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Comparing deliantra/server/include/map.h (file contents):
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.147 by root, Sun May 8 12:40:41 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 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
33#include <tr1/unordered_map>
34
35//+GPL
36
37#include "region.h"
32#include "cfperl.h" 38#include "cfperl.h"
33 39
34/* 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
35 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
37 * 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
38 * center of the map - this makes the most sense when dealing 44 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 45 * with tiled maps.
40 * 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
42 * map pointers. 48 * map pointers.
43 */ 49 */
44#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 52
47#define MAP_LAYERS 4 53#define MAP_LAYERS 3
48 54
49/* This is when the map will reset */ 55// tile map index - toggling the lowest bit reverses direction
50#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};
51 66
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 67#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
53#define MAP_DIFFICULTY(m) ((m)->difficulty)
54#define MAP_TIMEOUT(m) ((m)->timeout)
55#define MAP_SWAP_TIME(m) ((m)->swap_time)
56#define MAP_OUTDOORS(m) ((m)->outdoor)
57 68
58/* mape darkness used to enforce the MAX_DARKNESS value. 69/* Values for state below */
59 * but IMO, if it is beyond max value, that should be fixed 70enum
60 * on the map or in the code. 71{
61 */ 72 MAP_SWAPPED, // header loaded, nothing else
62#define MAP_DARKNESS(m) (m)->darkness 73 MAP_INACTIVE, // in memory, linkable, but not active
63 74 MAP_ACTIVE, // running!
64#define MAP_WIDTH(m) (m)->width 75};
65#define MAP_HEIGHT(m) (m)->height
66
67/* Convenient function - total number of spaces is used
68 * in many places.
69 */
70#define MAP_SIZE(m) ((m)->width * (m)->height)
71
72#define MAP_ENTER_X(m) (m)->enter_x
73#define MAP_ENTER_Y(m) (m)->enter_y
74
75#define MAP_TEMP(m) (m)->temp
76#define MAP_PRESSURE(m) (m)->pressure
77#define MAP_HUMID(m) (m)->humid
78#define MAP_WINDSPEED(m) (m)->windspeed
79#define MAP_WINDDIRECTION(m) (m)->winddir
80#define MAP_SKYCOND(m) (m)->sky
81#define MAP_WORLDPARTX(m) (m)->wpartx
82#define MAP_WORLDPARTY(m) (m)->wparty
83#define MAP_NOSMOOTH(m) (m)->nosmooth
84
85/* options passed to ready_map_name and load_original_map */
86#define MAP_FLUSH 0x1
87#define MAP_PLAYER_UNIQUE 0x2
88#define MAP_BLOCK 0x4
89#define MAP_STYLE 0x8
90#define MAP_OVERLAY 0x10
91
92/* Values for in_memory below. Should probably be an enumerations */
93#define MAP_IN_MEMORY 1
94#define MAP_SWAPPED 2
95#define MAP_LOADING 3
96#define MAP_SAVING 4
97 76
98/* 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
99 * 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
100 * 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
101 * consistent (eg, op->map, op->x, op->y) 80 * consistent (eg, op->map, op->x, op->y)
102 */ 81 */
103// all those macros are herewith declared legacy 82// all those macros are herewith declared legacy
104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags 83#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105#define SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C)
106#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L)
108#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 84#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
109#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 85#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
110#define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp)
111#define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(Y)).top = (tmp)
112#define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C)
113#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
114#define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C)
115#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 86#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
116#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 87#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
117#define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C)
118#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 88#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
119#define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C)
120#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 89#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
121#define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C)
122#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 90#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
123#define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C)
124 91
125/* 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
126 * 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
127 * map tiling. 94 * map tiling.
128 */ 95 */
129#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)))
130 97
131/* 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
132 * in the object flags structure. 99 * in the object flags structure.
133 */ 100 */
134#define P_BLOCKSVIEW 0x01 101#define P_BLOCKSVIEW 0x01
135#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 */
136#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 103#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
137#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 104#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
138 * that means, nothing harmful can be done, 105 * that means, nothing harmful can be done,
139 * such as: bombs, potion usage, alchemy, spells 106 * such as: bombs, potion usage, alchemy, spells
140 * this was introduced to make shops safer 107 * this was introduced to make shops safer
141 * but is useful in other situations */ 108 * but is useful in other situations */
109
110#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
142#define P_IS_ALIVE 0x10 /* something alive is on this space */ 111#define P_IS_ALIVE 0x20 /* something alive is on this space */
143#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
144#define P_NEED_UPDATE 0x40 /* this space is out of date */ 112#define P_UPTODATE 0x80 // this space is up to date
145#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
146 * does not complain if the flags are different.
147 */
148 113
149/* 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
150 * 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
151 * 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
152 * 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
153 * lots of duplicate checks currently in the code. 118 * lots of duplicate checks currently in the code.
154 */ 119 */
155#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 120#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
156#define P_NEW_MAP 0x20000 121#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
157 /* Coordinates passed result in a new tiled map */
158 122
159/* P_NO_PASS is used for ob_blocked() return value. It needs 123// persistent flags (pflags) in mapspace
160 * to be here to make sure the bits don't match with anything. 124enum
161 */ 125{
162#define P_NO_PASS 0x80000 126 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
127};
163 128
164/* Instead of having numerous arrays that have information on a 129/* Instead of having numerous arrays that have information on a
165 * particular space (was map, floor, floor2, map_ob), 130 * particular space (was map, floor, floor2, map_ob),
166 * have this structure take care of that information. 131 * have this structure take care of that information.
167 * 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
168 * to extend information about a space. 133 * to extend information about a space.
169 */ 134 */
135INTERFACE_CLASS (mapspace)
170struct mapspace 136struct mapspace
171{ 137{
172 object *bottom; /* lowest object on this space */ 138 object *ACC (RW, bot);
173 object *top; /* Highest object on this space */ 139 object *ACC (RW, top); /* lowest/highest object on this space */
174 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
175 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 */
176 uint8 flags; /* flags about this space (see the P_ values above) */ 141 uint8 flags_; /* flags about this space (see the P_ values above) */
177 sint8 light; /* How much light this space provides */ 142 sint8 ACC (RW, light); /* How much light this space provides */
178 uint8 move_block; /* What movement types this space blocks */ 143 MoveType ACC (RW, move_block); /* What movement types this space blocks */
179 uint8 move_slow; /* What movement types this space slows */ 144 MoveType ACC (RW, move_slow); /* What movement types this space slows */
180 uint8 move_on; /* What movement types are activated */ 145 MoveType ACC (RW, move_on); /* What movement types are activated */
181 uint8 move_off; /* What movement types are activated */ 146 MoveType ACC (RW, move_off); /* What movement types are activated */
182}; 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
183 151
184/* 152 uint8_t pflags; // additional, persistent flags
185 * 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
186 * high level map, which doesn't contain the full data of the underlying map.
187 * in this map, only things such as weather are recorded. By doing so, we
188 * can keep the entire world parameters in memory, and act as a whole on
189 * them at once. We can then, in a separate loop, update the actual world
190 * with the new values we have assigned.
191 */
192 154
193struct weathermap_t 155//-GPL
194{
195 sint16 temp; /* base temperature of this tile (F) */
196 sint16 pressure; /* barometric pressure (mb) */
197 sint8 humid; /* humitidy of this tile */
198 sint8 windspeed; /* windspeed of this tile */
199 sint8 winddir; /* direction of wind */
200 sint8 sky; /* sky conditions */
201 sint32 avgelev; /* average elevation */
202 uint32 rainfall; /* cumulative rainfall */
203 uint8 darkness; /* indicates level of darkness of map */
204 uint8 water; /* 0-100 percentage of water tiles */
205 /*Dynamic parts */
206 sint16 realtemp; /* temperature at a given calculation step for this tile */
207};
208 156
209/* 157 void update_ ();
210 * Each map is in a given region of the game world and links to a region definiton, so 158 MTH void update ()
211 * they have to appear here in the headers, before the mapdef 159 {
212 */ 160 // we take advantage of the fact that 0x80 is the sign bit
213struct region : zero_initialised 161 // to generate more efficient code on many cpus
214{ 162 assert (sint8 (P_UPTODATE) < 0);
215 struct region *next; /* pointer to next region, NULL for the last one */ 163 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
216 const char *name; /* Shortend name of the region as maps refer to it */ 164
217 const char *parent_name; /* 165 if (expect_false (sint8 (flags_) >= 0))
218 * So that parent and child regions can be defined in 166 update_ ();
219 * any order, we keep hold of the parent_name during 167
220 * initialisation, and the children get assigned to their 168 // must be true by now (gcc seems content with only the second test)
221 * parents later. (before runtime on the server though) 169 assume (sint8 (flags_) < 0);
222 * nothing outside the init code should ever use this value. 170 assume (flags_ & P_UPTODATE);
223 */ 171 }
224 struct region *parent; /* 172
225 * Pointer to the region that is a parent of the current 173 MTH uint8 flags ()
226 * region, if a value isn't defined in the current region 174 {
227 * we traverse this series of pointers until it is. 175 update ();
228 */ 176 return flags_;
229 const char *longname; /* Official title of the region, this might be defined 177 }
230 * to be the same as name*/ 178
231 const char *msg; /* the description of the region */ 179 MTH void update_up ();
232 uint32 counter; /* A generic counter for holding temporary data. */ 180
233 sint8 fallback; /* whether, in the event of a region not existing, 181 MTH void invalidate ()
234 * this should be the one we fall back on as the default */ 182 {
235 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 183 flags_ = 0;
236 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 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 }
237}; 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
238 248
239struct shopitems : zero_initialised 249struct shopitems : zero_initialised
240{ 250{
241 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 */
242 const char *name_pl; /* plural name */ 252 const char *name_pl; /* plural name */
243 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 */
244 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,
245 * as a percentage from -100 to 100 */ 255 * as a percentage from -100 to 100 */
246 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
247}; 264};
248 265
249/* In general, code should always use the macros 266/* In general, code should always use the macros
250 * above (or functions in map.c) to access many of the 267 * above (or functions in map.c) to access many of the
251 * values in the map structure. Failure to do this will 268 * values in the map structure. Failure to do this will
252 * almost certainly break various features. You may think 269 * almost certainly break various features. You may think
253 * it is safe to look at width and height values directly 270 * it is safe to look at width and height values directly
254 * (or even through the macros), but doing so will completely 271 * (or even through the macros), but doing so will completely
255 * break map tiling. 272 * break map tiling.
256 */ 273 */
257ACC_CLASS (maptile) 274INTERFACE_CLASS (maptile)
258struct maptile : zero_initialised, attachable<maptile> 275struct maptile : zero_initialised, attachable
259{ 276{
260 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 277 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
261 struct mapspace *spaces; /* Array of spaces on this 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 */
262 281
263 maptile *ACC (RW, next); /* Next map, linked list */ 282 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
264 char *ACC (RO, tmpname); /* Name of temporary file */ 283
265 char *ACC (RO, name); /* Name of map as given by its creator */ 284 shstr ACC (RW, name); /* Name of map as given by its creator */
266 struct region *ACC (RW, 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
267 * points to the struct containing all the properties of 286 * points to the struct containing all the properties of
268 * the region */ 287 * the region */
269 uint32 ACC (RW, reset_time); /* when this map should reset */ 288 double ACC (RW, reset_time);
270 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
271 * should be reset 290 * should be reset
272 */ 291 */
292 bool ACC (RW, dirty); /* if true, something was inserted or removed */
293 bool ACC (RW, no_reset); // must not reset this map
273 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 294 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
274 * players entering/exiting map 295 * players entering/exiting map
275 */ 296 */
276 bool ACC (RW, unique); /* if set, this is a per player unique map */ 297 uint8 ACC (RW, state); /* If not true, the map has been freed and must
277 bool ACC (RW, templatemap); /* if set, this is a template map */ 298 * be loaded before used. The map,omap and map_ob
278 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ 299 * arrays will be allocated when the map is loaded */
279 sint32 ACC (RW, timeout); /* swapout is set to this */ 300 sint32 ACC (RW, timeout); /* swapout is set to this */
280 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 301 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
281 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
282 * be loaded before used. The map,omap and map_ob
283 * arrays will be allocated when the map is loaded */
284 sint16 ACC (RW, players); /* How many players are on this level right now */ 302 sint16 players; /* How many players are on this map right now */
285 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
286 304
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 */
287 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 309 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
310 static sint8 outdoor_darkness; /* the global darkness level outside */
311
288 uint16 ACC (RW, 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 */
289 uint16 ACC (RW, 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 */
290 bool ACC (RW, outdoor); /* True if an outdoor map */
291 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 314 oblinkpt *buttons; /* Linked list of linked lists of buttons */
292 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
293 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
294 sint8 ACC (RW, humid); /* humitidy of this tile */
295 sint8 ACC (RW, windspeed); /* windspeed of this tile */
296 sint8 ACC (RW, winddir); /* direction of wind */
297 sint8 ACC (RW, sky); /* sky conditions */
298 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
299 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 */
300 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 316 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
301 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 317 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
302 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 318 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
303 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 319 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
304 char *ACC (RO, msg); /* Message map creator may have left */ 320 shstr ACC (RW, msg); /* Message map creator may have left */
305 char *ACC (RO, maplore); /* Map lore information */ 321 shstr ACC (RW, maplore); /* Map lore information */
306 char *tile_path[4]; /* path to adjoining maps */ 322 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
307 maptile *tile_map[4]; /* Next map, linked list */ 323 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
308 char ACC (RW, 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 int run_physics (tick_t tick, int max_objects);
334 MTH void activate_physics ();
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 deactivate ();
346
347 // allocates all (empty) mapspace
348 MTH void alloc ();
349 // deallocates the mapspaces (and destroys all objects)
350 MTH void clear ();
351
352 MTH void post_load (); // update cached values in mapspaces etc.
353 MTH void fix_auto_apply ();
354 MTH void do_decay_objects ();
355 MTH void update_buttons ();
356 MTH int change_map_light (int change);
357 MTH int estimate_difficulty () const;
358
359 MTH void play_sound (faceidx sound, int x, int y) const;
360 MTH void say_msg (const_utf8_string msg, int x, int y) const;
361
362 // connected links
363 oblinkpt *find_link (shstr_tmp id);
364 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
365
366 // set the given flag on all objects in the map
367 MTH void set_object_flag (int flag, int value = 1);
368 MTH void post_load_original ();
369
370 MTH void link_multipart_objects ();
371 MTH void clear_unique_items ();
372
373 MTH void clear_header ();
374 MTH void clear_links_to (maptile *m);
375
376 MTH struct region *region (int x, int y) const;
377
378 // load the header pseudo-object
379 bool _load_header (object_thawer &thawer);
380 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
381
382 // load objects into the map
383 bool _load_objects (object_thawer &thawer);
384 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
385
386 // save objects into the given file (uses IO_ flags)
387 bool _save_objects (object_freezer &freezer, int flags);
388 MTH bool _save_objects (const_octet_string path, int flags);
389
390 // save the header pseudo object _only_
391 bool _save_header (object_freezer &freezer);
392 MTH bool _save_header (const_octet_string path);
309 393
310 maptile (); 394 maptile ();
311 void allocate (); 395 maptile (int w, int h);
396 void init ();
397 ~maptile ();
312 398
399 void do_destroy ();
400 void gather_callbacks (AV *&callbacks, event_type event) const;
401
402 MTH bool linkable () { return state >= MAP_INACTIVE; }
403
404 MTH int size () const { return width * height; }
405
406 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
407
408 MTH void touch () { last_access = runtime; }
409
410 // returns the map at given direction. if the map isn't linked yet,
411 // it will either return false (if load is false), or otherwise try to link
412 // it - if linking fails because the map is not loaded yet, it will
413 // start loading the map and return 0.
414 // thus, if you get 0, the map exists and load is true, then some later
415 // call (some tick or so later...) will eventually succeed.
416 MTH maptile *tile_available (int dir, bool load = true);
417
418 // find the map that is at coordinate x|y relative to this map
419 // TODO: need a better way than passing by reference
420 // TODO: make perl interface
421 maptile *xy_find (sint16 &x, sint16 &y);
422
423 // like xy_find, but also loads the map
424 maptile *xy_load (sint16 &x, sint16 &y);
425
426 void do_load_sync ();//PERL
427
428 // make sure the map is loaded
429 MTH void load_sync ()
430 {
431 if (!spaces)
432 do_load_sync ();
433 }
434
435 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
436 bool generate_random_map (random_map_params *RP);
437
438 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
439 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
440 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
441 object *pick_random_object (rand_gen &gen = rndm) const;
442
313 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 443 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
314 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 444
445 // return an array of maprects corresponding
446 // to the given rectangular area. the last rect will have
447 // a 0 map pointer.
448 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
449
450 MTH bool is_in_shop (int x, int y) const;
315}; 451};
452
453inline bool
454object::is_in_shop () const
455{
456 return is_on_map ()
457 && map->is_in_shop (x, y);
458}
459
460//+GPL
316 461
317/* This is used by get_rangevector to determine where the other 462/* This is used by get_rangevector to determine where the other
318 * creature is. get_rangevector takes into account map tiling, 463 * creature is. get_rangevector takes into account map tiling,
319 * so you just can not look the the map coordinates and get the 464 * so you just can not look the the map coordinates and get the
320 * righte value. distance_x/y are distance away, which 465 * righte value. distance_x/y are distance away, which
330 int distance_y; 475 int distance_y;
331 int direction; 476 int direction;
332 object *part; 477 object *part;
333}; 478};
334 479
480// comaptibility cruft start
481//TODO: these should be refactored into things like xy_normalise
482// and so on.
483int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
484int out_of_map (maptile *m, int x, int y);
485maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
486void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
487void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
488int on_same_map (const object *op1, const object *op2);
489int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
490
491// adjust map, x and y for tiled maps and return true if the position is valid at all
492static inline bool
493xy_normalise (maptile *&map, sint16 &x, sint16 &y)
494{
495 // when in range, do a quick return, otherwise go the slow route
496 return
497 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
498 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
499}
500// comaptibility cruft end
501
502//-GPL
503
504inline mapspace &
505object::ms () const
506{
507 return map->at (x, y);
508}
509
510struct mapxy {
511 maptile *m;
512 sint16 x, y;
513
514 mapxy (maptile *m, sint16 x, sint16 y)
515 : m(m), x(x), y(y)
516 { }
517
518 mapxy (object *op)
519 : m(op->map), x(op->x), y(op->y)
520 { }
521
522 mapxy &move (int dx, int dy)
523 {
524 x += dx;
525 y += dy;
526
527 return *this;
528 }
529
530 mapxy &move (int dir)
531 {
532 return move (freearr_x [dir], freearr_y [dir]);
533 }
534
535 operator void *() const { return (void *)m; }
536 mapxy &operator =(const object *op)
537 {
538 m = op->map;
539 x = op->x;
540 y = op->y;
541
542 return *this;
543 }
544
545 mapspace *operator ->() const { return &m->at (x, y); }
546 mapspace &operator * () const { return m->at (x, y); }
547
548 bool normalise ()
549 {
550 return xy_normalise (m, x, y);
551 }
552
553 mapspace &ms () const
554 {
555 return m->at (x, y);
556 }
557
558 object *insert (object *op, object *originator = 0, int flags = 0) const
559 {
560 return m->insert (op, x, y, originator, flags);
561 }
562};
563
564inline const mapxy &
565object::operator =(const mapxy &pos)
566{
567 map = pos.m;
568 x = pos.x;
569 y = pos.y;
570
571 return pos;
572}
573
574// iterate over a rectangular area relative to op
575// can be used as a single statement, but both iterate macros
576// invocations must not be followed by a ";"
577// see common/los.C for usage example
578// the walk will be ordered, outer loop x, inner loop y
579// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
580// "continue" will skip to the next space
581#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
582 for (int dx = (dx0); dx <= (dx1); ++dx) \
583 { \
584 sint16 nx, ny; \
585 maptile *m = 0; \
586 \
587 for (int dy = (dy0); dy <= (dy1); ++dy) \
588 { \
589 /* check to see if we can simply go one down quickly, */ \
590 /* if not, do it the slow way */ \
591 if (!m || ++ny >= m->height) \
592 { \
593 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
594 \
595 if (!xy_normalise (m, nx, ny)) \
596 m = 0; \
597 }
598
599#define ordered_mapwalk_end \
600 } \
601 }
602
603extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
604
605// loop over every space in the given maprect,
606// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
607// the iterator code must be a single statement following this macro call, similar to "if"
608// "continue" will skip to the next space
609#define rect_mapwalk(rect,dx0,dy0) \
610 statementvar (maptile *, m, (rect)->m) \
611 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
612 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
613 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
614 statementvar (int, dy, ny + (rect)->dy - (dy0))
615
616// same as ordered_mapwalk, but the walk will not follow any particular
617// order (unorded), but is likely faster.
618// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
619// "continue" will skip to the next space
620#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
621 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
622 (ox) + (dx0) , (oy) + (dy0) , \
623 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
624 r_e_c_t->m; \
625 ++r_e_c_t) \
626 rect_mapwalk (r_e_c_t, (ox), (oy))
627
628#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
629 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
630
335#endif 631#endif
336 632

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