc}
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\usepackage[latin1]{inputenc}
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\usepackage{graphicx}
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\IfFileExists{url.sty}{\usepackage{url}}
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{\newcommand{\url}{\texttt}}
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\makeatletter
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\usepackage{babel}
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\makeatother
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\begin{document}
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\title{Documentation on smoothing\\
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Draft}
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\author{Tchize}
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\date{Seven of July 2003}
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\maketitle
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\section{Introduction}
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The crossfire graphical interface and internal map handling relies
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on a map made of square. No object can lies between squares. A typical
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square has the size of a standing player or other humanoid sized creature
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(Goblins, Orcs, Gnolls, Dwarvens, Elves,\ldots). This lead to an awfull
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interface concerning terrains transitions (Sea shores, road borders,
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mountains, a.s.o)
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There are 2 ways to get rid of this problem:
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\begin{itemize}
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\item Suppress the square by square behaviour of map handling. This means
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rework half of crossfire code and redraw all maps
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\item Use some magic illusion.
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\end{itemize}
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\section{What is smoothing}
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Large discussions in the cf-devel mailing list was around a document
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on terrain transitions available on \url{http://www.gamedev.net/reference/articles/article934.asp}.
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It explains a way of handling terrain transition in cases like the
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one of crossfire.
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Consider the smoothing in crossfire as the ability for an object to
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draw itself partially above the surrounding squares. For example,
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grass could overlap just a bit the road next to it, a moutain would'nt
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end abruptly but instead would have some hills above the neighbor
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sand.
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\section{How to smooth?}
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Next of this document is divided in 2 parts. Drawers should be interrested
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only in first part while developpers may be interested in both parts.
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\subsection{Basic smoothing}
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Basically, there need to be some order for smoothing. If everything
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draws itself above every surrounding square, we would end up with
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some awful bunch of crapy disgusting mixture of color (a Picasso or
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alike).
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So, we comme to the
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\begin{flushright}\textbf{First Rule}\end{flushright}
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An object O may draw itself above a neighbor object V if, and only
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if, 0 as a <<smoothlevel>> higher than V. See the things like that:
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\includegraphics{img/smoothlevel.eps}
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O in the example picture has a higher priority than V so O will overlap
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V a bit but V will not overlap O.
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The smoothlevel is an integer value ranging from 0 (overlap nothing)
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to 255 (overlap above everything except other objects having also
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smoothlevel of 255). This is important to consider when you are going
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to give the smoothing ability to new objects. Let's say, for example,
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you want to add this ability to mountains. Let's imagine has a smoothlevel
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of 10 and trees have a smoothlevel 100 (just imagine, at time writing
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this doc, nothing fixed yet). Now let's say you want the moutains
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above the grass but, for graphical reasons, you want the trees above
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the mountains. You Choose a value between 10 and 100, not included.
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But mountains is a thing that goes above a lot of thing (grass, hills,
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swamps, brush, rocks, desert,\ldots). So to keep the place for adding
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new elements in the future, you rather choose a high value for mountains
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(90 seems a good value according to these conditions).
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So now you have chosen the smoothlevel for the mountain. What on hell
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are you supposed to draw? You know what overlap what is decided by
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smoothlevel. But the graphics used during the smoothing is the
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\begin{flushright}\textbf{Second Rule}\end{flushright}
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The picture used to draw a given object depend on the face of the
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object. All objects using the grass face, for example, if they have
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a smoothlevel higher than 0, will be smooth using the same pictures.
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So you will bind with the picture grass.111 a set of pictures telling
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the client what to draw when smoothing an object having the face grass.111.
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Take a look at the canvas below:
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\noindent \includegraphics[%
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width=1.0\columnwidth]{img/canvas_smooth.eps}
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Each square have a size of 32x32, which is the size used by the current
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image sets. This canvas handles all cases of corner, borders, L shaped,
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U shaped and O shaped transitions. The picture is made of 16 elements
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by 2. The first line is all broder related transition. The second
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line is corner related transitions. Here is an example picture for
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grass (yeah really need someone to rework it):
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\begin{flushleft}\includegraphics[%
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width=1.0\columnwidth]{img/sgrass.base.111.eps}\end{flushleft}
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The picture is named sgrass.base.111.png and located in the ground/smooth/grasslike
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directory of archetype. Ok, now you have a picture for smoothing grass,
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you have a smoothlevel for grass. There is only one last thing to
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do:
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\begin{flushright}\textbf{Final Rule}\end{flushright}
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Tell the server which picture to send the client. There is, in the
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server CVS directory a file named lib/smooth. This file is where you
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set this information. Each line in the file beginning with \emph{\#}
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is a comment. Other line should be made of 2 elements:
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The first is the picture you want to smooth (here it is grass.111%
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\footnote{Please note we suppressed the .png and the .base.\ elements of grass.base.111.png
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filename. Since what the server needs is the internal names. Take
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care of this. If the new picture you drawn didn't appear on the GUI,
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this is perhaps due to error in this file. And don't forget to copy
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this file, afterwards, to the install directory of server, using a
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make~install.%
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}) the second is the 512x64 picture drawn at rule 2 and used when smoothing.
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And example line might be as follow:
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\texttt{grass.111 sgrass.111}
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The entry default\_smoothed.111 is used when the server can not find
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an appropriate entry for an object. This correspond to the black canvas
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above so mapmakers or drawers can see immediatly there is a problem.
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Now, drawers know everything. Coders might want to read following
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part.
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\subsection{Smoothing in the code}
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Guess what\ldots
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TODO
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\end{document}
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