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/* |
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* static char *rcsid_define_h = |
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* "$Id$"; |
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*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* |
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* The mapstruct is allocated each time a new map is opened. |
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* It contains pointers (very indirectly) to all objects on the map. |
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*/ |
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#ifndef MAP_H |
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#define MAP_H |
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/* We set this size - this is to make magic map work properly on |
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* tiled maps. There is no requirement that this matches the |
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* tiled maps size - it just seemed like a reasonable value. |
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* Magic map code now always starts out putting the player in the |
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* center of the map - this makes the most sense when dealing |
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* with tiled maps. |
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* We also figure out the magicmap color to use as we process the |
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* spaces - this is more efficient as we already have up to date |
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* map pointers. |
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*/ |
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#define MAGIC_MAP_SIZE 50 |
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#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
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#define MAP_LAYERS 4 |
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/* This is when the map will reset */ |
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#define MAP_WHEN_RESET(m) ((m)->reset_time) |
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#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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#define MAP_DIFFICULTY(m) ((m)->difficulty) |
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#define MAP_TIMEOUT(m) ((m)->timeout) |
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#define MAP_SWAP_TIME(m) ((m)->swap_time) |
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#define MAP_OUTDOORS(m) ((m)->outdoor) |
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/* mape darkness used to enforce the MAX_DARKNESS value. |
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* but IMO, if it is beyond max value, that should be fixed |
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* on the map or in the code. |
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*/ |
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#define MAP_DARKNESS(m) (m)->darkness |
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#define MAP_WIDTH(m) (m)->width |
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#define MAP_HEIGHT(m) (m)->height |
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/* Convenient function - total number of spaces is used |
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* in many places. |
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*/ |
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#define MAP_SIZE(m) ((m)->width * (m)->height) |
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#define MAP_ENTER_X(m) (m)->enter_x |
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#define MAP_ENTER_Y(m) (m)->enter_y |
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#define MAP_TEMP(m) (m)->temp |
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#define MAP_PRESSURE(m) (m)->pressure |
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#define MAP_HUMID(m) (m)->humid |
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#define MAP_WINDSPEED(m) (m)->windspeed |
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#define MAP_WINDDIRECTION(m) (m)->winddir |
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#define MAP_SKYCOND(m) (m)->sky |
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#define MAP_WORLDPARTX(m) (m)->wpartx |
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#define MAP_WORLDPARTY(m) (m)->wparty |
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#define MAP_NOSMOOTH(m) (m)->nosmooth |
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/* options passed to ready_map_name and load_original_map */ |
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#define MAP_FLUSH 0x1 |
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#define MAP_PLAYER_UNIQUE 0x2 |
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#define MAP_BLOCK 0x4 |
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#define MAP_STYLE 0x8 |
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#define MAP_OVERLAY 0x10 |
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/* Values for in_memory below. Should probably be an enumerations */ |
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#define MAP_IN_MEMORY 1 |
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#define MAP_SWAPPED 2 |
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#define MAP_LOADING 3 |
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#define MAP_SAVING 4 |
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/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
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* really be used, as it is multi tile aware. However, there are some cases |
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* where it is known the map is not tiled or the values are known |
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* consistent (eg, op->map, op->x, op->y) |
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*/ |
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#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
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#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
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#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
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#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
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#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
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#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
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/* legacy */ |
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#define get_map_ob GET_MAP_OB |
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#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
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#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
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#define set_map_ob SET_MAP_OB |
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#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
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#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
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#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
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#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
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#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
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#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
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#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
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#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
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#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
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#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
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#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
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#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
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/* You should really know what you are doing before using this - you |
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* should almost always be using out_of_map instead, which takes into account |
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* map tiling. |
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*/ |
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#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
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/* These are used in the MapLook flags element. They are not used in |
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* in the object flags structure. |
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*/ |
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#define P_BLOCKSVIEW 0x01 |
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#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
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/* AB_NO_PASS is used for arch_blocked() return value. It needs |
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* to be here to make sure the bits don't match with anything. |
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* Changed name to have AB_ prefix just to make sure no one |
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* is using the P_NO_PASS. AB_.. should only be used for |
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* arch_blocked and functions that examine the return value. |
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*/ |
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#define AB_NO_PASS 0x04 |
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/*#define P_PASS_THRU 0x08 *//* */ |
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#define P_IS_ALIVE 0x10 /* something alive is on this space */ |
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#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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#define P_NEED_UPDATE 0x40 /* this space is out of date */ |
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#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
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* does not complain if the flags are different. |
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*/ |
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/* The following two values are not stored in the MapLook flags, but instead |
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* used in the get_map_flags value - that function is used to return |
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* the flag value, as well as other conditions - using a more general |
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* function that does more of the work can hopefully be used to replace |
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* lots of duplicate checks currently in the code. |
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*/ |
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#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
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#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
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#if 0 |
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/* These go away with new movement code - can't do such simplistic |
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* checks anymore |
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*/ |
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#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
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#define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
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#endif |
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/* Can't use MapCell as that is used in newserver.h |
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* Instead of having numerous arrays that have information on a |
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* particular space (was map, floor, floor2, map_ob), |
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* have this structure take care of that information. |
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* This puts it all in one place, and should also make it easier |
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* to extend information about a space. |
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*/ |
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typedef struct MapSpace { |
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object *bottom; /* lowest object on this space */ |
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object *top; /* Highest object on this space */ |
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New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
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object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
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uint8 flags; /* flags about this space (see the P_ values above) */ |
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sint8 light; /* How much light this space provides */ |
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MoveType move_block; /* What movement types this space blocks */ |
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MoveType move_slow; /* What movement types this space slows */ |
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MoveType move_on; /* What movement types are activated */ |
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MoveType move_off; /* What movement types are activated */ |
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} MapSpace; |
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/* |
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* this is an overlay structure of the whole world. It exists as a simple |
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* high level map, which doesn't contain the full data of the underlying map. |
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* in this map, only things such as weather are recorded. By doing so, we |
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* can keep the entire world parameters in memory, and act as a whole on |
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* them at once. We can then, in a separate loop, update the actual world |
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* with the new values we have assigned. |
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*/ |
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typedef struct wmapdef { |
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sint16 temp; /* base temperature of this tile (F) */ |
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sint16 pressure; /* barometric pressure (mb) */ |
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sint8 humid; /* humitidy of this tile */ |
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sint8 windspeed; /* windspeed of this tile */ |
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sint8 winddir; /* direction of wind */ |
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sint8 sky; /* sky conditions */ |
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sint32 avgelev; /* average elevation */ |
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uint32 rainfall; /* cumulative rainfall */ |
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uint8 darkness; /* indicates level of darkness of map */ |
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uint8 water; /* 0-100 percentage of water tiles */ |
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/*Dynamic parts*/ |
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sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
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} weathermap_t; |
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/* |
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* Each map is in a given region of the game world and links to a region definiton, so |
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* they have to appear here in the headers, before the mapdef |
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*/ |
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typedef struct regiondef { |
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struct regiondef *next; /* pointer to next region, NULL for the last one */ |
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const char *name; /* Shortend name of the region as maps refer to it */ |
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const char *parent_name; /* |
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* So that parent and child regions can be defined in |
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* any order, we keep hold of the parent_name during |
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* initialisation, and the children get assigned to their |
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* parents later. (before runtime on the server though) |
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* nothing outside the init code should ever use this value. |
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*/ |
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struct regiondef *parent;/* |
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* Pointer to the region that is a parent of the current |
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* region, if a value isn't defined in the current region |
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* we traverse this series of pointers until it is. |
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*/ |
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const char *longname; /* Official title of the region, this might be defined |
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* to be the same as name*/ |
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const char *msg; /* the description of the region */ |
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uint32 counter; /* A generic counter for holding temporary data. */ |
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sint8 fallback; /* whether, in the event of a region not existing, |
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* this should be the one we fall back on as the default */ |
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elmex |
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char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
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sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
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root |
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} region; |
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typedef struct shopitem { |
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const char *name; /* name of the item in question, null if it is the default item */ |
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const char *name_pl; /* plural name */ |
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int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
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sint8 strength; /* the degree of specialisation the shop has in this item, |
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* as a percentage from -100 to 100 */ |
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int index; /* being the size of the shopitems array.*/ |
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} shopitems; |
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/* In general, code should always use the macros |
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* above (or functions in map.c) to access many of the |
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* values in the map structure. Failure to do this will |
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* almost certainly break various features. You may think |
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* it is safe to look at width and height values directly |
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* (or even through the macros), but doing so will completely |
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* break map tiling. |
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*/ |
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typedef struct mapdef { |
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struct mapdef *next; /* Next map, linked list */ |
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char *tmpname; /* Name of temporary file */ |
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char *name; /* Name of map as given by its creator */ |
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region *region; /* What jurisdiction in the game world this map is ruled by |
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* points to the struct containing all the properties of |
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* the region */ |
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uint32 reset_time; /* when this map should reset */ |
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uint32 reset_timeout; /* How many seconds must elapse before this map |
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* should be reset |
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*/ |
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uint32 fixed_resettime:1; /* if true, reset time is not affected by |
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* players entering/exiting map |
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*/ |
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uint32 unique:1; /* if set, this is a per player unique map */ |
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uint32 template:1; /* if set, this is a template map */ |
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uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
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sint32 timeout; /* swapout is set to this */ |
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sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
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sint16 players; /* How many plares are on this level right now */ |
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uint32 in_memory; /* If not true, the map has been freed and must |
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* be loaded before used. The map,omap and map_ob |
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* arrays will be allocated when the map is loaded */ |
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uint8 compressed; /* Compression method used */ |
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uint16 difficulty; /* What level the player should be to play here */ |
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uint8 darkness; /* indicates level of darkness of map */ |
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uint16 width,height; /* Width and height of map. */ |
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uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
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uint16 enter_y; /* on the map if none are set in the exit */ |
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uint32 outdoor:1; /* True if an outdoor map */ |
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oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
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MapSpace *spaces; /* Array of spaces on this map */ |
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sint16 temp; /* base temperature of this tile (F) */ |
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sint16 pressure; /* barometric pressure (mb) */ |
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sint8 humid; /* humitidy of this tile */ |
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sint8 windspeed; /* windspeed of this tile */ |
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sint8 winddir; /* direction of wind */ |
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sint8 sky; /* sky conditions */ |
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int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
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shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
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char *shoprace; /* the preffered race of the local shopkeeper */ |
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double shopgreed; /* how much our shopkeeper overcharges */ |
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uint64 shopmin; /* minimum price a shop will trade for */ |
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uint64 shopmax; /* maximum price a shop will offer */ |
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char *msg; /* Message map creator may have left */ |
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elmex |
1.3 |
char *maplore; /* Map lore information */ |
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root |
1.1 |
char *tile_path[4]; /* path to adjoining maps */ |
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struct mapdef *tile_map[4]; /* Next map, linked list */ |
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root |
1.2 |
char path[HUGE_BUF]; /* Filename of the map */ |
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1.1 |
} mapstruct; |
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327 |
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/* This is used by get_rangevector to determine where the other |
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* creature is. get_rangevector takes into account map tiling, |
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* so you just can not look the the map coordinates and get the |
330 |
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* righte value. distance_x/y are distance away, which |
331 |
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* can be negativbe. direction is the crossfire direction scheme |
332 |
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* that the creature should head. part is the part of the |
333 |
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* monster that is closest. |
334 |
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* Note: distance should be always >=0. I changed it to UINT. MT |
335 |
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*/ |
336 |
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typedef struct rv_vector { |
337 |
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unsigned int distance; |
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int distance_x; |
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int distance_y; |
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int direction; |
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object *part; |
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} rv_vector; |
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1.4 |
extern void (*load_original_map_callback)(mapstruct *map); |
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extern void (*load_temporary_map_callback)(mapstruct *map); |
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1.1 |
#endif |