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Comparing deliantra/server/include/map.h (file contents):
Revision 1.54 by root, Thu Jan 18 16:19:34 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 25/*
26 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
30#ifndef MAP_H 30#ifndef MAP_H
31#define MAP_H 31#define MAP_H
32 32
33#include <tr1/unordered_map> 33#include <tr1/unordered_map>
34 34
35#include "region.h"
35#include "cfperl.h" 36#include "cfperl.h"
36 37
37/* 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
38 * tiled maps. There is no requirement that this matches the 39 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 40 * tiled maps size - it just seemed like a reasonable value.
47#define MAGIC_MAP_SIZE 50 48#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 49#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 50
50#define MAP_LAYERS 3 51#define MAP_LAYERS 3
51 52
52/* options passed to ready_map_name and load_original_map */ 53// tile map index
53#define MAP_FLUSH 0x01
54#define MAP_PLAYER_UNIQUE 0x02
55#define MAP_BLOCK 0x04
56#define MAP_STYLE 0x08
57#define MAP_OVERLAY 0x10
58
59/* Values for in_memory below. Should probably be an enumerations */
60enum { 54enum {
61 MAP_IN_MEMORY, 55 TILE_UP = 0,
56 TILE_RIGHT = 1,
57 TILE_DOWN = 2,
58 TILE_LEFT = 3,
59};
60
61/* Values for in_memory below */
62enum {
63 MAP_ACTIVE,
64 MAP_INACTIVE, // not used atm.
62 MAP_SWAPPED, 65 MAP_SWAPPED,
63 MAP_LOADING, 66 MAP_LOADING,
64 MAP_SAVING, 67 MAP_SAVING,
65}; 68};
66 69
69 * 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
70 * consistent (eg, op->map, op->x, op->y) 73 * consistent (eg, op->map, op->x, op->y)
71 */ 74 */
72// all those macros are herewith declared legacy 75// all those macros are herewith declared legacy
73#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 ()
74#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
75#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
76#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
77#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
78#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]
79#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
80#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
81#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
82#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
83 84
84/* 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
85 * 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
86 * map tiling. 87 * map tiling.
87 */ 88 */
88#define OUT_OF_REAL_MAP(M,X,Y) !(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (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)))
89 90
90/* 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
91 * in the object flags structure. 92 * in the object flags structure.
92 */ 93 */
93#define P_BLOCKSVIEW 0x01 94#define P_BLOCKSVIEW 0x01
107 * 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
108 * 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
109 * 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
110 * lots of duplicate checks currently in the code. 111 * lots of duplicate checks currently in the code.
111 */ 112 */
112#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 */
113#define P_NEW_MAP 0x20000 114#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
114 /* Coordinates passed result in a new tiled map */
115
116/* P_NO_PASS is used for ob_blocked() return value. It needs
117 * to be here to make sure the bits don't match with anything.
118 */
119#define P_NO_PASS 0x80000
120 115
121/* Instead of having numerous arrays that have information on a 116/* Instead of having numerous arrays that have information on a
122 * particular space (was map, floor, floor2, map_ob), 117 * particular space (was map, floor, floor2, map_ob),
123 * have this structure take care of that information. 118 * have this structure take care of that information.
124 * 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
125 * to extend information about a space. 120 * to extend information about a space.
126 */ 121 */
122INTERFACE_CLASS (mapspace)
127struct mapspace 123struct mapspace
128{ 124{
125 object *ACC (RW, bot);
129 object *bot, *top; /* lowest/highest object on this space */ 126 object *ACC (RW, top); /* lowest/highest object on this space */
130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
131 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
132 uint8 flags_; /* flags about this space (see the P_ values above) */ 130 uint8 flags_; /* flags about this space (see the P_ values above) */
133 sint8 light; /* How much light this space provides */ 131 sint8 ACC (RW, light); /* How much light this space provides */
134 MoveType move_block; /* What movement types this space blocks */ 132 MoveType ACC (RW, move_block); /* What movement types this space blocks */
135 MoveType move_slow; /* What movement types this space slows */ 133 MoveType ACC (RW, move_slow); /* What movement types this space slows */
136 MoveType move_on; /* What movement types are activated */ 134 MoveType ACC (RW, move_on); /* What movement types are activated */
137 MoveType move_off; /* What movement types are activated */ 135 MoveType ACC (RW, move_off); /* What movement types are activated */
138 136
139 void update_ (); 137 void update_ ();
140 void update () 138 MTH void update ()
141 { 139 {
142 if (!(flags_ & P_UPTODATE)) 140 if (expect_false (!(flags_ & P_UPTODATE)))
143 update_ (); 141 update_ ();
144 } 142 }
145 143
146 uint8 flags () 144 MTH uint8 flags ()
147 { 145 {
148 update (); 146 update ();
149 return flags_; 147 return flags_;
150 } 148 }
149
150 MTH void invalidate ()
151 {
152 flags_ = 0;
153 }
151 154
152 // maybe only inline quick flags_ checking?
153 object *player () 155 MTH object *player ()
154 { 156 {
155 // search from the top, because players are usually on top 157 object *op;
156 // make usually == always and this non-amortized O(1) 158
157 // could gte rid of P_PLAYER, too, then
158 if (flags () & P_PLAYER) 159 if (flags () & P_PLAYER)
159 for (object *op = top; op; op = op->below) 160 for (op = top; op->type != PLAYER; op = op->below)
160 if (op->type == PLAYER) 161 ;
161 return op; 162 else
163 op = 0;
162 164
163 return 0; 165 return op;
164 } 166 }
165};
166 167
167/* 168 // return the item volume on this mapspace in cm³
168 * Each map is in a given region of the game world and links to a region definiton, so 169 MTH uint64 volume () const;
169 * they have to appear here in the headers, before the mapdef 170
170 */ 171 bool blocks (MoveType mt) const
171INTERFACE_CLASS (region) 172 {
172struct 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
173{ 184{
174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 185 maptile *m;
175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 186 int x0, y0;
176 char *ACC (RW, parent_name); /* 187 int x1, y1;
177 * So that parent and child regions can be defined in 188 int dx, dy; // offset to go from local coordinates to original tile */
178 * any order, we keep hold of the parent_name during
179 * initialisation, and the children get assigned to their
180 * parents later. (before runtime on the server though)
181 * nothing outside the init code should ever use this value.
182 */
183 struct region *ACC (RW, parent); /*
184 * Pointer to the region that is a parent of the current
185 * region, if a value isn't defined in the current region
186 * we traverse this series of pointers until it is.
187 */
188 char *ACC (RW, longname); /* Official title of the region, this might be defined
189 * to be the same as name*/
190 char *ACC (RW, msg); /* the description of the region */
191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
193 * this should be the one we fall back on as the default */
194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
196}; 189};
197 190
198struct shopitems : zero_initialised 191struct shopitems : zero_initialised
199{ 192{
200 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 */
223INTERFACE_CLASS (maptile) 216INTERFACE_CLASS (maptile)
224struct maptile : zero_initialised, attachable 217struct maptile : zero_initialised, attachable
225{ 218{
226 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. */
227 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 */
228 223
229 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 */
230 225
231 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 */
232 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
233 * points to the struct containing all the properties of 228 * points to the struct containing all the properties of
234 * the region */ 229 * the region */
235 double ACC (RW, reset_time); 230 double ACC (RW, reset_time);
236 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
237 * should be reset 232 * should be reset
238 */ 233 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 234 bool ACC (RW, dirty); /* if true, something was inserted or removed */
235 bool ACC (RW, no_reset); // must not reset this map
240 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
241 * players entering/exiting map 237 * players entering/exiting map
242 */ 238 */
243 sint32 ACC (RW, timeout); /* swapout is set to this */ 239 sint32 ACC (RW, timeout); /* swapout is set to this */
244 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 */
249 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 */
250 246
251 bool ACC (RW, per_player); 247 bool ACC (RW, per_player);
252 bool ACC (RW, per_party); 248 bool ACC (RW, per_party);
253 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 */
254 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 */
255 253
256 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 */
257 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 */
258 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 256 oblinkpt *buttons; /* Linked list of linked lists of buttons */
259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 257 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 shstr ACC (RW, msg); /* Message map creator may have left */ 269 shstr ACC (RW, msg); /* Message map creator may have left */
272 shstr ACC (RW, maplore); /* Map lore information */ 270 shstr ACC (RW, maplore); /* Map lore information */
273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 271 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 272 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
275 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 ();
276 284
277 MTH void activate (); 285 MTH void activate ();
278 MTH void deactivate (); 286 MTH void deactivate ();
279 287
280 // allocates all (empty) mapspace 288 // allocates all (empty) mapspace
281 MTH void alloc (); 289 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects) 290 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear (); 291 MTH void clear ();
284 292
285 MTH void fix_auto_apply (); 293 MTH void fix_auto_apply ();
286 MTH void decay_objects (); 294 MTH void do_decay_objects ();
287 MTH void update_buttons (); 295 MTH void update_buttons ();
288 MTH int change_map_light (int change); 296 MTH int change_map_light (int change);
289 static void change_all_map_light (int change); //PERL
290 MTH void set_darkness_map ();
291 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);
292 305
293 // set the given flag on all objects in the map 306 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1); 307 MTH void set_object_flag (int flag, int value = 1);
308 MTH void post_load_original ();
295 309
296 MTH void link_multipart_objects (); 310 MTH void link_multipart_objects ();
297 MTH void clear_unique_items (); 311 MTH void clear_unique_items ();
298 312
299 MTH void clear_header (); 313 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m); 314 MTH void clear_links_to (maptile *m);
301 315
316 MTH struct region *region (int x, int y) const;
317
302 // loas the header pseudo-object 318 // load the header pseudo-object
303 bool _load_header (object_thawer &thawer); 319 bool _load_header (object_thawer &thawer);
304 MTH bool _load_header (const char *path); 320 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
305 321
306 // load objects into the map 322 // load objects into the map
307 bool _load_objects (object_thawer &thawer); 323 bool _load_objects (object_thawer &thawer);
308 MTH bool _load_objects (const char *path, bool skip_header = true); 324 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
309 325
310 // save objects into the given file (uses IO_ flags) 326 // save objects into the given file (uses IO_ flags)
311 bool _save_objects (object_freezer &freezer, int flags); 327 bool _save_objects (object_freezer &freezer, int flags);
312 MTH bool _save_objects (const char *path, int flags); 328 MTH bool _save_objects (const char *path, int flags);
313 329
325 MTH int size () const { return width * height; } 341 MTH int size () const { return width * height; }
326 342
327 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);
328 344
329 MTH void touch () { last_access = runtime; } 345 MTH void touch () { last_access = runtime; }
346
347 MTH maptile *tile_available (int dir, bool load = true);
330 348
331 // find the map that is at coordinate x|y relative to this map 349 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference 350 // TODO: need a better way than passing by reference
333 // TODO: make perl interface 351 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y); 352 maptile *xy_find (sint16 &x, sint16 &y);
346 } 364 }
347 365
348 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 366 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
349 bool generate_random_map (random_map_params *RP); 367 bool generate_random_map (random_map_params *RP);
350 368
369 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
351 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 370 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
352 // async prefetch 371 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
353 static maptile *find_async (const char *path, maptile *original = 0);//PERL 372 object *pick_random_object (rand_gen &gen = rndm) const;
354 373
355 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]; }
356 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);
357}; 382};
358 383
359/* This is used by get_rangevector to determine where the other 384/* This is used by get_rangevector to determine where the other
360 * creature is. get_rangevector takes into account map tiling, 385 * creature is. get_rangevector takes into account map tiling,
361 * 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
372 int distance_y; 397 int distance_y;
373 int direction; 398 int direction;
374 object *part; 399 object *part;
375}; 400};
376 401
402// comaptibility cruft start
377//TODO: these should be refactored into things like xy_normalise 403//TODO: these should be refactored into things like xy_normalise
378// and so on. 404// and so on.
379int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 405int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
380int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
381int out_of_map(maptile *m, int x, int y); 406int out_of_map (maptile *m, int x, int y);
382maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y); 407maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
383void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags); 408void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
384void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const 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*/);
385int on_same_map(const object *op1, const object *op2); 410int on_same_map (const object *op1, const object *op2);
411int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
386 412
387// adjust map, x and y for tiled maps and return true if the position is valid at all 413// adjust map, x and y for tiled maps and return true if the position is valid at all
388inline bool 414static inline bool
389xy_normalise (maptile *&map, sint16 &x, sint16 &y) 415xy_normalise (maptile *&map, sint16 &x, sint16 &y)
390{ 416{
391 // when in range, do a quick return, otherwise go the slow route 417 // when in range, do a quick return, otherwise go the slow route
392 return 418 return
393 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 419 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
394 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 420 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
395} 421}
422// comaptibility cruft end
396 423
397inline mapspace & 424inline mapspace &
398object::ms () const 425object::ms () const
399{ 426{
400 return map->at (x, y); 427 return map->at (x, y);
401} 428}
402 429
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
403#endif 549#endif
404 550

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