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Comparing deliantra/server/include/map.h (file contents):
Revision 1.46 by root, Mon Jan 1 12:28:47 2007 UTC vs.
Revision 1.117 by root, Sun Nov 8 15:11:23 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//+GPL
36
37#include "region.h"
34#include "cfperl.h" 38#include "cfperl.h"
35 39
36/* 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
37 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
38 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
46#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48 52
49#define MAP_LAYERS 3 53#define MAP_LAYERS 3
50 54
51/* options passed to ready_map_name and load_original_map */ 55// tile map index
52#define MAP_FLUSH 0x01 56enum {
53#define MAP_PLAYER_UNIQUE 0x02 57 TILE_UP = 0,
54#define MAP_BLOCK 0x04 58 TILE_RIGHT = 1,
55#define MAP_STYLE 0x08 59 TILE_DOWN = 2,
56#define MAP_OVERLAY 0x10 60 TILE_LEFT = 3,
61};
57 62
58/* Values for in_memory below. Should probably be an enumerations */ 63/* Values for in_memory below */
59#define MAP_IN_MEMORY 1 64enum {
60#define MAP_SWAPPED 2 65 MAP_ACTIVE,
61#define MAP_LOADING 3 66 MAP_INACTIVE, // not used atm.
62#define MAP_SAVING 4 67 MAP_SWAPPED,
68 MAP_LOADING,
69 MAP_SAVING,
70};
63 71
64/* 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
65 * 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
66 * 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
67 * consistent (eg, op->map, op->x, op->y) 75 * consistent (eg, op->map, op->x, op->y)
68 */ 76 */
69// all those macros are herewith declared legacy 77// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 78#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 79#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 80#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] 81#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 82#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 83#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 84#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 85#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 86
81/* 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
82 * 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
83 * map tiling. 89 * map tiling.
84 */ 90 */
85#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)))
86 92
87/* 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
88 * in the object flags structure. 94 * in the object flags structure.
89 */ 95 */
90#define P_BLOCKSVIEW 0x01 96#define P_BLOCKSVIEW 0x01
91#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 */
92#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 98#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
93#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 99#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
94 * that means, nothing harmful can be done, 100 * that means, nothing harmful can be done,
95 * such as: bombs, potion usage, alchemy, spells 101 * such as: bombs, potion usage, alchemy, spells
96 * this was introduced to make shops safer 102 * this was introduced to make shops safer
97 * but is useful in other situations */ 103 * but is useful in other situations */
104
105#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 106#define P_IS_ALIVE 0x20 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100
101#define P_UPTODATE 0x80 /* this space is up to date */ 107#define P_UPTODATE 0x80 // this space is up to date
102 108
103/* 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
104 * 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
105 * 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
106 * 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
107 * lots of duplicate checks currently in the code. 113 * lots of duplicate checks currently in the code.
108 */ 114 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 115#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 116#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
117 117
118/* Instead of having numerous arrays that have information on a 118/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 119 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 120 * have this structure take care of that information.
121 * 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
122 * to extend information about a space. 122 * to extend information about a space.
123 */ 123 */
124INTERFACE_CLASS (mapspace)
124struct mapspace 125struct mapspace
125{ 126{
127 object *ACC (RW, bot);
126 object *bot, *top; /* lowest/highest object on this space */ 128 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 */ 129 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 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 */
136 uint16_t ACC (RW, nrof_); // saturates at 64k
137 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
138 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
139 static uint32_t ACC (RW, smellcount); // global smell counter
140
141 uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems
142
143//-GPL
135 144
136 void update_ (); 145 void update_ ();
137 void update () 146 MTH void update ()
138 { 147 {
139 if (!(flags_ & P_UPTODATE)) 148 // we take advantage of the fact that 0x80 is the sign bit
149 // to generate more efficient code on many cpus
150 assert (P_UPTODATE == 0x80);
151
152 if (expect_false (sint8 (flags_) < 0))
140 update_ (); 153 update_ ();
141 }
142 154
155 // must be true by now
156 assume (sint8 (flags_) < 0);
157 assume (flags_ & P_UPTODATE);
158 }
159
143 uint8 flags () 160 MTH uint8 flags ()
144 { 161 {
145 update (); 162 update ();
146 return flags_; 163 return flags_;
147 } 164 }
165
166 MTH void invalidate ()
167 {
168 flags_ = 0;
169 }
148 170
149 // maybe only inline quick flags_ checking?
150 object *player () 171 MTH object *player ()
151 { 172 {
152 // search from the top, because players are usually on top 173 object *op;
153 // make usually == always and this non-amortized O(1) 174
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 175 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 176 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 177 ;
158 return op; 178 else
179 op = 0;
159 180
160 return 0; 181 return op;
161 } 182 }
162};
163 183
164/* 184 MTH uint32 nrof ()
165 * Each map is in a given region of the game world and links to a region definiton, so 185 {
166 * they have to appear here in the headers, before the mapdef 186 update ();
167 */ 187 return nrof_;
168INTERFACE_CLASS (region) 188 }
169struct region : zero_initialised 189
170{ 190 // return the item volume on this mapspace in cm³
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 191 MTH uint64 volume ()
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 192 {
173 char *ACC (RW, parent_name); /* 193 update ();
174 * So that parent and child regions can be defined in 194 return volume_ * 1024;
175 * any order, we keep hold of the parent_name during 195 }
176 * initialisation, and the children get assigned to their 196
177 * parents later. (before runtime on the server though) 197 bool blocks (MoveType mt) const
178 * nothing outside the init code should ever use this value. 198 {
179 */ 199 return move_block && (mt & move_block) == mt;
180 struct region *ACC (RW, parent); /* 200 }
181 * Pointer to the region that is a parent of the current 201
182 * region, if a value isn't defined in the current region 202 bool blocks (object *op) const
183 * we traverse this series of pointers until it is. 203 {
184 */ 204 return blocks (op->move_type);
185 char *ACC (RW, longname); /* Official title of the region, this might be defined 205 }
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}; 206};
207
208// a rectangular area of a map
209struct maprect
210{
211 maptile *m;
212 int x0, y0;
213 int x1, y1;
214 int dx, dy; // offset to go from local coordinates to original tile */
215};
216
217//+GPL
194 218
195struct shopitems : zero_initialised 219struct shopitems : zero_initialised
196{ 220{
197 const char *name; /* name of the item in question, null if it is the default item */ 221 const char *name; /* name of the item in question, null if it is the default item */
198 const char *name_pl; /* plural name */ 222 const char *name_pl; /* plural name */
220INTERFACE_CLASS (maptile) 244INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 245struct maptile : zero_initialised, attachable
222{ 246{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 247 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 248 struct mapspace *spaces; /* Array of spaces on this map */
249 uint8 *regions; /* region index per mapspace, if != 0 */
250 region_ptr *regionmap; /* index to region */
225 251
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 252 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 253
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 254 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 255 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 256 * points to the struct containing all the properties of
231 * the region */ 257 * the region */
232 double ACC (RW, reset_time); 258 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 259 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 260 * should be reset
235 */ 261 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 262 bool ACC (RW, dirty); /* if true, something was inserted or removed */
263 bool ACC (RW, no_reset); // must not reset this map
237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 264 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238 * players entering/exiting map 265 * players entering/exiting map
239 */ 266 */
240 sint32 ACC (RW, timeout); /* swapout is set to this */ 267 sint32 ACC (RW, timeout); /* swapout is set to this */
241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 268 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 273 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247 274
248 bool ACC (RW, per_player); 275 bool ACC (RW, per_player);
249 bool ACC (RW, per_party); 276 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */ 277 bool ACC (RW, outdoor); /* True if an outdoor map */
278 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 279 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
280 static sint8 outdoor_darkness; /* the global darkness level outside */
252 281
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 282 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 283 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 284 oblinkpt *buttons; /* Linked list of linked lists of buttons */
256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 285 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
268 shstr ACC (RW, msg); /* Message map creator may have left */ 297 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */ 298 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 299 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 300 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */ 301 shstr ACC (RW, path); /* Filename of the map */
302 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
303 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
304 int ACC (RW, max_items); // maximum number of items on a mapspace
305
306//-GPL
307
308 // the maptile:: is neccessary here for the perl interface to work
309 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
310 {
311 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
312 }
313
314 static void adjust_daylight ();
273 315
274 MTH void activate (); 316 MTH void activate ();
275 MTH void deactivate (); 317 MTH void deactivate ();
276 318
277 // allocates all (empty) mapspace 319 // allocates all (empty) mapspace
278 MTH void alloc (); 320 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects) 321 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear (); 322 MTH void clear ();
281 323
282 MTH void fix_auto_apply (); 324 MTH void fix_auto_apply ();
283 MTH void decay_objects (); 325 MTH void do_decay_objects ();
284 MTH void update_buttons (); 326 MTH void update_buttons ();
285 MTH int change_map_light (int change); 327 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const; 328 MTH int estimate_difficulty () const;
329
330 MTH void play_sound (faceidx sound, int x, int y) const;
331 MTH void say_msg (const char *msg, int x, int y) const;
332
333 // connected links
334 oblinkpt *find_link (shstr_tmp id);
335 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
289 336
290 // set the given flag on all objects in the map 337 // set the given flag on all objects in the map
291 MTH void set_object_flag (int flag, int value = 1); 338 MTH void set_object_flag (int flag, int value = 1);
339 MTH void post_load_original ();
292 340
293 MTH void link_multipart_objects (); 341 MTH void link_multipart_objects ();
294 MTH void clear_unique_items (); 342 MTH void clear_unique_items ();
295 343
296 MTH void clear_header (); 344 MTH void clear_header ();
297 MTH void clear_links_to (maptile *m); 345 MTH void clear_links_to (maptile *m);
298 346
347 MTH struct region *region (int x, int y) const;
348
299 // loas the header pseudo-object 349 // load the header pseudo-object
300 bool load_header (object_thawer &thawer); 350 bool _load_header (object_thawer &thawer);
301 MTH bool load_header (const char *path); 351 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
302 352
303 // load objects into the map 353 // load objects into the map
304 bool load_objects (object_thawer &thawer); 354 bool _load_objects (object_thawer &thawer);
305 MTH bool load_objects (const char *path, bool skip_header = true); 355 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
306 356
307 // save objects into the given file (uses IO_ flags) 357 // save objects into the given file (uses IO_ flags)
308 bool save_objects (object_freezer &freezer, int flags); 358 bool _save_objects (object_freezer &freezer, int flags);
309 MTH bool save_objects (const char *path, int flags); 359 MTH bool _save_objects (const char *path, int flags);
310 360
311 // save the header pseudo object _only_ 361 // save the header pseudo object _only_
312 bool save_header (object_freezer &freezer); 362 bool _save_header (object_freezer &freezer);
313 MTH bool save_header (const char *path); 363 MTH bool _save_header (const char *path);
314 364
315 maptile (); 365 maptile ();
316 maptile (int w, int h); 366 maptile (int w, int h);
317 ~maptile (); 367 ~maptile ();
318 368
323 373
324 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 374 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
325 375
326 MTH void touch () { last_access = runtime; } 376 MTH void touch () { last_access = runtime; }
327 377
328// static maptile *find_map (const char *path, maptile *origin);//PERL 378 MTH maptile *tile_available (int dir, bool load = true);
329// 379
330// // load a map relative to this one 380 // find the map that is at coordinate x|y relative to this map
331// maptile *find_map (const char *path) 381 // TODO: need a better way than passing by reference
332// { 382 // TODO: make perl interface
333// return find_map (path, this); 383 maptile *xy_find (sint16 &x, sint16 &y);
334// } 384
335// 385 // like xy_find, but also loads the map
336// // customise this map for the given player 386 maptile *xy_load (sint16 &x, sint16 &y);
337// // might return this or a completely new map 387
338// maptile *customise_for (object *op);
339//
340// void do_force_map_sync ();//PERL 388 void do_load_sync ();//PERL
341// 389
342// // make sure the map is loaded 390 // make sure the map is loaded
343// MTH void force_map_sync () 391 MTH void load_sync ()
344// { 392 {
345// if (in_memory != MAP_IN_MEMORY) 393 if (!spaces)
346// do_force_map_sync (); 394 do_load_sync ();
347// } 395 }
348 396
397 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
398 bool generate_random_map (random_map_params *RP);
399
400 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
349 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 401 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
350 static void emergency_save ();//PERL 402 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
403 object *pick_random_object (rand_gen &gen = rndm) const;
351 404
352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 405 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 406
407 // return an array of maprects corresponding
408 // to the given rectangular area. the last rect will have
409 // a 0 map pointer.
410 // the array will be stored in a static memory area,
411 // so recursion is not atm. supported
412 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
354}; 413};
414
415//+GPL
355 416
356/* This is used by get_rangevector to determine where the other 417/* This is used by get_rangevector to determine where the other
357 * creature is. get_rangevector takes into account map tiling, 418 * creature is. get_rangevector takes into account map tiling,
358 * so you just can not look the the map coordinates and get the 419 * so you just can not look the the map coordinates and get the
359 * righte value. distance_x/y are distance away, which 420 * righte value. distance_x/y are distance away, which
369 int distance_y; 430 int distance_y;
370 int direction; 431 int direction;
371 object *part; 432 object *part;
372}; 433};
373 434
435// comaptibility cruft start
436//TODO: these should be refactored into things like xy_normalise
437// and so on.
438int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
439int out_of_map (maptile *m, int x, int y);
440maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
441void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
442void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
443int on_same_map (const object *op1, const object *op2);
444int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
445
446// adjust map, x and y for tiled maps and return true if the position is valid at all
447static inline bool
448xy_normalise (maptile *&map, sint16 &x, sint16 &y)
449{
450 // when in range, do a quick return, otherwise go the slow route
451 return
452 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
453 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
454}
455// comaptibility cruft end
456
457//-GPL
458
374inline mapspace & 459inline mapspace &
375object::ms () const 460object::ms () const
376{ 461{
377 return map->at (x, y); 462 return map->at (x, y);
378} 463}
379 464
465struct mapxy {
466 maptile *m;
467 sint16 x, y;
468
469 mapxy (maptile *m, sint16 x, sint16 y)
470 : m(m), x(x), y(y)
471 { }
472
473 mapxy (object *op)
474 : m(op->map), x(op->x), y(op->y)
475 { }
476
477 mapxy &move (int dx, int dy)
478 {
479 x += dx;
480 y += dy;
481
482 return *this;
483 }
484
485 mapxy &move (int dir)
486 {
487 return move (freearr_x [dir], freearr_y [dir]);
488 }
489
490 operator void *() const { return (void *)m; }
491 mapxy &operator =(const object *op)
492 {
493 m = op->map;
494 x = op->x;
495 y = op->y;
496
497 return *this;
498 }
499
500 mapspace *operator ->() const { return &m->at (x, y); }
501 mapspace &operator * () const { return m->at (x, y); }
502
503 bool normalise ()
504 {
505 return xy_normalise (m, x, y);
506 }
507
508 mapspace &ms () const
509 {
510 return m->at (x, y);
511 }
512
513 object *insert (object *op, object *originator = 0, int flags = 0) const
514 {
515 return m->insert (op, x, y, originator, flags);
516 }
517};
518
519inline const mapxy &
520object::operator =(const mapxy &pos)
521{
522 map = pos.m;
523 x = pos.x;
524 y = pos.y;
525
526 return pos;
527}
528
529// iterate over a rectangular area relative to op
530// can be used as a single statement, but both iterate macros
531// invocations must not be followed by a ";"
532// see common/los.C for usage example
533// the walk will be ordered, outer loop x, inner loop y
534// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
535// "continue" will skip to the next space
536#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
537 for (int dx = (dx0); dx <= (dx1); ++dx) \
538 { \
539 sint16 nx, ny; \
540 maptile *m = 0; \
541 \
542 for (int dy = (dy0); dy <= (dy1); ++dy) \
543 { \
544 /* check to see if we can simply go one down quickly, */ \
545 /* if not, do it the slow way */ \
546 if (!m || ++ny >= m->height) \
547 { \
548 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
549 \
550 if (!xy_normalise (m, nx, ny)) \
551 m = 0; \
552 }
553
554#define ordered_mapwalk_end \
555 } \
556 }
557
558// loop over every space in the given maprect,
559// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
560// the iterator code must be a single statement following this macro call, similar to "if"
561// "continue" will skip to the next space
562#define rect_mapwalk(rect,dx0,dy0) \
563 statementvar (maptile *, m, (rect)->m) \
564 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
565 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
566 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
567 statementvar (int, dy, ny + (rect)->dy - (dy0))
568
569// same as ordered_mapwalk, but the walk will not follow any particular
570// order (unorded), but is likely faster.
571// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
572// "continue" will skip to the next space
573#define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
574 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
575 (ox) + (dx0) , (oy) + (dy0) , \
576 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
577 r_e_c_t->m; \
578 ++r_e_c_t) \
579 rect_mapwalk (r_e_c_t, (ox), (oy))
580
581#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
582 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
583
380#endif 584#endif
381 585

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