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Comparing deliantra/server/include/map.h (file contents):
Revision 1.9 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.99 by root, Thu Dec 4 03:48:19 2008 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 1.9 2006/08/26 08:44:06 root 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"
37#include "cfperl.h" 35#include "cfperl.h"
38 36
39/* 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
40 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
41 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
42 * 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
43 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
44 * with tiled maps. 42 * with tiled maps.
45 * 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
47 * map pointers. 45 * map pointers.
48 */ 46 */
49#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
50#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
51 49
52
53#define MAP_LAYERS 4 50#define MAP_LAYERS 3
54 51
55/* This is when the map will reset */ 52/* Values for in_memory below */
56#define MAP_WHEN_RESET(m) ((m)->reset_time) 53enum {
57 54 MAP_ACTIVE,
58#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 55 MAP_INACTIVE, // not used atm.
59#define MAP_DIFFICULTY(m) ((m)->difficulty) 56 MAP_SWAPPED,
60#define MAP_TIMEOUT(m) ((m)->timeout) 57 MAP_LOADING,
61#define MAP_SWAP_TIME(m) ((m)->swap_time) 58 MAP_SAVING,
62#define MAP_OUTDOORS(m) ((m)->outdoor) 59};
63
64/* mape darkness used to enforce the MAX_DARKNESS value.
65 * but IMO, if it is beyond max value, that should be fixed
66 * on the map or in the code.
67 */
68#define MAP_DARKNESS(m) (m)->darkness
69
70#define MAP_WIDTH(m) (m)->width
71#define MAP_HEIGHT(m) (m)->height
72/* Convenient function - total number of spaces is used
73 * in many places.
74 */
75#define MAP_SIZE(m) ((m)->width * (m)->height)
76
77#define MAP_ENTER_X(m) (m)->enter_x
78#define MAP_ENTER_Y(m) (m)->enter_y
79
80#define MAP_TEMP(m) (m)->temp
81#define MAP_PRESSURE(m) (m)->pressure
82#define MAP_HUMID(m) (m)->humid
83#define MAP_WINDSPEED(m) (m)->windspeed
84#define MAP_WINDDIRECTION(m) (m)->winddir
85#define MAP_SKYCOND(m) (m)->sky
86#define MAP_WORLDPARTX(m) (m)->wpartx
87#define MAP_WORLDPARTY(m) (m)->wparty
88#define MAP_NOSMOOTH(m) (m)->nosmooth
89
90/* options passed to ready_map_name and load_original_map */
91#define MAP_FLUSH 0x1
92#define MAP_PLAYER_UNIQUE 0x2
93#define MAP_BLOCK 0x4
94#define MAP_STYLE 0x8
95#define MAP_OVERLAY 0x10
96
97/* Values for in_memory below. Should probably be an enumerations */
98#define MAP_IN_MEMORY 1
99#define MAP_SWAPPED 2
100#define MAP_LOADING 3
101#define MAP_SAVING 4
102 60
103/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 61/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
104 * really be used, as it is multi tile aware. However, there are some cases 62 * really be used, as it is multi tile aware. However, there are some cases
105 * where it is known the map is not tiled or the values are known 63 * where it is known the map is not tiled or the values are known
106 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
107 */ 65 */
108#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 66// all those macros are herewith declared legacy
109#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
110#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
111#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
112
113#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
114#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
115/* legacy */
116#define get_map_ob GET_MAP_OB
117
118#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
119#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
120#define set_map_ob SET_MAP_OB
121
122#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
123#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
124
125#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
126#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]
127
128#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
129#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
130
131#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
132#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
133
134#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
135#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
136
137#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
138#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
139 75
140/* 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
141 * 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
142 * map tiling. 78 * map tiling.
143 */ 79 */
144#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)))
145 81
146/* 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
147 * in the object flags structure. 83 * in the object flags structure.
148 */ 84 */
149
150#define P_BLOCKSVIEW 0x01 85#define P_BLOCKSVIEW 0x01
151#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 */
152 87#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
153/* AB_NO_PASS is used for arch_blocked() return value. It needs
154 * to be here to make sure the bits don't match with anything.
155 * Changed name to have AB_ prefix just to make sure no one
156 * is using the P_NO_PASS. AB_.. should only be used for
157 * arch_blocked and functions that examine the return value.
158 */
159
160#define AB_NO_PASS 0x04
161/*#define P_PASS_THRU 0x08 *//* */
162#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,
163 * that means, nothing harmful there will be done, 89 * that means, nothing harmful can be done,
164 * like: bombs, potion usage, alchemy, spells 90 * such as: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 91 * this was introduced to make shops safer
166 * and propably other maps */ 92 * but is useful in other situations */
167#define P_IS_ALIVE 0x10 /* something alive is on this space */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95
169#define P_NEED_UPDATE 0x40 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 97
171 * does not complain if the flags are different.
172 */
173/* 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
174 * 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
175 * 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
176 * 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
177 * lots of duplicate checks currently in the code. 102 * lots of duplicate checks currently in the code.
178 */ 103 */
179#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 */
180#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 */
181 107
182#if 0
183/* These go away with new movement code - can't do such simplistic
184 * checks anymore
185 */
186#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */
187#define P_WALL P_NO_PASS /* Just to match naming of wall function */
188#endif
189
190/* Can't use MapCell as that is used in newserver.h
191 * Instead of having numerous arrays that have information on a 108/* Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 109 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 110 * have this structure take care of that information.
194 * 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
195 * to extend information about a space. 112 * to extend information about a space.
196 */ 113 */
197 114INTERFACE_CLASS (mapspace)
198struct MapSpace { 115struct mapspace
199 object *bottom; /* lowest object on this space */ 116{
200 object *top; /* Highest object on this space */ 117 object *ACC (RW, bot);
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 118 object *ACC (RW, top); /* lowest/highest object on this space */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */ 120 uint8 flags_; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 121 sint8 ACC (RW, light); /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 122 MoveType ACC (RW, move_block); /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 123 MoveType ACC (RW, move_slow); /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 124 MoveType ACC (RW, move_on); /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 125 MoveType ACC (RW, move_off); /* What movement types are activated */
209};
210 126
211/* 127 void update_ ();
212 * this is an overlay structure of the whole world. It exists as a simple 128 MTH void update ()
213 * high level map, which doesn't contain the full data of the underlying map. 129 {
214 * in this map, only things such as weather are recorded. By doing so, we 130 if (!(flags_ & P_UPTODATE))
215 * can keep the entire world parameters in memory, and act as a whole on 131 update_ ();
216 * them at once. We can then, in a separate loop, update the actual world 132 }
217 * with the new values we have assigned.
218 */
219 133
220struct weathermap_t { 134 MTH uint8 flags ()
221 sint16 temp; /* base temperature of this tile (F) */ 135 {
222 sint16 pressure; /* barometric pressure (mb) */ 136 update ();
223 sint8 humid; /* humitidy of this tile */ 137 return flags_;
224 sint8 windspeed; /* windspeed of this tile */ 138 }
225 sint8 winddir; /* direction of wind */ 139
226 sint8 sky; /* sky conditions */ 140 MTH object *player ()
227 sint32 avgelev; /* average elevation */ 141 {
228 uint32 rainfall; /* cumulative rainfall */ 142 object *op;
229 uint8 darkness; /* indicates level of darkness of map */
230 uint8 water; /* 0-100 percentage of water tiles */
231 /*Dynamic parts*/
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/
233};
234 143
235/* 144 if (flags () & P_PLAYER)
236 * Each map is in a given region of the game world and links to a region definiton, so 145 for (op = top; op->type != PLAYER; op = op->below)
237 * they have to appear here in the headers, before the mapdef 146 ;
238 */ 147 else
239struct region { 148 op = 0;
240 struct region *next; /* pointer to next region, NULL for the last one */
241 const char *name; /* Shortend name of the region as maps refer to it */
242 const char *parent_name; /*
243 * So that parent and child regions can be defined in
244 * any order, we keep hold of the parent_name during
245 * initialisation, and the children get assigned to their
246 * parents later. (before runtime on the server though)
247 * nothing outside the init code should ever use this value.
248 */
249 struct region *parent; /*
250 * Pointer to the region that is a parent of the current
251 * region, if a value isn't defined in the current region
252 * we traverse this series of pointers until it is.
253 */
254 const char *longname; /* Official title of the region, this might be defined
255 * to be the same as name*/
256 const char *msg; /* the description of the region */
257 uint32 counter; /* A generic counter for holding temporary data. */
258 sint8 fallback; /* whether, in the event of a region not existing,
259 * this should be the one we fall back on as the default */
260 char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/
261 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
262};
263 149
150 return op;
151 }
264 152
265struct shopitems { 153 // return the item volume on this mapspace in cm³
154 MTH uint64 volume () const;
155
156 bool blocks (MoveType mt) const
157 {
158 return move_block && (mt & move_block) == mt;
159 }
160
161 bool blocks (object *op) const
162 {
163 return blocks (op->move_type);
164 }
165};
166
167struct shopitems : zero_initialised
168{
266 const char *name; /* name of the item in question, null if it is the default item */ 169 const char *name; /* name of the item in question, null if it is the default item */
267 const char *name_pl; /* plural name */ 170 const char *name_pl; /* plural name */
268 int typenum; /* itemtype number we need to match 0 if it is the default price*/ 171 int typenum; /* itemtype number we need to match 0 if it is the default price */
269 sint8 strength; /* the degree of specialisation the shop has in this item, 172 sint8 strength; /* the degree of specialisation the shop has in this item,
270 * as a percentage from -100 to 100 */ 173 * as a percentage from -100 to 100 */
271 int index; /* being the size of the shopitems array.*/ 174 int index; /* being the size of the shopitems array. */
175};
176
177// map I/O, what to load/save
178enum {
179 IO_HEADER = 0x01, // the "arch map" pseudo object
180 IO_OBJECTS = 0x02, // the non-unique objects
181 IO_UNIQUES = 0x04, // unique objects
272}; 182};
273 183
274/* In general, code should always use the macros 184/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 185 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 186 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 187 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 188 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 189 * (or even through the macros), but doing so will completely
280 * break map tiling. 190 * break map tiling.
281 */ 191 */
282struct mapstruct : extendable<mapstruct> { 192INTERFACE_CLASS (maptile)
283 data_type get_dt () const { return DT_MAP; } 193struct maptile : zero_initialised, attachable
194{
195 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
196 struct mapspace *spaces; /* Array of spaces on this map */
197 uint8 *regions; /* region index per mapspace, if != 0 */
198 region_ptr *regionmap; /* index to region */
284 199
285 struct mapstruct *next; /* Next map, linked list */ 200 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
286 char *tmpname; /* Name of temporary file */ 201
287 char *name; /* Name of map as given by its creator */ 202 shstr ACC (RW, name); /* Name of map as given by its creator */
288 struct region *region; /* What jurisdiction in the game world this map is ruled by 203 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
289 * points to the struct containing all the properties of 204 * points to the struct containing all the properties of
290 * the region */ 205 * the region */
291 uint32 reset_time; /* when this map should reset */ 206 double ACC (RW, reset_time);
292 uint32 reset_timeout; /* How many seconds must elapse before this map 207 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
293 * should be reset 208 * should be reset
294 */ 209 */
210 bool ACC (RW, dirty); /* if true, something was inserted or removed */
211 bool ACC (RW, no_reset); // must not reset this map
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by 212 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map 213 * players entering/exiting map
297 */ 214 */
298 uint32 unique:1; /* if set, this is a per player unique map */
299 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
300 uint32 templatemap:1; /* if set, this is a template map */
301 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
302 sint32 timeout; /* swapout is set to this */ 215 sint32 ACC (RW, timeout); /* swapout is set to this */
303 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 216 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
304 sint16 players; /* How many plares are on this level right now */
305 uint32 in_memory; /* If not true, the map has been freed and must 217 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
306 * be loaded before used. The map,omap and map_ob 218 * be loaded before used. The map,omap and map_ob
307 * arrays will be allocated when the map is loaded */ 219 * arrays will be allocated when the map is loaded */
308 uint8 compressed; /* Compression method used */ 220 sint16 players; /* How many players are on this map right now */
309 uint16 difficulty; /* What level the player should be to play here */ 221 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
310 222
223 bool ACC (RW, per_player);
224 bool ACC (RW, per_party);
225 bool ACC (RW, outdoor); /* True if an outdoor map */
226 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
311 uint8 darkness; /* indicates level of darkness of map */ 227 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
312 uint16 width,height; /* Width and height of map. */ 228
313 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 229 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
314 uint16 enter_y; /* on the map if none are set in the exit */ 230 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
315 uint32 outdoor:1; /* True if an outdoor map */
316 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 231 oblinkpt *buttons; /* Linked list of linked lists of buttons */
317 struct MapSpace *spaces; /* Array of spaces on this map */
318 sint16 temp; /* base temperature of this tile (F) */ 232 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
319 sint16 pressure; /* barometric pressure (mb) */ 233 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
320 sint8 humid; /* humitidy of this tile */ 234 sint8 ACC (RW, humid); /* humitidy of this tile */
321 sint8 windspeed; /* windspeed of this tile */ 235 sint8 ACC (RW, windspeed); /* windspeed of this tile */
322 sint8 winddir; /* direction of wind */ 236 sint8 ACC (RW, winddir); /* direction of wind */
323 sint8 sky; /* sky conditions */ 237 sint8 ACC (RW, sky); /* sky conditions */
324 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 238 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
325 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 239 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
326 char *shoprace; /* the preffered race of the local shopkeeper */ 240 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
327 double shopgreed; /* how much our shopkeeper overcharges */ 241 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
328 uint64 shopmin; /* minimum price a shop will trade for */ 242 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
329 uint64 shopmax; /* maximum price a shop will offer */ 243 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
330 char *msg; /* Message map creator may have left */ 244 shstr ACC (RW, msg); /* Message map creator may have left */
331 char *maplore; /* Map lore information */ 245 shstr ACC (RW, maplore); /* Map lore information */
332 char *tile_path[4]; /* path to adjoining maps */ 246 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
333 struct mapstruct *tile_map[4]; /* Next map, linked list */ 247 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
334 char path[HUGE_BUF]; /* Filename of the map */ 248 shstr ACC (RW, path); /* Filename of the map */
249 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
250 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
251
252 MTH void activate ();
253 MTH void deactivate ();
254
255 // allocates all (empty) mapspace
256 MTH void alloc ();
257 // deallocates the mapspaces (and destroys all objects)
258 MTH void clear ();
259
260 MTH void fix_auto_apply ();
261 MTH void do_decay_objects ();
262 MTH void update_buttons ();
263 MTH int change_map_light (int change);
264 static void change_all_map_light (int change); //PERL
265 MTH void set_darkness_map ();
266 MTH int estimate_difficulty () const;
267
268 MTH void play_sound (faceidx sound, int x, int y) const;
269
270 // set the given flag on all objects in the map
271 MTH void set_object_flag (int flag, int value = 1);
272 MTH void post_load_original ();
273
274 MTH void link_multipart_objects ();
275 MTH void clear_unique_items ();
276
277 MTH void clear_header ();
278 MTH void clear_links_to (maptile *m);
279
280 MTH struct region *region (int x, int y) const;
281
282 // load the header pseudo-object
283 bool _load_header (object_thawer &thawer);
284 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
285
286 // load objects into the map
287 bool _load_objects (object_thawer &thawer);
288 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
289
290 // save objects into the given file (uses IO_ flags)
291 bool _save_objects (object_freezer &freezer, int flags);
292 MTH bool _save_objects (const char *path, int flags);
293
294 // save the header pseudo object _only_
295 bool _save_header (object_freezer &freezer);
296 MTH bool _save_header (const char *path);
297
298 maptile ();
299 maptile (int w, int h);
300 ~maptile ();
301
302 void do_destroy ();
303 void gather_callbacks (AV *&callbacks, event_type event) const;
304
305 MTH int size () const { return width * height; }
306
307 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
308
309 MTH void touch () { last_access = runtime; }
310
311 MTH bool tile_available (int dir, bool load = true);
312
313 // find the map that is at coordinate x|y relative to this map
314 // TODO: need a better way than passing by reference
315 // TODO: make perl interface
316 maptile *xy_find (sint16 &x, sint16 &y);
317
318 // like xy_find, but also loads the map
319 maptile *xy_load (sint16 &x, sint16 &y);
320
321 void do_load_sync ();//PERL
322
323 // make sure the map is loaded
324 MTH void load_sync ()
325 {
326 if (!spaces)
327 do_load_sync ();
328 }
329
330 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
331 bool generate_random_map (random_map_params *RP);
332
333 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
334 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
335 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
336 object *pick_random_object (rand_gen &gen = rndm) const;
337
338 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
339 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
335}; 340};
336 341
337/* This is used by get_rangevector to determine where the other 342/* This is used by get_rangevector to determine where the other
338 * creature is. get_rangevector takes into account map tiling, 343 * creature is. get_rangevector takes into account map tiling,
339 * so you just can not look the the map coordinates and get the 344 * so you just can not look the the map coordinates and get the
340 * righte value. distance_x/y are distance away, which 345 * righte value. distance_x/y are distance away, which
341 * can be negativbe. direction is the crossfire direction scheme 346 * can be negative. direction is the crossfire direction scheme
342 * that the creature should head. part is the part of the 347 * that the creature should head. part is the part of the
343 * monster that is closest. 348 * monster that is closest.
344 * Note: distance should be always >=0. I changed it to UINT. MT 349 * Note: distance should be always >=0. I changed it to UINT. MT
345 */ 350 */
346struct rv_vector { 351struct rv_vector
352{
347 unsigned int distance; 353 unsigned int distance;
348 int distance_x; 354 int distance_x;
349 int distance_y; 355 int distance_y;
350 int direction; 356 int direction;
351 object *part; 357 object *part;
352}; 358};
359
360// comaptibility cruft start
361//TODO: these should be refactored into things like xy_normalise
362// and so on.
363int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
364int out_of_map (maptile *m, int x, int y);
365maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
366void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
367void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
368int on_same_map (const object *op1, const object *op2);
369int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
370
371// adjust map, x and y for tiled maps and return true if the position is valid at all
372static inline bool
373xy_normalise (maptile *&map, sint16 &x, sint16 &y)
374{
375 // when in range, do a quick return, otherwise go the slow route
376 return
377 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
378 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
379}
380// comaptibility cruft end
381
382inline mapspace &
383object::ms () const
384{
385 return map->at (x, y);
386}
387
388struct mapxy {
389 maptile *m;
390 sint16 x, y;
391
392 mapxy (maptile *m, sint16 x, sint16 y)
393 : m(m), x(x), y(y)
394 { }
395
396 mapxy (object *op)
397 : m(op->map), x(op->x), y(op->y)
398 { }
399
400 mapxy &move (int dx, int dy)
401 {
402 x += dx;
403 y += dy;
404
405 return *this;
406 }
407
408 mapxy &move (int dir)
409 {
410 return move (freearr_x [dir], freearr_y [dir]);
411 }
412
413 operator void *() const { return (void *)m; }
414 mapxy &operator =(const object *op)
415 {
416 m = op->map;
417 x = op->x;
418 y = op->y;
419
420 return *this;
421 }
422
423 mapspace *operator ->() const { return &m->at (x, y); }
424 mapspace &operator * () const { return m->at (x, y); }
425
426 bool normalise ()
427 {
428 return xy_normalise (m, x, y);
429 }
430
431 mapspace &ms () const
432 {
433 return m->at (x, y);
434 }
435
436 object *insert (object *op, object *originator = 0, int flags = 0) const
437 {
438 return m->insert (op, x, y, originator, flags);
439 }
440};
441
442inline const mapxy &
443object::operator =(const mapxy &pos)
444{
445 map = pos.m;
446 x = pos.x;
447 y = pos.y;
448
449 return pos;
450}
353 451
354#endif 452#endif
453

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