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54 | #define MAP_BLOCK 0x04 |
54 | #define MAP_BLOCK 0x04 |
55 | #define MAP_STYLE 0x08 |
55 | #define MAP_STYLE 0x08 |
56 | #define MAP_OVERLAY 0x10 |
56 | #define MAP_OVERLAY 0x10 |
57 | |
57 | |
58 | /* Values for in_memory below. Should probably be an enumerations */ |
58 | /* Values for in_memory below. Should probably be an enumerations */ |
59 | #define MAP_IN_MEMORY 1 |
59 | enum { |
60 | #define MAP_SWAPPED 2 |
60 | MAP_IN_MEMORY, |
61 | #define MAP_LOADING 3 |
61 | MAP_SWAPPED, |
62 | #define MAP_SAVING 4 |
62 | MAP_LOADING, |
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63 | MAP_SAVING, |
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64 | }; |
63 | |
65 | |
64 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
66 | /* 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 |
67 | * 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 |
68 | * where it is known the map is not tiled or the values are known |
67 | * consistent (eg, op->map, op->x, op->y) |
69 | * consistent (eg, op->map, op->x, op->y) |
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96 | * this was introduced to make shops safer |
98 | * this was introduced to make shops safer |
97 | * but is useful in other situations */ |
99 | * but is useful in other situations */ |
98 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
100 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
99 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
101 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
100 | |
102 | |
101 | #define P_NEED_UPDATE 0x80 /* this space is out of date */ |
103 | #define P_UPTODATE 0x80 /* this space is up to date */ |
102 | |
104 | |
103 | /* The following two values are not stored in the MapLook flags, but instead |
105 | /* 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 |
106 | * 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 |
107 | * 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 |
108 | * function that does more of the work can hopefully be used to replace |
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134 | MoveType move_off; /* What movement types are activated */ |
136 | MoveType move_off; /* What movement types are activated */ |
135 | |
137 | |
136 | void update_ (); |
138 | void update_ (); |
137 | void update () |
139 | void update () |
138 | { |
140 | { |
139 | if (flags_ & P_NEED_UPDATE) |
141 | if (!(flags_ & P_UPTODATE)) |
140 | update_ (); |
142 | update_ (); |
141 | } |
143 | } |
142 | |
144 | |
143 | uint8 flags () |
145 | uint8 flags () |
144 | { |
146 | { |
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163 | |
165 | |
164 | /* |
166 | /* |
165 | * Each map is in a given region of the game world and links to a region definiton, so |
167 | * Each map is in a given region of the game world and links to a region definiton, so |
166 | * they have to appear here in the headers, before the mapdef |
168 | * they have to appear here in the headers, before the mapdef |
167 | */ |
169 | */ |
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170 | INTERFACE_CLASS (region) |
168 | struct region : zero_initialised |
171 | struct region : zero_initialised |
169 | { |
172 | { |
170 | struct region *next; /* pointer to next region, NULL for the last one */ |
173 | struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ |
171 | const char *name; /* Shortend name of the region as maps refer to it */ |
174 | char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
172 | const char *parent_name; /* |
175 | char *ACC (RW, parent_name); /* |
173 | * So that parent and child regions can be defined in |
176 | * So that parent and child regions can be defined in |
174 | * any order, we keep hold of the parent_name during |
177 | * any order, we keep hold of the parent_name during |
175 | * initialisation, and the children get assigned to their |
178 | * initialisation, and the children get assigned to their |
176 | * parents later. (before runtime on the server though) |
179 | * parents later. (before runtime on the server though) |
177 | * nothing outside the init code should ever use this value. |
180 | * nothing outside the init code should ever use this value. |
178 | */ |
181 | */ |
179 | struct region *parent; /* |
182 | struct region *ACC (RW, parent); /* |
180 | * Pointer to the region that is a parent of the current |
183 | * Pointer to the region that is a parent of the current |
181 | * region, if a value isn't defined in the current region |
184 | * region, if a value isn't defined in the current region |
182 | * we traverse this series of pointers until it is. |
185 | * we traverse this series of pointers until it is. |
183 | */ |
186 | */ |
184 | const char *longname; /* Official title of the region, this might be defined |
187 | char *ACC (RW, longname); /* Official title of the region, this might be defined |
185 | * to be the same as name*/ |
188 | * to be the same as name*/ |
186 | const char *msg; /* the description of the region */ |
189 | char *ACC (RW, msg); /* the description of the region */ |
187 | uint32 counter; /* A generic counter for holding temporary data. */ |
190 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
188 | sint8 fallback; /* whether, in the event of a region not existing, |
191 | sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, |
189 | * this should be the one we fall back on as the default */ |
192 | * this should be the one we fall back on as the default */ |
190 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
193 | char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
191 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
194 | sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ |
192 | }; |
195 | }; |
193 | |
196 | |
194 | struct shopitems : zero_initialised |
197 | struct shopitems : zero_initialised |
195 | { |
198 | { |
196 | const char *name; /* name of the item in question, null if it is the default item */ |
199 | const char *name; /* name of the item in question, null if it is the default item */ |
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230 | * the region */ |
233 | * the region */ |
231 | double ACC (RW, reset_time); |
234 | double ACC (RW, reset_time); |
232 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
235 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
233 | * should be reset |
236 | * should be reset |
234 | */ |
237 | */ |
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238 | bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
235 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
239 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
236 | * players entering/exiting map |
240 | * players entering/exiting map |
237 | */ |
241 | */ |
238 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
242 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
239 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
243 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
240 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
244 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
241 | * be loaded before used. The map,omap and map_ob |
245 | * be loaded before used. The map,omap and map_ob |
242 | * arrays will be allocated when the map is loaded */ |
246 | * arrays will be allocated when the map is loaded */ |
243 | sint16 ACC (RW, players); /* How many players are on this map right now */ |
247 | sint16 players; /* How many players are on this map right now */ |
244 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
248 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
245 | |
249 | |
246 | bool ACC (RW, per_player); |
250 | bool ACC (RW, per_player); |
247 | bool ACC (RW, per_party); |
251 | bool ACC (RW, per_party); |
248 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
252 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
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267 | shstr ACC (RW, maplore); /* Map lore information */ |
271 | shstr ACC (RW, maplore); /* Map lore information */ |
268 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
272 | shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
269 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
273 | maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
270 | shstr ACC (RW, path); /* Filename of the map */ |
274 | shstr ACC (RW, path); /* Filename of the map */ |
271 | |
275 | |
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 (); |
276 | MTH void activate (); |
286 | MTH void deactivate (); |
277 | MTH void deactivate (); |
287 | |
278 | |
288 | // allocates all (empty) mapspace |
279 | // allocates all (empty) mapspace |
289 | MTH void alloc (); |
280 | MTH void alloc (); |
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296 | MTH int change_map_light (int change); |
287 | MTH int change_map_light (int change); |
297 | static void change_all_map_light (int change); //PERL |
288 | static void change_all_map_light (int change); //PERL |
298 | MTH void set_darkness_map (); |
289 | MTH void set_darkness_map (); |
299 | MTH int estimate_difficulty () const; |
290 | MTH int estimate_difficulty () const; |
300 | |
291 | |
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292 | // set the given flag on all objects in the map |
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293 | MTH void set_object_flag (int flag, int value = 1); |
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294 | |
301 | MTH void link_multipart_objects (); |
295 | MTH void link_multipart_objects (); |
302 | MTH void clear_unique_items (); |
296 | MTH void clear_unique_items (); |
303 | |
297 | |
304 | MTH void clear_header (); |
298 | MTH void clear_header (); |
305 | MTH void clear_links_to (maptile *m); |
299 | MTH void clear_links_to (maptile *m); |
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329 | |
323 | |
330 | MTH int size () const { return width * height; } |
324 | MTH int size () const { return width * height; } |
331 | |
325 | |
332 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
326 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
333 | |
327 | |
334 | static maptile *find_map (const char *path, maptile *origin);//PERL |
328 | MTH void touch () { last_access = runtime; } |
335 | |
329 | |
336 | // load a map relative to this one |
330 | // find the map that is at coordinate x|y relative to this map |
337 | maptile *find_map (const char *path) |
331 | // TODO: need a better way than passing by reference |
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332 | // TODO: make perl interface |
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333 | maptile *xy_find (sint16 &x, sint16 &y); |
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334 | |
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335 | // like xy_find, but also loads the map |
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336 | maptile *xy_load (sint16 &x, sint16 &y); |
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337 | |
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338 | void do_load_sync ();//PERL |
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339 | |
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340 | // make sure the map is loaded |
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341 | MTH void load_sync () |
338 | { |
342 | { |
339 | return find_map (path, this); |
343 | if (!spaces) |
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344 | do_load_sync (); |
340 | } |
345 | } |
341 | |
346 | |
342 | // customise this map for the given player |
347 | static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
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 ();//PERL |
348 | static void emergency_save ();//PERL |
356 | |
349 | |
357 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
350 | 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]; } |
351 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
359 | |
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360 | private: |
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361 | void do_load ();//PERL |
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362 | }; |
352 | }; |
363 | |
353 | |
364 | /* This is used by get_rangevector to determine where the other |
354 | /* This is used by get_rangevector to determine where the other |
365 | * creature is. get_rangevector takes into account map tiling, |
355 | * creature is. get_rangevector takes into account map tiling, |
366 | * so you just can not look the the map coordinates and get the |
356 | * so you just can not look the the map coordinates and get the |