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Comparing deliantra/server/include/map.h (file contents):
Revision 1.89 by root, Sun Sep 30 20:22:18 2007 UTC vs.
Revision 1.99 by root, Thu Dec 4 03:48:19 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
47#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 49
50#define MAP_LAYERS 3 50#define MAP_LAYERS 3
51 51
52/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below */
53enum { 53enum {
54 MAP_IN_MEMORY, 54 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 56 MAP_SWAPPED,
56 MAP_LOADING, 57 MAP_LOADING,
57 MAP_SAVING, 58 MAP_SAVING,
58}; 59};
59 60
62 * where it is known the map is not tiled or the values are known 63 * where it is known the map is not tiled or the values are known
63 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
64 */ 65 */
65// all those macros are herewith declared legacy 66// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
109 * particular space (was map, floor, floor2, map_ob), 109 * particular space (was map, floor, floor2, map_ob),
110 * have this structure take care of that information. 110 * have this structure take care of that information.
111 * This puts it all in one place, and should also make it easier 111 * This puts it all in one place, and should also make it easier
112 * to extend information about a space. 112 * to extend information about a space.
113 */ 113 */
114INTERFACE_CLASS (mapspace)
114struct mapspace 115struct mapspace
115{ 116{
117 object *ACC (RW, bot);
116 object *bot, *top; /* lowest/highest object on this space */ 118 object *ACC (RW, top); /* lowest/highest object on this space */
117 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
118 uint8 flags_; /* flags about this space (see the P_ values above) */ 120 uint8 flags_; /* flags about this space (see the P_ values above) */
119 sint8 light; /* How much light this space provides */ 121 sint8 ACC (RW, light); /* How much light this space provides */
120 MoveType move_block; /* What movement types this space blocks */ 122 MoveType ACC (RW, move_block); /* What movement types this space blocks */
121 MoveType move_slow; /* What movement types this space slows */ 123 MoveType ACC (RW, move_slow); /* What movement types this space slows */
122 MoveType move_on; /* What movement types are activated */ 124 MoveType ACC (RW, move_on); /* What movement types are activated */
123 MoveType move_off; /* What movement types are activated */ 125 MoveType ACC (RW, move_off); /* What movement types are activated */
124 126
125 void update_ (); 127 void update_ ();
126 void update () 128 MTH void update ()
127 { 129 {
128 if (!(flags_ & P_UPTODATE)) 130 if (!(flags_ & P_UPTODATE))
129 update_ (); 131 update_ ();
130 } 132 }
131 133
132 uint8 flags () 134 MTH uint8 flags ()
133 { 135 {
134 update (); 136 update ();
135 return flags_; 137 return flags_;
136 } 138 }
137 139
138 // maybe only inline quick flags_ checking?
139 object *player () 140 MTH object *player ()
140 { 141 {
141 // search from the top, because players are usually on top 142 object *op;
142 // make usually == always and this non-amortized O(1) 143
143 // could gte rid of P_PLAYER, too, then
144 if (flags () & P_PLAYER) 144 if (flags () & P_PLAYER)
145 for (object *op = top; op; op = op->below) 145 for (op = top; op->type != PLAYER; op = op->below)
146 if (op->type == PLAYER) 146 ;
147 return op; 147 else
148 op = 0;
148 149
149 return 0; 150 return op;
150 } 151 }
151 152
152 // return the item volume on this mapspace in cm³ 153 // return the item volume on this mapspace in cm³
153 uint64 volume () const; 154 MTH uint64 volume () const;
154 155
155 bool blocks (MoveType mt) const 156 bool blocks (MoveType mt) const
156 { 157 {
157 return move_block && (mt & move_block) == mt; 158 return move_block && (mt & move_block) == mt;
159 }
160
161 bool blocks (object *op) const
162 {
163 return blocks (op->move_type);
158 } 164 }
159}; 165};
160 166
161struct shopitems : zero_initialised 167struct shopitems : zero_initialised
162{ 168{
215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 221 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
216 222
217 bool ACC (RW, per_player); 223 bool ACC (RW, per_player);
218 bool ACC (RW, per_party); 224 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */ 225 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 226 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 227 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
222 228
223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 229 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
224 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 230 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
225 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 231 oblinkpt *buttons; /* Linked list of linked lists of buttons */
261 267
262 MTH void play_sound (faceidx sound, int x, int y) const; 268 MTH void play_sound (faceidx sound, int x, int y) const;
263 269
264 // set the given flag on all objects in the map 270 // set the given flag on all objects in the map
265 MTH void set_object_flag (int flag, int value = 1); 271 MTH void set_object_flag (int flag, int value = 1);
272 MTH void post_load_original ();
266 273
267 MTH void link_multipart_objects (); 274 MTH void link_multipart_objects ();
268 MTH void clear_unique_items (); 275 MTH void clear_unique_items ();
269 276
270 MTH void clear_header (); 277 MTH void clear_header ();
324 bool generate_random_map (random_map_params *RP); 331 bool generate_random_map (random_map_params *RP);
325 332
326 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL 333 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
327 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 334 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
328 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 335 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329 MTH object *pick_random_object () const; 336 object *pick_random_object (rand_gen &gen = rndm) const;
330 337
331 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 338 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 339 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
333}; 340};
334 341
419 bool normalise () 426 bool normalise ()
420 { 427 {
421 return xy_normalise (m, x, y); 428 return xy_normalise (m, x, y);
422 } 429 }
423 430
431 mapspace &ms () const
432 {
433 return m->at (x, y);
434 }
435
424 object *insert (object *op, object *originator = 0, int flags = 0) const 436 object *insert (object *op, object *originator = 0, int flags = 0) const
425 { 437 {
426 m->insert (op, x, y, originator, flags); 438 return m->insert (op, x, y, originator, flags);
427 } 439 }
428}; 440};
429 441
430inline const mapxy & 442inline const mapxy &
431object::operator =(const mapxy &pos) 443object::operator =(const mapxy &pos)

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