--- deliantra/server/include/map.h 2006/12/03 01:11:23 1.22 +++ deliantra/server/include/map.h 2006/12/27 09:28:01 1.38 @@ -18,7 +18,7 @@ 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-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ /* @@ -32,7 +32,7 @@ #include "cfperl.h" /* We set this size - this is to make magic map work properly on - * tiled maps. There is no requirement that this matches the + * tiled maps. There is no requirement that this matches the * tiled maps size - it just seemed like a reasonable value. * Magic map code now always starts out putting the player in the * center of the map - this makes the most sense when dealing @@ -44,50 +44,13 @@ #define MAGIC_MAP_SIZE 50 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 - -#define MAP_LAYERS 4 - -/* This is when the map will reset */ -#define MAP_WHEN_RESET(m) ((m)->reset_time) - -#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) -#define MAP_DIFFICULTY(m) ((m)->difficulty) -#define MAP_TIMEOUT(m) ((m)->timeout) -#define MAP_SWAP_TIME(m) ((m)->swap_time) -#define MAP_OUTDOORS(m) ((m)->outdoor) - -/* mape darkness used to enforce the MAX_DARKNESS value. - * but IMO, if it is beyond max value, that should be fixed - * on the map or in the code. - */ -#define MAP_DARKNESS(m) (m)->darkness - -#define MAP_WIDTH(m) (m)->width -#define MAP_HEIGHT(m) (m)->height - -/* Convenient function - total number of spaces is used - * in many places. - */ -#define MAP_SIZE(m) ((m)->width * (m)->height) - -#define MAP_ENTER_X(m) (m)->enter_x -#define MAP_ENTER_Y(m) (m)->enter_y - -#define MAP_TEMP(m) (m)->temp -#define MAP_PRESSURE(m) (m)->pressure -#define MAP_HUMID(m) (m)->humid -#define MAP_WINDSPEED(m) (m)->windspeed -#define MAP_WINDDIRECTION(m) (m)->winddir -#define MAP_SKYCOND(m) (m)->sky -#define MAP_WORLDPARTX(m) (m)->wpartx -#define MAP_WORLDPARTY(m) (m)->wparty -#define MAP_NOSMOOTH(m) (m)->nosmooth +#define MAP_LAYERS 3 /* options passed to ready_map_name and load_original_map */ -#define MAP_FLUSH 0x1 -#define MAP_PLAYER_UNIQUE 0x2 -#define MAP_BLOCK 0x4 -#define MAP_STYLE 0x8 +#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 */ @@ -101,38 +64,17 @@ * where it is known the map is not tiled or the values are known * consistent (eg, op->map, op->x, op->y) */ -#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) -#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) -#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) -#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) - -#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) -#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) - -/* legacy */ -#define get_map_ob GET_MAP_OB - -#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) -#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) -#define set_map_ob SET_MAP_OB - -#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) -#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) - -#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) -#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) - -#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) -#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) - -#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) -#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) - -#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) -#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) - -#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) -#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) +// all those macros are herewith declared legacy +#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () +#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 +#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on +#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off /* You should really know what you are doing before using this - you * should almost always be using out_of_map instead, which takes into account @@ -143,32 +85,18 @@ /* These are used in the MapLook flags element. They are not used in * in the object flags structure. */ - #define P_BLOCKSVIEW 0x01 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ - -/* AB_NO_PASS is used for arch_blocked() return value. It needs - * to be here to make sure the bits don't match with anything. - * Changed name to have AB_ prefix just to make sure no one - * is using the P_NO_PASS. AB_.. should only be used for - * arch_blocked and functions that examine the return value. - */ - -#define AB_NO_PASS 0x04 - - /*#define P_PASS_THRU 0x08 *//* */ -#define P_SAFE 0x08 - /* If this is set the map tile is a safe map, - * that means, nothing harmful there will be done, - * like: bombs, potion usage, alchemy, spells - * this was introduced to make shops more safe - * and propably other maps */ +#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ +#define P_SAFE 0x08 /* If this is set the map tile is a safe space, + * that means, nothing harmful can be done, + * such as: bombs, potion usage, alchemy, spells + * this was introduced to make shops safer + * but is useful in other situations */ #define P_IS_ALIVE 0x10 /* something alive is on this space */ #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ -#define P_NEED_UPDATE 0x40 /* this space is out of date */ -#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position - * does not complain if the flags are different. - */ + +#define P_NEED_UPDATE 0x80 /* this space is out of date */ /* The following two values are not stored in the MapLook flags, but instead * used in the get_map_flags value - that function is used to return @@ -176,30 +104,59 @@ * function that does more of the work can hopefully be used to replace * lots of duplicate checks currently in the code. */ -#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ -#define P_NEW_MAP 0x200 +#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ +#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ -/* Can't use MapCell as that is used in newserver.h - * Instead of having numerous arrays that have information on a +/* 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. * This puts it all in one place, and should also make it easier * to extend information about a space. */ - -struct MapSpace +struct mapspace { - object *bottom; /* lowest object on this space */ - object *top; /* Highest object on this space */ + object *bot, *top; /* lowest/highest object on this space */ New_Face *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) */ + 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 */ MoveType move_block; /* What movement types this space blocks */ MoveType move_slow; /* What movement types this space slows */ MoveType move_on; /* What movement types are activated */ MoveType move_off; /* What movement types are activated */ + + void update_ (); + void update () + { + if (flags_ & P_NEED_UPDATE) + update_ (); + } + + uint8 flags () + { + update (); + return flags_; + } + + // maybe only inline quick flags_ checking? + object *player () + { + // search from the top, because players are usually on top + // make usually == always and this non-amortized O(1) + // could gte rid of P_PLAYER, too, then + if (flags () & P_PLAYER) + for (object *op = top; op; op = op->below) + if (op->type == PLAYER) + return op; + + return 0; + } }; /* @@ -231,7 +188,7 @@ * 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 */ -struct region +struct region : zero_initialised { struct region *next; /* pointer to next region, NULL for the last one */ const char *name; /* Shortend name of the region as maps refer to it */ @@ -257,7 +214,6 @@ sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ }; - struct shopitems : zero_initialised { const char *name; /* name of the item in question, null if it is the default item */ @@ -276,9 +232,12 @@ * (or even through the macros), but doing so will completely * break map tiling. */ -ACC_CLASS (maptile) -struct maptile : zero_initialised, attachable +INTERFACE_CLASS (maptile) +struct maptile : zero_initialised, attachable { + sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ + struct mapspace *spaces; /* Array of spaces on this map */ + maptile *ACC (RW, next); /* Next map, linked list */ char *ACC (RO, tmpname); /* Name of temporary file */ char *ACC (RO, name); /* Name of map as given by its creator */ @@ -297,43 +256,56 @@ bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ sint32 ACC (RW, timeout); /* swapout is set to this */ sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ - sint16 ACC (RW, players); /* How many players are on this level right now */ uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ + sint16 ACC (RW, players); /* How many players are on this level right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ uint8 ACC (RW, darkness); /* indicates level of darkness of map */ - uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ bool ACC (RW, outdoor); /* True if an outdoor map */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ - struct MapSpace *spaces; /* Array of spaces on this map */ sint16 ACC (RW, temp); /* base temperature of this tile (F) */ sint16 ACC (RW, pressure); /* barometric pressure (mb) */ sint8 ACC (RW, humid); /* humitidy of this tile */ sint8 ACC (RW, windspeed); /* windspeed of this tile */ sint8 ACC (RW, winddir); /* direction of wind */ sint8 ACC (RW, sky); /* sky conditions */ - int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ + int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ - uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ - uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ + sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ + sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ char *ACC (RO, msg); /* Message map creator may have left */ char *ACC (RO, maplore); /* Map lore information */ char *tile_path[4]; /* path to adjoining maps */ maptile *tile_map[4]; /* Next map, linked list */ char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ + + maptile (); + ~maptile (); + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + + MTH void allocate (); + MTH int size () const { return width * height; } + + MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); + + mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } + mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } }; +#define for_all_maps(var) for (maptile *var = first_map; var; var = var->next) + /* This is used by get_rangevector to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which - * can be negativbe. direction is the crossfire direction scheme + * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * Note: distance should be always >=0. I changed it to UINT. MT @@ -347,5 +319,11 @@ object *part; }; +inline mapspace & +object::ms () const +{ + return map->at (x, y); +} + #endif