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/cvs/deliantra/server/include/map.h
Revision: 1.31
Committed: Thu Dec 21 01:33:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +11 -2 lines
Log Message:
- reduce map memory consumption by reserving space for only the 3 existing layers
- factorise out some functions into mapspace and object

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program 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     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     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     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.28 The authors can be reached via e-mail at crossfire@schmorp.de
22 root 1.1 */
23    
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 1.9 #include "cfperl.h"
33    
34 root 1.1 /* We set this size - this is to make magic map work properly on
35     * tiled maps. There is no requirement that this matches the
36     * tiled maps size - it just seemed like a reasonable value.
37     * Magic map code now always starts out putting the player in the
38     * center of the map - this makes the most sense when dealing
39     * with tiled maps.
40     * We also figure out the magicmap color to use as we process the
41     * spaces - this is more efficient as we already have up to date
42     * map pointers.
43     */
44     #define MAGIC_MAP_SIZE 50
45     #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46    
47 root 1.31 #define MAP_LAYERS 3
48 root 1.1
49     /* This is when the map will reset */
50     #define MAP_WHEN_RESET(m) ((m)->reset_time)
51    
52     #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53     #define MAP_DIFFICULTY(m) ((m)->difficulty)
54     #define MAP_TIMEOUT(m) ((m)->timeout)
55     #define MAP_SWAP_TIME(m) ((m)->swap_time)
56     #define MAP_OUTDOORS(m) ((m)->outdoor)
57    
58     /* mape darkness used to enforce the MAX_DARKNESS value.
59     * but IMO, if it is beyond max value, that should be fixed
60     * on the map or in the code.
61     */
62     #define MAP_DARKNESS(m) (m)->darkness
63    
64     #define MAP_WIDTH(m) (m)->width
65     #define MAP_HEIGHT(m) (m)->height
66 root 1.20
67 root 1.1 /* Convenient function - total number of spaces is used
68     * in many places.
69     */
70     #define MAP_SIZE(m) ((m)->width * (m)->height)
71    
72     #define MAP_ENTER_X(m) (m)->enter_x
73     #define MAP_ENTER_Y(m) (m)->enter_y
74    
75     #define MAP_TEMP(m) (m)->temp
76     #define MAP_PRESSURE(m) (m)->pressure
77     #define MAP_HUMID(m) (m)->humid
78     #define MAP_WINDSPEED(m) (m)->windspeed
79     #define MAP_WINDDIRECTION(m) (m)->winddir
80     #define MAP_SKYCOND(m) (m)->sky
81     #define MAP_WORLDPARTX(m) (m)->wpartx
82     #define MAP_WORLDPARTY(m) (m)->wparty
83     #define MAP_NOSMOOTH(m) (m)->nosmooth
84    
85     /* options passed to ready_map_name and load_original_map */
86     #define MAP_FLUSH 0x1
87     #define MAP_PLAYER_UNIQUE 0x2
88     #define MAP_BLOCK 0x4
89     #define MAP_STYLE 0x8
90     #define MAP_OVERLAY 0x10
91    
92     /* Values for in_memory below. Should probably be an enumerations */
93     #define MAP_IN_MEMORY 1
94     #define MAP_SWAPPED 2
95     #define MAP_LOADING 3
96     #define MAP_SAVING 4
97    
98     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
99     * really be used, as it is multi tile aware. However, there are some cases
100     * where it is known the map is not tiled or the values are known
101     * consistent (eg, op->map, op->x, op->y)
102     */
103 root 1.29 // all those macros are herewith declared legacy
104 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
106     #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
107     #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
109     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
110     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
111     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
112     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
113     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
114 root 1.1
115     /* You should really know what you are doing before using this - you
116     * should almost always be using out_of_map instead, which takes into account
117     * map tiling.
118     */
119     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
120    
121     /* These are used in the MapLook flags element. They are not used in
122     * in the object flags structure.
123     */
124     #define P_BLOCKSVIEW 0x01
125 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
126 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
127     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
128     * that means, nothing harmful can be done,
129     * such as: bombs, potion usage, alchemy, spells
130     * this was introduced to make shops safer
131     * but is useful in other situations */
132 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
133     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
134 root 1.30
135     #define P_NEED_UPDATE 0x80 /* this space is out of date */
136 root 1.20
137 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
138     * used in the get_map_flags value - that function is used to return
139     * the flag value, as well as other conditions - using a more general
140     * function that does more of the work can hopefully be used to replace
141     * lots of duplicate checks currently in the code.
142     */
143 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
144     #define P_NEW_MAP 0x20000
145 root 1.20 /* Coordinates passed result in a new tiled map */
146 root 1.1
147 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
148     * to be here to make sure the bits don't match with anything.
149     */
150     #define P_NO_PASS 0x80000
151    
152     /* Instead of having numerous arrays that have information on a
153 root 1.1 * particular space (was map, floor, floor2, map_ob),
154     * have this structure take care of that information.
155     * This puts it all in one place, and should also make it easier
156     * to extend information about a space.
157     */
158 root 1.29 struct mapspace
159 root 1.20 {
160     object *bottom; /* lowest object on this space */
161     object *top; /* Highest object on this space */
162     New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
163 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
164     uint8 flags_; /* flags about this space (see the P_ values above) */
165 root 1.20 sint8 light; /* How much light this space provides */
166 root 1.30 MoveType move_block; /* What movement types this space blocks */
167     MoveType move_slow; /* What movement types this space slows */
168     MoveType move_on; /* What movement types are activated */
169     MoveType move_off; /* What movement types are activated */
170    
171     void update_ ();
172     void update ()
173     {
174     if (flags_ & P_NEED_UPDATE)
175     update_ ();
176     }
177    
178     uint8 flags ()
179     {
180     update ();
181     return flags_;
182     }
183    
184     // maybe only inline quick flags_ checking?
185     object *player ()
186     {
187 root 1.31 // search from the top, because players are usually on top
188     // make usually == always and this non-amortized O(1)
189     // could gte rid of P_PLAYER, too, then
190 root 1.30 if (flags () & P_PLAYER)
191 root 1.31 for (object *op = top; op; op = op->below)
192 root 1.30 if (op->type == PLAYER)
193     return op;
194    
195     return 0;
196     }
197 elmex 1.6 };
198 root 1.1
199     /*
200     * this is an overlay structure of the whole world. It exists as a simple
201     * high level map, which doesn't contain the full data of the underlying map.
202     * in this map, only things such as weather are recorded. By doing so, we
203     * can keep the entire world parameters in memory, and act as a whole on
204     * them at once. We can then, in a separate loop, update the actual world
205     * with the new values we have assigned.
206     */
207    
208 root 1.20 struct weathermap_t
209     {
210     sint16 temp; /* base temperature of this tile (F) */
211     sint16 pressure; /* barometric pressure (mb) */
212     sint8 humid; /* humitidy of this tile */
213     sint8 windspeed; /* windspeed of this tile */
214     sint8 winddir; /* direction of wind */
215     sint8 sky; /* sky conditions */
216     sint32 avgelev; /* average elevation */
217     uint32 rainfall; /* cumulative rainfall */
218     uint8 darkness; /* indicates level of darkness of map */
219     uint8 water; /* 0-100 percentage of water tiles */
220     /*Dynamic parts */
221     sint16 realtemp; /* temperature at a given calculation step for this tile */
222 elmex 1.6 };
223 root 1.1
224     /*
225     * Each map is in a given region of the game world and links to a region definiton, so
226     * they have to appear here in the headers, before the mapdef
227     */
228 root 1.26 struct region : zero_initialised
229 root 1.20 {
230     struct region *next; /* pointer to next region, NULL for the last one */
231     const char *name; /* Shortend name of the region as maps refer to it */
232     const char *parent_name; /*
233     * So that parent and child regions can be defined in
234     * any order, we keep hold of the parent_name during
235     * initialisation, and the children get assigned to their
236     * parents later. (before runtime on the server though)
237     * nothing outside the init code should ever use this value.
238     */
239     struct region *parent; /*
240     * Pointer to the region that is a parent of the current
241     * region, if a value isn't defined in the current region
242     * we traverse this series of pointers until it is.
243     */
244     const char *longname; /* Official title of the region, this might be defined
245     * to be the same as name*/
246     const char *msg; /* the description of the region */
247     uint32 counter; /* A generic counter for holding temporary data. */
248     sint8 fallback; /* whether, in the event of a region not existing,
249     * this should be the one we fall back on as the default */
250     char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
251     sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
252 elmex 1.6 };
253 root 1.1
254 root 1.18 struct shopitems : zero_initialised
255     {
256 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
257     const char *name_pl; /* plural name */
258     int typenum; /* itemtype number we need to match 0 if it is the default price */
259     sint8 strength; /* the degree of specialisation the shop has in this item,
260     * as a percentage from -100 to 100 */
261     int index; /* being the size of the shopitems array. */
262 elmex 1.6 };
263 root 1.1
264     /* In general, code should always use the macros
265     * above (or functions in map.c) to access many of the
266     * values in the map structure. Failure to do this will
267     * almost certainly break various features. You may think
268     * it is safe to look at width and height values directly
269     * (or even through the macros), but doing so will completely
270     * break map tiling.
271     */
272 root 1.21 ACC_CLASS (maptile)
273     struct maptile : zero_initialised, attachable<maptile>
274 root 1.19 {
275 root 1.29 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
276     struct mapspace *spaces; /* Array of spaces on this map */
277    
278 root 1.21 maptile *ACC (RW, next); /* Next map, linked list */
279 root 1.20 char *ACC (RO, tmpname); /* Name of temporary file */
280     char *ACC (RO, name); /* Name of map as given by its creator */
281     struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
282     * points to the struct containing all the properties of
283     * the region */
284     uint32 ACC (RW, reset_time); /* when this map should reset */
285 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
286 root 1.20 * should be reset
287     */
288     bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
289     * players entering/exiting map
290     */
291     bool ACC (RW, unique); /* if set, this is a per player unique map */
292     bool ACC (RW, templatemap); /* if set, this is a template map */
293     bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
294     sint32 ACC (RW, timeout); /* swapout is set to this */
295     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
296     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
297     * be loaded before used. The map,omap and map_ob
298     * arrays will be allocated when the map is loaded */
299 root 1.29 sint16 ACC (RW, players); /* How many players are on this level right now */
300 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
301    
302     uint8 ACC (RW, darkness); /* indicates level of darkness of map */
303     uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
304     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
305     bool ACC (RW, outdoor); /* True if an outdoor map */
306     oblinkpt *buttons; /* Linked list of linked lists of buttons */
307     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
308     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
309     sint8 ACC (RW, humid); /* humitidy of this tile */
310     sint8 ACC (RW, windspeed); /* windspeed of this tile */
311     sint8 ACC (RW, winddir); /* direction of wind */
312     sint8 ACC (RW, sky); /* sky conditions */
313     int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
314     struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
315     char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
316     double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
317 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
318 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
319 root 1.20 char *ACC (RO, msg); /* Message map creator may have left */
320     char *ACC (RO, maplore); /* Map lore information */
321     char *tile_path[4]; /* path to adjoining maps */
322 root 1.21 maptile *tile_map[4]; /* Next map, linked list */
323 root 1.20 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
324 root 1.23
325     maptile ();
326     void allocate ();
327 root 1.29
328     mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
329     mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
330 elmex 1.6 };
331 root 1.1
332     /* This is used by get_rangevector to determine where the other
333     * creature is. get_rangevector takes into account map tiling,
334     * so you just can not look the the map coordinates and get the
335     * righte value. distance_x/y are distance away, which
336 root 1.29 * can be negative. direction is the crossfire direction scheme
337 root 1.1 * that the creature should head. part is the part of the
338     * monster that is closest.
339     * Note: distance should be always >=0. I changed it to UINT. MT
340     */
341 root 1.20 struct rv_vector
342     {
343     unsigned int distance;
344     int distance_x;
345     int distance_y;
346     int direction;
347     object *part;
348 elmex 1.6 };
349 root 1.1
350 root 1.31 inline mapspace &
351     object::ms () const
352     {
353     return map->at (x, y);
354     }
355    
356 root 1.1 #endif
357 root 1.22