--- deliantra/server/include/map.h 2006/12/31 10:28:36 1.43 +++ deliantra/server/include/map.h 2007/08/12 14:13:54 1.82 @@ -1,25 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 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, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT 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. @@ -31,6 +31,7 @@ #include +#include "region.h" #include "cfperl.h" /* We set this size - this is to make magic map work properly on @@ -48,18 +49,13 @@ #define MAP_LAYERS 3 -/* options passed to ready_map_name and load_original_map */ -#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 */ -#define MAP_IN_MEMORY 1 -#define MAP_SWAPPED 2 -#define MAP_LOADING 3 -#define MAP_SAVING 4 +enum { + MAP_IN_MEMORY, + 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 @@ -71,7 +67,6 @@ #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(M,X,Y,L) (M)->at((X),(Y)).faces[L] #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 @@ -82,7 +77,7 @@ * should almost always be using out_of_map instead, which takes into account * map tiling. */ -#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) +#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. @@ -98,7 +93,7 @@ #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 0x80 /* this space is out of date */ +#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 @@ -124,7 +119,6 @@ struct mapspace { 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) */ sint8 light; /* How much light this space provides */ @@ -136,7 +130,7 @@ void update_ (); void update () { - if (flags_ & P_NEED_UPDATE) + if (!(flags_ & P_UPTODATE)) update_ (); } @@ -159,37 +153,9 @@ return 0; } -}; -/* - * Each map is in a given region of the game world and links to a region definiton, so - * they have to appear here in the headers, before the mapdef - */ -INTERFACE_CLASS (region) -struct region : zero_initialised -{ - struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ - char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ - char *ACC (RW, parent_name); /* - * So that parent and child regions can be defined in - * any order, we keep hold of the parent_name during - * initialisation, and the children get assigned to their - * parents later. (before runtime on the server though) - * nothing outside the init code should ever use this value. - */ - struct region *ACC (RW, parent); /* - * Pointer to the region that is a parent of the current - * region, if a value isn't defined in the current region - * we traverse this series of pointers until it is. - */ - char *ACC (RW, longname); /* Official title of the region, this might be defined - * to be the same as name*/ - char *ACC (RW, msg); /* the description of the region */ - uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ - sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, - * this should be the one we fall back on as the default */ - char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ - sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ + // return the item volume on this mapspace in cm³ + uint64 volume () const; }; struct shopitems : zero_initialised @@ -222,17 +188,21 @@ { 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 */ - struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by + 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 */ @@ -244,9 +214,11 @@ 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, active); // wether this map is active or not bool ACC (RW, per_player); bool ACC (RW, per_party); bool ACC (RW, outdoor); /* True if an outdoor map */ + bool ACC (RW, nodrop); /* avoid dropping 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 */ @@ -269,6 +241,8 @@ 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 (); @@ -279,34 +253,41 @@ MTH void clear (); MTH void fix_auto_apply (); - MTH void decay_objects (); + 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; + // loas the header pseudo-object - bool load_header (object_thawer &thawer); - MTH bool load_header (const char *path); + 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); + 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); + 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); + bool _save_header (object_freezer &freezer); + MTH bool _save_header (const char *path); maptile (); maptile (int w, int h); @@ -319,29 +300,32 @@ 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 -// -// // 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); -// -// void do_force_map_sync ();//PERL -// -// // make sure the map is loaded -// MTH void force_map_sync () -// { -// if (in_memory != MAP_IN_MEMORY) -// do_force_map_sync (); -// } + MTH void touch () { last_access = runtime; } + + // 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 *load_map_sync (const char *path, maptile *original = 0);//PERL - static void emergency_save ();//PERL + static maptile *find_async (const char *path, maptile *original = 0);//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 + MTH object *pick_random_object () 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]; } @@ -365,6 +349,27 @@ object *part; }; +//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 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y); +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 +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); +} + inline mapspace & object::ms () const {