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Comparing deliantra/server/include/map.h (file contents):
Revision 1.5 by root, Tue Mar 7 13:44:43 2006 UTC vs.
Revision 1.6 by elmex, Sun Aug 13 17:16:02 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.5 2006/03/07 13:44:43 root Exp $"; 3 * "$Id: map.h,v 1.6 2006/08/13 17:16:02 elmex 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
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 object *bottom; /* lowest object on this space */ 192 object *bottom; /* lowest object on this space */
193 object *top; /* Highest object on this space */ 193 object *top; /* Highest object on this space */
194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
196 uint8 flags; /* flags about this space (see the P_ values above) */ 196 uint8 flags; /* flags about this space (see the P_ values above) */
197 sint8 light; /* How much light this space provides */ 197 sint8 light; /* How much light this space provides */
198 MoveType move_block; /* What movement types this space blocks */ 198 MoveType move_block; /* What movement types this space blocks */
199 MoveType move_slow; /* What movement types this space slows */ 199 MoveType move_slow; /* What movement types this space slows */
200 MoveType move_on; /* What movement types are activated */ 200 MoveType move_on; /* What movement types are activated */
201 MoveType move_off; /* What movement types are activated */ 201 MoveType move_off; /* What movement types are activated */
202} MapSpace; 202};
203 203
204/* 204/*
205 * this is an overlay structure of the whole world. It exists as a simple 205 * 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. 206 * 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 207 * 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 208 * 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 209 * them at once. We can then, in a separate loop, update the actual world
210 * with the new values we have assigned. 210 * with the new values we have assigned.
211 */ 211 */
212 212
213typedef struct wmapdef { 213struct weathermap_t {
214 sint16 temp; /* base temperature of this tile (F) */ 214 sint16 temp; /* base temperature of this tile (F) */
215 sint16 pressure; /* barometric pressure (mb) */ 215 sint16 pressure; /* barometric pressure (mb) */
216 sint8 humid; /* humitidy of this tile */ 216 sint8 humid; /* humitidy of this tile */
217 sint8 windspeed; /* windspeed of this tile */ 217 sint8 windspeed; /* windspeed of this tile */
218 sint8 winddir; /* direction of wind */ 218 sint8 winddir; /* direction of wind */
221 uint32 rainfall; /* cumulative rainfall */ 221 uint32 rainfall; /* cumulative rainfall */
222 uint8 darkness; /* indicates level of darkness of map */ 222 uint8 darkness; /* indicates level of darkness of map */
223 uint8 water; /* 0-100 percentage of water tiles */ 223 uint8 water; /* 0-100 percentage of water tiles */
224 /*Dynamic parts*/ 224 /*Dynamic parts*/
225 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 225 sint16 realtemp; /* temperature at a given calculation step for this tile*/
226} weathermap_t; 226};
227 227
228/* 228/*
229 * Each map is in a given region of the game world and links to a region definiton, so 229 * 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 230 * they have to appear here in the headers, before the mapdef
231 */ 231 */
232typedef struct regiondef { 232struct region {
233 struct regiondef *next; /* pointer to next region, NULL for the last one */ 233 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 */ 234 const char *name; /* Shortend name of the region as maps refer to it */
235 const char *parent_name; /* 235 const char *parent_name; /*
236 * So that parent and child regions can be defined in 236 * So that parent and child regions can be defined in
237 * any order, we keep hold of the parent_name during 237 * any order, we keep hold of the parent_name during
238 * initialisation, and the children get assigned to their 238 * initialisation, and the children get assigned to their
239 * parents later. (before runtime on the server though) 239 * parents later. (before runtime on the server though)
240 * nothing outside the init code should ever use this value. 240 * nothing outside the init code should ever use this value.
241 */ 241 */
242 struct regiondef *parent;/* 242 struct region *parent; /*
243 * Pointer to the region that is a parent of the current 243 * Pointer to the region that is a parent of the current
244 * region, if a value isn't defined in the current region 244 * region, if a value isn't defined in the current region
245 * we traverse this series of pointers until it is. 245 * we traverse this series of pointers until it is.
246 */ 246 */
247 const char *longname; /* Official title of the region, this might be defined 247 const char *longname; /* Official title of the region, this might be defined
250 uint32 counter; /* A generic counter for holding temporary data. */ 250 uint32 counter; /* A generic counter for holding temporary data. */
251 sint8 fallback; /* whether, in the event of a region not existing, 251 sint8 fallback; /* whether, in the event of a region not existing,
252 * this should be the one we fall back on as the default */ 252 * 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.*/ 253 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. */ 254 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
255} region; 255};
256 256
257 257
258typedef struct shopitem { 258struct shopitems {
259 const char *name; /* name of the item in question, null if it is the default item */ 259 const char *name; /* name of the item in question, null if it is the default item */
260 const char *name_pl; /* plural name */ 260 const char *name_pl; /* plural name */
261 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 261 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, 262 sint8 strength; /* the degree of specialisation the shop has in this item,
263 * as a percentage from -100 to 100 */ 263 * as a percentage from -100 to 100 */
264 int index; /* being the size of the shopitems array.*/ 264 int index; /* being the size of the shopitems array.*/
265} shopitems; 265};
266 266
267/* In general, code should always use the macros 267/* In general, code should always use the macros
268 * above (or functions in map.c) to access many of the 268 * above (or functions in map.c) to access many of the
269 * values in the map structure. Failure to do this will 269 * values in the map structure. Failure to do this will
270 * almost certainly break various features. You may think 270 * almost certainly break various features. You may think
271 * it is safe to look at width and height values directly 271 * it is safe to look at width and height values directly
272 * (or even through the macros), but doing so will completely 272 * (or even through the macros), but doing so will completely
273 * break map tiling. 273 * break map tiling.
274 */ 274 */
275typedef struct mapdef { 275struct mapstruct {
276 struct mapdef *next; /* Next map, linked list */ 276 struct mapstruct *next; /* Next map, linked list */
277 char *tmpname; /* Name of temporary file */ 277 char *tmpname; /* Name of temporary file */
278 char *name; /* Name of map as given by its creator */ 278 char *name; /* Name of map as given by its creator */
279 region *region; /* What jurisdiction in the game world this map is ruled by 279 struct region *region; /* What jurisdiction in the game world this map is ruled by
280 * points to the struct containing all the properties of 280 * points to the struct containing all the properties of
281 * the region */ 281 * the region */
282 uint32 reset_time; /* when this map should reset */ 282 uint32 reset_time; /* when this map should reset */
283 uint32 reset_timeout; /* How many seconds must elapse before this map 283 uint32 reset_timeout; /* How many seconds must elapse before this map
284 * should be reset 284 * should be reset
285 */ 285 */
286 uint32 fixed_resettime:1; /* if true, reset time is not affected by 286 uint32 fixed_resettime:1; /* if true, reset time is not affected by
287 * players entering/exiting map 287 * players entering/exiting map
288 */ 288 */
289 uint32 unique:1; /* if set, this is a per player unique map */ 289 uint32 unique:1; /* if set, this is a per player unique map */
290 uint32 template:1; /* if set, this is a template map */ 290 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*/ 291 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
292 sint32 timeout; /* swapout is set to this */ 292 sint32 timeout; /* swapout is set to this */
293 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 293 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 */ 294 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 295 uint32 in_memory; /* If not true, the map has been freed and must
302 uint16 width,height; /* Width and height of map. */ 302 uint16 width,height; /* Width and height of map. */
303 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 303 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 */ 304 uint16 enter_y; /* on the map if none are set in the exit */
305 uint32 outdoor:1; /* True if an outdoor map */ 305 uint32 outdoor:1; /* True if an outdoor map */
306 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 306 oblinkpt *buttons; /* Linked list of linked lists of buttons */
307 MapSpace *spaces; /* Array of spaces on this map */ 307 struct MapSpace *spaces; /* Array of spaces on this map */
308 sint16 temp; /* base temperature of this tile (F) */ 308 sint16 temp; /* base temperature of this tile (F) */
309 sint16 pressure; /* barometric pressure (mb) */ 309 sint16 pressure; /* barometric pressure (mb) */
310 sint8 humid; /* humitidy of this tile */ 310 sint8 humid; /* humitidy of this tile */
311 sint8 windspeed; /* windspeed of this tile */ 311 sint8 windspeed; /* windspeed of this tile */
312 sint8 winddir; /* direction of wind */ 312 sint8 winddir; /* direction of wind */
313 sint8 sky; /* sky conditions */ 313 sint8 sky; /* sky conditions */
314 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 314 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 */ 315 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 */ 316 char *shoprace; /* the preffered race of the local shopkeeper */
317 double shopgreed; /* how much our shopkeeper overcharges */ 317 double shopgreed; /* how much our shopkeeper overcharges */
318 uint64 shopmin; /* minimum price a shop will trade for */ 318 uint64 shopmin; /* minimum price a shop will trade for */
319 uint64 shopmax; /* maximum price a shop will offer */ 319 uint64 shopmax; /* maximum price a shop will offer */
320 char *msg; /* Message map creator may have left */ 320 char *msg; /* Message map creator may have left */
321 char *maplore; /* Map lore information */ 321 char *maplore; /* Map lore information */
322 char *tile_path[4]; /* path to adjoining maps */ 322 char *tile_path[4]; /* path to adjoining maps */
323 struct mapdef *tile_map[4]; /* Next map, linked list */ 323 struct mapstruct *tile_map[4]; /* Next map, linked list */
324 char path[HUGE_BUF]; /* Filename of the map */ 324 char path[HUGE_BUF]; /* Filename of the map */
325} mapstruct; 325};
326 326
327/* This is used by get_rangevector to determine where the other 327/* This is used by get_rangevector to determine where the other
328 * creature is. get_rangevector takes into account map tiling, 328 * creature is. get_rangevector takes into account map tiling,
329 * so you just can not look the the map coordinates and get the 329 * so you just can not look the the map coordinates and get the
330 * righte value. distance_x/y are distance away, which 330 * righte value. distance_x/y are distance away, which
331 * can be negativbe. direction is the crossfire direction scheme 331 * can be negativbe. direction is the crossfire direction scheme
332 * that the creature should head. part is the part of the 332 * that the creature should head. part is the part of the
333 * monster that is closest. 333 * monster that is closest.
334 * Note: distance should be always >=0. I changed it to UINT. MT 334 * Note: distance should be always >=0. I changed it to UINT. MT
335 */ 335 */
336typedef struct rv_vector { 336struct rv_vector {
337 unsigned int distance; 337 unsigned int distance;
338 int distance_x; 338 int distance_x;
339 int distance_y; 339 int distance_y;
340 int direction; 340 int direction;
341 object *part; 341 object *part;
342} rv_vector; 342};
343 343
344extern void (*load_original_map_callback)(mapstruct *map); 344extern void (*load_original_map_callback)(mapstruct *map);
345extern void (*load_temporary_map_callback)(mapstruct *map); 345extern void (*load_temporary_map_callback)(mapstruct *map);
346extern void (*clean_temporary_map_callback)(mapstruct *map); 346extern void (*clean_temporary_map_callback)(mapstruct *map);
347 347

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