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Comparing deliantra/server/include/map.h (file contents):
Revision 1.45 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.139 by root, Wed May 4 07:41:14 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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.
44 * map pointers. 48 * map pointers.
45 */ 49 */
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_NORTH,
54#define MAP_BLOCK 0x04 58 TILE_EAST,
55#define MAP_STYLE 0x08 59 TILE_SOUTH,
56#define MAP_OVERLAY 0x10 60 TILE_WEST,
61 TILE_UP,
62 TILE_DOWN,
63 TILE_NUM,
64};
57 65
58/* Values for in_memory below. Should probably be an enumerations */ 66/* Values for state below */
59#define MAP_IN_MEMORY 1 67enum {
60#define MAP_SWAPPED 2 68 MAP_SWAPPED, // header loaded, nothing else
61#define MAP_LOADING 3 69 MAP_INACTIVE, // in memory, linkable, but not active
62#define MAP_SAVING 4 70 MAP_ACTIVE, // running!
71};
63 72
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 73/* 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 74 * 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 75 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 76 * consistent (eg, op->map, op->x, op->y)
68 */ 77 */
69// all those macros are herewith declared legacy 78// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 79#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 80#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 81#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] 82#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 83#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 84#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 85#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 86#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 87
81/* You should really know what you are doing before using this - you 88/* 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 89 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 90 * map tiling.
84 */ 91 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 92#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 93
87/* These are used in the MapLook flags element. They are not used in 94/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 95 * in the object flags structure.
89 */ 96 */
90#define P_BLOCKSVIEW 0x01 97#define P_BLOCKSVIEW 0x01
91#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 98#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 */ 99#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, 100#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
94 * that means, nothing harmful can be done, 101 * that means, nothing harmful can be done,
95 * such as: bombs, potion usage, alchemy, spells 102 * such as: bombs, potion usage, alchemy, spells
96 * this was introduced to make shops safer 103 * this was introduced to make shops safer
97 * but is useful in other situations */ 104 * but is useful in other situations */
105
106#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 */ 107#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 */ 108#define P_UPTODATE 0x80 // this space is up to date
102 109
103/* The following two values are not stored in the MapLook flags, but instead 110/* 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 111 * 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 112 * 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 113 * function that does more of the work can hopefully be used to replace
107 * lots of duplicate checks currently in the code. 114 * lots of duplicate checks currently in the code.
108 */ 115 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 116#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 117#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
117 118
118/* Instead of having numerous arrays that have information on a 119/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 120 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 121 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier 122 * This puts it all in one place, and should also make it easier
122 * to extend information about a space. 123 * to extend information about a space.
123 */ 124 */
125INTERFACE_CLASS (mapspace)
124struct mapspace 126struct mapspace
125{ 127{
128 object *ACC (RW, bot);
126 object *bot, *top; /* lowest/highest object on this space */ 129 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 */ 130 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) */ 131 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 132 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 133 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 134 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */ 135 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */ 136 MoveType ACC (RW, move_off); /* What movement types are activated */
137 uint16_t ACC (RW, items_); // saturates at 64k
138 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
139 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
140 static uint32_t ACC (RW, smellcount); // global smell counter
141
142 uint32_t pad1_; // pad to 64 bytes on 64 bit systems
143
144//-GPL
135 145
136 void update_ (); 146 void update_ ();
137 void update () 147 MTH void update ()
138 { 148 {
139 if (!(flags_ & P_UPTODATE)) 149 // we take advantage of the fact that 0x80 is the sign bit
150 // to generate more efficient code on many cpus
151 assert (sint8 (P_UPTODATE) < 0);
152 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
153
154 if (expect_false (sint8 (flags_) >= 0))
140 update_ (); 155 update_ ();
141 }
142 156
157 // must be true by now (gcc seems content with only the second test)
158 assume (sint8 (flags_) < 0);
159 assume (flags_ & P_UPTODATE);
160 }
161
143 uint8 flags () 162 MTH uint8 flags ()
144 { 163 {
145 update (); 164 update ();
146 return flags_; 165 return flags_;
147 } 166 }
167
168 MTH void invalidate ()
169 {
170 flags_ = 0;
171 }
148 172
149 // maybe only inline quick flags_ checking?
150 object *player () 173 MTH object *player ()
151 { 174 {
152 // search from the top, because players are usually on top 175 object *op;
153 // make usually == always and this non-amortized O(1) 176
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 177 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 178 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 179 ;
158 return op; 180 else
181 op = 0;
159 182
160 return 0; 183 return op;
161 } 184 }
162};
163 185
164/* 186 MTH uint32 items()
165 * Each map is in a given region of the game world and links to a region definiton, so 187 {
166 * they have to appear here in the headers, before the mapdef 188 update ();
167 */ 189 return items_;
168INTERFACE_CLASS (region) 190 }
169struct region : zero_initialised 191
170{ 192 // return the item volume on this mapspace in cm³
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 193 MTH uint64 volume ()
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 194 {
173 char *ACC (RW, parent_name); /* 195 update ();
174 * So that parent and child regions can be defined in 196 return volume_ * 1024;
175 * any order, we keep hold of the parent_name during 197 }
176 * initialisation, and the children get assigned to their 198
177 * parents later. (before runtime on the server though) 199 bool blocks (MoveType mt) const
178 * nothing outside the init code should ever use this value. 200 {
179 */ 201 return move_block && (mt & move_block) == mt;
180 struct region *ACC (RW, parent); /* 202 }
181 * Pointer to the region that is a parent of the current 203
182 * region, if a value isn't defined in the current region 204 bool blocks (object *op) const
183 * we traverse this series of pointers until it is. 205 {
184 */ 206 return blocks (op->move_type);
185 char *ACC (RW, longname); /* Official title of the region, this might be defined 207 }
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}; 208};
209
210// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
211struct maprect
212{
213 maptile *m;
214 int x0, y0;
215 int x1, y1;
216 int dx, dy; // offset to go from local coordinates to original tile */
217};
218
219//+GPL
194 220
195struct shopitems : zero_initialised 221struct shopitems : zero_initialised
196{ 222{
197 const char *name; /* name of the item in question, null if it is the default item */ 223 const char *name; /* name of the item in question, null if it is the default item */
198 const char *name_pl; /* plural name */ 224 const char *name_pl; /* plural name */
220INTERFACE_CLASS (maptile) 246INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 247struct maptile : zero_initialised, attachable
222{ 248{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 249 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 250 struct mapspace *spaces; /* Array of spaces on this map */
251 uint8 *regions; /* region index per mapspace, if != 0 */
252 region_ptr *regionmap; /* index to region */
225 253
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 254 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 255
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 256 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 257 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 258 * points to the struct containing all the properties of
231 * the region */ 259 * the region */
232 double ACC (RW, reset_time); 260 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 261 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 262 * should be reset
235 */ 263 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 264 bool ACC (RW, dirty); /* if true, something was inserted or removed */
265 bool ACC (RW, no_reset); // must not reset this map
237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 266 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238 * players entering/exiting map 267 * players entering/exiting map
239 */ 268 */
269 uint8 ACC (RW, state); /* If not true, the map has been freed and must
270 * be loaded before used. The map,omap and map_ob
271 * arrays will be allocated when the map is loaded */
240 sint32 ACC (RW, timeout); /* swapout is set to this */ 272 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 */ 273 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
242 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
243 * be loaded before used. The map,omap and map_ob
244 * arrays will be allocated when the map is loaded */
245 sint16 players; /* How many players are on this map right now */ 274 sint16 players; /* How many players are on this map right now */
246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 275 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247 276
248 bool ACC (RW, per_player); 277 bool ACC (RW, per_player);
249 bool ACC (RW, per_party); 278 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */ 279 bool ACC (RW, outdoor); /* True if an outdoor map */
280 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 */ 281 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
282 static sint8 outdoor_darkness; /* the global darkness level outside */
252 283
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 284 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 */ 285 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 */ 286 oblinkpt *buttons; /* Linked list of linked lists of buttons */
256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
257 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
258 sint8 ACC (RW, humid); /* humitidy of this tile */
259 sint8 ACC (RW, windspeed); /* windspeed of this tile */
260 sint8 ACC (RW, winddir); /* direction of wind */
261 sint8 ACC (RW, sky); /* sky conditions */
262 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
263 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 287 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
264 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ 288 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
265 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 289 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
266 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 290 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
267 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 291 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
268 shstr ACC (RW, msg); /* Message map creator may have left */ 292 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */ 293 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 294 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 295 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */ 296 shstr ACC (RW, path); /* Filename of the map */
297 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
298 int ACC (RW, max_items); // maximum number of items on a mapspace
299
300//-GPL
301
302 // the maptile:: is neccessary here for the perl interface to work
303 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
304 {
305 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
306 }
307
308 static void adjust_daylight ();
273 309
274 MTH void activate (); 310 MTH void activate ();
275 MTH void deactivate (); 311 MTH void deactivate ();
276 312
277 // allocates all (empty) mapspace 313 // allocates all (empty) mapspace
278 MTH void alloc (); 314 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects) 315 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear (); 316 MTH void clear ();
281 317
318 MTH void post_load (); // update cached values in mapspaces etc.
282 MTH void fix_auto_apply (); 319 MTH void fix_auto_apply ();
283 MTH void decay_objects (); 320 MTH void do_decay_objects ();
284 MTH void update_buttons (); 321 MTH void update_buttons ();
285 MTH int change_map_light (int change); 322 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; 323 MTH int estimate_difficulty () const;
324
325 MTH void play_sound (faceidx sound, int x, int y) const;
326 MTH void say_msg (const_utf8_string msg, int x, int y) const;
327
328 // connected links
329 oblinkpt *find_link (shstr_tmp id);
330 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
331
332 // set the given flag on all objects in the map
333 MTH void set_object_flag (int flag, int value = 1);
334 MTH void post_load_original ();
289 335
290 MTH void link_multipart_objects (); 336 MTH void link_multipart_objects ();
291 MTH void clear_unique_items (); 337 MTH void clear_unique_items ();
292 338
293 MTH void clear_header (); 339 MTH void clear_header ();
294 MTH void clear_links_to (maptile *m); 340 MTH void clear_links_to (maptile *m);
295 341
342 MTH struct region *region (int x, int y) const;
343
296 // loas the header pseudo-object 344 // load the header pseudo-object
297 bool load_header (object_thawer &thawer); 345 bool _load_header (object_thawer &thawer);
298 MTH bool load_header (const char *path); 346 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
299 347
300 // load objects into the map 348 // load objects into the map
301 bool load_objects (object_thawer &thawer); 349 bool _load_objects (object_thawer &thawer);
302 MTH bool load_objects (const char *path, bool skip_header = true); 350 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
303 351
304 // save objects into the given file (uses IO_ flags) 352 // save objects into the given file (uses IO_ flags)
305 bool save_objects (object_freezer &freezer, int flags); 353 bool _save_objects (object_freezer &freezer, int flags);
306 MTH bool save_objects (const char *path, int flags); 354 MTH bool _save_objects (const_octet_string path, int flags);
307 355
308 // save the header pseudo object _only_ 356 // save the header pseudo object _only_
309 bool save_header (object_freezer &freezer); 357 bool _save_header (object_freezer &freezer);
310 MTH bool save_header (const char *path); 358 MTH bool _save_header (const_octet_string path);
311 359
312 maptile (); 360 maptile ();
313 maptile (int w, int h); 361 maptile (int w, int h);
362 void init ();
314 ~maptile (); 363 ~maptile ();
315 364
316 void do_destroy (); 365 void do_destroy ();
317 void gather_callbacks (AV *&callbacks, event_type event) const; 366 void gather_callbacks (AV *&callbacks, event_type event) const;
318 367
368 MTH bool linkable () { return state >= MAP_INACTIVE; }
369
319 MTH int size () const { return width * height; } 370 MTH int size () const { return width * height; }
320 371
321 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 372 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
322 373
323// static maptile *find_map (const char *path, maptile *origin);//PERL 374 MTH void touch () { last_access = runtime; }
324// 375
325// // load a map relative to this one 376 MTH maptile *tile_available (int dir, bool load = true);
326// maptile *find_map (const char *path) 377
327// { 378 // find the map that is at coordinate x|y relative to this map
328// return find_map (path, this); 379 // TODO: need a better way than passing by reference
329// } 380 // TODO: make perl interface
330// 381 maptile *xy_find (sint16 &x, sint16 &y);
331// // customise this map for the given player 382
332// // might return this or a completely new map 383 // like xy_find, but also loads the map
333// maptile *customise_for (object *op); 384 maptile *xy_load (sint16 &x, sint16 &y);
334// 385
335// void do_force_map_sync ();//PERL 386 void do_load_sync ();//PERL
336// 387
337// // make sure the map is loaded 388 // make sure the map is loaded
338// MTH void force_map_sync () 389 MTH void load_sync ()
339// { 390 {
340// if (in_memory != MAP_IN_MEMORY) 391 if (!spaces)
341// do_force_map_sync (); 392 do_load_sync ();
342// } 393 }
343 394
395 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
396 bool generate_random_map (random_map_params *RP);
397
398 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
344 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 399 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
345 static void emergency_save ();//PERL 400 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
401 object *pick_random_object (rand_gen &gen = rndm) const;
346 402
347 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 403 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
348 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 404
405 // return an array of maprects corresponding
406 // to the given rectangular area. the last rect will have
407 // a 0 map pointer.
408 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
409
410 MTH bool is_in_shop (int x, int y) const;
349}; 411};
412
413inline bool
414object::is_in_shop () const
415{
416 return is_on_map ()
417 && map->is_in_shop (x, y);
418}
419
420//+GPL
350 421
351/* This is used by get_rangevector to determine where the other 422/* This is used by get_rangevector to determine where the other
352 * creature is. get_rangevector takes into account map tiling, 423 * creature is. get_rangevector takes into account map tiling,
353 * so you just can not look the the map coordinates and get the 424 * so you just can not look the the map coordinates and get the
354 * righte value. distance_x/y are distance away, which 425 * righte value. distance_x/y are distance away, which
364 int distance_y; 435 int distance_y;
365 int direction; 436 int direction;
366 object *part; 437 object *part;
367}; 438};
368 439
440// comaptibility cruft start
441//TODO: these should be refactored into things like xy_normalise
442// and so on.
443int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
444int out_of_map (maptile *m, int x, int y);
445maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
446void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
447void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
448int on_same_map (const object *op1, const object *op2);
449int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
450
451// adjust map, x and y for tiled maps and return true if the position is valid at all
452static inline bool
453xy_normalise (maptile *&map, sint16 &x, sint16 &y)
454{
455 // when in range, do a quick return, otherwise go the slow route
456 return
457 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
458 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
459}
460// comaptibility cruft end
461
462//-GPL
463
369inline mapspace & 464inline mapspace &
370object::ms () const 465object::ms () const
371{ 466{
372 return map->at (x, y); 467 return map->at (x, y);
373} 468}
374 469
470struct mapxy {
471 maptile *m;
472 sint16 x, y;
473
474 mapxy (maptile *m, sint16 x, sint16 y)
475 : m(m), x(x), y(y)
476 { }
477
478 mapxy (object *op)
479 : m(op->map), x(op->x), y(op->y)
480 { }
481
482 mapxy &move (int dx, int dy)
483 {
484 x += dx;
485 y += dy;
486
487 return *this;
488 }
489
490 mapxy &move (int dir)
491 {
492 return move (freearr_x [dir], freearr_y [dir]);
493 }
494
495 operator void *() const { return (void *)m; }
496 mapxy &operator =(const object *op)
497 {
498 m = op->map;
499 x = op->x;
500 y = op->y;
501
502 return *this;
503 }
504
505 mapspace *operator ->() const { return &m->at (x, y); }
506 mapspace &operator * () const { return m->at (x, y); }
507
508 bool normalise ()
509 {
510 return xy_normalise (m, x, y);
511 }
512
513 mapspace &ms () const
514 {
515 return m->at (x, y);
516 }
517
518 object *insert (object *op, object *originator = 0, int flags = 0) const
519 {
520 return m->insert (op, x, y, originator, flags);
521 }
522};
523
524inline const mapxy &
525object::operator =(const mapxy &pos)
526{
527 map = pos.m;
528 x = pos.x;
529 y = pos.y;
530
531 return pos;
532}
533
534// iterate over a rectangular area relative to op
535// can be used as a single statement, but both iterate macros
536// invocations must not be followed by a ";"
537// see common/los.C for usage example
538// the walk will be ordered, outer loop x, inner loop y
539// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
540// "continue" will skip to the next space
541#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
542 for (int dx = (dx0); dx <= (dx1); ++dx) \
543 { \
544 sint16 nx, ny; \
545 maptile *m = 0; \
546 \
547 for (int dy = (dy0); dy <= (dy1); ++dy) \
548 { \
549 /* check to see if we can simply go one down quickly, */ \
550 /* if not, do it the slow way */ \
551 if (!m || ++ny >= m->height) \
552 { \
553 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
554 \
555 if (!xy_normalise (m, nx, ny)) \
556 m = 0; \
557 }
558
559#define ordered_mapwalk_end \
560 } \
561 }
562
563extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
564
565// loop over every space in the given maprect,
566// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
567// the iterator code must be a single statement following this macro call, similar to "if"
568// "continue" will skip to the next space
569#define rect_mapwalk(rect,dx0,dy0) \
570 statementvar (maptile *, m, (rect)->m) \
571 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
572 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
573 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
574 statementvar (int, dy, ny + (rect)->dy - (dy0))
575
576// same as ordered_mapwalk, but the walk will not follow any particular
577// order (unorded), but is likely faster.
578// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
579// "continue" will skip to the next space
580#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
581 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
582 (ox) + (dx0) , (oy) + (dy0) , \
583 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
584 r_e_c_t->m; \
585 ++r_e_c_t) \
586 rect_mapwalk (r_e_c_t, (ox), (oy))
587
588#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
589 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
590
375#endif 591#endif
376 592

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