… | |
… | |
27 | */ |
27 | */ |
28 | |
28 | |
29 | #ifndef MAP_H |
29 | #ifndef MAP_H |
30 | #define MAP_H |
30 | #define MAP_H |
31 | |
31 | |
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32 | #include <tr1/unordered_map> |
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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 |
… | |
… | |
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 | #define MAP_LAYERS 3 |
49 | #define MAP_LAYERS 3 |
48 | |
50 | |
49 | /* This is when the map will reset */ |
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50 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
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51 | |
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52 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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53 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
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54 | #define MAP_TIMEOUT(m) ((m)->timeout) |
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55 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
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56 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
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57 | |
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58 | /* mape darkness used to enforce the MAX_DARKNESS value. |
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59 | * but IMO, if it is beyond max value, that should be fixed |
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60 | * on the map or in the code. |
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61 | */ |
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62 | #define MAP_DARKNESS(m) (m)->darkness |
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63 | |
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64 | #define MAP_WIDTH(m) (m)->width |
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65 | #define MAP_HEIGHT(m) (m)->height |
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66 | |
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67 | /* Convenient function - total number of spaces is used |
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68 | * in many places. |
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69 | */ |
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70 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
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71 | |
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72 | #define MAP_ENTER_X(m) (m)->enter_x |
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73 | #define MAP_ENTER_Y(m) (m)->enter_y |
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74 | |
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75 | #define MAP_TEMP(m) (m)->temp |
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76 | #define MAP_PRESSURE(m) (m)->pressure |
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77 | #define MAP_HUMID(m) (m)->humid |
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78 | #define MAP_WINDSPEED(m) (m)->windspeed |
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79 | #define MAP_WINDDIRECTION(m) (m)->winddir |
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80 | #define MAP_SKYCOND(m) (m)->sky |
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81 | #define MAP_WORLDPARTX(m) (m)->wpartx |
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82 | #define MAP_WORLDPARTY(m) (m)->wparty |
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83 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
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84 | |
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85 | /* options passed to ready_map_name and load_original_map */ |
51 | /* options passed to ready_map_name and load_original_map */ |
86 | #define MAP_FLUSH 0x1 |
52 | #define MAP_FLUSH 0x01 |
87 | #define MAP_PLAYER_UNIQUE 0x2 |
53 | #define MAP_PLAYER_UNIQUE 0x02 |
88 | #define MAP_BLOCK 0x4 |
54 | #define MAP_BLOCK 0x04 |
89 | #define MAP_STYLE 0x8 |
55 | #define MAP_STYLE 0x08 |
90 | #define MAP_OVERLAY 0x10 |
56 | #define MAP_OVERLAY 0x10 |
91 | |
57 | |
92 | /* Values for in_memory below. Should probably be an enumerations */ |
58 | /* Values for in_memory below. Should probably be an enumerations */ |
93 | #define MAP_IN_MEMORY 1 |
59 | #define MAP_IN_MEMORY 1 |
94 | #define MAP_SWAPPED 2 |
60 | #define MAP_SWAPPED 2 |
… | |
… | |
101 | * consistent (eg, op->map, op->x, op->y) |
67 | * consistent (eg, op->map, op->x, op->y) |
102 | */ |
68 | */ |
103 | // all those macros are herewith declared legacy |
69 | // all those macros are herewith declared legacy |
104 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
70 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
105 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
71 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
106 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom |
72 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
107 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
73 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
108 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
74 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
109 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
75 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
110 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
76 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
111 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
77 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
… | |
… | |
155 | * 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 |
156 | * to extend information about a space. |
122 | * to extend information about a space. |
157 | */ |
123 | */ |
158 | struct mapspace |
124 | struct mapspace |
159 | { |
125 | { |
160 | object *bottom; /* lowest object on this space */ |
126 | object *bot, *top; /* lowest/highest object on this space */ |
161 | object *top; /* Highest object on this space */ |
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162 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
127 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
163 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
128 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
164 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
129 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
165 | sint8 light; /* How much light this space provides */ |
130 | sint8 light; /* How much light this space provides */ |
166 | MoveType move_block; /* What movement types this space blocks */ |
131 | MoveType move_block; /* What movement types this space blocks */ |
… | |
… | |
192 | if (op->type == PLAYER) |
157 | if (op->type == PLAYER) |
193 | return op; |
158 | return op; |
194 | |
159 | |
195 | return 0; |
160 | return 0; |
196 | } |
161 | } |
197 | }; |
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198 | |
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199 | /* |
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200 | * this is an overlay structure of the whole world. It exists as a simple |
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201 | * high level map, which doesn't contain the full data of the underlying map. |
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202 | * in this map, only things such as weather are recorded. By doing so, we |
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203 | * can keep the entire world parameters in memory, and act as a whole on |
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204 | * them at once. We can then, in a separate loop, update the actual world |
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205 | * with the new values we have assigned. |
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206 | */ |
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207 | |
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208 | struct weathermap_t |
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209 | { |
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210 | sint16 temp; /* base temperature of this tile (F) */ |
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211 | sint16 pressure; /* barometric pressure (mb) */ |
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212 | sint8 humid; /* humitidy of this tile */ |
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213 | sint8 windspeed; /* windspeed of this tile */ |
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214 | sint8 winddir; /* direction of wind */ |
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215 | sint8 sky; /* sky conditions */ |
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216 | sint32 avgelev; /* average elevation */ |
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217 | uint32 rainfall; /* cumulative rainfall */ |
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218 | uint8 darkness; /* indicates level of darkness of map */ |
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219 | uint8 water; /* 0-100 percentage of water tiles */ |
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220 | /*Dynamic parts */ |
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221 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
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222 | }; |
162 | }; |
223 | |
163 | |
224 | /* |
164 | /* |
225 | * 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 |
226 | * they have to appear here in the headers, before the mapdef |
166 | * they have to appear here in the headers, before the mapdef |
… | |
… | |
259 | 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, |
260 | * as a percentage from -100 to 100 */ |
200 | * as a percentage from -100 to 100 */ |
261 | int index; /* being the size of the shopitems array. */ |
201 | int index; /* being the size of the shopitems array. */ |
262 | }; |
202 | }; |
263 | |
203 | |
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204 | // map I/O, what to load/save |
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205 | enum { |
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206 | IO_HEADER = 0x01, // the "arch map" pseudo object |
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207 | IO_OBJECTS = 0x02, // the non-unique objects |
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208 | IO_UNIQUES = 0x04, // unique objects |
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209 | }; |
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210 | |
264 | /* In general, code should always use the macros |
211 | /* In general, code should always use the macros |
265 | * above (or functions in map.c) to access many of the |
212 | * above (or functions in map.c) to access many of the |
266 | * values in the map structure. Failure to do this will |
213 | * values in the map structure. Failure to do this will |
267 | * almost certainly break various features. You may think |
214 | * almost certainly break various features. You may think |
268 | * it is safe to look at width and height values directly |
215 | * it is safe to look at width and height values directly |
… | |
… | |
270 | * break map tiling. |
217 | * break map tiling. |
271 | */ |
218 | */ |
272 | INTERFACE_CLASS (maptile) |
219 | INTERFACE_CLASS (maptile) |
273 | struct maptile : zero_initialised, attachable |
220 | struct maptile : zero_initialised, attachable |
274 | { |
221 | { |
275 | 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. */ |
276 | struct mapspace *spaces; /* Array of spaces on this map */ |
223 | struct mapspace *spaces; /* Array of spaces on this map */ |
277 | |
224 | |
278 | maptile *ACC (RW, next); /* Next map, linked list */ |
225 | tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
279 | char *ACC (RO, tmpname); /* Name of temporary file */ |
226 | |
280 | 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 */ |
281 | 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 |
282 | * points to the struct containing all the properties of |
229 | * points to the struct containing all the properties of |
283 | * the region */ |
230 | * the region */ |
284 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
231 | double ACC (RW, reset_time); |
285 | 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 |
286 | * should be reset |
233 | * should be reset |
287 | */ |
234 | */ |
288 | 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 |
289 | * players entering/exiting map |
236 | * players entering/exiting map |
290 | */ |
237 | */ |
291 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
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292 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
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293 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
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294 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
238 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
295 | 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 */ |
296 | 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 |
297 | * be loaded before used. The map,omap and map_ob |
241 | * be loaded before used. The map,omap and map_ob |
298 | * arrays will be allocated when the map is loaded */ |
242 | * arrays will be allocated when the map is loaded */ |
299 | 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 */ |
300 | 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 */ |
301 | |
245 | |
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246 | bool ACC (RW, per_player); |
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247 | bool ACC (RW, per_party); |
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248 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
302 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
249 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
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250 | |
303 | 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 */ |
304 | 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 */ |
305 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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306 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
253 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
307 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
254 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
308 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
255 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
309 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
256 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
310 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
257 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
311 | sint8 ACC (RW, winddir); /* direction of wind */ |
258 | sint8 ACC (RW, winddir); /* direction of wind */ |
312 | sint8 ACC (RW, sky); /* sky conditions */ |
259 | sint8 ACC (RW, sky); /* sky conditions */ |
313 | 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 */ |
314 | 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 */ |
315 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
262 | shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
316 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
263 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
317 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
264 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
318 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
265 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
319 | char *ACC (RO, msg); /* Message map creator may have left */ |
266 | shstr ACC (RW, msg); /* Message map creator may have left */ |
320 | char *ACC (RO, maplore); /* Map lore information */ |
267 | shstr ACC (RW, maplore); /* Map lore information */ |
321 | char *tile_path[4]; /* path to adjoining maps */ |
268 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
322 | maptile *tile_map[4]; /* Next map, linked list */ |
269 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
323 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
270 | shstr ACC (RW, path); /* Filename of the map */ |
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271 | |
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272 | // /* |
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273 | // * Makes sure the given map is loaded and swapped in. |
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274 | // * name is path name of the map. |
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275 | // * flags meaning: |
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276 | // * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, |
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277 | // * and don't do unique items or the like. |
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278 | // * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. |
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279 | // * dont do any more name translation on it. |
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280 | // * |
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281 | // * Returns a pointer to the given map. |
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282 | // */ |
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283 | // static maptile *ready (const char *name, int flags); |
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284 | |
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285 | MTH void activate (); |
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286 | MTH void deactivate (); |
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287 | |
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288 | // allocates all (empty) mapspace |
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289 | MTH void alloc (); |
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290 | // deallocates the mapspaces (and destroys all objects) |
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291 | MTH void clear (); |
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292 | |
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293 | MTH void fix_auto_apply (); |
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294 | MTH void decay_objects (); |
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295 | MTH void update_buttons (); |
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296 | MTH int change_map_light (int change); |
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297 | static void change_all_map_light (int change); //PERL |
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298 | MTH void set_darkness_map (); |
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299 | MTH int estimate_difficulty () const; |
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300 | |
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301 | MTH void link_multipart_objects (); |
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302 | MTH void clear_unique_items (); |
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303 | |
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304 | MTH void clear_header (); |
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305 | MTH void clear_links_to (maptile *m); |
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306 | |
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307 | // loas the header pseudo-object |
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308 | bool load_header (object_thawer &thawer); |
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309 | MTH bool load_header (const char *path); |
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310 | |
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311 | // load objects into the map |
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312 | bool load_objects (object_thawer &thawer); |
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313 | MTH bool load_objects (const char *path, bool skip_header = true); |
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314 | |
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315 | // save objects into the given file (uses IO_ flags) |
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316 | bool save_objects (object_freezer &freezer, int flags); |
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317 | MTH bool save_objects (const char *path, int flags); |
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318 | |
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319 | // save the header pseudo object _only_ |
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320 | bool save_header (object_freezer &freezer); |
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321 | MTH bool save_header (const char *path); |
324 | |
322 | |
325 | maptile (); |
323 | maptile (); |
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324 | maptile (int w, int h); |
326 | ~maptile (); |
325 | ~maptile (); |
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326 | |
327 | void do_destroy (); |
327 | void do_destroy (); |
328 | void gather_callbacks (AV *&callbacks, event_type event) const; |
328 | void gather_callbacks (AV *&callbacks, event_type event) const; |
329 | |
329 | |
330 | void allocate (); |
330 | MTH int size () const { return width * height; } |
331 | |
331 | |
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332 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
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333 | |
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334 | static maptile *find_map (const char *path, maptile *origin);//PERL |
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335 | |
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336 | // load a map relative to this one |
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337 | maptile *find_map (const char *path) |
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338 | { |
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339 | return find_map (path, this); |
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340 | } |
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341 | |
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342 | // customise this map for the given player |
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343 | // might return this or a completely new map |
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344 | maptile *customise_for (object *op); |
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345 | |
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346 | // make sure the map is loaded |
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347 | MTH bool load () |
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348 | { |
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349 | if (in_memory != MAP_IN_MEMORY) |
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350 | do_load (); |
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351 | |
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352 | return spaces; |
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353 | } |
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354 | |
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355 | static void emergency_save (); |
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356 | |
332 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } |
357 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
333 | mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } |
358 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
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359 | |
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360 | private: |
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361 | void do_load ();//PERL |
334 | }; |
362 | }; |
335 | |
363 | |
336 | /* This is used by get_rangevector to determine where the other |
364 | /* This is used by get_rangevector to determine where the other |
337 | * creature is. get_rangevector takes into account map tiling, |
365 | * creature is. get_rangevector takes into account map tiling, |
338 | * 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 |