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/cvs/deliantra/server/include/map.h
Revision: 1.8
Committed: Tue Aug 15 17:35:50 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.7: +5 -5 lines
Log Message:
removed P_SAFE_MAP and added P_SAFE as map flag set by an item with type SAFE_FLOOR (165)

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 /* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the
41 * center of the map - this makes the most sense when dealing
42 * with tiled maps.
43 * We also figure out the magicmap color to use as we process the
44 * spaces - this is more efficient as we already have up to date
45 * map pointers.
46 */
47 #define MAGIC_MAP_SIZE 50
48 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49
50
51 #define MAP_LAYERS 4
52
53 /* This is when the map will reset */
54 #define MAP_WHEN_RESET(m) ((m)->reset_time)
55
56 #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
57 #define MAP_DIFFICULTY(m) ((m)->difficulty)
58 #define MAP_TIMEOUT(m) ((m)->timeout)
59 #define MAP_SWAP_TIME(m) ((m)->swap_time)
60 #define MAP_OUTDOORS(m) ((m)->outdoor)
61
62 /* mape darkness used to enforce the MAX_DARKNESS value.
63 * but IMO, if it is beyond max value, that should be fixed
64 * on the map or in the code.
65 */
66 #define MAP_DARKNESS(m) (m)->darkness
67
68 #define MAP_WIDTH(m) (m)->width
69 #define MAP_HEIGHT(m) (m)->height
70 /* Convenient function - total number of spaces is used
71 * in many places.
72 */
73 #define MAP_SIZE(m) ((m)->width * (m)->height)
74
75 #define MAP_ENTER_X(m) (m)->enter_x
76 #define MAP_ENTER_Y(m) (m)->enter_y
77
78 #define MAP_TEMP(m) (m)->temp
79 #define MAP_PRESSURE(m) (m)->pressure
80 #define MAP_HUMID(m) (m)->humid
81 #define MAP_WINDSPEED(m) (m)->windspeed
82 #define MAP_WINDDIRECTION(m) (m)->winddir
83 #define MAP_SKYCOND(m) (m)->sky
84 #define MAP_WORLDPARTX(m) (m)->wpartx
85 #define MAP_WORLDPARTY(m) (m)->wparty
86 #define MAP_NOSMOOTH(m) (m)->nosmooth
87
88 /* options passed to ready_map_name and load_original_map */
89 #define MAP_FLUSH 0x1
90 #define MAP_PLAYER_UNIQUE 0x2
91 #define MAP_BLOCK 0x4
92 #define MAP_STYLE 0x8
93 #define MAP_OVERLAY 0x10
94
95 /* Values for in_memory below. Should probably be an enumerations */
96 #define MAP_IN_MEMORY 1
97 #define MAP_SWAPPED 2
98 #define MAP_LOADING 3
99 #define MAP_SAVING 4
100
101 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
102 * really be used, as it is multi tile aware. However, there are some cases
103 * where it is known the map is not tiled or the values are known
104 * consistent (eg, op->map, op->x, op->y)
105 */
106 #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
107 #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
108 #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
109 #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
110
111 #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
112 #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
113 /* legacy */
114 #define get_map_ob GET_MAP_OB
115
116 #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
117 #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
118 #define set_map_ob SET_MAP_OB
119
120 #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
121 #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
122
123 #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
124 #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
125
126 #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
127 #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
128
129 #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
130 #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
131
132 #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
133 #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
134
135 #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
136 #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
137
138 /* You should really know what you are doing before using this - you
139 * should almost always be using out_of_map instead, which takes into account
140 * map tiling.
141 */
142 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
143
144 /* These are used in the MapLook flags element. They are not used in
145 * in the object flags structure.
146 */
147
148 #define P_BLOCKSVIEW 0x01
149 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
150
151 /* AB_NO_PASS is used for arch_blocked() return value. It needs
152 * to be here to make sure the bits don't match with anything.
153 * Changed name to have AB_ prefix just to make sure no one
154 * is using the P_NO_PASS. AB_.. should only be used for
155 * arch_blocked and functions that examine the return value.
156 */
157
158 #define AB_NO_PASS 0x04
159 /*#define P_PASS_THRU 0x08 *//* */
160 #define P_SAFE 0x08 /* If this is set the map is a safe map,
161 * that means, nothing harmful there will be done,
162 * like: bombs, potion usage, alchemy, spells
163 * this was introduced to make shops more safe
164 * and propably other maps */
165 #define P_IS_ALIVE 0x10 /* something alive is on this space */
166 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
167 #define P_NEED_UPDATE 0x40 /* this space is out of date */
168 #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
169 * does not complain if the flags are different.
170 */
171 /* The following two values are not stored in the MapLook flags, but instead
172 * used in the get_map_flags value - that function is used to return
173 * the flag value, as well as other conditions - using a more general
174 * function that does more of the work can hopefully be used to replace
175 * lots of duplicate checks currently in the code.
176 */
177 #define P_OUT_OF_MAP 0x100 /* This space is outside the map */
178 #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */
179
180 #if 0
181 /* These go away with new movement code - can't do such simplistic
182 * checks anymore
183 */
184 #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
185 #define P_WALL P_NO_PASS /* Just to match naming of wall function */
186 #endif
187
188 /* Can't use MapCell as that is used in newserver.h
189 * Instead of having numerous arrays that have information on a
190 * particular space (was map, floor, floor2, map_ob),
191 * have this structure take care of that information.
192 * This puts it all in one place, and should also make it easier
193 * to extend information about a space.
194 */
195
196 struct MapSpace {
197 object *bottom; /* lowest object on this space */
198 object *top; /* Highest object on this space */
199 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
200 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
201 uint8 flags; /* flags about this space (see the P_ values above) */
202 sint8 light; /* How much light this space provides */
203 MoveType move_block; /* What movement types this space blocks */
204 MoveType move_slow; /* What movement types this space slows */
205 MoveType move_on; /* What movement types are activated */
206 MoveType move_off; /* What movement types are activated */
207 };
208
209 /*
210 * this is an overlay structure of the whole world. It exists as a simple
211 * high level map, which doesn't contain the full data of the underlying map.
212 * in this map, only things such as weather are recorded. By doing so, we
213 * can keep the entire world parameters in memory, and act as a whole on
214 * them at once. We can then, in a separate loop, update the actual world
215 * with the new values we have assigned.
216 */
217
218 struct weathermap_t {
219 sint16 temp; /* base temperature of this tile (F) */
220 sint16 pressure; /* barometric pressure (mb) */
221 sint8 humid; /* humitidy of this tile */
222 sint8 windspeed; /* windspeed of this tile */
223 sint8 winddir; /* direction of wind */
224 sint8 sky; /* sky conditions */
225 sint32 avgelev; /* average elevation */
226 uint32 rainfall; /* cumulative rainfall */
227 uint8 darkness; /* indicates level of darkness of map */
228 uint8 water; /* 0-100 percentage of water tiles */
229 /*Dynamic parts*/
230 sint16 realtemp; /* temperature at a given calculation step for this tile*/
231 };
232
233 /*
234 * Each map is in a given region of the game world and links to a region definiton, so
235 * they have to appear here in the headers, before the mapdef
236 */
237 struct region {
238 struct region *next; /* pointer to next region, NULL for the last one */
239 const char *name; /* Shortend name of the region as maps refer to it */
240 const char *parent_name; /*
241 * So that parent and child regions can be defined in
242 * any order, we keep hold of the parent_name during
243 * initialisation, and the children get assigned to their
244 * parents later. (before runtime on the server though)
245 * nothing outside the init code should ever use this value.
246 */
247 struct region *parent; /*
248 * Pointer to the region that is a parent of the current
249 * region, if a value isn't defined in the current region
250 * we traverse this series of pointers until it is.
251 */
252 const char *longname; /* Official title of the region, this might be defined
253 * to be the same as name*/
254 const char *msg; /* the description of the region */
255 uint32 counter; /* A generic counter for holding temporary data. */
256 sint8 fallback; /* whether, in the event of a region not existing,
257 * this should be the one we fall back on as the default */
258 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
259 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
260 };
261
262
263 struct shopitems {
264 const char *name; /* name of the item in question, null if it is the default item */
265 const char *name_pl; /* plural name */
266 int typenum; /* itemtype number we need to match 0 if it is the default price*/
267 sint8 strength; /* the degree of specialisation the shop has in this item,
268 * as a percentage from -100 to 100 */
269 int index; /* being the size of the shopitems array.*/
270 };
271
272 /* In general, code should always use the macros
273 * above (or functions in map.c) to access many of the
274 * values in the map structure. Failure to do this will
275 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely
278 * break map tiling.
279 */
280 struct mapstruct {
281 struct mapstruct *next; /* Next map, linked list */
282 char *tmpname; /* Name of temporary file */
283 char *name; /* Name of map as given by its creator */
284 struct region *region; /* What jurisdiction in the game world this map is ruled by
285 * points to the struct containing all the properties of
286 * the region */
287 uint32 reset_time; /* when this map should reset */
288 uint32 reset_timeout; /* How many seconds must elapse before this map
289 * should be reset
290 */
291 uint32 fixed_resettime:1; /* if true, reset time is not affected by
292 * players entering/exiting map
293 */
294 uint32 unique:1; /* if set, this is a per player unique map */
295 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
296 uint32 templatemap:1; /* if set, this is a template map */
297 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
298 sint32 timeout; /* swapout is set to this */
299 sint32 swap_time; /* When it reaches 0, the map will be swapped out */
300 sint16 players; /* How many plares are on this level right now */
301 uint32 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 uint8 compressed; /* Compression method used */
305 uint16 difficulty; /* What level the player should be to play here */
306
307 uint8 darkness; /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */
309 uint16 enter_x; /* enter_x and enter_y are default entrance location */
310 uint16 enter_y; /* on the map if none are set in the exit */
311 uint32 outdoor:1; /* True if an outdoor map */
312 oblinkpt *buttons; /* Linked list of linked lists of buttons */
313 struct MapSpace *spaces; /* Array of spaces on this map */
314 sint16 temp; /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */
319 sint8 sky; /* sky conditions */
320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
321 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
322 char *shoprace; /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */
327 char *maplore; /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */
331 };
332
333 /* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the
336 * righte value. distance_x/y are distance away, which
337 * can be negativbe. direction is the crossfire direction scheme
338 * that the creature should head. part is the part of the
339 * monster that is closest.
340 * Note: distance should be always >=0. I changed it to UINT. MT
341 */
342 struct rv_vector {
343 unsigned int distance;
344 int distance_x;
345 int distance_y;
346 int direction;
347 object *part;
348 };
349
350 extern void (*load_original_map_callback)(mapstruct *map);
351 extern void (*load_temporary_map_callback)(mapstruct *map);
352 extern void (*clean_temporary_map_callback)(mapstruct *map);
353
354 #endif