--- deliantra/server/include/map.h 2006/12/27 13:13:47 1.39 +++ deliantra/server/include/map.h 2006/12/30 10:16:10 1.40 @@ -29,6 +29,8 @@ #ifndef MAP_H #define MAP_H +#include + #include "cfperl.h" /* We set this size - this is to make magic map work properly on @@ -160,31 +162,6 @@ }; /* - * this is an overlay structure of the whole world. It exists as a simple - * high level map, which doesn't contain the full data of the underlying map. - * in this map, only things such as weather are recorded. By doing so, we - * can keep the entire world parameters in memory, and act as a whole on - * them at once. We can then, in a separate loop, update the actual world - * with the new values we have assigned. - */ - -struct weathermap_t -{ - sint16 temp; /* base temperature of this tile (F) */ - sint16 pressure; /* barometric pressure (mb) */ - sint8 humid; /* humitidy of this tile */ - sint8 windspeed; /* windspeed of this tile */ - sint8 winddir; /* direction of wind */ - sint8 sky; /* sky conditions */ - sint32 avgelev; /* average elevation */ - uint32 rainfall; /* cumulative rainfall */ - uint8 darkness; /* indicates level of darkness of map */ - uint8 water; /* 0-100 percentage of water tiles */ - /*Dynamic parts */ - sint16 realtemp; /* temperature at a given calculation step for this tile */ -}; - -/* * Each map is in a given region of the game world and links to a region definiton, so * they have to appear here in the headers, before the mapdef */ @@ -224,6 +201,13 @@ int index; /* being the size of the shopitems array. */ }; +// map I/O, what to load/save +enum { + IO_HEADER = 0x01, // the "arch map" pseudo object + IO_OBJECTS = 0x02, // the non-unique objects + IO_UNIQUES = 0x04, // unique objects +}; + /* In general, code should always use the macros * above (or functions in map.c) to access many of the * values in the map structure. Failure to do this will @@ -235,37 +219,37 @@ INTERFACE_CLASS (maptile) struct maptile : zero_initialised, attachable { - sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ - struct mapspace *spaces; /* Array of spaces on this map */ + sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ + struct mapspace *spaces; /* Array of spaces on this map */ + + tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ - maptile *ACC (RW, next); /* Next map, linked list */ - char *ACC (RO, tmpname); /* Name of temporary file */ - char *ACC (RO, name); /* Name of map as given by its creator */ + shstr ACC (RW, name); /* Name of map as given by its creator */ struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of * the region */ - uint32 ACC (RW, reset_time); /* when this map should reset */ + double ACC (RW, reset_time); uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map * should be reset */ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ - bool ACC (RW, unique); /* if set, this is a per player unique map */ - bool ACC (RW, templatemap); /* if set, this is a template map */ - bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ sint32 ACC (RW, timeout); /* swapout is set to this */ sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ - sint16 ACC (RW, players); /* How many players are on this level right now */ + sint16 ACC (RW, players); /* How many players are on this map right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ + bool ACC (RW, per_player); + bool ACC (RW, per_party); + bool ACC (RW, outdoor); /* True if an outdoor map */ uint8 ACC (RW, darkness); /* indicates level of darkness of map */ + uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ - bool ACC (RW, outdoor); /* True if an outdoor map */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ sint16 ACC (RW, temp); /* base temperature of this tile (F) */ sint16 ACC (RW, pressure); /* barometric pressure (mb) */ @@ -275,34 +259,107 @@ sint8 ACC (RW, sky); /* sky conditions */ int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ - char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ + shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ - char *ACC (RO, msg); /* Message map creator may have left */ - char *ACC (RO, maplore); /* Map lore information */ - char *tile_path[4]; /* path to adjoining maps */ - maptile *tile_map[4]; /* Next map, linked list */ - char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ + shstr ACC (RW, msg); /* Message map creator may have left */ + shstr ACC (RW, maplore); /* Map lore information */ + shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ + maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ + shstr ACC (RW, path); /* Filename of the map */ + +// /* +// * Makes sure the given map is loaded and swapped in. +// * name is path name of the map. +// * flags meaning: +// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, +// * and don't do unique items or the like. +// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. +// * dont do any more name translation on it. +// * +// * Returns a pointer to the given map. +// */ +// static maptile *ready (const char *name, int flags); + + MTH void activate (); + MTH void deactivate (); + + // allocates all (empty) mapspace + MTH void alloc (); + // deallocates the mapspaces (and destroys all objects) + MTH void clear (); + + MTH void fix_auto_apply (); + MTH void decay_objects (); + MTH void update_buttons (); + MTH int change_map_light (int change); + static void change_all_map_light (int change); //PERL + MTH void set_darkness_map (); + MTH int estimate_difficulty () const; + + MTH void link_multipart_objects (); + MTH void clear_unique_items (); + + MTH void clear_header (); + MTH void clear_links_to (maptile *m); + + // loas the header pseudo-object + bool load_header (object_thawer &thawer); + MTH bool load_header (const char *path); + + // load objects into the map + bool load_objects (object_thawer &thawer); + MTH bool load_objects (const char *path, bool skip_header = true); + + // save objects into the given file (uses IO_ flags) + bool save_objects (object_freezer &freezer, int flags); + MTH bool save_objects (const char *path, int flags); + + // save the header pseudo object _only_ + bool save_header (object_freezer &freezer); + MTH bool save_header (const char *path); maptile (); + maptile (int w, int h); ~maptile (); + void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; - MTH void allocate (); MTH int size () const { return width * height; } MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); - MTH void link (); - MTH void unlink (); + static maptile *find_map (const char *path, maptile *origin);//PERL + + // load a map relative to this one + maptile *find_map (const char *path) + { + return find_map (path, this); + } + + // customise this map for the given player + // might return this or a completely new map + maptile *customise_for (object *op); + + // make sure the map is loaded + MTH bool load () + { + if (in_memory != MAP_IN_MEMORY) + do_load (); + + return spaces; + } + + static void emergency_save (); mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } -}; -#define for_all_maps(var) for (maptile *var = first_map; var; var = var->next) +private: + void do_load ();//PERL +}; /* This is used by get_rangevector to determine where the other * creature is. get_rangevector takes into account map tiling,