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Comparing deliantra/server/include/map.h (file contents):
Revision 1.89 by root, Sun Sep 30 20:22:18 2007 UTC vs.
Revision 1.109 by root, Thu Jan 8 03:03:24 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
47#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 49
50#define MAP_LAYERS 3 50#define MAP_LAYERS 3
51 51
52/* Values for in_memory below. Should probably be an enumerations */ 52// tile map index
53enum { 53enum {
54 MAP_IN_MEMORY, 54 TILE_UP = 0,
55 TILE_RIGHT = 1,
56 TILE_DOWN = 2,
57 TILE_LEFT = 3,
58};
59
60/* Values for in_memory below */
61enum {
62 MAP_ACTIVE,
63 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 64 MAP_SWAPPED,
56 MAP_LOADING, 65 MAP_LOADING,
57 MAP_SAVING, 66 MAP_SAVING,
58}; 67};
59 68
62 * where it is known the map is not tiled or the values are known 71 * where it is known the map is not tiled or the values are known
63 * consistent (eg, op->map, op->x, op->y) 72 * consistent (eg, op->map, op->x, op->y)
64 */ 73 */
65// all those macros are herewith declared legacy 74// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 75#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 76#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 77#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
99 * used in the get_map_flags value - that function is used to return 107 * used in the get_map_flags value - that function is used to return
100 * the flag value, as well as other conditions - using a more general 108 * the flag value, as well as other conditions - using a more general
101 * function that does more of the work can hopefully be used to replace 109 * function that does more of the work can hopefully be used to replace
102 * lots of duplicate checks currently in the code. 110 * lots of duplicate checks currently in the code.
103 */ 111 */
104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105#define P_NEW_MAP 0x20000 113#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
106 /* Coordinates passed result in a new tiled map */
107 114
108/* Instead of having numerous arrays that have information on a 115/* Instead of having numerous arrays that have information on a
109 * particular space (was map, floor, floor2, map_ob), 116 * particular space (was map, floor, floor2, map_ob),
110 * have this structure take care of that information. 117 * have this structure take care of that information.
111 * This puts it all in one place, and should also make it easier 118 * This puts it all in one place, and should also make it easier
112 * to extend information about a space. 119 * to extend information about a space.
113 */ 120 */
121INTERFACE_CLASS (mapspace)
114struct mapspace 122struct mapspace
115{ 123{
124 object *ACC (RW, bot);
116 object *bot, *top; /* lowest/highest object on this space */ 125 object *ACC (RW, top); /* lowest/highest object on this space */
117 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 126 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 uint32_t smell; // the last count a player was seen here, or 0
128 static uint32_t smellcount; // global smell counter
118 uint8 flags_; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
119 sint8 light; /* How much light this space provides */ 130 sint8 ACC (RW, light); /* How much light this space provides */
120 MoveType move_block; /* What movement types this space blocks */ 131 MoveType ACC (RW, move_block); /* What movement types this space blocks */
121 MoveType move_slow; /* What movement types this space slows */ 132 MoveType ACC (RW, move_slow); /* What movement types this space slows */
122 MoveType move_on; /* What movement types are activated */ 133 MoveType ACC (RW, move_on); /* What movement types are activated */
123 MoveType move_off; /* What movement types are activated */ 134 MoveType ACC (RW, move_off); /* What movement types are activated */
124 135
125 void update_ (); 136 void update_ ();
126 void update () 137 MTH void update ()
127 { 138 {
128 if (!(flags_ & P_UPTODATE)) 139 if (!(flags_ & P_UPTODATE))
129 update_ (); 140 update_ ();
130 } 141 }
131 142
132 uint8 flags () 143 MTH uint8 flags ()
133 { 144 {
134 update (); 145 update ();
135 return flags_; 146 return flags_;
136 } 147 }
148
149 MTH void invalidate ()
150 {
151 flags_ = 0;
152 }
137 153
138 // maybe only inline quick flags_ checking?
139 object *player () 154 MTH object *player ()
140 { 155 {
141 // search from the top, because players are usually on top 156 object *op;
142 // make usually == always and this non-amortized O(1) 157
143 // could gte rid of P_PLAYER, too, then
144 if (flags () & P_PLAYER) 158 if (flags () & P_PLAYER)
145 for (object *op = top; op; op = op->below) 159 for (op = top; op->type != PLAYER; op = op->below)
146 if (op->type == PLAYER) 160 ;
147 return op; 161 else
162 op = 0;
148 163
149 return 0; 164 return op;
150 } 165 }
151 166
152 // return the item volume on this mapspace in cm³ 167 // return the item volume on this mapspace in cm³
153 uint64 volume () const; 168 MTH uint64 volume () const;
154 169
155 bool blocks (MoveType mt) const 170 bool blocks (MoveType mt) const
156 { 171 {
157 return move_block && (mt & move_block) == mt; 172 return move_block && (mt & move_block) == mt;
158 } 173 }
174
175 bool blocks (object *op) const
176 {
177 return blocks (op->move_type);
178 }
179};
180
181// a rectangular area of a map
182struct maprect
183{
184 maptile *m;
185 int x0, y0;
186 int x1, y1;
187 int dx, dy; // offset to go from local coordinates to original tile */
159}; 188};
160 189
161struct shopitems : zero_initialised 190struct shopitems : zero_initialised
162{ 191{
163 const char *name; /* name of the item in question, null if it is the default item */ 192 const char *name; /* name of the item in question, null if it is the default item */
215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
216 245
217 bool ACC (RW, per_player); 246 bool ACC (RW, per_player);
218 bool ACC (RW, per_party); 247 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */ 248 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 249 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 250 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
251 static sint8 outdoor_darkness; /* the global darkness level outside */
222 252
223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
224 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
225 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 255 oblinkpt *buttons; /* Linked list of linked lists of buttons */
226 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
242 shstr ACC (RW, path); /* Filename of the map */ 272 shstr ACC (RW, path); /* Filename of the map */
243 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace 273 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
244 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 274 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
245 275
276 // the maptile:: is neccessary here for the perl interface to work
277 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
278 {
279 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
280 }
281
282 static void adjust_daylight ();
283
246 MTH void activate (); 284 MTH void activate ();
247 MTH void deactivate (); 285 MTH void deactivate ();
248 286
249 // allocates all (empty) mapspace 287 // allocates all (empty) mapspace
250 MTH void alloc (); 288 MTH void alloc ();
253 291
254 MTH void fix_auto_apply (); 292 MTH void fix_auto_apply ();
255 MTH void do_decay_objects (); 293 MTH void do_decay_objects ();
256 MTH void update_buttons (); 294 MTH void update_buttons ();
257 MTH int change_map_light (int change); 295 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const; 296 MTH int estimate_difficulty () const;
261 297
262 MTH void play_sound (faceidx sound, int x, int y) const; 298 MTH void play_sound (faceidx sound, int x, int y) const;
299
300 // connected links
301 oblinkpt *find_link (shstr_tmp id);
302 MTH void trigger (shstr_tmp id, bool state = true, object *originator = 0);
263 303
264 // set the given flag on all objects in the map 304 // set the given flag on all objects in the map
265 MTH void set_object_flag (int flag, int value = 1); 305 MTH void set_object_flag (int flag, int value = 1);
306 MTH void post_load_original ();
266 307
267 MTH void link_multipart_objects (); 308 MTH void link_multipart_objects ();
268 MTH void clear_unique_items (); 309 MTH void clear_unique_items ();
269 310
270 MTH void clear_header (); 311 MTH void clear_header ();
299 340
300 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 341 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
301 342
302 MTH void touch () { last_access = runtime; } 343 MTH void touch () { last_access = runtime; }
303 344
304 MTH bool tile_available (int dir, bool load = true); 345 MTH maptile *tile_available (int dir, bool load = true);
305 346
306 // find the map that is at coordinate x|y relative to this map 347 // find the map that is at coordinate x|y relative to this map
307 // TODO: need a better way than passing by reference 348 // TODO: need a better way than passing by reference
308 // TODO: make perl interface 349 // TODO: make perl interface
309 maptile *xy_find (sint16 &x, sint16 &y); 350 maptile *xy_find (sint16 &x, sint16 &y);
324 bool generate_random_map (random_map_params *RP); 365 bool generate_random_map (random_map_params *RP);
325 366
326 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL 367 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
327 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 368 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
328 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 369 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329 MTH object *pick_random_object () const; 370 object *pick_random_object (rand_gen &gen = rndm) const;
330 371
331 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 372 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 373
374 // return an array of maprects corresponding
375 // to the given rectangular area. the last rect will have
376 // a 0 map pointer.
377 // the array will be stored in a static memory area,
378 // so recursion is not atm. supported
379 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
333}; 380};
334 381
335/* This is used by get_rangevector to determine where the other 382/* This is used by get_rangevector to determine where the other
336 * creature is. get_rangevector takes into account map tiling, 383 * creature is. get_rangevector takes into account map tiling,
337 * so you just can not look the the map coordinates and get the 384 * so you just can not look the the map coordinates and get the
419 bool normalise () 466 bool normalise ()
420 { 467 {
421 return xy_normalise (m, x, y); 468 return xy_normalise (m, x, y);
422 } 469 }
423 470
471 mapspace &ms () const
472 {
473 return m->at (x, y);
474 }
475
424 object *insert (object *op, object *originator = 0, int flags = 0) const 476 object *insert (object *op, object *originator = 0, int flags = 0) const
425 { 477 {
426 m->insert (op, x, y, originator, flags); 478 return m->insert (op, x, y, originator, flags);
427 } 479 }
428}; 480};
429 481
430inline const mapxy & 482inline const mapxy &
431object::operator =(const mapxy &pos) 483object::operator =(const mapxy &pos)
435 y = pos.y; 487 y = pos.y;
436 488
437 return pos; 489 return pos;
438} 490}
439 491
492// iterate over a rectangular area relative to op
493// can be used as a single statement, but both iterate macros
494// invocations must not be followed by a ";"
495// see common/los.C for usage example
496// the walk will be ordered, outer loop x, inner loop y
497// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
498// "continue" will skip to the next space
499#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
500 for (int dx = (dx0); dx <= (dx1); ++dx) \
501 { \
502 sint16 nx, ny; \
503 maptile *m = 0; \
504 \
505 for (int dy = (dy0); dy <= (dy1); ++dy) \
506 { \
507 /* check to see if we can simply go one down quickly, */ \
508 /* if not, do it the slow way */ \
509 if (!m || ++ny >= m->height) \
510 { \
511 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
512 \
513 if (!xy_normalise (m, nx, ny)) \
514 m = 0; \
515 }
516
517#define ordered_mapwalk_end \
518 } \
519 }
520
521// loop over every space in the given maprect,
522// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
523// the iterator code must be a single statement following this macro call, similar to "if"
524// "continue" will skip to the next space
525#define rect_mapwalk(rect,dx0,dy0) \
526 statementvar (maptile *, m, (rect)->m) \
527 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
528 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
529 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
530 statementvar (int, dy, ny + (rect)->dy - (dy0))
531
532// same as above, but the walk will not follow any particular
533// order (unorded), but is likely faster.
534// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
535// "continue" will skip to the next space
536#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
537 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
538 (op)->x + (dx0) , (op)->y + (dy0) , \
539 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
540 r_e_c_t->m; \
541 ++r_e_c_t) \
542 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
543
440#endif 544#endif
441 545

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