--- deliantra/server/include/map.h 2006/08/29 09:27:58 1.14
+++ deliantra/server/include/map.h 2008/12/26 10:36:42 1.104
@@ -1,43 +1,41 @@
/*
- * static char *rcsid_define_h =
- * "$Id$";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-/*
- * The mapstruct is allocated each time a new map is opened.
+ * The maptile is allocated each time a new map is opened.
* It contains pointers (very indirectly) to all objects on the map.
*/
#ifndef MAP_H
#define MAP_H
+#include
+
+#include "region.h"
#include "cfperl.h"
/* We set this size - this is to make magic map work properly on
- * tiled maps. There is no requirement that this matches the
+ * tiled maps. There is no requirement that this matches the
* tiled maps size - it just seemed like a reasonable value.
* Magic map code now always starts out putting the player in the
* center of the map - this makes the most sense when dealing
@@ -49,226 +47,160 @@
#define MAGIC_MAP_SIZE 50
#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
+#define MAP_LAYERS 3
-#define MAP_LAYERS 4
-
-/* This is when the map will reset */
-#define MAP_WHEN_RESET(m) ((m)->reset_time)
-
-#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
-#define MAP_DIFFICULTY(m) ((m)->difficulty)
-#define MAP_TIMEOUT(m) ((m)->timeout)
-#define MAP_SWAP_TIME(m) ((m)->swap_time)
-#define MAP_OUTDOORS(m) ((m)->outdoor)
-
-/* mape darkness used to enforce the MAX_DARKNESS value.
- * but IMO, if it is beyond max value, that should be fixed
- * on the map or in the code.
- */
-#define MAP_DARKNESS(m) (m)->darkness
-
-#define MAP_WIDTH(m) (m)->width
-#define MAP_HEIGHT(m) (m)->height
-/* Convenient function - total number of spaces is used
- * in many places.
- */
-#define MAP_SIZE(m) ((m)->width * (m)->height)
-
-#define MAP_ENTER_X(m) (m)->enter_x
-#define MAP_ENTER_Y(m) (m)->enter_y
+// tile map index
+enum {
+ TILE_UP = 0,
+ TILE_RIGHT = 1,
+ TILE_DOWN = 2,
+ TILE_LEFT = 3,
+};
-#define MAP_TEMP(m) (m)->temp
-#define MAP_PRESSURE(m) (m)->pressure
-#define MAP_HUMID(m) (m)->humid
-#define MAP_WINDSPEED(m) (m)->windspeed
-#define MAP_WINDDIRECTION(m) (m)->winddir
-#define MAP_SKYCOND(m) (m)->sky
-#define MAP_WORLDPARTX(m) (m)->wpartx
-#define MAP_WORLDPARTY(m) (m)->wparty
-#define MAP_NOSMOOTH(m) (m)->nosmooth
-
-/* options passed to ready_map_name and load_original_map */
-#define MAP_FLUSH 0x1
-#define MAP_PLAYER_UNIQUE 0x2
-#define MAP_BLOCK 0x4
-#define MAP_STYLE 0x8
-#define MAP_OVERLAY 0x10
-
-/* Values for in_memory below. Should probably be an enumerations */
-#define MAP_IN_MEMORY 1
-#define MAP_SWAPPED 2
-#define MAP_LOADING 3
-#define MAP_SAVING 4
+/* Values for in_memory below */
+enum {
+ MAP_ACTIVE,
+ MAP_INACTIVE, // not used atm.
+ MAP_SWAPPED,
+ MAP_LOADING,
+ MAP_SAVING,
+};
/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
* really be used, as it is multi tile aware. However, there are some cases
* where it is known the map is not tiled or the values are known
* consistent (eg, op->map, op->x, op->y)
*/
-#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags )
-#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C )
-#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light )
-#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L )
-
-#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
-#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
-/* legacy */
-#define get_map_ob GET_MAP_OB
-
-#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
-#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
-#define set_map_ob SET_MAP_OB
-
-#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
-#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
-
-#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
-#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] )
-
-#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
-#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
-
-#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
-#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
-
-#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
-#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
-
-#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
-#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
+// all those macros are herewith declared legacy
+#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
+#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
+#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
+#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
+#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
+#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
+#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
+#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
/* You should really know what you are doing before using this - you
* should almost always be using out_of_map instead, which takes into account
* map tiling.
*/
-#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
+#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
/* These are used in the MapLook flags element. They are not used in
* in the object flags structure.
*/
-
#define P_BLOCKSVIEW 0x01
-#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
+#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
+#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
+#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
+ * that means, nothing harmful can be done,
+ * such as: bombs, potion usage, alchemy, spells
+ * this was introduced to make shops safer
+ * but is useful in other situations */
+#define P_IS_ALIVE 0x10 /* something alive is on this space */
+#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
-/* AB_NO_PASS is used for arch_blocked() return value. It needs
- * to be here to make sure the bits don't match with anything.
- * Changed name to have AB_ prefix just to make sure no one
- * is using the P_NO_PASS. AB_.. should only be used for
- * arch_blocked and functions that examine the return value.
- */
+#define P_UPTODATE 0x80 /* this space is up to date */
-#define AB_NO_PASS 0x04
-/*#define P_PASS_THRU 0x08 *//* */
-#define P_SAFE 0x08 /* If this is set the map tile is a safe map,
- * that means, nothing harmful there will be done,
- * like: bombs, potion usage, alchemy, spells
- * this was introduced to make shops more safe
- * and propably other maps */
-#define P_IS_ALIVE 0x10 /* something alive is on this space */
-#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
-#define P_NEED_UPDATE 0x40 /* this space is out of date */
-#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
- * does not complain if the flags are different.
- */
/* The following two values are not stored in the MapLook flags, but instead
* used in the get_map_flags value - that function is used to return
* the flag value, as well as other conditions - using a more general
* function that does more of the work can hopefully be used to replace
* lots of duplicate checks currently in the code.
*/
-#define P_OUT_OF_MAP 0x100 /* This space is outside the map */
-#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */
-
-#if 0
-/* These go away with new movement code - can't do such simplistic
- * checks anymore
- */
-#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
-#define P_WALL P_NO_PASS /* Just to match naming of wall function */
-#endif
+#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
+#define P_NEW_MAP 0x20000
+ /* Coordinates passed result in a new tiled map */
-/* Can't use MapCell as that is used in newserver.h
- * Instead of having numerous arrays that have information on a
+/* Instead of having numerous arrays that have information on a
* particular space (was map, floor, floor2, map_ob),
* have this structure take care of that information.
* This puts it all in one place, and should also make it easier
* to extend information about a space.
*/
-
-struct MapSpace {
- object *bottom; /* lowest object on this space */
- object *top; /* Highest object on this space */
- New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
- object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
- uint8 flags; /* flags about this space (see the P_ values above) */
- sint8 light; /* How much light this space provides */
- MoveType move_block; /* What movement types this space blocks */
- MoveType move_slow; /* What movement types this space slows */
- MoveType move_on; /* What movement types are activated */
- MoveType move_off; /* What movement types are activated */
+INTERFACE_CLASS (mapspace)
+struct mapspace
+{
+ object *ACC (RW, bot);
+ object *ACC (RW, top); /* lowest/highest object on this space */
+ object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
+ uint8 flags_; /* flags about this space (see the P_ values above) */
+ sint8 ACC (RW, light); /* How much light this space provides */
+ MoveType ACC (RW, move_block); /* What movement types this space blocks */
+ MoveType ACC (RW, move_slow); /* What movement types this space slows */
+ MoveType ACC (RW, move_on); /* What movement types are activated */
+ MoveType ACC (RW, move_off); /* What movement types are activated */
+
+ void update_ ();
+ MTH void update ()
+ {
+ if (!(flags_ & P_UPTODATE))
+ update_ ();
+ }
+
+ MTH uint8 flags ()
+ {
+ update ();
+ return flags_;
+ }
+
+ MTH void invalidate ()
+ {
+ flags_ = 0;
+ }
+
+ MTH object *player ()
+ {
+ object *op;
+
+ if (flags () & P_PLAYER)
+ for (op = top; op->type != PLAYER; op = op->below)
+ ;
+ else
+ op = 0;
+
+ return op;
+ }
+
+ // return the item volume on this mapspace in cm³
+ MTH uint64 volume () const;
+
+ bool blocks (MoveType mt) const
+ {
+ return move_block && (mt & move_block) == mt;
+ }
+
+ bool blocks (object *op) const
+ {
+ return blocks (op->move_type);
+ }
};
-/*
- * 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*/
+// a rectangular area of a map
+struct maprect
+{
+ maptile *m;
+ int x0, y0;
+ int x1, y1;
+ int dx, dy; // offset to go from local coordinates to original 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
- */
-struct region {
- struct region *next; /* pointer to next region, NULL for the last one */
- const char *name; /* Shortend name of the region as maps refer to it */
- const char *parent_name; /*
- * So that parent and child regions can be defined in
- * any order, we keep hold of the parent_name during
- * initialisation, and the children get assigned to their
- * parents later. (before runtime on the server though)
- * nothing outside the init code should ever use this value.
- */
- struct region *parent; /*
- * Pointer to the region that is a parent of the current
- * region, if a value isn't defined in the current region
- * we traverse this series of pointers until it is.
- */
- const char *longname; /* Official title of the region, this might be defined
- * to be the same as name*/
- const char *msg; /* the description of the region */
- uint32 counter; /* A generic counter for holding temporary data. */
- sint8 fallback; /* whether, in the event of a region not existing,
- * this should be the one we fall back on as the default */
- char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
- sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
+struct shopitems : zero_initialised
+{
+ const char *name; /* name of the item in question, null if it is the default item */
+ const char *name_pl; /* plural name */
+ int typenum; /* itemtype number we need to match 0 if it is the default price */
+ sint8 strength; /* the degree of specialisation the shop has in this item,
+ * as a percentage from -100 to 100 */
+ int index; /* being the size of the shopitems array. */
};
-
-struct shopitems {
- const char *name; /* name of the item in question, null if it is the default item */
- const char *name_pl; /* plural name */
- int typenum; /* itemtype number we need to match 0 if it is the default price*/
- sint8 strength; /* the degree of specialisation the shop has in this item,
- * as a percentage from -100 to 100 */
- 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
@@ -279,75 +211,329 @@
* (or even through the macros), but doing so will completely
* break map tiling.
*/
-struct mapstruct : attachable {
- static data_type get_dt () { return DT_MAP; }
-
- struct mapstruct *next; /* Next map, linked list */
- char *tmpname; /* Name of temporary file */
- char *name; /* Name of map as given by its creator */
- struct region *region; /* What jurisdiction in the game world this map is ruled by
- * points to the struct containing all the properties of
- * the region */
- uint32 reset_time; /* when this map should reset */
- uint32 reset_timeout; /* How many seconds must elapse before this map
- * should be reset
- */
- uint32 fixed_resettime:1; /* if true, reset time is not affected by
- * players entering/exiting map
- */
- uint32 unique:1; /* if set, this is a per player unique map */
- uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
- uint32 templatemap:1; /* if set, this is a template map */
- uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
- sint32 timeout; /* swapout is set to this */
- sint32 swap_time; /* When it reaches 0, the map will be swapped out */
- sint16 players; /* How many plares are on this level right now */
- uint32 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 */
- uint16 difficulty; /* What level the player should be to play here */
-
- uint8 darkness; /* indicates level of darkness of map */
- uint16 width,height; /* Width and height of map. */
- uint16 enter_x; /* enter_x and enter_y are default entrance location */
- uint16 enter_y; /* on the map if none are set in the exit */
- uint32 outdoor:1; /* True if an outdoor map */
- oblinkpt *buttons; /* Linked list of linked lists of buttons */
- struct MapSpace *spaces; /* Array of spaces on this map */
- 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 */
- int wpartx,wparty; /*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 *shoprace; /* the preffered race of the local shopkeeper */
- double shopgreed; /* how much our shopkeeper overcharges */
- uint64 shopmin; /* minimum price a shop will trade for */
- uint64 shopmax; /* maximum price a shop will offer */
- char *msg; /* Message map creator may have left */
- char *maplore; /* Map lore information */
- char *tile_path[4]; /* path to adjoining maps */
- struct mapstruct *tile_map[4]; /* Next map, linked list */
- char path[HUGE_BUF]; /* Filename of the map */
+INTERFACE_CLASS (maptile)
+struct maptile : zero_initialised, attachable
+{
+ sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
+ struct mapspace *spaces; /* Array of spaces on this map */
+ uint8 *regions; /* region index per mapspace, if != 0 */
+ region_ptr *regionmap; /* index to region */
+
+ tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
+
+ shstr ACC (RW, name); /* Name of map as given by its creator */
+ region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
+ * points to the struct containing all the properties of
+ * the region */
+ double ACC (RW, reset_time);
+ uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
+ * should be reset
+ */
+ bool ACC (RW, dirty); /* if true, something was inserted or removed */
+ bool ACC (RW, no_reset); // must not reset this map
+ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
+ * players entering/exiting map
+ */
+ 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 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 */
+ bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
+ sint8 ACC (RW, darkness); /* indicates level of darkness of map */
+ static sint8 outdoor_darkness; /* the global darkness level outside */
+
+ 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 */
+ 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) */
+ sint8 ACC (RW, humid); /* humitidy of this tile */
+ sint8 ACC (RW, windspeed); /* windspeed of this tile */
+ sint8 ACC (RW, winddir); /* direction of wind */
+ 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 */
+ 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 */
+ 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 */
+ int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
+ uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
+
+ // the maptile:: is neccessary here for the perl interface to work
+ MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
+ {
+ return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
+ }
+
+ static void adjust_daylight ();
+
+ 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 do_decay_objects ();
+ MTH void update_buttons ();
+ MTH int change_map_light (int change);
+ MTH int estimate_difficulty () const;
+
+ MTH void play_sound (faceidx sound, int x, int y) const;
+
+ // set the given flag on all objects in the map
+ MTH void set_object_flag (int flag, int value = 1);
+ MTH void post_load_original ();
+
+ MTH void link_multipart_objects ();
+ MTH void clear_unique_items ();
+
+ MTH void clear_header ();
+ MTH void clear_links_to (maptile *m);
+
+ MTH struct region *region (int x, int y) const;
+
+ // load the header pseudo-object
+ bool _load_header (object_thawer &thawer);
+ MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
+
+ // load objects into the map
+ bool _load_objects (object_thawer &thawer);
+ MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
+
+ // 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 int size () const { return width * height; }
+
+ MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
+
+ MTH void touch () { last_access = runtime; }
+
+ MTH maptile *tile_available (int dir, bool load = true);
+
+ // find the map that is at coordinate x|y relative to this map
+ // TODO: need a better way than passing by reference
+ // TODO: make perl interface
+ maptile *xy_find (sint16 &x, sint16 &y);
+
+ // like xy_find, but also loads the map
+ maptile *xy_load (sint16 &x, sint16 &y);
+
+ void do_load_sync ();//PERL
+
+ // make sure the map is loaded
+ MTH void load_sync ()
+ {
+ if (!spaces)
+ do_load_sync ();
+ }
+
+ void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
+ bool generate_random_map (random_map_params *RP);
+
+ static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
+ static maptile *find_sync (const char *path, maptile *original = 0);//PERL
+ static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
+ object *pick_random_object (rand_gen &gen = rndm) const;
+
+ mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
+
+ // return an array of maprects corresponding
+ // to the given rectangular area. the last rect will have
+ // a 0 map pointer.
+ // the array will be stored in a static memory area,
+ // so recursion is not atm. supported
+ maprect *split_to_tiles (int x0, int y0, int x1, int y1);
};
/* This is used by get_rangevector to determine where the other
* creature is. get_rangevector takes into account map tiling,
* so you just can not look the the map coordinates and get the
* righte value. distance_x/y are distance away, which
- * can be negativbe. direction is the crossfire direction scheme
+ * can be negative. direction is the crossfire direction scheme
* that the creature should head. part is the part of the
* monster that is closest.
* Note: distance should be always >=0. I changed it to UINT. MT
*/
-struct rv_vector {
- unsigned int distance;
- int distance_x;
- int distance_y;
- int direction;
- object *part;
+struct rv_vector
+{
+ unsigned int distance;
+ int distance_x;
+ int distance_y;
+ int direction;
+ object *part;
};
+// comaptibility cruft start
+//TODO: these should be refactored into things like xy_normalise
+// and so on.
+int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
+int out_of_map (maptile *m, int x, int y);
+maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
+void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
+void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
+int on_same_map (const object *op1, const object *op2);
+int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
+
+// adjust map, x and y for tiled maps and return true if the position is valid at all
+static inline bool
+xy_normalise (maptile *&map, sint16 &x, sint16 &y)
+{
+ // when in range, do a quick return, otherwise go the slow route
+ return
+ (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
+ || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
+}
+// comaptibility cruft end
+
+inline mapspace &
+object::ms () const
+{
+ return map->at (x, y);
+}
+
+struct mapxy {
+ maptile *m;
+ sint16 x, y;
+
+ mapxy (maptile *m, sint16 x, sint16 y)
+ : m(m), x(x), y(y)
+ { }
+
+ mapxy (object *op)
+ : m(op->map), x(op->x), y(op->y)
+ { }
+
+ mapxy &move (int dx, int dy)
+ {
+ x += dx;
+ y += dy;
+
+ return *this;
+ }
+
+ mapxy &move (int dir)
+ {
+ return move (freearr_x [dir], freearr_y [dir]);
+ }
+
+ operator void *() const { return (void *)m; }
+ mapxy &operator =(const object *op)
+ {
+ m = op->map;
+ x = op->x;
+ y = op->y;
+
+ return *this;
+ }
+
+ mapspace *operator ->() const { return &m->at (x, y); }
+ mapspace &operator * () const { return m->at (x, y); }
+
+ bool normalise ()
+ {
+ return xy_normalise (m, x, y);
+ }
+
+ mapspace &ms () const
+ {
+ return m->at (x, y);
+ }
+
+ object *insert (object *op, object *originator = 0, int flags = 0) const
+ {
+ return m->insert (op, x, y, originator, flags);
+ }
+};
+
+inline const mapxy &
+object::operator =(const mapxy &pos)
+{
+ map = pos.m;
+ x = pos.x;
+ y = pos.y;
+
+ return pos;
+}
+
+// iterate over a rectangular area relative to op
+// can be used as a single statement, but both iterate macros
+// invocations must not be followed by a ";"
+// see common/los.C for usage example
+// the walk will be ordered, outer loop x, inner loop y
+// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
+#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
+ for (int dx = (dx0); dx <= (dx1); ++dx) \
+ { \
+ sint16 nx, ny; \
+ maptile *m = 0; \
+ \
+ for (int dy = (dy0); dy <= (dy1); ++dy) \
+ { \
+ /* check to see if we can simply go one down quickly, */ \
+ /* if not, do it the slow way */ \
+ if (!m || ++ny >= m->height) \
+ { \
+ nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
+ \
+ if (xy_normalise (m, nx, ny)) \
+ m->touch (); \
+ else \
+ m = 0; \
+ }
+
+#define ordered_mapwalk_end \
+ } \
+ }
+
+// loop over every space in the given maprect,
+// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
+// the iterator code must be a single statement following this macro call, similar to "if"
+#define rect_mapwalk(rect,dx0,dy0) \
+ statementvar (maptile *, m, (rect)->m) \
+ for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
+ for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
+ statementvar (int, dx, nx + (rect)->dx - (dx0)) \
+ statementvar (int, dy, ny + (rect)->dy - (dy0))
+
+// same as above, but the walk will not follow any particular
+// order (unorded), but is likely faster.
+// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
+#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
+ for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
+ (op)->x + (dx0) , (op)->y + (dy0) , \
+ (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
+ r_e_c_t->m; \
+ ++r_e_c_t) \
+ rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
+
#endif
+