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Comparing deliantra/server/include/map.h (file contents):
Revision 1.46 by root, Mon Jan 1 12:28:47 2007 UTC vs.
Revision 1.78 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 * 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 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
27 */ 27 */
46#define MAGIC_MAP_SIZE 50 46#define MAGIC_MAP_SIZE 50
47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48 48
49#define MAP_LAYERS 3 49#define MAP_LAYERS 3
50 50
51/* options passed to ready_map_name and load_original_map */
52#define MAP_FLUSH 0x01
53#define MAP_PLAYER_UNIQUE 0x02
54#define MAP_BLOCK 0x04
55#define MAP_STYLE 0x08
56#define MAP_OVERLAY 0x10
57
58/* Values for in_memory below. Should probably be an enumerations */ 51/* Values for in_memory below. Should probably be an enumerations */
59#define MAP_IN_MEMORY 1 52enum {
60#define MAP_SWAPPED 2 53 MAP_IN_MEMORY,
61#define MAP_LOADING 3 54 MAP_SWAPPED,
62#define MAP_SAVING 4 55 MAP_LOADING,
56 MAP_SAVING,
57};
63 58
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 59/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
65 * really be used, as it is multi tile aware. However, there are some cases 60 * really be used, as it is multi tile aware. However, there are some cases
66 * where it is known the map is not tiled or the values are known 61 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 62 * consistent (eg, op->map, op->x, op->y)
69// all those macros are herewith declared legacy 64// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 65#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 66#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 67#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 68#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 69#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 70#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 71#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
78#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 72#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
79#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 73#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 74
81/* You should really know what you are doing before using this - you 75/* You should really know what you are doing before using this - you
82 * should almost always be using out_of_map instead, which takes into account 76 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 77 * map tiling.
84 */ 78 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 79#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 80
87/* These are used in the MapLook flags element. They are not used in 81/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 82 * in the object flags structure.
89 */ 83 */
90#define P_BLOCKSVIEW 0x01 84#define P_BLOCKSVIEW 0x01
122 * to extend information about a space. 116 * to extend information about a space.
123 */ 117 */
124struct mapspace 118struct mapspace
125{ 119{
126 object *bot, *top; /* lowest/highest object on this space */ 120 object *bot, *top; /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 121 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 122 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 123 sint8 light; /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 124 MoveType move_block; /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 125 MoveType move_slow; /* What movement types this space slows */
157 if (op->type == PLAYER) 150 if (op->type == PLAYER)
158 return op; 151 return op;
159 152
160 return 0; 153 return 0;
161 } 154 }
162};
163 155
164/* 156 // return the item volume on this mapspace in cm³
165 * Each map is in a given region of the game world and links to a region definiton, so 157 uint64 volume () const;
166 * they have to appear here in the headers, before the mapdef
167 */
168INTERFACE_CLASS (region)
169struct region : zero_initialised
170{
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
173 char *ACC (RW, parent_name); /*
174 * So that parent and child regions can be defined in
175 * any order, we keep hold of the parent_name during
176 * initialisation, and the children get assigned to their
177 * parents later. (before runtime on the server though)
178 * nothing outside the init code should ever use this value.
179 */
180 struct region *ACC (RW, parent); /*
181 * Pointer to the region that is a parent of the current
182 * region, if a value isn't defined in the current region
183 * we traverse this series of pointers until it is.
184 */
185 char *ACC (RW, longname); /* Official title of the region, this might be defined
186 * to be the same as name*/
187 char *ACC (RW, msg); /* the description of the region */
188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
190 * this should be the one we fall back on as the default */
191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
193}; 158};
194 159
195struct shopitems : zero_initialised 160struct shopitems : zero_initialised
196{ 161{
197 const char *name; /* name of the item in question, null if it is the default item */ 162 const char *name; /* name of the item in question, null if it is the default item */
220INTERFACE_CLASS (maptile) 185INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 186struct maptile : zero_initialised, attachable
222{ 187{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 188 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 189 struct mapspace *spaces; /* Array of spaces on this map */
190 uint8 *regions; /* region index per mapspace, if != 0 */
191 struct region **regionmap; /* index to region */
225 192
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 193 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 194
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 195 shstr ACC (RW, name); /* Name of map as given by its creator */
229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 196 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
230 * points to the struct containing all the properties of 197 * points to the struct containing all the properties of
231 * the region */ 198 * the region */
232 double ACC (RW, reset_time); 199 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 200 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 201 * should be reset
235 */ 202 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 203 bool ACC (RW, dirty); /* if true, something was inserted or removed */
204 bool ACC (RW, no_reset); // must not reset this map
237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 205 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238 * players entering/exiting map 206 * players entering/exiting map
239 */ 207 */
240 sint32 ACC (RW, timeout); /* swapout is set to this */ 208 sint32 ACC (RW, timeout); /* swapout is set to this */
241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 209 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
243 * be loaded before used. The map,omap and map_ob 211 * be loaded before used. The map,omap and map_ob
244 * arrays will be allocated when the map is loaded */ 212 * arrays will be allocated when the map is loaded */
245 sint16 players; /* How many players are on this map right now */ 213 sint16 players; /* How many players are on this map right now */
246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 214 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247 215
216 bool ACC (RW, active); // wether this map is active or not
248 bool ACC (RW, per_player); 217 bool ACC (RW, per_player);
249 bool ACC (RW, per_party); 218 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */ 219 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
252 222
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 224 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 225 oblinkpt *buttons; /* Linked list of linked lists of buttons */
268 shstr ACC (RW, msg); /* Message map creator may have left */ 238 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */ 239 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 240 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */ 242 shstr ACC (RW, path); /* Filename of the map */
243 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
273 245
274 MTH void activate (); 246 MTH void activate ();
275 MTH void deactivate (); 247 MTH void deactivate ();
276 248
277 // allocates all (empty) mapspace 249 // allocates all (empty) mapspace
278 MTH void alloc (); 250 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects) 251 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear (); 252 MTH void clear ();
281 253
282 MTH void fix_auto_apply (); 254 MTH void fix_auto_apply ();
283 MTH void decay_objects (); 255 MTH void do_decay_objects ();
284 MTH void update_buttons (); 256 MTH void update_buttons ();
285 MTH int change_map_light (int change); 257 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL 258 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map (); 259 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const; 260 MTH int estimate_difficulty () const;
294 MTH void clear_unique_items (); 266 MTH void clear_unique_items ();
295 267
296 MTH void clear_header (); 268 MTH void clear_header ();
297 MTH void clear_links_to (maptile *m); 269 MTH void clear_links_to (maptile *m);
298 270
271 MTH struct region *region (int x, int y) const;
272
299 // loas the header pseudo-object 273 // loas the header pseudo-object
300 bool load_header (object_thawer &thawer); 274 bool _load_header (object_thawer &thawer);
301 MTH bool load_header (const char *path); 275 MTH bool _load_header (const char *path);
302 276
303 // load objects into the map 277 // load objects into the map
304 bool load_objects (object_thawer &thawer); 278 bool _load_objects (object_thawer &thawer);
305 MTH bool load_objects (const char *path, bool skip_header = true); 279 MTH bool _load_objects (const char *path, bool skip_header = true);
306 280
307 // save objects into the given file (uses IO_ flags) 281 // save objects into the given file (uses IO_ flags)
308 bool save_objects (object_freezer &freezer, int flags); 282 bool _save_objects (object_freezer &freezer, int flags);
309 MTH bool save_objects (const char *path, int flags); 283 MTH bool _save_objects (const char *path, int flags);
310 284
311 // save the header pseudo object _only_ 285 // save the header pseudo object _only_
312 bool save_header (object_freezer &freezer); 286 bool _save_header (object_freezer &freezer);
313 MTH bool save_header (const char *path); 287 MTH bool _save_header (const char *path);
314 288
315 maptile (); 289 maptile ();
316 maptile (int w, int h); 290 maptile (int w, int h);
317 ~maptile (); 291 ~maptile ();
318 292
323 297
324 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 298 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
325 299
326 MTH void touch () { last_access = runtime; } 300 MTH void touch () { last_access = runtime; }
327 301
328// static maptile *find_map (const char *path, maptile *origin);//PERL 302 // find the map that is at coordinate x|y relative to this map
329// 303 // TODO: need a better way than passing by reference
330// // load a map relative to this one 304 // TODO: make perl interface
331// maptile *find_map (const char *path) 305 maptile *xy_find (sint16 &x, sint16 &y);
332// { 306
333// return find_map (path, this); 307 // like xy_find, but also loads the map
334// } 308 maptile *xy_load (sint16 &x, sint16 &y);
335// 309
336// // customise this map for the given player
337// // might return this or a completely new map
338// maptile *customise_for (object *op);
339//
340// void do_force_map_sync ();//PERL 310 void do_load_sync ();//PERL
341// 311
342// // make sure the map is loaded 312 // make sure the map is loaded
343// MTH void force_map_sync () 313 MTH void load_sync ()
344// { 314 {
345// if (in_memory != MAP_IN_MEMORY) 315 if (!spaces)
346// do_force_map_sync (); 316 do_load_sync ();
347// } 317 }
348 318
319 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
320 bool generate_random_map (random_map_params *RP);
321
349 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 322 static maptile *find_async (const char *path, maptile *original = 0);//PERL
350 static void emergency_save ();//PERL 323 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
324 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
325 MTH object *pick_random_object () const;
351 326
352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 327 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 328 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
354}; 329};
355 330
369 int distance_y; 344 int distance_y;
370 int direction; 345 int direction;
371 object *part; 346 object *part;
372}; 347};
373 348
349//TODO: these should be refactored into things like xy_normalise
350// and so on.
351int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
352int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
353int out_of_map (maptile *m, int x, int y);
354maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
355void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
356void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
357int on_same_map (const object *op1, const object *op2);
358int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
359
360// adjust map, x and y for tiled maps and return true if the position is valid at all
361inline bool
362xy_normalise (maptile *&map, sint16 &x, sint16 &y)
363{
364 // when in range, do a quick return, otherwise go the slow route
365 return
366 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
367 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
368}
369
374inline mapspace & 370inline mapspace &
375object::ms () const 371object::ms () const
376{ 372{
377 return map->at (x, y); 373 return map->at (x, y);
378} 374}

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