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Comparing deliantra/server/include/map.h (file contents):
Revision 1.37 by root, Wed Dec 27 05:59:58 2006 UTC vs.
Revision 1.51 by root, Sat Jan 13 23:06:13 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
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 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
32
33#include <tr1/unordered_map>
31 34
32#include "cfperl.h" 35#include "cfperl.h"
33 36
34/* 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
35 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
52#define MAP_BLOCK 0x04 55#define MAP_BLOCK 0x04
53#define MAP_STYLE 0x08 56#define MAP_STYLE 0x08
54#define MAP_OVERLAY 0x10 57#define MAP_OVERLAY 0x10
55 58
56/* Values for in_memory below. Should probably be an enumerations */ 59/* Values for in_memory below. Should probably be an enumerations */
57#define MAP_IN_MEMORY 1 60enum {
58#define MAP_SWAPPED 2 61 MAP_IN_MEMORY,
59#define MAP_LOADING 3 62 MAP_SWAPPED,
60#define MAP_SAVING 4 63 MAP_LOADING,
64 MAP_SAVING,
65};
61 66
62/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 67/* 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 68 * 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 69 * where it is known the map is not tiled or the values are known
65 * consistent (eg, op->map, op->x, op->y) 70 * consistent (eg, op->map, op->x, op->y)
94 * this was introduced to make shops safer 99 * this was introduced to make shops safer
95 * but is useful in other situations */ 100 * but is useful in other situations */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 101#define P_IS_ALIVE 0x10 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 102#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98 103
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 104#define P_UPTODATE 0x80 /* this space is up to date */
100 105
101/* The following two values are not stored in the MapLook flags, but instead 106/* 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 107 * 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 108 * 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 109 * function that does more of the work can hopefully be used to replace
132 MoveType move_off; /* What movement types are activated */ 137 MoveType move_off; /* What movement types are activated */
133 138
134 void update_ (); 139 void update_ ();
135 void update () 140 void update ()
136 { 141 {
137 if (flags_ & P_NEED_UPDATE) 142 if (!(flags_ & P_UPTODATE))
138 update_ (); 143 update_ ();
139 } 144 }
140 145
141 uint8 flags () 146 uint8 flags ()
142 { 147 {
158 return 0; 163 return 0;
159 } 164 }
160}; 165};
161 166
162/* 167/*
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 168 * 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 169 * they have to appear here in the headers, before the mapdef
190 */ 170 */
171INTERFACE_CLASS (region)
191struct region : zero_initialised 172struct region : zero_initialised
192{ 173{
193 struct region *next; /* pointer to next region, NULL for the last one */ 174 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 */ 175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
195 const char *parent_name; /* 176 char *ACC (RW, parent_name); /*
196 * So that parent and child regions can be defined in 177 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during 178 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their 179 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though) 180 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value. 181 * nothing outside the init code should ever use this value.
201 */ 182 */
202 struct region *parent; /* 183 struct region *ACC (RW, parent); /*
203 * Pointer to the region that is a parent of the current 184 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region 185 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is. 186 * we traverse this series of pointers until it is.
206 */ 187 */
207 const char *longname; /* Official title of the region, this might be defined 188 char *ACC (RW, longname); /* Official title of the region, this might be defined
208 * to be the same as name*/ 189 * to be the same as name*/
209 const char *msg; /* the description of the region */ 190 char *ACC (RW, msg); /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */ 191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing, 192 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 */ 193 * 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. */ 194 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. */ 195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
215}; 196};
216 197
217struct shopitems : zero_initialised 198struct shopitems : zero_initialised
218{ 199{
219 const char *name; /* name of the item in question, null if it is the default item */ 200 const char *name; /* name of the item in question, null if it is the default item */
220 const char *name_pl; /* plural name */ 201 const char *name_pl; /* plural name */
221 int typenum; /* itemtype number we need to match 0 if it is the default price */ 202 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, 203 sint8 strength; /* the degree of specialisation the shop has in this item,
223 * as a percentage from -100 to 100 */ 204 * as a percentage from -100 to 100 */
224 int index; /* being the size of the shopitems array. */ 205 int index; /* being the size of the shopitems array. */
206};
207
208// map I/O, what to load/save
209enum {
210 IO_HEADER = 0x01, // the "arch map" pseudo object
211 IO_OBJECTS = 0x02, // the non-unique objects
212 IO_UNIQUES = 0x04, // unique objects
225}; 213};
226 214
227/* In general, code should always use the macros 215/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 216 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 217 * values in the map structure. Failure to do this will
233 * break map tiling. 221 * break map tiling.
234 */ 222 */
235INTERFACE_CLASS (maptile) 223INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 224struct maptile : zero_initialised, attachable
237{ 225{
238 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
239 struct mapspace *spaces; /* Array of spaces on this map */ 227 struct mapspace *spaces; /* Array of spaces on this map */
240 228
241 maptile *ACC (RW, next); /* Next map, linked list */ 229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 230
243 char *ACC (RO, name); /* Name of map as given by its creator */ 231 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 232 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 233 * points to the struct containing all the properties of
246 * the region */ 234 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 235 double ACC (RW, reset_time);
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset 237 * should be reset
250 */ 238 */
239 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 240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map 241 * players entering/exiting map
253 */ 242 */
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 */ 243 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 */ 244 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 245 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 246 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 247 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */ 248 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 */ 249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264 250
251 bool ACC (RW, per_player);
252 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
255
266 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 256 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 */ 257 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 */ 258 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 260 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */ 261 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 262 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */ 263 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */ 264 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ 265 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 */ 266 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 */ 267 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 268 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 269 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 270 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 271 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 272 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
286 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 275 shstr ACC (RW, path); /* Filename of the map */
276
277 MTH void activate ();
278 MTH void deactivate ();
279
280 // allocates all (empty) mapspace
281 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear ();
284
285 MTH void fix_auto_apply ();
286 MTH void decay_objects ();
287 MTH void update_buttons ();
288 MTH int change_map_light (int change);
289 static void change_all_map_light (int change); //PERL
290 MTH void set_darkness_map ();
291 MTH int estimate_difficulty () const;
292
293 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1);
295
296 MTH void link_multipart_objects ();
297 MTH void clear_unique_items ();
298
299 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m);
301
302 // loas the header pseudo-object
303 bool _load_header (object_thawer &thawer);
304 MTH bool _load_header (const char *path);
305
306 // load objects into the map
307 bool _load_objects (object_thawer &thawer);
308 MTH bool _load_objects (const char *path, bool skip_header = true);
309
310 // save objects into the given file (uses IO_ flags)
311 bool _save_objects (object_freezer &freezer, int flags);
312 MTH bool _save_objects (const char *path, int flags);
313
314 // save the header pseudo object _only_
315 bool _save_header (object_freezer &freezer);
316 MTH bool _save_header (const char *path);
287 317
288 maptile (); 318 maptile ();
319 maptile (int w, int h);
289 ~maptile (); 320 ~maptile ();
321
290 void do_destroy (); 322 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 323 void gather_callbacks (AV *&callbacks, event_type event) const;
292 324
293 MTH void allocate ();
294 MTH int size () const { return width * height; } 325 MTH int size () const { return width * height; }
295 326
296 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328
329 MTH void touch () { last_access = runtime; }
330
331 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference
333 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y);
335
336 // like xy_find, but also loads the map
337 maptile *xy_load (sint16 &x, sint16 &y);
338
339 void do_load_sync ();//PERL
340
341 // make sure the map is loaded
342 MTH void load_sync ()
343 {
344 if (!spaces)
345 do_load_sync ();
346 }
347
348 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
349 bool generate_random_map (random_map_params *RP);
350
351 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
352 // async prefetch
353 static maptile *find_async (const char *path, maptile *original = 0);//PERL
297 354
298 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 355 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
299 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 356 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
300}; 357};
301 358

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