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Revision 1.59 by root, Thu Jan 25 03:54:45 2007 UTC vs.
Revision 1.122 by root, Tue Nov 10 05:11:06 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
30#ifndef MAP_H 30#ifndef MAP_H
31#define MAP_H 31#define MAP_H
32 32
33#include <tr1/unordered_map> 33#include <tr1/unordered_map>
34 34
35//+GPL
36
37#include "region.h"
35#include "cfperl.h" 38#include "cfperl.h"
36 39
37/* 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
38 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
47#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 52
50#define MAP_LAYERS 3 53#define MAP_LAYERS 3
51 54
52/* Values for in_memory below. Should probably be an enumerations */ 55// tile map index
53enum { 56enum {
54 MAP_IN_MEMORY, 57 TILE_UP = 0,
58 TILE_RIGHT = 1,
59 TILE_DOWN = 2,
60 TILE_LEFT = 3,
61};
62
63/* Values for in_memory below */
64enum {
65 MAP_ACTIVE,
66 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 67 MAP_SWAPPED,
56 MAP_LOADING, 68 MAP_LOADING,
57 MAP_SAVING, 69 MAP_SAVING,
58}; 70};
59 71
62 * 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
63 * consistent (eg, op->map, op->x, op->y) 75 * consistent (eg, op->map, op->x, op->y)
64 */ 76 */
65// all those macros are herewith declared legacy 77// all those macros are herewith declared legacy
66#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 ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#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
69#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
70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71#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]
72#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
73#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
74#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
75#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
83/* 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
84 * in the object flags structure. 94 * in the object flags structure.
85 */ 95 */
86#define P_BLOCKSVIEW 0x01 96#define P_BLOCKSVIEW 0x01
87#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 */
88#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 */
89#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,
90 * that means, nothing harmful can be done, 100 * that means, nothing harmful can be done,
91 * such as: bombs, potion usage, alchemy, spells 101 * such as: bombs, potion usage, alchemy, spells
92 * this was introduced to make shops safer 102 * this was introduced to make shops safer
93 * 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 */
94#define P_IS_ALIVE 0x10 /* something alive is on this space */ 106#define P_IS_ALIVE 0x20 /* something alive is on this space */
95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
97#define P_UPTODATE 0x80 /* this space is up to date */ 107#define P_UPTODATE 0x80 // this space is up to date
98 108
99/* 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
100 * 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
101 * 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
102 * 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
103 * lots of duplicate checks currently in the code. 113 * lots of duplicate checks currently in the code.
104 */ 114 */
105#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 */
106#define P_NEW_MAP 0x20000 116#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
107 /* Coordinates passed result in a new tiled map */
108
109/* P_NO_PASS is used for ob_blocked() return value. It needs
110 * to be here to make sure the bits don't match with anything.
111 */
112#define P_NO_PASS 0x80000
113 117
114/* Instead of having numerous arrays that have information on a 118/* Instead of having numerous arrays that have information on a
115 * particular space (was map, floor, floor2, map_ob), 119 * particular space (was map, floor, floor2, map_ob),
116 * have this structure take care of that information. 120 * have this structure take care of that information.
117 * 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
118 * to extend information about a space. 122 * to extend information about a space.
119 */ 123 */
124INTERFACE_CLASS (mapspace)
120struct mapspace 125struct mapspace
121{ 126{
127 object *ACC (RW, bot);
122 object *bot, *top; /* lowest/highest object on this space */ 128 object *ACC (RW, top); /* lowest/highest object on this space */
123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 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 */
125 uint8 flags_; /* flags about this space (see the P_ values above) */ 130 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */ 131 sint8 ACC (RW, light); /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */ 132 MoveType ACC (RW, move_block); /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */ 133 MoveType ACC (RW, move_slow); /* What movement types this space slows */
129 MoveType move_on; /* What movement types are activated */ 134 MoveType ACC (RW, move_on); /* What movement types are activated */
130 MoveType move_off; /* What movement types are activated */ 135 MoveType ACC (RW, move_off); /* What movement types are activated */
136 uint16_t ACC (RW, items_); // 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
131 144
132 void update_ (); 145 void update_ ();
133 void update () 146 MTH void update ()
134 { 147 {
135 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 (sint8 (P_UPTODATE) < 0);
151 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
152
153 if (expect_false (sint8 (flags_) >= 0))
136 update_ (); 154 update_ ();
137 }
138 155
156 // must be true by now (gcc seems content with only the second test)
157 assume (sint8 (flags_) < 0);
158 assume (flags_ & P_UPTODATE);
159 }
160
139 uint8 flags () 161 MTH uint8 flags ()
140 { 162 {
141 update (); 163 update ();
142 return flags_; 164 return flags_;
143 } 165 }
166
167 MTH void invalidate ()
168 {
169 flags_ = 0;
170 }
144 171
145 // maybe only inline quick flags_ checking?
146 object *player () 172 MTH object *player ()
147 { 173 {
148 // search from the top, because players are usually on top 174 object *op;
149 // make usually == always and this non-amortized O(1) 175
150 // could gte rid of P_PLAYER, too, then
151 if (flags () & P_PLAYER) 176 if (flags () & P_PLAYER)
152 for (object *op = top; op; op = op->below) 177 for (op = top; op->type != PLAYER; op = op->below)
153 if (op->type == PLAYER) 178 ;
154 return op; 179 else
180 op = 0;
155 181
156 return 0; 182 return op;
157 } 183 }
158};
159 184
160/* 185 MTH uint32 items()
161 * Each map is in a given region of the game world and links to a region definiton, so 186 {
162 * they have to appear here in the headers, before the mapdef 187 update ();
163 */ 188 return items_;
164INTERFACE_CLASS (region) 189 }
165struct region : zero_initialised 190
166{ 191 // return the item volume on this mapspace in cm³
167 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 192 MTH uint64 volume ()
168 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 193 {
169 char *ACC (RW, parent_name); /* 194 update ();
170 * So that parent and child regions can be defined in 195 return volume_ * 1024;
171 * any order, we keep hold of the parent_name during 196 }
172 * initialisation, and the children get assigned to their 197
173 * parents later. (before runtime on the server though) 198 bool blocks (MoveType mt) const
174 * nothing outside the init code should ever use this value. 199 {
175 */ 200 return move_block && (mt & move_block) == mt;
176 struct region *ACC (RW, parent); /* 201 }
177 * Pointer to the region that is a parent of the current 202
178 * region, if a value isn't defined in the current region 203 bool blocks (object *op) const
179 * we traverse this series of pointers until it is. 204 {
180 */ 205 return blocks (op->move_type);
181 char *ACC (RW, longname); /* Official title of the region, this might be defined 206 }
182 * to be the same as name*/
183 char *ACC (RW, msg); /* the description of the region */
184 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
185 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
186 * this should be the one we fall back on as the default */
187 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
188 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
189}; 207};
208
209// a rectangular area of a map
210struct maprect
211{
212 maptile *m;
213 int x0, y0;
214 int x1, y1;
215 int dx, dy; // offset to go from local coordinates to original tile */
216};
217
218//+GPL
190 219
191struct shopitems : zero_initialised 220struct shopitems : zero_initialised
192{ 221{
193 const char *name; /* name of the item in question, null if it is the default item */ 222 const char *name; /* name of the item in question, null if it is the default item */
194 const char *name_pl; /* plural name */ 223 const char *name_pl; /* plural name */
216INTERFACE_CLASS (maptile) 245INTERFACE_CLASS (maptile)
217struct maptile : zero_initialised, attachable 246struct maptile : zero_initialised, attachable
218{ 247{
219 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 248 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
220 struct mapspace *spaces; /* Array of spaces on this map */ 249 struct mapspace *spaces; /* Array of spaces on this map */
250 uint8 *regions; /* region index per mapspace, if != 0 */
251 region_ptr *regionmap; /* index to region */
221 252
222 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 253 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
223 254
224 shstr ACC (RW, name); /* Name of map as given by its creator */ 255 shstr ACC (RW, name); /* Name of map as given by its creator */
225 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by 256 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
226 * points to the struct containing all the properties of 257 * points to the struct containing all the properties of
227 * the region */ 258 * the region */
228 double ACC (RW, reset_time); 259 double ACC (RW, reset_time);
229 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 260 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
230 * should be reset 261 * should be reset
231 */ 262 */
232 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 263 bool ACC (RW, dirty); /* if true, something was inserted or removed */
264 bool ACC (RW, no_reset); // must not reset this map
233 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 265 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
234 * players entering/exiting map 266 * players entering/exiting map
235 */ 267 */
236 sint32 ACC (RW, timeout); /* swapout is set to this */ 268 sint32 ACC (RW, timeout); /* swapout is set to this */
237 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 269 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
242 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 274 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
243 275
244 bool ACC (RW, per_player); 276 bool ACC (RW, per_player);
245 bool ACC (RW, per_party); 277 bool ACC (RW, per_party);
246 bool ACC (RW, outdoor); /* True if an outdoor map */ 278 bool ACC (RW, outdoor); /* True if an outdoor map */
247 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 279 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
248 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 280 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
281 static sint8 outdoor_darkness; /* the global darkness level outside */
249 282
250 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 283 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
251 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 284 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
252 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 285 oblinkpt *buttons; /* Linked list of linked lists of buttons */
253 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 286 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
265 shstr ACC (RW, msg); /* Message map creator may have left */ 298 shstr ACC (RW, msg); /* Message map creator may have left */
266 shstr ACC (RW, maplore); /* Map lore information */ 299 shstr ACC (RW, maplore); /* Map lore information */
267 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 300 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
268 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 301 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
269 shstr ACC (RW, path); /* Filename of the map */ 302 shstr ACC (RW, path); /* Filename of the map */
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 ();
270 315
271 MTH void activate (); 316 MTH void activate ();
272 MTH void deactivate (); 317 MTH void deactivate ();
273 318
274 // allocates all (empty) mapspace 319 // allocates all (empty) mapspace
275 MTH void alloc (); 320 MTH void alloc ();
276 // deallocates the mapspaces (and destroys all objects) 321 // deallocates the mapspaces (and destroys all objects)
277 MTH void clear (); 322 MTH void clear ();
278 323
324 MTH void post_load (); // update cached values in mapspaces etc.
279 MTH void fix_auto_apply (); 325 MTH void fix_auto_apply ();
280 MTH void decay_objects (); 326 MTH void do_decay_objects ();
281 MTH void update_buttons (); 327 MTH void update_buttons ();
282 MTH int change_map_light (int change); 328 MTH int change_map_light (int change);
283 static void change_all_map_light (int change); //PERL
284 MTH void set_darkness_map ();
285 MTH int estimate_difficulty () const; 329 MTH int estimate_difficulty () const;
330
331 MTH void play_sound (faceidx sound, int x, int y) const;
332 MTH void say_msg (const char *msg, int x, int y) const;
333
334 // connected links
335 oblinkpt *find_link (shstr_tmp id);
336 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
286 337
287 // set the given flag on all objects in the map 338 // set the given flag on all objects in the map
288 MTH void set_object_flag (int flag, int value = 1); 339 MTH void set_object_flag (int flag, int value = 1);
340 MTH void post_load_original ();
289 341
290 MTH void link_multipart_objects (); 342 MTH void link_multipart_objects ();
291 MTH void clear_unique_items (); 343 MTH void clear_unique_items ();
292 344
293 MTH void clear_header (); 345 MTH void clear_header ();
294 MTH void clear_links_to (maptile *m); 346 MTH void clear_links_to (maptile *m);
295 347
296 struct region *region (int x, int y) const 348 MTH struct region *region (int x, int y) const;
297 {
298 return default_region;
299 }
300 349
301 // loas the header pseudo-object 350 // load the header pseudo-object
302 bool _load_header (object_thawer &thawer); 351 bool _load_header (object_thawer &thawer);
303 MTH bool _load_header (const char *path); 352 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
304 353
305 // load objects into the map 354 // load objects into the map
306 bool _load_objects (object_thawer &thawer); 355 bool _load_objects (object_thawer &thawer);
307 MTH bool _load_objects (const char *path, bool skip_header = true); 356 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
308 357
309 // save objects into the given file (uses IO_ flags) 358 // save objects into the given file (uses IO_ flags)
310 bool _save_objects (object_freezer &freezer, int flags); 359 bool _save_objects (object_freezer &freezer, int flags);
311 MTH bool _save_objects (const char *path, int flags); 360 MTH bool _save_objects (const char *path, int flags);
312 361
324 MTH int size () const { return width * height; } 373 MTH int size () const { return width * height; }
325 374
326 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 375 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
327 376
328 MTH void touch () { last_access = runtime; } 377 MTH void touch () { last_access = runtime; }
378
379 MTH maptile *tile_available (int dir, bool load = true);
329 380
330 // find the map that is at coordinate x|y relative to this map 381 // find the map that is at coordinate x|y relative to this map
331 // TODO: need a better way than passing by reference 382 // TODO: need a better way than passing by reference
332 // TODO: make perl interface 383 // TODO: make perl interface
333 maptile *xy_find (sint16 &x, sint16 &y); 384 maptile *xy_find (sint16 &x, sint16 &y);
345 } 396 }
346 397
347 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 398 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
348 bool generate_random_map (random_map_params *RP); 399 bool generate_random_map (random_map_params *RP);
349 400
401 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
350 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 402 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
351 // async prefetch 403 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
352 static maptile *find_async (const char *path, maptile *original = 0);//PERL 404 object *pick_random_object (rand_gen &gen = rndm) const;
353 405
354 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 406 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
355 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 407
408 // return an array of maprects corresponding
409 // to the given rectangular area. the last rect will have
410 // a 0 map pointer.
411 // the array will be stored in a static memory area,
412 // so recursion is not atm. supported
413 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
356}; 414};
415
416//+GPL
357 417
358/* This is used by get_rangevector to determine where the other 418/* This is used by get_rangevector to determine where the other
359 * creature is. get_rangevector takes into account map tiling, 419 * creature is. get_rangevector takes into account map tiling,
360 * so you just can not look the the map coordinates and get the 420 * so you just can not look the the map coordinates and get the
361 * righte value. distance_x/y are distance away, which 421 * righte value. distance_x/y are distance away, which
371 int distance_y; 431 int distance_y;
372 int direction; 432 int direction;
373 object *part; 433 object *part;
374}; 434};
375 435
436// comaptibility cruft start
376//TODO: these should be refactored into things like xy_normalise 437//TODO: these should be refactored into things like xy_normalise
377// and so on. 438// and so on.
378int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 439int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
379int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
380int out_of_map(maptile *m, int x, int y); 440int out_of_map (maptile *m, int x, int y);
381maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y); 441maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
382void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags); 442void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
383void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); 443void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
384int on_same_map(const object *op1, const object *op2); 444int on_same_map (const object *op1, const object *op2);
445int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
385 446
386// adjust map, x and y for tiled maps and return true if the position is valid at all 447// adjust map, x and y for tiled maps and return true if the position is valid at all
387inline bool 448static inline bool
388xy_normalise (maptile *&map, sint16 &x, sint16 &y) 449xy_normalise (maptile *&map, sint16 &x, sint16 &y)
389{ 450{
390 // when in range, do a quick return, otherwise go the slow route 451 // when in range, do a quick return, otherwise go the slow route
391 return 452 return
392 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 453 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
393 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 454 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
394} 455}
456// comaptibility cruft end
457
458//-GPL
395 459
396inline mapspace & 460inline mapspace &
397object::ms () const 461object::ms () const
398{ 462{
399 return map->at (x, y); 463 return map->at (x, y);
400} 464}
401 465
466struct mapxy {
467 maptile *m;
468 sint16 x, y;
469
470 mapxy (maptile *m, sint16 x, sint16 y)
471 : m(m), x(x), y(y)
472 { }
473
474 mapxy (object *op)
475 : m(op->map), x(op->x), y(op->y)
476 { }
477
478 mapxy &move (int dx, int dy)
479 {
480 x += dx;
481 y += dy;
482
483 return *this;
484 }
485
486 mapxy &move (int dir)
487 {
488 return move (freearr_x [dir], freearr_y [dir]);
489 }
490
491 operator void *() const { return (void *)m; }
492 mapxy &operator =(const object *op)
493 {
494 m = op->map;
495 x = op->x;
496 y = op->y;
497
498 return *this;
499 }
500
501 mapspace *operator ->() const { return &m->at (x, y); }
502 mapspace &operator * () const { return m->at (x, y); }
503
504 bool normalise ()
505 {
506 return xy_normalise (m, x, y);
507 }
508
509 mapspace &ms () const
510 {
511 return m->at (x, y);
512 }
513
514 object *insert (object *op, object *originator = 0, int flags = 0) const
515 {
516 return m->insert (op, x, y, originator, flags);
517 }
518};
519
520inline const mapxy &
521object::operator =(const mapxy &pos)
522{
523 map = pos.m;
524 x = pos.x;
525 y = pos.y;
526
527 return pos;
528}
529
530// iterate over a rectangular area relative to op
531// can be used as a single statement, but both iterate macros
532// invocations must not be followed by a ";"
533// see common/los.C for usage example
534// the walk will be ordered, outer loop x, inner loop y
535// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
536// "continue" will skip to the next space
537#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
538 for (int dx = (dx0); dx <= (dx1); ++dx) \
539 { \
540 sint16 nx, ny; \
541 maptile *m = 0; \
542 \
543 for (int dy = (dy0); dy <= (dy1); ++dy) \
544 { \
545 /* check to see if we can simply go one down quickly, */ \
546 /* if not, do it the slow way */ \
547 if (!m || ++ny >= m->height) \
548 { \
549 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
550 \
551 if (!xy_normalise (m, nx, ny)) \
552 m = 0; \
553 }
554
555#define ordered_mapwalk_end \
556 } \
557 }
558
559// loop over every space in the given maprect,
560// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
561// the iterator code must be a single statement following this macro call, similar to "if"
562// "continue" will skip to the next space
563#define rect_mapwalk(rect,dx0,dy0) \
564 statementvar (maptile *, m, (rect)->m) \
565 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
566 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
567 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
568 statementvar (int, dy, ny + (rect)->dy - (dy0))
569
570// same as ordered_mapwalk, but the walk will not follow any particular
571// order (unorded), but is likely faster.
572// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
573// "continue" will skip to the next space
574#define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
575 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
576 (ox) + (dx0) , (oy) + (dy0) , \
577 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
578 r_e_c_t->m; \
579 ++r_e_c_t) \
580 rect_mapwalk (r_e_c_t, (ox), (oy))
581
582#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
583 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
584
402#endif 585#endif
403 586

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