--- deliantra/server/include/map.h 2011/05/08 21:51:26 1.148 +++ deliantra/server/include/map.h 2017/09/16 22:17:42 1.155 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 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 Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -206,7 +206,7 @@ } // return the item volume on this mapspace in cm³ - MTH uint64 volume () + MTH volume_t volume () { update (); return volume_ * 1024; @@ -251,7 +251,7 @@ 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, + 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. */ }; @@ -263,8 +263,8 @@ IO_UNIQUES = 0x04, // unique objects }; -/* In general, code should always use the macros - * above (or functions in map.c) to access many of the +/* 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 @@ -282,8 +282,8 @@ tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ shstr ACC (RW, name); /* Name of map as given by its creator */ - region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by - * points to the struct containing all the properties of + region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by + * points to the struct containing all the properties of * the region */ double ACC (RW, reset_time); uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map @@ -322,7 +322,7 @@ shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */ maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */ shstr ACC (RW, path); /* Filename of the map */ - uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace + volume_t ACC (RW, max_volume); // maximum volume for all items on a mapspace int ACC (RW, max_items); // maximum number of items on a mapspace //-GPL @@ -529,7 +529,7 @@ mapxy &move (int dir) { - return move (freearr_x [dir], freearr_y [dir]); + return move (DIRX (dir), DIRY (dir)); } operator void *() const { return (void *)m; } @@ -602,6 +602,33 @@ extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations +// special "grave" map used to store all removed objects +// till they can be destroyed - saves a lot of checks in the rest +// of the code +struct freed_map +: maptile +{ + freed_map () + : maptile (3, 3) + { + path = ""; + name = "/internal/freed_objects_map"; + no_drop = 1; + no_reset = 1; + + state = MAP_ACTIVE; + } + + ~freed_map () + { + destroy (); + } +}; + +// initialised in common/shstr.C, due to shstr usage we need defined +// initialisation order! +extern struct freed_map freed_map; // freed objects are moved here to avoid crashes + // loop over every space in the given maprect, // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0 // the iterator code must be a single statement following this macro call, similar to "if"