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/cvs/deliantra/server/include/map.h
Revision: 1.45
Committed: Sun Dec 31 18:10:40 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +2 -2 lines
Log Message:
- style maps need very special treatment
- cf has a nonzero chance of crashing in a random map

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 1.40 #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 root 1.45 #define P_UPTODATE 0x80 /* this space is up to 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 root 1.45 if (!(flags_ & P_UPTODATE))
140 root 1.30 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 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
237 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238     * players entering/exiting map
239     */
240     sint32 ACC (RW, timeout); /* swapout is set to this */
241     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
242     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
243     * be loaded before used. The map,omap and map_ob
244     * arrays will be allocated when the map is loaded */
245 root 1.42 sint16 players; /* How many players are on this map right now */
246 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247    
248 root 1.40 bool ACC (RW, per_player);
249     bool ACC (RW, per_party);
250     bool ACC (RW, outdoor); /* True if an outdoor map */
251 root 1.20 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
252 root 1.40
253 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255     oblinkpt *buttons; /* Linked list of linked lists of buttons */
256     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
257     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
258     sint8 ACC (RW, humid); /* humitidy of this tile */
259     sint8 ACC (RW, windspeed); /* windspeed of this tile */
260     sint8 ACC (RW, winddir); /* direction of wind */
261     sint8 ACC (RW, sky); /* sky conditions */
262 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
263 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
264 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
265 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
266 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
267 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
268 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
269     shstr ACC (RW, maplore); /* Map lore information */
270     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
271     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
272     shstr ACC (RW, path); /* Filename of the map */
273    
274     MTH void activate ();
275     MTH void deactivate ();
276    
277     // allocates all (empty) mapspace
278     MTH void alloc ();
279     // deallocates the mapspaces (and destroys all objects)
280     MTH void clear ();
281    
282     MTH void fix_auto_apply ();
283     MTH void decay_objects ();
284     MTH void update_buttons ();
285     MTH int change_map_light (int change);
286     static void change_all_map_light (int change); //PERL
287     MTH void set_darkness_map ();
288     MTH int estimate_difficulty () const;
289    
290     MTH void link_multipart_objects ();
291     MTH void clear_unique_items ();
292    
293     MTH void clear_header ();
294     MTH void clear_links_to (maptile *m);
295    
296     // loas the header pseudo-object
297     bool load_header (object_thawer &thawer);
298     MTH bool load_header (const char *path);
299    
300     // load objects into the map
301     bool load_objects (object_thawer &thawer);
302     MTH bool load_objects (const char *path, bool skip_header = true);
303    
304     // save objects into the given file (uses IO_ flags)
305     bool save_objects (object_freezer &freezer, int flags);
306     MTH bool save_objects (const char *path, int flags);
307    
308     // save the header pseudo object _only_
309     bool save_header (object_freezer &freezer);
310     MTH bool save_header (const char *path);
311 root 1.23
312     maptile ();
313 root 1.40 maptile (int w, int h);
314 root 1.32 ~maptile ();
315 root 1.40
316 root 1.32 void do_destroy ();
317     void gather_callbacks (AV *&callbacks, event_type event) const;
318    
319 root 1.36 MTH int size () const { return width * height; }
320 root 1.29
321 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
322 root 1.34
323 root 1.43 // static maptile *find_map (const char *path, maptile *origin);//PERL
324     //
325     // // load a map relative to this one
326     // maptile *find_map (const char *path)
327     // {
328     // return find_map (path, this);
329     // }
330     //
331     // // customise this map for the given player
332     // // might return this or a completely new map
333     // maptile *customise_for (object *op);
334     //
335     // void do_force_map_sync ();//PERL
336     //
337     // // make sure the map is loaded
338     // MTH void force_map_sync ()
339     // {
340     // if (in_memory != MAP_IN_MEMORY)
341     // do_force_map_sync ();
342     // }
343 root 1.40
344 root 1.43 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL
345 root 1.41 static void emergency_save ();//PERL
346 root 1.39
347 root 1.37 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
348     mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
349 elmex 1.6 };
350 root 1.1
351     /* This is used by get_rangevector to determine where the other
352     * creature is. get_rangevector takes into account map tiling,
353     * so you just can not look the the map coordinates and get the
354     * righte value. distance_x/y are distance away, which
355 root 1.29 * can be negative. direction is the crossfire direction scheme
356 root 1.1 * that the creature should head. part is the part of the
357     * monster that is closest.
358     * Note: distance should be always >=0. I changed it to UINT. MT
359     */
360 root 1.20 struct rv_vector
361     {
362     unsigned int distance;
363     int distance_x;
364     int distance_y;
365     int direction;
366     object *part;
367 elmex 1.6 };
368 root 1.1
369 root 1.31 inline mapspace &
370     object::ms () const
371     {
372     return map->at (x, y);
373     }
374    
375 root 1.1 #endif
376 root 1.22