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Revision: 1.92
Committed: Sun May 4 14:12:37 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.91: +1 -1 lines
Log Message:
lotsa

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.90 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.53 *
4 root 1.90 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.76 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.53 *
8 root 1.90 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.78 * 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 root 1.90 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.91 /* Values for in_memory below */
53 root 1.47 enum {
54 root 1.91 MAP_ACTIVE,
55     MAP_INACTIVE, // not used atm.
56 root 1.47 MAP_SWAPPED,
57     MAP_LOADING,
58     MAP_SAVING,
59     };
60 root 1.1
61     /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
62     * really be used, as it is multi tile aware. However, there are some cases
63     * where it is known the map is not tiled or the values are known
64     * consistent (eg, op->map, op->x, op->y)
65     */
66 root 1.29 // all those macros are herewith declared legacy
67 root 1.30 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
68 root 1.29 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
69 root 1.34 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
70 root 1.29 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
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 /* Instead of having numerous arrays that have information on a
110 root 1.1 * particular space (was map, floor, floor2, map_ob),
111     * have this structure take care of that information.
112     * This puts it all in one place, and should also make it easier
113     * to extend information about a space.
114     */
115 root 1.29 struct mapspace
116 root 1.20 {
117 root 1.34 object *bot, *top; /* lowest/highest object on this space */
118 root 1.30 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
119     uint8 flags_; /* flags about this space (see the P_ values above) */
120 root 1.20 sint8 light; /* How much light this space provides */
121 root 1.30 MoveType move_block; /* What movement types this space blocks */
122     MoveType move_slow; /* What movement types this space slows */
123     MoveType move_on; /* What movement types are activated */
124     MoveType move_off; /* What movement types are activated */
125    
126     void update_ ();
127     void update ()
128     {
129 root 1.45 if (!(flags_ & P_UPTODATE))
130 root 1.30 update_ ();
131     }
132    
133     uint8 flags ()
134     {
135     update ();
136     return flags_;
137     }
138    
139     // maybe only inline quick flags_ checking?
140     object *player ()
141     {
142 root 1.31 // search from the top, because players are usually on top
143     // make usually == always and this non-amortized O(1)
144     // could gte rid of P_PLAYER, too, then
145 root 1.30 if (flags () & P_PLAYER)
146 root 1.31 for (object *op = top; op; op = op->below)
147 root 1.30 if (op->type == PLAYER)
148     return op;
149    
150     return 0;
151     }
152 root 1.65
153 root 1.66 // return the item volume on this mapspace in cm³
154     uint64 volume () const;
155 root 1.88
156     bool blocks (MoveType mt) const
157     {
158     return move_block && (mt & move_block) == mt;
159     }
160 elmex 1.6 };
161 root 1.1
162 root 1.18 struct shopitems : zero_initialised
163     {
164 root 1.20 const char *name; /* name of the item in question, null if it is the default item */
165     const char *name_pl; /* plural name */
166     int typenum; /* itemtype number we need to match 0 if it is the default price */
167     sint8 strength; /* the degree of specialisation the shop has in this item,
168     * as a percentage from -100 to 100 */
169     int index; /* being the size of the shopitems array. */
170 elmex 1.6 };
171 root 1.1
172 root 1.40 // map I/O, what to load/save
173     enum {
174     IO_HEADER = 0x01, // the "arch map" pseudo object
175     IO_OBJECTS = 0x02, // the non-unique objects
176     IO_UNIQUES = 0x04, // unique objects
177     };
178    
179 root 1.1 /* In general, code should always use the macros
180     * above (or functions in map.c) to access many of the
181     * values in the map structure. Failure to do this will
182     * almost certainly break various features. You may think
183     * it is safe to look at width and height values directly
184     * (or even through the macros), but doing so will completely
185     * break map tiling.
186     */
187 root 1.32 INTERFACE_CLASS (maptile)
188     struct maptile : zero_initialised, attachable
189 root 1.19 {
190 root 1.40 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
191     struct mapspace *spaces; /* Array of spaces on this map */
192 root 1.60 uint8 *regions; /* region index per mapspace, if != 0 */
193 root 1.79 region_ptr *regionmap; /* index to region */
194 root 1.40
195     tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
196 root 1.29
197 root 1.40 shstr ACC (RW, name); /* Name of map as given by its creator */
198 root 1.79 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
199 root 1.20 * points to the struct containing all the properties of
200     * the region */
201 root 1.40 double ACC (RW, reset_time);
202 root 1.19 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
203 root 1.20 * should be reset
204     */
205 root 1.44 bool ACC (RW, dirty); /* if true, something was inserted or removed */
206 root 1.77 bool ACC (RW, no_reset); // must not reset this map
207 root 1.20 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
208     * players entering/exiting map
209     */
210     sint32 ACC (RW, timeout); /* swapout is set to this */
211     sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
212     uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
213     * be loaded before used. The map,omap and map_ob
214     * arrays will be allocated when the map is loaded */
215 root 1.42 sint16 players; /* How many players are on this map right now */
216 root 1.20 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
217    
218 root 1.40 bool ACC (RW, per_player);
219     bool ACC (RW, per_party);
220     bool ACC (RW, outdoor); /* True if an outdoor map */
221 root 1.58 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
222 root 1.20 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
223 root 1.40
224 root 1.20 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
225     uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
226     oblinkpt *buttons; /* Linked list of linked lists of buttons */
227     sint16 ACC (RW, temp); /* base temperature of this tile (F) */
228     sint16 ACC (RW, pressure); /* barometric pressure (mb) */
229     sint8 ACC (RW, humid); /* humitidy of this tile */
230     sint8 ACC (RW, windspeed); /* windspeed of this tile */
231     sint8 ACC (RW, winddir); /* direction of wind */
232     sint8 ACC (RW, sky); /* sky conditions */
233 root 1.34 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
234 root 1.20 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
235 root 1.40 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
236 root 1.20 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
237 pippijn 1.24 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
238 pippijn 1.25 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
239 root 1.40 shstr ACC (RW, msg); /* Message map creator may have left */
240     shstr ACC (RW, maplore); /* Map lore information */
241     shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
242     maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
243     shstr ACC (RW, path); /* Filename of the map */
244 root 1.66 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
245     uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
246 root 1.40
247     MTH void activate ();
248     MTH void deactivate ();
249    
250     // allocates all (empty) mapspace
251     MTH void alloc ();
252     // deallocates the mapspaces (and destroys all objects)
253     MTH void clear ();
254    
255     MTH void fix_auto_apply ();
256 root 1.77 MTH void do_decay_objects ();
257 root 1.40 MTH void update_buttons ();
258     MTH int change_map_light (int change);
259     static void change_all_map_light (int change); //PERL
260     MTH void set_darkness_map ();
261     MTH int estimate_difficulty () const;
262    
263 root 1.80 MTH void play_sound (faceidx sound, int x, int y) const;
264    
265 root 1.46 // set the given flag on all objects in the map
266     MTH void set_object_flag (int flag, int value = 1);
267    
268 root 1.40 MTH void link_multipart_objects ();
269     MTH void clear_unique_items ();
270    
271     MTH void clear_header ();
272     MTH void clear_links_to (maptile *m);
273    
274 root 1.60 MTH struct region *region (int x, int y) const;
275 root 1.59
276 root 1.87 // load the header pseudo-object
277 root 1.51 bool _load_header (object_thawer &thawer);
278 root 1.87 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
279 root 1.40
280     // load objects into the map
281 root 1.51 bool _load_objects (object_thawer &thawer);
282 root 1.87 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
283 root 1.40
284     // save objects into the given file (uses IO_ flags)
285 root 1.51 bool _save_objects (object_freezer &freezer, int flags);
286     MTH bool _save_objects (const char *path, int flags);
287 root 1.40
288     // save the header pseudo object _only_
289 root 1.51 bool _save_header (object_freezer &freezer);
290     MTH bool _save_header (const char *path);
291 root 1.23
292     maptile ();
293 root 1.40 maptile (int w, int h);
294 root 1.32 ~maptile ();
295 root 1.40
296 root 1.32 void do_destroy ();
297     void gather_callbacks (AV *&callbacks, event_type event) const;
298    
299 root 1.36 MTH int size () const { return width * height; }
300 root 1.29
301 root 1.36 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
302 root 1.34
303 root 1.46 MTH void touch () { last_access = runtime; }
304    
305 root 1.84 MTH bool tile_available (int dir, bool load = true);
306    
307 root 1.47 // find the map that is at coordinate x|y relative to this map
308     // TODO: need a better way than passing by reference
309     // TODO: make perl interface
310     maptile *xy_find (sint16 &x, sint16 &y);
311    
312     // like xy_find, but also loads the map
313     maptile *xy_load (sint16 &x, sint16 &y);
314    
315     void do_load_sync ();//PERL
316    
317     // make sure the map is loaded
318     MTH void load_sync ()
319     {
320     if (!spaces)
321     do_load_sync ();
322     }
323 root 1.40
324 root 1.51 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
325     bool generate_random_map (random_map_params *RP);
326    
327 root 1.84 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
328 root 1.47 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
329 root 1.69 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
330 root 1.92 object *pick_random_object (rand_gen &gen = rndm) const;
331 root 1.39
332 root 1.37 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
333     mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
334 elmex 1.6 };
335 root 1.1
336     /* This is used by get_rangevector to determine where the other
337     * creature is. get_rangevector takes into account map tiling,
338     * so you just can not look the the map coordinates and get the
339     * righte value. distance_x/y are distance away, which
340 root 1.29 * can be negative. direction is the crossfire direction scheme
341 root 1.1 * that the creature should head. part is the part of the
342     * monster that is closest.
343     * Note: distance should be always >=0. I changed it to UINT. MT
344     */
345 root 1.20 struct rv_vector
346     {
347     unsigned int distance;
348     int distance_x;
349     int distance_y;
350     int direction;
351     object *part;
352 elmex 1.6 };
353 root 1.1
354 root 1.88 // comaptibility cruft start
355 root 1.52 //TODO: these should be refactored into things like xy_normalise
356     // and so on.
357 root 1.63 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
358     int out_of_map (maptile *m, int x, int y);
359     maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
360     void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
361     void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
362     int on_same_map (const object *op1, const object *op2);
363     int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
364 root 1.52
365     // adjust map, x and y for tiled maps and return true if the position is valid at all
366 root 1.88 static inline bool
367 root 1.52 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
368     {
369     // when in range, do a quick return, otherwise go the slow route
370     return
371     (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
372     || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
373     }
374 root 1.88 // comaptibility cruft end
375 root 1.52
376 root 1.31 inline mapspace &
377     object::ms () const
378     {
379     return map->at (x, y);
380     }
381    
382 root 1.85 struct mapxy {
383     maptile *m;
384     sint16 x, y;
385    
386     mapxy (maptile *m, sint16 x, sint16 y)
387     : m(m), x(x), y(y)
388     { }
389    
390     mapxy (object *op)
391     : m(op->map), x(op->x), y(op->y)
392     { }
393    
394 root 1.89 mapxy &move (int dx, int dy)
395 root 1.85 {
396 root 1.89 x += dx;
397     y += dy;
398 root 1.85
399     return *this;
400     }
401    
402 root 1.89 mapxy &move (int dir)
403     {
404     return move (freearr_x [dir], freearr_y [dir]);
405     }
406    
407 root 1.85 operator void *() const { return (void *)m; }
408     mapxy &operator =(const object *op)
409     {
410     m = op->map;
411     x = op->x;
412     y = op->y;
413    
414     return *this;
415     }
416    
417     mapspace *operator ->() const { return &m->at (x, y); }
418 root 1.88 mapspace &operator * () const { return m->at (x, y); }
419 root 1.85
420     bool normalise ()
421     {
422     return xy_normalise (m, x, y);
423     }
424 root 1.86
425     object *insert (object *op, object *originator = 0, int flags = 0) const
426     {
427     m->insert (op, x, y, originator, flags);
428     }
429 root 1.85 };
430    
431     inline const mapxy &
432     object::operator =(const mapxy &pos)
433     {
434     map = pos.m;
435     x = pos.x;
436     y = pos.y;
437    
438     return pos;
439     }
440    
441 root 1.1 #endif
442 root 1.22