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Comparing deliantra/server/include/map.h (file contents):
Revision 1.3 by elmex, Wed Feb 22 18:53:48 2006 UTC vs.
Revision 1.17 by root, Sun Sep 3 00:18:41 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.3 2006/02/22 18:53:48 elmex Exp $"; 3 * "$Id: map.h,v 1.17 2006/09/03 00:18:41 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162#define P_NEED_UPDATE 0x40 /* this space is out of date */ 169#define P_NEED_UPDATE 0x40 /* this space is out of date */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.
186 * have this structure take care of that information. 193 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 194 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 195 * to extend information about a space.
189 */ 196 */
190 197
191typedef struct MapSpace { 198struct MapSpace {
192 object *bottom; /* lowest object on this space */ 199 object *bottom; /* lowest object on this space */
193 object *top; /* Highest object on this space */ 200 object *top; /* Highest object on this space */
194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
196 uint8 flags; /* flags about this space (see the P_ values above) */ 203 uint8 flags; /* flags about this space (see the P_ values above) */
197 sint8 light; /* How much light this space provides */ 204 sint8 light; /* How much light this space provides */
198 MoveType move_block; /* What movement types this space blocks */ 205 MoveType move_block; /* What movement types this space blocks */
199 MoveType move_slow; /* What movement types this space slows */ 206 MoveType move_slow; /* What movement types this space slows */
200 MoveType move_on; /* What movement types are activated */ 207 MoveType move_on; /* What movement types are activated */
201 MoveType move_off; /* What movement types are activated */ 208 MoveType move_off; /* What movement types are activated */
202} MapSpace; 209};
203 210
204/* 211/*
205 * this is an overlay structure of the whole world. It exists as a simple 212 * this is an overlay structure of the whole world. It exists as a simple
206 * high level map, which doesn't contain the full data of the underlying map. 213 * high level map, which doesn't contain the full data of the underlying map.
207 * in this map, only things such as weather are recorded. By doing so, we 214 * in this map, only things such as weather are recorded. By doing so, we
208 * can keep the entire world parameters in memory, and act as a whole on 215 * can keep the entire world parameters in memory, and act as a whole on
209 * them at once. We can then, in a separate loop, update the actual world 216 * them at once. We can then, in a separate loop, update the actual world
210 * with the new values we have assigned. 217 * with the new values we have assigned.
211 */ 218 */
212 219
213typedef struct wmapdef { 220struct weathermap_t {
214 sint16 temp; /* base temperature of this tile (F) */ 221 sint16 temp; /* base temperature of this tile (F) */
215 sint16 pressure; /* barometric pressure (mb) */ 222 sint16 pressure; /* barometric pressure (mb) */
216 sint8 humid; /* humitidy of this tile */ 223 sint8 humid; /* humitidy of this tile */
217 sint8 windspeed; /* windspeed of this tile */ 224 sint8 windspeed; /* windspeed of this tile */
218 sint8 winddir; /* direction of wind */ 225 sint8 winddir; /* direction of wind */
219 sint8 sky; /* sky conditions */ 226 sint8 sky; /* sky conditions */
220 sint32 avgelev; /* average elevation */ 227 sint32 avgelev; /* average elevation */
221 uint32 rainfall; /* cumulative rainfall */ 228 uint32 rainfall; /* cumulative rainfall */
222 uint8 darkness; /* indicates level of darkness of map */ 229 uint8 darkness; /* indicates level of darkness of map */
223 uint8 water; /* 0-100 percentage of water tiles */ 230 uint8 water; /* 0-100 percentage of water tiles */
224 /*Dynamic parts*/ 231 /*Dynamic parts*/
225 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 232 sint16 realtemp; /* temperature at a given calculation step for this tile*/
226} weathermap_t; 233};
227 234
228/* 235/*
229 * 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
230 * they have to appear here in the headers, before the mapdef 237 * they have to appear here in the headers, before the mapdef
231 */ 238 */
232typedef struct regiondef { 239struct region {
233 struct regiondef *next; /* pointer to next region, NULL for the last one */ 240 struct region *next; /* pointer to next region, NULL for the last one */
234 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 */
235 const char *parent_name; /* 242 const char *parent_name; /*
236 * So that parent and child regions can be defined in 243 * So that parent and child regions can be defined in
237 * any order, we keep hold of the parent_name during 244 * any order, we keep hold of the parent_name during
238 * initialisation, and the children get assigned to their 245 * initialisation, and the children get assigned to their
239 * parents later. (before runtime on the server though) 246 * parents later. (before runtime on the server though)
240 * nothing outside the init code should ever use this value. 247 * nothing outside the init code should ever use this value.
241 */ 248 */
242 struct regiondef *parent;/* 249 struct region *parent; /*
243 * Pointer to the region that is a parent of the current 250 * Pointer to the region that is a parent of the current
244 * region, if a value isn't defined in the current region 251 * region, if a value isn't defined in the current region
245 * we traverse this series of pointers until it is. 252 * we traverse this series of pointers until it is.
246 */ 253 */
247 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
248 * to be the same as name*/ 255 * to be the same as name*/
249 const char *msg; /* the description of the region */ 256 const char *msg; /* the description of the region */
250 uint32 counter; /* A generic counter for holding temporary data. */ 257 uint32 counter; /* A generic counter for holding temporary data. */
251 sint8 fallback; /* whether, in the event of a region not existing, 258 sint8 fallback; /* whether, in the event of a region not existing,
252 * this should be the one we fall back on as the default */ 259 * this should be the one we fall back on as the default */
253 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.*/
254 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. */
255} region; 262};
256 263
257 264
258typedef struct shopitem { 265struct shopitems {
259 const char *name; /* name of the item in question, null if it is the default item */ 266 const char *name; /* name of the item in question, null if it is the default item */
260 const char *name_pl; /* plural name */ 267 const char *name_pl; /* plural name */
261 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 268 int typenum; /* itemtype number we need to match 0 if it is the default price*/
262 sint8 strength; /* the degree of specialisation the shop has in this item, 269 sint8 strength; /* the degree of specialisation the shop has in this item,
263 * as a percentage from -100 to 100 */ 270 * as a percentage from -100 to 100 */
264 int index; /* being the size of the shopitems array.*/ 271 int index; /* being the size of the shopitems array.*/
265} shopitems; 272};
266 273
267/* In general, code should always use the macros 274/* In general, code should always use the macros
268 * above (or functions in map.c) to access many of the 275 * above (or functions in map.c) to access many of the
269 * values in the map structure. Failure to do this will 276 * values in the map structure. Failure to do this will
270 * almost certainly break various features. You may think 277 * almost certainly break various features. You may think
271 * it is safe to look at width and height values directly 278 * it is safe to look at width and height values directly
272 * (or even through the macros), but doing so will completely 279 * (or even through the macros), but doing so will completely
273 * break map tiling. 280 * break map tiling.
274 */ 281 */
275typedef struct mapdef { 282struct mapstruct : zero_initialised, attachable<mapstruct> {
276 struct mapdef *next; /* Next map, linked list */ 283 struct mapstruct *next; /* Next map, linked list */
277 char *tmpname; /* Name of temporary file */ 284 char *tmpname; /* Name of temporary file */
278 char *name; /* Name of map as given by its creator */ 285 char *name; /* Name of map as given by its creator */
279 region *region; /* What jurisdiction in the game world this map is ruled by 286 struct region *region; /* What jurisdiction in the game world this map is ruled by
280 * points to the struct containing all the properties of 287 * points to the struct containing all the properties of
281 * the region */ 288 * the region */
282 uint32 reset_time; /* when this map should reset */ 289 uint32 reset_time; /* when this map should reset */
283 uint32 reset_timeout; /* How many seconds must elapse before this map 290 uint32 reset_timeout; /* How many seconds must elapse before this map
284 * should be reset 291 * should be reset
285 */ 292 */
286 uint32 fixed_resettime:1; /* if true, reset time is not affected by 293 uint32 fixed_resettime:1; /* if true, reset time is not affected by
287 * players entering/exiting map 294 * players entering/exiting map
288 */ 295 */
289 uint32 unique:1; /* if set, this is a per player unique map */ 296 uint32 unique:1; /* if set, this is a per player unique map */
290 uint32 template:1; /* if set, this is a template map */ 297 uint32 templatemap:1; /* if set, this is a template map */
291 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ 298 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
292 sint32 timeout; /* swapout is set to this */ 299 sint32 timeout; /* swapout is set to this */
293 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 300 sint32 swap_time; /* When it reaches 0, the map will be swapped out */
294 sint16 players; /* How many plares are on this level right now */ 301 sint16 players; /* How many plares are on this level right now */
295 uint32 in_memory; /* If not true, the map has been freed and must 302 uint32 in_memory; /* If not true, the map has been freed and must
296 * be loaded before used. The map,omap and map_ob 303 * be loaded before used. The map,omap and map_ob
297 * arrays will be allocated when the map is loaded */ 304 * arrays will be allocated when the map is loaded */
298 uint8 compressed; /* Compression method used */
299 uint16 difficulty; /* What level the player should be to play here */ 305 uint16 difficulty; /* What level the player should be to play here */
300 306
301 uint8 darkness; /* indicates level of darkness of map */ 307 uint8 darkness; /* indicates level of darkness of map */
302 uint16 width,height; /* Width and height of map. */ 308 uint16 width,height; /* Width and height of map. */
303 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 309 uint16 enter_x; /* enter_x and enter_y are default entrance location */
304 uint16 enter_y; /* on the map if none are set in the exit */ 310 uint16 enter_y; /* on the map if none are set in the exit */
305 uint32 outdoor:1; /* True if an outdoor map */ 311 uint32 outdoor:1; /* True if an outdoor map */
306 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 312 oblinkpt *buttons; /* Linked list of linked lists of buttons */
307 MapSpace *spaces; /* Array of spaces on this map */ 313 struct MapSpace *spaces; /* Array of spaces on this map */
308 sint16 temp; /* base temperature of this tile (F) */ 314 sint16 temp; /* base temperature of this tile (F) */
309 sint16 pressure; /* barometric pressure (mb) */ 315 sint16 pressure; /* barometric pressure (mb) */
310 sint8 humid; /* humitidy of this tile */ 316 sint8 humid; /* humitidy of this tile */
311 sint8 windspeed; /* windspeed of this tile */ 317 sint8 windspeed; /* windspeed of this tile */
312 sint8 winddir; /* direction of wind */ 318 sint8 winddir; /* direction of wind */
313 sint8 sky; /* sky conditions */ 319 sint8 sky; /* sky conditions */
314 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
315 shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 321 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
316 char *shoprace; /* the preffered race of the local shopkeeper */ 322 char *shoprace; /* the preffered race of the local shopkeeper */
317 double shopgreed; /* how much our shopkeeper overcharges */ 323 double shopgreed; /* how much our shopkeeper overcharges */
318 uint64 shopmin; /* minimum price a shop will trade for */ 324 uint64 shopmin; /* minimum price a shop will trade for */
319 uint64 shopmax; /* maximum price a shop will offer */ 325 uint64 shopmax; /* maximum price a shop will offer */
320 char *msg; /* Message map creator may have left */ 326 char *msg; /* Message map creator may have left */
321 char *maplore; /* Map lore information */ 327 char *maplore; /* Map lore information */
322 char *tile_path[4]; /* path to adjoining maps */ 328 char *tile_path[4]; /* path to adjoining maps */
323 struct mapdef *tile_map[4]; /* Next map, linked list */ 329 struct mapstruct *tile_map[4]; /* Next map, linked list */
324 char path[HUGE_BUF]; /* Filename of the map */ 330 char path[HUGE_BUF]; /* Filename of the map */
325} mapstruct; 331};
326 332
327/* This is used by get_rangevector to determine where the other 333/* This is used by get_rangevector to determine where the other
328 * creature is. get_rangevector takes into account map tiling, 334 * creature is. get_rangevector takes into account map tiling,
329 * so you just can not look the the map coordinates and get the 335 * so you just can not look the the map coordinates and get the
330 * righte value. distance_x/y are distance away, which 336 * righte value. distance_x/y are distance away, which
331 * can be negativbe. direction is the crossfire direction scheme 337 * can be negativbe. direction is the crossfire direction scheme
332 * that the creature should head. part is the part of the 338 * that the creature should head. part is the part of the
333 * monster that is closest. 339 * monster that is closest.
334 * Note: distance should be always >=0. I changed it to UINT. MT 340 * Note: distance should be always >=0. I changed it to UINT. MT
335 */ 341 */
336typedef struct rv_vector { 342struct rv_vector {
337 unsigned int distance; 343 unsigned int distance;
338 int distance_x; 344 int distance_x;
339 int distance_y; 345 int distance_y;
340 int direction; 346 int direction;
341 object *part; 347 object *part;
342} rv_vector; 348};
343 349
344#endif 350#endif

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