1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* |
25 | /* |
25 | * The mapstruct is allocated each time a new map is opened. |
26 | * The maptile is allocated each time a new map is opened. |
26 | * It contains pointers (very indirectly) to all objects on the map. |
27 | * It contains pointers (very indirectly) to all objects on the map. |
27 | */ |
28 | */ |
28 | |
29 | |
29 | #ifndef MAP_H |
30 | #ifndef MAP_H |
30 | #define MAP_H |
31 | #define MAP_H |
31 | |
32 | |
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33 | #include <tr1/unordered_map> |
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34 | |
32 | #include "cfperl.h" |
35 | #include "cfperl.h" |
33 | |
36 | |
34 | /* We set this size - this is to make magic map work properly on |
37 | /* We set this size - this is to make magic map work properly on |
35 | * tiled maps. There is no requirement that this matches the |
38 | * tiled maps. There is no requirement that this matches the |
36 | * tiled maps size - it just seemed like a reasonable value. |
39 | * tiled maps size - it just seemed like a reasonable value. |
37 | * Magic map code now always starts out putting the player in the |
40 | * Magic map code now always starts out putting the player in the |
38 | * center of the map - this makes the most sense when dealing |
41 | * center of the map - this makes the most sense when dealing |
39 | * with tiled maps. |
42 | * with tiled maps. |
40 | * We also figure out the magicmap color to use as we process the |
43 | * We also figure out the magicmap color to use as we process the |
… | |
… | |
42 | * map pointers. |
45 | * map pointers. |
43 | */ |
46 | */ |
44 | #define MAGIC_MAP_SIZE 50 |
47 | #define MAGIC_MAP_SIZE 50 |
45 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
48 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
46 | |
49 | |
47 | |
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48 | #define MAP_LAYERS 4 |
50 | #define MAP_LAYERS 3 |
49 | |
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50 | /* This is when the map will reset */ |
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51 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
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52 | |
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53 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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54 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
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55 | #define MAP_TIMEOUT(m) ((m)->timeout) |
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56 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
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57 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
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58 | |
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59 | /* mape darkness used to enforce the MAX_DARKNESS value. |
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60 | * but IMO, if it is beyond max value, that should be fixed |
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61 | * on the map or in the code. |
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62 | */ |
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63 | #define MAP_DARKNESS(m) (m)->darkness |
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64 | |
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65 | #define MAP_WIDTH(m) (m)->width |
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66 | #define MAP_HEIGHT(m) (m)->height |
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67 | |
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68 | /* Convenient function - total number of spaces is used |
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69 | * in many places. |
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70 | */ |
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71 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
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72 | |
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73 | #define MAP_ENTER_X(m) (m)->enter_x |
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74 | #define MAP_ENTER_Y(m) (m)->enter_y |
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75 | |
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76 | #define MAP_TEMP(m) (m)->temp |
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77 | #define MAP_PRESSURE(m) (m)->pressure |
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78 | #define MAP_HUMID(m) (m)->humid |
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79 | #define MAP_WINDSPEED(m) (m)->windspeed |
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80 | #define MAP_WINDDIRECTION(m) (m)->winddir |
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81 | #define MAP_SKYCOND(m) (m)->sky |
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82 | #define MAP_WORLDPARTX(m) (m)->wpartx |
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83 | #define MAP_WORLDPARTY(m) (m)->wparty |
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84 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
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85 | |
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86 | /* options passed to ready_map_name and load_original_map */ |
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87 | #define MAP_FLUSH 0x1 |
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88 | #define MAP_PLAYER_UNIQUE 0x2 |
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89 | #define MAP_BLOCK 0x4 |
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90 | #define MAP_STYLE 0x8 |
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91 | #define MAP_OVERLAY 0x10 |
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92 | |
51 | |
93 | /* Values for in_memory below. Should probably be an enumerations */ |
52 | /* Values for in_memory below. Should probably be an enumerations */ |
94 | #define MAP_IN_MEMORY 1 |
53 | enum { |
95 | #define MAP_SWAPPED 2 |
54 | MAP_IN_MEMORY, |
96 | #define MAP_LOADING 3 |
55 | MAP_SWAPPED, |
97 | #define MAP_SAVING 4 |
56 | MAP_LOADING, |
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57 | MAP_SAVING, |
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58 | }; |
98 | |
59 | |
99 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
60 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
100 | * really be used, as it is multi tile aware. However, there are some cases |
61 | * really be used, as it is multi tile aware. However, there are some cases |
101 | * where it is known the map is not tiled or the values are known |
62 | * where it is known the map is not tiled or the values are known |
102 | * consistent (eg, op->map, op->x, op->y) |
63 | * consistent (eg, op->map, op->x, op->y) |
103 | */ |
64 | */ |
104 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
65 | // all those macros are herewith declared legacy |
105 | #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
66 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
106 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
67 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
107 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
68 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
108 | |
69 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
109 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
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110 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
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111 | |
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112 | /* legacy */ |
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113 | #define get_map_ob GET_MAP_OB |
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114 | |
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115 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
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116 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
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117 | #define set_map_ob SET_MAP_OB |
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118 | |
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119 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
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120 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
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121 | |
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122 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
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123 | #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
70 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
124 | |
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125 | #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
71 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
126 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
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127 | |
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128 | #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
72 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
129 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
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130 | |
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131 | #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
73 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
132 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
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133 | |
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134 | #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
74 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
135 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
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136 | |
75 | |
137 | /* You should really know what you are doing before using this - you |
76 | /* You should really know what you are doing before using this - you |
138 | * should almost always be using out_of_map instead, which takes into account |
77 | * should almost always be using out_of_map instead, which takes into account |
139 | * map tiling. |
78 | * map tiling. |
140 | */ |
79 | */ |
141 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
80 | #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) |
142 | |
81 | |
143 | /* These are used in the MapLook flags element. They are not used in |
82 | /* These are used in the MapLook flags element. They are not used in |
144 | * in the object flags structure. |
83 | * in the object flags structure. |
145 | */ |
84 | */ |
146 | |
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147 | #define P_BLOCKSVIEW 0x01 |
85 | #define P_BLOCKSVIEW 0x01 |
148 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
86 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
149 | |
87 | #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
150 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
88 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
151 | * to be here to make sure the bits don't match with anything. |
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152 | * Changed name to have AB_ prefix just to make sure no one |
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153 | * is using the P_NO_PASS. AB_.. should only be used for |
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154 | * arch_blocked and functions that examine the return value. |
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155 | */ |
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156 | |
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157 | #define AB_NO_PASS 0x04 |
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158 | |
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159 | /*#define P_PASS_THRU 0x08 *//* */ |
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160 | #define P_SAFE 0x08 |
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161 | /* If this is set the map tile is a safe map, |
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162 | * that means, nothing harmful there will be done, |
89 | * that means, nothing harmful can be done, |
163 | * like: bombs, potion usage, alchemy, spells |
90 | * such as: bombs, potion usage, alchemy, spells |
164 | * this was introduced to make shops more safe |
91 | * this was introduced to make shops safer |
165 | * and propably other maps */ |
92 | * but is useful in other situations */ |
166 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
93 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
167 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
94 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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95 | |
168 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
96 | #define P_UPTODATE 0x80 /* this space is up to date */ |
169 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
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170 | * does not complain if the flags are different. |
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171 | */ |
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172 | |
97 | |
173 | /* The following two values are not stored in the MapLook flags, but instead |
98 | /* The following two values are not stored in the MapLook flags, but instead |
174 | * used in the get_map_flags value - that function is used to return |
99 | * used in the get_map_flags value - that function is used to return |
175 | * the flag value, as well as other conditions - using a more general |
100 | * the flag value, as well as other conditions - using a more general |
176 | * function that does more of the work can hopefully be used to replace |
101 | * function that does more of the work can hopefully be used to replace |
177 | * lots of duplicate checks currently in the code. |
102 | * lots of duplicate checks currently in the code. |
178 | */ |
103 | */ |
179 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
104 | #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
180 | #define P_NEW_MAP 0x200 |
105 | #define P_NEW_MAP 0x20000 |
181 | /* Coordinates passed result in a new tiled map */ |
106 | /* Coordinates passed result in a new tiled map */ |
182 | |
107 | |
183 | /* Can't use MapCell as that is used in newserver.h |
108 | /* P_NO_PASS is used for ob_blocked() return value. It needs |
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109 | * to be here to make sure the bits don't match with anything. |
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110 | */ |
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111 | #define P_NO_PASS 0x80000 |
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112 | |
184 | * Instead of having numerous arrays that have information on a |
113 | /* Instead of having numerous arrays that have information on a |
185 | * particular space (was map, floor, floor2, map_ob), |
114 | * particular space (was map, floor, floor2, map_ob), |
186 | * have this structure take care of that information. |
115 | * have this structure take care of that information. |
187 | * This puts it all in one place, and should also make it easier |
116 | * This puts it all in one place, and should also make it easier |
188 | * to extend information about a space. |
117 | * to extend information about a space. |
189 | */ |
118 | */ |
190 | |
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191 | struct MapSpace |
119 | struct mapspace |
192 | { |
120 | { |
193 | object *bottom; /* lowest object on this space */ |
121 | object *bot, *top; /* lowest/highest object on this space */ |
194 | object *top; /* Highest object on this space */ |
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195 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
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196 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
122 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
197 | uint8 flags; /* flags about this space (see the P_ values above) */ |
123 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
198 | sint8 light; /* How much light this space provides */ |
124 | sint8 light; /* How much light this space provides */ |
199 | MoveType move_block; /* What movement types this space blocks */ |
125 | MoveType move_block; /* What movement types this space blocks */ |
200 | MoveType move_slow; /* What movement types this space slows */ |
126 | MoveType move_slow; /* What movement types this space slows */ |
201 | MoveType move_on; /* What movement types are activated */ |
127 | MoveType move_on; /* What movement types are activated */ |
202 | MoveType move_off; /* What movement types are activated */ |
128 | MoveType move_off; /* What movement types are activated */ |
203 | }; |
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204 | |
129 | |
205 | /* |
130 | void update_ (); |
206 | * this is an overlay structure of the whole world. It exists as a simple |
131 | void update () |
207 | * high level map, which doesn't contain the full data of the underlying map. |
132 | { |
208 | * in this map, only things such as weather are recorded. By doing so, we |
133 | if (!(flags_ & P_UPTODATE)) |
209 | * can keep the entire world parameters in memory, and act as a whole on |
134 | update_ (); |
210 | * them at once. We can then, in a separate loop, update the actual world |
135 | } |
211 | * with the new values we have assigned. |
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212 | */ |
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213 | |
136 | |
214 | struct weathermap_t |
137 | uint8 flags () |
215 | { |
138 | { |
216 | sint16 temp; /* base temperature of this tile (F) */ |
139 | update (); |
217 | sint16 pressure; /* barometric pressure (mb) */ |
140 | return flags_; |
218 | sint8 humid; /* humitidy of this tile */ |
141 | } |
219 | sint8 windspeed; /* windspeed of this tile */ |
142 | |
220 | sint8 winddir; /* direction of wind */ |
143 | // maybe only inline quick flags_ checking? |
221 | sint8 sky; /* sky conditions */ |
144 | object *player () |
222 | sint32 avgelev; /* average elevation */ |
145 | { |
223 | uint32 rainfall; /* cumulative rainfall */ |
146 | // search from the top, because players are usually on top |
224 | uint8 darkness; /* indicates level of darkness of map */ |
147 | // make usually == always and this non-amortized O(1) |
225 | uint8 water; /* 0-100 percentage of water tiles */ |
148 | // could gte rid of P_PLAYER, too, then |
226 | /*Dynamic parts */ |
149 | if (flags () & P_PLAYER) |
227 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
150 | for (object *op = top; op; op = op->below) |
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151 | if (op->type == PLAYER) |
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152 | return op; |
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153 | |
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154 | return 0; |
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155 | } |
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156 | |
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157 | // return the item volume on this mapspace in cm³ |
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158 | uint64 volume () const; |
228 | }; |
159 | }; |
229 | |
160 | |
230 | /* |
161 | /* |
231 | * Each map is in a given region of the game world and links to a region definiton, so |
162 | * Each map is in a given region of the game world and links to a region definiton, so |
232 | * they have to appear here in the headers, before the mapdef |
163 | * they have to appear here in the headers, before the mapdef |
233 | */ |
164 | */ |
234 | struct region |
165 | INTERFACE_CLASS (region) |
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166 | struct region : zero_initialised |
235 | { |
167 | { |
236 | struct region *next; /* pointer to next region, NULL for the last one */ |
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237 | const char *name; /* Shortend name of the region as maps refer to it */ |
168 | shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
238 | const char *parent_name; /* |
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239 | * So that parent and child regions can be defined in |
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240 | * any order, we keep hold of the parent_name during |
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241 | * initialisation, and the children get assigned to their |
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242 | * parents later. (before runtime on the server though) |
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243 | * nothing outside the init code should ever use this value. |
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244 | */ |
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245 | struct region *parent; /* |
169 | region *ACC (RW, parent); /* |
246 | * Pointer to the region that is a parent of the current |
170 | * Pointer to the region that is a parent of the current |
247 | * region, if a value isn't defined in the current region |
171 | * region, if a value isn't defined in the current region |
248 | * we traverse this series of pointers until it is. |
172 | * we traverse this series of pointers until it is. |
249 | */ |
173 | */ |
250 | const char *longname; /* Official title of the region, this might be defined |
174 | shstr ACC (RW, longname); /* Official title of the region, this might be defined |
251 | * to be the same as name*/ |
175 | * to be the same as name*/ |
252 | const char *msg; /* the description of the region */ |
176 | shstr ACC (RW, msg); /* the description of the region */ |
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177 | shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
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178 | int ACC (RW, index); |
253 | uint32 counter; /* A generic counter for holding temporary data. */ |
179 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
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180 | sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ |
254 | sint8 fallback; /* whether, in the event of a region not existing, |
181 | bool ACC (RW, fallback); /* whether, in the event of a region not existing, |
255 | * this should be the one we fall back on as the default */ |
182 | * this should be the one we fall back on as the default */ |
256 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
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257 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
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258 | }; |
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259 | |
183 | |
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184 | static region *default_region (); |
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185 | static region *find (const char *name); |
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186 | static region *find_fuzzy (const char *name); |
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187 | static region *read (object_thawer &f); |
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188 | }; |
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189 | |
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190 | typedef object_vector<region, ®ion::index> regionvec; |
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191 | |
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192 | extern regionvec regions; |
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193 | |
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194 | #define for_all_regions(var) \ |
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195 | for (unsigned _i = 0; _i < regions.size (); ++_i) \ |
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196 | declvar (region *, var, regions [_i]) |
260 | |
197 | |
261 | struct shopitems : zero_initialised |
198 | struct shopitems : zero_initialised |
262 | { |
199 | { |
263 | const char *name; /* name of the item in question, null if it is the default item */ |
200 | const char *name; /* name of the item in question, null if it is the default item */ |
264 | const char *name_pl; /* plural name */ |
201 | const char *name_pl; /* plural name */ |
265 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
202 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
266 | sint8 strength; /* the degree of specialisation the shop has in this item, |
203 | sint8 strength; /* the degree of specialisation the shop has in this item, |
267 | * as a percentage from -100 to 100 */ |
204 | * as a percentage from -100 to 100 */ |
268 | int index; /* being the size of the shopitems array. */ |
205 | int index; /* being the size of the shopitems array. */ |
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206 | }; |
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207 | |
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208 | // map I/O, what to load/save |
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209 | enum { |
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210 | IO_HEADER = 0x01, // the "arch map" pseudo object |
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211 | IO_OBJECTS = 0x02, // the non-unique objects |
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212 | IO_UNIQUES = 0x04, // unique objects |
269 | }; |
213 | }; |
270 | |
214 | |
271 | /* In general, code should always use the macros |
215 | /* In general, code should always use the macros |
272 | * above (or functions in map.c) to access many of the |
216 | * above (or functions in map.c) to access many of the |
273 | * values in the map structure. Failure to do this will |
217 | * values in the map structure. Failure to do this will |
274 | * almost certainly break various features. You may think |
218 | * almost certainly break various features. You may think |
275 | * it is safe to look at width and height values directly |
219 | * it is safe to look at width and height values directly |
276 | * (or even through the macros), but doing so will completely |
220 | * (or even through the macros), but doing so will completely |
277 | * break map tiling. |
221 | * break map tiling. |
278 | */ |
222 | */ |
279 | ACC_CLASS (mapstruct) |
223 | INTERFACE_CLASS (maptile) |
280 | struct mapstruct:zero_initialised, attachable < mapstruct > |
224 | struct maptile : zero_initialised, attachable |
281 | { |
225 | { |
282 | struct mapstruct *ACC (RW, next); /* Next map, linked list */ |
226 | sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
283 | char *ACC (RO, tmpname); /* Name of temporary file */ |
227 | struct mapspace *spaces; /* Array of spaces on this map */ |
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228 | uint8 *regions; /* region index per mapspace, if != 0 */ |
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229 | struct region **regionmap; /* index to region */ |
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230 | |
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231 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
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232 | |
284 | char *ACC (RO, name); /* Name of map as given by its creator */ |
233 | shstr ACC (RW, name); /* Name of map as given by its creator */ |
285 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
234 | struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by |
286 | * points to the struct containing all the properties of |
235 | * points to the struct containing all the properties of |
287 | * the region */ |
236 | * the region */ |
288 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
237 | double ACC (RW, reset_time); |
289 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
238 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
290 | * should be reset |
239 | * should be reset |
291 | */ |
240 | */ |
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241 | bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
292 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
242 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
293 | * players entering/exiting map |
243 | * players entering/exiting map |
294 | */ |
244 | */ |
295 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
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296 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
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297 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
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298 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
245 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
299 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
246 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
300 | sint16 ACC (RW, players); /* How many plares are on this level right now */ |
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301 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
247 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
302 | * be loaded before used. The map,omap and map_ob |
248 | * be loaded before used. The map,omap and map_ob |
303 | * arrays will be allocated when the map is loaded */ |
249 | * arrays will be allocated when the map is loaded */ |
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250 | sint16 players; /* How many players are on this map right now */ |
304 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
251 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
305 | |
252 | |
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253 | bool ACC (RW, per_player); |
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254 | bool ACC (RW, per_party); |
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255 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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256 | bool ACC (RW, nodrop); /* avoid dropping anything on this map */ |
306 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
257 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
307 | uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
258 | |
308 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
259 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
309 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
260 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
310 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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311 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
261 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
312 | struct MapSpace *spaces; /* Array of spaces on this map */ |
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313 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
262 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
314 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
263 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
315 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
264 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
316 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
265 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
317 | sint8 ACC (RW, winddir); /* direction of wind */ |
266 | sint8 ACC (RW, winddir); /* direction of wind */ |
318 | sint8 ACC (RW, sky); /* sky conditions */ |
267 | sint8 ACC (RW, sky); /* sky conditions */ |
319 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
268 | int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
320 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
269 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
321 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
270 | shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
322 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
271 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
323 | uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
272 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
324 | uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
273 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
325 | char *ACC (RO, msg); /* Message map creator may have left */ |
274 | shstr ACC (RW, msg); /* Message map creator may have left */ |
326 | char *ACC (RO, maplore); /* Map lore information */ |
275 | shstr ACC (RW, maplore); /* Map lore information */ |
327 | char *tile_path[4]; /* path to adjoining maps */ |
276 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
328 | struct mapstruct *tile_map[4]; /* Next map, linked list */ |
277 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
329 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
278 | shstr ACC (RW, path); /* Filename of the map */ |
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279 | int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace |
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280 | uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace |
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281 | |
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282 | MTH void activate (); |
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283 | MTH void deactivate (); |
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284 | |
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285 | // allocates all (empty) mapspace |
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286 | MTH void alloc (); |
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287 | // deallocates the mapspaces (and destroys all objects) |
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288 | MTH void clear (); |
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289 | |
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290 | MTH void fix_auto_apply (); |
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291 | MTH void decay_objects (); |
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292 | MTH void update_buttons (); |
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293 | MTH int change_map_light (int change); |
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294 | static void change_all_map_light (int change); //PERL |
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295 | MTH void set_darkness_map (); |
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296 | MTH int estimate_difficulty () const; |
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297 | |
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298 | // set the given flag on all objects in the map |
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299 | MTH void set_object_flag (int flag, int value = 1); |
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300 | |
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301 | MTH void link_multipart_objects (); |
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302 | MTH void clear_unique_items (); |
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303 | |
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304 | MTH void clear_header (); |
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305 | MTH void clear_links_to (maptile *m); |
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306 | |
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307 | MTH struct region *region (int x, int y) const; |
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308 | |
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309 | // loas the header pseudo-object |
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310 | bool _load_header (object_thawer &thawer); |
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311 | MTH bool _load_header (const char *path); |
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312 | |
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313 | // load objects into the map |
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314 | bool _load_objects (object_thawer &thawer); |
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315 | MTH bool _load_objects (const char *path, bool skip_header = true); |
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316 | |
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317 | // save objects into the given file (uses IO_ flags) |
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318 | bool _save_objects (object_freezer &freezer, int flags); |
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319 | MTH bool _save_objects (const char *path, int flags); |
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320 | |
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321 | // save the header pseudo object _only_ |
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322 | bool _save_header (object_freezer &freezer); |
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323 | MTH bool _save_header (const char *path); |
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324 | |
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325 | maptile (); |
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326 | maptile (int w, int h); |
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327 | ~maptile (); |
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328 | |
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329 | void do_destroy (); |
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330 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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331 | |
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332 | MTH int size () const { return width * height; } |
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333 | |
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334 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
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335 | |
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336 | MTH void touch () { last_access = runtime; } |
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337 | |
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338 | // find the map that is at coordinate x|y relative to this map |
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339 | // TODO: need a better way than passing by reference |
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340 | // TODO: make perl interface |
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341 | maptile *xy_find (sint16 &x, sint16 &y); |
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342 | |
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343 | // like xy_find, but also loads the map |
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344 | maptile *xy_load (sint16 &x, sint16 &y); |
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345 | |
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346 | void do_load_sync ();//PERL |
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347 | |
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348 | // make sure the map is loaded |
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349 | MTH void load_sync () |
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350 | { |
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351 | if (!spaces) |
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352 | do_load_sync (); |
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353 | } |
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354 | |
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355 | void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); |
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356 | bool generate_random_map (random_map_params *RP); |
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357 | |
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358 | static maptile *find_async (const char *path, maptile *original = 0);//PERL |
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359 | static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
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360 | static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL |
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361 | MTH object *pick_random_object () const; |
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362 | |
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363 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
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364 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
330 | }; |
365 | }; |
331 | |
366 | |
332 | /* This is used by get_rangevector to determine where the other |
367 | /* This is used by get_rangevector to determine where the other |
333 | * creature is. get_rangevector takes into account map tiling, |
368 | * creature is. get_rangevector takes into account map tiling, |
334 | * so you just can not look the the map coordinates and get the |
369 | * so you just can not look the the map coordinates and get the |
335 | * righte value. distance_x/y are distance away, which |
370 | * righte value. distance_x/y are distance away, which |
336 | * can be negativbe. direction is the crossfire direction scheme |
371 | * can be negative. direction is the crossfire direction scheme |
337 | * that the creature should head. part is the part of the |
372 | * that the creature should head. part is the part of the |
338 | * monster that is closest. |
373 | * monster that is closest. |
339 | * Note: distance should be always >=0. I changed it to UINT. MT |
374 | * Note: distance should be always >=0. I changed it to UINT. MT |
340 | */ |
375 | */ |
341 | struct rv_vector |
376 | struct rv_vector |
… | |
… | |
345 | int distance_y; |
380 | int distance_y; |
346 | int direction; |
381 | int direction; |
347 | object *part; |
382 | object *part; |
348 | }; |
383 | }; |
349 | |
384 | |
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385 | //TODO: these should be refactored into things like xy_normalise |
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386 | // and so on. |
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387 | int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); |
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388 | int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y); |
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389 | int out_of_map (maptile *m, int x, int y); |
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390 | maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); |
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391 | void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); |
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392 | void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); |
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393 | int on_same_map (const object *op1, const object *op2); |
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394 | int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); |
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395 | |
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396 | // adjust map, x and y for tiled maps and return true if the position is valid at all |
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397 | inline bool |
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398 | xy_normalise (maptile *&map, sint16 &x, sint16 &y) |
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399 | { |
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400 | // when in range, do a quick return, otherwise go the slow route |
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401 | return |
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402 | (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) |
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403 | || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); |
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404 | } |
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405 | |
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406 | inline mapspace & |
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407 | object::ms () const |
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408 | { |
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409 | return map->at (x, y); |
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410 | } |
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411 | |
350 | #endif |
412 | #endif |
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413 | |