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Comparing deliantra/server/include/map.h (file contents):
Revision 1.20 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.116 by root, Thu Nov 5 15:57:15 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-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * The mapstruct 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 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
33#include <tr1/unordered_map>
34
35//+GPL
36
37#include "region.h"
32#include "cfperl.h" 38#include "cfperl.h"
33 39
34/* We set this size - this is to make magic map work properly on 40/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 43 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 44 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 45 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 46 * We also figure out the magicmap color to use as we process the
42 * map pointers. 48 * map pointers.
43 */ 49 */
44#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 52
47
48#define MAP_LAYERS 4 53#define MAP_LAYERS 3
49 54
50/* This is when the map will reset */ 55// tile map index
51#define MAP_WHEN_RESET(m) ((m)->reset_time) 56enum {
57 TILE_UP = 0,
58 TILE_RIGHT = 1,
59 TILE_DOWN = 2,
60 TILE_LEFT = 3,
61};
52 62
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 63/* Values for in_memory below */
54#define MAP_DIFFICULTY(m) ((m)->difficulty) 64enum {
55#define MAP_TIMEOUT(m) ((m)->timeout) 65 MAP_ACTIVE,
56#define MAP_SWAP_TIME(m) ((m)->swap_time) 66 MAP_INACTIVE, // not used atm.
57#define MAP_OUTDOORS(m) ((m)->outdoor) 67 MAP_SWAPPED,
58 68 MAP_LOADING,
59/* mape darkness used to enforce the MAX_DARKNESS value. 69 MAP_SAVING,
60 * but IMO, if it is beyond max value, that should be fixed 70};
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
86/* options passed to ready_map_name and load_original_map */
87#define MAP_FLUSH 0x1
88#define MAP_PLAYER_UNIQUE 0x2
89#define MAP_BLOCK 0x4
90#define MAP_STYLE 0x8
91#define MAP_OVERLAY 0x10
92
93/* Values for in_memory below. Should probably be an enumerations */
94#define MAP_IN_MEMORY 1
95#define MAP_SWAPPED 2
96#define MAP_LOADING 3
97#define MAP_SAVING 4
98 71
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 72/* 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 73 * 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 74 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 75 * consistent (eg, op->map, op->x, op->y)
103 */ 76 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 77// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 78#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 ) 79#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 80#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
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] ) 81#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 ) 82#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 ) 83#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 ) 84#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 ) 85#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 86
137/* You should really know what you are doing before using this - you 87/* 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 88 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 89 * map tiling.
140 */ 90 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 91#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
142 92
143/* These are used in the MapLook flags element. They are not used in 93/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 94 * in the object flags structure.
145 */ 95 */
146
147#define P_BLOCKSVIEW 0x01 96#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 97#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 98#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 99#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, 100 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 101 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 102 * this was introduced to make shops safer
165 * and propably other maps */ 103 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 104#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 105#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
106
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 107#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 */
172 108
173/* The following two values are not stored in the MapLook flags, but instead 109/* 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 110 * 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 111 * 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 112 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 113 * lots of duplicate checks currently in the code.
178 */ 114 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 115#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 116#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
181 /* Coordinates passed result in a new tiled map */
182 117
183/* Can't use MapCell as that is used in newserver.h
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 124INTERFACE_CLASS (mapspace)
191struct MapSpace 125struct mapspace
192{ 126{
193 object *bottom; /* lowest object on this space */ 127 object *ACC (RW, bot);
194 object *top; /* Highest object on this space */ 128 object *ACC (RW, top); /* lowest/highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 129 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
130 uint32_t smell; // the last count a player was seen here, or 0
131 static uint32_t smellcount; // global smell counter
197 uint8 flags; /* flags about this space (see the P_ values above) */ 132 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 133 sint8 ACC (RW, light); /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 134 MoveType ACC (RW, move_block); /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 135 MoveType ACC (RW, move_slow); /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 136 MoveType ACC (RW, move_on); /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 137 MoveType ACC (RW, move_off); /* What movement types are activated */
203};
204 138
205/* 139//-GPL
206 * this is an overlay structure of the whole world. It exists as a simple
207 * high level map, which doesn't contain the full data of the underlying map.
208 * in this map, only things such as weather are recorded. By doing so, we
209 * can keep the entire world parameters in memory, and act as a whole on
210 * them at once. We can then, in a separate loop, update the actual world
211 * with the new values we have assigned.
212 */
213 140
214struct weathermap_t 141 void update_ ();
215{ 142 MTH void update ()
216 sint16 temp; /* base temperature of this tile (F) */ 143 {
217 sint16 pressure; /* barometric pressure (mb) */ 144 if (expect_false (!(flags_ & P_UPTODATE)))
218 sint8 humid; /* humitidy of this tile */ 145 update_ ();
219 sint8 windspeed; /* windspeed of this tile */ 146 }
220 sint8 winddir; /* direction of wind */
221 sint8 sky; /* sky conditions */
222 sint32 avgelev; /* average elevation */
223 uint32 rainfall; /* cumulative rainfall */
224 uint8 darkness; /* indicates level of darkness of map */
225 uint8 water; /* 0-100 percentage of water tiles */
226 /*Dynamic parts */
227 sint16 realtemp; /* temperature at a given calculation step for this tile */
228};
229 147
230/* 148 MTH uint8 flags ()
231 * Each map is in a given region of the game world and links to a region definiton, so 149 {
232 * they have to appear here in the headers, before the mapdef 150 update ();
233 */ 151 return flags_;
234struct region 152 }
235{
236 struct region *next; /* pointer to next region, NULL for the last one */
237 const char *name; /* Shortend name of the region as maps refer to it */
238 const char *parent_name; /*
239 * So that parent and child regions can be defined in
240 * any order, we keep hold of the parent_name during
241 * initialisation, and the children get assigned to their
242 * parents later. (before runtime on the server though)
243 * nothing outside the init code should ever use this value.
244 */
245 struct region *parent; /*
246 * Pointer to the region that is a parent of the current
247 * region, if a value isn't defined in the current region
248 * we traverse this series of pointers until it is.
249 */
250 const char *longname; /* Official title of the region, this might be defined
251 * to be the same as name*/
252 const char *msg; /* the description of the region */
253 uint32 counter; /* A generic counter for holding temporary data. */
254 sint8 fallback; /* whether, in the event of a region not existing,
255 * 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. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258};
259 153
154 MTH void invalidate ()
155 {
156 flags_ = 0;
157 }
158
159 MTH object *player ()
160 {
161 object *op;
162
163 if (flags () & P_PLAYER)
164 for (op = top; op->type != PLAYER; op = op->below)
165 ;
166 else
167 op = 0;
168
169 return op;
170 }
171
172 // return the item volume on this mapspace in cm³
173 MTH uint64 volume () const;
174
175 bool blocks (MoveType mt) const
176 {
177 return move_block && (mt & move_block) == mt;
178 }
179
180 bool blocks (object *op) const
181 {
182 return blocks (op->move_type);
183 }
184};
185
186// a rectangular area of a map
187struct maprect
188{
189 maptile *m;
190 int x0, y0;
191 int x1, y1;
192 int dx, dy; // offset to go from local coordinates to original tile */
193};
194
195//+GPL
260 196
261struct shopitems : zero_initialised 197struct shopitems : zero_initialised
262{ 198{
263 const char *name; /* name of the item in question, null if it is the default item */ 199 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 200 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 201 int typenum; /* itemtype number we need to match 0 if it is the default price */
266 sint8 strength; /* the degree of specialisation the shop has in this item, 202 sint8 strength; /* the degree of specialisation the shop has in this item,
267 * as a percentage from -100 to 100 */ 203 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */ 204 int index; /* being the size of the shopitems array. */
205};
206
207// map I/O, what to load/save
208enum {
209 IO_HEADER = 0x01, // the "arch map" pseudo object
210 IO_OBJECTS = 0x02, // the non-unique objects
211 IO_UNIQUES = 0x04, // unique objects
269}; 212};
270 213
271/* In general, code should always use the macros 214/* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the 215 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will 216 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think 217 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly 218 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely 219 * (or even through the macros), but doing so will completely
277 * break map tiling. 220 * break map tiling.
278 */ 221 */
279ACC_CLASS (mapstruct) 222INTERFACE_CLASS (maptile)
280struct mapstruct:zero_initialised, attachable < mapstruct > 223struct maptile : zero_initialised, attachable
281{ 224{
282 struct mapstruct *ACC (RW, next); /* Next map, linked list */ 225 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
283 char *ACC (RO, tmpname); /* Name of temporary file */ 226 struct mapspace *spaces; /* Array of spaces on this map */
227 uint8 *regions; /* region index per mapspace, if != 0 */
228 region_ptr *regionmap; /* index to region */
229
230 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
231
284 char *ACC (RO, name); /* Name of map as given by its creator */ 232 shstr ACC (RW, name); /* Name of map as given by its creator */
285 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 233 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
286 * points to the struct containing all the properties of 234 * points to the struct containing all the properties of
287 * the region */ 235 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */ 236 double ACC (RW, reset_time);
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 237 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset 238 * should be reset
291 */ 239 */
240 bool ACC (RW, dirty); /* if true, something was inserted or removed */
241 bool ACC (RW, no_reset); // must not reset this map
292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 242 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
293 * players entering/exiting map 243 * players entering/exiting map
294 */ 244 */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */
296 bool ACC (RW, templatemap); /* if set, this is a template map */
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 ACC (RW, timeout); /* swapout is set to this */ 245 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 246 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 ACC (RW, players); /* How many plares are on this level right now */
301 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 247 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
302 * be loaded before used. The map,omap and map_ob 248 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 249 * arrays will be allocated when the map is loaded */
250 sint16 players; /* How many players are on this map right now */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 251 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305 252
253 bool ACC (RW, per_player);
254 bool ACC (RW, per_party);
255 bool ACC (RW, outdoor); /* True if an outdoor map */
256 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 257 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 258 static sint8 outdoor_darkness; /* the global darkness level outside */
259
308 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 260 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
309 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 261 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
310 bool ACC (RW, outdoor); /* True if an outdoor map */
311 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 262 oblinkpt *buttons; /* Linked list of linked lists of buttons */
312 struct MapSpace *spaces; /* Array of spaces on this map */
313 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 263 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 264 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */ 265 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 266 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */ 267 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */ 268 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 269 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
320 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 270 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 271 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 272 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 273 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 274 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 275 shstr ACC (RW, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 276 shstr ACC (RW, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 277 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
328 struct mapstruct *tile_map[4]; /* Next map, linked list */ 278 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 279 shstr ACC (RW, path); /* Filename of the map */
280 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
281 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
282
283//-GPL
284
285 // the maptile:: is neccessary here for the perl interface to work
286 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
287 {
288 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
289 }
290
291 static void adjust_daylight ();
292
293 MTH void activate ();
294 MTH void deactivate ();
295
296 // allocates all (empty) mapspace
297 MTH void alloc ();
298 // deallocates the mapspaces (and destroys all objects)
299 MTH void clear ();
300
301 MTH void fix_auto_apply ();
302 MTH void do_decay_objects ();
303 MTH void update_buttons ();
304 MTH int change_map_light (int change);
305 MTH int estimate_difficulty () const;
306
307 MTH void play_sound (faceidx sound, int x, int y) const;
308 MTH void say_msg (const char *msg, int x, int y) const;
309
310 // connected links
311 oblinkpt *find_link (shstr_tmp id);
312 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
313
314 // set the given flag on all objects in the map
315 MTH void set_object_flag (int flag, int value = 1);
316 MTH void post_load_original ();
317
318 MTH void link_multipart_objects ();
319 MTH void clear_unique_items ();
320
321 MTH void clear_header ();
322 MTH void clear_links_to (maptile *m);
323
324 MTH struct region *region (int x, int y) const;
325
326 // load the header pseudo-object
327 bool _load_header (object_thawer &thawer);
328 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
329
330 // load objects into the map
331 bool _load_objects (object_thawer &thawer);
332 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
333
334 // save objects into the given file (uses IO_ flags)
335 bool _save_objects (object_freezer &freezer, int flags);
336 MTH bool _save_objects (const char *path, int flags);
337
338 // save the header pseudo object _only_
339 bool _save_header (object_freezer &freezer);
340 MTH bool _save_header (const char *path);
341
342 maptile ();
343 maptile (int w, int h);
344 ~maptile ();
345
346 void do_destroy ();
347 void gather_callbacks (AV *&callbacks, event_type event) const;
348
349 MTH int size () const { return width * height; }
350
351 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
352
353 MTH void touch () { last_access = runtime; }
354
355 MTH maptile *tile_available (int dir, bool load = true);
356
357 // find the map that is at coordinate x|y relative to this map
358 // TODO: need a better way than passing by reference
359 // TODO: make perl interface
360 maptile *xy_find (sint16 &x, sint16 &y);
361
362 // like xy_find, but also loads the map
363 maptile *xy_load (sint16 &x, sint16 &y);
364
365 void do_load_sync ();//PERL
366
367 // make sure the map is loaded
368 MTH void load_sync ()
369 {
370 if (!spaces)
371 do_load_sync ();
372 }
373
374 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
375 bool generate_random_map (random_map_params *RP);
376
377 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
378 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
379 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
380 object *pick_random_object (rand_gen &gen = rndm) const;
381
382 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
383
384 // return an array of maprects corresponding
385 // to the given rectangular area. the last rect will have
386 // a 0 map pointer.
387 // the array will be stored in a static memory area,
388 // so recursion is not atm. supported
389 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
330}; 390};
391
392//+GPL
331 393
332/* This is used by get_rangevector to determine where the other 394/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 395 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 396 * so you just can not look the the map coordinates and get the
335 * righte value. distance_x/y are distance away, which 397 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme 398 * can be negative. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the 399 * that the creature should head. part is the part of the
338 * monster that is closest. 400 * monster that is closest.
339 * Note: distance should be always >=0. I changed it to UINT. MT 401 * Note: distance should be always >=0. I changed it to UINT. MT
340 */ 402 */
341struct rv_vector 403struct rv_vector
345 int distance_y; 407 int distance_y;
346 int direction; 408 int direction;
347 object *part; 409 object *part;
348}; 410};
349 411
412// comaptibility cruft start
413//TODO: these should be refactored into things like xy_normalise
414// and so on.
415int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
416int out_of_map (maptile *m, int x, int y);
417maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
418void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
419void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
420int on_same_map (const object *op1, const object *op2);
421int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
422
423// adjust map, x and y for tiled maps and return true if the position is valid at all
424static inline bool
425xy_normalise (maptile *&map, sint16 &x, sint16 &y)
426{
427 // when in range, do a quick return, otherwise go the slow route
428 return
429 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
430 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
431}
432// comaptibility cruft end
433
434//-GPL
435
436inline mapspace &
437object::ms () const
438{
439 return map->at (x, y);
440}
441
442struct mapxy {
443 maptile *m;
444 sint16 x, y;
445
446 mapxy (maptile *m, sint16 x, sint16 y)
447 : m(m), x(x), y(y)
448 { }
449
450 mapxy (object *op)
451 : m(op->map), x(op->x), y(op->y)
452 { }
453
454 mapxy &move (int dx, int dy)
455 {
456 x += dx;
457 y += dy;
458
459 return *this;
460 }
461
462 mapxy &move (int dir)
463 {
464 return move (freearr_x [dir], freearr_y [dir]);
465 }
466
467 operator void *() const { return (void *)m; }
468 mapxy &operator =(const object *op)
469 {
470 m = op->map;
471 x = op->x;
472 y = op->y;
473
474 return *this;
475 }
476
477 mapspace *operator ->() const { return &m->at (x, y); }
478 mapspace &operator * () const { return m->at (x, y); }
479
480 bool normalise ()
481 {
482 return xy_normalise (m, x, y);
483 }
484
485 mapspace &ms () const
486 {
487 return m->at (x, y);
488 }
489
490 object *insert (object *op, object *originator = 0, int flags = 0) const
491 {
492 return m->insert (op, x, y, originator, flags);
493 }
494};
495
496inline const mapxy &
497object::operator =(const mapxy &pos)
498{
499 map = pos.m;
500 x = pos.x;
501 y = pos.y;
502
503 return pos;
504}
505
506// iterate over a rectangular area relative to op
507// can be used as a single statement, but both iterate macros
508// invocations must not be followed by a ";"
509// see common/los.C for usage example
510// the walk will be ordered, outer loop x, inner loop y
511// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
512// "continue" will skip to the next space
513#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
514 for (int dx = (dx0); dx <= (dx1); ++dx) \
515 { \
516 sint16 nx, ny; \
517 maptile *m = 0; \
518 \
519 for (int dy = (dy0); dy <= (dy1); ++dy) \
520 { \
521 /* check to see if we can simply go one down quickly, */ \
522 /* if not, do it the slow way */ \
523 if (!m || ++ny >= m->height) \
524 { \
525 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
526 \
527 if (!xy_normalise (m, nx, ny)) \
528 m = 0; \
529 }
530
531#define ordered_mapwalk_end \
532 } \
533 }
534
535// loop over every space in the given maprect,
536// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
537// the iterator code must be a single statement following this macro call, similar to "if"
538// "continue" will skip to the next space
539#define rect_mapwalk(rect,dx0,dy0) \
540 statementvar (maptile *, m, (rect)->m) \
541 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
542 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
543 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
544 statementvar (int, dy, ny + (rect)->dy - (dy0))
545
546// same as ordered_mapwalk, but the walk will not follow any particular
547// order (unorded), but is likely faster.
548// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
549// "continue" will skip to the next space
550#define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
551 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
552 (ox) + (dx0) , (oy) + (dy0) , \
553 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
554 r_e_c_t->m; \
555 ++r_e_c_t) \
556 rect_mapwalk (r_e_c_t, (ox), (oy))
557
558#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
559 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
560
350#endif 561#endif
562

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