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Comparing deliantra/server/include/map.h (file contents):
Revision 1.27 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire.de 21 The authors can be reached via e-mail at crossfire@schmorp.de
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.
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 4
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
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 SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C)
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 106#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
108 107#define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L)
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 108#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) 109#define GET_MAP_TOP(M,X,Y) (M)->at((X),(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) ) 110#define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp)
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) 111#define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(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 ) 112#define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C)
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) 113#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(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 ) 114#define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C)
123#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 115#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 ) 116#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 ) 117#define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C)
127
128#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 118#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 ) 119#define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C)
130
131#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 120#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 ) 121#define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C)
133
134#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 122#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 ) 123#define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C)
136 124
137/* You should really know what you are doing before using this - you 125/* 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 126 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 127 * map tiling.
140 */ 128 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 129#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142 130
143/* These are used in the MapLook flags element. They are not used in 131/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 132 * in the object flags structure.
145 */ 133 */
146
147#define P_BLOCKSVIEW 0x01 134#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 135#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 136#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 137#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, 138 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 139 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 140 * this was introduced to make shops safer
165 * and propably other maps */ 141 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 142#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 143#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 144#define P_NEED_UPDATE 0x40 /* this space is out of date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 145#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different. 146 * does not complain if the flags are different.
171 */ 147 */
172 148
173/* The following two values are not stored in the MapLook flags, but instead 149/* 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 150 * 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 151 * 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 152 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 153 * lots of duplicate checks currently in the code.
178 */ 154 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 155#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 156#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 157 /* Coordinates passed result in a new tiled map */
182 158
183/* Can't use MapCell as that is used in newserver.h 159/* P_NO_PASS is used for ob_blocked() return value. It needs
160 * to be here to make sure the bits don't match with anything.
161 */
162#define P_NO_PASS 0x80000
163
184 * Instead of having numerous arrays that have information on a 164/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 165 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 166 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 167 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 168 * to extend information about a space.
189 */ 169 */
190
191struct MapSpace 170struct mapspace
192{ 171{
193 object *bottom; /* lowest object on this space */ 172 object *bottom; /* lowest object on this space */
194 object *top; /* Highest object on this space */ 173 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 174 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 175 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 176 uint8 flags; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 177 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 178 uint8 move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 179 uint8 move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 180 uint8 move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 181 uint8 move_off; /* What movement types are activated */
203}; 182};
204 183
205/* 184/*
206 * this is an overlay structure of the whole world. It exists as a simple 185 * 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. 186 * high level map, which doesn't contain the full data of the underlying map.
276 * break map tiling. 255 * break map tiling.
277 */ 256 */
278ACC_CLASS (maptile) 257ACC_CLASS (maptile)
279struct maptile : zero_initialised, attachable<maptile> 258struct maptile : zero_initialised, attachable<maptile>
280{ 259{
260 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
261 struct mapspace *spaces; /* Array of spaces on this map */
262
281 maptile *ACC (RW, next); /* Next map, linked list */ 263 maptile *ACC (RW, next); /* Next map, linked list */
282 char *ACC (RO, tmpname); /* Name of temporary file */ 264 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *ACC (RO, name); /* Name of map as given by its creator */ 265 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 266 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 267 * points to the struct containing all the properties of
294 bool ACC (RW, unique); /* if set, this is a per player unique map */ 276 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 */ 277 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 */ 278 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 */ 279 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 */ 280 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 281 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 282 * be loaded before used. The map,omap and map_ob
302 * arrays will be allocated when the map is loaded */ 283 * arrays will be allocated when the map is loaded */
284 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 */ 285 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
304 286
305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 287 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 */ 288 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 */ 289 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 */ 290 bool ACC (RW, outdoor); /* True if an outdoor map */
310 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 291 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) */ 292 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 293 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
314 sint8 ACC (RW, humid); /* humitidy of this tile */ 294 sint8 ACC (RW, humid); /* humitidy of this tile */
315 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 295 sint8 ACC (RW, windspeed); /* windspeed of this tile */
316 sint8 ACC (RW, winddir); /* direction of wind */ 296 sint8 ACC (RW, winddir); /* direction of wind */
327 maptile *tile_map[4]; /* Next map, linked list */ 307 maptile *tile_map[4]; /* Next map, linked list */
328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 308 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329 309
330 maptile (); 310 maptile ();
331 void allocate (); 311 void allocate ();
312
313 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
314 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
332}; 315};
333 316
334/* This is used by get_rangevector to determine where the other 317/* This is used by get_rangevector to determine where the other
335 * creature is. get_rangevector takes into account map tiling, 318 * creature is. get_rangevector takes into account map tiling,
336 * so you just can not look the the map coordinates and get the 319 * so you just can not look the the map coordinates and get the
337 * righte value. distance_x/y are distance away, which 320 * righte value. distance_x/y are distance away, which
338 * can be negativbe. direction is the crossfire direction scheme 321 * can be negative. direction is the crossfire direction scheme
339 * that the creature should head. part is the part of the 322 * that the creature should head. part is the part of the
340 * monster that is closest. 323 * monster that is closest.
341 * Note: distance should be always >=0. I changed it to UINT. MT 324 * Note: distance should be always >=0. I changed it to UINT. MT
342 */ 325 */
343struct rv_vector 326struct rv_vector

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