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Comparing deliantra/server/include/map.h (file contents):
Revision 1.17 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.45 by root, Sun Dec 31 18:10:40 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.17 2006/09/03 00:18:41 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29/* 24/*
30 * The mapstruct is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
32 */ 27 */
33 28
34#ifndef MAP_H 29#ifndef MAP_H
35#define MAP_H 30#define MAP_H
36 31
32#include <tr1/unordered_map>
33
37#include "cfperl.h" 34#include "cfperl.h"
38 35
39/* We set this size - this is to make magic map work properly on 36/* We set this size - this is to make magic map work properly on
40 * tiled maps. There is no requirement that this matches the 37 * tiled maps. There is no requirement that this matches the
41 * tiled maps size - it just seemed like a reasonable value. 38 * tiled maps size - it just seemed like a reasonable value.
42 * Magic map code now always starts out putting the player in the 39 * Magic map code now always starts out putting the player in the
43 * center of the map - this makes the most sense when dealing 40 * center of the map - this makes the most sense when dealing
44 * with tiled maps. 41 * with tiled maps.
45 * We also figure out the magicmap color to use as we process the 42 * We also figure out the magicmap color to use as we process the
47 * map pointers. 44 * map pointers.
48 */ 45 */
49#define MAGIC_MAP_SIZE 50 46#define MAGIC_MAP_SIZE 50
50#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51 48
52
53#define MAP_LAYERS 4 49#define MAP_LAYERS 3
54
55/* This is when the map will reset */
56#define MAP_WHEN_RESET(m) ((m)->reset_time)
57
58#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
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
64/* mape darkness used to enforce the MAX_DARKNESS value.
65 * but IMO, if it is beyond max value, that should be fixed
66 * on the map or in the code.
67 */
68#define MAP_DARKNESS(m) (m)->darkness
69
70#define MAP_WIDTH(m) (m)->width
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 50
90/* options passed to ready_map_name and load_original_map */ 51/* options passed to ready_map_name and load_original_map */
91#define MAP_FLUSH 0x1 52#define MAP_FLUSH 0x01
92#define MAP_PLAYER_UNIQUE 0x2 53#define MAP_PLAYER_UNIQUE 0x02
93#define MAP_BLOCK 0x4 54#define MAP_BLOCK 0x04
94#define MAP_STYLE 0x8 55#define MAP_STYLE 0x08
95#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
96 57
97/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
98#define MAP_IN_MEMORY 1 59#define MAP_IN_MEMORY 1
99#define MAP_SWAPPED 2 60#define MAP_SWAPPED 2
103/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 64/* 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 65 * 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 66 * where it is known the map is not tiled or the values are known
106 * consistent (eg, op->map, op->x, op->y) 67 * consistent (eg, op->map, op->x, op->y)
107 */ 68 */
108#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 69// all those macros are herewith declared legacy
109#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 70#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 ) 71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
111#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
112 73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
113#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
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] ) 75#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 ) 76#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 ) 77#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 ) 78#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 ) 79#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 80
140/* You should really know what you are doing before using this - you 81/* 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 82 * should almost always be using out_of_map instead, which takes into account
142 * map tiling. 83 * map tiling.
143 */ 84 */
144#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
145 86
146/* These are used in the MapLook flags element. They are not used in 87/* These are used in the MapLook flags element. They are not used in
147 * in the object flags structure. 88 * in the object flags structure.
148 */ 89 */
149
150#define P_BLOCKSVIEW 0x01 90#define P_BLOCKSVIEW 0x01
151#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 91#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152 92#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
153/* AB_NO_PASS is used for arch_blocked() return value. It needs
154 * to be here to make sure the bits don't match with anything.
155 * Changed name to have AB_ prefix just to make sure no one
156 * is using the P_NO_PASS. AB_.. should only be used for
157 * arch_blocked and functions that examine the return value.
158 */
159
160#define AB_NO_PASS 0x04
161/*#define P_PASS_THRU 0x08 *//* */
162#define P_SAFE 0x08 /* If this is set the map tile is a safe map, 93#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
163 * that means, nothing harmful there will be done, 94 * that means, nothing harmful can be done,
164 * like: bombs, potion usage, alchemy, spells 95 * such as: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 96 * this was introduced to make shops safer
166 * and propably other maps */ 97 * but is useful in other situations */
167#define P_IS_ALIVE 0x10 /* something alive is on this space */ 98#define P_IS_ALIVE 0x10 /* something alive is on this space */
168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100
169#define P_NEED_UPDATE 0x40 /* this space is out of date */ 101#define P_UPTODATE 0x80 /* this space is up to date */
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 102
171 * does not complain if the flags are different.
172 */
173/* The following two values are not stored in the MapLook flags, but instead 103/* 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 104 * 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 105 * 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 106 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 107 * lots of duplicate checks currently in the code.
178 */ 108 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 109#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 */ 110#define P_NEW_MAP 0x20000
111 /* Coordinates passed result in a new tiled map */
181 112
182#if 0 113/* P_NO_PASS is used for ob_blocked() return value. It needs
183/* These go away with new movement code - can't do such simplistic 114 * to be here to make sure the bits don't match with anything.
184 * checks anymore
185 */ 115 */
186#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 116#define P_NO_PASS 0x80000
187#define P_WALL P_NO_PASS /* Just to match naming of wall function */
188#endif
189 117
190/* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a 118/* Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 119 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 120 * have this structure take care of that information.
194 * This puts it all in one place, and should also make it easier 121 * This puts it all in one place, and should also make it easier
195 * to extend information about a space. 122 * to extend information about a space.
196 */ 123 */
197
198struct MapSpace { 124struct mapspace
125{
199 object *bottom; /* lowest object on this space */ 126 object *bot, *top; /* lowest/highest object on this space */
200 object *top; /* Highest object on this space */
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 130 sint8 light; /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 131 MoveType move_block; /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 132 MoveType move_slow; /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 133 MoveType move_on; /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 134 MoveType move_off; /* What movement types are activated */
209};
210 135
211/* 136 void update_ ();
212 * this is an overlay structure of the whole world. It exists as a simple 137 void update ()
213 * high level map, which doesn't contain the full data of the underlying map. 138 {
214 * in this map, only things such as weather are recorded. By doing so, we 139 if (!(flags_ & P_UPTODATE))
215 * can keep the entire world parameters in memory, and act as a whole on 140 update_ ();
216 * them at once. We can then, in a separate loop, update the actual world 141 }
217 * with the new values we have assigned.
218 */
219 142
220struct weathermap_t { 143 uint8 flags ()
221 sint16 temp; /* base temperature of this tile (F) */ 144 {
222 sint16 pressure; /* barometric pressure (mb) */ 145 update ();
223 sint8 humid; /* humitidy of this tile */ 146 return flags_;
224 sint8 windspeed; /* windspeed of this tile */ 147 }
225 sint8 winddir; /* direction of wind */ 148
226 sint8 sky; /* sky conditions */ 149 // maybe only inline quick flags_ checking?
227 sint32 avgelev; /* average elevation */ 150 object *player ()
228 uint32 rainfall; /* cumulative rainfall */ 151 {
229 uint8 darkness; /* indicates level of darkness of map */ 152 // search from the top, because players are usually on top
230 uint8 water; /* 0-100 percentage of water tiles */ 153 // make usually == always and this non-amortized O(1)
231 /*Dynamic parts*/ 154 // could gte rid of P_PLAYER, too, then
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 155 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below)
157 if (op->type == PLAYER)
158 return op;
159
160 return 0;
161 }
233}; 162};
234 163
235/* 164/*
236 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
237 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
238 */ 167 */
239struct region { 168INTERFACE_CLASS (region)
169struct region : zero_initialised
170{
240 struct region *next; /* pointer to next region, NULL for the last one */ 171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
241 const char *name; /* Shortend name of the region as maps refer to it */ 172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
242 const char *parent_name; /* 173 char *ACC (RW, parent_name); /*
243 * So that parent and child regions can be defined in 174 * So that parent and child regions can be defined in
244 * any order, we keep hold of the parent_name during 175 * any order, we keep hold of the parent_name during
245 * initialisation, and the children get assigned to their 176 * initialisation, and the children get assigned to their
246 * parents later. (before runtime on the server though) 177 * parents later. (before runtime on the server though)
247 * nothing outside the init code should ever use this value. 178 * nothing outside the init code should ever use this value.
248 */ 179 */
249 struct region *parent; /* 180 struct region *ACC (RW, parent); /*
250 * Pointer to the region that is a parent of the current 181 * Pointer to the region that is a parent of the current
251 * region, if a value isn't defined in the current region 182 * region, if a value isn't defined in the current region
252 * we traverse this series of pointers until it is. 183 * we traverse this series of pointers until it is.
253 */ 184 */
254 const char *longname; /* Official title of the region, this might be defined 185 char *ACC (RW, longname); /* Official title of the region, this might be defined
255 * to be the same as name*/ 186 * to be the same as name*/
256 const char *msg; /* the description of the region */ 187 char *ACC (RW, msg); /* the description of the region */
257 uint32 counter; /* A generic counter for holding temporary data. */ 188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
258 sint8 fallback; /* whether, in the event of a region not existing, 189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
259 * this should be the one we fall back on as the default */ 190 * 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.*/ 191 char *ACC (RW, 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. */ 192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
262}; 193};
263 194
264 195struct shopitems : zero_initialised
265struct shopitems { 196{
266 const char *name; /* name of the item in question, null if it is the default item */ 197 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */ 198 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 199 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, 200 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */ 201 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/ 202 int index; /* being the size of the shopitems array. */
203};
204
205// map I/O, what to load/save
206enum {
207 IO_HEADER = 0x01, // the "arch map" pseudo object
208 IO_OBJECTS = 0x02, // the non-unique objects
209 IO_UNIQUES = 0x04, // unique objects
272}; 210};
273 211
274/* In general, code should always use the macros 212/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 213 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 214 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 215 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 216 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 217 * (or even through the macros), but doing so will completely
280 * break map tiling. 218 * break map tiling.
281 */ 219 */
220INTERFACE_CLASS (maptile)
282struct mapstruct : zero_initialised, attachable<mapstruct> { 221struct maptile : zero_initialised, attachable
283 struct mapstruct *next; /* Next map, linked list */ 222{
284 char *tmpname; /* Name of temporary file */ 223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */
225
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227
285 char *name; /* Name of map as given by its creator */ 228 shstr ACC (RW, name); /* Name of map as given by its creator */
286 struct region *region; /* What jurisdiction in the game world this map is ruled by 229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
287 * points to the struct containing all the properties of 230 * points to the struct containing all the properties of
288 * the region */ 231 * the region */
289 uint32 reset_time; /* when this map should reset */ 232 double ACC (RW, reset_time);
290 uint32 reset_timeout; /* How many seconds must elapse before this map 233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
291 * should be reset 234 * should be reset
292 */ 235 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */
293 uint32 fixed_resettime:1; /* if true, reset time is not affected by 237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
294 * players entering/exiting map 238 * players entering/exiting map
295 */ 239 */
296 uint32 unique:1; /* if set, this is a per player unique map */
297 uint32 templatemap:1; /* if set, this is a template map */
298 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
299 sint32 timeout; /* swapout is set to this */ 240 sint32 ACC (RW, timeout); /* swapout is set to this */
300 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
301 sint16 players; /* How many plares are on this level right now */
302 uint32 in_memory; /* If not true, the map has been freed and must 242 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
303 * be loaded before used. The map,omap and map_ob 243 * be loaded before used. The map,omap and map_ob
304 * arrays will be allocated when the map is loaded */ 244 * arrays will be allocated when the map is loaded */
245 sint16 players; /* How many players are on this map right now */
305 uint16 difficulty; /* What level the player should be to play here */ 246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
306 247
248 bool ACC (RW, per_player);
249 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */
307 uint8 darkness; /* indicates level of darkness of map */ 251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */ 252
309 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
310 uint16 enter_y; /* on the map if none are set in the exit */ 254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
311 uint32 outdoor:1; /* True if an outdoor map */
312 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 255 oblinkpt *buttons; /* Linked list of linked lists of buttons */
313 struct MapSpace *spaces; /* Array of spaces on this map */
314 sint16 temp; /* base temperature of this tile (F) */ 256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */ 257 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */ 258 sint8 ACC (RW, humid); /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */ 259 sint8 ACC (RW, windspeed); /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */ 260 sint8 ACC (RW, winddir); /* direction of wind */
319 sint8 sky; /* sky conditions */ 261 sint8 ACC (RW, sky); /* sky conditions */
320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 262 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
321 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 263 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
322 char *shoprace; /* the preffered race of the local shopkeeper */ 264 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */ 265 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */ 266 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */ 267 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */ 268 shstr ACC (RW, msg); /* Message map creator may have left */
327 char *maplore; /* Map lore information */ 269 shstr ACC (RW, maplore); /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */ 270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */ 271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */ 272 shstr ACC (RW, path); /* Filename of the map */
273
274 MTH void activate ();
275 MTH void deactivate ();
276
277 // allocates all (empty) mapspace
278 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear ();
281
282 MTH void fix_auto_apply ();
283 MTH void decay_objects ();
284 MTH void update_buttons ();
285 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const;
289
290 MTH void link_multipart_objects ();
291 MTH void clear_unique_items ();
292
293 MTH void clear_header ();
294 MTH void clear_links_to (maptile *m);
295
296 // loas the header pseudo-object
297 bool load_header (object_thawer &thawer);
298 MTH bool load_header (const char *path);
299
300 // load objects into the map
301 bool load_objects (object_thawer &thawer);
302 MTH bool load_objects (const char *path, bool skip_header = true);
303
304 // save objects into the given file (uses IO_ flags)
305 bool save_objects (object_freezer &freezer, int flags);
306 MTH bool save_objects (const char *path, int flags);
307
308 // save the header pseudo object _only_
309 bool save_header (object_freezer &freezer);
310 MTH bool save_header (const char *path);
311
312 maptile ();
313 maptile (int w, int h);
314 ~maptile ();
315
316 void do_destroy ();
317 void gather_callbacks (AV *&callbacks, event_type event) const;
318
319 MTH int size () const { return width * height; }
320
321 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
322
323// static maptile *find_map (const char *path, maptile *origin);//PERL
324//
325// // load a map relative to this one
326// maptile *find_map (const char *path)
327// {
328// return find_map (path, this);
329// }
330//
331// // customise this map for the given player
332// // might return this or a completely new map
333// maptile *customise_for (object *op);
334//
335// void do_force_map_sync ();//PERL
336//
337// // make sure the map is loaded
338// MTH void force_map_sync ()
339// {
340// if (in_memory != MAP_IN_MEMORY)
341// do_force_map_sync ();
342// }
343
344 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL
345 static void emergency_save ();//PERL
346
347 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
348 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
331}; 349};
332 350
333/* This is used by get_rangevector to determine where the other 351/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 352 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the 353 * so you just can not look the the map coordinates and get the
336 * righte value. distance_x/y are distance away, which 354 * righte value. distance_x/y are distance away, which
337 * can be negativbe. direction is the crossfire direction scheme 355 * can be negative. direction is the crossfire direction scheme
338 * that the creature should head. part is the part of the 356 * that the creature should head. part is the part of the
339 * monster that is closest. 357 * monster that is closest.
340 * Note: distance should be always >=0. I changed it to UINT. MT 358 * Note: distance should be always >=0. I changed it to UINT. MT
341 */ 359 */
342struct rv_vector { 360struct rv_vector
361{
343 unsigned int distance; 362 unsigned int distance;
344 int distance_x; 363 int distance_x;
345 int distance_y; 364 int distance_y;
346 int direction; 365 int direction;
347 object *part; 366 object *part;
348}; 367};
368
369inline mapspace &
370object::ms () const
371{
372 return map->at (x, y);
373}
349 374
350#endif 375#endif
376

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