ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
(Generate patch)

Comparing deliantra/server/include/map.h (file contents):
Revision 1.28 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.36 by root, Tue Dec 26 20:04:09 2006 UTC

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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines