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Comparing deliantra/server/include/map.h (file contents):
Revision 1.7 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.111 by root, Thu Jan 8 19:23:44 2009 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.h,v 1.7 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/* 24/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/*
30 * The mapstruct is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
32 */ 27 */
33 28
34#ifndef MAP_H 29#ifndef MAP_H
35#define MAP_H 30#define MAP_H
36 31
32#include <tr1/unordered_map>
33
34#include "region.h"
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 51
53/* This is when the map will reset */ 52// tile map index
54#define MAP_WHEN_RESET(m) ((m)->reset_time) 53enum {
54 TILE_UP = 0,
55 TILE_RIGHT = 1,
56 TILE_DOWN = 2,
57 TILE_LEFT = 3,
58};
55 59
56#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 60/* Values for in_memory below */
57#define MAP_DIFFICULTY(m) ((m)->difficulty) 61enum {
58#define MAP_TIMEOUT(m) ((m)->timeout) 62 MAP_ACTIVE,
59#define MAP_SWAP_TIME(m) ((m)->swap_time) 63 MAP_INACTIVE, // not used atm.
60#define MAP_OUTDOORS(m) ((m)->outdoor) 64 MAP_SWAPPED,
61 65 MAP_LOADING,
62/* mape darkness used to enforce the MAX_DARKNESS value. 66 MAP_SAVING,
63 * but IMO, if it is beyond max value, that should be fixed 67};
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
88/* options passed to ready_map_name and load_original_map */
89#define MAP_FLUSH 0x1
90#define MAP_PLAYER_UNIQUE 0x2
91#define MAP_BLOCK 0x4
92#define MAP_STYLE 0x8
93#define MAP_OVERLAY 0x10
94
95/* Values for in_memory below. Should probably be an enumerations */
96#define MAP_IN_MEMORY 1
97#define MAP_SWAPPED 2
98#define MAP_LOADING 3
99#define MAP_SAVING 4
100 68
101/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 69/* 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 70 * 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 71 * where it is known the map is not tiled or the values are known
104 * consistent (eg, op->map, op->x, op->y) 72 * consistent (eg, op->map, op->x, op->y)
105 */ 73 */
106#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 74// all those macros are herewith declared legacy
107#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 75#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 ) 76#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
109#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 77#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
110
111#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
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) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (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 /* Coordinates passed result in a new tiled map */
174#define P_SAFE_MAP 0x400 /* If this is set the map is a safe map,
175 * that means, nothing harmful there will be done,
176 * like: bombs, potion usage, alchemy, spells
177 * this was introduced to make shops more safe
178 * and propably other maps */
179 114
180#if 0
181/* These go away with new movement code - can't do such simplistic
182 * checks anymore
183 */
184#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
185#define P_WALL P_NO_PASS /* Just to match naming of wall function */
186#endif
187
188/* Can't use MapCell as that is used in newserver.h
189 * Instead of having numerous arrays that have information on a 115/* Instead of having numerous arrays that have information on a
190 * particular space (was map, floor, floor2, map_ob), 116 * particular space (was map, floor, floor2, map_ob),
191 * have this structure take care of that information. 117 * have this structure take care of that information.
192 * This puts it all in one place, and should also make it easier 118 * This puts it all in one place, and should also make it easier
193 * to extend information about a space. 119 * to extend information about a space.
194 */ 120 */
195 121INTERFACE_CLASS (mapspace)
196struct MapSpace { 122struct mapspace
197 object *bottom; /* lowest object on this space */ 123{
198 object *top; /* Highest object on this space */ 124 object *ACC (RW, bot);
199 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 125 object *ACC (RW, top); /* lowest/highest object on this space */
200 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 126 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 uint32_t smell; // the last count a player was seen here, or 0
128 static uint32_t smellcount; // global smell counter
201 uint8 flags; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
202 sint8 light; /* How much light this space provides */ 130 sint8 ACC (RW, light); /* How much light this space provides */
203 MoveType move_block; /* What movement types this space blocks */ 131 MoveType ACC (RW, move_block); /* What movement types this space blocks */
204 MoveType move_slow; /* What movement types this space slows */ 132 MoveType ACC (RW, move_slow); /* What movement types this space slows */
205 MoveType move_on; /* What movement types are activated */ 133 MoveType ACC (RW, move_on); /* What movement types are activated */
206 MoveType move_off; /* What movement types are activated */ 134 MoveType ACC (RW, move_off); /* What movement types are activated */
207};
208 135
209/* 136 void update_ ();
210 * this is an overlay structure of the whole world. It exists as a simple 137 MTH void update ()
211 * high level map, which doesn't contain the full data of the underlying map. 138 {
212 * in this map, only things such as weather are recorded. By doing so, we 139 if (!(flags_ & P_UPTODATE))
213 * can keep the entire world parameters in memory, and act as a whole on 140 update_ ();
214 * them at once. We can then, in a separate loop, update the actual world 141 }
215 * with the new values we have assigned.
216 */
217 142
218struct weathermap_t { 143 MTH uint8 flags ()
219 sint16 temp; /* base temperature of this tile (F) */ 144 {
220 sint16 pressure; /* barometric pressure (mb) */ 145 update ();
221 sint8 humid; /* humitidy of this tile */ 146 return flags_;
222 sint8 windspeed; /* windspeed of this tile */ 147 }
223 sint8 winddir; /* direction of wind */
224 sint8 sky; /* sky conditions */
225 sint32 avgelev; /* average elevation */
226 uint32 rainfall; /* cumulative rainfall */
227 uint8 darkness; /* indicates level of darkness of map */
228 uint8 water; /* 0-100 percentage of water tiles */
229 /*Dynamic parts*/
230 sint16 realtemp; /* temperature at a given calculation step for this tile*/
231};
232 148
233/* 149 MTH void invalidate ()
234 * Each map is in a given region of the game world and links to a region definiton, so 150 {
235 * they have to appear here in the headers, before the mapdef 151 flags_ = 0;
236 */ 152 }
237struct region { 153
238 struct region *next; /* pointer to next region, NULL for the last one */ 154 MTH object *player ()
239 const char *name; /* Shortend name of the region as maps refer to it */ 155 {
240 const char *parent_name; /* 156 object *op;
241 * So that parent and child regions can be defined in
242 * any order, we keep hold of the parent_name during
243 * initialisation, and the children get assigned to their
244 * parents later. (before runtime on the server though)
245 * nothing outside the init code should ever use this value.
246 */
247 struct region *parent; /*
248 * Pointer to the region that is a parent of the current
249 * region, if a value isn't defined in the current region
250 * we traverse this series of pointers until it is.
251 */
252 const char *longname; /* Official title of the region, this might be defined
253 * to be the same as name*/
254 const char *msg; /* the description of the region */
255 uint32 counter; /* A generic counter for holding temporary data. */
256 sint8 fallback; /* whether, in the event of a region not existing,
257 * this should be the one we fall back on as the default */
258 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
259 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
260};
261 157
158 if (flags () & P_PLAYER)
159 for (op = top; op->type != PLAYER; op = op->below)
160 ;
161 else
162 op = 0;
262 163
263struct shopitems { 164 return op;
165 }
166
167 // return the item volume on this mapspace in cm³
168 MTH uint64 volume () const;
169
170 bool blocks (MoveType mt) const
171 {
172 return move_block && (mt & move_block) == mt;
173 }
174
175 bool blocks (object *op) const
176 {
177 return blocks (op->move_type);
178 }
179};
180
181// a rectangular area of a map
182struct maprect
183{
184 maptile *m;
185 int x0, y0;
186 int x1, y1;
187 int dx, dy; // offset to go from local coordinates to original tile */
188};
189
190struct shopitems : zero_initialised
191{
264 const char *name; /* name of the item in question, null if it is the default item */ 192 const char *name; /* name of the item in question, null if it is the default item */
265 const char *name_pl; /* plural name */ 193 const char *name_pl; /* plural name */
266 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 194 int typenum; /* itemtype number we need to match 0 if it is the default price */
267 sint8 strength; /* the degree of specialisation the shop has in this item, 195 sint8 strength; /* the degree of specialisation the shop has in this item,
268 * as a percentage from -100 to 100 */ 196 * as a percentage from -100 to 100 */
269 int index; /* being the size of the shopitems array.*/ 197 int index; /* being the size of the shopitems array. */
198};
199
200// map I/O, what to load/save
201enum {
202 IO_HEADER = 0x01, // the "arch map" pseudo object
203 IO_OBJECTS = 0x02, // the non-unique objects
204 IO_UNIQUES = 0x04, // unique objects
270}; 205};
271 206
272/* In general, code should always use the macros 207/* In general, code should always use the macros
273 * above (or functions in map.c) to access many of the 208 * above (or functions in map.c) to access many of the
274 * values in the map structure. Failure to do this will 209 * values in the map structure. Failure to do this will
275 * almost certainly break various features. You may think 210 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly 211 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely 212 * (or even through the macros), but doing so will completely
278 * break map tiling. 213 * break map tiling.
279 */ 214 */
280struct mapstruct { 215INTERFACE_CLASS (maptile)
281 struct mapstruct *next; /* Next map, linked list */ 216struct maptile : zero_initialised, attachable
282 char *tmpname; /* Name of temporary file */ 217{
218 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
219 struct mapspace *spaces; /* Array of spaces on this map */
220 uint8 *regions; /* region index per mapspace, if != 0 */
221 region_ptr *regionmap; /* index to region */
222
223 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
224
283 char *name; /* Name of map as given by its creator */ 225 shstr ACC (RW, name); /* Name of map as given by its creator */
284 struct region *region; /* What jurisdiction in the game world this map is ruled by 226 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
285 * points to the struct containing all the properties of 227 * points to the struct containing all the properties of
286 * the region */ 228 * the region */
287 uint32 reset_time; /* when this map should reset */ 229 double ACC (RW, reset_time);
288 uint32 reset_timeout; /* How many seconds must elapse before this map 230 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
289 * should be reset 231 * should be reset
290 */ 232 */
233 bool ACC (RW, dirty); /* if true, something was inserted or removed */
234 bool ACC (RW, no_reset); // must not reset this map
291 uint32 fixed_resettime:1; /* if true, reset time is not affected by 235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
292 * players entering/exiting map 236 * players entering/exiting map
293 */ 237 */
294 uint32 unique:1; /* if set, this is a per player unique map */
295 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
296 uint32 templatemap:1; /* if set, this is a template map */
297 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
298 sint32 timeout; /* swapout is set to this */ 238 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 players; /* How many plares are on this level right now */
301 uint32 in_memory; /* If not true, the map has been freed and must 240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
302 * be loaded before used. The map,omap and map_ob 241 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 242 * arrays will be allocated when the map is loaded */
304 uint8 compressed; /* Compression method used */ 243 sint16 players; /* How many players are on this map right now */
305 uint16 difficulty; /* What level the player should be to play here */ 244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
306 245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
249 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
307 uint8 darkness; /* indicates level of darkness of map */ 250 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */ 251 static sint8 outdoor_darkness; /* the global darkness level outside */
252
309 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
310 uint16 enter_y; /* on the map if none are set in the exit */ 254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
311 uint32 outdoor:1; /* True if an outdoor map */
312 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 255 oblinkpt *buttons; /* Linked list of linked lists of buttons */
313 struct MapSpace *spaces; /* Array of spaces on this map */
314 sint16 temp; /* base temperature of this tile (F) */ 256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */ 257 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */ 258 sint8 ACC (RW, humid); /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */ 259 sint8 ACC (RW, windspeed); /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */ 260 sint8 ACC (RW, winddir); /* direction of wind */
319 sint8 sky; /* sky conditions */ 261 sint8 ACC (RW, sky); /* sky conditions */
320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 262 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
321 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 263 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
322 char *shoprace; /* the preffered race of the local shopkeeper */ 264 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */ 265 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */ 266 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */ 267 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */ 268 shstr ACC (RW, msg); /* Message map creator may have left */
327 char *maplore; /* Map lore information */ 269 shstr ACC (RW, maplore); /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */ 270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */ 271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */ 272 shstr ACC (RW, path); /* Filename of the map */
273 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
274 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
275
276 // the maptile:: is neccessary here for the perl interface to work
277 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
278 {
279 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
280 }
281
282 static void adjust_daylight ();
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 do_decay_objects ();
294 MTH void update_buttons ();
295 MTH int change_map_light (int change);
296 MTH int estimate_difficulty () const;
297
298 MTH void play_sound (faceidx sound, int x, int y) const;
299 MTH void say_msg (const char *msg, int x, int y) const;
300
301 // connected links
302 oblinkpt *find_link (shstr_tmp id);
303 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
304
305 // set the given flag on all objects in the map
306 MTH void set_object_flag (int flag, int value = 1);
307 MTH void post_load_original ();
308
309 MTH void link_multipart_objects ();
310 MTH void clear_unique_items ();
311
312 MTH void clear_header ();
313 MTH void clear_links_to (maptile *m);
314
315 MTH struct region *region (int x, int y) const;
316
317 // load the header pseudo-object
318 bool _load_header (object_thawer &thawer);
319 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
320
321 // load objects into the map
322 bool _load_objects (object_thawer &thawer);
323 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
324
325 // save objects into the given file (uses IO_ flags)
326 bool _save_objects (object_freezer &freezer, int flags);
327 MTH bool _save_objects (const char *path, int flags);
328
329 // save the header pseudo object _only_
330 bool _save_header (object_freezer &freezer);
331 MTH bool _save_header (const char *path);
332
333 maptile ();
334 maptile (int w, int h);
335 ~maptile ();
336
337 void do_destroy ();
338 void gather_callbacks (AV *&callbacks, event_type event) const;
339
340 MTH int size () const { return width * height; }
341
342 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
343
344 MTH void touch () { last_access = runtime; }
345
346 MTH maptile *tile_available (int dir, bool load = true);
347
348 // find the map that is at coordinate x|y relative to this map
349 // TODO: need a better way than passing by reference
350 // TODO: make perl interface
351 maptile *xy_find (sint16 &x, sint16 &y);
352
353 // like xy_find, but also loads the map
354 maptile *xy_load (sint16 &x, sint16 &y);
355
356 void do_load_sync ();//PERL
357
358 // make sure the map is loaded
359 MTH void load_sync ()
360 {
361 if (!spaces)
362 do_load_sync ();
363 }
364
365 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
366 bool generate_random_map (random_map_params *RP);
367
368 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
369 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
370 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
371 object *pick_random_object (rand_gen &gen = rndm) const;
372
373 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
374
375 // return an array of maprects corresponding
376 // to the given rectangular area. the last rect will have
377 // a 0 map pointer.
378 // the array will be stored in a static memory area,
379 // so recursion is not atm. supported
380 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
331}; 381};
332 382
333/* This is used by get_rangevector to determine where the other 383/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 384 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the 385 * so you just can not look the the map coordinates and get the
336 * righte value. distance_x/y are distance away, which 386 * righte value. distance_x/y are distance away, which
337 * can be negativbe. direction is the crossfire direction scheme 387 * can be negative. direction is the crossfire direction scheme
338 * that the creature should head. part is the part of the 388 * that the creature should head. part is the part of the
339 * monster that is closest. 389 * monster that is closest.
340 * Note: distance should be always >=0. I changed it to UINT. MT 390 * Note: distance should be always >=0. I changed it to UINT. MT
341 */ 391 */
342struct rv_vector { 392struct rv_vector
393{
343 unsigned int distance; 394 unsigned int distance;
344 int distance_x; 395 int distance_x;
345 int distance_y; 396 int distance_y;
346 int direction; 397 int direction;
347 object *part; 398 object *part;
348}; 399};
349 400
350extern void (*load_original_map_callback)(mapstruct *map); 401// comaptibility cruft start
351extern void (*load_temporary_map_callback)(mapstruct *map); 402//TODO: these should be refactored into things like xy_normalise
352extern void (*clean_temporary_map_callback)(mapstruct *map); 403// and so on.
404int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
405int out_of_map (maptile *m, int x, int y);
406maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
407void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
408void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
409int on_same_map (const object *op1, const object *op2);
410int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
411
412// adjust map, x and y for tiled maps and return true if the position is valid at all
413static inline bool
414xy_normalise (maptile *&map, sint16 &x, sint16 &y)
415{
416 // when in range, do a quick return, otherwise go the slow route
417 return
418 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
419 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
420}
421// comaptibility cruft end
422
423inline mapspace &
424object::ms () const
425{
426 return map->at (x, y);
427}
428
429struct mapxy {
430 maptile *m;
431 sint16 x, y;
432
433 mapxy (maptile *m, sint16 x, sint16 y)
434 : m(m), x(x), y(y)
435 { }
436
437 mapxy (object *op)
438 : m(op->map), x(op->x), y(op->y)
439 { }
440
441 mapxy &move (int dx, int dy)
442 {
443 x += dx;
444 y += dy;
445
446 return *this;
447 }
448
449 mapxy &move (int dir)
450 {
451 return move (freearr_x [dir], freearr_y [dir]);
452 }
453
454 operator void *() const { return (void *)m; }
455 mapxy &operator =(const object *op)
456 {
457 m = op->map;
458 x = op->x;
459 y = op->y;
460
461 return *this;
462 }
463
464 mapspace *operator ->() const { return &m->at (x, y); }
465 mapspace &operator * () const { return m->at (x, y); }
466
467 bool normalise ()
468 {
469 return xy_normalise (m, x, y);
470 }
471
472 mapspace &ms () const
473 {
474 return m->at (x, y);
475 }
476
477 object *insert (object *op, object *originator = 0, int flags = 0) const
478 {
479 return m->insert (op, x, y, originator, flags);
480 }
481};
482
483inline const mapxy &
484object::operator =(const mapxy &pos)
485{
486 map = pos.m;
487 x = pos.x;
488 y = pos.y;
489
490 return pos;
491}
492
493// iterate over a rectangular area relative to op
494// can be used as a single statement, but both iterate macros
495// invocations must not be followed by a ";"
496// see common/los.C for usage example
497// the walk will be ordered, outer loop x, inner loop y
498// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
499// "continue" will skip to the next space
500#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
501 for (int dx = (dx0); dx <= (dx1); ++dx) \
502 { \
503 sint16 nx, ny; \
504 maptile *m = 0; \
505 \
506 for (int dy = (dy0); dy <= (dy1); ++dy) \
507 { \
508 /* check to see if we can simply go one down quickly, */ \
509 /* if not, do it the slow way */ \
510 if (!m || ++ny >= m->height) \
511 { \
512 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
513 \
514 if (!xy_normalise (m, nx, ny)) \
515 m = 0; \
516 }
517
518#define ordered_mapwalk_end \
519 } \
520 }
521
522// loop over every space in the given maprect,
523// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
524// the iterator code must be a single statement following this macro call, similar to "if"
525// "continue" will skip to the next space
526#define rect_mapwalk(rect,dx0,dy0) \
527 statementvar (maptile *, m, (rect)->m) \
528 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
529 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
530 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
531 statementvar (int, dy, ny + (rect)->dy - (dy0))
532
533// same as above, but the walk will not follow any particular
534// order (unorded), but is likely faster.
535// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
536// "continue" will skip to the next space
537#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
538 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
539 (op)->x + (dx0) , (op)->y + (dy0) , \
540 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
541 r_e_c_t->m; \
542 ++r_e_c_t) \
543 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
353 544
354#endif 545#endif
546

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