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Comparing deliantra/server/include/map.h (file contents):
Revision 1.20 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.42 by root, Sat Dec 30 18:45:28 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24/* 24/*
25 * The mapstruct is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
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 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
233 */ 167 */
234struct region 168struct region : zero_initialised
235{ 169{
236 struct region *next; /* pointer to next region, NULL for the last one */ 170 struct region *next; /* pointer to next region, NULL for the last one */
237 const char *name; /* Shortend name of the region as maps refer to it */ 171 const char *name; /* Shortend name of the region as maps refer to it */
238 const char *parent_name; /* 172 const char *parent_name; /*
239 * So that parent and child regions can be defined in 173 * So that parent and child regions can be defined in
255 * this should be the one we fall back on as the default */ 189 * this should be the one we fall back on as the default */
256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258}; 192};
259 193
260
261struct shopitems : zero_initialised 194struct shopitems : zero_initialised
262{ 195{
263 const char *name; /* name of the item in question, null if it is the default item */ 196 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 197 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 198 int typenum; /* itemtype number we need to match 0 if it is the default price */
266 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,
267 * as a percentage from -100 to 100 */ 200 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */ 201 int index; /* being the size of the shopitems array. */
202};
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
269}; 209};
270 210
271/* In general, code should always use the macros 211/* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the 212 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will 213 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think 214 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly 215 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely 216 * (or even through the macros), but doing so will completely
277 * break map tiling. 217 * break map tiling.
278 */ 218 */
279ACC_CLASS (mapstruct) 219INTERFACE_CLASS (maptile)
280struct mapstruct:zero_initialised, attachable < mapstruct > 220struct maptile : zero_initialised, attachable
281{ 221{
282 struct mapstruct *ACC (RW, next); /* Next map, linked list */ 222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
283 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
284 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 */
285 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
286 * points to the struct containing all the properties of 229 * points to the struct containing all the properties of
287 * the region */ 230 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */ 231 double ACC (RW, reset_time);
289 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
290 * should be reset 233 * should be reset
291 */ 234 */
292 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
293 * players entering/exiting map 236 * players entering/exiting map
294 */ 237 */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */
296 bool ACC (RW, templatemap); /* if set, this is a template map */
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 ACC (RW, timeout); /* swapout is set to this */ 238 sint32 ACC (RW, timeout); /* swapout is set to this */
299 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 */
300 sint16 ACC (RW, players); /* How many plares are on this level right now */
301 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
302 * be loaded before used. The map,omap and map_ob 241 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 242 * arrays will be allocated when the map is loaded */
243 sint16 players; /* How many players are on this map right now */
304 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 */
305 245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 250
308 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 */
309 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 */
310 bool ACC (RW, outdoor); /* True if an outdoor map */
311 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 253 oblinkpt *buttons; /* Linked list of linked lists of buttons */
312 struct MapSpace *spaces; /* Array of spaces on this map */
313 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 255 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */ 256 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 257 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */ 258 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */ 259 sint8 ACC (RW, sky); /* sky conditions */
319 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 */
320 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 */
321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 262 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 263 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 264 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 265 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 266 shstr ACC (RW, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 267 shstr ACC (RW, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
328 struct mapstruct *tile_map[4]; /* Next map, linked list */ 269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
329 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);
322
323 maptile ();
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 ();//PERL
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
330}; 362};
331 363
332/* This is used by get_rangevector to determine where the other 364/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 365 * creature is. get_rangevector takes into account map tiling,
334 * 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
335 * righte value. distance_x/y are distance away, which 367 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme 368 * can be negative. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the 369 * that the creature should head. part is the part of the
338 * monster that is closest. 370 * monster that is closest.
339 * 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
340 */ 372 */
341struct rv_vector 373struct rv_vector
345 int distance_y; 377 int distance_y;
346 int direction; 378 int direction;
347 object *part; 379 object *part;
348}; 380};
349 381
382inline mapspace &
383object::ms () const
384{
385 return map->at (x, y);
386}
387
350#endif 388#endif
389

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