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Comparing deliantra/server/include/map.h (file contents):
Revision 1.28 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.40 by root, Sat Dec 30 10:16:10 2006 UTC

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
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
36 * tiled maps size - it just seemed like a reasonable value. 38 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 39 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 40 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 41 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 42 * We also figure out the magicmap color to use as we process the
42 * map pointers. 44 * map pointers.
43 */ 45 */
44#define MAGIC_MAP_SIZE 50 46#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 48
47
48#define MAP_LAYERS 4 49#define MAP_LAYERS 3
49
50/* This is when the map will reset */
51#define MAP_WHEN_RESET(m) ((m)->reset_time)
52
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
54#define MAP_DIFFICULTY(m) ((m)->difficulty)
55#define MAP_TIMEOUT(m) ((m)->timeout)
56#define MAP_SWAP_TIME(m) ((m)->swap_time)
57#define MAP_OUTDOORS(m) ((m)->outdoor)
58
59/* mape darkness used to enforce the MAX_DARKNESS value.
60 * but IMO, if it is beyond max value, that should be fixed
61 * on the map or in the code.
62 */
63#define MAP_DARKNESS(m) (m)->darkness
64
65#define MAP_WIDTH(m) (m)->width
66#define MAP_HEIGHT(m) (m)->height
67
68/* Convenient function - total number of spaces is used
69 * in many places.
70 */
71#define MAP_SIZE(m) ((m)->width * (m)->height)
72
73#define MAP_ENTER_X(m) (m)->enter_x
74#define MAP_ENTER_Y(m) (m)->enter_y
75
76#define MAP_TEMP(m) (m)->temp
77#define MAP_PRESSURE(m) (m)->pressure
78#define MAP_HUMID(m) (m)->humid
79#define MAP_WINDSPEED(m) (m)->windspeed
80#define MAP_WINDDIRECTION(m) (m)->winddir
81#define MAP_SKYCOND(m) (m)->sky
82#define MAP_WORLDPARTX(m) (m)->wpartx
83#define MAP_WORLDPARTY(m) (m)->wparty
84#define MAP_NOSMOOTH(m) (m)->nosmooth
85 50
86/* options passed to ready_map_name and load_original_map */ 51/* options passed to ready_map_name and load_original_map */
87#define MAP_FLUSH 0x1 52#define MAP_FLUSH 0x01
88#define MAP_PLAYER_UNIQUE 0x2 53#define MAP_PLAYER_UNIQUE 0x02
89#define MAP_BLOCK 0x4 54#define MAP_BLOCK 0x04
90#define MAP_STYLE 0x8 55#define MAP_STYLE 0x08
91#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
92 57
93/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
94#define MAP_IN_MEMORY 1 59#define MAP_IN_MEMORY 1
95#define MAP_SWAPPED 2 60#define MAP_SWAPPED 2
99/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
100 * really be used, as it is multi tile aware. However, there are some cases 65 * really be used, as it is multi tile aware. However, there are some cases
101 * where it is known the map is not tiled or the values are known 66 * where it is known the map is not tiled or the values are known
102 * consistent (eg, op->map, op->x, op->y) 67 * consistent (eg, op->map, op->x, op->y)
103 */ 68 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 69// all those macros are herewith declared legacy
105#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
106#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
108 73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
112/* legacy */
113#define get_map_ob GET_MAP_OB
114
115#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117#define set_map_ob SET_MAP_OB
118
119#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121
122#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
124
125#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) 76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
126#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127
128#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
129#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130
131#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 78#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
132#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133
134#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 79#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
135#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136 80
137/* You should really know what you are doing before using this - you 81/* You should really know what you are doing before using this - you
138 * should almost always be using out_of_map instead, which takes into account 82 * should almost always be using out_of_map instead, which takes into account
139 * map tiling. 83 * map tiling.
140 */ 84 */
141#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
142 86
143/* These are used in the MapLook flags element. They are not used in 87/* These are used in the MapLook flags element. They are not used in
144 * in the object flags structure. 88 * in the object flags structure.
145 */ 89 */
146
147#define P_BLOCKSVIEW 0x01 90#define P_BLOCKSVIEW 0x01
148#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 91#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
149 92#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
150/* AB_NO_PASS is used for arch_blocked() return value. It needs 93#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
151 * to be here to make sure the bits don't match with anything.
152 * Changed name to have AB_ prefix just to make sure no one
153 * is using the P_NO_PASS. AB_.. should only be used for
154 * arch_blocked and functions that examine the return value.
155 */
156
157#define AB_NO_PASS 0x04
158
159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
162 * that means, nothing harmful there will be done, 94 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 95 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 96 * this was introduced to make shops safer
165 * and propably other maps */ 97 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 98#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 101#define P_NEED_UPDATE 0x80 /* this space is out of date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different.
171 */
172 102
173/* The following two values are not stored in the MapLook flags, but instead 103/* The following two values are not stored in the MapLook flags, but instead
174 * used in the get_map_flags value - that function is used to return 104 * used in the get_map_flags value - that function is used to return
175 * the flag value, as well as other conditions - using a more general 105 * the flag value, as well as other conditions - using a more general
176 * function that does more of the work can hopefully be used to replace 106 * function that does more of the work can hopefully be used to replace
177 * lots of duplicate checks currently in the code. 107 * lots of duplicate checks currently in the code.
178 */ 108 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
180#define P_NEW_MAP 0x200 110#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 111 /* Coordinates passed result in a new tiled map */
182 112
183/* Can't use MapCell as that is used in newserver.h 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
184 * Instead of having numerous arrays that have information on a 118/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 119 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 120 * have this structure take care of that information.
187 * 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
188 * to extend information about a space. 122 * to extend information about a space.
189 */ 123 */
190
191struct MapSpace 124struct mapspace
192{ 125{
193 object *bottom; /* lowest object on this space */ 126 object *bot, *top; /* lowest/highest object on this space */
194 object *top; /* Highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 130 sint8 light; /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 131 MoveType move_block; /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 132 MoveType move_slow; /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 133 MoveType move_on; /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 134 MoveType move_off; /* What movement types are activated */
203};
204 135
205/* 136 void update_ ();
206 * this is an overlay structure of the whole world. It exists as a simple 137 void update ()
207 * high level map, which doesn't contain the full data of the underlying map. 138 {
208 * in this map, only things such as weather are recorded. By doing so, we 139 if (flags_ & P_NEED_UPDATE)
209 * can keep the entire world parameters in memory, and act as a whole on 140 update_ ();
210 * them at once. We can then, in a separate loop, update the actual world 141 }
211 * with the new values we have assigned.
212 */
213 142
214struct weathermap_t 143 uint8 flags ()
215{ 144 {
216 sint16 temp; /* base temperature of this tile (F) */ 145 update ();
217 sint16 pressure; /* barometric pressure (mb) */ 146 return flags_;
218 sint8 humid; /* humitidy of this tile */ 147 }
219 sint8 windspeed; /* windspeed of this tile */ 148
220 sint8 winddir; /* direction of wind */ 149 // maybe only inline quick flags_ checking?
221 sint8 sky; /* sky conditions */ 150 object *player ()
222 sint32 avgelev; /* average elevation */ 151 {
223 uint32 rainfall; /* cumulative rainfall */ 152 // search from the top, because players are usually on top
224 uint8 darkness; /* indicates level of darkness of map */ 153 // make usually == always and this non-amortized O(1)
225 uint8 water; /* 0-100 percentage of water tiles */ 154 // could gte rid of P_PLAYER, too, then
226 /*Dynamic parts */ 155 if (flags () & P_PLAYER)
227 sint16 realtemp; /* temperature at a given calculation step for this tile */ 156 for (object *op = top; op; op = op->below)
157 if (op->type == PLAYER)
158 return op;
159
160 return 0;
161 }
228}; 162};
229 163
230/* 164/*
231 * 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
232 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
265 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,
266 * as a percentage from -100 to 100 */ 200 * as a percentage from -100 to 100 */
267 int index; /* being the size of the shopitems array. */ 201 int index; /* being the size of the shopitems array. */
268}; 202};
269 203
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
270/* In general, code should always use the macros 211/* In general, code should always use the macros
271 * above (or functions in map.c) to access many of the 212 * above (or functions in map.c) to access many of the
272 * values in the map structure. Failure to do this will 213 * values in the map structure. Failure to do this will
273 * almost certainly break various features. You may think 214 * almost certainly break various features. You may think
274 * it is safe to look at width and height values directly 215 * it is safe to look at width and height values directly
275 * (or even through the macros), but doing so will completely 216 * (or even through the macros), but doing so will completely
276 * break map tiling. 217 * break map tiling.
277 */ 218 */
278ACC_CLASS (maptile) 219INTERFACE_CLASS (maptile)
279struct maptile : zero_initialised, attachable<maptile> 220struct maptile : zero_initialised, attachable
280{ 221{
281 maptile *ACC (RW, next); /* Next map, linked list */ 222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
282 char *ACC (RO, tmpname); /* Name of temporary file */ 223 struct mapspace *spaces; /* Array of spaces on this map */
224
225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
226
283 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 */
284 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
285 * points to the struct containing all the properties of 229 * points to the struct containing all the properties of
286 * the region */ 230 * the region */
287 uint32 ACC (RW, reset_time); /* when this map should reset */ 231 double ACC (RW, reset_time);
288 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
289 * should be reset 233 * should be reset
290 */ 234 */
291 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
292 * players entering/exiting map 236 * players entering/exiting map
293 */ 237 */
294 bool ACC (RW, unique); /* if set, this is a per player unique map */
295 bool ACC (RW, templatemap); /* if set, this is a template map */
296 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
297 sint32 ACC (RW, timeout); /* swapout is set to this */ 238 sint32 ACC (RW, timeout); /* swapout is set to this */
298 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 */
299 sint16 ACC (RW, players); /* How many players are on this level right now */
300 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
301 * be loaded before used. The map,omap and map_ob 241 * be loaded before used. The map,omap and map_ob
302 * arrays will be allocated when the map is loaded */ 242 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */
303 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 */
304 245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
305 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
306 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 250
307 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 */
308 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 */
309 bool ACC (RW, outdoor); /* True if an outdoor map */
310 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 253 oblinkpt *buttons; /* Linked list of linked lists of buttons */
311 struct MapSpace *spaces; /* Array of spaces on this map */
312 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
313 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 255 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
314 sint8 ACC (RW, humid); /* humitidy of this tile */ 256 sint8 ACC (RW, humid); /* humitidy of this tile */
315 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 257 sint8 ACC (RW, windspeed); /* windspeed of this tile */
316 sint8 ACC (RW, winddir); /* direction of wind */ 258 sint8 ACC (RW, winddir); /* direction of wind */
317 sint8 ACC (RW, sky); /* sky conditions */ 259 sint8 ACC (RW, sky); /* sky conditions */
318 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 260 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
319 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 */
320 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 262 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
321 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 263 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
322 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 264 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
323 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 265 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
324 char *ACC (RO, msg); /* Message map creator may have left */ 266 shstr ACC (RW, msg); /* Message map creator may have left */
325 char *ACC (RO, maplore); /* Map lore information */ 267 shstr ACC (RW, maplore); /* Map lore information */
326 char *tile_path[4]; /* path to adjoining maps */ 268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
327 maptile *tile_map[4]; /* Next map, linked list */ 269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
328 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);
329 322
330 maptile (); 323 maptile ();
331 void allocate (); 324 maptile (int w, int h);
325 ~maptile ();
326
327 void do_destroy ();
328 void gather_callbacks (AV *&callbacks, event_type event) const;
329
330 MTH int size () const { return width * height; }
331
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333
334 static maptile *find_map (const char *path, maptile *origin);//PERL
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 ();
356
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
332}; 362};
333 363
334/* This is used by get_rangevector to determine where the other 364/* This is used by get_rangevector to determine where the other
335 * creature is. get_rangevector takes into account map tiling, 365 * creature is. get_rangevector takes into account map tiling,
336 * 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
337 * righte value. distance_x/y are distance away, which 367 * righte value. distance_x/y are distance away, which
338 * can be negativbe. direction is the crossfire direction scheme 368 * can be negative. direction is the crossfire direction scheme
339 * that the creature should head. part is the part of the 369 * that the creature should head. part is the part of the
340 * monster that is closest. 370 * monster that is closest.
341 * Note: distance should be always >=0. I changed it to UINT. MT 371 * Note: distance should be always >=0. I changed it to UINT. MT
342 */ 372 */
343struct rv_vector 373struct rv_vector
347 int distance_y; 377 int distance_y;
348 int direction; 378 int direction;
349 object *part; 379 object *part;
350}; 380};
351 381
382inline mapspace &
383object::ms () const
384{
385 return map->at (x, y);
386}
387
352#endif 388#endif
353 389

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