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Comparing deliantra/server/include/map.h (file contents):
Revision 1.43 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.115 by root, Wed Nov 4 14:45:30 2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
27 */ 28 */
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
32#include <tr1/unordered_map> 33#include <tr1/unordered_map>
33 34
35#include "region.h"
34#include "cfperl.h" 36#include "cfperl.h"
35 37
36/* We set this size - this is to make magic map work properly on 38/* We set this size - this is to make magic map work properly on
37 * tiled maps. There is no requirement that this matches the 39 * tiled maps. There is no requirement that this matches the
38 * tiled maps size - it just seemed like a reasonable value. 40 * tiled maps size - it just seemed like a reasonable value.
46#define MAGIC_MAP_SIZE 50 48#define MAGIC_MAP_SIZE 50
47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 49#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48 50
49#define MAP_LAYERS 3 51#define MAP_LAYERS 3
50 52
51/* options passed to ready_map_name and load_original_map */ 53// tile map index
52#define MAP_FLUSH 0x01 54enum {
53#define MAP_PLAYER_UNIQUE 0x02 55 TILE_UP = 0,
54#define MAP_BLOCK 0x04 56 TILE_RIGHT = 1,
55#define MAP_STYLE 0x08 57 TILE_DOWN = 2,
56#define MAP_OVERLAY 0x10 58 TILE_LEFT = 3,
59};
57 60
58/* Values for in_memory below. Should probably be an enumerations */ 61/* Values for in_memory below */
59#define MAP_IN_MEMORY 1 62enum {
60#define MAP_SWAPPED 2 63 MAP_ACTIVE,
61#define MAP_LOADING 3 64 MAP_INACTIVE, // not used atm.
62#define MAP_SAVING 4 65 MAP_SWAPPED,
66 MAP_LOADING,
67 MAP_SAVING,
68};
63 69
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 70/* 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 71 * 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 72 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 73 * consistent (eg, op->map, op->x, op->y)
68 */ 74 */
69// all those macros are herewith declared legacy 75// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 76#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 77#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 78#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] 79#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 80#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 81#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 82#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 83#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 84
81/* You should really know what you are doing before using this - you 85/* 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 86 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 87 * map tiling.
84 */ 88 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 89#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 90
87/* These are used in the MapLook flags element. They are not used in 91/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 92 * in the object flags structure.
89 */ 93 */
90#define P_BLOCKSVIEW 0x01 94#define P_BLOCKSVIEW 0x01
96 * this was introduced to make shops safer 100 * this was introduced to make shops safer
97 * but is useful in other situations */ 101 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 102#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 103#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 104
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 105#define P_UPTODATE 0x80 /* this space is up to date */
102 106
103/* The following two values are not stored in the MapLook flags, but instead 107/* 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 108 * 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 109 * 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 110 * function that does more of the work can hopefully be used to replace
107 * lots of duplicate checks currently in the code. 111 * lots of duplicate checks currently in the code.
108 */ 112 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 113#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 114#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
111 /* Coordinates passed result in a new tiled map */
112
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
117 115
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 */
128 uint32_t smell; // the last count a player was seen here, or 0
129 static uint32_t smellcount; // global smell counter
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 130 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 131 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 132 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 133 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */ 134 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */ 135 MoveType ACC (RW, move_off); /* What movement types are activated */
135 136
136 void update_ (); 137 void update_ ();
137 void update () 138 MTH void update ()
138 { 139 {
139 if (flags_ & P_NEED_UPDATE) 140 if (expect_false (!(flags_ & P_UPTODATE)))
140 update_ (); 141 update_ ();
141 } 142 }
142 143
143 uint8 flags () 144 MTH uint8 flags ()
144 { 145 {
145 update (); 146 update ();
146 return flags_; 147 return flags_;
147 } 148 }
149
150 MTH void invalidate ()
151 {
152 flags_ = 0;
153 }
148 154
149 // maybe only inline quick flags_ checking?
150 object *player () 155 MTH object *player ()
151 { 156 {
152 // search from the top, because players are usually on top 157 object *op;
153 // make usually == always and this non-amortized O(1) 158
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 159 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 160 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 161 ;
158 return op; 162 else
163 op = 0;
159 164
160 return 0; 165 return op;
161 } 166 }
162};
163 167
164/* 168 // 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 169 MTH uint64 volume () const;
166 * they have to appear here in the headers, before the mapdef 170
167 */ 171 bool blocks (MoveType mt) const
168INTERFACE_CLASS (region) 172 {
169struct region : zero_initialised 173 return move_block && (mt & move_block) == mt;
174 }
175
176 bool blocks (object *op) const
177 {
178 return blocks (op->move_type);
179 }
180};
181
182// a rectangular area of a map
183struct maprect
170{ 184{
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 185 maptile *m;
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 186 int x0, y0;
173 char *ACC (RW, parent_name); /* 187 int x1, y1;
174 * So that parent and child regions can be defined in 188 int dx, dy; // offset to go from local coordinates to original tile */
175 * any order, we keep hold of the parent_name during
176 * initialisation, and the children get assigned to their
177 * parents later. (before runtime on the server though)
178 * nothing outside the init code should ever use this value.
179 */
180 struct region *ACC (RW, parent); /*
181 * Pointer to the region that is a parent of the current
182 * region, if a value isn't defined in the current region
183 * we traverse this series of pointers until it is.
184 */
185 char *ACC (RW, longname); /* Official title of the region, this might be defined
186 * to be the same as name*/
187 char *ACC (RW, msg); /* the description of the region */
188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
190 * this should be the one we fall back on as the default */
191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
193}; 189};
194 190
195struct shopitems : zero_initialised 191struct shopitems : zero_initialised
196{ 192{
197 const char *name; /* name of the item in question, null if it is the default item */ 193 const char *name; /* name of the item in question, null if it is the default item */
220INTERFACE_CLASS (maptile) 216INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 217struct maptile : zero_initialised, attachable
222{ 218{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 219 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 220 struct mapspace *spaces; /* Array of spaces on this map */
221 uint8 *regions; /* region index per mapspace, if != 0 */
222 region_ptr *regionmap; /* index to region */
225 223
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 224 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 225
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 226 shstr ACC (RW, name); /* Name of map as given by its creator */
229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 227 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
230 * points to the struct containing all the properties of 228 * points to the struct containing all the properties of
231 * the region */ 229 * the region */
232 double ACC (RW, reset_time); 230 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 231 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 232 * should be reset
235 */ 233 */
234 bool ACC (RW, dirty); /* if true, something was inserted or removed */
235 bool ACC (RW, no_reset); // must not reset this map
236 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 236 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
237 * players entering/exiting map 237 * players entering/exiting map
238 */ 238 */
239 sint32 ACC (RW, timeout); /* swapout is set to this */ 239 sint32 ACC (RW, timeout); /* swapout is set to this */
240 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 240 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
245 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 245 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
246 246
247 bool ACC (RW, per_player); 247 bool ACC (RW, per_player);
248 bool ACC (RW, per_party); 248 bool ACC (RW, per_party);
249 bool ACC (RW, outdoor); /* True if an outdoor map */ 249 bool ACC (RW, outdoor); /* True if an outdoor map */
250 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
250 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 251 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
252 static sint8 outdoor_darkness; /* the global darkness level outside */
251 253
252 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 254 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
253 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 255 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
254 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 256 oblinkpt *buttons; /* Linked list of linked lists of buttons */
255 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 257 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
267 shstr ACC (RW, msg); /* Message map creator may have left */ 269 shstr ACC (RW, msg); /* Message map creator may have left */
268 shstr ACC (RW, maplore); /* Map lore information */ 270 shstr ACC (RW, maplore); /* Map lore information */
269 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 271 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
270 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 272 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
271 shstr ACC (RW, path); /* Filename of the map */ 273 shstr ACC (RW, path); /* Filename of the map */
274 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
275 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
276
277 // the maptile:: is neccessary here for the perl interface to work
278 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
279 {
280 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
281 }
282
283 static void adjust_daylight ();
272 284
273 MTH void activate (); 285 MTH void activate ();
274 MTH void deactivate (); 286 MTH void deactivate ();
275 287
276 // allocates all (empty) mapspace 288 // allocates all (empty) mapspace
277 MTH void alloc (); 289 MTH void alloc ();
278 // deallocates the mapspaces (and destroys all objects) 290 // deallocates the mapspaces (and destroys all objects)
279 MTH void clear (); 291 MTH void clear ();
280 292
281 MTH void fix_auto_apply (); 293 MTH void fix_auto_apply ();
282 MTH void decay_objects (); 294 MTH void do_decay_objects ();
283 MTH void update_buttons (); 295 MTH void update_buttons ();
284 MTH int change_map_light (int change); 296 MTH int change_map_light (int change);
285 static void change_all_map_light (int change); //PERL
286 MTH void set_darkness_map ();
287 MTH int estimate_difficulty () const; 297 MTH int estimate_difficulty () const;
298
299 MTH void play_sound (faceidx sound, int x, int y) const;
300 MTH void say_msg (const char *msg, int x, int y) const;
301
302 // connected links
303 oblinkpt *find_link (shstr_tmp id);
304 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
305
306 // set the given flag on all objects in the map
307 MTH void set_object_flag (int flag, int value = 1);
308 MTH void post_load_original ();
288 309
289 MTH void link_multipart_objects (); 310 MTH void link_multipart_objects ();
290 MTH void clear_unique_items (); 311 MTH void clear_unique_items ();
291 312
292 MTH void clear_header (); 313 MTH void clear_header ();
293 MTH void clear_links_to (maptile *m); 314 MTH void clear_links_to (maptile *m);
294 315
316 MTH struct region *region (int x, int y) const;
317
295 // loas the header pseudo-object 318 // load the header pseudo-object
296 bool load_header (object_thawer &thawer); 319 bool _load_header (object_thawer &thawer);
297 MTH bool load_header (const char *path); 320 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
298 321
299 // load objects into the map 322 // load objects into the map
300 bool load_objects (object_thawer &thawer); 323 bool _load_objects (object_thawer &thawer);
301 MTH bool load_objects (const char *path, bool skip_header = true); 324 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
302 325
303 // save objects into the given file (uses IO_ flags) 326 // save objects into the given file (uses IO_ flags)
304 bool save_objects (object_freezer &freezer, int flags); 327 bool _save_objects (object_freezer &freezer, int flags);
305 MTH bool save_objects (const char *path, int flags); 328 MTH bool _save_objects (const char *path, int flags);
306 329
307 // save the header pseudo object _only_ 330 // save the header pseudo object _only_
308 bool save_header (object_freezer &freezer); 331 bool _save_header (object_freezer &freezer);
309 MTH bool save_header (const char *path); 332 MTH bool _save_header (const char *path);
310 333
311 maptile (); 334 maptile ();
312 maptile (int w, int h); 335 maptile (int w, int h);
313 ~maptile (); 336 ~maptile ();
314 337
317 340
318 MTH int size () const { return width * height; } 341 MTH int size () const { return width * height; }
319 342
320 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 343 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
321 344
322// static maptile *find_map (const char *path, maptile *origin);//PERL 345 MTH void touch () { last_access = runtime; }
323// 346
324// // load a map relative to this one 347 MTH maptile *tile_available (int dir, bool load = true);
325// maptile *find_map (const char *path) 348
326// { 349 // find the map that is at coordinate x|y relative to this map
327// return find_map (path, this); 350 // TODO: need a better way than passing by reference
328// } 351 // TODO: make perl interface
329// 352 maptile *xy_find (sint16 &x, sint16 &y);
330// // customise this map for the given player 353
331// // might return this or a completely new map 354 // like xy_find, but also loads the map
332// maptile *customise_for (object *op); 355 maptile *xy_load (sint16 &x, sint16 &y);
333// 356
334// void do_force_map_sync ();//PERL 357 void do_load_sync ();//PERL
335// 358
336// // make sure the map is loaded 359 // make sure the map is loaded
337// MTH void force_map_sync () 360 MTH void load_sync ()
338// { 361 {
339// if (in_memory != MAP_IN_MEMORY) 362 if (!spaces)
340// do_force_map_sync (); 363 do_load_sync ();
341// } 364 }
342 365
366 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
367 bool generate_random_map (random_map_params *RP);
368
369 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
343 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 370 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
344 static void emergency_save ();//PERL 371 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
372 object *pick_random_object (rand_gen &gen = rndm) const;
345 373
346 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 374 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
347 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 375
376 // return an array of maprects corresponding
377 // to the given rectangular area. the last rect will have
378 // a 0 map pointer.
379 // the array will be stored in a static memory area,
380 // so recursion is not atm. supported
381 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
348}; 382};
349 383
350/* This is used by get_rangevector to determine where the other 384/* This is used by get_rangevector to determine where the other
351 * creature is. get_rangevector takes into account map tiling, 385 * creature is. get_rangevector takes into account map tiling,
352 * so you just can not look the the map coordinates and get the 386 * so you just can not look the the map coordinates and get the
363 int distance_y; 397 int distance_y;
364 int direction; 398 int direction;
365 object *part; 399 object *part;
366}; 400};
367 401
402// comaptibility cruft start
403//TODO: these should be refactored into things like xy_normalise
404// and so on.
405int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
406int out_of_map (maptile *m, int x, int y);
407maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
408void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
409void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
410int on_same_map (const object *op1, const object *op2);
411int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
412
413// adjust map, x and y for tiled maps and return true if the position is valid at all
414static inline bool
415xy_normalise (maptile *&map, sint16 &x, sint16 &y)
416{
417 // when in range, do a quick return, otherwise go the slow route
418 return
419 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
420 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
421}
422// comaptibility cruft end
423
368inline mapspace & 424inline mapspace &
369object::ms () const 425object::ms () const
370{ 426{
371 return map->at (x, y); 427 return map->at (x, y);
372} 428}
373 429
430struct mapxy {
431 maptile *m;
432 sint16 x, y;
433
434 mapxy (maptile *m, sint16 x, sint16 y)
435 : m(m), x(x), y(y)
436 { }
437
438 mapxy (object *op)
439 : m(op->map), x(op->x), y(op->y)
440 { }
441
442 mapxy &move (int dx, int dy)
443 {
444 x += dx;
445 y += dy;
446
447 return *this;
448 }
449
450 mapxy &move (int dir)
451 {
452 return move (freearr_x [dir], freearr_y [dir]);
453 }
454
455 operator void *() const { return (void *)m; }
456 mapxy &operator =(const object *op)
457 {
458 m = op->map;
459 x = op->x;
460 y = op->y;
461
462 return *this;
463 }
464
465 mapspace *operator ->() const { return &m->at (x, y); }
466 mapspace &operator * () const { return m->at (x, y); }
467
468 bool normalise ()
469 {
470 return xy_normalise (m, x, y);
471 }
472
473 mapspace &ms () const
474 {
475 return m->at (x, y);
476 }
477
478 object *insert (object *op, object *originator = 0, int flags = 0) const
479 {
480 return m->insert (op, x, y, originator, flags);
481 }
482};
483
484inline const mapxy &
485object::operator =(const mapxy &pos)
486{
487 map = pos.m;
488 x = pos.x;
489 y = pos.y;
490
491 return pos;
492}
493
494// iterate over a rectangular area relative to op
495// can be used as a single statement, but both iterate macros
496// invocations must not be followed by a ";"
497// see common/los.C for usage example
498// the walk will be ordered, outer loop x, inner loop y
499// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
500// "continue" will skip to the next space
501#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
502 for (int dx = (dx0); dx <= (dx1); ++dx) \
503 { \
504 sint16 nx, ny; \
505 maptile *m = 0; \
506 \
507 for (int dy = (dy0); dy <= (dy1); ++dy) \
508 { \
509 /* check to see if we can simply go one down quickly, */ \
510 /* if not, do it the slow way */ \
511 if (!m || ++ny >= m->height) \
512 { \
513 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
514 \
515 if (!xy_normalise (m, nx, ny)) \
516 m = 0; \
517 }
518
519#define ordered_mapwalk_end \
520 } \
521 }
522
523// loop over every space in the given maprect,
524// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
525// the iterator code must be a single statement following this macro call, similar to "if"
526// "continue" will skip to the next space
527#define rect_mapwalk(rect,dx0,dy0) \
528 statementvar (maptile *, m, (rect)->m) \
529 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
530 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
531 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
532 statementvar (int, dy, ny + (rect)->dy - (dy0))
533
534// same as ordered_mapwalk, but the walk will not follow any particular
535// order (unorded), but is likely faster.
536// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
537// "continue" will skip to the next space
538#define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
539 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
540 (ox) + (dx0) , (oy) + (dy0) , \
541 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
542 r_e_c_t->m; \
543 ++r_e_c_t) \
544 rect_mapwalk (r_e_c_t, (ox), (oy))
545
546#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
547 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
548
374#endif 549#endif
375 550

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