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/cvs/deliantra/server/include/map.h
Revision: 1.58
Committed: Wed Jan 24 22:42:48 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +1 -0 lines
Log Message:
- introduce nodrop flag for maps to keep stuff from beign dropped
  _on destroy only_.
  this fixes the problem with Sultur, slug of terror :)
- resize {link} map to be smaller

File Contents

# User Rev Content
1 root 1.1 /*
2 pippijn 1.53 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
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     /* Values for in_memory below. Should probably be an enumerations */
53 root 1.47 enum {
54     MAP_IN_MEMORY,
55     MAP_SWAPPED,
56     MAP_LOADING,
57     MAP_SAVING,
58     };
59 root 1.1
60     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
61     * really be used, as it is multi tile aware. However, there are some cases
62     * where it is known the map is not tiled or the values are known
63     * consistent (eg, op->map, op->x, op->y)
64     */
65 root 1.29 // all those macros are herewith declared legacy
66 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70     #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71     #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
74     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
76 root 1.1
77     /* You should really know what you are doing before using this - you
78     * should almost always be using out_of_map instead, which takes into account
79     * map tiling.
80     */
81 root 1.56 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
82 root 1.1
83     /* These are used in the MapLook flags element. They are not used in
84     * in the object flags structure.
85     */
86     #define P_BLOCKSVIEW 0x01
87 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
88 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
89     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
90     * that means, nothing harmful can be done,
91     * such as: bombs, potion usage, alchemy, spells
92     * this was introduced to make shops safer
93     * but is useful in other situations */
94 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
95     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96 root 1.30
97 root 1.45 #define P_UPTODATE 0x80 /* this space is up to date */
98 root 1.20
99 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
100     * used in the get_map_flags value - that function is used to return
101     * the flag value, as well as other conditions - using a more general
102     * function that does more of the work can hopefully be used to replace
103     * lots of duplicate checks currently in the code.
104     */
105 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
106     #define P_NEW_MAP 0x20000
107 root 1.20 /* Coordinates passed result in a new tiled map */
108 root 1.1
109 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
110     * to be here to make sure the bits don't match with anything.
111     */
112     #define P_NO_PASS 0x80000
113    
114     /* Instead of having numerous arrays that have information on a
115 root 1.1 * particular space (was map, floor, floor2, map_ob),
116     * have this structure take care of that information.
117     * This puts it all in one place, and should also make it easier
118     * to extend information about a space.
119     */
120 root 1.29 struct mapspace
121 root 1.20 {
122 root 1.34 object *bot, *top; /* lowest/highest object on this space */
123 root 1.55 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
125     uint8 flags_; /* flags about this space (see the P_ values above) */
126 root 1.20 sint8 light; /* How much light this space provides */
127 root 1.30 MoveType move_block; /* What movement types this space blocks */
128     MoveType move_slow; /* What movement types this space slows */
129     MoveType move_on; /* What movement types are activated */
130     MoveType move_off; /* What movement types are activated */
131    
132     void update_ ();
133     void update ()
134     {
135 root 1.45 if (!(flags_ & P_UPTODATE))
136 root 1.30 update_ ();
137     }
138    
139     uint8 flags ()
140     {
141     update ();
142     return flags_;
143     }
144    
145     // maybe only inline quick flags_ checking?
146     object *player ()
147     {
148 root 1.31 // search from the top, because players are usually on top
149     // make usually == always and this non-amortized O(1)
150     // could gte rid of P_PLAYER, too, then
151 root 1.30 if (flags () & P_PLAYER)
152 root 1.31 for (object *op = top; op; op = op->below)
153 root 1.30 if (op->type == PLAYER)
154     return op;
155    
156     return 0;
157     }
158 elmex 1.6 };
159 root 1.1
160     /*
161     * Each map is in a given region of the game world and links to a region definiton, so
162     * they have to appear here in the headers, before the mapdef
163     */
164 root 1.43 INTERFACE_CLASS (region)
165 root 1.26 struct region : zero_initialised
166 root 1.20 {
167 root 1.43 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
168     char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
169     char *ACC (RW, parent_name); /*
170     * So that parent and child regions can be defined in
171     * any order, we keep hold of the parent_name during
172     * initialisation, and the children get assigned to their
173     * parents later. (before runtime on the server though)
174     * nothing outside the init code should ever use this value.
175     */
176     struct region *ACC (RW, parent); /*
177     * Pointer to the region that is a parent of the current
178     * region, if a value isn't defined in the current region
179     * we traverse this series of pointers until it is.
180     */
181     char *ACC (RW, longname); /* Official title of the region, this might be defined
182     * to be the same as name*/
183     char *ACC (RW, msg); /* the description of the region */
184     uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
185     sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
186     * this should be the one we fall back on as the default */
187     char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
188     sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
189 elmex 1.6 };
190 root 1.1
191 root 1.18 struct shopitems : zero_initialised
192     {
193 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
194     const char *name_pl; /* plural name */
195     int typenum; /* itemtype number we need to match 0 if it is the default price */
196     sint8 strength; /* the degree of specialisation the shop has in this item,
197     * as a percentage from -100 to 100 */
198     int index; /* being the size of the shopitems array. */
199 elmex 1.6 };
200 root 1.1
201 root 1.40 // map I/O, what to load/save
202     enum {
203     IO_HEADER = 0x01, // the "arch map" pseudo object
204     IO_OBJECTS = 0x02, // the non-unique objects
205     IO_UNIQUES = 0x04, // unique objects
206     };
207    
208 root 1.1 /* In general, code should always use the macros
209     * above (or functions in map.c) to access many of the
210     * values in the map structure. Failure to do this will
211     * almost certainly break various features. You may think
212     * it is safe to look at width and height values directly
213     * (or even through the macros), but doing so will completely
214     * break map tiling.
215     */
216 root 1.32 INTERFACE_CLASS (maptile)
217     struct maptile : zero_initialised, attachable
218 root 1.19 {
219 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
220     struct mapspace *spaces; /* Array of spaces on this map */
221    
222     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
223 root 1.29
224 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
225 root 1.20 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
226     * points to the struct containing all the properties of
227     * the region */
228 root 1.40 double ACC (RW, reset_time);
229 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
230 root 1.20 * should be reset
231     */
232 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
233 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
234     * players entering/exiting map
235     */
236     sint32 ACC (RW, timeout); /* swapout is set to this */
237     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
238     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
239     * be loaded before used. The map,omap and map_ob
240     * arrays will be allocated when the map is loaded */
241 root 1.42 sint16 players; /* How many players are on this map right now */
242 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
243    
244 root 1.40 bool ACC (RW, per_player);
245     bool ACC (RW, per_party);
246     bool ACC (RW, outdoor); /* True if an outdoor map */
247 root 1.58 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
248 root 1.20 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
249 root 1.40
250 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
251     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
252     oblinkpt *buttons; /* Linked list of linked lists of buttons */
253     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
254     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
255     sint8 ACC (RW, humid); /* humitidy of this tile */
256     sint8 ACC (RW, windspeed); /* windspeed of this tile */
257     sint8 ACC (RW, winddir); /* direction of wind */
258     sint8 ACC (RW, sky); /* sky conditions */
259 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
260 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
261 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
262 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
263 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
264 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
265 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
266     shstr ACC (RW, maplore); /* Map lore information */
267     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
268     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
269     shstr ACC (RW, path); /* Filename of the map */
270    
271     MTH void activate ();
272     MTH void deactivate ();
273    
274     // allocates all (empty) mapspace
275     MTH void alloc ();
276     // deallocates the mapspaces (and destroys all objects)
277     MTH void clear ();
278    
279     MTH void fix_auto_apply ();
280     MTH void decay_objects ();
281     MTH void update_buttons ();
282     MTH int change_map_light (int change);
283     static void change_all_map_light (int change); //PERL
284     MTH void set_darkness_map ();
285     MTH int estimate_difficulty () const;
286    
287 root 1.46 // set the given flag on all objects in the map
288     MTH void set_object_flag (int flag, int value = 1);
289    
290 root 1.40 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 root 1.51 bool _load_header (object_thawer &thawer);
298     MTH bool _load_header (const char *path);
299 root 1.40
300     // load objects into the map
301 root 1.51 bool _load_objects (object_thawer &thawer);
302     MTH bool _load_objects (const char *path, bool skip_header = true);
303 root 1.40
304     // save objects into the given file (uses IO_ flags)
305 root 1.51 bool _save_objects (object_freezer &freezer, int flags);
306     MTH bool _save_objects (const char *path, int flags);
307 root 1.40
308     // save the header pseudo object _only_
309 root 1.51 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 1.46 MTH void touch () { last_access = runtime; }
324    
325 root 1.47 // find the map that is at coordinate x|y relative to this map
326     // TODO: need a better way than passing by reference
327     // TODO: make perl interface
328     maptile *xy_find (sint16 &x, sint16 &y);
329    
330     // like xy_find, but also loads the map
331     maptile *xy_load (sint16 &x, sint16 &y);
332    
333     void do_load_sync ();//PERL
334    
335     // make sure the map is loaded
336     MTH void load_sync ()
337     {
338     if (!spaces)
339     do_load_sync ();
340     }
341 root 1.40
342 root 1.51 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
343     bool generate_random_map (random_map_params *RP);
344    
345 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
346 root 1.50 // async prefetch
347     static maptile *find_async (const char *path, maptile *original = 0);//PERL
348 root 1.39
349 root 1.37 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
350     mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
351 elmex 1.6 };
352 root 1.1
353     /* This is used by get_rangevector to determine where the other
354     * creature is. get_rangevector takes into account map tiling,
355     * so you just can not look the the map coordinates and get the
356     * righte value. distance_x/y are distance away, which
357 root 1.29 * can be negative. direction is the crossfire direction scheme
358 root 1.1 * that the creature should head. part is the part of the
359     * monster that is closest.
360     * Note: distance should be always >=0. I changed it to UINT. MT
361     */
362 root 1.20 struct rv_vector
363     {
364     unsigned int distance;
365     int distance_x;
366     int distance_y;
367     int direction;
368     object *part;
369 elmex 1.6 };
370 root 1.1
371 root 1.52 //TODO: these should be refactored into things like xy_normalise
372     // and so on.
373     int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
374     int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
375     int out_of_map(maptile *m, int x, int y);
376     maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
377     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags);
378     void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
379     int on_same_map(const object *op1, const object *op2);
380    
381     // adjust map, x and y for tiled maps and return true if the position is valid at all
382     inline bool
383     xy_normalise (maptile *&map, sint16 &x, sint16 &y)
384     {
385     // when in range, do a quick return, otherwise go the slow route
386     return
387     (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
388     || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
389     }
390    
391 root 1.31 inline mapspace &
392     object::ms () const
393     {
394     return map->at (x, y);
395     }
396    
397 root 1.1 #endif
398 root 1.22