1 |
/* |
2 |
* static char *rcsid_define_h = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
|
6 |
/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
9 |
Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
10 |
Copyright (C) 1992 Frank Tore Johansen |
11 |
|
12 |
This program is free software; you can redistribute it and/or modify |
13 |
it under the terms of the GNU General Public License as published by |
14 |
the Free Software Foundation; either version 2 of the License, or |
15 |
(at your option) any later version. |
16 |
|
17 |
This program is distributed in the hope that it will be useful, |
18 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 |
GNU General Public License for more details. |
21 |
|
22 |
You should have received a copy of the GNU General Public License |
23 |
along with this program; if not, write to the Free Software |
24 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 |
|
26 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
27 |
*/ |
28 |
|
29 |
/* |
30 |
* The mapstruct is allocated each time a new map is opened. |
31 |
* It contains pointers (very indirectly) to all objects on the map. |
32 |
*/ |
33 |
|
34 |
#ifndef MAP_H |
35 |
#define MAP_H |
36 |
|
37 |
#include "cfperl.h" |
38 |
|
39 |
/* We set this size - this is to make magic map work properly on |
40 |
* tiled maps. There is no requirement that this matches the |
41 |
* tiled maps size - it just seemed like a reasonable value. |
42 |
* Magic map code now always starts out putting the player in the |
43 |
* center of the map - this makes the most sense when dealing |
44 |
* with tiled maps. |
45 |
* We also figure out the magicmap color to use as we process the |
46 |
* spaces - this is more efficient as we already have up to date |
47 |
* map pointers. |
48 |
*/ |
49 |
#define MAGIC_MAP_SIZE 50 |
50 |
#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
51 |
|
52 |
|
53 |
#define MAP_LAYERS 4 |
54 |
|
55 |
/* This is when the map will reset */ |
56 |
#define MAP_WHEN_RESET(m) ((m)->reset_time) |
57 |
|
58 |
#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
59 |
#define MAP_DIFFICULTY(m) ((m)->difficulty) |
60 |
#define MAP_TIMEOUT(m) ((m)->timeout) |
61 |
#define MAP_SWAP_TIME(m) ((m)->swap_time) |
62 |
#define MAP_OUTDOORS(m) ((m)->outdoor) |
63 |
|
64 |
/* mape darkness used to enforce the MAX_DARKNESS value. |
65 |
* but IMO, if it is beyond max value, that should be fixed |
66 |
* on the map or in the code. |
67 |
*/ |
68 |
#define MAP_DARKNESS(m) (m)->darkness |
69 |
|
70 |
#define MAP_WIDTH(m) (m)->width |
71 |
#define MAP_HEIGHT(m) (m)->height |
72 |
/* Convenient function - total number of spaces is used |
73 |
* in many places. |
74 |
*/ |
75 |
#define MAP_SIZE(m) ((m)->width * (m)->height) |
76 |
|
77 |
#define MAP_ENTER_X(m) (m)->enter_x |
78 |
#define MAP_ENTER_Y(m) (m)->enter_y |
79 |
|
80 |
#define MAP_TEMP(m) (m)->temp |
81 |
#define MAP_PRESSURE(m) (m)->pressure |
82 |
#define MAP_HUMID(m) (m)->humid |
83 |
#define MAP_WINDSPEED(m) (m)->windspeed |
84 |
#define MAP_WINDDIRECTION(m) (m)->winddir |
85 |
#define MAP_SKYCOND(m) (m)->sky |
86 |
#define MAP_WORLDPARTX(m) (m)->wpartx |
87 |
#define MAP_WORLDPARTY(m) (m)->wparty |
88 |
#define MAP_NOSMOOTH(m) (m)->nosmooth |
89 |
|
90 |
/* options passed to ready_map_name and load_original_map */ |
91 |
#define MAP_FLUSH 0x1 |
92 |
#define MAP_PLAYER_UNIQUE 0x2 |
93 |
#define MAP_BLOCK 0x4 |
94 |
#define MAP_STYLE 0x8 |
95 |
#define MAP_OVERLAY 0x10 |
96 |
|
97 |
/* Values for in_memory below. Should probably be an enumerations */ |
98 |
#define MAP_IN_MEMORY 1 |
99 |
#define MAP_SWAPPED 2 |
100 |
#define MAP_LOADING 3 |
101 |
#define MAP_SAVING 4 |
102 |
|
103 |
/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
104 |
* really be used, as it is multi tile aware. However, there are some cases |
105 |
* where it is known the map is not tiled or the values are known |
106 |
* consistent (eg, op->map, op->x, op->y) |
107 |
*/ |
108 |
#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
109 |
#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
110 |
#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
111 |
#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
112 |
|
113 |
#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
114 |
#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
115 |
/* legacy */ |
116 |
#define get_map_ob GET_MAP_OB |
117 |
|
118 |
#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
119 |
#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
120 |
#define set_map_ob SET_MAP_OB |
121 |
|
122 |
#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
123 |
#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
124 |
|
125 |
#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
126 |
#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
127 |
|
128 |
#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
129 |
#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
130 |
|
131 |
#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
132 |
#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
133 |
|
134 |
#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
135 |
#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
136 |
|
137 |
#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
138 |
#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
139 |
|
140 |
/* You should really know what you are doing before using this - you |
141 |
* should almost always be using out_of_map instead, which takes into account |
142 |
* map tiling. |
143 |
*/ |
144 |
#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
145 |
|
146 |
/* These are used in the MapLook flags element. They are not used in |
147 |
* in the object flags structure. |
148 |
*/ |
149 |
|
150 |
#define P_BLOCKSVIEW 0x01 |
151 |
#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
152 |
|
153 |
/* AB_NO_PASS is used for arch_blocked() return value. It needs |
154 |
* to be here to make sure the bits don't match with anything. |
155 |
* Changed name to have AB_ prefix just to make sure no one |
156 |
* is using the P_NO_PASS. AB_.. should only be used for |
157 |
* arch_blocked and functions that examine the return value. |
158 |
*/ |
159 |
|
160 |
#define AB_NO_PASS 0x04 |
161 |
/*#define P_PASS_THRU 0x08 *//* */ |
162 |
#define P_SAFE 0x08 /* If this is set the map 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 */ |
167 |
#define P_IS_ALIVE 0x10 /* something alive is on this space */ |
168 |
#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
169 |
#define P_NEED_UPDATE 0x40 /* this space is out of date */ |
170 |
#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
171 |
* does not complain if the flags are different. |
172 |
*/ |
173 |
/* The following two values are not stored in the MapLook flags, but instead |
174 |
* used in the get_map_flags value - that function is used to return |
175 |
* the flag value, as well as other conditions - using a more general |
176 |
* function that does more of the work can hopefully be used to replace |
177 |
* lots of duplicate checks currently in the code. |
178 |
*/ |
179 |
#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
180 |
#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
181 |
|
182 |
#if 0 |
183 |
/* These go away with new movement code - can't do such simplistic |
184 |
* checks anymore |
185 |
*/ |
186 |
#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
187 |
#define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
188 |
#endif |
189 |
|
190 |
/* Can't use MapCell as that is used in newserver.h |
191 |
* Instead of having numerous arrays that have information on a |
192 |
* particular space (was map, floor, floor2, map_ob), |
193 |
* have this structure take care of that information. |
194 |
* This puts it all in one place, and should also make it easier |
195 |
* to extend information about a space. |
196 |
*/ |
197 |
|
198 |
struct MapSpace { |
199 |
object *bottom; /* lowest object on this space */ |
200 |
object *top; /* Highest object on this space */ |
201 |
New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
202 |
object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
203 |
uint8 flags; /* flags about this space (see the P_ values above) */ |
204 |
sint8 light; /* How much light this space provides */ |
205 |
MoveType move_block; /* What movement types this space blocks */ |
206 |
MoveType move_slow; /* What movement types this space slows */ |
207 |
MoveType move_on; /* What movement types are activated */ |
208 |
MoveType move_off; /* What movement types are activated */ |
209 |
}; |
210 |
|
211 |
/* |
212 |
* this is an overlay structure of the whole world. It exists as a simple |
213 |
* high level map, which doesn't contain the full data of the underlying map. |
214 |
* in this map, only things such as weather are recorded. By doing so, we |
215 |
* can keep the entire world parameters in memory, and act as a whole on |
216 |
* them at once. We can then, in a separate loop, update the actual world |
217 |
* with the new values we have assigned. |
218 |
*/ |
219 |
|
220 |
struct weathermap_t { |
221 |
sint16 temp; /* base temperature of this tile (F) */ |
222 |
sint16 pressure; /* barometric pressure (mb) */ |
223 |
sint8 humid; /* humitidy of this tile */ |
224 |
sint8 windspeed; /* windspeed of this tile */ |
225 |
sint8 winddir; /* direction of wind */ |
226 |
sint8 sky; /* sky conditions */ |
227 |
sint32 avgelev; /* average elevation */ |
228 |
uint32 rainfall; /* cumulative rainfall */ |
229 |
uint8 darkness; /* indicates level of darkness of map */ |
230 |
uint8 water; /* 0-100 percentage of water tiles */ |
231 |
/*Dynamic parts*/ |
232 |
sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
233 |
}; |
234 |
|
235 |
/* |
236 |
* Each map is in a given region of the game world and links to a region definiton, so |
237 |
* they have to appear here in the headers, before the mapdef |
238 |
*/ |
239 |
struct region { |
240 |
struct region *next; /* pointer to next region, NULL for the last one */ |
241 |
const char *name; /* Shortend name of the region as maps refer to it */ |
242 |
const char *parent_name; /* |
243 |
* So that parent and child regions can be defined in |
244 |
* any order, we keep hold of the parent_name during |
245 |
* initialisation, and the children get assigned to their |
246 |
* parents later. (before runtime on the server though) |
247 |
* nothing outside the init code should ever use this value. |
248 |
*/ |
249 |
struct region *parent; /* |
250 |
* Pointer to the region that is a parent of the current |
251 |
* region, if a value isn't defined in the current region |
252 |
* we traverse this series of pointers until it is. |
253 |
*/ |
254 |
const char *longname; /* Official title of the region, this might be defined |
255 |
* to be the same as name*/ |
256 |
const char *msg; /* the description of the region */ |
257 |
uint32 counter; /* A generic counter for holding temporary data. */ |
258 |
sint8 fallback; /* whether, in the event of a region not existing, |
259 |
* this should be the one we fall back on as the default */ |
260 |
char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
261 |
sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
262 |
}; |
263 |
|
264 |
|
265 |
struct shopitems { |
266 |
const char *name; /* name of the item in question, null if it is the default item */ |
267 |
const char *name_pl; /* plural name */ |
268 |
int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
269 |
sint8 strength; /* the degree of specialisation the shop has in this item, |
270 |
* as a percentage from -100 to 100 */ |
271 |
int index; /* being the size of the shopitems array.*/ |
272 |
}; |
273 |
|
274 |
/* In general, code should always use the macros |
275 |
* above (or functions in map.c) to access many of the |
276 |
* values in the map structure. Failure to do this will |
277 |
* almost certainly break various features. You may think |
278 |
* it is safe to look at width and height values directly |
279 |
* (or even through the macros), but doing so will completely |
280 |
* break map tiling. |
281 |
*/ |
282 |
struct mapstruct : attachable<mapstruct> { |
283 |
static data_type get_dt () { return DT_MAP; } |
284 |
|
285 |
struct mapstruct *next; /* Next map, linked list */ |
286 |
char *tmpname; /* Name of temporary file */ |
287 |
char *name; /* Name of map as given by its creator */ |
288 |
struct region *region; /* What jurisdiction in the game world this map is ruled by |
289 |
* points to the struct containing all the properties of |
290 |
* the region */ |
291 |
uint32 reset_time; /* when this map should reset */ |
292 |
uint32 reset_timeout; /* How many seconds must elapse before this map |
293 |
* should be reset |
294 |
*/ |
295 |
uint32 fixed_resettime:1; /* if true, reset time is not affected by |
296 |
* players entering/exiting map |
297 |
*/ |
298 |
uint32 unique:1; /* if set, this is a per player unique map */ |
299 |
uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */ |
300 |
uint32 templatemap:1; /* if set, this is a template map */ |
301 |
uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
302 |
sint32 timeout; /* swapout is set to this */ |
303 |
sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
304 |
sint16 players; /* How many plares are on this level right now */ |
305 |
uint32 in_memory; /* If not true, the map has been freed and must |
306 |
* be loaded before used. The map,omap and map_ob |
307 |
* arrays will be allocated when the map is loaded */ |
308 |
uint8 compressed; /* Compression method used */ |
309 |
uint16 difficulty; /* What level the player should be to play here */ |
310 |
|
311 |
uint8 darkness; /* indicates level of darkness of map */ |
312 |
uint16 width,height; /* Width and height of map. */ |
313 |
uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
314 |
uint16 enter_y; /* on the map if none are set in the exit */ |
315 |
uint32 outdoor:1; /* True if an outdoor map */ |
316 |
oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
317 |
struct MapSpace *spaces; /* Array of spaces on this map */ |
318 |
sint16 temp; /* base temperature of this tile (F) */ |
319 |
sint16 pressure; /* barometric pressure (mb) */ |
320 |
sint8 humid; /* humitidy of this tile */ |
321 |
sint8 windspeed; /* windspeed of this tile */ |
322 |
sint8 winddir; /* direction of wind */ |
323 |
sint8 sky; /* sky conditions */ |
324 |
int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
325 |
struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
326 |
char *shoprace; /* the preffered race of the local shopkeeper */ |
327 |
double shopgreed; /* how much our shopkeeper overcharges */ |
328 |
uint64 shopmin; /* minimum price a shop will trade for */ |
329 |
uint64 shopmax; /* maximum price a shop will offer */ |
330 |
char *msg; /* Message map creator may have left */ |
331 |
char *maplore; /* Map lore information */ |
332 |
char *tile_path[4]; /* path to adjoining maps */ |
333 |
struct mapstruct *tile_map[4]; /* Next map, linked list */ |
334 |
char path[HUGE_BUF]; /* Filename of the map */ |
335 |
}; |
336 |
|
337 |
/* This is used by get_rangevector to determine where the other |
338 |
* creature is. get_rangevector takes into account map tiling, |
339 |
* so you just can not look the the map coordinates and get the |
340 |
* righte value. distance_x/y are distance away, which |
341 |
* can be negativbe. direction is the crossfire direction scheme |
342 |
* that the creature should head. part is the part of the |
343 |
* monster that is closest. |
344 |
* Note: distance should be always >=0. I changed it to UINT. MT |
345 |
*/ |
346 |
struct rv_vector { |
347 |
unsigned int distance; |
348 |
int distance_x; |
349 |
int distance_y; |
350 |
int direction; |
351 |
object *part; |
352 |
}; |
353 |
|
354 |
#endif |