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Comparing deliantra/server/include/map.h (file contents):
Revision 1.38 by root, Wed Dec 27 09:28:01 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.
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 3 53#define MAP_LAYERS 3
48 54
49/* options passed to ready_map_name and load_original_map */ 55// tile map index
50#define MAP_FLUSH 0x01 56enum {
51#define MAP_PLAYER_UNIQUE 0x02 57 TILE_NORTH,
52#define MAP_BLOCK 0x04 58 TILE_EAST,
53#define MAP_STYLE 0x08 59 TILE_SOUTH,
54#define MAP_OVERLAY 0x10 60 TILE_WEST,
61 TILE_UP,
62 TILE_DOWN,
63 TILE_NUM,
64};
55 65
56/* Values for in_memory below. Should probably be an enumerations */ 66/* Values for in_memory below */
57#define MAP_IN_MEMORY 1 67enum {
58#define MAP_SWAPPED 2 68 MAP_ACTIVE,
59#define MAP_LOADING 3 69 MAP_INACTIVE, // not used atm.
60#define MAP_SAVING 4 70 MAP_SWAPPED,
71 MAP_LOADING,
72 MAP_SAVING,
73};
61 74
62/* 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
63 * 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
64 * 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
65 * consistent (eg, op->map, op->x, op->y) 78 * consistent (eg, op->map, op->x, op->y)
66 */ 79 */
67// all those macros are herewith declared legacy 80// all those macros are herewith declared legacy
68#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 ()
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 82#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 83#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] 84#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 85#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 86#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 87#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 88#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
78 89
79/* 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
80 * 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
81 * map tiling. 92 * map tiling.
82 */ 93 */
83#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)))
84 95
85/* 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
86 * in the object flags structure. 97 * in the object flags structure.
87 */ 98 */
88#define P_BLOCKSVIEW 0x01 99#define P_BLOCKSVIEW 0x01
89#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 */
90#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 */
91#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,
92 * that means, nothing harmful can be done, 103 * that means, nothing harmful can be done,
93 * such as: bombs, potion usage, alchemy, spells 104 * such as: bombs, potion usage, alchemy, spells
94 * this was introduced to make shops safer 105 * this was introduced to make shops safer
95 * 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 */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 109#define P_IS_ALIVE 0x20 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 110#define P_UPTODATE 0x80 // this space is up to date
100 111
101/* 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
102 * 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
103 * 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
104 * 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
105 * lots of duplicate checks currently in the code. 116 * lots of duplicate checks currently in the code.
106 */ 117 */
107#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 */
108#define P_NEW_MAP 0x20000 119#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
109 /* Coordinates passed result in a new tiled map */
110
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
115 120
116/* Instead of having numerous arrays that have information on a 121/* Instead of having numerous arrays that have information on a
117 * particular space (was map, floor, floor2, map_ob), 122 * particular space (was map, floor, floor2, map_ob),
118 * have this structure take care of that information. 123 * have this structure take care of that information.
119 * 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
120 * to extend information about a space. 125 * to extend information about a space.
121 */ 126 */
127INTERFACE_CLASS (mapspace)
122struct mapspace 128struct mapspace
123{ 129{
130 object *ACC (RW, bot);
124 object *bot, *top; /* lowest/highest object on this space */ 131 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 */ 132 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) */ 133 uint8 flags_; /* flags about this space (see the P_ values above) */
128 sint8 light; /* How much light this space provides */ 134 sint8 ACC (RW, light); /* How much light this space provides */
129 MoveType move_block; /* What movement types this space blocks */ 135 MoveType ACC (RW, move_block); /* What movement types this space blocks */
130 MoveType move_slow; /* What movement types this space slows */ 136 MoveType ACC (RW, move_slow); /* What movement types this space slows */
131 MoveType move_on; /* What movement types are activated */ 137 MoveType ACC (RW, move_on); /* What movement types are activated */
132 MoveType move_off; /* What movement types are activated */ 138 MoveType ACC (RW, move_off); /* What movement types are activated */
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
143
144 uint32_t pad1_; // pad to 64 bytes on 64 bit systems
145
146//-GPL
133 147
134 void update_ (); 148 void update_ ();
135 void update () 149 MTH void update ()
136 { 150 {
137 if (flags_ & P_NEED_UPDATE) 151 // we take advantage of the fact that 0x80 is the sign bit
152 // to generate more efficient code on many cpus
153 assert (sint8 (P_UPTODATE) < 0);
154 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
155
156 if (expect_false (sint8 (flags_) >= 0))
138 update_ (); 157 update_ ();
139 }
140 158
159 // must be true by now (gcc seems content with only the second test)
160 assume (sint8 (flags_) < 0);
161 assume (flags_ & P_UPTODATE);
162 }
163
141 uint8 flags () 164 MTH uint8 flags ()
142 { 165 {
143 update (); 166 update ();
144 return flags_; 167 return flags_;
145 } 168 }
169
170 MTH void invalidate ()
171 {
172 flags_ = 0;
173 }
146 174
147 // maybe only inline quick flags_ checking?
148 object *player () 175 MTH object *player ()
149 { 176 {
150 // search from the top, because players are usually on top 177 object *op;
151 // make usually == always and this non-amortized O(1) 178
152 // could gte rid of P_PLAYER, too, then
153 if (flags () & P_PLAYER) 179 if (flags () & P_PLAYER)
154 for (object *op = top; op; op = op->below) 180 for (op = top; op->type != PLAYER; op = op->below)
155 if (op->type == PLAYER) 181 ;
156 return op; 182 else
183 op = 0;
157 184
158 return 0; 185 return op;
159 } 186 }
160};
161 187
162/* 188 MTH uint32 items()
163 * this is an overlay structure of the whole world. It exists as a simple 189 {
164 * high level map, which doesn't contain the full data of the underlying map. 190 update ();
165 * in this map, only things such as weather are recorded. By doing so, we 191 return items_;
166 * can keep the entire world parameters in memory, and act as a whole on 192 }
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170 193
171struct weathermap_t 194 // return the item volume on this mapspace in cm³
172{ 195 MTH uint64 volume ()
173 sint16 temp; /* base temperature of this tile (F) */ 196 {
174 sint16 pressure; /* barometric pressure (mb) */ 197 update ();
175 sint8 humid; /* humitidy of this tile */ 198 return volume_ * 1024;
176 sint8 windspeed; /* windspeed of this tile */ 199 }
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};
186 200
187/* 201 bool blocks (MoveType mt) const
188 * Each map is in a given region of the game world and links to a region definiton, so 202 {
189 * they have to appear here in the headers, before the mapdef 203 return move_block && (mt & move_block) == mt;
190 */ 204 }
191struct region : zero_initialised 205
192{ 206 bool blocks (object *op) const
193 struct region *next; /* pointer to next region, NULL for the last one */ 207 {
194 const char *name; /* Shortend name of the region as maps refer to it */ 208 return blocks (op->move_type);
195 const char *parent_name; /* 209 }
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}; 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
216 222
217struct shopitems : zero_initialised 223struct shopitems : zero_initialised
218{ 224{
219 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 */
220 const char *name_pl; /* plural name */ 226 const char *name_pl; /* plural name */
221 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 */
222 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,
223 * as a percentage from -100 to 100 */ 229 * as a percentage from -100 to 100 */
224 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
225}; 238};
226 239
227/* In general, code should always use the macros 240/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 241 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 242 * values in the map structure. Failure to do this will
233 * break map tiling. 246 * break map tiling.
234 */ 247 */
235INTERFACE_CLASS (maptile) 248INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 249struct maptile : zero_initialised, attachable
237{ 250{
238 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. */
239 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 */
240 255
241 maptile *ACC (RW, next); /* Next map, linked list */ 256 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 257
243 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 */
244 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
245 * points to the struct containing all the properties of 260 * points to the struct containing all the properties of
246 * the region */ 261 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 262 double ACC (RW, reset_time);
248 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
249 * should be reset 264 * should be reset
250 */ 265 */
266 bool ACC (RW, dirty); /* if true, something was inserted or removed */
267 bool ACC (RW, no_reset); // must not reset this map
251 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
252 * players entering/exiting map 269 * players entering/exiting map
253 */ 270 */
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 */ 271 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 */ 272 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 273 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 274 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 275 * arrays will be allocated when the map is loaded */
262 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 */
263 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 */
264 278
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 */
265 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
266 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 */
267 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 */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 288 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */
276 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 */ 289 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 */ 290 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 291 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 292 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 293 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 294 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 295 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 296 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 297 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
286 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);
287 361
288 maptile (); 362 maptile ();
363 maptile (int w, int h);
364 void init ();
289 ~maptile (); 365 ~maptile ();
366
290 void do_destroy (); 367 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 368 void gather_callbacks (AV *&callbacks, event_type event) const;
292 369
293 MTH void allocate ();
294 MTH int size () const { return width * height; } 370 MTH int size () const { return width * height; }
295 371
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 372 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
297 373
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
298 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 403 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
299 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
300};
301 404
302#define for_all_maps(var) for (maptile *var = first_map; var; var = var->next) 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;
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
303 421
304/* This is used by get_rangevector to determine where the other 422/* This is used by get_rangevector to determine where the other
305 * creature is. get_rangevector takes into account map tiling, 423 * creature is. get_rangevector takes into account map tiling,
306 * 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
307 * righte value. distance_x/y are distance away, which 425 * righte value. distance_x/y are distance away, which
317 int distance_y; 435 int distance_y;
318 int direction; 436 int direction;
319 object *part; 437 object *part;
320}; 438};
321 439
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
322inline mapspace & 464inline mapspace &
323object::ms () const 465object::ms () const
324{ 466{
325 return map->at (x, y); 467 return map->at (x, y);
326} 468}
327 469
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
328#endif 591#endif
329 592

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