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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 1.140 by root, Wed May 4 19:04:44 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
27 */ 28 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
33#include <tr1/unordered_map>
34
35//+GPL
36
37#include "region.h"
32#include "cfperl.h" 38#include "cfperl.h"
33 39
34/* We set this size - this is to make magic map work properly on 40/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 43 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 44 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 45 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 46 * We also figure out the magicmap color to use as we process the
42 * map pointers. 48 * map pointers.
43 */ 49 */
44#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 52
47
48#define MAP_LAYERS 4 53#define MAP_LAYERS 3
49 54
50/* This is when the map will reset */ 55// tile map index
51#define MAP_WHEN_RESET(m) ((m)->reset_time) 56enum {
57 TILE_NORTH,
58 TILE_EAST,
59 TILE_SOUTH,
60 TILE_WEST,
61 TILE_UP,
62 TILE_DOWN,
63 TILE_NUM,
64};
52 65
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 66/* Values for state below */
54#define MAP_DIFFICULTY(m) ((m)->difficulty) 67enum {
55#define MAP_TIMEOUT(m) ((m)->timeout) 68 MAP_SWAPPED, // header loaded, nothing else
56#define MAP_SWAP_TIME(m) ((m)->swap_time) 69 MAP_INACTIVE, // in memory, linkable, but not active
57#define MAP_OUTDOORS(m) ((m)->outdoor) 70 MAP_ACTIVE, // running!
58 71};
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 72
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 73/* 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 74 * 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 75 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 76 * consistent (eg, op->map, op->x, op->y)
103 */ 77 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 78// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 79#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 ) 80#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 ) 81#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] ) 82#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 ) 83#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 ) 84#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 ) 85#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 ) 86#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 87
137/* You should really know what you are doing before using this - you 88/* 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 89 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 90 * map tiling.
140 */ 91 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 92#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
142 93
143/* These are used in the MapLook flags element. They are not used in 94/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 95 * in the object flags structure.
145 */ 96 */
146
147#define P_BLOCKSVIEW 0x01 97#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 98#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 99#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
150/* AB_NO_PASS is used for arch_blocked() return value. It needs 100#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, 101 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 102 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 103 * this was introduced to make shops safer
165 * and propably other maps */ 104 * but is useful in other situations */
105
106#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 107#define P_IS_ALIVE 0x20 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 108#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 */
172 109
173/* The following two values are not stored in the MapLook flags, but instead 110/* 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 111 * 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 112 * 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 113 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 114 * lots of duplicate checks currently in the code.
178 */ 115 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 116#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 117#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
181 /* Coordinates passed result in a new tiled map */
182 118
183/* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a 119/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 120 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 121 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 122 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 123 * to extend information about a space.
189 */ 124 */
190 125INTERFACE_CLASS (mapspace)
191struct MapSpace 126struct mapspace
192{ 127{
193 object *bottom; /* lowest object on this space */ 128 object *ACC (RW, bot);
194 object *top; /* Highest object on this space */ 129 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 */ 130 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) */ 131 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 132 sint8 ACC (RW, light); /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 133 MoveType ACC (RW, move_block); /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 134 MoveType ACC (RW, move_slow); /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 135 MoveType ACC (RW, move_on); /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 136 MoveType ACC (RW, move_off); /* What movement types are activated */
203}; 137 uint16_t ACC (RW, items_); // saturates at 64k
138 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
139 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
140 static uint32_t ACC (RW, smellcount); // global smell counter
204 141
205/* 142 uint32_t pad1_; // pad to 64 bytes on 64 bit systems
206 * this is an overlay structure of the whole world. It exists as a simple
207 * high level map, which doesn't contain the full data of the underlying map.
208 * in this map, only things such as weather are recorded. By doing so, we
209 * can keep the entire world parameters in memory, and act as a whole on
210 * them at once. We can then, in a separate loop, update the actual world
211 * with the new values we have assigned.
212 */
213 143
214struct weathermap_t 144//-GPL
215{
216 sint16 temp; /* base temperature of this tile (F) */
217 sint16 pressure; /* barometric pressure (mb) */
218 sint8 humid; /* humitidy of this tile */
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};
229 145
230/* 146 void update_ ();
231 * Each map is in a given region of the game world and links to a region definiton, so 147 MTH void update ()
232 * they have to appear here in the headers, before the mapdef 148 {
233 */ 149 // we take advantage of the fact that 0x80 is the sign bit
234struct region 150 // to generate more efficient code on many cpus
235{ 151 assert (sint8 (P_UPTODATE) < 0);
236 struct region *next; /* pointer to next region, NULL for the last one */ 152 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
237 const char *name; /* Shortend name of the region as maps refer to it */
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};
259 153
154 if (expect_false (sint8 (flags_) >= 0))
155 update_ ();
156
157 // must be true by now (gcc seems content with only the second test)
158 assume (sint8 (flags_) < 0);
159 assume (flags_ & P_UPTODATE);
160 }
161
162 MTH uint8 flags ()
163 {
164 update ();
165 return flags_;
166 }
167
168 MTH void invalidate ()
169 {
170 flags_ = 0;
171 }
172
173 MTH object *player ()
174 {
175 object *op;
176
177 if (flags () & P_PLAYER)
178 for (op = top; op->type != PLAYER; op = op->below)
179 ;
180 else
181 op = 0;
182
183 return op;
184 }
185
186 MTH uint32 items()
187 {
188 update ();
189 return items_;
190 }
191
192 // return the item volume on this mapspace in cm³
193 MTH uint64 volume ()
194 {
195 update ();
196 return volume_ * 1024;
197 }
198
199 bool blocks (MoveType mt) const
200 {
201 return move_block && (mt & move_block) == mt;
202 }
203
204 bool blocks (object *op) const
205 {
206 return blocks (op->move_type);
207 }
208};
209
210// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
211struct maprect
212{
213 maptile *m;
214 int x0, y0;
215 int x1, y1;
216 int dx, dy; // offset to go from local coordinates to original tile */
217};
218
219// (refcounted) list of objects on this map that need physics processing
220struct physics_queue
221: unordered_vector<object *>
222{
223 int i; // already processed
224 physics_queue ();
225 object *pop ();
226};
227
228#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
229
230//+GPL
260 231
261struct shopitems : zero_initialised 232struct shopitems : zero_initialised
262{ 233{
263 const char *name; /* name of the item in question, null if it is the default item */ 234 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 235 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 236 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, 237 sint8 strength; /* the degree of specialisation the shop has in this item,
267 * as a percentage from -100 to 100 */ 238 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */ 239 int index; /* being the size of the shopitems array. */
240};
241
242// map I/O, what to load/save
243enum {
244 IO_HEADER = 0x01, // the "arch map" pseudo object
245 IO_OBJECTS = 0x02, // the non-unique objects
246 IO_UNIQUES = 0x04, // unique objects
269}; 247};
270 248
271/* In general, code should always use the macros 249/* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the 250 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will 251 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think 252 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly 253 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely 254 * (or even through the macros), but doing so will completely
277 * break map tiling. 255 * break map tiling.
278 */ 256 */
279ACC_CLASS (maptile) 257INTERFACE_CLASS (maptile)
280struct maptile : zero_initialised, attachable<maptile> 258struct maptile : zero_initialised, attachable
281{ 259{
282 maptile *ACC (RW, next); /* Next map, linked list */ 260 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
283 char *ACC (RO, tmpname); /* Name of temporary file */ 261 struct mapspace *spaces; /* Array of spaces on this map */
262 uint8 *regions; /* region index per mapspace, if != 0 */
263 region_ptr *regionmap; /* index to region */
264
265 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
266
284 char *ACC (RO, name); /* Name of map as given by its creator */ 267 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 268 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 269 * points to the struct containing all the properties of
287 * the region */ 270 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */ 271 double ACC (RW, reset_time);
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 272 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset 273 * should be reset
291 */ 274 */
275 bool ACC (RW, dirty); /* if true, something was inserted or removed */
276 bool ACC (RW, no_reset); // must not reset this map
292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 277 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
293 * players entering/exiting map 278 * players entering/exiting map
294 */ 279 */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */ 280 uint8 ACC (RW, state); /* If not true, the map has been freed and must
296 bool ACC (RW, templatemap); /* if set, this is a template map */ 281 * be loaded before used. The map,omap and map_ob
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ 282 * arrays will be allocated when the map is loaded */
298 sint32 ACC (RW, timeout); /* swapout is set to this */ 283 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 */ 284 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 */ 285 sint16 players; /* How many players are on this map right now */
301 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
303 * arrays will be allocated when the map is loaded */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 286 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305 287
288 bool ACC (RW, per_player);
289 bool ACC (RW, per_party);
290 bool ACC (RW, outdoor); /* True if an outdoor map */
291 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 */ 292 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 293 static sint8 outdoor_darkness; /* the global darkness level outside */
294
308 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 295 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 */ 296 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 */ 297 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) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*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 */ 298 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 */ 299 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 300 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 301 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 302 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 303 shstr ACC (RW, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 304 shstr ACC (RW, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 305 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
328 maptile *tile_map[4]; /* Next map, linked list */ 306 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 307 shstr ACC (RW, path); /* Filename of the map */
308 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
309 int ACC (RW, max_items); // maximum number of items on a mapspace
310
311//-GPL
312
313 physics_queue pq[PHYSICS_QUEUES];
314 MTH void queue_physics (object *ob);
315 MTH void queue_physics_at (int x, int y);
316 MTH void post_load_physics ();
317 MTH int run_physics (tick_t tick, int max_objects);
318
319 // the maptile:: is neccessary here for the perl interface to work
320 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
321 {
322 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
323 }
324
325 static void adjust_daylight ();
326
327 MTH void activate ();
328 MTH void deactivate ();
329
330 // allocates all (empty) mapspace
331 MTH void alloc ();
332 // deallocates the mapspaces (and destroys all objects)
333 MTH void clear ();
334
335 MTH void post_load (); // update cached values in mapspaces etc.
336 MTH void fix_auto_apply ();
337 MTH void do_decay_objects ();
338 MTH void update_buttons ();
339 MTH int change_map_light (int change);
340 MTH int estimate_difficulty () const;
341
342 MTH void play_sound (faceidx sound, int x, int y) const;
343 MTH void say_msg (const_utf8_string msg, int x, int y) const;
344
345 // connected links
346 oblinkpt *find_link (shstr_tmp id);
347 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
348
349 // set the given flag on all objects in the map
350 MTH void set_object_flag (int flag, int value = 1);
351 MTH void post_load_original ();
352
353 MTH void link_multipart_objects ();
354 MTH void clear_unique_items ();
355
356 MTH void clear_header ();
357 MTH void clear_links_to (maptile *m);
358
359 MTH struct region *region (int x, int y) const;
360
361 // load the header pseudo-object
362 bool _load_header (object_thawer &thawer);
363 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
364
365 // load objects into the map
366 bool _load_objects (object_thawer &thawer);
367 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
368
369 // save objects into the given file (uses IO_ flags)
370 bool _save_objects (object_freezer &freezer, int flags);
371 MTH bool _save_objects (const_octet_string path, int flags);
372
373 // save the header pseudo object _only_
374 bool _save_header (object_freezer &freezer);
375 MTH bool _save_header (const_octet_string path);
376
377 maptile ();
378 maptile (int w, int h);
379 void init ();
380 ~maptile ();
381
382 void do_destroy ();
383 void gather_callbacks (AV *&callbacks, event_type event) const;
384
385 MTH bool linkable () { return state >= MAP_INACTIVE; }
386
387 MTH int size () const { return width * height; }
388
389 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
390
391 MTH void touch () { last_access = runtime; }
392
393 MTH maptile *tile_available (int dir, bool load = true);
394
395 // find the map that is at coordinate x|y relative to this map
396 // TODO: need a better way than passing by reference
397 // TODO: make perl interface
398 maptile *xy_find (sint16 &x, sint16 &y);
399
400 // like xy_find, but also loads the map
401 maptile *xy_load (sint16 &x, sint16 &y);
402
403 void do_load_sync ();//PERL
404
405 // make sure the map is loaded
406 MTH void load_sync ()
407 {
408 if (!spaces)
409 do_load_sync ();
410 }
411
412 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
413 bool generate_random_map (random_map_params *RP);
414
415 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
416 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
417 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
418 object *pick_random_object (rand_gen &gen = rndm) const;
419
420 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
421
422 // return an array of maprects corresponding
423 // to the given rectangular area. the last rect will have
424 // a 0 map pointer.
425 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
426
427 MTH bool is_in_shop (int x, int y) const;
330}; 428};
429
430inline bool
431object::is_in_shop () const
432{
433 return is_on_map ()
434 && map->is_in_shop (x, y);
435}
436
437//+GPL
331 438
332/* This is used by get_rangevector to determine where the other 439/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 440 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 441 * so you just can not look the the map coordinates and get the
335 * righte value. distance_x/y are distance away, which 442 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme 443 * can be negative. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the 444 * that the creature should head. part is the part of the
338 * monster that is closest. 445 * monster that is closest.
339 * Note: distance should be always >=0. I changed it to UINT. MT 446 * Note: distance should be always >=0. I changed it to UINT. MT
340 */ 447 */
341struct rv_vector 448struct rv_vector
345 int distance_y; 452 int distance_y;
346 int direction; 453 int direction;
347 object *part; 454 object *part;
348}; 455};
349 456
457// comaptibility cruft start
458//TODO: these should be refactored into things like xy_normalise
459// and so on.
460int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
461int out_of_map (maptile *m, int x, int y);
462maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
463void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
464void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
465int on_same_map (const object *op1, const object *op2);
466int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
467
468// adjust map, x and y for tiled maps and return true if the position is valid at all
469static inline bool
470xy_normalise (maptile *&map, sint16 &x, sint16 &y)
471{
472 // when in range, do a quick return, otherwise go the slow route
473 return
474 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
475 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
476}
477// comaptibility cruft end
478
479//-GPL
480
481inline mapspace &
482object::ms () const
483{
484 return map->at (x, y);
485}
486
487struct mapxy {
488 maptile *m;
489 sint16 x, y;
490
491 mapxy (maptile *m, sint16 x, sint16 y)
492 : m(m), x(x), y(y)
493 { }
494
495 mapxy (object *op)
496 : m(op->map), x(op->x), y(op->y)
497 { }
498
499 mapxy &move (int dx, int dy)
500 {
501 x += dx;
502 y += dy;
503
504 return *this;
505 }
506
507 mapxy &move (int dir)
508 {
509 return move (freearr_x [dir], freearr_y [dir]);
510 }
511
512 operator void *() const { return (void *)m; }
513 mapxy &operator =(const object *op)
514 {
515 m = op->map;
516 x = op->x;
517 y = op->y;
518
519 return *this;
520 }
521
522 mapspace *operator ->() const { return &m->at (x, y); }
523 mapspace &operator * () const { return m->at (x, y); }
524
525 bool normalise ()
526 {
527 return xy_normalise (m, x, y);
528 }
529
530 mapspace &ms () const
531 {
532 return m->at (x, y);
533 }
534
535 object *insert (object *op, object *originator = 0, int flags = 0) const
536 {
537 return m->insert (op, x, y, originator, flags);
538 }
539};
540
541inline const mapxy &
542object::operator =(const mapxy &pos)
543{
544 map = pos.m;
545 x = pos.x;
546 y = pos.y;
547
548 return pos;
549}
550
551// iterate over a rectangular area relative to op
552// can be used as a single statement, but both iterate macros
553// invocations must not be followed by a ";"
554// see common/los.C for usage example
555// the walk will be ordered, outer loop x, inner loop y
556// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
557// "continue" will skip to the next space
558#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
559 for (int dx = (dx0); dx <= (dx1); ++dx) \
560 { \
561 sint16 nx, ny; \
562 maptile *m = 0; \
563 \
564 for (int dy = (dy0); dy <= (dy1); ++dy) \
565 { \
566 /* check to see if we can simply go one down quickly, */ \
567 /* if not, do it the slow way */ \
568 if (!m || ++ny >= m->height) \
569 { \
570 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
571 \
572 if (!xy_normalise (m, nx, ny)) \
573 m = 0; \
574 }
575
576#define ordered_mapwalk_end \
577 } \
578 }
579
580extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
581
582// loop over every space in the given maprect,
583// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
584// the iterator code must be a single statement following this macro call, similar to "if"
585// "continue" will skip to the next space
586#define rect_mapwalk(rect,dx0,dy0) \
587 statementvar (maptile *, m, (rect)->m) \
588 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
589 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
590 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
591 statementvar (int, dy, ny + (rect)->dy - (dy0))
592
593// same as ordered_mapwalk, but the walk will not follow any particular
594// order (unorded), but is likely faster.
595// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
596// "continue" will skip to the next space
597#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
598 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
599 (ox) + (dx0) , (oy) + (dy0) , \
600 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
601 r_e_c_t->m; \
602 ++r_e_c_t) \
603 rect_mapwalk (r_e_c_t, (ox), (oy))
604
605#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
606 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
607
350#endif 608#endif
609

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