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/cvs/deliantra/server/include/map.h
Revision: 1.105
Committed: Sat Dec 27 02:31:19 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.104: +3 -3 lines
Log Message:
implement smell member for mapspaces, remove all traces of the old RANDOM macro

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 1.104 // tile map index
53     enum {
54     TILE_UP = 0,
55     TILE_RIGHT = 1,
56     TILE_DOWN = 2,
57     TILE_LEFT = 3,
58     };
59    
60 root 1.91 /* Values for in_memory below */
61 root 1.47 enum {
62 root 1.91 MAP_ACTIVE,
63     MAP_INACTIVE, // not used atm.
64 root 1.47 MAP_SWAPPED,
65     MAP_LOADING,
66     MAP_SAVING,
67     };
68 root 1.1
69     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
70     * really be used, as it is multi tile aware. However, there are some cases
71     * where it is known the map is not tiled or the values are known
72     * consistent (eg, op->map, op->x, op->y)
73     */
74 root 1.29 // all those macros are herewith declared legacy
75 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
76 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
77 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
78     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
79     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
80     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
81     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
82     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
83 root 1.1
84     /* You should really know what you are doing before using this - you
85     * should almost always be using out_of_map instead, which takes into account
86     * map tiling.
87     */
88 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)))
89 root 1.1
90     /* These are used in the MapLook flags element. They are not used in
91     * in the object flags structure.
92     */
93     #define P_BLOCKSVIEW 0x01
94 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
95 root 1.98 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
96 root 1.29 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
97     * that means, nothing harmful can be done,
98     * such as: bombs, potion usage, alchemy, spells
99     * this was introduced to make shops safer
100     * but is useful in other situations */
101 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
102     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
103 root 1.30
104 root 1.45 #define P_UPTODATE 0x80 /* this space is up to date */
105 root 1.20
106 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
107     * used in the get_map_flags value - that function is used to return
108     * the flag value, as well as other conditions - using a more general
109     * function that does more of the work can hopefully be used to replace
110     * lots of duplicate checks currently in the code.
111     */
112 root 1.105 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
113     #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
114 root 1.1
115 root 1.29 /* Instead of having numerous arrays that have information on a
116 root 1.1 * particular space (was map, floor, floor2, map_ob),
117     * have this structure take care of that information.
118     * This puts it all in one place, and should also make it easier
119     * to extend information about a space.
120     */
121 root 1.97 INTERFACE_CLASS (mapspace)
122 root 1.29 struct mapspace
123 root 1.20 {
124 root 1.97 object *ACC (RW, bot);
125     object *ACC (RW, top); /* lowest/highest object on this space */
126     object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 root 1.105 tick_t smell; // the last ptick a player was seen here, or 0
128 root 1.30 uint8 flags_; /* flags about this space (see the P_ values above) */
129 root 1.97 sint8 ACC (RW, light); /* How much light this space provides */
130     MoveType ACC (RW, move_block); /* What movement types this space blocks */
131     MoveType ACC (RW, move_slow); /* What movement types this space slows */
132     MoveType ACC (RW, move_on); /* What movement types are activated */
133     MoveType ACC (RW, move_off); /* What movement types are activated */
134 root 1.30
135     void update_ ();
136 root 1.97 MTH void update ()
137 root 1.30 {
138 root 1.45 if (!(flags_ & P_UPTODATE))
139 root 1.30 update_ ();
140     }
141    
142 root 1.97 MTH uint8 flags ()
143 root 1.30 {
144     update ();
145     return flags_;
146     }
147 root 1.100
148     MTH void invalidate ()
149     {
150     flags_ = 0;
151     }
152 root 1.30
153 root 1.97 MTH object *player ()
154 root 1.30 {
155 root 1.98 object *op;
156    
157     if (flags () & P_PLAYER)
158     for (op = top; op->type != PLAYER; op = op->below)
159     ;
160     else
161     op = 0;
162    
163     return op;
164 root 1.30 }
165 root 1.65
166 root 1.66 // return the item volume on this mapspace in cm³
167 root 1.97 MTH uint64 volume () const;
168 root 1.88
169     bool blocks (MoveType mt) const
170     {
171     return move_block && (mt & move_block) == mt;
172     }
173 root 1.95
174     bool blocks (object *op) const
175     {
176     return blocks (op->move_type);
177     }
178 elmex 1.6 };
179 root 1.1
180 root 1.104 // a rectangular area of a map
181     struct maprect
182     {
183     maptile *m;
184     int x0, y0;
185     int x1, y1;
186     int dx, dy; // offset to go from local coordinates to original tile */
187     };
188    
189 root 1.18 struct shopitems : zero_initialised
190     {
191 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
192     const char *name_pl; /* plural name */
193     int typenum; /* itemtype number we need to match 0 if it is the default price */
194     sint8 strength; /* the degree of specialisation the shop has in this item,
195     * as a percentage from -100 to 100 */
196     int index; /* being the size of the shopitems array. */
197 elmex 1.6 };
198 root 1.1
199 root 1.40 // map I/O, what to load/save
200     enum {
201     IO_HEADER = 0x01, // the "arch map" pseudo object
202     IO_OBJECTS = 0x02, // the non-unique objects
203     IO_UNIQUES = 0x04, // unique objects
204     };
205    
206 root 1.1 /* In general, code should always use the macros
207     * above (or functions in map.c) to access many of the
208     * values in the map structure. Failure to do this will
209     * almost certainly break various features. You may think
210     * it is safe to look at width and height values directly
211     * (or even through the macros), but doing so will completely
212     * break map tiling.
213     */
214 root 1.32 INTERFACE_CLASS (maptile)
215     struct maptile : zero_initialised, attachable
216 root 1.19 {
217 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
218     struct mapspace *spaces; /* Array of spaces on this map */
219 root 1.60 uint8 *regions; /* region index per mapspace, if != 0 */
220 root 1.79 region_ptr *regionmap; /* index to region */
221 root 1.40
222     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
223 root 1.29
224 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
225 root 1.79 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
226 root 1.20 * points to the struct containing all the properties of
227     * the region */
228 root 1.40 double ACC (RW, reset_time);
229 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
230 root 1.20 * should be reset
231     */
232 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
233 root 1.77 bool ACC (RW, no_reset); // must not reset this map
234 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
235     * players entering/exiting map
236     */
237     sint32 ACC (RW, timeout); /* swapout is set to this */
238     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
239     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
240     * be loaded before used. The map,omap and map_ob
241     * arrays will be allocated when the map is loaded */
242 root 1.42 sint16 players; /* How many players are on this map right now */
243 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
244    
245 root 1.40 bool ACC (RW, per_player);
246     bool ACC (RW, per_party);
247     bool ACC (RW, outdoor); /* True if an outdoor map */
248 root 1.94 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
249 root 1.101 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
250     static sint8 outdoor_darkness; /* the global darkness level outside */
251 root 1.40
252 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
253     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
254     oblinkpt *buttons; /* Linked list of linked lists of buttons */
255     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
256     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
257     sint8 ACC (RW, humid); /* humitidy of this tile */
258     sint8 ACC (RW, windspeed); /* windspeed of this tile */
259     sint8 ACC (RW, winddir); /* direction of wind */
260     sint8 ACC (RW, sky); /* sky conditions */
261 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
262 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
263 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
264 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
265 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
266 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
267 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
268     shstr ACC (RW, maplore); /* Map lore information */
269     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
270     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
271     shstr ACC (RW, path); /* Filename of the map */
272 root 1.66 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
273     uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
274 root 1.40
275 root 1.102 // the maptile:: is neccessary here for the perl interface to work
276     MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
277 root 1.101 {
278 root 1.102 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
279 root 1.101 }
280    
281 root 1.102 static void adjust_daylight ();
282    
283 root 1.40 MTH void activate ();
284     MTH void deactivate ();
285    
286     // allocates all (empty) mapspace
287     MTH void alloc ();
288     // deallocates the mapspaces (and destroys all objects)
289     MTH void clear ();
290    
291     MTH void fix_auto_apply ();
292 root 1.77 MTH void do_decay_objects ();
293 root 1.40 MTH void update_buttons ();
294     MTH int change_map_light (int change);
295     MTH int estimate_difficulty () const;
296    
297 root 1.80 MTH void play_sound (faceidx sound, int x, int y) const;
298    
299 root 1.46 // set the given flag on all objects in the map
300     MTH void set_object_flag (int flag, int value = 1);
301 root 1.96 MTH void post_load_original ();
302 root 1.46
303 root 1.40 MTH void link_multipart_objects ();
304     MTH void clear_unique_items ();
305    
306     MTH void clear_header ();
307     MTH void clear_links_to (maptile *m);
308    
309 root 1.60 MTH struct region *region (int x, int y) const;
310 root 1.59
311 root 1.87 // load the header pseudo-object
312 root 1.51 bool _load_header (object_thawer &thawer);
313 root 1.87 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
314 root 1.40
315     // load objects into the map
316 root 1.51 bool _load_objects (object_thawer &thawer);
317 root 1.87 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
318 root 1.40
319     // save objects into the given file (uses IO_ flags)
320 root 1.51 bool _save_objects (object_freezer &freezer, int flags);
321     MTH bool _save_objects (const char *path, int flags);
322 root 1.40
323     // save the header pseudo object _only_
324 root 1.51 bool _save_header (object_freezer &freezer);
325     MTH bool _save_header (const char *path);
326 root 1.23
327     maptile ();
328 root 1.40 maptile (int w, int h);
329 root 1.32 ~maptile ();
330 root 1.40
331 root 1.32 void do_destroy ();
332     void gather_callbacks (AV *&callbacks, event_type event) const;
333    
334 root 1.36 MTH int size () const { return width * height; }
335 root 1.29
336 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
337 root 1.34
338 root 1.46 MTH void touch () { last_access = runtime; }
339    
340 root 1.104 MTH maptile *tile_available (int dir, bool load = true);
341 root 1.84
342 root 1.47 // find the map that is at coordinate x|y relative to this map
343     // TODO: need a better way than passing by reference
344     // TODO: make perl interface
345     maptile *xy_find (sint16 &x, sint16 &y);
346    
347     // like xy_find, but also loads the map
348     maptile *xy_load (sint16 &x, sint16 &y);
349    
350     void do_load_sync ();//PERL
351    
352     // make sure the map is loaded
353     MTH void load_sync ()
354     {
355     if (!spaces)
356     do_load_sync ();
357     }
358 root 1.40
359 root 1.51 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
360     bool generate_random_map (random_map_params *RP);
361    
362 root 1.84 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
363 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
364 root 1.69 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
365 root 1.92 object *pick_random_object (rand_gen &gen = rndm) const;
366 root 1.39
367 root 1.100 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
368 root 1.104
369     // return an array of maprects corresponding
370     // to the given rectangular area. the last rect will have
371     // a 0 map pointer.
372     // the array will be stored in a static memory area,
373     // so recursion is not atm. supported
374     maprect *split_to_tiles (int x0, int y0, int x1, int y1);
375 elmex 1.6 };
376 root 1.1
377     /* This is used by get_rangevector to determine where the other
378     * creature is. get_rangevector takes into account map tiling,
379     * so you just can not look the the map coordinates and get the
380     * righte value. distance_x/y are distance away, which
381 root 1.29 * can be negative. direction is the crossfire direction scheme
382 root 1.1 * that the creature should head. part is the part of the
383     * monster that is closest.
384     * Note: distance should be always >=0. I changed it to UINT. MT
385     */
386 root 1.20 struct rv_vector
387     {
388     unsigned int distance;
389     int distance_x;
390     int distance_y;
391     int direction;
392     object *part;
393 elmex 1.6 };
394 root 1.1
395 root 1.88 // comaptibility cruft start
396 root 1.52 //TODO: these should be refactored into things like xy_normalise
397     // and so on.
398 root 1.63 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
399     int out_of_map (maptile *m, int x, int y);
400     maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
401     void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
402     void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
403     int on_same_map (const object *op1, const object *op2);
404     int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
405 root 1.52
406     // adjust map, x and y for tiled maps and return true if the position is valid at all
407 root 1.88 static inline bool
408 root 1.52 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
409     {
410     // when in range, do a quick return, otherwise go the slow route
411     return
412     (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
413     || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
414     }
415 root 1.88 // comaptibility cruft end
416 root 1.52
417 root 1.31 inline mapspace &
418     object::ms () const
419     {
420     return map->at (x, y);
421     }
422    
423 root 1.85 struct mapxy {
424     maptile *m;
425     sint16 x, y;
426    
427     mapxy (maptile *m, sint16 x, sint16 y)
428     : m(m), x(x), y(y)
429     { }
430    
431     mapxy (object *op)
432     : m(op->map), x(op->x), y(op->y)
433     { }
434    
435 root 1.89 mapxy &move (int dx, int dy)
436 root 1.85 {
437 root 1.89 x += dx;
438     y += dy;
439 root 1.85
440     return *this;
441     }
442    
443 root 1.89 mapxy &move (int dir)
444     {
445     return move (freearr_x [dir], freearr_y [dir]);
446     }
447    
448 root 1.85 operator void *() const { return (void *)m; }
449     mapxy &operator =(const object *op)
450     {
451     m = op->map;
452     x = op->x;
453     y = op->y;
454    
455     return *this;
456     }
457    
458     mapspace *operator ->() const { return &m->at (x, y); }
459 root 1.88 mapspace &operator * () const { return m->at (x, y); }
460 root 1.85
461     bool normalise ()
462     {
463     return xy_normalise (m, x, y);
464     }
465 root 1.86
466 root 1.95 mapspace &ms () const
467     {
468     return m->at (x, y);
469     }
470    
471 root 1.86 object *insert (object *op, object *originator = 0, int flags = 0) const
472     {
473 root 1.95 return m->insert (op, x, y, originator, flags);
474 root 1.86 }
475 root 1.85 };
476    
477     inline const mapxy &
478     object::operator =(const mapxy &pos)
479     {
480     map = pos.m;
481     x = pos.x;
482     y = pos.y;
483    
484     return pos;
485     }
486    
487 root 1.103 // iterate over a rectangular area relative to op
488     // can be used as a single statement, but both iterate macros
489     // invocations must not be followed by a ";"
490     // see common/los.C for usage example
491 root 1.104 // the walk will be ordered, outer loop x, inner loop y
492     // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
493     #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
494     for (int dx = (dx0); dx <= (dx1); ++dx) \
495     { \
496     sint16 nx, ny; \
497     maptile *m = 0; \
498     \
499     for (int dy = (dy0); dy <= (dy1); ++dy) \
500     { \
501     /* check to see if we can simply go one down quickly, */ \
502     /* if not, do it the slow way */ \
503     if (!m || ++ny >= m->height) \
504     { \
505     nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
506     \
507     if (xy_normalise (m, nx, ny)) \
508     m->touch (); \
509     else \
510     m = 0; \
511     }
512    
513     #define ordered_mapwalk_end \
514     } \
515     }
516    
517     // loop over every space in the given maprect,
518     // setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
519     // the iterator code must be a single statement following this macro call, similar to "if"
520     #define rect_mapwalk(rect,dx0,dy0) \
521     statementvar (maptile *, m, (rect)->m) \
522     for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
523     for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
524     statementvar (int, dx, nx + (rect)->dx - (dx0)) \
525     statementvar (int, dy, ny + (rect)->dy - (dy0))
526    
527     // same as above, but the walk will not follow any particular
528     // order (unorded), but is likely faster.
529     // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
530     #define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
531     for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
532     (op)->x + (dx0) , (op)->y + (dy0) , \
533     (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
534     r_e_c_t->m; \
535     ++r_e_c_t) \
536     rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
537 root 1.103
538 root 1.1 #endif
539 root 1.22