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Revision 1.36 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.92 by root, Sun May 4 14:12:37 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map>
33
34#include "region.h"
32#include "cfperl.h" 35#include "cfperl.h"
33 36
34/* 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
35 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
44#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 49
47#define MAP_LAYERS 3 50#define MAP_LAYERS 3
48 51
49/* options passed to ready_map_name and load_original_map */ 52/* Values for in_memory below */
50#define MAP_FLUSH 0x01 53enum {
51#define MAP_PLAYER_UNIQUE 0x02 54 MAP_ACTIVE,
52#define MAP_BLOCK 0x04 55 MAP_INACTIVE, // not used atm.
53#define MAP_STYLE 0x08 56 MAP_SWAPPED,
54#define MAP_OVERLAY 0x10 57 MAP_LOADING,
55 58 MAP_SAVING,
56/* Values for in_memory below. Should probably be an enumerations */ 59};
57#define MAP_IN_MEMORY 1
58#define MAP_SWAPPED 2
59#define MAP_LOADING 3
60#define MAP_SAVING 4
61 60
62/* 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
63 * 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
64 * 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
65 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
67// all those macros are herewith declared legacy 66// all those macros are herewith declared legacy
68#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
69#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 68#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
70#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 69#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
71#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 70#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
72#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
73#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
74#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
75#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
76#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
77#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
78 76
79/* You should really know what you are doing before using this - you 77/* You should really know what you are doing before using this - you
80 * should almost always be using out_of_map instead, which takes into account 78 * should almost always be using out_of_map instead, which takes into account
81 * map tiling. 79 * map tiling.
82 */ 80 */
83#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 81#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
84 82
85/* These are used in the MapLook flags element. They are not used in 83/* These are used in the MapLook flags element. They are not used in
86 * in the object flags structure. 84 * in the object flags structure.
87 */ 85 */
88#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
94 * this was introduced to make shops safer 92 * this was introduced to make shops safer
95 * but is useful in other situations */ 93 * but is useful in other situations */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98 96
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 97#define P_UPTODATE 0x80 /* this space is up to date */
100 98
101/* The following two values are not stored in the MapLook flags, but instead 99/* The following two values are not stored in the MapLook flags, but instead
102 * used in the get_map_flags value - that function is used to return 100 * used in the get_map_flags value - that function is used to return
103 * the flag value, as well as other conditions - using a more general 101 * the flag value, as well as other conditions - using a more general
104 * function that does more of the work can hopefully be used to replace 102 * function that does more of the work can hopefully be used to replace
106 */ 104 */
107#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
108#define P_NEW_MAP 0x20000 106#define P_NEW_MAP 0x20000
109 /* Coordinates passed result in a new tiled map */ 107 /* Coordinates passed result in a new tiled map */
110 108
111/* P_NO_PASS is used for ob_blocked() return value. It needs
112 * to be here to make sure the bits don't match with anything.
113 */
114#define P_NO_PASS 0x80000
115
116/* Instead of having numerous arrays that have information on a 109/* Instead of having numerous arrays that have information on a
117 * particular space (was map, floor, floor2, map_ob), 110 * particular space (was map, floor, floor2, map_ob),
118 * have this structure take care of that information. 111 * have this structure take care of that information.
119 * This puts it all in one place, and should also make it easier 112 * This puts it all in one place, and should also make it easier
120 * to extend information about a space. 113 * to extend information about a space.
121 */ 114 */
122struct mapspace 115struct mapspace
123{ 116{
124 object *bot, *top; /* lowest/highest object on this space */ 117 object *bot, *top; /* lowest/highest object on this space */
125 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
126 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 118 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
127 uint8 flags_; /* flags about this space (see the P_ values above) */ 119 uint8 flags_; /* flags about this space (see the P_ values above) */
128 sint8 light; /* How much light this space provides */ 120 sint8 light; /* How much light this space provides */
129 MoveType move_block; /* What movement types this space blocks */ 121 MoveType move_block; /* What movement types this space blocks */
130 MoveType move_slow; /* What movement types this space slows */ 122 MoveType move_slow; /* What movement types this space slows */
132 MoveType move_off; /* What movement types are activated */ 124 MoveType move_off; /* What movement types are activated */
133 125
134 void update_ (); 126 void update_ ();
135 void update () 127 void update ()
136 { 128 {
137 if (flags_ & P_NEED_UPDATE) 129 if (!(flags_ & P_UPTODATE))
138 update_ (); 130 update_ ();
139 } 131 }
140 132
141 uint8 flags () 133 uint8 flags ()
142 { 134 {
155 if (op->type == PLAYER) 147 if (op->type == PLAYER)
156 return op; 148 return op;
157 149
158 return 0; 150 return 0;
159 } 151 }
160};
161 152
162/* 153 // return the item volume on this mapspace in cm³
163 * this is an overlay structure of the whole world. It exists as a simple 154 uint64 volume () const;
164 * high level map, which doesn't contain the full data of the underlying map.
165 * in this map, only things such as weather are recorded. By doing so, we
166 * can keep the entire world parameters in memory, and act as a whole on
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170 155
171struct weathermap_t 156 bool blocks (MoveType mt) const
172{ 157 {
173 sint16 temp; /* base temperature of this tile (F) */ 158 return move_block && (mt & move_block) == mt;
174 sint16 pressure; /* barometric pressure (mb) */ 159 }
175 sint8 humid; /* humitidy of this tile */
176 sint8 windspeed; /* windspeed of this tile */
177 sint8 winddir; /* direction of wind */
178 sint8 sky; /* sky conditions */
179 sint32 avgelev; /* average elevation */
180 uint32 rainfall; /* cumulative rainfall */
181 uint8 darkness; /* indicates level of darkness of map */
182 uint8 water; /* 0-100 percentage of water tiles */
183 /*Dynamic parts */
184 sint16 realtemp; /* temperature at a given calculation step for this tile */
185};
186
187/*
188 * Each map is in a given region of the game world and links to a region definiton, so
189 * they have to appear here in the headers, before the mapdef
190 */
191struct region : zero_initialised
192{
193 struct region *next; /* pointer to next region, NULL for the last one */
194 const char *name; /* Shortend name of the region as maps refer to it */
195 const char *parent_name; /*
196 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value.
201 */
202 struct region *parent; /*
203 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is.
206 */
207 const char *longname; /* Official title of the region, this might be defined
208 * to be the same as name*/
209 const char *msg; /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing,
212 * this should be the one we fall back on as the default */
213 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
214 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
215}; 160};
216 161
217struct shopitems : zero_initialised 162struct shopitems : zero_initialised
218{ 163{
219 const char *name; /* name of the item in question, null if it is the default item */ 164 const char *name; /* name of the item in question, null if it is the default item */
220 const char *name_pl; /* plural name */ 165 const char *name_pl; /* plural name */
221 int typenum; /* itemtype number we need to match 0 if it is the default price */ 166 int typenum; /* itemtype number we need to match 0 if it is the default price */
222 sint8 strength; /* the degree of specialisation the shop has in this item, 167 sint8 strength; /* the degree of specialisation the shop has in this item,
223 * as a percentage from -100 to 100 */ 168 * as a percentage from -100 to 100 */
224 int index; /* being the size of the shopitems array. */ 169 int index; /* being the size of the shopitems array. */
170};
171
172// map I/O, what to load/save
173enum {
174 IO_HEADER = 0x01, // the "arch map" pseudo object
175 IO_OBJECTS = 0x02, // the non-unique objects
176 IO_UNIQUES = 0x04, // unique objects
225}; 177};
226 178
227/* In general, code should always use the macros 179/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 180 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 181 * values in the map structure. Failure to do this will
233 * break map tiling. 185 * break map tiling.
234 */ 186 */
235INTERFACE_CLASS (maptile) 187INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 188struct maptile : zero_initialised, attachable
237{ 189{
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 190 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */ 191 struct mapspace *spaces; /* Array of spaces on this map */
192 uint8 *regions; /* region index per mapspace, if != 0 */
193 region_ptr *regionmap; /* index to region */
240 194
241 maptile *ACC (RW, next); /* Next map, linked list */ 195 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 196
243 char *ACC (RO, name); /* Name of map as given by its creator */ 197 shstr ACC (RW, name); /* Name of map as given by its creator */
244 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 198 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
245 * points to the struct containing all the properties of 199 * points to the struct containing all the properties of
246 * the region */ 200 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 201 double ACC (RW, reset_time);
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 202 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset 203 * should be reset
250 */ 204 */
205 bool ACC (RW, dirty); /* if true, something was inserted or removed */
206 bool ACC (RW, no_reset); // must not reset this map
251 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 207 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map 208 * players entering/exiting map
253 */ 209 */
254 bool ACC (RW, unique); /* if set, this is a per player unique map */
255 bool ACC (RW, templatemap); /* if set, this is a template map */
256 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
257 sint32 ACC (RW, timeout); /* swapout is set to this */ 210 sint32 ACC (RW, timeout); /* swapout is set to this */
258 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 211 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 212 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260 * be loaded before used. The map,omap and map_ob 213 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 214 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */ 215 sint16 players; /* How many players are on this map right now */
263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 216 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264 217
218 bool ACC (RW, per_player);
219 bool ACC (RW, per_party);
220 bool ACC (RW, outdoor); /* True if an outdoor map */
221 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 222 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
223
266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 224 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
267 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 225 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 226 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 227 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 228 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */ 229 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 230 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */ 231 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */ 232 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ 233 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 234 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 235 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 236 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 237 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 238 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 239 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 240 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 241 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 242 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 243 shstr ACC (RW, path); /* Filename of the map */
244 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
245 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
246
247 MTH void activate ();
248 MTH void deactivate ();
249
250 // allocates all (empty) mapspace
251 MTH void alloc ();
252 // deallocates the mapspaces (and destroys all objects)
253 MTH void clear ();
254
255 MTH void fix_auto_apply ();
256 MTH void do_decay_objects ();
257 MTH void update_buttons ();
258 MTH int change_map_light (int change);
259 static void change_all_map_light (int change); //PERL
260 MTH void set_darkness_map ();
261 MTH int estimate_difficulty () const;
262
263 MTH void play_sound (faceidx sound, int x, int y) const;
264
265 // set the given flag on all objects in the map
266 MTH void set_object_flag (int flag, int value = 1);
267
268 MTH void link_multipart_objects ();
269 MTH void clear_unique_items ();
270
271 MTH void clear_header ();
272 MTH void clear_links_to (maptile *m);
273
274 MTH struct region *region (int x, int y) const;
275
276 // load the header pseudo-object
277 bool _load_header (object_thawer &thawer);
278 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
279
280 // load objects into the map
281 bool _load_objects (object_thawer &thawer);
282 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
283
284 // save objects into the given file (uses IO_ flags)
285 bool _save_objects (object_freezer &freezer, int flags);
286 MTH bool _save_objects (const char *path, int flags);
287
288 // save the header pseudo object _only_
289 bool _save_header (object_freezer &freezer);
290 MTH bool _save_header (const char *path);
287 291
288 maptile (); 292 maptile ();
293 maptile (int w, int h);
289 ~maptile (); 294 ~maptile ();
295
290 void do_destroy (); 296 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 297 void gather_callbacks (AV *&callbacks, event_type event) const;
292 298
293 MTH void allocate ();
294 MTH int size () const { return width * height; } 299 MTH int size () const { return width * height; }
295 300
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 301 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
297 302
303 MTH void touch () { last_access = runtime; }
304
305 MTH bool tile_available (int dir, bool load = true);
306
307 // find the map that is at coordinate x|y relative to this map
308 // TODO: need a better way than passing by reference
309 // TODO: make perl interface
310 maptile *xy_find (sint16 &x, sint16 &y);
311
312 // like xy_find, but also loads the map
313 maptile *xy_load (sint16 &x, sint16 &y);
314
315 void do_load_sync ();//PERL
316
317 // make sure the map is loaded
318 MTH void load_sync ()
319 {
320 if (!spaces)
321 do_load_sync ();
322 }
323
324 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
325 bool generate_random_map (random_map_params *RP);
326
327 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
328 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
329 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
330 object *pick_random_object (rand_gen &gen = rndm) const;
331
298 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
299 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 333 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
300}; 334};
301 335
302/* This is used by get_rangevector to determine where the other 336/* This is used by get_rangevector to determine where the other
303 * creature is. get_rangevector takes into account map tiling, 337 * creature is. get_rangevector takes into account map tiling,
304 * so you just can not look the the map coordinates and get the 338 * so you just can not look the the map coordinates and get the
315 int distance_y; 349 int distance_y;
316 int direction; 350 int direction;
317 object *part; 351 object *part;
318}; 352};
319 353
354// comaptibility cruft start
355//TODO: these should be refactored into things like xy_normalise
356// and so on.
357int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
358int out_of_map (maptile *m, int x, int y);
359maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
360void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
361void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
362int on_same_map (const object *op1, const object *op2);
363int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
364
365// adjust map, x and y for tiled maps and return true if the position is valid at all
366static inline bool
367xy_normalise (maptile *&map, sint16 &x, sint16 &y)
368{
369 // when in range, do a quick return, otherwise go the slow route
370 return
371 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
372 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
373}
374// comaptibility cruft end
375
320inline mapspace & 376inline mapspace &
321object::ms () const 377object::ms () const
322{ 378{
323 return map->at (x, y); 379 return map->at (x, y);
324} 380}
325 381
382struct mapxy {
383 maptile *m;
384 sint16 x, y;
385
386 mapxy (maptile *m, sint16 x, sint16 y)
387 : m(m), x(x), y(y)
388 { }
389
390 mapxy (object *op)
391 : m(op->map), x(op->x), y(op->y)
392 { }
393
394 mapxy &move (int dx, int dy)
395 {
396 x += dx;
397 y += dy;
398
399 return *this;
400 }
401
402 mapxy &move (int dir)
403 {
404 return move (freearr_x [dir], freearr_y [dir]);
405 }
406
407 operator void *() const { return (void *)m; }
408 mapxy &operator =(const object *op)
409 {
410 m = op->map;
411 x = op->x;
412 y = op->y;
413
414 return *this;
415 }
416
417 mapspace *operator ->() const { return &m->at (x, y); }
418 mapspace &operator * () const { return m->at (x, y); }
419
420 bool normalise ()
421 {
422 return xy_normalise (m, x, y);
423 }
424
425 object *insert (object *op, object *originator = 0, int flags = 0) const
426 {
427 m->insert (op, x, y, originator, flags);
428 }
429};
430
431inline const mapxy &
432object::operator =(const mapxy &pos)
433{
434 map = pos.m;
435 x = pos.x;
436 y = pos.y;
437
438 return pos;
439}
440
326#endif 441#endif
327 442

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