ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
(Generate patch)

Comparing deliantra/server/include/map.h (file contents):
Revision 1.8 by elmex, Tue Aug 15 17:35:50 2006 UTC vs.
Revision 1.83 by root, Wed Aug 15 04:57:48 2007 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: map.h,v 1.8 2006/08/15 17:35:50 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de>
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
53/* This is when the map will reset */
54#define MAP_WHEN_RESET(m) ((m)->reset_time)
55
56#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
57#define MAP_DIFFICULTY(m) ((m)->difficulty)
58#define MAP_TIMEOUT(m) ((m)->timeout)
59#define MAP_SWAP_TIME(m) ((m)->swap_time)
60#define MAP_OUTDOORS(m) ((m)->outdoor)
61
62/* mape darkness used to enforce the MAX_DARKNESS value.
63 * but IMO, if it is beyond max value, that should be fixed
64 * on the map or in the code.
65 */
66#define MAP_DARKNESS(m) (m)->darkness
67
68#define MAP_WIDTH(m) (m)->width
69#define MAP_HEIGHT(m) (m)->height
70/* Convenient function - total number of spaces is used
71 * in many places.
72 */
73#define MAP_SIZE(m) ((m)->width * (m)->height)
74
75#define MAP_ENTER_X(m) (m)->enter_x
76#define MAP_ENTER_Y(m) (m)->enter_y
77
78#define MAP_TEMP(m) (m)->temp
79#define MAP_PRESSURE(m) (m)->pressure
80#define MAP_HUMID(m) (m)->humid
81#define MAP_WINDSPEED(m) (m)->windspeed
82#define MAP_WINDDIRECTION(m) (m)->winddir
83#define MAP_SKYCOND(m) (m)->sky
84#define MAP_WORLDPARTX(m) (m)->wpartx
85#define MAP_WORLDPARTY(m) (m)->wparty
86#define MAP_NOSMOOTH(m) (m)->nosmooth
87
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 51
95/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below. Should probably be an enumerations */
96#define MAP_IN_MEMORY 1 53enum {
97#define MAP_SWAPPED 2 54 MAP_IN_MEMORY,
98#define MAP_LOADING 3 55 MAP_SWAPPED,
99#define MAP_SAVING 4 56 MAP_LOADING,
57 MAP_SAVING,
58};
100 59
101/* 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
102 * 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
103 * 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
104 * consistent (eg, op->map, op->x, op->y) 63 * consistent (eg, op->map, op->x, op->y)
105 */ 64 */
106#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 65// all those macros are herewith declared legacy
107#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 66#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 ) 67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
109#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
110 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
111#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
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] ) 70#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 ) 71#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 ) 72#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 ) 73#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 ) 74#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 75
138/* You should really know what you are doing before using this - you 76/* 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 77 * should almost always be using out_of_map instead, which takes into account
140 * map tiling. 78 * map tiling.
141 */ 79 */
142#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 80#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
143 81
144/* These are used in the MapLook flags element. They are not used in 82/* These are used in the MapLook flags element. They are not used in
145 * in the object flags structure. 83 * in the object flags structure.
146 */ 84 */
147
148#define P_BLOCKSVIEW 0x01 85#define P_BLOCKSVIEW 0x01
149#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 86#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
150 87#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
152 * to be here to make sure the bits don't match with anything.
153 * Changed name to have AB_ prefix just to make sure no one
154 * is using the P_NO_PASS. AB_.. should only be used for
155 * arch_blocked and functions that examine the return value.
156 */
157
158#define AB_NO_PASS 0x04
159/*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08 /* If this is set the map is a safe map, 88#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
161 * that means, nothing harmful there will be done, 89 * that means, nothing harmful can be done,
162 * like: bombs, potion usage, alchemy, spells 90 * such as: bombs, potion usage, alchemy, spells
163 * this was introduced to make shops more safe 91 * this was introduced to make shops safer
164 * and propably other maps */ 92 * but is useful in other situations */
165#define P_IS_ALIVE 0x10 /* something alive is on this space */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
166#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95
167#define P_NEED_UPDATE 0x40 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
168#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 97
169 * does not complain if the flags are different.
170 */
171/* The following two values are not stored in the MapLook flags, but instead 98/* The following two values are not stored in the MapLook flags, but instead
172 * used in the get_map_flags value - that function is used to return 99 * used in the get_map_flags value - that function is used to return
173 * the flag value, as well as other conditions - using a more general 100 * the flag value, as well as other conditions - using a more general
174 * function that does more of the work can hopefully be used to replace 101 * function that does more of the work can hopefully be used to replace
175 * lots of duplicate checks currently in the code. 102 * lots of duplicate checks currently in the code.
176 */ 103 */
177#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
178#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 105#define P_NEW_MAP 0x20000
106 /* Coordinates passed result in a new tiled map */
179 107
180#if 0 108/* P_NO_PASS is used for ob_blocked() return value. It needs
181/* These go away with new movement code - can't do such simplistic 109 * to be here to make sure the bits don't match with anything.
182 * checks anymore
183 */ 110 */
184#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 111#define P_NO_PASS 0x80000
185#define P_WALL P_NO_PASS /* Just to match naming of wall function */
186#endif
187 112
188/* Can't use MapCell as that is used in newserver.h
189 * Instead of having numerous arrays that have information on a 113/* Instead of having numerous arrays that have information on a
190 * particular space (was map, floor, floor2, map_ob), 114 * particular space (was map, floor, floor2, map_ob),
191 * have this structure take care of that information. 115 * have this structure take care of that information.
192 * This puts it all in one place, and should also make it easier 116 * This puts it all in one place, and should also make it easier
193 * to extend information about a space. 117 * to extend information about a space.
194 */ 118 */
195
196struct MapSpace { 119struct mapspace
120{
197 object *bottom; /* lowest object on this space */ 121 object *bot, *top; /* lowest/highest object on this space */
198 object *top; /* Highest object on this space */
199 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
200 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
201 uint8 flags; /* flags about this space (see the P_ values above) */ 123 uint8 flags_; /* flags about this space (see the P_ values above) */
202 sint8 light; /* How much light this space provides */ 124 sint8 light; /* How much light this space provides */
203 MoveType move_block; /* What movement types this space blocks */ 125 MoveType move_block; /* What movement types this space blocks */
204 MoveType move_slow; /* What movement types this space slows */ 126 MoveType move_slow; /* What movement types this space slows */
205 MoveType move_on; /* What movement types are activated */ 127 MoveType move_on; /* What movement types are activated */
206 MoveType move_off; /* What movement types are activated */ 128 MoveType move_off; /* What movement types are activated */
207};
208 129
209/* 130 void update_ ();
210 * this is an overlay structure of the whole world. It exists as a simple 131 void update ()
211 * high level map, which doesn't contain the full data of the underlying map. 132 {
212 * in this map, only things such as weather are recorded. By doing so, we 133 if (!(flags_ & P_UPTODATE))
213 * can keep the entire world parameters in memory, and act as a whole on 134 update_ ();
214 * them at once. We can then, in a separate loop, update the actual world 135 }
215 * with the new values we have assigned.
216 */
217 136
218struct weathermap_t { 137 uint8 flags ()
219 sint16 temp; /* base temperature of this tile (F) */ 138 {
220 sint16 pressure; /* barometric pressure (mb) */ 139 update ();
221 sint8 humid; /* humitidy of this tile */ 140 return flags_;
222 sint8 windspeed; /* windspeed of this tile */ 141 }
223 sint8 winddir; /* direction of wind */ 142
224 sint8 sky; /* sky conditions */ 143 // maybe only inline quick flags_ checking?
225 sint32 avgelev; /* average elevation */ 144 object *player ()
226 uint32 rainfall; /* cumulative rainfall */ 145 {
227 uint8 darkness; /* indicates level of darkness of map */ 146 // search from the top, because players are usually on top
228 uint8 water; /* 0-100 percentage of water tiles */ 147 // make usually == always and this non-amortized O(1)
229 /*Dynamic parts*/ 148 // could gte rid of P_PLAYER, too, then
230 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 149 if (flags () & P_PLAYER)
231}; 150 for (object *op = top; op; op = op->below)
151 if (op->type == PLAYER)
152 return op;
232 153
233/* 154 return 0;
234 * Each map is in a given region of the game world and links to a region definiton, so 155 }
235 * they have to appear here in the headers, before the mapdef
236 */
237struct region {
238 struct region *next; /* pointer to next region, NULL for the last one */
239 const char *name; /* Shortend name of the region as maps refer to it */
240 const char *parent_name; /*
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};
261 156
157 // return the item volume on this mapspace in cm³
158 uint64 volume () const;
159};
262 160
263struct shopitems { 161struct shopitems : zero_initialised
162{
264 const char *name; /* name of the item in question, null if it is the default item */ 163 const char *name; /* name of the item in question, null if it is the default item */
265 const char *name_pl; /* plural name */ 164 const char *name_pl; /* plural name */
266 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 165 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, 166 sint8 strength; /* the degree of specialisation the shop has in this item,
268 * as a percentage from -100 to 100 */ 167 * as a percentage from -100 to 100 */
269 int index; /* being the size of the shopitems array.*/ 168 int index; /* being the size of the shopitems array. */
169};
170
171// map I/O, what to load/save
172enum {
173 IO_HEADER = 0x01, // the "arch map" pseudo object
174 IO_OBJECTS = 0x02, // the non-unique objects
175 IO_UNIQUES = 0x04, // unique objects
270}; 176};
271 177
272/* In general, code should always use the macros 178/* In general, code should always use the macros
273 * above (or functions in map.c) to access many of the 179 * above (or functions in map.c) to access many of the
274 * values in the map structure. Failure to do this will 180 * values in the map structure. Failure to do this will
275 * almost certainly break various features. You may think 181 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly 182 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely 183 * (or even through the macros), but doing so will completely
278 * break map tiling. 184 * break map tiling.
279 */ 185 */
280struct mapstruct { 186INTERFACE_CLASS (maptile)
281 struct mapstruct *next; /* Next map, linked list */ 187struct maptile : zero_initialised, attachable
282 char *tmpname; /* Name of temporary file */ 188{
189 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
190 struct mapspace *spaces; /* Array of spaces on this map */
191 uint8 *regions; /* region index per mapspace, if != 0 */
192 region_ptr *regionmap; /* index to region */
193
194 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
195
283 char *name; /* Name of map as given by its creator */ 196 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 197 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 198 * points to the struct containing all the properties of
286 * the region */ 199 * the region */
287 uint32 reset_time; /* when this map should reset */ 200 double ACC (RW, reset_time);
288 uint32 reset_timeout; /* How many seconds must elapse before this map 201 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
289 * should be reset 202 * should be reset
290 */ 203 */
204 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 bool ACC (RW, no_reset); // must not reset this map
291 uint32 fixed_resettime:1; /* if true, reset time is not affected by 206 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
292 * players entering/exiting map 207 * players entering/exiting map
293 */ 208 */
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 */ 209 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 210 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 211 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 212 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 213 * arrays will be allocated when the map is loaded */
304 uint8 compressed; /* Compression method used */ 214 sint16 players; /* How many players are on this map right now */
305 uint16 difficulty; /* What level the player should be to play here */ 215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
306 216
217 bool ACC (RW, per_player);
218 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
307 uint8 darkness; /* indicates level of darkness of map */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */ 222
309 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 223 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 */ 224 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 */ 225 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) */ 226 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */ 227 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */ 228 sint8 ACC (RW, humid); /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */ 229 sint8 ACC (RW, windspeed); /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */ 230 sint8 ACC (RW, winddir); /* direction of wind */
319 sint8 sky; /* sky conditions */ 231 sint8 ACC (RW, sky); /* sky conditions */
320 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 232 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 */ 233 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 */ 234 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */ 235 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */ 236 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */ 237 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */ 238 shstr ACC (RW, msg); /* Message map creator may have left */
327 char *maplore; /* Map lore information */ 239 shstr ACC (RW, maplore); /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */ 240 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */ 241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */ 242 shstr ACC (RW, path); /* Filename of the map */
243 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
244 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
245
246 MTH void activate ();
247 MTH void deactivate ();
248
249 // allocates all (empty) mapspace
250 MTH void alloc ();
251 // deallocates the mapspaces (and destroys all objects)
252 MTH void clear ();
253
254 MTH void fix_auto_apply ();
255 MTH void do_decay_objects ();
256 MTH void update_buttons ();
257 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const;
261
262 MTH void play_sound (faceidx sound, int x, int y) const;
263
264 // set the given flag on all objects in the map
265 MTH void set_object_flag (int flag, int value = 1);
266
267 MTH void link_multipart_objects ();
268 MTH void clear_unique_items ();
269
270 MTH void clear_header ();
271 MTH void clear_links_to (maptile *m);
272
273 MTH struct region *region (int x, int y) const;
274
275 // loas the header pseudo-object
276 bool _load_header (object_thawer &thawer);
277 MTH bool _load_header (const char *path);
278
279 // load objects into the map
280 bool _load_objects (object_thawer &thawer);
281 MTH bool _load_objects (const char *path, bool skip_header = true);
282
283 // save objects into the given file (uses IO_ flags)
284 bool _save_objects (object_freezer &freezer, int flags);
285 MTH bool _save_objects (const char *path, int flags);
286
287 // save the header pseudo object _only_
288 bool _save_header (object_freezer &freezer);
289 MTH bool _save_header (const char *path);
290
291 maptile ();
292 maptile (int w, int h);
293 ~maptile ();
294
295 void do_destroy ();
296 void gather_callbacks (AV *&callbacks, event_type event) const;
297
298 MTH int size () const { return width * height; }
299
300 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
301
302 MTH void touch () { last_access = runtime; }
303
304 // find the map that is at coordinate x|y relative to this map
305 // TODO: need a better way than passing by reference
306 // TODO: make perl interface
307 maptile *xy_find (sint16 &x, sint16 &y);
308
309 // like xy_find, but also loads the map
310 maptile *xy_load (sint16 &x, sint16 &y);
311
312 void do_load_sync ();//PERL
313
314 // make sure the map is loaded
315 MTH void load_sync ()
316 {
317 if (!spaces)
318 do_load_sync ();
319 }
320
321 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
322 bool generate_random_map (random_map_params *RP);
323
324 static maptile *find_async (const char *path, maptile *original = 0);//PERL
325 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
326 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
327 MTH object *pick_random_object () const;
328
329 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
330 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
331}; 331};
332 332
333/* This is used by get_rangevector to determine where the other 333/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 334 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the 335 * so you just can not look the the map coordinates and get the
336 * righte value. distance_x/y are distance away, which 336 * righte value. distance_x/y are distance away, which
337 * can be negativbe. direction is the crossfire direction scheme 337 * can be negative. direction is the crossfire direction scheme
338 * that the creature should head. part is the part of the 338 * that the creature should head. part is the part of the
339 * monster that is closest. 339 * monster that is closest.
340 * Note: distance should be always >=0. I changed it to UINT. MT 340 * Note: distance should be always >=0. I changed it to UINT. MT
341 */ 341 */
342struct rv_vector { 342struct rv_vector
343{
343 unsigned int distance; 344 unsigned int distance;
344 int distance_x; 345 int distance_x;
345 int distance_y; 346 int distance_y;
346 int direction; 347 int direction;
347 object *part; 348 object *part;
348}; 349};
349 350
350extern void (*load_original_map_callback)(mapstruct *map); 351//TODO: these should be refactored into things like xy_normalise
351extern void (*load_temporary_map_callback)(mapstruct *map); 352// and so on.
352extern void (*clean_temporary_map_callback)(mapstruct *map); 353int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
354int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
355int out_of_map (maptile *m, int x, int y);
356maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
357void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
358void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
359int on_same_map (const object *op1, const object *op2);
360int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
361
362// adjust map, x and y for tiled maps and return true if the position is valid at all
363inline bool
364xy_normalise (maptile *&map, sint16 &x, sint16 &y)
365{
366 // when in range, do a quick return, otherwise go the slow route
367 return
368 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
369 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
370}
371
372inline mapspace &
373object::ms () const
374{
375 return map->at (x, y);
376}
353 377
354#endif 378#endif
379

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines