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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 1.55 by root, Fri Jan 19 17:50:11 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 */
54#define MAP_BLOCK 0x04 55#define MAP_BLOCK 0x04
55#define MAP_STYLE 0x08 56#define MAP_STYLE 0x08
56#define MAP_OVERLAY 0x10 57#define MAP_OVERLAY 0x10
57 58
58/* Values for in_memory below. Should probably be an enumerations */ 59/* Values for in_memory below. Should probably be an enumerations */
59#define MAP_IN_MEMORY 1 60enum {
60#define MAP_SWAPPED 2 61 MAP_IN_MEMORY,
61#define MAP_LOADING 3 62 MAP_SWAPPED,
62#define MAP_SAVING 4 63 MAP_LOADING,
64 MAP_SAVING,
65};
63 66
64/* 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
65 * 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
66 * 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
67 * consistent (eg, op->map, op->x, op->y) 70 * consistent (eg, op->map, op->x, op->y)
80 83
81/* You should really know what you are doing before using this - you 84/* 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 85 * should almost always be using out_of_map instead, which takes into account
83 * map tiling. 86 * map tiling.
84 */ 87 */
85#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 88#define OUT_OF_REAL_MAP(M,X,Y) !(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))
86 89
87/* These are used in the MapLook flags element. They are not used in 90/* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure. 91 * in the object flags structure.
89 */ 92 */
90#define P_BLOCKSVIEW 0x01 93#define P_BLOCKSVIEW 0x01
96 * this was introduced to make shops safer 99 * this was introduced to make shops safer
97 * but is useful in other situations */ 100 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 101#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 102#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 103
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 104#define P_UPTODATE 0x80 /* this space is up to date */
102 105
103/* 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
104 * 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
105 * 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
106 * 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
122 * to extend information about a space. 125 * to extend information about a space.
123 */ 126 */
124struct mapspace 127struct mapspace
125{ 128{
126 object *bot, *top; /* lowest/highest object on this space */ 129 object *bot, *top; /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 130 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 132 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 133 sint8 light; /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 134 MoveType move_block; /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 135 MoveType move_slow; /* What movement types this space slows */
134 MoveType move_off; /* What movement types are activated */ 137 MoveType move_off; /* What movement types are activated */
135 138
136 void update_ (); 139 void update_ ();
137 void update () 140 void update ()
138 { 141 {
139 if (flags_ & P_NEED_UPDATE) 142 if (!(flags_ & P_UPTODATE))
140 update_ (); 143 update_ ();
141 } 144 }
142 145
143 uint8 flags () 146 uint8 flags ()
144 { 147 {
163 166
164/* 167/*
165 * 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
166 * they have to appear here in the headers, before the mapdef 169 * they have to appear here in the headers, before the mapdef
167 */ 170 */
171INTERFACE_CLASS (region)
168struct region : zero_initialised 172struct region : zero_initialised
169{ 173{
170 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 */
171 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 */
172 const char *parent_name; /* 176 char *ACC (RW, parent_name); /*
173 * So that parent and child regions can be defined in 177 * So that parent and child regions can be defined in
174 * any order, we keep hold of the parent_name during 178 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their 179 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though) 180 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value. 181 * nothing outside the init code should ever use this value.
178 */ 182 */
179 struct region *parent; /* 183 struct region *ACC (RW, parent); /*
180 * Pointer to the region that is a parent of the current 184 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region 185 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is. 186 * we traverse this series of pointers until it is.
183 */ 187 */
184 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
185 * to be the same as name*/ 189 * to be the same as name*/
186 const char *msg; /* the description of the region */ 190 char *ACC (RW, msg); /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */ 191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
188 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,
189 * 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 */
190 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. */
191 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. */
192}; 196};
193 197
194struct shopitems : zero_initialised 198struct shopitems : zero_initialised
195{ 199{
196 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 */
230 * the region */ 234 * the region */
231 double ACC (RW, reset_time); 235 double ACC (RW, reset_time);
232 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
233 * should be reset 237 * should be reset
234 */ 238 */
239 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 240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 241 * players entering/exiting map
237 */ 242 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 243 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 */ 244 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 245 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 246 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */ 247 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */ 248 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 */ 249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245 250
246 bool ACC (RW, per_player); 251 bool ACC (RW, per_player);
247 bool ACC (RW, per_party); 252 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */ 253 bool ACC (RW, outdoor); /* True if an outdoor map */
267 shstr ACC (RW, maplore); /* Map lore information */ 272 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 275 shstr ACC (RW, path); /* Filename of the map */
271 276
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 (); 277 MTH void activate ();
286 MTH void deactivate (); 278 MTH void deactivate ();
287 279
288 // allocates all (empty) mapspace 280 // allocates all (empty) mapspace
289 MTH void alloc (); 281 MTH void alloc ();
296 MTH int change_map_light (int change); 288 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL 289 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map (); 290 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const; 291 MTH int estimate_difficulty () const;
300 292
293 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1);
295
301 MTH void link_multipart_objects (); 296 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 297 MTH void clear_unique_items ();
303 298
304 MTH void clear_header (); 299 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 300 MTH void clear_links_to (maptile *m);
306 301
307 // loas the header pseudo-object 302 // loas the header pseudo-object
308 bool load_header (object_thawer &thawer); 303 bool _load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path); 304 MTH bool _load_header (const char *path);
310 305
311 // load objects into the map 306 // load objects into the map
312 bool load_objects (object_thawer &thawer); 307 bool _load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true); 308 MTH bool _load_objects (const char *path, bool skip_header = true);
314 309
315 // save objects into the given file (uses IO_ flags) 310 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags); 311 bool _save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags); 312 MTH bool _save_objects (const char *path, int flags);
318 313
319 // save the header pseudo object _only_ 314 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer); 315 bool _save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path); 316 MTH bool _save_header (const char *path);
322 317
323 maptile (); 318 maptile ();
324 maptile (int w, int h); 319 maptile (int w, int h);
325 ~maptile (); 320 ~maptile ();
326 321
329 324
330 MTH int size () const { return width * height; } 325 MTH int size () const { return width * height; }
331 326
332 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);
333 328
334 static maptile *find_map (const char *path, maptile *origin);//PERL 329 MTH void touch () { last_access = runtime; }
335 330
336 // load a map relative to this one 331 // find the map that is at coordinate x|y relative to this map
337 maptile *find_map (const char *path) 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 ()
338 { 343 {
339 return find_map (path, this); 344 if (!spaces)
345 do_load_sync ();
340 } 346 }
341 347
342 // customise this map for the given player 348 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
343 // might return this or a completely new map 349 bool generate_random_map (random_map_params *RP);
344 maptile *customise_for (object *op);
345 350
346 // make sure the map is loaded 351 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
347 MTH bool load () 352 // async prefetch
348 { 353 static maptile *find_async (const char *path, maptile *original = 0);//PERL
349 if (in_memory != MAP_IN_MEMORY)
350 do_load ();
351
352 return spaces;
353 }
354
355 static void emergency_save ();
356 354
357 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]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 356 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
362}; 357};
363 358
364/* This is used by get_rangevector to determine where the other 359/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 360 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 361 * so you just can not look the the map coordinates and get the
377 int distance_y; 372 int distance_y;
378 int direction; 373 int direction;
379 object *part; 374 object *part;
380}; 375};
381 376
377//TODO: these should be refactored into things like xy_normalise
378// and so on.
379int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
380int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
381int out_of_map(maptile *m, int x, int y);
382maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
383void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags);
384void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
385int on_same_map(const object *op1, const object *op2);
386
387// adjust map, x and y for tiled maps and return true if the position is valid at all
388inline bool
389xy_normalise (maptile *&map, sint16 &x, sint16 &y)
390{
391 // when in range, do a quick return, otherwise go the slow route
392 return
393 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
394 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
395}
396
382inline mapspace & 397inline mapspace &
383object::ms () const 398object::ms () const
384{ 399{
385 return map->at (x, y); 400 return map->at (x, y);
386} 401}

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