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Comparing deliantra/server/include/map.h (file contents):
Revision 1.35 by root, Tue Dec 26 05:44:15 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.
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 3 53#define MAP_LAYERS 3
48 54
49/* options passed to ready_map_name and load_original_map */ 55// tile map index - toggling the lowest bit reverses direction
50#define MAP_FLUSH 0x01 56enum
51#define MAP_PLAYER_UNIQUE 0x02 57{
52#define MAP_BLOCK 0x04 58 TILE_NORTH,
53#define MAP_STYLE 0x08 59 TILE_SOUTH,
54#define MAP_OVERLAY 0x10 60 TILE_EAST ,
61 TILE_WEST,
62 TILE_UP,
63 TILE_DOWN,
64 TILE_NUM
65};
55 66
56/* Values for in_memory below. Should probably be an enumerations */ 67#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
57#define MAP_IN_MEMORY 1 68
58#define MAP_SWAPPED 2 69/* Values for state below */
59#define MAP_LOADING 3 70enum
60#define MAP_SAVING 4 71{
72 MAP_SWAPPED, // header loaded, nothing else
73 MAP_INACTIVE, // in memory, linkable, but not active
74 MAP_ACTIVE, // running!
75};
61 76
62/* 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
63 * 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
64 * 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
65 * consistent (eg, op->map, op->x, op->y) 80 * consistent (eg, op->map, op->x, op->y)
66 */ 81 */
67// all those macros are herewith declared legacy 82// all those macros are herewith declared legacy
68#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 ()
69#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
70#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 84#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
71#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
72#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
73#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]
74#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
75#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
76#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
77#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
78 91
79/* 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
80 * 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
81 * map tiling. 94 * map tiling.
82 */ 95 */
83#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)))
84 97
85/* 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
86 * in the object flags structure. 99 * in the object flags structure.
87 */ 100 */
88#define P_BLOCKSVIEW 0x01 101#define P_BLOCKSVIEW 0x01
89#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 */
90#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 */
91#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,
92 * that means, nothing harmful can be done, 105 * that means, nothing harmful can be done,
93 * such as: bombs, potion usage, alchemy, spells 106 * such as: bombs, potion usage, alchemy, spells
94 * this was introduced to make shops safer 107 * this was introduced to make shops safer
95 * 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 */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 111#define P_IS_ALIVE 0x20 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 112#define P_UPTODATE 0x80 // this space is up to date
100 113
101/* 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
102 * 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
103 * 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
104 * 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
105 * lots of duplicate checks currently in the code. 118 * lots of duplicate checks currently in the code.
106 */ 119 */
107#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 */
108#define P_NEW_MAP 0x20000 121#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
109 /* Coordinates passed result in a new tiled map */
110 122
111/* P_NO_PASS is used for ob_blocked() return value. It needs 123// persistent flags (pflags) in mapspace
112 * to be here to make sure the bits don't match with anything. 124enum
113 */ 125{
114#define P_NO_PASS 0x80000 126 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
127};
115 128
116/* Instead of having numerous arrays that have information on a 129/* Instead of having numerous arrays that have information on a
117 * particular space (was map, floor, floor2, map_ob), 130 * particular space (was map, floor, floor2, map_ob),
118 * have this structure take care of that information. 131 * have this structure take care of that information.
119 * 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
120 * to extend information about a space. 133 * to extend information about a space.
121 */ 134 */
135INTERFACE_CLASS (mapspace)
122struct mapspace 136struct mapspace
123{ 137{
138 object *ACC (RW, bot);
124 object *bot, *top; /* lowest/highest object on this space */ 139 object *ACC (RW, top); /* lowest/highest object on this space */
125 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
126 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 */
127 uint8 flags_; /* flags about this space (see the P_ values above) */ 141 uint8 flags_; /* flags about this space (see the P_ values above) */
128 sint8 light; /* How much light this space provides */ 142 sint8 ACC (RW, light); /* How much light this space provides */
129 MoveType move_block; /* What movement types this space blocks */ 143 MoveType ACC (RW, move_block); /* What movement types this space blocks */
130 MoveType move_slow; /* What movement types this space slows */ 144 MoveType ACC (RW, move_slow); /* What movement types this space slows */
131 MoveType move_on; /* What movement types are activated */ 145 MoveType ACC (RW, move_on); /* What movement types are activated */
132 MoveType move_off; /* What movement types are activated */ 146 MoveType ACC (RW, move_off); /* What movement types are activated */
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
151
152 uint8_t pflags; // additional, persistent flags
153 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
154
155//-GPL
133 156
134 void update_ (); 157 void update_ ();
135 void update () 158 MTH void update ()
136 { 159 {
137 if (flags_ & P_NEED_UPDATE) 160 // we take advantage of the fact that 0x80 is the sign bit
161 // to generate more efficient code on many cpus
162 assert (sint8 (P_UPTODATE) < 0);
163 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
164
165 if (expect_false (sint8 (flags_) >= 0))
138 update_ (); 166 update_ ();
139 }
140 167
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
141 uint8 flags () 173 MTH uint8 flags ()
142 { 174 {
143 update (); 175 update ();
144 return flags_; 176 return flags_;
145 } 177 }
178
179 MTH void update_up ();
146 180
147 // maybe only inline quick flags_ checking? 181 MTH void invalidate ()
182 {
183 flags_ = 0;
184
185 if (pflags)
186 update_up ();
187 }
188
148 object *player () 189 MTH object *player ()
149 { 190 {
150 // search from the top, because players are usually on top 191 object *op;
151 // make usually == always and this non-amortized O(1) 192
152 // could gte rid of P_PLAYER, too, then
153 if (flags () & P_PLAYER) 193 if (flags () & P_PLAYER)
154 for (object *op = top; op; op = op->below) 194 for (op = top; op->type != PLAYER; op = op->below)
155 if (op->type == PLAYER) 195 ;
156 return op; 196 else
197 op = 0;
157 198
158 return 0; 199 return op;
159 } 200 }
160};
161 201
162/* 202 MTH uint32 items()
163 * this is an overlay structure of the whole world. It exists as a simple 203 {
164 * high level map, which doesn't contain the full data of the underlying map. 204 update ();
165 * in this map, only things such as weather are recorded. By doing so, we 205 return items_;
166 * can keep the entire world parameters in memory, and act as a whole on 206 }
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170 207
171struct weathermap_t 208 // return the item volume on this mapspace in cm³
172{ 209 MTH uint64 volume ()
173 sint16 temp; /* base temperature of this tile (F) */ 210 {
174 sint16 pressure; /* barometric pressure (mb) */ 211 update ();
175 sint8 humid; /* humitidy of this tile */ 212 return volume_ * 1024;
176 sint8 windspeed; /* windspeed of this tile */ 213 }
177 sint8 winddir; /* direction of wind */
178 sint8 sky; /* sky conditions */
179 sint32 avgelev; /* average elevation */
180 uint32 rainfall; /* cumulative rainfall */
181 uint8 darkness; /* indicates level of darkness of map */
182 uint8 water; /* 0-100 percentage of water tiles */
183 /*Dynamic parts */
184 sint16 realtemp; /* temperature at a given calculation step for this tile */
185};
186 214
187/* 215 bool blocks (MoveType mt) const
188 * Each map is in a given region of the game world and links to a region definiton, so 216 {
189 * they have to appear here in the headers, before the mapdef 217 return move_block && (mt & move_block) == mt;
190 */ 218 }
191struct region : zero_initialised 219
192{ 220 bool blocks (object *op) const
193 struct region *next; /* pointer to next region, NULL for the last one */ 221 {
194 const char *name; /* Shortend name of the region as maps refer to it */ 222 return blocks (op->move_type);
195 const char *parent_name; /* 223 }
196 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value.
201 */
202 struct region *parent; /*
203 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is.
206 */
207 const char *longname; /* Official title of the region, this might be defined
208 * to be the same as name*/
209 const char *msg; /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing,
212 * this should be the one we fall back on as the default */
213 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
214 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
215}; 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
216 248
217struct shopitems : zero_initialised 249struct shopitems : zero_initialised
218{ 250{
219 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 */
220 const char *name_pl; /* plural name */ 252 const char *name_pl; /* plural name */
221 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 */
222 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,
223 * as a percentage from -100 to 100 */ 255 * as a percentage from -100 to 100 */
224 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
225}; 264};
226 265
227/* In general, code should always use the macros 266/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 267 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 268 * values in the map structure. Failure to do this will
233 * break map tiling. 272 * break map tiling.
234 */ 273 */
235INTERFACE_CLASS (maptile) 274INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 275struct maptile : zero_initialised, attachable
237{ 276{
238 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. */
239 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 */
240 281
241 maptile *ACC (RW, next); /* Next map, linked list */ 282 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 283
243 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 */
244 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
245 * points to the struct containing all the properties of 286 * points to the struct containing all the properties of
246 * the region */ 287 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 288 double ACC (RW, reset_time);
248 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
249 * should be reset 290 * should be reset
250 */ 291 */
292 bool ACC (RW, dirty); /* if true, something was inserted or removed */
293 bool ACC (RW, no_reset); // must not reset this map
251 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
252 * players entering/exiting map 295 * players entering/exiting map
253 */ 296 */
254 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
255 bool ACC (RW, templatemap); /* if set, this is a template map */ 298 * be loaded before used. The map,omap and map_ob
256 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 */
257 sint32 ACC (RW, timeout); /* swapout is set to this */ 300 sint32 ACC (RW, timeout); /* swapout is set to this */
258 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 */
259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */
262 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 */
263 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 */
264 304
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 */
265 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
266 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 */
267 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 */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 314 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 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 */
278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 316 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 317 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 318 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 319 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 320 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 321 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 322 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 323 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
286 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);
287 393
288 maptile (); 394 maptile ();
395 maptile (int w, int h);
396 void init ();
289 ~maptile (); 397 ~maptile ();
398
290 void do_destroy (); 399 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 400 void gather_callbacks (AV *&callbacks, event_type event) const;
292 401
293 MTH void allocate (); 402 MTH bool linkable () { return state >= MAP_INACTIVE; }
294 403
295 MTH int size () const { return width * height; } 404 MTH int size () const { return width * height; }
296 405
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
297 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]; }
298 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;
299}; 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
300 461
301/* This is used by get_rangevector to determine where the other 462/* This is used by get_rangevector to determine where the other
302 * creature is. get_rangevector takes into account map tiling, 463 * creature is. get_rangevector takes into account map tiling,
303 * 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
304 * righte value. distance_x/y are distance away, which 465 * righte value. distance_x/y are distance away, which
314 int distance_y; 475 int distance_y;
315 int direction; 476 int direction;
316 object *part; 477 object *part;
317}; 478};
318 479
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
319inline mapspace & 504inline mapspace &
320object::ms () const 505object::ms () const
321{ 506{
322 return map->at (x, y); 507 return map->at (x, y);
323} 508}
324 509
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
325#endif 631#endif
326 632

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