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Revision 1.40 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.104 by root, Fri Dec 26 10:36:42 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 21 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
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
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 */ 52// tile map index
52#define MAP_FLUSH 0x01 53enum {
53#define MAP_PLAYER_UNIQUE 0x02 54 TILE_UP = 0,
54#define MAP_BLOCK 0x04 55 TILE_RIGHT = 1,
55#define MAP_STYLE 0x08 56 TILE_DOWN = 2,
56#define MAP_OVERLAY 0x10 57 TILE_LEFT = 3,
58};
57 59
58/* Values for in_memory below. Should probably be an enumerations */ 60/* Values for in_memory below */
59#define MAP_IN_MEMORY 1 61enum {
60#define MAP_SWAPPED 2 62 MAP_ACTIVE,
61#define MAP_LOADING 3 63 MAP_INACTIVE, // not used atm.
62#define MAP_SAVING 4 64 MAP_SWAPPED,
65 MAP_LOADING,
66 MAP_SAVING,
67};
63 68
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 69/* 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 70 * 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 71 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 72 * consistent (eg, op->map, op->x, op->y)
68 */ 73 */
69// all those macros are herewith declared legacy 74// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 75#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
72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 76#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 77#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]
75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 78#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 79#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 80#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 81#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 82#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 83
81/* You should really know what you are doing before using this - you 84/* 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 85 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 86 * map tiling.
84 */ 87 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 88#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 89
87/* These are used in the MapLook flags element. They are not used in 90/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 91 * in the object flags structure.
89 */ 92 */
90#define P_BLOCKSVIEW 0x01 93#define P_BLOCKSVIEW 0x01
96 * this was introduced to make shops safer 99 * this was introduced to make shops safer
97 * but is useful in other situations */ 100 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 101#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 102#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 103
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 104#define P_UPTODATE 0x80 /* this space is up to date */
102 105
103/* The following two values are not stored in the MapLook flags, but instead 106/* 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 107 * 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 108 * 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 109 * function that does more of the work can hopefully be used to replace
108 */ 111 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 113#define P_NEW_MAP 0x20000
111 /* Coordinates passed result in a new tiled map */ 114 /* Coordinates passed result in a new tiled map */
112 115
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
118/* Instead of having numerous arrays that have information on a 116/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 117 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 118 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier 119 * This puts it all in one place, and should also make it easier
122 * to extend information about a space. 120 * to extend information about a space.
123 */ 121 */
122INTERFACE_CLASS (mapspace)
124struct mapspace 123struct mapspace
125{ 124{
125 object *ACC (RW, bot);
126 object *bot, *top; /* lowest/highest object on this space */ 126 object *ACC (RW, top); /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 127 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 128 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 129 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 130 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 131 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */ 132 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */ 133 MoveType ACC (RW, move_off); /* What movement types are activated */
135 134
136 void update_ (); 135 void update_ ();
137 void update () 136 MTH void update ()
138 { 137 {
139 if (flags_ & P_NEED_UPDATE) 138 if (!(flags_ & P_UPTODATE))
140 update_ (); 139 update_ ();
141 } 140 }
142 141
143 uint8 flags () 142 MTH uint8 flags ()
144 { 143 {
145 update (); 144 update ();
146 return flags_; 145 return flags_;
147 } 146 }
147
148 MTH void invalidate ()
149 {
150 flags_ = 0;
151 }
148 152
149 // maybe only inline quick flags_ checking?
150 object *player () 153 MTH object *player ()
151 { 154 {
152 // search from the top, because players are usually on top 155 object *op;
153 // make usually == always and this non-amortized O(1) 156
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 157 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 158 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 159 ;
158 return op; 160 else
161 op = 0;
159 162
160 return 0; 163 return op;
161 } 164 }
162};
163 165
164/* 166 // 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 167 MTH uint64 volume () const;
166 * they have to appear here in the headers, before the mapdef 168
167 */ 169 bool blocks (MoveType mt) const
168struct region : zero_initialised 170 {
171 return move_block && (mt & move_block) == mt;
172 }
173
174 bool blocks (object *op) const
175 {
176 return blocks (op->move_type);
177 }
178};
179
180// a rectangular area of a map
181struct maprect
169{ 182{
170 struct region *next; /* pointer to next region, NULL for the last one */ 183 maptile *m;
171 const char *name; /* Shortend name of the region as maps refer to it */ 184 int x0, y0;
172 const char *parent_name; /* 185 int x1, y1;
173 * So that parent and child regions can be defined in 186 int dx, dy; // offset to go from local coordinates to original tile */
174 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value.
178 */
179 struct region *parent; /*
180 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is.
183 */
184 const char *longname; /* Official title of the region, this might be defined
185 * to be the same as name*/
186 const char *msg; /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
192}; 187};
193 188
194struct shopitems : zero_initialised 189struct shopitems : zero_initialised
195{ 190{
196 const char *name; /* name of the item in question, null if it is the default item */ 191 const char *name; /* name of the item in question, null if it is the default item */
219INTERFACE_CLASS (maptile) 214INTERFACE_CLASS (maptile)
220struct maptile : zero_initialised, attachable 215struct maptile : zero_initialised, attachable
221{ 216{
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 217 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */ 218 struct mapspace *spaces; /* Array of spaces on this map */
219 uint8 *regions; /* region index per mapspace, if != 0 */
220 region_ptr *regionmap; /* index to region */
224 221
225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 222 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
226 223
227 shstr ACC (RW, name); /* Name of map as given by its creator */ 224 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 225 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 226 * points to the struct containing all the properties of
230 * the region */ 227 * the region */
231 double ACC (RW, reset_time); 228 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 229 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset 230 * should be reset
234 */ 231 */
232 bool ACC (RW, dirty); /* if true, something was inserted or removed */
233 bool ACC (RW, no_reset); // must not reset this map
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 234 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 235 * players entering/exiting map
237 */ 236 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 237 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 */ 238 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 239 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 240 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */ 241 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */ 242 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 */ 243 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245 244
246 bool ACC (RW, per_player); 245 bool ACC (RW, per_player);
247 bool ACC (RW, per_party); 246 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */ 247 bool ACC (RW, outdoor); /* True if an outdoor map */
248 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
250 static sint8 outdoor_darkness; /* the global darkness level outside */
250 251
251 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 252 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 */ 253 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 */ 254 oblinkpt *buttons; /* Linked list of linked lists of buttons */
254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 255 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
266 shstr ACC (RW, msg); /* Message map creator may have left */ 267 shstr ACC (RW, msg); /* Message map creator may have left */
267 shstr ACC (RW, maplore); /* Map lore information */ 268 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 269 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 270 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 271 shstr ACC (RW, path); /* Filename of the map */
272 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
273 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
271 274
272// /* 275 // the maptile:: is neccessary here for the perl interface to work
273// * Makes sure the given map is loaded and swapped in. 276 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
274// * name is path name of the map. 277 {
275// * flags meaning: 278 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 279 }
277// * and don't do unique items or the like. 280
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 281 static void adjust_daylight ();
279// * dont do any more name translation on it.
280// *
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284 282
285 MTH void activate (); 283 MTH void activate ();
286 MTH void deactivate (); 284 MTH void deactivate ();
287 285
288 // allocates all (empty) mapspace 286 // allocates all (empty) mapspace
289 MTH void alloc (); 287 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects) 288 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear (); 289 MTH void clear ();
292 290
293 MTH void fix_auto_apply (); 291 MTH void fix_auto_apply ();
294 MTH void decay_objects (); 292 MTH void do_decay_objects ();
295 MTH void update_buttons (); 293 MTH void update_buttons ();
296 MTH int change_map_light (int change); 294 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const; 295 MTH int estimate_difficulty () const;
296
297 MTH void play_sound (faceidx sound, int x, int y) const;
298
299 // set the given flag on all objects in the map
300 MTH void set_object_flag (int flag, int value = 1);
301 MTH void post_load_original ();
300 302
301 MTH void link_multipart_objects (); 303 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 304 MTH void clear_unique_items ();
303 305
304 MTH void clear_header (); 306 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 307 MTH void clear_links_to (maptile *m);
306 308
309 MTH struct region *region (int x, int y) const;
310
307 // loas the header pseudo-object 311 // load the header pseudo-object
308 bool load_header (object_thawer &thawer); 312 bool _load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path); 313 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
310 314
311 // load objects into the map 315 // load objects into the map
312 bool load_objects (object_thawer &thawer); 316 bool _load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true); 317 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
314 318
315 // save objects into the given file (uses IO_ flags) 319 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags); 320 bool _save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags); 321 MTH bool _save_objects (const char *path, int flags);
318 322
319 // save the header pseudo object _only_ 323 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer); 324 bool _save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path); 325 MTH bool _save_header (const char *path);
322 326
323 maptile (); 327 maptile ();
324 maptile (int w, int h); 328 maptile (int w, int h);
325 ~maptile (); 329 ~maptile ();
326 330
329 333
330 MTH int size () const { return width * height; } 334 MTH int size () const { return width * height; }
331 335
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 336 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 337
334 static maptile *find_map (const char *path, maptile *origin);//PERL 338 MTH void touch () { last_access = runtime; }
335 339
336 // load a map relative to this one 340 MTH maptile *tile_available (int dir, bool load = true);
337 maptile *find_map (const char *path)
338 {
339 return find_map (path, this);
340 }
341 341
342 // customise this map for the given player 342 // find the map that is at coordinate x|y relative to this map
343 // might return this or a completely new map 343 // TODO: need a better way than passing by reference
344 maptile *customise_for (object *op); 344 // TODO: make perl interface
345 maptile *xy_find (sint16 &x, sint16 &y);
345 346
347 // like xy_find, but also loads the map
348 maptile *xy_load (sint16 &x, sint16 &y);
349
350 void do_load_sync ();//PERL
351
346 // make sure the map is loaded 352 // make sure the map is loaded
347 MTH bool load () 353 MTH void load_sync ()
348 { 354 {
349 if (in_memory != MAP_IN_MEMORY) 355 if (!spaces)
350 do_load (); 356 do_load_sync ();
351
352 return spaces;
353 } 357 }
354 358
355 static void emergency_save (); 359 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
360 bool generate_random_map (random_map_params *RP);
356 361
362 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
363 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
364 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
365 object *pick_random_object (rand_gen &gen = rndm) const;
366
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 367 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359 368
360private: 369 // return an array of maprects corresponding
361 void do_load ();//PERL 370 // to the given rectangular area. the last rect will have
371 // a 0 map pointer.
372 // the array will be stored in a static memory area,
373 // so recursion is not atm. supported
374 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
362}; 375};
363 376
364/* This is used by get_rangevector to determine where the other 377/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 378 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 379 * so you just can not look the the map coordinates and get the
377 int distance_y; 390 int distance_y;
378 int direction; 391 int direction;
379 object *part; 392 object *part;
380}; 393};
381 394
395// comaptibility cruft start
396//TODO: these should be refactored into things like xy_normalise
397// and so on.
398int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
399int out_of_map (maptile *m, int x, int y);
400maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
401void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
402void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
403int on_same_map (const object *op1, const object *op2);
404int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
405
406// adjust map, x and y for tiled maps and return true if the position is valid at all
407static inline bool
408xy_normalise (maptile *&map, sint16 &x, sint16 &y)
409{
410 // when in range, do a quick return, otherwise go the slow route
411 return
412 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
413 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
414}
415// comaptibility cruft end
416
382inline mapspace & 417inline mapspace &
383object::ms () const 418object::ms () const
384{ 419{
385 return map->at (x, y); 420 return map->at (x, y);
386} 421}
387 422
423struct mapxy {
424 maptile *m;
425 sint16 x, y;
426
427 mapxy (maptile *m, sint16 x, sint16 y)
428 : m(m), x(x), y(y)
429 { }
430
431 mapxy (object *op)
432 : m(op->map), x(op->x), y(op->y)
433 { }
434
435 mapxy &move (int dx, int dy)
436 {
437 x += dx;
438 y += dy;
439
440 return *this;
441 }
442
443 mapxy &move (int dir)
444 {
445 return move (freearr_x [dir], freearr_y [dir]);
446 }
447
448 operator void *() const { return (void *)m; }
449 mapxy &operator =(const object *op)
450 {
451 m = op->map;
452 x = op->x;
453 y = op->y;
454
455 return *this;
456 }
457
458 mapspace *operator ->() const { return &m->at (x, y); }
459 mapspace &operator * () const { return m->at (x, y); }
460
461 bool normalise ()
462 {
463 return xy_normalise (m, x, y);
464 }
465
466 mapspace &ms () const
467 {
468 return m->at (x, y);
469 }
470
471 object *insert (object *op, object *originator = 0, int flags = 0) const
472 {
473 return m->insert (op, x, y, originator, flags);
474 }
475};
476
477inline const mapxy &
478object::operator =(const mapxy &pos)
479{
480 map = pos.m;
481 x = pos.x;
482 y = pos.y;
483
484 return pos;
485}
486
487// iterate over a rectangular area relative to op
488// can be used as a single statement, but both iterate macros
489// invocations must not be followed by a ";"
490// see common/los.C for usage example
491// the walk will be ordered, outer loop x, inner loop y
492// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
493#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
494 for (int dx = (dx0); dx <= (dx1); ++dx) \
495 { \
496 sint16 nx, ny; \
497 maptile *m = 0; \
498 \
499 for (int dy = (dy0); dy <= (dy1); ++dy) \
500 { \
501 /* check to see if we can simply go one down quickly, */ \
502 /* if not, do it the slow way */ \
503 if (!m || ++ny >= m->height) \
504 { \
505 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
506 \
507 if (xy_normalise (m, nx, ny)) \
508 m->touch (); \
509 else \
510 m = 0; \
511 }
512
513#define ordered_mapwalk_end \
514 } \
515 }
516
517// loop over every space in the given maprect,
518// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
519// the iterator code must be a single statement following this macro call, similar to "if"
520#define rect_mapwalk(rect,dx0,dy0) \
521 statementvar (maptile *, m, (rect)->m) \
522 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
523 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
524 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
525 statementvar (int, dy, ny + (rect)->dy - (dy0))
526
527// same as above, but the walk will not follow any particular
528// order (unorded), but is likely faster.
529// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
530#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
531 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
532 (op)->x + (dx0) , (op)->y + (dy0) , \
533 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
534 r_e_c_t->m; \
535 ++r_e_c_t) \
536 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
537
388#endif 538#endif
389 539

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