/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/*
* The maptile is allocated each time a new map is opened.
* It contains pointers (very indirectly) to all objects on the map.
*/
#ifndef MAP_H
#define MAP_H
#include
#include "region.h"
#include "cfperl.h"
/* We set this size - this is to make magic map work properly on
* tiled maps. There is no requirement that this matches the
* tiled maps size - it just seemed like a reasonable value.
* Magic map code now always starts out putting the player in the
* center of the map - this makes the most sense when dealing
* with tiled maps.
* We also figure out the magicmap color to use as we process the
* spaces - this is more efficient as we already have up to date
* map pointers.
*/
#define MAGIC_MAP_SIZE 50
#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
#define MAP_LAYERS 3
/* Values for in_memory below */
enum {
MAP_ACTIVE,
MAP_INACTIVE, // not used atm.
MAP_SWAPPED,
MAP_LOADING,
MAP_SAVING,
};
/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
* really be used, as it is multi tile aware. However, there are some cases
* where it is known the map is not tiled or the values are known
* consistent (eg, op->map, op->x, op->y)
*/
// all those macros are herewith declared legacy
#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
/* You should really know what you are doing before using this - you
* should almost always be using out_of_map instead, which takes into account
* map tiling.
*/
#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
/* These are used in the MapLook flags element. They are not used in
* in the object flags structure.
*/
#define P_BLOCKSVIEW 0x01
#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
* that means, nothing harmful can be done,
* such as: bombs, potion usage, alchemy, spells
* this was introduced to make shops safer
* but is useful in other situations */
#define P_IS_ALIVE 0x10 /* something alive is on this space */
#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
#define P_UPTODATE 0x80 /* this space is up to date */
/* The following two values are not stored in the MapLook flags, but instead
* used in the get_map_flags value - that function is used to return
* the flag value, as well as other conditions - using a more general
* function that does more of the work can hopefully be used to replace
* lots of duplicate checks currently in the code.
*/
#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
#define P_NEW_MAP 0x20000
/* Coordinates passed result in a new tiled map */
/* Instead of having numerous arrays that have information on a
* particular space (was map, floor, floor2, map_ob),
* have this structure take care of that information.
* This puts it all in one place, and should also make it easier
* to extend information about a space.
*/
struct mapspace
{
object *bot, *top; /* lowest/highest object on this space */
object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
uint8 flags_; /* flags about this space (see the P_ values above) */
sint8 light; /* How much light this space provides */
MoveType move_block; /* What movement types this space blocks */
MoveType move_slow; /* What movement types this space slows */
MoveType move_on; /* What movement types are activated */
MoveType move_off; /* What movement types are activated */
void update_ ();
void update ()
{
if (!(flags_ & P_UPTODATE))
update_ ();
}
uint8 flags ()
{
update ();
return flags_;
}
// maybe only inline quick flags_ checking?
object *player ()
{
// search from the top, because players are usually on top
// make usually == always and this non-amortized O(1)
// could gte rid of P_PLAYER, too, then
if (flags () & P_PLAYER)
for (object *op = top; op; op = op->below)
if (op->type == PLAYER)
return op;
return 0;
}
// return the item volume on this mapspace in cm³
uint64 volume () const;
bool blocks (MoveType mt) const
{
return move_block && (mt & move_block) == mt;
}
bool blocks (object *op) const
{
return blocks (op->move_type);
}
};
struct shopitems : zero_initialised
{
const char *name; /* name of the item in question, null if it is the default item */
const char *name_pl; /* plural name */
int typenum; /* itemtype number we need to match 0 if it is the default price */
sint8 strength; /* the degree of specialisation the shop has in this item,
* as a percentage from -100 to 100 */
int index; /* being the size of the shopitems array. */
};
// map I/O, what to load/save
enum {
IO_HEADER = 0x01, // the "arch map" pseudo object
IO_OBJECTS = 0x02, // the non-unique objects
IO_UNIQUES = 0x04, // unique objects
};
/* In general, code should always use the macros
* above (or functions in map.c) to access many of the
* values in the map structure. Failure to do this will
* almost certainly break various features. You may think
* it is safe to look at width and height values directly
* (or even through the macros), but doing so will completely
* break map tiling.
*/
INTERFACE_CLASS (maptile)
struct maptile : zero_initialised, attachable
{
sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
struct mapspace *spaces; /* Array of spaces on this map */
uint8 *regions; /* region index per mapspace, if != 0 */
region_ptr *regionmap; /* index to region */
tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
shstr ACC (RW, name); /* Name of map as given by its creator */
region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
* points to the struct containing all the properties of
* the region */
double ACC (RW, reset_time);
uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
* should be reset
*/
bool ACC (RW, dirty); /* if true, something was inserted or removed */
bool ACC (RW, no_reset); // must not reset this map
bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
* players entering/exiting map
*/
sint32 ACC (RW, timeout); /* swapout is set to this */
sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
* be loaded before used. The map,omap and map_ob
* arrays will be allocated when the map is loaded */
sint16 players; /* How many players are on this map right now */
uint16 ACC (RW, difficulty); /* What level the player should be to play here */
bool ACC (RW, per_player);
bool ACC (RW, per_party);
bool ACC (RW, outdoor); /* True if an outdoor map */
bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
uint8 ACC (RW, darkness); /* indicates level of darkness of map */
uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
oblinkpt *buttons; /* Linked list of linked lists of buttons */
sint16 ACC (RW, temp); /* base temperature of this tile (F) */
sint16 ACC (RW, pressure); /* barometric pressure (mb) */
sint8 ACC (RW, humid); /* humitidy of this tile */
sint8 ACC (RW, windspeed); /* windspeed of this tile */
sint8 ACC (RW, winddir); /* direction of wind */
sint8 ACC (RW, sky); /* sky conditions */
int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
shstr ACC (RW, msg); /* Message map creator may have left */
shstr ACC (RW, maplore); /* Map lore information */
shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
shstr ACC (RW, path); /* Filename of the map */
int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
MTH void activate ();
MTH void deactivate ();
// allocates all (empty) mapspace
MTH void alloc ();
// deallocates the mapspaces (and destroys all objects)
MTH void clear ();
MTH void fix_auto_apply ();
MTH void do_decay_objects ();
MTH void update_buttons ();
MTH int change_map_light (int change);
static void change_all_map_light (int change); //PERL
MTH void set_darkness_map ();
MTH int estimate_difficulty () const;
MTH void play_sound (faceidx sound, int x, int y) const;
// set the given flag on all objects in the map
MTH void set_object_flag (int flag, int value = 1);
MTH void link_multipart_objects ();
MTH void clear_unique_items ();
MTH void clear_header ();
MTH void clear_links_to (maptile *m);
MTH struct region *region (int x, int y) const;
// load the header pseudo-object
bool _load_header (object_thawer &thawer);
MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
// load objects into the map
bool _load_objects (object_thawer &thawer);
MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
// save objects into the given file (uses IO_ flags)
bool _save_objects (object_freezer &freezer, int flags);
MTH bool _save_objects (const char *path, int flags);
// save the header pseudo object _only_
bool _save_header (object_freezer &freezer);
MTH bool _save_header (const char *path);
maptile ();
maptile (int w, int h);
~maptile ();
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
MTH int size () const { return width * height; }
MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
MTH void touch () { last_access = runtime; }
MTH bool tile_available (int dir, bool load = true);
// find the map that is at coordinate x|y relative to this map
// TODO: need a better way than passing by reference
// TODO: make perl interface
maptile *xy_find (sint16 &x, sint16 &y);
// like xy_find, but also loads the map
maptile *xy_load (sint16 &x, sint16 &y);
void do_load_sync ();//PERL
// make sure the map is loaded
MTH void load_sync ()
{
if (!spaces)
do_load_sync ();
}
void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
bool generate_random_map (random_map_params *RP);
static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
static maptile *find_sync (const char *path, maptile *original = 0);//PERL
static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
object *pick_random_object (rand_gen &gen = rndm) const;
mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
};
/* This is used by get_rangevector to determine where the other
* creature is. get_rangevector takes into account map tiling,
* so you just can not look the the map coordinates and get the
* righte value. distance_x/y are distance away, which
* can be negative. direction is the crossfire direction scheme
* that the creature should head. part is the part of the
* monster that is closest.
* Note: distance should be always >=0. I changed it to UINT. MT
*/
struct rv_vector
{
unsigned int distance;
int distance_x;
int distance_y;
int direction;
object *part;
};
// comaptibility cruft start
//TODO: these should be refactored into things like xy_normalise
// and so on.
int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
int out_of_map (maptile *m, int x, int y);
maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
int on_same_map (const object *op1, const object *op2);
int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
// adjust map, x and y for tiled maps and return true if the position is valid at all
static inline bool
xy_normalise (maptile *&map, sint16 &x, sint16 &y)
{
// when in range, do a quick return, otherwise go the slow route
return
(IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
|| !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
}
// comaptibility cruft end
inline mapspace &
object::ms () const
{
return map->at (x, y);
}
struct mapxy {
maptile *m;
sint16 x, y;
mapxy (maptile *m, sint16 x, sint16 y)
: m(m), x(x), y(y)
{ }
mapxy (object *op)
: m(op->map), x(op->x), y(op->y)
{ }
mapxy &move (int dx, int dy)
{
x += dx;
y += dy;
return *this;
}
mapxy &move (int dir)
{
return move (freearr_x [dir], freearr_y [dir]);
}
operator void *() const { return (void *)m; }
mapxy &operator =(const object *op)
{
m = op->map;
x = op->x;
y = op->y;
return *this;
}
mapspace *operator ->() const { return &m->at (x, y); }
mapspace &operator * () const { return m->at (x, y); }
bool normalise ()
{
return xy_normalise (m, x, y);
}
mapspace &ms () const
{
return m->at (x, y);
}
object *insert (object *op, object *originator = 0, int flags = 0) const
{
return m->insert (op, x, y, originator, flags);
}
};
inline const mapxy &
object::operator =(const mapxy &pos)
{
map = pos.m;
x = pos.x;
y = pos.y;
return pos;
}
#endif