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Comparing deliantra/server/include/map.h (file contents):
Revision 1.45 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.144 by root, Sat May 7 17:12:28 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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.
44 * map pointers. 48 * map pointers.
45 */ 49 */
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{
54#define MAP_BLOCK 0x04 58 TILE_NORTH,
55#define MAP_STYLE 0x08 59 TILE_EAST,
56#define MAP_OVERLAY 0x10 60 TILE_SOUTH,
61 TILE_WEST,
62 TILE_UP,
63 TILE_DOWN,
64 TILE_NUM,
65};
57 66
58/* Values for in_memory below. Should probably be an enumerations */ 67/* Values for state below */
59#define MAP_IN_MEMORY 1 68enum
60#define MAP_SWAPPED 2 69{
61#define MAP_LOADING 3 70 MAP_SWAPPED, // header loaded, nothing else
62#define MAP_SAVING 4 71 MAP_INACTIVE, // in memory, linkable, but not active
72 MAP_ACTIVE, // running!
73};
63 74
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 75/* 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 76 * 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 77 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 78 * consistent (eg, op->map, op->x, op->y)
68 */ 79 */
69// all those macros are herewith declared legacy 80// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 81#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 82#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 83#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] 84#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 85#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 86#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 87#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 88#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 89
81/* You should really know what you are doing before using this - you 90/* 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 91 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 92 * map tiling.
84 */ 93 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 94#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 95
87/* These are used in the MapLook flags element. They are not used in 96/* These are used in the mapspace flags element. They are not used in
88 * in the object flags structure. 97 * in the object flags structure.
89 */ 98 */
90#define P_BLOCKSVIEW 0x01 99#define P_BLOCKSVIEW 0x01
91#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 100#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 */ 101#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, 102#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
94 * that means, nothing harmful can be done, 103 * that means, nothing harmful can be done,
95 * such as: bombs, potion usage, alchemy, spells 104 * such as: bombs, potion usage, alchemy, spells
96 * this was introduced to make shops safer 105 * this was introduced to make shops safer
97 * but is useful in other situations */ 106 * but is useful in other situations */
107
108#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 */ 109#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_UPTODATE 0x80 /* this space is up to date */ 110#define P_UPTODATE 0x80 // this space is up to date
102 111
103/* The following two values are not stored in the MapLook flags, but instead 112/* 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 113 * 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 114 * 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 115 * function that does more of the work can hopefully be used to replace
107 * lots of duplicate checks currently in the code. 116 * lots of duplicate checks currently in the code.
108 */ 117 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 118#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 119#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
111 /* Coordinates passed result in a new tiled map */
112 120
113/* P_NO_PASS is used for ob_blocked() return value. It needs 121// persistent flags (pflags) in mapspace
114 * to be here to make sure the bits don't match with anything. 122enum
115 */ 123{
116#define P_NO_PASS 0x80000 124 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
125};
117 126
118/* Instead of having numerous arrays that have information on a 127/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 128 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 129 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier 130 * This puts it all in one place, and should also make it easier
122 * to extend information about a space. 131 * to extend information about a space.
123 */ 132 */
133INTERFACE_CLASS (mapspace)
124struct mapspace 134struct mapspace
125{ 135{
136 object *ACC (RW, bot);
126 object *bot, *top; /* lowest/highest object on this space */ 137 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 */ 138 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) */ 139 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 140 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 141 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 142 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */ 143 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */ 144 MoveType ACC (RW, move_off); /* What movement types are activated */
145 uint16_t ACC (RW, items_); // saturates at 64k
146 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
147 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
148 static uint32_t ACC (RW, smellcount); // global smell counter
149
150 uint8_t pflags; // additional, persistent flags
151 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
152
153//-GPL
135 154
136 void update_ (); 155 void update_ ();
137 void update () 156 MTH void update ()
138 { 157 {
139 if (!(flags_ & P_UPTODATE)) 158 // we take advantage of the fact that 0x80 is the sign bit
159 // to generate more efficient code on many cpus
160 assert (sint8 (P_UPTODATE) < 0);
161 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
162
163 if (expect_false (sint8 (flags_) >= 0))
140 update_ (); 164 update_ ();
141 }
142 165
166 // must be true by now (gcc seems content with only the second test)
167 assume (sint8 (flags_) < 0);
168 assume (flags_ & P_UPTODATE);
169 }
170
143 uint8 flags () 171 MTH uint8 flags ()
144 { 172 {
145 update (); 173 update ();
146 return flags_; 174 return flags_;
147 } 175 }
176
177 MTH void invalidate ()
178 {
179 flags_ = 0;
180 }
148 181
149 // maybe only inline quick flags_ checking?
150 object *player () 182 MTH object *player ()
151 { 183 {
152 // search from the top, because players are usually on top 184 object *op;
153 // make usually == always and this non-amortized O(1) 185
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 186 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 187 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 188 ;
158 return op; 189 else
190 op = 0;
159 191
160 return 0; 192 return op;
161 } 193 }
162};
163 194
164/* 195 MTH uint32 items()
165 * Each map is in a given region of the game world and links to a region definiton, so 196 {
166 * they have to appear here in the headers, before the mapdef 197 update ();
167 */ 198 return items_;
168INTERFACE_CLASS (region) 199 }
169struct region : zero_initialised 200
170{ 201 // return the item volume on this mapspace in cm³
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 202 MTH uint64 volume ()
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 203 {
173 char *ACC (RW, parent_name); /* 204 update ();
174 * So that parent and child regions can be defined in 205 return volume_ * 1024;
175 * any order, we keep hold of the parent_name during 206 }
176 * initialisation, and the children get assigned to their 207
177 * parents later. (before runtime on the server though) 208 bool blocks (MoveType mt) const
178 * nothing outside the init code should ever use this value. 209 {
179 */ 210 return move_block && (mt & move_block) == mt;
180 struct region *ACC (RW, parent); /* 211 }
181 * Pointer to the region that is a parent of the current 212
182 * region, if a value isn't defined in the current region 213 bool blocks (object *op) const
183 * we traverse this series of pointers until it is. 214 {
184 */ 215 return blocks (op->move_type);
185 char *ACC (RW, longname); /* Official title of the region, this might be defined 216 }
186 * to be the same as name*/
187 char *ACC (RW, msg); /* the description of the region */
188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
190 * this should be the one we fall back on as the default */
191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
193}; 217};
218
219// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
220struct maprect
221{
222 maptile *m;
223 int x0, y0;
224 int x1, y1;
225 int dx, dy; // offset to go from local coordinates to original tile */
226};
227
228// (refcounted) list of objects on this map that need physics processing
229struct physics_queue
230: unordered_vector<object *>
231{
232 int i; // already processed
233 physics_queue ();
234 ~physics_queue ();
235 object *pop ();
236};
237
238#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
239
240//+GPL
194 241
195struct shopitems : zero_initialised 242struct shopitems : zero_initialised
196{ 243{
197 const char *name; /* name of the item in question, null if it is the default item */ 244 const char *name; /* name of the item in question, null if it is the default item */
198 const char *name_pl; /* plural name */ 245 const char *name_pl; /* plural name */
220INTERFACE_CLASS (maptile) 267INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 268struct maptile : zero_initialised, attachable
222{ 269{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 270 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 271 struct mapspace *spaces; /* Array of spaces on this map */
272 uint8 *regions; /* region index per mapspace, if != 0 */
273 region_ptr *regionmap; /* index to region */
225 274
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 275 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 276
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 277 shstr ACC (RW, name); /* Name of map as given by its creator */
229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 278 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
230 * points to the struct containing all the properties of 279 * points to the struct containing all the properties of
231 * the region */ 280 * the region */
232 double ACC (RW, reset_time); 281 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 282 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 283 * should be reset
235 */ 284 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 285 bool ACC (RW, dirty); /* if true, something was inserted or removed */
286 bool ACC (RW, no_reset); // must not reset this map
237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 287 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238 * players entering/exiting map 288 * players entering/exiting map
239 */ 289 */
290 uint8 ACC (RW, state); /* If not true, the map has been freed and must
291 * be loaded before used. The map,omap and map_ob
292 * arrays will be allocated when the map is loaded */
240 sint32 ACC (RW, timeout); /* swapout is set to this */ 293 sint32 ACC (RW, timeout); /* swapout is set to this */
241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 294 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
242 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
243 * be loaded before used. The map,omap and map_ob
244 * arrays will be allocated when the map is loaded */
245 sint16 players; /* How many players are on this map right now */ 295 sint16 players; /* How many players are on this map right now */
246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 296 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247 297
248 bool ACC (RW, per_player); 298 bool ACC (RW, per_player);
249 bool ACC (RW, per_party); 299 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */ 300 bool ACC (RW, outdoor); /* True if an outdoor map */
301 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 302 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
303 static sint8 outdoor_darkness; /* the global darkness level outside */
252 304
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 305 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 306 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 307 oblinkpt *buttons; /* Linked list of linked lists of buttons */
256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
257 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
258 sint8 ACC (RW, humid); /* humitidy of this tile */
259 sint8 ACC (RW, windspeed); /* windspeed of this tile */
260 sint8 ACC (RW, winddir); /* direction of wind */
261 sint8 ACC (RW, sky); /* sky conditions */
262 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
263 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 308 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
264 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ 309 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
265 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 310 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
266 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 311 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
267 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 312 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
268 shstr ACC (RW, msg); /* Message map creator may have left */ 313 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */ 314 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 315 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 316 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */ 317 shstr ACC (RW, path); /* Filename of the map */
318 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
319 int ACC (RW, max_items); // maximum number of items on a mapspace
320
321//-GPL
322
323 physics_queue pq[PHYSICS_QUEUES];
324 MTH void queue_physics (object *ob, int after = 0);
325 MTH void queue_physics_at (int x, int y);
326 MTH void post_load_physics ();
327 MTH int run_physics (tick_t tick, int max_objects);
328
329 // the maptile:: is neccessary here for the perl interface to work
330 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
331 {
332 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
333 }
334
335 static void adjust_daylight ();
273 336
274 MTH void activate (); 337 MTH void activate ();
338 MTH void activate_physics ();
275 MTH void deactivate (); 339 MTH void deactivate ();
276 340
277 // allocates all (empty) mapspace 341 // allocates all (empty) mapspace
278 MTH void alloc (); 342 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects) 343 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear (); 344 MTH void clear ();
281 345
346 MTH void post_load (); // update cached values in mapspaces etc.
282 MTH void fix_auto_apply (); 347 MTH void fix_auto_apply ();
283 MTH void decay_objects (); 348 MTH void do_decay_objects ();
284 MTH void update_buttons (); 349 MTH void update_buttons ();
285 MTH int change_map_light (int change); 350 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const; 351 MTH int estimate_difficulty () const;
352
353 MTH void play_sound (faceidx sound, int x, int y) const;
354 MTH void say_msg (const_utf8_string msg, int x, int y) const;
355
356 // connected links
357 oblinkpt *find_link (shstr_tmp id);
358 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
359
360 // set the given flag on all objects in the map
361 MTH void set_object_flag (int flag, int value = 1);
362 MTH void post_load_original ();
289 363
290 MTH void link_multipart_objects (); 364 MTH void link_multipart_objects ();
291 MTH void clear_unique_items (); 365 MTH void clear_unique_items ();
292 366
293 MTH void clear_header (); 367 MTH void clear_header ();
294 MTH void clear_links_to (maptile *m); 368 MTH void clear_links_to (maptile *m);
295 369
370 MTH struct region *region (int x, int y) const;
371
296 // loas the header pseudo-object 372 // load the header pseudo-object
297 bool load_header (object_thawer &thawer); 373 bool _load_header (object_thawer &thawer);
298 MTH bool load_header (const char *path); 374 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
299 375
300 // load objects into the map 376 // load objects into the map
301 bool load_objects (object_thawer &thawer); 377 bool _load_objects (object_thawer &thawer);
302 MTH bool load_objects (const char *path, bool skip_header = true); 378 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
303 379
304 // save objects into the given file (uses IO_ flags) 380 // save objects into the given file (uses IO_ flags)
305 bool save_objects (object_freezer &freezer, int flags); 381 bool _save_objects (object_freezer &freezer, int flags);
306 MTH bool save_objects (const char *path, int flags); 382 MTH bool _save_objects (const_octet_string path, int flags);
307 383
308 // save the header pseudo object _only_ 384 // save the header pseudo object _only_
309 bool save_header (object_freezer &freezer); 385 bool _save_header (object_freezer &freezer);
310 MTH bool save_header (const char *path); 386 MTH bool _save_header (const_octet_string path);
311 387
312 maptile (); 388 maptile ();
313 maptile (int w, int h); 389 maptile (int w, int h);
390 void init ();
314 ~maptile (); 391 ~maptile ();
315 392
316 void do_destroy (); 393 void do_destroy ();
317 void gather_callbacks (AV *&callbacks, event_type event) const; 394 void gather_callbacks (AV *&callbacks, event_type event) const;
318 395
396 MTH bool linkable () { return state >= MAP_INACTIVE; }
397
319 MTH int size () const { return width * height; } 398 MTH int size () const { return width * height; }
320 399
321 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 400 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
322 401
323// static maptile *find_map (const char *path, maptile *origin);//PERL 402 MTH void touch () { last_access = runtime; }
324// 403
325// // load a map relative to this one 404 MTH maptile *tile_available (int dir, bool load = true);
326// maptile *find_map (const char *path) 405
327// { 406 // find the map that is at coordinate x|y relative to this map
328// return find_map (path, this); 407 // TODO: need a better way than passing by reference
329// } 408 // TODO: make perl interface
330// 409 maptile *xy_find (sint16 &x, sint16 &y);
331// // customise this map for the given player 410
332// // might return this or a completely new map 411 // like xy_find, but also loads the map
333// maptile *customise_for (object *op); 412 maptile *xy_load (sint16 &x, sint16 &y);
334// 413
335// void do_force_map_sync ();//PERL 414 void do_load_sync ();//PERL
336// 415
337// // make sure the map is loaded 416 // make sure the map is loaded
338// MTH void force_map_sync () 417 MTH void load_sync ()
339// { 418 {
340// if (in_memory != MAP_IN_MEMORY) 419 if (!spaces)
341// do_force_map_sync (); 420 do_load_sync ();
342// } 421 }
343 422
423 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
424 bool generate_random_map (random_map_params *RP);
425
426 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
344 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 427 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
345 static void emergency_save ();//PERL 428 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
429 object *pick_random_object (rand_gen &gen = rndm) const;
346 430
347 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 431 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
348 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 432
433 // return an array of maprects corresponding
434 // to the given rectangular area. the last rect will have
435 // a 0 map pointer.
436 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
437
438 MTH bool is_in_shop (int x, int y) const;
349}; 439};
440
441inline bool
442object::is_in_shop () const
443{
444 return is_on_map ()
445 && map->is_in_shop (x, y);
446}
447
448//+GPL
350 449
351/* This is used by get_rangevector to determine where the other 450/* This is used by get_rangevector to determine where the other
352 * creature is. get_rangevector takes into account map tiling, 451 * creature is. get_rangevector takes into account map tiling,
353 * so you just can not look the the map coordinates and get the 452 * so you just can not look the the map coordinates and get the
354 * righte value. distance_x/y are distance away, which 453 * righte value. distance_x/y are distance away, which
364 int distance_y; 463 int distance_y;
365 int direction; 464 int direction;
366 object *part; 465 object *part;
367}; 466};
368 467
468// comaptibility cruft start
469//TODO: these should be refactored into things like xy_normalise
470// and so on.
471int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
472int out_of_map (maptile *m, int x, int y);
473maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
474void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
475void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
476int on_same_map (const object *op1, const object *op2);
477int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
478
479// adjust map, x and y for tiled maps and return true if the position is valid at all
480static inline bool
481xy_normalise (maptile *&map, sint16 &x, sint16 &y)
482{
483 // when in range, do a quick return, otherwise go the slow route
484 return
485 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
486 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
487}
488// comaptibility cruft end
489
490//-GPL
491
369inline mapspace & 492inline mapspace &
370object::ms () const 493object::ms () const
371{ 494{
372 return map->at (x, y); 495 return map->at (x, y);
373} 496}
374 497
498struct mapxy {
499 maptile *m;
500 sint16 x, y;
501
502 mapxy (maptile *m, sint16 x, sint16 y)
503 : m(m), x(x), y(y)
504 { }
505
506 mapxy (object *op)
507 : m(op->map), x(op->x), y(op->y)
508 { }
509
510 mapxy &move (int dx, int dy)
511 {
512 x += dx;
513 y += dy;
514
515 return *this;
516 }
517
518 mapxy &move (int dir)
519 {
520 return move (freearr_x [dir], freearr_y [dir]);
521 }
522
523 operator void *() const { return (void *)m; }
524 mapxy &operator =(const object *op)
525 {
526 m = op->map;
527 x = op->x;
528 y = op->y;
529
530 return *this;
531 }
532
533 mapspace *operator ->() const { return &m->at (x, y); }
534 mapspace &operator * () const { return m->at (x, y); }
535
536 bool normalise ()
537 {
538 return xy_normalise (m, x, y);
539 }
540
541 mapspace &ms () const
542 {
543 return m->at (x, y);
544 }
545
546 object *insert (object *op, object *originator = 0, int flags = 0) const
547 {
548 return m->insert (op, x, y, originator, flags);
549 }
550};
551
552inline const mapxy &
553object::operator =(const mapxy &pos)
554{
555 map = pos.m;
556 x = pos.x;
557 y = pos.y;
558
559 return pos;
560}
561
562// iterate over a rectangular area relative to op
563// can be used as a single statement, but both iterate macros
564// invocations must not be followed by a ";"
565// see common/los.C for usage example
566// the walk will be ordered, outer loop x, inner loop y
567// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
568// "continue" will skip to the next space
569#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
570 for (int dx = (dx0); dx <= (dx1); ++dx) \
571 { \
572 sint16 nx, ny; \
573 maptile *m = 0; \
574 \
575 for (int dy = (dy0); dy <= (dy1); ++dy) \
576 { \
577 /* check to see if we can simply go one down quickly, */ \
578 /* if not, do it the slow way */ \
579 if (!m || ++ny >= m->height) \
580 { \
581 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
582 \
583 if (!xy_normalise (m, nx, ny)) \
584 m = 0; \
585 }
586
587#define ordered_mapwalk_end \
588 } \
589 }
590
591extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
592
593// loop over every space in the given maprect,
594// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
595// the iterator code must be a single statement following this macro call, similar to "if"
596// "continue" will skip to the next space
597#define rect_mapwalk(rect,dx0,dy0) \
598 statementvar (maptile *, m, (rect)->m) \
599 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
600 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
601 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
602 statementvar (int, dy, ny + (rect)->dy - (dy0))
603
604// same as ordered_mapwalk, but the walk will not follow any particular
605// order (unorded), but is likely faster.
606// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
607// "continue" will skip to the next space
608#define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
609 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
610 (ox) + (dx0) , (oy) + (dy0) , \
611 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
612 r_e_c_t->m; \
613 ++r_e_c_t) \
614 rect_mapwalk (r_e_c_t, (ox), (oy))
615
616#define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
617 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
618
375#endif 619#endif
376 620

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