/* * static char *rcsid_define_h = * "$Id: map.h,v 1.8 2006/08/15 17:35:50 elmex Exp $"; */ /* 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-devel@real-time.com */ /* * The mapstruct 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 /* 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 4 /* This is when the map will reset */ #define MAP_WHEN_RESET(m) ((m)->reset_time) #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) #define MAP_DIFFICULTY(m) ((m)->difficulty) #define MAP_TIMEOUT(m) ((m)->timeout) #define MAP_SWAP_TIME(m) ((m)->swap_time) #define MAP_OUTDOORS(m) ((m)->outdoor) /* mape darkness used to enforce the MAX_DARKNESS value. * but IMO, if it is beyond max value, that should be fixed * on the map or in the code. */ #define MAP_DARKNESS(m) (m)->darkness #define MAP_WIDTH(m) (m)->width #define MAP_HEIGHT(m) (m)->height /* Convenient function - total number of spaces is used * in many places. */ #define MAP_SIZE(m) ((m)->width * (m)->height) #define MAP_ENTER_X(m) (m)->enter_x #define MAP_ENTER_Y(m) (m)->enter_y #define MAP_TEMP(m) (m)->temp #define MAP_PRESSURE(m) (m)->pressure #define MAP_HUMID(m) (m)->humid #define MAP_WINDSPEED(m) (m)->windspeed #define MAP_WINDDIRECTION(m) (m)->winddir #define MAP_SKYCOND(m) (m)->sky #define MAP_WORLDPARTX(m) (m)->wpartx #define MAP_WORLDPARTY(m) (m)->wparty #define MAP_NOSMOOTH(m) (m)->nosmooth /* options passed to ready_map_name and load_original_map */ #define MAP_FLUSH 0x1 #define MAP_PLAYER_UNIQUE 0x2 #define MAP_BLOCK 0x4 #define MAP_STYLE 0x8 #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) */ #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) /* legacy */ #define get_map_ob GET_MAP_OB #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) #define set_map_ob SET_MAP_OB #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) /* 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 */ /* AB_NO_PASS is used for arch_blocked() return value. It needs * to be here to make sure the bits don't match with anything. * Changed name to have AB_ prefix just to make sure no one * is using the P_NO_PASS. AB_.. should only be used for * arch_blocked and functions that examine the return value. */ #define AB_NO_PASS 0x04 /*#define P_PASS_THRU 0x08 *//* */ #define P_SAFE 0x08 /* If this is set the map is a safe map, * that means, nothing harmful there will be done, * like: bombs, potion usage, alchemy, spells * this was introduced to make shops more safe * and propably other maps */ #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 0x40 /* this space is out of date */ #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position * does not complain if the flags are different. */ /* 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 0x100 /* This space is outside the map */ #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ #if 0 /* These go away with new movement code - can't do such simplistic * checks anymore */ #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ #define P_WALL P_NO_PASS /* Just to match naming of wall function */ #endif /* Can't use MapCell as that is used in newserver.h * 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 *bottom; /* lowest object on this space */ object *top; /* 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 */ }; /* * 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 { 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 { 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. */ struct mapstruct { struct mapstruct *next; /* Next map, linked list */ char *tmpname; /* Name of temporary file */ char *name; /* Name of map as given by its creator */ struct region *region; /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of * the region */ uint32 reset_time; /* when this map should reset */ uint32 reset_timeout; /* How many seconds must elapse before this map * should be reset */ uint32 fixed_resettime:1; /* if true, reset time is not affected by * players entering/exiting map */ uint32 unique:1; /* if set, this is a per player unique map */ uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */ uint32 templatemap:1; /* if set, this is a template map */ uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ sint32 timeout; /* swapout is set to this */ sint32 swap_time; /* When it reaches 0, the map will be swapped out */ sint16 players; /* How many plares are on this level right now */ uint32 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 */ uint8 compressed; /* Compression method used */ uint16 difficulty; /* What level the player should be to play here */ uint8 darkness; /* indicates level of darkness of map */ uint16 width,height; /* Width and height of map. */ uint16 enter_x; /* enter_x and enter_y are default entrance location */ uint16 enter_y; /* on the map if none are set in the exit */ uint32 outdoor:1; /* True if an outdoor map */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ struct MapSpace *spaces; /* Array of spaces on this map */ 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 */ int wpartx,wparty; /*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 *shoprace; /* the preffered race of the local shopkeeper */ double shopgreed; /* how much our shopkeeper overcharges */ uint64 shopmin; /* minimum price a shop will trade for */ uint64 shopmax; /* maximum price a shop will offer */ char *msg; /* Message map creator may have left */ char *maplore; /* Map lore information */ char *tile_path[4]; /* path to adjoining maps */ struct mapstruct *tile_map[4]; /* Next map, linked list */ char path[HUGE_BUF]; /* Filename of the map */ }; /* 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 negativbe. 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; }; extern void (*load_original_map_callback)(mapstruct *map); extern void (*load_temporary_map_callback)(mapstruct *map); extern void (*clean_temporary_map_callback)(mapstruct *map); #endif