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Comparing deliantra/server/include/map.h (file contents):
Revision 1.41 by root, Sat Dec 30 12:38:18 2006 UTC vs.
Revision 1.47 by root, Thu Jan 4 16:19:32 2007 UTC

54#define MAP_BLOCK 0x04 54#define MAP_BLOCK 0x04
55#define MAP_STYLE 0x08 55#define MAP_STYLE 0x08
56#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
57 57
58/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
59#define MAP_IN_MEMORY 1 59enum {
60#define MAP_SWAPPED 2 60 MAP_IN_MEMORY,
61#define MAP_LOADING 3 61 MAP_SWAPPED,
62#define MAP_SAVING 4 62 MAP_LOADING,
63 MAP_SAVING,
64};
63 65
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 66/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
65 * really be used, as it is multi tile aware. However, there are some cases 67 * really be used, as it is multi tile aware. However, there are some cases
66 * where it is known the map is not tiled or the values are known 68 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 69 * consistent (eg, op->map, op->x, op->y)
96 * this was introduced to make shops safer 98 * this was introduced to make shops safer
97 * but is useful in other situations */ 99 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 100#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 101#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 102
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 103#define P_UPTODATE 0x80 /* this space is up to date */
102 104
103/* The following two values are not stored in the MapLook flags, but instead 105/* 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 106 * 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 107 * 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 108 * function that does more of the work can hopefully be used to replace
134 MoveType move_off; /* What movement types are activated */ 136 MoveType move_off; /* What movement types are activated */
135 137
136 void update_ (); 138 void update_ ();
137 void update () 139 void update ()
138 { 140 {
139 if (flags_ & P_NEED_UPDATE) 141 if (!(flags_ & P_UPTODATE))
140 update_ (); 142 update_ ();
141 } 143 }
142 144
143 uint8 flags () 145 uint8 flags ()
144 { 146 {
163 165
164/* 166/*
165 * Each map is in a given region of the game world and links to a region definiton, so 167 * 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 168 * they have to appear here in the headers, before the mapdef
167 */ 169 */
170INTERFACE_CLASS (region)
168struct region : zero_initialised 171struct region : zero_initialised
169{ 172{
170 struct region *next; /* pointer to next region, NULL for the last one */ 173 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 */ 174 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
172 const char *parent_name; /* 175 char *ACC (RW, parent_name); /*
173 * So that parent and child regions can be defined in 176 * So that parent and child regions can be defined in
174 * any order, we keep hold of the parent_name during 177 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their 178 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though) 179 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value. 180 * nothing outside the init code should ever use this value.
178 */ 181 */
179 struct region *parent; /* 182 struct region *ACC (RW, parent); /*
180 * Pointer to the region that is a parent of the current 183 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region 184 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is. 185 * we traverse this series of pointers until it is.
183 */ 186 */
184 const char *longname; /* Official title of the region, this might be defined 187 char *ACC (RW, longname); /* Official title of the region, this might be defined
185 * to be the same as name*/ 188 * to be the same as name*/
186 const char *msg; /* the description of the region */ 189 char *ACC (RW, msg); /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */ 190 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing, 191 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 */ 192 * 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. */ 193 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. */ 194 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
192}; 195};
193 196
194struct shopitems : zero_initialised 197struct shopitems : zero_initialised
195{ 198{
196 const char *name; /* name of the item in question, null if it is the default item */ 199 const char *name; /* name of the item in question, null if it is the default item */
230 * the region */ 233 * the region */
231 double ACC (RW, reset_time); 234 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 235 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset 236 * should be reset
234 */ 237 */
238 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 239 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 240 * players entering/exiting map
237 */ 241 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 242 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 */ 243 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 244 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
241 * be loaded before used. The map,omap and map_ob 245 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */ 246 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */ 247 sint16 players; /* How many players are on this map right now */
244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 248 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245 249
246 bool ACC (RW, per_player); 250 bool ACC (RW, per_player);
247 bool ACC (RW, per_party); 251 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */ 252 bool ACC (RW, outdoor); /* True if an outdoor map */
267 shstr ACC (RW, maplore); /* Map lore information */ 271 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 272 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 273 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 274 shstr ACC (RW, path); /* Filename of the map */
271 275
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 (); 276 MTH void activate ();
286 MTH void deactivate (); 277 MTH void deactivate ();
287 278
288 // allocates all (empty) mapspace 279 // allocates all (empty) mapspace
289 MTH void alloc (); 280 MTH void alloc ();
296 MTH int change_map_light (int change); 287 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL 288 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map (); 289 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const; 290 MTH int estimate_difficulty () const;
300 291
292 // set the given flag on all objects in the map
293 MTH void set_object_flag (int flag, int value = 1);
294
301 MTH void link_multipart_objects (); 295 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 296 MTH void clear_unique_items ();
303 297
304 MTH void clear_header (); 298 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 299 MTH void clear_links_to (maptile *m);
329 323
330 MTH int size () const { return width * height; } 324 MTH int size () const { return width * height; }
331 325
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 326 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 327
334 static maptile *find_map (const char *path, maptile *origin);//PERL 328 MTH void touch () { last_access = runtime; }
335 329
336 // load a map relative to this one 330 // find the map that is at coordinate x|y relative to this map
337 maptile *find_map (const char *path) 331 // TODO: need a better way than passing by reference
332 // TODO: make perl interface
333 maptile *xy_find (sint16 &x, sint16 &y);
334
335 // like xy_find, but also loads the map
336 maptile *xy_load (sint16 &x, sint16 &y);
337
338 void do_load_sync ();//PERL
339
340 // make sure the map is loaded
341 MTH void load_sync ()
338 { 342 {
339 return find_map (path, this); 343 if (!spaces)
344 do_load_sync ();
340 } 345 }
341 346
342 // customise this map for the given player 347 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
343 // might return this or a completely new map
344 maptile *customise_for (object *op);
345
346 // make sure the map is loaded
347 MTH bool load ()
348 {
349 if (in_memory != MAP_IN_MEMORY)
350 do_load ();
351
352 return spaces;
353 }
354
355 static void emergency_save ();//PERL 348 static void emergency_save ();//PERL
356 349
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 350 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]; } 351 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
362}; 352};
363 353
364/* This is used by get_rangevector to determine where the other 354/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 355 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 356 * so you just can not look the the map coordinates and get the

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