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Comparing deliantra/server/include/map.h (file contents):
Revision 1.12 by root, Mon Aug 28 14:05:24 2006 UTC vs.
Revision 1.52 by root, Mon Jan 15 00:40:49 2007 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.12 2006/08/28 14:05:24 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23*/
28 24
29/* 25/*
30 * The mapstruct is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
32 */ 28 */
33 29
34#ifndef MAP_H 30#ifndef MAP_H
35#define MAP_H 31#define MAP_H
36 32
33#include <tr1/unordered_map>
34
37#include "cfperl.h" 35#include "cfperl.h"
38 36
39/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
40 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
41 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
42 * Magic map code now always starts out putting the player in the 40 * Magic map code now always starts out putting the player in the
43 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
44 * with tiled maps. 42 * with tiled maps.
45 * We also figure out the magicmap color to use as we process the 43 * We also figure out the magicmap color to use as we process the
47 * map pointers. 45 * map pointers.
48 */ 46 */
49#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
50#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51 49
52
53#define MAP_LAYERS 4 50#define MAP_LAYERS 3
54
55/* This is when the map will reset */
56#define MAP_WHEN_RESET(m) ((m)->reset_time)
57
58#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
59#define MAP_DIFFICULTY(m) ((m)->difficulty)
60#define MAP_TIMEOUT(m) ((m)->timeout)
61#define MAP_SWAP_TIME(m) ((m)->swap_time)
62#define MAP_OUTDOORS(m) ((m)->outdoor)
63
64/* mape darkness used to enforce the MAX_DARKNESS value.
65 * but IMO, if it is beyond max value, that should be fixed
66 * on the map or in the code.
67 */
68#define MAP_DARKNESS(m) (m)->darkness
69
70#define MAP_WIDTH(m) (m)->width
71#define MAP_HEIGHT(m) (m)->height
72/* Convenient function - total number of spaces is used
73 * in many places.
74 */
75#define MAP_SIZE(m) ((m)->width * (m)->height)
76
77#define MAP_ENTER_X(m) (m)->enter_x
78#define MAP_ENTER_Y(m) (m)->enter_y
79
80#define MAP_TEMP(m) (m)->temp
81#define MAP_PRESSURE(m) (m)->pressure
82#define MAP_HUMID(m) (m)->humid
83#define MAP_WINDSPEED(m) (m)->windspeed
84#define MAP_WINDDIRECTION(m) (m)->winddir
85#define MAP_SKYCOND(m) (m)->sky
86#define MAP_WORLDPARTX(m) (m)->wpartx
87#define MAP_WORLDPARTY(m) (m)->wparty
88#define MAP_NOSMOOTH(m) (m)->nosmooth
89 51
90/* options passed to ready_map_name and load_original_map */ 52/* options passed to ready_map_name and load_original_map */
91#define MAP_FLUSH 0x1 53#define MAP_FLUSH 0x01
92#define MAP_PLAYER_UNIQUE 0x2 54#define MAP_PLAYER_UNIQUE 0x02
93#define MAP_BLOCK 0x4 55#define MAP_BLOCK 0x04
94#define MAP_STYLE 0x8 56#define MAP_STYLE 0x08
95#define MAP_OVERLAY 0x10 57#define MAP_OVERLAY 0x10
96 58
97/* Values for in_memory below. Should probably be an enumerations */ 59/* Values for in_memory below. Should probably be an enumerations */
98#define MAP_IN_MEMORY 1 60enum {
99#define MAP_SWAPPED 2 61 MAP_IN_MEMORY,
100#define MAP_LOADING 3 62 MAP_SWAPPED,
101#define MAP_SAVING 4 63 MAP_LOADING,
64 MAP_SAVING,
65};
102 66
103/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 67/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
104 * really be used, as it is multi tile aware. However, there are some cases 68 * really be used, as it is multi tile aware. However, there are some cases
105 * where it is known the map is not tiled or the values are known 69 * where it is known the map is not tiled or the values are known
106 * consistent (eg, op->map, op->x, op->y) 70 * consistent (eg, op->map, op->x, op->y)
107 */ 71 */
108#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 72// all those macros are herewith declared legacy
109#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 73#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
110#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 74#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
111#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 75#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
112 76#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
113#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 77#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
114#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
115/* legacy */
116#define get_map_ob GET_MAP_OB
117
118#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
119#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
120#define set_map_ob SET_MAP_OB
121
122#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
123#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
124
125#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
126#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
127
128#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) 79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
129#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
130
131#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
132#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
133
134#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 81#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
135#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
136
137#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 82#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
138#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
139 83
140/* You should really know what you are doing before using this - you 84/* You should really know what you are doing before using this - you
141 * should almost always be using out_of_map instead, which takes into account 85 * should almost always be using out_of_map instead, which takes into account
142 * map tiling. 86 * map tiling.
143 */ 87 */
144#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 88#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
145 89
146/* These are used in the MapLook flags element. They are not used in 90/* These are used in the MapLook flags element. They are not used in
147 * in the object flags structure. 91 * in the object flags structure.
148 */ 92 */
149
150#define P_BLOCKSVIEW 0x01 93#define P_BLOCKSVIEW 0x01
151#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 94#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152 95#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
153/* AB_NO_PASS is used for arch_blocked() return value. It needs
154 * to be here to make sure the bits don't match with anything.
155 * Changed name to have AB_ prefix just to make sure no one
156 * is using the P_NO_PASS. AB_.. should only be used for
157 * arch_blocked and functions that examine the return value.
158 */
159
160#define AB_NO_PASS 0x04
161/*#define P_PASS_THRU 0x08 *//* */
162#define P_SAFE 0x08 /* If this is set the map is a safe map, 96#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
163 * that means, nothing harmful there will be done, 97 * that means, nothing harmful can be done,
164 * like: bombs, potion usage, alchemy, spells 98 * such as: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 99 * this was introduced to make shops safer
166 * and propably other maps */ 100 * but is useful in other situations */
167#define P_IS_ALIVE 0x10 /* something alive is on this space */ 101#define P_IS_ALIVE 0x10 /* something alive is on this space */
168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 102#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
103
169#define P_NEED_UPDATE 0x40 /* this space is out of date */ 104#define P_UPTODATE 0x80 /* this space is up to date */
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 105
171 * does not complain if the flags are different.
172 */
173/* The following two values are not stored in the MapLook flags, but instead 106/* The following two values are not stored in the MapLook flags, but instead
174 * used in the get_map_flags value - that function is used to return 107 * used in the get_map_flags value - that function is used to return
175 * the flag value, as well as other conditions - using a more general 108 * the flag value, as well as other conditions - using a more general
176 * function that does more of the work can hopefully be used to replace 109 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 110 * lots of duplicate checks currently in the code.
178 */ 111 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 113#define P_NEW_MAP 0x20000
114 /* Coordinates passed result in a new tiled map */
181 115
182#if 0 116/* P_NO_PASS is used for ob_blocked() return value. It needs
183/* These go away with new movement code - can't do such simplistic 117 * to be here to make sure the bits don't match with anything.
184 * checks anymore
185 */ 118 */
186#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 119#define P_NO_PASS 0x80000
187#define P_WALL P_NO_PASS /* Just to match naming of wall function */
188#endif
189 120
190/* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a 121/* Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 122 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 123 * have this structure take care of that information.
194 * This puts it all in one place, and should also make it easier 124 * This puts it all in one place, and should also make it easier
195 * to extend information about a space. 125 * to extend information about a space.
196 */ 126 */
197
198struct MapSpace { 127struct mapspace
128{
199 object *bottom; /* lowest object on this space */ 129 object *bot, *top; /* lowest/highest object on this space */
200 object *top; /* Highest object on this space */
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */ 132 uint8 flags_; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 133 sint8 light; /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 134 MoveType move_block; /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 135 MoveType move_slow; /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 136 MoveType move_on; /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 137 MoveType move_off; /* What movement types are activated */
209};
210 138
211/* 139 void update_ ();
212 * this is an overlay structure of the whole world. It exists as a simple 140 void update ()
213 * high level map, which doesn't contain the full data of the underlying map. 141 {
214 * in this map, only things such as weather are recorded. By doing so, we 142 if (!(flags_ & P_UPTODATE))
215 * can keep the entire world parameters in memory, and act as a whole on 143 update_ ();
216 * them at once. We can then, in a separate loop, update the actual world 144 }
217 * with the new values we have assigned.
218 */
219 145
220struct weathermap_t { 146 uint8 flags ()
221 sint16 temp; /* base temperature of this tile (F) */ 147 {
222 sint16 pressure; /* barometric pressure (mb) */ 148 update ();
223 sint8 humid; /* humitidy of this tile */ 149 return flags_;
224 sint8 windspeed; /* windspeed of this tile */ 150 }
225 sint8 winddir; /* direction of wind */ 151
226 sint8 sky; /* sky conditions */ 152 // maybe only inline quick flags_ checking?
227 sint32 avgelev; /* average elevation */ 153 object *player ()
228 uint32 rainfall; /* cumulative rainfall */ 154 {
229 uint8 darkness; /* indicates level of darkness of map */ 155 // search from the top, because players are usually on top
230 uint8 water; /* 0-100 percentage of water tiles */ 156 // make usually == always and this non-amortized O(1)
231 /*Dynamic parts*/ 157 // could gte rid of P_PLAYER, too, then
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 158 if (flags () & P_PLAYER)
159 for (object *op = top; op; op = op->below)
160 if (op->type == PLAYER)
161 return op;
162
163 return 0;
164 }
233}; 165};
234 166
235/* 167/*
236 * Each map is in a given region of the game world and links to a region definiton, so 168 * Each map is in a given region of the game world and links to a region definiton, so
237 * they have to appear here in the headers, before the mapdef 169 * they have to appear here in the headers, before the mapdef
238 */ 170 */
239struct region { 171INTERFACE_CLASS (region)
172struct region : zero_initialised
173{
240 struct region *next; /* pointer to next region, NULL for the last one */ 174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
241 const char *name; /* Shortend name of the region as maps refer to it */ 175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
242 const char *parent_name; /* 176 char *ACC (RW, parent_name); /*
243 * So that parent and child regions can be defined in 177 * So that parent and child regions can be defined in
244 * any order, we keep hold of the parent_name during 178 * any order, we keep hold of the parent_name during
245 * initialisation, and the children get assigned to their 179 * initialisation, and the children get assigned to their
246 * parents later. (before runtime on the server though) 180 * parents later. (before runtime on the server though)
247 * nothing outside the init code should ever use this value. 181 * nothing outside the init code should ever use this value.
248 */ 182 */
249 struct region *parent; /* 183 struct region *ACC (RW, parent); /*
250 * Pointer to the region that is a parent of the current 184 * Pointer to the region that is a parent of the current
251 * region, if a value isn't defined in the current region 185 * region, if a value isn't defined in the current region
252 * we traverse this series of pointers until it is. 186 * we traverse this series of pointers until it is.
253 */ 187 */
254 const char *longname; /* Official title of the region, this might be defined 188 char *ACC (RW, longname); /* Official title of the region, this might be defined
255 * to be the same as name*/ 189 * to be the same as name*/
256 const char *msg; /* the description of the region */ 190 char *ACC (RW, msg); /* the description of the region */
257 uint32 counter; /* A generic counter for holding temporary data. */ 191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
258 sint8 fallback; /* whether, in the event of a region not existing, 192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
259 * this should be the one we fall back on as the default */ 193 * this should be the one we fall back on as the default */
260 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ 194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
261 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
262}; 196};
263 197
264 198struct shopitems : zero_initialised
265struct shopitems { 199{
266 const char *name; /* name of the item in question, null if it is the default item */ 200 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */ 201 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 202 int typenum; /* itemtype number we need to match 0 if it is the default price */
269 sint8 strength; /* the degree of specialisation the shop has in this item, 203 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */ 204 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/ 205 int index; /* being the size of the shopitems array. */
206};
207
208// map I/O, what to load/save
209enum {
210 IO_HEADER = 0x01, // the "arch map" pseudo object
211 IO_OBJECTS = 0x02, // the non-unique objects
212 IO_UNIQUES = 0x04, // unique objects
272}; 213};
273 214
274/* In general, code should always use the macros 215/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 216 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 217 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 218 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 219 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 220 * (or even through the macros), but doing so will completely
280 * break map tiling. 221 * break map tiling.
281 */ 222 */
282struct mapstruct : attachable<mapstruct> { 223INTERFACE_CLASS (maptile)
283 static data_type get_dt () { return DT_MAP; } 224struct maptile : zero_initialised, attachable
225{
226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
227 struct mapspace *spaces; /* Array of spaces on this map */
284 228
285 struct mapstruct *next; /* Next map, linked list */ 229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
286 char *tmpname; /* Name of temporary file */ 230
287 char *name; /* Name of map as given by its creator */ 231 shstr ACC (RW, name); /* Name of map as given by its creator */
288 struct region *region; /* What jurisdiction in the game world this map is ruled by 232 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
289 * points to the struct containing all the properties of 233 * points to the struct containing all the properties of
290 * the region */ 234 * the region */
291 uint32 reset_time; /* when this map should reset */ 235 double ACC (RW, reset_time);
292 uint32 reset_timeout; /* How many seconds must elapse before this map 236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
293 * should be reset 237 * should be reset
294 */ 238 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by 240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map 241 * players entering/exiting map
297 */ 242 */
298 uint32 unique:1; /* if set, this is a per player unique map */
299 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
300 uint32 templatemap:1; /* if set, this is a template map */
301 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
302 sint32 timeout; /* swapout is set to this */ 243 sint32 ACC (RW, timeout); /* swapout is set to this */
303 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 244 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
304 sint16 players; /* How many plares are on this level right now */
305 uint32 in_memory; /* If not true, the map has been freed and must 245 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
306 * be loaded before used. The map,omap and map_ob 246 * be loaded before used. The map,omap and map_ob
307 * arrays will be allocated when the map is loaded */ 247 * arrays will be allocated when the map is loaded */
248 sint16 players; /* How many players are on this map right now */
308 uint16 difficulty; /* What level the player should be to play here */ 249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
309 250
251 bool ACC (RW, per_player);
252 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */
310 uint8 darkness; /* indicates level of darkness of map */ 254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
311 uint16 width,height; /* Width and height of map. */ 255
312 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 256 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
313 uint16 enter_y; /* on the map if none are set in the exit */ 257 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
314 uint32 outdoor:1; /* True if an outdoor map */
315 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 258 oblinkpt *buttons; /* Linked list of linked lists of buttons */
316 struct MapSpace *spaces; /* Array of spaces on this map */
317 sint16 temp; /* base temperature of this tile (F) */ 259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
318 sint16 pressure; /* barometric pressure (mb) */ 260 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
319 sint8 humid; /* humitidy of this tile */ 261 sint8 ACC (RW, humid); /* humitidy of this tile */
320 sint8 windspeed; /* windspeed of this tile */ 262 sint8 ACC (RW, windspeed); /* windspeed of this tile */
321 sint8 winddir; /* direction of wind */ 263 sint8 ACC (RW, winddir); /* direction of wind */
322 sint8 sky; /* sky conditions */ 264 sint8 ACC (RW, sky); /* sky conditions */
323 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 265 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
324 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 266 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
325 char *shoprace; /* the preffered race of the local shopkeeper */ 267 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
326 double shopgreed; /* how much our shopkeeper overcharges */ 268 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
327 uint64 shopmin; /* minimum price a shop will trade for */ 269 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
328 uint64 shopmax; /* maximum price a shop will offer */ 270 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
329 char *msg; /* Message map creator may have left */ 271 shstr ACC (RW, msg); /* Message map creator may have left */
330 char *maplore; /* Map lore information */ 272 shstr ACC (RW, maplore); /* Map lore information */
331 char *tile_path[4]; /* path to adjoining maps */ 273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
332 struct mapstruct *tile_map[4]; /* Next map, linked list */ 274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
333 char path[HUGE_BUF]; /* Filename of the map */ 275 shstr ACC (RW, path); /* Filename of the map */
276
277 MTH void activate ();
278 MTH void deactivate ();
279
280 // allocates all (empty) mapspace
281 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear ();
284
285 MTH void fix_auto_apply ();
286 MTH void decay_objects ();
287 MTH void update_buttons ();
288 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;
292
293 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1);
295
296 MTH void link_multipart_objects ();
297 MTH void clear_unique_items ();
298
299 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m);
301
302 // loas the header pseudo-object
303 bool _load_header (object_thawer &thawer);
304 MTH bool _load_header (const char *path);
305
306 // load objects into the map
307 bool _load_objects (object_thawer &thawer);
308 MTH bool _load_objects (const char *path, bool skip_header = true);
309
310 // save objects into the given file (uses IO_ flags)
311 bool _save_objects (object_freezer &freezer, int flags);
312 MTH bool _save_objects (const char *path, int flags);
313
314 // save the header pseudo object _only_
315 bool _save_header (object_freezer &freezer);
316 MTH bool _save_header (const char *path);
317
318 maptile ();
319 maptile (int w, int h);
320 ~maptile ();
321
322 void do_destroy ();
323 void gather_callbacks (AV *&callbacks, event_type event) const;
324
325 MTH int size () const { return width * height; }
326
327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328
329 MTH void touch () { last_access = runtime; }
330
331 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference
333 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y);
335
336 // like xy_find, but also loads the map
337 maptile *xy_load (sint16 &x, sint16 &y);
338
339 void do_load_sync ();//PERL
340
341 // make sure the map is loaded
342 MTH void load_sync ()
343 {
344 if (!spaces)
345 do_load_sync ();
346 }
347
348 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
349 bool generate_random_map (random_map_params *RP);
350
351 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
352 // async prefetch
353 static maptile *find_async (const char *path, maptile *original = 0);//PERL
354
355 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
356 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
334}; 357};
335 358
336/* This is used by get_rangevector to determine where the other 359/* This is used by get_rangevector to determine where the other
337 * creature is. get_rangevector takes into account map tiling, 360 * creature is. get_rangevector takes into account map tiling,
338 * so you just can not look the the map coordinates and get the 361 * so you just can not look the the map coordinates and get the
339 * righte value. distance_x/y are distance away, which 362 * righte value. distance_x/y are distance away, which
340 * can be negativbe. direction is the crossfire direction scheme 363 * can be negative. direction is the crossfire direction scheme
341 * that the creature should head. part is the part of the 364 * that the creature should head. part is the part of the
342 * monster that is closest. 365 * monster that is closest.
343 * Note: distance should be always >=0. I changed it to UINT. MT 366 * Note: distance should be always >=0. I changed it to UINT. MT
344 */ 367 */
345struct rv_vector { 368struct rv_vector
369{
346 unsigned int distance; 370 unsigned int distance;
347 int distance_x; 371 int distance_x;
348 int distance_y; 372 int distance_y;
349 int direction; 373 int direction;
350 object *part; 374 object *part;
351}; 375};
376
377//TODO: these should be refactored into things like xy_normalise
378// and so on.
379int 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);
382maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
383void 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);
385int on_same_map(const object *op1, const object *op2);
386
387// adjust map, x and y for tiled maps and return true if the position is valid at all
388inline bool
389xy_normalise (maptile *&map, sint16 &x, sint16 &y)
390{
391 // when in range, do a quick return, otherwise go the slow route
392 return
393 (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);
395}
396
397inline mapspace &
398object::ms () const
399{
400 return map->at (x, y);
401}
352 402
353#endif 403#endif
404

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