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Comparing deliantra/server/include/map.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:58 2006 UTC vs.
Revision 1.50 by root, Wed Jan 10 01:16:54 2007 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.1.1.2 2006/02/22 18:01:58 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23*/
28 24
29/* 25/*
30 * The mapstruct is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
32 */ 28 */
33 29
34#ifndef MAP_H 30#ifndef MAP_H
35#define MAP_H 31#define MAP_H
36 32
33#include <tr1/unordered_map>
34
35#include "cfperl.h"
36
37/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the 40 * Magic map code now always starts out putting the player in the
41 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
42 * with tiled maps. 42 * with tiled maps.
43 * We also figure out the magicmap color to use as we process the 43 * We also figure out the magicmap color to use as we process the
45 * map pointers. 45 * map pointers.
46 */ 46 */
47#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 49
50
51#define MAP_LAYERS 4 50#define MAP_LAYERS 3
52
53/* This is when the map will reset */
54#define MAP_WHEN_RESET(m) ((m)->reset_time)
55
56#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
57#define MAP_DIFFICULTY(m) ((m)->difficulty)
58#define MAP_TIMEOUT(m) ((m)->timeout)
59#define MAP_SWAP_TIME(m) ((m)->swap_time)
60#define MAP_OUTDOORS(m) ((m)->outdoor)
61
62/* mape darkness used to enforce the MAX_DARKNESS value.
63 * but IMO, if it is beyond max value, that should be fixed
64 * on the map or in the code.
65 */
66#define MAP_DARKNESS(m) (m)->darkness
67
68#define MAP_WIDTH(m) (m)->width
69#define MAP_HEIGHT(m) (m)->height
70/* Convenient function - total number of spaces is used
71 * in many places.
72 */
73#define MAP_SIZE(m) ((m)->width * (m)->height)
74
75#define MAP_ENTER_X(m) (m)->enter_x
76#define MAP_ENTER_Y(m) (m)->enter_y
77
78#define MAP_TEMP(m) (m)->temp
79#define MAP_PRESSURE(m) (m)->pressure
80#define MAP_HUMID(m) (m)->humid
81#define MAP_WINDSPEED(m) (m)->windspeed
82#define MAP_WINDDIRECTION(m) (m)->winddir
83#define MAP_SKYCOND(m) (m)->sky
84#define MAP_WORLDPARTX(m) (m)->wpartx
85#define MAP_WORLDPARTY(m) (m)->wparty
86#define MAP_NOSMOOTH(m) (m)->nosmooth
87 51
88/* options passed to ready_map_name and load_original_map */ 52/* options passed to ready_map_name and load_original_map */
89#define MAP_FLUSH 0x1 53#define MAP_FLUSH 0x01
90#define MAP_PLAYER_UNIQUE 0x2 54#define MAP_PLAYER_UNIQUE 0x02
91#define MAP_BLOCK 0x4 55#define MAP_BLOCK 0x04
92#define MAP_STYLE 0x8 56#define MAP_STYLE 0x08
93#define MAP_OVERLAY 0x10 57#define MAP_OVERLAY 0x10
94 58
95/* Values for in_memory below. Should probably be an enumerations */ 59/* Values for in_memory below. Should probably be an enumerations */
96#define MAP_IN_MEMORY 1 60enum {
97#define MAP_SWAPPED 2 61 MAP_IN_MEMORY,
98#define MAP_LOADING 3 62 MAP_SWAPPED,
99#define MAP_SAVING 4 63 MAP_LOADING,
64 MAP_SAVING,
65};
100 66
101/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 67/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
102 * really be used, as it is multi tile aware. However, there are some cases 68 * really be used, as it is multi tile aware. However, there are some cases
103 * where it is known the map is not tiled or the values are known 69 * where it is known the map is not tiled or the values are known
104 * consistent (eg, op->map, op->x, op->y) 70 * consistent (eg, op->map, op->x, op->y)
105 */ 71 */
106#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 72// all those macros are herewith declared legacy
107#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 73#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
108#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 74#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
109#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 75#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
110 76#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
111#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) 77#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
112#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
113/* legacy */
114#define get_map_ob GET_MAP_OB
115
116#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
117#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
118#define set_map_ob SET_MAP_OB
119
120#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
121#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
122
123#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
124#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) 78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
125
126#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) 79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
127#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
128
129#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) 80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
130#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
131
132#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) 81#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
133#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
134
135#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) 82#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
136#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
137 83
138/* You should really know what you are doing before using this - you 84/* You should really know what you are doing before using this - you
139 * should almost always be using out_of_map instead, which takes into account 85 * should almost always be using out_of_map instead, which takes into account
140 * map tiling. 86 * map tiling.
141 */ 87 */
142#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 88#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
143 89
144/* These are used in the MapLook flags element. They are not used in 90/* These are used in the MapLook flags element. They are not used in
145 * in the object flags structure. 91 * in the object flags structure.
146 */ 92 */
147
148#define P_BLOCKSVIEW 0x01 93#define P_BLOCKSVIEW 0x01
149#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 94#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
150 95#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
151/* AB_NO_PASS is used for arch_blocked() return value. It needs 96#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
152 * to be here to make sure the bits don't match with anything. 97 * that means, nothing harmful can be done,
153 * Changed name to have AB_ prefix just to make sure no one 98 * such as: bombs, potion usage, alchemy, spells
154 * is using the P_NO_PASS. AB_.. should only be used for 99 * this was introduced to make shops safer
155 * arch_blocked and functions that examine the return value. 100 * but is useful in other situations */
156 */
157
158#define AB_NO_PASS 0x04
159/*#define P_PASS_THRU 0x08 *//* */
160#define P_IS_ALIVE 0x10 /* something alive is on this space */ 101#define P_IS_ALIVE 0x10 /* something alive is on this space */
161#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 102#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
103
162#define P_NEED_UPDATE 0x40 /* this space is out of date */ 104#define P_UPTODATE 0x80 /* this space is up to date */
163#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 105
164 * does not complain if the flags are different.
165 */
166/* The following two values are not stored in the MapLook flags, but instead 106/* The following two values are not stored in the MapLook flags, but instead
167 * used in the get_map_flags value - that function is used to return 107 * used in the get_map_flags value - that function is used to return
168 * the flag value, as well as other conditions - using a more general 108 * the flag value, as well as other conditions - using a more general
169 * function that does more of the work can hopefully be used to replace 109 * function that does more of the work can hopefully be used to replace
170 * lots of duplicate checks currently in the code. 110 * lots of duplicate checks currently in the code.
171 */ 111 */
172#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
173#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 113#define P_NEW_MAP 0x20000
114 /* Coordinates passed result in a new tiled map */
174 115
175#if 0 116/* P_NO_PASS is used for ob_blocked() return value. It needs
176/* These go away with new movement code - can't do such simplistic 117 * to be here to make sure the bits don't match with anything.
177 * checks anymore
178 */ 118 */
179#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 119#define P_NO_PASS 0x80000
180#define P_WALL P_NO_PASS /* Just to match naming of wall function */
181#endif
182 120
183/* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a 121/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 122 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 123 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 124 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 125 * to extend information about a space.
189 */ 126 */
190 127struct mapspace
191typedef struct MapSpace { 128{
192 object *bottom; /* lowest object on this space */ 129 object *bot, *top; /* lowest/highest object on this space */
193 object *top; /* Highest object on this space */
194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
196 uint8 flags; /* flags about this space (see the P_ values above) */ 132 uint8 flags_; /* flags about this space (see the P_ values above) */
197 sint8 light; /* How much light this space provides */ 133 sint8 light; /* How much light this space provides */
198 MoveType move_block; /* What movement types this space blocks */ 134 MoveType move_block; /* What movement types this space blocks */
199 MoveType move_slow; /* What movement types this space slows */ 135 MoveType move_slow; /* What movement types this space slows */
200 MoveType move_on; /* What movement types are activated */ 136 MoveType move_on; /* What movement types are activated */
201 MoveType move_off; /* What movement types are activated */ 137 MoveType move_off; /* What movement types are activated */
202} MapSpace;
203 138
204/* 139 void update_ ();
205 * this is an overlay structure of the whole world. It exists as a simple 140 void update ()
206 * high level map, which doesn't contain the full data of the underlying map. 141 {
207 * in this map, only things such as weather are recorded. By doing so, we 142 if (!(flags_ & P_UPTODATE))
208 * can keep the entire world parameters in memory, and act as a whole on 143 update_ ();
209 * them at once. We can then, in a separate loop, update the actual world 144 }
210 * with the new values we have assigned.
211 */
212 145
213typedef struct wmapdef { 146 uint8 flags ()
214 sint16 temp; /* base temperature of this tile (F) */ 147 {
215 sint16 pressure; /* barometric pressure (mb) */ 148 update ();
216 sint8 humid; /* humitidy of this tile */ 149 return flags_;
217 sint8 windspeed; /* windspeed of this tile */ 150 }
218 sint8 winddir; /* direction of wind */ 151
219 sint8 sky; /* sky conditions */ 152 // maybe only inline quick flags_ checking?
220 sint32 avgelev; /* average elevation */ 153 object *player ()
221 uint32 rainfall; /* cumulative rainfall */ 154 {
222 uint8 darkness; /* indicates level of darkness of map */ 155 // search from the top, because players are usually on top
223 uint8 water; /* 0-100 percentage of water tiles */ 156 // make usually == always and this non-amortized O(1)
224 /*Dynamic parts*/ 157 // could gte rid of P_PLAYER, too, then
225 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 158 if (flags () & P_PLAYER)
226} weathermap_t; 159 for (object *op = top; op; op = op->below)
160 if (op->type == PLAYER)
161 return op;
162
163 return 0;
164 }
165};
227 166
228/* 167/*
229 * Each map is in a given region of the game world and links to a region definiton, so 168 * Each map is in a given region of the game world and links to a region definiton, so
230 * they have to appear here in the headers, before the mapdef 169 * they have to appear here in the headers, before the mapdef
231 */ 170 */
232typedef struct regiondef { 171INTERFACE_CLASS (region)
172struct region : zero_initialised
173{
233 struct regiondef *next; /* pointer to next region, NULL for the last one */ 174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
234 const char *name; /* Shortend name of the region as maps refer to it */ 175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
235 const char *parent_name; /* 176 char *ACC (RW, parent_name); /*
236 * So that parent and child regions can be defined in 177 * So that parent and child regions can be defined in
237 * any order, we keep hold of the parent_name during 178 * any order, we keep hold of the parent_name during
238 * initialisation, and the children get assigned to their 179 * initialisation, and the children get assigned to their
239 * parents later. (before runtime on the server though) 180 * parents later. (before runtime on the server though)
240 * nothing outside the init code should ever use this value. 181 * nothing outside the init code should ever use this value.
241 */ 182 */
242 struct regiondef *parent;/* 183 struct region *ACC (RW, parent); /*
243 * Pointer to the region that is a parent of the current 184 * Pointer to the region that is a parent of the current
244 * region, if a value isn't defined in the current region 185 * region, if a value isn't defined in the current region
245 * we traverse this series of pointers until it is. 186 * we traverse this series of pointers until it is.
246 */ 187 */
247 const char *longname; /* Official title of the region, this might be defined 188 char *ACC (RW, longname); /* Official title of the region, this might be defined
248 * to be the same as name*/ 189 * to be the same as name*/
249 const char *msg; /* the description of the region */ 190 char *ACC (RW, msg); /* the description of the region */
250 uint32 counter; /* A generic counter for holding temporary data. */ 191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
251 sint8 fallback; /* whether, in the event of a region not existing, 192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
252 * this should be the one we fall back on as the default */ 193 * this should be the one we fall back on as the default */
253 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ 194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
254 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
255} region; 196};
256 197
257 198struct shopitems : zero_initialised
258typedef struct shopitem { 199{
259 const char *name; /* name of the item in question, null if it is the default item */ 200 const char *name; /* name of the item in question, null if it is the default item */
260 const char *name_pl; /* plural name */ 201 const char *name_pl; /* plural name */
261 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 202 int typenum; /* itemtype number we need to match 0 if it is the default price */
262 sint8 strength; /* the degree of specialisation the shop has in this item, 203 sint8 strength; /* the degree of specialisation the shop has in this item,
263 * as a percentage from -100 to 100 */ 204 * as a percentage from -100 to 100 */
264 int index; /* being the size of the shopitems array.*/ 205 int index; /* being the size of the shopitems array. */
265} shopitems; 206};
207
208// map I/O, what to load/save
209enum {
210 IO_HEADER = 0x01, // the "arch map" pseudo object
211 IO_OBJECTS = 0x02, // the non-unique objects
212 IO_UNIQUES = 0x04, // unique objects
213};
266 214
267/* In general, code should always use the macros 215/* In general, code should always use the macros
268 * above (or functions in map.c) to access many of the 216 * above (or functions in map.c) to access many of the
269 * values in the map structure. Failure to do this will 217 * values in the map structure. Failure to do this will
270 * almost certainly break various features. You may think 218 * almost certainly break various features. You may think
271 * it is safe to look at width and height values directly 219 * it is safe to look at width and height values directly
272 * (or even through the macros), but doing so will completely 220 * (or even through the macros), but doing so will completely
273 * break map tiling. 221 * break map tiling.
274 */ 222 */
275typedef struct mapdef { 223INTERFACE_CLASS (maptile)
276 struct mapdef *next; /* Next map, linked list */ 224struct maptile : zero_initialised, attachable
277 char path[HUGE_BUF]; /* Filename of the map */ 225{
278 char *tmpname; /* Name of temporary file */ 226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
227 struct mapspace *spaces; /* Array of spaces on this map */
228
229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
230
279 char *name; /* Name of map as given by its creator */ 231 shstr ACC (RW, name); /* Name of map as given by its creator */
280 region *region; /* What jurisdiction in the game world this map is ruled by 232 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
281 * points to the struct containing all the properties of 233 * points to the struct containing all the properties of
282 * the region */ 234 * the region */
283 uint32 reset_time; /* when this map should reset */ 235 double ACC (RW, reset_time);
284 uint32 reset_timeout; /* How many seconds must elapse before this map 236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
285 * should be reset 237 * should be reset
286 */ 238 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */
287 uint32 fixed_resettime:1; /* if true, reset time is not affected by 240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
288 * players entering/exiting map 241 * players entering/exiting map
289 */ 242 */
290 uint32 unique:1; /* if set, this is a per player unique map */
291 uint32 template:1; /* if set, this is a template map */
292 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
293 sint32 timeout; /* swapout is set to this */ 243 sint32 ACC (RW, timeout); /* swapout is set to this */
294 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 244 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
295 sint16 players; /* How many plares are on this level right now */
296 uint32 in_memory; /* If not true, the map has been freed and must 245 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 246 * be loaded before used. The map,omap and map_ob
298 * arrays will be allocated when the map is loaded */ 247 * arrays will be allocated when the map is loaded */
299 uint8 compressed; /* Compression method used */ 248 sint16 players; /* How many players are on this map right now */
300 uint16 difficulty; /* What level the player should be to play here */ 249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
301 250
251 bool ACC (RW, per_player);
252 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */
302 uint8 darkness; /* indicates level of darkness of map */ 254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
303 uint16 width,height; /* Width and height of map. */ 255
304 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 256 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
305 uint16 enter_y; /* on the map if none are set in the exit */ 257 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
306 uint32 outdoor:1; /* True if an outdoor map */
307 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 258 oblinkpt *buttons; /* Linked list of linked lists of buttons */
308 MapSpace *spaces; /* Array of spaces on this map */
309 sint16 temp; /* base temperature of this tile (F) */ 259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
310 sint16 pressure; /* barometric pressure (mb) */ 260 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
311 sint8 humid; /* humitidy of this tile */ 261 sint8 ACC (RW, humid); /* humitidy of this tile */
312 sint8 windspeed; /* windspeed of this tile */ 262 sint8 ACC (RW, windspeed); /* windspeed of this tile */
313 sint8 winddir; /* direction of wind */ 263 sint8 ACC (RW, winddir); /* direction of wind */
314 sint8 sky; /* sky conditions */ 264 sint8 ACC (RW, sky); /* sky conditions */
315 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 265 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
316 shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 266 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
317 char *shoprace; /* the preffered race of the local shopkeeper */ 267 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
318 double shopgreed; /* how much our shopkeeper overcharges */ 268 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
319 uint64 shopmin; /* minimum price a shop will trade for */ 269 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
320 uint64 shopmax; /* maximum price a shop will offer */ 270 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
321 char *msg; /* Message map creator may have left */ 271 shstr ACC (RW, msg); /* Message map creator may have left */
322 char *maplore; /* Map lore information */ 272 shstr ACC (RW, maplore); /* Map lore information */
323 char *tile_path[4]; /* path to adjoining maps */ 273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
324 struct mapdef *tile_map[4]; /* Next map, linked list */ 274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
325} mapstruct; 275 shstr ACC (RW, path); /* Filename of the map */
276
277 MTH void activate ();
278 MTH void deactivate ();
279
280 // allocates all (empty) mapspace
281 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear ();
284
285 MTH void fix_auto_apply ();
286 MTH void decay_objects ();
287 MTH void update_buttons ();
288 MTH int change_map_light (int change);
289 static void change_all_map_light (int change); //PERL
290 MTH void set_darkness_map ();
291 MTH int estimate_difficulty () const;
292
293 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1);
295
296 MTH void link_multipart_objects ();
297 MTH void clear_unique_items ();
298
299 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m);
301
302 // loas the header pseudo-object
303 bool load_header (object_thawer &thawer);
304 MTH bool load_header (const char *path);
305
306 // load objects into the map
307 bool load_objects (object_thawer &thawer);
308 MTH bool load_objects (const char *path, bool skip_header = true);
309
310 // save objects into the given file (uses IO_ flags)
311 bool save_objects (object_freezer &freezer, int flags);
312 MTH bool save_objects (const char *path, int flags);
313
314 // save the header pseudo object _only_
315 bool save_header (object_freezer &freezer);
316 MTH bool save_header (const char *path);
317
318 maptile ();
319 maptile (int w, int h);
320 ~maptile ();
321
322 void do_destroy ();
323 void gather_callbacks (AV *&callbacks, event_type event) const;
324
325 MTH int size () const { return width * height; }
326
327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328
329 MTH void touch () { last_access = runtime; }
330
331 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference
333 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y);
335
336 // like xy_find, but also loads the map
337 maptile *xy_load (sint16 &x, sint16 &y);
338
339 void do_load_sync ();//PERL
340
341 // make sure the map is loaded
342 MTH void load_sync ()
343 {
344 if (!spaces)
345 do_load_sync ();
346 }
347
348 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
349 // async prefetch
350 static maptile *find_async (const char *path, maptile *original = 0);//PERL
351
352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
354};
326 355
327/* This is used by get_rangevector to determine where the other 356/* This is used by get_rangevector to determine where the other
328 * creature is. get_rangevector takes into account map tiling, 357 * creature is. get_rangevector takes into account map tiling,
329 * so you just can not look the the map coordinates and get the 358 * so you just can not look the the map coordinates and get the
330 * righte value. distance_x/y are distance away, which 359 * righte value. distance_x/y are distance away, which
331 * can be negativbe. direction is the crossfire direction scheme 360 * can be negative. direction is the crossfire direction scheme
332 * that the creature should head. part is the part of the 361 * that the creature should head. part is the part of the
333 * monster that is closest. 362 * monster that is closest.
334 * Note: distance should be always >=0. I changed it to UINT. MT 363 * Note: distance should be always >=0. I changed it to UINT. MT
335 */ 364 */
336typedef struct rv_vector { 365struct rv_vector
366{
337 unsigned int distance; 367 unsigned int distance;
338 int distance_x; 368 int distance_x;
339 int distance_y; 369 int distance_y;
340 int direction; 370 int direction;
341 object *part; 371 object *part;
342} rv_vector; 372};
373
374inline mapspace &
375object::ms () const
376{
377 return map->at (x, y);
378}
343 379
344#endif 380#endif
381

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