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 | */ |
… | |
… | |
29 | #ifndef MAP_H |
29 | #ifndef MAP_H |
30 | #define MAP_H |
30 | #define MAP_H |
31 | |
31 | |
32 | #include <tr1/unordered_map> |
32 | #include <tr1/unordered_map> |
33 | |
33 | |
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34 | #include "region.h" |
34 | #include "cfperl.h" |
35 | #include "cfperl.h" |
35 | |
36 | |
36 | /* 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 |
37 | * tiled maps. There is no requirement that this matches the |
38 | * tiled maps. There is no requirement that this matches the |
38 | * tiled maps size - it just seemed like a reasonable value. |
39 | * tiled maps size - it just seemed like a reasonable value. |
… | |
… | |
46 | #define MAGIC_MAP_SIZE 50 |
47 | #define MAGIC_MAP_SIZE 50 |
47 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
48 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
48 | |
49 | |
49 | #define MAP_LAYERS 3 |
50 | #define MAP_LAYERS 3 |
50 | |
51 | |
51 | /* options passed to ready_map_name and load_original_map */ |
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52 | #define MAP_FLUSH 0x01 |
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53 | #define MAP_PLAYER_UNIQUE 0x02 |
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54 | #define MAP_BLOCK 0x04 |
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55 | #define MAP_STYLE 0x08 |
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56 | #define MAP_OVERLAY 0x10 |
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57 | |
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58 | /* Values for in_memory below. Should probably be an enumerations */ |
52 | /* Values for in_memory below. Should probably be an enumerations */ |
59 | #define MAP_IN_MEMORY 1 |
53 | enum { |
60 | #define MAP_SWAPPED 2 |
54 | MAP_IN_MEMORY, |
61 | #define MAP_LOADING 3 |
55 | MAP_SWAPPED, |
62 | #define MAP_SAVING 4 |
56 | MAP_LOADING, |
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57 | MAP_SAVING, |
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58 | }; |
63 | |
59 | |
64 | /* 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 |
65 | * 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 |
66 | * 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 |
67 | * consistent (eg, op->map, op->x, op->y) |
63 | * consistent (eg, op->map, op->x, op->y) |
… | |
… | |
69 | // all those macros are herewith declared legacy |
65 | // all those macros are herewith declared legacy |
70 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
66 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
71 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
67 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
72 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
68 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
73 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
69 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
74 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
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75 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
70 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
76 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
71 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
77 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
72 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
78 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
73 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
79 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
74 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
80 | |
75 | |
81 | /* 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 |
82 | * 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 |
83 | * map tiling. |
78 | * map tiling. |
84 | */ |
79 | */ |
85 | #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))) |
86 | |
81 | |
87 | /* 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 |
88 | * in the object flags structure. |
83 | * in the object flags structure. |
89 | */ |
84 | */ |
90 | #define P_BLOCKSVIEW 0x01 |
85 | #define P_BLOCKSVIEW 0x01 |
… | |
… | |
96 | * this was introduced to make shops safer |
91 | * this was introduced to make shops safer |
97 | * but is useful in other situations */ |
92 | * but is useful in other situations */ |
98 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
93 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
99 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
94 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
100 | |
95 | |
101 | #define P_NEED_UPDATE 0x80 /* this space is out of date */ |
96 | #define P_UPTODATE 0x80 /* this space is up to date */ |
102 | |
97 | |
103 | /* 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 |
104 | * 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 |
105 | * 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 |
106 | * 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 |
… | |
… | |
122 | * to extend information about a space. |
117 | * to extend information about a space. |
123 | */ |
118 | */ |
124 | struct mapspace |
119 | struct mapspace |
125 | { |
120 | { |
126 | object *bot, *top; /* lowest/highest object on this space */ |
121 | object *bot, *top; /* lowest/highest object on this space */ |
127 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
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128 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
122 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
129 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
123 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
130 | sint8 light; /* How much light this space provides */ |
124 | sint8 light; /* How much light this space provides */ |
131 | MoveType move_block; /* What movement types this space blocks */ |
125 | MoveType move_block; /* What movement types this space blocks */ |
132 | MoveType move_slow; /* What movement types this space slows */ |
126 | MoveType move_slow; /* What movement types this space slows */ |
… | |
… | |
134 | MoveType move_off; /* What movement types are activated */ |
128 | MoveType move_off; /* What movement types are activated */ |
135 | |
129 | |
136 | void update_ (); |
130 | void update_ (); |
137 | void update () |
131 | void update () |
138 | { |
132 | { |
139 | if (flags_ & P_NEED_UPDATE) |
133 | if (!(flags_ & P_UPTODATE)) |
140 | update_ (); |
134 | update_ (); |
141 | } |
135 | } |
142 | |
136 | |
143 | uint8 flags () |
137 | uint8 flags () |
144 | { |
138 | { |
… | |
… | |
157 | if (op->type == PLAYER) |
151 | if (op->type == PLAYER) |
158 | return op; |
152 | return op; |
159 | |
153 | |
160 | return 0; |
154 | return 0; |
161 | } |
155 | } |
162 | }; |
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163 | |
156 | |
164 | /* |
157 | // return the item volume on this mapspace in cm³ |
165 | * Each map is in a given region of the game world and links to a region definiton, so |
158 | uint64 volume () const; |
166 | * they have to appear here in the headers, before the mapdef |
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167 | */ |
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168 | struct region : zero_initialised |
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169 | { |
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170 | struct region *next; /* pointer to next region, NULL for the last one */ |
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171 | const char *name; /* Shortend name of the region as maps refer to it */ |
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172 | const char *parent_name; /* |
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173 | * So that parent and child regions can be defined in |
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174 | * any order, we keep hold of the parent_name during |
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175 | * initialisation, and the children get assigned to their |
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176 | * parents later. (before runtime on the server though) |
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177 | * nothing outside the init code should ever use this value. |
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178 | */ |
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179 | struct region *parent; /* |
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180 | * Pointer to the region that is a parent of the current |
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181 | * region, if a value isn't defined in the current region |
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182 | * we traverse this series of pointers until it is. |
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183 | */ |
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184 | const char *longname; /* Official title of the region, this might be defined |
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185 | * to be the same as name*/ |
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186 | const char *msg; /* the description of the region */ |
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187 | uint32 counter; /* A generic counter for holding temporary data. */ |
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188 | sint8 fallback; /* whether, in the event of a region not existing, |
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189 | * this should be the one we fall back on as the default */ |
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190 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
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191 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
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192 | }; |
159 | }; |
193 | |
160 | |
194 | struct shopitems : zero_initialised |
161 | struct shopitems : zero_initialised |
195 | { |
162 | { |
196 | const char *name; /* name of the item in question, null if it is the default item */ |
163 | const char *name; /* name of the item in question, null if it is the default item */ |
… | |
… | |
219 | INTERFACE_CLASS (maptile) |
186 | INTERFACE_CLASS (maptile) |
220 | struct maptile : zero_initialised, attachable |
187 | struct maptile : zero_initialised, attachable |
221 | { |
188 | { |
222 | sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
189 | sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
223 | struct mapspace *spaces; /* Array of spaces on this map */ |
190 | struct mapspace *spaces; /* Array of spaces on this map */ |
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191 | uint8 *regions; /* region index per mapspace, if != 0 */ |
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192 | region_ptr *regionmap; /* index to region */ |
224 | |
193 | |
225 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
194 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
226 | |
195 | |
227 | shstr ACC (RW, name); /* Name of map as given by its creator */ |
196 | shstr ACC (RW, name); /* Name of map as given by its creator */ |
228 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
197 | region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by |
229 | * points to the struct containing all the properties of |
198 | * points to the struct containing all the properties of |
230 | * the region */ |
199 | * the region */ |
231 | double ACC (RW, reset_time); |
200 | double ACC (RW, reset_time); |
232 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
201 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
233 | * should be reset |
202 | * should be reset |
234 | */ |
203 | */ |
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204 | bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
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205 | bool ACC (RW, no_reset); // must not reset this map |
235 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
206 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
236 | * players entering/exiting map |
207 | * players entering/exiting map |
237 | */ |
208 | */ |
238 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
209 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
239 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
210 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
240 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
211 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
241 | * be loaded before used. The map,omap and map_ob |
212 | * be loaded before used. The map,omap and map_ob |
242 | * arrays will be allocated when the map is loaded */ |
213 | * arrays will be allocated when the map is loaded */ |
243 | sint16 ACC (RW, players); /* How many players are on this map right now */ |
214 | sint16 players; /* How many players are on this map right now */ |
244 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
215 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
245 | |
216 | |
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217 | bool ACC (RW, active); // wether this map is active or not |
246 | bool ACC (RW, per_player); |
218 | bool ACC (RW, per_player); |
247 | bool ACC (RW, per_party); |
219 | bool ACC (RW, per_party); |
248 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
220 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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221 | bool ACC (RW, nodrop); /* avoid dropping anything on this map */ |
249 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
222 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
250 | |
223 | |
251 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
224 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
252 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
225 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
253 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
226 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
… | |
… | |
266 | shstr ACC (RW, msg); /* Message map creator may have left */ |
239 | shstr ACC (RW, msg); /* Message map creator may have left */ |
267 | shstr ACC (RW, maplore); /* Map lore information */ |
240 | shstr ACC (RW, maplore); /* Map lore information */ |
268 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
241 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
269 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
242 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
270 | shstr ACC (RW, path); /* Filename of the map */ |
243 | shstr ACC (RW, path); /* Filename of the map */ |
271 | |
244 | int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace |
272 | // /* |
245 | uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace |
273 | // * Makes sure the given map is loaded and swapped in. |
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274 | // * name is path name of the map. |
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275 | // * flags meaning: |
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276 | // * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, |
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277 | // * and don't do unique items or the like. |
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278 | // * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. |
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279 | // * dont do any more name translation on it. |
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280 | // * |
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281 | // * Returns a pointer to the given map. |
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282 | // */ |
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283 | // static maptile *ready (const char *name, int flags); |
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284 | |
246 | |
285 | MTH void activate (); |
247 | MTH void activate (); |
286 | MTH void deactivate (); |
248 | MTH void deactivate (); |
287 | |
249 | |
288 | // allocates all (empty) mapspace |
250 | // allocates all (empty) mapspace |
289 | MTH void alloc (); |
251 | MTH void alloc (); |
290 | // deallocates the mapspaces (and destroys all objects) |
252 | // deallocates the mapspaces (and destroys all objects) |
291 | MTH void clear (); |
253 | MTH void clear (); |
292 | |
254 | |
293 | MTH void fix_auto_apply (); |
255 | MTH void fix_auto_apply (); |
294 | MTH void decay_objects (); |
256 | MTH void do_decay_objects (); |
295 | MTH void update_buttons (); |
257 | MTH void update_buttons (); |
296 | MTH int change_map_light (int change); |
258 | MTH int change_map_light (int change); |
297 | static void change_all_map_light (int change); //PERL |
259 | static void change_all_map_light (int change); //PERL |
298 | MTH void set_darkness_map (); |
260 | MTH void set_darkness_map (); |
299 | MTH int estimate_difficulty () const; |
261 | MTH int estimate_difficulty () const; |
300 | |
262 | |
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263 | MTH void play_sound (faceidx sound, int x, int y) const; |
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264 | |
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265 | // set the given flag on all objects in the map |
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266 | MTH void set_object_flag (int flag, int value = 1); |
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267 | |
301 | MTH void link_multipart_objects (); |
268 | MTH void link_multipart_objects (); |
302 | MTH void clear_unique_items (); |
269 | MTH void clear_unique_items (); |
303 | |
270 | |
304 | MTH void clear_header (); |
271 | MTH void clear_header (); |
305 | MTH void clear_links_to (maptile *m); |
272 | MTH void clear_links_to (maptile *m); |
306 | |
273 | |
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274 | MTH struct region *region (int x, int y) const; |
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275 | |
307 | // loas the header pseudo-object |
276 | // loas the header pseudo-object |
308 | bool load_header (object_thawer &thawer); |
277 | bool _load_header (object_thawer &thawer); |
309 | MTH bool load_header (const char *path); |
278 | MTH bool _load_header (const char *path); |
310 | |
279 | |
311 | // load objects into the map |
280 | // load objects into the map |
312 | bool load_objects (object_thawer &thawer); |
281 | bool _load_objects (object_thawer &thawer); |
313 | MTH bool load_objects (const char *path, bool skip_header = true); |
282 | MTH bool _load_objects (const char *path, bool skip_header = true); |
314 | |
283 | |
315 | // save objects into the given file (uses IO_ flags) |
284 | // save objects into the given file (uses IO_ flags) |
316 | bool save_objects (object_freezer &freezer, int flags); |
285 | bool _save_objects (object_freezer &freezer, int flags); |
317 | MTH bool save_objects (const char *path, int flags); |
286 | MTH bool _save_objects (const char *path, int flags); |
318 | |
287 | |
319 | // save the header pseudo object _only_ |
288 | // save the header pseudo object _only_ |
320 | bool save_header (object_freezer &freezer); |
289 | bool _save_header (object_freezer &freezer); |
321 | MTH bool save_header (const char *path); |
290 | MTH bool _save_header (const char *path); |
322 | |
291 | |
323 | maptile (); |
292 | maptile (); |
324 | maptile (int w, int h); |
293 | maptile (int w, int h); |
325 | ~maptile (); |
294 | ~maptile (); |
326 | |
295 | |
… | |
… | |
329 | |
298 | |
330 | MTH int size () const { return width * height; } |
299 | MTH int size () const { return width * height; } |
331 | |
300 | |
332 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
301 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
333 | |
302 | |
334 | static maptile *find_map (const char *path, maptile *origin);//PERL |
303 | MTH void touch () { last_access = runtime; } |
335 | |
304 | |
336 | // load a map relative to this one |
305 | // find the map that is at coordinate x|y relative to this map |
337 | maptile *find_map (const char *path) |
306 | // TODO: need a better way than passing by reference |
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307 | // TODO: make perl interface |
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308 | maptile *xy_find (sint16 &x, sint16 &y); |
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309 | |
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310 | // like xy_find, but also loads the map |
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311 | maptile *xy_load (sint16 &x, sint16 &y); |
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312 | |
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313 | void do_load_sync ();//PERL |
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314 | |
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315 | // make sure the map is loaded |
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316 | MTH void load_sync () |
338 | { |
317 | { |
339 | return find_map (path, this); |
318 | if (!spaces) |
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319 | do_load_sync (); |
340 | } |
320 | } |
341 | |
321 | |
342 | // customise this map for the given player |
322 | void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); |
343 | // might return this or a completely new map |
323 | bool generate_random_map (random_map_params *RP); |
344 | maptile *customise_for (object *op); |
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345 | |
324 | |
346 | // make sure the map is loaded |
325 | static maptile *find_async (const char *path, maptile *original = 0);//PERL |
347 | MTH bool load () |
326 | static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
348 | { |
327 | static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL |
349 | if (in_memory != MAP_IN_MEMORY) |
328 | MTH object *pick_random_object () const; |
350 | do_load (); |
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351 | |
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352 | return spaces; |
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353 | } |
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354 | |
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355 | static void emergency_save ();//PERL |
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356 | |
329 | |
357 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
330 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
358 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
331 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
359 | |
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360 | private: |
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361 | void do_load ();//PERL |
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362 | }; |
332 | }; |
363 | |
333 | |
364 | /* This is used by get_rangevector to determine where the other |
334 | /* This is used by get_rangevector to determine where the other |
365 | * creature is. get_rangevector takes into account map tiling, |
335 | * creature is. get_rangevector takes into account map tiling, |
366 | * so you just can not look the the map coordinates and get the |
336 | * so you just can not look the the map coordinates and get the |
… | |
… | |
377 | int distance_y; |
347 | int distance_y; |
378 | int direction; |
348 | int direction; |
379 | object *part; |
349 | object *part; |
380 | }; |
350 | }; |
381 | |
351 | |
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352 | //TODO: these should be refactored into things like xy_normalise |
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353 | // and so on. |
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354 | int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); |
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355 | int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y); |
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356 | int out_of_map (maptile *m, int x, int y); |
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357 | maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); |
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358 | void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); |
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359 | void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); |
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360 | int on_same_map (const object *op1, const object *op2); |
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361 | int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); |
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362 | |
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363 | // adjust map, x and y for tiled maps and return true if the position is valid at all |
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364 | inline bool |
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365 | xy_normalise (maptile *&map, sint16 &x, sint16 &y) |
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366 | { |
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367 | // when in range, do a quick return, otherwise go the slow route |
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368 | return |
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369 | (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) |
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370 | || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); |
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371 | } |
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372 | |
382 | inline mapspace & |
373 | inline mapspace & |
383 | object::ms () const |
374 | object::ms () const |
384 | { |
375 | { |
385 | return map->at (x, y); |
376 | return map->at (x, y); |
386 | } |
377 | } |