ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
Revision: 1.51
Committed: Sat Jan 13 23:06:13 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +11 -8 lines
Log Message:
WARNING: this release is BROKEN

- rewrote map handling. map types are now completely pluggable, maybe
  *too* pluggable, as everything is a plug-in now.
- mark mandatory extensions as such.
- handle overloaded attachable objects correctly.
- many minor changes.

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.48 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 root 1.1 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     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    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.28 The authors can be reached via e-mail at crossfire@schmorp.de
23 root 1.1 */
24    
25     /*
26 root 1.21 * The maptile is allocated each time a new map is opened.
27 root 1.1 * It contains pointers (very indirectly) to all objects on the map.
28     */
29    
30     #ifndef MAP_H
31     #define MAP_H
32    
33 root 1.40 #include <tr1/unordered_map>
34    
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     /* options passed to ready_map_name and load_original_map */
53 root 1.34 #define MAP_FLUSH 0x01
54     #define MAP_PLAYER_UNIQUE 0x02
55     #define MAP_BLOCK 0x04
56     #define MAP_STYLE 0x08
57 root 1.1 #define MAP_OVERLAY 0x10
58    
59     /* Values for in_memory below. Should probably be an enumerations */
60 root 1.47 enum {
61     MAP_IN_MEMORY,
62     MAP_SWAPPED,
63     MAP_LOADING,
64     MAP_SAVING,
65     };
66 root 1.1
67     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
68     * really be used, as it is multi tile aware. However, there are some cases
69     * where it is known the map is not tiled or the values are known
70     * consistent (eg, op->map, op->x, op->y)
71     */
72 root 1.29 // all those macros are herewith declared legacy
73 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
74 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
75 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
76 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
77     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
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     #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
89    
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 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
96     #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 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
113     #define P_NEW_MAP 0x20000
114 root 1.20 /* Coordinates passed result in a new tiled map */
115 root 1.1
116 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
117     * to be here to make sure the bits don't match with anything.
118     */
119     #define P_NO_PASS 0x80000
120    
121     /* Instead of having numerous arrays that have information on a
122 root 1.1 * particular space (was map, floor, floor2, map_ob),
123     * have this structure take care of that information.
124     * This puts it all in one place, and should also make it easier
125     * to extend information about a space.
126     */
127 root 1.29 struct mapspace
128 root 1.20 {
129 root 1.34 object *bot, *top; /* lowest/highest object on this space */
130 root 1.20 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
131 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
132     uint8 flags_; /* flags about this space (see the P_ values above) */
133 root 1.20 sint8 light; /* How much light this space provides */
134 root 1.30 MoveType move_block; /* What movement types this space blocks */
135     MoveType move_slow; /* What movement types this space slows */
136     MoveType move_on; /* What movement types are activated */
137     MoveType move_off; /* What movement types are activated */
138    
139     void update_ ();
140     void update ()
141     {
142 root 1.45 if (!(flags_ & P_UPTODATE))
143 root 1.30 update_ ();
144     }
145    
146     uint8 flags ()
147     {
148     update ();
149     return flags_;
150     }
151    
152     // maybe only inline quick flags_ checking?
153     object *player ()
154     {
155 root 1.31 // search from the top, because players are usually on top
156     // make usually == always and this non-amortized O(1)
157     // could gte rid of P_PLAYER, too, then
158 root 1.30 if (flags () & P_PLAYER)
159 root 1.31 for (object *op = top; op; op = op->below)
160 root 1.30 if (op->type == PLAYER)
161     return op;
162    
163     return 0;
164     }
165 elmex 1.6 };
166 root 1.1
167     /*
168     * Each map is in a given region of the game world and links to a region definiton, so
169     * they have to appear here in the headers, before the mapdef
170     */
171 root 1.43 INTERFACE_CLASS (region)
172 root 1.26 struct region : zero_initialised
173 root 1.20 {
174 root 1.43 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
175     char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
176     char *ACC (RW, parent_name); /*
177     * So that parent and child regions can be defined in
178     * any order, we keep hold of the parent_name during
179     * initialisation, and the children get assigned to their
180     * parents later. (before runtime on the server though)
181     * nothing outside the init code should ever use this value.
182     */
183     struct region *ACC (RW, parent); /*
184     * Pointer to the region that is a parent of the current
185     * region, if a value isn't defined in the current region
186     * we traverse this series of pointers until it is.
187     */
188     char *ACC (RW, longname); /* Official title of the region, this might be defined
189     * to be the same as name*/
190     char *ACC (RW, msg); /* the description of the region */
191     uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
192     sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
193     * this should be the one we fall back on as the default */
194     char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
195     sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
196 elmex 1.6 };
197 root 1.1
198 root 1.18 struct shopitems : zero_initialised
199     {
200 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
201     const char *name_pl; /* plural name */
202     int typenum; /* itemtype number we need to match 0 if it is the default price */
203     sint8 strength; /* the degree of specialisation the shop has in this item,
204     * as a percentage from -100 to 100 */
205     int index; /* being the size of the shopitems array. */
206 elmex 1.6 };
207 root 1.1
208 root 1.40 // map I/O, what to load/save
209     enum {
210     IO_HEADER = 0x01, // the "arch map" pseudo object
211     IO_OBJECTS = 0x02, // the non-unique objects
212     IO_UNIQUES = 0x04, // unique objects
213     };
214    
215 root 1.1 /* In general, code should always use the macros
216     * above (or functions in map.c) to access many of the
217     * values in the map structure. Failure to do this will
218     * almost certainly break various features. You may think
219     * it is safe to look at width and height values directly
220     * (or even through the macros), but doing so will completely
221     * break map tiling.
222     */
223 root 1.32 INTERFACE_CLASS (maptile)
224     struct maptile : zero_initialised, attachable
225 root 1.19 {
226 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
227     struct mapspace *spaces; /* Array of spaces on this map */
228    
229     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
230 root 1.29
231 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
232 root 1.20 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
233     * points to the struct containing all the properties of
234     * the region */
235 root 1.40 double ACC (RW, reset_time);
236 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
237 root 1.20 * should be reset
238     */
239 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
240 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
241     * players entering/exiting map
242     */
243     sint32 ACC (RW, timeout); /* swapout is set to this */
244     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
245     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
246     * be loaded before used. The map,omap and map_ob
247     * arrays will be allocated when the map is loaded */
248 root 1.42 sint16 players; /* How many players are on this map right now */
249 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
250    
251 root 1.40 bool ACC (RW, per_player);
252     bool ACC (RW, per_party);
253     bool ACC (RW, outdoor); /* True if an outdoor map */
254 root 1.20 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
255 root 1.40
256 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
257     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
258     oblinkpt *buttons; /* Linked list of linked lists of buttons */
259     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
260     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
261     sint8 ACC (RW, humid); /* humitidy of this tile */
262     sint8 ACC (RW, windspeed); /* windspeed of this tile */
263     sint8 ACC (RW, winddir); /* direction of wind */
264     sint8 ACC (RW, sky); /* sky conditions */
265 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
266 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
267 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
268 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
269 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
270 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
271 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
272     shstr ACC (RW, maplore); /* Map lore information */
273     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
274     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
275     shstr ACC (RW, path); /* Filename of the map */
276    
277     MTH void activate ();
278     MTH void deactivate ();
279    
280     // allocates all (empty) mapspace
281     MTH void alloc ();
282     // deallocates the mapspaces (and destroys all objects)
283     MTH void clear ();
284    
285     MTH void fix_auto_apply ();
286     MTH void decay_objects ();
287     MTH void update_buttons ();
288     MTH int change_map_light (int change);
289     static void change_all_map_light (int change); //PERL
290     MTH void set_darkness_map ();
291     MTH int estimate_difficulty () const;
292    
293 root 1.46 // set the given flag on all objects in the map
294     MTH void set_object_flag (int flag, int value = 1);
295    
296 root 1.40 MTH void link_multipart_objects ();
297     MTH void clear_unique_items ();
298    
299     MTH void clear_header ();
300     MTH void clear_links_to (maptile *m);
301    
302     // loas the header pseudo-object
303 root 1.51 bool _load_header (object_thawer &thawer);
304     MTH bool _load_header (const char *path);
305 root 1.40
306     // load objects into the map
307 root 1.51 bool _load_objects (object_thawer &thawer);
308     MTH bool _load_objects (const char *path, bool skip_header = true);
309 root 1.40
310     // save objects into the given file (uses IO_ flags)
311 root 1.51 bool _save_objects (object_freezer &freezer, int flags);
312     MTH bool _save_objects (const char *path, int flags);
313 root 1.40
314     // save the header pseudo object _only_
315 root 1.51 bool _save_header (object_freezer &freezer);
316     MTH bool _save_header (const char *path);
317 root 1.23
318     maptile ();
319 root 1.40 maptile (int w, int h);
320 root 1.32 ~maptile ();
321 root 1.40
322 root 1.32 void do_destroy ();
323     void gather_callbacks (AV *&callbacks, event_type event) const;
324    
325 root 1.36 MTH int size () const { return width * height; }
326 root 1.29
327 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328 root 1.34
329 root 1.46 MTH void touch () { last_access = runtime; }
330    
331 root 1.47 // find the map that is at coordinate x|y relative to this map
332     // TODO: need a better way than passing by reference
333     // TODO: make perl interface
334     maptile *xy_find (sint16 &x, sint16 &y);
335    
336     // like xy_find, but also loads the map
337     maptile *xy_load (sint16 &x, sint16 &y);
338    
339     void do_load_sync ();//PERL
340    
341     // make sure the map is loaded
342     MTH void load_sync ()
343     {
344     if (!spaces)
345     do_load_sync ();
346     }
347 root 1.40
348 root 1.51 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
349     bool generate_random_map (random_map_params *RP);
350    
351 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
352 root 1.50 // async prefetch
353     static maptile *find_async (const char *path, maptile *original = 0);//PERL
354 root 1.39
355 root 1.37 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
356     mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
357 elmex 1.6 };
358 root 1.1
359     /* This is used by get_rangevector to determine where the other
360     * creature is. get_rangevector takes into account map tiling,
361     * so you just can not look the the map coordinates and get the
362     * righte value. distance_x/y are distance away, which
363 root 1.29 * can be negative. direction is the crossfire direction scheme
364 root 1.1 * that the creature should head. part is the part of the
365     * monster that is closest.
366     * Note: distance should be always >=0. I changed it to UINT. MT
367     */
368 root 1.20 struct rv_vector
369     {
370     unsigned int distance;
371     int distance_x;
372     int distance_y;
373     int direction;
374     object *part;
375 elmex 1.6 };
376 root 1.1
377 root 1.31 inline mapspace &
378     object::ms () const
379     {
380     return map->at (x, y);
381     }
382    
383 root 1.1 #endif
384 root 1.22