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/cvs/deliantra/server/include/map.h
Revision: 1.22
Committed: Sun Dec 3 01:11:23 2006 UTC (17 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.21: +2 -1 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 /*
25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map.
27 */
28
29 #ifndef MAP_H
30 #define MAP_H
31
32 #include "cfperl.h"
33
34 /* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing
39 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the
41 * spaces - this is more efficient as we already have up to date
42 * map pointers.
43 */
44 #define MAGIC_MAP_SIZE 50
45 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46
47
48 #define MAP_LAYERS 4
49
50 /* This is when the map will reset */
51 #define MAP_WHEN_RESET(m) ((m)->reset_time)
52
53 #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
54 #define MAP_DIFFICULTY(m) ((m)->difficulty)
55 #define MAP_TIMEOUT(m) ((m)->timeout)
56 #define MAP_SWAP_TIME(m) ((m)->swap_time)
57 #define MAP_OUTDOORS(m) ((m)->outdoor)
58
59 /* mape darkness used to enforce the MAX_DARKNESS value.
60 * but IMO, if it is beyond max value, that should be fixed
61 * on the map or in the code.
62 */
63 #define MAP_DARKNESS(m) (m)->darkness
64
65 #define MAP_WIDTH(m) (m)->width
66 #define MAP_HEIGHT(m) (m)->height
67
68 /* Convenient function - total number of spaces is used
69 * in many places.
70 */
71 #define MAP_SIZE(m) ((m)->width * (m)->height)
72
73 #define MAP_ENTER_X(m) (m)->enter_x
74 #define MAP_ENTER_Y(m) (m)->enter_y
75
76 #define MAP_TEMP(m) (m)->temp
77 #define MAP_PRESSURE(m) (m)->pressure
78 #define MAP_HUMID(m) (m)->humid
79 #define MAP_WINDSPEED(m) (m)->windspeed
80 #define MAP_WINDDIRECTION(m) (m)->winddir
81 #define MAP_SKYCOND(m) (m)->sky
82 #define MAP_WORLDPARTX(m) (m)->wpartx
83 #define MAP_WORLDPARTY(m) (m)->wparty
84 #define MAP_NOSMOOTH(m) (m)->nosmooth
85
86 /* options passed to ready_map_name and load_original_map */
87 #define MAP_FLUSH 0x1
88 #define MAP_PLAYER_UNIQUE 0x2
89 #define MAP_BLOCK 0x4
90 #define MAP_STYLE 0x8
91 #define MAP_OVERLAY 0x10
92
93 /* Values for in_memory below. Should probably be an enumerations */
94 #define MAP_IN_MEMORY 1
95 #define MAP_SWAPPED 2
96 #define MAP_LOADING 3
97 #define MAP_SAVING 4
98
99 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
100 * really be used, as it is multi tile aware. However, there are some cases
101 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y)
103 */
104 #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
105 #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
106 #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
107 #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
108
109 #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
110 #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
112 /* legacy */
113 #define get_map_ob GET_MAP_OB
114
115 #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116 #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117 #define set_map_ob SET_MAP_OB
118
119 #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120 #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121
122 #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123 #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
124
125 #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
126 #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127
128 #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
129 #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130
131 #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
132 #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133
134 #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
135 #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136
137 /* You should really know what you are doing before using this - you
138 * should almost always be using out_of_map instead, which takes into account
139 * map tiling.
140 */
141 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142
143 /* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure.
145 */
146
147 #define P_BLOCKSVIEW 0x01
148 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149
150 /* AB_NO_PASS is used for arch_blocked() return value. It needs
151 * to be here to make sure the bits don't match with anything.
152 * Changed name to have AB_ prefix just to make sure no one
153 * is using the P_NO_PASS. AB_.. should only be used for
154 * arch_blocked and functions that examine the return value.
155 */
156
157 #define AB_NO_PASS 0x04
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 */
166 #define P_IS_ALIVE 0x10 /* something alive is on this space */
167 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
168 #define P_NEED_UPDATE 0x40 /* this space is out of date */
169 #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different.
171 */
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
181 /* Coordinates passed result in a new tiled map */
182
183 /* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier
188 * to extend information about a space.
189 */
190
191 struct MapSpace
192 {
193 object *bottom; /* lowest object on this space */
194 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */
203 };
204
205 /*
206 * this is an overlay structure of the whole world. It exists as a simple
207 * high level map, which doesn't contain the full data of the underlying map.
208 * in this map, only things such as weather are recorded. By doing so, we
209 * can keep the entire world parameters in memory, and act as a whole on
210 * them at once. We can then, in a separate loop, update the actual world
211 * with the new values we have assigned.
212 */
213
214 struct weathermap_t
215 {
216 sint16 temp; /* base temperature of this tile (F) */
217 sint16 pressure; /* barometric pressure (mb) */
218 sint8 humid; /* humitidy of this tile */
219 sint8 windspeed; /* windspeed of this tile */
220 sint8 winddir; /* direction of wind */
221 sint8 sky; /* sky conditions */
222 sint32 avgelev; /* average elevation */
223 uint32 rainfall; /* cumulative rainfall */
224 uint8 darkness; /* indicates level of darkness of map */
225 uint8 water; /* 0-100 percentage of water tiles */
226 /*Dynamic parts */
227 sint16 realtemp; /* temperature at a given calculation step for this tile */
228 };
229
230 /*
231 * Each map is in a given region of the game world and links to a region definiton, so
232 * they have to appear here in the headers, before the mapdef
233 */
234 struct region
235 {
236 struct region *next; /* pointer to next region, NULL for the last one */
237 const char *name; /* Shortend name of the region as maps refer to it */
238 const char *parent_name; /*
239 * So that parent and child regions can be defined in
240 * any order, we keep hold of the parent_name during
241 * initialisation, and the children get assigned to their
242 * parents later. (before runtime on the server though)
243 * nothing outside the init code should ever use this value.
244 */
245 struct region *parent; /*
246 * Pointer to the region that is a parent of the current
247 * region, if a value isn't defined in the current region
248 * we traverse this series of pointers until it is.
249 */
250 const char *longname; /* Official title of the region, this might be defined
251 * to be the same as name*/
252 const char *msg; /* the description of the region */
253 uint32 counter; /* A generic counter for holding temporary data. */
254 sint8 fallback; /* whether, in the event of a region not existing,
255 * this should be the one we fall back on as the default */
256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258 };
259
260
261 struct shopitems : zero_initialised
262 {
263 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */
266 sint8 strength; /* the degree of specialisation the shop has in this item,
267 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */
269 };
270
271 /* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely
277 * break map tiling.
278 */
279 ACC_CLASS (maptile)
280 struct maptile : zero_initialised, attachable<maptile>
281 {
282 maptile *ACC (RW, next); /* Next map, linked list */
283 char *ACC (RO, tmpname); /* Name of temporary file */
284 char *ACC (RO, name); /* Name of map as given by its creator */
285 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
286 * points to the struct containing all the properties of
287 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset
291 */
292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
293 * players entering/exiting map
294 */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */
296 bool ACC (RW, templatemap); /* if set, this is a template map */
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 ACC (RW, players); /* How many players are on this level right now */
301 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
303 * arrays will be allocated when the map is loaded */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305
306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
308 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
309 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
310 bool ACC (RW, outdoor); /* True if an outdoor map */
311 oblinkpt *buttons; /* Linked list of linked lists of buttons */
312 struct MapSpace *spaces; /* Array of spaces on this map */
313 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
320 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */
328 maptile *tile_map[4]; /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
330 };
331
332 /* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the
335 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the
338 * monster that is closest.
339 * Note: distance should be always >=0. I changed it to UINT. MT
340 */
341 struct rv_vector
342 {
343 unsigned int distance;
344 int distance_x;
345 int distance_y;
346 int direction;
347 object *part;
348 };
349
350 #endif
351