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Comparing deliantra/server/include/map.h (file contents):
Revision 1.40 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.134 by root, Sat Jun 26 22:10:18 2010 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 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 */
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
32#include <tr1/unordered_map> 33#include <tr1/unordered_map>
33 34
35//+GPL
36
37#include "region.h"
34#include "cfperl.h" 38#include "cfperl.h"
35 39
36/* 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
37 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
38 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
46#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48 52
49#define MAP_LAYERS 3 53#define MAP_LAYERS 3
50 54
51/* options passed to ready_map_name and load_original_map */ 55// tile map index
52#define MAP_FLUSH 0x01 56enum {
53#define MAP_PLAYER_UNIQUE 0x02 57 TILE_UP = 0,
54#define MAP_BLOCK 0x04 58 TILE_RIGHT = 1,
55#define MAP_STYLE 0x08 59 TILE_DOWN = 2,
56#define MAP_OVERLAY 0x10 60 TILE_LEFT = 3,
61};
57 62
58/* Values for in_memory below. Should probably be an enumerations */ 63/* Values for in_memory below */
59#define MAP_IN_MEMORY 1 64enum {
60#define MAP_SWAPPED 2 65 MAP_ACTIVE,
61#define MAP_LOADING 3 66 MAP_INACTIVE, // not used atm.
62#define MAP_SAVING 4 67 MAP_SWAPPED,
68 MAP_LOADING,
69 MAP_SAVING,
70};
63 71
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 72/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
65 * really be used, as it is multi tile aware. However, there are some cases 73 * really be used, as it is multi tile aware. However, there are some cases
66 * where it is known the map is not tiled or the values are known 74 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 75 * consistent (eg, op->map, op->x, op->y)
68 */ 76 */
69// all those macros are herewith declared legacy 77// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 78#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 79#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 80#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 81#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 82#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 83#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
78#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 84#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
79#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 85#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 86
81/* You should really know what you are doing before using this - you 87/* You should really know what you are doing before using this - you
82 * should almost always be using out_of_map instead, which takes into account 88 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 89 * map tiling.
84 */ 90 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 91#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 92
87/* These are used in the MapLook flags element. They are not used in 93/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 94 * in the object flags structure.
89 */ 95 */
90#define P_BLOCKSVIEW 0x01 96#define P_BLOCKSVIEW 0x01
91#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 97#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
92#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 98#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
93#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 99#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
94 * that means, nothing harmful can be done, 100 * that means, nothing harmful can be done,
95 * such as: bombs, potion usage, alchemy, spells 101 * such as: bombs, potion usage, alchemy, spells
96 * this was introduced to make shops safer 102 * this was introduced to make shops safer
97 * but is useful in other situations */ 103 * but is useful in other situations */
104
105#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 106#define P_IS_ALIVE 0x20 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 107#define P_UPTODATE 0x80 // this space is up to date
102 108
103/* The following two values are not stored in the MapLook flags, but instead 109/* The following two values are not stored in the MapLook flags, but instead
104 * used in the get_map_flags value - that function is used to return 110 * used in the get_map_flags value - that function is used to return
105 * the flag value, as well as other conditions - using a more general 111 * the flag value, as well as other conditions - using a more general
106 * function that does more of the work can hopefully be used to replace 112 * function that does more of the work can hopefully be used to replace
107 * lots of duplicate checks currently in the code. 113 * lots of duplicate checks currently in the code.
108 */ 114 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 115#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 116#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
111 /* Coordinates passed result in a new tiled map */
112
113/* P_NO_PASS is used for ob_blocked() return value. It needs
114 * to be here to make sure the bits don't match with anything.
115 */
116#define P_NO_PASS 0x80000
117 117
118/* Instead of having numerous arrays that have information on a 118/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 119 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 120 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier 121 * This puts it all in one place, and should also make it easier
122 * to extend information about a space. 122 * to extend information about a space.
123 */ 123 */
124INTERFACE_CLASS (mapspace)
124struct mapspace 125struct mapspace
125{ 126{
127 object *ACC (RW, bot);
126 object *bot, *top; /* lowest/highest object on this space */ 128 object *ACC (RW, top); /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 129 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 130 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 131 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 132 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 133 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */ 134 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */ 135 MoveType ACC (RW, move_off); /* What movement types are activated */
136 uint16_t ACC (RW, items_); // saturates at 64k
137 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
138 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
139 static uint32_t ACC (RW, smellcount); // global smell counter
140
141 uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems
142
143//-GPL
135 144
136 void update_ (); 145 void update_ ();
137 void update () 146 MTH void update ()
138 { 147 {
139 if (flags_ & P_NEED_UPDATE) 148 // we take advantage of the fact that 0x80 is the sign bit
149 // to generate more efficient code on many cpus
150 assert (sint8 (P_UPTODATE) < 0);
151 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
152
153 if (expect_false (sint8 (flags_) >= 0))
140 update_ (); 154 update_ ();
141 }
142 155
156 // must be true by now (gcc seems content with only the second test)
157 assume (sint8 (flags_) < 0);
158 assume (flags_ & P_UPTODATE);
159 }
160
143 uint8 flags () 161 MTH uint8 flags ()
144 { 162 {
145 update (); 163 update ();
146 return flags_; 164 return flags_;
147 } 165 }
166
167 MTH void invalidate ()
168 {
169 flags_ = 0;
170 }
148 171
149 // maybe only inline quick flags_ checking?
150 object *player () 172 MTH object *player ()
151 { 173 {
152 // search from the top, because players are usually on top 174 object *op;
153 // make usually == always and this non-amortized O(1) 175
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 176 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 177 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 178 ;
158 return op; 179 else
180 op = 0;
159 181
160 return 0; 182 return op;
161 } 183 }
162};
163 184
164/* 185 MTH uint32 items()
165 * Each map is in a given region of the game world and links to a region definiton, so 186 {
166 * they have to appear here in the headers, before the mapdef 187 update ();
167 */ 188 return items_;
168struct region : zero_initialised 189 }
169{ 190
170 struct region *next; /* pointer to next region, NULL for the last one */ 191 // return the item volume on this mapspace in cm³
171 const char *name; /* Shortend name of the region as maps refer to it */ 192 MTH uint64 volume ()
172 const char *parent_name; /* 193 {
173 * So that parent and child regions can be defined in 194 update ();
174 * any order, we keep hold of the parent_name during 195 return volume_ * 1024;
175 * initialisation, and the children get assigned to their 196 }
176 * parents later. (before runtime on the server though) 197
177 * nothing outside the init code should ever use this value. 198 bool blocks (MoveType mt) const
178 */ 199 {
179 struct region *parent; /* 200 return move_block && (mt & move_block) == mt;
180 * Pointer to the region that is a parent of the current 201 }
181 * region, if a value isn't defined in the current region 202
182 * we traverse this series of pointers until it is. 203 bool blocks (object *op) const
183 */ 204 {
184 const char *longname; /* Official title of the region, this might be defined 205 return blocks (op->move_type);
185 * to be the same as name*/ 206 }
186 const char *msg; /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
192}; 207};
208
209// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
210struct maprect
211{
212 maptile *m;
213 int x0, y0;
214 int x1, y1;
215 int dx, dy; // offset to go from local coordinates to original tile */
216};
217
218//+GPL
193 219
194struct shopitems : zero_initialised 220struct shopitems : zero_initialised
195{ 221{
196 const char *name; /* name of the item in question, null if it is the default item */ 222 const char *name; /* name of the item in question, null if it is the default item */
197 const char *name_pl; /* plural name */ 223 const char *name_pl; /* plural name */
219INTERFACE_CLASS (maptile) 245INTERFACE_CLASS (maptile)
220struct maptile : zero_initialised, attachable 246struct maptile : zero_initialised, attachable
221{ 247{
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 248 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */ 249 struct mapspace *spaces; /* Array of spaces on this map */
250 uint8 *regions; /* region index per mapspace, if != 0 */
251 region_ptr *regionmap; /* index to region */
224 252
225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 253 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
226 254
227 shstr ACC (RW, name); /* Name of map as given by its creator */ 255 shstr ACC (RW, name); /* Name of map as given by its creator */
228 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 256 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
229 * points to the struct containing all the properties of 257 * points to the struct containing all the properties of
230 * the region */ 258 * the region */
231 double ACC (RW, reset_time); 259 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 260 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset 261 * should be reset
234 */ 262 */
263 bool ACC (RW, dirty); /* if true, something was inserted or removed */
264 bool ACC (RW, no_reset); // must not reset this map
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 265 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 266 * players entering/exiting map
237 */ 267 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 268 sint32 ACC (RW, timeout); /* swapout is set to this */
239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 269 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 270 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
241 * be loaded before used. The map,omap and map_ob 271 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */ 272 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */ 273 sint16 players; /* How many players are on this map right now */
244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 274 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245 275
246 bool ACC (RW, per_player); 276 bool ACC (RW, per_player);
247 bool ACC (RW, per_party); 277 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */ 278 bool ACC (RW, outdoor); /* True if an outdoor map */
279 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 280 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
281 static sint8 outdoor_darkness; /* the global darkness level outside */
250 282
251 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 283 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
252 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 284 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
253 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 285 oblinkpt *buttons; /* Linked list of linked lists of buttons */
254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
255 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
256 sint8 ACC (RW, humid); /* humitidy of this tile */
257 sint8 ACC (RW, windspeed); /* windspeed of this tile */
258 sint8 ACC (RW, winddir); /* direction of wind */
259 sint8 ACC (RW, sky); /* sky conditions */
260 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
261 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 286 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
262 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ 287 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
263 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 288 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
264 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 289 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
265 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 290 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
266 shstr ACC (RW, msg); /* Message map creator may have left */ 291 shstr ACC (RW, msg); /* Message map creator may have left */
267 shstr ACC (RW, maplore); /* Map lore information */ 292 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 293 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 294 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 295 shstr ACC (RW, path); /* Filename of the map */
296 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
297 int ACC (RW, max_items); // maximum number of items on a mapspace
271 298
272// /* 299//-GPL
273// * Makes sure the given map is loaded and swapped in. 300
274// * name is path name of the map. 301 // the maptile:: is neccessary here for the perl interface to work
275// * flags meaning: 302 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 303 {
277// * and don't do unique items or the like. 304 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 305 }
279// * dont do any more name translation on it. 306
280// * 307 static void adjust_daylight ();
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284 308
285 MTH void activate (); 309 MTH void activate ();
286 MTH void deactivate (); 310 MTH void deactivate ();
287 311
288 // allocates all (empty) mapspace 312 // allocates all (empty) mapspace
289 MTH void alloc (); 313 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects) 314 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear (); 315 MTH void clear ();
292 316
317 MTH void post_load (); // update cached values in mapspaces etc.
293 MTH void fix_auto_apply (); 318 MTH void fix_auto_apply ();
294 MTH void decay_objects (); 319 MTH void do_decay_objects ();
295 MTH void update_buttons (); 320 MTH void update_buttons ();
296 MTH int change_map_light (int change); 321 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; 322 MTH int estimate_difficulty () const;
323
324 MTH void play_sound (faceidx sound, int x, int y) const;
325 MTH void say_msg (const_utf8_string msg, int x, int y) const;
326
327 // connected links
328 oblinkpt *find_link (shstr_tmp id);
329 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
330
331 // set the given flag on all objects in the map
332 MTH void set_object_flag (int flag, int value = 1);
333 MTH void post_load_original ();
300 334
301 MTH void link_multipart_objects (); 335 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 336 MTH void clear_unique_items ();
303 337
304 MTH void clear_header (); 338 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 339 MTH void clear_links_to (maptile *m);
306 340
341 MTH struct region *region (int x, int y) const;
342
307 // loas the header pseudo-object 343 // load the header pseudo-object
308 bool load_header (object_thawer &thawer); 344 bool _load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path); 345 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
310 346
311 // load objects into the map 347 // load objects into the map
312 bool load_objects (object_thawer &thawer); 348 bool _load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true); 349 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
314 350
315 // save objects into the given file (uses IO_ flags) 351 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags); 352 bool _save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags); 353 MTH bool _save_objects (const_octet_string path, int flags);
318 354
319 // save the header pseudo object _only_ 355 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer); 356 bool _save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path); 357 MTH bool _save_header (const_octet_string path);
322 358
323 maptile (); 359 maptile ();
324 maptile (int w, int h); 360 maptile (int w, int h);
361 void init ();
325 ~maptile (); 362 ~maptile ();
326 363
327 void do_destroy (); 364 void do_destroy ();
328 void gather_callbacks (AV *&callbacks, event_type event) const; 365 void gather_callbacks (AV *&callbacks, event_type event) const;
329 366
330 MTH int size () const { return width * height; } 367 MTH int size () const { return width * height; }
331 368
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 369 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 370
334 static maptile *find_map (const char *path, maptile *origin);//PERL 371 MTH void touch () { last_access = runtime; }
335 372
336 // load a map relative to this one 373 MTH maptile *tile_available (int dir, bool load = true);
337 maptile *find_map (const char *path)
338 {
339 return find_map (path, this);
340 }
341 374
342 // customise this map for the given player 375 // find the map that is at coordinate x|y relative to this map
343 // might return this or a completely new map 376 // TODO: need a better way than passing by reference
344 maptile *customise_for (object *op); 377 // TODO: make perl interface
378 maptile *xy_find (sint16 &x, sint16 &y);
345 379
380 // like xy_find, but also loads the map
381 maptile *xy_load (sint16 &x, sint16 &y);
382
383 void do_load_sync ();//PERL
384
346 // make sure the map is loaded 385 // make sure the map is loaded
347 MTH bool load () 386 MTH void load_sync ()
348 { 387 {
349 if (in_memory != MAP_IN_MEMORY) 388 if (!spaces)
350 do_load (); 389 do_load_sync ();
351
352 return spaces;
353 } 390 }
354 391
355 static void emergency_save (); 392 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
393 bool generate_random_map (random_map_params *RP);
356 394
395 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
396 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
397 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
398 object *pick_random_object (rand_gen &gen = rndm) const;
399
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 400 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359 401
360private: 402 // return an array of maprects corresponding
361 void do_load ();//PERL 403 // to the given rectangular area. the last rect will have
404 // a 0 map pointer.
405 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
406
407 MTH bool is_in_shop (int x, int y) const;
362}; 408};
409
410inline bool
411object::is_in_shop () const
412{
413 return is_on_map ()
414 && map->is_in_shop (x, y);
415}
416
417//+GPL
363 418
364/* This is used by get_rangevector to determine where the other 419/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 420 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 421 * so you just can not look the the map coordinates and get the
367 * righte value. distance_x/y are distance away, which 422 * righte value. distance_x/y are distance away, which
377 int distance_y; 432 int distance_y;
378 int direction; 433 int direction;
379 object *part; 434 object *part;
380}; 435};
381 436
437// comaptibility cruft start
438//TODO: these should be refactored into things like xy_normalise
439// and so on.
440int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
441int out_of_map (maptile *m, int x, int y);
442maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
443void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
444void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
445int on_same_map (const object *op1, const object *op2);
446int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
447
448// adjust map, x and y for tiled maps and return true if the position is valid at all
449static inline bool
450xy_normalise (maptile *&map, sint16 &x, sint16 &y)
451{
452 // when in range, do a quick return, otherwise go the slow route
453 return
454 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
455 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
456}
457// comaptibility cruft end
458
459//-GPL
460
382inline mapspace & 461inline mapspace &
383object::ms () const 462object::ms () const
384{ 463{
385 return map->at (x, y); 464 return map->at (x, y);
386} 465}
387 466
467struct mapxy {
468 maptile *m;
469 sint16 x, y;
470
471 mapxy (maptile *m, sint16 x, sint16 y)
472 : m(m), x(x), y(y)
473 { }
474
475 mapxy (object *op)
476 : m(op->map), x(op->x), y(op->y)
477 { }
478
479 mapxy &move (int dx, int dy)
480 {
481 x += dx;
482 y += dy;
483
484 return *this;
485 }
486
487 mapxy &move (int dir)
488 {
489 return move (freearr_x [dir], freearr_y [dir]);
490 }
491
492 operator void *() const { return (void *)m; }
493 mapxy &operator =(const object *op)
494 {
495 m = op->map;
496 x = op->x;
497 y = op->y;
498
499 return *this;
500 }
501
502 mapspace *operator ->() const { return &m->at (x, y); }
503 mapspace &operator * () const { return m->at (x, y); }
504
505 bool normalise ()
506 {
507 return xy_normalise (m, x, y);
508 }
509
510 mapspace &ms () const
511 {
512 return m->at (x, y);
513 }
514
515 object *insert (object *op, object *originator = 0, int flags = 0) const
516 {
517 return m->insert (op, x, y, originator, flags);
518 }
519};
520
521inline const mapxy &
522object::operator =(const mapxy &pos)
523{
524 map = pos.m;
525 x = pos.x;
526 y = pos.y;
527
528 return pos;
529}
530
531// iterate over a rectangular area relative to op
532// can be used as a single statement, but both iterate macros
533// invocations must not be followed by a ";"
534// see common/los.C for usage example
535// the walk will be ordered, outer loop x, inner loop y
536// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
537// "continue" will skip to the next space
538#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
539 for (int dx = (dx0); dx <= (dx1); ++dx) \
540 { \
541 sint16 nx, ny; \
542 maptile *m = 0; \
543 \
544 for (int dy = (dy0); dy <= (dy1); ++dy) \
545 { \
546 /* check to see if we can simply go one down quickly, */ \
547 /* if not, do it the slow way */ \
548 if (!m || ++ny >= m->height) \
549 { \
550 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
551 \
552 if (!xy_normalise (m, nx, ny)) \
553 m = 0; \
554 }
555
556#define ordered_mapwalk_end \
557 } \
558 }
559
560extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
561
562// loop over every space in the given maprect,
563// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
564// the iterator code must be a single statement following this macro call, similar to "if"
565// "continue" will skip to the next space
566#define rect_mapwalk(rect,dx0,dy0) \
567 statementvar (maptile *, m, (rect)->m) \
568 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
569 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
570 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
571 statementvar (int, dy, ny + (rect)->dy - (dy0))
572
573// same as ordered_mapwalk, but the walk will not follow any particular
574// order (unorded), but is likely faster.
575// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
576// "continue" will skip to the next space
577#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
578 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
579 (ox) + (dx0) , (oy) + (dy0) , \
580 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
581 r_e_c_t->m; \
582 ++r_e_c_t) \
583 rect_mapwalk (r_e_c_t, (ox), (oy))
584
585#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
586 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
587
388#endif 588#endif
389 589

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