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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 1.64 by root, Thu Feb 1 19:15:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 at crossfire@schmorp.de
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
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
50/* This is when the map will reset */
51#define MAP_WHEN_RESET(m) ((m)->reset_time)
52
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
54#define MAP_DIFFICULTY(m) ((m)->difficulty)
55#define MAP_TIMEOUT(m) ((m)->timeout)
56#define MAP_SWAP_TIME(m) ((m)->swap_time)
57#define MAP_OUTDOORS(m) ((m)->outdoor)
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 51
93/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below. Should probably be an enumerations */
94#define MAP_IN_MEMORY 1 53enum {
95#define MAP_SWAPPED 2 54 MAP_IN_MEMORY,
96#define MAP_LOADING 3 55 MAP_SWAPPED,
97#define MAP_SAVING 4 56 MAP_LOADING,
57 MAP_SAVING,
58};
98 59
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 60/* 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 61 * 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 62 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 63 * consistent (eg, op->map, op->x, op->y)
103 */ 64 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 65// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 66#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 ) 67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
108 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
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] ) 71#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 ) 72#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 ) 73#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 ) 74#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 ) 75#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 76
137/* You should really know what you are doing before using this - you 77/* 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 78 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 79 * map tiling.
140 */ 80 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 81#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
142 82
143/* These are used in the MapLook flags element. They are not used in 83/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 84 * in the object flags structure.
145 */ 85 */
146
147#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 87#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 88#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 89#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, 90 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 91 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 92 * this was introduced to make shops safer
165 * and propably other maps */ 93 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 97#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 98
173/* The following two values are not stored in the MapLook flags, but instead 99/* 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 100 * 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 101 * 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 102 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 103 * lots of duplicate checks currently in the code.
178 */ 104 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 106#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 107 /* Coordinates passed result in a new tiled map */
182 108
183/* Can't use MapCell as that is used in newserver.h 109/* P_NO_PASS is used for ob_blocked() return value. It needs
110 * to be here to make sure the bits don't match with anything.
111 */
112#define P_NO_PASS 0x80000
113
184 * Instead of having numerous arrays that have information on a 114/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 115 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 116 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 117 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 118 * to extend information about a space.
189 */ 119 */
190
191struct MapSpace 120struct mapspace
192{ 121{
193 object *bottom; /* lowest object on this space */ 122 object *bot, *top; /* lowest/highest object on this space */
194 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 125 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 126 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 127 MoveType move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 128 MoveType move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 129 MoveType move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 130 MoveType move_off; /* What movement types are activated */
203};
204 131
205/* 132 void update_ ();
206 * this is an overlay structure of the whole world. It exists as a simple 133 void update ()
207 * high level map, which doesn't contain the full data of the underlying map. 134 {
208 * in this map, only things such as weather are recorded. By doing so, we 135 if (!(flags_ & P_UPTODATE))
209 * can keep the entire world parameters in memory, and act as a whole on 136 update_ ();
210 * them at once. We can then, in a separate loop, update the actual world 137 }
211 * with the new values we have assigned.
212 */
213 138
214struct weathermap_t 139 uint8 flags ()
215{ 140 {
216 sint16 temp; /* base temperature of this tile (F) */ 141 update ();
217 sint16 pressure; /* barometric pressure (mb) */ 142 return flags_;
218 sint8 humid; /* humitidy of this tile */ 143 }
219 sint8 windspeed; /* windspeed of this tile */ 144
220 sint8 winddir; /* direction of wind */ 145 // maybe only inline quick flags_ checking?
221 sint8 sky; /* sky conditions */ 146 object *player ()
222 sint32 avgelev; /* average elevation */ 147 {
223 uint32 rainfall; /* cumulative rainfall */ 148 // search from the top, because players are usually on top
224 uint8 darkness; /* indicates level of darkness of map */ 149 // make usually == always and this non-amortized O(1)
225 uint8 water; /* 0-100 percentage of water tiles */ 150 // could gte rid of P_PLAYER, too, then
226 /*Dynamic parts */ 151 if (flags () & P_PLAYER)
227 sint16 realtemp; /* temperature at a given calculation step for this tile */ 152 for (object *op = top; op; op = op->below)
153 if (op->type == PLAYER)
154 return op;
155
156 return 0;
157 }
228}; 158};
229 159
230/* 160/*
231 * Each map is in a given region of the game world and links to a region definiton, so 161 * Each map is in a given region of the game world and links to a region definiton, so
232 * they have to appear here in the headers, before the mapdef 162 * they have to appear here in the headers, before the mapdef
233 */ 163 */
234struct region 164INTERFACE_CLASS (region)
165struct region : zero_initialised
235{ 166{
236 struct region *next; /* pointer to next region, NULL for the last one */
237 const char *name; /* Shortend name of the region as maps refer to it */ 167 shstr ACC (RW, 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; /* 168 region *ACC (RW, parent); /*
246 * Pointer to the region that is a parent of the current 169 * Pointer to the region that is a parent of the current
247 * region, if a value isn't defined in the current region 170 * region, if a value isn't defined in the current region
248 * we traverse this series of pointers until it is. 171 * we traverse this series of pointers until it is.
249 */ 172 */
250 const char *longname; /* Official title of the region, this might be defined 173 shstr ACC (RW, longname); /* Official title of the region, this might be defined
251 * to be the same as name*/ 174 * to be the same as name*/
252 const char *msg; /* the description of the region */ 175 shstr ACC (RW, msg); /* the description of the region */
176 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
177 int ACC (RW, index);
253 uint32 counter; /* A generic counter for holding temporary data. */ 178 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
179 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
254 sint8 fallback; /* whether, in the event of a region not existing, 180 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
255 * this should be the one we fall back on as the default */ 181 * 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};
259 182
183 static region *default_region ();
184 static region *find (const char *name);
185 static region *find_fuzzy (const char *name);
186};
187
188typedef object_vector<region, &region::index> regionvec;
189
190extern regionvec regions;
191
192#define for_all_regions(var) \
193 for (int _i = 0; _i < regions.size (); ++_i) \
194 declvar (region *, var, regions [_i])
260 195
261struct shopitems : zero_initialised 196struct shopitems : zero_initialised
262{ 197{
263 const char *name; /* name of the item in question, null if it is the default item */ 198 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 199 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 200 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, 201 sint8 strength; /* the degree of specialisation the shop has in this item,
267 * as a percentage from -100 to 100 */ 202 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */ 203 int index; /* being the size of the shopitems array. */
204};
205
206// map I/O, what to load/save
207enum {
208 IO_HEADER = 0x01, // the "arch map" pseudo object
209 IO_OBJECTS = 0x02, // the non-unique objects
210 IO_UNIQUES = 0x04, // unique objects
269}; 211};
270 212
271/* In general, code should always use the macros 213/* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the 214 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will 215 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think 216 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly 217 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely 218 * (or even through the macros), but doing so will completely
277 * break map tiling. 219 * break map tiling.
278 */ 220 */
279ACC_CLASS (maptile) 221INTERFACE_CLASS (maptile)
280struct maptile : zero_initialised, attachable<maptile> 222struct maptile : zero_initialised, attachable
281{ 223{
282 maptile *ACC (RW, next); /* Next map, linked list */ 224 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
283 char *ACC (RO, tmpname); /* Name of temporary file */ 225 struct mapspace *spaces; /* Array of spaces on this map */
226 uint8 *regions; /* region index per mapspace, if != 0 */
227 struct region **regionmap; /* index to region */
228
229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
230
284 char *ACC (RO, name); /* Name of map as given by its creator */ 231 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 232 struct region *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 233 * points to the struct containing all the properties of
287 * the region */ 234 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */ 235 double ACC (RW, reset_time);
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset 237 * should be reset
291 */ 238 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */
292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
293 * players entering/exiting map 241 * players entering/exiting map
294 */ 242 */
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 */ 243 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 */ 244 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 245 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 246 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 247 * arrays will be allocated when the map is loaded */
248 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 */ 249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305 250
251 bool ACC (RW, per_player);
252 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */
254 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 255 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 256
308 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 257 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 */ 258 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 */ 259 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) */ 260 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 261 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */ 262 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 263 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */ 264 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */ 265 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 266 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 */ 267 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 */ 268 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 269 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 270 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 271 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 272 shstr ACC (RW, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 273 shstr ACC (RW, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 274 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
328 maptile *tile_map[4]; /* Next map, linked list */ 275 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 276 shstr ACC (RW, path); /* Filename of the map */
277
278 MTH void activate ();
279 MTH void deactivate ();
280
281 // allocates all (empty) mapspace
282 MTH void alloc ();
283 // deallocates the mapspaces (and destroys all objects)
284 MTH void clear ();
285
286 MTH void fix_auto_apply ();
287 MTH void decay_objects ();
288 MTH void update_buttons ();
289 MTH int change_map_light (int change);
290 static void change_all_map_light (int change); //PERL
291 MTH void set_darkness_map ();
292 MTH int estimate_difficulty () const;
293
294 // set the given flag on all objects in the map
295 MTH void set_object_flag (int flag, int value = 1);
296
297 MTH void link_multipart_objects ();
298 MTH void clear_unique_items ();
299
300 MTH void clear_header ();
301 MTH void clear_links_to (maptile *m);
302
303 MTH struct region *region (int x, int y) const;
304
305 // loas the header pseudo-object
306 bool _load_header (object_thawer &thawer);
307 MTH bool _load_header (const char *path);
308
309 // load objects into the map
310 bool _load_objects (object_thawer &thawer);
311 MTH bool _load_objects (const char *path, bool skip_header = true);
312
313 // save objects into the given file (uses IO_ flags)
314 bool _save_objects (object_freezer &freezer, int flags);
315 MTH bool _save_objects (const char *path, int flags);
316
317 // save the header pseudo object _only_
318 bool _save_header (object_freezer &freezer);
319 MTH bool _save_header (const char *path);
320
321 maptile ();
322 maptile (int w, int h);
323 ~maptile ();
324
325 void do_destroy ();
326 void gather_callbacks (AV *&callbacks, event_type event) const;
327
328 MTH int size () const { return width * height; }
329
330 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
331
332 MTH void touch () { last_access = runtime; }
333
334 // find the map that is at coordinate x|y relative to this map
335 // TODO: need a better way than passing by reference
336 // TODO: make perl interface
337 maptile *xy_find (sint16 &x, sint16 &y);
338
339 // like xy_find, but also loads the map
340 maptile *xy_load (sint16 &x, sint16 &y);
341
342 void do_load_sync ();//PERL
343
344 // make sure the map is loaded
345 MTH void load_sync ()
346 {
347 if (!spaces)
348 do_load_sync ();
349 }
350
351 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
352 bool generate_random_map (random_map_params *RP);
353
354 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
355 // async prefetch
356 static maptile *find_async (const char *path, maptile *original = 0);//PERL
357
358 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
359 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
330}; 360};
331 361
332/* This is used by get_rangevector to determine where the other 362/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 363 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 364 * so you just can not look the the map coordinates and get the
335 * righte value. distance_x/y are distance away, which 365 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme 366 * can be negative. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the 367 * that the creature should head. part is the part of the
338 * monster that is closest. 368 * monster that is closest.
339 * Note: distance should be always >=0. I changed it to UINT. MT 369 * Note: distance should be always >=0. I changed it to UINT. MT
340 */ 370 */
341struct rv_vector 371struct rv_vector
345 int distance_y; 375 int distance_y;
346 int direction; 376 int direction;
347 object *part; 377 object *part;
348}; 378};
349 379
380//TODO: these should be refactored into things like xy_normalise
381// and so on.
382int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
383int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
384int out_of_map (maptile *m, int x, int y);
385maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
386void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
387void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
388int on_same_map (const object *op1, const object *op2);
389int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
390
391// adjust map, x and y for tiled maps and return true if the position is valid at all
392inline bool
393xy_normalise (maptile *&map, sint16 &x, sint16 &y)
394{
395 // when in range, do a quick return, otherwise go the slow route
396 return
397 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
398 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
399}
400
401inline mapspace &
402object::ms () const
403{
404 return map->at (x, y);
405}
406
350#endif 407#endif
408

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