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Comparing deliantra/server/include/map.h (file contents):
Revision 1.21 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.98 by root, Sun Aug 17 22:46:26 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 (©) 2005,2006,2007,2008 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-devel@real-time.com
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.
37 * 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
38 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 42 * with tiled maps.
40 * 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
42 * map pointers. 45 * map pointers.
43 */ 46 */
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
48#define MAP_LAYERS 4 50#define MAP_LAYERS 3
49 51
50/* This is when the map will reset */ 52/* Values for in_memory below */
51#define MAP_WHEN_RESET(m) ((m)->reset_time) 53enum {
52 54 MAP_ACTIVE,
53#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 55 MAP_INACTIVE, // not used atm.
54#define MAP_DIFFICULTY(m) ((m)->difficulty) 56 MAP_SWAPPED,
55#define MAP_TIMEOUT(m) ((m)->timeout) 57 MAP_LOADING,
56#define MAP_SWAP_TIME(m) ((m)->swap_time) 58 MAP_SAVING,
57#define MAP_OUTDOORS(m) ((m)->outdoor) 59};
58
59/* mape darkness used to enforce the MAX_DARKNESS value.
60 * but IMO, if it is beyond max value, that should be fixed
61 * on the map or in the code.
62 */
63#define MAP_DARKNESS(m) (m)->darkness
64
65#define MAP_WIDTH(m) (m)->width
66#define MAP_HEIGHT(m) (m)->height
67
68/* Convenient function - total number of spaces is used
69 * in many places.
70 */
71#define MAP_SIZE(m) ((m)->width * (m)->height)
72
73#define MAP_ENTER_X(m) (m)->enter_x
74#define MAP_ENTER_Y(m) (m)->enter_y
75
76#define MAP_TEMP(m) (m)->temp
77#define MAP_PRESSURE(m) (m)->pressure
78#define MAP_HUMID(m) (m)->humid
79#define MAP_WINDSPEED(m) (m)->windspeed
80#define MAP_WINDDIRECTION(m) (m)->winddir
81#define MAP_SKYCOND(m) (m)->sky
82#define MAP_WORLDPARTX(m) (m)->wpartx
83#define MAP_WORLDPARTY(m) (m)->wparty
84#define MAP_NOSMOOTH(m) (m)->nosmooth
85
86/* options passed to ready_map_name and load_original_map */
87#define MAP_FLUSH 0x1
88#define MAP_PLAYER_UNIQUE 0x2
89#define MAP_BLOCK 0x4
90#define MAP_STYLE 0x8
91#define MAP_OVERLAY 0x10
92
93/* Values for in_memory below. Should probably be an enumerations */
94#define MAP_IN_MEMORY 1
95#define MAP_SWAPPED 2
96#define MAP_LOADING 3
97#define MAP_SAVING 4
98 60
99/* 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
100 * 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
101 * 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
102 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
103 */ 65 */
104#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) 66// all those macros are herewith declared legacy
105#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 ()
106#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
107#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
108 70#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
109#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom )
110#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top )
111
112/* legacy */
113#define get_map_ob GET_MAP_OB
114
115#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) )
116#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) )
117#define set_map_ob SET_MAP_OB
118
119#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C )
120#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] )
121
122#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
123#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]
124
125#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
126#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
127
128#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
129#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
130
131#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
132#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
133
134#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
135#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
136 76
137/* 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
138 * 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
139 * map tiling. 79 * map tiling.
140 */ 80 */
141#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)))
142 82
143/* 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
144 * in the object flags structure. 84 * in the object flags structure.
145 */ 85 */
146
147#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
148#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 */
149 88#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
150/* AB_NO_PASS is used for arch_blocked() return value. It needs 89#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
151 * to be here to make sure the bits don't match with anything.
152 * Changed name to have AB_ prefix just to make sure no one
153 * is using the P_NO_PASS. AB_.. should only be used for
154 * arch_blocked and functions that examine the return value.
155 */
156
157#define AB_NO_PASS 0x04
158
159 /*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08
161 /* If this is set the map tile is a safe map,
162 * that means, nothing harmful there will be done, 90 * that means, nothing harmful can be done,
163 * like: bombs, potion usage, alchemy, spells 91 * such as: bombs, potion usage, alchemy, spells
164 * this was introduced to make shops more safe 92 * this was introduced to make shops safer
165 * and propably other maps */ 93 * but is useful in other situations */
166#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
167#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
168#define P_NEED_UPDATE 0x40 /* this space is out of date */ 97#define P_UPTODATE 0x80 /* this space is up to date */
169#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
170 * does not complain if the flags are different.
171 */
172 98
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 106#define P_NEW_MAP 0x20000
181 /* Coordinates passed result in a new tiled map */ 107 /* Coordinates passed result in a new tiled map */
182 108
183/* Can't use MapCell as that is used in newserver.h
184 * Instead of having numerous arrays that have information on a 109/* Instead of having numerous arrays that have information on a
185 * particular space (was map, floor, floor2, map_ob), 110 * particular space (was map, floor, floor2, map_ob),
186 * have this structure take care of that information. 111 * have this structure take care of that information.
187 * 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
188 * to extend information about a space. 113 * to extend information about a space.
189 */ 114 */
190 115INTERFACE_CLASS (mapspace)
191struct MapSpace 116struct mapspace
192{ 117{
193 object *bottom; /* lowest object on this space */ 118 object *ACC (RW, bot);
194 object *top; /* Highest object on this space */ 119 object *ACC (RW, top); /* lowest/highest object on this space */
195 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
196 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 120 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
197 uint8 flags; /* flags about this space (see the P_ values above) */ 121 uint8 flags_; /* flags about this space (see the P_ values above) */
198 sint8 light; /* How much light this space provides */ 122 sint8 ACC (RW, light); /* How much light this space provides */
199 MoveType move_block; /* What movement types this space blocks */ 123 MoveType ACC (RW, move_block); /* What movement types this space blocks */
200 MoveType move_slow; /* What movement types this space slows */ 124 MoveType ACC (RW, move_slow); /* What movement types this space slows */
201 MoveType move_on; /* What movement types are activated */ 125 MoveType ACC (RW, move_on); /* What movement types are activated */
202 MoveType move_off; /* What movement types are activated */ 126 MoveType ACC (RW, move_off); /* What movement types are activated */
203};
204 127
205/* 128 void update_ ();
206 * this is an overlay structure of the whole world. It exists as a simple 129 MTH void update ()
207 * high level map, which doesn't contain the full data of the underlying map. 130 {
208 * in this map, only things such as weather are recorded. By doing so, we 131 if (!(flags_ & P_UPTODATE))
209 * can keep the entire world parameters in memory, and act as a whole on 132 update_ ();
210 * them at once. We can then, in a separate loop, update the actual world 133 }
211 * with the new values we have assigned.
212 */
213 134
214struct weathermap_t 135 MTH uint8 flags ()
215{ 136 {
216 sint16 temp; /* base temperature of this tile (F) */ 137 update ();
217 sint16 pressure; /* barometric pressure (mb) */ 138 return flags_;
218 sint8 humid; /* humitidy of this tile */ 139 }
219 sint8 windspeed; /* windspeed of this tile */ 140
220 sint8 winddir; /* direction of wind */ 141 MTH object *player ()
221 sint8 sky; /* sky conditions */ 142 {
222 sint32 avgelev; /* average elevation */ 143 object *op;
223 uint32 rainfall; /* cumulative rainfall */
224 uint8 darkness; /* indicates level of darkness of map */
225 uint8 water; /* 0-100 percentage of water tiles */
226 /*Dynamic parts */
227 sint16 realtemp; /* temperature at a given calculation step for this tile */
228};
229 144
230/* 145 if (flags () & P_PLAYER)
231 * Each map is in a given region of the game world and links to a region definiton, so 146 for (op = top; op->type != PLAYER; op = op->below)
232 * they have to appear here in the headers, before the mapdef 147 ;
233 */ 148 else
234struct region 149 op = 0;
235{
236 struct region *next; /* pointer to next region, NULL for the last one */
237 const char *name; /* Shortend name of the region as maps refer to it */
238 const char *parent_name; /*
239 * So that parent and child regions can be defined in
240 * any order, we keep hold of the parent_name during
241 * initialisation, and the children get assigned to their
242 * parents later. (before runtime on the server though)
243 * nothing outside the init code should ever use this value.
244 */
245 struct region *parent; /*
246 * Pointer to the region that is a parent of the current
247 * region, if a value isn't defined in the current region
248 * we traverse this series of pointers until it is.
249 */
250 const char *longname; /* Official title of the region, this might be defined
251 * to be the same as name*/
252 const char *msg; /* the description of the region */
253 uint32 counter; /* A generic counter for holding temporary data. */
254 sint8 fallback; /* whether, in the event of a region not existing,
255 * this should be the one we fall back on as the default */
256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258};
259 150
151 return op;
152 }
153
154 // return the item volume on this mapspace in cm³
155 MTH uint64 volume () const;
156
157 bool blocks (MoveType mt) const
158 {
159 return move_block && (mt & move_block) == mt;
160 }
161
162 bool blocks (object *op) const
163 {
164 return blocks (op->move_type);
165 }
166};
260 167
261struct shopitems : zero_initialised 168struct shopitems : zero_initialised
262{ 169{
263 const char *name; /* name of the item in question, null if it is the default item */ 170 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 171 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 172 int typenum; /* itemtype number we need to match 0 if it is the default price */
266 sint8 strength; /* the degree of specialisation the shop has in this item, 173 sint8 strength; /* the degree of specialisation the shop has in this item,
267 * as a percentage from -100 to 100 */ 174 * as a percentage from -100 to 100 */
268 int index; /* being the size of the shopitems array. */ 175 int index; /* being the size of the shopitems array. */
176};
177
178// map I/O, what to load/save
179enum {
180 IO_HEADER = 0x01, // the "arch map" pseudo object
181 IO_OBJECTS = 0x02, // the non-unique objects
182 IO_UNIQUES = 0x04, // unique objects
269}; 183};
270 184
271/* In general, code should always use the macros 185/* In general, code should always use the macros
272 * above (or functions in map.c) to access many of the 186 * above (or functions in map.c) to access many of the
273 * values in the map structure. Failure to do this will 187 * values in the map structure. Failure to do this will
274 * almost certainly break various features. You may think 188 * almost certainly break various features. You may think
275 * it is safe to look at width and height values directly 189 * it is safe to look at width and height values directly
276 * (or even through the macros), but doing so will completely 190 * (or even through the macros), but doing so will completely
277 * break map tiling. 191 * break map tiling.
278 */ 192 */
279ACC_CLASS (maptile) 193INTERFACE_CLASS (maptile)
280struct maptile : zero_initialised, attachable<maptile> 194struct maptile : zero_initialised, attachable
281{ 195{
282 maptile *ACC (RW, next); /* Next map, linked list */ 196 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
283 char *ACC (RO, tmpname); /* Name of temporary file */ 197 struct mapspace *spaces; /* Array of spaces on this map */
198 uint8 *regions; /* region index per mapspace, if != 0 */
199 region_ptr *regionmap; /* index to region */
200
201 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
202
284 char *ACC (RO, name); /* Name of map as given by its creator */ 203 shstr ACC (RW, name); /* Name of map as given by its creator */
285 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 204 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
286 * points to the struct containing all the properties of 205 * points to the struct containing all the properties of
287 * the region */ 206 * the region */
288 uint32 ACC (RW, reset_time); /* when this map should reset */ 207 double ACC (RW, reset_time);
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 208 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset 209 * should be reset
291 */ 210 */
211 bool ACC (RW, dirty); /* if true, something was inserted or removed */
212 bool ACC (RW, no_reset); // must not reset this map
292 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 213 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
293 * players entering/exiting map 214 * players entering/exiting map
294 */ 215 */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */
296 bool ACC (RW, templatemap); /* if set, this is a template map */
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 ACC (RW, timeout); /* swapout is set to this */ 216 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 217 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 ACC (RW, players); /* How many plares are on this level right now */
301 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 218 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
302 * be loaded before used. The map,omap and map_ob 219 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 220 * arrays will be allocated when the map is loaded */
221 sint16 players; /* How many players are on this map right now */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 222 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305 223
224 bool ACC (RW, per_player);
225 bool ACC (RW, per_party);
226 bool ACC (RW, outdoor); /* True if an outdoor map */
227 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
306 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 228 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
307 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 229
308 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 230 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
309 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 231 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
310 bool ACC (RW, outdoor); /* True if an outdoor map */
311 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 232 oblinkpt *buttons; /* Linked list of linked lists of buttons */
312 struct MapSpace *spaces; /* Array of spaces on this map */
313 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 233 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
314 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 234 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
315 sint8 ACC (RW, humid); /* humitidy of this tile */ 235 sint8 ACC (RW, humid); /* humitidy of this tile */
316 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 236 sint8 ACC (RW, windspeed); /* windspeed of this tile */
317 sint8 ACC (RW, winddir); /* direction of wind */ 237 sint8 ACC (RW, winddir); /* direction of wind */
318 sint8 ACC (RW, sky); /* sky conditions */ 238 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 239 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
320 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 240 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 241 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 242 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 243 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 244 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 245 shstr ACC (RW, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 246 shstr ACC (RW, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 247 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
328 maptile *tile_map[4]; /* Next map, linked list */ 248 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 249 shstr ACC (RW, path); /* Filename of the map */
250 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
251 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
252
253 MTH void activate ();
254 MTH void deactivate ();
255
256 // allocates all (empty) mapspace
257 MTH void alloc ();
258 // deallocates the mapspaces (and destroys all objects)
259 MTH void clear ();
260
261 MTH void fix_auto_apply ();
262 MTH void do_decay_objects ();
263 MTH void update_buttons ();
264 MTH int change_map_light (int change);
265 static void change_all_map_light (int change); //PERL
266 MTH void set_darkness_map ();
267 MTH int estimate_difficulty () const;
268
269 MTH void play_sound (faceidx sound, int x, int y) const;
270
271 // set the given flag on all objects in the map
272 MTH void set_object_flag (int flag, int value = 1);
273 MTH void post_load_original ();
274
275 MTH void link_multipart_objects ();
276 MTH void clear_unique_items ();
277
278 MTH void clear_header ();
279 MTH void clear_links_to (maptile *m);
280
281 MTH struct region *region (int x, int y) const;
282
283 // load the header pseudo-object
284 bool _load_header (object_thawer &thawer);
285 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
286
287 // load objects into the map
288 bool _load_objects (object_thawer &thawer);
289 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
290
291 // save objects into the given file (uses IO_ flags)
292 bool _save_objects (object_freezer &freezer, int flags);
293 MTH bool _save_objects (const char *path, int flags);
294
295 // save the header pseudo object _only_
296 bool _save_header (object_freezer &freezer);
297 MTH bool _save_header (const char *path);
298
299 maptile ();
300 maptile (int w, int h);
301 ~maptile ();
302
303 void do_destroy ();
304 void gather_callbacks (AV *&callbacks, event_type event) const;
305
306 MTH int size () const { return width * height; }
307
308 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
309
310 MTH void touch () { last_access = runtime; }
311
312 MTH bool tile_available (int dir, bool load = true);
313
314 // find the map that is at coordinate x|y relative to this map
315 // TODO: need a better way than passing by reference
316 // TODO: make perl interface
317 maptile *xy_find (sint16 &x, sint16 &y);
318
319 // like xy_find, but also loads the map
320 maptile *xy_load (sint16 &x, sint16 &y);
321
322 void do_load_sync ();//PERL
323
324 // make sure the map is loaded
325 MTH void load_sync ()
326 {
327 if (!spaces)
328 do_load_sync ();
329 }
330
331 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
332 bool generate_random_map (random_map_params *RP);
333
334 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
335 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
336 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
337 object *pick_random_object (rand_gen &gen = rndm) const;
338
339 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
340 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
330}; 341};
331 342
332/* This is used by get_rangevector to determine where the other 343/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 344 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 345 * so you just can not look the the map coordinates and get the
335 * righte value. distance_x/y are distance away, which 346 * righte value. distance_x/y are distance away, which
336 * can be negativbe. direction is the crossfire direction scheme 347 * can be negative. direction is the crossfire direction scheme
337 * that the creature should head. part is the part of the 348 * that the creature should head. part is the part of the
338 * monster that is closest. 349 * monster that is closest.
339 * Note: distance should be always >=0. I changed it to UINT. MT 350 * Note: distance should be always >=0. I changed it to UINT. MT
340 */ 351 */
341struct rv_vector 352struct rv_vector
345 int distance_y; 356 int distance_y;
346 int direction; 357 int direction;
347 object *part; 358 object *part;
348}; 359};
349 360
361// comaptibility cruft start
362//TODO: these should be refactored into things like xy_normalise
363// and so on.
364int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
365int out_of_map (maptile *m, int x, int y);
366maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
367void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
368void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
369int on_same_map (const object *op1, const object *op2);
370int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
371
372// adjust map, x and y for tiled maps and return true if the position is valid at all
373static inline bool
374xy_normalise (maptile *&map, sint16 &x, sint16 &y)
375{
376 // when in range, do a quick return, otherwise go the slow route
377 return
378 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
379 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
380}
381// comaptibility cruft end
382
383inline mapspace &
384object::ms () const
385{
386 return map->at (x, y);
387}
388
389struct mapxy {
390 maptile *m;
391 sint16 x, y;
392
393 mapxy (maptile *m, sint16 x, sint16 y)
394 : m(m), x(x), y(y)
395 { }
396
397 mapxy (object *op)
398 : m(op->map), x(op->x), y(op->y)
399 { }
400
401 mapxy &move (int dx, int dy)
402 {
403 x += dx;
404 y += dy;
405
406 return *this;
407 }
408
409 mapxy &move (int dir)
410 {
411 return move (freearr_x [dir], freearr_y [dir]);
412 }
413
414 operator void *() const { return (void *)m; }
415 mapxy &operator =(const object *op)
416 {
417 m = op->map;
418 x = op->x;
419 y = op->y;
420
421 return *this;
422 }
423
424 mapspace *operator ->() const { return &m->at (x, y); }
425 mapspace &operator * () const { return m->at (x, y); }
426
427 bool normalise ()
428 {
429 return xy_normalise (m, x, y);
430 }
431
432 mapspace &ms () const
433 {
434 return m->at (x, y);
435 }
436
437 object *insert (object *op, object *originator = 0, int flags = 0) const
438 {
439 return m->insert (op, x, y, originator, flags);
440 }
441};
442
443inline const mapxy &
444object::operator =(const mapxy &pos)
445{
446 map = pos.m;
447 x = pos.x;
448 y = pos.y;
449
450 return pos;
451}
452
350#endif 453#endif
454

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