… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at 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 | |
|
|
32 | #include <tr1/unordered_map> |
|
|
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 | |
|
|
48 | #define MAP_LAYERS 4 |
49 | #define MAP_LAYERS 3 |
49 | |
|
|
50 | /* This is when the map will reset */ |
|
|
51 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
|
|
52 | |
|
|
53 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
|
|
54 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
|
|
55 | #define MAP_TIMEOUT(m) ((m)->timeout) |
|
|
56 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
|
|
57 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
|
|
58 | |
|
|
59 | /* mape darkness used to enforce the MAX_DARKNESS value. |
|
|
60 | * but IMO, if it is beyond max value, that should be fixed |
|
|
61 | * on the map or in the code. |
|
|
62 | */ |
|
|
63 | #define MAP_DARKNESS(m) (m)->darkness |
|
|
64 | |
|
|
65 | #define MAP_WIDTH(m) (m)->width |
|
|
66 | #define MAP_HEIGHT(m) (m)->height |
|
|
67 | |
|
|
68 | /* Convenient function - total number of spaces is used |
|
|
69 | * in many places. |
|
|
70 | */ |
|
|
71 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
|
|
72 | |
|
|
73 | #define MAP_ENTER_X(m) (m)->enter_x |
|
|
74 | #define MAP_ENTER_Y(m) (m)->enter_y |
|
|
75 | |
|
|
76 | #define MAP_TEMP(m) (m)->temp |
|
|
77 | #define MAP_PRESSURE(m) (m)->pressure |
|
|
78 | #define MAP_HUMID(m) (m)->humid |
|
|
79 | #define MAP_WINDSPEED(m) (m)->windspeed |
|
|
80 | #define MAP_WINDDIRECTION(m) (m)->winddir |
|
|
81 | #define MAP_SKYCOND(m) (m)->sky |
|
|
82 | #define MAP_WORLDPARTX(m) (m)->wpartx |
|
|
83 | #define MAP_WORLDPARTY(m) (m)->wparty |
|
|
84 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
|
|
85 | |
50 | |
86 | /* options passed to ready_map_name and load_original_map */ |
51 | /* options passed to ready_map_name and load_original_map */ |
87 | #define MAP_FLUSH 0x1 |
52 | #define MAP_FLUSH 0x01 |
88 | #define MAP_PLAYER_UNIQUE 0x2 |
53 | #define MAP_PLAYER_UNIQUE 0x02 |
89 | #define MAP_BLOCK 0x4 |
54 | #define MAP_BLOCK 0x04 |
90 | #define MAP_STYLE 0x8 |
55 | #define MAP_STYLE 0x08 |
91 | #define MAP_OVERLAY 0x10 |
56 | #define MAP_OVERLAY 0x10 |
92 | |
57 | |
93 | /* Values for in_memory below. Should probably be an enumerations */ |
58 | /* Values for in_memory below. Should probably be an enumerations */ |
94 | #define MAP_IN_MEMORY 1 |
59 | #define MAP_IN_MEMORY 1 |
95 | #define MAP_SWAPPED 2 |
60 | #define MAP_SWAPPED 2 |
… | |
… | |
99 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
64 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
100 | * really be used, as it is multi tile aware. However, there are some cases |
65 | * really be used, as it is multi tile aware. However, there are some cases |
101 | * where it is known the map is not tiled or the values are known |
66 | * where it is known the map is not tiled or the values are known |
102 | * consistent (eg, op->map, op->x, op->y) |
67 | * consistent (eg, op->map, op->x, op->y) |
103 | */ |
68 | */ |
104 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
69 | // all those macros are herewith declared legacy |
105 | #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
70 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
106 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
71 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
107 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
72 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
108 | |
73 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
109 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
74 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
110 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
|
|
111 | |
|
|
112 | /* legacy */ |
|
|
113 | #define get_map_ob GET_MAP_OB |
|
|
114 | |
|
|
115 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
|
|
116 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
|
|
117 | #define set_map_ob SET_MAP_OB |
|
|
118 | |
|
|
119 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
|
|
120 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
|
|
121 | |
|
|
122 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
|
|
123 | #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
75 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
124 | |
|
|
125 | #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
76 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
126 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
|
|
127 | |
|
|
128 | #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
77 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
129 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
|
|
130 | |
|
|
131 | #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
78 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
132 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
|
|
133 | |
|
|
134 | #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
79 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
135 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
|
|
136 | |
80 | |
137 | /* You should really know what you are doing before using this - you |
81 | /* You should really know what you are doing before using this - you |
138 | * should almost always be using out_of_map instead, which takes into account |
82 | * should almost always be using out_of_map instead, which takes into account |
139 | * map tiling. |
83 | * map tiling. |
140 | */ |
84 | */ |
141 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
85 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
142 | |
86 | |
143 | /* These are used in the MapLook flags element. They are not used in |
87 | /* These are used in the MapLook flags element. They are not used in |
144 | * in the object flags structure. |
88 | * in the object flags structure. |
145 | */ |
89 | */ |
146 | |
|
|
147 | #define P_BLOCKSVIEW 0x01 |
90 | #define P_BLOCKSVIEW 0x01 |
148 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
91 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
149 | |
92 | #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
150 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
93 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
151 | * to be here to make sure the bits don't match with anything. |
|
|
152 | * Changed name to have AB_ prefix just to make sure no one |
|
|
153 | * is using the P_NO_PASS. AB_.. should only be used for |
|
|
154 | * arch_blocked and functions that examine the return value. |
|
|
155 | */ |
|
|
156 | |
|
|
157 | #define AB_NO_PASS 0x04 |
|
|
158 | |
|
|
159 | /*#define P_PASS_THRU 0x08 *//* */ |
|
|
160 | #define P_SAFE 0x08 |
|
|
161 | /* If this is set the map tile is a safe map, |
|
|
162 | * that means, nothing harmful there will be done, |
94 | * that means, nothing harmful can be done, |
163 | * like: bombs, potion usage, alchemy, spells |
95 | * such as: bombs, potion usage, alchemy, spells |
164 | * this was introduced to make shops more safe |
96 | * this was introduced to make shops safer |
165 | * and propably other maps */ |
97 | * but is useful in other situations */ |
166 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
98 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
167 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
99 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
|
|
100 | |
168 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
101 | #define P_UPTODATE 0x80 /* this space is up to date */ |
169 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
|
|
170 | * does not complain if the flags are different. |
|
|
171 | */ |
|
|
172 | |
102 | |
173 | /* The following two values are not stored in the MapLook flags, but instead |
103 | /* The following two values are not stored in the MapLook flags, but instead |
174 | * used in the get_map_flags value - that function is used to return |
104 | * used in the get_map_flags value - that function is used to return |
175 | * the flag value, as well as other conditions - using a more general |
105 | * the flag value, as well as other conditions - using a more general |
176 | * function that does more of the work can hopefully be used to replace |
106 | * function that does more of the work can hopefully be used to replace |
177 | * lots of duplicate checks currently in the code. |
107 | * lots of duplicate checks currently in the code. |
178 | */ |
108 | */ |
179 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
109 | #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
180 | #define P_NEW_MAP 0x200 |
110 | #define P_NEW_MAP 0x20000 |
181 | /* Coordinates passed result in a new tiled map */ |
111 | /* Coordinates passed result in a new tiled map */ |
182 | |
112 | |
183 | /* Can't use MapCell as that is used in newserver.h |
113 | /* P_NO_PASS is used for ob_blocked() return value. It needs |
|
|
114 | * to be here to make sure the bits don't match with anything. |
|
|
115 | */ |
|
|
116 | #define P_NO_PASS 0x80000 |
|
|
117 | |
184 | * Instead of having numerous arrays that have information on a |
118 | /* Instead of having numerous arrays that have information on a |
185 | * particular space (was map, floor, floor2, map_ob), |
119 | * particular space (was map, floor, floor2, map_ob), |
186 | * have this structure take care of that information. |
120 | * have this structure take care of that information. |
187 | * This puts it all in one place, and should also make it easier |
121 | * This puts it all in one place, and should also make it easier |
188 | * to extend information about a space. |
122 | * to extend information about a space. |
189 | */ |
123 | */ |
190 | |
|
|
191 | struct MapSpace |
124 | struct mapspace |
192 | { |
125 | { |
193 | object *bottom; /* lowest object on this space */ |
126 | object *bot, *top; /* lowest/highest object on this space */ |
194 | object *top; /* Highest object on this space */ |
|
|
195 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
127 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
196 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
128 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
197 | uint8 flags; /* flags about this space (see the P_ values above) */ |
129 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
198 | sint8 light; /* How much light this space provides */ |
130 | sint8 light; /* How much light this space provides */ |
199 | MoveType move_block; /* What movement types this space blocks */ |
131 | MoveType move_block; /* What movement types this space blocks */ |
200 | MoveType move_slow; /* What movement types this space slows */ |
132 | MoveType move_slow; /* What movement types this space slows */ |
201 | MoveType move_on; /* What movement types are activated */ |
133 | MoveType move_on; /* What movement types are activated */ |
202 | MoveType move_off; /* What movement types are activated */ |
134 | MoveType move_off; /* What movement types are activated */ |
203 | }; |
|
|
204 | |
135 | |
205 | /* |
136 | void update_ (); |
206 | * this is an overlay structure of the whole world. It exists as a simple |
137 | void update () |
207 | * high level map, which doesn't contain the full data of the underlying map. |
138 | { |
208 | * in this map, only things such as weather are recorded. By doing so, we |
139 | if (!(flags_ & P_UPTODATE)) |
209 | * can keep the entire world parameters in memory, and act as a whole on |
140 | update_ (); |
210 | * them at once. We can then, in a separate loop, update the actual world |
141 | } |
211 | * with the new values we have assigned. |
|
|
212 | */ |
|
|
213 | |
142 | |
214 | struct weathermap_t |
143 | uint8 flags () |
215 | { |
144 | { |
216 | sint16 temp; /* base temperature of this tile (F) */ |
145 | update (); |
217 | sint16 pressure; /* barometric pressure (mb) */ |
146 | return flags_; |
218 | sint8 humid; /* humitidy of this tile */ |
147 | } |
219 | sint8 windspeed; /* windspeed of this tile */ |
148 | |
220 | sint8 winddir; /* direction of wind */ |
149 | // maybe only inline quick flags_ checking? |
221 | sint8 sky; /* sky conditions */ |
150 | object *player () |
222 | sint32 avgelev; /* average elevation */ |
151 | { |
223 | uint32 rainfall; /* cumulative rainfall */ |
152 | // search from the top, because players are usually on top |
224 | uint8 darkness; /* indicates level of darkness of map */ |
153 | // make usually == always and this non-amortized O(1) |
225 | uint8 water; /* 0-100 percentage of water tiles */ |
154 | // could gte rid of P_PLAYER, too, then |
226 | /*Dynamic parts */ |
155 | if (flags () & P_PLAYER) |
227 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
156 | for (object *op = top; op; op = op->below) |
|
|
157 | if (op->type == PLAYER) |
|
|
158 | return op; |
|
|
159 | |
|
|
160 | return 0; |
|
|
161 | } |
228 | }; |
162 | }; |
229 | |
163 | |
230 | /* |
164 | /* |
231 | * Each map is in a given region of the game world and links to a region definiton, so |
165 | * Each map is in a given region of the game world and links to a region definiton, so |
232 | * they have to appear here in the headers, before the mapdef |
166 | * they have to appear here in the headers, before the mapdef |
233 | */ |
167 | */ |
|
|
168 | INTERFACE_CLASS (region) |
234 | struct region : zero_initialised |
169 | struct region : zero_initialised |
235 | { |
170 | { |
236 | struct region *next; /* pointer to next region, NULL for the last one */ |
171 | struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ |
237 | const char *name; /* Shortend name of the region as maps refer to it */ |
172 | char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
238 | const char *parent_name; /* |
173 | char *ACC (RW, parent_name); /* |
239 | * So that parent and child regions can be defined in |
174 | * So that parent and child regions can be defined in |
240 | * any order, we keep hold of the parent_name during |
175 | * any order, we keep hold of the parent_name during |
241 | * initialisation, and the children get assigned to their |
176 | * initialisation, and the children get assigned to their |
242 | * parents later. (before runtime on the server though) |
177 | * parents later. (before runtime on the server though) |
243 | * nothing outside the init code should ever use this value. |
178 | * nothing outside the init code should ever use this value. |
244 | */ |
179 | */ |
245 | struct region *parent; /* |
180 | struct region *ACC (RW, parent); /* |
246 | * Pointer to the region that is a parent of the current |
181 | * Pointer to the region that is a parent of the current |
247 | * region, if a value isn't defined in the current region |
182 | * region, if a value isn't defined in the current region |
248 | * we traverse this series of pointers until it is. |
183 | * we traverse this series of pointers until it is. |
249 | */ |
184 | */ |
250 | const char *longname; /* Official title of the region, this might be defined |
185 | char *ACC (RW, longname); /* Official title of the region, this might be defined |
251 | * to be the same as name*/ |
186 | * to be the same as name*/ |
252 | const char *msg; /* the description of the region */ |
187 | char *ACC (RW, msg); /* the description of the region */ |
253 | uint32 counter; /* A generic counter for holding temporary data. */ |
188 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
254 | sint8 fallback; /* whether, in the event of a region not existing, |
189 | sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, |
255 | * this should be the one we fall back on as the default */ |
190 | * this should be the one we fall back on as the default */ |
256 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
191 | char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
257 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
192 | sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ |
258 | }; |
193 | }; |
259 | |
194 | |
260 | struct shopitems : zero_initialised |
195 | struct shopitems : zero_initialised |
261 | { |
196 | { |
262 | const char *name; /* name of the item in question, null if it is the default item */ |
197 | const char *name; /* name of the item in question, null if it is the default item */ |
263 | const char *name_pl; /* plural name */ |
198 | const char *name_pl; /* plural name */ |
264 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
199 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
265 | sint8 strength; /* the degree of specialisation the shop has in this item, |
200 | sint8 strength; /* the degree of specialisation the shop has in this item, |
266 | * as a percentage from -100 to 100 */ |
201 | * as a percentage from -100 to 100 */ |
267 | int index; /* being the size of the shopitems array. */ |
202 | int index; /* being the size of the shopitems array. */ |
|
|
203 | }; |
|
|
204 | |
|
|
205 | // map I/O, what to load/save |
|
|
206 | enum { |
|
|
207 | IO_HEADER = 0x01, // the "arch map" pseudo object |
|
|
208 | IO_OBJECTS = 0x02, // the non-unique objects |
|
|
209 | IO_UNIQUES = 0x04, // unique objects |
268 | }; |
210 | }; |
269 | |
211 | |
270 | /* In general, code should always use the macros |
212 | /* In general, code should always use the macros |
271 | * above (or functions in map.c) to access many of the |
213 | * above (or functions in map.c) to access many of the |
272 | * values in the map structure. Failure to do this will |
214 | * values in the map structure. Failure to do this will |
273 | * almost certainly break various features. You may think |
215 | * almost certainly break various features. You may think |
274 | * it is safe to look at width and height values directly |
216 | * it is safe to look at width and height values directly |
275 | * (or even through the macros), but doing so will completely |
217 | * (or even through the macros), but doing so will completely |
276 | * break map tiling. |
218 | * break map tiling. |
277 | */ |
219 | */ |
278 | ACC_CLASS (maptile) |
220 | INTERFACE_CLASS (maptile) |
279 | struct maptile : zero_initialised, attachable<maptile> |
221 | struct maptile : zero_initialised, attachable |
280 | { |
222 | { |
281 | maptile *ACC (RW, next); /* Next map, linked list */ |
223 | sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
282 | char *ACC (RO, tmpname); /* Name of temporary file */ |
224 | struct mapspace *spaces; /* Array of spaces on this map */ |
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225 | |
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226 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
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227 | |
283 | char *ACC (RO, name); /* Name of map as given by its creator */ |
228 | shstr ACC (RW, name); /* Name of map as given by its creator */ |
284 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
229 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
285 | * points to the struct containing all the properties of |
230 | * points to the struct containing all the properties of |
286 | * the region */ |
231 | * the region */ |
287 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
232 | double ACC (RW, reset_time); |
288 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
233 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
289 | * should be reset |
234 | * should be reset |
290 | */ |
235 | */ |
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236 | bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
291 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
237 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
292 | * players entering/exiting map |
238 | * players entering/exiting map |
293 | */ |
239 | */ |
294 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
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295 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
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296 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
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297 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
240 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
298 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
241 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
299 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
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300 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
242 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
301 | * be loaded before used. The map,omap and map_ob |
243 | * be loaded before used. The map,omap and map_ob |
302 | * arrays will be allocated when the map is loaded */ |
244 | * arrays will be allocated when the map is loaded */ |
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245 | sint16 players; /* How many players are on this map right now */ |
303 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
246 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
304 | |
247 | |
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248 | bool ACC (RW, per_player); |
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249 | bool ACC (RW, per_party); |
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250 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
305 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
251 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
306 | uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
252 | |
307 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
253 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
308 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
254 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
309 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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310 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
255 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
311 | struct MapSpace *spaces; /* Array of spaces on this map */ |
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312 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
256 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
313 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
257 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
314 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
258 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
315 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
259 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
316 | sint8 ACC (RW, winddir); /* direction of wind */ |
260 | sint8 ACC (RW, winddir); /* direction of wind */ |
317 | sint8 ACC (RW, sky); /* sky conditions */ |
261 | sint8 ACC (RW, sky); /* sky conditions */ |
318 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
262 | int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
319 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
263 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
320 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
264 | shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
321 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
265 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
322 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
266 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
323 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
267 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
324 | char *ACC (RO, msg); /* Message map creator may have left */ |
268 | shstr ACC (RW, msg); /* Message map creator may have left */ |
325 | char *ACC (RO, maplore); /* Map lore information */ |
269 | shstr ACC (RW, maplore); /* Map lore information */ |
326 | char *tile_path[4]; /* path to adjoining maps */ |
270 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
327 | maptile *tile_map[4]; /* Next map, linked list */ |
271 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
328 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
272 | shstr ACC (RW, path); /* Filename of the map */ |
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273 | |
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274 | MTH void activate (); |
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275 | MTH void deactivate (); |
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276 | |
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277 | // allocates all (empty) mapspace |
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278 | MTH void alloc (); |
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279 | // deallocates the mapspaces (and destroys all objects) |
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280 | MTH void clear (); |
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281 | |
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282 | MTH void fix_auto_apply (); |
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283 | MTH void decay_objects (); |
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284 | MTH void update_buttons (); |
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285 | MTH int change_map_light (int change); |
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286 | static void change_all_map_light (int change); //PERL |
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287 | MTH void set_darkness_map (); |
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288 | MTH int estimate_difficulty () const; |
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289 | |
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290 | MTH void link_multipart_objects (); |
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291 | MTH void clear_unique_items (); |
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292 | |
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293 | MTH void clear_header (); |
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294 | MTH void clear_links_to (maptile *m); |
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295 | |
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296 | // loas the header pseudo-object |
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297 | bool load_header (object_thawer &thawer); |
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298 | MTH bool load_header (const char *path); |
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299 | |
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300 | // load objects into the map |
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301 | bool load_objects (object_thawer &thawer); |
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302 | MTH bool load_objects (const char *path, bool skip_header = true); |
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303 | |
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304 | // save objects into the given file (uses IO_ flags) |
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305 | bool save_objects (object_freezer &freezer, int flags); |
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306 | MTH bool save_objects (const char *path, int flags); |
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307 | |
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308 | // save the header pseudo object _only_ |
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309 | bool save_header (object_freezer &freezer); |
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310 | MTH bool save_header (const char *path); |
329 | |
311 | |
330 | maptile (); |
312 | maptile (); |
331 | void allocate (); |
313 | maptile (int w, int h); |
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314 | ~maptile (); |
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315 | |
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316 | void do_destroy (); |
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317 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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318 | |
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319 | MTH int size () const { return width * height; } |
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320 | |
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321 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
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322 | |
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323 | // static maptile *find_map (const char *path, maptile *origin);//PERL |
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324 | // |
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325 | // // load a map relative to this one |
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326 | // maptile *find_map (const char *path) |
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327 | // { |
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328 | // return find_map (path, this); |
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329 | // } |
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330 | // |
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331 | // // customise this map for the given player |
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332 | // // might return this or a completely new map |
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333 | // maptile *customise_for (object *op); |
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334 | // |
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335 | // void do_force_map_sync ();//PERL |
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336 | // |
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337 | // // make sure the map is loaded |
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338 | // MTH void force_map_sync () |
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339 | // { |
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340 | // if (in_memory != MAP_IN_MEMORY) |
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341 | // do_force_map_sync (); |
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342 | // } |
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343 | |
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344 | static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL |
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345 | static void emergency_save ();//PERL |
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346 | |
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347 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
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348 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
332 | }; |
349 | }; |
333 | |
350 | |
334 | /* This is used by get_rangevector to determine where the other |
351 | /* This is used by get_rangevector to determine where the other |
335 | * creature is. get_rangevector takes into account map tiling, |
352 | * creature is. get_rangevector takes into account map tiling, |
336 | * so you just can not look the the map coordinates and get the |
353 | * so you just can not look the the map coordinates and get the |
337 | * righte value. distance_x/y are distance away, which |
354 | * righte value. distance_x/y are distance away, which |
338 | * can be negativbe. direction is the crossfire direction scheme |
355 | * can be negative. direction is the crossfire direction scheme |
339 | * that the creature should head. part is the part of the |
356 | * that the creature should head. part is the part of the |
340 | * monster that is closest. |
357 | * monster that is closest. |
341 | * Note: distance should be always >=0. I changed it to UINT. MT |
358 | * Note: distance should be always >=0. I changed it to UINT. MT |
342 | */ |
359 | */ |
343 | struct rv_vector |
360 | struct rv_vector |
… | |
… | |
347 | int distance_y; |
364 | int distance_y; |
348 | int direction; |
365 | int direction; |
349 | object *part; |
366 | object *part; |
350 | }; |
367 | }; |
351 | |
368 | |
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369 | inline mapspace & |
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370 | object::ms () const |
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371 | { |
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372 | return map->at (x, y); |
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373 | } |
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374 | |
352 | #endif |
375 | #endif |
353 | |
376 | |