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Comparing deliantra/server/include/map.h (file contents):
Revision 1.2 by root, Tue Feb 21 11:00:07 2006 UTC vs.
Revision 1.26 by root, Wed Dec 13 02:55:50 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.2 2006/02/21 11:00:07 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
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22*/
28 23
29/* 24/*
30 * The mapstruct is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
32 */ 27 */
33 28
34#ifndef MAP_H 29#ifndef MAP_H
35#define MAP_H 30#define MAP_H
31
32#include "cfperl.h"
36 33
37/* We set this size - this is to make magic map work properly on 34/* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the 35 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 36 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the 37 * Magic map code now always starts out putting the player in the
65 */ 62 */
66#define MAP_DARKNESS(m) (m)->darkness 63#define MAP_DARKNESS(m) (m)->darkness
67 64
68#define MAP_WIDTH(m) (m)->width 65#define MAP_WIDTH(m) (m)->width
69#define MAP_HEIGHT(m) (m)->height 66#define MAP_HEIGHT(m) (m)->height
67
70/* Convenient function - total number of spaces is used 68/* Convenient function - total number of spaces is used
71 * in many places. 69 * in many places.
72 */ 70 */
73#define MAP_SIZE(m) ((m)->width * (m)->height) 71#define MAP_SIZE(m) ((m)->width * (m)->height)
74 72
108#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 )
109#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 )
110 108
111#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 )
112#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
113/* legacy */ 112/* legacy */
114#define get_map_ob GET_MAP_OB 113#define get_map_ob GET_MAP_OB
115 114
116#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) )
117#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) )
144/* 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
145 * in the object flags structure. 144 * in the object flags structure.
146 */ 145 */
147 146
148#define P_BLOCKSVIEW 0x01 147#define P_BLOCKSVIEW 0x01
149#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 */
150 149
151/* 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
152 * 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.
153 * 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
154 * 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
155 * arch_blocked and functions that examine the return value. 154 * arch_blocked and functions that examine the return value.
156 */ 155 */
157 156
158#define AB_NO_PASS 0x04 157#define AB_NO_PASS 0x04
159/*#define P_PASS_THRU 0x08 *//* */ 158
159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
162 * that means, nothing harmful there will be done,
163 * like: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe
165 * and propably other maps */
160#define P_IS_ALIVE 0x10 /* something alive is on this space */ 166#define P_IS_ALIVE 0x10 /* something alive is on this space */
161#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
162#define P_NEED_UPDATE 0x40 /* this space is out of date */ 168#define P_NEED_UPDATE 0x40 /* this space is out of date */
163#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
164 * does not complain if the flags are different. 170 * does not complain if the flags are different.
165 */ 171 */
172
166/* 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
167 * 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
168 * 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
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
174 181 /* Coordinates passed result in a new tiled map */
175#if 0
176/* These go away with new movement code - can't do such simplistic
177 * checks anymore
178 */
179#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
180#define P_WALL P_NO_PASS /* Just to match naming of wall function */
181#endif
182 182
183/* Can't use MapCell as that is used in newserver.h 183/* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a 184 * Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 185 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 186 * have this structure take care of that information.
187 * 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
188 * to extend information about a space. 188 * to extend information about a space.
189 */ 189 */
190 190
191typedef struct MapSpace { 191struct MapSpace
192{
192 object *bottom; /* lowest object on this space */ 193 object *bottom; /* lowest object on this space */
193 object *top; /* Highest object on this space */ 194 object *top; /* Highest object on this space */
194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
196 uint8 flags; /* flags about this space (see the P_ values above) */ 197 uint8 flags; /* flags about this space (see the P_ values above) */
197 sint8 light; /* How much light this space provides */ 198 sint8 light; /* How much light this space provides */
198 MoveType move_block; /* What movement types this space blocks */ 199 MoveType move_block; /* What movement types this space blocks */
199 MoveType move_slow; /* What movement types this space slows */ 200 MoveType move_slow; /* What movement types this space slows */
200 MoveType move_on; /* What movement types are activated */ 201 MoveType move_on; /* What movement types are activated */
201 MoveType move_off; /* What movement types are activated */ 202 MoveType move_off; /* What movement types are activated */
202} MapSpace; 203};
203 204
204/* 205/*
205 * 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
206 * 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.
207 * in this map, only things such as weather are recorded. By doing so, we 208 * 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 209 * 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 210 * them at once. We can then, in a separate loop, update the actual world
210 * with the new values we have assigned. 211 * with the new values we have assigned.
211 */ 212 */
212 213
213typedef struct wmapdef { 214struct weathermap_t
215{
214 sint16 temp; /* base temperature of this tile (F) */ 216 sint16 temp; /* base temperature of this tile (F) */
215 sint16 pressure; /* barometric pressure (mb) */ 217 sint16 pressure; /* barometric pressure (mb) */
216 sint8 humid; /* humitidy of this tile */ 218 sint8 humid; /* humitidy of this tile */
217 sint8 windspeed; /* windspeed of this tile */ 219 sint8 windspeed; /* windspeed of this tile */
218 sint8 winddir; /* direction of wind */ 220 sint8 winddir; /* direction of wind */
219 sint8 sky; /* sky conditions */ 221 sint8 sky; /* sky conditions */
220 sint32 avgelev; /* average elevation */ 222 sint32 avgelev; /* average elevation */
221 uint32 rainfall; /* cumulative rainfall */ 223 uint32 rainfall; /* cumulative rainfall */
222 uint8 darkness; /* indicates level of darkness of map */ 224 uint8 darkness; /* indicates level of darkness of map */
223 uint8 water; /* 0-100 percentage of water tiles */ 225 uint8 water; /* 0-100 percentage of water tiles */
224 /*Dynamic parts*/ 226 /*Dynamic parts */
225 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 227 sint16 realtemp; /* temperature at a given calculation step for this tile */
226} weathermap_t; 228};
227 229
228/* 230/*
229 * 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
230 * they have to appear here in the headers, before the mapdef 232 * they have to appear here in the headers, before the mapdef
231 */ 233 */
232typedef struct regiondef { 234struct region : zero_initialised
235{
233 struct regiondef *next; /* pointer to next region, NULL for the last one */ 236 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 */ 237 const char *name; /* Shortend name of the region as maps refer to it */
235 const char *parent_name; /* 238 const char *parent_name; /*
236 * So that parent and child regions can be defined in 239 * So that parent and child regions can be defined in
237 * any order, we keep hold of the parent_name during 240 * any order, we keep hold of the parent_name during
238 * initialisation, and the children get assigned to their 241 * initialisation, and the children get assigned to their
239 * parents later. (before runtime on the server though) 242 * parents later. (before runtime on the server though)
240 * nothing outside the init code should ever use this value. 243 * nothing outside the init code should ever use this value.
241 */ 244 */
242 struct regiondef *parent;/* 245 struct region *parent; /*
243 * Pointer to the region that is a parent of the current 246 * Pointer to the region that is a parent of the current
244 * region, if a value isn't defined in the current region 247 * region, if a value isn't defined in the current region
245 * we traverse this series of pointers until it is. 248 * we traverse this series of pointers until it is.
246 */ 249 */
247 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
248 * to be the same as name*/ 251 * to be the same as name*/
249 const char *msg; /* the description of the region */ 252 const char *msg; /* the description of the region */
250 uint32 counter; /* A generic counter for holding temporary data. */ 253 uint32 counter; /* A generic counter for holding temporary data. */
251 sint8 fallback; /* whether, in the event of a region not existing, 254 sint8 fallback; /* whether, in the event of a region not existing,
252 * 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 */
253} region; 256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258};
254 259
255 260struct shopitems : zero_initialised
256typedef struct shopitem { 261{
257 const char *name; /* name of the item in question, null if it is the default item */ 262 const char *name; /* name of the item in question, null if it is the default item */
258 const char *name_pl; /* plural name */ 263 const char *name_pl; /* plural name */
259 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 264 int typenum; /* itemtype number we need to match 0 if it is the default price */
260 sint8 strength; /* the degree of specialisation the shop has in this item, 265 sint8 strength; /* the degree of specialisation the shop has in this item,
261 * as a percentage from -100 to 100 */ 266 * as a percentage from -100 to 100 */
262 int index; /* being the size of the shopitems array.*/ 267 int index; /* being the size of the shopitems array. */
263} shopitems; 268};
264 269
265/* In general, code should always use the macros 270/* In general, code should always use the macros
266 * above (or functions in map.c) to access many of the 271 * above (or functions in map.c) to access many of the
267 * values in the map structure. Failure to do this will 272 * values in the map structure. Failure to do this will
268 * almost certainly break various features. You may think 273 * almost certainly break various features. You may think
269 * it is safe to look at width and height values directly 274 * it is safe to look at width and height values directly
270 * (or even through the macros), but doing so will completely 275 * (or even through the macros), but doing so will completely
271 * break map tiling. 276 * break map tiling.
272 */ 277 */
273typedef struct mapdef { 278ACC_CLASS (maptile)
274 struct mapdef *next; /* Next map, linked list */ 279struct maptile : zero_initialised, attachable<maptile>
280{
281 maptile *ACC (RW, next); /* Next map, linked list */
275 char *tmpname; /* Name of temporary file */ 282 char *ACC (RO, tmpname); /* Name of temporary file */
276 char *name; /* Name of map as given by its creator */ 283 char *ACC (RO, name); /* Name of map as given by its creator */
277 region *region; /* What jurisdiction in the game world this map is ruled by 284 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
278 * points to the struct containing all the properties of 285 * points to the struct containing all the properties of
279 * the region */ 286 * the region */
280 uint32 reset_time; /* when this map should reset */ 287 uint32 ACC (RW, reset_time); /* when this map should reset */
281 uint32 reset_timeout; /* How many seconds must elapse before this map 288 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
282 * should be reset 289 * should be reset
283 */ 290 */
284 uint32 fixed_resettime:1; /* if true, reset time is not affected by 291 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
285 * players entering/exiting map 292 * players entering/exiting map
286 */ 293 */
287 uint32 unique:1; /* if set, this is a per player unique map */ 294 bool ACC (RW, unique); /* if set, this is a per player unique map */
288 uint32 template:1; /* if set, this is a template map */ 295 bool ACC (RW, templatemap); /* if set, this is a template map */
289 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ 296 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
290 sint32 timeout; /* swapout is set to this */ 297 sint32 ACC (RW, timeout); /* swapout is set to this */
291 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 298 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
292 sint16 players; /* How many plares are on this level right now */ 299 sint16 ACC (RW, players); /* How many players are on this level right now */
293 uint32 in_memory; /* If not true, the map has been freed and must 300 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
294 * be loaded before used. The map,omap and map_ob 301 * be loaded before used. The map,omap and map_ob
295 * arrays will be allocated when the map is loaded */ 302 * arrays will be allocated when the map is loaded */
296 uint8 compressed; /* Compression method used */
297 uint16 difficulty; /* What level the player should be to play here */ 303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
298 304
299 uint8 darkness; /* indicates level of darkness of map */ 305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
300 uint16 width,height; /* Width and height of map. */ 306 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
301 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 307 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
302 uint16 enter_y; /* on the map if none are set in the exit */ 308 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
303 uint32 outdoor:1; /* True if an outdoor map */ 309 bool ACC (RW, outdoor); /* True if an outdoor map */
304 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 310 oblinkpt *buttons; /* Linked list of linked lists of buttons */
305 MapSpace *spaces; /* Array of spaces on this map */ 311 struct MapSpace *spaces; /* Array of spaces on this map */
306 sint16 temp; /* base temperature of this tile (F) */ 312 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
307 sint16 pressure; /* barometric pressure (mb) */ 313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
308 sint8 humid; /* humitidy of this tile */ 314 sint8 ACC (RW, humid); /* humitidy of this tile */
309 sint8 windspeed; /* windspeed of this tile */ 315 sint8 ACC (RW, windspeed); /* windspeed of this tile */
310 sint8 winddir; /* direction of wind */ 316 sint8 ACC (RW, winddir); /* direction of wind */
311 sint8 sky; /* sky conditions */ 317 sint8 ACC (RW, sky); /* sky conditions */
312 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 318 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
313 shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 319 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
314 char *shoprace; /* the preffered race of the local shopkeeper */ 320 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
315 double shopgreed; /* how much our shopkeeper overcharges */ 321 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
316 uint64 shopmin; /* minimum price a shop will trade for */ 322 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
317 uint64 shopmax; /* maximum price a shop will offer */ 323 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
318 char *msg; /* Message map creator may have left */ 324 char *ACC (RO, msg); /* Message map creator may have left */
325 char *ACC (RO, maplore); /* Map lore information */
319 char *tile_path[4]; /* path to adjoining maps */ 326 char *tile_path[4]; /* path to adjoining maps */
320 struct mapdef *tile_map[4]; /* Next map, linked list */ 327 maptile *tile_map[4]; /* Next map, linked list */
321 char path[HUGE_BUF]; /* Filename of the map */ 328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
322} mapstruct; 329
330 maptile ();
331 void allocate ();
332};
323 333
324/* This is used by get_rangevector to determine where the other 334/* This is used by get_rangevector to determine where the other
325 * creature is. get_rangevector takes into account map tiling, 335 * creature is. get_rangevector takes into account map tiling,
326 * so you just can not look the the map coordinates and get the 336 * so you just can not look the the map coordinates and get the
327 * righte value. distance_x/y are distance away, which 337 * righte value. distance_x/y are distance away, which
328 * can be negativbe. direction is the crossfire direction scheme 338 * can be negativbe. direction is the crossfire direction scheme
329 * that the creature should head. part is the part of the 339 * that the creature should head. part is the part of the
330 * monster that is closest. 340 * monster that is closest.
331 * Note: distance should be always >=0. I changed it to UINT. MT 341 * Note: distance should be always >=0. I changed it to UINT. MT
332 */ 342 */
333typedef struct rv_vector { 343struct rv_vector
344{
334 unsigned int distance; 345 unsigned int distance;
335 int distance_x; 346 int distance_x;
336 int distance_y; 347 int distance_y;
337 int direction; 348 int direction;
338 object *part; 349 object *part;
339} rv_vector; 350};
340 351
341#endif 352#endif
353

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