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xpilot-3.3.1
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README.MAPS
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1995-07-08
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I've severely hacked over the startup configuration process for
XPilot, to some extent as discussed on the XPilot mailing list. My
changes affect command-line options, map file format, and local config
file format.
What this means is that you can now control any configuration option
from the command line, the map file, or the local defaults file - the
system is completely orthogonal. In general, options specified on
the command line take precedence over options specified in the map
file, which take precedence over options specified in the local
defaults file, all of which take precedence over the built-in
defaults. This precedence can be overridden in some ways.
Map files and config files have exactly the same format - in fact, you
can specify map data in the config file if you want, although of
course a map file will generally override this. The format is fairly
simple - each configuration option is specified as a name, followed by
a colon, followed by the associated data.
Names must start with an alphabetic character, and may contain any
character other than a ':' internally, although internal whitespace is
ignored. Name comparisons are case-independant, so the names ``shot
speed'', ``ShotSpeed'' and ``S hoT spEEd'' are all equivalent.
Values may contain any character other than '#', newline and NUL, but
leading and trailing whitespace is discarded. Values may include a
\override: prefix, which overrides the command-line value in the case
of the map file, and overrides both the command-line value and the map
value in the case of the configuration file.
Multi-line values (e.g, the map data) may be specified using the
\multiline: <delimiter> prefix - all subsequent lines up to but not
including a line which matches the remainder of the value field will
be stored as the value, and the delimiters will be discarded (see
below for an example). If no delimiter is found, the end of the file
is silently taken as a delimiter.
Blank lines and lines with only whitespace and comments are ignored,
and any characters following a # character on a line are also ignored.
Options specified on the command line may use the same names as are
specified in config files, although special command-line-specific
names have been provided as well for backwards compatibility (see
below).
A typical map file might look something like this (a bit truncated, of
course):
mapWidth: 10
mapHeight: 10
mapAuthor: Ted Lemon
mapName: InnerSpace
mapData: \multiline: foo
xxxxxxxxxx
x x
x x
x x
x x
x x
x x
x* * * *x
x x
xxxxxxxxxx
foo
There is no imposition of order in this file - for example, the map
data can appear at the beginning or in the middle, as long as the
delimiter is used.
A typical local defaults file might look something like this:
gravity: \override: 0 # Nobody in their right mind wants gravity!
maxRobots: 4 # More robots start to clutter things up...
The set of all possible config file, map file and command line options
is enumerated in cmdline.c, and can be easily extended. Currently,
the following options are available:
option name default description
--------------------------------------- ------- -------------------------------
mapName unknown Name of the map
mapAuthor anonymous Name of map's author
mapWidth 100 Width of world
mapHeight 100 Height of world
mapData none The map's topology
gameDuration
time 0.0 Duration of game in minutes.
gravity -0.14 Gravity strength
shipMass 20.0 Mass of fighters
shotMass 0.1 Mass of bullets
shotSpeed 21.0 Maximum speed of bullets
shotLife 60 Life of bullets in ticks
fireRepeatRate
fireRepeat 2 Number of frames per
automatic fire (0=off)
maxRobots
robots 4 How many robots do you want?
robotsTalk false Do robots talk when they die,
kill, etc.?
robotsLeave true Do robots leave the game?
robotLeaveLife 50 Max life per robot (0=off)
robotLeaveScore -90 Min score for robot to play
(0=off)
robotLeaveRatio -5 Min ratio for robot to play
(0=off)
maxPlayerShots
shots 256 Maximum bullets present at one
time
shotsGravity true Are bullets afflicted by
gravity?
idleRun
rawMode false The robots keep playing even
if all human players quit.
noQuit false The server keeps running even
if all players have left.
contactPort
port 15345 Contact port number
motd none File name for server-motd
allowPlayerCrashes yes Can players overrun other
players?
allowPlayerBounces yes Can players bounce with other
players?
allowPlayerKilling
killings yes Should players be allowed to
kill one other?
allowShields
shields yes Should we allow shields?
playerStartsShielded
playerStartShielded yes Players start with shields up
shotsWallBounce no Do shots bounce off walls?
ballsWallBounce yes Do balls bounce off walls?
minesWallBounce no Do mines bounce off walls?
itemsWallBounce yes Do items bounce off walls?
missilesWallBounce no Do missiles bounce off walls?
sparksWallBounce no Do thrust spark particles
bounce off walls to give
reactive thrust?
debrisWallBounce no Do explosion debris particles
bounce off walls?
maxObjectWallBounceSpeed
maxObjectBounceSpeed 40 The maximum allowed speed for
objects to bounce off walls
maxShieldedWallBounceSpeed
maxShieldedBounceSpeed 50 The maximum allowed speed for
a shielded player to bounce
off walls
maxUnshieldedWallBounceSpeed
maxUnshieldedBounceSpeed 20 Maximum allowed speed for an
unshielded player to bounce
off walls
maxShieldedPlayerWallBounceAngle
maxShieldedBounceAngle 90 Maximum allowed angle for a
shielded player to bounce
off walls
maxUnshieldedPlayerWallBounceAngle
maxUnshieldedBounceAngle 30 Maximum allowed angle for an
unshielded player to bounce
off walls
playerWallBounceBrakeFactor
playerWallBrake 0.89 Factor to slow down players
when they hit the wall
(between 0 and 1)
objectWallBounceBrakeFactor
objectWallBrake 0.95 Factor to slow down objects
when they hit the wall
(between 0 and 1)
objectWallBounceLifeFactor 0.80 Factor to reduce the life of
objects after bouncing
(between 0 and 1)
wallBounceFuelDrainMult
wallBounceDrain 1.0 Multiplication factor for
player wall bounce fuel cost.
wallBounceDestroyItemProb 0.0 Player wall bounce item damage
probability.
reportToMetaServer
reportMeta yes Keep the meta server informed
about our game?
limitedVisibility no Should the players have a
limited visibility?
limitedLives no Should players have limited
lives?
worldLives
lives 0 Number of lives each player
has (no sense without
limitedLives)
teamPlay
teams no Should we allow team play?
teamAssign yes Should player be assigned to
first non-empty team if team
isn't set?
teamImmunity yes Should other team members be
immune to various shots,
thrust etc.?
emcsReprogramMines yes Do ECMs reprogram mines?
playerMinimumStartFuel
playerMinStartFuel 400.0 Minimum amount of fuel a player
will have after being killed
targetKillTeam no Do team members die when their
last target explodes?
targetTeamCollision
targetCollision yes Do team members collide with
their own target or not
treasureKillTeam no Do team members die when
treasure is destroyed?
treasureCollisionDestroys
treasureCollisionDestroy yes Destroy balls on collisions
treasureCollisionMayKill
treasureUnshieldedCollisionKills no Does unshielded collision kill
player
onePlayerOnly no One player modus
timing
race no Race mode
edgeWrap no Wrap around edges
edgeBounce yes Players and bullets bounce
when they hit the edge
extraBorder no Give map an extra border of
solid rock
gravityPoint 0,0 If the gravity is a point
source, where does that
gravity originate?
gravityAngle 90 If gravity is along a uniform
line, at what angle is that
line?
gravityPointSource false Is gravity originating from a
single point?
gravityClockwise false If the gravity is a point
source, is it clockwise?
gravityAnticlockwise false If the gravity is a point
source, is it anticlockwise?
framesPerSecond
FPS 18 Number of frames per second
the server should strive for
allowNukes
nukes False Should nuclear weapons be
allowed?
allowClusters
clusters False Should cluster weapons be
allowed?
allowModifiers
modifiers False Should the weapon modifiers be
allowed?
allowLaserModifiers
lasermodifiers False Can lasers be modified to be
a different weapon?
allowShipShapes
ShipShapes True Are players allowed to define
their own ship shape?
playersOnRadar
playersRadar True Are players visible on the
radar
missilesOnRadar
missilesRadar True Are missiles visible on the
radar
minesOnRadar
minesRadar False Are mines visible on the
radar
nukesOnRadar
nukesRadar True Are nukes visible or
highlighted on radar
distinguishMissiles True Are different types of
missiles distinguished
(by length)
maxMissilesPerPack 4 Number of missiles gotten by
picking up one missile item.
identifyMines True Are mine owner's names
displayed
shieldedItemPickup
shieldItem False Can items be picked up while
shields are up?
shieldedMining
shieldMine False Can mines be thrown and placed
while shields are up?
laserIsStunGun
stunGun False Is the laser weapon a stun gun
weapon?
nukeMinSmarts 7 Minimum number of smart
missiles needed to make a
nuclear variant
nukeMinMines 4 Minimum number of mines needed
to make a nuclear variant
nukeClusterDamage 1.0 How much each cluster debris
does damage wise from a nuke
variant Also reduces number of
particles in the explosion
mineFuseTime 0.0 Time after which owned mines
become deadly, zero means never
movingItemProb 0.2 Probability for an item to
appear as moving
dropItemOnKillProb 0.5 Probability for dropping an
item (each item) when you are
killed
detonateItemOnKillProb 0.5 Probability for undropped
items to detonate when you are
killed
destroyItemInCollisionProb 0.0 Probability for items (some
items) to be destroyed in a
collision
itemProbMult
itemProbFact 1.0 Item Probability
Multiplication Factor scales
all item probabilities
maxItemDensity 0.00012 Maximum density [0.0-1.0] for
items (max items per block)
itemEnergyPackProb 0 Probability for an energy pack
to appear
itemTankProb 0 Probability for an extra tank
to appear
itemECMProb 0 Probability for an ECM item
to appear
itemMineProb 0 Probability for a mine item
to appear
itemMissileProb 0 Probability for a missile item
to appear
itemCloakProb 0 Probability for a cloak item
to appear
itemSensorProb 0 Probability for a sensor item
to appear
itemWideangleProb 0 Probability for a wideangle
item to appear
itemRearshotProb 0 Probability for a rearshot item
to appear
itemAfterburnerProb 0 Probability for an afterburner
item to appear
itemTransporterProb 0 Probability for a transporter
item to appear
itemLaserProb 0 Probability for a Laser item
to appear
itemEmergencyThrustProb 0 Probability for an Emergency Thrust
item to appear
itemTractorBeamProb 0 Probability for a Tractor Beam item
to appear
itemAutopilotProb 0 Probability for an Autopilot item
to appear
itemEmergencyShieldProb 0 Probability for an Emergency Shield
item to appear
initialFuel 1000 How much fuel players start
with
initialTanks 0 How many tanks players start
with
initialECMs 0 How many ECMs players start
with
initialMines 0 How many mines players start
with
initialMissiles 0 How many missiles players start
with
initialCloaks 0 How many cloaks players start
with
initialSensors 0 How many sensors players start
with
initialWideangles 0 How many wideangles players
start with
initialRearshots 0 How many rearshots players
start with
initialAfterburners 0 How many afterburners players
start with
initialTransporters 0 How many transporters players
start with
initialLasers 0 How many lasers players
start with
initialEmergencyThrusts 0 How many emergency thrusts
players start with
initialTractorBeams 0 How many tractor/pressor beams
players start with
initialAutopilots 0 How many autopilots players
start with
initialEmergencyShields 0 How many emergency shields
players start with