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/cvs/deliantra/server/include/map.h
Revision: 1.39
Committed: Wed Dec 27 13:13:47 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +3 -0 lines
Log Message:
misc stuff

File Contents

# 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@schmorp.de
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 #define MAP_LAYERS 3
48
49 /* options passed to ready_map_name and load_original_map */
50 #define MAP_FLUSH 0x01
51 #define MAP_PLAYER_UNIQUE 0x02
52 #define MAP_BLOCK 0x04
53 #define MAP_STYLE 0x08
54 #define MAP_OVERLAY 0x10
55
56 /* Values for in_memory below. Should probably be an enumerations */
57 #define MAP_IN_MEMORY 1
58 #define MAP_SWAPPED 2
59 #define MAP_LOADING 3
60 #define MAP_SAVING 4
61
62 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
63 * really be used, as it is multi tile aware. However, there are some cases
64 * where it is known the map is not tiled or the values are known
65 * consistent (eg, op->map, op->x, op->y)
66 */
67 // all those macros are herewith declared legacy
68 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
69 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
70 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
71 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
72 #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
73 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
74 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
75 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
76 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
77 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
78
79 /* You should really know what you are doing before using this - you
80 * should almost always be using out_of_map instead, which takes into account
81 * map tiling.
82 */
83 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
84
85 /* These are used in the MapLook flags element. They are not used in
86 * in the object flags structure.
87 */
88 #define P_BLOCKSVIEW 0x01
89 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
90 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
91 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
92 * that means, nothing harmful can be done,
93 * such as: bombs, potion usage, alchemy, spells
94 * this was introduced to make shops safer
95 * but is useful in other situations */
96 #define P_IS_ALIVE 0x10 /* something alive is on this space */
97 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98
99 #define P_NEED_UPDATE 0x80 /* this space is out of date */
100
101 /* The following two values are not stored in the MapLook flags, but instead
102 * used in the get_map_flags value - that function is used to return
103 * the flag value, as well as other conditions - using a more general
104 * function that does more of the work can hopefully be used to replace
105 * lots of duplicate checks currently in the code.
106 */
107 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
108 #define P_NEW_MAP 0x20000
109 /* Coordinates passed result in a new tiled map */
110
111 /* P_NO_PASS is used for ob_blocked() return value. It needs
112 * to be here to make sure the bits don't match with anything.
113 */
114 #define P_NO_PASS 0x80000
115
116 /* Instead of having numerous arrays that have information on a
117 * particular space (was map, floor, floor2, map_ob),
118 * have this structure take care of that information.
119 * This puts it all in one place, and should also make it easier
120 * to extend information about a space.
121 */
122 struct mapspace
123 {
124 object *bot, *top; /* lowest/highest object on this space */
125 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
126 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
127 uint8 flags_; /* flags about this space (see the P_ values above) */
128 sint8 light; /* How much light this space provides */
129 MoveType move_block; /* What movement types this space blocks */
130 MoveType move_slow; /* What movement types this space slows */
131 MoveType move_on; /* What movement types are activated */
132 MoveType move_off; /* What movement types are activated */
133
134 void update_ ();
135 void update ()
136 {
137 if (flags_ & P_NEED_UPDATE)
138 update_ ();
139 }
140
141 uint8 flags ()
142 {
143 update ();
144 return flags_;
145 }
146
147 // maybe only inline quick flags_ checking?
148 object *player ()
149 {
150 // search from the top, because players are usually on top
151 // make usually == always and this non-amortized O(1)
152 // could gte rid of P_PLAYER, too, then
153 if (flags () & P_PLAYER)
154 for (object *op = top; op; op = op->below)
155 if (op->type == PLAYER)
156 return op;
157
158 return 0;
159 }
160 };
161
162 /*
163 * this is an overlay structure of the whole world. It exists as a simple
164 * high level map, which doesn't contain the full data of the underlying map.
165 * in this map, only things such as weather are recorded. By doing so, we
166 * can keep the entire world parameters in memory, and act as a whole on
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170
171 struct weathermap_t
172 {
173 sint16 temp; /* base temperature of this tile (F) */
174 sint16 pressure; /* barometric pressure (mb) */
175 sint8 humid; /* humitidy of this tile */
176 sint8 windspeed; /* windspeed of this tile */
177 sint8 winddir; /* direction of wind */
178 sint8 sky; /* sky conditions */
179 sint32 avgelev; /* average elevation */
180 uint32 rainfall; /* cumulative rainfall */
181 uint8 darkness; /* indicates level of darkness of map */
182 uint8 water; /* 0-100 percentage of water tiles */
183 /*Dynamic parts */
184 sint16 realtemp; /* temperature at a given calculation step for this tile */
185 };
186
187 /*
188 * Each map is in a given region of the game world and links to a region definiton, so
189 * they have to appear here in the headers, before the mapdef
190 */
191 struct region : zero_initialised
192 {
193 struct region *next; /* pointer to next region, NULL for the last one */
194 const char *name; /* Shortend name of the region as maps refer to it */
195 const char *parent_name; /*
196 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value.
201 */
202 struct region *parent; /*
203 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is.
206 */
207 const char *longname; /* Official title of the region, this might be defined
208 * to be the same as name*/
209 const char *msg; /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing,
212 * this should be the one we fall back on as the default */
213 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
214 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
215 };
216
217 struct shopitems : zero_initialised
218 {
219 const char *name; /* name of the item in question, null if it is the default item */
220 const char *name_pl; /* plural name */
221 int typenum; /* itemtype number we need to match 0 if it is the default price */
222 sint8 strength; /* the degree of specialisation the shop has in this item,
223 * as a percentage from -100 to 100 */
224 int index; /* being the size of the shopitems array. */
225 };
226
227 /* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will
230 * almost certainly break various features. You may think
231 * it is safe to look at width and height values directly
232 * (or even through the macros), but doing so will completely
233 * break map tiling.
234 */
235 INTERFACE_CLASS (maptile)
236 struct maptile : zero_initialised, attachable
237 {
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */
240
241 maptile *ACC (RW, next); /* Next map, linked list */
242 char *ACC (RO, tmpname); /* Name of temporary file */
243 char *ACC (RO, name); /* Name of map as given by its creator */
244 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
245 * points to the struct containing all the properties of
246 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset
250 */
251 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map
253 */
254 bool ACC (RW, unique); /* if set, this is a per player unique map */
255 bool ACC (RW, templatemap); /* if set, this is a template map */
256 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
257 sint32 ACC (RW, timeout); /* swapout is set to this */
258 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */
263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
267 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */
286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
287
288 maptile ();
289 ~maptile ();
290 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const;
292
293 MTH void allocate ();
294 MTH int size () const { return width * height; }
295
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
297
298 MTH void link ();
299 MTH void unlink ();
300
301 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
302 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
303 };
304
305 #define for_all_maps(var) for (maptile *var = first_map; var; var = var->next)
306
307 /* This is used by get_rangevector to determine where the other
308 * creature is. get_rangevector takes into account map tiling,
309 * so you just can not look the the map coordinates and get the
310 * righte value. distance_x/y are distance away, which
311 * can be negative. direction is the crossfire direction scheme
312 * that the creature should head. part is the part of the
313 * monster that is closest.
314 * Note: distance should be always >=0. I changed it to UINT. MT
315 */
316 struct rv_vector
317 {
318 unsigned int distance;
319 int distance_x;
320 int distance_y;
321 int direction;
322 object *part;
323 };
324
325 inline mapspace &
326 object::ms () const
327 {
328 return map->at (x, y);
329 }
330
331 #endif
332