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/cvs/deliantra/server/include/map.h
Revision: 1.15
Committed: Tue Aug 29 09:35:52 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.14: +0 -1 lines
Log Message:
removed safe_map

File Contents

# Content
1 /*
2 * static char *rcsid_define_h =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /*
30 * The mapstruct is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map.
32 */
33
34 #ifndef MAP_H
35 #define MAP_H
36
37 #include "cfperl.h"
38
39 /* We set this size - this is to make magic map work properly on
40 * tiled maps. There is no requirement that this matches the
41 * tiled maps size - it just seemed like a reasonable value.
42 * Magic map code now always starts out putting the player in the
43 * center of the map - this makes the most sense when dealing
44 * with tiled maps.
45 * We also figure out the magicmap color to use as we process the
46 * spaces - this is more efficient as we already have up to date
47 * map pointers.
48 */
49 #define MAGIC_MAP_SIZE 50
50 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51
52
53 #define MAP_LAYERS 4
54
55 /* This is when the map will reset */
56 #define MAP_WHEN_RESET(m) ((m)->reset_time)
57
58 #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
59 #define MAP_DIFFICULTY(m) ((m)->difficulty)
60 #define MAP_TIMEOUT(m) ((m)->timeout)
61 #define MAP_SWAP_TIME(m) ((m)->swap_time)
62 #define MAP_OUTDOORS(m) ((m)->outdoor)
63
64 /* mape darkness used to enforce the MAX_DARKNESS value.
65 * but IMO, if it is beyond max value, that should be fixed
66 * on the map or in the code.
67 */
68 #define MAP_DARKNESS(m) (m)->darkness
69
70 #define MAP_WIDTH(m) (m)->width
71 #define MAP_HEIGHT(m) (m)->height
72 /* Convenient function - total number of spaces is used
73 * in many places.
74 */
75 #define MAP_SIZE(m) ((m)->width * (m)->height)
76
77 #define MAP_ENTER_X(m) (m)->enter_x
78 #define MAP_ENTER_Y(m) (m)->enter_y
79
80 #define MAP_TEMP(m) (m)->temp
81 #define MAP_PRESSURE(m) (m)->pressure
82 #define MAP_HUMID(m) (m)->humid
83 #define MAP_WINDSPEED(m) (m)->windspeed
84 #define MAP_WINDDIRECTION(m) (m)->winddir
85 #define MAP_SKYCOND(m) (m)->sky
86 #define MAP_WORLDPARTX(m) (m)->wpartx
87 #define MAP_WORLDPARTY(m) (m)->wparty
88 #define MAP_NOSMOOTH(m) (m)->nosmooth
89
90 /* options passed to ready_map_name and load_original_map */
91 #define MAP_FLUSH 0x1
92 #define MAP_PLAYER_UNIQUE 0x2
93 #define MAP_BLOCK 0x4
94 #define MAP_STYLE 0x8
95 #define MAP_OVERLAY 0x10
96
97 /* Values for in_memory below. Should probably be an enumerations */
98 #define MAP_IN_MEMORY 1
99 #define MAP_SWAPPED 2
100 #define MAP_LOADING 3
101 #define MAP_SAVING 4
102
103 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
104 * really be used, as it is multi tile aware. However, there are some cases
105 * where it is known the map is not tiled or the values are known
106 * consistent (eg, op->map, op->x, op->y)
107 */
108 #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
109 #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
110 #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
111 #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
112
113 #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
114 #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
115 /* legacy */
116 #define get_map_ob GET_MAP_OB
117
118 #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
119 #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
120 #define set_map_ob SET_MAP_OB
121
122 #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
123 #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
124
125 #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
126 #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
127
128 #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
129 #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
130
131 #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
132 #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
133
134 #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
135 #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
136
137 #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
138 #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
139
140 /* You should really know what you are doing before using this - you
141 * should almost always be using out_of_map instead, which takes into account
142 * map tiling.
143 */
144 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
145
146 /* These are used in the MapLook flags element. They are not used in
147 * in the object flags structure.
148 */
149
150 #define P_BLOCKSVIEW 0x01
151 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152
153 /* AB_NO_PASS is used for arch_blocked() return value. It needs
154 * to be here to make sure the bits don't match with anything.
155 * Changed name to have AB_ prefix just to make sure no one
156 * is using the P_NO_PASS. AB_.. should only be used for
157 * arch_blocked and functions that examine the return value.
158 */
159
160 #define AB_NO_PASS 0x04
161 /*#define P_PASS_THRU 0x08 *//* */
162 #define P_SAFE 0x08 /* If this is set the map tile is a safe map,
163 * that means, nothing harmful there will be done,
164 * like: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe
166 * and propably other maps */
167 #define P_IS_ALIVE 0x10 /* something alive is on this space */
168 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
169 #define P_NEED_UPDATE 0x40 /* this space is out of date */
170 #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
171 * does not complain if the flags are different.
172 */
173 /* The following two values are not stored in the MapLook flags, but instead
174 * used in the get_map_flags value - that function is used to return
175 * the flag value, as well as other conditions - using a more general
176 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code.
178 */
179 #define P_OUT_OF_MAP 0x100 /* This space is outside the map */
180 #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */
181
182 #if 0
183 /* These go away with new movement code - can't do such simplistic
184 * checks anymore
185 */
186 #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
187 #define P_WALL P_NO_PASS /* Just to match naming of wall function */
188 #endif
189
190 /* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information.
194 * This puts it all in one place, and should also make it easier
195 * to extend information about a space.
196 */
197
198 struct MapSpace {
199 object *bottom; /* lowest object on this space */
200 object *top; /* Highest object on this space */
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */
209 };
210
211 /*
212 * this is an overlay structure of the whole world. It exists as a simple
213 * high level map, which doesn't contain the full data of the underlying map.
214 * in this map, only things such as weather are recorded. By doing so, we
215 * can keep the entire world parameters in memory, and act as a whole on
216 * them at once. We can then, in a separate loop, update the actual world
217 * with the new values we have assigned.
218 */
219
220 struct weathermap_t {
221 sint16 temp; /* base temperature of this tile (F) */
222 sint16 pressure; /* barometric pressure (mb) */
223 sint8 humid; /* humitidy of this tile */
224 sint8 windspeed; /* windspeed of this tile */
225 sint8 winddir; /* direction of wind */
226 sint8 sky; /* sky conditions */
227 sint32 avgelev; /* average elevation */
228 uint32 rainfall; /* cumulative rainfall */
229 uint8 darkness; /* indicates level of darkness of map */
230 uint8 water; /* 0-100 percentage of water tiles */
231 /*Dynamic parts*/
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/
233 };
234
235 /*
236 * Each map is in a given region of the game world and links to a region definiton, so
237 * they have to appear here in the headers, before the mapdef
238 */
239 struct region {
240 struct region *next; /* pointer to next region, NULL for the last one */
241 const char *name; /* Shortend name of the region as maps refer to it */
242 const char *parent_name; /*
243 * So that parent and child regions can be defined in
244 * any order, we keep hold of the parent_name during
245 * initialisation, and the children get assigned to their
246 * parents later. (before runtime on the server though)
247 * nothing outside the init code should ever use this value.
248 */
249 struct region *parent; /*
250 * Pointer to the region that is a parent of the current
251 * region, if a value isn't defined in the current region
252 * we traverse this series of pointers until it is.
253 */
254 const char *longname; /* Official title of the region, this might be defined
255 * to be the same as name*/
256 const char *msg; /* the description of the region */
257 uint32 counter; /* A generic counter for holding temporary data. */
258 sint8 fallback; /* whether, in the event of a region not existing,
259 * this should be the one we fall back on as the default */
260 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
261 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
262 };
263
264
265 struct shopitems {
266 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/
269 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/
272 };
273
274 /* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely
280 * break map tiling.
281 */
282 struct mapstruct : attachable<mapstruct> {
283 static data_type get_dt () { return DT_MAP; }
284
285 struct mapstruct *next; /* Next map, linked list */
286 char *tmpname; /* Name of temporary file */
287 char *name; /* Name of map as given by its creator */
288 struct region *region; /* What jurisdiction in the game world this map is ruled by
289 * points to the struct containing all the properties of
290 * the region */
291 uint32 reset_time; /* when this map should reset */
292 uint32 reset_timeout; /* How many seconds must elapse before this map
293 * should be reset
294 */
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by
296 * players entering/exiting map
297 */
298 uint32 unique:1; /* if set, this is a per player unique map */
299 uint32 templatemap:1; /* if set, this is a template map */
300 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
301 sint32 timeout; /* swapout is set to this */
302 sint32 swap_time; /* When it reaches 0, the map will be swapped out */
303 sint16 players; /* How many plares are on this level right now */
304 uint32 in_memory; /* If not true, the map has been freed and must
305 * be loaded before used. The map,omap and map_ob
306 * arrays will be allocated when the map is loaded */
307 uint16 difficulty; /* What level the player should be to play here */
308
309 uint8 darkness; /* indicates level of darkness of map */
310 uint16 width,height; /* Width and height of map. */
311 uint16 enter_x; /* enter_x and enter_y are default entrance location */
312 uint16 enter_y; /* on the map if none are set in the exit */
313 uint32 outdoor:1; /* True if an outdoor map */
314 oblinkpt *buttons; /* Linked list of linked lists of buttons */
315 struct MapSpace *spaces; /* Array of spaces on this map */
316 sint16 temp; /* base temperature of this tile (F) */
317 sint16 pressure; /* barometric pressure (mb) */
318 sint8 humid; /* humitidy of this tile */
319 sint8 windspeed; /* windspeed of this tile */
320 sint8 winddir; /* direction of wind */
321 sint8 sky; /* sky conditions */
322 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
323 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
324 char *shoprace; /* the preffered race of the local shopkeeper */
325 double shopgreed; /* how much our shopkeeper overcharges */
326 uint64 shopmin; /* minimum price a shop will trade for */
327 uint64 shopmax; /* maximum price a shop will offer */
328 char *msg; /* Message map creator may have left */
329 char *maplore; /* Map lore information */
330 char *tile_path[4]; /* path to adjoining maps */
331 struct mapstruct *tile_map[4]; /* Next map, linked list */
332 char path[HUGE_BUF]; /* Filename of the map */
333 };
334
335 /* This is used by get_rangevector to determine where the other
336 * creature is. get_rangevector takes into account map tiling,
337 * so you just can not look the the map coordinates and get the
338 * righte value. distance_x/y are distance away, which
339 * can be negativbe. direction is the crossfire direction scheme
340 * that the creature should head. part is the part of the
341 * monster that is closest.
342 * Note: distance should be always >=0. I changed it to UINT. MT
343 */
344 struct rv_vector {
345 unsigned int distance;
346 int distance_x;
347 int distance_y;
348 int direction;
349 object *part;
350 };
351
352 #endif