1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
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21 | The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* |
24 | /* |
25 | * The maptile is allocated each time a new map is opened. |
25 | * The maptile is allocated each time a new map is opened. |
26 | * It contains pointers (very indirectly) to all objects on the map. |
26 | * It contains pointers (very indirectly) to all objects on the map. |
27 | */ |
27 | */ |
28 | |
28 | |
29 | #ifndef MAP_H |
29 | #ifndef MAP_H |
30 | #define MAP_H |
30 | #define MAP_H |
31 | |
31 | |
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32 | #include <tr1/unordered_map> |
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33 | |
32 | #include "cfperl.h" |
34 | #include "cfperl.h" |
33 | |
35 | |
34 | /* We set this size - this is to make magic map work properly on |
36 | /* We set this size - this is to make magic map work properly on |
35 | * tiled maps. There is no requirement that this matches the |
37 | * tiled maps. There is no requirement that this matches the |
36 | * tiled maps size - it just seemed like a reasonable value. |
38 | * tiled maps size - it just seemed like a reasonable value. |
37 | * Magic map code now always starts out putting the player in the |
39 | * Magic map code now always starts out putting the player in the |
38 | * center of the map - this makes the most sense when dealing |
40 | * center of the map - this makes the most sense when dealing |
39 | * with tiled maps. |
41 | * with tiled maps. |
40 | * We also figure out the magicmap color to use as we process the |
42 | * We also figure out the magicmap color to use as we process the |
… | |
… | |
42 | * map pointers. |
44 | * map pointers. |
43 | */ |
45 | */ |
44 | #define MAGIC_MAP_SIZE 50 |
46 | #define MAGIC_MAP_SIZE 50 |
45 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
47 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
46 | |
48 | |
47 | #define MAP_LAYERS 4 |
49 | #define MAP_LAYERS 3 |
48 | |
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49 | /* This is when the map will reset */ |
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50 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
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51 | |
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52 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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53 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
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54 | #define MAP_TIMEOUT(m) ((m)->timeout) |
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55 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
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56 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
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57 | |
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58 | /* mape darkness used to enforce the MAX_DARKNESS value. |
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59 | * but IMO, if it is beyond max value, that should be fixed |
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60 | * on the map or in the code. |
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61 | */ |
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62 | #define MAP_DARKNESS(m) (m)->darkness |
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63 | |
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64 | #define MAP_WIDTH(m) (m)->width |
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65 | #define MAP_HEIGHT(m) (m)->height |
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66 | |
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67 | /* Convenient function - total number of spaces is used |
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68 | * in many places. |
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69 | */ |
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70 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
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71 | |
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72 | #define MAP_ENTER_X(m) (m)->enter_x |
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73 | #define MAP_ENTER_Y(m) (m)->enter_y |
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74 | |
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75 | #define MAP_TEMP(m) (m)->temp |
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76 | #define MAP_PRESSURE(m) (m)->pressure |
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77 | #define MAP_HUMID(m) (m)->humid |
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78 | #define MAP_WINDSPEED(m) (m)->windspeed |
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79 | #define MAP_WINDDIRECTION(m) (m)->winddir |
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80 | #define MAP_SKYCOND(m) (m)->sky |
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81 | #define MAP_WORLDPARTX(m) (m)->wpartx |
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82 | #define MAP_WORLDPARTY(m) (m)->wparty |
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83 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
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84 | |
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85 | /* options passed to ready_map_name and load_original_map */ |
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86 | #define MAP_FLUSH 0x1 |
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87 | #define MAP_PLAYER_UNIQUE 0x2 |
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88 | #define MAP_BLOCK 0x4 |
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89 | #define MAP_STYLE 0x8 |
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90 | #define MAP_OVERLAY 0x10 |
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91 | |
50 | |
92 | /* Values for in_memory below. Should probably be an enumerations */ |
51 | /* Values for in_memory below. Should probably be an enumerations */ |
93 | #define MAP_IN_MEMORY 1 |
52 | enum { |
94 | #define MAP_SWAPPED 2 |
53 | MAP_IN_MEMORY, |
95 | #define MAP_LOADING 3 |
54 | MAP_SWAPPED, |
96 | #define MAP_SAVING 4 |
55 | MAP_LOADING, |
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56 | MAP_SAVING, |
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57 | }; |
97 | |
58 | |
98 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
59 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
99 | * really be used, as it is multi tile aware. However, there are some cases |
60 | * really be used, as it is multi tile aware. However, there are some cases |
100 | * where it is known the map is not tiled or the values are known |
61 | * where it is known the map is not tiled or the values are known |
101 | * consistent (eg, op->map, op->x, op->y) |
62 | * consistent (eg, op->map, op->x, op->y) |
102 | */ |
63 | */ |
103 | // all those macros are herewith declared legacy |
64 | // all those macros are herewith declared legacy |
104 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
65 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
105 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
66 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
106 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom |
67 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
107 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
68 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
108 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
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109 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
69 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
110 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
70 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
111 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
71 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
112 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
72 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
113 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
73 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
114 | |
74 | |
115 | /* You should really know what you are doing before using this - you |
75 | /* You should really know what you are doing before using this - you |
116 | * should almost always be using out_of_map instead, which takes into account |
76 | * should almost always be using out_of_map instead, which takes into account |
117 | * map tiling. |
77 | * map tiling. |
118 | */ |
78 | */ |
119 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
79 | #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) |
120 | |
80 | |
121 | /* These are used in the MapLook flags element. They are not used in |
81 | /* These are used in the MapLook flags element. They are not used in |
122 | * in the object flags structure. |
82 | * in the object flags structure. |
123 | */ |
83 | */ |
124 | #define P_BLOCKSVIEW 0x01 |
84 | #define P_BLOCKSVIEW 0x01 |
… | |
… | |
130 | * this was introduced to make shops safer |
90 | * this was introduced to make shops safer |
131 | * but is useful in other situations */ |
91 | * but is useful in other situations */ |
132 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
92 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
133 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
93 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
134 | |
94 | |
135 | #define P_NEED_UPDATE 0x80 /* this space is out of date */ |
95 | #define P_UPTODATE 0x80 /* this space is up to date */ |
136 | |
96 | |
137 | /* The following two values are not stored in the MapLook flags, but instead |
97 | /* The following two values are not stored in the MapLook flags, but instead |
138 | * used in the get_map_flags value - that function is used to return |
98 | * used in the get_map_flags value - that function is used to return |
139 | * the flag value, as well as other conditions - using a more general |
99 | * the flag value, as well as other conditions - using a more general |
140 | * function that does more of the work can hopefully be used to replace |
100 | * function that does more of the work can hopefully be used to replace |
… | |
… | |
155 | * This puts it all in one place, and should also make it easier |
115 | * This puts it all in one place, and should also make it easier |
156 | * to extend information about a space. |
116 | * to extend information about a space. |
157 | */ |
117 | */ |
158 | struct mapspace |
118 | struct mapspace |
159 | { |
119 | { |
160 | object *bottom; /* lowest object on this space */ |
120 | object *bot, *top; /* lowest/highest object on this space */ |
161 | object *top; /* Highest object on this space */ |
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162 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
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163 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
121 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
164 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
122 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
165 | sint8 light; /* How much light this space provides */ |
123 | sint8 light; /* How much light this space provides */ |
166 | MoveType move_block; /* What movement types this space blocks */ |
124 | MoveType move_block; /* What movement types this space blocks */ |
167 | MoveType move_slow; /* What movement types this space slows */ |
125 | MoveType move_slow; /* What movement types this space slows */ |
… | |
… | |
169 | MoveType move_off; /* What movement types are activated */ |
127 | MoveType move_off; /* What movement types are activated */ |
170 | |
128 | |
171 | void update_ (); |
129 | void update_ (); |
172 | void update () |
130 | void update () |
173 | { |
131 | { |
174 | if (flags_ & P_NEED_UPDATE) |
132 | if (!(flags_ & P_UPTODATE)) |
175 | update_ (); |
133 | update_ (); |
176 | } |
134 | } |
177 | |
135 | |
178 | uint8 flags () |
136 | uint8 flags () |
179 | { |
137 | { |
… | |
… | |
182 | } |
140 | } |
183 | |
141 | |
184 | // maybe only inline quick flags_ checking? |
142 | // maybe only inline quick flags_ checking? |
185 | object *player () |
143 | object *player () |
186 | { |
144 | { |
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145 | // search from the top, because players are usually on top |
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146 | // make usually == always and this non-amortized O(1) |
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147 | // could gte rid of P_PLAYER, too, then |
187 | if (flags () & P_PLAYER) |
148 | if (flags () & P_PLAYER) |
188 | for (object *op = bottom; op; op = op->above) |
149 | for (object *op = top; op; op = op->below) |
189 | if (op->type == PLAYER) |
150 | if (op->type == PLAYER) |
190 | return op; |
151 | return op; |
191 | |
152 | |
192 | return 0; |
153 | return 0; |
193 | } |
154 | } |
194 | }; |
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195 | |
155 | |
196 | /* |
156 | // return the item volume on this mapspace in cm³ |
197 | * this is an overlay structure of the whole world. It exists as a simple |
157 | uint64 volume () const; |
198 | * high level map, which doesn't contain the full data of the underlying map. |
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199 | * in this map, only things such as weather are recorded. By doing so, we |
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200 | * can keep the entire world parameters in memory, and act as a whole on |
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201 | * them at once. We can then, in a separate loop, update the actual world |
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202 | * with the new values we have assigned. |
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203 | */ |
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204 | |
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205 | struct weathermap_t |
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206 | { |
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207 | sint16 temp; /* base temperature of this tile (F) */ |
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208 | sint16 pressure; /* barometric pressure (mb) */ |
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209 | sint8 humid; /* humitidy of this tile */ |
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210 | sint8 windspeed; /* windspeed of this tile */ |
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211 | sint8 winddir; /* direction of wind */ |
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212 | sint8 sky; /* sky conditions */ |
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213 | sint32 avgelev; /* average elevation */ |
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214 | uint32 rainfall; /* cumulative rainfall */ |
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215 | uint8 darkness; /* indicates level of darkness of map */ |
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216 | uint8 water; /* 0-100 percentage of water tiles */ |
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217 | /*Dynamic parts */ |
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218 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
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219 | }; |
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220 | |
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221 | /* |
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222 | * Each map is in a given region of the game world and links to a region definiton, so |
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223 | * they have to appear here in the headers, before the mapdef |
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224 | */ |
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225 | struct region : zero_initialised |
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226 | { |
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227 | struct region *next; /* pointer to next region, NULL for the last one */ |
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228 | const char *name; /* Shortend name of the region as maps refer to it */ |
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229 | const char *parent_name; /* |
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230 | * So that parent and child regions can be defined in |
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231 | * any order, we keep hold of the parent_name during |
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232 | * initialisation, and the children get assigned to their |
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233 | * parents later. (before runtime on the server though) |
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234 | * nothing outside the init code should ever use this value. |
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235 | */ |
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236 | struct region *parent; /* |
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237 | * Pointer to the region that is a parent of the current |
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238 | * region, if a value isn't defined in the current region |
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239 | * we traverse this series of pointers until it is. |
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240 | */ |
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241 | const char *longname; /* Official title of the region, this might be defined |
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242 | * to be the same as name*/ |
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243 | const char *msg; /* the description of the region */ |
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244 | uint32 counter; /* A generic counter for holding temporary data. */ |
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245 | sint8 fallback; /* whether, in the event of a region not existing, |
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246 | * this should be the one we fall back on as the default */ |
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247 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
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248 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
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249 | }; |
158 | }; |
250 | |
159 | |
251 | struct shopitems : zero_initialised |
160 | struct shopitems : zero_initialised |
252 | { |
161 | { |
253 | const char *name; /* name of the item in question, null if it is the default item */ |
162 | const char *name; /* name of the item in question, null if it is the default item */ |
254 | const char *name_pl; /* plural name */ |
163 | const char *name_pl; /* plural name */ |
255 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
164 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
256 | sint8 strength; /* the degree of specialisation the shop has in this item, |
165 | sint8 strength; /* the degree of specialisation the shop has in this item, |
257 | * as a percentage from -100 to 100 */ |
166 | * as a percentage from -100 to 100 */ |
258 | int index; /* being the size of the shopitems array. */ |
167 | int index; /* being the size of the shopitems array. */ |
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168 | }; |
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169 | |
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170 | // map I/O, what to load/save |
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171 | enum { |
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172 | IO_HEADER = 0x01, // the "arch map" pseudo object |
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173 | IO_OBJECTS = 0x02, // the non-unique objects |
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174 | IO_UNIQUES = 0x04, // unique objects |
259 | }; |
175 | }; |
260 | |
176 | |
261 | /* In general, code should always use the macros |
177 | /* In general, code should always use the macros |
262 | * above (or functions in map.c) to access many of the |
178 | * above (or functions in map.c) to access many of the |
263 | * values in the map structure. Failure to do this will |
179 | * values in the map structure. Failure to do this will |
264 | * almost certainly break various features. You may think |
180 | * almost certainly break various features. You may think |
265 | * it is safe to look at width and height values directly |
181 | * it is safe to look at width and height values directly |
266 | * (or even through the macros), but doing so will completely |
182 | * (or even through the macros), but doing so will completely |
267 | * break map tiling. |
183 | * break map tiling. |
268 | */ |
184 | */ |
269 | ACC_CLASS (maptile) |
185 | INTERFACE_CLASS (maptile) |
270 | struct maptile : zero_initialised, attachable<maptile> |
186 | struct maptile : zero_initialised, attachable |
271 | { |
187 | { |
272 | sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
188 | sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
273 | struct mapspace *spaces; /* Array of spaces on this map */ |
189 | struct mapspace *spaces; /* Array of spaces on this map */ |
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190 | uint8 *regions; /* region index per mapspace, if != 0 */ |
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191 | struct region **regionmap; /* index to region */ |
274 | |
192 | |
275 | maptile *ACC (RW, next); /* Next map, linked list */ |
193 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
276 | char *ACC (RO, tmpname); /* Name of temporary file */ |
194 | |
277 | char *ACC (RO, name); /* Name of map as given by its creator */ |
195 | shstr ACC (RW, name); /* Name of map as given by its creator */ |
278 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
196 | struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by |
279 | * points to the struct containing all the properties of |
197 | * points to the struct containing all the properties of |
280 | * the region */ |
198 | * the region */ |
281 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
199 | double ACC (RW, reset_time); |
282 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
200 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
283 | * should be reset |
201 | * should be reset |
284 | */ |
202 | */ |
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203 | bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
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204 | bool ACC (RW, no_reset); // must not reset this map |
285 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
205 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
286 | * players entering/exiting map |
206 | * players entering/exiting map |
287 | */ |
207 | */ |
288 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
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289 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
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290 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
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291 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
208 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
292 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
209 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
293 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
210 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
294 | * be loaded before used. The map,omap and map_ob |
211 | * be loaded before used. The map,omap and map_ob |
295 | * arrays will be allocated when the map is loaded */ |
212 | * arrays will be allocated when the map is loaded */ |
296 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
213 | sint16 players; /* How many players are on this map right now */ |
297 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
214 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
298 | |
215 | |
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216 | bool ACC (RW, active); // wether this map is active or not |
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217 | bool ACC (RW, per_player); |
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218 | bool ACC (RW, per_party); |
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219 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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220 | bool ACC (RW, nodrop); /* avoid dropping anything on this map */ |
299 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
221 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
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222 | |
300 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
223 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
301 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
224 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
302 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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303 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
225 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
304 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
226 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
305 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
227 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
306 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
228 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
307 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
229 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
308 | sint8 ACC (RW, winddir); /* direction of wind */ |
230 | sint8 ACC (RW, winddir); /* direction of wind */ |
309 | sint8 ACC (RW, sky); /* sky conditions */ |
231 | sint8 ACC (RW, sky); /* sky conditions */ |
310 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
232 | int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
311 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
233 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
312 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
234 | shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
313 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
235 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
314 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
236 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
315 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
237 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
316 | char *ACC (RO, msg); /* Message map creator may have left */ |
238 | shstr ACC (RW, msg); /* Message map creator may have left */ |
317 | char *ACC (RO, maplore); /* Map lore information */ |
239 | shstr ACC (RW, maplore); /* Map lore information */ |
318 | char *tile_path[4]; /* path to adjoining maps */ |
240 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
319 | maptile *tile_map[4]; /* Next map, linked list */ |
241 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
320 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
242 | shstr ACC (RW, path); /* Filename of the map */ |
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243 | int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace |
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244 | uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace |
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245 | |
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246 | MTH void activate (); |
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247 | MTH void deactivate (); |
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248 | |
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249 | // allocates all (empty) mapspace |
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250 | MTH void alloc (); |
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251 | // deallocates the mapspaces (and destroys all objects) |
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252 | MTH void clear (); |
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253 | |
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254 | MTH void fix_auto_apply (); |
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255 | MTH void do_decay_objects (); |
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256 | MTH void update_buttons (); |
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257 | MTH int change_map_light (int change); |
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258 | static void change_all_map_light (int change); //PERL |
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259 | MTH void set_darkness_map (); |
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260 | MTH int estimate_difficulty () const; |
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261 | |
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262 | // set the given flag on all objects in the map |
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263 | MTH void set_object_flag (int flag, int value = 1); |
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264 | |
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265 | MTH void link_multipart_objects (); |
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266 | MTH void clear_unique_items (); |
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267 | |
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268 | MTH void clear_header (); |
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269 | MTH void clear_links_to (maptile *m); |
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270 | |
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271 | MTH struct region *region (int x, int y) const; |
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272 | |
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273 | // loas the header pseudo-object |
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274 | bool _load_header (object_thawer &thawer); |
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275 | MTH bool _load_header (const char *path); |
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276 | |
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277 | // load objects into the map |
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278 | bool _load_objects (object_thawer &thawer); |
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279 | MTH bool _load_objects (const char *path, bool skip_header = true); |
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280 | |
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281 | // save objects into the given file (uses IO_ flags) |
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282 | bool _save_objects (object_freezer &freezer, int flags); |
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283 | MTH bool _save_objects (const char *path, int flags); |
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284 | |
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285 | // save the header pseudo object _only_ |
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286 | bool _save_header (object_freezer &freezer); |
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287 | MTH bool _save_header (const char *path); |
321 | |
288 | |
322 | maptile (); |
289 | maptile (); |
323 | void allocate (); |
290 | maptile (int w, int h); |
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291 | ~maptile (); |
324 | |
292 | |
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293 | void do_destroy (); |
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294 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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295 | |
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296 | MTH int size () const { return width * height; } |
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297 | |
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298 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
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299 | |
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300 | MTH void touch () { last_access = runtime; } |
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301 | |
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302 | // find the map that is at coordinate x|y relative to this map |
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303 | // TODO: need a better way than passing by reference |
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304 | // TODO: make perl interface |
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305 | maptile *xy_find (sint16 &x, sint16 &y); |
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306 | |
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307 | // like xy_find, but also loads the map |
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308 | maptile *xy_load (sint16 &x, sint16 &y); |
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309 | |
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310 | void do_load_sync ();//PERL |
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311 | |
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312 | // make sure the map is loaded |
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313 | MTH void load_sync () |
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314 | { |
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315 | if (!spaces) |
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316 | do_load_sync (); |
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317 | } |
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318 | |
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319 | void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); |
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320 | bool generate_random_map (random_map_params *RP); |
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321 | |
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322 | static maptile *find_async (const char *path, maptile *original = 0);//PERL |
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323 | static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
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324 | static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL |
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325 | MTH object *pick_random_object () const; |
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326 | |
325 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } |
327 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
326 | mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } |
328 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
327 | }; |
329 | }; |
328 | |
330 | |
329 | /* This is used by get_rangevector to determine where the other |
331 | /* This is used by get_rangevector to determine where the other |
330 | * creature is. get_rangevector takes into account map tiling, |
332 | * creature is. get_rangevector takes into account map tiling, |
331 | * so you just can not look the the map coordinates and get the |
333 | * so you just can not look the the map coordinates and get the |
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342 | int distance_y; |
344 | int distance_y; |
343 | int direction; |
345 | int direction; |
344 | object *part; |
346 | object *part; |
345 | }; |
347 | }; |
346 | |
348 | |
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349 | //TODO: these should be refactored into things like xy_normalise |
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350 | // and so on. |
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351 | int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); |
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352 | int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y); |
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353 | int out_of_map (maptile *m, int x, int y); |
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354 | maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); |
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355 | void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); |
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356 | void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); |
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357 | int on_same_map (const object *op1, const object *op2); |
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358 | int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); |
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359 | |
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360 | // adjust map, x and y for tiled maps and return true if the position is valid at all |
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361 | inline bool |
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362 | xy_normalise (maptile *&map, sint16 &x, sint16 &y) |
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363 | { |
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364 | // when in range, do a quick return, otherwise go the slow route |
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365 | return |
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366 | (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) |
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367 | || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); |
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368 | } |
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369 | |
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370 | inline mapspace & |
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371 | object::ms () const |
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372 | { |
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373 | return map->at (x, y); |
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374 | } |
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375 | |
347 | #endif |
376 | #endif |
348 | |
377 | |