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Comparing deliantra/server/include/map.h (file contents):
Revision 1.32 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.42 by root, Sat Dec 30 18:45:28 2006 UTC

27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map>
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
36 * tiled maps size - it just seemed like a reasonable value. 38 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 39 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 40 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 41 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 42 * We also figure out the magicmap color to use as we process the
44#define MAGIC_MAP_SIZE 50 46#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 48
47#define MAP_LAYERS 3 49#define MAP_LAYERS 3
48 50
49/* This is when the map will reset */
50#define MAP_WHEN_RESET(m) ((m)->reset_time)
51
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53#define MAP_DIFFICULTY(m) ((m)->difficulty)
54#define MAP_TIMEOUT(m) ((m)->timeout)
55#define MAP_SWAP_TIME(m) ((m)->swap_time)
56#define MAP_OUTDOORS(m) ((m)->outdoor)
57
58/* mape darkness used to enforce the MAX_DARKNESS value.
59 * but IMO, if it is beyond max value, that should be fixed
60 * on the map or in the code.
61 */
62#define MAP_DARKNESS(m) (m)->darkness
63
64#define MAP_WIDTH(m) (m)->width
65#define MAP_HEIGHT(m) (m)->height
66
67/* Convenient function - total number of spaces is used
68 * in many places.
69 */
70#define MAP_SIZE(m) ((m)->width * (m)->height)
71
72#define MAP_ENTER_X(m) (m)->enter_x
73#define MAP_ENTER_Y(m) (m)->enter_y
74
75#define MAP_TEMP(m) (m)->temp
76#define MAP_PRESSURE(m) (m)->pressure
77#define MAP_HUMID(m) (m)->humid
78#define MAP_WINDSPEED(m) (m)->windspeed
79#define MAP_WINDDIRECTION(m) (m)->winddir
80#define MAP_SKYCOND(m) (m)->sky
81#define MAP_WORLDPARTX(m) (m)->wpartx
82#define MAP_WORLDPARTY(m) (m)->wparty
83#define MAP_NOSMOOTH(m) (m)->nosmooth
84
85/* options passed to ready_map_name and load_original_map */ 51/* options passed to ready_map_name and load_original_map */
86#define MAP_FLUSH 0x1 52#define MAP_FLUSH 0x01
87#define MAP_PLAYER_UNIQUE 0x2 53#define MAP_PLAYER_UNIQUE 0x02
88#define MAP_BLOCK 0x4 54#define MAP_BLOCK 0x04
89#define MAP_STYLE 0x8 55#define MAP_STYLE 0x08
90#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
91 57
92/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
93#define MAP_IN_MEMORY 1 59#define MAP_IN_MEMORY 1
94#define MAP_SWAPPED 2 60#define MAP_SWAPPED 2
101 * consistent (eg, op->map, op->x, op->y) 67 * consistent (eg, op->map, op->x, op->y)
102 */ 68 */
103// all those macros are herewith declared legacy 69// all those macros are herewith declared legacy
104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
106#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
107#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] 74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
109#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
110#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
111#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
155 * This puts it all in one place, and should also make it easier 121 * This puts it all in one place, and should also make it easier
156 * to extend information about a space. 122 * to extend information about a space.
157 */ 123 */
158struct mapspace 124struct mapspace
159{ 125{
160 object *bottom; /* lowest object on this space */ 126 object *bot, *top; /* lowest/highest object on this space */
161 object *top; /* Highest object on this space */
162 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
163 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
164 uint8 flags_; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
165 sint8 light; /* How much light this space provides */ 130 sint8 light; /* How much light this space provides */
166 MoveType move_block; /* What movement types this space blocks */ 131 MoveType move_block; /* What movement types this space blocks */
192 if (op->type == PLAYER) 157 if (op->type == PLAYER)
193 return op; 158 return op;
194 159
195 return 0; 160 return 0;
196 } 161 }
197};
198
199/*
200 * this is an overlay structure of the whole world. It exists as a simple
201 * high level map, which doesn't contain the full data of the underlying map.
202 * in this map, only things such as weather are recorded. By doing so, we
203 * can keep the entire world parameters in memory, and act as a whole on
204 * them at once. We can then, in a separate loop, update the actual world
205 * with the new values we have assigned.
206 */
207
208struct weathermap_t
209{
210 sint16 temp; /* base temperature of this tile (F) */
211 sint16 pressure; /* barometric pressure (mb) */
212 sint8 humid; /* humitidy of this tile */
213 sint8 windspeed; /* windspeed of this tile */
214 sint8 winddir; /* direction of wind */
215 sint8 sky; /* sky conditions */
216 sint32 avgelev; /* average elevation */
217 uint32 rainfall; /* cumulative rainfall */
218 uint8 darkness; /* indicates level of darkness of map */
219 uint8 water; /* 0-100 percentage of water tiles */
220 /*Dynamic parts */
221 sint16 realtemp; /* temperature at a given calculation step for this tile */
222}; 162};
223 163
224/* 164/*
225 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
226 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
259 sint8 strength; /* the degree of specialisation the shop has in this item, 199 sint8 strength; /* the degree of specialisation the shop has in this item,
260 * as a percentage from -100 to 100 */ 200 * as a percentage from -100 to 100 */
261 int index; /* being the size of the shopitems array. */ 201 int index; /* being the size of the shopitems array. */
262}; 202};
263 203
204// map I/O, what to load/save
205enum {
206 IO_HEADER = 0x01, // the "arch map" pseudo object
207 IO_OBJECTS = 0x02, // the non-unique objects
208 IO_UNIQUES = 0x04, // unique objects
209};
210
264/* In general, code should always use the macros 211/* In general, code should always use the macros
265 * above (or functions in map.c) to access many of the 212 * above (or functions in map.c) to access many of the
266 * values in the map structure. Failure to do this will 213 * values in the map structure. Failure to do this will
267 * almost certainly break various features. You may think 214 * almost certainly break various features. You may think
268 * it is safe to look at width and height values directly 215 * it is safe to look at width and height values directly
270 * break map tiling. 217 * break map tiling.
271 */ 218 */
272INTERFACE_CLASS (maptile) 219INTERFACE_CLASS (maptile)
273struct maptile : zero_initialised, attachable 220struct maptile : zero_initialised, attachable
274{ 221{
275 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
276 struct mapspace *spaces; /* Array of spaces on this map */ 223 struct mapspace *spaces; /* Array of spaces on this map */
277 224
278 maptile *ACC (RW, next); /* Next map, linked list */ 225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
279 char *ACC (RO, tmpname); /* Name of temporary file */ 226
280 char *ACC (RO, name); /* Name of map as given by its creator */ 227 shstr ACC (RW, name); /* Name of map as given by its creator */
281 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 228 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
282 * points to the struct containing all the properties of 229 * points to the struct containing all the properties of
283 * the region */ 230 * the region */
284 uint32 ACC (RW, reset_time); /* when this map should reset */ 231 double ACC (RW, reset_time);
285 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
286 * should be reset 233 * should be reset
287 */ 234 */
288 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
289 * players entering/exiting map 236 * players entering/exiting map
290 */ 237 */
291 bool ACC (RW, unique); /* if set, this is a per player unique map */
292 bool ACC (RW, templatemap); /* if set, this is a template map */
293 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
294 sint32 ACC (RW, timeout); /* swapout is set to this */ 238 sint32 ACC (RW, timeout); /* swapout is set to this */
295 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
296 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
297 * be loaded before used. The map,omap and map_ob 241 * be loaded before used. The map,omap and map_ob
298 * arrays will be allocated when the map is loaded */ 242 * arrays will be allocated when the map is loaded */
299 sint16 ACC (RW, players); /* How many players are on this level right now */ 243 sint16 players; /* How many players are on this map right now */
300 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
301 245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
302 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
250
303 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 251 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
304 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 252 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
305 bool ACC (RW, outdoor); /* True if an outdoor map */
306 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 253 oblinkpt *buttons; /* Linked list of linked lists of buttons */
307 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
308 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 255 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
309 sint8 ACC (RW, humid); /* humitidy of this tile */ 256 sint8 ACC (RW, humid); /* humitidy of this tile */
310 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 257 sint8 ACC (RW, windspeed); /* windspeed of this tile */
311 sint8 ACC (RW, winddir); /* direction of wind */ 258 sint8 ACC (RW, winddir); /* direction of wind */
312 sint8 ACC (RW, sky); /* sky conditions */ 259 sint8 ACC (RW, sky); /* sky conditions */
313 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 260 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
314 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 261 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
315 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 262 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
316 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 263 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
317 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 264 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
318 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 265 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
319 char *ACC (RO, msg); /* Message map creator may have left */ 266 shstr ACC (RW, msg); /* Message map creator may have left */
320 char *ACC (RO, maplore); /* Map lore information */ 267 shstr ACC (RW, maplore); /* Map lore information */
321 char *tile_path[4]; /* path to adjoining maps */ 268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
322 maptile *tile_map[4]; /* Next map, linked list */ 269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
323 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 270 shstr ACC (RW, path); /* Filename of the map */
271
272// /*
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
285 MTH void activate ();
286 MTH void deactivate ();
287
288 // allocates all (empty) mapspace
289 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear ();
292
293 MTH void fix_auto_apply ();
294 MTH void decay_objects ();
295 MTH void update_buttons ();
296 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const;
300
301 MTH void link_multipart_objects ();
302 MTH void clear_unique_items ();
303
304 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m);
306
307 // loas the header pseudo-object
308 bool load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path);
310
311 // load objects into the map
312 bool load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true);
314
315 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags);
318
319 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path);
324 322
325 maptile (); 323 maptile ();
324 maptile (int w, int h);
326 ~maptile (); 325 ~maptile ();
326
327 void do_destroy (); 327 void do_destroy ();
328 void gather_callbacks (AV *&callbacks, event_type event) const; 328 void gather_callbacks (AV *&callbacks, event_type event) const;
329 329
330 void allocate (); 330 MTH int size () const { return width * height; }
331 331
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333
334 static maptile *find_map (const char *path, maptile *origin);//PERL
335
336 // load a map relative to this one
337 maptile *find_map (const char *path)
338 {
339 return find_map (path, this);
340 }
341
342 // customise this map for the given player
343 // might return this or a completely new map
344 maptile *customise_for (object *op);
345
346 // make sure the map is loaded
347 MTH bool load ()
348 {
349 if (in_memory != MAP_IN_MEMORY)
350 do_load ();
351
352 return spaces;
353 }
354
355 static void emergency_save ();//PERL
356
332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
333 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
334}; 362};
335 363
336/* This is used by get_rangevector to determine where the other 364/* This is used by get_rangevector to determine where the other
337 * creature is. get_rangevector takes into account map tiling, 365 * creature is. get_rangevector takes into account map tiling,
338 * so you just can not look the the map coordinates and get the 366 * so you just can not look the the map coordinates and get the

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