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Comparing deliantra/server/include/map.h (file contents):
Revision 1.33 by root, Mon Dec 25 14:43:23 2006 UTC vs.
Revision 1.46 by root, Mon Jan 1 12:28:47 2007 UTC

27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map>
33
32#include "cfperl.h" 34#include "cfperl.h"
33 35
34/* We set this size - this is to make magic map work properly on 36/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 37 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 38 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 39 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 40 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 41 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 42 * We also figure out the magicmap color to use as we process the
44#define MAGIC_MAP_SIZE 50 46#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 48
47#define MAP_LAYERS 3 49#define MAP_LAYERS 3
48 50
49/* This is when the map will reset */
50#define MAP_WHEN_RESET(m) ((m)->reset_time)
51
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53#define MAP_DIFFICULTY(m) ((m)->difficulty)
54#define MAP_TIMEOUT(m) ((m)->timeout)
55#define MAP_SWAP_TIME(m) ((m)->swap_time)
56#define MAP_OUTDOORS(m) ((m)->outdoor)
57
58/* mape darkness used to enforce the MAX_DARKNESS value.
59 * but IMO, if it is beyond max value, that should be fixed
60 * on the map or in the code.
61 */
62#define MAP_DARKNESS(m) (m)->darkness
63
64/* Convenient function - total number of spaces is used
65 * in many places.
66 */
67#define MAP_SIZE(m) ((m)->width * (m)->height)
68
69#define MAP_ENTER_X(m) (m)->enter_x
70#define MAP_ENTER_Y(m) (m)->enter_y
71
72#define MAP_TEMP(m) (m)->temp
73#define MAP_PRESSURE(m) (m)->pressure
74#define MAP_HUMID(m) (m)->humid
75#define MAP_WINDSPEED(m) (m)->windspeed
76#define MAP_WINDDIRECTION(m) (m)->winddir
77#define MAP_SKYCOND(m) (m)->sky
78#define MAP_WORLDPARTX(m) (m)->wpartx
79#define MAP_WORLDPARTY(m) (m)->wparty
80#define MAP_NOSMOOTH(m) (m)->nosmooth
81
82/* options passed to ready_map_name and load_original_map */ 51/* options passed to ready_map_name and load_original_map */
83#define MAP_FLUSH 0x1 52#define MAP_FLUSH 0x01
84#define MAP_PLAYER_UNIQUE 0x2 53#define MAP_PLAYER_UNIQUE 0x02
85#define MAP_BLOCK 0x4 54#define MAP_BLOCK 0x04
86#define MAP_STYLE 0x8 55#define MAP_STYLE 0x08
87#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
88 57
89/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
90#define MAP_IN_MEMORY 1 59#define MAP_IN_MEMORY 1
91#define MAP_SWAPPED 2 60#define MAP_SWAPPED 2
98 * consistent (eg, op->map, op->x, op->y) 67 * consistent (eg, op->map, op->x, op->y)
99 */ 68 */
100// all those macros are herewith declared legacy 69// all those macros are herewith declared legacy
101#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
102#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
103#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
104#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
105#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] 74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
106#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
107#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
108#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
127 * this was introduced to make shops safer 96 * this was introduced to make shops safer
128 * but is useful in other situations */ 97 * but is useful in other situations */
129#define P_IS_ALIVE 0x10 /* something alive is on this space */ 98#define P_IS_ALIVE 0x10 /* something alive is on this space */
130#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
131 100
132#define P_NEED_UPDATE 0x80 /* this space is out of date */ 101#define P_UPTODATE 0x80 /* this space is up to date */
133 102
134/* The following two values are not stored in the MapLook flags, but instead 103/* The following two values are not stored in the MapLook flags, but instead
135 * used in the get_map_flags value - that function is used to return 104 * used in the get_map_flags value - that function is used to return
136 * the flag value, as well as other conditions - using a more general 105 * the flag value, as well as other conditions - using a more general
137 * function that does more of the work can hopefully be used to replace 106 * function that does more of the work can hopefully be used to replace
152 * This puts it all in one place, and should also make it easier 121 * This puts it all in one place, and should also make it easier
153 * to extend information about a space. 122 * to extend information about a space.
154 */ 123 */
155struct mapspace 124struct mapspace
156{ 125{
157 object *bottom; /* lowest object on this space */ 126 object *bot, *top; /* lowest/highest object on this space */
158 object *top; /* Highest object on this space */
159 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
160 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
161 uint8 flags_; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
162 sint8 light; /* How much light this space provides */ 130 sint8 light; /* How much light this space provides */
163 MoveType move_block; /* What movement types this space blocks */ 131 MoveType move_block; /* What movement types this space blocks */
166 MoveType move_off; /* What movement types are activated */ 134 MoveType move_off; /* What movement types are activated */
167 135
168 void update_ (); 136 void update_ ();
169 void update () 137 void update ()
170 { 138 {
171 if (flags_ & P_NEED_UPDATE) 139 if (!(flags_ & P_UPTODATE))
172 update_ (); 140 update_ ();
173 } 141 }
174 142
175 uint8 flags () 143 uint8 flags ()
176 { 144 {
192 return 0; 160 return 0;
193 } 161 }
194}; 162};
195 163
196/* 164/*
197 * this is an overlay structure of the whole world. It exists as a simple
198 * high level map, which doesn't contain the full data of the underlying map.
199 * in this map, only things such as weather are recorded. By doing so, we
200 * can keep the entire world parameters in memory, and act as a whole on
201 * them at once. We can then, in a separate loop, update the actual world
202 * with the new values we have assigned.
203 */
204
205struct weathermap_t
206{
207 sint16 temp; /* base temperature of this tile (F) */
208 sint16 pressure; /* barometric pressure (mb) */
209 sint8 humid; /* humitidy of this tile */
210 sint8 windspeed; /* windspeed of this tile */
211 sint8 winddir; /* direction of wind */
212 sint8 sky; /* sky conditions */
213 sint32 avgelev; /* average elevation */
214 uint32 rainfall; /* cumulative rainfall */
215 uint8 darkness; /* indicates level of darkness of map */
216 uint8 water; /* 0-100 percentage of water tiles */
217 /*Dynamic parts */
218 sint16 realtemp; /* temperature at a given calculation step for this tile */
219};
220
221/*
222 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
223 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
224 */ 167 */
168INTERFACE_CLASS (region)
225struct region : zero_initialised 169struct region : zero_initialised
226{ 170{
227 struct region *next; /* pointer to next region, NULL for the last one */ 171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
228 const char *name; /* Shortend name of the region as maps refer to it */ 172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
229 const char *parent_name; /* 173 char *ACC (RW, parent_name); /*
230 * So that parent and child regions can be defined in 174 * So that parent and child regions can be defined in
231 * any order, we keep hold of the parent_name during 175 * any order, we keep hold of the parent_name during
232 * initialisation, and the children get assigned to their 176 * initialisation, and the children get assigned to their
233 * parents later. (before runtime on the server though) 177 * parents later. (before runtime on the server though)
234 * nothing outside the init code should ever use this value. 178 * nothing outside the init code should ever use this value.
235 */ 179 */
236 struct region *parent; /* 180 struct region *ACC (RW, parent); /*
237 * Pointer to the region that is a parent of the current 181 * Pointer to the region that is a parent of the current
238 * region, if a value isn't defined in the current region 182 * region, if a value isn't defined in the current region
239 * we traverse this series of pointers until it is. 183 * we traverse this series of pointers until it is.
240 */ 184 */
241 const char *longname; /* Official title of the region, this might be defined 185 char *ACC (RW, longname); /* Official title of the region, this might be defined
242 * to be the same as name*/ 186 * to be the same as name*/
243 const char *msg; /* the description of the region */ 187 char *ACC (RW, msg); /* the description of the region */
244 uint32 counter; /* A generic counter for holding temporary data. */ 188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
245 sint8 fallback; /* whether, in the event of a region not existing, 189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
246 * this should be the one we fall back on as the default */ 190 * this should be the one we fall back on as the default */
247 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
248 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
249}; 193};
250 194
251struct shopitems : zero_initialised 195struct shopitems : zero_initialised
252{ 196{
253 const char *name; /* name of the item in question, null if it is the default item */ 197 const char *name; /* name of the item in question, null if it is the default item */
254 const char *name_pl; /* plural name */ 198 const char *name_pl; /* plural name */
255 int typenum; /* itemtype number we need to match 0 if it is the default price */ 199 int typenum; /* itemtype number we need to match 0 if it is the default price */
256 sint8 strength; /* the degree of specialisation the shop has in this item, 200 sint8 strength; /* the degree of specialisation the shop has in this item,
257 * as a percentage from -100 to 100 */ 201 * as a percentage from -100 to 100 */
258 int index; /* being the size of the shopitems array. */ 202 int index; /* being the size of the shopitems array. */
203};
204
205// map I/O, what to load/save
206enum {
207 IO_HEADER = 0x01, // the "arch map" pseudo object
208 IO_OBJECTS = 0x02, // the non-unique objects
209 IO_UNIQUES = 0x04, // unique objects
259}; 210};
260 211
261/* In general, code should always use the macros 212/* In general, code should always use the macros
262 * above (or functions in map.c) to access many of the 213 * above (or functions in map.c) to access many of the
263 * values in the map structure. Failure to do this will 214 * values in the map structure. Failure to do this will
267 * break map tiling. 218 * break map tiling.
268 */ 219 */
269INTERFACE_CLASS (maptile) 220INTERFACE_CLASS (maptile)
270struct maptile : zero_initialised, attachable 221struct maptile : zero_initialised, attachable
271{ 222{
272 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
273 struct mapspace *spaces; /* Array of spaces on this map */ 224 struct mapspace *spaces; /* Array of spaces on this map */
274 225
275 maptile *ACC (RW, next); /* Next map, linked list */ 226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
276 char *ACC (RO, tmpname); /* Name of temporary file */ 227
277 char *ACC (RO, name); /* Name of map as given by its creator */ 228 shstr ACC (RW, name); /* Name of map as given by its creator */
278 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
279 * points to the struct containing all the properties of 230 * points to the struct containing all the properties of
280 * the region */ 231 * the region */
281 uint32 ACC (RW, reset_time); /* when this map should reset */ 232 double ACC (RW, reset_time);
282 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
283 * should be reset 234 * should be reset
284 */ 235 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */
285 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
286 * players entering/exiting map 238 * players entering/exiting map
287 */ 239 */
288 bool ACC (RW, unique); /* if set, this is a per player unique map */
289 bool ACC (RW, templatemap); /* if set, this is a template map */
290 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
291 sint32 ACC (RW, timeout); /* swapout is set to this */ 240 sint32 ACC (RW, timeout); /* swapout is set to this */
292 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
293 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 242 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
294 * be loaded before used. The map,omap and map_ob 243 * be loaded before used. The map,omap and map_ob
295 * arrays will be allocated when the map is loaded */ 244 * arrays will be allocated when the map is loaded */
296 sint16 ACC (RW, players); /* How many players are on this level right now */ 245 sint16 players; /* How many players are on this map right now */
297 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
298 247
248 bool ACC (RW, per_player);
249 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */
299 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
252
300 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
301 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
302 bool ACC (RW, outdoor); /* True if an outdoor map */
303 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 255 oblinkpt *buttons; /* Linked list of linked lists of buttons */
304 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
305 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 257 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
306 sint8 ACC (RW, humid); /* humitidy of this tile */ 258 sint8 ACC (RW, humid); /* humitidy of this tile */
307 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 259 sint8 ACC (RW, windspeed); /* windspeed of this tile */
308 sint8 ACC (RW, winddir); /* direction of wind */ 260 sint8 ACC (RW, winddir); /* direction of wind */
309 sint8 ACC (RW, sky); /* sky conditions */ 261 sint8 ACC (RW, sky); /* sky conditions */
310 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 262 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
311 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 263 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
312 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 264 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
313 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 265 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
314 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 266 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
315 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 267 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
316 char *ACC (RO, msg); /* Message map creator may have left */ 268 shstr ACC (RW, msg); /* Message map creator may have left */
317 char *ACC (RO, maplore); /* Map lore information */ 269 shstr ACC (RW, maplore); /* Map lore information */
318 char *tile_path[4]; /* path to adjoining maps */ 270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
319 maptile *tile_map[4]; /* Next map, linked list */ 271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
320 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 272 shstr ACC (RW, path); /* Filename of the map */
273
274 MTH void activate ();
275 MTH void deactivate ();
276
277 // allocates all (empty) mapspace
278 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear ();
281
282 MTH void fix_auto_apply ();
283 MTH void decay_objects ();
284 MTH void update_buttons ();
285 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const;
289
290 // set the given flag on all objects in the map
291 MTH void set_object_flag (int flag, int value = 1);
292
293 MTH void link_multipart_objects ();
294 MTH void clear_unique_items ();
295
296 MTH void clear_header ();
297 MTH void clear_links_to (maptile *m);
298
299 // loas the header pseudo-object
300 bool load_header (object_thawer &thawer);
301 MTH bool load_header (const char *path);
302
303 // load objects into the map
304 bool load_objects (object_thawer &thawer);
305 MTH bool load_objects (const char *path, bool skip_header = true);
306
307 // save objects into the given file (uses IO_ flags)
308 bool save_objects (object_freezer &freezer, int flags);
309 MTH bool save_objects (const char *path, int flags);
310
311 // save the header pseudo object _only_
312 bool save_header (object_freezer &freezer);
313 MTH bool save_header (const char *path);
321 314
322 maptile (); 315 maptile ();
316 maptile (int w, int h);
323 ~maptile (); 317 ~maptile ();
318
324 void do_destroy (); 319 void do_destroy ();
325 void gather_callbacks (AV *&callbacks, event_type event) const; 320 void gather_callbacks (AV *&callbacks, event_type event) const;
326 321
327 void allocate (); 322 MTH int size () const { return width * height; }
328 323
324 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
325
326 MTH void touch () { last_access = runtime; }
327
328// static maptile *find_map (const char *path, maptile *origin);//PERL
329//
330// // load a map relative to this one
331// maptile *find_map (const char *path)
332// {
333// return find_map (path, this);
334// }
335//
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
341//
342// // make sure the map is loaded
343// MTH void force_map_sync ()
344// {
345// if (in_memory != MAP_IN_MEMORY)
346// do_force_map_sync ();
347// }
348
349 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL
350 static void emergency_save ();//PERL
351
329 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
330 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
331}; 354};
332 355
333/* This is used by get_rangevector to determine where the other 356/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 357 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the 358 * so you just can not look the the map coordinates and get the

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