/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire@schmorp.de */ /* * The maptile is allocated each time a new map is opened. * It contains pointers (very indirectly) to all objects on the map. */ #ifndef MAP_H #define MAP_H #include "cfperl.h" /* We set this size - this is to make magic map work properly on * tiled maps. There is no requirement that this matches the * tiled maps size - it just seemed like a reasonable value. * Magic map code now always starts out putting the player in the * center of the map - this makes the most sense when dealing * with tiled maps. * We also figure out the magicmap color to use as we process the * spaces - this is more efficient as we already have up to date * map pointers. */ #define MAGIC_MAP_SIZE 50 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 #define MAP_LAYERS 3 /* options passed to ready_map_name and load_original_map */ #define MAP_FLUSH 0x01 #define MAP_PLAYER_UNIQUE 0x02 #define MAP_BLOCK 0x04 #define MAP_STYLE 0x08 #define MAP_OVERLAY 0x10 /* Values for in_memory below. Should probably be an enumerations */ #define MAP_IN_MEMORY 1 #define MAP_SWAPPED 2 #define MAP_LOADING 3 #define MAP_SAVING 4 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should * really be used, as it is multi tile aware. However, there are some cases * where it is known the map is not tiled or the values are known * consistent (eg, op->map, op->x, op->y) */ // all those macros are herewith declared legacy #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off /* You should really know what you are doing before using this - you * should almost always be using out_of_map instead, which takes into account * map tiling. */ #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) /* These are used in the MapLook flags element. They are not used in * in the object flags structure. */ #define P_BLOCKSVIEW 0x01 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ #define P_SAFE 0x08 /* If this is set the map tile is a safe space, * that means, nothing harmful can be done, * such as: bombs, potion usage, alchemy, spells * this was introduced to make shops safer * but is useful in other situations */ #define P_IS_ALIVE 0x10 /* something alive is on this space */ #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ #define P_NEED_UPDATE 0x80 /* this space is out of date */ /* The following two values are not stored in the MapLook flags, but instead * used in the get_map_flags value - that function is used to return * the flag value, as well as other conditions - using a more general * function that does more of the work can hopefully be used to replace * lots of duplicate checks currently in the code. */ #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ /* P_NO_PASS is used for ob_blocked() return value. It needs * to be here to make sure the bits don't match with anything. */ #define P_NO_PASS 0x80000 /* Instead of having numerous arrays that have information on a * particular space (was map, floor, floor2, map_ob), * have this structure take care of that information. * This puts it all in one place, and should also make it easier * to extend information about a space. */ struct mapspace { object *bot, *top; /* lowest/highest object on this space */ New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ uint8 flags_; /* flags about this space (see the P_ values above) */ sint8 light; /* How much light this space provides */ MoveType move_block; /* What movement types this space blocks */ MoveType move_slow; /* What movement types this space slows */ MoveType move_on; /* What movement types are activated */ MoveType move_off; /* What movement types are activated */ void update_ (); void update () { if (flags_ & P_NEED_UPDATE) update_ (); } uint8 flags () { update (); return flags_; } // maybe only inline quick flags_ checking? object *player () { // search from the top, because players are usually on top // make usually == always and this non-amortized O(1) // could gte rid of P_PLAYER, too, then if (flags () & P_PLAYER) for (object *op = top; op; op = op->below) if (op->type == PLAYER) return op; return 0; } }; /* * this is an overlay structure of the whole world. It exists as a simple * high level map, which doesn't contain the full data of the underlying map. * in this map, only things such as weather are recorded. By doing so, we * can keep the entire world parameters in memory, and act as a whole on * them at once. We can then, in a separate loop, update the actual world * with the new values we have assigned. */ struct weathermap_t { sint16 temp; /* base temperature of this tile (F) */ sint16 pressure; /* barometric pressure (mb) */ sint8 humid; /* humitidy of this tile */ sint8 windspeed; /* windspeed of this tile */ sint8 winddir; /* direction of wind */ sint8 sky; /* sky conditions */ sint32 avgelev; /* average elevation */ uint32 rainfall; /* cumulative rainfall */ uint8 darkness; /* indicates level of darkness of map */ uint8 water; /* 0-100 percentage of water tiles */ /*Dynamic parts */ sint16 realtemp; /* temperature at a given calculation step for this tile */ }; /* * Each map is in a given region of the game world and links to a region definiton, so * they have to appear here in the headers, before the mapdef */ struct region : zero_initialised { struct region *next; /* pointer to next region, NULL for the last one */ const char *name; /* Shortend name of the region as maps refer to it */ const char *parent_name; /* * So that parent and child regions can be defined in * any order, we keep hold of the parent_name during * initialisation, and the children get assigned to their * parents later. (before runtime on the server though) * nothing outside the init code should ever use this value. */ struct region *parent; /* * Pointer to the region that is a parent of the current * region, if a value isn't defined in the current region * we traverse this series of pointers until it is. */ const char *longname; /* Official title of the region, this might be defined * to be the same as name*/ const char *msg; /* the description of the region */ uint32 counter; /* A generic counter for holding temporary data. */ sint8 fallback; /* whether, in the event of a region not existing, * this should be the one we fall back on as the default */ char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ }; struct shopitems : zero_initialised { const char *name; /* name of the item in question, null if it is the default item */ const char *name_pl; /* plural name */ int typenum; /* itemtype number we need to match 0 if it is the default price */ sint8 strength; /* the degree of specialisation the shop has in this item, * as a percentage from -100 to 100 */ int index; /* being the size of the shopitems array. */ }; /* In general, code should always use the macros * above (or functions in map.c) to access many of the * values in the map structure. Failure to do this will * almost certainly break various features. You may think * it is safe to look at width and height values directly * (or even through the macros), but doing so will completely * break map tiling. */ INTERFACE_CLASS (maptile) struct maptile : zero_initialised, attachable { sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ struct mapspace *spaces; /* Array of spaces on this map */ maptile *ACC (RW, next); /* Next map, linked list */ char *ACC (RO, tmpname); /* Name of temporary file */ char *ACC (RO, name); /* Name of map as given by its creator */ struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of * the region */ uint32 ACC (RW, reset_time); /* when this map should reset */ uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map * should be reset */ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ bool ACC (RW, unique); /* if set, this is a per player unique map */ bool ACC (RW, templatemap); /* if set, this is a template map */ bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ sint32 ACC (RW, timeout); /* swapout is set to this */ sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ sint16 ACC (RW, players); /* How many players are on this level right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ uint8 ACC (RW, darkness); /* indicates level of darkness of map */ uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ bool ACC (RW, outdoor); /* True if an outdoor map */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ sint16 ACC (RW, temp); /* base temperature of this tile (F) */ sint16 ACC (RW, pressure); /* barometric pressure (mb) */ sint8 ACC (RW, humid); /* humitidy of this tile */ sint8 ACC (RW, windspeed); /* windspeed of this tile */ sint8 ACC (RW, winddir); /* direction of wind */ sint8 ACC (RW, sky); /* sky conditions */ int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ char *ACC (RO, msg); /* Message map creator may have left */ char *ACC (RO, maplore); /* Map lore information */ char *tile_path[4]; /* path to adjoining maps */ maptile *tile_map[4]; /* Next map, linked list */ char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ maptile (); ~maptile (); void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; MTH void allocate (); MTH int size () const { return width * height; } MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } }; /* This is used by get_rangevector to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * Note: distance should be always >=0. I changed it to UINT. MT */ struct rv_vector { unsigned int distance; int distance_x; int distance_y; int direction; object *part; }; inline mapspace & object::ms () const { return map->at (x, y); } #endif