ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
(Generate patch)

Comparing deliantra/server/include/map.h (file contents):
Revision 1.14 by elmex, Tue Aug 29 09:27:58 2006 UTC vs.
Revision 1.145 by root, Sat May 7 20:03:28 2011 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.h,v 1.14 2006/08/29 09:27:58 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/*
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
35//+GPL
36
37#include "region.h"
37#include "cfperl.h" 38#include "cfperl.h"
38 39
39/* 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
40 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
41 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
42 * Magic map code now always starts out putting the player in the 43 * Magic map code now always starts out putting the player in the
43 * center of the map - this makes the most sense when dealing 44 * center of the map - this makes the most sense when dealing
44 * with tiled maps. 45 * with tiled maps.
45 * We also figure out the magicmap color to use as we process the 46 * We also figure out the magicmap color to use as we process the
47 * map pointers. 48 * map pointers.
48 */ 49 */
49#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
50#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51 52
52
53#define MAP_LAYERS 4 53#define MAP_LAYERS 3
54 54
55/* This is when the map will reset */ 55// tile map index - toggling the lowest bit reverses direction
56#define MAP_WHEN_RESET(m) ((m)->reset_time) 56enum
57{
58 TILE_NORTH,
59 TILE_SOUTH,
60 TILE_EAST ,
61 TILE_WEST,
62 TILE_UP,
63 TILE_DOWN,
64 TILE_NUM
65};
57 66
58#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 67#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
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 68
64/* mape darkness used to enforce the MAX_DARKNESS value. 69/* Values for state below */
65 * but IMO, if it is beyond max value, that should be fixed 70enum
66 * on the map or in the code. 71{
67 */ 72 MAP_SWAPPED, // header loaded, nothing else
68#define MAP_DARKNESS(m) (m)->darkness 73 MAP_INACTIVE, // in memory, linkable, but not active
69 74 MAP_ACTIVE, // running!
70#define MAP_WIDTH(m) (m)->width 75};
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
90/* options passed to ready_map_name and load_original_map */
91#define MAP_FLUSH 0x1
92#define MAP_PLAYER_UNIQUE 0x2
93#define MAP_BLOCK 0x4
94#define MAP_STYLE 0x8
95#define MAP_OVERLAY 0x10
96
97/* Values for in_memory below. Should probably be an enumerations */
98#define MAP_IN_MEMORY 1
99#define MAP_SWAPPED 2
100#define MAP_LOADING 3
101#define MAP_SAVING 4
102 76
103/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 77/* 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 78 * 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 79 * where it is known the map is not tiled or the values are known
106 * consistent (eg, op->map, op->x, op->y) 80 * consistent (eg, op->map, op->x, op->y)
107 */ 81 */
108#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 82// all those macros are herewith declared legacy
109#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 83#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 ) 84#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
111#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 85#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
112
113#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
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] ) 86#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 ) 87#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 ) 88#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 ) 89#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 ) 90#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 91
140/* You should really know what you are doing before using this - you 92/* 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 93 * should almost always be using out_of_map instead, which takes into account
142 * map tiling. 94 * map tiling.
143 */ 95 */
144#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 96#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
145 97
146/* These are used in the MapLook flags element. They are not used in 98/* These are used in the mapspace flags element. They are not used in
147 * in the object flags structure. 99 * in the object flags structure.
148 */ 100 */
149
150#define P_BLOCKSVIEW 0x01 101#define P_BLOCKSVIEW 0x01
151#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 102#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152 103#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
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 tile is a safe map, 104#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
163 * that means, nothing harmful there will be done, 105 * that means, nothing harmful can be done,
164 * like: bombs, potion usage, alchemy, spells 106 * such as: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 107 * this was introduced to make shops safer
166 * and propably other maps */ 108 * but is useful in other situations */
109
110#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
167#define P_IS_ALIVE 0x10 /* something alive is on this space */ 111#define P_IS_ALIVE 0x20 /* something alive is on this space */
168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
169#define P_NEED_UPDATE 0x40 /* this space is out of date */ 112#define P_UPTODATE 0x80 // this space is up to date
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 113
171 * does not complain if the flags are different.
172 */
173/* The following two values are not stored in the MapLook flags, but instead 114/* 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 115 * 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 116 * 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 117 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 118 * lots of duplicate checks currently in the code.
178 */ 119 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 120#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 */ 121#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
181 122
182#if 0 123// persistent flags (pflags) in mapspace
183/* These go away with new movement code - can't do such simplistic 124enum
184 * checks anymore 125{
185 */ 126 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
186#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 127};
187#define P_WALL P_NO_PASS /* Just to match naming of wall function */
188#endif
189 128
190/* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a 129/* Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 130 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 131 * have this structure take care of that information.
194 * This puts it all in one place, and should also make it easier 132 * This puts it all in one place, and should also make it easier
195 * to extend information about a space. 133 * to extend information about a space.
196 */ 134 */
197 135INTERFACE_CLASS (mapspace)
198struct MapSpace { 136struct mapspace
199 object *bottom; /* lowest object on this space */ 137{
200 object *top; /* Highest object on this space */ 138 object *ACC (RW, bot);
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 139 object *ACC (RW, top); /* lowest/highest object on this space */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 140 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */ 141 uint8 flags_; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 142 sint8 ACC (RW, light); /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 143 MoveType ACC (RW, move_block); /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 144 MoveType ACC (RW, move_slow); /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 145 MoveType ACC (RW, move_on); /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 146 MoveType ACC (RW, move_off); /* What movement types are activated */
209}; 147 uint16_t ACC (RW, items_); // saturates at 64k
148 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
149 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
150 static uint32_t ACC (RW, smellcount); // global smell counter
210 151
211/* 152 uint8_t pflags; // additional, persistent flags
212 * this is an overlay structure of the whole world. It exists as a simple 153 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
213 * high level map, which doesn't contain the full data of the underlying map.
214 * in this map, only things such as weather are recorded. By doing so, we
215 * can keep the entire world parameters in memory, and act as a whole on
216 * them at once. We can then, in a separate loop, update the actual world
217 * with the new values we have assigned.
218 */
219 154
220struct weathermap_t { 155//-GPL
221 sint16 temp; /* base temperature of this tile (F) */
222 sint16 pressure; /* barometric pressure (mb) */
223 sint8 humid; /* humitidy of this tile */
224 sint8 windspeed; /* windspeed of this tile */
225 sint8 winddir; /* direction of wind */
226 sint8 sky; /* sky conditions */
227 sint32 avgelev; /* average elevation */
228 uint32 rainfall; /* cumulative rainfall */
229 uint8 darkness; /* indicates level of darkness of map */
230 uint8 water; /* 0-100 percentage of water tiles */
231 /*Dynamic parts*/
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/
233};
234 156
235/* 157 void update_ ();
236 * Each map is in a given region of the game world and links to a region definiton, so 158 MTH void update ()
237 * they have to appear here in the headers, before the mapdef 159 {
238 */ 160 // we take advantage of the fact that 0x80 is the sign bit
239struct region { 161 // to generate more efficient code on many cpus
240 struct region *next; /* pointer to next region, NULL for the last one */ 162 assert (sint8 (P_UPTODATE) < 0);
241 const char *name; /* Shortend name of the region as maps refer to it */ 163 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
242 const char *parent_name; /*
243 * So that parent and child regions can be defined in
244 * any order, we keep hold of the parent_name during
245 * initialisation, and the children get assigned to their
246 * parents later. (before runtime on the server though)
247 * nothing outside the init code should ever use this value.
248 */
249 struct region *parent; /*
250 * Pointer to the region that is a parent of the current
251 * region, if a value isn't defined in the current region
252 * we traverse this series of pointers until it is.
253 */
254 const char *longname; /* Official title of the region, this might be defined
255 * to be the same as name*/
256 const char *msg; /* the description of the region */
257 uint32 counter; /* A generic counter for holding temporary data. */
258 sint8 fallback; /* whether, in the event of a region not existing,
259 * 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.*/
261 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
262};
263 164
165 if (expect_false (sint8 (flags_) >= 0))
166 update_ ();
264 167
265struct shopitems { 168 // must be true by now (gcc seems content with only the second test)
169 assume (sint8 (flags_) < 0);
170 assume (flags_ & P_UPTODATE);
171 }
172
173 MTH uint8 flags ()
174 {
175 update ();
176 return flags_;
177 }
178
179 MTH void update_up ();
180
181 MTH void invalidate ()
182 {
183 flags_ = 0;
184
185 if (pflags)
186 update_up ();
187 }
188
189 MTH object *player ()
190 {
191 object *op;
192
193 if (flags () & P_PLAYER)
194 for (op = top; op->type != PLAYER; op = op->below)
195 ;
196 else
197 op = 0;
198
199 return op;
200 }
201
202 MTH uint32 items()
203 {
204 update ();
205 return items_;
206 }
207
208 // return the item volume on this mapspace in cm³
209 MTH uint64 volume ()
210 {
211 update ();
212 return volume_ * 1024;
213 }
214
215 bool blocks (MoveType mt) const
216 {
217 return move_block && (mt & move_block) == mt;
218 }
219
220 bool blocks (object *op) const
221 {
222 return blocks (op->move_type);
223 }
224};
225
226// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
227struct maprect
228{
229 maptile *m;
230 int x0, y0;
231 int x1, y1;
232 int dx, dy; // offset to go from local coordinates to original tile */
233};
234
235// (refcounted) list of objects on this map that need physics processing
236struct physics_queue
237: unordered_vector<object *>
238{
239 int i; // already processed
240 physics_queue ();
241 ~physics_queue ();
242 object *pop ();
243};
244
245#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
246
247//+GPL
248
249struct shopitems : zero_initialised
250{
266 const char *name; /* name of the item in question, null if it is the default item */ 251 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */ 252 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 253 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, 254 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */ 255 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/ 256 int index; /* being the size of the shopitems array. */
257};
258
259// map I/O, what to load/save
260enum {
261 IO_HEADER = 0x01, // the "arch map" pseudo object
262 IO_OBJECTS = 0x02, // the non-unique objects
263 IO_UNIQUES = 0x04, // unique objects
272}; 264};
273 265
274/* In general, code should always use the macros 266/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 267 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 268 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 269 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 270 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 271 * (or even through the macros), but doing so will completely
280 * break map tiling. 272 * break map tiling.
281 */ 273 */
282struct mapstruct : attachable<mapstruct> { 274INTERFACE_CLASS (maptile)
283 static data_type get_dt () { return DT_MAP; } 275struct maptile : zero_initialised, attachable
276{
277 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
278 struct mapspace *spaces; /* Array of spaces on this map */
279 uint8 *regions; /* region index per mapspace, if != 0 */
280 region_ptr *regionmap; /* index to region */
284 281
285 struct mapstruct *next; /* Next map, linked list */ 282 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
286 char *tmpname; /* Name of temporary file */ 283
287 char *name; /* Name of map as given by its creator */ 284 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 285 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
289 * points to the struct containing all the properties of 286 * points to the struct containing all the properties of
290 * the region */ 287 * the region */
291 uint32 reset_time; /* when this map should reset */ 288 double ACC (RW, reset_time);
292 uint32 reset_timeout; /* How many seconds must elapse before this map 289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
293 * should be reset 290 * should be reset
294 */ 291 */
292 bool ACC (RW, dirty); /* if true, something was inserted or removed */
293 bool ACC (RW, no_reset); // must not reset this map
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by 294 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map 295 * players entering/exiting map
297 */ 296 */
298 uint32 unique:1; /* if set, this is a per player unique map */ 297 uint8 ACC (RW, state); /* If not true, the map has been freed and must
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 */
303 sint32 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
306 * be loaded before used. The map,omap and map_ob 298 * be loaded before used. The map,omap and map_ob
307 * arrays will be allocated when the map is loaded */ 299 * arrays will be allocated when the map is loaded */
300 sint32 ACC (RW, timeout); /* swapout is set to this */
301 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
302 sint16 players; /* How many players are on this map right now */
308 uint16 difficulty; /* What level the player should be to play here */ 303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
309 304
305 bool ACC (RW, per_player);
306 bool ACC (RW, per_party);
307 bool ACC (RW, outdoor); /* True if an outdoor map */
308 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
310 uint8 darkness; /* indicates level of darkness of map */ 309 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
311 uint16 width,height; /* Width and height of map. */ 310 static sint8 outdoor_darkness; /* the global darkness level outside */
311
312 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 312 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 */ 313 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 */ 314 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) */
318 sint16 pressure; /* barometric pressure (mb) */
319 sint8 humid; /* humitidy of this tile */
320 sint8 windspeed; /* windspeed of this tile */
321 sint8 winddir; /* direction of wind */
322 sint8 sky; /* sky conditions */
323 int wpartx,wparty; /*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 */ 315 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 */ 316 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
326 double shopgreed; /* how much our shopkeeper overcharges */ 317 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
327 uint64 shopmin; /* minimum price a shop will trade for */ 318 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
328 uint64 shopmax; /* maximum price a shop will offer */ 319 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
329 char *msg; /* Message map creator may have left */ 320 shstr ACC (RW, msg); /* Message map creator may have left */
330 char *maplore; /* Map lore information */ 321 shstr ACC (RW, maplore); /* Map lore information */
331 char *tile_path[4]; /* path to adjoining maps */ 322 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
332 struct mapstruct *tile_map[4]; /* Next map, linked list */ 323 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
333 char path[HUGE_BUF]; /* Filename of the map */ 324 shstr ACC (RW, path); /* Filename of the map */
325 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
326 int ACC (RW, max_items); // maximum number of items on a mapspace
327
328//-GPL
329
330 physics_queue pq[PHYSICS_QUEUES];
331 MTH void queue_physics (object *ob, int after = 0);
332 MTH void queue_physics_at (int x, int y);
333 MTH void post_load_physics ();
334 MTH int run_physics (tick_t tick, int max_objects);
335
336 // the maptile:: is neccessary here for the perl interface to work
337 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
338 {
339 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
340 }
341
342 static void adjust_daylight ();
343
344 MTH void activate ();
345 MTH void activate_physics ();
346 MTH void deactivate ();
347
348 // allocates all (empty) mapspace
349 MTH void alloc ();
350 // deallocates the mapspaces (and destroys all objects)
351 MTH void clear ();
352
353 MTH void post_load (); // update cached values in mapspaces etc.
354 MTH void fix_auto_apply ();
355 MTH void do_decay_objects ();
356 MTH void update_buttons ();
357 MTH int change_map_light (int change);
358 MTH int estimate_difficulty () const;
359
360 MTH void play_sound (faceidx sound, int x, int y) const;
361 MTH void say_msg (const_utf8_string msg, int x, int y) const;
362
363 // connected links
364 oblinkpt *find_link (shstr_tmp id);
365 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
366
367 // set the given flag on all objects in the map
368 MTH void set_object_flag (int flag, int value = 1);
369 MTH void post_load_original ();
370
371 MTH void link_multipart_objects ();
372 MTH void clear_unique_items ();
373
374 MTH void clear_header ();
375 MTH void clear_links_to (maptile *m);
376
377 MTH struct region *region (int x, int y) const;
378
379 // load the header pseudo-object
380 bool _load_header (object_thawer &thawer);
381 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
382
383 // load objects into the map
384 bool _load_objects (object_thawer &thawer);
385 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
386
387 // save objects into the given file (uses IO_ flags)
388 bool _save_objects (object_freezer &freezer, int flags);
389 MTH bool _save_objects (const_octet_string path, int flags);
390
391 // save the header pseudo object _only_
392 bool _save_header (object_freezer &freezer);
393 MTH bool _save_header (const_octet_string path);
394
395 maptile ();
396 maptile (int w, int h);
397 void init ();
398 ~maptile ();
399
400 void do_destroy ();
401 void gather_callbacks (AV *&callbacks, event_type event) const;
402
403 MTH bool linkable () { return state >= MAP_INACTIVE; }
404
405 MTH int size () const { return width * height; }
406
407 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
408
409 MTH void touch () { last_access = runtime; }
410
411 MTH maptile *tile_available (int dir, bool load = true);
412
413 // find the map that is at coordinate x|y relative to this map
414 // TODO: need a better way than passing by reference
415 // TODO: make perl interface
416 maptile *xy_find (sint16 &x, sint16 &y);
417
418 // like xy_find, but also loads the map
419 maptile *xy_load (sint16 &x, sint16 &y);
420
421 void do_load_sync ();//PERL
422
423 // make sure the map is loaded
424 MTH void load_sync ()
425 {
426 if (!spaces)
427 do_load_sync ();
428 }
429
430 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
431 bool generate_random_map (random_map_params *RP);
432
433 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
434 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
435 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
436 object *pick_random_object (rand_gen &gen = rndm) const;
437
438 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
439
440 // return an array of maprects corresponding
441 // to the given rectangular area. the last rect will have
442 // a 0 map pointer.
443 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
444
445 MTH bool is_in_shop (int x, int y) const;
334}; 446};
447
448inline bool
449object::is_in_shop () const
450{
451 return is_on_map ()
452 && map->is_in_shop (x, y);
453}
454
455//+GPL
335 456
336/* This is used by get_rangevector to determine where the other 457/* This is used by get_rangevector to determine where the other
337 * creature is. get_rangevector takes into account map tiling, 458 * creature is. get_rangevector takes into account map tiling,
338 * so you just can not look the the map coordinates and get the 459 * so you just can not look the the map coordinates and get the
339 * righte value. distance_x/y are distance away, which 460 * righte value. distance_x/y are distance away, which
340 * can be negativbe. direction is the crossfire direction scheme 461 * can be negative. direction is the crossfire direction scheme
341 * that the creature should head. part is the part of the 462 * that the creature should head. part is the part of the
342 * monster that is closest. 463 * monster that is closest.
343 * Note: distance should be always >=0. I changed it to UINT. MT 464 * Note: distance should be always >=0. I changed it to UINT. MT
344 */ 465 */
345struct rv_vector { 466struct rv_vector
467{
346 unsigned int distance; 468 unsigned int distance;
347 int distance_x; 469 int distance_x;
348 int distance_y; 470 int distance_y;
349 int direction; 471 int direction;
350 object *part; 472 object *part;
351}; 473};
474
475// comaptibility cruft start
476//TODO: these should be refactored into things like xy_normalise
477// and so on.
478int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
479int out_of_map (maptile *m, int x, int y);
480maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
481void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
482void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
483int on_same_map (const object *op1, const object *op2);
484int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
485
486// adjust map, x and y for tiled maps and return true if the position is valid at all
487static inline bool
488xy_normalise (maptile *&map, sint16 &x, sint16 &y)
489{
490 // when in range, do a quick return, otherwise go the slow route
491 return
492 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
493 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
494}
495// comaptibility cruft end
496
497//-GPL
498
499inline mapspace &
500object::ms () const
501{
502 return map->at (x, y);
503}
504
505struct mapxy {
506 maptile *m;
507 sint16 x, y;
508
509 mapxy (maptile *m, sint16 x, sint16 y)
510 : m(m), x(x), y(y)
511 { }
512
513 mapxy (object *op)
514 : m(op->map), x(op->x), y(op->y)
515 { }
516
517 mapxy &move (int dx, int dy)
518 {
519 x += dx;
520 y += dy;
521
522 return *this;
523 }
524
525 mapxy &move (int dir)
526 {
527 return move (freearr_x [dir], freearr_y [dir]);
528 }
529
530 operator void *() const { return (void *)m; }
531 mapxy &operator =(const object *op)
532 {
533 m = op->map;
534 x = op->x;
535 y = op->y;
536
537 return *this;
538 }
539
540 mapspace *operator ->() const { return &m->at (x, y); }
541 mapspace &operator * () const { return m->at (x, y); }
542
543 bool normalise ()
544 {
545 return xy_normalise (m, x, y);
546 }
547
548 mapspace &ms () const
549 {
550 return m->at (x, y);
551 }
552
553 object *insert (object *op, object *originator = 0, int flags = 0) const
554 {
555 return m->insert (op, x, y, originator, flags);
556 }
557};
558
559inline const mapxy &
560object::operator =(const mapxy &pos)
561{
562 map = pos.m;
563 x = pos.x;
564 y = pos.y;
565
566 return pos;
567}
568
569// iterate over a rectangular area relative to op
570// can be used as a single statement, but both iterate macros
571// invocations must not be followed by a ";"
572// see common/los.C for usage example
573// the walk will be ordered, outer loop x, inner loop y
574// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
575// "continue" will skip to the next space
576#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
577 for (int dx = (dx0); dx <= (dx1); ++dx) \
578 { \
579 sint16 nx, ny; \
580 maptile *m = 0; \
581 \
582 for (int dy = (dy0); dy <= (dy1); ++dy) \
583 { \
584 /* check to see if we can simply go one down quickly, */ \
585 /* if not, do it the slow way */ \
586 if (!m || ++ny >= m->height) \
587 { \
588 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
589 \
590 if (!xy_normalise (m, nx, ny)) \
591 m = 0; \
592 }
593
594#define ordered_mapwalk_end \
595 } \
596 }
597
598extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
599
600// loop over every space in the given maprect,
601// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
602// the iterator code must be a single statement following this macro call, similar to "if"
603// "continue" will skip to the next space
604#define rect_mapwalk(rect,dx0,dy0) \
605 statementvar (maptile *, m, (rect)->m) \
606 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
607 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
608 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
609 statementvar (int, dy, ny + (rect)->dy - (dy0))
610
611// same as ordered_mapwalk, but the walk will not follow any particular
612// order (unorded), but is likely faster.
613// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
614// "continue" will skip to the next space
615#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
616 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
617 (ox) + (dx0) , (oy) + (dy0) , \
618 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
619 r_e_c_t->m; \
620 ++r_e_c_t) \
621 rect_mapwalk (r_e_c_t, (ox), (oy))
622
623#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
624 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
352 625
353#endif 626#endif
627

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines