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Comparing deliantra/server/include/map.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:49 2006 UTC vs.
Revision 1.8 by elmex, Tue Aug 15 17:35:50 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.1 2006/02/03 07:12:49 root Exp $"; 3 * "$Id: map.h,v 1.8 2006/08/15 17:35:50 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
155 * arch_blocked and functions that examine the return value. 155 * arch_blocked and functions that examine the return value.
156 */ 156 */
157 157
158#define AB_NO_PASS 0x04 158#define AB_NO_PASS 0x04
159/*#define P_PASS_THRU 0x08 *//* */ 159/*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08 /* If this is set the map is a safe map,
161 * that means, nothing harmful there will be done,
162 * like: bombs, potion usage, alchemy, spells
163 * this was introduced to make shops more safe
164 * and propably other maps */
160#define P_IS_ALIVE 0x10 /* something alive is on this space */ 165#define P_IS_ALIVE 0x10 /* something alive is on this space */
161#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 166#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
162#define P_NEED_UPDATE 0x40 /* this space is out of date */ 167#define P_NEED_UPDATE 0x40 /* this space is out of date */
163#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 168#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
164 * does not complain if the flags are different. 169 * does not complain if the flags are different.
186 * have this structure take care of that information. 191 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 192 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 193 * to extend information about a space.
189 */ 194 */
190 195
191typedef struct MapSpace { 196struct MapSpace {
192 object *bottom; /* lowest object on this space */ 197 object *bottom; /* lowest object on this space */
193 object *top; /* Highest object on this space */ 198 object *top; /* Highest object on this space */
194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 199 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 200 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
196 uint8 flags; /* flags about this space (see the P_ values above) */ 201 uint8 flags; /* flags about this space (see the P_ values above) */
197 sint8 light; /* How much light this space provides */ 202 sint8 light; /* How much light this space provides */
198 MoveType move_block; /* What movement types this space blocks */ 203 MoveType move_block; /* What movement types this space blocks */
199 MoveType move_slow; /* What movement types this space slows */ 204 MoveType move_slow; /* What movement types this space slows */
200 MoveType move_on; /* What movement types are activated */ 205 MoveType move_on; /* What movement types are activated */
201 MoveType move_off; /* What movement types are activated */ 206 MoveType move_off; /* What movement types are activated */
202} MapSpace; 207};
203 208
204/* 209/*
205 * this is an overlay structure of the whole world. It exists as a simple 210 * 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. 211 * 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 212 * 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 213 * 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 214 * them at once. We can then, in a separate loop, update the actual world
210 * with the new values we have assigned. 215 * with the new values we have assigned.
211 */ 216 */
212 217
213typedef struct wmapdef { 218struct weathermap_t {
214 sint16 temp; /* base temperature of this tile (F) */ 219 sint16 temp; /* base temperature of this tile (F) */
215 sint16 pressure; /* barometric pressure (mb) */ 220 sint16 pressure; /* barometric pressure (mb) */
216 sint8 humid; /* humitidy of this tile */ 221 sint8 humid; /* humitidy of this tile */
217 sint8 windspeed; /* windspeed of this tile */ 222 sint8 windspeed; /* windspeed of this tile */
218 sint8 winddir; /* direction of wind */ 223 sint8 winddir; /* direction of wind */
221 uint32 rainfall; /* cumulative rainfall */ 226 uint32 rainfall; /* cumulative rainfall */
222 uint8 darkness; /* indicates level of darkness of map */ 227 uint8 darkness; /* indicates level of darkness of map */
223 uint8 water; /* 0-100 percentage of water tiles */ 228 uint8 water; /* 0-100 percentage of water tiles */
224 /*Dynamic parts*/ 229 /*Dynamic parts*/
225 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 230 sint16 realtemp; /* temperature at a given calculation step for this tile*/
226} weathermap_t; 231};
227 232
228/* 233/*
229 * Each map is in a given region of the game world and links to a region definiton, so 234 * 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 235 * they have to appear here in the headers, before the mapdef
231 */ 236 */
232typedef struct regiondef { 237struct region {
233 struct regiondef *next; /* pointer to next region, NULL for the last one */ 238 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 */ 239 const char *name; /* Shortend name of the region as maps refer to it */
235 const char *parent_name; /* 240 const char *parent_name; /*
236 * So that parent and child regions can be defined in 241 * So that parent and child regions can be defined in
237 * any order, we keep hold of the parent_name during 242 * any order, we keep hold of the parent_name during
238 * initialisation, and the children get assigned to their 243 * initialisation, and the children get assigned to their
239 * parents later. (before runtime on the server though) 244 * parents later. (before runtime on the server though)
240 * nothing outside the init code should ever use this value. 245 * nothing outside the init code should ever use this value.
241 */ 246 */
242 struct regiondef *parent;/* 247 struct region *parent; /*
243 * Pointer to the region that is a parent of the current 248 * Pointer to the region that is a parent of the current
244 * region, if a value isn't defined in the current region 249 * region, if a value isn't defined in the current region
245 * we traverse this series of pointers until it is. 250 * we traverse this series of pointers until it is.
246 */ 251 */
247 const char *longname; /* Official title of the region, this might be defined 252 const char *longname; /* Official title of the region, this might be defined
248 * to be the same as name*/ 253 * to be the same as name*/
249 const char *msg; /* the description of the region */ 254 const char *msg; /* the description of the region */
250 uint32 counter; /* A generic counter for holding temporary data. */ 255 uint32 counter; /* A generic counter for holding temporary data. */
251 sint8 fallback; /* whether, in the event of a region not existing, 256 sint8 fallback; /* whether, in the event of a region not existing,
252 * this should be the one we fall back on as the default */ 257 * this should be the one we fall back on as the default */
253} region; 258 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. */
260};
254 261
255 262
256typedef struct shopitem { 263struct shopitems {
257 const char *name; /* name of the item in question, null if it is the default item */ 264 const char *name; /* name of the item in question, null if it is the default item */
258 const char *name_pl; /* plural name */ 265 const char *name_pl; /* plural name */
259 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 266 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, 267 sint8 strength; /* the degree of specialisation the shop has in this item,
261 * as a percentage from -100 to 100 */ 268 * as a percentage from -100 to 100 */
262 int index; /* being the size of the shopitems array.*/ 269 int index; /* being the size of the shopitems array.*/
263} shopitems; 270};
264 271
265/* In general, code should always use the macros 272/* In general, code should always use the macros
266 * above (or functions in map.c) to access many of the 273 * above (or functions in map.c) to access many of the
267 * values in the map structure. Failure to do this will 274 * values in the map structure. Failure to do this will
268 * almost certainly break various features. You may think 275 * almost certainly break various features. You may think
269 * it is safe to look at width and height values directly 276 * it is safe to look at width and height values directly
270 * (or even through the macros), but doing so will completely 277 * (or even through the macros), but doing so will completely
271 * break map tiling. 278 * break map tiling.
272 */ 279 */
273typedef struct mapdef { 280struct mapstruct {
274 struct mapdef *next; /* Next map, linked list */ 281 struct mapstruct *next; /* Next map, linked list */
275 char path[HUGE_BUF]; /* Filename of the map */
276 char *tmpname; /* Name of temporary file */ 282 char *tmpname; /* Name of temporary file */
277 char *name; /* Name of map as given by its creator */ 283 char *name; /* Name of map as given by its creator */
278 region *region; /* What jurisdiction in the game world this map is ruled by 284 struct region *region; /* What jurisdiction in the game world this map is ruled by
279 * points to the struct containing all the properties of 285 * points to the struct containing all the properties of
280 * the region */ 286 * the region */
281 uint32 reset_time; /* when this map should reset */ 287 uint32 reset_time; /* when this map should reset */
282 uint32 reset_timeout; /* How many seconds must elapse before this map 288 uint32 reset_timeout; /* How many seconds must elapse before this map
283 * should be reset 289 * should be reset
284 */ 290 */
285 uint32 fixed_resettime:1; /* if true, reset time is not affected by 291 uint32 fixed_resettime:1; /* if true, reset time is not affected by
286 * players entering/exiting map 292 * players entering/exiting map
287 */ 293 */
288 uint32 unique:1; /* if set, this is a per player unique map */ 294 uint32 unique:1; /* 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 */
289 uint32 template:1; /* if set, this is a template map */ 296 uint32 templatemap:1; /* if set, this is a template map */
290 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ 297 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
291 sint32 timeout; /* swapout is set to this */ 298 sint32 timeout; /* swapout is set to this */
292 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 299 sint32 swap_time; /* When it reaches 0, the map will be swapped out */
293 sint16 players; /* How many plares are on this level right now */ 300 sint16 players; /* How many plares are on this level right now */
294 uint32 in_memory; /* If not true, the map has been freed and must 301 uint32 in_memory; /* If not true, the map has been freed and must
301 uint16 width,height; /* Width and height of map. */ 308 uint16 width,height; /* Width and height of map. */
302 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 309 uint16 enter_x; /* enter_x and enter_y are default entrance location */
303 uint16 enter_y; /* on the map if none are set in the exit */ 310 uint16 enter_y; /* on the map if none are set in the exit */
304 uint32 outdoor:1; /* True if an outdoor map */ 311 uint32 outdoor:1; /* True if an outdoor map */
305 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 312 oblinkpt *buttons; /* Linked list of linked lists of buttons */
306 MapSpace *spaces; /* Array of spaces on this map */ 313 struct MapSpace *spaces; /* Array of spaces on this map */
307 sint16 temp; /* base temperature of this tile (F) */ 314 sint16 temp; /* base temperature of this tile (F) */
308 sint16 pressure; /* barometric pressure (mb) */ 315 sint16 pressure; /* barometric pressure (mb) */
309 sint8 humid; /* humitidy of this tile */ 316 sint8 humid; /* humitidy of this tile */
310 sint8 windspeed; /* windspeed of this tile */ 317 sint8 windspeed; /* windspeed of this tile */
311 sint8 winddir; /* direction of wind */ 318 sint8 winddir; /* direction of wind */
312 sint8 sky; /* sky conditions */ 319 sint8 sky; /* sky conditions */
313 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
314 shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 321 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
315 char *shoprace; /* the preffered race of the local shopkeeper */ 322 char *shoprace; /* the preffered race of the local shopkeeper */
316 double shopgreed; /* how much our shopkeeper overcharges */ 323 double shopgreed; /* how much our shopkeeper overcharges */
317 uint64 shopmin; /* minimum price a shop will trade for */ 324 uint64 shopmin; /* minimum price a shop will trade for */
318 uint64 shopmax; /* maximum price a shop will offer */ 325 uint64 shopmax; /* maximum price a shop will offer */
319 char *msg; /* Message map creator may have left */ 326 char *msg; /* Message map creator may have left */
327 char *maplore; /* Map lore information */
320 char *tile_path[4]; /* path to adjoining maps */ 328 char *tile_path[4]; /* path to adjoining maps */
321 struct mapdef *tile_map[4]; /* Next map, linked list */ 329 struct mapstruct *tile_map[4]; /* Next map, linked list */
322} mapstruct; 330 char path[HUGE_BUF]; /* Filename of the map */
331};
323 332
324/* This is used by get_rangevector to determine where the other 333/* This is used by get_rangevector to determine where the other
325 * creature is. get_rangevector takes into account map tiling, 334 * creature is. get_rangevector takes into account map tiling,
326 * so you just can not look the the map coordinates and get the 335 * so you just can not look the the map coordinates and get the
327 * righte value. distance_x/y are distance away, which 336 * righte value. distance_x/y are distance away, which
328 * can be negativbe. direction is the crossfire direction scheme 337 * can be negativbe. direction is the crossfire direction scheme
329 * that the creature should head. part is the part of the 338 * that the creature should head. part is the part of the
330 * monster that is closest. 339 * monster that is closest.
331 * Note: distance should be always >=0. I changed it to UINT. MT 340 * Note: distance should be always >=0. I changed it to UINT. MT
332 */ 341 */
333typedef struct rv_vector { 342struct rv_vector {
334 unsigned int distance; 343 unsigned int distance;
335 int distance_x; 344 int distance_x;
336 int distance_y; 345 int distance_y;
337 int direction; 346 int direction;
338 object *part; 347 object *part;
339} rv_vector; 348};
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);
340 353
341#endif 354#endif

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