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Comparing deliantra/server/include/map.h (file contents):
Revision 1.28 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.32 by root, Mon Dec 25 11:25:49 2006 UTC

42 * map pointers. 42 * map pointers.
43 */ 43 */
44#define MAGIC_MAP_SIZE 50 44#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 46
47
48#define MAP_LAYERS 4 47#define MAP_LAYERS 3
49 48
50/* This is when the map will reset */ 49/* This is when the map will reset */
51#define MAP_WHEN_RESET(m) ((m)->reset_time) 50#define MAP_WHEN_RESET(m) ((m)->reset_time)
52 51
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 98/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
100 * really be used, as it is multi tile aware. However, there are some cases 99 * really be used, as it is multi tile aware. However, there are some cases
101 * where it is known the map is not tiled or the values are known 100 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 101 * consistent (eg, op->map, op->x, op->y)
103 */ 102 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 103// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
106#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 105#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 106#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
108 107#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 108#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
112/* legacy */
113#define get_map_ob GET_MAP_OB
114
115#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117#define set_map_ob SET_MAP_OB
118
119#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121
122#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 109#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
124
125#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) 110#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
126#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127
128#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 111#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
129#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130
131#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 112#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
132#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133
134#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 113#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
135#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136 114
137/* You should really know what you are doing before using this - you 115/* You should really know what you are doing before using this - you
138 * should almost always be using out_of_map instead, which takes into account 116 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 117 * map tiling.
140 */ 118 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 119#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142 120
143/* These are used in the MapLook flags element. They are not used in 121/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 122 * in the object flags structure.
145 */ 123 */
146
147#define P_BLOCKSVIEW 0x01 124#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 125#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 126#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
150/* AB_NO_PASS is used for arch_blocked() return value. It needs 127#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
151 * to be here to make sure the bits don't match with anything.
152 * Changed name to have AB_ prefix just to make sure no one
153 * is using the P_NO_PASS. AB_.. should only be used for
154 * arch_blocked and functions that examine the return value.
155 */
156
157#define AB_NO_PASS 0x04
158
159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
162 * that means, nothing harmful there will be done, 128 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 129 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 130 * this was introduced to make shops safer
165 * and propably other maps */ 131 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 132#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 133#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
134
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 135#define P_NEED_UPDATE 0x80 /* this space is out of date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different.
171 */
172 136
173/* The following two values are not stored in the MapLook flags, but instead 137/* The following two values are not stored in the MapLook flags, but instead
174 * used in the get_map_flags value - that function is used to return 138 * used in the get_map_flags value - that function is used to return
175 * the flag value, as well as other conditions - using a more general 139 * the flag value, as well as other conditions - using a more general
176 * function that does more of the work can hopefully be used to replace 140 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 141 * lots of duplicate checks currently in the code.
178 */ 142 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 143#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 144#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 145 /* Coordinates passed result in a new tiled map */
182 146
183/* Can't use MapCell as that is used in newserver.h 147/* P_NO_PASS is used for ob_blocked() return value. It needs
148 * to be here to make sure the bits don't match with anything.
149 */
150#define P_NO_PASS 0x80000
151
184 * Instead of having numerous arrays that have information on a 152/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 153 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 154 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 155 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 156 * to extend information about a space.
189 */ 157 */
190
191struct MapSpace 158struct mapspace
192{ 159{
193 object *bottom; /* lowest object on this space */ 160 object *bottom; /* lowest object on this space */
194 object *top; /* Highest object on this space */ 161 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 162 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 163 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 164 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 165 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 166 MoveType move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 167 MoveType move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 168 MoveType move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 169 MoveType move_off; /* What movement types are activated */
170
171 void update_ ();
172 void update ()
173 {
174 if (flags_ & P_NEED_UPDATE)
175 update_ ();
176 }
177
178 uint8 flags ()
179 {
180 update ();
181 return flags_;
182 }
183
184 // maybe only inline quick flags_ checking?
185 object *player ()
186 {
187 // search from the top, because players are usually on top
188 // make usually == always and this non-amortized O(1)
189 // could gte rid of P_PLAYER, too, then
190 if (flags () & P_PLAYER)
191 for (object *op = top; op; op = op->below)
192 if (op->type == PLAYER)
193 return op;
194
195 return 0;
196 }
203}; 197};
204 198
205/* 199/*
206 * this is an overlay structure of the whole world. It exists as a simple 200 * this is an overlay structure of the whole world. It exists as a simple
207 * high level map, which doesn't contain the full data of the underlying map. 201 * high level map, which doesn't contain the full data of the underlying map.
273 * almost certainly break various features. You may think 267 * almost certainly break various features. You may think
274 * it is safe to look at width and height values directly 268 * it is safe to look at width and height values directly
275 * (or even through the macros), but doing so will completely 269 * (or even through the macros), but doing so will completely
276 * break map tiling. 270 * break map tiling.
277 */ 271 */
278ACC_CLASS (maptile) 272INTERFACE_CLASS (maptile)
279struct maptile : zero_initialised, attachable<maptile> 273struct maptile : zero_initialised, attachable
280{ 274{
275 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
276 struct mapspace *spaces; /* Array of spaces on this map */
277
281 maptile *ACC (RW, next); /* Next map, linked list */ 278 maptile *ACC (RW, next); /* Next map, linked list */
282 char *ACC (RO, tmpname); /* Name of temporary file */ 279 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *ACC (RO, name); /* Name of map as given by its creator */ 280 char *ACC (RO, name); /* Name of map as given by its creator */
284 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 281 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
285 * points to the struct containing all the properties of 282 * points to the struct containing all the properties of
294 bool ACC (RW, unique); /* if set, this is a per player unique map */ 291 bool ACC (RW, unique); /* if set, this is a per player unique map */
295 bool ACC (RW, templatemap); /* if set, this is a template map */ 292 bool ACC (RW, templatemap); /* if set, this is a template map */
296 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ 293 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
297 sint32 ACC (RW, timeout); /* swapout is set to this */ 294 sint32 ACC (RW, timeout); /* swapout is set to this */
298 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 295 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
299 sint16 ACC (RW, players); /* How many players are on this level right now */
300 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 296 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
301 * be loaded before used. The map,omap and map_ob 297 * be loaded before used. The map,omap and map_ob
302 * arrays will be allocated when the map is loaded */ 298 * arrays will be allocated when the map is loaded */
299 sint16 ACC (RW, players); /* How many players are on this level right now */
303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 300 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
304 301
305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 302 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
306 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
307 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 303 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
308 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 304 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
309 bool ACC (RW, outdoor); /* True if an outdoor map */ 305 bool ACC (RW, outdoor); /* True if an outdoor map */
310 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 306 oblinkpt *buttons; /* Linked list of linked lists of buttons */
311 struct MapSpace *spaces; /* Array of spaces on this map */
312 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 307 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 308 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
314 sint8 ACC (RW, humid); /* humitidy of this tile */ 309 sint8 ACC (RW, humid); /* humitidy of this tile */
315 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 310 sint8 ACC (RW, windspeed); /* windspeed of this tile */
316 sint8 ACC (RW, winddir); /* direction of wind */ 311 sint8 ACC (RW, winddir); /* direction of wind */
326 char *tile_path[4]; /* path to adjoining maps */ 321 char *tile_path[4]; /* path to adjoining maps */
327 maptile *tile_map[4]; /* Next map, linked list */ 322 maptile *tile_map[4]; /* Next map, linked list */
328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 323 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329 324
330 maptile (); 325 maptile ();
326 ~maptile ();
327 void do_destroy ();
328 void gather_callbacks (AV *&callbacks, event_type event) const;
329
331 void allocate (); 330 void allocate ();
331
332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
333 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
332}; 334};
333 335
334/* This is used by get_rangevector to determine where the other 336/* This is used by get_rangevector to determine where the other
335 * creature is. get_rangevector takes into account map tiling, 337 * creature is. get_rangevector takes into account map tiling,
336 * so you just can not look the the map coordinates and get the 338 * so you just can not look the the map coordinates and get the
337 * righte value. distance_x/y are distance away, which 339 * righte value. distance_x/y are distance away, which
338 * can be negativbe. direction is the crossfire direction scheme 340 * can be negative. direction is the crossfire direction scheme
339 * that the creature should head. part is the part of the 341 * that the creature should head. part is the part of the
340 * monster that is closest. 342 * monster that is closest.
341 * Note: distance should be always >=0. I changed it to UINT. MT 343 * Note: distance should be always >=0. I changed it to UINT. MT
342 */ 344 */
343struct rv_vector 345struct rv_vector
347 int distance_y; 349 int distance_y;
348 int direction; 350 int direction;
349 object *part; 351 object *part;
350}; 352};
351 353
354inline mapspace &
355object::ms () const
356{
357 return map->at (x, y);
358}
359
352#endif 360#endif
353 361

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