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Comparing deliantra/server/include/map.h (file contents):
Revision 1.85 by root, Mon Aug 27 06:29:17 2007 UTC vs.
Revision 1.105 by root, Sat Dec 27 02:31:19 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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.
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/* Values for in_memory below. Should probably be an enumerations */ 52// tile map index
53enum { 53enum {
54 MAP_IN_MEMORY, 54 TILE_UP = 0,
55 TILE_RIGHT = 1,
56 TILE_DOWN = 2,
57 TILE_LEFT = 3,
58};
59
60/* Values for in_memory below */
61enum {
62 MAP_ACTIVE,
63 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 64 MAP_SWAPPED,
56 MAP_LOADING, 65 MAP_LOADING,
57 MAP_SAVING, 66 MAP_SAVING,
58}; 67};
59 68
62 * where it is known the map is not tiled or the values are known 71 * where it is known the map is not tiled or the values are known
63 * consistent (eg, op->map, op->x, op->y) 72 * consistent (eg, op->map, op->x, op->y)
64 */ 73 */
65// all those macros are herewith declared legacy 74// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 75#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 76#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 77#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
99 * 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
100 * 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
101 * 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
102 * lots of duplicate checks currently in the code. 110 * lots of duplicate checks currently in the code.
103 */ 111 */
104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105#define P_NEW_MAP 0x20000 113#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
106 /* Coordinates passed result in a new tiled map */
107
108/* P_NO_PASS is used for ob_blocked() return value. It needs
109 * to be here to make sure the bits don't match with anything.
110 */
111#define P_NO_PASS 0x80000
112 114
113/* Instead of having numerous arrays that have information on a 115/* Instead of having numerous arrays that have information on a
114 * particular space (was map, floor, floor2, map_ob), 116 * particular space (was map, floor, floor2, map_ob),
115 * have this structure take care of that information. 117 * have this structure take care of that information.
116 * This puts it all in one place, and should also make it easier 118 * This puts it all in one place, and should also make it easier
117 * to extend information about a space. 119 * to extend information about a space.
118 */ 120 */
121INTERFACE_CLASS (mapspace)
119struct mapspace 122struct mapspace
120{ 123{
124 object *ACC (RW, bot);
121 object *bot, *top; /* lowest/highest object on this space */ 125 object *ACC (RW, top); /* lowest/highest object on this space */
122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 126 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 tick_t smell; // the last ptick a player was seen here, or 0
123 uint8 flags_; /* flags about this space (see the P_ values above) */ 128 uint8 flags_; /* flags about this space (see the P_ values above) */
124 sint8 light; /* How much light this space provides */ 129 sint8 ACC (RW, light); /* How much light this space provides */
125 MoveType move_block; /* What movement types this space blocks */ 130 MoveType ACC (RW, move_block); /* What movement types this space blocks */
126 MoveType move_slow; /* What movement types this space slows */ 131 MoveType ACC (RW, move_slow); /* What movement types this space slows */
127 MoveType move_on; /* What movement types are activated */ 132 MoveType ACC (RW, move_on); /* What movement types are activated */
128 MoveType move_off; /* What movement types are activated */ 133 MoveType ACC (RW, move_off); /* What movement types are activated */
129 134
130 void update_ (); 135 void update_ ();
131 void update () 136 MTH void update ()
132 { 137 {
133 if (!(flags_ & P_UPTODATE)) 138 if (!(flags_ & P_UPTODATE))
134 update_ (); 139 update_ ();
135 } 140 }
136 141
137 uint8 flags () 142 MTH uint8 flags ()
138 { 143 {
139 update (); 144 update ();
140 return flags_; 145 return flags_;
141 } 146 }
147
148 MTH void invalidate ()
149 {
150 flags_ = 0;
151 }
142 152
143 // maybe only inline quick flags_ checking?
144 object *player () 153 MTH object *player ()
145 { 154 {
146 // search from the top, because players are usually on top 155 object *op;
147 // make usually == always and this non-amortized O(1) 156
148 // could gte rid of P_PLAYER, too, then
149 if (flags () & P_PLAYER) 157 if (flags () & P_PLAYER)
150 for (object *op = top; op; op = op->below) 158 for (op = top; op->type != PLAYER; op = op->below)
151 if (op->type == PLAYER) 159 ;
152 return op; 160 else
161 op = 0;
153 162
154 return 0; 163 return op;
155 } 164 }
156 165
157 // return the item volume on this mapspace in cm³ 166 // return the item volume on this mapspace in cm³
158 uint64 volume () const; 167 MTH uint64 volume () const;
168
169 bool blocks (MoveType mt) const
170 {
171 return move_block && (mt & move_block) == mt;
172 }
173
174 bool blocks (object *op) const
175 {
176 return blocks (op->move_type);
177 }
178};
179
180// a rectangular area of a map
181struct maprect
182{
183 maptile *m;
184 int x0, y0;
185 int x1, y1;
186 int dx, dy; // offset to go from local coordinates to original tile */
159}; 187};
160 188
161struct shopitems : zero_initialised 189struct shopitems : zero_initialised
162{ 190{
163 const char *name; /* name of the item in question, null if it is the default item */ 191 const char *name; /* name of the item in question, null if it is the default item */
215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 243 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
216 244
217 bool ACC (RW, per_player); 245 bool ACC (RW, per_player);
218 bool ACC (RW, per_party); 246 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */ 247 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 248 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 249 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
250 static sint8 outdoor_darkness; /* the global darkness level outside */
222 251
223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 252 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
224 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 253 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
225 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 254 oblinkpt *buttons; /* Linked list of linked lists of buttons */
226 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 255 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 270 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
242 shstr ACC (RW, path); /* Filename of the map */ 271 shstr ACC (RW, path); /* Filename of the map */
243 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace 272 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
244 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 273 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
245 274
275 // the maptile:: is neccessary here for the perl interface to work
276 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
277 {
278 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
279 }
280
281 static void adjust_daylight ();
282
246 MTH void activate (); 283 MTH void activate ();
247 MTH void deactivate (); 284 MTH void deactivate ();
248 285
249 // allocates all (empty) mapspace 286 // allocates all (empty) mapspace
250 MTH void alloc (); 287 MTH void alloc ();
253 290
254 MTH void fix_auto_apply (); 291 MTH void fix_auto_apply ();
255 MTH void do_decay_objects (); 292 MTH void do_decay_objects ();
256 MTH void update_buttons (); 293 MTH void update_buttons ();
257 MTH int change_map_light (int change); 294 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const; 295 MTH int estimate_difficulty () const;
261 296
262 MTH void play_sound (faceidx sound, int x, int y) const; 297 MTH void play_sound (faceidx sound, int x, int y) const;
263 298
264 // set the given flag on all objects in the map 299 // set the given flag on all objects in the map
265 MTH void set_object_flag (int flag, int value = 1); 300 MTH void set_object_flag (int flag, int value = 1);
301 MTH void post_load_original ();
266 302
267 MTH void link_multipart_objects (); 303 MTH void link_multipart_objects ();
268 MTH void clear_unique_items (); 304 MTH void clear_unique_items ();
269 305
270 MTH void clear_header (); 306 MTH void clear_header ();
271 MTH void clear_links_to (maptile *m); 307 MTH void clear_links_to (maptile *m);
272 308
273 MTH struct region *region (int x, int y) const; 309 MTH struct region *region (int x, int y) const;
274 310
275 // loas the header pseudo-object 311 // load the header pseudo-object
276 bool _load_header (object_thawer &thawer); 312 bool _load_header (object_thawer &thawer);
277 MTH bool _load_header (const char *path); 313 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
278 314
279 // load objects into the map 315 // load objects into the map
280 bool _load_objects (object_thawer &thawer); 316 bool _load_objects (object_thawer &thawer);
281 MTH bool _load_objects (const char *path, bool skip_header = true); 317 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
282 318
283 // save objects into the given file (uses IO_ flags) 319 // save objects into the given file (uses IO_ flags)
284 bool _save_objects (object_freezer &freezer, int flags); 320 bool _save_objects (object_freezer &freezer, int flags);
285 MTH bool _save_objects (const char *path, int flags); 321 MTH bool _save_objects (const char *path, int flags);
286 322
299 335
300 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 336 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
301 337
302 MTH void touch () { last_access = runtime; } 338 MTH void touch () { last_access = runtime; }
303 339
304 MTH bool tile_available (int dir, bool load = true); 340 MTH maptile *tile_available (int dir, bool load = true);
305 341
306 // find the map that is at coordinate x|y relative to this map 342 // find the map that is at coordinate x|y relative to this map
307 // TODO: need a better way than passing by reference 343 // TODO: need a better way than passing by reference
308 // TODO: make perl interface 344 // TODO: make perl interface
309 maptile *xy_find (sint16 &x, sint16 &y); 345 maptile *xy_find (sint16 &x, sint16 &y);
324 bool generate_random_map (random_map_params *RP); 360 bool generate_random_map (random_map_params *RP);
325 361
326 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL 362 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
327 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 363 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
328 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 364 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329 MTH object *pick_random_object () const; 365 object *pick_random_object (rand_gen &gen = rndm) const;
330 366
331 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 367 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 368
369 // return an array of maprects corresponding
370 // to the given rectangular area. the last rect will have
371 // a 0 map pointer.
372 // the array will be stored in a static memory area,
373 // so recursion is not atm. supported
374 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
333}; 375};
334 376
335/* This is used by get_rangevector to determine where the other 377/* This is used by get_rangevector to determine where the other
336 * creature is. get_rangevector takes into account map tiling, 378 * creature is. get_rangevector takes into account map tiling,
337 * so you just can not look the the map coordinates and get the 379 * so you just can not look the the map coordinates and get the
348 int distance_y; 390 int distance_y;
349 int direction; 391 int direction;
350 object *part; 392 object *part;
351}; 393};
352 394
395// comaptibility cruft start
353//TODO: these should be refactored into things like xy_normalise 396//TODO: these should be refactored into things like xy_normalise
354// and so on. 397// and so on.
355int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 398int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
356int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
357int out_of_map (maptile *m, int x, int y); 399int out_of_map (maptile *m, int x, int y);
358maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); 400maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
359void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); 401void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
360void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); 402void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
361int on_same_map (const object *op1, const object *op2); 403int on_same_map (const object *op1, const object *op2);
362int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); 404int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
363 405
364// adjust map, x and y for tiled maps and return true if the position is valid at all 406// adjust map, x and y for tiled maps and return true if the position is valid at all
365inline bool 407static inline bool
366xy_normalise (maptile *&map, sint16 &x, sint16 &y) 408xy_normalise (maptile *&map, sint16 &x, sint16 &y)
367{ 409{
368 // when in range, do a quick return, otherwise go the slow route 410 // when in range, do a quick return, otherwise go the slow route
369 return 411 return
370 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 412 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
371 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 413 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
372} 414}
415// comaptibility cruft end
373 416
374inline mapspace & 417inline mapspace &
375object::ms () const 418object::ms () const
376{ 419{
377 return map->at (x, y); 420 return map->at (x, y);
378} 421}
379 422
380// not used anywhere *yet*
381struct mapxy { 423struct mapxy {
382 maptile *m; 424 maptile *m;
383 sint16 x, y; 425 sint16 x, y;
384 426
385 mapxy (maptile *m, sint16 x, sint16 y) 427 mapxy (maptile *m, sint16 x, sint16 y)
388 430
389 mapxy (object *op) 431 mapxy (object *op)
390 : m(op->map), x(op->x), y(op->y) 432 : m(op->map), x(op->x), y(op->y)
391 { } 433 { }
392 434
435 mapxy &move (int dx, int dy)
436 {
437 x += dx;
438 y += dy;
439
440 return *this;
441 }
442
393 mapxy &move (int dir) 443 mapxy &move (int dir)
394 { 444 {
395 x += freearr_x [dir]; 445 return move (freearr_x [dir], freearr_y [dir]);
396 y += freearr_y [dir];
397
398 return *this;
399 } 446 }
400 447
401 operator void *() const { return (void *)m; } 448 operator void *() const { return (void *)m; }
402 mapxy &operator =(const object *op) 449 mapxy &operator =(const object *op)
403 { 450 {
407 454
408 return *this; 455 return *this;
409 } 456 }
410 457
411 mapspace *operator ->() const { return &m->at (x, y); } 458 mapspace *operator ->() const { return &m->at (x, y); }
412 mapspace *operator * () const { return &m->at (x, y); } 459 mapspace &operator * () const { return m->at (x, y); }
413 460
414 bool normalise () 461 bool normalise ()
415 { 462 {
416 return xy_normalise (m, x, y); 463 return xy_normalise (m, x, y);
464 }
465
466 mapspace &ms () const
467 {
468 return m->at (x, y);
469 }
470
471 object *insert (object *op, object *originator = 0, int flags = 0) const
472 {
473 return m->insert (op, x, y, originator, flags);
417 } 474 }
418}; 475};
419 476
420inline const mapxy & 477inline const mapxy &
421object::operator =(const mapxy &pos) 478object::operator =(const mapxy &pos)
425 y = pos.y; 482 y = pos.y;
426 483
427 return pos; 484 return pos;
428} 485}
429 486
487// iterate over a rectangular area relative to op
488// can be used as a single statement, but both iterate macros
489// invocations must not be followed by a ";"
490// see common/los.C for usage example
491// the walk will be ordered, outer loop x, inner loop y
492// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
493#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
494 for (int dx = (dx0); dx <= (dx1); ++dx) \
495 { \
496 sint16 nx, ny; \
497 maptile *m = 0; \
498 \
499 for (int dy = (dy0); dy <= (dy1); ++dy) \
500 { \
501 /* check to see if we can simply go one down quickly, */ \
502 /* if not, do it the slow way */ \
503 if (!m || ++ny >= m->height) \
504 { \
505 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
506 \
507 if (xy_normalise (m, nx, ny)) \
508 m->touch (); \
509 else \
510 m = 0; \
511 }
512
513#define ordered_mapwalk_end \
514 } \
515 }
516
517// loop over every space in the given maprect,
518// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
519// the iterator code must be a single statement following this macro call, similar to "if"
520#define rect_mapwalk(rect,dx0,dy0) \
521 statementvar (maptile *, m, (rect)->m) \
522 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
523 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
524 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
525 statementvar (int, dy, ny + (rect)->dy - (dy0))
526
527// same as above, but the walk will not follow any particular
528// order (unorded), but is likely faster.
529// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
530#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
531 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
532 (op)->x + (dx0) , (op)->y + (dy0) , \
533 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
534 r_e_c_t->m; \
535 ++r_e_c_t) \
536 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
537
430#endif 538#endif
431 539

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