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Comparing deliantra/server/include/map.h (file contents):
Revision 1.60 by root, Sat Jan 27 23:59:29 2007 UTC vs.
Revision 1.157 by root, Sat Nov 17 23:40:01 2018 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 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>
23 */ 24 */
24 25
25/* 26/*
26 * The maptile is allocated each time a new map is opened. 27 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 28 * It contains pointers (very indirectly) to all objects on the map.
30#ifndef MAP_H 31#ifndef MAP_H
31#define MAP_H 32#define MAP_H
32 33
33#include <tr1/unordered_map> 34#include <tr1/unordered_map>
34 35
36//+GPL
37
38#include "region.h"
35#include "cfperl.h" 39#include "cfperl.h"
36 40
37/* 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
38 * tiled maps. There is no requirement that this matches the 42 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 43 * tiled maps size - it just seemed like a reasonable value.
45 * map pointers. 49 * map pointers.
46 */ 50 */
47#define MAGIC_MAP_SIZE 50 51#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 52#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 53
50#define MAP_LAYERS 3 54#define MAP_LAYERS 3
51 55
52/* Values for in_memory below. Should probably be an enumerations */ 56// tile map index - toggling the lowest bit reverses direction
53enum { 57enum
54 MAP_IN_MEMORY, 58{
55 MAP_SWAPPED, 59 TILE_NORTH,
56 MAP_LOADING, 60 TILE_SOUTH,
57 MAP_SAVING, 61 TILE_WEST,
62 TILE_EAST,
63 TILE_UP,
64 TILE_DOWN,
65 TILE_NUM
66};
67
68#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
69
70/* Values for state below */
71enum
72{
73 MAP_SWAPPED, // header loaded, nothing else
74 MAP_INACTIVE, // in memory, linkable, but not active
75 MAP_ACTIVE, // running!
58}; 76};
59 77
60/* 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
61 * 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
62 * 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
63 * consistent (eg, op->map, op->x, op->y) 81 * consistent (eg, op->map, op->x, op->y)
64 */ 82 */
65// all those macros are herewith declared legacy 83// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 84#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 85#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 86#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 87#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 88#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 89#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 90#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 91#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
78 * 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
79 * map tiling. 95 * map tiling.
80 */ 96 */
81#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (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)))
82 98
83/* 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
84 * in the object flags structure. 100 * in the object flags structure.
85 */ 101 */
86#define P_BLOCKSVIEW 0x01 102#define P_BLOCKSVIEW 0x01
87#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 */
88#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 104#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
89#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 105#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
90 * that means, nothing harmful can be done, 106 * that means, nothing harmful can be done,
91 * such as: bombs, potion usage, alchemy, spells 107 * such as: bombs, potion usage, alchemy, spells
92 * this was introduced to make shops safer 108 * this was introduced to make shops safer
93 * but is useful in other situations */ 109 * but is useful in other situations */
110
111#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
94#define P_IS_ALIVE 0x10 /* something alive is on this space */ 112#define P_IS_ALIVE 0x20 /* something alive is on this space */
95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
97#define P_UPTODATE 0x80 /* this space is up to date */ 113#define P_UPTODATE 0x80 // this space is up to date
98 114
99/* 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
100 * 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
101 * 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
102 * 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
103 * lots of duplicate checks currently in the code. 119 * lots of duplicate checks currently in the code.
104 */ 120 */
105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 121#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
106#define P_NEW_MAP 0x20000 122#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
107 /* Coordinates passed result in a new tiled map */
108 123
109/* P_NO_PASS is used for ob_blocked() return value. It needs 124// persistent flags (pflags) in mapspace
110 * to be here to make sure the bits don't match with anything. 125enum
111 */ 126{
112#define P_NO_PASS 0x80000 127 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
128};
113 129
114/* Instead of having numerous arrays that have information on a 130/* Instead of having numerous arrays that have information on a
115 * particular space (was map, floor, floor2, map_ob), 131 * particular space (was map, floor, floor2, map_ob),
116 * have this structure take care of that information. 132 * have this structure take care of that information.
117 * 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
118 * to extend information about a space. 134 * to extend information about a space.
119 */ 135 */
136INTERFACE_CLASS (mapspace)
120struct mapspace 137struct mapspace
121{ 138{
139 object *ACC (RW, bot);
122 object *bot, *top; /* lowest/highest object on this space */ 140 object *ACC (RW, top); /* lowest/highest object on this space */
123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 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 */
125 uint8 flags_; /* flags about this space (see the P_ values above) */ 142 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */ 143 sint8 ACC (RW, light); /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */ 144 MoveType ACC (RW, move_block); /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */ 145 MoveType ACC (RW, move_slow); /* What movement types this space slows */
129 MoveType move_on; /* What movement types are activated */ 146 MoveType ACC (RW, move_on); /* What movement types are activated */
130 MoveType move_off; /* What movement types are activated */ 147 MoveType ACC (RW, move_off); /* What movement types are activated */
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
152
153 uint8_t pflags; // additional, persistent flags
154 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
155
156//-GPL
131 157
132 void update_ (); 158 void update_ ();
133 void update () 159 MTH void update ()
134 { 160 {
135 if (!(flags_ & P_UPTODATE)) 161 // we take advantage of the fact that 0x80 is the sign bit
162 // to generate more efficient code on many cpus
163 //assert (sint8 (P_UPTODATE) < 0);
164 //assert (sint8 (-1 & ~P_UPTODATE) >= 0);
165
166 if (expect_false (sint8 (flags_) >= 0))
136 update_ (); 167 update_ ();
137 }
138 168
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
139 uint8 flags () 174 MTH uint8 flags ()
140 { 175 {
141 update (); 176 update ();
142 return flags_; 177 return flags_;
143 } 178 }
179
180 MTH void update_up ();
144 181
145 // maybe only inline quick flags_ checking? 182 MTH void invalidate ()
183 {
184 flags_ = 0;
185
186 if (pflags)
187 update_up ();
188 }
189
146 object *player () 190 MTH object *player ()
147 { 191 {
148 // search from the top, because players are usually on top 192 object *op;
149 // make usually == always and this non-amortized O(1) 193
150 // could gte rid of P_PLAYER, too, then
151 if (flags () & P_PLAYER) 194 if (flags () & P_PLAYER)
152 for (object *op = top; op; op = op->below) 195 for (op = top; op->type != PLAYER; op = op->below)
153 if (op->type == PLAYER) 196 ;
154 return op; 197 else
198 op = 0;
155 199
156 return 0; 200 return op;
157 } 201 }
158};
159 202
160/* 203 MTH uint32 items()
161 * Each map is in a given region of the game world and links to a region definiton, so 204 {
162 * they have to appear here in the headers, before the mapdef 205 update ();
163 */ 206 return items_;
164INTERFACE_CLASS (region) 207 }
165struct region : zero_initialised
166{
167 region *ACC (RW, next); /* pointer to next region, NULL for the last one */
168 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
169 char *ACC (RW, parent_name); /*
170 * So that parent and child regions can be defined in
171 * any order, we keep hold of the parent_name during
172 * initialisation, and the children get assigned to their
173 * parents later. (before runtime on the server though)
174 * nothing outside the init code should ever use this value.
175 */
176 region *ACC (RW, parent); /*
177 * Pointer to the region that is a parent of the current
178 * region, if a value isn't defined in the current region
179 * we traverse this series of pointers until it is.
180 */
181 char *ACC (RW, longname); /* Official title of the region, this might be defined
182 * to be the same as name*/
183 char *ACC (RW, msg); /* the description of the region */
184 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
185 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
186 * this should be the one we fall back on as the default */
187 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
188 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
189 208
190 static region *default_region (); 209 // return the item volume on this mapspace in cm³
191 static region *find (const char *name); 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 }
192}; 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
193 249
194struct shopitems : zero_initialised 250struct shopitems : zero_initialised
195{ 251{
196 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 */
197 const char *name_pl; /* plural name */ 253 const char *name_pl; /* plural name */
198 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 */
199 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,
200 * as a percentage from -100 to 100 */ 256 * as a percentage from -100 to 100 */
201 int index; /* being the size of the shopitems array. */ 257 int index; /* being the size of the shopitems array. */
202}; 258};
203 259
204// map I/O, what to load/save 260// map I/O, what to load/save
206 IO_HEADER = 0x01, // the "arch map" pseudo object 262 IO_HEADER = 0x01, // the "arch map" pseudo object
207 IO_OBJECTS = 0x02, // the non-unique objects 263 IO_OBJECTS = 0x02, // the non-unique objects
208 IO_UNIQUES = 0x04, // unique objects 264 IO_UNIQUES = 0x04, // unique objects
209}; 265};
210 266
211/* In general, code should always use the macros 267/* In general, code should always use the macros
212 * above (or functions in map.c) to access many of the 268 * above (or functions in map.c) to access many of the
213 * values in the map structure. Failure to do this will 269 * values in the map structure. Failure to do this will
214 * almost certainly break various features. You may think 270 * almost certainly break various features. You may think
215 * it is safe to look at width and height values directly 271 * it is safe to look at width and height values directly
216 * (or even through the macros), but doing so will completely 272 * (or even through the macros), but doing so will completely
217 * break map tiling. 273 * break map tiling.
220struct maptile : zero_initialised, attachable 276struct maptile : zero_initialised, attachable
221{ 277{
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 278 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */ 279 struct mapspace *spaces; /* Array of spaces on this map */
224 uint8 *regions; /* region index per mapspace, if != 0 */ 280 uint8 *regions; /* region index per mapspace, if != 0 */
225 struct region **regionmap; /* index to region */ 281 region_ptr *regionmap; /* index to region */
226 282
227 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 283 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
228 284
229 shstr ACC (RW, name); /* Name of map as given by its creator */ 285 shstr ACC (RW, name); /* Name of map as given by its creator */
230 struct region *ACC (RW, default_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
231 * points to the struct containing all the properties of 287 * points to the struct containing all the properties of
232 * the region */ 288 * the region */
233 double ACC (RW, reset_time); 289 double ACC (RW, reset_time);
234 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 290 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
235 * should be reset 291 * should be reset
236 */ 292 */
237 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 293 bool ACC (RW, dirty); /* if true, something was inserted or removed */
294 bool ACC (RW, no_reset); // must not reset this map
238 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 295 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
239 * players entering/exiting map 296 * players entering/exiting map
240 */ 297 */
298 uint8 ACC (RW, state); /* If not true, the map has been freed and must
299 * be loaded before used. The map,omap and map_ob
300 * arrays will be allocated when the map is loaded */
241 sint32 ACC (RW, timeout); /* swapout is set to this */ 301 sint32 ACC (RW, timeout); /* swapout is set to this */
242 sint32 ACC (RW, 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 */
243 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
244 * be loaded before used. The map,omap and map_ob
245 * arrays will be allocated when the map is loaded */
246 sint16 players; /* How many players are on this map right now */ 303 sint16 players; /* How many players are on this map right now */
247 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
248 305
249 bool ACC (RW, per_player); 306 bool ACC (RW, per_player);
250 bool ACC (RW, per_party); 307 bool ACC (RW, per_party);
251 bool ACC (RW, outdoor); /* True if an outdoor map */ 308 bool ACC (RW, outdoor); /* True if an outdoor map */
252 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 309 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
253 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 310 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
311 static sint8 outdoor_darkness; /* the global darkness level outside */
254 312
255 uint16 ACC (RW, 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 */
256 uint16 ACC (RW, 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 */
257 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 315 oblinkpt *buttons; /* Linked list of linked lists of buttons */
258 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
259 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
260 sint8 ACC (RW, humid); /* humitidy of this tile */
261 sint8 ACC (RW, windspeed); /* windspeed of this tile */
262 sint8 ACC (RW, winddir); /* direction of wind */
263 sint8 ACC (RW, sky); /* sky conditions */
264 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
265 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 */
266 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ 317 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
267 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 318 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
268 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 319 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
269 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 320 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
270 shstr ACC (RW, msg); /* Message map creator may have left */ 321 shstr ACC (RW, msg); /* Message map creator may have left */
271 shstr ACC (RW, maplore); /* Map lore information */ 322 shstr ACC (RW, maplore); /* Map lore information */
272 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 323 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
273 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 324 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
274 shstr ACC (RW, path); /* 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 ();
275 344
276 MTH void activate (); 345 MTH void activate ();
277 MTH void deactivate (); 346 MTH void deactivate ();
278 347
279 // allocates all (empty) mapspace 348 // allocates all (empty) mapspace
280 MTH void alloc (); 349 MTH void alloc ();
281 // deallocates the mapspaces (and destroys all objects) 350 // deallocates the mapspaces (and destroys all objects)
282 MTH void clear (); 351 MTH void clear ();
283 352
353 MTH void post_load (); // update cached values in mapspaces etc.
284 MTH void fix_auto_apply (); 354 MTH void fix_auto_apply ();
285 MTH void decay_objects (); 355 MTH void do_decay_objects ();
286 MTH void update_buttons (); 356 MTH void update_buttons ();
287 MTH int change_map_light (int change); 357 MTH int change_map_light (int change);
288 static void change_all_map_light (int change); //PERL
289 MTH void set_darkness_map ();
290 MTH int estimate_difficulty () const; 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);
291 366
292 // set the given flag on all objects in the map 367 // set the given flag on all objects in the map
293 MTH void set_object_flag (int flag, int value = 1); 368 MTH void set_object_flag (int flag, int value = 1);
369 MTH void post_load_original ();
294 370
295 MTH void link_multipart_objects (); 371 MTH void link_multipart_objects ();
296 MTH void clear_unique_items (); 372 MTH void clear_unique_items ();
297 373
298 MTH void clear_header (); 374 MTH void clear_header ();
299 MTH void clear_links_to (maptile *m); 375 MTH void clear_links_to (maptile *m);
300 376
301 MTH struct region *region (int x, int y) const; 377 MTH struct region *region (int x, int y) const;
302 378
303 // loas the header pseudo-object 379 // load the header pseudo-object
304 bool _load_header (object_thawer &thawer); 380 bool _load_header (object_thawer &thawer);
305 MTH bool _load_header (const char *path); 381 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
306 382
307 // load objects into the map 383 // load objects into the map
308 bool _load_objects (object_thawer &thawer); 384 bool _load_objects (object_thawer &thawer);
309 MTH bool _load_objects (const char *path, bool skip_header = true); 385 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
310 386
311 // save objects into the given file (uses IO_ flags) 387 // save objects into the given file (uses IO_ flags)
312 bool _save_objects (object_freezer &freezer, int flags); 388 bool _save_objects (object_freezer &freezer, int flags);
313 MTH bool _save_objects (const char *path, int flags); 389 MTH bool _save_objects (const_octet_string path, int flags);
314 390
315 // save the header pseudo object _only_ 391 // save the header pseudo object _only_
316 bool _save_header (object_freezer &freezer); 392 bool _save_header (object_freezer &freezer);
317 MTH bool _save_header (const char *path); 393 MTH bool _save_header (const_octet_string path);
318 394
319 maptile (); 395 maptile ();
320 maptile (int w, int h); 396 maptile (int w, int h);
397 void init ();
321 ~maptile (); 398 ~maptile ();
322 399
323 void do_destroy (); 400 void do_destroy ();
324 void gather_callbacks (AV *&callbacks, event_type event) const; 401 void gather_callbacks (AV *&callbacks, event_type event) const;
325 402
403 MTH bool linkable () { return state >= MAP_INACTIVE; }
404
326 MTH int size () const { return width * height; } 405 MTH int size () const { return width * height; }
327 406
328 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 407 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
329 408
330 MTH void touch () { last_access = runtime; } 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);
331 418
332 // find the map that is at coordinate x|y relative to this map 419 // find the map that is at coordinate x|y relative to this map
333 // TODO: need a better way than passing by reference 420 // TODO: need a better way than passing by reference
334 // TODO: make perl interface 421 // TODO: make perl interface
335 maptile *xy_find (sint16 &x, sint16 &y); 422 maptile *xy_find (sint16 &x, sint16 &y);
344 { 431 {
345 if (!spaces) 432 if (!spaces)
346 do_load_sync (); 433 do_load_sync ();
347 } 434 }
348 435
349 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 436 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
350 bool generate_random_map (random_map_params *RP); 437 bool generate_random_map (random_map_params *RP);
351 438
439 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
352 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 440 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
353 // async prefetch 441 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
354 static maptile *find_async (const char *path, maptile *original = 0);//PERL 442 object *pick_random_object (rand_gen &gen = rndm) const;
355 443
356 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 444 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
357 mapspace &at (uint32 x, uint32 y) { 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;
358}; 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
359 462
360/* This is used by get_rangevector to determine where the other 463/* This is used by get_rangevector to determine where the other
361 * creature is. get_rangevector takes into account map tiling, 464 * creature is. get_rangevector takes into account map tiling,
362 * 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
363 * righte value. distance_x/y are distance away, which 466 * righte value. distance_x/y are distance away, which
373 int distance_y; 476 int distance_y;
374 int direction; 477 int direction;
375 object *part; 478 object *part;
376}; 479};
377 480
481// comaptibility cruft start
378//TODO: these should be refactored into things like xy_normalise 482//TODO: these should be refactored into things like xy_normalise
379// and so on. 483// and so on.
380int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 484int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
381int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
382int out_of_map(maptile *m, int x, int y); 485int out_of_map (maptile *m, int x, int y);
383maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y); 486maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
384void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags); 487void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
385void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const 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*/);
386int on_same_map(const object *op1, const object *op2); 489int on_same_map (const object *op1, const object *op2);
490int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
387 491
388// adjust map, x and y for tiled maps and return true if the position is valid at all 492// adjust map, x and y for tiled maps and return true if the position is valid at all
389inline bool 493static inline bool
390xy_normalise (maptile *&map, sint16 &x, sint16 &y) 494xy_normalise (maptile *&map, sint16 &x, sint16 &y)
391{ 495{
392 // when in range, do a quick return, otherwise go the slow route 496 // when in range, do a quick return, otherwise go the slow route
393 return 497 return
394 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 498 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
395 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 499 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
396} 500}
501// comaptibility cruft end
502
503//-GPL
397 504
398inline mapspace & 505inline mapspace &
399object::ms () const 506object::ms () const
400{ 507{
401 return map->at (x, y); 508 return map->at (x, y);
402} 509}
403 510
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)
658
404#endif 659#endif
405 660

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