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Comparing deliantra/server/include/map.h (file contents):
Revision 1.45 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.81 by root, Wed Aug 1 01:53:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
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 */
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map> 32#include <tr1/unordered_map>
33 33
34#include "region.h"
34#include "cfperl.h" 35#include "cfperl.h"
35 36
36/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
37 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
38 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
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
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 */
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 }
162};
163 156
164/* 157 // return the item volume on this mapspace in cm³
165 * Each map is in a given region of the game world and links to a region definiton, so 158 uint64 volume () const;
166 * they have to appear here in the headers, before the mapdef
167 */
168INTERFACE_CLASS (region)
169struct region : zero_initialised
170{
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
173 char *ACC (RW, parent_name); /*
174 * So that parent and child regions can be defined in
175 * any order, we keep hold of the parent_name during
176 * initialisation, and the children get assigned to their
177 * parents later. (before runtime on the server though)
178 * nothing outside the init code should ever use this value.
179 */
180 struct region *ACC (RW, parent); /*
181 * Pointer to the region that is a parent of the current
182 * region, if a value isn't defined in the current region
183 * we traverse this series of pointers until it is.
184 */
185 char *ACC (RW, longname); /* Official title of the region, this might be defined
186 * to be the same as name*/
187 char *ACC (RW, msg); /* the description of the region */
188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
190 * this should be the one we fall back on as the default */
191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
193}; 159};
194 160
195struct shopitems : zero_initialised 161struct shopitems : zero_initialised
196{ 162{
197 const char *name; /* name of the item in question, null if it is the default item */ 163 const char *name; /* name of the item in question, null if it is the default item */
220INTERFACE_CLASS (maptile) 186INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 187struct maptile : zero_initialised, attachable
222{ 188{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 189 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 190 struct mapspace *spaces; /* Array of spaces on this map */
191 uint8 *regions; /* region index per mapspace, if != 0 */
192 region_ptr *regionmap; /* index to region */
225 193
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 194 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 195
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 196 shstr ACC (RW, name); /* Name of map as given by its creator */
229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 197 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
230 * points to the struct containing all the properties of 198 * points to the struct containing all the properties of
231 * the region */ 199 * the region */
232 double ACC (RW, reset_time); 200 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 201 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 202 * should be reset
235 */ 203 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 204 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 bool ACC (RW, no_reset); // must not reset this map
237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 206 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238 * players entering/exiting map 207 * players entering/exiting map
239 */ 208 */
240 sint32 ACC (RW, timeout); /* swapout is set to this */ 209 sint32 ACC (RW, timeout); /* swapout is set to this */
241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 210 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
243 * be loaded before used. The map,omap and map_ob 212 * be loaded before used. The map,omap and map_ob
244 * arrays will be allocated when the map is loaded */ 213 * arrays will be allocated when the map is loaded */
245 sint16 players; /* How many players are on this map right now */ 214 sint16 players; /* How many players are on this map right now */
246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247 216
217 bool ACC (RW, active); // wether this map is active or not
248 bool ACC (RW, per_player); 218 bool ACC (RW, per_player);
249 bool ACC (RW, per_party); 219 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */ 220 bool ACC (RW, outdoor); /* True if an outdoor map */
221 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 222 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
252 223
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 224 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 225 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 226 oblinkpt *buttons; /* Linked list of linked lists of buttons */
268 shstr ACC (RW, msg); /* Message map creator may have left */ 239 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */ 240 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 241 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 242 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */ 243 shstr ACC (RW, path); /* Filename of the map */
244 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
245 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
273 246
274 MTH void activate (); 247 MTH void activate ();
275 MTH void deactivate (); 248 MTH void deactivate ();
276 249
277 // allocates all (empty) mapspace 250 // allocates all (empty) mapspace
278 MTH void alloc (); 251 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects) 252 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear (); 253 MTH void clear ();
281 254
282 MTH void fix_auto_apply (); 255 MTH void fix_auto_apply ();
283 MTH void decay_objects (); 256 MTH void do_decay_objects ();
284 MTH void update_buttons (); 257 MTH void update_buttons ();
285 MTH int change_map_light (int change); 258 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL 259 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map (); 260 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const; 261 MTH int estimate_difficulty () const;
289 262
263 MTH void play_sound (faceidx sound, int x, int y) const;
264
265 // set the given flag on all objects in the map
266 MTH void set_object_flag (int flag, int value = 1);
267
290 MTH void link_multipart_objects (); 268 MTH void link_multipart_objects ();
291 MTH void clear_unique_items (); 269 MTH void clear_unique_items ();
292 270
293 MTH void clear_header (); 271 MTH void clear_header ();
294 MTH void clear_links_to (maptile *m); 272 MTH void clear_links_to (maptile *m);
295 273
274 MTH struct region *region (int x, int y) const;
275
296 // loas the header pseudo-object 276 // loas the header pseudo-object
297 bool load_header (object_thawer &thawer); 277 bool _load_header (object_thawer &thawer);
298 MTH bool load_header (const char *path); 278 MTH bool _load_header (const char *path);
299 279
300 // load objects into the map 280 // load objects into the map
301 bool load_objects (object_thawer &thawer); 281 bool _load_objects (object_thawer &thawer);
302 MTH bool load_objects (const char *path, bool skip_header = true); 282 MTH bool _load_objects (const char *path, bool skip_header = true);
303 283
304 // save objects into the given file (uses IO_ flags) 284 // save objects into the given file (uses IO_ flags)
305 bool save_objects (object_freezer &freezer, int flags); 285 bool _save_objects (object_freezer &freezer, int flags);
306 MTH bool save_objects (const char *path, int flags); 286 MTH bool _save_objects (const char *path, int flags);
307 287
308 // save the header pseudo object _only_ 288 // save the header pseudo object _only_
309 bool save_header (object_freezer &freezer); 289 bool _save_header (object_freezer &freezer);
310 MTH bool save_header (const char *path); 290 MTH bool _save_header (const char *path);
311 291
312 maptile (); 292 maptile ();
313 maptile (int w, int h); 293 maptile (int w, int h);
314 ~maptile (); 294 ~maptile ();
315 295
318 298
319 MTH int size () const { return width * height; } 299 MTH int size () const { return width * height; }
320 300
321 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 301 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
322 302
323// static maptile *find_map (const char *path, maptile *origin);//PERL 303 MTH void touch () { last_access = runtime; }
324// 304
325// // load a map relative to this one 305 // find the map that is at coordinate x|y relative to this map
326// maptile *find_map (const char *path) 306 // TODO: need a better way than passing by reference
327// { 307 // TODO: make perl interface
328// return find_map (path, this); 308 maptile *xy_find (sint16 &x, sint16 &y);
329// } 309
330// 310 // like xy_find, but also loads the map
331// // customise this map for the given player 311 maptile *xy_load (sint16 &x, sint16 &y);
332// // might return this or a completely new map 312
333// maptile *customise_for (object *op);
334//
335// void do_force_map_sync ();//PERL 313 void do_load_sync ();//PERL
336// 314
337// // make sure the map is loaded 315 // make sure the map is loaded
338// MTH void force_map_sync () 316 MTH void load_sync ()
339// { 317 {
340// if (in_memory != MAP_IN_MEMORY) 318 if (!spaces)
341// do_force_map_sync (); 319 do_load_sync ();
342// } 320 }
343 321
322 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
323 bool generate_random_map (random_map_params *RP);
324
344 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 325 static maptile *find_async (const char *path, maptile *original = 0);//PERL
345 static void emergency_save ();//PERL 326 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
327 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
328 MTH object *pick_random_object () const;
346 329
347 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 330 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
348 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 331 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
349}; 332};
350 333
364 int distance_y; 347 int distance_y;
365 int direction; 348 int direction;
366 object *part; 349 object *part;
367}; 350};
368 351
352//TODO: these should be refactored into things like xy_normalise
353// and so on.
354int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
355int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
356int out_of_map (maptile *m, int x, int y);
357maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
358void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
359void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
360int on_same_map (const object *op1, const object *op2);
361int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
362
363// adjust map, x and y for tiled maps and return true if the position is valid at all
364inline bool
365xy_normalise (maptile *&map, sint16 &x, sint16 &y)
366{
367 // when in range, do a quick return, otherwise go the slow route
368 return
369 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
370 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
371}
372
369inline mapspace & 373inline mapspace &
370object::ms () const 374object::ms () const
371{ 375{
372 return map->at (x, y); 376 return map->at (x, y);
373} 377}
374 378
379inline void
380object::play_sound (faceidx sound) const
381{
382 if (map && sound)
383 map->play_sound (sound, x, y);
384}
385
375#endif 386#endif
376 387

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