--- deliantra/server/include/map.h 2006/08/28 14:05:24 1.12 +++ deliantra/server/include/map.h 2006/12/27 13:13:47 1.39 @@ -1,9 +1,4 @@ /* - * static char *rcsid_define_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team @@ -23,11 +18,11 @@ 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 */ /* - * The mapstruct is allocated each time a new map is opened. + * The maptile is allocated each time a new map is opened. * It contains pointers (very indirectly) to all objects on the map. */ @@ -37,7 +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 @@ -49,49 +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 */ @@ -105,37 +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 @@ -146,66 +85,78 @@ /* 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 */ +#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ +#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 0x80 /* this space is out of date */ -/* 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 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_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. - */ /* 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 * the flag value, as well as other conditions - using a more general * 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 /* Coordinates passed result in a new tiled map */ +#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 */ -#if 0 -/* These go away with new movement code - can't do such simplistic - * checks anymore +/* 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_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ -#define P_WALL P_NO_PASS /* Just to match naming of wall function */ -#endif +#define P_NO_PASS 0x80000 -/* Can't use MapCell as that is used in newserver.h - * Instead of having numerous arrays that have information on a +/* 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 +{ + 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) */ + 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; -struct MapSpace { - object *bottom; /* lowest object on this space */ - object *top; /* 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) */ - 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 */ + return 0; + } }; /* @@ -217,58 +168,60 @@ * with the new values we have assigned. */ -struct weathermap_t { - sint16 temp; /* base temperature of this tile (F) */ - sint16 pressure; /* barometric pressure (mb) */ - sint8 humid; /* humitidy of this tile */ - sint8 windspeed; /* windspeed of this tile */ - sint8 winddir; /* direction of wind */ - sint8 sky; /* sky conditions */ - sint32 avgelev; /* average elevation */ - uint32 rainfall; /* cumulative rainfall */ - uint8 darkness; /* indicates level of darkness of map */ - uint8 water; /* 0-100 percentage of water tiles */ - /*Dynamic parts*/ - sint16 realtemp; /* temperature at a given calculation step for this tile*/ +struct weathermap_t +{ + sint16 temp; /* base temperature of this tile (F) */ + sint16 pressure; /* barometric pressure (mb) */ + sint8 humid; /* humitidy of this tile */ + sint8 windspeed; /* windspeed of this tile */ + sint8 winddir; /* direction of wind */ + sint8 sky; /* sky conditions */ + sint32 avgelev; /* average elevation */ + uint32 rainfall; /* cumulative rainfall */ + uint8 darkness; /* indicates level of darkness of map */ + uint8 water; /* 0-100 percentage of water tiles */ + /*Dynamic parts */ + sint16 realtemp; /* temperature at a given calculation step for this tile */ }; /* * 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 *next; /* pointer to next region, NULL for the last one */ - const char *name; /* Shortend name of the region as maps refer to it */ - const char *parent_name; /* - * So that parent and child regions can be defined in - * any order, we keep hold of the parent_name during - * initialisation, and the children get assigned to their - * parents later. (before runtime on the server though) - * nothing outside the init code should ever use this value. - */ - struct region *parent; /* - * Pointer to the region that is a parent of the current - * region, if a value isn't defined in the current region - * we traverse this series of pointers until it is. - */ - const char *longname; /* Official title of the region, this might be defined - * to be the same as name*/ - const char *msg; /* the description of the region */ - uint32 counter; /* A generic counter for holding temporary data. */ - sint8 fallback; /* whether, in the event of a region not existing, - * this should be the one we fall back on as the default */ - char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ - sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ +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 */ + const char *parent_name; /* + * So that parent and child regions can be defined in + * any order, we keep hold of the parent_name during + * initialisation, and the children get assigned to their + * parents later. (before runtime on the server though) + * nothing outside the init code should ever use this value. + */ + struct region *parent; /* + * Pointer to the region that is a parent of the current + * region, if a value isn't defined in the current region + * we traverse this series of pointers until it is. + */ + const char *longname; /* Official title of the region, this might be defined + * to be the same as name*/ + const char *msg; /* the description of the region */ + uint32 counter; /* A generic counter for holding temporary data. */ + sint8 fallback; /* whether, in the event of a region not existing, + * this should be the one we fall back on as the default */ + char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ + sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ }; - -struct shopitems { - const char *name; /* name of the item in question, null if it is the default item */ - const char *name_pl; /* plural name */ - int typenum; /* itemtype number we need to match 0 if it is the default price*/ - sint8 strength; /* the degree of specialisation the shop has in this item, - * as a percentage from -100 to 100 */ - int index; /* being the size of the shopitems array.*/ +struct shopitems : zero_initialised +{ + const char *name; /* name of the item in question, null if it is the default item */ + const char *name_pl; /* plural name */ + int typenum; /* itemtype number we need to match 0 if it is the default price */ + sint8 strength; /* the degree of specialisation the shop has in this item, + * as a percentage from -100 to 100 */ + int index; /* being the size of the shopitems array. */ }; /* In general, code should always use the macros @@ -279,75 +232,101 @@ * (or even through the macros), but doing so will completely * break map tiling. */ -struct mapstruct : attachable { - static data_type get_dt () { return DT_MAP; } +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 */ + struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by + * points to the struct containing all the properties of + * the region */ + uint32 ACC (RW, reset_time); /* when this map should reset */ + uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map + * should be reset + */ + bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by + * players entering/exiting map + */ + bool ACC (RW, unique); /* if set, this is a per player unique map */ + bool ACC (RW, templatemap); /* if set, this is a template map */ + 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 */ + 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 (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 */ + 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, 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 */ + 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); + + MTH void link (); + MTH void unlink (); - struct mapstruct *next; /* Next map, linked list */ - char *tmpname; /* Name of temporary file */ - char *name; /* Name of map as given by its creator */ - struct region *region; /* What jurisdiction in the game world this map is ruled by - * points to the struct containing all the properties of - * the region */ - uint32 reset_time; /* when this map should reset */ - uint32 reset_timeout; /* How many seconds must elapse before this map - * should be reset - */ - uint32 fixed_resettime:1; /* if true, reset time is not affected by - * players entering/exiting map - */ - uint32 unique:1; /* if set, this is a per player unique map */ - uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */ - uint32 templatemap:1; /* if set, this is a template map */ - uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ - sint32 timeout; /* swapout is set to this */ - sint32 swap_time; /* When it reaches 0, the map will be swapped out */ - sint16 players; /* How many plares are on this level right now */ - uint32 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 */ - uint16 difficulty; /* What level the player should be to play here */ - - uint8 darkness; /* indicates level of darkness of map */ - uint16 width,height; /* Width and height of map. */ - uint16 enter_x; /* enter_x and enter_y are default entrance location */ - uint16 enter_y; /* on the map if none are set in the exit */ - uint32 outdoor:1; /* True if an outdoor map */ - oblinkpt *buttons; /* Linked list of linked lists of buttons */ - struct MapSpace *spaces; /* Array of spaces on this map */ - sint16 temp; /* base temperature of this tile (F) */ - sint16 pressure; /* barometric pressure (mb) */ - sint8 humid; /* humitidy of this tile */ - sint8 windspeed; /* windspeed of this tile */ - sint8 winddir; /* direction of wind */ - sint8 sky; /* sky conditions */ - int wpartx,wparty; /*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 *shoprace; /* the preffered race of the local shopkeeper */ - double shopgreed; /* how much our shopkeeper overcharges */ - uint64 shopmin; /* minimum price a shop will trade for */ - uint64 shopmax; /* maximum price a shop will offer */ - char *msg; /* Message map creator may have left */ - char *maplore; /* Map lore information */ - char *tile_path[4]; /* path to adjoining maps */ - struct mapstruct *tile_map[4]; /* Next map, linked list */ - char path[HUGE_BUF]; /* Filename of the map */ + 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 */ -struct rv_vector { - unsigned int distance; - int distance_x; - int distance_y; - int direction; - object *part; +struct rv_vector +{ + unsigned int distance; + int distance_x; + int distance_y; + int direction; + object *part; }; +inline mapspace & +object::ms () const +{ + return map->at (x, y); +} + #endif +