Adonthell 0.4
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00001 /* 00002 $Id: map.dxt,v 1.1 2001/10/15 15:00:06 gnurou Exp $ 00003 00004 Copyright (C) 2001 Kai Sterker 00005 Part of the Adonthell Project http://adonthell.linuxgames.com 00006 00007 This program is free software; you can redistribute it and/or modify 00008 it under the terms of the GNU General Public License. 00009 This program is distributed in the hope that it will be useful, 00010 but WITHOUT ANY WARRANTY. 00011 00012 See the COPYING file for more details. 00013 */ 00014 00015 /*! \page page4 The Map Engine 00016 00017 The map engine consists of several parts that work together to display the 00018 %game world on %screen. 00019 00020 \section map_data Map Data 00021 00022 The landmap holds the %data of the map: the actual \link mapobject graphics 00023 \endlink used on that map, and the information how to place them. A single map 00024 can contain multiple, independent \link mapsquare_area terrains \endlink 00025 that share the same graphics though. All terrains (or submaps) of a map are 00026 kept in memory, so transition between them is fast. Therefore it is desirable 00027 to keep related areas, like different levels of a dungeon or the floors of a 00028 building, on the same map. 00029 00030 \section map_rendering The Renderer 00031 00032 The %data on its own is only of little use as long as there is no way of displaying 00033 it. This is the \link mapview mapview's \endlink task. It renders a certain area 00034 of the map and everything on it onto a surface. That way, it can be as easily 00035 displayed on %screen as it can be saved to disk. 00036 00037 The %mapview itself is rather dumb and without further instructions it would 00038 render the same part of the map for the rest of eternity. A \link py_object python 00039 script \endlink can be used to achieve a dynamic behaviour of the mapview, like 00040 following the player around the map. This script is called once every cycle of the 00041 %game and has access to practically all API functions and in-%game data, to permit 00042 as much flexibility as possible. 00043 */