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Comparing deliantra/server/include/map.h (file contents):
Revision 1.11 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.157 by root, Sat Nov 17 23:40:01 2018 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 1.11 2006/08/27 17:59:26 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
6/* 26/*
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. 27 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 28 * It contains pointers (very indirectly) to all objects on the map.
32 */ 29 */
33 30
34#ifndef MAP_H 31#ifndef MAP_H
35#define MAP_H 32#define MAP_H
36 33
34#include <tr1/unordered_map>
35
36//+GPL
37
38#include "region.h"
37#include "cfperl.h" 39#include "cfperl.h"
38 40
39/* We set this size - this is to make magic map work properly on 41/* We set this size - this is to make magic map work properly on
40 * tiled maps. There is no requirement that this matches the 42 * tiled maps. There is no requirement that this matches the
41 * tiled maps size - it just seemed like a reasonable value. 43 * tiled maps size - it just seemed like a reasonable value.
42 * Magic map code now always starts out putting the player in the 44 * Magic map code now always starts out putting the player in the
43 * center of the map - this makes the most sense when dealing 45 * center of the map - this makes the most sense when dealing
44 * with tiled maps. 46 * with tiled maps.
45 * We also figure out the magicmap color to use as we process the 47 * We also figure out the magicmap color to use as we process the
47 * map pointers. 49 * map pointers.
48 */ 50 */
49#define MAGIC_MAP_SIZE 50 51#define MAGIC_MAP_SIZE 50
50#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 52#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51 53
52
53#define MAP_LAYERS 4 54#define MAP_LAYERS 3
54 55
55/* This is when the map will reset */ 56// tile map index - toggling the lowest bit reverses direction
56#define MAP_WHEN_RESET(m) ((m)->reset_time) 57enum
58{
59 TILE_NORTH,
60 TILE_SOUTH,
61 TILE_WEST,
62 TILE_EAST,
63 TILE_UP,
64 TILE_DOWN,
65 TILE_NUM
66};
57 67
58#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 68#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 69
64/* mape darkness used to enforce the MAX_DARKNESS value. 70/* Values for state below */
65 * but IMO, if it is beyond max value, that should be fixed 71enum
66 * on the map or in the code. 72{
67 */ 73 MAP_SWAPPED, // header loaded, nothing else
68#define MAP_DARKNESS(m) (m)->darkness 74 MAP_INACTIVE, // in memory, linkable, but not active
69 75 MAP_ACTIVE, // running!
70#define MAP_WIDTH(m) (m)->width 76};
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 77
103/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 78/* 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 79 * 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 80 * where it is known the map is not tiled or the values are known
106 * consistent (eg, op->map, op->x, op->y) 81 * consistent (eg, op->map, op->x, op->y)
107 */ 82 */
108#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 83// all those macros are herewith declared legacy
109#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 84#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 ) 85#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 ) 86#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] ) 87#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 ) 88#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 ) 89#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 ) 90#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 ) 91#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 92
140/* You should really know what you are doing before using this - you 93/* 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 94 * should almost always be using out_of_map instead, which takes into account
142 * map tiling. 95 * map tiling.
143 */ 96 */
144#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 97#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
145 98
146/* These are used in the MapLook flags element. They are not used in 99/* These are used in the mapspace flags element. They are not used in
147 * in the object flags structure. 100 * in the object flags structure.
148 */ 101 */
149
150#define P_BLOCKSVIEW 0x01 102#define P_BLOCKSVIEW 0x01
151#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 103#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152 104#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 is a safe map, 105#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
163 * that means, nothing harmful there will be done, 106 * that means, nothing harmful can be done,
164 * like: bombs, potion usage, alchemy, spells 107 * such as: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 108 * this was introduced to make shops safer
166 * and propably other maps */ 109 * but is useful in other situations */
110
111#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 */ 112#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 */ 113#define P_UPTODATE 0x80 // this space is up to date
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 114
171 * does not complain if the flags are different.
172 */
173/* The following two values are not stored in the MapLook flags, but instead 115/* 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 116 * 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 117 * 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 118 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 119 * lots of duplicate checks currently in the code.
178 */ 120 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 121#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 */ 122#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
181 123
182#if 0 124// persistent flags (pflags) in mapspace
183/* These go away with new movement code - can't do such simplistic 125enum
184 * checks anymore 126{
185 */ 127 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
186#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 128};
187#define P_WALL P_NO_PASS /* Just to match naming of wall function */
188#endif
189 129
190/* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a 130/* Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 131 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 132 * have this structure take care of that information.
194 * This puts it all in one place, and should also make it easier 133 * This puts it all in one place, and should also make it easier
195 * to extend information about a space. 134 * to extend information about a space.
196 */ 135 */
197 136INTERFACE_CLASS (mapspace)
198struct MapSpace { 137struct mapspace
199 object *bottom; /* lowest object on this space */ 138{
200 object *top; /* Highest object on this space */ 139 object *ACC (RW, bot);
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 140 object *ACC (RW, top); /* lowest/highest object on this space */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 141 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) */ 142 uint8 flags_; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 143 sint8 ACC (RW, light); /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 144 MoveType ACC (RW, move_block); /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 145 MoveType ACC (RW, move_slow); /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 146 MoveType ACC (RW, move_on); /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 147 MoveType ACC (RW, move_off); /* What movement types are activated */
209}; 148 uint16_t ACC (RW, items_); // saturates at 64k
149 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
150 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
151 static uint32_t ACC (RW, smellcount); // global smell counter
210 152
211/* 153 uint8_t pflags; // additional, persistent flags
212 * this is an overlay structure of the whole world. It exists as a simple 154 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 */
219 155
220struct weathermap_t { 156//-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};
234 157
235/* 158 void update_ ();
236 * Each map is in a given region of the game world and links to a region definiton, so 159 MTH void update ()
237 * they have to appear here in the headers, before the mapdef 160 {
238 */ 161 // we take advantage of the fact that 0x80 is the sign bit
239struct region { 162 // to generate more efficient code on many cpus
240 struct region *next; /* pointer to next region, NULL for the last one */ 163 //assert (sint8 (P_UPTODATE) < 0);
241 const char *name; /* Shortend name of the region as maps refer to it */ 164 //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};
263 165
166 if (expect_false (sint8 (flags_) >= 0))
167 update_ ();
264 168
265struct shopitems { 169 // must be true by now (gcc seems content with only the second test)
170 ecb_assume (sint8 (flags_) < 0);
171 ecb_assume (flags_ & P_UPTODATE);
172 }
173
174 MTH uint8 flags ()
175 {
176 update ();
177 return flags_;
178 }
179
180 MTH void update_up ();
181
182 MTH void invalidate ()
183 {
184 flags_ = 0;
185
186 if (pflags)
187 update_up ();
188 }
189
190 MTH object *player ()
191 {
192 object *op;
193
194 if (flags () & P_PLAYER)
195 for (op = top; op->type != PLAYER; op = op->below)
196 ;
197 else
198 op = 0;
199
200 return op;
201 }
202
203 MTH uint32 items()
204 {
205 update ();
206 return items_;
207 }
208
209 // return the item volume on this mapspace in cm³
210 MTH volume_t volume ()
211 {
212 update ();
213 return volume_ * 1024;
214 }
215
216 bool blocks (MoveType mt) const
217 {
218 return move_block && (mt & move_block) == mt;
219 }
220
221 bool blocks (object *op) const
222 {
223 return blocks (op->move_type);
224 }
225};
226
227// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
228struct maprect
229{
230 maptile *m;
231 int x0, y0;
232 int x1, y1;
233 int dx, dy; // offset to go from local coordinates to original tile */
234};
235
236// (refcounted) list of objects on this map that need physics processing
237struct physics_queue
238: unordered_vector<object *>
239{
240 int i; // already processed
241 physics_queue ();
242 ~physics_queue ();
243 object *pop ();
244};
245
246#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
247
248//+GPL
249
250struct shopitems : zero_initialised
251{
266 const char *name; /* name of the item in question, null if it is the default item */ 252 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */ 253 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 254 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, 255 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */ 256 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/ 257 int index; /* being the size of the shopitems array. */
272}; 258};
273 259
260// map I/O, what to load/save
261enum {
262 IO_HEADER = 0x01, // the "arch map" pseudo object
263 IO_OBJECTS = 0x02, // the non-unique objects
264 IO_UNIQUES = 0x04, // unique objects
265};
266
274/* In general, code should always use the macros 267/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 268 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 269 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 270 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 271 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 272 * (or even through the macros), but doing so will completely
280 * break map tiling. 273 * break map tiling.
281 */ 274 */
282struct mapstruct : attachable<mapstruct> { 275INTERFACE_CLASS (maptile)
283 static data_type get_dt () { return DT_MAP; } 276struct maptile : zero_initialised, attachable
277{
278 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
279 struct mapspace *spaces; /* Array of spaces on this map */
280 uint8 *regions; /* region index per mapspace, if != 0 */
281 region_ptr *regionmap; /* index to region */
284 282
285 struct mapstruct *next; /* Next map, linked list */ 283 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
286 char *tmpname; /* Name of temporary file */ 284
287 char *name; /* Name of map as given by its creator */ 285 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 286 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 287 * points to the struct containing all the properties of
290 * the region */ 288 * the region */
291 uint32 reset_time; /* when this map should reset */ 289 double ACC (RW, reset_time);
292 uint32 reset_timeout; /* How many seconds must elapse before this map 290 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
293 * should be reset 291 * should be reset
294 */ 292 */
293 bool ACC (RW, dirty); /* if true, something was inserted or removed */
294 bool ACC (RW, no_reset); // must not reset this map
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by 295 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map 296 * players entering/exiting map
297 */ 297 */
298 uint32 unique:1; /* if set, this is a per player unique map */ 298 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 */ 299 * be loaded before used. The map,omap and map_ob
300 uint32 templatemap:1; /* if set, this is a template map */ 300 * arrays will be allocated when the map is loaded */
301 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
302 sint32 timeout; /* swapout is set to this */ 301 sint32 ACC (RW, timeout); /* swapout is set to this */
303 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 302 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
304 sint16 players; /* How many plares are on this level right now */ 303 sint16 players; /* How many players are on this map 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
307 * arrays will be allocated when the map is loaded */
308 uint8 compressed; /* Compression method used */
309 uint16 difficulty; /* What level the player should be to play here */ 304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
310 305
306 bool ACC (RW, per_player);
307 bool ACC (RW, per_party);
308 bool ACC (RW, outdoor); /* True if an outdoor map */
309 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
311 uint8 darkness; /* indicates level of darkness of map */ 310 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
312 uint16 width,height; /* Width and height of map. */ 311 static sint8 outdoor_darkness; /* the global darkness level outside */
312
313 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 313 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
314 uint16 enter_y; /* on the map if none are set in the exit */ 314 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
315 uint32 outdoor:1; /* True if an outdoor map */
316 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 315 oblinkpt *buttons; /* Linked list of linked lists of buttons */
317 struct MapSpace *spaces; /* Array of spaces on this map */
318 sint16 temp; /* base temperature of this tile (F) */
319 sint16 pressure; /* barometric pressure (mb) */
320 sint8 humid; /* humitidy of this tile */
321 sint8 windspeed; /* windspeed of this tile */
322 sint8 winddir; /* direction of wind */
323 sint8 sky; /* sky conditions */
324 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/
325 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 316 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
326 char *shoprace; /* the preffered race of the local shopkeeper */ 317 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
327 double shopgreed; /* how much our shopkeeper overcharges */ 318 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
328 uint64 shopmin; /* minimum price a shop will trade for */ 319 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
329 uint64 shopmax; /* maximum price a shop will offer */ 320 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
330 char *msg; /* Message map creator may have left */ 321 shstr ACC (RW, msg); /* Message map creator may have left */
331 char *maplore; /* Map lore information */ 322 shstr ACC (RW, maplore); /* Map lore information */
332 char *tile_path[4]; /* path to adjoining maps */ 323 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
333 struct mapstruct *tile_map[4]; /* Next map, linked list */ 324 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
334 char path[HUGE_BUF]; /* Filename of the map */ 325 shstr ACC (RW, path); /* Filename of the map */
326 volume_t ACC (RW, max_volume); // maximum volume for all items on a mapspace
327 int ACC (RW, max_items); // maximum number of items on a mapspace
328
329//-GPL
330
331 physics_queue pq[PHYSICS_QUEUES];
332 MTH void queue_physics (object *ob, int after = 0);
333 MTH void queue_physics_at (int x, int y);
334 MTH int run_physics (tick_t tick, int max_objects);
335 MTH void activate_physics ();
336
337 // the maptile:: is neccessary here for the perl interface to work
338 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
339 {
340 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
341 }
342
343 static void adjust_daylight ();
344
345 MTH void activate ();
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 // returns the map at given direction. if the map isn't linked yet,
412 // it will either return false (if load is false), or otherwise try to link
413 // it - if linking fails because the map is not loaded yet, it will
414 // start loading the map and return 0.
415 // thus, if you get 0, the map exists and load is true, then some later
416 // call (some tick or so later...) will eventually succeed.
417 MTH maptile *tile_available (int dir, bool load = true);
418
419 // find the map that is at coordinate x|y relative to this map
420 // TODO: need a better way than passing by reference
421 // TODO: make perl interface
422 maptile *xy_find (sint16 &x, sint16 &y);
423
424 // like xy_find, but also loads the map
425 maptile *xy_load (sint16 &x, sint16 &y);
426
427 void do_load_sync ();//PERL
428
429 // make sure the map is loaded
430 MTH void load_sync ()
431 {
432 if (!spaces)
433 do_load_sync ();
434 }
435
436 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
437 bool generate_random_map (random_map_params *RP);
438
439 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
440 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
441 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
442 object *pick_random_object (rand_gen &gen = rndm) const;
443
444 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
445
446 // return an array of maprects corresponding
447 // to the given rectangular area. the last rect will have
448 // a 0 map pointer.
449 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
450
451 MTH bool is_in_shop (int x, int y) const;
335}; 452};
453
454inline bool
455object::is_in_shop () const
456{
457 return is_on_map ()
458 && map->is_in_shop (x, y);
459}
460
461//+GPL
336 462
337/* This is used by get_rangevector to determine where the other 463/* This is used by get_rangevector to determine where the other
338 * creature is. get_rangevector takes into account map tiling, 464 * creature is. get_rangevector takes into account map tiling,
339 * so you just can not look the the map coordinates and get the 465 * so you just can not look the the map coordinates and get the
340 * righte value. distance_x/y are distance away, which 466 * righte value. distance_x/y are distance away, which
341 * can be negativbe. direction is the crossfire direction scheme 467 * can be negative. direction is the crossfire direction scheme
342 * that the creature should head. part is the part of the 468 * that the creature should head. part is the part of the
343 * monster that is closest. 469 * monster that is closest.
344 * Note: distance should be always >=0. I changed it to UINT. MT 470 * Note: distance should be always >=0. I changed it to UINT. MT
345 */ 471 */
346struct rv_vector { 472struct rv_vector
473{
347 unsigned int distance; 474 unsigned int distance;
348 int distance_x; 475 int distance_x;
349 int distance_y; 476 int distance_y;
350 int direction; 477 int direction;
351 object *part; 478 object *part;
352}; 479};
480
481// comaptibility cruft start
482//TODO: these should be refactored into things like xy_normalise
483// and so on.
484int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
485int out_of_map (maptile *m, int x, int y);
486maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
487void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
488void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
489int on_same_map (const object *op1, const object *op2);
490int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
491
492// adjust map, x and y for tiled maps and return true if the position is valid at all
493static inline bool
494xy_normalise (maptile *&map, sint16 &x, sint16 &y)
495{
496 // when in range, do a quick return, otherwise go the slow route
497 return
498 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
499 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
500}
501// comaptibility cruft end
502
503//-GPL
504
505inline mapspace &
506object::ms () const
507{
508 return map->at (x, y);
509}
510
511struct mapxy {
512 maptile *m;
513 sint16 x, y;
514
515 mapxy (maptile *m, sint16 x, sint16 y)
516 : m(m), x(x), y(y)
517 { }
518
519 mapxy (object *op)
520 : m(op->map), x(op->x), y(op->y)
521 { }
522
523 mapxy &move (int dx, int dy)
524 {
525 x += dx;
526 y += dy;
527
528 return *this;
529 }
530
531 mapxy &move (int dir)
532 {
533 return move (DIRX (dir), DIRY (dir));
534 }
535
536 operator void *() const { return (void *)m; }
537 mapxy &operator =(const object *op)
538 {
539 m = op->map;
540 x = op->x;
541 y = op->y;
542
543 return *this;
544 }
545
546 mapspace *operator ->() const { return &m->at (x, y); }
547 mapspace &operator * () const { return m->at (x, y); }
548
549 bool normalise ()
550 {
551 return xy_normalise (m, x, y);
552 }
553
554 mapspace &ms () const
555 {
556 return m->at (x, y);
557 }
558
559 object *insert (object *op, object *originator = 0, int flags = 0) const
560 {
561 return m->insert (op, x, y, originator, flags);
562 }
563};
564
565inline const mapxy &
566object::operator =(const mapxy &pos)
567{
568 map = pos.m;
569 x = pos.x;
570 y = pos.y;
571
572 return pos;
573}
574
575// iterate over a rectangular area relative to op
576// can be used as a single statement, but both iterate macros
577// invocations must not be followed by a ";"
578// see common/los.C for usage example
579// the walk will be ordered, outer loop x, inner loop y
580// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
581// "continue" will skip to the next space
582#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
583 for (int dx = (dx0); dx <= (dx1); ++dx) \
584 { \
585 sint16 nx, ny; \
586 maptile *m = 0; \
587 \
588 for (int dy = (dy0); dy <= (dy1); ++dy) \
589 { \
590 /* check to see if we can simply go one down quickly, */ \
591 /* if not, do it the slow way */ \
592 if (!m || ++ny >= m->height) \
593 { \
594 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
595 \
596 if (!xy_normalise (m, nx, ny)) \
597 m = 0; \
598 }
599
600#define ordered_mapwalk_end \
601 } \
602 }
603
604extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
605
606// special "grave" map used to store all removed objects
607// till they can be destroyed - saves a lot of checks in the rest
608// of the code
609struct freed_map
610: maptile
611{
612 freed_map ()
613 : maptile (3, 3)
614 {
615 path = "<freed objects map>";
616 name = "/internal/freed_objects_map";
617 no_drop = 1;
618 no_reset = 1;
619
620 state = MAP_ACTIVE;
621 }
622
623 ~freed_map ()
624 {
625 destroy ();
626 }
627};
628
629// initialised in common/shstr.C, due to shstr usage we need defined
630// initialisation order!
631extern struct freed_map freed_map; // freed objects are moved here to avoid crashes
632
633// loop over every space in the given maprect,
634// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
635// the iterator code must be a single statement following this macro call, similar to "if"
636// "continue" will skip to the next space
637#define rect_mapwalk(rect,dx0,dy0) \
638 statementvar (maptile *, m, (rect)->m) \
639 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
640 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
641 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
642 statementvar (int, dy, ny + (rect)->dy - (dy0))
643
644// same as ordered_mapwalk, but the walk will not follow any particular
645// order (unorded), but is likely faster.
646// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
647// "continue" will skip to the next space
648#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
649 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
650 (ox) + (dx0) , (oy) + (dy0) , \
651 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
652 r_e_c_t->m; \
653 ++r_e_c_t) \
654 rect_mapwalk (r_e_c_t, (ox), (oy))
655
656#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
657 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
353 658
354#endif 659#endif
660

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