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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* |
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* The maptile is allocated each time a new map is opened. |
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* It contains pointers (very indirectly) to all objects on the map. |
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*/ |
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|
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#ifndef MAP_H |
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#define MAP_H |
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|
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#include <tr1/unordered_map> |
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|
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#include "region.h" |
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#include "cfperl.h" |
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|
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/* We set this size - this is to make magic map work properly on |
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* tiled maps. There is no requirement that this matches the |
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* tiled maps size - it just seemed like a reasonable value. |
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* Magic map code now always starts out putting the player in the |
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* center of the map - this makes the most sense when dealing |
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* with tiled maps. |
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* We also figure out the magicmap color to use as we process the |
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* spaces - this is more efficient as we already have up to date |
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* map pointers. |
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*/ |
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#define MAGIC_MAP_SIZE 50 |
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#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
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|
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#define MAP_LAYERS 3 |
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|
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// tile map index |
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enum { |
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TILE_UP = 0, |
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TILE_RIGHT = 1, |
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TILE_DOWN = 2, |
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TILE_LEFT = 3, |
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}; |
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|
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/* Values for in_memory below */ |
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enum { |
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MAP_ACTIVE, |
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MAP_INACTIVE, // not used atm. |
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MAP_SWAPPED, |
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MAP_LOADING, |
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MAP_SAVING, |
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}; |
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|
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/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
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* really be used, as it is multi tile aware. However, there are some cases |
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* where it is known the map is not tiled or the values are known |
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* consistent (eg, op->map, op->x, op->y) |
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*/ |
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// all those macros are herewith declared legacy |
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#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
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#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
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#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
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#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
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#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
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#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
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#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
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#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
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|
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/* You should really know what you are doing before using this - you |
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* should almost always be using out_of_map instead, which takes into account |
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* map tiling. |
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*/ |
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#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) |
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|
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/* These are used in the MapLook flags element. They are not used in |
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* in the object flags structure. |
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*/ |
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#define P_BLOCKSVIEW 0x01 |
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#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
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#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
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#define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
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* that means, nothing harmful can be done, |
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* such as: bombs, potion usage, alchemy, spells |
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* this was introduced to make shops safer |
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* but is useful in other situations */ |
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#define P_IS_ALIVE 0x10 /* something alive is on this space */ |
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#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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|
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#define P_UPTODATE 0x80 /* this space is up to date */ |
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|
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/* The following two values are not stored in the MapLook flags, but instead |
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* used in the get_map_flags value - that function is used to return |
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* the flag value, as well as other conditions - using a more general |
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* function that does more of the work can hopefully be used to replace |
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* lots of duplicate checks currently in the code. |
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*/ |
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#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
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#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ |
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|
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/* Instead of having numerous arrays that have information on a |
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* particular space (was map, floor, floor2, map_ob), |
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* have this structure take care of that information. |
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* This puts it all in one place, and should also make it easier |
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* to extend information about a space. |
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*/ |
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INTERFACE_CLASS (mapspace) |
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struct mapspace |
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{ |
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object *ACC (RW, bot); |
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object *ACC (RW, top); /* lowest/highest object on this space */ |
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object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */ |
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uint32_t smell; // the last count a player was seen here, or 0 |
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static uint32_t smellcount; // global smell counter |
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uint8 flags_; /* flags about this space (see the P_ values above) */ |
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sint8 ACC (RW, light); /* How much light this space provides */ |
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MoveType ACC (RW, move_block); /* What movement types this space blocks */ |
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MoveType ACC (RW, move_slow); /* What movement types this space slows */ |
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MoveType ACC (RW, move_on); /* What movement types are activated */ |
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MoveType ACC (RW, move_off); /* What movement types are activated */ |
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|
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void update_ (); |
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MTH void update () |
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{ |
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if (!(flags_ & P_UPTODATE)) |
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update_ (); |
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} |
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|
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MTH uint8 flags () |
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{ |
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update (); |
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return flags_; |
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} |
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|
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MTH void invalidate () |
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{ |
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flags_ = 0; |
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} |
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|
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MTH object *player () |
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{ |
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object *op; |
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|
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if (flags () & P_PLAYER) |
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for (op = top; op->type != PLAYER; op = op->below) |
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; |
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else |
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op = 0; |
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|
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return op; |
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} |
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|
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// return the item volume on this mapspace in cm³ |
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MTH uint64 volume () const; |
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|
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bool blocks (MoveType mt) const |
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{ |
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return move_block && (mt & move_block) == mt; |
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} |
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|
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bool blocks (object *op) const |
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{ |
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return blocks (op->move_type); |
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} |
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}; |
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|
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// a rectangular area of a map |
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struct maprect |
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{ |
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maptile *m; |
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int x0, y0; |
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int x1, y1; |
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int dx, dy; // offset to go from local coordinates to original tile */ |
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}; |
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|
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struct shopitems : zero_initialised |
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{ |
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const char *name; /* name of the item in question, null if it is the default item */ |
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const char *name_pl; /* plural name */ |
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int typenum; /* itemtype number we need to match 0 if it is the default price */ |
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sint8 strength; /* the degree of specialisation the shop has in this item, |
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* as a percentage from -100 to 100 */ |
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int index; /* being the size of the shopitems array. */ |
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}; |
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|
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// map I/O, what to load/save |
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enum { |
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IO_HEADER = 0x01, // the "arch map" pseudo object |
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IO_OBJECTS = 0x02, // the non-unique objects |
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IO_UNIQUES = 0x04, // unique objects |
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}; |
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|
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/* In general, code should always use the macros |
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* above (or functions in map.c) to access many of the |
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* values in the map structure. Failure to do this will |
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* almost certainly break various features. You may think |
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* it is safe to look at width and height values directly |
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* (or even through the macros), but doing so will completely |
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* break map tiling. |
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*/ |
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INTERFACE_CLASS (maptile) |
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struct maptile : zero_initialised, attachable |
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{ |
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sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
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struct mapspace *spaces; /* Array of spaces on this map */ |
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uint8 *regions; /* region index per mapspace, if != 0 */ |
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region_ptr *regionmap; /* index to region */ |
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|
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tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
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|
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shstr ACC (RW, name); /* Name of map as given by its creator */ |
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region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by |
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* points to the struct containing all the properties of |
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* the region */ |
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double ACC (RW, reset_time); |
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uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
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* should be reset |
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*/ |
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bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
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bool ACC (RW, no_reset); // must not reset this map |
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bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
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* players entering/exiting map |
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*/ |
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sint32 ACC (RW, timeout); /* swapout is set to this */ |
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sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
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uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
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* be loaded before used. The map,omap and map_ob |
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* arrays will be allocated when the map is loaded */ |
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sint16 players; /* How many players are on this map right now */ |
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uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
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|
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bool ACC (RW, per_player); |
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bool ACC (RW, per_party); |
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bool ACC (RW, outdoor); /* True if an outdoor map */ |
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bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */ |
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sint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
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static sint8 outdoor_darkness; /* the global darkness level outside */ |
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|
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uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
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uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
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oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
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sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
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sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
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sint8 ACC (RW, humid); /* humitidy of this tile */ |
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sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
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sint8 ACC (RW, winddir); /* direction of wind */ |
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sint8 ACC (RW, sky); /* sky conditions */ |
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int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
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struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
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shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
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double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
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sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
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sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
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shstr ACC (RW, msg); /* Message map creator may have left */ |
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shstr ACC (RW, maplore); /* Map lore information */ |
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shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
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maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
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shstr ACC (RW, path); /* Filename of the map */ |
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int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace |
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uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace |
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|
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// the maptile:: is neccessary here for the perl interface to work |
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MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const |
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{ |
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return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS); |
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} |
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|
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static void adjust_daylight (); |
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|
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MTH void activate (); |
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MTH void deactivate (); |
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|
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// allocates all (empty) mapspace |
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MTH void alloc (); |
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// deallocates the mapspaces (and destroys all objects) |
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MTH void clear (); |
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|
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MTH void fix_auto_apply (); |
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MTH void do_decay_objects (); |
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MTH void update_buttons (); |
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MTH int change_map_light (int change); |
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MTH int estimate_difficulty () const; |
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|
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MTH void play_sound (faceidx sound, int x, int y) const; |
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MTH void say_msg (const char *msg, int x, int y) const; |
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|
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// connected links |
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oblinkpt *find_link (shstr_tmp id); |
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MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0); |
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|
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// set the given flag on all objects in the map |
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MTH void set_object_flag (int flag, int value = 1); |
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MTH void post_load_original (); |
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|
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MTH void link_multipart_objects (); |
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MTH void clear_unique_items (); |
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|
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MTH void clear_header (); |
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MTH void clear_links_to (maptile *m); |
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|
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MTH struct region *region (int x, int y) const; |
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|
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// load the header pseudo-object |
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bool _load_header (object_thawer &thawer); |
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MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); } |
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|
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// load objects into the map |
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bool _load_objects (object_thawer &thawer); |
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MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); } |
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|
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// save objects into the given file (uses IO_ flags) |
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bool _save_objects (object_freezer &freezer, int flags); |
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MTH bool _save_objects (const char *path, int flags); |
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|
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// save the header pseudo object _only_ |
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bool _save_header (object_freezer &freezer); |
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MTH bool _save_header (const char *path); |
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|
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maptile (); |
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maptile (int w, int h); |
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~maptile (); |
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|
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void do_destroy (); |
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void gather_callbacks (AV *&callbacks, event_type event) const; |
339 |
|
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MTH int size () const { return width * height; } |
341 |
|
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MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
343 |
|
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MTH void touch () { last_access = runtime; } |
345 |
|
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MTH maptile *tile_available (int dir, bool load = true); |
347 |
|
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// find the map that is at coordinate x|y relative to this map |
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// TODO: need a better way than passing by reference |
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// TODO: make perl interface |
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maptile *xy_find (sint16 &x, sint16 &y); |
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|
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// like xy_find, but also loads the map |
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maptile *xy_load (sint16 &x, sint16 &y); |
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|
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void do_load_sync ();//PERL |
357 |
|
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// make sure the map is loaded |
359 |
MTH void load_sync () |
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{ |
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if (!spaces) |
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do_load_sync (); |
363 |
} |
364 |
|
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void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); |
366 |
bool generate_random_map (random_map_params *RP); |
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|
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static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL |
369 |
static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
370 |
static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL |
371 |
object *pick_random_object (rand_gen &gen = rndm) const; |
372 |
|
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mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
374 |
|
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// return an array of maprects corresponding |
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// to the given rectangular area. the last rect will have |
377 |
// a 0 map pointer. |
378 |
// the array will be stored in a static memory area, |
379 |
// so recursion is not atm. supported |
380 |
maprect *split_to_tiles (int x0, int y0, int x1, int y1); |
381 |
}; |
382 |
|
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/* This is used by get_rangevector to determine where the other |
384 |
* creature is. get_rangevector takes into account map tiling, |
385 |
* so you just can not look the the map coordinates and get the |
386 |
* righte value. distance_x/y are distance away, which |
387 |
* can be negative. direction is the crossfire direction scheme |
388 |
* that the creature should head. part is the part of the |
389 |
* monster that is closest. |
390 |
* Note: distance should be always >=0. I changed it to UINT. MT |
391 |
*/ |
392 |
struct rv_vector |
393 |
{ |
394 |
unsigned int distance; |
395 |
int distance_x; |
396 |
int distance_y; |
397 |
int direction; |
398 |
object *part; |
399 |
}; |
400 |
|
401 |
// comaptibility cruft start |
402 |
//TODO: these should be refactored into things like xy_normalise |
403 |
// and so on. |
404 |
int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); |
405 |
int out_of_map (maptile *m, int x, int y); |
406 |
maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); |
407 |
void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); |
408 |
void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); |
409 |
int on_same_map (const object *op1, const object *op2); |
410 |
int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); |
411 |
|
412 |
// adjust map, x and y for tiled maps and return true if the position is valid at all |
413 |
static inline bool |
414 |
xy_normalise (maptile *&map, sint16 &x, sint16 &y) |
415 |
{ |
416 |
// when in range, do a quick return, otherwise go the slow route |
417 |
return |
418 |
(IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) |
419 |
|| !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); |
420 |
} |
421 |
// comaptibility cruft end |
422 |
|
423 |
inline mapspace & |
424 |
object::ms () const |
425 |
{ |
426 |
return map->at (x, y); |
427 |
} |
428 |
|
429 |
struct mapxy { |
430 |
maptile *m; |
431 |
sint16 x, y; |
432 |
|
433 |
mapxy (maptile *m, sint16 x, sint16 y) |
434 |
: m(m), x(x), y(y) |
435 |
{ } |
436 |
|
437 |
mapxy (object *op) |
438 |
: m(op->map), x(op->x), y(op->y) |
439 |
{ } |
440 |
|
441 |
mapxy &move (int dx, int dy) |
442 |
{ |
443 |
x += dx; |
444 |
y += dy; |
445 |
|
446 |
return *this; |
447 |
} |
448 |
|
449 |
mapxy &move (int dir) |
450 |
{ |
451 |
return move (freearr_x [dir], freearr_y [dir]); |
452 |
} |
453 |
|
454 |
operator void *() const { return (void *)m; } |
455 |
mapxy &operator =(const object *op) |
456 |
{ |
457 |
m = op->map; |
458 |
x = op->x; |
459 |
y = op->y; |
460 |
|
461 |
return *this; |
462 |
} |
463 |
|
464 |
mapspace *operator ->() const { return &m->at (x, y); } |
465 |
mapspace &operator * () const { return m->at (x, y); } |
466 |
|
467 |
bool normalise () |
468 |
{ |
469 |
return xy_normalise (m, x, y); |
470 |
} |
471 |
|
472 |
mapspace &ms () const |
473 |
{ |
474 |
return m->at (x, y); |
475 |
} |
476 |
|
477 |
object *insert (object *op, object *originator = 0, int flags = 0) const |
478 |
{ |
479 |
return m->insert (op, x, y, originator, flags); |
480 |
} |
481 |
}; |
482 |
|
483 |
inline const mapxy & |
484 |
object::operator =(const mapxy &pos) |
485 |
{ |
486 |
map = pos.m; |
487 |
x = pos.x; |
488 |
y = pos.y; |
489 |
|
490 |
return pos; |
491 |
} |
492 |
|
493 |
// iterate over a rectangular area relative to op |
494 |
// can be used as a single statement, but both iterate macros |
495 |
// invocations must not be followed by a ";" |
496 |
// see common/los.C for usage example |
497 |
// the walk will be ordered, outer loop x, inner loop y |
498 |
// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op |
499 |
// "continue" will skip to the next space |
500 |
#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \ |
501 |
for (int dx = (dx0); dx <= (dx1); ++dx) \ |
502 |
{ \ |
503 |
sint16 nx, ny; \ |
504 |
maptile *m = 0; \ |
505 |
\ |
506 |
for (int dy = (dy0); dy <= (dy1); ++dy) \ |
507 |
{ \ |
508 |
/* check to see if we can simply go one down quickly, */ \ |
509 |
/* if not, do it the slow way */ \ |
510 |
if (!m || ++ny >= m->height) \ |
511 |
{ \ |
512 |
nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \ |
513 |
\ |
514 |
if (!xy_normalise (m, nx, ny)) \ |
515 |
m = 0; \ |
516 |
} |
517 |
|
518 |
#define ordered_mapwalk_end \ |
519 |
} \ |
520 |
} |
521 |
|
522 |
// loop over every space in the given maprect, |
523 |
// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0 |
524 |
// the iterator code must be a single statement following this macro call, similar to "if" |
525 |
// "continue" will skip to the next space |
526 |
#define rect_mapwalk(rect,dx0,dy0) \ |
527 |
statementvar (maptile *, m, (rect)->m) \ |
528 |
for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \ |
529 |
for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \ |
530 |
statementvar (int, dx, nx + (rect)->dx - (dx0)) \ |
531 |
statementvar (int, dy, ny + (rect)->dy - (dy0)) |
532 |
|
533 |
// same as above, but the walk will not follow any particular |
534 |
// order (unorded), but is likely faster. |
535 |
// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op |
536 |
// "continue" will skip to the next space |
537 |
#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \ |
538 |
for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \ |
539 |
(op)->x + (dx0) , (op)->y + (dy0) , \ |
540 |
(op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \ |
541 |
r_e_c_t->m; \ |
542 |
++r_e_c_t) \ |
543 |
rect_mapwalk (r_e_c_t, (op)->x, (op)->y) |
544 |
|
545 |
#endif |
546 |
|