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Comparing deliantra/server/include/map.h (file contents):
Revision 1.8 by elmex, Tue Aug 15 17:35:50 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 1.8 2006/08/15 17:35:50 elmex 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
160#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,
161 * that means, nothing harmful there will be done, 162 * that means, nothing harmful there will be done,
162 * like: bombs, potion usage, alchemy, spells 163 * like: bombs, potion usage, alchemy, spells
163 * this was introduced to make shops more safe 164 * this was introduced to make shops more safe
164 * and propably other maps */ 165 * and propably other maps */
165#define P_IS_ALIVE 0x10 /* something alive is on this space */ 166#define P_IS_ALIVE 0x10 /* something alive is on this space */
166#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
167#define P_NEED_UPDATE 0x40 /* this space is out of date */ 168#define P_NEED_UPDATE 0x40 /* this space is out of date */
168#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
169 * does not complain if the flags are different. 170 * does not complain if the flags are different.
170 */ 171 */
172
171/* 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
172 * 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
173 * 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
174 * 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
175 * lots of duplicate checks currently in the code. 177 * lots of duplicate checks currently in the code.
176 */ 178 */
177#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 */
178#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 180#define P_NEW_MAP 0x200
179 181 /* Coordinates passed result in a new tiled map */
180#if 0
181/* These go away with new movement code - can't do such simplistic
182 * checks anymore
183 */
184#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
185#define P_WALL P_NO_PASS /* Just to match naming of wall function */
186#endif
187 182
188/* Can't use MapCell as that is used in newserver.h 183/* Can't use MapCell as that is used in newserver.h
189 * Instead of having numerous arrays that have information on a 184 * Instead of having numerous arrays that have information on a
190 * particular space (was map, floor, floor2, map_ob), 185 * particular space (was map, floor, floor2, map_ob),
191 * have this structure take care of that information. 186 * have this structure take care of that information.
192 * 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
193 * to extend information about a space. 188 * to extend information about a space.
194 */ 189 */
195 190
196struct MapSpace { 191struct MapSpace
192{
197 object *bottom; /* lowest object on this space */ 193 object *bottom; /* lowest object on this space */
198 object *top; /* Highest object on this space */ 194 object *top; /* Highest object on this space */
199 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
200 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
201 uint8 flags; /* flags about this space (see the P_ values above) */ 197 uint8 flags; /* flags about this space (see the P_ values above) */
202 sint8 light; /* How much light this space provides */ 198 sint8 light; /* How much light this space provides */
203 MoveType move_block; /* What movement types this space blocks */ 199 MoveType move_block; /* What movement types this space blocks */
204 MoveType move_slow; /* What movement types this space slows */ 200 MoveType move_slow; /* What movement types this space slows */
205 MoveType move_on; /* What movement types are activated */ 201 MoveType move_on; /* What movement types are activated */
206 MoveType move_off; /* What movement types are activated */ 202 MoveType move_off; /* What movement types are activated */
207}; 203};
208 204
209/* 205/*
210 * 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
211 * 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.
213 * 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
214 * 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
215 * with the new values we have assigned. 211 * with the new values we have assigned.
216 */ 212 */
217 213
218struct weathermap_t { 214struct weathermap_t
215{
219 sint16 temp; /* base temperature of this tile (F) */ 216 sint16 temp; /* base temperature of this tile (F) */
220 sint16 pressure; /* barometric pressure (mb) */ 217 sint16 pressure; /* barometric pressure (mb) */
221 sint8 humid; /* humitidy of this tile */ 218 sint8 humid; /* humitidy of this tile */
222 sint8 windspeed; /* windspeed of this tile */ 219 sint8 windspeed; /* windspeed of this tile */
223 sint8 winddir; /* direction of wind */ 220 sint8 winddir; /* direction of wind */
224 sint8 sky; /* sky conditions */ 221 sint8 sky; /* sky conditions */
225 sint32 avgelev; /* average elevation */ 222 sint32 avgelev; /* average elevation */
226 uint32 rainfall; /* cumulative rainfall */ 223 uint32 rainfall; /* cumulative rainfall */
227 uint8 darkness; /* indicates level of darkness of map */ 224 uint8 darkness; /* indicates level of darkness of map */
228 uint8 water; /* 0-100 percentage of water tiles */ 225 uint8 water; /* 0-100 percentage of water tiles */
229 /*Dynamic parts*/ 226 /*Dynamic parts */
230 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 227 sint16 realtemp; /* temperature at a given calculation step for this tile */
231}; 228};
232 229
233/* 230/*
234 * 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
235 * they have to appear here in the headers, before the mapdef 232 * they have to appear here in the headers, before the mapdef
236 */ 233 */
237struct region { 234struct region : zero_initialised
235{
238 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 */
239 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 */
240 const char *parent_name; /* 238 const char *parent_name; /*
241 * So that parent and child regions can be defined in 239 * So that parent and child regions can be defined in
242 * any order, we keep hold of the parent_name during 240 * any order, we keep hold of the parent_name during
243 * initialisation, and the children get assigned to their 241 * initialisation, and the children get assigned to their
244 * parents later. (before runtime on the server though) 242 * parents later. (before runtime on the server though)
245 * nothing outside the init code should ever use this value. 243 * nothing outside the init code should ever use this value.
246 */ 244 */
247 struct region *parent; /* 245 struct region *parent; /*
248 * Pointer to the region that is a parent of the current 246 * Pointer to the region that is a parent of the current
249 * region, if a value isn't defined in the current region 247 * region, if a value isn't defined in the current region
250 * we traverse this series of pointers until it is. 248 * we traverse this series of pointers until it is.
251 */ 249 */
252 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
253 * to be the same as name*/ 251 * to be the same as name*/
254 const char *msg; /* the description of the region */ 252 const char *msg; /* the description of the region */
255 uint32 counter; /* A generic counter for holding temporary data. */ 253 uint32 counter; /* A generic counter for holding temporary data. */
256 sint8 fallback; /* whether, in the event of a region not existing, 254 sint8 fallback; /* whether, in the event of a region not existing,
257 * 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 */
258 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. */
259 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. */
260}; 258};
261 259
262 260struct shopitems : zero_initialised
263struct shopitems { 261{
264 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 */
265 const char *name_pl; /* plural name */ 263 const char *name_pl; /* plural name */
266 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 */
267 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,
268 * as a percentage from -100 to 100 */ 266 * as a percentage from -100 to 100 */
269 int index; /* being the size of the shopitems array.*/ 267 int index; /* being the size of the shopitems array. */
270}; 268};
271 269
272/* In general, code should always use the macros 270/* In general, code should always use the macros
273 * above (or functions in map.c) to access many of the 271 * above (or functions in map.c) to access many of the
274 * values in the map structure. Failure to do this will 272 * values in the map structure. Failure to do this will
275 * almost certainly break various features. You may think 273 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly 274 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely 275 * (or even through the macros), but doing so will completely
278 * break map tiling. 276 * break map tiling.
279 */ 277 */
280struct mapstruct { 278ACC_CLASS (maptile)
281 struct mapstruct *next; /* Next map, linked list */ 279struct maptile : zero_initialised, attachable<maptile>
280{
281 maptile *ACC (RW, next); /* Next map, linked list */
282 char *tmpname; /* Name of temporary file */ 282 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *name; /* Name of map as given by its creator */ 283 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 284 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 285 * points to the struct containing all the properties of
286 * the region */ 286 * the region */
287 uint32 reset_time; /* when this map should reset */ 287 uint32 ACC (RW, reset_time); /* when this map should reset */
288 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
289 * should be reset 289 * should be reset
290 */ 290 */
291 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
292 * players entering/exiting map 292 * players entering/exiting map
293 */ 293 */
294 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 */
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 */ 295 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*/ 296 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 timeout; /* swapout is set to this */ 297 sint32 ACC (RW, timeout); /* swapout is set to this */
299 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 */
300 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 */
301 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
302 * be loaded before used. The map,omap and map_ob 301 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 302 * 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 */ 303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
306 304
307 uint8 darkness; /* indicates level of darkness of map */ 305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */ 306 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 */ 307 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 */ 308 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
311 uint32 outdoor:1; /* True if an outdoor map */ 309 bool ACC (RW, outdoor); /* True if an outdoor map */
312 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 310 oblinkpt *buttons; /* Linked list of linked lists of buttons */
313 struct MapSpace *spaces; /* Array of spaces on this map */ 311 struct MapSpace *spaces; /* Array of spaces on this map */
314 sint16 temp; /* base temperature of this tile (F) */ 312 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */ 313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */ 314 sint8 ACC (RW, humid); /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */ 315 sint8 ACC (RW, windspeed); /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */ 316 sint8 ACC (RW, winddir); /* direction of wind */
319 sint8 sky; /* sky conditions */ 317 sint8 ACC (RW, sky); /* sky conditions */
320 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 */
321 struct 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 */
322 char *shoprace; /* the preffered race of the local shopkeeper */ 320 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */ 321 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */ 322 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */ 323 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */ 324 char *ACC (RO, msg); /* Message map creator may have left */
327 char *maplore; /* Map lore information */ 325 char *ACC (RO, maplore); /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */ 326 char *tile_path[4]; /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */ 327 maptile *tile_map[4]; /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */ 328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329
330 maptile ();
331 void allocate ();
331}; 332};
332 333
333/* This is used by get_rangevector to determine where the other 334/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 335 * creature is. get_rangevector takes into account map tiling,
335 * 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
337 * can be negativbe. direction is the crossfire direction scheme 338 * can be negativbe. direction is the crossfire direction scheme
338 * that the creature should head. part is the part of the 339 * that the creature should head. part is the part of the
339 * monster that is closest. 340 * monster that is closest.
340 * 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
341 */ 342 */
342struct rv_vector { 343struct rv_vector
344{
343 unsigned int distance; 345 unsigned int distance;
344 int distance_x; 346 int distance_x;
345 int distance_y; 347 int distance_y;
346 int direction; 348 int direction;
347 object *part; 349 object *part;
348}; 350};
349
350extern void (*load_original_map_callback)(mapstruct *map);
351extern void (*load_temporary_map_callback)(mapstruct *map);
352extern void (*clean_temporary_map_callback)(mapstruct *map);
353 351
354#endif 352#endif
353

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