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Revision: 1.101
Committed: Tue Dec 23 01:51:28 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +7 -1 lines
Log Message:
rmeove the last remnants of the weather code

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.90 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.53 *
4 root 1.93 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.76 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.53 *
8 root 1.90 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.78 * 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 pippijn 1.53 *
13 root 1.78 * 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 pippijn 1.53 *
18 root 1.78 * 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 root 1.76 *
21 root 1.90 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.53 */
23 root 1.1
24     /*
25 root 1.21 * The maptile is allocated each time a new map is opened.
26 root 1.1 * It contains pointers (very indirectly) to all objects on the map.
27     */
28    
29     #ifndef MAP_H
30     #define MAP_H
31    
32 root 1.40 #include <tr1/unordered_map>
33    
34 root 1.79 #include "region.h"
35 root 1.9 #include "cfperl.h"
36    
37 root 1.1 /* We set this size - this is to make magic map work properly on
38 root 1.34 * tiled maps. There is no requirement that this matches the
39 root 1.1 * tiled maps size - it just seemed like a reasonable value.
40     * Magic map code now always starts out putting the player in the
41     * center of the map - this makes the most sense when dealing
42     * with tiled maps.
43     * We also figure out the magicmap color to use as we process the
44     * spaces - this is more efficient as we already have up to date
45     * map pointers.
46     */
47     #define MAGIC_MAP_SIZE 50
48     #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49    
50 root 1.31 #define MAP_LAYERS 3
51 root 1.1
52 root 1.91 /* Values for in_memory below */
53 root 1.47 enum {
54 root 1.91 MAP_ACTIVE,
55     MAP_INACTIVE, // not used atm.
56 root 1.47 MAP_SWAPPED,
57     MAP_LOADING,
58     MAP_SAVING,
59     };
60 root 1.1
61     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
62     * really be used, as it is multi tile aware. However, there are some cases
63     * where it is known the map is not tiled or the values are known
64     * consistent (eg, op->map, op->x, op->y)
65     */
66 root 1.29 // all those macros are herewith declared legacy
67 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
68 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
71     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
72     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
73     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
74     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
75 root 1.1
76     /* You should really know what you are doing before using this - you
77     * should almost always be using out_of_map instead, which takes into account
78     * map tiling.
79     */
80 root 1.56 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
81 root 1.1
82     /* These are used in the MapLook flags element. They are not used in
83     * in the object flags structure.
84     */
85     #define P_BLOCKSVIEW 0x01
86 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
87 root 1.98 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
88 root 1.29 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
89     * that means, nothing harmful can be done,
90     * such as: bombs, potion usage, alchemy, spells
91     * this was introduced to make shops safer
92     * but is useful in other situations */
93 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
94     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95 root 1.30
96 root 1.45 #define P_UPTODATE 0x80 /* this space is up to date */
97 root 1.20
98 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
99     * used in the get_map_flags value - that function is used to return
100     * the flag value, as well as other conditions - using a more general
101     * function that does more of the work can hopefully be used to replace
102     * lots of duplicate checks currently in the code.
103     */
104 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105     #define P_NEW_MAP 0x20000
106 root 1.20 /* Coordinates passed result in a new tiled map */
107 root 1.1
108 root 1.29 /* Instead of having numerous arrays that have information on a
109 root 1.1 * particular space (was map, floor, floor2, map_ob),
110     * have this structure take care of that information.
111     * This puts it all in one place, and should also make it easier
112     * to extend information about a space.
113     */
114 root 1.97 INTERFACE_CLASS (mapspace)
115 root 1.29 struct mapspace
116 root 1.20 {
117 root 1.97 object *ACC (RW, bot);
118     object *ACC (RW, top); /* lowest/highest object on this space */
119     object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
120 root 1.30 uint8 flags_; /* flags about this space (see the P_ values above) */
121 root 1.97 sint8 ACC (RW, light); /* How much light this space provides */
122     MoveType ACC (RW, move_block); /* What movement types this space blocks */
123     MoveType ACC (RW, move_slow); /* What movement types this space slows */
124     MoveType ACC (RW, move_on); /* What movement types are activated */
125     MoveType ACC (RW, move_off); /* What movement types are activated */
126 root 1.30
127     void update_ ();
128 root 1.97 MTH void update ()
129 root 1.30 {
130 root 1.45 if (!(flags_ & P_UPTODATE))
131 root 1.30 update_ ();
132     }
133    
134 root 1.97 MTH uint8 flags ()
135 root 1.30 {
136     update ();
137     return flags_;
138     }
139 root 1.100
140     MTH void invalidate ()
141     {
142     flags_ = 0;
143     }
144 root 1.30
145 root 1.97 MTH object *player ()
146 root 1.30 {
147 root 1.98 object *op;
148    
149     if (flags () & P_PLAYER)
150     for (op = top; op->type != PLAYER; op = op->below)
151     ;
152     else
153     op = 0;
154    
155     return op;
156 root 1.30 }
157 root 1.65
158 root 1.66 // return the item volume on this mapspace in cm³
159 root 1.97 MTH uint64 volume () const;
160 root 1.88
161     bool blocks (MoveType mt) const
162     {
163     return move_block && (mt & move_block) == mt;
164     }
165 root 1.95
166     bool blocks (object *op) const
167     {
168     return blocks (op->move_type);
169     }
170 elmex 1.6 };
171 root 1.1
172 root 1.18 struct shopitems : zero_initialised
173     {
174 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
175     const char *name_pl; /* plural name */
176     int typenum; /* itemtype number we need to match 0 if it is the default price */
177     sint8 strength; /* the degree of specialisation the shop has in this item,
178     * as a percentage from -100 to 100 */
179     int index; /* being the size of the shopitems array. */
180 elmex 1.6 };
181 root 1.1
182 root 1.40 // map I/O, what to load/save
183     enum {
184     IO_HEADER = 0x01, // the "arch map" pseudo object
185     IO_OBJECTS = 0x02, // the non-unique objects
186     IO_UNIQUES = 0x04, // unique objects
187     };
188    
189 root 1.1 /* In general, code should always use the macros
190     * above (or functions in map.c) to access many of the
191     * values in the map structure. Failure to do this will
192     * almost certainly break various features. You may think
193     * it is safe to look at width and height values directly
194     * (or even through the macros), but doing so will completely
195     * break map tiling.
196     */
197 root 1.32 INTERFACE_CLASS (maptile)
198     struct maptile : zero_initialised, attachable
199 root 1.19 {
200 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
201     struct mapspace *spaces; /* Array of spaces on this map */
202 root 1.60 uint8 *regions; /* region index per mapspace, if != 0 */
203 root 1.79 region_ptr *regionmap; /* index to region */
204 root 1.40
205     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
206 root 1.29
207 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
208 root 1.79 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
209 root 1.20 * points to the struct containing all the properties of
210     * the region */
211 root 1.40 double ACC (RW, reset_time);
212 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
213 root 1.20 * should be reset
214     */
215 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
216 root 1.77 bool ACC (RW, no_reset); // must not reset this map
217 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
218     * players entering/exiting map
219     */
220     sint32 ACC (RW, timeout); /* swapout is set to this */
221     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
222     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
223     * be loaded before used. The map,omap and map_ob
224     * arrays will be allocated when the map is loaded */
225 root 1.42 sint16 players; /* How many players are on this map right now */
226 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
227    
228 root 1.40 bool ACC (RW, per_player);
229     bool ACC (RW, per_party);
230     bool ACC (RW, outdoor); /* True if an outdoor map */
231 root 1.94 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
232 root 1.101 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
233     static sint8 outdoor_darkness; /* the global darkness level outside */
234 root 1.40
235 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
236     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
237     oblinkpt *buttons; /* Linked list of linked lists of buttons */
238     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
239     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
240     sint8 ACC (RW, humid); /* humitidy of this tile */
241     sint8 ACC (RW, windspeed); /* windspeed of this tile */
242     sint8 ACC (RW, winddir); /* direction of wind */
243     sint8 ACC (RW, sky); /* sky conditions */
244 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
245 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
246 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
247 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
248 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
249 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
250 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
251     shstr ACC (RW, maplore); /* Map lore information */
252     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
253     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
254     shstr ACC (RW, path); /* Filename of the map */
255 root 1.66 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
256     uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
257 root 1.40
258 root 1.101 MTH sint8 darklevel () const
259     {
260     return clamp (outdoor ? darkness + outdoor_darkness : darkness, 0, MAX_DARKNESS);
261     }
262    
263 root 1.40 MTH void activate ();
264     MTH void deactivate ();
265    
266     // allocates all (empty) mapspace
267     MTH void alloc ();
268     // deallocates the mapspaces (and destroys all objects)
269     MTH void clear ();
270    
271     MTH void fix_auto_apply ();
272 root 1.77 MTH void do_decay_objects ();
273 root 1.40 MTH void update_buttons ();
274     MTH int change_map_light (int change);
275     static void change_all_map_light (int change); //PERL
276     MTH void set_darkness_map ();
277     MTH int estimate_difficulty () const;
278    
279 root 1.80 MTH void play_sound (faceidx sound, int x, int y) const;
280    
281 root 1.46 // set the given flag on all objects in the map
282     MTH void set_object_flag (int flag, int value = 1);
283 root 1.96 MTH void post_load_original ();
284 root 1.46
285 root 1.40 MTH void link_multipart_objects ();
286     MTH void clear_unique_items ();
287    
288     MTH void clear_header ();
289     MTH void clear_links_to (maptile *m);
290    
291 root 1.60 MTH struct region *region (int x, int y) const;
292 root 1.59
293 root 1.87 // load the header pseudo-object
294 root 1.51 bool _load_header (object_thawer &thawer);
295 root 1.87 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
296 root 1.40
297     // load objects into the map
298 root 1.51 bool _load_objects (object_thawer &thawer);
299 root 1.87 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
300 root 1.40
301     // save objects into the given file (uses IO_ flags)
302 root 1.51 bool _save_objects (object_freezer &freezer, int flags);
303     MTH bool _save_objects (const char *path, int flags);
304 root 1.40
305     // save the header pseudo object _only_
306 root 1.51 bool _save_header (object_freezer &freezer);
307     MTH bool _save_header (const char *path);
308 root 1.23
309     maptile ();
310 root 1.40 maptile (int w, int h);
311 root 1.32 ~maptile ();
312 root 1.40
313 root 1.32 void do_destroy ();
314     void gather_callbacks (AV *&callbacks, event_type event) const;
315    
316 root 1.36 MTH int size () const { return width * height; }
317 root 1.29
318 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
319 root 1.34
320 root 1.46 MTH void touch () { last_access = runtime; }
321    
322 root 1.84 MTH bool tile_available (int dir, bool load = true);
323    
324 root 1.47 // find the map that is at coordinate x|y relative to this map
325     // TODO: need a better way than passing by reference
326     // TODO: make perl interface
327     maptile *xy_find (sint16 &x, sint16 &y);
328    
329     // like xy_find, but also loads the map
330     maptile *xy_load (sint16 &x, sint16 &y);
331    
332     void do_load_sync ();//PERL
333    
334     // make sure the map is loaded
335     MTH void load_sync ()
336     {
337     if (!spaces)
338     do_load_sync ();
339     }
340 root 1.40
341 root 1.51 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
342     bool generate_random_map (random_map_params *RP);
343    
344 root 1.84 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
345 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
346 root 1.69 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
347 root 1.92 object *pick_random_object (rand_gen &gen = rndm) const;
348 root 1.39
349 root 1.100 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
350 elmex 1.6 };
351 root 1.1
352     /* This is used by get_rangevector to determine where the other
353     * creature is. get_rangevector takes into account map tiling,
354     * so you just can not look the the map coordinates and get the
355     * righte value. distance_x/y are distance away, which
356 root 1.29 * can be negative. direction is the crossfire direction scheme
357 root 1.1 * that the creature should head. part is the part of the
358     * monster that is closest.
359     * Note: distance should be always >=0. I changed it to UINT. MT
360     */
361 root 1.20 struct rv_vector
362     {
363     unsigned int distance;
364     int distance_x;
365     int distance_y;
366     int direction;
367     object *part;
368 elmex 1.6 };
369 root 1.1
370 root 1.88 // comaptibility cruft start
371 root 1.52 //TODO: these should be refactored into things like xy_normalise
372     // and so on.
373 root 1.63 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
374     int out_of_map (maptile *m, int x, int y);
375     maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
376     void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
377     void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
378     int on_same_map (const object *op1, const object *op2);
379     int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
380 root 1.52
381     // adjust map, x and y for tiled maps and return true if the position is valid at all
382 root 1.88 static inline bool
383 root 1.52 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
384     {
385     // when in range, do a quick return, otherwise go the slow route
386     return
387     (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
388     || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
389     }
390 root 1.88 // comaptibility cruft end
391 root 1.52
392 root 1.31 inline mapspace &
393     object::ms () const
394     {
395     return map->at (x, y);
396     }
397    
398 root 1.85 struct mapxy {
399     maptile *m;
400     sint16 x, y;
401    
402     mapxy (maptile *m, sint16 x, sint16 y)
403     : m(m), x(x), y(y)
404     { }
405    
406     mapxy (object *op)
407     : m(op->map), x(op->x), y(op->y)
408     { }
409    
410 root 1.89 mapxy &move (int dx, int dy)
411 root 1.85 {
412 root 1.89 x += dx;
413     y += dy;
414 root 1.85
415     return *this;
416     }
417    
418 root 1.89 mapxy &move (int dir)
419     {
420     return move (freearr_x [dir], freearr_y [dir]);
421     }
422    
423 root 1.85 operator void *() const { return (void *)m; }
424     mapxy &operator =(const object *op)
425     {
426     m = op->map;
427     x = op->x;
428     y = op->y;
429    
430     return *this;
431     }
432    
433     mapspace *operator ->() const { return &m->at (x, y); }
434 root 1.88 mapspace &operator * () const { return m->at (x, y); }
435 root 1.85
436     bool normalise ()
437     {
438     return xy_normalise (m, x, y);
439     }
440 root 1.86
441 root 1.95 mapspace &ms () const
442     {
443     return m->at (x, y);
444     }
445    
446 root 1.86 object *insert (object *op, object *originator = 0, int flags = 0) const
447     {
448 root 1.95 return m->insert (op, x, y, originator, flags);
449 root 1.86 }
450 root 1.85 };
451    
452     inline const mapxy &
453     object::operator =(const mapxy &pos)
454     {
455     map = pos.m;
456     x = pos.x;
457     y = pos.y;
458    
459     return pos;
460     }
461    
462 root 1.1 #endif
463 root 1.22