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Comparing deliantra/server/include/map.h (file contents):
Revision 1.21 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.101 by root, Tue Dec 23 01:51:28 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map>
33
34#include "region.h"
32#include "cfperl.h" 35#include "cfperl.h"
33 36
34/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 40 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 42 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 43 * We also figure out the magicmap color to use as we process the
42 * map pointers. 45 * map pointers.
43 */ 46 */
44#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 49
47
48#define MAP_LAYERS 4 50#define MAP_LAYERS 3
49 51
50/* This is when the map will reset */ 52/* Values for in_memory below */
51#define MAP_WHEN_RESET(m) ((m)->reset_time) 53enum {
52 54 MAP_ACTIVE,
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 55 MAP_INACTIVE, // not used atm.
54#define MAP_DIFFICULTY(m) ((m)->difficulty) 56 MAP_SWAPPED,
55#define MAP_TIMEOUT(m) ((m)->timeout) 57 MAP_LOADING,
56#define MAP_SWAP_TIME(m) ((m)->swap_time) 58 MAP_SAVING,
57#define MAP_OUTDOORS(m) ((m)->outdoor) 59};
58
59/* mape darkness used to enforce the MAX_DARKNESS value.
60 * but IMO, if it is beyond max value, that should be fixed
61 * on the map or in the code.
62 */
63#define MAP_DARKNESS(m) (m)->darkness
64
65#define MAP_WIDTH(m) (m)->width
66#define MAP_HEIGHT(m) (m)->height
67
68/* Convenient function - total number of spaces is used
69 * in many places.
70 */
71#define MAP_SIZE(m) ((m)->width * (m)->height)
72
73#define MAP_ENTER_X(m) (m)->enter_x
74#define MAP_ENTER_Y(m) (m)->enter_y
75
76#define MAP_TEMP(m) (m)->temp
77#define MAP_PRESSURE(m) (m)->pressure
78#define MAP_HUMID(m) (m)->humid
79#define MAP_WINDSPEED(m) (m)->windspeed
80#define MAP_WINDDIRECTION(m) (m)->winddir
81#define MAP_SKYCOND(m) (m)->sky
82#define MAP_WORLDPARTX(m) (m)->wpartx
83#define MAP_WORLDPARTY(m) (m)->wparty
84#define MAP_NOSMOOTH(m) (m)->nosmooth
85
86/* options passed to ready_map_name and load_original_map */
87#define MAP_FLUSH 0x1
88#define MAP_PLAYER_UNIQUE 0x2
89#define MAP_BLOCK 0x4
90#define MAP_STYLE 0x8
91#define MAP_OVERLAY 0x10
92
93/* Values for in_memory below. Should probably be an enumerations */
94#define MAP_IN_MEMORY 1
95#define MAP_SWAPPED 2
96#define MAP_LOADING 3
97#define MAP_SAVING 4
98 60
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 61/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
100 * really be used, as it is multi tile aware. However, there are some cases 62 * really be used, as it is multi tile aware. However, there are some cases
101 * where it is known the map is not tiled or the values are known 63 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
103 */ 65 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 66// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
106#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
112/* legacy */
113#define get_map_ob GET_MAP_OB
114
115#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117#define set_map_ob SET_MAP_OB
118
119#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121
122#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
124
125#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) 71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
126#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127
128#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
129#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130
131#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 73#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
132#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133
134#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 74#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
135#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136 75
137/* You should really know what you are doing before using this - you 76/* You should really know what you are doing before using this - you
138 * should almost always be using out_of_map instead, which takes into account 77 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 78 * map tiling.
140 */ 79 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 80#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
142 81
143/* These are used in the MapLook flags element. They are not used in 82/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 83 * in the object flags structure.
145 */ 84 */
146
147#define P_BLOCKSVIEW 0x01 85#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 86#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 87#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
150/* AB_NO_PASS is used for arch_blocked() return value. It needs 88#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
151 * to be here to make sure the bits don't match with anything.
152 * Changed name to have AB_ prefix just to make sure no one
153 * is using the P_NO_PASS. AB_.. should only be used for
154 * arch_blocked and functions that examine the return value.
155 */
156
157#define AB_NO_PASS 0x04
158
159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
162 * that means, nothing harmful there will be done, 89 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 90 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 91 * this was introduced to make shops safer
165 * and propably other maps */ 92 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different.
171 */
172 97
173/* The following two values are not stored in the MapLook flags, but instead 98/* 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 99 * 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 100 * 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 101 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 102 * lots of duplicate checks currently in the code.
178 */ 103 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 105#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 106 /* Coordinates passed result in a new tiled map */
182 107
183/* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a 108/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 109 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 110 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 111 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 112 * to extend information about a space.
189 */ 113 */
190 114INTERFACE_CLASS (mapspace)
191struct MapSpace 115struct mapspace
192{ 116{
193 object *bottom; /* lowest object on this space */ 117 object *ACC (RW, bot);
194 object *top; /* Highest object on this space */ 118 object *ACC (RW, top); /* lowest/highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 120 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 121 sint8 ACC (RW, light); /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 122 MoveType ACC (RW, move_block); /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 123 MoveType ACC (RW, move_slow); /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 124 MoveType ACC (RW, move_on); /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 125 MoveType ACC (RW, move_off); /* What movement types are activated */
203};
204 126
205/* 127 void update_ ();
206 * this is an overlay structure of the whole world. It exists as a simple 128 MTH void update ()
207 * high level map, which doesn't contain the full data of the underlying map. 129 {
208 * in this map, only things such as weather are recorded. By doing so, we 130 if (!(flags_ & P_UPTODATE))
209 * can keep the entire world parameters in memory, and act as a whole on 131 update_ ();
210 * them at once. We can then, in a separate loop, update the actual world 132 }
211 * with the new values we have assigned.
212 */
213 133
214struct weathermap_t 134 MTH uint8 flags ()
215{ 135 {
216 sint16 temp; /* base temperature of this tile (F) */ 136 update ();
217 sint16 pressure; /* barometric pressure (mb) */ 137 return flags_;
218 sint8 humid; /* humitidy of this tile */ 138 }
219 sint8 windspeed; /* windspeed of this tile */
220 sint8 winddir; /* direction of wind */
221 sint8 sky; /* sky conditions */
222 sint32 avgelev; /* average elevation */
223 uint32 rainfall; /* cumulative rainfall */
224 uint8 darkness; /* indicates level of darkness of map */
225 uint8 water; /* 0-100 percentage of water tiles */
226 /*Dynamic parts */
227 sint16 realtemp; /* temperature at a given calculation step for this tile */
228};
229 139
230/* 140 MTH void invalidate ()
231 * Each map is in a given region of the game world and links to a region definiton, so 141 {
232 * they have to appear here in the headers, before the mapdef 142 flags_ = 0;
233 */ 143 }
234struct region 144
235{ 145 MTH object *player ()
236 struct region *next; /* pointer to next region, NULL for the last one */ 146 {
237 const char *name; /* Shortend name of the region as maps refer to it */ 147 object *op;
238 const char *parent_name; /*
239 * So that parent and child regions can be defined in
240 * any order, we keep hold of the parent_name during
241 * initialisation, and the children get assigned to their
242 * parents later. (before runtime on the server though)
243 * nothing outside the init code should ever use this value.
244 */
245 struct region *parent; /*
246 * Pointer to the region that is a parent of the current
247 * region, if a value isn't defined in the current region
248 * we traverse this series of pointers until it is.
249 */
250 const char *longname; /* Official title of the region, this might be defined
251 * to be the same as name*/
252 const char *msg; /* the description of the region */
253 uint32 counter; /* A generic counter for holding temporary data. */
254 sint8 fallback; /* whether, in the event of a region not existing,
255 * this should be the one we fall back on as the default */
256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258};
259 148
149 if (flags () & P_PLAYER)
150 for (op = top; op->type != PLAYER; op = op->below)
151 ;
152 else
153 op = 0;
154
155 return op;
156 }
157
158 // return the item volume on this mapspace in cm³
159 MTH uint64 volume () const;
160
161 bool blocks (MoveType mt) const
162 {
163 return move_block && (mt & move_block) == mt;
164 }
165
166 bool blocks (object *op) const
167 {
168 return blocks (op->move_type);
169 }
170};
260 171
261struct shopitems : zero_initialised 172struct shopitems : zero_initialised
262{ 173{
263 const char *name; /* name of the item in question, null if it is the default item */ 174 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 175 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 176 int typenum; /* itemtype number we need to match 0 if it is the default price */
266 sint8 strength; /* the degree of specialisation the shop has in this item, 177 sint8 strength; /* the degree of specialisation the shop has in this item,
267 * as a percentage from -100 to 100 */ 178 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */ 179 int index; /* being the size of the shopitems array. */
180};
181
182// map I/O, what to load/save
183enum {
184 IO_HEADER = 0x01, // the "arch map" pseudo object
185 IO_OBJECTS = 0x02, // the non-unique objects
186 IO_UNIQUES = 0x04, // unique objects
269}; 187};
270 188
271/* In general, code should always use the macros 189/* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the 190 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will 191 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think 192 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly 193 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely 194 * (or even through the macros), but doing so will completely
277 * break map tiling. 195 * break map tiling.
278 */ 196 */
279ACC_CLASS (maptile) 197INTERFACE_CLASS (maptile)
280struct maptile : zero_initialised, attachable<maptile> 198struct maptile : zero_initialised, attachable
281{ 199{
282 maptile *ACC (RW, next); /* Next map, linked list */ 200 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
283 char *ACC (RO, tmpname); /* Name of temporary file */ 201 struct mapspace *spaces; /* Array of spaces on this map */
202 uint8 *regions; /* region index per mapspace, if != 0 */
203 region_ptr *regionmap; /* index to region */
204
205 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
206
284 char *ACC (RO, name); /* Name of map as given by its creator */ 207 shstr ACC (RW, name); /* Name of map as given by its creator */
285 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 208 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
286 * points to the struct containing all the properties of 209 * points to the struct containing all the properties of
287 * the region */ 210 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */ 211 double ACC (RW, reset_time);
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 212 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset 213 * should be reset
291 */ 214 */
215 bool ACC (RW, dirty); /* if true, something was inserted or removed */
216 bool ACC (RW, no_reset); // must not reset this map
292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 217 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
293 * players entering/exiting map 218 * players entering/exiting map
294 */ 219 */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */
296 bool ACC (RW, templatemap); /* if set, this is a template map */
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 ACC (RW, timeout); /* swapout is set to this */ 220 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 221 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 ACC (RW, players); /* How many plares are on this level right now */
301 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 222 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
302 * be loaded before used. The map,omap and map_ob 223 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 224 * arrays will be allocated when the map is loaded */
225 sint16 players; /* How many players are on this map right now */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 226 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305 227
228 bool ACC (RW, per_player);
229 bool ACC (RW, per_party);
230 bool ACC (RW, outdoor); /* True if an outdoor map */
231 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 232 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 233 static sint8 outdoor_darkness; /* the global darkness level outside */
234
308 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 235 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
309 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 236 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
310 bool ACC (RW, outdoor); /* True if an outdoor map */
311 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 237 oblinkpt *buttons; /* Linked list of linked lists of buttons */
312 struct MapSpace *spaces; /* Array of spaces on this map */
313 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 238 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 239 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */ 240 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 241 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */ 242 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */ 243 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 244 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
320 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 245 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 246 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 247 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 248 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 249 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 250 shstr ACC (RW, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 251 shstr ACC (RW, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 252 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
328 maptile *tile_map[4]; /* Next map, linked list */ 253 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 254 shstr ACC (RW, path); /* Filename of the map */
255 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
256 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
257
258 MTH sint8 darklevel () const
259 {
260 return clamp (outdoor ? darkness + outdoor_darkness : darkness, 0, MAX_DARKNESS);
261 }
262
263 MTH void activate ();
264 MTH void deactivate ();
265
266 // allocates all (empty) mapspace
267 MTH void alloc ();
268 // deallocates the mapspaces (and destroys all objects)
269 MTH void clear ();
270
271 MTH void fix_auto_apply ();
272 MTH void do_decay_objects ();
273 MTH void update_buttons ();
274 MTH int change_map_light (int change);
275 static void change_all_map_light (int change); //PERL
276 MTH void set_darkness_map ();
277 MTH int estimate_difficulty () const;
278
279 MTH void play_sound (faceidx sound, int x, int y) const;
280
281 // set the given flag on all objects in the map
282 MTH void set_object_flag (int flag, int value = 1);
283 MTH void post_load_original ();
284
285 MTH void link_multipart_objects ();
286 MTH void clear_unique_items ();
287
288 MTH void clear_header ();
289 MTH void clear_links_to (maptile *m);
290
291 MTH struct region *region (int x, int y) const;
292
293 // load the header pseudo-object
294 bool _load_header (object_thawer &thawer);
295 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
296
297 // load objects into the map
298 bool _load_objects (object_thawer &thawer);
299 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
300
301 // save objects into the given file (uses IO_ flags)
302 bool _save_objects (object_freezer &freezer, int flags);
303 MTH bool _save_objects (const char *path, int flags);
304
305 // save the header pseudo object _only_
306 bool _save_header (object_freezer &freezer);
307 MTH bool _save_header (const char *path);
308
309 maptile ();
310 maptile (int w, int h);
311 ~maptile ();
312
313 void do_destroy ();
314 void gather_callbacks (AV *&callbacks, event_type event) const;
315
316 MTH int size () const { return width * height; }
317
318 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
319
320 MTH void touch () { last_access = runtime; }
321
322 MTH bool tile_available (int dir, bool load = true);
323
324 // find the map that is at coordinate x|y relative to this map
325 // TODO: need a better way than passing by reference
326 // TODO: make perl interface
327 maptile *xy_find (sint16 &x, sint16 &y);
328
329 // like xy_find, but also loads the map
330 maptile *xy_load (sint16 &x, sint16 &y);
331
332 void do_load_sync ();//PERL
333
334 // make sure the map is loaded
335 MTH void load_sync ()
336 {
337 if (!spaces)
338 do_load_sync ();
339 }
340
341 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
342 bool generate_random_map (random_map_params *RP);
343
344 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
345 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
346 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
347 object *pick_random_object (rand_gen &gen = rndm) const;
348
349 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
330}; 350};
331 351
332/* This is used by get_rangevector to determine where the other 352/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 353 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 354 * so you just can not look the the map coordinates and get the
335 * righte value. distance_x/y are distance away, which 355 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme 356 * can be negative. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the 357 * that the creature should head. part is the part of the
338 * monster that is closest. 358 * monster that is closest.
339 * Note: distance should be always >=0. I changed it to UINT. MT 359 * Note: distance should be always >=0. I changed it to UINT. MT
340 */ 360 */
341struct rv_vector 361struct rv_vector
345 int distance_y; 365 int distance_y;
346 int direction; 366 int direction;
347 object *part; 367 object *part;
348}; 368};
349 369
370// comaptibility cruft start
371//TODO: these should be refactored into things like xy_normalise
372// and so on.
373int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
374int out_of_map (maptile *m, int x, int y);
375maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
376void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
377void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
378int on_same_map (const object *op1, const object *op2);
379int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
380
381// adjust map, x and y for tiled maps and return true if the position is valid at all
382static inline bool
383xy_normalise (maptile *&map, sint16 &x, sint16 &y)
384{
385 // when in range, do a quick return, otherwise go the slow route
386 return
387 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
388 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
389}
390// comaptibility cruft end
391
392inline mapspace &
393object::ms () const
394{
395 return map->at (x, y);
396}
397
398struct mapxy {
399 maptile *m;
400 sint16 x, y;
401
402 mapxy (maptile *m, sint16 x, sint16 y)
403 : m(m), x(x), y(y)
404 { }
405
406 mapxy (object *op)
407 : m(op->map), x(op->x), y(op->y)
408 { }
409
410 mapxy &move (int dx, int dy)
411 {
412 x += dx;
413 y += dy;
414
415 return *this;
416 }
417
418 mapxy &move (int dir)
419 {
420 return move (freearr_x [dir], freearr_y [dir]);
421 }
422
423 operator void *() const { return (void *)m; }
424 mapxy &operator =(const object *op)
425 {
426 m = op->map;
427 x = op->x;
428 y = op->y;
429
430 return *this;
431 }
432
433 mapspace *operator ->() const { return &m->at (x, y); }
434 mapspace &operator * () const { return m->at (x, y); }
435
436 bool normalise ()
437 {
438 return xy_normalise (m, x, y);
439 }
440
441 mapspace &ms () const
442 {
443 return m->at (x, y);
444 }
445
446 object *insert (object *op, object *originator = 0, int flags = 0) const
447 {
448 return m->insert (op, x, y, originator, flags);
449 }
450};
451
452inline const mapxy &
453object::operator =(const mapxy &pos)
454{
455 map = pos.m;
456 x = pos.x;
457 y = pos.y;
458
459 return pos;
460}
461
350#endif 462#endif
463

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