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/cvs/deliantra/server/include/map.h
Revision: 1.29
Committed: Wed Dec 20 09:14:22 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +51 -68 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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 1.28 The authors can be reached via e-mail at crossfire@schmorp.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     #define MAP_LAYERS 4
48    
49     /* This is when the map will reset */
50     #define MAP_WHEN_RESET(m) ((m)->reset_time)
51    
52     #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53     #define MAP_DIFFICULTY(m) ((m)->difficulty)
54     #define MAP_TIMEOUT(m) ((m)->timeout)
55     #define MAP_SWAP_TIME(m) ((m)->swap_time)
56     #define MAP_OUTDOORS(m) ((m)->outdoor)
57    
58     /* mape darkness used to enforce the MAX_DARKNESS value.
59     * but IMO, if it is beyond max value, that should be fixed
60     * on the map or in the code.
61     */
62     #define MAP_DARKNESS(m) (m)->darkness
63    
64     #define MAP_WIDTH(m) (m)->width
65     #define MAP_HEIGHT(m) (m)->height
66 root 1.20
67 root 1.1 /* Convenient function - total number of spaces is used
68     * in many places.
69     */
70     #define MAP_SIZE(m) ((m)->width * (m)->height)
71    
72     #define MAP_ENTER_X(m) (m)->enter_x
73     #define MAP_ENTER_Y(m) (m)->enter_y
74    
75     #define MAP_TEMP(m) (m)->temp
76     #define MAP_PRESSURE(m) (m)->pressure
77     #define MAP_HUMID(m) (m)->humid
78     #define MAP_WINDSPEED(m) (m)->windspeed
79     #define MAP_WINDDIRECTION(m) (m)->winddir
80     #define MAP_SKYCOND(m) (m)->sky
81     #define MAP_WORLDPARTX(m) (m)->wpartx
82     #define MAP_WORLDPARTY(m) (m)->wparty
83     #define MAP_NOSMOOTH(m) (m)->nosmooth
84    
85     /* options passed to ready_map_name and load_original_map */
86     #define MAP_FLUSH 0x1
87     #define MAP_PLAYER_UNIQUE 0x2
88     #define MAP_BLOCK 0x4
89     #define MAP_STYLE 0x8
90     #define MAP_OVERLAY 0x10
91    
92     /* Values for in_memory below. Should probably be an enumerations */
93     #define MAP_IN_MEMORY 1
94     #define MAP_SWAPPED 2
95     #define MAP_LOADING 3
96     #define MAP_SAVING 4
97    
98     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
99     * really be used, as it is multi tile aware. However, there are some cases
100     * where it is known the map is not tiled or the values are known
101     * consistent (eg, op->map, op->x, op->y)
102     */
103 root 1.29 // all those macros are herewith declared legacy
104     #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags
105     #define SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C)
106     #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107     #define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L)
108     #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
109     #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
110     #define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp)
111     #define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(Y)).top = (tmp)
112     #define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C)
113     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
114     #define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C)
115     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
116     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
117     #define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C)
118     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
119     #define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C)
120     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
121     #define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C)
122     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
123     #define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C)
124 root 1.1
125     /* You should really know what you are doing before using this - you
126     * should almost always be using out_of_map instead, which takes into account
127     * map tiling.
128     */
129     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
130    
131     /* These are used in the MapLook flags element. They are not used in
132     * in the object flags structure.
133     */
134     #define P_BLOCKSVIEW 0x01
135 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
136 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
137     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
138     * that means, nothing harmful can be done,
139     * such as: bombs, potion usage, alchemy, spells
140     * this was introduced to make shops safer
141     * but is useful in other situations */
142 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
143     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
144 root 1.29 #define P_NEED_UPDATE 0x40 /* this space is out of date */
145 root 1.20 #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
146 root 1.29 * does not complain if the flags are different.
147     */
148 root 1.20
149 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
150     * used in the get_map_flags value - that function is used to return
151     * the flag value, as well as other conditions - using a more general
152     * function that does more of the work can hopefully be used to replace
153     * lots of duplicate checks currently in the code.
154     */
155 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
156     #define P_NEW_MAP 0x20000
157 root 1.20 /* Coordinates passed result in a new tiled map */
158 root 1.1
159 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
160     * to be here to make sure the bits don't match with anything.
161     */
162     #define P_NO_PASS 0x80000
163    
164     /* Instead of having numerous arrays that have information on a
165 root 1.1 * particular space (was map, floor, floor2, map_ob),
166     * have this structure take care of that information.
167     * This puts it all in one place, and should also make it easier
168     * to extend information about a space.
169     */
170 root 1.29 struct mapspace
171 root 1.20 {
172     object *bottom; /* lowest object on this space */
173     object *top; /* Highest object on this space */
174     New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
175     object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
176     uint8 flags; /* flags about this space (see the P_ values above) */
177     sint8 light; /* How much light this space provides */
178 root 1.29 uint8 move_block; /* What movement types this space blocks */
179     uint8 move_slow; /* What movement types this space slows */
180     uint8 move_on; /* What movement types are activated */
181     uint8 move_off; /* What movement types are activated */
182 elmex 1.6 };
183 root 1.1
184     /*
185     * this is an overlay structure of the whole world. It exists as a simple
186     * high level map, which doesn't contain the full data of the underlying map.
187     * in this map, only things such as weather are recorded. By doing so, we
188     * can keep the entire world parameters in memory, and act as a whole on
189     * them at once. We can then, in a separate loop, update the actual world
190     * with the new values we have assigned.
191     */
192    
193 root 1.20 struct weathermap_t
194     {
195     sint16 temp; /* base temperature of this tile (F) */
196     sint16 pressure; /* barometric pressure (mb) */
197     sint8 humid; /* humitidy of this tile */
198     sint8 windspeed; /* windspeed of this tile */
199     sint8 winddir; /* direction of wind */
200     sint8 sky; /* sky conditions */
201     sint32 avgelev; /* average elevation */
202     uint32 rainfall; /* cumulative rainfall */
203     uint8 darkness; /* indicates level of darkness of map */
204     uint8 water; /* 0-100 percentage of water tiles */
205     /*Dynamic parts */
206     sint16 realtemp; /* temperature at a given calculation step for this tile */
207 elmex 1.6 };
208 root 1.1
209     /*
210     * Each map is in a given region of the game world and links to a region definiton, so
211     * they have to appear here in the headers, before the mapdef
212     */
213 root 1.26 struct region : zero_initialised
214 root 1.20 {
215     struct region *next; /* pointer to next region, NULL for the last one */
216     const char *name; /* Shortend name of the region as maps refer to it */
217     const char *parent_name; /*
218     * So that parent and child regions can be defined in
219     * any order, we keep hold of the parent_name during
220     * initialisation, and the children get assigned to their
221     * parents later. (before runtime on the server though)
222     * nothing outside the init code should ever use this value.
223     */
224     struct region *parent; /*
225     * Pointer to the region that is a parent of the current
226     * region, if a value isn't defined in the current region
227     * we traverse this series of pointers until it is.
228     */
229     const char *longname; /* Official title of the region, this might be defined
230     * to be the same as name*/
231     const char *msg; /* the description of the region */
232     uint32 counter; /* A generic counter for holding temporary data. */
233     sint8 fallback; /* whether, in the event of a region not existing,
234     * this should be the one we fall back on as the default */
235     char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
236     sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
237 elmex 1.6 };
238 root 1.1
239 root 1.18 struct shopitems : zero_initialised
240     {
241 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
242     const char *name_pl; /* plural name */
243     int typenum; /* itemtype number we need to match 0 if it is the default price */
244     sint8 strength; /* the degree of specialisation the shop has in this item,
245     * as a percentage from -100 to 100 */
246     int index; /* being the size of the shopitems array. */
247 elmex 1.6 };
248 root 1.1
249     /* In general, code should always use the macros
250     * above (or functions in map.c) to access many of the
251     * values in the map structure. Failure to do this will
252     * almost certainly break various features. You may think
253     * it is safe to look at width and height values directly
254     * (or even through the macros), but doing so will completely
255     * break map tiling.
256     */
257 root 1.21 ACC_CLASS (maptile)
258     struct maptile : zero_initialised, attachable<maptile>
259 root 1.19 {
260 root 1.29 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
261     struct mapspace *spaces; /* Array of spaces on this map */
262    
263 root 1.21 maptile *ACC (RW, next); /* Next map, linked list */
264 root 1.20 char *ACC (RO, tmpname); /* Name of temporary file */
265     char *ACC (RO, name); /* Name of map as given by its creator */
266     struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
267     * points to the struct containing all the properties of
268     * the region */
269     uint32 ACC (RW, reset_time); /* when this map should reset */
270 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
271 root 1.20 * should be reset
272     */
273     bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
274     * players entering/exiting map
275     */
276     bool ACC (RW, unique); /* if set, this is a per player unique map */
277     bool ACC (RW, templatemap); /* if set, this is a template map */
278     bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
279     sint32 ACC (RW, timeout); /* swapout is set to this */
280     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
281     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
282     * be loaded before used. The map,omap and map_ob
283     * arrays will be allocated when the map is loaded */
284 root 1.29 sint16 ACC (RW, players); /* How many players are on this level right now */
285 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
286    
287     uint8 ACC (RW, darkness); /* indicates level of darkness of map */
288     uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
289     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
290     bool ACC (RW, outdoor); /* True if an outdoor map */
291     oblinkpt *buttons; /* Linked list of linked lists of buttons */
292     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
293     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
294     sint8 ACC (RW, humid); /* humitidy of this tile */
295     sint8 ACC (RW, windspeed); /* windspeed of this tile */
296     sint8 ACC (RW, winddir); /* direction of wind */
297     sint8 ACC (RW, sky); /* sky conditions */
298     int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
299     struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
300     char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
301     double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
302 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
303 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
304 root 1.20 char *ACC (RO, msg); /* Message map creator may have left */
305     char *ACC (RO, maplore); /* Map lore information */
306     char *tile_path[4]; /* path to adjoining maps */
307 root 1.21 maptile *tile_map[4]; /* Next map, linked list */
308 root 1.20 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
309 root 1.23
310     maptile ();
311     void allocate ();
312 root 1.29
313     mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
314     mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
315 elmex 1.6 };
316 root 1.1
317     /* This is used by get_rangevector to determine where the other
318     * creature is. get_rangevector takes into account map tiling,
319     * so you just can not look the the map coordinates and get the
320     * righte value. distance_x/y are distance away, which
321 root 1.29 * can be negative. direction is the crossfire direction scheme
322 root 1.1 * that the creature should head. part is the part of the
323     * monster that is closest.
324     * Note: distance should be always >=0. I changed it to UINT. MT
325     */
326 root 1.20 struct rv_vector
327     {
328     unsigned int distance;
329     int distance_x;
330     int distance_y;
331     int direction;
332     object *part;
333 elmex 1.6 };
334 root 1.1
335     #endif
336 root 1.22