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Comparing deliantra/server/include/map.h (file contents):
Revision 1.42 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.46 by root, Mon Jan 1 12:28:47 2007 UTC

96 * this was introduced to make shops safer 96 * this was introduced to make shops safer
97 * but is useful in other situations */ 97 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 98#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 100
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 101#define P_UPTODATE 0x80 /* this space is up to date */
102 102
103/* The following two values are not stored in the MapLook flags, but instead 103/* The following two values are not stored in the MapLook flags, but instead
104 * used in the get_map_flags value - that function is used to return 104 * used in the get_map_flags value - that function is used to return
105 * the flag value, as well as other conditions - using a more general 105 * the flag value, as well as other conditions - using a more general
106 * function that does more of the work can hopefully be used to replace 106 * function that does more of the work can hopefully be used to replace
134 MoveType move_off; /* What movement types are activated */ 134 MoveType move_off; /* What movement types are activated */
135 135
136 void update_ (); 136 void update_ ();
137 void update () 137 void update ()
138 { 138 {
139 if (flags_ & P_NEED_UPDATE) 139 if (!(flags_ & P_UPTODATE))
140 update_ (); 140 update_ ();
141 } 141 }
142 142
143 uint8 flags () 143 uint8 flags ()
144 { 144 {
163 163
164/* 164/*
165 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
166 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
167 */ 167 */
168INTERFACE_CLASS (region)
168struct region : zero_initialised 169struct region : zero_initialised
169{ 170{
170 struct region *next; /* pointer to next region, NULL for the last one */ 171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
171 const char *name; /* Shortend name of the region as maps refer to it */ 172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
172 const char *parent_name; /* 173 char *ACC (RW, parent_name); /*
173 * So that parent and child regions can be defined in 174 * So that parent and child regions can be defined in
174 * any order, we keep hold of the parent_name during 175 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their 176 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though) 177 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value. 178 * nothing outside the init code should ever use this value.
178 */ 179 */
179 struct region *parent; /* 180 struct region *ACC (RW, parent); /*
180 * Pointer to the region that is a parent of the current 181 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region 182 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is. 183 * we traverse this series of pointers until it is.
183 */ 184 */
184 const char *longname; /* Official title of the region, this might be defined 185 char *ACC (RW, longname); /* Official title of the region, this might be defined
185 * to be the same as name*/ 186 * to be the same as name*/
186 const char *msg; /* the description of the region */ 187 char *ACC (RW, msg); /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */ 188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing, 189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */ 190 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
192}; 193};
193 194
194struct shopitems : zero_initialised 195struct shopitems : zero_initialised
195{ 196{
196 const char *name; /* name of the item in question, null if it is the default item */ 197 const char *name; /* name of the item in question, null if it is the default item */
230 * the region */ 231 * the region */
231 double ACC (RW, reset_time); 232 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset 234 * should be reset
234 */ 235 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 238 * players entering/exiting map
237 */ 239 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 240 sint32 ACC (RW, timeout); /* swapout is set to this */
239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
267 shstr ACC (RW, maplore); /* Map lore information */ 269 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 272 shstr ACC (RW, path); /* Filename of the map */
271 273
272// /*
273// * Makes sure the given map is loaded and swapped in.
274// * name is path name of the map.
275// * flags meaning:
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
277// * and don't do unique items or the like.
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
279// * dont do any more name translation on it.
280// *
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284
285 MTH void activate (); 274 MTH void activate ();
286 MTH void deactivate (); 275 MTH void deactivate ();
287 276
288 // allocates all (empty) mapspace 277 // allocates all (empty) mapspace
289 MTH void alloc (); 278 MTH void alloc ();
296 MTH int change_map_light (int change); 285 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL 286 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map (); 287 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const; 288 MTH int estimate_difficulty () const;
300 289
290 // set the given flag on all objects in the map
291 MTH void set_object_flag (int flag, int value = 1);
292
301 MTH void link_multipart_objects (); 293 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 294 MTH void clear_unique_items ();
303 295
304 MTH void clear_header (); 296 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 297 MTH void clear_links_to (maptile *m);
329 321
330 MTH int size () const { return width * height; } 322 MTH int size () const { return width * height; }
331 323
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 324 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 325
326 MTH void touch () { last_access = runtime; }
327
334 static maptile *find_map (const char *path, maptile *origin);//PERL 328// static maptile *find_map (const char *path, maptile *origin);//PERL
335 329//
336 // load a map relative to this one 330// // load a map relative to this one
337 maptile *find_map (const char *path) 331// maptile *find_map (const char *path)
338 { 332// {
339 return find_map (path, this); 333// return find_map (path, this);
340 } 334// }
341 335//
342 // customise this map for the given player 336// // customise this map for the given player
343 // might return this or a completely new map 337// // might return this or a completely new map
344 maptile *customise_for (object *op); 338// maptile *customise_for (object *op);
345 339//
340// void do_force_map_sync ();//PERL
341//
346 // make sure the map is loaded 342// // make sure the map is loaded
347 MTH bool load () 343// MTH void force_map_sync ()
348 { 344// {
349 if (in_memory != MAP_IN_MEMORY) 345// if (in_memory != MAP_IN_MEMORY)
350 do_load (); 346// do_force_map_sync ();
351
352 return spaces;
353 } 347// }
354 348
349 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL
355 static void emergency_save ();//PERL 350 static void emergency_save ();//PERL
356 351
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
362}; 354};
363 355
364/* This is used by get_rangevector to determine where the other 356/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 357 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 358 * so you just can not look the the map coordinates and get the

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