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Comparing deliantra/server/include/map.h (file contents):
Revision 1.102 by root, Tue Dec 23 06:58:23 2008 UTC vs.
Revision 1.109 by root, Thu Jan 8 03:03:24 2009 UTC

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,
99 * used in the get_map_flags value - that function is used to return 107 * used in the get_map_flags value - that function is used to return
100 * the flag value, as well as other conditions - using a more general 108 * the flag value, as well as other conditions - using a more general
101 * function that does more of the work can hopefully be used to replace 109 * function that does more of the work can hopefully be used to replace
102 * lots of duplicate checks currently in the code. 110 * lots of duplicate checks currently in the code.
103 */ 111 */
104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105#define P_NEW_MAP 0x20000 113#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
106 /* Coordinates passed result in a new tiled map */
107 114
108/* Instead of having numerous arrays that have information on a 115/* Instead of having numerous arrays that have information on a
109 * particular space (was map, floor, floor2, map_ob), 116 * particular space (was map, floor, floor2, map_ob),
110 * have this structure take care of that information. 117 * have this structure take care of that information.
111 * This puts it all in one place, and should also make it easier 118 * This puts it all in one place, and should also make it easier
115struct mapspace 122struct mapspace
116{ 123{
117 object *ACC (RW, bot); 124 object *ACC (RW, bot);
118 object *ACC (RW, top); /* lowest/highest object on this space */ 125 object *ACC (RW, top); /* lowest/highest object on this space */
119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */ 126 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 uint32_t smell; // the last count a player was seen here, or 0
128 static uint32_t smellcount; // global smell counter
120 uint8 flags_; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
121 sint8 ACC (RW, light); /* How much light this space provides */ 130 sint8 ACC (RW, light); /* How much light this space provides */
122 MoveType ACC (RW, move_block); /* What movement types this space blocks */ 131 MoveType ACC (RW, move_block); /* What movement types this space blocks */
123 MoveType ACC (RW, move_slow); /* What movement types this space slows */ 132 MoveType ACC (RW, move_slow); /* What movement types this space slows */
124 MoveType ACC (RW, move_on); /* What movement types are activated */ 133 MoveType ACC (RW, move_on); /* What movement types are activated */
165 174
166 bool blocks (object *op) const 175 bool blocks (object *op) const
167 { 176 {
168 return blocks (op->move_type); 177 return blocks (op->move_type);
169 } 178 }
179};
180
181// a rectangular area of a map
182struct maprect
183{
184 maptile *m;
185 int x0, y0;
186 int x1, y1;
187 int dx, dy; // offset to go from local coordinates to original tile */
170}; 188};
171 189
172struct shopitems : zero_initialised 190struct shopitems : zero_initialised
173{ 191{
174 const char *name; /* name of the item in question, null if it is the default item */ 192 const char *name; /* name of the item in question, null if it is the default item */
277 MTH int change_map_light (int change); 295 MTH int change_map_light (int change);
278 MTH int estimate_difficulty () const; 296 MTH int estimate_difficulty () const;
279 297
280 MTH void play_sound (faceidx sound, int x, int y) const; 298 MTH void play_sound (faceidx sound, int x, int y) const;
281 299
300 // connected links
301 oblinkpt *find_link (shstr_tmp id);
302 MTH void trigger (shstr_tmp id, bool state = true, object *originator = 0);
303
282 // set the given flag on all objects in the map 304 // set the given flag on all objects in the map
283 MTH void set_object_flag (int flag, int value = 1); 305 MTH void set_object_flag (int flag, int value = 1);
284 MTH void post_load_original (); 306 MTH void post_load_original ();
285 307
286 MTH void link_multipart_objects (); 308 MTH void link_multipart_objects ();
318 340
319 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 341 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
320 342
321 MTH void touch () { last_access = runtime; } 343 MTH void touch () { last_access = runtime; }
322 344
323 MTH bool tile_available (int dir, bool load = true); 345 MTH maptile *tile_available (int dir, bool load = true);
324 346
325 // find the map that is at coordinate x|y relative to this map 347 // find the map that is at coordinate x|y relative to this map
326 // TODO: need a better way than passing by reference 348 // TODO: need a better way than passing by reference
327 // TODO: make perl interface 349 // TODO: make perl interface
328 maptile *xy_find (sint16 &x, sint16 &y); 350 maptile *xy_find (sint16 &x, sint16 &y);
346 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 368 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
347 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 369 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
348 object *pick_random_object (rand_gen &gen = rndm) const; 370 object *pick_random_object (rand_gen &gen = rndm) const;
349 371
350 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 372 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
373
374 // return an array of maprects corresponding
375 // to the given rectangular area. the last rect will have
376 // a 0 map pointer.
377 // the array will be stored in a static memory area,
378 // so recursion is not atm. supported
379 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
351}; 380};
352 381
353/* This is used by get_rangevector to determine where the other 382/* This is used by get_rangevector to determine where the other
354 * creature is. get_rangevector takes into account map tiling, 383 * creature is. get_rangevector takes into account map tiling,
355 * so you just can not look the the map coordinates and get the 384 * so you just can not look the the map coordinates and get the
458 y = pos.y; 487 y = pos.y;
459 488
460 return pos; 489 return pos;
461} 490}
462 491
492// iterate over a rectangular area relative to op
493// can be used as a single statement, but both iterate macros
494// invocations must not be followed by a ";"
495// see common/los.C for usage example
496// the walk will be ordered, outer loop x, inner loop y
497// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
498// "continue" will skip to the next space
499#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
500 for (int dx = (dx0); dx <= (dx1); ++dx) \
501 { \
502 sint16 nx, ny; \
503 maptile *m = 0; \
504 \
505 for (int dy = (dy0); dy <= (dy1); ++dy) \
506 { \
507 /* check to see if we can simply go one down quickly, */ \
508 /* if not, do it the slow way */ \
509 if (!m || ++ny >= m->height) \
510 { \
511 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
512 \
513 if (!xy_normalise (m, nx, ny)) \
514 m = 0; \
515 }
516
517#define ordered_mapwalk_end \
518 } \
519 }
520
521// loop over every space in the given maprect,
522// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
523// the iterator code must be a single statement following this macro call, similar to "if"
524// "continue" will skip to the next space
525#define rect_mapwalk(rect,dx0,dy0) \
526 statementvar (maptile *, m, (rect)->m) \
527 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
528 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
529 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
530 statementvar (int, dy, ny + (rect)->dy - (dy0))
531
532// same as above, but the walk will not follow any particular
533// order (unorded), but is likely faster.
534// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
535// "continue" will skip to the next space
536#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
537 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
538 (op)->x + (dx0) , (op)->y + (dy0) , \
539 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
540 r_e_c_t->m; \
541 ++r_e_c_t) \
542 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
543
463#endif 544#endif
464 545

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