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Comparing deliantra/server/include/map.h (file contents):
Revision 1.88 by root, Wed Sep 12 11:10:10 2007 UTC vs.
Revision 1.103 by root, Tue Dec 23 22:03:06 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 }
139
140 MTH void invalidate ()
141 {
142 flags_ = 0;
143 }
137 144
138 // maybe only inline quick flags_ checking?
139 object *player () 145 MTH object *player ()
140 { 146 {
141 // search from the top, because players are usually on top 147 object *op;
142 // make usually == always and this non-amortized O(1) 148
143 // could gte rid of P_PLAYER, too, then
144 if (flags () & P_PLAYER) 149 if (flags () & P_PLAYER)
145 for (object *op = top; op; op = op->below) 150 for (op = top; op->type != PLAYER; op = op->below)
146 if (op->type == PLAYER) 151 ;
147 return op; 152 else
153 op = 0;
148 154
149 return 0; 155 return op;
150 } 156 }
151 157
152 // return the item volume on this mapspace in cm³ 158 // return the item volume on this mapspace in cm³
153 uint64 volume () const; 159 MTH uint64 volume () const;
154 160
155 bool blocks (MoveType mt) const 161 bool blocks (MoveType mt) const
156 { 162 {
157 return move_block && (mt & move_block) == mt; 163 return move_block && (mt & move_block) == mt;
164 }
165
166 bool blocks (object *op) const
167 {
168 return blocks (op->move_type);
158 } 169 }
159}; 170};
160 171
161struct shopitems : zero_initialised 172struct shopitems : zero_initialised
162{ 173{
215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 226 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
216 227
217 bool ACC (RW, per_player); 228 bool ACC (RW, per_player);
218 bool ACC (RW, per_party); 229 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */ 230 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 231 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 */ 232 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
233 static sint8 outdoor_darkness; /* the global darkness level outside */
222 234
223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 235 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 */ 236 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 */ 237 oblinkpt *buttons; /* Linked list of linked lists of buttons */
226 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 238 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 253 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
242 shstr ACC (RW, path); /* Filename of the map */ 254 shstr ACC (RW, path); /* Filename of the map */
243 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace 255 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
244 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 256 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
245 257
258 // the maptile:: is neccessary here for the perl interface to work
259 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
260 {
261 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
262 }
263
264 static void adjust_daylight ();
265
246 MTH void activate (); 266 MTH void activate ();
247 MTH void deactivate (); 267 MTH void deactivate ();
248 268
249 // allocates all (empty) mapspace 269 // allocates all (empty) mapspace
250 MTH void alloc (); 270 MTH void alloc ();
253 273
254 MTH void fix_auto_apply (); 274 MTH void fix_auto_apply ();
255 MTH void do_decay_objects (); 275 MTH void do_decay_objects ();
256 MTH void update_buttons (); 276 MTH void update_buttons ();
257 MTH int change_map_light (int change); 277 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const; 278 MTH int estimate_difficulty () const;
261 279
262 MTH void play_sound (faceidx sound, int x, int y) const; 280 MTH void play_sound (faceidx sound, int x, int y) const;
263 281
264 // set the given flag on all objects in the map 282 // set the given flag on all objects in the map
265 MTH void set_object_flag (int flag, int value = 1); 283 MTH void set_object_flag (int flag, int value = 1);
284 MTH void post_load_original ();
266 285
267 MTH void link_multipart_objects (); 286 MTH void link_multipart_objects ();
268 MTH void clear_unique_items (); 287 MTH void clear_unique_items ();
269 288
270 MTH void clear_header (); 289 MTH void clear_header ();
324 bool generate_random_map (random_map_params *RP); 343 bool generate_random_map (random_map_params *RP);
325 344
326 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL 345 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 346 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 347 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329 MTH object *pick_random_object () const; 348 object *pick_random_object (rand_gen &gen = rndm) const;
330 349
331 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 350 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
333}; 351};
334 352
335/* This is used by get_rangevector to determine where the other 353/* This is used by get_rangevector to determine where the other
336 * creature is. get_rangevector takes into account map tiling, 354 * creature is. get_rangevector takes into account map tiling,
337 * so you just can not look the the map coordinates and get the 355 * so you just can not look the the map coordinates and get the
388 406
389 mapxy (object *op) 407 mapxy (object *op)
390 : m(op->map), x(op->x), y(op->y) 408 : m(op->map), x(op->x), y(op->y)
391 { } 409 { }
392 410
411 mapxy &move (int dx, int dy)
412 {
413 x += dx;
414 y += dy;
415
416 return *this;
417 }
418
393 mapxy &move (int dir) 419 mapxy &move (int dir)
394 { 420 {
395 x += freearr_x [dir]; 421 return move (freearr_x [dir], freearr_y [dir]);
396 y += freearr_y [dir];
397
398 return *this;
399 } 422 }
400 423
401 operator void *() const { return (void *)m; } 424 operator void *() const { return (void *)m; }
402 mapxy &operator =(const object *op) 425 mapxy &operator =(const object *op)
403 { 426 {
414 bool normalise () 437 bool normalise ()
415 { 438 {
416 return xy_normalise (m, x, y); 439 return xy_normalise (m, x, y);
417 } 440 }
418 441
442 mapspace &ms () const
443 {
444 return m->at (x, y);
445 }
446
419 object *insert (object *op, object *originator = 0, int flags = 0) const 447 object *insert (object *op, object *originator = 0, int flags = 0) const
420 { 448 {
421 m->insert (op, x, y, originator, flags); 449 return m->insert (op, x, y, originator, flags);
422 } 450 }
423}; 451};
424 452
425inline const mapxy & 453inline const mapxy &
426object::operator =(const mapxy &pos) 454object::operator =(const mapxy &pos)
430 y = pos.y; 458 y = pos.y;
431 459
432 return pos; 460 return pos;
433} 461}
434 462
463// iterate over a rectangular area relative to op
464// can be used as a single statement, but both iterate macros
465// invocations must not be followed by a ";"
466// see common/los.C for usage example
467#define rectangular_mapspace_iterate_begin(op,dx0,dx1,dy0,dy1) \
468 for (int dx = (dx0); dx <= (dx1); dx++) \
469 { \
470 sint16 nx, ny; \
471 maptile *m = 0; \
472 \
473 for (int dy = (dy0); dy <= (dy1); dy++) \
474 { \
475 /* check to see if we can simply go one down quickly, */ \
476 /* if not, due it the slow way */ \
477 if (!m || ++ny >= m->height) \
478 { \
479 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
480 \
481 if (xy_normalise (m, nx, ny)) \
482 m->touch (); \
483 else \
484 m = 0; \
485 }
486
487#define rectangular_mapspace_iterate_end \
488 } \
489 }
490
435#endif 491#endif
436 492

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