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Comparing deliantra/server/include/map.h (file contents):
Revision 1.69 by root, Sat Feb 17 23:32:11 2007 UTC vs.
Revision 1.117 by root, Sun Nov 8 15:11:23 2009 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 25/*
26 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
30#ifndef MAP_H 30#ifndef MAP_H
31#define MAP_H 31#define MAP_H
32 32
33#include <tr1/unordered_map> 33#include <tr1/unordered_map>
34 34
35//+GPL
36
37#include "region.h"
35#include "cfperl.h" 38#include "cfperl.h"
36 39
37/* 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
38 * tiled maps. There is no requirement that this matches the 41 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 42 * tiled maps size - it just seemed like a reasonable value.
47#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 52
50#define MAP_LAYERS 3 53#define MAP_LAYERS 3
51 54
52/* Values for in_memory below. Should probably be an enumerations */ 55// tile map index
53enum { 56enum {
54 MAP_IN_MEMORY, 57 TILE_UP = 0,
58 TILE_RIGHT = 1,
59 TILE_DOWN = 2,
60 TILE_LEFT = 3,
61};
62
63/* Values for in_memory below */
64enum {
65 MAP_ACTIVE,
66 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 67 MAP_SWAPPED,
56 MAP_LOADING, 68 MAP_LOADING,
57 MAP_SAVING, 69 MAP_SAVING,
58}; 70};
59 71
62 * where it is known the map is not tiled or the values are known 74 * where it is known the map is not tiled or the values are known
63 * consistent (eg, op->map, op->x, op->y) 75 * consistent (eg, op->map, op->x, op->y)
64 */ 76 */
65// all those macros are herewith declared legacy 77// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 78#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 79#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 80#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 81#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 82#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 83#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 84#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 85#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
83/* These are used in the MapLook flags element. They are not used in 93/* These are used in the MapLook flags element. They are not used in
84 * in the object flags structure. 94 * in the object flags structure.
85 */ 95 */
86#define P_BLOCKSVIEW 0x01 96#define P_BLOCKSVIEW 0x01
87#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 97#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
88#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 98#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
89#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 99#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
90 * that means, nothing harmful can be done, 100 * that means, nothing harmful can be done,
91 * such as: bombs, potion usage, alchemy, spells 101 * such as: bombs, potion usage, alchemy, spells
92 * this was introduced to make shops safer 102 * this was introduced to make shops safer
93 * but is useful in other situations */ 103 * but is useful in other situations */
104
105#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
94#define P_IS_ALIVE 0x10 /* something alive is on this space */ 106#define P_IS_ALIVE 0x20 /* something alive is on this space */
95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
97#define P_UPTODATE 0x80 /* this space is up to date */ 107#define P_UPTODATE 0x80 // this space is up to date
98 108
99/* The following two values are not stored in the MapLook flags, but instead 109/* The following two values are not stored in the MapLook flags, but instead
100 * used in the get_map_flags value - that function is used to return 110 * used in the get_map_flags value - that function is used to return
101 * the flag value, as well as other conditions - using a more general 111 * the flag value, as well as other conditions - using a more general
102 * function that does more of the work can hopefully be used to replace 112 * function that does more of the work can hopefully be used to replace
103 * lots of duplicate checks currently in the code. 113 * lots of duplicate checks currently in the code.
104 */ 114 */
105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 115#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
106#define P_NEW_MAP 0x20000 116#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
107 /* Coordinates passed result in a new tiled map */
108
109/* P_NO_PASS is used for ob_blocked() return value. It needs
110 * to be here to make sure the bits don't match with anything.
111 */
112#define P_NO_PASS 0x80000
113 117
114/* Instead of having numerous arrays that have information on a 118/* Instead of having numerous arrays that have information on a
115 * particular space (was map, floor, floor2, map_ob), 119 * particular space (was map, floor, floor2, map_ob),
116 * have this structure take care of that information. 120 * have this structure take care of that information.
117 * This puts it all in one place, and should also make it easier 121 * This puts it all in one place, and should also make it easier
118 * to extend information about a space. 122 * to extend information about a space.
119 */ 123 */
124INTERFACE_CLASS (mapspace)
120struct mapspace 125struct mapspace
121{ 126{
127 object *ACC (RW, bot);
122 object *bot, *top; /* lowest/highest object on this space */ 128 object *ACC (RW, top); /* lowest/highest object on this space */
123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 129 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
125 uint8 flags_; /* flags about this space (see the P_ values above) */ 130 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */ 131 sint8 ACC (RW, light); /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */ 132 MoveType ACC (RW, move_block); /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */ 133 MoveType ACC (RW, move_slow); /* What movement types this space slows */
129 MoveType move_on; /* What movement types are activated */ 134 MoveType ACC (RW, move_on); /* What movement types are activated */
130 MoveType move_off; /* What movement types are activated */ 135 MoveType ACC (RW, move_off); /* What movement types are activated */
136 uint16_t ACC (RW, nrof_); // saturates at 64k
137 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
138 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
139 static uint32_t ACC (RW, smellcount); // global smell counter
140
141 uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems
142
143//-GPL
131 144
132 void update_ (); 145 void update_ ();
133 void update () 146 MTH void update ()
134 { 147 {
135 if (!(flags_ & P_UPTODATE)) 148 // we take advantage of the fact that 0x80 is the sign bit
149 // to generate more efficient code on many cpus
150 assert (P_UPTODATE == 0x80);
151
152 if (expect_false (sint8 (flags_) < 0))
136 update_ (); 153 update_ ();
137 }
138 154
155 // must be true by now
156 assume (sint8 (flags_) < 0);
157 assume (flags_ & P_UPTODATE);
158 }
159
139 uint8 flags () 160 MTH uint8 flags ()
140 { 161 {
141 update (); 162 update ();
142 return flags_; 163 return flags_;
143 } 164 }
165
166 MTH void invalidate ()
167 {
168 flags_ = 0;
169 }
144 170
145 // maybe only inline quick flags_ checking?
146 object *player () 171 MTH object *player ()
147 { 172 {
148 // search from the top, because players are usually on top 173 object *op;
149 // make usually == always and this non-amortized O(1) 174
150 // could gte rid of P_PLAYER, too, then
151 if (flags () & P_PLAYER) 175 if (flags () & P_PLAYER)
152 for (object *op = top; op; op = op->below) 176 for (op = top; op->type != PLAYER; op = op->below)
153 if (op->type == PLAYER) 177 ;
154 return op; 178 else
179 op = 0;
155 180
156 return 0; 181 return op;
182 }
183
184 MTH uint32 nrof ()
185 {
186 update ();
187 return nrof_;
157 } 188 }
158 189
159 // return the item volume on this mapspace in cm³ 190 // return the item volume on this mapspace in cm³
160 uint64 volume () const; 191 MTH uint64 volume ()
161}; 192 {
193 update ();
194 return volume_ * 1024;
195 }
162 196
163/* 197 bool blocks (MoveType mt) const
164 * Each map is in a given region of the game world and links to a region definiton, so 198 {
165 * they have to appear here in the headers, before the mapdef 199 return move_block && (mt & move_block) == mt;
166 */ 200 }
167INTERFACE_CLASS (region)
168struct region : zero_initialised
169{
170 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
171 region *ACC (RW, parent); /*
172 * Pointer to the region that is a parent of the current
173 * region, if a value isn't defined in the current region
174 * we traverse this series of pointers until it is.
175 */
176 shstr ACC (RW, longname); /* Official title of the region, this might be defined
177 * to be the same as name*/
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);
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. */
183 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
184 * this should be the one we fall back on as the default */
185 201
186 static region *default_region (); 202 bool blocks (object *op) const
187 static region *find (const char *name); 203 {
188 static region *find_fuzzy (const char *name); 204 return blocks (op->move_type);
189 static region *read (object_thawer &f); 205 }
190}; 206};
191 207
192typedef object_vector<region, &region::index> regionvec; 208// a rectangular area of a map
209struct maprect
210{
211 maptile *m;
212 int x0, y0;
213 int x1, y1;
214 int dx, dy; // offset to go from local coordinates to original tile */
215};
193 216
194extern regionvec regions; 217//+GPL
195
196#define for_all_regions(var) \
197 for (int _i = 0; _i < regions.size (); ++_i) \
198 declvar (region *, var, regions [_i])
199 218
200struct shopitems : zero_initialised 219struct shopitems : zero_initialised
201{ 220{
202 const char *name; /* name of the item in question, null if it is the default item */ 221 const char *name; /* name of the item in question, null if it is the default item */
203 const char *name_pl; /* plural name */ 222 const char *name_pl; /* plural name */
226struct maptile : zero_initialised, attachable 245struct maptile : zero_initialised, attachable
227{ 246{
228 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 247 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
229 struct mapspace *spaces; /* Array of spaces on this map */ 248 struct mapspace *spaces; /* Array of spaces on this map */
230 uint8 *regions; /* region index per mapspace, if != 0 */ 249 uint8 *regions; /* region index per mapspace, if != 0 */
231 struct region **regionmap; /* index to region */ 250 region_ptr *regionmap; /* index to region */
232 251
233 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 252 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
234 253
235 shstr ACC (RW, name); /* Name of map as given by its creator */ 254 shstr ACC (RW, name); /* Name of map as given by its creator */
236 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by 255 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
237 * points to the struct containing all the properties of 256 * points to the struct containing all the properties of
238 * the region */ 257 * the region */
239 double ACC (RW, reset_time); 258 double ACC (RW, reset_time);
240 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 259 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
241 * should be reset 260 * should be reset
242 */ 261 */
243 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 262 bool ACC (RW, dirty); /* if true, something was inserted or removed */
263 bool ACC (RW, no_reset); // must not reset this map
244 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 264 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
245 * players entering/exiting map 265 * players entering/exiting map
246 */ 266 */
247 sint32 ACC (RW, timeout); /* swapout is set to this */ 267 sint32 ACC (RW, timeout); /* swapout is set to this */
248 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 268 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
253 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 273 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
254 274
255 bool ACC (RW, per_player); 275 bool ACC (RW, per_player);
256 bool ACC (RW, per_party); 276 bool ACC (RW, per_party);
257 bool ACC (RW, outdoor); /* True if an outdoor map */ 277 bool ACC (RW, outdoor); /* True if an outdoor map */
258 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 278 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
259 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 279 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
280 static sint8 outdoor_darkness; /* the global darkness level outside */
260 281
261 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 282 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
262 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 283 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
263 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 284 oblinkpt *buttons; /* Linked list of linked lists of buttons */
264 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 285 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
278 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 299 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
279 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 300 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
280 shstr ACC (RW, path); /* Filename of the map */ 301 shstr ACC (RW, path); /* Filename of the map */
281 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace 302 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 303 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
304 int ACC (RW, max_items); // maximum number of items on a mapspace
305
306//-GPL
307
308 // the maptile:: is neccessary here for the perl interface to work
309 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
310 {
311 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
312 }
313
314 static void adjust_daylight ();
283 315
284 MTH void activate (); 316 MTH void activate ();
285 MTH void deactivate (); 317 MTH void deactivate ();
286 318
287 // allocates all (empty) mapspace 319 // allocates all (empty) mapspace
288 MTH void alloc (); 320 MTH void alloc ();
289 // deallocates the mapspaces (and destroys all objects) 321 // deallocates the mapspaces (and destroys all objects)
290 MTH void clear (); 322 MTH void clear ();
291 323
292 MTH void fix_auto_apply (); 324 MTH void fix_auto_apply ();
293 MTH void decay_objects (); 325 MTH void do_decay_objects ();
294 MTH void update_buttons (); 326 MTH void update_buttons ();
295 MTH int change_map_light (int change); 327 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; 328 MTH int estimate_difficulty () const;
329
330 MTH void play_sound (faceidx sound, int x, int y) const;
331 MTH void say_msg (const char *msg, int x, int y) const;
332
333 // connected links
334 oblinkpt *find_link (shstr_tmp id);
335 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
299 336
300 // set the given flag on all objects in the map 337 // set the given flag on all objects in the map
301 MTH void set_object_flag (int flag, int value = 1); 338 MTH void set_object_flag (int flag, int value = 1);
339 MTH void post_load_original ();
302 340
303 MTH void link_multipart_objects (); 341 MTH void link_multipart_objects ();
304 MTH void clear_unique_items (); 342 MTH void clear_unique_items ();
305 343
306 MTH void clear_header (); 344 MTH void clear_header ();
307 MTH void clear_links_to (maptile *m); 345 MTH void clear_links_to (maptile *m);
308 346
309 MTH struct region *region (int x, int y) const; 347 MTH struct region *region (int x, int y) const;
310 348
311 // loas the header pseudo-object 349 // load the header pseudo-object
312 bool _load_header (object_thawer &thawer); 350 bool _load_header (object_thawer &thawer);
313 MTH bool _load_header (const char *path); 351 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
314 352
315 // load objects into the map 353 // load objects into the map
316 bool _load_objects (object_thawer &thawer); 354 bool _load_objects (object_thawer &thawer);
317 MTH bool _load_objects (const char *path, bool skip_header = true); 355 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
318 356
319 // save objects into the given file (uses IO_ flags) 357 // save objects into the given file (uses IO_ flags)
320 bool _save_objects (object_freezer &freezer, int flags); 358 bool _save_objects (object_freezer &freezer, int flags);
321 MTH bool _save_objects (const char *path, int flags); 359 MTH bool _save_objects (const char *path, int flags);
322 360
334 MTH int size () const { return width * height; } 372 MTH int size () const { return width * height; }
335 373
336 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 374 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
337 375
338 MTH void touch () { last_access = runtime; } 376 MTH void touch () { last_access = runtime; }
377
378 MTH maptile *tile_available (int dir, bool load = true);
339 379
340 // find the map that is at coordinate x|y relative to this map 380 // find the map that is at coordinate x|y relative to this map
341 // TODO: need a better way than passing by reference 381 // TODO: need a better way than passing by reference
342 // TODO: make perl interface 382 // TODO: make perl interface
343 maptile *xy_find (sint16 &x, sint16 &y); 383 maptile *xy_find (sint16 &x, sint16 &y);
355 } 395 }
356 396
357 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 397 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
358 bool generate_random_map (random_map_params *RP); 398 bool generate_random_map (random_map_params *RP);
359 399
360 static maptile *find_async (const char *path, maptile *original = 0);//PERL 400 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
361 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 401 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
362 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 402 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
363 MTH object *pick_random_object () const; 403 object *pick_random_object (rand_gen &gen = rndm) const;
364 404
365 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 405 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
366 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 406
407 // return an array of maprects corresponding
408 // to the given rectangular area. the last rect will have
409 // a 0 map pointer.
410 // the array will be stored in a static memory area,
411 // so recursion is not atm. supported
412 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
367}; 413};
414
415//+GPL
368 416
369/* This is used by get_rangevector to determine where the other 417/* This is used by get_rangevector to determine where the other
370 * creature is. get_rangevector takes into account map tiling, 418 * creature is. get_rangevector takes into account map tiling,
371 * so you just can not look the the map coordinates and get the 419 * so you just can not look the the map coordinates and get the
372 * righte value. distance_x/y are distance away, which 420 * righte value. distance_x/y are distance away, which
382 int distance_y; 430 int distance_y;
383 int direction; 431 int direction;
384 object *part; 432 object *part;
385}; 433};
386 434
435// comaptibility cruft start
387//TODO: these should be refactored into things like xy_normalise 436//TODO: these should be refactored into things like xy_normalise
388// and so on. 437// and so on.
389int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 438int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
390int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
391int out_of_map (maptile *m, int x, int y); 439int out_of_map (maptile *m, int x, int y);
392maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); 440maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
393void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); 441void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
394void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); 442void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
395int on_same_map (const object *op1, const object *op2); 443int on_same_map (const object *op1, const object *op2);
396int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); 444int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
397 445
398// adjust map, x and y for tiled maps and return true if the position is valid at all 446// adjust map, x and y for tiled maps and return true if the position is valid at all
399inline bool 447static inline bool
400xy_normalise (maptile *&map, sint16 &x, sint16 &y) 448xy_normalise (maptile *&map, sint16 &x, sint16 &y)
401{ 449{
402 // when in range, do a quick return, otherwise go the slow route 450 // when in range, do a quick return, otherwise go the slow route
403 return 451 return
404 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 452 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
405 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 453 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
406} 454}
455// comaptibility cruft end
456
457//-GPL
407 458
408inline mapspace & 459inline mapspace &
409object::ms () const 460object::ms () const
410{ 461{
411 return map->at (x, y); 462 return map->at (x, y);
412} 463}
413 464
465struct mapxy {
466 maptile *m;
467 sint16 x, y;
468
469 mapxy (maptile *m, sint16 x, sint16 y)
470 : m(m), x(x), y(y)
471 { }
472
473 mapxy (object *op)
474 : m(op->map), x(op->x), y(op->y)
475 { }
476
477 mapxy &move (int dx, int dy)
478 {
479 x += dx;
480 y += dy;
481
482 return *this;
483 }
484
485 mapxy &move (int dir)
486 {
487 return move (freearr_x [dir], freearr_y [dir]);
488 }
489
490 operator void *() const { return (void *)m; }
491 mapxy &operator =(const object *op)
492 {
493 m = op->map;
494 x = op->x;
495 y = op->y;
496
497 return *this;
498 }
499
500 mapspace *operator ->() const { return &m->at (x, y); }
501 mapspace &operator * () const { return m->at (x, y); }
502
503 bool normalise ()
504 {
505 return xy_normalise (m, x, y);
506 }
507
508 mapspace &ms () const
509 {
510 return m->at (x, y);
511 }
512
513 object *insert (object *op, object *originator = 0, int flags = 0) const
514 {
515 return m->insert (op, x, y, originator, flags);
516 }
517};
518
519inline const mapxy &
520object::operator =(const mapxy &pos)
521{
522 map = pos.m;
523 x = pos.x;
524 y = pos.y;
525
526 return pos;
527}
528
529// iterate over a rectangular area relative to op
530// can be used as a single statement, but both iterate macros
531// invocations must not be followed by a ";"
532// see common/los.C for usage example
533// the walk will be ordered, outer loop x, inner loop y
534// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
535// "continue" will skip to the next space
536#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
537 for (int dx = (dx0); dx <= (dx1); ++dx) \
538 { \
539 sint16 nx, ny; \
540 maptile *m = 0; \
541 \
542 for (int dy = (dy0); dy <= (dy1); ++dy) \
543 { \
544 /* check to see if we can simply go one down quickly, */ \
545 /* if not, do it the slow way */ \
546 if (!m || ++ny >= m->height) \
547 { \
548 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
549 \
550 if (!xy_normalise (m, nx, ny)) \
551 m = 0; \
552 }
553
554#define ordered_mapwalk_end \
555 } \
556 }
557
558// loop over every space in the given maprect,
559// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
560// the iterator code must be a single statement following this macro call, similar to "if"
561// "continue" will skip to the next space
562#define rect_mapwalk(rect,dx0,dy0) \
563 statementvar (maptile *, m, (rect)->m) \
564 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
565 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
566 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
567 statementvar (int, dy, ny + (rect)->dy - (dy0))
568
569// same as ordered_mapwalk, but the walk will not follow any particular
570// order (unorded), but is likely faster.
571// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
572// "continue" will skip to the next space
573#define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
574 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
575 (ox) + (dx0) , (oy) + (dy0) , \
576 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
577 r_e_c_t->m; \
578 ++r_e_c_t) \
579 rect_mapwalk (r_e_c_t, (ox), (oy))
580
581#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
582 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
583
414#endif 584#endif
415 585

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