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/cvs/deliantra/server/include/map.h
Revision: 1.47
Committed: Thu Jan 4 16:19:32 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +23 -25 lines
Log Message:
- word of recall activated the player indirectly
- implement maptile->xy_find and xy_load
- separate find and load, even on C level
- generate map_leave/enter and map_change events even for tiled map changes
  (experimental)
- implement mainloop freezeing by start/stop, not skipping ticks
- no map updates when player !active

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 root 1.47 enum {
60     MAP_IN_MEMORY,
61     MAP_SWAPPED,
62     MAP_LOADING,
63     MAP_SAVING,
64     };
65 root 1.1
66     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
67     * really be used, as it is multi tile aware. However, there are some cases
68     * where it is known the map is not tiled or the values are known
69     * consistent (eg, op->map, op->x, op->y)
70     */
71 root 1.29 // all those macros are herewith declared legacy
72 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
73 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
74 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
75 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
76     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
77     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
78     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
79     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
80     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
81     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
82 root 1.1
83     /* You should really know what you are doing before using this - you
84     * should almost always be using out_of_map instead, which takes into account
85     * map tiling.
86     */
87     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
88    
89     /* These are used in the MapLook flags element. They are not used in
90     * in the object flags structure.
91     */
92     #define P_BLOCKSVIEW 0x01
93 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
94 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
95     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
96     * that means, nothing harmful can be done,
97     * such as: bombs, potion usage, alchemy, spells
98     * this was introduced to make shops safer
99     * but is useful in other situations */
100 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
101     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
102 root 1.30
103 root 1.45 #define P_UPTODATE 0x80 /* this space is up to date */
104 root 1.20
105 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
106     * used in the get_map_flags value - that function is used to return
107     * the flag value, as well as other conditions - using a more general
108     * function that does more of the work can hopefully be used to replace
109     * lots of duplicate checks currently in the code.
110     */
111 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
112     #define P_NEW_MAP 0x20000
113 root 1.20 /* Coordinates passed result in a new tiled map */
114 root 1.1
115 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
116     * to be here to make sure the bits don't match with anything.
117     */
118     #define P_NO_PASS 0x80000
119    
120     /* Instead of having numerous arrays that have information on a
121 root 1.1 * particular space (was map, floor, floor2, map_ob),
122     * have this structure take care of that information.
123     * This puts it all in one place, and should also make it easier
124     * to extend information about a space.
125     */
126 root 1.29 struct mapspace
127 root 1.20 {
128 root 1.34 object *bot, *top; /* lowest/highest object on this space */
129 root 1.20 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
130 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
131     uint8 flags_; /* flags about this space (see the P_ values above) */
132 root 1.20 sint8 light; /* How much light this space provides */
133 root 1.30 MoveType move_block; /* What movement types this space blocks */
134     MoveType move_slow; /* What movement types this space slows */
135     MoveType move_on; /* What movement types are activated */
136     MoveType move_off; /* What movement types are activated */
137    
138     void update_ ();
139     void update ()
140     {
141 root 1.45 if (!(flags_ & P_UPTODATE))
142 root 1.30 update_ ();
143     }
144    
145     uint8 flags ()
146     {
147     update ();
148     return flags_;
149     }
150    
151     // maybe only inline quick flags_ checking?
152     object *player ()
153     {
154 root 1.31 // search from the top, because players are usually on top
155     // make usually == always and this non-amortized O(1)
156     // could gte rid of P_PLAYER, too, then
157 root 1.30 if (flags () & P_PLAYER)
158 root 1.31 for (object *op = top; op; op = op->below)
159 root 1.30 if (op->type == PLAYER)
160     return op;
161    
162     return 0;
163     }
164 elmex 1.6 };
165 root 1.1
166     /*
167     * Each map is in a given region of the game world and links to a region definiton, so
168     * they have to appear here in the headers, before the mapdef
169     */
170 root 1.43 INTERFACE_CLASS (region)
171 root 1.26 struct region : zero_initialised
172 root 1.20 {
173 root 1.43 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
174     char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
175     char *ACC (RW, parent_name); /*
176     * So that parent and child regions can be defined in
177     * any order, we keep hold of the parent_name during
178     * initialisation, and the children get assigned to their
179     * parents later. (before runtime on the server though)
180     * nothing outside the init code should ever use this value.
181     */
182     struct region *ACC (RW, parent); /*
183     * Pointer to the region that is a parent of the current
184     * region, if a value isn't defined in the current region
185     * we traverse this series of pointers until it is.
186     */
187     char *ACC (RW, longname); /* Official title of the region, this might be defined
188     * to be the same as name*/
189     char *ACC (RW, msg); /* the description of the region */
190     uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
191     sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
192     * this should be the one we fall back on as the default */
193     char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
194     sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
195 elmex 1.6 };
196 root 1.1
197 root 1.18 struct shopitems : zero_initialised
198     {
199 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
200     const char *name_pl; /* plural name */
201     int typenum; /* itemtype number we need to match 0 if it is the default price */
202     sint8 strength; /* the degree of specialisation the shop has in this item,
203     * as a percentage from -100 to 100 */
204     int index; /* being the size of the shopitems array. */
205 elmex 1.6 };
206 root 1.1
207 root 1.40 // map I/O, what to load/save
208     enum {
209     IO_HEADER = 0x01, // the "arch map" pseudo object
210     IO_OBJECTS = 0x02, // the non-unique objects
211     IO_UNIQUES = 0x04, // unique objects
212     };
213    
214 root 1.1 /* In general, code should always use the macros
215     * above (or functions in map.c) to access many of the
216     * values in the map structure. Failure to do this will
217     * almost certainly break various features. You may think
218     * it is safe to look at width and height values directly
219     * (or even through the macros), but doing so will completely
220     * break map tiling.
221     */
222 root 1.32 INTERFACE_CLASS (maptile)
223     struct maptile : zero_initialised, attachable
224 root 1.19 {
225 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
226     struct mapspace *spaces; /* Array of spaces on this map */
227    
228     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
229 root 1.29
230 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
231 root 1.20 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
232     * points to the struct containing all the properties of
233     * the region */
234 root 1.40 double ACC (RW, reset_time);
235 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
236 root 1.20 * should be reset
237     */
238 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
239 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
240     * players entering/exiting map
241     */
242     sint32 ACC (RW, timeout); /* swapout is set to this */
243     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
244     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
245     * be loaded before used. The map,omap and map_ob
246     * arrays will be allocated when the map is loaded */
247 root 1.42 sint16 players; /* How many players are on this map right now */
248 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
249    
250 root 1.40 bool ACC (RW, per_player);
251     bool ACC (RW, per_party);
252     bool ACC (RW, outdoor); /* True if an outdoor map */
253 root 1.20 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
254 root 1.40
255 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
256     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
257     oblinkpt *buttons; /* Linked list of linked lists of buttons */
258     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
259     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
260     sint8 ACC (RW, humid); /* humitidy of this tile */
261     sint8 ACC (RW, windspeed); /* windspeed of this tile */
262     sint8 ACC (RW, winddir); /* direction of wind */
263     sint8 ACC (RW, sky); /* sky conditions */
264 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
265 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
266 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
267 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
268 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
269 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
270 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
271     shstr ACC (RW, maplore); /* Map lore information */
272     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
273     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
274     shstr ACC (RW, path); /* Filename of the map */
275    
276     MTH void activate ();
277     MTH void deactivate ();
278    
279     // allocates all (empty) mapspace
280     MTH void alloc ();
281     // deallocates the mapspaces (and destroys all objects)
282     MTH void clear ();
283    
284     MTH void fix_auto_apply ();
285     MTH void decay_objects ();
286     MTH void update_buttons ();
287     MTH int change_map_light (int change);
288     static void change_all_map_light (int change); //PERL
289     MTH void set_darkness_map ();
290     MTH int estimate_difficulty () const;
291    
292 root 1.46 // set the given flag on all objects in the map
293     MTH void set_object_flag (int flag, int value = 1);
294    
295 root 1.40 MTH void link_multipart_objects ();
296     MTH void clear_unique_items ();
297    
298     MTH void clear_header ();
299     MTH void clear_links_to (maptile *m);
300    
301     // loas the header pseudo-object
302     bool load_header (object_thawer &thawer);
303     MTH bool load_header (const char *path);
304    
305     // load objects into the map
306     bool load_objects (object_thawer &thawer);
307     MTH bool load_objects (const char *path, bool skip_header = true);
308    
309     // save objects into the given file (uses IO_ flags)
310     bool save_objects (object_freezer &freezer, int flags);
311     MTH bool save_objects (const char *path, int flags);
312    
313     // save the header pseudo object _only_
314     bool save_header (object_freezer &freezer);
315     MTH bool save_header (const char *path);
316 root 1.23
317     maptile ();
318 root 1.40 maptile (int w, int h);
319 root 1.32 ~maptile ();
320 root 1.40
321 root 1.32 void do_destroy ();
322     void gather_callbacks (AV *&callbacks, event_type event) const;
323    
324 root 1.36 MTH int size () const { return width * height; }
325 root 1.29
326 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
327 root 1.34
328 root 1.46 MTH void touch () { last_access = runtime; }
329    
330 root 1.47 // find the map that is at coordinate x|y relative to this map
331     // TODO: need a better way than passing by reference
332     // TODO: make perl interface
333     maptile *xy_find (sint16 &x, sint16 &y);
334    
335     // like xy_find, but also loads the map
336     maptile *xy_load (sint16 &x, sint16 &y);
337    
338     void do_load_sync ();//PERL
339    
340     // make sure the map is loaded
341     MTH void load_sync ()
342     {
343     if (!spaces)
344     do_load_sync ();
345     }
346 root 1.40
347 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
348 root 1.41 static void emergency_save ();//PERL
349 root 1.39
350 root 1.37 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
351     mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
352 elmex 1.6 };
353 root 1.1
354     /* This is used by get_rangevector to determine where the other
355     * creature is. get_rangevector takes into account map tiling,
356     * so you just can not look the the map coordinates and get the
357     * righte value. distance_x/y are distance away, which
358 root 1.29 * can be negative. direction is the crossfire direction scheme
359 root 1.1 * that the creature should head. part is the part of the
360     * monster that is closest.
361     * Note: distance should be always >=0. I changed it to UINT. MT
362     */
363 root 1.20 struct rv_vector
364     {
365     unsigned int distance;
366     int distance_x;
367     int distance_y;
368     int direction;
369     object *part;
370 elmex 1.6 };
371 root 1.1
372 root 1.31 inline mapspace &
373     object::ms () const
374     {
375     return map->at (x, y);
376     }
377    
378 root 1.1 #endif
379 root 1.22