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Comparing deliantra/server/include/map.h (file contents):
Revision 1.7 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.27 by root, Fri Dec 15 20:07:02 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.7 2006/08/15 15:00:20 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
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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.de
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#define P_SAFE_MAP 0x400 /* If this is set the map is a safe map, 181 /* Coordinates passed result in a new tiled map */
175 * that means, nothing harmful there will be done,
176 * like: bombs, potion usage, alchemy, spells
177 * this was introduced to make shops more safe
178 * and propably other maps */
179
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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