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/cvs/deliantra/server/include/map.h
Revision: 1.1
Committed: Fri Feb 3 07:12:49 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

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# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_define_h =
3     * "$Id: map.h,v 1.33 2005/11/16 08:16:00 mwedel Exp $";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /*
30     * The mapstruct is allocated each time a new map is opened.
31     * It contains pointers (very indirectly) to all objects on the map.
32     */
33    
34     #ifndef MAP_H
35     #define MAP_H
36    
37     /* We set this size - this is to make magic map work properly on
38     * tiled maps. There is no requirement that this matches the
39     * tiled maps size - it just seemed like a reasonable value.
40     * Magic map code now always starts out putting the player in the
41     * center of the map - this makes the most sense when dealing
42     * with tiled maps.
43     * We also figure out the magicmap color to use as we process the
44     * spaces - this is more efficient as we already have up to date
45     * map pointers.
46     */
47     #define MAGIC_MAP_SIZE 50
48     #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49    
50    
51     #define MAP_LAYERS 4
52    
53     /* This is when the map will reset */
54     #define MAP_WHEN_RESET(m) ((m)->reset_time)
55    
56     #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
57     #define MAP_DIFFICULTY(m) ((m)->difficulty)
58     #define MAP_TIMEOUT(m) ((m)->timeout)
59     #define MAP_SWAP_TIME(m) ((m)->swap_time)
60     #define MAP_OUTDOORS(m) ((m)->outdoor)
61    
62     /* mape darkness used to enforce the MAX_DARKNESS value.
63     * but IMO, if it is beyond max value, that should be fixed
64     * on the map or in the code.
65     */
66     #define MAP_DARKNESS(m) (m)->darkness
67    
68     #define MAP_WIDTH(m) (m)->width
69     #define MAP_HEIGHT(m) (m)->height
70     /* Convenient function - total number of spaces is used
71     * in many places.
72     */
73     #define MAP_SIZE(m) ((m)->width * (m)->height)
74    
75     #define MAP_ENTER_X(m) (m)->enter_x
76     #define MAP_ENTER_Y(m) (m)->enter_y
77    
78     #define MAP_TEMP(m) (m)->temp
79     #define MAP_PRESSURE(m) (m)->pressure
80     #define MAP_HUMID(m) (m)->humid
81     #define MAP_WINDSPEED(m) (m)->windspeed
82     #define MAP_WINDDIRECTION(m) (m)->winddir
83     #define MAP_SKYCOND(m) (m)->sky
84     #define MAP_WORLDPARTX(m) (m)->wpartx
85     #define MAP_WORLDPARTY(m) (m)->wparty
86     #define MAP_NOSMOOTH(m) (m)->nosmooth
87    
88     /* options passed to ready_map_name and load_original_map */
89     #define MAP_FLUSH 0x1
90     #define MAP_PLAYER_UNIQUE 0x2
91     #define MAP_BLOCK 0x4
92     #define MAP_STYLE 0x8
93     #define MAP_OVERLAY 0x10
94    
95     /* Values for in_memory below. Should probably be an enumerations */
96     #define MAP_IN_MEMORY 1
97     #define MAP_SWAPPED 2
98     #define MAP_LOADING 3
99     #define MAP_SAVING 4
100    
101     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
102     * really be used, as it is multi tile aware. However, there are some cases
103     * where it is known the map is not tiled or the values are known
104     * consistent (eg, op->map, op->x, op->y)
105     */
106     #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
107     #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
108     #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
109     #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
110    
111     #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
112     #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
113     /* legacy */
114     #define get_map_ob GET_MAP_OB
115    
116     #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
117     #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
118     #define set_map_ob SET_MAP_OB
119    
120     #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
121     #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
122    
123     #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
124     #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
125    
126     #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
127     #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
128    
129     #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
130     #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
131    
132     #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
133     #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
134    
135     #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
136     #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
137    
138     /* You should really know what you are doing before using this - you
139     * should almost always be using out_of_map instead, which takes into account
140     * map tiling.
141     */
142     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
143    
144     /* These are used in the MapLook flags element. They are not used in
145     * in the object flags structure.
146     */
147    
148     #define P_BLOCKSVIEW 0x01
149     #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
150    
151     /* AB_NO_PASS is used for arch_blocked() return value. It needs
152     * to be here to make sure the bits don't match with anything.
153     * Changed name to have AB_ prefix just to make sure no one
154     * is using the P_NO_PASS. AB_.. should only be used for
155     * arch_blocked and functions that examine the return value.
156     */
157    
158     #define AB_NO_PASS 0x04
159     /*#define P_PASS_THRU 0x08 *//* */
160     #define P_IS_ALIVE 0x10 /* something alive is on this space */
161     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
162     #define P_NEED_UPDATE 0x40 /* this space is out of date */
163     #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
164     * does not complain if the flags are different.
165     */
166     /* The following two values are not stored in the MapLook flags, but instead
167     * used in the get_map_flags value - that function is used to return
168     * the flag value, as well as other conditions - using a more general
169     * function that does more of the work can hopefully be used to replace
170     * lots of duplicate checks currently in the code.
171     */
172     #define P_OUT_OF_MAP 0x100 /* This space is outside the map */
173     #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */
174    
175     #if 0
176     /* These go away with new movement code - can't do such simplistic
177     * checks anymore
178     */
179     #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
180     #define P_WALL P_NO_PASS /* Just to match naming of wall function */
181     #endif
182    
183     /* Can't use MapCell as that is used in newserver.h
184     * Instead of having numerous arrays that have information on a
185     * particular space (was map, floor, floor2, map_ob),
186     * have this structure take care of that information.
187     * This puts it all in one place, and should also make it easier
188     * to extend information about a space.
189     */
190    
191     typedef struct MapSpace {
192     object *bottom; /* lowest object on this space */
193     object *top; /* Highest object on this space */
194     New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195     object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
196     uint8 flags; /* flags about this space (see the P_ values above) */
197     sint8 light; /* How much light this space provides */
198     MoveType move_block; /* What movement types this space blocks */
199     MoveType move_slow; /* What movement types this space slows */
200     MoveType move_on; /* What movement types are activated */
201     MoveType move_off; /* What movement types are activated */
202     } MapSpace;
203    
204     /*
205     * this is an overlay structure of the whole world. It exists as a simple
206     * high level map, which doesn't contain the full data of the underlying map.
207     * in this map, only things such as weather are recorded. By doing so, we
208     * can keep the entire world parameters in memory, and act as a whole on
209     * them at once. We can then, in a separate loop, update the actual world
210     * with the new values we have assigned.
211     */
212    
213     typedef struct wmapdef {
214     sint16 temp; /* base temperature of this tile (F) */
215     sint16 pressure; /* barometric pressure (mb) */
216     sint8 humid; /* humitidy of this tile */
217     sint8 windspeed; /* windspeed of this tile */
218     sint8 winddir; /* direction of wind */
219     sint8 sky; /* sky conditions */
220     sint32 avgelev; /* average elevation */
221     uint32 rainfall; /* cumulative rainfall */
222     uint8 darkness; /* indicates level of darkness of map */
223     uint8 water; /* 0-100 percentage of water tiles */
224     /*Dynamic parts*/
225     sint16 realtemp; /* temperature at a given calculation step for this tile*/
226     } weathermap_t;
227    
228     /*
229     * Each map is in a given region of the game world and links to a region definiton, so
230     * they have to appear here in the headers, before the mapdef
231     */
232     typedef struct regiondef {
233     struct regiondef *next; /* pointer to next region, NULL for the last one */
234     const char *name; /* Shortend name of the region as maps refer to it */
235     const char *parent_name; /*
236     * So that parent and child regions can be defined in
237     * any order, we keep hold of the parent_name during
238     * initialisation, and the children get assigned to their
239     * parents later. (before runtime on the server though)
240     * nothing outside the init code should ever use this value.
241     */
242     struct regiondef *parent;/*
243     * Pointer to the region that is a parent of the current
244     * region, if a value isn't defined in the current region
245     * we traverse this series of pointers until it is.
246     */
247     const char *longname; /* Official title of the region, this might be defined
248     * to be the same as name*/
249     const char *msg; /* the description of the region */
250     uint32 counter; /* A generic counter for holding temporary data. */
251     sint8 fallback; /* whether, in the event of a region not existing,
252     * this should be the one we fall back on as the default */
253     } region;
254    
255    
256     typedef struct shopitem {
257     const char *name; /* name of the item in question, null if it is the default item */
258     const char *name_pl; /* plural name */
259     int typenum; /* itemtype number we need to match 0 if it is the default price*/
260     sint8 strength; /* the degree of specialisation the shop has in this item,
261     * as a percentage from -100 to 100 */
262     int index; /* being the size of the shopitems array.*/
263     } shopitems;
264    
265     /* In general, code should always use the macros
266     * above (or functions in map.c) to access many of the
267     * values in the map structure. Failure to do this will
268     * almost certainly break various features. You may think
269     * it is safe to look at width and height values directly
270     * (or even through the macros), but doing so will completely
271     * break map tiling.
272     */
273     typedef struct mapdef {
274     struct mapdef *next; /* Next map, linked list */
275     char path[HUGE_BUF]; /* Filename of the map */
276     char *tmpname; /* Name of temporary file */
277     char *name; /* Name of map as given by its creator */
278     region *region; /* What jurisdiction in the game world this map is ruled by
279     * points to the struct containing all the properties of
280     * the region */
281     uint32 reset_time; /* when this map should reset */
282     uint32 reset_timeout; /* How many seconds must elapse before this map
283     * should be reset
284     */
285     uint32 fixed_resettime:1; /* if true, reset time is not affected by
286     * players entering/exiting map
287     */
288     uint32 unique:1; /* if set, this is a per player unique map */
289     uint32 template:1; /* if set, this is a template map */
290     uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
291     sint32 timeout; /* swapout is set to this */
292     sint32 swap_time; /* When it reaches 0, the map will be swapped out */
293     sint16 players; /* How many plares are on this level right now */
294     uint32 in_memory; /* If not true, the map has been freed and must
295     * be loaded before used. The map,omap and map_ob
296     * arrays will be allocated when the map is loaded */
297     uint8 compressed; /* Compression method used */
298     uint16 difficulty; /* What level the player should be to play here */
299    
300     uint8 darkness; /* indicates level of darkness of map */
301     uint16 width,height; /* Width and height of map. */
302     uint16 enter_x; /* enter_x and enter_y are default entrance location */
303     uint16 enter_y; /* on the map if none are set in the exit */
304     uint32 outdoor:1; /* True if an outdoor map */
305     oblinkpt *buttons; /* Linked list of linked lists of buttons */
306     MapSpace *spaces; /* Array of spaces on this map */
307     sint16 temp; /* base temperature of this tile (F) */
308     sint16 pressure; /* barometric pressure (mb) */
309     sint8 humid; /* humitidy of this tile */
310     sint8 windspeed; /* windspeed of this tile */
311     sint8 winddir; /* direction of wind */
312     sint8 sky; /* sky conditions */
313     int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
314     shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
315     char *shoprace; /* the preffered race of the local shopkeeper */
316     double shopgreed; /* how much our shopkeeper overcharges */
317     uint64 shopmin; /* minimum price a shop will trade for */
318     uint64 shopmax; /* maximum price a shop will offer */
319     char *msg; /* Message map creator may have left */
320     char *tile_path[4]; /* path to adjoining maps */
321     struct mapdef *tile_map[4]; /* Next map, linked list */
322     } mapstruct;
323    
324     /* This is used by get_rangevector to determine where the other
325     * creature is. get_rangevector takes into account map tiling,
326     * so you just can not look the the map coordinates and get the
327     * righte value. distance_x/y are distance away, which
328     * can be negativbe. direction is the crossfire direction scheme
329     * that the creature should head. part is the part of the
330     * monster that is closest.
331     * Note: distance should be always >=0. I changed it to UINT. MT
332     */
333     typedef struct rv_vector {
334     unsigned int distance;
335     int distance_x;
336     int distance_y;
337     int direction;
338     object *part;
339     } rv_vector;
340    
341     #endif