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Comparing deliantra/server/include/map.h (file contents):
Revision 1.35 by root, Tue Dec 26 05:44:15 2006 UTC vs.
Revision 1.47 by root, Thu Jan 4 16:19:32 2007 UTC

26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31
32#include <tr1/unordered_map>
31 33
32#include "cfperl.h" 34#include "cfperl.h"
33 35
34/* We set this size - this is to make magic map work properly on 36/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 37 * tiled maps. There is no requirement that this matches the
52#define MAP_BLOCK 0x04 54#define MAP_BLOCK 0x04
53#define MAP_STYLE 0x08 55#define MAP_STYLE 0x08
54#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
55 57
56/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
57#define MAP_IN_MEMORY 1 59enum {
58#define MAP_SWAPPED 2 60 MAP_IN_MEMORY,
59#define MAP_LOADING 3 61 MAP_SWAPPED,
60#define MAP_SAVING 4 62 MAP_LOADING,
63 MAP_SAVING,
64};
61 65
62/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 66/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
63 * really be used, as it is multi tile aware. However, there are some cases 67 * really be used, as it is multi tile aware. However, there are some cases
64 * where it is known the map is not tiled or the values are known 68 * where it is known the map is not tiled or the values are known
65 * consistent (eg, op->map, op->x, op->y) 69 * consistent (eg, op->map, op->x, op->y)
94 * this was introduced to make shops safer 98 * this was introduced to make shops safer
95 * but is useful in other situations */ 99 * but is useful in other situations */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 100#define P_IS_ALIVE 0x10 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 101#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98 102
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 103#define P_UPTODATE 0x80 /* this space is up to date */
100 104
101/* The following two values are not stored in the MapLook flags, but instead 105/* The following two values are not stored in the MapLook flags, but instead
102 * used in the get_map_flags value - that function is used to return 106 * used in the get_map_flags value - that function is used to return
103 * the flag value, as well as other conditions - using a more general 107 * the flag value, as well as other conditions - using a more general
104 * function that does more of the work can hopefully be used to replace 108 * function that does more of the work can hopefully be used to replace
132 MoveType move_off; /* What movement types are activated */ 136 MoveType move_off; /* What movement types are activated */
133 137
134 void update_ (); 138 void update_ ();
135 void update () 139 void update ()
136 { 140 {
137 if (flags_ & P_NEED_UPDATE) 141 if (!(flags_ & P_UPTODATE))
138 update_ (); 142 update_ ();
139 } 143 }
140 144
141 uint8 flags () 145 uint8 flags ()
142 { 146 {
158 return 0; 162 return 0;
159 } 163 }
160}; 164};
161 165
162/* 166/*
163 * this is an overlay structure of the whole world. It exists as a simple
164 * high level map, which doesn't contain the full data of the underlying map.
165 * in this map, only things such as weather are recorded. By doing so, we
166 * can keep the entire world parameters in memory, and act as a whole on
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170
171struct weathermap_t
172{
173 sint16 temp; /* base temperature of this tile (F) */
174 sint16 pressure; /* barometric pressure (mb) */
175 sint8 humid; /* humitidy of this tile */
176 sint8 windspeed; /* windspeed of this tile */
177 sint8 winddir; /* direction of wind */
178 sint8 sky; /* sky conditions */
179 sint32 avgelev; /* average elevation */
180 uint32 rainfall; /* cumulative rainfall */
181 uint8 darkness; /* indicates level of darkness of map */
182 uint8 water; /* 0-100 percentage of water tiles */
183 /*Dynamic parts */
184 sint16 realtemp; /* temperature at a given calculation step for this tile */
185};
186
187/*
188 * Each map is in a given region of the game world and links to a region definiton, so 167 * Each map is in a given region of the game world and links to a region definiton, so
189 * they have to appear here in the headers, before the mapdef 168 * they have to appear here in the headers, before the mapdef
190 */ 169 */
170INTERFACE_CLASS (region)
191struct region : zero_initialised 171struct region : zero_initialised
192{ 172{
193 struct region *next; /* pointer to next region, NULL for the last one */ 173 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
194 const char *name; /* Shortend name of the region as maps refer to it */ 174 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
195 const char *parent_name; /* 175 char *ACC (RW, parent_name); /*
196 * So that parent and child regions can be defined in 176 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during 177 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their 178 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though) 179 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value. 180 * nothing outside the init code should ever use this value.
201 */ 181 */
202 struct region *parent; /* 182 struct region *ACC (RW, parent); /*
203 * Pointer to the region that is a parent of the current 183 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region 184 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is. 185 * we traverse this series of pointers until it is.
206 */ 186 */
207 const char *longname; /* Official title of the region, this might be defined 187 char *ACC (RW, longname); /* Official title of the region, this might be defined
208 * to be the same as name*/ 188 * to be the same as name*/
209 const char *msg; /* the description of the region */ 189 char *ACC (RW, msg); /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */ 190 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing, 191 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
212 * this should be the one we fall back on as the default */ 192 * this should be the one we fall back on as the default */
213 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 193 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
214 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 194 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
215}; 195};
216 196
217struct shopitems : zero_initialised 197struct shopitems : zero_initialised
218{ 198{
219 const char *name; /* name of the item in question, null if it is the default item */ 199 const char *name; /* name of the item in question, null if it is the default item */
220 const char *name_pl; /* plural name */ 200 const char *name_pl; /* plural name */
221 int typenum; /* itemtype number we need to match 0 if it is the default price */ 201 int typenum; /* itemtype number we need to match 0 if it is the default price */
222 sint8 strength; /* the degree of specialisation the shop has in this item, 202 sint8 strength; /* the degree of specialisation the shop has in this item,
223 * as a percentage from -100 to 100 */ 203 * as a percentage from -100 to 100 */
224 int index; /* being the size of the shopitems array. */ 204 int index; /* being the size of the shopitems array. */
205};
206
207// map I/O, what to load/save
208enum {
209 IO_HEADER = 0x01, // the "arch map" pseudo object
210 IO_OBJECTS = 0x02, // the non-unique objects
211 IO_UNIQUES = 0x04, // unique objects
225}; 212};
226 213
227/* In general, code should always use the macros 214/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 215 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 216 * values in the map structure. Failure to do this will
233 * break map tiling. 220 * break map tiling.
234 */ 221 */
235INTERFACE_CLASS (maptile) 222INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 223struct maptile : zero_initialised, attachable
237{ 224{
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 225 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */ 226 struct mapspace *spaces; /* Array of spaces on this map */
240 227
241 maptile *ACC (RW, next); /* Next map, linked list */ 228 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 229
243 char *ACC (RO, name); /* Name of map as given by its creator */ 230 shstr ACC (RW, name); /* Name of map as given by its creator */
244 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 231 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
245 * points to the struct containing all the properties of 232 * points to the struct containing all the properties of
246 * the region */ 233 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 234 double ACC (RW, reset_time);
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 235 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset 236 * should be reset
250 */ 237 */
238 bool ACC (RW, dirty); /* if true, something was inserted or removed */
251 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 239 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map 240 * players entering/exiting map
253 */ 241 */
254 bool ACC (RW, unique); /* if set, this is a per player unique map */
255 bool ACC (RW, templatemap); /* if set, this is a template map */
256 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
257 sint32 ACC (RW, timeout); /* swapout is set to this */ 242 sint32 ACC (RW, timeout); /* swapout is set to this */
258 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 243 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 244 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260 * be loaded before used. The map,omap and map_ob 245 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 246 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */ 247 sint16 players; /* How many players are on this map right now */
263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 248 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264 249
250 bool ACC (RW, per_player);
251 bool ACC (RW, per_party);
252 bool ACC (RW, outdoor); /* True if an outdoor map */
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 253 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
254
266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 255 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
267 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 256 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 257 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 258 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 259 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */ 260 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 261 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */ 262 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */ 263 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ 264 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 265 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 266 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 267 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 268 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 269 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 270 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 271 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 272 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 273 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 274 shstr ACC (RW, path); /* Filename of the map */
275
276 MTH void activate ();
277 MTH void deactivate ();
278
279 // allocates all (empty) mapspace
280 MTH void alloc ();
281 // deallocates the mapspaces (and destroys all objects)
282 MTH void clear ();
283
284 MTH void fix_auto_apply ();
285 MTH void decay_objects ();
286 MTH void update_buttons ();
287 MTH int change_map_light (int change);
288 static void change_all_map_light (int change); //PERL
289 MTH void set_darkness_map ();
290 MTH int estimate_difficulty () const;
291
292 // set the given flag on all objects in the map
293 MTH void set_object_flag (int flag, int value = 1);
294
295 MTH void link_multipart_objects ();
296 MTH void clear_unique_items ();
297
298 MTH void clear_header ();
299 MTH void clear_links_to (maptile *m);
300
301 // loas the header pseudo-object
302 bool load_header (object_thawer &thawer);
303 MTH bool load_header (const char *path);
304
305 // load objects into the map
306 bool load_objects (object_thawer &thawer);
307 MTH bool load_objects (const char *path, bool skip_header = true);
308
309 // save objects into the given file (uses IO_ flags)
310 bool save_objects (object_freezer &freezer, int flags);
311 MTH bool save_objects (const char *path, int flags);
312
313 // save the header pseudo object _only_
314 bool save_header (object_freezer &freezer);
315 MTH bool save_header (const char *path);
287 316
288 maptile (); 317 maptile ();
318 maptile (int w, int h);
289 ~maptile (); 319 ~maptile ();
320
290 void do_destroy (); 321 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 322 void gather_callbacks (AV *&callbacks, event_type event) const;
292 323
293 MTH void allocate ();
294
295 MTH int size () const { return width * height; } 324 MTH int size () const { return width * height; }
296 325
326 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
327
328 MTH void touch () { last_access = runtime; }
329
330 // find the map that is at coordinate x|y relative to this map
331 // TODO: need a better way than passing by reference
332 // TODO: make perl interface
333 maptile *xy_find (sint16 &x, sint16 &y);
334
335 // like xy_find, but also loads the map
336 maptile *xy_load (sint16 &x, sint16 &y);
337
338 void do_load_sync ();//PERL
339
340 // make sure the map is loaded
341 MTH void load_sync ()
342 {
343 if (!spaces)
344 do_load_sync ();
345 }
346
347 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
348 static void emergency_save ();//PERL
349
297 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 350 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
298 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 351 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
299}; 352};
300 353
301/* This is used by get_rangevector to determine where the other 354/* This is used by get_rangevector to determine where the other
302 * creature is. get_rangevector takes into account map tiling, 355 * creature is. get_rangevector takes into account map tiling,
303 * so you just can not look the the map coordinates and get the 356 * so you just can not look the the map coordinates and get the

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