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Comparing deliantra/server/include/map.h (file contents):
Revision 1.39 by root, Wed Dec 27 13:13:47 2006 UTC vs.
Revision 1.40 by root, Sat Dec 30 10:16:10 2006 UTC

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
32#include <tr1/unordered_map>
31 33
32#include "cfperl.h" 34#include "cfperl.h"
33 35
34/* We set this size - this is to make magic map work properly on 36/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 37 * tiled maps. There is no requirement that this matches the
155 if (op->type == PLAYER) 157 if (op->type == PLAYER)
156 return op; 158 return op;
157 159
158 return 0; 160 return 0;
159 } 161 }
160};
161
162/*
163 * this is an overlay structure of the whole world. It exists as a simple
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
171struct weathermap_t
172{
173 sint16 temp; /* base temperature of this tile (F) */
174 sint16 pressure; /* barometric pressure (mb) */
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}; 162};
186 163
187/* 164/*
188 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
189 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
222 sint8 strength; /* the degree of specialisation the shop has in this item, 199 sint8 strength; /* the degree of specialisation the shop has in this item,
223 * as a percentage from -100 to 100 */ 200 * as a percentage from -100 to 100 */
224 int index; /* being the size of the shopitems array. */ 201 int index; /* being the size of the shopitems array. */
225}; 202};
226 203
204// map I/O, what to load/save
205enum {
206 IO_HEADER = 0x01, // the "arch map" pseudo object
207 IO_OBJECTS = 0x02, // the non-unique objects
208 IO_UNIQUES = 0x04, // unique objects
209};
210
227/* In general, code should always use the macros 211/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 212 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 213 * values in the map structure. Failure to do this will
230 * almost certainly break various features. You may think 214 * almost certainly break various features. You may think
231 * it is safe to look at width and height values directly 215 * it is safe to look at width and height values directly
233 * break map tiling. 217 * break map tiling.
234 */ 218 */
235INTERFACE_CLASS (maptile) 219INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 220struct maptile : zero_initialised, attachable
237{ 221{
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */ 223 struct mapspace *spaces; /* Array of spaces on this map */
240 224
241 maptile *ACC (RW, next); /* Next map, linked list */ 225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 226
243 char *ACC (RO, name); /* Name of map as given by its creator */ 227 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 228 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
245 * points to the struct containing all the properties of 229 * points to the struct containing all the properties of
246 * the region */ 230 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 231 double ACC (RW, reset_time);
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset 233 * should be reset
250 */ 234 */
251 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map 236 * players entering/exiting map
253 */ 237 */
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 */ 238 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 */ 239 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 240 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 241 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 242 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */ 243 sint16 ACC (RW, players); /* How many players are on this map right now */
263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264 245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
250
266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 251 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 */ 252 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 */ 253 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 255 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */ 256 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 257 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */ 258 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */ 259 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ 260 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 */ 261 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 */ 262 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 263 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 264 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 265 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 266 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 267 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 270 shstr ACC (RW, path); /* Filename of the map */
271
272// /*
273// * Makes sure the given map is loaded and swapped in.
274// * name is path name of the map.
275// * flags meaning:
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
277// * and don't do unique items or the like.
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
279// * dont do any more name translation on it.
280// *
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284
285 MTH void activate ();
286 MTH void deactivate ();
287
288 // allocates all (empty) mapspace
289 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear ();
292
293 MTH void fix_auto_apply ();
294 MTH void decay_objects ();
295 MTH void update_buttons ();
296 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const;
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 // loas the header pseudo-object
308 bool load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path);
310
311 // load objects into the map
312 bool load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true);
314
315 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags);
318
319 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path);
287 322
288 maptile (); 323 maptile ();
324 maptile (int w, int h);
289 ~maptile (); 325 ~maptile ();
326
290 void do_destroy (); 327 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 328 void gather_callbacks (AV *&callbacks, event_type event) const;
292 329
293 MTH void allocate ();
294 MTH int size () const { return width * height; } 330 MTH int size () const { return width * height; }
295 331
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
297 333
298 MTH void link (); 334 static maptile *find_map (const char *path, maptile *origin);//PERL
299 MTH void unlink (); 335
336 // load a map relative to this one
337 maptile *find_map (const char *path)
338 {
339 return find_map (path, this);
340 }
341
342 // customise this map for the given player
343 // might return this or a completely new map
344 maptile *customise_for (object *op);
345
346 // make sure the map is loaded
347 MTH bool load ()
348 {
349 if (in_memory != MAP_IN_MEMORY)
350 do_load ();
351
352 return spaces;
353 }
354
355 static void emergency_save ();
300 356
301 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
302 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
303};
304 359
305#define for_all_maps(var) for (maptile *var = first_map; var; var = var->next) 360private:
361 void do_load ();//PERL
362};
306 363
307/* This is used by get_rangevector to determine where the other 364/* This is used by get_rangevector to determine where the other
308 * creature is. get_rangevector takes into account map tiling, 365 * creature is. get_rangevector takes into account map tiling,
309 * so you just can not look the the map coordinates and get the 366 * so you just can not look the the map coordinates and get the
310 * righte value. distance_x/y are distance away, which 367 * righte value. distance_x/y are distance away, which

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