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 |
1.40 |
#include <tr1/unordered_map> |
33 |
|
|
|
34 |
root |
1.9 |
#include "cfperl.h" |
35 |
|
|
|
36 |
root |
1.1 |
/* We set this size - this is to make magic map work properly on |
37 |
root |
1.34 |
* tiled maps. There is no requirement that this matches the |
38 |
root |
1.1 |
* tiled maps size - it just seemed like a reasonable value. |
39 |
|
|
* Magic map code now always starts out putting the player in the |
40 |
|
|
* center of the map - this makes the most sense when dealing |
41 |
|
|
* with tiled maps. |
42 |
|
|
* We also figure out the magicmap color to use as we process the |
43 |
|
|
* spaces - this is more efficient as we already have up to date |
44 |
|
|
* map pointers. |
45 |
|
|
*/ |
46 |
|
|
#define MAGIC_MAP_SIZE 50 |
47 |
|
|
#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
48 |
|
|
|
49 |
root |
1.31 |
#define MAP_LAYERS 3 |
50 |
root |
1.1 |
|
51 |
|
|
/* options passed to ready_map_name and load_original_map */ |
52 |
root |
1.34 |
#define MAP_FLUSH 0x01 |
53 |
|
|
#define MAP_PLAYER_UNIQUE 0x02 |
54 |
|
|
#define MAP_BLOCK 0x04 |
55 |
|
|
#define MAP_STYLE 0x08 |
56 |
root |
1.1 |
#define MAP_OVERLAY 0x10 |
57 |
|
|
|
58 |
|
|
/* Values for in_memory below. Should probably be an enumerations */ |
59 |
|
|
#define MAP_IN_MEMORY 1 |
60 |
|
|
#define MAP_SWAPPED 2 |
61 |
|
|
#define MAP_LOADING 3 |
62 |
|
|
#define MAP_SAVING 4 |
63 |
|
|
|
64 |
|
|
/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
65 |
|
|
* really be used, as it is multi tile aware. However, there are some cases |
66 |
|
|
* where it is known the map is not tiled or the values are known |
67 |
|
|
* consistent (eg, op->map, op->x, op->y) |
68 |
|
|
*/ |
69 |
root |
1.29 |
// all those macros are herewith declared legacy |
70 |
root |
1.30 |
#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
71 |
root |
1.29 |
#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
72 |
root |
1.34 |
#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
73 |
root |
1.29 |
#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
74 |
|
|
#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
75 |
|
|
#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
76 |
|
|
#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
77 |
|
|
#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
78 |
|
|
#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
79 |
|
|
#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
80 |
root |
1.1 |
|
81 |
|
|
/* You should really know what you are doing before using this - you |
82 |
|
|
* should almost always be using out_of_map instead, which takes into account |
83 |
|
|
* map tiling. |
84 |
|
|
*/ |
85 |
|
|
#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
86 |
|
|
|
87 |
|
|
/* These are used in the MapLook flags element. They are not used in |
88 |
|
|
* in the object flags structure. |
89 |
|
|
*/ |
90 |
|
|
#define P_BLOCKSVIEW 0x01 |
91 |
root |
1.20 |
#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
92 |
root |
1.29 |
#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
93 |
|
|
#define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
94 |
|
|
* that means, nothing harmful can be done, |
95 |
|
|
* such as: bombs, potion usage, alchemy, spells |
96 |
|
|
* this was introduced to make shops safer |
97 |
|
|
* but is useful in other situations */ |
98 |
root |
1.20 |
#define P_IS_ALIVE 0x10 /* something alive is on this space */ |
99 |
|
|
#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
100 |
root |
1.30 |
|
101 |
|
|
#define P_NEED_UPDATE 0x80 /* this space is out of date */ |
102 |
root |
1.20 |
|
103 |
root |
1.1 |
/* The following two values are not stored in the MapLook flags, but instead |
104 |
|
|
* used in the get_map_flags value - that function is used to return |
105 |
|
|
* the flag value, as well as other conditions - using a more general |
106 |
|
|
* function that does more of the work can hopefully be used to replace |
107 |
|
|
* lots of duplicate checks currently in the code. |
108 |
|
|
*/ |
109 |
root |
1.29 |
#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
110 |
|
|
#define P_NEW_MAP 0x20000 |
111 |
root |
1.20 |
/* Coordinates passed result in a new tiled map */ |
112 |
root |
1.1 |
|
113 |
root |
1.29 |
/* P_NO_PASS is used for ob_blocked() return value. It needs |
114 |
|
|
* to be here to make sure the bits don't match with anything. |
115 |
|
|
*/ |
116 |
|
|
#define P_NO_PASS 0x80000 |
117 |
|
|
|
118 |
|
|
/* Instead of having numerous arrays that have information on a |
119 |
root |
1.1 |
* particular space (was map, floor, floor2, map_ob), |
120 |
|
|
* have this structure take care of that information. |
121 |
|
|
* This puts it all in one place, and should also make it easier |
122 |
|
|
* to extend information about a space. |
123 |
|
|
*/ |
124 |
root |
1.29 |
struct mapspace |
125 |
root |
1.20 |
{ |
126 |
root |
1.34 |
object *bot, *top; /* lowest/highest object on this space */ |
127 |
root |
1.20 |
New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
128 |
root |
1.30 |
object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
129 |
|
|
uint8 flags_; /* flags about this space (see the P_ values above) */ |
130 |
root |
1.20 |
sint8 light; /* How much light this space provides */ |
131 |
root |
1.30 |
MoveType move_block; /* What movement types this space blocks */ |
132 |
|
|
MoveType move_slow; /* What movement types this space slows */ |
133 |
|
|
MoveType move_on; /* What movement types are activated */ |
134 |
|
|
MoveType move_off; /* What movement types are activated */ |
135 |
|
|
|
136 |
|
|
void update_ (); |
137 |
|
|
void update () |
138 |
|
|
{ |
139 |
|
|
if (flags_ & P_NEED_UPDATE) |
140 |
|
|
update_ (); |
141 |
|
|
} |
142 |
|
|
|
143 |
|
|
uint8 flags () |
144 |
|
|
{ |
145 |
|
|
update (); |
146 |
|
|
return flags_; |
147 |
|
|
} |
148 |
|
|
|
149 |
|
|
// maybe only inline quick flags_ checking? |
150 |
|
|
object *player () |
151 |
|
|
{ |
152 |
root |
1.31 |
// search from the top, because players are usually on top |
153 |
|
|
// make usually == always and this non-amortized O(1) |
154 |
|
|
// could gte rid of P_PLAYER, too, then |
155 |
root |
1.30 |
if (flags () & P_PLAYER) |
156 |
root |
1.31 |
for (object *op = top; op; op = op->below) |
157 |
root |
1.30 |
if (op->type == PLAYER) |
158 |
|
|
return op; |
159 |
|
|
|
160 |
|
|
return 0; |
161 |
|
|
} |
162 |
elmex |
1.6 |
}; |
163 |
root |
1.1 |
|
164 |
|
|
/* |
165 |
|
|
* Each map is in a given region of the game world and links to a region definiton, so |
166 |
|
|
* they have to appear here in the headers, before the mapdef |
167 |
|
|
*/ |
168 |
root |
1.43 |
INTERFACE_CLASS (region) |
169 |
root |
1.26 |
struct region : zero_initialised |
170 |
root |
1.20 |
{ |
171 |
root |
1.43 |
struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ |
172 |
|
|
char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
173 |
|
|
char *ACC (RW, parent_name); /* |
174 |
|
|
* So that parent and child regions can be defined in |
175 |
|
|
* any order, we keep hold of the parent_name during |
176 |
|
|
* initialisation, and the children get assigned to their |
177 |
|
|
* parents later. (before runtime on the server though) |
178 |
|
|
* nothing outside the init code should ever use this value. |
179 |
|
|
*/ |
180 |
|
|
struct region *ACC (RW, parent); /* |
181 |
|
|
* Pointer to the region that is a parent of the current |
182 |
|
|
* region, if a value isn't defined in the current region |
183 |
|
|
* we traverse this series of pointers until it is. |
184 |
|
|
*/ |
185 |
|
|
char *ACC (RW, longname); /* Official title of the region, this might be defined |
186 |
|
|
* to be the same as name*/ |
187 |
|
|
char *ACC (RW, msg); /* the description of the region */ |
188 |
|
|
uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
189 |
|
|
sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, |
190 |
|
|
* this should be the one we fall back on as the default */ |
191 |
|
|
char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
192 |
|
|
sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ |
193 |
elmex |
1.6 |
}; |
194 |
root |
1.1 |
|
195 |
root |
1.18 |
struct shopitems : zero_initialised |
196 |
|
|
{ |
197 |
root |
1.20 |
const char *name; /* name of the item in question, null if it is the default item */ |
198 |
|
|
const char *name_pl; /* plural name */ |
199 |
|
|
int typenum; /* itemtype number we need to match 0 if it is the default price */ |
200 |
|
|
sint8 strength; /* the degree of specialisation the shop has in this item, |
201 |
|
|
* as a percentage from -100 to 100 */ |
202 |
|
|
int index; /* being the size of the shopitems array. */ |
203 |
elmex |
1.6 |
}; |
204 |
root |
1.1 |
|
205 |
root |
1.40 |
// map I/O, what to load/save |
206 |
|
|
enum { |
207 |
|
|
IO_HEADER = 0x01, // the "arch map" pseudo object |
208 |
|
|
IO_OBJECTS = 0x02, // the non-unique objects |
209 |
|
|
IO_UNIQUES = 0x04, // unique objects |
210 |
|
|
}; |
211 |
|
|
|
212 |
root |
1.1 |
/* In general, code should always use the macros |
213 |
|
|
* above (or functions in map.c) to access many of the |
214 |
|
|
* values in the map structure. Failure to do this will |
215 |
|
|
* almost certainly break various features. You may think |
216 |
|
|
* it is safe to look at width and height values directly |
217 |
|
|
* (or even through the macros), but doing so will completely |
218 |
|
|
* break map tiling. |
219 |
|
|
*/ |
220 |
root |
1.32 |
INTERFACE_CLASS (maptile) |
221 |
|
|
struct maptile : zero_initialised, attachable |
222 |
root |
1.19 |
{ |
223 |
root |
1.40 |
sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
224 |
|
|
struct mapspace *spaces; /* Array of spaces on this map */ |
225 |
|
|
|
226 |
|
|
tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
227 |
root |
1.29 |
|
228 |
root |
1.40 |
shstr ACC (RW, name); /* Name of map as given by its creator */ |
229 |
root |
1.20 |
struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
230 |
|
|
* points to the struct containing all the properties of |
231 |
|
|
* the region */ |
232 |
root |
1.40 |
double ACC (RW, reset_time); |
233 |
root |
1.19 |
uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
234 |
root |
1.20 |
* should be reset |
235 |
|
|
*/ |
236 |
|
|
bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
237 |
|
|
* players entering/exiting map |
238 |
|
|
*/ |
239 |
|
|
sint32 ACC (RW, timeout); /* swapout is set to this */ |
240 |
|
|
sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
241 |
|
|
uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
242 |
|
|
* be loaded before used. The map,omap and map_ob |
243 |
|
|
* arrays will be allocated when the map is loaded */ |
244 |
root |
1.42 |
sint16 players; /* How many players are on this map right now */ |
245 |
root |
1.20 |
uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
246 |
|
|
|
247 |
root |
1.40 |
bool ACC (RW, per_player); |
248 |
|
|
bool ACC (RW, per_party); |
249 |
|
|
bool ACC (RW, outdoor); /* True if an outdoor map */ |
250 |
root |
1.20 |
uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
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 |
|
|
|
273 |
|
|
MTH void activate (); |
274 |
|
|
MTH void deactivate (); |
275 |
|
|
|
276 |
|
|
// allocates all (empty) mapspace |
277 |
|
|
MTH void alloc (); |
278 |
|
|
// deallocates the mapspaces (and destroys all objects) |
279 |
|
|
MTH void clear (); |
280 |
|
|
|
281 |
|
|
MTH void fix_auto_apply (); |
282 |
|
|
MTH void decay_objects (); |
283 |
|
|
MTH void update_buttons (); |
284 |
|
|
MTH int change_map_light (int change); |
285 |
|
|
static void change_all_map_light (int change); //PERL |
286 |
|
|
MTH void set_darkness_map (); |
287 |
|
|
MTH int estimate_difficulty () const; |
288 |
|
|
|
289 |
|
|
MTH void link_multipart_objects (); |
290 |
|
|
MTH void clear_unique_items (); |
291 |
|
|
|
292 |
|
|
MTH void clear_header (); |
293 |
|
|
MTH void clear_links_to (maptile *m); |
294 |
|
|
|
295 |
|
|
// loas the header pseudo-object |
296 |
|
|
bool load_header (object_thawer &thawer); |
297 |
|
|
MTH bool load_header (const char *path); |
298 |
|
|
|
299 |
|
|
// load objects into the map |
300 |
|
|
bool load_objects (object_thawer &thawer); |
301 |
|
|
MTH bool load_objects (const char *path, bool skip_header = true); |
302 |
|
|
|
303 |
|
|
// save objects into the given file (uses IO_ flags) |
304 |
|
|
bool save_objects (object_freezer &freezer, int flags); |
305 |
|
|
MTH bool save_objects (const char *path, int flags); |
306 |
|
|
|
307 |
|
|
// save the header pseudo object _only_ |
308 |
|
|
bool save_header (object_freezer &freezer); |
309 |
|
|
MTH bool save_header (const char *path); |
310 |
root |
1.23 |
|
311 |
|
|
maptile (); |
312 |
root |
1.40 |
maptile (int w, int h); |
313 |
root |
1.32 |
~maptile (); |
314 |
root |
1.40 |
|
315 |
root |
1.32 |
void do_destroy (); |
316 |
|
|
void gather_callbacks (AV *&callbacks, event_type event) const; |
317 |
|
|
|
318 |
root |
1.36 |
MTH int size () const { return width * height; } |
319 |
root |
1.29 |
|
320 |
root |
1.36 |
MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
321 |
root |
1.34 |
|
322 |
root |
1.43 |
// static maptile *find_map (const char *path, maptile *origin);//PERL |
323 |
|
|
// |
324 |
|
|
// // load a map relative to this one |
325 |
|
|
// maptile *find_map (const char *path) |
326 |
|
|
// { |
327 |
|
|
// return find_map (path, this); |
328 |
|
|
// } |
329 |
|
|
// |
330 |
|
|
// // customise this map for the given player |
331 |
|
|
// // might return this or a completely new map |
332 |
|
|
// maptile *customise_for (object *op); |
333 |
|
|
// |
334 |
|
|
// void do_force_map_sync ();//PERL |
335 |
|
|
// |
336 |
|
|
// // make sure the map is loaded |
337 |
|
|
// MTH void force_map_sync () |
338 |
|
|
// { |
339 |
|
|
// if (in_memory != MAP_IN_MEMORY) |
340 |
|
|
// do_force_map_sync (); |
341 |
|
|
// } |
342 |
root |
1.40 |
|
343 |
root |
1.43 |
static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL |
344 |
root |
1.41 |
static void emergency_save ();//PERL |
345 |
root |
1.39 |
|
346 |
root |
1.37 |
mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
347 |
|
|
mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
348 |
elmex |
1.6 |
}; |
349 |
root |
1.1 |
|
350 |
|
|
/* This is used by get_rangevector to determine where the other |
351 |
|
|
* creature is. get_rangevector takes into account map tiling, |
352 |
|
|
* so you just can not look the the map coordinates and get the |
353 |
|
|
* righte value. distance_x/y are distance away, which |
354 |
root |
1.29 |
* can be negative. direction is the crossfire direction scheme |
355 |
root |
1.1 |
* that the creature should head. part is the part of the |
356 |
|
|
* monster that is closest. |
357 |
|
|
* Note: distance should be always >=0. I changed it to UINT. MT |
358 |
|
|
*/ |
359 |
root |
1.20 |
struct rv_vector |
360 |
|
|
{ |
361 |
|
|
unsigned int distance; |
362 |
|
|
int distance_x; |
363 |
|
|
int distance_y; |
364 |
|
|
int direction; |
365 |
|
|
object *part; |
366 |
elmex |
1.6 |
}; |
367 |
root |
1.1 |
|
368 |
root |
1.31 |
inline mapspace & |
369 |
|
|
object::ms () const |
370 |
|
|
{ |
371 |
|
|
return map->at (x, y); |
372 |
|
|
} |
373 |
|
|
|
374 |
root |
1.1 |
#endif |
375 |
root |
1.22 |
|