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/cvs/deliantra/server/include/map.h
Revision: 1.14
Committed: Tue Aug 29 09:27:58 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -1 lines
Log Message:
fixed comment about P_SAFE

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_define_h =
3 root 1.2 * "$Id$";
4 root 1.1 */
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 root 1.9 #include "cfperl.h"
38    
39 root 1.1 /* We set this size - this is to make magic map work properly on
40     * tiled maps. There is no requirement that this matches the
41     * tiled maps size - it just seemed like a reasonable value.
42     * Magic map code now always starts out putting the player in the
43     * center of the map - this makes the most sense when dealing
44     * with tiled maps.
45     * We also figure out the magicmap color to use as we process the
46     * spaces - this is more efficient as we already have up to date
47     * map pointers.
48     */
49     #define MAGIC_MAP_SIZE 50
50     #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51    
52    
53     #define MAP_LAYERS 4
54    
55     /* This is when the map will reset */
56     #define MAP_WHEN_RESET(m) ((m)->reset_time)
57    
58     #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
59     #define MAP_DIFFICULTY(m) ((m)->difficulty)
60     #define MAP_TIMEOUT(m) ((m)->timeout)
61     #define MAP_SWAP_TIME(m) ((m)->swap_time)
62     #define MAP_OUTDOORS(m) ((m)->outdoor)
63    
64     /* mape darkness used to enforce the MAX_DARKNESS value.
65     * but IMO, if it is beyond max value, that should be fixed
66     * on the map or in the code.
67     */
68     #define MAP_DARKNESS(m) (m)->darkness
69    
70     #define MAP_WIDTH(m) (m)->width
71     #define MAP_HEIGHT(m) (m)->height
72     /* Convenient function - total number of spaces is used
73     * in many places.
74     */
75     #define MAP_SIZE(m) ((m)->width * (m)->height)
76    
77     #define MAP_ENTER_X(m) (m)->enter_x
78     #define MAP_ENTER_Y(m) (m)->enter_y
79    
80     #define MAP_TEMP(m) (m)->temp
81     #define MAP_PRESSURE(m) (m)->pressure
82     #define MAP_HUMID(m) (m)->humid
83     #define MAP_WINDSPEED(m) (m)->windspeed
84     #define MAP_WINDDIRECTION(m) (m)->winddir
85     #define MAP_SKYCOND(m) (m)->sky
86     #define MAP_WORLDPARTX(m) (m)->wpartx
87     #define MAP_WORLDPARTY(m) (m)->wparty
88     #define MAP_NOSMOOTH(m) (m)->nosmooth
89    
90     /* options passed to ready_map_name and load_original_map */
91     #define MAP_FLUSH 0x1
92     #define MAP_PLAYER_UNIQUE 0x2
93     #define MAP_BLOCK 0x4
94     #define MAP_STYLE 0x8
95     #define MAP_OVERLAY 0x10
96    
97     /* Values for in_memory below. Should probably be an enumerations */
98     #define MAP_IN_MEMORY 1
99     #define MAP_SWAPPED 2
100     #define MAP_LOADING 3
101     #define MAP_SAVING 4
102    
103     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
104     * really be used, as it is multi tile aware. However, there are some cases
105     * where it is known the map is not tiled or the values are known
106     * consistent (eg, op->map, op->x, op->y)
107     */
108     #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
109     #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
110     #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
111     #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
112    
113     #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
114     #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
115     /* legacy */
116     #define get_map_ob GET_MAP_OB
117    
118     #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
119     #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
120     #define set_map_ob SET_MAP_OB
121    
122     #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
123     #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
124    
125     #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
126     #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
127    
128     #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
129     #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
130    
131     #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
132     #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
133    
134     #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
135     #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
136    
137     #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
138     #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
139    
140     /* You should really know what you are doing before using this - you
141     * should almost always be using out_of_map instead, which takes into account
142     * map tiling.
143     */
144     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
145    
146     /* These are used in the MapLook flags element. They are not used in
147     * in the object flags structure.
148     */
149    
150     #define P_BLOCKSVIEW 0x01
151     #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152    
153     /* AB_NO_PASS is used for arch_blocked() return value. It needs
154     * to be here to make sure the bits don't match with anything.
155     * Changed name to have AB_ prefix just to make sure no one
156     * is using the P_NO_PASS. AB_.. should only be used for
157     * arch_blocked and functions that examine the return value.
158     */
159    
160     #define AB_NO_PASS 0x04
161     /*#define P_PASS_THRU 0x08 *//* */
162 elmex 1.14 #define P_SAFE 0x08 /* If this is set the map tile is a safe map,
163 elmex 1.8 * that means, nothing harmful there will be done,
164     * like: bombs, potion usage, alchemy, spells
165     * this was introduced to make shops more safe
166     * and propably other maps */
167 root 1.1 #define P_IS_ALIVE 0x10 /* something alive is on this space */
168     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
169     #define P_NEED_UPDATE 0x40 /* this space is out of date */
170     #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
171     * does not complain if the flags are different.
172     */
173     /* The following two values are not stored in the MapLook flags, but instead
174     * used in the get_map_flags value - that function is used to return
175     * the flag value, as well as other conditions - using a more general
176     * function that does more of the work can hopefully be used to replace
177     * lots of duplicate checks currently in the code.
178     */
179     #define P_OUT_OF_MAP 0x100 /* This space is outside the map */
180     #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */
181    
182     #if 0
183     /* These go away with new movement code - can't do such simplistic
184     * checks anymore
185     */
186     #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
187     #define P_WALL P_NO_PASS /* Just to match naming of wall function */
188     #endif
189    
190     /* Can't use MapCell as that is used in newserver.h
191     * Instead of having numerous arrays that have information on a
192     * particular space (was map, floor, floor2, map_ob),
193     * have this structure take care of that information.
194     * This puts it all in one place, and should also make it easier
195     * to extend information about a space.
196     */
197    
198 elmex 1.6 struct MapSpace {
199 root 1.1 object *bottom; /* lowest object on this space */
200     object *top; /* Highest object on this space */
201     New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
202     object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
203     uint8 flags; /* flags about this space (see the P_ values above) */
204     sint8 light; /* How much light this space provides */
205     MoveType move_block; /* What movement types this space blocks */
206     MoveType move_slow; /* What movement types this space slows */
207     MoveType move_on; /* What movement types are activated */
208     MoveType move_off; /* What movement types are activated */
209 elmex 1.6 };
210 root 1.1
211     /*
212     * this is an overlay structure of the whole world. It exists as a simple
213     * high level map, which doesn't contain the full data of the underlying map.
214     * in this map, only things such as weather are recorded. By doing so, we
215     * can keep the entire world parameters in memory, and act as a whole on
216     * them at once. We can then, in a separate loop, update the actual world
217     * with the new values we have assigned.
218     */
219    
220 elmex 1.6 struct weathermap_t {
221 root 1.1 sint16 temp; /* base temperature of this tile (F) */
222     sint16 pressure; /* barometric pressure (mb) */
223     sint8 humid; /* humitidy of this tile */
224     sint8 windspeed; /* windspeed of this tile */
225     sint8 winddir; /* direction of wind */
226     sint8 sky; /* sky conditions */
227     sint32 avgelev; /* average elevation */
228     uint32 rainfall; /* cumulative rainfall */
229     uint8 darkness; /* indicates level of darkness of map */
230     uint8 water; /* 0-100 percentage of water tiles */
231 root 1.13 /*Dynamic parts*/
232     sint16 realtemp; /* temperature at a given calculation step for this tile*/
233 elmex 1.6 };
234 root 1.1
235     /*
236     * Each map is in a given region of the game world and links to a region definiton, so
237     * they have to appear here in the headers, before the mapdef
238     */
239 elmex 1.6 struct region {
240     struct region *next; /* pointer to next region, NULL for the last one */
241 root 1.1 const char *name; /* Shortend name of the region as maps refer to it */
242     const char *parent_name; /*
243     * So that parent and child regions can be defined in
244     * any order, we keep hold of the parent_name during
245 root 1.13 * initialisation, and the children get assigned to their
246     * parents later. (before runtime on the server though)
247     * nothing outside the init code should ever use this value.
248     */
249 elmex 1.6 struct region *parent; /*
250 root 1.1 * Pointer to the region that is a parent of the current
251     * region, if a value isn't defined in the current region
252 root 1.13 * we traverse this series of pointers until it is.
253     */
254 root 1.1 const char *longname; /* Official title of the region, this might be defined
255     * to be the same as name*/
256     const char *msg; /* the description of the region */
257     uint32 counter; /* A generic counter for holding temporary data. */
258     sint8 fallback; /* whether, in the event of a region not existing,
259     * this should be the one we fall back on as the default */
260 elmex 1.3 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
261     sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
262 elmex 1.6 };
263 root 1.1
264    
265 elmex 1.6 struct shopitems {
266 root 1.1 const char *name; /* name of the item in question, null if it is the default item */
267     const char *name_pl; /* plural name */
268     int typenum; /* itemtype number we need to match 0 if it is the default price*/
269     sint8 strength; /* the degree of specialisation the shop has in this item,
270 root 1.13 * as a percentage from -100 to 100 */
271 root 1.1 int index; /* being the size of the shopitems array.*/
272 elmex 1.6 };
273 root 1.1
274     /* In general, code should always use the macros
275     * above (or functions in map.c) to access many of the
276     * values in the map structure. Failure to do this will
277     * almost certainly break various features. You may think
278     * it is safe to look at width and height values directly
279     * (or even through the macros), but doing so will completely
280     * break map tiling.
281     */
282 root 1.11 struct mapstruct : attachable<mapstruct> {
283 root 1.10 static data_type get_dt () { return DT_MAP; }
284 root 1.9
285 elmex 1.6 struct mapstruct *next; /* Next map, linked list */
286 root 1.1 char *tmpname; /* Name of temporary file */
287     char *name; /* Name of map as given by its creator */
288 elmex 1.6 struct region *region; /* What jurisdiction in the game world this map is ruled by
289 root 1.1 * points to the struct containing all the properties of
290 root 1.13 * the region */
291 root 1.1 uint32 reset_time; /* when this map should reset */
292     uint32 reset_timeout; /* How many seconds must elapse before this map
293 root 1.13 * should be reset
294     */
295 root 1.1 uint32 fixed_resettime:1; /* if true, reset time is not affected by
296 root 1.13 * players entering/exiting map
297     */
298 root 1.1 uint32 unique:1; /* if set, this is a per player unique map */
299 elmex 1.7 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
300 elmex 1.6 uint32 templatemap:1; /* if set, this is a template map */
301 root 1.1 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
302     sint32 timeout; /* swapout is set to this */
303     sint32 swap_time; /* When it reaches 0, the map will be swapped out */
304     sint16 players; /* How many plares are on this level right now */
305     uint32 in_memory; /* If not true, the map has been freed and must
306 root 1.13 * be loaded before used. The map,omap and map_ob
307     * arrays will be allocated when the map is loaded */
308 root 1.1 uint16 difficulty; /* What level the player should be to play here */
309    
310     uint8 darkness; /* indicates level of darkness of map */
311     uint16 width,height; /* Width and height of map. */
312     uint16 enter_x; /* enter_x and enter_y are default entrance location */
313     uint16 enter_y; /* on the map if none are set in the exit */
314     uint32 outdoor:1; /* True if an outdoor map */
315     oblinkpt *buttons; /* Linked list of linked lists of buttons */
316 elmex 1.6 struct MapSpace *spaces; /* Array of spaces on this map */
317 root 1.1 sint16 temp; /* base temperature of this tile (F) */
318     sint16 pressure; /* barometric pressure (mb) */
319     sint8 humid; /* humitidy of this tile */
320     sint8 windspeed; /* windspeed of this tile */
321     sint8 winddir; /* direction of wind */
322     sint8 sky; /* sky conditions */
323     int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
324 elmex 1.6 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
325 root 1.1 char *shoprace; /* the preffered race of the local shopkeeper */
326     double shopgreed; /* how much our shopkeeper overcharges */
327     uint64 shopmin; /* minimum price a shop will trade for */
328     uint64 shopmax; /* maximum price a shop will offer */
329     char *msg; /* Message map creator may have left */
330 elmex 1.3 char *maplore; /* Map lore information */
331 root 1.1 char *tile_path[4]; /* path to adjoining maps */
332 elmex 1.6 struct mapstruct *tile_map[4]; /* Next map, linked list */
333 root 1.2 char path[HUGE_BUF]; /* Filename of the map */
334 elmex 1.6 };
335 root 1.1
336     /* This is used by get_rangevector to determine where the other
337     * creature is. get_rangevector takes into account map tiling,
338     * so you just can not look the the map coordinates and get the
339     * righte value. distance_x/y are distance away, which
340     * can be negativbe. direction is the crossfire direction scheme
341     * that the creature should head. part is the part of the
342     * monster that is closest.
343     * Note: distance should be always >=0. I changed it to UINT. MT
344     */
345 elmex 1.6 struct rv_vector {
346 root 1.1 unsigned int distance;
347     int distance_x;
348     int distance_y;
349     int direction;
350     object *part;
351 elmex 1.6 };
352 root 1.1
353     #endif