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/cvs/deliantra/server/include/map.h
Revision: 1.27
Committed: Fri Dec 15 20:07:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +1 -1 lines
Log Message:
more slight copyright adjustments

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.27 The authors can be reached via e-mail at crossfire.de
22 root 1.1 */
23    
24     /*
25 root 1.21 * The maptile is allocated each time a new map is opened.
26 root 1.1 * It contains pointers (very indirectly) to all objects on the map.
27     */
28    
29     #ifndef MAP_H
30     #define MAP_H
31    
32 root 1.9 #include "cfperl.h"
33    
34 root 1.1 /* We set this size - this is to make magic map work properly on
35     * tiled maps. There is no requirement that this matches the
36     * tiled maps size - it just seemed like a reasonable value.
37     * Magic map code now always starts out putting the player in the
38     * center of the map - this makes the most sense when dealing
39     * with tiled maps.
40     * We also figure out the magicmap color to use as we process the
41     * spaces - this is more efficient as we already have up to date
42     * map pointers.
43     */
44     #define MAGIC_MAP_SIZE 50
45     #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46    
47    
48     #define MAP_LAYERS 4
49    
50     /* This is when the map will reset */
51     #define MAP_WHEN_RESET(m) ((m)->reset_time)
52    
53     #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
54     #define MAP_DIFFICULTY(m) ((m)->difficulty)
55     #define MAP_TIMEOUT(m) ((m)->timeout)
56     #define MAP_SWAP_TIME(m) ((m)->swap_time)
57     #define MAP_OUTDOORS(m) ((m)->outdoor)
58    
59     /* mape darkness used to enforce the MAX_DARKNESS value.
60     * but IMO, if it is beyond max value, that should be fixed
61     * on the map or in the code.
62     */
63     #define MAP_DARKNESS(m) (m)->darkness
64    
65     #define MAP_WIDTH(m) (m)->width
66     #define MAP_HEIGHT(m) (m)->height
67 root 1.20
68 root 1.1 /* Convenient function - total number of spaces is used
69     * in many places.
70     */
71     #define MAP_SIZE(m) ((m)->width * (m)->height)
72    
73     #define MAP_ENTER_X(m) (m)->enter_x
74     #define MAP_ENTER_Y(m) (m)->enter_y
75    
76     #define MAP_TEMP(m) (m)->temp
77     #define MAP_PRESSURE(m) (m)->pressure
78     #define MAP_HUMID(m) (m)->humid
79     #define MAP_WINDSPEED(m) (m)->windspeed
80     #define MAP_WINDDIRECTION(m) (m)->winddir
81     #define MAP_SKYCOND(m) (m)->sky
82     #define MAP_WORLDPARTX(m) (m)->wpartx
83     #define MAP_WORLDPARTY(m) (m)->wparty
84     #define MAP_NOSMOOTH(m) (m)->nosmooth
85    
86     /* options passed to ready_map_name and load_original_map */
87     #define MAP_FLUSH 0x1
88     #define MAP_PLAYER_UNIQUE 0x2
89     #define MAP_BLOCK 0x4
90     #define MAP_STYLE 0x8
91     #define MAP_OVERLAY 0x10
92    
93     /* Values for in_memory below. Should probably be an enumerations */
94     #define MAP_IN_MEMORY 1
95     #define MAP_SWAPPED 2
96     #define MAP_LOADING 3
97     #define MAP_SAVING 4
98    
99     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
100     * really be used, as it is multi tile aware. However, there are some cases
101     * where it is known the map is not tiled or the values are known
102     * consistent (eg, op->map, op->x, op->y)
103     */
104     #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
105     #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
106     #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
107     #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
108    
109     #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
110     #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111 root 1.20
112 root 1.1 /* legacy */
113     #define get_map_ob GET_MAP_OB
114    
115     #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116     #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117     #define set_map_ob SET_MAP_OB
118    
119     #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120     #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121    
122     #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123     #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
124    
125     #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
126     #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127    
128     #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
129     #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130    
131     #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
132     #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133    
134     #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
135     #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136    
137     /* You should really know what you are doing before using this - you
138     * should almost always be using out_of_map instead, which takes into account
139     * map tiling.
140     */
141     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142    
143     /* These are used in the MapLook flags element. They are not used in
144     * in the object flags structure.
145     */
146    
147     #define P_BLOCKSVIEW 0x01
148 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 root 1.1
150     /* AB_NO_PASS is used for arch_blocked() return value. It needs
151     * to be here to make sure the bits don't match with anything.
152     * Changed name to have AB_ prefix just to make sure no one
153     * is using the P_NO_PASS. AB_.. should only be used for
154     * arch_blocked and functions that examine the return value.
155     */
156    
157     #define AB_NO_PASS 0x04
158 root 1.20
159     /*#define P_PASS_THRU 0x08 *//* */
160     #define P_SAFE 0x08
161     /* If this is set the map tile is a safe map,
162 elmex 1.8 * that means, nothing harmful there will be done,
163     * like: bombs, potion usage, alchemy, spells
164     * this was introduced to make shops more safe
165     * and propably other maps */
166 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
167     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
168     #define P_NEED_UPDATE 0x40 /* this space is out of date */
169     #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 root 1.1 * does not complain if the flags are different.
171     */
172 root 1.20
173 root 1.1 /* 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 root 1.20 #define P_OUT_OF_MAP 0x100 /* This space is outside the map */
180     #define P_NEW_MAP 0x200
181     /* Coordinates passed result in a new tiled map */
182 root 1.1
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 root 1.20 struct MapSpace
192     {
193     object *bottom; /* lowest object on this space */
194     object *top; /* Highest object on this space */
195     New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196     object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
197     uint8 flags; /* flags about this space (see the P_ values above) */
198     sint8 light; /* How much light this space provides */
199     MoveType move_block; /* What movement types this space blocks */
200     MoveType move_slow; /* What movement types this space slows */
201     MoveType move_on; /* What movement types are activated */
202     MoveType move_off; /* What movement types are activated */
203 elmex 1.6 };
204 root 1.1
205     /*
206     * this is an overlay structure of the whole world. It exists as a simple
207     * high level map, which doesn't contain the full data of the underlying map.
208     * in this map, only things such as weather are recorded. By doing so, we
209     * can keep the entire world parameters in memory, and act as a whole on
210     * them at once. We can then, in a separate loop, update the actual world
211     * with the new values we have assigned.
212     */
213    
214 root 1.20 struct weathermap_t
215     {
216     sint16 temp; /* base temperature of this tile (F) */
217     sint16 pressure; /* barometric pressure (mb) */
218     sint8 humid; /* humitidy of this tile */
219     sint8 windspeed; /* windspeed of this tile */
220     sint8 winddir; /* direction of wind */
221     sint8 sky; /* sky conditions */
222     sint32 avgelev; /* average elevation */
223     uint32 rainfall; /* cumulative rainfall */
224     uint8 darkness; /* indicates level of darkness of map */
225     uint8 water; /* 0-100 percentage of water tiles */
226     /*Dynamic parts */
227     sint16 realtemp; /* temperature at a given calculation step for this tile */
228 elmex 1.6 };
229 root 1.1
230     /*
231     * Each map is in a given region of the game world and links to a region definiton, so
232     * they have to appear here in the headers, before the mapdef
233     */
234 root 1.26 struct region : zero_initialised
235 root 1.20 {
236     struct region *next; /* pointer to next region, NULL for the last one */
237     const char *name; /* Shortend name of the region as maps refer to it */
238     const char *parent_name; /*
239     * So that parent and child regions can be defined in
240     * any order, we keep hold of the parent_name during
241     * initialisation, and the children get assigned to their
242     * parents later. (before runtime on the server though)
243     * nothing outside the init code should ever use this value.
244     */
245     struct region *parent; /*
246     * Pointer to the region that is a parent of the current
247     * region, if a value isn't defined in the current region
248     * we traverse this series of pointers until it is.
249     */
250     const char *longname; /* Official title of the region, this might be defined
251     * to be the same as name*/
252     const char *msg; /* the description of the region */
253     uint32 counter; /* A generic counter for holding temporary data. */
254     sint8 fallback; /* whether, in the event of a region not existing,
255     * this should be the one we fall back on as the default */
256     char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257     sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258 elmex 1.6 };
259 root 1.1
260 root 1.18 struct shopitems : zero_initialised
261     {
262 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
263     const char *name_pl; /* plural name */
264     int typenum; /* itemtype number we need to match 0 if it is the default price */
265     sint8 strength; /* the degree of specialisation the shop has in this item,
266     * as a percentage from -100 to 100 */
267     int index; /* being the size of the shopitems array. */
268 elmex 1.6 };
269 root 1.1
270     /* In general, code should always use the macros
271     * above (or functions in map.c) to access many of the
272     * values in the map structure. Failure to do this will
273     * almost certainly break various features. You may think
274     * it is safe to look at width and height values directly
275     * (or even through the macros), but doing so will completely
276     * break map tiling.
277     */
278 root 1.21 ACC_CLASS (maptile)
279     struct maptile : zero_initialised, attachable<maptile>
280 root 1.19 {
281 root 1.21 maptile *ACC (RW, next); /* Next map, linked list */
282 root 1.20 char *ACC (RO, tmpname); /* Name of temporary file */
283     char *ACC (RO, name); /* Name of map as given by its creator */
284     struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
285     * points to the struct containing all the properties of
286     * the region */
287     uint32 ACC (RW, reset_time); /* when this map should reset */
288 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
289 root 1.20 * should be reset
290     */
291     bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
292     * players entering/exiting map
293     */
294     bool ACC (RW, unique); /* if set, this is a per player unique map */
295     bool ACC (RW, templatemap); /* if set, this is a template map */
296     bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
297     sint32 ACC (RW, timeout); /* swapout is set to this */
298     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
299 root 1.22 sint16 ACC (RW, players); /* How many players are on this level right now */
300 root 1.20 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
301     * be loaded before used. The map,omap and map_ob
302     * arrays will be allocated when the map is loaded */
303     uint16 ACC (RW, difficulty); /* What level the player should be to play here */
304    
305     uint8 ACC (RW, darkness); /* indicates level of darkness of map */
306     uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
307     uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
308     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
309     bool ACC (RW, outdoor); /* True if an outdoor map */
310     oblinkpt *buttons; /* Linked list of linked lists of buttons */
311     struct MapSpace *spaces; /* Array of spaces on this map */
312     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
313     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
314     sint8 ACC (RW, humid); /* humitidy of this tile */
315     sint8 ACC (RW, windspeed); /* windspeed of this tile */
316     sint8 ACC (RW, winddir); /* direction of wind */
317     sint8 ACC (RW, sky); /* sky conditions */
318     int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
319     struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
320     char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
321     double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
322 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
323 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
324 root 1.20 char *ACC (RO, msg); /* Message map creator may have left */
325     char *ACC (RO, maplore); /* Map lore information */
326     char *tile_path[4]; /* path to adjoining maps */
327 root 1.21 maptile *tile_map[4]; /* Next map, linked list */
328 root 1.20 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329 root 1.23
330     maptile ();
331     void allocate ();
332 elmex 1.6 };
333 root 1.1
334     /* This is used by get_rangevector to determine where the other
335     * creature is. get_rangevector takes into account map tiling,
336     * so you just can not look the the map coordinates and get the
337     * righte value. distance_x/y are distance away, which
338     * can be negativbe. direction is the crossfire direction scheme
339     * that the creature should head. part is the part of the
340     * monster that is closest.
341     * Note: distance should be always >=0. I changed it to UINT. MT
342     */
343 root 1.20 struct rv_vector
344     {
345     unsigned int distance;
346     int distance_x;
347     int distance_y;
348     int direction;
349     object *part;
350 elmex 1.6 };
351 root 1.1
352     #endif
353 root 1.22