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Comparing deliantra/server/include/map.h (file contents):
Revision 1.40 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.73 by root, Sat Apr 14 07:23:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* 25/*
25 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
27 */ 28 */
46#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48 49
49#define MAP_LAYERS 3 50#define MAP_LAYERS 3
50 51
51/* options passed to ready_map_name and load_original_map */
52#define MAP_FLUSH 0x01
53#define MAP_PLAYER_UNIQUE 0x02
54#define MAP_BLOCK 0x04
55#define MAP_STYLE 0x08
56#define MAP_OVERLAY 0x10
57
58/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below. Should probably be an enumerations */
59#define MAP_IN_MEMORY 1 53enum {
60#define MAP_SWAPPED 2 54 MAP_IN_MEMORY,
61#define MAP_LOADING 3 55 MAP_SWAPPED,
62#define MAP_SAVING 4 56 MAP_LOADING,
57 MAP_SAVING,
58};
63 59
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 60/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
65 * really be used, as it is multi tile aware. However, there are some cases 61 * really be used, as it is multi tile aware. However, there are some cases
66 * where it is known the map is not tiled or the values are known 62 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 63 * consistent (eg, op->map, op->x, op->y)
69// all those macros are herewith declared legacy 65// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
78#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 73#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
79#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 74#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 75
81/* You should really know what you are doing before using this - you 76/* You should really know what you are doing before using this - you
82 * should almost always be using out_of_map instead, which takes into account 77 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 78 * map tiling.
84 */ 79 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 80#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
86 81
87/* These are used in the MapLook flags element. They are not used in 82/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 83 * in the object flags structure.
89 */ 84 */
90#define P_BLOCKSVIEW 0x01 85#define P_BLOCKSVIEW 0x01
96 * this was introduced to make shops safer 91 * this was introduced to make shops safer
97 * but is useful in other situations */ 92 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 93#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 94#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 95
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 96#define P_UPTODATE 0x80 /* this space is up to date */
102 97
103/* The following two values are not stored in the MapLook flags, but instead 98/* The following two values are not stored in the MapLook flags, but instead
104 * used in the get_map_flags value - that function is used to return 99 * used in the get_map_flags value - that function is used to return
105 * the flag value, as well as other conditions - using a more general 100 * the flag value, as well as other conditions - using a more general
106 * function that does more of the work can hopefully be used to replace 101 * function that does more of the work can hopefully be used to replace
122 * to extend information about a space. 117 * to extend information about a space.
123 */ 118 */
124struct mapspace 119struct mapspace
125{ 120{
126 object *bot, *top; /* lowest/highest object on this space */ 121 object *bot, *top; /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 123 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 124 sint8 light; /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 125 MoveType move_block; /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 126 MoveType move_slow; /* What movement types this space slows */
134 MoveType move_off; /* What movement types are activated */ 128 MoveType move_off; /* What movement types are activated */
135 129
136 void update_ (); 130 void update_ ();
137 void update () 131 void update ()
138 { 132 {
139 if (flags_ & P_NEED_UPDATE) 133 if (!(flags_ & P_UPTODATE))
140 update_ (); 134 update_ ();
141 } 135 }
142 136
143 uint8 flags () 137 uint8 flags ()
144 { 138 {
157 if (op->type == PLAYER) 151 if (op->type == PLAYER)
158 return op; 152 return op;
159 153
160 return 0; 154 return 0;
161 } 155 }
156
157 // return the item volume on this mapspace in cm³
158 uint64 volume () const;
162}; 159};
163 160
164/* 161/*
165 * Each map is in a given region of the game world and links to a region definiton, so 162 * Each map is in a given region of the game world and links to a region definiton, so
166 * they have to appear here in the headers, before the mapdef 163 * they have to appear here in the headers, before the mapdef
167 */ 164 */
165INTERFACE_CLASS (region)
168struct region : zero_initialised 166struct region : zero_initialised
169{ 167{
170 struct region *next; /* pointer to next region, NULL for the last one */
171 const char *name; /* Shortend name of the region as maps refer to it */ 168 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
172 const char *parent_name; /* 169 shstr ACC (RW, match); // a perl regex that matches map paths
173 * So that parent and child regions can be defined in 170 region *ACC (RW, parent); /*
174 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value.
178 */
179 struct region *parent; /*
180 * Pointer to the region that is a parent of the current 171 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region 172 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is. 173 * we traverse this series of pointers until it is.
183 */ 174 */
184 const char *longname; /* Official title of the region, this might be defined 175 shstr ACC (RW, longname); /* Official title of the region, this might be defined
185 * to be the same as name*/ 176 * to be the same as name*/
186 const char *msg; /* the description of the region */ 177 shstr ACC (RW, msg); /* the description of the region */
178 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
179 int ACC (RW, index);
187 uint32 counter; /* A generic counter for holding temporary data. */ 180 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
181 sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */
188 sint8 fallback; /* whether, in the event of a region not existing, 182 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */ 183 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 184
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 185 static region *default_region ();
186 static region *find (const char *name);
187 static region *find_fuzzy (const char *name);
188 static region *read (object_thawer &f);
192}; 189};
190
191typedef object_vector<region, &region::index> regionvec;
192
193extern regionvec regions;
194
195#define for_all_regions(var) \
196 for (unsigned _i = 0; _i < regions.size (); ++_i) \
197 declvar (region *, var, regions [_i])
193 198
194struct shopitems : zero_initialised 199struct shopitems : zero_initialised
195{ 200{
196 const char *name; /* name of the item in question, null if it is the default item */ 201 const char *name; /* name of the item in question, null if it is the default item */
197 const char *name_pl; /* plural name */ 202 const char *name_pl; /* plural name */
219INTERFACE_CLASS (maptile) 224INTERFACE_CLASS (maptile)
220struct maptile : zero_initialised, attachable 225struct maptile : zero_initialised, attachable
221{ 226{
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 227 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */ 228 struct mapspace *spaces; /* Array of spaces on this map */
229 uint8 *regions; /* region index per mapspace, if != 0 */
230 struct region **regionmap; /* index to region */
224 231
225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 232 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
226 233
227 shstr ACC (RW, name); /* Name of map as given by its creator */ 234 shstr ACC (RW, name); /* Name of map as given by its creator */
228 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 235 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
229 * points to the struct containing all the properties of 236 * points to the struct containing all the properties of
230 * the region */ 237 * the region */
231 double ACC (RW, reset_time); 238 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 239 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset 240 * should be reset
234 */ 241 */
242 bool ACC (RW, dirty); /* if true, something was inserted or removed */
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 243 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 244 * players entering/exiting map
237 */ 245 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 246 sint32 ACC (RW, timeout); /* swapout is set to this */
239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 247 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 248 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
241 * be loaded before used. The map,omap and map_ob 249 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */ 250 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */ 251 sint16 players; /* How many players are on this map right now */
244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 252 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245 253
246 bool ACC (RW, per_player); 254 bool ACC (RW, per_player);
247 bool ACC (RW, per_party); 255 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */ 256 bool ACC (RW, outdoor); /* True if an outdoor map */
257 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 258 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
250 259
251 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 260 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
252 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 261 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
253 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 262 oblinkpt *buttons; /* Linked list of linked lists of buttons */
266 shstr ACC (RW, msg); /* Message map creator may have left */ 275 shstr ACC (RW, msg); /* Message map creator may have left */
267 shstr ACC (RW, maplore); /* Map lore information */ 276 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 277 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 278 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 279 shstr ACC (RW, path); /* Filename of the map */
271 280 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
272// /* 281 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
273// * Makes sure the given map is loaded and swapped in.
274// * name is path name of the map.
275// * flags meaning:
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
277// * and don't do unique items or the like.
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
279// * dont do any more name translation on it.
280// *
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284 282
285 MTH void activate (); 283 MTH void activate ();
286 MTH void deactivate (); 284 MTH void deactivate ();
287 285
288 // allocates all (empty) mapspace 286 // allocates all (empty) mapspace
296 MTH int change_map_light (int change); 294 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL 295 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map (); 296 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const; 297 MTH int estimate_difficulty () const;
300 298
299 // set the given flag on all objects in the map
300 MTH void set_object_flag (int flag, int value = 1);
301
301 MTH void link_multipart_objects (); 302 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 303 MTH void clear_unique_items ();
303 304
304 MTH void clear_header (); 305 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 306 MTH void clear_links_to (maptile *m);
306 307
308 MTH struct region *region (int x, int y) const;
309
307 // loas the header pseudo-object 310 // loas the header pseudo-object
308 bool load_header (object_thawer &thawer); 311 bool _load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path); 312 MTH bool _load_header (const char *path);
310 313
311 // load objects into the map 314 // load objects into the map
312 bool load_objects (object_thawer &thawer); 315 bool _load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true); 316 MTH bool _load_objects (const char *path, bool skip_header = true);
314 317
315 // save objects into the given file (uses IO_ flags) 318 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags); 319 bool _save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags); 320 MTH bool _save_objects (const char *path, int flags);
318 321
319 // save the header pseudo object _only_ 322 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer); 323 bool _save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path); 324 MTH bool _save_header (const char *path);
322 325
323 maptile (); 326 maptile ();
324 maptile (int w, int h); 327 maptile (int w, int h);
325 ~maptile (); 328 ~maptile ();
326 329
329 332
330 MTH int size () const { return width * height; } 333 MTH int size () const { return width * height; }
331 334
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 335 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 336
334 static maptile *find_map (const char *path, maptile *origin);//PERL 337 MTH void touch () { last_access = runtime; }
335 338
336 // load a map relative to this one 339 // find the map that is at coordinate x|y relative to this map
337 maptile *find_map (const char *path) 340 // TODO: need a better way than passing by reference
341 // TODO: make perl interface
342 maptile *xy_find (sint16 &x, sint16 &y);
343
344 // like xy_find, but also loads the map
345 maptile *xy_load (sint16 &x, sint16 &y);
346
347 void do_load_sync ();//PERL
348
349 // make sure the map is loaded
350 MTH void load_sync ()
338 { 351 {
339 return find_map (path, this); 352 if (!spaces)
353 do_load_sync ();
340 } 354 }
341 355
342 // customise this map for the given player 356 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
343 // might return this or a completely new map 357 bool generate_random_map (random_map_params *RP);
344 maptile *customise_for (object *op);
345 358
346 // make sure the map is loaded 359 static maptile *find_async (const char *path, maptile *original = 0);//PERL
347 MTH bool load () 360 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
348 { 361 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
349 if (in_memory != MAP_IN_MEMORY) 362 MTH object *pick_random_object () const;
350 do_load ();
351
352 return spaces;
353 }
354
355 static void emergency_save ();
356 363
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 364 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 365 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
362}; 366};
363 367
364/* This is used by get_rangevector to determine where the other 368/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 369 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 370 * so you just can not look the the map coordinates and get the
377 int distance_y; 381 int distance_y;
378 int direction; 382 int direction;
379 object *part; 383 object *part;
380}; 384};
381 385
386//TODO: these should be refactored into things like xy_normalise
387// and so on.
388int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
389int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
390int out_of_map (maptile *m, int x, int y);
391maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
392void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
393void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
394int on_same_map (const object *op1, const object *op2);
395int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
396
397// adjust map, x and y for tiled maps and return true if the position is valid at all
398inline bool
399xy_normalise (maptile *&map, sint16 &x, sint16 &y)
400{
401 // when in range, do a quick return, otherwise go the slow route
402 return
403 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
404 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
405}
406
382inline mapspace & 407inline mapspace &
383object::ms () const 408object::ms () const
384{ 409{
385 return map->at (x, y); 410 return map->at (x, y);
386} 411}

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