--- deliantra/server/include/map.h 2006/12/25 14:54:44 1.34 +++ deliantra/server/include/map.h 2009/01/08 04:35:04 1.110 @@ -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 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. @@ -29,6 +29,9 @@ #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 @@ -46,18 +49,22 @@ #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 +// tile map index +enum { + TILE_UP = 0, + TILE_RIGHT = 1, + TILE_DOWN = 2, + TILE_LEFT = 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 @@ -66,10 +73,8 @@ */ // 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(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 @@ -80,7 +85,7 @@ * 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. @@ -96,7 +101,7 @@ #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 @@ -104,14 +109,8 @@ * 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 */ - -/* P_NO_PASS is used for ob_blocked() return value. It needs - * to be here to make sure the bits don't match with anything. - */ -#define P_NO_PASS 0x80000 +#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), @@ -119,99 +118,73 @@ * This puts it all in one place, and should also make it easier * to extend information about a space. */ +INTERFACE_CLASS (mapspace) 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 */ + object *ACC (RW, bot); + object *ACC (RW, top); /* lowest/highest object on this space */ + object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */ + uint32_t smell; // the last count a player was seen here, or 0 + static uint32_t smellcount; // global smell counter 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 */ + sint8 ACC (RW, light); /* How much light this space provides */ + MoveType ACC (RW, move_block); /* What movement types this space blocks */ + MoveType ACC (RW, move_slow); /* What movement types this space slows */ + MoveType ACC (RW, move_on); /* What movement types are activated */ + MoveType ACC (RW, move_off); /* What movement types are activated */ void update_ (); - void update () + MTH void update () { - if (flags_ & P_NEED_UPDATE) + if (!(flags_ & P_UPTODATE)) update_ (); } - uint8 flags () + MTH uint8 flags () { update (); return flags_; } + + MTH void invalidate () + { + flags_ = 0; + } - // maybe only inline quick flags_ checking? - object *player () + MTH 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 + object *op; + if (flags () & P_PLAYER) - for (object *op = top; op; op = op->below) - if (op->type == PLAYER) - return op; + for (op = top; op->type != PLAYER; op = op->below) + ; + else + op = 0; - return 0; + return op; } -}; -/* - * 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. - */ + // return the item volume on this mapspace in cm³ + MTH uint64 volume () const; -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 */ + bool blocks (MoveType mt) const + { + return move_block && (mt & move_block) == mt; + } + + bool blocks (object *op) const + { + return blocks (op->move_type); + } }; -/* - * 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 - */ -struct region : zero_initialised +// a rectangular area of a map +struct maprect { - struct region *next; /* pointer to next region, NULL for the last one */ - const char *name; /* Shortend name of the region as maps refer to it */ - const char *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 *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. - */ - const char *longname; /* Official title of the region, this might be defined - * to be the same as name*/ - const char *msg; /* the description of the region */ - uint32 counter; /* A generic counter for holding temporary data. */ - sint8 fallback; /* whether, in the event of a region not existing, - * this should be the one we fall back on as the default */ - char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ - sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ + maptile *m; + int x0, y0; + int x1, y1; + int dx, dy; // offset to go from local coordinates to original tile */ }; struct shopitems : zero_initialised @@ -224,6 +197,13 @@ 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 @@ -235,37 +215,43 @@ 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 */ + 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 */ - 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 */ - struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by + 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 */ - 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, 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 */ - 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 */ - uint8 ACC (RW, darkness); /* indicates level of darkness of map */ + 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 */ + sint8 ACC (RW, darkness); /* indicates level of darkness of map */ + static sint8 outdoor_darkness; /* the global darkness level outside */ + 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) */ @@ -275,27 +261,122 @@ 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 */ - 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 */ + 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 + + // the maptile:: is neccessary here for the perl interface to work + MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const + { + return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS); + } + + static void adjust_daylight (); + + 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); + MTH int estimate_difficulty () const; + + MTH void play_sound (faceidx sound, int x, int y) const; + + // connected links + oblinkpt *find_link (shstr_tmp id); + MTH void trigger (shstr_tmp id, bool state = true, object *activator = 0, object *originator = 0); + + // set the given flag on all objects in the map + MTH void set_object_flag (int flag, int value = 1); + MTH void post_load_original (); + + 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; - void allocate (); + 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 maptile *tile_available (int dir, bool load = true); - int size () const { return width * height; } + // 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); - mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } - mapspace &at (uint32 x, uint32 y) { return spaces [x + width * 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 &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } + + // return an array of maprects corresponding + // to the given rectangular area. the last rect will have + // a 0 map pointer. + // the array will be stored in a static memory area, + // so recursion is not atm. supported + maprect *split_to_tiles (int x0, int y0, int x1, int y1); }; /* This is used by get_rangevector to determine where the other @@ -316,11 +397,149 @@ 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; +} + +// iterate over a rectangular area relative to op +// can be used as a single statement, but both iterate macros +// invocations must not be followed by a ";" +// see common/los.C for usage example +// the walk will be ordered, outer loop x, inner loop y +// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op +// "continue" will skip to the next space +#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \ + for (int dx = (dx0); dx <= (dx1); ++dx) \ + { \ + sint16 nx, ny; \ + maptile *m = 0; \ + \ + for (int dy = (dy0); dy <= (dy1); ++dy) \ + { \ + /* check to see if we can simply go one down quickly, */ \ + /* if not, do it the slow way */ \ + if (!m || ++ny >= m->height) \ + { \ + nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \ + \ + if (!xy_normalise (m, nx, ny)) \ + m = 0; \ + } + +#define ordered_mapwalk_end \ + } \ + } + +// loop over every space in the given maprect, +// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0 +// the iterator code must be a single statement following this macro call, similar to "if" +// "continue" will skip to the next space +#define rect_mapwalk(rect,dx0,dy0) \ + statementvar (maptile *, m, (rect)->m) \ + for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \ + for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \ + statementvar (int, dx, nx + (rect)->dx - (dx0)) \ + statementvar (int, dy, ny + (rect)->dy - (dy0)) + +// same as above, but the walk will not follow any particular +// order (unorded), but is likely faster. +// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op +// "continue" will skip to the next space +#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \ + for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \ + (op)->x + (dx0) , (op)->y + (dy0) , \ + (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \ + r_e_c_t->m; \ + ++r_e_c_t) \ + rect_mapwalk (r_e_c_t, (op)->x, (op)->y) + #endif