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Revision: 1.86
Committed: Fri Aug 31 00:20:41 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.85: +5 -0 lines
Log Message:
hopefully fix flaming aura for good this time

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.78 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.53 *
4 root 1.76 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.53 *
8 root 1.78 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.53 *
13 root 1.78 * 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 pippijn 1.53 *
18 root 1.78 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.76 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.53 */
23 root 1.1
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 1.79 #include "region.h"
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_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
71     #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
72     #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
73     #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
74     #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
75 root 1.1
76     /* You should really know what you are doing before using this - you
77     * should almost always be using out_of_map instead, which takes into account
78     * map tiling.
79     */
80 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)))
81 root 1.1
82     /* These are used in the MapLook flags element. They are not used in
83     * in the object flags structure.
84     */
85     #define P_BLOCKSVIEW 0x01
86 root 1.20 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
87 root 1.29 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
88     #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
89     * that means, nothing harmful can be done,
90     * such as: bombs, potion usage, alchemy, spells
91     * this was introduced to make shops safer
92     * but is useful in other situations */
93 root 1.20 #define P_IS_ALIVE 0x10 /* something alive is on this space */
94     #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95 root 1.30
96 root 1.45 #define P_UPTODATE 0x80 /* this space is up to date */
97 root 1.20
98 root 1.1 /* The following two values are not stored in the MapLook flags, but instead
99     * used in the get_map_flags value - that function is used to return
100     * the flag value, as well as other conditions - using a more general
101     * function that does more of the work can hopefully be used to replace
102     * lots of duplicate checks currently in the code.
103     */
104 root 1.29 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105     #define P_NEW_MAP 0x20000
106 root 1.20 /* Coordinates passed result in a new tiled map */
107 root 1.1
108 root 1.29 /* P_NO_PASS is used for ob_blocked() return value. It needs
109     * to be here to make sure the bits don't match with anything.
110     */
111     #define P_NO_PASS 0x80000
112    
113     /* Instead of having numerous arrays that have information on a
114 root 1.1 * particular space (was map, floor, floor2, map_ob),
115     * have this structure take care of that information.
116     * This puts it all in one place, and should also make it easier
117     * to extend information about a space.
118     */
119 root 1.29 struct mapspace
120 root 1.20 {
121 root 1.34 object *bot, *top; /* lowest/highest object on this space */
122 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
123     uint8 flags_; /* flags about this space (see the P_ values above) */
124 root 1.20 sint8 light; /* How much light this space provides */
125 root 1.30 MoveType move_block; /* What movement types this space blocks */
126     MoveType move_slow; /* What movement types this space slows */
127     MoveType move_on; /* What movement types are activated */
128     MoveType move_off; /* What movement types are activated */
129    
130     void update_ ();
131     void update ()
132     {
133 root 1.45 if (!(flags_ & P_UPTODATE))
134 root 1.30 update_ ();
135     }
136    
137     uint8 flags ()
138     {
139     update ();
140     return flags_;
141     }
142    
143     // maybe only inline quick flags_ checking?
144     object *player ()
145     {
146 root 1.31 // search from the top, because players are usually on top
147     // make usually == always and this non-amortized O(1)
148     // could gte rid of P_PLAYER, too, then
149 root 1.30 if (flags () & P_PLAYER)
150 root 1.31 for (object *op = top; op; op = op->below)
151 root 1.30 if (op->type == PLAYER)
152     return op;
153    
154     return 0;
155     }
156 root 1.65
157 root 1.66 // return the item volume on this mapspace in cm³
158     uint64 volume () const;
159 elmex 1.6 };
160 root 1.1
161 root 1.18 struct shopitems : zero_initialised
162     {
163 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
164     const char *name_pl; /* plural name */
165     int typenum; /* itemtype number we need to match 0 if it is the default price */
166     sint8 strength; /* the degree of specialisation the shop has in this item,
167     * as a percentage from -100 to 100 */
168     int index; /* being the size of the shopitems array. */
169 elmex 1.6 };
170 root 1.1
171 root 1.40 // map I/O, what to load/save
172     enum {
173     IO_HEADER = 0x01, // the "arch map" pseudo object
174     IO_OBJECTS = 0x02, // the non-unique objects
175     IO_UNIQUES = 0x04, // unique objects
176     };
177    
178 root 1.1 /* In general, code should always use the macros
179     * above (or functions in map.c) to access many of the
180     * values in the map structure. Failure to do this will
181     * almost certainly break various features. You may think
182     * it is safe to look at width and height values directly
183     * (or even through the macros), but doing so will completely
184     * break map tiling.
185     */
186 root 1.32 INTERFACE_CLASS (maptile)
187     struct maptile : zero_initialised, attachable
188 root 1.19 {
189 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
190     struct mapspace *spaces; /* Array of spaces on this map */
191 root 1.60 uint8 *regions; /* region index per mapspace, if != 0 */
192 root 1.79 region_ptr *regionmap; /* index to region */
193 root 1.40
194     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
195 root 1.29
196 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
197 root 1.79 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
198 root 1.20 * points to the struct containing all the properties of
199     * the region */
200 root 1.40 double ACC (RW, reset_time);
201 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
202 root 1.20 * should be reset
203     */
204 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 root 1.77 bool ACC (RW, no_reset); // must not reset this map
206 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
207     * players entering/exiting map
208     */
209     sint32 ACC (RW, timeout); /* swapout is set to this */
210     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
211     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
212     * be loaded before used. The map,omap and map_ob
213     * arrays will be allocated when the map is loaded */
214 root 1.42 sint16 players; /* How many players are on this map right now */
215 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
216    
217 root 1.40 bool ACC (RW, per_player);
218     bool ACC (RW, per_party);
219     bool ACC (RW, outdoor); /* True if an outdoor map */
220 root 1.58 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
221 root 1.20 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
222 root 1.40
223 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
224     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
225     oblinkpt *buttons; /* Linked list of linked lists of buttons */
226     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
227     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
228     sint8 ACC (RW, humid); /* humitidy of this tile */
229     sint8 ACC (RW, windspeed); /* windspeed of this tile */
230     sint8 ACC (RW, winddir); /* direction of wind */
231     sint8 ACC (RW, sky); /* sky conditions */
232 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
233 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
234 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
235 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
236 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
237 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
238 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
239     shstr ACC (RW, maplore); /* Map lore information */
240     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
241     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
242     shstr ACC (RW, path); /* Filename of the map */
243 root 1.66 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
244     uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
245 root 1.40
246     MTH void activate ();
247     MTH void deactivate ();
248    
249     // allocates all (empty) mapspace
250     MTH void alloc ();
251     // deallocates the mapspaces (and destroys all objects)
252     MTH void clear ();
253    
254     MTH void fix_auto_apply ();
255 root 1.77 MTH void do_decay_objects ();
256 root 1.40 MTH void update_buttons ();
257     MTH int change_map_light (int change);
258     static void change_all_map_light (int change); //PERL
259     MTH void set_darkness_map ();
260     MTH int estimate_difficulty () const;
261    
262 root 1.80 MTH void play_sound (faceidx sound, int x, int y) const;
263    
264 root 1.46 // set the given flag on all objects in the map
265     MTH void set_object_flag (int flag, int value = 1);
266    
267 root 1.40 MTH void link_multipart_objects ();
268     MTH void clear_unique_items ();
269    
270     MTH void clear_header ();
271     MTH void clear_links_to (maptile *m);
272    
273 root 1.60 MTH struct region *region (int x, int y) const;
274 root 1.59
275 root 1.40 // loas the header pseudo-object
276 root 1.51 bool _load_header (object_thawer &thawer);
277     MTH bool _load_header (const char *path);
278 root 1.40
279     // load objects into the map
280 root 1.51 bool _load_objects (object_thawer &thawer);
281     MTH bool _load_objects (const char *path, bool skip_header = true);
282 root 1.40
283     // save objects into the given file (uses IO_ flags)
284 root 1.51 bool _save_objects (object_freezer &freezer, int flags);
285     MTH bool _save_objects (const char *path, int flags);
286 root 1.40
287     // save the header pseudo object _only_
288 root 1.51 bool _save_header (object_freezer &freezer);
289     MTH bool _save_header (const char *path);
290 root 1.23
291     maptile ();
292 root 1.40 maptile (int w, int h);
293 root 1.32 ~maptile ();
294 root 1.40
295 root 1.32 void do_destroy ();
296     void gather_callbacks (AV *&callbacks, event_type event) const;
297    
298 root 1.36 MTH int size () const { return width * height; }
299 root 1.29
300 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
301 root 1.34
302 root 1.46 MTH void touch () { last_access = runtime; }
303    
304 root 1.84 MTH bool tile_available (int dir, bool load = true);
305    
306 root 1.47 // find the map that is at coordinate x|y relative to this map
307     // TODO: need a better way than passing by reference
308     // TODO: make perl interface
309     maptile *xy_find (sint16 &x, sint16 &y);
310    
311     // like xy_find, but also loads the map
312     maptile *xy_load (sint16 &x, sint16 &y);
313    
314     void do_load_sync ();//PERL
315    
316     // make sure the map is loaded
317     MTH void load_sync ()
318     {
319     if (!spaces)
320     do_load_sync ();
321     }
322 root 1.40
323 root 1.51 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
324     bool generate_random_map (random_map_params *RP);
325    
326 root 1.84 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
327 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
328 root 1.69 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329     MTH object *pick_random_object () const;
330 root 1.39
331 root 1.37 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332     mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
333 elmex 1.6 };
334 root 1.1
335     /* This is used by get_rangevector to determine where the other
336     * creature is. get_rangevector takes into account map tiling,
337     * so you just can not look the the map coordinates and get the
338     * righte value. distance_x/y are distance away, which
339 root 1.29 * can be negative. direction is the crossfire direction scheme
340 root 1.1 * that the creature should head. part is the part of the
341     * monster that is closest.
342     * Note: distance should be always >=0. I changed it to UINT. MT
343     */
344 root 1.20 struct rv_vector
345     {
346     unsigned int distance;
347     int distance_x;
348     int distance_y;
349     int direction;
350     object *part;
351 elmex 1.6 };
352 root 1.1
353 root 1.52 //TODO: these should be refactored into things like xy_normalise
354     // and so on.
355 root 1.63 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
356     int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
357     int out_of_map (maptile *m, int x, int y);
358     maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
359     void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
360     void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
361     int on_same_map (const object *op1, const object *op2);
362     int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
363 root 1.52
364     // adjust map, x and y for tiled maps and return true if the position is valid at all
365     inline bool
366     xy_normalise (maptile *&map, sint16 &x, sint16 &y)
367     {
368     // when in range, do a quick return, otherwise go the slow route
369     return
370     (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
371     || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
372     }
373    
374 root 1.31 inline mapspace &
375     object::ms () const
376     {
377     return map->at (x, y);
378     }
379    
380 root 1.85 // not used anywhere *yet*
381     struct mapxy {
382     maptile *m;
383     sint16 x, y;
384    
385     mapxy (maptile *m, sint16 x, sint16 y)
386     : m(m), x(x), y(y)
387     { }
388    
389     mapxy (object *op)
390     : m(op->map), x(op->x), y(op->y)
391     { }
392    
393     mapxy &move (int dir)
394     {
395     x += freearr_x [dir];
396     y += freearr_y [dir];
397    
398     return *this;
399     }
400    
401     operator void *() const { return (void *)m; }
402     mapxy &operator =(const object *op)
403     {
404     m = op->map;
405     x = op->x;
406     y = op->y;
407    
408     return *this;
409     }
410    
411     mapspace *operator ->() const { return &m->at (x, y); }
412     mapspace *operator * () const { return &m->at (x, y); }
413    
414     bool normalise ()
415     {
416     return xy_normalise (m, x, y);
417     }
418 root 1.86
419     object *insert (object *op, object *originator = 0, int flags = 0) const
420     {
421     m->insert (op, x, y, originator, flags);
422     }
423 root 1.85 };
424    
425     inline const mapxy &
426     object::operator =(const mapxy &pos)
427     {
428     map = pos.m;
429     x = pos.x;
430     y = pos.y;
431    
432     return pos;
433     }
434    
435 root 1.1 #endif
436 root 1.22