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Comparing deliantra/server/include/map.h (file contents):
Revision 1.30 by root, Wed Dec 20 11:36:39 2006 UTC vs.
Revision 1.72 by root, Mon Mar 12 01:13:10 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@schmorp.de 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#define MAP_LAYERS 4 50#define MAP_LAYERS 3
48
49/* This is when the map will reset */
50#define MAP_WHEN_RESET(m) ((m)->reset_time)
51
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53#define MAP_DIFFICULTY(m) ((m)->difficulty)
54#define MAP_TIMEOUT(m) ((m)->timeout)
55#define MAP_SWAP_TIME(m) ((m)->swap_time)
56#define MAP_OUTDOORS(m) ((m)->outdoor)
57
58/* mape darkness used to enforce the MAX_DARKNESS value.
59 * but IMO, if it is beyond max value, that should be fixed
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 51
92/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below. Should probably be an enumerations */
93#define MAP_IN_MEMORY 1 53enum {
94#define MAP_SWAPPED 2 54 MAP_IN_MEMORY,
95#define MAP_LOADING 3 55 MAP_SWAPPED,
96#define MAP_SAVING 4 56 MAP_LOADING,
57 MAP_SAVING,
58};
97 59
98/* 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
99 * 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
100 * 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
101 * consistent (eg, op->map, op->x, op->y) 63 * consistent (eg, op->map, op->x, op->y)
102 */ 64 */
103// all those macros are herewith declared legacy 65// all those macros are herewith declared legacy
104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
106#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
107#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
109#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
110#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
111#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
112#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 73#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
113#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 74#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
114 75
115/* You should really know what you are doing before using this - you 76/* You should really know what you are doing before using this - you
116 * should almost always be using out_of_map instead, which takes into account 77 * should almost always be using out_of_map instead, which takes into account
117 * map tiling. 78 * map tiling.
118 */ 79 */
119#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 80#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
120 81
121/* These are used in the MapLook flags element. They are not used in 82/* These are used in the MapLook flags element. They are not used in
122 * in the object flags structure. 83 * in the object flags structure.
123 */ 84 */
124#define P_BLOCKSVIEW 0x01 85#define P_BLOCKSVIEW 0x01
130 * this was introduced to make shops safer 91 * this was introduced to make shops safer
131 * but is useful in other situations */ 92 * but is useful in other situations */
132#define P_IS_ALIVE 0x10 /* something alive is on this space */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
133#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
134 95
135#define P_NEED_UPDATE 0x80 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
136 97
137/* The following two values are not stored in the MapLook flags, but instead 98/* The following two values are not stored in the MapLook flags, but instead
138 * used in the get_map_flags value - that function is used to return 99 * used in the get_map_flags value - that function is used to return
139 * the flag value, as well as other conditions - using a more general 100 * the flag value, as well as other conditions - using a more general
140 * function that does more of the work can hopefully be used to replace 101 * function that does more of the work can hopefully be used to replace
155 * This puts it all in one place, and should also make it easier 116 * This puts it all in one place, and should also make it easier
156 * to extend information about a space. 117 * to extend information about a space.
157 */ 118 */
158struct mapspace 119struct mapspace
159{ 120{
160 object *bottom; /* lowest object on this space */ 121 object *bot, *top; /* lowest/highest object on this space */
161 object *top; /* Highest object on this space */
162 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
163 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
164 uint8 flags_; /* flags about this space (see the P_ values above) */ 123 uint8 flags_; /* flags about this space (see the P_ values above) */
165 sint8 light; /* How much light this space provides */ 124 sint8 light; /* How much light this space provides */
166 MoveType move_block; /* What movement types this space blocks */ 125 MoveType move_block; /* What movement types this space blocks */
167 MoveType move_slow; /* What movement types this space slows */ 126 MoveType move_slow; /* What movement types this space slows */
169 MoveType move_off; /* What movement types are activated */ 128 MoveType move_off; /* What movement types are activated */
170 129
171 void update_ (); 130 void update_ ();
172 void update () 131 void update ()
173 { 132 {
174 if (flags_ & P_NEED_UPDATE) 133 if (!(flags_ & P_UPTODATE))
175 update_ (); 134 update_ ();
176 } 135 }
177 136
178 uint8 flags () 137 uint8 flags ()
179 { 138 {
182 } 141 }
183 142
184 // maybe only inline quick flags_ checking? 143 // maybe only inline quick flags_ checking?
185 object *player () 144 object *player ()
186 { 145 {
146 // search from the top, because players are usually on top
147 // make usually == always and this non-amortized O(1)
148 // could gte rid of P_PLAYER, too, then
187 if (flags () & P_PLAYER) 149 if (flags () & P_PLAYER)
188 for (object *op = bottom; op; op = op->above) 150 for (object *op = top; op; op = op->below)
189 if (op->type == PLAYER) 151 if (op->type == PLAYER)
190 return op; 152 return op;
191 153
192 return 0; 154 return 0;
193 } 155 }
194};
195 156
196/* 157 // return the item volume on this mapspace in cm³
197 * this is an overlay structure of the whole world. It exists as a simple 158 uint64 volume () const;
198 * high level map, which doesn't contain the full data of the underlying map.
199 * in this map, only things such as weather are recorded. By doing so, we
200 * can keep the entire world parameters in memory, and act as a whole on
201 * them at once. We can then, in a separate loop, update the actual world
202 * with the new values we have assigned.
203 */
204
205struct weathermap_t
206{
207 sint16 temp; /* base temperature of this tile (F) */
208 sint16 pressure; /* barometric pressure (mb) */
209 sint8 humid; /* humitidy of this tile */
210 sint8 windspeed; /* windspeed of this tile */
211 sint8 winddir; /* direction of wind */
212 sint8 sky; /* sky conditions */
213 sint32 avgelev; /* average elevation */
214 uint32 rainfall; /* cumulative rainfall */
215 uint8 darkness; /* indicates level of darkness of map */
216 uint8 water; /* 0-100 percentage of water tiles */
217 /*Dynamic parts */
218 sint16 realtemp; /* temperature at a given calculation step for this tile */
219}; 159};
220 160
221/* 161/*
222 * Each map is in a given region of the game world and links to a region definiton, so 162 * Each map is in a given region of the game world and links to a region definiton, so
223 * they have to appear here in the headers, before the mapdef 163 * they have to appear here in the headers, before the mapdef
224 */ 164 */
165INTERFACE_CLASS (region)
225struct region : zero_initialised 166struct region : zero_initialised
226{ 167{
227 struct region *next; /* pointer to next region, NULL for the last one */
228 const char *name; /* Shortend name of the region as maps refer to it */ 168 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
229 const char *parent_name; /*
230 * So that parent and child regions can be defined in
231 * any order, we keep hold of the parent_name during
232 * initialisation, and the children get assigned to their
233 * parents later. (before runtime on the server though)
234 * nothing outside the init code should ever use this value.
235 */
236 struct region *parent; /* 169 region *ACC (RW, parent); /*
237 * Pointer to the region that is a parent of the current 170 * Pointer to the region that is a parent of the current
238 * region, if a value isn't defined in the current region 171 * region, if a value isn't defined in the current region
239 * we traverse this series of pointers until it is. 172 * we traverse this series of pointers until it is.
240 */ 173 */
241 const char *longname; /* Official title of the region, this might be defined 174 shstr ACC (RW, longname); /* Official title of the region, this might be defined
242 * to be the same as name*/ 175 * to be the same as name*/
243 const char *msg; /* the description of the region */ 176 shstr ACC (RW, msg); /* the description of the region */
177 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
178 int ACC (RW, index);
244 uint32 counter; /* A generic counter for holding temporary data. */ 179 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
180 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
245 sint8 fallback; /* whether, in the event of a region not existing, 181 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
246 * this should be the one we fall back on as the default */ 182 * this should be the one we fall back on as the default */
247 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 183
248 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 184 static region *default_region ();
185 static region *find (const char *name);
186 static region *find_fuzzy (const char *name);
187 static region *read (object_thawer &f);
249}; 188};
189
190typedef object_vector<region, &region::index> regionvec;
191
192extern regionvec regions;
193
194#define for_all_regions(var) \
195 for (unsigned _i = 0; _i < regions.size (); ++_i) \
196 declvar (region *, var, regions [_i])
250 197
251struct shopitems : zero_initialised 198struct shopitems : zero_initialised
252{ 199{
253 const char *name; /* name of the item in question, null if it is the default item */ 200 const char *name; /* name of the item in question, null if it is the default item */
254 const char *name_pl; /* plural name */ 201 const char *name_pl; /* plural name */
255 int typenum; /* itemtype number we need to match 0 if it is the default price */ 202 int typenum; /* itemtype number we need to match 0 if it is the default price */
256 sint8 strength; /* the degree of specialisation the shop has in this item, 203 sint8 strength; /* the degree of specialisation the shop has in this item,
257 * as a percentage from -100 to 100 */ 204 * as a percentage from -100 to 100 */
258 int index; /* being the size of the shopitems array. */ 205 int index; /* being the size of the shopitems array. */
206};
207
208// map I/O, what to load/save
209enum {
210 IO_HEADER = 0x01, // the "arch map" pseudo object
211 IO_OBJECTS = 0x02, // the non-unique objects
212 IO_UNIQUES = 0x04, // unique objects
259}; 213};
260 214
261/* In general, code should always use the macros 215/* In general, code should always use the macros
262 * above (or functions in map.c) to access many of the 216 * above (or functions in map.c) to access many of the
263 * values in the map structure. Failure to do this will 217 * values in the map structure. Failure to do this will
264 * almost certainly break various features. You may think 218 * almost certainly break various features. You may think
265 * it is safe to look at width and height values directly 219 * it is safe to look at width and height values directly
266 * (or even through the macros), but doing so will completely 220 * (or even through the macros), but doing so will completely
267 * break map tiling. 221 * break map tiling.
268 */ 222 */
269ACC_CLASS (maptile) 223INTERFACE_CLASS (maptile)
270struct maptile : zero_initialised, attachable<maptile> 224struct maptile : zero_initialised, attachable
271{ 225{
272 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
273 struct mapspace *spaces; /* Array of spaces on this map */ 227 struct mapspace *spaces; /* Array of spaces on this map */
228 uint8 *regions; /* region index per mapspace, if != 0 */
229 struct region **regionmap; /* index to region */
274 230
275 maptile *ACC (RW, next); /* Next map, linked list */ 231 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
276 char *ACC (RO, tmpname); /* Name of temporary file */ 232
277 char *ACC (RO, name); /* Name of map as given by its creator */ 233 shstr ACC (RW, name); /* Name of map as given by its creator */
278 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 234 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
279 * points to the struct containing all the properties of 235 * points to the struct containing all the properties of
280 * the region */ 236 * the region */
281 uint32 ACC (RW, reset_time); /* when this map should reset */ 237 double ACC (RW, reset_time);
282 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 238 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
283 * should be reset 239 * should be reset
284 */ 240 */
241 bool ACC (RW, dirty); /* if true, something was inserted or removed */
285 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 242 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
286 * players entering/exiting map 243 * players entering/exiting map
287 */ 244 */
288 bool ACC (RW, unique); /* if set, this is a per player unique map */
289 bool ACC (RW, templatemap); /* if set, this is a template map */
290 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
291 sint32 ACC (RW, timeout); /* swapout is set to this */ 245 sint32 ACC (RW, timeout); /* swapout is set to this */
292 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 246 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
293 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 247 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
294 * be loaded before used. The map,omap and map_ob 248 * be loaded before used. The map,omap and map_ob
295 * arrays will be allocated when the map is loaded */ 249 * arrays will be allocated when the map is loaded */
296 sint16 ACC (RW, players); /* How many players are on this level right now */ 250 sint16 players; /* How many players are on this map right now */
297 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 251 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
298 252
253 bool ACC (RW, per_player);
254 bool ACC (RW, per_party);
255 bool ACC (RW, outdoor); /* True if an outdoor map */
256 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
299 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 257 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
258
300 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 259 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
301 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 260 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
302 bool ACC (RW, outdoor); /* True if an outdoor map */
303 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 261 oblinkpt *buttons; /* Linked list of linked lists of buttons */
304 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 262 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
305 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 263 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
306 sint8 ACC (RW, humid); /* humitidy of this tile */ 264 sint8 ACC (RW, humid); /* humitidy of this tile */
307 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 265 sint8 ACC (RW, windspeed); /* windspeed of this tile */
308 sint8 ACC (RW, winddir); /* direction of wind */ 266 sint8 ACC (RW, winddir); /* direction of wind */
309 sint8 ACC (RW, sky); /* sky conditions */ 267 sint8 ACC (RW, sky); /* sky conditions */
310 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 268 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
311 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 269 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
312 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 270 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
313 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 271 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
314 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 272 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
315 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 273 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
316 char *ACC (RO, msg); /* Message map creator may have left */ 274 shstr ACC (RW, msg); /* Message map creator may have left */
317 char *ACC (RO, maplore); /* Map lore information */ 275 shstr ACC (RW, maplore); /* Map lore information */
318 char *tile_path[4]; /* path to adjoining maps */ 276 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
319 maptile *tile_map[4]; /* Next map, linked list */ 277 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
320 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 278 shstr ACC (RW, path); /* Filename of the map */
279 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
280 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
281
282 MTH void activate ();
283 MTH void deactivate ();
284
285 // allocates all (empty) mapspace
286 MTH void alloc ();
287 // deallocates the mapspaces (and destroys all objects)
288 MTH void clear ();
289
290 MTH void fix_auto_apply ();
291 MTH void decay_objects ();
292 MTH void update_buttons ();
293 MTH int change_map_light (int change);
294 static void change_all_map_light (int change); //PERL
295 MTH void set_darkness_map ();
296 MTH int estimate_difficulty () const;
297
298 // set the given flag on all objects in the map
299 MTH void set_object_flag (int flag, int value = 1);
300
301 MTH void link_multipart_objects ();
302 MTH void clear_unique_items ();
303
304 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m);
306
307 MTH struct region *region (int x, int y) const;
308
309 // loas the header pseudo-object
310 bool _load_header (object_thawer &thawer);
311 MTH bool _load_header (const char *path);
312
313 // load objects into the map
314 bool _load_objects (object_thawer &thawer);
315 MTH bool _load_objects (const char *path, bool skip_header = true);
316
317 // save objects into the given file (uses IO_ flags)
318 bool _save_objects (object_freezer &freezer, int flags);
319 MTH bool _save_objects (const char *path, int flags);
320
321 // save the header pseudo object _only_
322 bool _save_header (object_freezer &freezer);
323 MTH bool _save_header (const char *path);
321 324
322 maptile (); 325 maptile ();
323 void allocate (); 326 maptile (int w, int h);
327 ~maptile ();
324 328
329 void do_destroy ();
330 void gather_callbacks (AV *&callbacks, event_type event) const;
331
332 MTH int size () const { return width * height; }
333
334 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
335
336 MTH void touch () { last_access = runtime; }
337
338 // find the map that is at coordinate x|y relative to this map
339 // TODO: need a better way than passing by reference
340 // TODO: make perl interface
341 maptile *xy_find (sint16 &x, sint16 &y);
342
343 // like xy_find, but also loads the map
344 maptile *xy_load (sint16 &x, sint16 &y);
345
346 void do_load_sync ();//PERL
347
348 // make sure the map is loaded
349 MTH void load_sync ()
350 {
351 if (!spaces)
352 do_load_sync ();
353 }
354
355 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
356 bool generate_random_map (random_map_params *RP);
357
358 static maptile *find_async (const char *path, maptile *original = 0);//PERL
359 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
360 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
361 MTH object *pick_random_object () const;
362
325 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 363 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
326 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 364 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
327}; 365};
328 366
329/* This is used by get_rangevector to determine where the other 367/* This is used by get_rangevector to determine where the other
330 * creature is. get_rangevector takes into account map tiling, 368 * creature is. get_rangevector takes into account map tiling,
331 * so you just can not look the the map coordinates and get the 369 * so you just can not look the the map coordinates and get the
342 int distance_y; 380 int distance_y;
343 int direction; 381 int direction;
344 object *part; 382 object *part;
345}; 383};
346 384
385//TODO: these should be refactored into things like xy_normalise
386// and so on.
387int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
388int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
389int out_of_map (maptile *m, int x, int y);
390maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
391void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
392void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
393int on_same_map (const object *op1, const object *op2);
394int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
395
396// adjust map, x and y for tiled maps and return true if the position is valid at all
397inline bool
398xy_normalise (maptile *&map, sint16 &x, sint16 &y)
399{
400 // when in range, do a quick return, otherwise go the slow route
401 return
402 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
403 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
404}
405
406inline mapspace &
407object::ms () const
408{
409 return map->at (x, y);
410}
411
347#endif 412#endif
348 413

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