--- deliantra/server/include/map.h 2007/01/19 21:49:58 1.56
+++ deliantra/server/include/map.h 2007/07/01 05:00:18 1.78
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game for X-windows
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
*
- * This program is free software; you can redistribute it and/or modify
+ * Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * 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
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * The authors can be reached via e-mail at crossfire@schmorp.de
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
/*
@@ -49,13 +48,6 @@
#define MAP_LAYERS 3
-/* options passed to ready_map_name and load_original_map */
-#define MAP_FLUSH 0x01
-#define MAP_PLAYER_UNIQUE 0x02
-#define MAP_BLOCK 0x04
-#define MAP_STYLE 0x08
-#define MAP_OVERLAY 0x10
-
/* Values for in_memory below. Should probably be an enumerations */
enum {
MAP_IN_MEMORY,
@@ -74,7 +66,6 @@
#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
-#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
@@ -127,7 +118,6 @@
struct mapspace
{
object *bot, *top; /* lowest/highest object on this space */
- facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
uint8 flags_; /* flags about this space (see the P_ values above) */
sint8 light; /* How much light this space provides */
@@ -162,37 +152,9 @@
return 0;
}
-};
-/*
- * Each map is in a given region of the game world and links to a region definiton, so
- * they have to appear here in the headers, before the mapdef
- */
-INTERFACE_CLASS (region)
-struct region : zero_initialised
-{
- struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
- char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
- char *ACC (RW, parent_name); /*
- * So that parent and child regions can be defined in
- * any order, we keep hold of the parent_name during
- * initialisation, and the children get assigned to their
- * parents later. (before runtime on the server though)
- * nothing outside the init code should ever use this value.
- */
- struct region *ACC (RW, parent); /*
- * Pointer to the region that is a parent of the current
- * region, if a value isn't defined in the current region
- * we traverse this series of pointers until it is.
- */
- char *ACC (RW, longname); /* Official title of the region, this might be defined
- * to be the same as name*/
- char *ACC (RW, msg); /* the description of the region */
- uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
- sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
- * this should be the one we fall back on as the default */
- char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
- sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
+ // return the item volume on this mapspace in cm³
+ uint64 volume () const;
};
struct shopitems : zero_initialised
@@ -225,11 +187,13 @@
{
sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
struct mapspace *spaces; /* Array of spaces on this map */
+ uint8 *regions; /* region index per mapspace, if != 0 */
+ struct region **regionmap; /* index to region */
tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
shstr ACC (RW, name); /* Name of map as given by its creator */
- struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
+ struct region *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);
@@ -237,6 +201,7 @@
* should be reset
*/
bool ACC (RW, dirty); /* if true, something was inserted or removed */
+ bool ACC (RW, no_reset); // must not reset this map
bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
* players entering/exiting map
*/
@@ -248,9 +213,11 @@
sint16 players; /* How many players are on this map right now */
uint16 ACC (RW, difficulty); /* What level the player should be to play here */
+ bool ACC (RW, active); // wether this map is active or not
bool ACC (RW, per_player);
bool ACC (RW, per_party);
bool ACC (RW, outdoor); /* True if an outdoor map */
+ bool ACC (RW, nodrop); /* avoid dropping anything on this map */
uint8 ACC (RW, darkness); /* indicates level of darkness of map */
uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
@@ -273,6 +240,8 @@
shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
shstr ACC (RW, path); /* Filename of the map */
+ int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
+ uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
MTH void activate ();
MTH void deactivate ();
@@ -283,7 +252,7 @@
MTH void clear ();
MTH void fix_auto_apply ();
- MTH void decay_objects ();
+ MTH void do_decay_objects ();
MTH void update_buttons ();
MTH int change_map_light (int change);
static void change_all_map_light (int change); //PERL
@@ -299,6 +268,8 @@
MTH void clear_header ();
MTH void clear_links_to (maptile *m);
+ MTH struct region *region (int x, int y) const;
+
// loas the header pseudo-object
bool _load_header (object_thawer &thawer);
MTH bool _load_header (const char *path);
@@ -348,9 +319,10 @@
void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
bool generate_random_map (random_map_params *RP);
- static maptile *find_sync (const char *path, maptile *original = 0);//PERL
- // async prefetch
static maptile *find_async (const char *path, maptile *original = 0);//PERL
+ static maptile *find_sync (const char *path, maptile *original = 0);//PERL
+ static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
+ MTH object *pick_random_object () const;
mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
@@ -376,13 +348,14 @@
//TODO: these should be refactored into things like xy_normalise
// and so on.
-int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
-int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
-int out_of_map(maptile *m, int x, int y);
-maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
-void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags);
-void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
-int on_same_map(const object *op1, const object *op2);
+int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
+int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
+int out_of_map (maptile *m, int x, int y);
+maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
+void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
+void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
+int on_same_map (const object *op1, const object *op2);
+int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
// adjust map, x and y for tiled maps and return true if the position is valid at all
inline bool