1 | /* |
1 | /* |
2 | * static char *rcsid_define_h = |
2 | * static char *rcsid_define_h = |
3 | * "$Id: map.h,v 1.8 2006/08/15 17:35:50 elmex Exp $"; |
3 | * "$Id: map.h,v 1.14 2006/08/29 09:27:58 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 | |
… | |
… | |
31 | * It contains pointers (very indirectly) to all objects on the map. |
31 | * It contains pointers (very indirectly) to all objects on the map. |
32 | */ |
32 | */ |
33 | |
33 | |
34 | #ifndef MAP_H |
34 | #ifndef MAP_H |
35 | #define MAP_H |
35 | #define MAP_H |
|
|
36 | |
|
|
37 | #include "cfperl.h" |
36 | |
38 | |
37 | /* We set this size - this is to make magic map work properly on |
39 | /* We set this size - this is to make magic map work properly on |
38 | * tiled maps. There is no requirement that this matches the |
40 | * tiled maps. There is no requirement that this matches the |
39 | * tiled maps size - it just seemed like a reasonable value. |
41 | * tiled maps size - it just seemed like a reasonable value. |
40 | * Magic map code now always starts out putting the player in the |
42 | * Magic map code now always starts out putting the player in the |
… | |
… | |
155 | * arch_blocked and functions that examine the return value. |
157 | * arch_blocked and functions that examine the return value. |
156 | */ |
158 | */ |
157 | |
159 | |
158 | #define AB_NO_PASS 0x04 |
160 | #define AB_NO_PASS 0x04 |
159 | /*#define P_PASS_THRU 0x08 *//* */ |
161 | /*#define P_PASS_THRU 0x08 *//* */ |
160 | #define P_SAFE 0x08 /* If this is set the map is a safe map, |
162 | #define P_SAFE 0x08 /* If this is set the map tile is a safe map, |
161 | * that means, nothing harmful there will be done, |
163 | * that means, nothing harmful there will be done, |
162 | * like: bombs, potion usage, alchemy, spells |
164 | * like: bombs, potion usage, alchemy, spells |
163 | * this was introduced to make shops more safe |
165 | * this was introduced to make shops more safe |
164 | * and propably other maps */ |
166 | * and propably other maps */ |
165 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
167 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
… | |
… | |
224 | sint8 sky; /* sky conditions */ |
226 | sint8 sky; /* sky conditions */ |
225 | sint32 avgelev; /* average elevation */ |
227 | sint32 avgelev; /* average elevation */ |
226 | uint32 rainfall; /* cumulative rainfall */ |
228 | uint32 rainfall; /* cumulative rainfall */ |
227 | uint8 darkness; /* indicates level of darkness of map */ |
229 | uint8 darkness; /* indicates level of darkness of map */ |
228 | uint8 water; /* 0-100 percentage of water tiles */ |
230 | uint8 water; /* 0-100 percentage of water tiles */ |
229 | /*Dynamic parts*/ |
231 | /*Dynamic parts*/ |
230 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
232 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
231 | }; |
233 | }; |
232 | |
234 | |
233 | /* |
235 | /* |
234 | * Each map is in a given region of the game world and links to a region definiton, so |
236 | * 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 |
237 | * they have to appear here in the headers, before the mapdef |
… | |
… | |
238 | struct region *next; /* pointer to next region, NULL for the last one */ |
240 | 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 */ |
241 | const char *name; /* Shortend name of the region as maps refer to it */ |
240 | const char *parent_name; /* |
242 | const char *parent_name; /* |
241 | * So that parent and child regions can be defined in |
243 | * So that parent and child regions can be defined in |
242 | * any order, we keep hold of the parent_name during |
244 | * any order, we keep hold of the parent_name during |
243 | * initialisation, and the children get assigned to their |
245 | * initialisation, and the children get assigned to their |
244 | * parents later. (before runtime on the server though) |
246 | * parents later. (before runtime on the server though) |
245 | * nothing outside the init code should ever use this value. |
247 | * nothing outside the init code should ever use this value. |
246 | */ |
248 | */ |
247 | struct region *parent; /* |
249 | struct region *parent; /* |
248 | * Pointer to the region that is a parent of the current |
250 | * Pointer to the region that is a parent of the current |
249 | * region, if a value isn't defined in the current region |
251 | * region, if a value isn't defined in the current region |
250 | * we traverse this series of pointers until it is. |
252 | * we traverse this series of pointers until it is. |
251 | */ |
253 | */ |
252 | const char *longname; /* Official title of the region, this might be defined |
254 | const char *longname; /* Official title of the region, this might be defined |
253 | * to be the same as name*/ |
255 | * to be the same as name*/ |
254 | const char *msg; /* the description of the region */ |
256 | const char *msg; /* the description of the region */ |
255 | uint32 counter; /* A generic counter for holding temporary data. */ |
257 | uint32 counter; /* A generic counter for holding temporary data. */ |
256 | sint8 fallback; /* whether, in the event of a region not existing, |
258 | sint8 fallback; /* whether, in the event of a region not existing, |
… | |
… | |
263 | struct shopitems { |
265 | struct shopitems { |
264 | const char *name; /* name of the item in question, null if it is the default item */ |
266 | const char *name; /* name of the item in question, null if it is the default item */ |
265 | const char *name_pl; /* plural name */ |
267 | const char *name_pl; /* plural name */ |
266 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
268 | 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, |
269 | sint8 strength; /* the degree of specialisation the shop has in this item, |
268 | * as a percentage from -100 to 100 */ |
270 | * as a percentage from -100 to 100 */ |
269 | int index; /* being the size of the shopitems array.*/ |
271 | int index; /* being the size of the shopitems array.*/ |
270 | }; |
272 | }; |
271 | |
273 | |
272 | /* In general, code should always use the macros |
274 | /* In general, code should always use the macros |
273 | * above (or functions in map.c) to access many of the |
275 | * above (or functions in map.c) to access many of the |
… | |
… | |
275 | * almost certainly break various features. You may think |
277 | * almost certainly break various features. You may think |
276 | * it is safe to look at width and height values directly |
278 | * it is safe to look at width and height values directly |
277 | * (or even through the macros), but doing so will completely |
279 | * (or even through the macros), but doing so will completely |
278 | * break map tiling. |
280 | * break map tiling. |
279 | */ |
281 | */ |
280 | struct mapstruct { |
282 | struct mapstruct : attachable<mapstruct> { |
|
|
283 | static data_type get_dt () { return DT_MAP; } |
|
|
284 | |
281 | struct mapstruct *next; /* Next map, linked list */ |
285 | struct mapstruct *next; /* Next map, linked list */ |
282 | char *tmpname; /* Name of temporary file */ |
286 | char *tmpname; /* Name of temporary file */ |
283 | char *name; /* Name of map as given by its creator */ |
287 | char *name; /* Name of map as given by its creator */ |
284 | struct region *region; /* What jurisdiction in the game world this map is ruled by |
288 | struct region *region; /* What jurisdiction in the game world this map is ruled by |
285 | * points to the struct containing all the properties of |
289 | * points to the struct containing all the properties of |
286 | * the region */ |
290 | * the region */ |
287 | uint32 reset_time; /* when this map should reset */ |
291 | uint32 reset_time; /* when this map should reset */ |
288 | uint32 reset_timeout; /* How many seconds must elapse before this map |
292 | uint32 reset_timeout; /* How many seconds must elapse before this map |
289 | * should be reset |
293 | * should be reset |
290 | */ |
294 | */ |
291 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
295 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
292 | * players entering/exiting map |
296 | * players entering/exiting map |
293 | */ |
297 | */ |
294 | uint32 unique:1; /* if set, this is a per player unique map */ |
298 | 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 */ |
299 | 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 */ |
300 | uint32 templatemap:1; /* if set, this is a template map */ |
297 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
301 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
298 | sint32 timeout; /* swapout is set to this */ |
302 | sint32 timeout; /* swapout is set to this */ |
299 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
303 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
300 | sint16 players; /* How many plares are on this level right now */ |
304 | sint16 players; /* How many plares are on this level right now */ |
301 | uint32 in_memory; /* If not true, the map has been freed and must |
305 | uint32 in_memory; /* If not true, the map has been freed and must |
302 | * be loaded before used. The map,omap and map_ob |
306 | * be loaded before used. The map,omap and map_ob |
303 | * arrays will be allocated when the map is loaded */ |
307 | * 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 */ |
308 | uint16 difficulty; /* What level the player should be to play here */ |
306 | |
309 | |
307 | uint8 darkness; /* indicates level of darkness of map */ |
310 | uint8 darkness; /* indicates level of darkness of map */ |
308 | uint16 width,height; /* Width and height of map. */ |
311 | uint16 width,height; /* Width and height of map. */ |
309 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
312 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
… | |
… | |
345 | int distance_y; |
348 | int distance_y; |
346 | int direction; |
349 | int direction; |
347 | object *part; |
350 | object *part; |
348 | }; |
351 | }; |
349 | |
352 | |
350 | extern void (*load_original_map_callback)(mapstruct *map); |
|
|
351 | extern void (*load_temporary_map_callback)(mapstruct *map); |
|
|
352 | extern void (*clean_temporary_map_callback)(mapstruct *map); |
|
|
353 | |
|
|
354 | #endif |
353 | #endif |