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Comparing deliantra/server/include/map.h (file contents):
Revision 1.49 by root, Tue Jan 9 21:32:42 2007 UTC vs.
Revision 1.95 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 22 */
24 23
25/* 24/*
26 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
28 */ 27 */
30#ifndef MAP_H 29#ifndef MAP_H
31#define MAP_H 30#define MAP_H
32 31
33#include <tr1/unordered_map> 32#include <tr1/unordered_map>
34 33
34#include "region.h"
35#include "cfperl.h" 35#include "cfperl.h"
36 36
37/* 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
38 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
47#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 49
50#define MAP_LAYERS 3 50#define MAP_LAYERS 3
51 51
52/* options passed to ready_map_name and load_original_map */ 52/* Values for in_memory below */
53#define MAP_FLUSH 0x01
54#define MAP_PLAYER_UNIQUE 0x02
55#define MAP_BLOCK 0x04
56#define MAP_STYLE 0x08
57#define MAP_OVERLAY 0x10
58
59/* Values for in_memory below. Should probably be an enumerations */
60enum { 53enum {
61 MAP_IN_MEMORY, 54 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm.
62 MAP_SWAPPED, 56 MAP_SWAPPED,
63 MAP_LOADING, 57 MAP_LOADING,
64 MAP_SAVING, 58 MAP_SAVING,
65}; 59};
66 60
72// all those macros are herewith declared legacy 66// all those macros are herewith declared legacy
73#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
74#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 68#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
75#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 69#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
76#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 70#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
77#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
81#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
82#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
83 76
84/* You should really know what you are doing before using this - you 77/* You should really know what you are doing before using this - you
85 * should almost always be using out_of_map instead, which takes into account 78 * should almost always be using out_of_map instead, which takes into account
86 * map tiling. 79 * map tiling.
87 */ 80 */
88#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 81#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
89 82
90/* These are used in the MapLook flags element. They are not used in 83/* These are used in the MapLook flags element. They are not used in
91 * in the object flags structure. 84 * in the object flags structure.
92 */ 85 */
93#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
111 */ 104 */
112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
113#define P_NEW_MAP 0x20000 106#define P_NEW_MAP 0x20000
114 /* Coordinates passed result in a new tiled map */ 107 /* Coordinates passed result in a new tiled map */
115 108
116/* P_NO_PASS is used for ob_blocked() return value. It needs
117 * to be here to make sure the bits don't match with anything.
118 */
119#define P_NO_PASS 0x80000
120
121/* Instead of having numerous arrays that have information on a 109/* Instead of having numerous arrays that have information on a
122 * particular space (was map, floor, floor2, map_ob), 110 * particular space (was map, floor, floor2, map_ob),
123 * have this structure take care of that information. 111 * have this structure take care of that information.
124 * This puts it all in one place, and should also make it easier 112 * This puts it all in one place, and should also make it easier
125 * to extend information about a space. 113 * to extend information about a space.
126 */ 114 */
127struct mapspace 115struct mapspace
128{ 116{
129 object *bot, *top; /* lowest/highest object on this space */ 117 object *bot, *top; /* lowest/highest object on this space */
130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 118 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
132 uint8 flags_; /* flags about this space (see the P_ values above) */ 119 uint8 flags_; /* flags about this space (see the P_ values above) */
133 sint8 light; /* How much light this space provides */ 120 sint8 light; /* How much light this space provides */
134 MoveType move_block; /* What movement types this space blocks */ 121 MoveType move_block; /* What movement types this space blocks */
135 MoveType move_slow; /* What movement types this space slows */ 122 MoveType move_slow; /* What movement types this space slows */
160 if (op->type == PLAYER) 147 if (op->type == PLAYER)
161 return op; 148 return op;
162 149
163 return 0; 150 return 0;
164 } 151 }
165};
166 152
167/* 153 // return the item volume on this mapspace in cm³
168 * Each map is in a given region of the game world and links to a region definiton, so 154 uint64 volume () const;
169 * they have to appear here in the headers, before the mapdef 155
170 */ 156 bool blocks (MoveType mt) const
171INTERFACE_CLASS (region) 157 {
172struct region : zero_initialised 158 return move_block && (mt & move_block) == mt;
173{ 159 }
174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 160
175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 161 bool blocks (object *op) const
176 char *ACC (RW, parent_name); /* 162 {
177 * So that parent and child regions can be defined in 163 return blocks (op->move_type);
178 * any order, we keep hold of the parent_name during 164 }
179 * initialisation, and the children get assigned to their
180 * parents later. (before runtime on the server though)
181 * nothing outside the init code should ever use this value.
182 */
183 struct region *ACC (RW, parent); /*
184 * Pointer to the region that is a parent of the current
185 * region, if a value isn't defined in the current region
186 * we traverse this series of pointers until it is.
187 */
188 char *ACC (RW, longname); /* Official title of the region, this might be defined
189 * to be the same as name*/
190 char *ACC (RW, msg); /* the description of the region */
191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
193 * this should be the one we fall back on as the default */
194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
196}; 165};
197 166
198struct shopitems : zero_initialised 167struct shopitems : zero_initialised
199{ 168{
200 const char *name; /* name of the item in question, null if it is the default item */ 169 const char *name; /* name of the item in question, null if it is the default item */
223INTERFACE_CLASS (maptile) 192INTERFACE_CLASS (maptile)
224struct maptile : zero_initialised, attachable 193struct maptile : zero_initialised, attachable
225{ 194{
226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 195 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
227 struct mapspace *spaces; /* Array of spaces on this map */ 196 struct mapspace *spaces; /* Array of spaces on this map */
197 uint8 *regions; /* region index per mapspace, if != 0 */
198 region_ptr *regionmap; /* index to region */
228 199
229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 200 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
230 201
231 shstr ACC (RW, name); /* Name of map as given by its creator */ 202 shstr ACC (RW, name); /* Name of map as given by its creator */
232 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 203 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
233 * points to the struct containing all the properties of 204 * points to the struct containing all the properties of
234 * the region */ 205 * the region */
235 double ACC (RW, reset_time); 206 double ACC (RW, reset_time);
236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 207 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
237 * should be reset 208 * should be reset
238 */ 209 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 210 bool ACC (RW, dirty); /* if true, something was inserted or removed */
211 bool ACC (RW, no_reset); // must not reset this map
240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 212 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
241 * players entering/exiting map 213 * players entering/exiting map
242 */ 214 */
243 sint32 ACC (RW, timeout); /* swapout is set to this */ 215 sint32 ACC (RW, timeout); /* swapout is set to this */
244 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 216 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 221 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
250 222
251 bool ACC (RW, per_player); 223 bool ACC (RW, per_player);
252 bool ACC (RW, per_party); 224 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */ 225 bool ACC (RW, outdoor); /* True if an outdoor map */
226 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 227 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
255 228
256 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 229 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
257 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 230 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
258 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 231 oblinkpt *buttons; /* Linked list of linked lists of buttons */
271 shstr ACC (RW, msg); /* Message map creator may have left */ 244 shstr ACC (RW, msg); /* Message map creator may have left */
272 shstr ACC (RW, maplore); /* Map lore information */ 245 shstr ACC (RW, maplore); /* Map lore information */
273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 246 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 247 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
275 shstr ACC (RW, path); /* Filename of the map */ 248 shstr ACC (RW, path); /* Filename of the map */
249 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
250 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
276 251
277 MTH void activate (); 252 MTH void activate ();
278 MTH void deactivate (); 253 MTH void deactivate ();
279 254
280 // allocates all (empty) mapspace 255 // allocates all (empty) mapspace
281 MTH void alloc (); 256 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects) 257 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear (); 258 MTH void clear ();
284 259
285 MTH void fix_auto_apply (); 260 MTH void fix_auto_apply ();
286 MTH void decay_objects (); 261 MTH void do_decay_objects ();
287 MTH void update_buttons (); 262 MTH void update_buttons ();
288 MTH int change_map_light (int change); 263 MTH int change_map_light (int change);
289 static void change_all_map_light (int change); //PERL 264 static void change_all_map_light (int change); //PERL
290 MTH void set_darkness_map (); 265 MTH void set_darkness_map ();
291 MTH int estimate_difficulty () const; 266 MTH int estimate_difficulty () const;
292 267
268 MTH void play_sound (faceidx sound, int x, int y) const;
269
293 // set the given flag on all objects in the map 270 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1); 271 MTH void set_object_flag (int flag, int value = 1);
295 272
296 MTH void link_multipart_objects (); 273 MTH void link_multipart_objects ();
297 MTH void clear_unique_items (); 274 MTH void clear_unique_items ();
298 275
299 MTH void clear_header (); 276 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m); 277 MTH void clear_links_to (maptile *m);
301 278
279 MTH struct region *region (int x, int y) const;
280
302 // loas the header pseudo-object 281 // load the header pseudo-object
303 bool load_header (object_thawer &thawer); 282 bool _load_header (object_thawer &thawer);
304 MTH bool load_header (const char *path); 283 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
305 284
306 // load objects into the map 285 // load objects into the map
307 bool load_objects (object_thawer &thawer); 286 bool _load_objects (object_thawer &thawer);
308 MTH bool load_objects (const char *path, bool skip_header = true); 287 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
309 288
310 // save objects into the given file (uses IO_ flags) 289 // save objects into the given file (uses IO_ flags)
311 bool save_objects (object_freezer &freezer, int flags); 290 bool _save_objects (object_freezer &freezer, int flags);
312 MTH bool save_objects (const char *path, int flags); 291 MTH bool _save_objects (const char *path, int flags);
313 292
314 // save the header pseudo object _only_ 293 // save the header pseudo object _only_
315 bool save_header (object_freezer &freezer); 294 bool _save_header (object_freezer &freezer);
316 MTH bool save_header (const char *path); 295 MTH bool _save_header (const char *path);
317 296
318 maptile (); 297 maptile ();
319 maptile (int w, int h); 298 maptile (int w, int h);
320 ~maptile (); 299 ~maptile ();
321 300
325 MTH int size () const { return width * height; } 304 MTH int size () const { return width * height; }
326 305
327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 306 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328 307
329 MTH void touch () { last_access = runtime; } 308 MTH void touch () { last_access = runtime; }
309
310 MTH bool tile_available (int dir, bool load = true);
330 311
331 // find the map that is at coordinate x|y relative to this map 312 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference 313 // TODO: need a better way than passing by reference
333 // TODO: make perl interface 314 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y); 315 maptile *xy_find (sint16 &x, sint16 &y);
343 { 324 {
344 if (!spaces) 325 if (!spaces)
345 do_load_sync (); 326 do_load_sync ();
346 } 327 }
347 328
329 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
330 bool generate_random_map (random_map_params *RP);
331
332 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
348 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 333 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
334 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
335 object *pick_random_object (rand_gen &gen = rndm) const;
349 336
350 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 337 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
351 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 338 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
352}; 339};
353 340
367 int distance_y; 354 int distance_y;
368 int direction; 355 int direction;
369 object *part; 356 object *part;
370}; 357};
371 358
359// comaptibility cruft start
360//TODO: these should be refactored into things like xy_normalise
361// and so on.
362int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
363int out_of_map (maptile *m, int x, int y);
364maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
365void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
366void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
367int on_same_map (const object *op1, const object *op2);
368int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
369
370// adjust map, x and y for tiled maps and return true if the position is valid at all
371static inline bool
372xy_normalise (maptile *&map, sint16 &x, sint16 &y)
373{
374 // when in range, do a quick return, otherwise go the slow route
375 return
376 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
377 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
378}
379// comaptibility cruft end
380
372inline mapspace & 381inline mapspace &
373object::ms () const 382object::ms () const
374{ 383{
375 return map->at (x, y); 384 return map->at (x, y);
376} 385}
377 386
387struct mapxy {
388 maptile *m;
389 sint16 x, y;
390
391 mapxy (maptile *m, sint16 x, sint16 y)
392 : m(m), x(x), y(y)
393 { }
394
395 mapxy (object *op)
396 : m(op->map), x(op->x), y(op->y)
397 { }
398
399 mapxy &move (int dx, int dy)
400 {
401 x += dx;
402 y += dy;
403
404 return *this;
405 }
406
407 mapxy &move (int dir)
408 {
409 return move (freearr_x [dir], freearr_y [dir]);
410 }
411
412 operator void *() const { return (void *)m; }
413 mapxy &operator =(const object *op)
414 {
415 m = op->map;
416 x = op->x;
417 y = op->y;
418
419 return *this;
420 }
421
422 mapspace *operator ->() const { return &m->at (x, y); }
423 mapspace &operator * () const { return m->at (x, y); }
424
425 bool normalise ()
426 {
427 return xy_normalise (m, x, y);
428 }
429
430 mapspace &ms () const
431 {
432 return m->at (x, y);
433 }
434
435 object *insert (object *op, object *originator = 0, int flags = 0) const
436 {
437 return m->insert (op, x, y, originator, flags);
438 }
439};
440
441inline const mapxy &
442object::operator =(const mapxy &pos)
443{
444 map = pos.m;
445 x = pos.x;
446 y = pos.y;
447
448 return pos;
449}
450
378#endif 451#endif
379 452

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