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Comparing deliantra/server/include/map.h (file contents):
Revision 1.36 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.100 by root, Tue Dec 23 00:39:48 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map>
33
34#include "region.h"
32#include "cfperl.h" 35#include "cfperl.h"
33 36
34/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
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 3 50#define MAP_LAYERS 3
48 51
49/* options passed to ready_map_name and load_original_map */ 52/* Values for in_memory below */
50#define MAP_FLUSH 0x01 53enum {
51#define MAP_PLAYER_UNIQUE 0x02 54 MAP_ACTIVE,
52#define MAP_BLOCK 0x04 55 MAP_INACTIVE, // not used atm.
53#define MAP_STYLE 0x08 56 MAP_SWAPPED,
54#define MAP_OVERLAY 0x10 57 MAP_LOADING,
55 58 MAP_SAVING,
56/* Values for in_memory below. Should probably be an enumerations */ 59};
57#define MAP_IN_MEMORY 1
58#define MAP_SWAPPED 2
59#define MAP_LOADING 3
60#define MAP_SAVING 4
61 60
62/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 61/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
63 * really be used, as it is multi tile aware. However, there are some cases 62 * really be used, as it is multi tile aware. However, there are some cases
64 * where it is known the map is not tiled or the values are known 63 * where it is known the map is not tiled or the values are known
65 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
66 */ 65 */
67// all those macros are herewith declared legacy 66// all those macros are herewith declared legacy
68#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
69#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
70#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
71#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
72#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
73#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]
74#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
75#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
76#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
77#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
78 75
79/* 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
80 * 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
81 * map tiling. 78 * map tiling.
82 */ 79 */
83#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)))
84 81
85/* 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
86 * in the object flags structure. 83 * in the object flags structure.
87 */ 84 */
88#define P_BLOCKSVIEW 0x01 85#define P_BLOCKSVIEW 0x01
94 * this was introduced to make shops safer 91 * this was introduced to make shops safer
95 * but is useful in other situations */ 92 * but is useful in other situations */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98 95
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
100 97
101/* 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
102 * 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
103 * 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
104 * 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
106 */ 103 */
107#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
108#define P_NEW_MAP 0x20000 105#define P_NEW_MAP 0x20000
109 /* Coordinates passed result in a new tiled map */ 106 /* Coordinates passed result in a new tiled map */
110 107
111/* P_NO_PASS is used for ob_blocked() return value. It needs
112 * to be here to make sure the bits don't match with anything.
113 */
114#define P_NO_PASS 0x80000
115
116/* Instead of having numerous arrays that have information on a 108/* Instead of having numerous arrays that have information on a
117 * particular space (was map, floor, floor2, map_ob), 109 * particular space (was map, floor, floor2, map_ob),
118 * have this structure take care of that information. 110 * have this structure take care of that information.
119 * This puts it all in one place, and should also make it easier 111 * This puts it all in one place, and should also make it easier
120 * to extend information about a space. 112 * to extend information about a space.
121 */ 113 */
114INTERFACE_CLASS (mapspace)
122struct mapspace 115struct mapspace
123{ 116{
117 object *ACC (RW, bot);
124 object *bot, *top; /* lowest/highest object on this space */ 118 object *ACC (RW, top); /* lowest/highest object on this space */
125 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
126 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 uint8 flags_; /* flags about this space (see the P_ values above) */ 120 uint8 flags_; /* flags about this space (see the P_ values above) */
128 sint8 light; /* How much light this space provides */ 121 sint8 ACC (RW, light); /* How much light this space provides */
129 MoveType move_block; /* What movement types this space blocks */ 122 MoveType ACC (RW, move_block); /* What movement types this space blocks */
130 MoveType move_slow; /* What movement types this space slows */ 123 MoveType ACC (RW, move_slow); /* What movement types this space slows */
131 MoveType move_on; /* What movement types are activated */ 124 MoveType ACC (RW, move_on); /* What movement types are activated */
132 MoveType move_off; /* What movement types are activated */ 125 MoveType ACC (RW, move_off); /* What movement types are activated */
133 126
134 void update_ (); 127 void update_ ();
135 void update () 128 MTH void update ()
136 { 129 {
137 if (flags_ & P_NEED_UPDATE) 130 if (!(flags_ & P_UPTODATE))
138 update_ (); 131 update_ ();
139 } 132 }
140 133
141 uint8 flags () 134 MTH uint8 flags ()
142 { 135 {
143 update (); 136 update ();
144 return flags_; 137 return flags_;
145 } 138 }
139
140 MTH void invalidate ()
141 {
142 flags_ = 0;
143 }
146 144
147 // maybe only inline quick flags_ checking?
148 object *player () 145 MTH object *player ()
149 { 146 {
150 // search from the top, because players are usually on top 147 object *op;
151 // make usually == always and this non-amortized O(1) 148
152 // could gte rid of P_PLAYER, too, then
153 if (flags () & P_PLAYER) 149 if (flags () & P_PLAYER)
154 for (object *op = top; op; op = op->below) 150 for (op = top; op->type != PLAYER; op = op->below)
155 if (op->type == PLAYER) 151 ;
156 return op; 152 else
153 op = 0;
157 154
158 return 0; 155 return op;
159 } 156 }
160};
161 157
162/* 158 // return the item volume on this mapspace in cm³
163 * this is an overlay structure of the whole world. It exists as a simple 159 MTH uint64 volume () const;
164 * high level map, which doesn't contain the full data of the underlying map.
165 * in this map, only things such as weather are recorded. By doing so, we
166 * can keep the entire world parameters in memory, and act as a whole on
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170 160
171struct weathermap_t 161 bool blocks (MoveType mt) const
172{ 162 {
173 sint16 temp; /* base temperature of this tile (F) */ 163 return move_block && (mt & move_block) == mt;
174 sint16 pressure; /* barometric pressure (mb) */ 164 }
175 sint8 humid; /* humitidy of this tile */
176 sint8 windspeed; /* windspeed of this tile */
177 sint8 winddir; /* direction of wind */
178 sint8 sky; /* sky conditions */
179 sint32 avgelev; /* average elevation */
180 uint32 rainfall; /* cumulative rainfall */
181 uint8 darkness; /* indicates level of darkness of map */
182 uint8 water; /* 0-100 percentage of water tiles */
183 /*Dynamic parts */
184 sint16 realtemp; /* temperature at a given calculation step for this tile */
185};
186 165
187/* 166 bool blocks (object *op) const
188 * Each map is in a given region of the game world and links to a region definiton, so 167 {
189 * they have to appear here in the headers, before the mapdef 168 return blocks (op->move_type);
190 */ 169 }
191struct region : zero_initialised
192{
193 struct region *next; /* pointer to next region, NULL for the last one */
194 const char *name; /* Shortend name of the region as maps refer to it */
195 const char *parent_name; /*
196 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value.
201 */
202 struct region *parent; /*
203 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is.
206 */
207 const char *longname; /* Official title of the region, this might be defined
208 * to be the same as name*/
209 const char *msg; /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing,
212 * this should be the one we fall back on as the default */
213 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
214 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
215}; 170};
216 171
217struct shopitems : zero_initialised 172struct shopitems : zero_initialised
218{ 173{
219 const char *name; /* name of the item in question, null if it is the default item */ 174 const char *name; /* name of the item in question, null if it is the default item */
220 const char *name_pl; /* plural name */ 175 const char *name_pl; /* plural name */
221 int typenum; /* itemtype number we need to match 0 if it is the default price */ 176 int typenum; /* itemtype number we need to match 0 if it is the default price */
222 sint8 strength; /* the degree of specialisation the shop has in this item, 177 sint8 strength; /* the degree of specialisation the shop has in this item,
223 * as a percentage from -100 to 100 */ 178 * as a percentage from -100 to 100 */
224 int index; /* being the size of the shopitems array. */ 179 int index; /* being the size of the shopitems array. */
180};
181
182// map I/O, what to load/save
183enum {
184 IO_HEADER = 0x01, // the "arch map" pseudo object
185 IO_OBJECTS = 0x02, // the non-unique objects
186 IO_UNIQUES = 0x04, // unique objects
225}; 187};
226 188
227/* In general, code should always use the macros 189/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 190 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 191 * values in the map structure. Failure to do this will
233 * break map tiling. 195 * break map tiling.
234 */ 196 */
235INTERFACE_CLASS (maptile) 197INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 198struct maptile : zero_initialised, attachable
237{ 199{
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 200 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */ 201 struct mapspace *spaces; /* Array of spaces on this map */
202 uint8 *regions; /* region index per mapspace, if != 0 */
203 region_ptr *regionmap; /* index to region */
240 204
241 maptile *ACC (RW, next); /* Next map, linked list */ 205 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 206
243 char *ACC (RO, name); /* Name of map as given by its creator */ 207 shstr ACC (RW, name); /* Name of map as given by its creator */
244 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 208 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
245 * points to the struct containing all the properties of 209 * points to the struct containing all the properties of
246 * the region */ 210 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 211 double ACC (RW, reset_time);
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 212 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset 213 * should be reset
250 */ 214 */
215 bool ACC (RW, dirty); /* if true, something was inserted or removed */
216 bool ACC (RW, no_reset); // must not reset this map
251 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 217 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map 218 * players entering/exiting map
253 */ 219 */
254 bool ACC (RW, unique); /* if set, this is a per player unique map */
255 bool ACC (RW, templatemap); /* if set, this is a template map */
256 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
257 sint32 ACC (RW, timeout); /* swapout is set to this */ 220 sint32 ACC (RW, timeout); /* swapout is set to this */
258 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 221 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 222 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260 * be loaded before used. The map,omap and map_ob 223 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 224 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */ 225 sint16 players; /* How many players are on this map right now */
263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 226 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264 227
228 bool ACC (RW, per_player);
229 bool ACC (RW, per_party);
230 bool ACC (RW, outdoor); /* True if an outdoor map */
231 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 232 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
233
266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 234 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
267 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 235 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 236 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 237 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 238 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */ 239 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 240 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */ 241 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */ 242 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ 243 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 244 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 245 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 246 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 247 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 248 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 249 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 250 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 251 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 252 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 253 shstr ACC (RW, path); /* Filename of the map */
254 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
255 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
256
257 MTH void activate ();
258 MTH void deactivate ();
259
260 // allocates all (empty) mapspace
261 MTH void alloc ();
262 // deallocates the mapspaces (and destroys all objects)
263 MTH void clear ();
264
265 MTH void fix_auto_apply ();
266 MTH void do_decay_objects ();
267 MTH void update_buttons ();
268 MTH int change_map_light (int change);
269 static void change_all_map_light (int change); //PERL
270 MTH void set_darkness_map ();
271 MTH int estimate_difficulty () const;
272
273 MTH void play_sound (faceidx sound, int x, int y) const;
274
275 // set the given flag on all objects in the map
276 MTH void set_object_flag (int flag, int value = 1);
277 MTH void post_load_original ();
278
279 MTH void link_multipart_objects ();
280 MTH void clear_unique_items ();
281
282 MTH void clear_header ();
283 MTH void clear_links_to (maptile *m);
284
285 MTH struct region *region (int x, int y) const;
286
287 // load the header pseudo-object
288 bool _load_header (object_thawer &thawer);
289 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
290
291 // load objects into the map
292 bool _load_objects (object_thawer &thawer);
293 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
294
295 // save objects into the given file (uses IO_ flags)
296 bool _save_objects (object_freezer &freezer, int flags);
297 MTH bool _save_objects (const char *path, int flags);
298
299 // save the header pseudo object _only_
300 bool _save_header (object_freezer &freezer);
301 MTH bool _save_header (const char *path);
287 302
288 maptile (); 303 maptile ();
304 maptile (int w, int h);
289 ~maptile (); 305 ~maptile ();
306
290 void do_destroy (); 307 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 308 void gather_callbacks (AV *&callbacks, event_type event) const;
292 309
293 MTH void allocate ();
294 MTH int size () const { return width * height; } 310 MTH int size () const { return width * height; }
295 311
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 312 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
297 313
314 MTH void touch () { last_access = runtime; }
315
316 MTH bool tile_available (int dir, bool load = true);
317
318 // find the map that is at coordinate x|y relative to this map
319 // TODO: need a better way than passing by reference
320 // TODO: make perl interface
321 maptile *xy_find (sint16 &x, sint16 &y);
322
323 // like xy_find, but also loads the map
324 maptile *xy_load (sint16 &x, sint16 &y);
325
326 void do_load_sync ();//PERL
327
328 // make sure the map is loaded
329 MTH void load_sync ()
330 {
331 if (!spaces)
332 do_load_sync ();
333 }
334
335 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
336 bool generate_random_map (random_map_params *RP);
337
338 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
339 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
340 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
341 object *pick_random_object (rand_gen &gen = rndm) const;
342
298 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 343 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
299 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
300}; 344};
301 345
302/* This is used by get_rangevector to determine where the other 346/* This is used by get_rangevector to determine where the other
303 * creature is. get_rangevector takes into account map tiling, 347 * creature is. get_rangevector takes into account map tiling,
304 * so you just can not look the the map coordinates and get the 348 * so you just can not look the the map coordinates and get the
315 int distance_y; 359 int distance_y;
316 int direction; 360 int direction;
317 object *part; 361 object *part;
318}; 362};
319 363
364// comaptibility cruft start
365//TODO: these should be refactored into things like xy_normalise
366// and so on.
367int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
368int out_of_map (maptile *m, int x, int y);
369maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
370void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
371void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
372int on_same_map (const object *op1, const object *op2);
373int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
374
375// adjust map, x and y for tiled maps and return true if the position is valid at all
376static inline bool
377xy_normalise (maptile *&map, sint16 &x, sint16 &y)
378{
379 // when in range, do a quick return, otherwise go the slow route
380 return
381 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
382 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
383}
384// comaptibility cruft end
385
320inline mapspace & 386inline mapspace &
321object::ms () const 387object::ms () const
322{ 388{
323 return map->at (x, y); 389 return map->at (x, y);
324} 390}
325 391
392struct mapxy {
393 maptile *m;
394 sint16 x, y;
395
396 mapxy (maptile *m, sint16 x, sint16 y)
397 : m(m), x(x), y(y)
398 { }
399
400 mapxy (object *op)
401 : m(op->map), x(op->x), y(op->y)
402 { }
403
404 mapxy &move (int dx, int dy)
405 {
406 x += dx;
407 y += dy;
408
409 return *this;
410 }
411
412 mapxy &move (int dir)
413 {
414 return move (freearr_x [dir], freearr_y [dir]);
415 }
416
417 operator void *() const { return (void *)m; }
418 mapxy &operator =(const object *op)
419 {
420 m = op->map;
421 x = op->x;
422 y = op->y;
423
424 return *this;
425 }
426
427 mapspace *operator ->() const { return &m->at (x, y); }
428 mapspace &operator * () const { return m->at (x, y); }
429
430 bool normalise ()
431 {
432 return xy_normalise (m, x, y);
433 }
434
435 mapspace &ms () const
436 {
437 return m->at (x, y);
438 }
439
440 object *insert (object *op, object *originator = 0, int flags = 0) const
441 {
442 return m->insert (op, x, y, originator, flags);
443 }
444};
445
446inline const mapxy &
447object::operator =(const mapxy &pos)
448{
449 map = pos.m;
450 x = pos.x;
451 y = pos.y;
452
453 return pos;
454}
455
326#endif 456#endif
327 457

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