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 1.14 by elmex, Tue Aug 29 09:27:58 2006 UTC vs.
Revision 1.93 by root, Tue May 6 16:55:26 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 1.14 2006/08/29 09:27:58 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/* 24/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/*
30 * The mapstruct is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
31 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
32 */ 27 */
33 28
34#ifndef MAP_H 29#ifndef MAP_H
35#define MAP_H 30#define MAP_H
36 31
32#include <tr1/unordered_map>
33
34#include "region.h"
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_LIGHT(M,X,Y) (M)->at((X),(Y)).light
111#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) 69#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
112 70#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
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] ) 71#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 ) 72#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 ) 73#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 ) 74#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 ) 75#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 76
140/* 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
141 * 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
142 * map tiling. 79 * map tiling.
143 */ 80 */
144#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)))
145 82
146/* 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
147 * in the object flags structure. 84 * in the object flags structure.
148 */ 85 */
149
150#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
151#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 87#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
152 88#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 tile is a safe map, 89#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
163 * that means, nothing harmful there will be done, 90 * that means, nothing harmful can be done,
164 * like: bombs, potion usage, alchemy, spells 91 * such as: bombs, potion usage, alchemy, spells
165 * this was introduced to make shops more safe 92 * this was introduced to make shops safer
166 * and propably other maps */ 93 * but is useful in other situations */
167#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
168#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
169#define P_NEED_UPDATE 0x40 /* this space is out of date */ 97#define P_UPTODATE 0x80 /* this space is up to date */
170#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 98
171 * does not complain if the flags are different.
172 */
173/* 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
174 * 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
175 * 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
176 * 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
177 * lots of duplicate checks currently in the code. 103 * lots of duplicate checks currently in the code.
178 */ 104 */
179#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ 105#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 */ 106#define P_NEW_MAP 0x20000
107 /* Coordinates passed result in a new tiled map */
181 108
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 109/* Instead of having numerous arrays that have information on a
192 * particular space (was map, floor, floor2, map_ob), 110 * particular space (was map, floor, floor2, map_ob),
193 * have this structure take care of that information. 111 * have this structure take care of that information.
194 * 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
195 * to extend information about a space. 113 * to extend information about a space.
196 */ 114 */
197
198struct MapSpace { 115struct mapspace
116{
199 object *bottom; /* lowest object on this space */ 117 object *bot, *top; /* lowest/highest object on this space */
200 object *top; /* Highest object on this space */
201 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
202 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 118 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
203 uint8 flags; /* flags about this space (see the P_ values above) */ 119 uint8 flags_; /* flags about this space (see the P_ values above) */
204 sint8 light; /* How much light this space provides */ 120 sint8 light; /* How much light this space provides */
205 MoveType move_block; /* What movement types this space blocks */ 121 MoveType move_block; /* What movement types this space blocks */
206 MoveType move_slow; /* What movement types this space slows */ 122 MoveType move_slow; /* What movement types this space slows */
207 MoveType move_on; /* What movement types are activated */ 123 MoveType move_on; /* What movement types are activated */
208 MoveType move_off; /* What movement types are activated */ 124 MoveType move_off; /* What movement types are activated */
209};
210 125
211/* 126 void update_ ();
212 * this is an overlay structure of the whole world. It exists as a simple 127 void update ()
213 * high level map, which doesn't contain the full data of the underlying map. 128 {
214 * in this map, only things such as weather are recorded. By doing so, we 129 if (!(flags_ & P_UPTODATE))
215 * can keep the entire world parameters in memory, and act as a whole on 130 update_ ();
216 * them at once. We can then, in a separate loop, update the actual world 131 }
217 * with the new values we have assigned.
218 */
219 132
220struct weathermap_t { 133 uint8 flags ()
221 sint16 temp; /* base temperature of this tile (F) */ 134 {
222 sint16 pressure; /* barometric pressure (mb) */ 135 update ();
223 sint8 humid; /* humitidy of this tile */ 136 return flags_;
224 sint8 windspeed; /* windspeed of this tile */ 137 }
225 sint8 winddir; /* direction of wind */ 138
226 sint8 sky; /* sky conditions */ 139 // maybe only inline quick flags_ checking?
227 sint32 avgelev; /* average elevation */ 140 object *player ()
228 uint32 rainfall; /* cumulative rainfall */ 141 {
229 uint8 darkness; /* indicates level of darkness of map */ 142 // search from the top, because players are usually on top
230 uint8 water; /* 0-100 percentage of water tiles */ 143 // make usually == always and this non-amortized O(1)
231 /*Dynamic parts*/ 144 // could gte rid of P_PLAYER, too, then
232 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 145 if (flags () & P_PLAYER)
233}; 146 for (object *op = top; op; op = op->below)
147 if (op->type == PLAYER)
148 return op;
234 149
235/* 150 return 0;
236 * Each map is in a given region of the game world and links to a region definiton, so 151 }
237 * they have to appear here in the headers, before the mapdef
238 */
239struct region {
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};
263 152
153 // return the item volume on this mapspace in cm³
154 uint64 volume () const;
264 155
265struct shopitems { 156 bool blocks (MoveType mt) const
157 {
158 return move_block && (mt & move_block) == mt;
159 }
160};
161
162struct shopitems : zero_initialised
163{
266 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 */
267 const char *name_pl; /* plural name */ 165 const char *name_pl; /* plural name */
268 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 */
269 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,
270 * as a percentage from -100 to 100 */ 168 * as a percentage from -100 to 100 */
271 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
272}; 177};
273 178
274/* In general, code should always use the macros 179/* In general, code should always use the macros
275 * above (or functions in map.c) to access many of the 180 * above (or functions in map.c) to access many of the
276 * values in the map structure. Failure to do this will 181 * values in the map structure. Failure to do this will
277 * almost certainly break various features. You may think 182 * almost certainly break various features. You may think
278 * it is safe to look at width and height values directly 183 * it is safe to look at width and height values directly
279 * (or even through the macros), but doing so will completely 184 * (or even through the macros), but doing so will completely
280 * break map tiling. 185 * break map tiling.
281 */ 186 */
282struct mapstruct : attachable<mapstruct> { 187INTERFACE_CLASS (maptile)
283 static data_type get_dt () { return DT_MAP; } 188struct maptile : zero_initialised, attachable
189{
190 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of 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 */
284 194
285 struct mapstruct *next; /* Next map, linked list */ 195 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
286 char *tmpname; /* Name of temporary file */ 196
287 char *name; /* Name of map as given by its creator */ 197 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 198 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 199 * points to the struct containing all the properties of
290 * the region */ 200 * the region */
291 uint32 reset_time; /* when this map should reset */ 201 double ACC (RW, reset_time);
292 uint32 reset_timeout; /* How many seconds must elapse before this map 202 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
293 * should be reset 203 * should be reset
294 */ 204 */
205 bool ACC (RW, dirty); /* if true, something was inserted or removed */
206 bool ACC (RW, no_reset); // must not reset this map
295 uint32 fixed_resettime:1; /* if true, reset time is not affected by 207 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map 208 * players entering/exiting map
297 */ 209 */
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 */ 210 sint32 ACC (RW, timeout); /* swapout is set to this */
303 sint32 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 */
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 212 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 213 * be loaded before used. The map,omap and map_ob
307 * arrays will be allocated when the map is loaded */ 214 * arrays will be allocated when the map is loaded */
215 sint16 players; /* How many players are on this map right now */
308 uint16 difficulty; /* What level the player should be to play here */ 216 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
309 217
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 */
310 uint8 darkness; /* indicates level of darkness of map */ 222 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
311 uint16 width,height; /* Width and height of map. */ 223
312 uint16 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 */
313 uint16 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 */
314 uint32 outdoor:1; /* True if an outdoor map */
315 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 226 oblinkpt *buttons; /* Linked list of linked lists of buttons */
316 struct MapSpace *spaces; /* Array of spaces on this map */
317 sint16 temp; /* base temperature of this tile (F) */ 227 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
318 sint16 pressure; /* barometric pressure (mb) */ 228 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
319 sint8 humid; /* humitidy of this tile */ 229 sint8 ACC (RW, humid); /* humitidy of this tile */
320 sint8 windspeed; /* windspeed of this tile */ 230 sint8 ACC (RW, windspeed); /* windspeed of this tile */
321 sint8 winddir; /* direction of wind */ 231 sint8 ACC (RW, winddir); /* direction of wind */
322 sint8 sky; /* sky conditions */ 232 sint8 ACC (RW, sky); /* sky conditions */
323 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 233 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
324 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 */
325 char *shoprace; /* the preffered race of the local shopkeeper */ 235 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
326 double shopgreed; /* how much our shopkeeper overcharges */ 236 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
327 uint64 shopmin; /* minimum price a shop will trade for */ 237 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
328 uint64 shopmax; /* maximum price a shop will offer */ 238 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
329 char *msg; /* Message map creator may have left */ 239 shstr ACC (RW, msg); /* Message map creator may have left */
330 char *maplore; /* Map lore information */ 240 shstr ACC (RW, maplore); /* Map lore information */
331 char *tile_path[4]; /* path to adjoining maps */ 241 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
332 struct mapstruct *tile_map[4]; /* Next map, linked list */ 242 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
333 char 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);
291
292 maptile ();
293 maptile (int w, int h);
294 ~maptile ();
295
296 void do_destroy ();
297 void gather_callbacks (AV *&callbacks, event_type event) const;
298
299 MTH int size () const { return width * height; }
300
301 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
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
332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
333 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
334}; 334};
335 335
336/* This is used by get_rangevector to determine where the other 336/* This is used by get_rangevector to determine where the other
337 * creature is. get_rangevector takes into account map tiling, 337 * creature is. get_rangevector takes into account map tiling,
338 * 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
339 * righte value. distance_x/y are distance away, which 339 * righte value. distance_x/y are distance away, which
340 * can be negativbe. direction is the crossfire direction scheme 340 * can be negative. direction is the crossfire direction scheme
341 * that the creature should head. part is the part of the 341 * that the creature should head. part is the part of the
342 * monster that is closest. 342 * monster that is closest.
343 * Note: distance should be always >=0. I changed it to UINT. MT 343 * Note: distance should be always >=0. I changed it to UINT. MT
344 */ 344 */
345struct rv_vector { 345struct rv_vector
346{
346 unsigned int distance; 347 unsigned int distance;
347 int distance_x; 348 int distance_x;
348 int distance_y; 349 int distance_y;
349 int direction; 350 int direction;
350 object *part; 351 object *part;
351}; 352};
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
376inline mapspace &
377object::ms () const
378{
379 return map->at (x, y);
380}
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}
352 440
353#endif 441#endif
442

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines