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Comparing deliantra/server/include/map.h (file contents):
Revision 1.91 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.104 by root, Fri Dec 26 10:36:42 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
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// tile map index
53enum {
54 TILE_UP = 0,
55 TILE_RIGHT = 1,
56 TILE_DOWN = 2,
57 TILE_LEFT = 3,
58};
59
52/* Values for in_memory below */ 60/* Values for in_memory below */
53enum { 61enum {
54 MAP_ACTIVE, 62 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm. 63 MAP_INACTIVE, // not used atm.
56 MAP_SWAPPED, 64 MAP_SWAPPED,
63 * where it is known the map is not tiled or the values are known 71 * where it is known the map is not tiled or the values are known
64 * consistent (eg, op->map, op->x, op->y) 72 * consistent (eg, op->map, op->x, op->y)
65 */ 73 */
66// all those macros are herewith declared legacy 74// all those macros are herewith declared legacy
67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 75#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
68#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
69#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 76#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
70#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 77#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
110 * particular space (was map, floor, floor2, map_ob), 117 * particular space (was map, floor, floor2, map_ob),
111 * have this structure take care of that information. 118 * have this structure take care of that information.
112 * This puts it all in one place, and should also make it easier 119 * This puts it all in one place, and should also make it easier
113 * to extend information about a space. 120 * to extend information about a space.
114 */ 121 */
122INTERFACE_CLASS (mapspace)
115struct mapspace 123struct mapspace
116{ 124{
125 object *ACC (RW, bot);
117 object *bot, *top; /* lowest/highest object on this space */ 126 object *ACC (RW, top); /* lowest/highest object on this space */
118 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 127 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
119 uint8 flags_; /* flags about this space (see the P_ values above) */ 128 uint8 flags_; /* flags about this space (see the P_ values above) */
120 sint8 light; /* How much light this space provides */ 129 sint8 ACC (RW, light); /* How much light this space provides */
121 MoveType move_block; /* What movement types this space blocks */ 130 MoveType ACC (RW, move_block); /* What movement types this space blocks */
122 MoveType move_slow; /* What movement types this space slows */ 131 MoveType ACC (RW, move_slow); /* What movement types this space slows */
123 MoveType move_on; /* What movement types are activated */ 132 MoveType ACC (RW, move_on); /* What movement types are activated */
124 MoveType move_off; /* What movement types are activated */ 133 MoveType ACC (RW, move_off); /* What movement types are activated */
125 134
126 void update_ (); 135 void update_ ();
127 void update () 136 MTH void update ()
128 { 137 {
129 if (!(flags_ & P_UPTODATE)) 138 if (!(flags_ & P_UPTODATE))
130 update_ (); 139 update_ ();
131 } 140 }
132 141
133 uint8 flags () 142 MTH uint8 flags ()
134 { 143 {
135 update (); 144 update ();
136 return flags_; 145 return flags_;
137 } 146 }
147
148 MTH void invalidate ()
149 {
150 flags_ = 0;
151 }
138 152
139 // maybe only inline quick flags_ checking?
140 object *player () 153 MTH object *player ()
141 { 154 {
142 // search from the top, because players are usually on top 155 object *op;
143 // make usually == always and this non-amortized O(1) 156
144 // could gte rid of P_PLAYER, too, then
145 if (flags () & P_PLAYER) 157 if (flags () & P_PLAYER)
146 for (object *op = top; op; op = op->below) 158 for (op = top; op->type != PLAYER; op = op->below)
147 if (op->type == PLAYER) 159 ;
148 return op; 160 else
161 op = 0;
149 162
150 return 0; 163 return op;
151 } 164 }
152 165
153 // return the item volume on this mapspace in cm³ 166 // return the item volume on this mapspace in cm³
154 uint64 volume () const; 167 MTH uint64 volume () const;
155 168
156 bool blocks (MoveType mt) const 169 bool blocks (MoveType mt) const
157 { 170 {
158 return move_block && (mt & move_block) == mt; 171 return move_block && (mt & move_block) == mt;
159 } 172 }
173
174 bool blocks (object *op) const
175 {
176 return blocks (op->move_type);
177 }
178};
179
180// a rectangular area of a map
181struct maprect
182{
183 maptile *m;
184 int x0, y0;
185 int x1, y1;
186 int dx, dy; // offset to go from local coordinates to original tile */
160}; 187};
161 188
162struct shopitems : zero_initialised 189struct shopitems : zero_initialised
163{ 190{
164 const char *name; /* name of the item in question, null if it is the default item */ 191 const char *name; /* name of the item in question, null if it is the default item */
216 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 243 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
217 244
218 bool ACC (RW, per_player); 245 bool ACC (RW, per_player);
219 bool ACC (RW, per_party); 246 bool ACC (RW, per_party);
220 bool ACC (RW, outdoor); /* True if an outdoor map */ 247 bool ACC (RW, outdoor); /* True if an outdoor map */
221 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 248 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
222 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
250 static sint8 outdoor_darkness; /* the global darkness level outside */
223 251
224 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 252 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
225 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 253 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
226 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 254 oblinkpt *buttons; /* Linked list of linked lists of buttons */
227 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 255 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
242 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 270 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
243 shstr ACC (RW, path); /* Filename of the map */ 271 shstr ACC (RW, path); /* Filename of the map */
244 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace 272 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
245 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 273 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
246 274
275 // the maptile:: is neccessary here for the perl interface to work
276 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
277 {
278 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
279 }
280
281 static void adjust_daylight ();
282
247 MTH void activate (); 283 MTH void activate ();
248 MTH void deactivate (); 284 MTH void deactivate ();
249 285
250 // allocates all (empty) mapspace 286 // allocates all (empty) mapspace
251 MTH void alloc (); 287 MTH void alloc ();
254 290
255 MTH void fix_auto_apply (); 291 MTH void fix_auto_apply ();
256 MTH void do_decay_objects (); 292 MTH void do_decay_objects ();
257 MTH void update_buttons (); 293 MTH void update_buttons ();
258 MTH int change_map_light (int change); 294 MTH int change_map_light (int change);
259 static void change_all_map_light (int change); //PERL
260 MTH void set_darkness_map ();
261 MTH int estimate_difficulty () const; 295 MTH int estimate_difficulty () const;
262 296
263 MTH void play_sound (faceidx sound, int x, int y) const; 297 MTH void play_sound (faceidx sound, int x, int y) const;
264 298
265 // set the given flag on all objects in the map 299 // set the given flag on all objects in the map
266 MTH void set_object_flag (int flag, int value = 1); 300 MTH void set_object_flag (int flag, int value = 1);
301 MTH void post_load_original ();
267 302
268 MTH void link_multipart_objects (); 303 MTH void link_multipart_objects ();
269 MTH void clear_unique_items (); 304 MTH void clear_unique_items ();
270 305
271 MTH void clear_header (); 306 MTH void clear_header ();
300 335
301 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 336 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
302 337
303 MTH void touch () { last_access = runtime; } 338 MTH void touch () { last_access = runtime; }
304 339
305 MTH bool tile_available (int dir, bool load = true); 340 MTH maptile *tile_available (int dir, bool load = true);
306 341
307 // find the map that is at coordinate x|y relative to this map 342 // find the map that is at coordinate x|y relative to this map
308 // TODO: need a better way than passing by reference 343 // TODO: need a better way than passing by reference
309 // TODO: make perl interface 344 // TODO: make perl interface
310 maptile *xy_find (sint16 &x, sint16 &y); 345 maptile *xy_find (sint16 &x, sint16 &y);
325 bool generate_random_map (random_map_params *RP); 360 bool generate_random_map (random_map_params *RP);
326 361
327 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL 362 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
328 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 363 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
329 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 364 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
330 MTH object *pick_random_object () const; 365 object *pick_random_object (rand_gen &gen = rndm) const;
331 366
332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 367 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
333 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 368
369 // return an array of maprects corresponding
370 // to the given rectangular area. the last rect will have
371 // a 0 map pointer.
372 // the array will be stored in a static memory area,
373 // so recursion is not atm. supported
374 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
334}; 375};
335 376
336/* This is used by get_rangevector to determine where the other 377/* This is used by get_rangevector to determine where the other
337 * creature is. get_rangevector takes into account map tiling, 378 * creature is. get_rangevector takes into account map tiling,
338 * so you just can not look the the map coordinates and get the 379 * so you just can not look the the map coordinates and get the
420 bool normalise () 461 bool normalise ()
421 { 462 {
422 return xy_normalise (m, x, y); 463 return xy_normalise (m, x, y);
423 } 464 }
424 465
466 mapspace &ms () const
467 {
468 return m->at (x, y);
469 }
470
425 object *insert (object *op, object *originator = 0, int flags = 0) const 471 object *insert (object *op, object *originator = 0, int flags = 0) const
426 { 472 {
427 m->insert (op, x, y, originator, flags); 473 return m->insert (op, x, y, originator, flags);
428 } 474 }
429}; 475};
430 476
431inline const mapxy & 477inline const mapxy &
432object::operator =(const mapxy &pos) 478object::operator =(const mapxy &pos)
436 y = pos.y; 482 y = pos.y;
437 483
438 return pos; 484 return pos;
439} 485}
440 486
487// iterate over a rectangular area relative to op
488// can be used as a single statement, but both iterate macros
489// invocations must not be followed by a ";"
490// see common/los.C for usage example
491// the walk will be ordered, outer loop x, inner loop y
492// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
493#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
494 for (int dx = (dx0); dx <= (dx1); ++dx) \
495 { \
496 sint16 nx, ny; \
497 maptile *m = 0; \
498 \
499 for (int dy = (dy0); dy <= (dy1); ++dy) \
500 { \
501 /* check to see if we can simply go one down quickly, */ \
502 /* if not, do it the slow way */ \
503 if (!m || ++ny >= m->height) \
504 { \
505 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
506 \
507 if (xy_normalise (m, nx, ny)) \
508 m->touch (); \
509 else \
510 m = 0; \
511 }
512
513#define ordered_mapwalk_end \
514 } \
515 }
516
517// loop over every space in the given maprect,
518// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
519// the iterator code must be a single statement following this macro call, similar to "if"
520#define rect_mapwalk(rect,dx0,dy0) \
521 statementvar (maptile *, m, (rect)->m) \
522 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
523 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
524 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
525 statementvar (int, dy, ny + (rect)->dy - (dy0))
526
527// same as above, but the walk will not follow any particular
528// order (unorded), but is likely faster.
529// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
530#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
531 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
532 (op)->x + (dx0) , (op)->y + (dy0) , \
533 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
534 r_e_c_t->m; \
535 ++r_e_c_t) \
536 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
537
441#endif 538#endif
442 539

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