--- deliantra/server/include/map.h 2006/12/20 09:14:22 1.29 +++ deliantra/server/include/map.h 2006/12/30 18:45:28 1.42 @@ -29,10 +29,12 @@ #ifndef MAP_H #define MAP_H +#include + #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. 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 @@ -44,49 +46,13 @@ #define MAGIC_MAP_SIZE 50 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 -#define MAP_LAYERS 4 - -/* This is when the map will reset */ -#define MAP_WHEN_RESET(m) ((m)->reset_time) - -#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) -#define MAP_DIFFICULTY(m) ((m)->difficulty) -#define MAP_TIMEOUT(m) ((m)->timeout) -#define MAP_SWAP_TIME(m) ((m)->swap_time) -#define MAP_OUTDOORS(m) ((m)->outdoor) - -/* mape darkness used to enforce the MAX_DARKNESS value. - * but IMO, if it is beyond max value, that should be fixed - * on the map or in the code. - */ -#define MAP_DARKNESS(m) (m)->darkness - -#define MAP_WIDTH(m) (m)->width -#define MAP_HEIGHT(m) (m)->height - -/* Convenient function - total number of spaces is used - * in many places. - */ -#define MAP_SIZE(m) ((m)->width * (m)->height) - -#define MAP_ENTER_X(m) (m)->enter_x -#define MAP_ENTER_Y(m) (m)->enter_y - -#define MAP_TEMP(m) (m)->temp -#define MAP_PRESSURE(m) (m)->pressure -#define MAP_HUMID(m) (m)->humid -#define MAP_WINDSPEED(m) (m)->windspeed -#define MAP_WINDDIRECTION(m) (m)->winddir -#define MAP_SKYCOND(m) (m)->sky -#define MAP_WORLDPARTX(m) (m)->wpartx -#define MAP_WORLDPARTY(m) (m)->wparty -#define MAP_NOSMOOTH(m) (m)->nosmooth +#define MAP_LAYERS 3 /* options passed to ready_map_name and load_original_map */ -#define MAP_FLUSH 0x1 -#define MAP_PLAYER_UNIQUE 0x2 -#define MAP_BLOCK 0x4 -#define MAP_STYLE 0x8 +#define MAP_FLUSH 0x01 +#define MAP_PLAYER_UNIQUE 0x02 +#define MAP_BLOCK 0x04 +#define MAP_STYLE 0x08 #define MAP_OVERLAY 0x10 /* Values for in_memory below. Should probably be an enumerations */ @@ -101,26 +67,16 @@ * 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 SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C) +#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 SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L) -#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom +#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 SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp) -#define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(Y)).top = (tmp) -#define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C) #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] -#define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C) #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 SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C) #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow -#define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C) #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on -#define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C) #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off -#define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C) /* 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 @@ -141,10 +97,8 @@ * 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_NEED_UPDATE 0x40 /* this space is out of date */ -#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position - * does not complain if the flags are different. - */ + +#define P_NEED_UPDATE 0x80 /* this space is out of 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 @@ -169,41 +123,42 @@ */ struct mapspace { - object *bottom; /* lowest object on this space */ - object *top; /* Highest object on this space */ + object *bot, *top; /* lowest/highest object on this space */ New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ - object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ - uint8 flags; /* flags about this space (see the P_ values above) */ + 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 */ - uint8 move_block; /* What movement types this space blocks */ - uint8 move_slow; /* What movement types this space slows */ - uint8 move_on; /* What movement types are activated */ - uint8 move_off; /* What movement types are activated */ -}; - -/* - * this is an overlay structure of the whole world. It exists as a simple - * high level map, which doesn't contain the full data of the underlying map. - * in this map, only things such as weather are recorded. By doing so, we - * can keep the entire world parameters in memory, and act as a whole on - * them at once. We can then, in a separate loop, update the actual world - * with the new values we have assigned. - */ + 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_NEED_UPDATE) + 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; -struct weathermap_t -{ - sint16 temp; /* base temperature of this tile (F) */ - sint16 pressure; /* barometric pressure (mb) */ - sint8 humid; /* humitidy of this tile */ - sint8 windspeed; /* windspeed of this tile */ - sint8 winddir; /* direction of wind */ - sint8 sky; /* sky conditions */ - sint32 avgelev; /* average elevation */ - uint32 rainfall; /* cumulative rainfall */ - uint8 darkness; /* indicates level of darkness of map */ - uint8 water; /* 0-100 percentage of water tiles */ - /*Dynamic parts */ - sint16 realtemp; /* temperature at a given calculation step for this tile */ + return 0; + } }; /* @@ -246,6 +201,13 @@ 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 @@ -254,40 +216,40 @@ * (or even through the macros), but doing so will completely * break map tiling. */ -ACC_CLASS (maptile) -struct maptile : zero_initialised, attachable +INTERFACE_CLASS (maptile) +struct maptile : zero_initialised, attachable { - sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ - struct mapspace *spaces; /* Array of spaces on this map */ + sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ + struct mapspace *spaces; /* Array of spaces on this map */ - maptile *ACC (RW, next); /* Next map, linked list */ - char *ACC (RO, tmpname); /* Name of temporary file */ - char *ACC (RO, name); /* Name of map as given by its creator */ + tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ + + shstr ACC (RW, name); /* Name of map as given by its creator */ struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of * the region */ - uint32 ACC (RW, reset_time); /* when this map should reset */ + double ACC (RW, reset_time); uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map * should be reset */ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ - bool ACC (RW, unique); /* if set, this is a per player unique map */ - bool ACC (RW, templatemap); /* if set, this is a template map */ - bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ 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 ACC (RW, players); /* How many players are on this level right now */ + 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 */ 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 */ - bool ACC (RW, outdoor); /* True if an outdoor map */ 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) */ @@ -295,23 +257,108 @@ sint8 ACC (RW, windspeed); /* windspeed of this tile */ sint8 ACC (RW, winddir); /* direction of wind */ sint8 ACC (RW, sky); /* sky conditions */ - int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ + 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 */ - char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ + 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 */ - char *ACC (RO, msg); /* Message map creator may have left */ - char *ACC (RO, maplore); /* Map lore information */ - char *tile_path[4]; /* path to adjoining maps */ - maptile *tile_map[4]; /* Next map, linked list */ - char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ + 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 */ + +// /* +// * Makes sure the given map is loaded and swapped in. +// * name is path name of the map. +// * flags meaning: +// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, +// * and don't do unique items or the like. +// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. +// * dont do any more name translation on it. +// * +// * Returns a pointer to the given map. +// */ +// static maptile *ready (const char *name, int flags); + + 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 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 link_multipart_objects (); + MTH void clear_unique_items (); + + MTH void clear_header (); + MTH void clear_links_to (maptile *m); + + // loas the header pseudo-object + bool load_header (object_thawer &thawer); + MTH bool load_header (const char *path); + + // load objects into the map + bool load_objects (object_thawer &thawer); + MTH bool load_objects (const char *path, bool skip_header = true); + + // 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 (); - void allocate (); + 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); + + static maptile *find_map (const char *path, maptile *origin);//PERL - mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } - mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } + // load a map relative to this one + maptile *find_map (const char *path) + { + return find_map (path, this); + } + + // customise this map for the given player + // might return this or a completely new map + maptile *customise_for (object *op); + + // make sure the map is loaded + MTH bool load () + { + if (in_memory != MAP_IN_MEMORY) + do_load (); + + return spaces; + } + + static void emergency_save ();//PERL + + mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } + mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } + +private: + void do_load ();//PERL }; /* This is used by get_rangevector to determine where the other @@ -332,5 +379,11 @@ object *part; }; +inline mapspace & +object::ms () const +{ + return map->at (x, y); +} + #endif