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Comparing deliantra/server/include/map.h (file contents):
Revision 1.31 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.67 by root, Thu Feb 15 21:07:49 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
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 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
33#include <tr1/unordered_map>
34
32#include "cfperl.h" 35#include "cfperl.h"
33 36
34/* 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
35 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
37 * 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
38 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 42 * with tiled maps.
40 * 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
44#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 49
47#define MAP_LAYERS 3 50#define MAP_LAYERS 3
48 51
49/* This is when the map will reset */
50#define MAP_WHEN_RESET(m) ((m)->reset_time)
51
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53#define MAP_DIFFICULTY(m) ((m)->difficulty)
54#define MAP_TIMEOUT(m) ((m)->timeout)
55#define MAP_SWAP_TIME(m) ((m)->swap_time)
56#define MAP_OUTDOORS(m) ((m)->outdoor)
57
58/* mape darkness used to enforce the MAX_DARKNESS value.
59 * but IMO, if it is beyond max value, that should be fixed
60 * on the map or in the code.
61 */
62#define MAP_DARKNESS(m) (m)->darkness
63
64#define MAP_WIDTH(m) (m)->width
65#define MAP_HEIGHT(m) (m)->height
66
67/* Convenient function - total number of spaces is used
68 * in many places.
69 */
70#define MAP_SIZE(m) ((m)->width * (m)->height)
71
72#define MAP_ENTER_X(m) (m)->enter_x
73#define MAP_ENTER_Y(m) (m)->enter_y
74
75#define MAP_TEMP(m) (m)->temp
76#define MAP_PRESSURE(m) (m)->pressure
77#define MAP_HUMID(m) (m)->humid
78#define MAP_WINDSPEED(m) (m)->windspeed
79#define MAP_WINDDIRECTION(m) (m)->winddir
80#define MAP_SKYCOND(m) (m)->sky
81#define MAP_WORLDPARTX(m) (m)->wpartx
82#define MAP_WORLDPARTY(m) (m)->wparty
83#define MAP_NOSMOOTH(m) (m)->nosmooth
84
85/* options passed to ready_map_name and load_original_map */
86#define MAP_FLUSH 0x1
87#define MAP_PLAYER_UNIQUE 0x2
88#define MAP_BLOCK 0x4
89#define MAP_STYLE 0x8
90#define MAP_OVERLAY 0x10
91
92/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below. Should probably be an enumerations */
93#define MAP_IN_MEMORY 1 53enum {
94#define MAP_SWAPPED 2 54 MAP_IN_MEMORY,
95#define MAP_LOADING 3 55 MAP_SWAPPED,
96#define MAP_SAVING 4 56 MAP_LOADING,
57 MAP_SAVING,
58};
97 59
98/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 60/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
99 * really be used, as it is multi tile aware. However, there are some cases 61 * really be used, as it is multi tile aware. However, there are some cases
100 * where it is known the map is not tiled or the values are known 62 * where it is known the map is not tiled or the values are known
101 * consistent (eg, op->map, op->x, op->y) 63 * consistent (eg, op->map, op->x, op->y)
102 */ 64 */
103// all those macros are herewith declared legacy 65// all those macros are herewith declared legacy
104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
106#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
107#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] 70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
109#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
110#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
111#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
114 76
115/* You should really know what you are doing before using this - you 77/* You should really know what you are doing before using this - you
116 * should almost always be using out_of_map instead, which takes into account 78 * should almost always be using out_of_map instead, which takes into account
117 * map tiling. 79 * map tiling.
118 */ 80 */
119#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 81#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
120 82
121/* These are used in the MapLook flags element. They are not used in 83/* These are used in the MapLook flags element. They are not used in
122 * in the object flags structure. 84 * in the object flags structure.
123 */ 85 */
124#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
130 * this was introduced to make shops safer 92 * this was introduced to make shops safer
131 * but is useful in other situations */ 93 * but is useful in other situations */
132#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
133#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
134 96
135#define P_NEED_UPDATE 0x80 /* this space is out of date */ 97#define P_UPTODATE 0x80 /* this space is up to date */
136 98
137/* The following two values are not stored in the MapLook flags, but instead 99/* The following two values are not stored in the MapLook flags, but instead
138 * used in the get_map_flags value - that function is used to return 100 * used in the get_map_flags value - that function is used to return
139 * the flag value, as well as other conditions - using a more general 101 * the flag value, as well as other conditions - using a more general
140 * function that does more of the work can hopefully be used to replace 102 * function that does more of the work can hopefully be used to replace
155 * This puts it all in one place, and should also make it easier 117 * This puts it all in one place, and should also make it easier
156 * to extend information about a space. 118 * to extend information about a space.
157 */ 119 */
158struct mapspace 120struct mapspace
159{ 121{
160 object *bottom; /* lowest object on this space */ 122 object *bot, *top; /* lowest/highest object on this space */
161 object *top; /* Highest object on this space */
162 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
163 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
164 uint8 flags_; /* flags about this space (see the P_ values above) */ 125 uint8 flags_; /* flags about this space (see the P_ values above) */
165 sint8 light; /* How much light this space provides */ 126 sint8 light; /* How much light this space provides */
166 MoveType move_block; /* What movement types this space blocks */ 127 MoveType move_block; /* What movement types this space blocks */
167 MoveType move_slow; /* What movement types this space slows */ 128 MoveType move_slow; /* What movement types this space slows */
169 MoveType move_off; /* What movement types are activated */ 130 MoveType move_off; /* What movement types are activated */
170 131
171 void update_ (); 132 void update_ ();
172 void update () 133 void update ()
173 { 134 {
174 if (flags_ & P_NEED_UPDATE) 135 if (!(flags_ & P_UPTODATE))
175 update_ (); 136 update_ ();
176 } 137 }
177 138
178 uint8 flags () 139 uint8 flags ()
179 { 140 {
192 if (op->type == PLAYER) 153 if (op->type == PLAYER)
193 return op; 154 return op;
194 155
195 return 0; 156 return 0;
196 } 157 }
197};
198 158
199/* 159 // return the item volume on this mapspace in cm³
200 * this is an overlay structure of the whole world. It exists as a simple 160 uint64 volume () const;
201 * high level map, which doesn't contain the full data of the underlying map.
202 * in this map, only things such as weather are recorded. By doing so, we
203 * can keep the entire world parameters in memory, and act as a whole on
204 * them at once. We can then, in a separate loop, update the actual world
205 * with the new values we have assigned.
206 */
207
208struct weathermap_t
209{
210 sint16 temp; /* base temperature of this tile (F) */
211 sint16 pressure; /* barometric pressure (mb) */
212 sint8 humid; /* humitidy of this tile */
213 sint8 windspeed; /* windspeed of this tile */
214 sint8 winddir; /* direction of wind */
215 sint8 sky; /* sky conditions */
216 sint32 avgelev; /* average elevation */
217 uint32 rainfall; /* cumulative rainfall */
218 uint8 darkness; /* indicates level of darkness of map */
219 uint8 water; /* 0-100 percentage of water tiles */
220 /*Dynamic parts */
221 sint16 realtemp; /* temperature at a given calculation step for this tile */
222}; 161};
223 162
224/* 163/*
225 * Each map is in a given region of the game world and links to a region definiton, so 164 * Each map is in a given region of the game world and links to a region definiton, so
226 * they have to appear here in the headers, before the mapdef 165 * they have to appear here in the headers, before the mapdef
227 */ 166 */
167INTERFACE_CLASS (region)
228struct region : zero_initialised 168struct region : zero_initialised
229{ 169{
230 struct region *next; /* pointer to next region, NULL for the last one */
231 const char *name; /* Shortend name of the region as maps refer to it */ 170 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
232 const char *parent_name; /*
233 * So that parent and child regions can be defined in
234 * any order, we keep hold of the parent_name during
235 * initialisation, and the children get assigned to their
236 * parents later. (before runtime on the server though)
237 * nothing outside the init code should ever use this value.
238 */
239 struct region *parent; /* 171 region *ACC (RW, parent); /*
240 * Pointer to the region that is a parent of the current 172 * Pointer to the region that is a parent of the current
241 * region, if a value isn't defined in the current region 173 * region, if a value isn't defined in the current region
242 * we traverse this series of pointers until it is. 174 * we traverse this series of pointers until it is.
243 */ 175 */
244 const char *longname; /* Official title of the region, this might be defined 176 shstr ACC (RW, longname); /* Official title of the region, this might be defined
245 * to be the same as name*/ 177 * to be the same as name*/
246 const char *msg; /* the description of the region */ 178 shstr ACC (RW, msg); /* the description of the region */
179 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
180 int ACC (RW, index);
247 uint32 counter; /* A generic counter for holding temporary data. */ 181 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
182 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
248 sint8 fallback; /* whether, in the event of a region not existing, 183 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
249 * this should be the one we fall back on as the default */ 184 * this should be the one we fall back on as the default */
250 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 185
251 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 186 static region *default_region ();
187 static region *find (const char *name);
188 static region *find_fuzzy (const char *name);
189 static region *load (object_thawer &f);
252}; 190};
191
192typedef object_vector<region, &region::index> regionvec;
193
194extern regionvec regions;
195
196#define for_all_regions(var) \
197 for (int _i = 0; _i < regions.size (); ++_i) \
198 declvar (region *, var, regions [_i])
253 199
254struct shopitems : zero_initialised 200struct shopitems : zero_initialised
255{ 201{
256 const char *name; /* name of the item in question, null if it is the default item */ 202 const char *name; /* name of the item in question, null if it is the default item */
257 const char *name_pl; /* plural name */ 203 const char *name_pl; /* plural name */
258 int typenum; /* itemtype number we need to match 0 if it is the default price */ 204 int typenum; /* itemtype number we need to match 0 if it is the default price */
259 sint8 strength; /* the degree of specialisation the shop has in this item, 205 sint8 strength; /* the degree of specialisation the shop has in this item,
260 * as a percentage from -100 to 100 */ 206 * as a percentage from -100 to 100 */
261 int index; /* being the size of the shopitems array. */ 207 int index; /* being the size of the shopitems array. */
208};
209
210// map I/O, what to load/save
211enum {
212 IO_HEADER = 0x01, // the "arch map" pseudo object
213 IO_OBJECTS = 0x02, // the non-unique objects
214 IO_UNIQUES = 0x04, // unique objects
262}; 215};
263 216
264/* In general, code should always use the macros 217/* In general, code should always use the macros
265 * above (or functions in map.c) to access many of the 218 * above (or functions in map.c) to access many of the
266 * values in the map structure. Failure to do this will 219 * values in the map structure. Failure to do this will
267 * almost certainly break various features. You may think 220 * almost certainly break various features. You may think
268 * it is safe to look at width and height values directly 221 * it is safe to look at width and height values directly
269 * (or even through the macros), but doing so will completely 222 * (or even through the macros), but doing so will completely
270 * break map tiling. 223 * break map tiling.
271 */ 224 */
272ACC_CLASS (maptile) 225INTERFACE_CLASS (maptile)
273struct maptile : zero_initialised, attachable<maptile> 226struct maptile : zero_initialised, attachable
274{ 227{
275 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 228 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
276 struct mapspace *spaces; /* Array of spaces on this map */ 229 struct mapspace *spaces; /* Array of spaces on this map */
230 uint8 *regions; /* region index per mapspace, if != 0 */
231 struct region **regionmap; /* index to region */
277 232
278 maptile *ACC (RW, next); /* Next map, linked list */ 233 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
279 char *ACC (RO, tmpname); /* Name of temporary file */ 234
280 char *ACC (RO, name); /* Name of map as given by its creator */ 235 shstr ACC (RW, name); /* Name of map as given by its creator */
281 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 236 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
282 * points to the struct containing all the properties of 237 * points to the struct containing all the properties of
283 * the region */ 238 * the region */
284 uint32 ACC (RW, reset_time); /* when this map should reset */ 239 double ACC (RW, reset_time);
285 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 240 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
286 * should be reset 241 * should be reset
287 */ 242 */
243 bool ACC (RW, dirty); /* if true, something was inserted or removed */
288 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 244 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
289 * players entering/exiting map 245 * players entering/exiting map
290 */ 246 */
291 bool ACC (RW, unique); /* if set, this is a per player unique map */
292 bool ACC (RW, templatemap); /* if set, this is a template map */
293 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
294 sint32 ACC (RW, timeout); /* swapout is set to this */ 247 sint32 ACC (RW, timeout); /* swapout is set to this */
295 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 248 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
296 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 249 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 250 * be loaded before used. The map,omap and map_ob
298 * arrays will be allocated when the map is loaded */ 251 * arrays will be allocated when the map is loaded */
299 sint16 ACC (RW, players); /* How many players are on this level right now */ 252 sint16 players; /* How many players are on this map right now */
300 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 253 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
301 254
255 bool ACC (RW, per_player);
256 bool ACC (RW, per_party);
257 bool ACC (RW, outdoor); /* True if an outdoor map */
258 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
302 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 259 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
260
303 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 261 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
304 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 262 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
305 bool ACC (RW, outdoor); /* True if an outdoor map */
306 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 263 oblinkpt *buttons; /* Linked list of linked lists of buttons */
307 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 264 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
308 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 265 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
309 sint8 ACC (RW, humid); /* humitidy of this tile */ 266 sint8 ACC (RW, humid); /* humitidy of this tile */
310 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 267 sint8 ACC (RW, windspeed); /* windspeed of this tile */
311 sint8 ACC (RW, winddir); /* direction of wind */ 268 sint8 ACC (RW, winddir); /* direction of wind */
312 sint8 ACC (RW, sky); /* sky conditions */ 269 sint8 ACC (RW, sky); /* sky conditions */
313 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 270 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
314 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 271 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
315 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 272 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
316 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 273 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
317 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 274 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
318 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 275 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
319 char *ACC (RO, msg); /* Message map creator may have left */ 276 shstr ACC (RW, msg); /* Message map creator may have left */
320 char *ACC (RO, maplore); /* Map lore information */ 277 shstr ACC (RW, maplore); /* Map lore information */
321 char *tile_path[4]; /* path to adjoining maps */ 278 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
322 maptile *tile_map[4]; /* Next map, linked list */ 279 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
323 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 280 shstr ACC (RW, path); /* Filename of the map */
281 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
282 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
283
284 MTH void activate ();
285 MTH void deactivate ();
286
287 // allocates all (empty) mapspace
288 MTH void alloc ();
289 // deallocates the mapspaces (and destroys all objects)
290 MTH void clear ();
291
292 MTH void fix_auto_apply ();
293 MTH void decay_objects ();
294 MTH void update_buttons ();
295 MTH int change_map_light (int change);
296 static void change_all_map_light (int change); //PERL
297 MTH void set_darkness_map ();
298 MTH int estimate_difficulty () const;
299
300 // set the given flag on all objects in the map
301 MTH void set_object_flag (int flag, int value = 1);
302
303 MTH void link_multipart_objects ();
304 MTH void clear_unique_items ();
305
306 MTH void clear_header ();
307 MTH void clear_links_to (maptile *m);
308
309 MTH struct region *region (int x, int y) const;
310
311 // loas the header pseudo-object
312 bool _load_header (object_thawer &thawer);
313 MTH bool _load_header (const char *path);
314
315 // load objects into the map
316 bool _load_objects (object_thawer &thawer);
317 MTH bool _load_objects (const char *path, bool skip_header = true);
318
319 // save objects into the given file (uses IO_ flags)
320 bool _save_objects (object_freezer &freezer, int flags);
321 MTH bool _save_objects (const char *path, int flags);
322
323 // save the header pseudo object _only_
324 bool _save_header (object_freezer &freezer);
325 MTH bool _save_header (const char *path);
324 326
325 maptile (); 327 maptile ();
326 void allocate (); 328 maptile (int w, int h);
329 ~maptile ();
327 330
331 void do_destroy ();
332 void gather_callbacks (AV *&callbacks, event_type event) const;
333
334 MTH int size () const { return width * height; }
335
336 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
337
338 MTH void touch () { last_access = runtime; }
339
340 // find the map that is at coordinate x|y relative to this map
341 // TODO: need a better way than passing by reference
342 // TODO: make perl interface
343 maptile *xy_find (sint16 &x, sint16 &y);
344
345 // like xy_find, but also loads the map
346 maptile *xy_load (sint16 &x, sint16 &y);
347
348 void do_load_sync ();//PERL
349
350 // make sure the map is loaded
351 MTH void load_sync ()
352 {
353 if (!spaces)
354 do_load_sync ();
355 }
356
357 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
358 bool generate_random_map (random_map_params *RP);
359
360 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
361 // async prefetch
362 static maptile *find_async (const char *path, maptile *original = 0);//PERL
363
328 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 364 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
329 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 365 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
330}; 366};
331 367
332/* This is used by get_rangevector to determine where the other 368/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 369 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 370 * so you just can not look the the map coordinates and get the
345 int distance_y; 381 int distance_y;
346 int direction; 382 int direction;
347 object *part; 383 object *part;
348}; 384};
349 385
386//TODO: these should be refactored into things like xy_normalise
387// and so on.
388int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
389int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
390int out_of_map (maptile *m, int x, int y);
391maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
392void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
393void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
394int on_same_map (const object *op1, const object *op2);
395int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
396
397// adjust map, x and y for tiled maps and return true if the position is valid at all
398inline bool
399xy_normalise (maptile *&map, sint16 &x, sint16 &y)
400{
401 // when in range, do a quick return, otherwise go the slow route
402 return
403 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
404 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
405}
406
350inline mapspace & 407inline mapspace &
351object::ms () const 408object::ms () const
352{ 409{
353 return map->at (x, y); 410 return map->at (x, y);
354} 411}

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