--- deliantra/server/include/map.h 2007/01/19 21:49:58 1.56
+++ deliantra/server/include/map.h 2008/05/06 16:55:26 1.93
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game for X-windows
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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
+ * Deliantra 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
*/
/*
@@ -32,6 +31,7 @@
#include
+#include "region.h"
#include "cfperl.h"
/* We set this size - this is to make magic map work properly on
@@ -49,16 +49,10 @@
#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 */
+/* Values for in_memory below */
enum {
- MAP_IN_MEMORY,
+ MAP_ACTIVE,
+ MAP_INACTIVE, // not used atm.
MAP_SWAPPED,
MAP_LOADING,
MAP_SAVING,
@@ -74,7 +68,6 @@
#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
@@ -113,11 +106,6 @@
#define P_NEW_MAP 0x20000
/* Coordinates passed result in a new tiled map */
-/* P_NO_PASS is used for ob_blocked() return value. It needs
- * to be here to make sure the bits don't match with anything.
- */
-#define P_NO_PASS 0x80000
-
/* Instead of having numerous arrays that have information on a
* particular space (was map, floor, floor2, map_ob),
* have this structure take care of that information.
@@ -127,7 +115,6 @@
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 +149,14 @@
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;
+
+ bool blocks (MoveType mt) const
+ {
+ return move_block && (mt & move_block) == mt;
+ }
};
struct shopitems : zero_initialised
@@ -225,11 +189,13 @@
{
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 */
+ region_ptr *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
+ region_ptr 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 +203,7 @@
* 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
*/
@@ -251,6 +218,7 @@
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 +241,8 @@
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 ();
@@ -283,13 +253,15 @@
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
MTH void set_darkness_map ();
MTH int estimate_difficulty () const;
+ MTH void play_sound (faceidx sound, int x, int y) const;
+
// set the given flag on all objects in the map
MTH void set_object_flag (int flag, int value = 1);
@@ -299,13 +271,15 @@
MTH void clear_header ();
MTH void clear_links_to (maptile *m);
- // loas the header pseudo-object
+ MTH struct region *region (int x, int y) const;
+
+ // load the header pseudo-object
bool _load_header (object_thawer &thawer);
- MTH bool _load_header (const char *path);
+ MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
// load objects into the map
bool _load_objects (object_thawer &thawer);
- MTH bool _load_objects (const char *path, bool skip_header = true);
+ MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
// save objects into the given file (uses IO_ flags)
bool _save_objects (object_freezer &freezer, int flags);
@@ -328,6 +302,8 @@
MTH void touch () { last_access = runtime; }
+ MTH bool tile_available (int dir, bool load = true);
+
// find the map that is at coordinate x|y relative to this map
// TODO: need a better way than passing by reference
// TODO: make perl interface
@@ -348,9 +324,10 @@
void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
bool generate_random_map (random_map_params *RP);
+ static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
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_style_sync (const char *dir, const char *file = 0);//PERL
+ object *pick_random_object (rand_gen &gen = rndm) 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]; }
@@ -374,18 +351,19 @@
object *part;
};
+// comaptibility cruft start
//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 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
+static inline bool
xy_normalise (maptile *&map, sint16 &x, sint16 &y)
{
// when in range, do a quick return, otherwise go the slow route
@@ -393,6 +371,7 @@
(IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
|| !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
}
+// comaptibility cruft end
inline mapspace &
object::ms () const
@@ -400,5 +379,64 @@
return map->at (x, y);
}
+struct mapxy {
+ maptile *m;
+ sint16 x, y;
+
+ mapxy (maptile *m, sint16 x, sint16 y)
+ : m(m), x(x), y(y)
+ { }
+
+ mapxy (object *op)
+ : m(op->map), x(op->x), y(op->y)
+ { }
+
+ mapxy &move (int dx, int dy)
+ {
+ x += dx;
+ y += dy;
+
+ return *this;
+ }
+
+ mapxy &move (int dir)
+ {
+ return move (freearr_x [dir], freearr_y [dir]);
+ }
+
+ operator void *() const { return (void *)m; }
+ mapxy &operator =(const object *op)
+ {
+ m = op->map;
+ x = op->x;
+ y = op->y;
+
+ return *this;
+ }
+
+ mapspace *operator ->() const { return &m->at (x, y); }
+ mapspace &operator * () const { return m->at (x, y); }
+
+ bool normalise ()
+ {
+ return xy_normalise (m, x, y);
+ }
+
+ object *insert (object *op, object *originator = 0, int flags = 0) const
+ {
+ m->insert (op, x, y, originator, flags);
+ }
+};
+
+inline const mapxy &
+object::operator =(const mapxy &pos)
+{
+ map = pos.m;
+ x = pos.x;
+ y = pos.y;
+
+ return pos;
+}
+
#endif