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Comparing deliantra/server/include/map.h (file contents):
Revision 1.4 by root, Mon Mar 6 22:59:26 2006 UTC vs.
Revision 1.88 by root, Wed Sep 12 11:10:10 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 1.4 2006/03/06 22:59:26 root 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 88#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. 89 * that means, nothing harmful can be done,
153 * Changed name to have AB_ prefix just to make sure no one 90 * such as: bombs, potion usage, alchemy, spells
154 * is using the P_NO_PASS. AB_.. should only be used for 91 * this was introduced to make shops safer
155 * arch_blocked and functions that examine the return value. 92 * 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 */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
161#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95
162#define P_NEED_UPDATE 0x40 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
163#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 97
164 * does not complain if the flags are different.
165 */
166/* 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
167 * 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
168 * 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
169 * 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
170 * lots of duplicate checks currently in the code. 102 * lots of duplicate checks currently in the code.
171 */ 103 */
172#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 */
173#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 */
174 107
175#if 0
176/* These go away with new movement code - can't do such simplistic
177 * checks anymore
178 */
179#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
180#define P_WALL P_NO_PASS /* Just to match naming of wall function */
181#endif
182
183/* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a 108/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 109 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 110 * have this structure take care of that information.
187 * This puts it all in one place, and should also make it easier 111 * This puts it all in one place, and should also make it easier
188 * to extend information about a space. 112 * to extend information about a space.
189 */ 113 */
190 114struct mapspace
191typedef struct MapSpace { 115{
192 object *bottom; /* lowest object on this space */ 116 object *bot, *top; /* lowest/highest object on this space */
193 object *top; /* Highest object on this space */
194 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
195 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 117 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
196 uint8 flags; /* flags about this space (see the P_ values above) */ 118 uint8 flags_; /* flags about this space (see the P_ values above) */
197 sint8 light; /* How much light this space provides */ 119 sint8 light; /* How much light this space provides */
198 MoveType move_block; /* What movement types this space blocks */ 120 MoveType move_block; /* What movement types this space blocks */
199 MoveType move_slow; /* What movement types this space slows */ 121 MoveType move_slow; /* What movement types this space slows */
200 MoveType move_on; /* What movement types are activated */ 122 MoveType move_on; /* What movement types are activated */
201 MoveType move_off; /* What movement types are activated */ 123 MoveType move_off; /* What movement types are activated */
202} MapSpace;
203 124
204/* 125 void update_ ();
205 * this is an overlay structure of the whole world. It exists as a simple 126 void update ()
206 * high level map, which doesn't contain the full data of the underlying map. 127 {
207 * in this map, only things such as weather are recorded. By doing so, we 128 if (!(flags_ & P_UPTODATE))
208 * can keep the entire world parameters in memory, and act as a whole on 129 update_ ();
209 * them at once. We can then, in a separate loop, update the actual world 130 }
210 * with the new values we have assigned.
211 */
212 131
213typedef struct wmapdef { 132 uint8 flags ()
214 sint16 temp; /* base temperature of this tile (F) */ 133 {
215 sint16 pressure; /* barometric pressure (mb) */ 134 update ();
216 sint8 humid; /* humitidy of this tile */ 135 return flags_;
217 sint8 windspeed; /* windspeed of this tile */ 136 }
218 sint8 winddir; /* direction of wind */ 137
219 sint8 sky; /* sky conditions */ 138 // maybe only inline quick flags_ checking?
220 sint32 avgelev; /* average elevation */ 139 object *player ()
221 uint32 rainfall; /* cumulative rainfall */ 140 {
222 uint8 darkness; /* indicates level of darkness of map */ 141 // search from the top, because players are usually on top
223 uint8 water; /* 0-100 percentage of water tiles */ 142 // make usually == always and this non-amortized O(1)
224 /*Dynamic parts*/ 143 // could gte rid of P_PLAYER, too, then
225 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 144 if (flags () & P_PLAYER)
226} weathermap_t; 145 for (object *op = top; op; op = op->below)
146 if (op->type == PLAYER)
147 return op;
227 148
228/* 149 return 0;
229 * Each map is in a given region of the game world and links to a region definiton, so 150 }
230 * they have to appear here in the headers, before the mapdef
231 */
232typedef struct regiondef {
233 struct regiondef *next; /* pointer to next region, NULL for the last one */
234 const char *name; /* Shortend name of the region as maps refer to it */
235 const char *parent_name; /*
236 * So that parent and child regions can be defined in
237 * any order, we keep hold of the parent_name during
238 * initialisation, and the children get assigned to their
239 * parents later. (before runtime on the server though)
240 * nothing outside the init code should ever use this value.
241 */
242 struct regiondef *parent;/*
243 * Pointer to the region that is a parent of the current
244 * region, if a value isn't defined in the current region
245 * we traverse this series of pointers until it is.
246 */
247 const char *longname; /* Official title of the region, this might be defined
248 * to be the same as name*/
249 const char *msg; /* the description of the region */
250 uint32 counter; /* A generic counter for holding temporary data. */
251 sint8 fallback; /* whether, in the event of a region not existing,
252 * this should be the one we fall back on as the default */
253 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
254 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
255} region;
256 151
152 // return the item volume on this mapspace in cm³
153 uint64 volume () const;
257 154
258typedef struct shopitem { 155 bool blocks (MoveType mt) const
156 {
157 return move_block && (mt & move_block) == mt;
158 }
159};
160
161struct shopitems : zero_initialised
162{
259 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 */
260 const char *name_pl; /* plural name */ 164 const char *name_pl; /* plural name */
261 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 */
262 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,
263 * as a percentage from -100 to 100 */ 167 * as a percentage from -100 to 100 */
264 int index; /* being the size of the shopitems array.*/ 168 int index; /* being the size of the shopitems array. */
265} shopitems; 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
176};
266 177
267/* In general, code should always use the macros 178/* In general, code should always use the macros
268 * above (or functions in map.c) to access many of the 179 * above (or functions in map.c) to access many of the
269 * values in the map structure. Failure to do this will 180 * values in the map structure. Failure to do this will
270 * almost certainly break various features. You may think 181 * almost certainly break various features. You may think
271 * it is safe to look at width and height values directly 182 * it is safe to look at width and height values directly
272 * (or even through the macros), but doing so will completely 183 * (or even through the macros), but doing so will completely
273 * break map tiling. 184 * break map tiling.
274 */ 185 */
275typedef struct mapdef { 186INTERFACE_CLASS (maptile)
276 struct mapdef *next; /* Next map, linked list */ 187struct maptile : zero_initialised, attachable
277 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
278 char *name; /* Name of map as given by its creator */ 196 shstr ACC (RW, name); /* Name of map as given by its creator */
279 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
280 * points to the struct containing all the properties of 198 * points to the struct containing all the properties of
281 * the region */ 199 * the region */
282 uint32 reset_time; /* when this map should reset */ 200 double ACC (RW, reset_time);
283 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
284 * should be reset 202 * should be reset
285 */ 203 */
204 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 bool ACC (RW, no_reset); // must not reset this map
286 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
287 * players entering/exiting map 207 * players entering/exiting map
288 */ 208 */
289 uint32 unique:1; /* if set, this is a per player unique map */
290 uint32 template:1; /* if set, this is a template map */
291 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
292 sint32 timeout; /* swapout is set to this */ 209 sint32 ACC (RW, timeout); /* swapout is set to this */
293 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 */
294 sint16 players; /* How many plares are on this level right now */
295 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
296 * be loaded before used. The map,omap and map_ob 212 * be loaded before used. The map,omap and map_ob
297 * arrays will be allocated when the map is loaded */ 213 * arrays will be allocated when the map is loaded */
298 uint8 compressed; /* Compression method used */ 214 sint16 players; /* How many players are on this map right now */
299 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 */
300 216
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 */
301 uint8 darkness; /* indicates level of darkness of map */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
302 uint16 width,height; /* Width and height of map. */ 222
303 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 */
304 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 */
305 uint32 outdoor:1; /* True if an outdoor map */
306 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 225 oblinkpt *buttons; /* Linked list of linked lists of buttons */
307 MapSpace *spaces; /* Array of spaces on this map */
308 sint16 temp; /* base temperature of this tile (F) */ 226 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
309 sint16 pressure; /* barometric pressure (mb) */ 227 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
310 sint8 humid; /* humitidy of this tile */ 228 sint8 ACC (RW, humid); /* humitidy of this tile */
311 sint8 windspeed; /* windspeed of this tile */ 229 sint8 ACC (RW, windspeed); /* windspeed of this tile */
312 sint8 winddir; /* direction of wind */ 230 sint8 ACC (RW, winddir); /* direction of wind */
313 sint8 sky; /* sky conditions */ 231 sint8 ACC (RW, sky); /* sky conditions */
314 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 */
315 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 */
316 char *shoprace; /* the preffered race of the local shopkeeper */ 234 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
317 double shopgreed; /* how much our shopkeeper overcharges */ 235 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
318 uint64 shopmin; /* minimum price a shop will trade for */ 236 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
319 uint64 shopmax; /* maximum price a shop will offer */ 237 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
320 char *msg; /* Message map creator may have left */ 238 shstr ACC (RW, msg); /* Message map creator may have left */
321 char *maplore; /* Map lore information */ 239 shstr ACC (RW, maplore); /* Map lore information */
322 char *tile_path[4]; /* path to adjoining maps */ 240 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
323 struct mapdef *tile_map[4]; /* Next map, linked list */ 241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
324 char path[HUGE_BUF]; /* Filename of the map */ 242 shstr ACC (RW, path); /* Filename of the map */
325} mapstruct; 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 // load the header pseudo-object
276 bool _load_header (object_thawer &thawer);
277 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
278
279 // load objects into the map
280 bool _load_objects (object_thawer &thawer);
281 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
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 MTH bool tile_available (int dir, bool load = true);
305
306 // find the map that is at coordinate x|y relative to this map
307 // TODO: need a better way than passing by reference
308 // TODO: make perl interface
309 maptile *xy_find (sint16 &x, sint16 &y);
310
311 // like xy_find, but also loads the map
312 maptile *xy_load (sint16 &x, sint16 &y);
313
314 void do_load_sync ();//PERL
315
316 // make sure the map is loaded
317 MTH void load_sync ()
318 {
319 if (!spaces)
320 do_load_sync ();
321 }
322
323 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
324 bool generate_random_map (random_map_params *RP);
325
326 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
327 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
328 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329 MTH object *pick_random_object () const;
330
331 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
333};
326 334
327/* This is used by get_rangevector to determine where the other 335/* This is used by get_rangevector to determine where the other
328 * creature is. get_rangevector takes into account map tiling, 336 * creature is. get_rangevector takes into account map tiling,
329 * so you just can not look the the map coordinates and get the 337 * so you just can not look the the map coordinates and get the
330 * righte value. distance_x/y are distance away, which 338 * righte value. distance_x/y are distance away, which
331 * can be negativbe. direction is the crossfire direction scheme 339 * can be negative. direction is the crossfire direction scheme
332 * that the creature should head. part is the part of the 340 * that the creature should head. part is the part of the
333 * monster that is closest. 341 * monster that is closest.
334 * Note: distance should be always >=0. I changed it to UINT. MT 342 * Note: distance should be always >=0. I changed it to UINT. MT
335 */ 343 */
336typedef struct rv_vector { 344struct rv_vector
345{
337 unsigned int distance; 346 unsigned int distance;
338 int distance_x; 347 int distance_x;
339 int distance_y; 348 int distance_y;
340 int direction; 349 int direction;
341 object *part; 350 object *part;
342} rv_vector; 351};
343 352
344extern void (*load_original_map_callback)(mapstruct *map); 353// comaptibility cruft start
345extern void (*load_temporary_map_callback)(mapstruct *map); 354//TODO: these should be refactored into things like xy_normalise
355// and so on.
356int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
357int out_of_map (maptile *m, int x, int y);
358maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
359void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
360void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
361int on_same_map (const object *op1, const object *op2);
362int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
363
364// adjust map, x and y for tiled maps and return true if the position is valid at all
365static inline bool
366xy_normalise (maptile *&map, sint16 &x, sint16 &y)
367{
368 // when in range, do a quick return, otherwise go the slow route
369 return
370 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
371 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
372}
373// comaptibility cruft end
374
375inline mapspace &
376object::ms () const
377{
378 return map->at (x, y);
379}
380
381struct mapxy {
382 maptile *m;
383 sint16 x, y;
384
385 mapxy (maptile *m, sint16 x, sint16 y)
386 : m(m), x(x), y(y)
387 { }
388
389 mapxy (object *op)
390 : m(op->map), x(op->x), y(op->y)
391 { }
392
393 mapxy &move (int dir)
394 {
395 x += freearr_x [dir];
396 y += freearr_y [dir];
397
398 return *this;
399 }
400
401 operator void *() const { return (void *)m; }
402 mapxy &operator =(const object *op)
403 {
404 m = op->map;
405 x = op->x;
406 y = op->y;
407
408 return *this;
409 }
410
411 mapspace *operator ->() const { return &m->at (x, y); }
412 mapspace &operator * () const { return m->at (x, y); }
413
414 bool normalise ()
415 {
416 return xy_normalise (m, x, y);
417 }
418
419 object *insert (object *op, object *originator = 0, int flags = 0) const
420 {
421 m->insert (op, x, y, originator, flags);
422 }
423};
424
425inline const mapxy &
426object::operator =(const mapxy &pos)
427{
428 map = pos.m;
429 x = pos.x;
430 y = pos.y;
431
432 return pos;
433}
346 434
347#endif 435#endif
436

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