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Comparing deliantra/server/include/map.h (file contents):
Revision 1.26 by root, Wed Dec 13 02:55:50 2006 UTC vs.
Revision 1.36 by root, Tue Dec 26 20:04:09 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
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.
30#define MAP_H 30#define MAP_H
31 31
32#include "cfperl.h" 32#include "cfperl.h"
33 33
34/* We set this size - this is to make magic map work properly on 34/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 35 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 36 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 37 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 38 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 39 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 40 * We also figure out the magicmap color to use as we process the
42 * map pointers. 42 * map pointers.
43 */ 43 */
44#define MAGIC_MAP_SIZE 50 44#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 46
47
48#define MAP_LAYERS 4 47#define MAP_LAYERS 3
49
50/* This is when the map will reset */
51#define MAP_WHEN_RESET(m) ((m)->reset_time)
52
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
54#define MAP_DIFFICULTY(m) ((m)->difficulty)
55#define MAP_TIMEOUT(m) ((m)->timeout)
56#define MAP_SWAP_TIME(m) ((m)->swap_time)
57#define MAP_OUTDOORS(m) ((m)->outdoor)
58
59/* mape darkness used to enforce the MAX_DARKNESS value.
60 * but IMO, if it is beyond max value, that should be fixed
61 * on the map or in the code.
62 */
63#define MAP_DARKNESS(m) (m)->darkness
64
65#define MAP_WIDTH(m) (m)->width
66#define MAP_HEIGHT(m) (m)->height
67
68/* Convenient function - total number of spaces is used
69 * in many places.
70 */
71#define MAP_SIZE(m) ((m)->width * (m)->height)
72
73#define MAP_ENTER_X(m) (m)->enter_x
74#define MAP_ENTER_Y(m) (m)->enter_y
75
76#define MAP_TEMP(m) (m)->temp
77#define MAP_PRESSURE(m) (m)->pressure
78#define MAP_HUMID(m) (m)->humid
79#define MAP_WINDSPEED(m) (m)->windspeed
80#define MAP_WINDDIRECTION(m) (m)->winddir
81#define MAP_SKYCOND(m) (m)->sky
82#define MAP_WORLDPARTX(m) (m)->wpartx
83#define MAP_WORLDPARTY(m) (m)->wparty
84#define MAP_NOSMOOTH(m) (m)->nosmooth
85 48
86/* options passed to ready_map_name and load_original_map */ 49/* options passed to ready_map_name and load_original_map */
87#define MAP_FLUSH 0x1 50#define MAP_FLUSH 0x01
88#define MAP_PLAYER_UNIQUE 0x2 51#define MAP_PLAYER_UNIQUE 0x02
89#define MAP_BLOCK 0x4 52#define MAP_BLOCK 0x04
90#define MAP_STYLE 0x8 53#define MAP_STYLE 0x08
91#define MAP_OVERLAY 0x10 54#define MAP_OVERLAY 0x10
92 55
93/* Values for in_memory below. Should probably be an enumerations */ 56/* Values for in_memory below. Should probably be an enumerations */
94#define MAP_IN_MEMORY 1 57#define MAP_IN_MEMORY 1
95#define MAP_SWAPPED 2 58#define MAP_SWAPPED 2
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 62/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
100 * really be used, as it is multi tile aware. However, there are some cases 63 * really be used, as it is multi tile aware. However, there are some cases
101 * where it is known the map is not tiled or the values are known 64 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 65 * consistent (eg, op->map, op->x, op->y)
103 */ 66 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 67// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 68#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
106#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 69#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 70#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
108 71#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 72#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
112/* legacy */
113#define get_map_ob GET_MAP_OB
114
115#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117#define set_map_ob SET_MAP_OB
118
119#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121
122#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 73#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
124
125#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) 74#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
126#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127
128#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 75#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
129#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130
131#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 76#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
132#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133
134#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 77#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
135#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136 78
137/* You should really know what you are doing before using this - you 79/* You should really know what you are doing before using this - you
138 * should almost always be using out_of_map instead, which takes into account 80 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 81 * map tiling.
140 */ 82 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 83#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142 84
143/* These are used in the MapLook flags element. They are not used in 85/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 86 * in the object flags structure.
145 */ 87 */
146
147#define P_BLOCKSVIEW 0x01 88#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 89#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 90#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
150/* AB_NO_PASS is used for arch_blocked() return value. It needs 91#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
151 * to be here to make sure the bits don't match with anything.
152 * Changed name to have AB_ prefix just to make sure no one
153 * is using the P_NO_PASS. AB_.. should only be used for
154 * arch_blocked and functions that examine the return value.
155 */
156
157#define AB_NO_PASS 0x04
158
159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
162 * that means, nothing harmful there will be done, 92 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 93 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 94 * this was introduced to make shops safer
165 * and propably other maps */ 95 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 96#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 99#define P_NEED_UPDATE 0x80 /* this space is out of date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different.
171 */
172 100
173/* The following two values are not stored in the MapLook flags, but instead 101/* The following two values are not stored in the MapLook flags, but instead
174 * used in the get_map_flags value - that function is used to return 102 * used in the get_map_flags value - that function is used to return
175 * the flag value, as well as other conditions - using a more general 103 * the flag value, as well as other conditions - using a more general
176 * function that does more of the work can hopefully be used to replace 104 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 105 * lots of duplicate checks currently in the code.
178 */ 106 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 107#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 108#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 109 /* Coordinates passed result in a new tiled map */
182 110
183/* Can't use MapCell as that is used in newserver.h 111/* P_NO_PASS is used for ob_blocked() return value. It needs
112 * to be here to make sure the bits don't match with anything.
113 */
114#define P_NO_PASS 0x80000
115
184 * Instead of having numerous arrays that have information on a 116/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 117 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 118 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 119 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 120 * to extend information about a space.
189 */ 121 */
190
191struct MapSpace 122struct mapspace
192{ 123{
193 object *bottom; /* lowest object on this space */ 124 object *bot, *top; /* lowest/highest object on this space */
194 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 125 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 126 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 127 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 128 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 129 MoveType move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 130 MoveType move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 131 MoveType move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 132 MoveType move_off; /* What movement types are activated */
133
134 void update_ ();
135 void update ()
136 {
137 if (flags_ & P_NEED_UPDATE)
138 update_ ();
139 }
140
141 uint8 flags ()
142 {
143 update ();
144 return flags_;
145 }
146
147 // maybe only inline quick flags_ checking?
148 object *player ()
149 {
150 // search from the top, because players are usually on top
151 // make usually == always and this non-amortized O(1)
152 // could gte rid of P_PLAYER, too, then
153 if (flags () & P_PLAYER)
154 for (object *op = top; op; op = op->below)
155 if (op->type == PLAYER)
156 return op;
157
158 return 0;
159 }
203}; 160};
204 161
205/* 162/*
206 * this is an overlay structure of the whole world. It exists as a simple 163 * this is an overlay structure of the whole world. It exists as a simple
207 * high level map, which doesn't contain the full data of the underlying map. 164 * high level map, which doesn't contain the full data of the underlying map.
273 * almost certainly break various features. You may think 230 * almost certainly break various features. You may think
274 * it is safe to look at width and height values directly 231 * it is safe to look at width and height values directly
275 * (or even through the macros), but doing so will completely 232 * (or even through the macros), but doing so will completely
276 * break map tiling. 233 * break map tiling.
277 */ 234 */
278ACC_CLASS (maptile) 235INTERFACE_CLASS (maptile)
279struct maptile : zero_initialised, attachable<maptile> 236struct maptile : zero_initialised, attachable
280{ 237{
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */
240
281 maptile *ACC (RW, next); /* Next map, linked list */ 241 maptile *ACC (RW, next); /* Next map, linked list */
282 char *ACC (RO, tmpname); /* Name of temporary file */ 242 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *ACC (RO, name); /* Name of map as given by its creator */ 243 char *ACC (RO, name); /* Name of map as given by its creator */
284 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 244 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
285 * points to the struct containing all the properties of 245 * points to the struct containing all the properties of
294 bool ACC (RW, unique); /* if set, this is a per player unique map */ 254 bool ACC (RW, unique); /* if set, this is a per player unique map */
295 bool ACC (RW, templatemap); /* if set, this is a template map */ 255 bool ACC (RW, templatemap); /* if set, this is a template map */
296 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ 256 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
297 sint32 ACC (RW, timeout); /* swapout is set to this */ 257 sint32 ACC (RW, timeout); /* swapout is set to this */
298 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 258 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
299 sint16 ACC (RW, players); /* How many players are on this level right now */
300 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
301 * be loaded before used. The map,omap and map_ob 260 * be loaded before used. The map,omap and map_ob
302 * arrays will be allocated when the map is loaded */ 261 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */
303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
304 264
305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
306 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
307 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
308 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 267 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
309 bool ACC (RW, outdoor); /* True if an outdoor map */ 268 bool ACC (RW, outdoor); /* True if an outdoor map */
310 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 269 oblinkpt *buttons; /* Linked list of linked lists of buttons */
311 struct MapSpace *spaces; /* Array of spaces on this map */
312 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
314 sint8 ACC (RW, humid); /* humitidy of this tile */ 272 sint8 ACC (RW, humid); /* humitidy of this tile */
315 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 273 sint8 ACC (RW, windspeed); /* windspeed of this tile */
316 sint8 ACC (RW, winddir); /* direction of wind */ 274 sint8 ACC (RW, winddir); /* direction of wind */
317 sint8 ACC (RW, sky); /* sky conditions */ 275 sint8 ACC (RW, sky); /* sky conditions */
318 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
319 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 277 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
320 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
321 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
322 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
323 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *tile_path[4]; /* path to adjoining maps */ 284 char *tile_path[4]; /* path to adjoining maps */
327 maptile *tile_map[4]; /* Next map, linked list */ 285 maptile *tile_map[4]; /* Next map, linked list */
328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329 287
330 maptile (); 288 maptile ();
289 ~maptile ();
290 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const;
292
331 void allocate (); 293 MTH void allocate ();
294 MTH int size () const { return width * height; }
295
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
297
298 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
299 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
332}; 300};
333 301
334/* This is used by get_rangevector to determine where the other 302/* This is used by get_rangevector to determine where the other
335 * creature is. get_rangevector takes into account map tiling, 303 * creature is. get_rangevector takes into account map tiling,
336 * so you just can not look the the map coordinates and get the 304 * so you just can not look the the map coordinates and get the
337 * righte value. distance_x/y are distance away, which 305 * righte value. distance_x/y are distance away, which
338 * can be negativbe. direction is the crossfire direction scheme 306 * can be negative. direction is the crossfire direction scheme
339 * that the creature should head. part is the part of the 307 * that the creature should head. part is the part of the
340 * monster that is closest. 308 * monster that is closest.
341 * Note: distance should be always >=0. I changed it to UINT. MT 309 * Note: distance should be always >=0. I changed it to UINT. MT
342 */ 310 */
343struct rv_vector 311struct rv_vector
347 int distance_y; 315 int distance_y;
348 int direction; 316 int direction;
349 object *part; 317 object *part;
350}; 318};
351 319
320inline mapspace &
321object::ms () const
322{
323 return map->at (x, y);
324}
325
352#endif 326#endif
353 327

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