ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
(Generate patch)

Comparing deliantra/server/include/map.h (file contents):
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.137 by root, Tue May 3 04:40:29 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@schmorp.de 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#define MAP_LAYERS 4 53#define MAP_LAYERS 3
48 54
49/* This is when the map will reset */ 55// tile map index
50#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};
51 65
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 66/* Values for in_memory below */
53#define MAP_DIFFICULTY(m) ((m)->difficulty) 67enum {
54#define MAP_TIMEOUT(m) ((m)->timeout) 68 MAP_ACTIVE,
55#define MAP_SWAP_TIME(m) ((m)->swap_time) 69 MAP_INACTIVE, // not used atm.
56#define MAP_OUTDOORS(m) ((m)->outdoor) 70 MAP_SWAPPED,
57 71 MAP_LOADING,
58/* mape darkness used to enforce the MAX_DARKNESS value. 72 MAP_SAVING,
59 * but IMO, if it is beyond max value, that should be fixed 73};
60 * on the map or in the code.
61 */
62#define MAP_DARKNESS(m) (m)->darkness
63
64#define MAP_WIDTH(m) (m)->width
65#define MAP_HEIGHT(m) (m)->height
66
67/* Convenient function - total number of spaces is used
68 * in many places.
69 */
70#define MAP_SIZE(m) ((m)->width * (m)->height)
71
72#define MAP_ENTER_X(m) (m)->enter_x
73#define MAP_ENTER_Y(m) (m)->enter_y
74
75#define MAP_TEMP(m) (m)->temp
76#define MAP_PRESSURE(m) (m)->pressure
77#define MAP_HUMID(m) (m)->humid
78#define MAP_WINDSPEED(m) (m)->windspeed
79#define MAP_WINDDIRECTION(m) (m)->winddir
80#define MAP_SKYCOND(m) (m)->sky
81#define MAP_WORLDPARTX(m) (m)->wpartx
82#define MAP_WORLDPARTY(m) (m)->wparty
83#define MAP_NOSMOOTH(m) (m)->nosmooth
84
85/* options passed to ready_map_name and load_original_map */
86#define MAP_FLUSH 0x1
87#define MAP_PLAYER_UNIQUE 0x2
88#define MAP_BLOCK 0x4
89#define MAP_STYLE 0x8
90#define MAP_OVERLAY 0x10
91
92/* Values for in_memory below. Should probably be an enumerations */
93#define MAP_IN_MEMORY 1
94#define MAP_SWAPPED 2
95#define MAP_LOADING 3
96#define MAP_SAVING 4
97 74
98/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 75/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
99 * really be used, as it is multi tile aware. However, there are some cases 76 * really be used, as it is multi tile aware. However, there are some cases
100 * where it is known the map is not tiled or the values are known 77 * where it is known the map is not tiled or the values are known
101 * consistent (eg, op->map, op->x, op->y) 78 * consistent (eg, op->map, op->x, op->y)
102 */ 79 */
103// all those macros are herewith declared legacy 80// all those macros are herewith declared legacy
104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags 81#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105#define SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C)
106#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L)
108#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 82#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
109#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 83#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
110#define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp)
111#define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(Y)).top = (tmp)
112#define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C)
113#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
114#define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C)
115#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 84#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
116#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 85#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
117#define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C)
118#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 86#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
119#define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C)
120#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 87#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
121#define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C)
122#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 88#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
123#define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C)
124 89
125/* You should really know what you are doing before using this - you 90/* You should really know what you are doing before using this - you
126 * should almost always be using out_of_map instead, which takes into account 91 * should almost always be using out_of_map instead, which takes into account
127 * map tiling. 92 * map tiling.
128 */ 93 */
129#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 94#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
130 95
131/* These are used in the MapLook flags element. They are not used in 96/* These are used in the MapLook flags element. They are not used in
132 * in the object flags structure. 97 * in the object flags structure.
133 */ 98 */
134#define P_BLOCKSVIEW 0x01 99#define P_BLOCKSVIEW 0x01
135#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 100#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
136#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 101#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
137#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 102#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
138 * that means, nothing harmful can be done, 103 * that means, nothing harmful can be done,
139 * such as: bombs, potion usage, alchemy, spells 104 * such as: bombs, potion usage, alchemy, spells
140 * this was introduced to make shops safer 105 * this was introduced to make shops safer
141 * but is useful in other situations */ 106 * but is useful in other situations */
107
108#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
142#define P_IS_ALIVE 0x10 /* something alive is on this space */ 109#define P_IS_ALIVE 0x20 /* something alive is on this space */
143#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
144#define P_NEED_UPDATE 0x40 /* this space is out of date */ 110#define P_UPTODATE 0x80 // this space is up to date
145#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
146 * does not complain if the flags are different.
147 */
148 111
149/* The following two values are not stored in the MapLook flags, but instead 112/* The following two values are not stored in the MapLook flags, but instead
150 * used in the get_map_flags value - that function is used to return 113 * used in the get_map_flags value - that function is used to return
151 * the flag value, as well as other conditions - using a more general 114 * the flag value, as well as other conditions - using a more general
152 * function that does more of the work can hopefully be used to replace 115 * function that does more of the work can hopefully be used to replace
153 * lots of duplicate checks currently in the code. 116 * lots of duplicate checks currently in the code.
154 */ 117 */
155#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 118#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
156#define P_NEW_MAP 0x20000 119#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
157 /* Coordinates passed result in a new tiled map */
158
159/* P_NO_PASS is used for ob_blocked() return value. It needs
160 * to be here to make sure the bits don't match with anything.
161 */
162#define P_NO_PASS 0x80000
163 120
164/* Instead of having numerous arrays that have information on a 121/* Instead of having numerous arrays that have information on a
165 * particular space (was map, floor, floor2, map_ob), 122 * particular space (was map, floor, floor2, map_ob),
166 * have this structure take care of that information. 123 * have this structure take care of that information.
167 * This puts it all in one place, and should also make it easier 124 * This puts it all in one place, and should also make it easier
168 * to extend information about a space. 125 * to extend information about a space.
169 */ 126 */
127INTERFACE_CLASS (mapspace)
170struct mapspace 128struct mapspace
171{ 129{
172 object *bottom; /* lowest object on this space */ 130 object *ACC (RW, bot);
173 object *top; /* Highest object on this space */ 131 object *ACC (RW, top); /* lowest/highest object on this space */
174 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
175 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 132 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
176 uint8 flags; /* flags about this space (see the P_ values above) */ 133 uint8 flags_; /* flags about this space (see the P_ values above) */
177 sint8 light; /* How much light this space provides */ 134 sint8 ACC (RW, light); /* How much light this space provides */
178 uint8 move_block; /* What movement types this space blocks */ 135 MoveType ACC (RW, move_block); /* What movement types this space blocks */
179 uint8 move_slow; /* What movement types this space slows */ 136 MoveType ACC (RW, move_slow); /* What movement types this space slows */
180 uint8 move_on; /* What movement types are activated */ 137 MoveType ACC (RW, move_on); /* What movement types are activated */
181 uint8 move_off; /* What movement types are activated */ 138 MoveType ACC (RW, move_off); /* What movement types are activated */
182}; 139 uint16_t ACC (RW, items_); // saturates at 64k
140 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
141 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
142 static uint32_t ACC (RW, smellcount); // global smell counter
183 143
184/* 144 uint32_t pad1_; // pad to 64 bytes on 64 bit systems
185 * this is an overlay structure of the whole world. It exists as a simple
186 * high level map, which doesn't contain the full data of the underlying map.
187 * in this map, only things such as weather are recorded. By doing so, we
188 * can keep the entire world parameters in memory, and act as a whole on
189 * them at once. We can then, in a separate loop, update the actual world
190 * with the new values we have assigned.
191 */
192 145
193struct weathermap_t 146//-GPL
194{
195 sint16 temp; /* base temperature of this tile (F) */
196 sint16 pressure; /* barometric pressure (mb) */
197 sint8 humid; /* humitidy of this tile */
198 sint8 windspeed; /* windspeed of this tile */
199 sint8 winddir; /* direction of wind */
200 sint8 sky; /* sky conditions */
201 sint32 avgelev; /* average elevation */
202 uint32 rainfall; /* cumulative rainfall */
203 uint8 darkness; /* indicates level of darkness of map */
204 uint8 water; /* 0-100 percentage of water tiles */
205 /*Dynamic parts */
206 sint16 realtemp; /* temperature at a given calculation step for this tile */
207};
208 147
209/* 148 void update_ ();
210 * Each map is in a given region of the game world and links to a region definiton, so 149 MTH void update ()
211 * they have to appear here in the headers, before the mapdef 150 {
212 */ 151 // we take advantage of the fact that 0x80 is the sign bit
213struct region : zero_initialised 152 // to generate more efficient code on many cpus
214{ 153 assert (sint8 (P_UPTODATE) < 0);
215 struct region *next; /* pointer to next region, NULL for the last one */ 154 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
216 const char *name; /* Shortend name of the region as maps refer to it */ 155
217 const char *parent_name; /* 156 if (expect_false (sint8 (flags_) >= 0))
218 * So that parent and child regions can be defined in 157 update_ ();
219 * any order, we keep hold of the parent_name during 158
220 * initialisation, and the children get assigned to their 159 // must be true by now (gcc seems content with only the second test)
221 * parents later. (before runtime on the server though) 160 assume (sint8 (flags_) < 0);
222 * nothing outside the init code should ever use this value. 161 assume (flags_ & P_UPTODATE);
223 */ 162 }
224 struct region *parent; /* 163
225 * Pointer to the region that is a parent of the current 164 MTH uint8 flags ()
226 * region, if a value isn't defined in the current region 165 {
227 * we traverse this series of pointers until it is. 166 update ();
228 */ 167 return flags_;
229 const char *longname; /* Official title of the region, this might be defined 168 }
230 * to be the same as name*/ 169
231 const char *msg; /* the description of the region */ 170 MTH void invalidate ()
232 uint32 counter; /* A generic counter for holding temporary data. */ 171 {
233 sint8 fallback; /* whether, in the event of a region not existing, 172 flags_ = 0;
234 * this should be the one we fall back on as the default */ 173 }
235 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 174
236 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 175 MTH object *player ()
176 {
177 object *op;
178
179 if (flags () & P_PLAYER)
180 for (op = top; op->type != PLAYER; op = op->below)
181 ;
182 else
183 op = 0;
184
185 return op;
186 }
187
188 MTH uint32 items()
189 {
190 update ();
191 return items_;
192 }
193
194 // return the item volume on this mapspace in cm³
195 MTH uint64 volume ()
196 {
197 update ();
198 return volume_ * 1024;
199 }
200
201 bool blocks (MoveType mt) const
202 {
203 return move_block && (mt & move_block) == mt;
204 }
205
206 bool blocks (object *op) const
207 {
208 return blocks (op->move_type);
209 }
237}; 210};
211
212// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
213struct maprect
214{
215 maptile *m;
216 int x0, y0;
217 int x1, y1;
218 int dx, dy; // offset to go from local coordinates to original tile */
219};
220
221//+GPL
238 222
239struct shopitems : zero_initialised 223struct shopitems : zero_initialised
240{ 224{
241 const char *name; /* name of the item in question, null if it is the default item */ 225 const char *name; /* name of the item in question, null if it is the default item */
242 const char *name_pl; /* plural name */ 226 const char *name_pl; /* plural name */
243 int typenum; /* itemtype number we need to match 0 if it is the default price */ 227 int typenum; /* itemtype number we need to match 0 if it is the default price */
244 sint8 strength; /* the degree of specialisation the shop has in this item, 228 sint8 strength; /* the degree of specialisation the shop has in this item,
245 * as a percentage from -100 to 100 */ 229 * as a percentage from -100 to 100 */
246 int index; /* being the size of the shopitems array. */ 230 int index; /* being the size of the shopitems array. */
231};
232
233// map I/O, what to load/save
234enum {
235 IO_HEADER = 0x01, // the "arch map" pseudo object
236 IO_OBJECTS = 0x02, // the non-unique objects
237 IO_UNIQUES = 0x04, // unique objects
247}; 238};
248 239
249/* In general, code should always use the macros 240/* In general, code should always use the macros
250 * above (or functions in map.c) to access many of the 241 * above (or functions in map.c) to access many of the
251 * values in the map structure. Failure to do this will 242 * values in the map structure. Failure to do this will
252 * almost certainly break various features. You may think 243 * almost certainly break various features. You may think
253 * it is safe to look at width and height values directly 244 * it is safe to look at width and height values directly
254 * (or even through the macros), but doing so will completely 245 * (or even through the macros), but doing so will completely
255 * break map tiling. 246 * break map tiling.
256 */ 247 */
257ACC_CLASS (maptile) 248INTERFACE_CLASS (maptile)
258struct maptile : zero_initialised, attachable<maptile> 249struct maptile : zero_initialised, attachable
259{ 250{
260 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 251 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
261 struct mapspace *spaces; /* Array of spaces on this map */ 252 struct mapspace *spaces; /* Array of spaces on this map */
253 uint8 *regions; /* region index per mapspace, if != 0 */
254 region_ptr *regionmap; /* index to region */
262 255
263 maptile *ACC (RW, next); /* Next map, linked list */ 256 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
264 char *ACC (RO, tmpname); /* Name of temporary file */ 257
265 char *ACC (RO, name); /* Name of map as given by its creator */ 258 shstr ACC (RW, name); /* Name of map as given by its creator */
266 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 259 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
267 * points to the struct containing all the properties of 260 * points to the struct containing all the properties of
268 * the region */ 261 * the region */
269 uint32 ACC (RW, reset_time); /* when this map should reset */ 262 double ACC (RW, reset_time);
270 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 263 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
271 * should be reset 264 * should be reset
272 */ 265 */
266 bool ACC (RW, dirty); /* if true, something was inserted or removed */
267 bool ACC (RW, no_reset); // must not reset this map
273 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 268 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
274 * players entering/exiting map 269 * players entering/exiting map
275 */ 270 */
276 bool ACC (RW, unique); /* if set, this is a per player unique map */
277 bool ACC (RW, templatemap); /* if set, this is a template map */
278 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
279 sint32 ACC (RW, timeout); /* swapout is set to this */ 271 sint32 ACC (RW, timeout); /* swapout is set to this */
280 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 272 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
281 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 273 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
282 * be loaded before used. The map,omap and map_ob 274 * be loaded before used. The map,omap and map_ob
283 * arrays will be allocated when the map is loaded */ 275 * arrays will be allocated when the map is loaded */
284 sint16 ACC (RW, players); /* How many players are on this level right now */ 276 sint16 players; /* How many players are on this map right now */
285 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 277 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
286 278
279 bool ACC (RW, per_player);
280 bool ACC (RW, per_party);
281 bool ACC (RW, outdoor); /* True if an outdoor map */
282 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
287 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 283 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
284 static sint8 outdoor_darkness; /* the global darkness level outside */
285
288 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 286 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
289 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 287 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
290 bool ACC (RW, outdoor); /* True if an outdoor map */
291 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 288 oblinkpt *buttons; /* Linked list of linked lists of buttons */
292 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
293 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
294 sint8 ACC (RW, humid); /* humitidy of this tile */
295 sint8 ACC (RW, windspeed); /* windspeed of this tile */
296 sint8 ACC (RW, winddir); /* direction of wind */
297 sint8 ACC (RW, sky); /* sky conditions */
298 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
299 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 289 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
300 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 290 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
301 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 291 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
302 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 292 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
303 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 293 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
304 char *ACC (RO, msg); /* Message map creator may have left */ 294 shstr ACC (RW, msg); /* Message map creator may have left */
305 char *ACC (RO, maplore); /* Map lore information */ 295 shstr ACC (RW, maplore); /* Map lore information */
306 char *tile_path[4]; /* path to adjoining maps */ 296 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
307 maptile *tile_map[4]; /* Next map, linked list */ 297 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
308 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 298 shstr ACC (RW, path); /* Filename of the map */
299 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
300 int ACC (RW, max_items); // maximum number of items on a mapspace
301
302//-GPL
303
304 // the maptile:: is neccessary here for the perl interface to work
305 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
306 {
307 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
308 }
309
310 static void adjust_daylight ();
311
312 MTH void activate ();
313 MTH void deactivate ();
314
315 // allocates all (empty) mapspace
316 MTH void alloc ();
317 // deallocates the mapspaces (and destroys all objects)
318 MTH void clear ();
319
320 MTH void post_load (); // update cached values in mapspaces etc.
321 MTH void fix_auto_apply ();
322 MTH void do_decay_objects ();
323 MTH void update_buttons ();
324 MTH int change_map_light (int change);
325 MTH int estimate_difficulty () const;
326
327 MTH void play_sound (faceidx sound, int x, int y) const;
328 MTH void say_msg (const_utf8_string msg, int x, int y) const;
329
330 // connected links
331 oblinkpt *find_link (shstr_tmp id);
332 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
333
334 // set the given flag on all objects in the map
335 MTH void set_object_flag (int flag, int value = 1);
336 MTH void post_load_original ();
337
338 MTH void link_multipart_objects ();
339 MTH void clear_unique_items ();
340
341 MTH void clear_header ();
342 MTH void clear_links_to (maptile *m);
343
344 MTH struct region *region (int x, int y) const;
345
346 // load the header pseudo-object
347 bool _load_header (object_thawer &thawer);
348 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
349
350 // load objects into the map
351 bool _load_objects (object_thawer &thawer);
352 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
353
354 // save objects into the given file (uses IO_ flags)
355 bool _save_objects (object_freezer &freezer, int flags);
356 MTH bool _save_objects (const_octet_string path, int flags);
357
358 // save the header pseudo object _only_
359 bool _save_header (object_freezer &freezer);
360 MTH bool _save_header (const_octet_string path);
309 361
310 maptile (); 362 maptile ();
311 void allocate (); 363 maptile (int w, int h);
364 void init ();
365 ~maptile ();
312 366
367 void do_destroy ();
368 void gather_callbacks (AV *&callbacks, event_type event) const;
369
370 MTH int size () const { return width * height; }
371
372 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
373
374 MTH void touch () { last_access = runtime; }
375
376 MTH maptile *tile_available (int dir, bool load = true);
377
378 // find the map that is at coordinate x|y relative to this map
379 // TODO: need a better way than passing by reference
380 // TODO: make perl interface
381 maptile *xy_find (sint16 &x, sint16 &y);
382
383 // like xy_find, but also loads the map
384 maptile *xy_load (sint16 &x, sint16 &y);
385
386 void do_load_sync ();//PERL
387
388 // make sure the map is loaded
389 MTH void load_sync ()
390 {
391 if (!spaces)
392 do_load_sync ();
393 }
394
395 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
396 bool generate_random_map (random_map_params *RP);
397
398 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
399 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
400 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
401 object *pick_random_object (rand_gen &gen = rndm) const;
402
313 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 403 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
314 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 404
405 // return an array of maprects corresponding
406 // to the given rectangular area. the last rect will have
407 // a 0 map pointer.
408 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
409
410 MTH bool is_in_shop (int x, int y) const;
315}; 411};
412
413inline bool
414object::is_in_shop () const
415{
416 return is_on_map ()
417 && map->is_in_shop (x, y);
418}
419
420//+GPL
316 421
317/* This is used by get_rangevector to determine where the other 422/* This is used by get_rangevector to determine where the other
318 * creature is. get_rangevector takes into account map tiling, 423 * creature is. get_rangevector takes into account map tiling,
319 * so you just can not look the the map coordinates and get the 424 * so you just can not look the the map coordinates and get the
320 * righte value. distance_x/y are distance away, which 425 * righte value. distance_x/y are distance away, which
330 int distance_y; 435 int distance_y;
331 int direction; 436 int direction;
332 object *part; 437 object *part;
333}; 438};
334 439
440// comaptibility cruft start
441//TODO: these should be refactored into things like xy_normalise
442// and so on.
443int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
444int out_of_map (maptile *m, int x, int y);
445maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
446void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
447void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
448int on_same_map (const object *op1, const object *op2);
449int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
450
451// adjust map, x and y for tiled maps and return true if the position is valid at all
452static inline bool
453xy_normalise (maptile *&map, sint16 &x, sint16 &y)
454{
455 // when in range, do a quick return, otherwise go the slow route
456 return
457 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
458 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
459}
460// comaptibility cruft end
461
462//-GPL
463
464inline mapspace &
465object::ms () const
466{
467 return map->at (x, y);
468}
469
470struct mapxy {
471 maptile *m;
472 sint16 x, y;
473
474 mapxy (maptile *m, sint16 x, sint16 y)
475 : m(m), x(x), y(y)
476 { }
477
478 mapxy (object *op)
479 : m(op->map), x(op->x), y(op->y)
480 { }
481
482 mapxy &move (int dx, int dy)
483 {
484 x += dx;
485 y += dy;
486
487 return *this;
488 }
489
490 mapxy &move (int dir)
491 {
492 return move (freearr_x [dir], freearr_y [dir]);
493 }
494
495 operator void *() const { return (void *)m; }
496 mapxy &operator =(const object *op)
497 {
498 m = op->map;
499 x = op->x;
500 y = op->y;
501
502 return *this;
503 }
504
505 mapspace *operator ->() const { return &m->at (x, y); }
506 mapspace &operator * () const { return m->at (x, y); }
507
508 bool normalise ()
509 {
510 return xy_normalise (m, x, y);
511 }
512
513 mapspace &ms () const
514 {
515 return m->at (x, y);
516 }
517
518 object *insert (object *op, object *originator = 0, int flags = 0) const
519 {
520 return m->insert (op, x, y, originator, flags);
521 }
522};
523
524inline const mapxy &
525object::operator =(const mapxy &pos)
526{
527 map = pos.m;
528 x = pos.x;
529 y = pos.y;
530
531 return pos;
532}
533
534// iterate over a rectangular area relative to op
535// can be used as a single statement, but both iterate macros
536// invocations must not be followed by a ";"
537// see common/los.C for usage example
538// the walk will be ordered, outer loop x, inner loop y
539// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
540// "continue" will skip to the next space
541#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
542 for (int dx = (dx0); dx <= (dx1); ++dx) \
543 { \
544 sint16 nx, ny; \
545 maptile *m = 0; \
546 \
547 for (int dy = (dy0); dy <= (dy1); ++dy) \
548 { \
549 /* check to see if we can simply go one down quickly, */ \
550 /* if not, do it the slow way */ \
551 if (!m || ++ny >= m->height) \
552 { \
553 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
554 \
555 if (!xy_normalise (m, nx, ny)) \
556 m = 0; \
557 }
558
559#define ordered_mapwalk_end \
560 } \
561 }
562
563extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
564
565// loop over every space in the given maprect,
566// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
567// the iterator code must be a single statement following this macro call, similar to "if"
568// "continue" will skip to the next space
569#define rect_mapwalk(rect,dx0,dy0) \
570 statementvar (maptile *, m, (rect)->m) \
571 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
572 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
573 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
574 statementvar (int, dy, ny + (rect)->dy - (dy0))
575
576// same as ordered_mapwalk, but the walk will not follow any particular
577// order (unorded), but is likely faster.
578// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
579// "continue" will skip to the next space
580#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
581 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
582 (ox) + (dx0) , (oy) + (dy0) , \
583 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
584 r_e_c_t->m; \
585 ++r_e_c_t) \
586 rect_mapwalk (r_e_c_t, (ox), (oy))
587
588#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
589 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
590
335#endif 591#endif
336 592

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines