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Revision: 1.35
Committed: Tue Dec 26 05:44:15 2006 UTC (17 years, 5 months ago) by root
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Branch: MAIN
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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 root 1.34 * tiled maps. There is no requirement that this matches the
36 root 1.1 * 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     /* options passed to ready_map_name and load_original_map */
50 root 1.34 #define MAP_FLUSH 0x01
51     #define MAP_PLAYER_UNIQUE 0x02
52     #define MAP_BLOCK 0x04
53     #define MAP_STYLE 0x08
54 root 1.1 #define MAP_OVERLAY 0x10
55    
56     /* Values for in_memory below. Should probably be an enumerations */
57     #define MAP_IN_MEMORY 1
58     #define MAP_SWAPPED 2
59     #define MAP_LOADING 3
60     #define MAP_SAVING 4
61    
62     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
63     * really be used, as it is multi tile aware. However, there are some cases
64     * where it is known the map is not tiled or the values are known
65     * consistent (eg, op->map, op->x, op->y)
66     */
67 root 1.29 // all those macros are herewith declared legacy
68 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
69 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
70 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
71 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
72     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
73     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
74     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
75     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
76     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
77     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
78 root 1.1
79     /* You should really know what you are doing before using this - you
80     * should almost always be using out_of_map instead, which takes into account
81     * map tiling.
82     */
83     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
84    
85     /* These are used in the MapLook flags element. They are not used in
86     * in the object flags structure.
87     */
88     #define P_BLOCKSVIEW 0x01
89 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
90 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
91     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
92     * that means, nothing harmful can be done,
93     * such as: bombs, potion usage, alchemy, spells
94     * this was introduced to make shops safer
95     * but is useful in other situations */
96 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
97     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98 root 1.30
99     #define P_NEED_UPDATE 0x80 /* this space is out of date */
100 root 1.20
101 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
102     * used in the get_map_flags value - that function is used to return
103     * the flag value, as well as other conditions - using a more general
104     * function that does more of the work can hopefully be used to replace
105     * lots of duplicate checks currently in the code.
106     */
107 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
108     #define P_NEW_MAP 0x20000
109 root 1.20 /* Coordinates passed result in a new tiled map */
110 root 1.1
111 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
112     * to be here to make sure the bits don't match with anything.
113     */
114     #define P_NO_PASS 0x80000
115    
116     /* Instead of having numerous arrays that have information on a
117 root 1.1 * particular space (was map, floor, floor2, map_ob),
118     * have this structure take care of that information.
119     * This puts it all in one place, and should also make it easier
120     * to extend information about a space.
121     */
122 root 1.29 struct mapspace
123 root 1.20 {
124 root 1.34 object *bot, *top; /* lowest/highest object on this space */
125 root 1.20 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
126 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
127     uint8 flags_; /* flags about this space (see the P_ values above) */
128 root 1.20 sint8 light; /* How much light this space provides */
129 root 1.30 MoveType move_block; /* What movement types this space blocks */
130     MoveType move_slow; /* What movement types this space slows */
131     MoveType move_on; /* What movement types are activated */
132     MoveType move_off; /* What movement types are activated */
133    
134     void update_ ();
135     void update ()
136     {
137     if (flags_ & P_NEED_UPDATE)
138     update_ ();
139     }
140    
141     uint8 flags ()
142     {
143     update ();
144     return flags_;
145     }
146    
147     // maybe only inline quick flags_ checking?
148     object *player ()
149     {
150 root 1.31 // search from the top, because players are usually on top
151     // make usually == always and this non-amortized O(1)
152     // could gte rid of P_PLAYER, too, then
153 root 1.30 if (flags () & P_PLAYER)
154 root 1.31 for (object *op = top; op; op = op->below)
155 root 1.30 if (op->type == PLAYER)
156     return op;
157    
158     return 0;
159     }
160 elmex 1.6 };
161 root 1.1
162     /*
163     * this is an overlay structure of the whole world. It exists as a simple
164     * high level map, which doesn't contain the full data of the underlying map.
165     * in this map, only things such as weather are recorded. By doing so, we
166     * can keep the entire world parameters in memory, and act as a whole on
167     * them at once. We can then, in a separate loop, update the actual world
168     * with the new values we have assigned.
169     */
170    
171 root 1.20 struct weathermap_t
172     {
173     sint16 temp; /* base temperature of this tile (F) */
174     sint16 pressure; /* barometric pressure (mb) */
175     sint8 humid; /* humitidy of this tile */
176     sint8 windspeed; /* windspeed of this tile */
177     sint8 winddir; /* direction of wind */
178     sint8 sky; /* sky conditions */
179     sint32 avgelev; /* average elevation */
180     uint32 rainfall; /* cumulative rainfall */
181     uint8 darkness; /* indicates level of darkness of map */
182     uint8 water; /* 0-100 percentage of water tiles */
183     /*Dynamic parts */
184     sint16 realtemp; /* temperature at a given calculation step for this tile */
185 elmex 1.6 };
186 root 1.1
187     /*
188     * Each map is in a given region of the game world and links to a region definiton, so
189     * they have to appear here in the headers, before the mapdef
190     */
191 root 1.26 struct region : zero_initialised
192 root 1.20 {
193     struct region *next; /* pointer to next region, NULL for the last one */
194     const char *name; /* Shortend name of the region as maps refer to it */
195     const char *parent_name; /*
196     * So that parent and child regions can be defined in
197     * any order, we keep hold of the parent_name during
198     * initialisation, and the children get assigned to their
199     * parents later. (before runtime on the server though)
200     * nothing outside the init code should ever use this value.
201     */
202     struct region *parent; /*
203     * Pointer to the region that is a parent of the current
204     * region, if a value isn't defined in the current region
205     * we traverse this series of pointers until it is.
206     */
207     const char *longname; /* Official title of the region, this might be defined
208     * to be the same as name*/
209     const char *msg; /* the description of the region */
210     uint32 counter; /* A generic counter for holding temporary data. */
211     sint8 fallback; /* whether, in the event of a region not existing,
212     * this should be the one we fall back on as the default */
213     char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
214     sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
215 elmex 1.6 };
216 root 1.1
217 root 1.18 struct shopitems : zero_initialised
218     {
219 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
220     const char *name_pl; /* plural name */
221     int typenum; /* itemtype number we need to match 0 if it is the default price */
222     sint8 strength; /* the degree of specialisation the shop has in this item,
223     * as a percentage from -100 to 100 */
224     int index; /* being the size of the shopitems array. */
225 elmex 1.6 };
226 root 1.1
227     /* In general, code should always use the macros
228     * above (or functions in map.c) to access many of the
229     * values in the map structure. Failure to do this will
230     * almost certainly break various features. You may think
231     * it is safe to look at width and height values directly
232     * (or even through the macros), but doing so will completely
233     * break map tiling.
234     */
235 root 1.32 INTERFACE_CLASS (maptile)
236     struct maptile : zero_initialised, attachable
237 root 1.19 {
238 root 1.29 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
239     struct mapspace *spaces; /* Array of spaces on this map */
240    
241 root 1.21 maptile *ACC (RW, next); /* Next map, linked list */
242 root 1.20 char *ACC (RO, tmpname); /* Name of temporary file */
243     char *ACC (RO, name); /* Name of map as given by its creator */
244     struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
245     * points to the struct containing all the properties of
246     * the region */
247     uint32 ACC (RW, reset_time); /* when this map should reset */
248 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 root 1.20 * should be reset
250     */
251     bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252     * players entering/exiting map
253     */
254     bool ACC (RW, unique); /* if set, this is a per player unique map */
255     bool ACC (RW, templatemap); /* if set, this is a template map */
256     bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
257     sint32 ACC (RW, timeout); /* swapout is set to this */
258     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
259     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260     * be loaded before used. The map,omap and map_ob
261     * arrays will be allocated when the map is loaded */
262 root 1.29 sint16 ACC (RW, players); /* How many players are on this level right now */
263 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264    
265     uint8 ACC (RW, darkness); /* indicates level of darkness of map */
266     uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
267     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
268     bool ACC (RW, outdoor); /* True if an outdoor map */
269     oblinkpt *buttons; /* Linked list of linked lists of buttons */
270     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272     sint8 ACC (RW, humid); /* humitidy of this tile */
273     sint8 ACC (RW, windspeed); /* windspeed of this tile */
274     sint8 ACC (RW, winddir); /* direction of wind */
275     sint8 ACC (RW, sky); /* sky conditions */
276 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
278     char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
279     double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 root 1.20 char *ACC (RO, msg); /* Message map creator may have left */
283     char *ACC (RO, maplore); /* Map lore information */
284     char *tile_path[4]; /* path to adjoining maps */
285 root 1.21 maptile *tile_map[4]; /* Next map, linked list */
286 root 1.20 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
287 root 1.23
288     maptile ();
289 root 1.32 ~maptile ();
290     void do_destroy ();
291     void gather_callbacks (AV *&callbacks, event_type event) const;
292    
293 root 1.35 MTH void allocate ();
294 root 1.29
295 root 1.35 MTH int size () const { return width * height; }
296 root 1.34
297 root 1.29 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
298     mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
299 elmex 1.6 };
300 root 1.1
301     /* This is used by get_rangevector to determine where the other
302     * creature is. get_rangevector takes into account map tiling,
303     * so you just can not look the the map coordinates and get the
304     * righte value. distance_x/y are distance away, which
305 root 1.29 * can be negative. direction is the crossfire direction scheme
306 root 1.1 * that the creature should head. part is the part of the
307     * monster that is closest.
308     * Note: distance should be always >=0. I changed it to UINT. MT
309     */
310 root 1.20 struct rv_vector
311     {
312     unsigned int distance;
313     int distance_x;
314     int distance_y;
315     int direction;
316     object *part;
317 elmex 1.6 };
318 root 1.1
319 root 1.31 inline mapspace &
320     object::ms () const
321     {
322     return map->at (x, y);
323     }
324    
325 root 1.1 #endif
326 root 1.22