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Comparing deliantra/server/include/map.h (file contents):
Revision 1.10 by root, Sun Aug 27 16:15:12 2006 UTC vs.
Revision 1.20 by root, Sat Sep 16 22:06:17 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.10 2006/08/27 16:15:12 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
67 */ 62 */
68#define MAP_DARKNESS(m) (m)->darkness 63#define MAP_DARKNESS(m) (m)->darkness
69 64
70#define MAP_WIDTH(m) (m)->width 65#define MAP_WIDTH(m) (m)->width
71#define MAP_HEIGHT(m) (m)->height 66#define MAP_HEIGHT(m) (m)->height
67
72/* Convenient function - total number of spaces is used 68/* Convenient function - total number of spaces is used
73 * in many places. 69 * in many places.
74 */ 70 */
75#define MAP_SIZE(m) ((m)->width * (m)->height) 71#define MAP_SIZE(m) ((m)->width * (m)->height)
76 72
110#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 106#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 ) 107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
112 108
113#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 109#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 ) 110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
115/* legacy */ 112/* legacy */
116#define get_map_ob GET_MAP_OB 113#define get_map_ob GET_MAP_OB
117 114
118#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) 115#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) ) 116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
146/* These are used in the MapLook flags element. They are not used in 143/* These are used in the MapLook flags element. They are not used in
147 * in the object flags structure. 144 * in the object flags structure.
148 */ 145 */
149 146
150#define P_BLOCKSVIEW 0x01 147#define P_BLOCKSVIEW 0x01
151#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152 149
153/* AB_NO_PASS is used for arch_blocked() return value. It needs 150/* 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. 151 * 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 152 * 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 153 * is using the P_NO_PASS. AB_.. should only be used for
157 * arch_blocked and functions that examine the return value. 154 * arch_blocked and functions that examine the return value.
158 */ 155 */
159 156
160#define AB_NO_PASS 0x04 157#define AB_NO_PASS 0x04
161/*#define P_PASS_THRU 0x08 *//* */ 158
162#define P_SAFE 0x08 /* If this is set the map is a safe map, 159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
163 * that means, nothing harmful there will be done, 162 * that means, nothing harmful there will be done,
164 * like: bombs, potion usage, alchemy, spells 163 * like: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 164 * this was introduced to make shops more safe
166 * and propably other maps */ 165 * and propably other maps */
167#define P_IS_ALIVE 0x10 /* something alive is on this space */ 166#define P_IS_ALIVE 0x10 /* something alive is on this space */
168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
169#define P_NEED_UPDATE 0x40 /* this space is out of date */ 168#define P_NEED_UPDATE 0x40 /* this space is out of date */
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
171 * does not complain if the flags are different. 170 * does not complain if the flags are different.
172 */ 171 */
172
173/* The following two values are not stored in the MapLook flags, but instead 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 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 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 176 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 177 * lots of duplicate checks currently in the code.
178 */ 178 */
179#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 */
180#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 180#define P_NEW_MAP 0x200
181 181 /* Coordinates passed result in a new tiled map */
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
189 182
190/* Can't use MapCell as that is used in newserver.h 183/* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a 184 * Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 185 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 186 * have this structure take care of that information.
194 * This puts it all in one place, and should also make it easier 187 * This puts it all in one place, and should also make it easier
195 * to extend information about a space. 188 * to extend information about a space.
196 */ 189 */
197 190
198struct MapSpace { 191struct MapSpace
192{
199 object *bottom; /* lowest object on this space */ 193 object *bottom; /* lowest object on this space */
200 object *top; /* Highest object on this space */ 194 object *top; /* Highest object on this space */
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */ 197 uint8 flags; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 198 sint8 light; /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 199 MoveType move_block; /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 200 MoveType move_slow; /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 201 MoveType move_on; /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 202 MoveType move_off; /* What movement types are activated */
209}; 203};
210 204
211/* 205/*
212 * this is an overlay structure of the whole world. It exists as a simple 206 * 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. 207 * high level map, which doesn't contain the full data of the underlying map.
215 * can keep the entire world parameters in memory, and act as a whole on 209 * 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 210 * them at once. We can then, in a separate loop, update the actual world
217 * with the new values we have assigned. 211 * with the new values we have assigned.
218 */ 212 */
219 213
220struct weathermap_t { 214struct weathermap_t
215{
221 sint16 temp; /* base temperature of this tile (F) */ 216 sint16 temp; /* base temperature of this tile (F) */
222 sint16 pressure; /* barometric pressure (mb) */ 217 sint16 pressure; /* barometric pressure (mb) */
223 sint8 humid; /* humitidy of this tile */ 218 sint8 humid; /* humitidy of this tile */
224 sint8 windspeed; /* windspeed of this tile */ 219 sint8 windspeed; /* windspeed of this tile */
225 sint8 winddir; /* direction of wind */ 220 sint8 winddir; /* direction of wind */
226 sint8 sky; /* sky conditions */ 221 sint8 sky; /* sky conditions */
227 sint32 avgelev; /* average elevation */ 222 sint32 avgelev; /* average elevation */
228 uint32 rainfall; /* cumulative rainfall */ 223 uint32 rainfall; /* cumulative rainfall */
229 uint8 darkness; /* indicates level of darkness of map */ 224 uint8 darkness; /* indicates level of darkness of map */
230 uint8 water; /* 0-100 percentage of water tiles */ 225 uint8 water; /* 0-100 percentage of water tiles */
231 /*Dynamic parts*/ 226 /*Dynamic parts */
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 227 sint16 realtemp; /* temperature at a given calculation step for this tile */
233}; 228};
234 229
235/* 230/*
236 * Each map is in a given region of the game world and links to a region definiton, so 231 * 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 232 * they have to appear here in the headers, before the mapdef
238 */ 233 */
239struct region { 234struct region
235{
240 struct region *next; /* pointer to next region, NULL for the last one */ 236 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 */ 237 const char *name; /* Shortend name of the region as maps refer to it */
242 const char *parent_name; /* 238 const char *parent_name; /*
243 * So that parent and child regions can be defined in 239 * So that parent and child regions can be defined in
244 * any order, we keep hold of the parent_name during 240 * any order, we keep hold of the parent_name during
245 * initialisation, and the children get assigned to their 241 * initialisation, and the children get assigned to their
246 * parents later. (before runtime on the server though) 242 * parents later. (before runtime on the server though)
247 * nothing outside the init code should ever use this value. 243 * nothing outside the init code should ever use this value.
248 */ 244 */
249 struct region *parent; /* 245 struct region *parent; /*
250 * Pointer to the region that is a parent of the current 246 * Pointer to the region that is a parent of the current
251 * region, if a value isn't defined in the current region 247 * region, if a value isn't defined in the current region
252 * we traverse this series of pointers until it is. 248 * we traverse this series of pointers until it is.
253 */ 249 */
254 const char *longname; /* Official title of the region, this might be defined 250 const char *longname; /* Official title of the region, this might be defined
255 * to be the same as name*/ 251 * to be the same as name*/
256 const char *msg; /* the description of the region */ 252 const char *msg; /* the description of the region */
257 uint32 counter; /* A generic counter for holding temporary data. */ 253 uint32 counter; /* A generic counter for holding temporary data. */
258 sint8 fallback; /* whether, in the event of a region not existing, 254 sint8 fallback; /* whether, in the event of a region not existing,
259 * this should be the one we fall back on as the default */ 255 * 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.*/ 256 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. */ 257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
262}; 258};
263 259
264 260
265struct shopitems { 261struct shopitems : zero_initialised
262{
266 const char *name; /* name of the item in question, null if it is the default item */ 263 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */ 264 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 265 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, 266 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */ 267 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/ 268 int index; /* being the size of the shopitems array. */
272}; 269};
273 270
274/* In general, code should always use the macros 271/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 272 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 273 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 274 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 275 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 276 * (or even through the macros), but doing so will completely
280 * break map tiling. 277 * break map tiling.
281 */ 278 */
282struct mapstruct : extendable<mapstruct> { 279ACC_CLASS (mapstruct)
283 static data_type get_dt () { return DT_MAP; } 280struct mapstruct:zero_initialised, attachable < mapstruct >
284 281{
285 struct mapstruct *next; /* Next map, linked list */ 282 struct mapstruct *ACC (RW, next); /* Next map, linked list */
286 char *tmpname; /* Name of temporary file */ 283 char *ACC (RO, tmpname); /* Name of temporary file */
287 char *name; /* Name of map as given by its creator */ 284 char *ACC (RO, name); /* Name of map as given by its creator */
288 struct region *region; /* What jurisdiction in the game world this map is ruled by 285 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
289 * points to the struct containing all the properties of 286 * points to the struct containing all the properties of
290 * the region */ 287 * the region */
291 uint32 reset_time; /* when this map should reset */ 288 uint32 ACC (RW, reset_time); /* when this map should reset */
292 uint32 reset_timeout; /* How many seconds must elapse before this map 289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
293 * should be reset 290 * should be reset
294 */ 291 */
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by 292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map 293 * players entering/exiting map
297 */ 294 */
298 uint32 unique:1; /* if set, this is a per player unique map */ 295 bool ACC (RW, unique); /* 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 */ 296 bool ACC (RW, templatemap); /* if set, this is a template map */
301 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ 297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
302 sint32 timeout; /* swapout is set to this */ 298 sint32 ACC (RW, timeout); /* swapout is set to this */
303 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 299 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
304 sint16 players; /* How many plares are on this level right now */ 300 sint16 ACC (RW, players); /* How many plares are on this level right now */
305 uint32 in_memory; /* If not true, the map has been freed and must 301 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
306 * be loaded before used. The map,omap and map_ob 302 * be loaded before used. The map,omap and map_ob
307 * arrays will be allocated when the map is loaded */ 303 * 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 */ 304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
310 305
311 uint8 darkness; /* indicates level of darkness of map */ 306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
312 uint16 width,height; /* Width and height of map. */ 307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
313 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 308 uint16 ACC (RW, 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 */ 309 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
315 uint32 outdoor:1; /* True if an outdoor map */ 310 bool ACC (RW, outdoor); /* True if an outdoor map */
316 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 311 oblinkpt *buttons; /* Linked list of linked lists of buttons */
317 struct MapSpace *spaces; /* Array of spaces on this map */ 312 struct MapSpace *spaces; /* Array of spaces on this map */
318 sint16 temp; /* base temperature of this tile (F) */ 313 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
319 sint16 pressure; /* barometric pressure (mb) */ 314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
320 sint8 humid; /* humitidy of this tile */ 315 sint8 ACC (RW, humid); /* humitidy of this tile */
321 sint8 windspeed; /* windspeed of this tile */ 316 sint8 ACC (RW, windspeed); /* windspeed of this tile */
322 sint8 winddir; /* direction of wind */ 317 sint8 ACC (RW, winddir); /* direction of wind */
323 sint8 sky; /* sky conditions */ 318 sint8 ACC (RW, sky); /* sky conditions */
324 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 319 int ACC (RW, wpartx), ACC (RW, 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 */ 320 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 */ 321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
327 double shopgreed; /* how much our shopkeeper overcharges */ 322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
328 uint64 shopmin; /* minimum price a shop will trade for */ 323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
329 uint64 shopmax; /* maximum price a shop will offer */ 324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */
330 char *msg; /* Message map creator may have left */ 325 char *ACC (RO, msg); /* Message map creator may have left */
331 char *maplore; /* Map lore information */ 326 char *ACC (RO, maplore); /* Map lore information */
332 char *tile_path[4]; /* path to adjoining maps */ 327 char *tile_path[4]; /* path to adjoining maps */
333 struct mapstruct *tile_map[4]; /* Next map, linked list */ 328 struct mapstruct *tile_map[4]; /* Next map, linked list */
334 char path[HUGE_BUF]; /* Filename of the map */ 329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
335}; 330};
336 331
337/* This is used by get_rangevector to determine where the other 332/* This is used by get_rangevector to determine where the other
338 * creature is. get_rangevector takes into account map tiling, 333 * creature is. get_rangevector takes into account map tiling,
339 * so you just can not look the the map coordinates and get the 334 * so you just can not look the the map coordinates and get the
341 * can be negativbe. direction is the crossfire direction scheme 336 * can be negativbe. direction is the crossfire direction scheme
342 * that the creature should head. part is the part of the 337 * that the creature should head. part is the part of the
343 * monster that is closest. 338 * monster that is closest.
344 * Note: distance should be always >=0. I changed it to UINT. MT 339 * Note: distance should be always >=0. I changed it to UINT. MT
345 */ 340 */
346struct rv_vector { 341struct rv_vector
342{
347 unsigned int distance; 343 unsigned int distance;
348 int distance_x; 344 int distance_x;
349 int distance_y; 345 int distance_y;
350 int direction; 346 int direction;
351 object *part; 347 object *part;
352}; 348};
353 349
354#endif 350#endif

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