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/cvs/deliantra/server/include/map.h
Revision: 1.33
Committed: Mon Dec 25 14:43:23 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +0 -3 lines
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interim.checkin

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# 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 root 1.31 #define MAP_LAYERS 3
48 root 1.1
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     /* Convenient function - total number of spaces is used
65     * in many places.
66     */
67     #define MAP_SIZE(m) ((m)->width * (m)->height)
68    
69     #define MAP_ENTER_X(m) (m)->enter_x
70     #define MAP_ENTER_Y(m) (m)->enter_y
71    
72     #define MAP_TEMP(m) (m)->temp
73     #define MAP_PRESSURE(m) (m)->pressure
74     #define MAP_HUMID(m) (m)->humid
75     #define MAP_WINDSPEED(m) (m)->windspeed
76     #define MAP_WINDDIRECTION(m) (m)->winddir
77     #define MAP_SKYCOND(m) (m)->sky
78     #define MAP_WORLDPARTX(m) (m)->wpartx
79     #define MAP_WORLDPARTY(m) (m)->wparty
80     #define MAP_NOSMOOTH(m) (m)->nosmooth
81    
82     /* options passed to ready_map_name and load_original_map */
83     #define MAP_FLUSH 0x1
84     #define MAP_PLAYER_UNIQUE 0x2
85     #define MAP_BLOCK 0x4
86     #define MAP_STYLE 0x8
87     #define MAP_OVERLAY 0x10
88    
89     /* Values for in_memory below. Should probably be an enumerations */
90     #define MAP_IN_MEMORY 1
91     #define MAP_SWAPPED 2
92     #define MAP_LOADING 3
93     #define MAP_SAVING 4
94    
95     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
96     * really be used, as it is multi tile aware. However, there are some cases
97     * where it is known the map is not tiled or the values are known
98     * consistent (eg, op->map, op->x, op->y)
99     */
100 root 1.29 // all those macros are herewith declared legacy
101 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
102 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
103     #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
104     #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
105     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
106     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
107     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
108     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
109     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
110     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
111 root 1.1
112     /* You should really know what you are doing before using this - you
113     * should almost always be using out_of_map instead, which takes into account
114     * map tiling.
115     */
116     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
117    
118     /* These are used in the MapLook flags element. They are not used in
119     * in the object flags structure.
120     */
121     #define P_BLOCKSVIEW 0x01
122 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
123 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
124     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
125     * that means, nothing harmful can be done,
126     * such as: bombs, potion usage, alchemy, spells
127     * this was introduced to make shops safer
128     * but is useful in other situations */
129 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
130     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
131 root 1.30
132     #define P_NEED_UPDATE 0x80 /* this space is out of date */
133 root 1.20
134 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
135     * used in the get_map_flags value - that function is used to return
136     * the flag value, as well as other conditions - using a more general
137     * function that does more of the work can hopefully be used to replace
138     * lots of duplicate checks currently in the code.
139     */
140 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
141     #define P_NEW_MAP 0x20000
142 root 1.20 /* Coordinates passed result in a new tiled map */
143 root 1.1
144 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
145     * to be here to make sure the bits don't match with anything.
146     */
147     #define P_NO_PASS 0x80000
148    
149     /* Instead of having numerous arrays that have information on a
150 root 1.1 * particular space (was map, floor, floor2, map_ob),
151     * have this structure take care of that information.
152     * This puts it all in one place, and should also make it easier
153     * to extend information about a space.
154     */
155 root 1.29 struct mapspace
156 root 1.20 {
157     object *bottom; /* lowest object on this space */
158     object *top; /* Highest object on this space */
159     New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
160 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
161     uint8 flags_; /* flags about this space (see the P_ values above) */
162 root 1.20 sint8 light; /* How much light this space provides */
163 root 1.30 MoveType move_block; /* What movement types this space blocks */
164     MoveType move_slow; /* What movement types this space slows */
165     MoveType move_on; /* What movement types are activated */
166     MoveType move_off; /* What movement types are activated */
167    
168     void update_ ();
169     void update ()
170     {
171     if (flags_ & P_NEED_UPDATE)
172     update_ ();
173     }
174    
175     uint8 flags ()
176     {
177     update ();
178     return flags_;
179     }
180    
181     // maybe only inline quick flags_ checking?
182     object *player ()
183     {
184 root 1.31 // search from the top, because players are usually on top
185     // make usually == always and this non-amortized O(1)
186     // could gte rid of P_PLAYER, too, then
187 root 1.30 if (flags () & P_PLAYER)
188 root 1.31 for (object *op = top; op; op = op->below)
189 root 1.30 if (op->type == PLAYER)
190     return op;
191    
192     return 0;
193     }
194 elmex 1.6 };
195 root 1.1
196     /*
197     * this is an overlay structure of the whole world. It exists as a simple
198     * high level map, which doesn't contain the full data of the underlying map.
199     * in this map, only things such as weather are recorded. By doing so, we
200     * can keep the entire world parameters in memory, and act as a whole on
201     * them at once. We can then, in a separate loop, update the actual world
202     * with the new values we have assigned.
203     */
204    
205 root 1.20 struct weathermap_t
206     {
207     sint16 temp; /* base temperature of this tile (F) */
208     sint16 pressure; /* barometric pressure (mb) */
209     sint8 humid; /* humitidy of this tile */
210     sint8 windspeed; /* windspeed of this tile */
211     sint8 winddir; /* direction of wind */
212     sint8 sky; /* sky conditions */
213     sint32 avgelev; /* average elevation */
214     uint32 rainfall; /* cumulative rainfall */
215     uint8 darkness; /* indicates level of darkness of map */
216     uint8 water; /* 0-100 percentage of water tiles */
217     /*Dynamic parts */
218     sint16 realtemp; /* temperature at a given calculation step for this tile */
219 elmex 1.6 };
220 root 1.1
221     /*
222     * Each map is in a given region of the game world and links to a region definiton, so
223     * they have to appear here in the headers, before the mapdef
224     */
225 root 1.26 struct region : zero_initialised
226 root 1.20 {
227     struct region *next; /* pointer to next region, NULL for the last one */
228     const char *name; /* Shortend name of the region as maps refer to it */
229     const char *parent_name; /*
230     * So that parent and child regions can be defined in
231     * any order, we keep hold of the parent_name during
232     * initialisation, and the children get assigned to their
233     * parents later. (before runtime on the server though)
234     * nothing outside the init code should ever use this value.
235     */
236     struct region *parent; /*
237     * Pointer to the region that is a parent of the current
238     * region, if a value isn't defined in the current region
239     * we traverse this series of pointers until it is.
240     */
241     const char *longname; /* Official title of the region, this might be defined
242     * to be the same as name*/
243     const char *msg; /* the description of the region */
244     uint32 counter; /* A generic counter for holding temporary data. */
245     sint8 fallback; /* whether, in the event of a region not existing,
246     * this should be the one we fall back on as the default */
247     char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
248     sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
249 elmex 1.6 };
250 root 1.1
251 root 1.18 struct shopitems : zero_initialised
252     {
253 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
254     const char *name_pl; /* plural name */
255     int typenum; /* itemtype number we need to match 0 if it is the default price */
256     sint8 strength; /* the degree of specialisation the shop has in this item,
257     * as a percentage from -100 to 100 */
258     int index; /* being the size of the shopitems array. */
259 elmex 1.6 };
260 root 1.1
261     /* In general, code should always use the macros
262     * above (or functions in map.c) to access many of the
263     * values in the map structure. Failure to do this will
264     * almost certainly break various features. You may think
265     * it is safe to look at width and height values directly
266     * (or even through the macros), but doing so will completely
267     * break map tiling.
268     */
269 root 1.32 INTERFACE_CLASS (maptile)
270     struct maptile : zero_initialised, attachable
271 root 1.19 {
272 root 1.29 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
273     struct mapspace *spaces; /* Array of spaces on this map */
274    
275 root 1.21 maptile *ACC (RW, next); /* Next map, linked list */
276 root 1.20 char *ACC (RO, tmpname); /* Name of temporary file */
277     char *ACC (RO, name); /* Name of map as given by its creator */
278     struct region *ACC (RW, 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 ACC (RW, reset_time); /* when this map should reset */
282 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
283 root 1.20 * should be reset
284     */
285     bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
286     * players entering/exiting map
287     */
288     bool ACC (RW, unique); /* if set, this is a per player unique map */
289     bool ACC (RW, templatemap); /* if set, this is a template map */
290     bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
291     sint32 ACC (RW, timeout); /* swapout is set to this */
292     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
293     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
294     * be loaded before used. The map,omap and map_ob
295     * arrays will be allocated when the map is loaded */
296 root 1.29 sint16 ACC (RW, players); /* How many players are on this level right now */
297 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
298    
299     uint8 ACC (RW, darkness); /* indicates level of darkness of map */
300     uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
301     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
302     bool ACC (RW, outdoor); /* True if an outdoor map */
303     oblinkpt *buttons; /* Linked list of linked lists of buttons */
304     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
305     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
306     sint8 ACC (RW, humid); /* humitidy of this tile */
307     sint8 ACC (RW, windspeed); /* windspeed of this tile */
308     sint8 ACC (RW, winddir); /* direction of wind */
309     sint8 ACC (RW, sky); /* sky conditions */
310     int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
311     struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
312     char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
313     double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
314 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
315 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
316 root 1.20 char *ACC (RO, msg); /* Message map creator may have left */
317     char *ACC (RO, maplore); /* Map lore information */
318     char *tile_path[4]; /* path to adjoining maps */
319 root 1.21 maptile *tile_map[4]; /* Next map, linked list */
320 root 1.20 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
321 root 1.23
322     maptile ();
323 root 1.32 ~maptile ();
324     void do_destroy ();
325     void gather_callbacks (AV *&callbacks, event_type event) const;
326    
327 root 1.23 void allocate ();
328 root 1.29
329     mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
330     mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
331 elmex 1.6 };
332 root 1.1
333     /* This is used by get_rangevector to determine where the other
334     * creature is. get_rangevector takes into account map tiling,
335     * so you just can not look the the map coordinates and get the
336     * righte value. distance_x/y are distance away, which
337 root 1.29 * can be negative. direction is the crossfire direction scheme
338 root 1.1 * that the creature should head. part is the part of the
339     * monster that is closest.
340     * Note: distance should be always >=0. I changed it to UINT. MT
341     */
342 root 1.20 struct rv_vector
343     {
344     unsigned int distance;
345     int distance_x;
346     int distance_y;
347     int direction;
348     object *part;
349 elmex 1.6 };
350 root 1.1
351 root 1.31 inline mapspace &
352     object::ms () const
353     {
354     return map->at (x, y);
355     }
356    
357 root 1.1 #endif
358 root 1.22