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Comparing deliantra/server/include/map.h (file contents):
Revision 1.28 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC

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 4
49 48
50/* This is when the map will reset */ 49/* This is when the map will reset */
51#define MAP_WHEN_RESET(m) ((m)->reset_time) 50#define MAP_WHEN_RESET(m) ((m)->reset_time)
52 51
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 98/* 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 99 * 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 100 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 101 * consistent (eg, op->map, op->x, op->y)
103 */ 102 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 103// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 104#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 ) 105#define SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C)
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 106#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
108 107#define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L)
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 108#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) 109#define GET_MAP_TOP(M,X,Y) (M)->at((X),(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) ) 110#define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp)
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) 111#define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(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 ) 112#define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C)
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) 113#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(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 ) 114#define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C)
123#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 115#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 ) 116#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 ) 117#define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C)
127
128#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 118#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 ) 119#define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C)
130
131#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 120#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 ) 121#define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C)
133
134#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 122#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 ) 123#define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C)
136 124
137/* You should really know what you are doing before using this - you 125/* 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 126 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 127 * map tiling.
140 */ 128 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 129#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142 130
143/* These are used in the MapLook flags element. They are not used in 131/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 132 * in the object flags structure.
145 */ 133 */
146
147#define P_BLOCKSVIEW 0x01 134#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 135#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 136#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 137#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, 138 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 139 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 140 * this was introduced to make shops safer
165 * and propably other maps */ 141 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 142#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 143#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 144#define P_NEED_UPDATE 0x40 /* this space is out of date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 145#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different. 146 * does not complain if the flags are different.
171 */ 147 */
172 148
173/* The following two values are not stored in the MapLook flags, but instead 149/* 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 150 * 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 151 * 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 152 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 153 * lots of duplicate checks currently in the code.
178 */ 154 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 155#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 156#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 157 /* Coordinates passed result in a new tiled map */
182 158
183/* Can't use MapCell as that is used in newserver.h 159/* P_NO_PASS is used for ob_blocked() return value. It needs
160 * to be here to make sure the bits don't match with anything.
161 */
162#define P_NO_PASS 0x80000
163
184 * Instead of having numerous arrays that have information on a 164/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 165 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 166 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 167 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 168 * to extend information about a space.
189 */ 169 */
190
191struct MapSpace 170struct mapspace
192{ 171{
193 object *bottom; /* lowest object on this space */ 172 object *bottom; /* lowest object on this space */
194 object *top; /* Highest object on this space */ 173 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 174 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 175 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 176 uint8 flags; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 177 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 178 uint8 move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 179 uint8 move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 180 uint8 move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 181 uint8 move_off; /* What movement types are activated */
203}; 182};
204 183
205/* 184/*
206 * this is an overlay structure of the whole world. It exists as a simple 185 * 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. 186 * high level map, which doesn't contain the full data of the underlying map.
276 * break map tiling. 255 * break map tiling.
277 */ 256 */
278ACC_CLASS (maptile) 257ACC_CLASS (maptile)
279struct maptile : zero_initialised, attachable<maptile> 258struct maptile : zero_initialised, attachable<maptile>
280{ 259{
260 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
261 struct mapspace *spaces; /* Array of spaces on this map */
262
281 maptile *ACC (RW, next); /* Next map, linked list */ 263 maptile *ACC (RW, next); /* Next map, linked list */
282 char *ACC (RO, tmpname); /* Name of temporary file */ 264 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *ACC (RO, name); /* Name of map as given by its creator */ 265 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 266 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 267 * points to the struct containing all the properties of
294 bool ACC (RW, unique); /* if set, this is a per player unique map */ 276 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 */ 277 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 */ 278 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 */ 279 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 */ 280 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 281 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 282 * be loaded before used. The map,omap and map_ob
302 * arrays will be allocated when the map is loaded */ 283 * arrays will be allocated when the map is loaded */
284 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 */ 285 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
304 286
305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 287 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 */ 288 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 */ 289 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 */ 290 bool ACC (RW, outdoor); /* True if an outdoor map */
310 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 291 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) */ 292 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 293 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
314 sint8 ACC (RW, humid); /* humitidy of this tile */ 294 sint8 ACC (RW, humid); /* humitidy of this tile */
315 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 295 sint8 ACC (RW, windspeed); /* windspeed of this tile */
316 sint8 ACC (RW, winddir); /* direction of wind */ 296 sint8 ACC (RW, winddir); /* direction of wind */
327 maptile *tile_map[4]; /* Next map, linked list */ 307 maptile *tile_map[4]; /* Next map, linked list */
328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 308 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329 309
330 maptile (); 310 maptile ();
331 void allocate (); 311 void allocate ();
312
313 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
314 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
332}; 315};
333 316
334/* This is used by get_rangevector to determine where the other 317/* This is used by get_rangevector to determine where the other
335 * creature is. get_rangevector takes into account map tiling, 318 * creature is. get_rangevector takes into account map tiling,
336 * so you just can not look the the map coordinates and get the 319 * so you just can not look the the map coordinates and get the
337 * righte value. distance_x/y are distance away, which 320 * righte value. distance_x/y are distance away, which
338 * can be negativbe. direction is the crossfire direction scheme 321 * can be negative. direction is the crossfire direction scheme
339 * that the creature should head. part is the part of the 322 * that the creature should head. part is the part of the
340 * monster that is closest. 323 * monster that is closest.
341 * Note: distance should be always >=0. I changed it to UINT. MT 324 * Note: distance should be always >=0. I changed it to UINT. MT
342 */ 325 */
343struct rv_vector 326struct rv_vector

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