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Comparing deliantra/server/include/map.h (file contents):
Revision 1.60 by root, Sat Jan 27 23:59:29 2007 UTC vs.
Revision 1.82 by root, Sun Aug 12 14:13:54 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
30#ifndef MAP_H 29#ifndef MAP_H
31#define MAP_H 30#define MAP_H
32 31
33#include <tr1/unordered_map> 32#include <tr1/unordered_map>
34 33
34#include "region.h"
35#include "cfperl.h" 35#include "cfperl.h"
36 36
37/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
65// all those macros are herewith declared legacy 65// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 66#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 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(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71#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]
72#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
73#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
74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 73#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 74#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
118 * to extend information about a space. 117 * to extend information about a space.
119 */ 118 */
120struct mapspace 119struct mapspace
121{ 120{
122 object *bot, *top; /* lowest/highest object on this space */ 121 object *bot, *top; /* lowest/highest object on this space */
123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
125 uint8 flags_; /* flags about this space (see the P_ values above) */ 123 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */ 124 sint8 light; /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */ 125 MoveType move_block; /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */ 126 MoveType move_slow; /* What movement types this space slows */
153 if (op->type == PLAYER) 151 if (op->type == PLAYER)
154 return op; 152 return op;
155 153
156 return 0; 154 return 0;
157 } 155 }
158};
159 156
160/* 157 // return the item volume on this mapspace in cm³
161 * Each map is in a given region of the game world and links to a region definiton, so 158 uint64 volume () const;
162 * they have to appear here in the headers, before the mapdef
163 */
164INTERFACE_CLASS (region)
165struct region : zero_initialised
166{
167 region *ACC (RW, next); /* pointer to next region, NULL for the last one */
168 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
169 char *ACC (RW, parent_name); /*
170 * So that parent and child regions can be defined in
171 * any order, we keep hold of the parent_name during
172 * initialisation, and the children get assigned to their
173 * parents later. (before runtime on the server though)
174 * nothing outside the init code should ever use this value.
175 */
176 region *ACC (RW, parent); /*
177 * Pointer to the region that is a parent of the current
178 * region, if a value isn't defined in the current region
179 * we traverse this series of pointers until it is.
180 */
181 char *ACC (RW, longname); /* Official title of the region, this might be defined
182 * to be the same as name*/
183 char *ACC (RW, msg); /* the description of the region */
184 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
185 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
186 * this should be the one we fall back on as the default */
187 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
188 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
189
190 static region *default_region ();
191 static region *find (const char *name);
192}; 159};
193 160
194struct shopitems : zero_initialised 161struct shopitems : zero_initialised
195{ 162{
196 const char *name; /* name of the item in question, null if it is the default item */ 163 const char *name; /* name of the item in question, null if it is the default item */
220struct maptile : zero_initialised, attachable 187struct maptile : zero_initialised, attachable
221{ 188{
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 189 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */ 190 struct mapspace *spaces; /* Array of spaces on this map */
224 uint8 *regions; /* region index per mapspace, if != 0 */ 191 uint8 *regions; /* region index per mapspace, if != 0 */
225 struct region **regionmap; /* index to region */ 192 region_ptr *regionmap; /* index to region */
226 193
227 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 194 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
228 195
229 shstr ACC (RW, name); /* Name of map as given by its creator */ 196 shstr ACC (RW, name); /* Name of map as given by its creator */
230 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by 197 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
231 * points to the struct containing all the properties of 198 * points to the struct containing all the properties of
232 * the region */ 199 * the region */
233 double ACC (RW, reset_time); 200 double ACC (RW, reset_time);
234 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 201 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
235 * should be reset 202 * should be reset
236 */ 203 */
237 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 204 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 bool ACC (RW, no_reset); // must not reset this map
238 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 206 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
239 * players entering/exiting map 207 * players entering/exiting map
240 */ 208 */
241 sint32 ACC (RW, timeout); /* swapout is set to this */ 209 sint32 ACC (RW, timeout); /* swapout is set to this */
242 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 210 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
244 * be loaded before used. The map,omap and map_ob 212 * be loaded before used. The map,omap and map_ob
245 * arrays will be allocated when the map is loaded */ 213 * arrays will be allocated when the map is loaded */
246 sint16 players; /* How many players are on this map right now */ 214 sint16 players; /* How many players are on this map right now */
247 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
248 216
217 bool ACC (RW, active); // wether this map is active or not
249 bool ACC (RW, per_player); 218 bool ACC (RW, per_player);
250 bool ACC (RW, per_party); 219 bool ACC (RW, per_party);
251 bool ACC (RW, outdoor); /* True if an outdoor map */ 220 bool ACC (RW, outdoor); /* True if an outdoor map */
252 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 221 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
253 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 222 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
270 shstr ACC (RW, msg); /* Message map creator may have left */ 239 shstr ACC (RW, msg); /* Message map creator may have left */
271 shstr ACC (RW, maplore); /* Map lore information */ 240 shstr ACC (RW, maplore); /* Map lore information */
272 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 241 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
273 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 242 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
274 shstr ACC (RW, path); /* Filename of the map */ 243 shstr ACC (RW, path); /* Filename of the map */
244 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
275 246
276 MTH void activate (); 247 MTH void activate ();
277 MTH void deactivate (); 248 MTH void deactivate ();
278 249
279 // allocates all (empty) mapspace 250 // allocates all (empty) mapspace
280 MTH void alloc (); 251 MTH void alloc ();
281 // deallocates the mapspaces (and destroys all objects) 252 // deallocates the mapspaces (and destroys all objects)
282 MTH void clear (); 253 MTH void clear ();
283 254
284 MTH void fix_auto_apply (); 255 MTH void fix_auto_apply ();
285 MTH void decay_objects (); 256 MTH void do_decay_objects ();
286 MTH void update_buttons (); 257 MTH void update_buttons ();
287 MTH int change_map_light (int change); 258 MTH int change_map_light (int change);
288 static void change_all_map_light (int change); //PERL 259 static void change_all_map_light (int change); //PERL
289 MTH void set_darkness_map (); 260 MTH void set_darkness_map ();
290 MTH int estimate_difficulty () const; 261 MTH int estimate_difficulty () const;
262
263 MTH void play_sound (faceidx sound, int x, int y) const;
291 264
292 // set the given flag on all objects in the map 265 // set the given flag on all objects in the map
293 MTH void set_object_flag (int flag, int value = 1); 266 MTH void set_object_flag (int flag, int value = 1);
294 267
295 MTH void link_multipart_objects (); 268 MTH void link_multipart_objects ();
347 } 320 }
348 321
349 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 322 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
350 bool generate_random_map (random_map_params *RP); 323 bool generate_random_map (random_map_params *RP);
351 324
325 static maptile *find_async (const char *path, maptile *original = 0);//PERL
352 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 326 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
353 // async prefetch 327 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
354 static maptile *find_async (const char *path, maptile *original = 0);//PERL 328 MTH object *pick_random_object () const;
355 329
356 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 330 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
357 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 331 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
358}; 332};
359 333
375 object *part; 349 object *part;
376}; 350};
377 351
378//TODO: these should be refactored into things like xy_normalise 352//TODO: these should be refactored into things like xy_normalise
379// and so on. 353// and so on.
380int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 354int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
381int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y); 355int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
382int out_of_map(maptile *m, int x, int y); 356int out_of_map (maptile *m, int x, int y);
383maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y); 357maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
384void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags); 358void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
385void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); 359void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
386int on_same_map(const object *op1, const object *op2); 360int on_same_map (const object *op1, const object *op2);
361int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
387 362
388// adjust map, x and y for tiled maps and return true if the position is valid at all 363// adjust map, x and y for tiled maps and return true if the position is valid at all
389inline bool 364inline bool
390xy_normalise (maptile *&map, sint16 &x, sint16 &y) 365xy_normalise (maptile *&map, sint16 &x, sint16 &y)
391{ 366{

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