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Comparing deliantra/server/include/map.h (file contents):
Revision 1.7 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.19 by root, Fri Sep 8 16:51:44 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.7 2006/08/15 15:00:20 elmex Exp $"; 3 * "$Id: map.h,v 1.19 2006/09/08 16:51:44 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
31 * It contains pointers (very indirectly) to all objects on the map. 31 * It contains pointers (very indirectly) to all objects on the map.
32 */ 32 */
33 33
34#ifndef MAP_H 34#ifndef MAP_H
35#define MAP_H 35#define MAP_H
36
37#include "cfperl.h"
36 38
37/* We set this size - this is to make magic map work properly on 39/* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the 40 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 41 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the 42 * Magic map code now always starts out putting the player in the
155 * arch_blocked and functions that examine the return value. 157 * arch_blocked and functions that examine the return value.
156 */ 158 */
157 159
158#define AB_NO_PASS 0x04 160#define AB_NO_PASS 0x04
159/*#define P_PASS_THRU 0x08 *//* */ 161/*#define P_PASS_THRU 0x08 *//* */
162#define P_SAFE 0x08 /* If this is set the map tile is a safe map,
163 * that means, nothing harmful there will be done,
164 * like: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe
166 * and propably other maps */
160#define P_IS_ALIVE 0x10 /* something alive is on this space */ 167#define P_IS_ALIVE 0x10 /* something alive is on this space */
161#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
162#define P_NEED_UPDATE 0x40 /* this space is out of date */ 169#define P_NEED_UPDATE 0x40 /* this space is out of date */
163#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
164 * does not complain if the flags are different. 171 * does not complain if the flags are different.
169 * function that does more of the work can hopefully be used to replace 176 * function that does more of the work can hopefully be used to replace
170 * lots of duplicate checks currently in the code. 177 * lots of duplicate checks currently in the code.
171 */ 178 */
172#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */
173#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 180#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */
174#define P_SAFE_MAP 0x400 /* If this is set the map is a safe map,
175 * that means, nothing harmful there will be done,
176 * like: bombs, potion usage, alchemy, spells
177 * this was introduced to make shops more safe
178 * and propably other maps */
179 181
180#if 0 182#if 0
181/* These go away with new movement code - can't do such simplistic 183/* These go away with new movement code - can't do such simplistic
182 * checks anymore 184 * checks anymore
183 */ 185 */
224 sint8 sky; /* sky conditions */ 226 sint8 sky; /* sky conditions */
225 sint32 avgelev; /* average elevation */ 227 sint32 avgelev; /* average elevation */
226 uint32 rainfall; /* cumulative rainfall */ 228 uint32 rainfall; /* cumulative rainfall */
227 uint8 darkness; /* indicates level of darkness of map */ 229 uint8 darkness; /* indicates level of darkness of map */
228 uint8 water; /* 0-100 percentage of water tiles */ 230 uint8 water; /* 0-100 percentage of water tiles */
229 /*Dynamic parts*/ 231 /*Dynamic parts*/
230 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 232 sint16 realtemp; /* temperature at a given calculation step for this tile*/
231}; 233};
232 234
233/* 235/*
234 * Each map is in a given region of the game world and links to a region definiton, so 236 * Each map is in a given region of the game world and links to a region definiton, so
235 * they have to appear here in the headers, before the mapdef 237 * they have to appear here in the headers, before the mapdef
238 struct region *next; /* pointer to next region, NULL for the last one */ 240 struct region *next; /* pointer to next region, NULL for the last one */
239 const char *name; /* Shortend name of the region as maps refer to it */ 241 const char *name; /* Shortend name of the region as maps refer to it */
240 const char *parent_name; /* 242 const char *parent_name; /*
241 * So that parent and child regions can be defined in 243 * So that parent and child regions can be defined in
242 * any order, we keep hold of the parent_name during 244 * any order, we keep hold of the parent_name during
243 * initialisation, and the children get assigned to their 245 * initialisation, and the children get assigned to their
244 * parents later. (before runtime on the server though) 246 * parents later. (before runtime on the server though)
245 * nothing outside the init code should ever use this value. 247 * nothing outside the init code should ever use this value.
246 */ 248 */
247 struct region *parent; /* 249 struct region *parent; /*
248 * Pointer to the region that is a parent of the current 250 * Pointer to the region that is a parent of the current
249 * region, if a value isn't defined in the current region 251 * region, if a value isn't defined in the current region
250 * we traverse this series of pointers until it is. 252 * we traverse this series of pointers until it is.
251 */ 253 */
252 const char *longname; /* Official title of the region, this might be defined 254 const char *longname; /* Official title of the region, this might be defined
253 * to be the same as name*/ 255 * to be the same as name*/
254 const char *msg; /* the description of the region */ 256 const char *msg; /* the description of the region */
255 uint32 counter; /* A generic counter for holding temporary data. */ 257 uint32 counter; /* A generic counter for holding temporary data. */
256 sint8 fallback; /* whether, in the event of a region not existing, 258 sint8 fallback; /* whether, in the event of a region not existing,
258 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ 260 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
259 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 261 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
260}; 262};
261 263
262 264
263struct shopitems { 265struct shopitems : zero_initialised
266{
264 const char *name; /* name of the item in question, null if it is the default item */ 267 const char *name; /* name of the item in question, null if it is the default item */
265 const char *name_pl; /* plural name */ 268 const char *name_pl; /* plural name */
266 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 269 int typenum; /* itemtype number we need to match 0 if it is the default price*/
267 sint8 strength; /* the degree of specialisation the shop has in this item, 270 sint8 strength; /* the degree of specialisation the shop has in this item,
268 * as a percentage from -100 to 100 */ 271 * as a percentage from -100 to 100 */
269 int index; /* being the size of the shopitems array.*/ 272 int index; /* being the size of the shopitems array.*/
270}; 273};
271 274
272/* In general, code should always use the macros 275/* In general, code should always use the macros
273 * above (or functions in map.c) to access many of the 276 * above (or functions in map.c) to access many of the
275 * almost certainly break various features. You may think 278 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly 279 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely 280 * (or even through the macros), but doing so will completely
278 * break map tiling. 281 * break map tiling.
279 */ 282 */
280struct mapstruct { 283ACC_CLASS (mapstruct)
284struct mapstruct : zero_initialised, attachable<mapstruct>
285{
281 struct mapstruct *next; /* Next map, linked list */ 286 struct mapstruct *ACC (RW, next); /* Next map, linked list */
282 char *tmpname; /* Name of temporary file */ 287 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *name; /* Name of map as given by its creator */ 288 char *ACC (RO, name); /* Name of map as given by its creator */
284 struct region *region; /* What jurisdiction in the game world this map is ruled by 289 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 290 * points to the struct containing all the properties of
286 * the region */ 291 * the region */
287 uint32 reset_time; /* when this map should reset */ 292 uint32 ACC (RW, reset_time); /* when this map should reset */
288 uint32 reset_timeout; /* How many seconds must elapse before this map 293 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
289 * should be reset 294 * should be reset
290 */ 295 */
291 uint32 fixed_resettime:1; /* if true, reset time is not affected by 296 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
292 * players entering/exiting map 297 * players entering/exiting map
293 */ 298 */
294 uint32 unique:1; /* if set, this is a per player unique map */ 299 bool ACC (RW, unique); /* if set, this is a per player unique map */
295 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
296 uint32 templatemap:1; /* if set, this is a template map */ 300 bool ACC (RW, templatemap); /* if set, this is a template map */
297 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ 301 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced*/
298 sint32 timeout; /* swapout is set to this */ 302 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 303 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 players; /* How many plares are on this level right now */ 304 sint16 ACC (RW, players); /* How many plares are on this level right now */
301 uint32 in_memory; /* If not true, the map has been freed and must 305 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
302 * be loaded before used. The map,omap and map_ob 306 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 307 * arrays will be allocated when the map is loaded */
304 uint8 compressed; /* Compression method used */
305 uint16 difficulty; /* What level the player should be to play here */ 308 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
306 309
307 uint8 darkness; /* indicates level of darkness of map */ 310 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */ 311 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
309 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 312 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
310 uint16 enter_y; /* on the map if none are set in the exit */ 313 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
311 uint32 outdoor:1; /* True if an outdoor map */ 314 bool ACC (RW, outdoor); /* True if an outdoor map */
312 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 315 oblinkpt *buttons; /* Linked list of linked lists of buttons */
313 struct MapSpace *spaces; /* Array of spaces on this map */ 316 struct MapSpace *spaces; /* Array of spaces on this map */
314 sint16 temp; /* base temperature of this tile (F) */ 317 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */ 318 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */ 319 sint8 ACC (RW, humid); /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */ 320 sint8 ACC (RW, windspeed); /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */ 321 sint8 ACC (RW, winddir); /* direction of wind */
319 sint8 sky; /* sky conditions */ 322 sint8 ACC (RW, sky); /* sky conditions */
320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 323 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap*/
321 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 324 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
322 char *shoprace; /* the preffered race of the local shopkeeper */ 325 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */ 326 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */ 327 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */ 328 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */ 329 char *ACC (RO, msg); /* Message map creator may have left */
327 char *maplore; /* Map lore information */ 330 char *ACC (RO, maplore); /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */ 331 char *tile_path[4]; /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */ 332 struct mapstruct *tile_map[4]; /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */ 333 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
331}; 334};
332 335
333/* This is used by get_rangevector to determine where the other 336/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 337 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the 338 * so you just can not look the the map coordinates and get the
345 int distance_y; 348 int distance_y;
346 int direction; 349 int direction;
347 object *part; 350 object *part;
348}; 351};
349 352
350extern void (*load_original_map_callback)(mapstruct *map);
351extern void (*load_temporary_map_callback)(mapstruct *map);
352extern void (*clean_temporary_map_callback)(mapstruct *map);
353
354#endif 353#endif
354

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