1 | /* |
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2 | * static char *rcsid_define_h = |
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3 | * "$Id: map.h,v 1.4 2006/03/06 22:59:26 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
9 | Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | |
12 | 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 |
13 | 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 |
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… | |
21 | |
17 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | |
26 | 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 |
27 | */ |
23 | */ |
28 | |
24 | |
29 | /* |
25 | /* |
30 | * The mapstruct is allocated each time a new map is opened. |
26 | * The maptile is allocated each time a new map is opened. |
31 | * It contains pointers (very indirectly) to all objects on the map. |
27 | * It contains pointers (very indirectly) to all objects on the map. |
32 | */ |
28 | */ |
33 | |
29 | |
34 | #ifndef MAP_H |
30 | #ifndef MAP_H |
35 | #define MAP_H |
31 | #define MAP_H |
36 | |
32 | |
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33 | #include <tr1/unordered_map> |
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34 | |
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35 | #include "cfperl.h" |
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36 | |
37 | /* 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 |
38 | * tiled maps. There is no requirement that this matches the |
38 | * tiled maps. There is no requirement that this matches the |
39 | * tiled maps size - it just seemed like a reasonable value. |
39 | * tiled maps size - it just seemed like a reasonable value. |
40 | * 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 |
41 | * center of the map - this makes the most sense when dealing |
41 | * center of the map - this makes the most sense when dealing |
42 | * with tiled maps. |
42 | * with tiled maps. |
43 | * 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 |
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45 | * map pointers. |
45 | * map pointers. |
46 | */ |
46 | */ |
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 | |
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51 | #define MAP_LAYERS 4 |
50 | #define MAP_LAYERS 3 |
52 | |
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53 | /* This is when the map will reset */ |
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54 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
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55 | |
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56 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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57 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
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58 | #define MAP_TIMEOUT(m) ((m)->timeout) |
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59 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
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60 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
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61 | |
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62 | /* mape darkness used to enforce the MAX_DARKNESS value. |
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63 | * but IMO, if it is beyond max value, that should be fixed |
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64 | * on the map or in the code. |
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65 | */ |
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66 | #define MAP_DARKNESS(m) (m)->darkness |
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67 | |
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68 | #define MAP_WIDTH(m) (m)->width |
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69 | #define MAP_HEIGHT(m) (m)->height |
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70 | /* Convenient function - total number of spaces is used |
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71 | * in many places. |
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72 | */ |
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73 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
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74 | |
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75 | #define MAP_ENTER_X(m) (m)->enter_x |
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76 | #define MAP_ENTER_Y(m) (m)->enter_y |
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77 | |
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78 | #define MAP_TEMP(m) (m)->temp |
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79 | #define MAP_PRESSURE(m) (m)->pressure |
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80 | #define MAP_HUMID(m) (m)->humid |
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81 | #define MAP_WINDSPEED(m) (m)->windspeed |
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82 | #define MAP_WINDDIRECTION(m) (m)->winddir |
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83 | #define MAP_SKYCOND(m) (m)->sky |
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84 | #define MAP_WORLDPARTX(m) (m)->wpartx |
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85 | #define MAP_WORLDPARTY(m) (m)->wparty |
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86 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
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87 | |
51 | |
88 | /* options passed to ready_map_name and load_original_map */ |
52 | /* options passed to ready_map_name and load_original_map */ |
89 | #define MAP_FLUSH 0x1 |
53 | #define MAP_FLUSH 0x01 |
90 | #define MAP_PLAYER_UNIQUE 0x2 |
54 | #define MAP_PLAYER_UNIQUE 0x02 |
91 | #define MAP_BLOCK 0x4 |
55 | #define MAP_BLOCK 0x04 |
92 | #define MAP_STYLE 0x8 |
56 | #define MAP_STYLE 0x08 |
93 | #define MAP_OVERLAY 0x10 |
57 | #define MAP_OVERLAY 0x10 |
94 | |
58 | |
95 | /* Values for in_memory below. Should probably be an enumerations */ |
59 | /* Values for in_memory below. Should probably be an enumerations */ |
96 | #define MAP_IN_MEMORY 1 |
60 | enum { |
97 | #define MAP_SWAPPED 2 |
61 | MAP_IN_MEMORY, |
98 | #define MAP_LOADING 3 |
62 | MAP_SWAPPED, |
99 | #define MAP_SAVING 4 |
63 | MAP_LOADING, |
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64 | MAP_SAVING, |
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65 | }; |
100 | |
66 | |
101 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
67 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
102 | * really be used, as it is multi tile aware. However, there are some cases |
68 | * really be used, as it is multi tile aware. However, there are some cases |
103 | * where it is known the map is not tiled or the values are known |
69 | * where it is known the map is not tiled or the values are known |
104 | * consistent (eg, op->map, op->x, op->y) |
70 | * consistent (eg, op->map, op->x, op->y) |
105 | */ |
71 | */ |
106 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
72 | // all those macros are herewith declared legacy |
107 | #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
73 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
108 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
74 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
109 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
75 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
110 | |
76 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
111 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
77 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
112 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
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113 | /* legacy */ |
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114 | #define get_map_ob GET_MAP_OB |
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115 | |
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116 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
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117 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
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118 | #define set_map_ob SET_MAP_OB |
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119 | |
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120 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
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121 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
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122 | |
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123 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
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124 | #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
78 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
125 | |
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126 | #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
79 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
127 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
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128 | |
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129 | #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
80 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
130 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
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131 | |
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132 | #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
81 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
133 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
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134 | |
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135 | #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
82 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
136 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
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137 | |
83 | |
138 | /* You should really know what you are doing before using this - you |
84 | /* You should really know what you are doing before using this - you |
139 | * should almost always be using out_of_map instead, which takes into account |
85 | * should almost always be using out_of_map instead, which takes into account |
140 | * map tiling. |
86 | * map tiling. |
141 | */ |
87 | */ |
142 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
88 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
143 | |
89 | |
144 | /* These are used in the MapLook flags element. They are not used in |
90 | /* These are used in the MapLook flags element. They are not used in |
145 | * in the object flags structure. |
91 | * in the object flags structure. |
146 | */ |
92 | */ |
147 | |
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148 | #define P_BLOCKSVIEW 0x01 |
93 | #define P_BLOCKSVIEW 0x01 |
149 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
94 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
150 | |
95 | #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
151 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
96 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
152 | * to be here to make sure the bits don't match with anything. |
97 | * that means, nothing harmful can be done, |
153 | * Changed name to have AB_ prefix just to make sure no one |
98 | * such as: bombs, potion usage, alchemy, spells |
154 | * is using the P_NO_PASS. AB_.. should only be used for |
99 | * this was introduced to make shops safer |
155 | * arch_blocked and functions that examine the return value. |
100 | * but is useful in other situations */ |
156 | */ |
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157 | |
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158 | #define AB_NO_PASS 0x04 |
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159 | /*#define P_PASS_THRU 0x08 *//* */ |
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160 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
101 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
161 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
102 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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103 | |
162 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
104 | #define P_UPTODATE 0x80 /* this space is up to date */ |
163 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
105 | |
164 | * does not complain if the flags are different. |
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165 | */ |
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166 | /* The following two values are not stored in the MapLook flags, but instead |
106 | /* The following two values are not stored in the MapLook flags, but instead |
167 | * 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 |
168 | * 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 |
169 | * 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 |
170 | * lots of duplicate checks currently in the code. |
110 | * lots of duplicate checks currently in the code. |
171 | */ |
111 | */ |
172 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
112 | #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
173 | #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
113 | #define P_NEW_MAP 0x20000 |
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114 | /* Coordinates passed result in a new tiled map */ |
174 | |
115 | |
175 | #if 0 |
116 | /* P_NO_PASS is used for ob_blocked() return value. It needs |
176 | /* These go away with new movement code - can't do such simplistic |
117 | * to be here to make sure the bits don't match with anything. |
177 | * checks anymore |
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178 | */ |
118 | */ |
179 | #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
119 | #define P_NO_PASS 0x80000 |
180 | #define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
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181 | #endif |
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182 | |
120 | |
183 | /* Can't use MapCell as that is used in newserver.h |
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184 | * Instead of having numerous arrays that have information on a |
121 | /* Instead of having numerous arrays that have information on a |
185 | * particular space (was map, floor, floor2, map_ob), |
122 | * particular space (was map, floor, floor2, map_ob), |
186 | * have this structure take care of that information. |
123 | * have this structure take care of that information. |
187 | * This puts it all in one place, and should also make it easier |
124 | * This puts it all in one place, and should also make it easier |
188 | * to extend information about a space. |
125 | * to extend information about a space. |
189 | */ |
126 | */ |
190 | |
127 | struct mapspace |
191 | typedef struct MapSpace { |
128 | { |
192 | object *bottom; /* lowest object on this space */ |
129 | object *bot, *top; /* lowest/highest object on this space */ |
193 | object *top; /* Highest object on this space */ |
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194 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
130 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
195 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
131 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
196 | uint8 flags; /* flags about this space (see the P_ values above) */ |
132 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
197 | sint8 light; /* How much light this space provides */ |
133 | sint8 light; /* How much light this space provides */ |
198 | MoveType move_block; /* What movement types this space blocks */ |
134 | MoveType move_block; /* What movement types this space blocks */ |
199 | MoveType move_slow; /* What movement types this space slows */ |
135 | MoveType move_slow; /* What movement types this space slows */ |
200 | MoveType move_on; /* What movement types are activated */ |
136 | MoveType move_on; /* What movement types are activated */ |
201 | MoveType move_off; /* What movement types are activated */ |
137 | MoveType move_off; /* What movement types are activated */ |
202 | } MapSpace; |
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203 | |
138 | |
204 | /* |
139 | void update_ (); |
205 | * this is an overlay structure of the whole world. It exists as a simple |
140 | void update () |
206 | * high level map, which doesn't contain the full data of the underlying map. |
141 | { |
207 | * in this map, only things such as weather are recorded. By doing so, we |
142 | if (!(flags_ & P_UPTODATE)) |
208 | * can keep the entire world parameters in memory, and act as a whole on |
143 | update_ (); |
209 | * them at once. We can then, in a separate loop, update the actual world |
144 | } |
210 | * with the new values we have assigned. |
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211 | */ |
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212 | |
145 | |
213 | typedef struct wmapdef { |
146 | uint8 flags () |
214 | sint16 temp; /* base temperature of this tile (F) */ |
147 | { |
215 | sint16 pressure; /* barometric pressure (mb) */ |
148 | update (); |
216 | sint8 humid; /* humitidy of this tile */ |
149 | return flags_; |
217 | sint8 windspeed; /* windspeed of this tile */ |
150 | } |
218 | sint8 winddir; /* direction of wind */ |
151 | |
219 | sint8 sky; /* sky conditions */ |
152 | // maybe only inline quick flags_ checking? |
220 | sint32 avgelev; /* average elevation */ |
153 | object *player () |
221 | uint32 rainfall; /* cumulative rainfall */ |
154 | { |
222 | uint8 darkness; /* indicates level of darkness of map */ |
155 | // search from the top, because players are usually on top |
223 | uint8 water; /* 0-100 percentage of water tiles */ |
156 | // make usually == always and this non-amortized O(1) |
224 | /*Dynamic parts*/ |
157 | // could gte rid of P_PLAYER, too, then |
225 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
158 | if (flags () & P_PLAYER) |
226 | } weathermap_t; |
159 | for (object *op = top; op; op = op->below) |
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160 | if (op->type == PLAYER) |
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161 | return op; |
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162 | |
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163 | return 0; |
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164 | } |
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165 | }; |
227 | |
166 | |
228 | /* |
167 | /* |
229 | * Each map is in a given region of the game world and links to a region definiton, so |
168 | * Each map is in a given region of the game world and links to a region definiton, so |
230 | * they have to appear here in the headers, before the mapdef |
169 | * they have to appear here in the headers, before the mapdef |
231 | */ |
170 | */ |
232 | typedef struct regiondef { |
171 | INTERFACE_CLASS (region) |
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172 | struct region : zero_initialised |
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173 | { |
233 | struct regiondef *next; /* pointer to next region, NULL for the last one */ |
174 | struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ |
234 | const char *name; /* Shortend name of the region as maps refer to it */ |
175 | char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
235 | const char *parent_name; /* |
176 | char *ACC (RW, parent_name); /* |
236 | * So that parent and child regions can be defined in |
177 | * So that parent and child regions can be defined in |
237 | * any order, we keep hold of the parent_name during |
178 | * any order, we keep hold of the parent_name during |
238 | * initialisation, and the children get assigned to their |
179 | * initialisation, and the children get assigned to their |
239 | * parents later. (before runtime on the server though) |
180 | * parents later. (before runtime on the server though) |
240 | * nothing outside the init code should ever use this value. |
181 | * nothing outside the init code should ever use this value. |
241 | */ |
182 | */ |
242 | struct regiondef *parent;/* |
183 | struct region *ACC (RW, parent); /* |
243 | * Pointer to the region that is a parent of the current |
184 | * Pointer to the region that is a parent of the current |
244 | * region, if a value isn't defined in the current region |
185 | * region, if a value isn't defined in the current region |
245 | * we traverse this series of pointers until it is. |
186 | * we traverse this series of pointers until it is. |
246 | */ |
187 | */ |
247 | const char *longname; /* Official title of the region, this might be defined |
188 | char *ACC (RW, longname); /* Official title of the region, this might be defined |
248 | * to be the same as name*/ |
189 | * to be the same as name*/ |
249 | const char *msg; /* the description of the region */ |
190 | char *ACC (RW, msg); /* the description of the region */ |
250 | uint32 counter; /* A generic counter for holding temporary data. */ |
191 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
251 | sint8 fallback; /* whether, in the event of a region not existing, |
192 | sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, |
252 | * this should be the one we fall back on as the default */ |
193 | * this should be the one we fall back on as the default */ |
253 | char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
194 | char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
254 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
195 | sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ |
255 | } region; |
196 | }; |
256 | |
197 | |
257 | |
198 | struct shopitems : zero_initialised |
258 | typedef struct shopitem { |
199 | { |
259 | 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 */ |
260 | const char *name_pl; /* plural name */ |
201 | const char *name_pl; /* plural name */ |
261 | 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 */ |
262 | 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, |
263 | * as a percentage from -100 to 100 */ |
204 | * as a percentage from -100 to 100 */ |
264 | int index; /* being the size of the shopitems array.*/ |
205 | int index; /* being the size of the shopitems array. */ |
265 | } shopitems; |
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 |
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213 | }; |
266 | |
214 | |
267 | /* In general, code should always use the macros |
215 | /* In general, code should always use the macros |
268 | * above (or functions in map.c) to access many of the |
216 | * above (or functions in map.c) to access many of the |
269 | * values in the map structure. Failure to do this will |
217 | * values in the map structure. Failure to do this will |
270 | * almost certainly break various features. You may think |
218 | * almost certainly break various features. You may think |
271 | * it is safe to look at width and height values directly |
219 | * it is safe to look at width and height values directly |
272 | * (or even through the macros), but doing so will completely |
220 | * (or even through the macros), but doing so will completely |
273 | * break map tiling. |
221 | * break map tiling. |
274 | */ |
222 | */ |
275 | typedef struct mapdef { |
223 | INTERFACE_CLASS (maptile) |
276 | struct mapdef *next; /* Next map, linked list */ |
224 | struct maptile : zero_initialised, attachable |
277 | char *tmpname; /* Name of temporary file */ |
225 | { |
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226 | sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
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227 | struct mapspace *spaces; /* Array of spaces on this map */ |
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228 | |
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229 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
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230 | |
278 | char *name; /* Name of map as given by its creator */ |
231 | shstr ACC (RW, name); /* Name of map as given by its creator */ |
279 | region *region; /* What jurisdiction in the game world this map is ruled by |
232 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
280 | * points to the struct containing all the properties of |
233 | * points to the struct containing all the properties of |
281 | * the region */ |
234 | * the region */ |
282 | uint32 reset_time; /* when this map should reset */ |
235 | double ACC (RW, reset_time); |
283 | uint32 reset_timeout; /* How many seconds must elapse before this map |
236 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
284 | * should be reset |
237 | * should be reset |
285 | */ |
238 | */ |
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239 | bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
286 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
240 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
287 | * players entering/exiting map |
241 | * players entering/exiting map |
288 | */ |
242 | */ |
289 | uint32 unique:1; /* if set, this is a per player unique map */ |
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290 | uint32 template:1; /* if set, this is a template map */ |
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291 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
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292 | sint32 timeout; /* swapout is set to this */ |
243 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
293 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
244 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
294 | sint16 players; /* How many plares are on this level right now */ |
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295 | uint32 in_memory; /* If not true, the map has been freed and must |
245 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
296 | * be loaded before used. The map,omap and map_ob |
246 | * be loaded before used. The map,omap and map_ob |
297 | * arrays will be allocated when the map is loaded */ |
247 | * arrays will be allocated when the map is loaded */ |
298 | uint8 compressed; /* Compression method used */ |
248 | sint16 players; /* How many players are on this map right now */ |
299 | uint16 difficulty; /* What level the player should be to play here */ |
249 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
300 | |
250 | |
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251 | bool ACC (RW, per_player); |
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252 | bool ACC (RW, per_party); |
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253 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
301 | uint8 darkness; /* indicates level of darkness of map */ |
254 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
302 | uint16 width,height; /* Width and height of map. */ |
255 | |
303 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
256 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
304 | uint16 enter_y; /* on the map if none are set in the exit */ |
257 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
305 | uint32 outdoor:1; /* True if an outdoor map */ |
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306 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
258 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
307 | MapSpace *spaces; /* Array of spaces on this map */ |
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308 | sint16 temp; /* base temperature of this tile (F) */ |
259 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
309 | sint16 pressure; /* barometric pressure (mb) */ |
260 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
310 | sint8 humid; /* humitidy of this tile */ |
261 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
311 | sint8 windspeed; /* windspeed of this tile */ |
262 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
312 | sint8 winddir; /* direction of wind */ |
263 | sint8 ACC (RW, winddir); /* direction of wind */ |
313 | sint8 sky; /* sky conditions */ |
264 | sint8 ACC (RW, sky); /* sky conditions */ |
314 | int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
265 | int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
315 | shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
266 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
316 | char *shoprace; /* the preffered race of the local shopkeeper */ |
267 | shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
317 | double shopgreed; /* how much our shopkeeper overcharges */ |
268 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
318 | uint64 shopmin; /* minimum price a shop will trade for */ |
269 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
319 | uint64 shopmax; /* maximum price a shop will offer */ |
270 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
320 | char *msg; /* Message map creator may have left */ |
271 | shstr ACC (RW, msg); /* Message map creator may have left */ |
321 | char *maplore; /* Map lore information */ |
272 | shstr ACC (RW, maplore); /* Map lore information */ |
322 | char *tile_path[4]; /* path to adjoining maps */ |
273 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
323 | struct mapdef *tile_map[4]; /* Next map, linked list */ |
274 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
324 | char path[HUGE_BUF]; /* Filename of the map */ |
275 | shstr ACC (RW, path); /* Filename of the map */ |
325 | } mapstruct; |
276 | |
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277 | MTH void activate (); |
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278 | MTH void deactivate (); |
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279 | |
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280 | // allocates all (empty) mapspace |
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281 | MTH void alloc (); |
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282 | // deallocates the mapspaces (and destroys all objects) |
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283 | MTH void clear (); |
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284 | |
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285 | MTH void fix_auto_apply (); |
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286 | MTH void decay_objects (); |
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287 | MTH void update_buttons (); |
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288 | MTH int change_map_light (int change); |
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289 | static void change_all_map_light (int change); //PERL |
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290 | MTH void set_darkness_map (); |
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291 | MTH int estimate_difficulty () const; |
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292 | |
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293 | // set the given flag on all objects in the map |
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294 | MTH void set_object_flag (int flag, int value = 1); |
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295 | |
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296 | MTH void link_multipart_objects (); |
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297 | MTH void clear_unique_items (); |
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298 | |
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299 | MTH void clear_header (); |
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300 | MTH void clear_links_to (maptile *m); |
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301 | |
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302 | // loas the header pseudo-object |
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303 | bool load_header (object_thawer &thawer); |
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304 | MTH bool load_header (const char *path); |
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305 | |
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306 | // load objects into the map |
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307 | bool load_objects (object_thawer &thawer); |
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308 | MTH bool load_objects (const char *path, bool skip_header = true); |
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309 | |
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310 | // save objects into the given file (uses IO_ flags) |
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311 | bool save_objects (object_freezer &freezer, int flags); |
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312 | MTH bool save_objects (const char *path, int flags); |
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313 | |
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314 | // save the header pseudo object _only_ |
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315 | bool save_header (object_freezer &freezer); |
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316 | MTH bool save_header (const char *path); |
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317 | |
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318 | maptile (); |
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319 | maptile (int w, int h); |
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320 | ~maptile (); |
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321 | |
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322 | void do_destroy (); |
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323 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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324 | |
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325 | MTH int size () const { return width * height; } |
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326 | |
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327 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
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328 | |
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329 | MTH void touch () { last_access = runtime; } |
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330 | |
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331 | // find the map that is at coordinate x|y relative to this map |
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332 | // TODO: need a better way than passing by reference |
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333 | // TODO: make perl interface |
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334 | maptile *xy_find (sint16 &x, sint16 &y); |
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335 | |
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336 | // like xy_find, but also loads the map |
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337 | maptile *xy_load (sint16 &x, sint16 &y); |
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338 | |
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339 | void do_load_sync ();//PERL |
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340 | |
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341 | // make sure the map is loaded |
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342 | MTH void load_sync () |
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343 | { |
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344 | if (!spaces) |
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345 | do_load_sync (); |
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346 | } |
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347 | |
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348 | static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
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349 | |
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350 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
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351 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
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352 | }; |
326 | |
353 | |
327 | /* This is used by get_rangevector to determine where the other |
354 | /* This is used by get_rangevector to determine where the other |
328 | * creature is. get_rangevector takes into account map tiling, |
355 | * creature is. get_rangevector takes into account map tiling, |
329 | * so you just can not look the the map coordinates and get the |
356 | * so you just can not look the the map coordinates and get the |
330 | * righte value. distance_x/y are distance away, which |
357 | * righte value. distance_x/y are distance away, which |
331 | * can be negativbe. direction is the crossfire direction scheme |
358 | * can be negative. direction is the crossfire direction scheme |
332 | * that the creature should head. part is the part of the |
359 | * that the creature should head. part is the part of the |
333 | * monster that is closest. |
360 | * monster that is closest. |
334 | * Note: distance should be always >=0. I changed it to UINT. MT |
361 | * Note: distance should be always >=0. I changed it to UINT. MT |
335 | */ |
362 | */ |
336 | typedef struct rv_vector { |
363 | struct rv_vector |
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364 | { |
337 | unsigned int distance; |
365 | unsigned int distance; |
338 | int distance_x; |
366 | int distance_x; |
339 | int distance_y; |
367 | int distance_y; |
340 | int direction; |
368 | int direction; |
341 | object *part; |
369 | object *part; |
342 | } rv_vector; |
370 | }; |
343 | |
371 | |
344 | extern void (*load_original_map_callback)(mapstruct *map); |
372 | inline mapspace & |
345 | extern void (*load_temporary_map_callback)(mapstruct *map); |
373 | object::ms () const |
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374 | { |
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375 | return map->at (x, y); |
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376 | } |
346 | |
377 | |
347 | #endif |
378 | #endif |
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379 | |