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Revision: 1.101
Committed: Tue Dec 23 01:51:28 2008 UTC (15 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +7 -1 lines
Log Message:
rmeove the last remnants of the weather code

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 *
13 * 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 *
18 * 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 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /*
25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map.
27 */
28
29 #ifndef MAP_H
30 #define MAP_H
31
32 #include <tr1/unordered_map>
33
34 #include "region.h"
35 #include "cfperl.h"
36
37 /* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the
39 * 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 #define MAP_LAYERS 3
51
52 /* Values for in_memory below */
53 enum {
54 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm.
56 MAP_SWAPPED,
57 MAP_LOADING,
58 MAP_SAVING,
59 };
60
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 // all those macros are herewith declared legacy
67 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
68 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69 #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
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 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
81
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 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
87 #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 #define P_IS_ALIVE 0x10 /* something alive is on this space */
94 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95
96 #define P_UPTODATE 0x80 /* this space is up to date */
97
98 /* 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 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105 #define P_NEW_MAP 0x20000
106 /* Coordinates passed result in a new tiled map */
107
108 /* Instead of having numerous arrays that have information on a
109 * particular space (was map, floor, floor2, map_ob),
110 * have this structure take care of that information.
111 * This puts it all in one place, and should also make it easier
112 * to extend information about a space.
113 */
114 INTERFACE_CLASS (mapspace)
115 struct mapspace
116 {
117 object *ACC (RW, bot);
118 object *ACC (RW, top); /* lowest/highest object on this space */
119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
120 uint8 flags_; /* flags about this space (see the P_ values above) */
121 sint8 ACC (RW, light); /* How much light this space provides */
122 MoveType ACC (RW, move_block); /* What movement types this space blocks */
123 MoveType ACC (RW, move_slow); /* What movement types this space slows */
124 MoveType ACC (RW, move_on); /* What movement types are activated */
125 MoveType ACC (RW, move_off); /* What movement types are activated */
126
127 void update_ ();
128 MTH void update ()
129 {
130 if (!(flags_ & P_UPTODATE))
131 update_ ();
132 }
133
134 MTH uint8 flags ()
135 {
136 update ();
137 return flags_;
138 }
139
140 MTH void invalidate ()
141 {
142 flags_ = 0;
143 }
144
145 MTH object *player ()
146 {
147 object *op;
148
149 if (flags () & P_PLAYER)
150 for (op = top; op->type != PLAYER; op = op->below)
151 ;
152 else
153 op = 0;
154
155 return op;
156 }
157
158 // return the item volume on this mapspace in cm³
159 MTH uint64 volume () const;
160
161 bool blocks (MoveType mt) const
162 {
163 return move_block && (mt & move_block) == mt;
164 }
165
166 bool blocks (object *op) const
167 {
168 return blocks (op->move_type);
169 }
170 };
171
172 struct shopitems : zero_initialised
173 {
174 const char *name; /* name of the item in question, null if it is the default item */
175 const char *name_pl; /* plural name */
176 int typenum; /* itemtype number we need to match 0 if it is the default price */
177 sint8 strength; /* the degree of specialisation the shop has in this item,
178 * as a percentage from -100 to 100 */
179 int index; /* being the size of the shopitems array. */
180 };
181
182 // map I/O, what to load/save
183 enum {
184 IO_HEADER = 0x01, // the "arch map" pseudo object
185 IO_OBJECTS = 0x02, // the non-unique objects
186 IO_UNIQUES = 0x04, // unique objects
187 };
188
189 /* In general, code should always use the macros
190 * above (or functions in map.c) to access many of the
191 * values in the map structure. Failure to do this will
192 * almost certainly break various features. You may think
193 * it is safe to look at width and height values directly
194 * (or even through the macros), but doing so will completely
195 * break map tiling.
196 */
197 INTERFACE_CLASS (maptile)
198 struct maptile : zero_initialised, attachable
199 {
200 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
201 struct mapspace *spaces; /* Array of spaces on this map */
202 uint8 *regions; /* region index per mapspace, if != 0 */
203 region_ptr *regionmap; /* index to region */
204
205 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
206
207 shstr ACC (RW, name); /* Name of map as given by its creator */
208 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
209 * points to the struct containing all the properties of
210 * the region */
211 double ACC (RW, reset_time);
212 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
213 * should be reset
214 */
215 bool ACC (RW, dirty); /* if true, something was inserted or removed */
216 bool ACC (RW, no_reset); // must not reset this map
217 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
218 * players entering/exiting map
219 */
220 sint32 ACC (RW, timeout); /* swapout is set to this */
221 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
222 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
223 * be loaded before used. The map,omap and map_ob
224 * arrays will be allocated when the map is loaded */
225 sint16 players; /* How many players are on this map right now */
226 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
227
228 bool ACC (RW, per_player);
229 bool ACC (RW, per_party);
230 bool ACC (RW, outdoor); /* True if an outdoor map */
231 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
232 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
233 static sint8 outdoor_darkness; /* the global darkness level outside */
234
235 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
236 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
237 oblinkpt *buttons; /* Linked list of linked lists of buttons */
238 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
239 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
240 sint8 ACC (RW, humid); /* humitidy of this tile */
241 sint8 ACC (RW, windspeed); /* windspeed of this tile */
242 sint8 ACC (RW, winddir); /* direction of wind */
243 sint8 ACC (RW, sky); /* sky conditions */
244 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
245 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
246 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
247 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
248 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
249 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
250 shstr ACC (RW, msg); /* Message map creator may have left */
251 shstr ACC (RW, maplore); /* Map lore information */
252 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
253 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
254 shstr ACC (RW, path); /* Filename of the map */
255 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
256 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
257
258 MTH sint8 darklevel () const
259 {
260 return clamp (outdoor ? darkness + outdoor_darkness : darkness, 0, MAX_DARKNESS);
261 }
262
263 MTH void activate ();
264 MTH void deactivate ();
265
266 // allocates all (empty) mapspace
267 MTH void alloc ();
268 // deallocates the mapspaces (and destroys all objects)
269 MTH void clear ();
270
271 MTH void fix_auto_apply ();
272 MTH void do_decay_objects ();
273 MTH void update_buttons ();
274 MTH int change_map_light (int change);
275 static void change_all_map_light (int change); //PERL
276 MTH void set_darkness_map ();
277 MTH int estimate_difficulty () const;
278
279 MTH void play_sound (faceidx sound, int x, int y) const;
280
281 // set the given flag on all objects in the map
282 MTH void set_object_flag (int flag, int value = 1);
283 MTH void post_load_original ();
284
285 MTH void link_multipart_objects ();
286 MTH void clear_unique_items ();
287
288 MTH void clear_header ();
289 MTH void clear_links_to (maptile *m);
290
291 MTH struct region *region (int x, int y) const;
292
293 // load the header pseudo-object
294 bool _load_header (object_thawer &thawer);
295 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
296
297 // load objects into the map
298 bool _load_objects (object_thawer &thawer);
299 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
300
301 // save objects into the given file (uses IO_ flags)
302 bool _save_objects (object_freezer &freezer, int flags);
303 MTH bool _save_objects (const char *path, int flags);
304
305 // save the header pseudo object _only_
306 bool _save_header (object_freezer &freezer);
307 MTH bool _save_header (const char *path);
308
309 maptile ();
310 maptile (int w, int h);
311 ~maptile ();
312
313 void do_destroy ();
314 void gather_callbacks (AV *&callbacks, event_type event) const;
315
316 MTH int size () const { return width * height; }
317
318 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
319
320 MTH void touch () { last_access = runtime; }
321
322 MTH bool tile_available (int dir, bool load = true);
323
324 // find the map that is at coordinate x|y relative to this map
325 // TODO: need a better way than passing by reference
326 // TODO: make perl interface
327 maptile *xy_find (sint16 &x, sint16 &y);
328
329 // like xy_find, but also loads the map
330 maptile *xy_load (sint16 &x, sint16 &y);
331
332 void do_load_sync ();//PERL
333
334 // make sure the map is loaded
335 MTH void load_sync ()
336 {
337 if (!spaces)
338 do_load_sync ();
339 }
340
341 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
342 bool generate_random_map (random_map_params *RP);
343
344 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
345 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
346 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
347 object *pick_random_object (rand_gen &gen = rndm) const;
348
349 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
350 };
351
352 /* This is used by get_rangevector to determine where the other
353 * creature is. get_rangevector takes into account map tiling,
354 * so you just can not look the the map coordinates and get the
355 * righte value. distance_x/y are distance away, which
356 * can be negative. direction is the crossfire direction scheme
357 * that the creature should head. part is the part of the
358 * monster that is closest.
359 * Note: distance should be always >=0. I changed it to UINT. MT
360 */
361 struct rv_vector
362 {
363 unsigned int distance;
364 int distance_x;
365 int distance_y;
366 int direction;
367 object *part;
368 };
369
370 // comaptibility cruft start
371 //TODO: these should be refactored into things like xy_normalise
372 // and so on.
373 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
374 int out_of_map (maptile *m, int x, int y);
375 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
376 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
377 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
378 int on_same_map (const object *op1, const object *op2);
379 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
380
381 // adjust map, x and y for tiled maps and return true if the position is valid at all
382 static inline bool
383 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
384 {
385 // when in range, do a quick return, otherwise go the slow route
386 return
387 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
388 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
389 }
390 // comaptibility cruft end
391
392 inline mapspace &
393 object::ms () const
394 {
395 return map->at (x, y);
396 }
397
398 struct mapxy {
399 maptile *m;
400 sint16 x, y;
401
402 mapxy (maptile *m, sint16 x, sint16 y)
403 : m(m), x(x), y(y)
404 { }
405
406 mapxy (object *op)
407 : m(op->map), x(op->x), y(op->y)
408 { }
409
410 mapxy &move (int dx, int dy)
411 {
412 x += dx;
413 y += dy;
414
415 return *this;
416 }
417
418 mapxy &move (int dir)
419 {
420 return move (freearr_x [dir], freearr_y [dir]);
421 }
422
423 operator void *() const { return (void *)m; }
424 mapxy &operator =(const object *op)
425 {
426 m = op->map;
427 x = op->x;
428 y = op->y;
429
430 return *this;
431 }
432
433 mapspace *operator ->() const { return &m->at (x, y); }
434 mapspace &operator * () const { return m->at (x, y); }
435
436 bool normalise ()
437 {
438 return xy_normalise (m, x, y);
439 }
440
441 mapspace &ms () const
442 {
443 return m->at (x, y);
444 }
445
446 object *insert (object *op, object *originator = 0, int flags = 0) const
447 {
448 return m->insert (op, x, y, originator, flags);
449 }
450 };
451
452 inline const mapxy &
453 object::operator =(const mapxy &pos)
454 {
455 map = pos.m;
456 x = pos.x;
457 y = pos.y;
458
459 return pos;
460 }
461
462 #endif
463