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Comparing deliantra/server/include/map.h (file contents):
Revision 1.75 by root, Sat Apr 21 16:56:32 2007 UTC vs.
Revision 1.97 by root, Mon Aug 11 23:23:41 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.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
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.
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/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below */
53enum { 53enum {
54 MAP_IN_MEMORY, 54 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 56 MAP_SWAPPED,
56 MAP_LOADING, 57 MAP_LOADING,
57 MAP_SAVING, 58 MAP_SAVING,
58}; 59};
59 60
82/* 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
83 * in the object flags structure. 84 * in the object flags structure.
84 */ 85 */
85#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
86#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 87#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
87#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ 88//#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
88#define P_SAFE 0x08 /* If this is set the map tile is a safe space, 89#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
89 * that means, nothing harmful can be done, 90 * that means, nothing harmful can be done,
90 * such as: bombs, potion usage, alchemy, spells 91 * such as: bombs, potion usage, alchemy, spells
91 * this was introduced to make shops safer 92 * this was introduced to make shops safer
92 * but is useful in other situations */ 93 * but is useful in other situations */
103 */ 104 */
104#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 */
105#define P_NEW_MAP 0x20000 106#define P_NEW_MAP 0x20000
106 /* Coordinates passed result in a new tiled map */ 107 /* Coordinates passed result in a new tiled map */
107 108
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
113/* Instead of having numerous arrays that have information on a 109/* Instead of having numerous arrays that have information on a
114 * particular space (was map, floor, floor2, map_ob), 110 * particular space (was map, floor, floor2, map_ob),
115 * have this structure take care of that information. 111 * have this structure take care of that information.
116 * 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
117 * to extend information about a space. 113 * to extend information about a space.
118 */ 114 */
115INTERFACE_CLASS (mapspace)
119struct mapspace 116struct mapspace
120{ 117{
118 object *ACC (RW, bot);
121 object *bot, *top; /* lowest/highest object on this space */ 119 object *ACC (RW, top); /* lowest/highest object on this space */
122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 120 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
123 uint8 flags_; /* flags about this space (see the P_ values above) */ 121 uint8 flags_; /* flags about this space (see the P_ values above) */
124 sint8 light; /* How much light this space provides */ 122 sint8 ACC (RW, light); /* How much light this space provides */
125 MoveType move_block; /* What movement types this space blocks */ 123 MoveType ACC (RW, move_block); /* What movement types this space blocks */
126 MoveType move_slow; /* What movement types this space slows */ 124 MoveType ACC (RW, move_slow); /* What movement types this space slows */
127 MoveType move_on; /* What movement types are activated */ 125 MoveType ACC (RW, move_on); /* What movement types are activated */
128 MoveType move_off; /* What movement types are activated */ 126 MoveType ACC (RW, move_off); /* What movement types are activated */
129 127
130 void update_ (); 128 void update_ ();
131 void update () 129 MTH void update ()
132 { 130 {
133 if (!(flags_ & P_UPTODATE)) 131 if (!(flags_ & P_UPTODATE))
134 update_ (); 132 update_ ();
135 } 133 }
136 134
137 uint8 flags () 135 MTH uint8 flags ()
138 { 136 {
139 update (); 137 update ();
140 return flags_; 138 return flags_;
141 } 139 }
142 140
143 // maybe only inline quick flags_ checking?
144 object *player () 141 MTH object *player ()
145 { 142 {
146 // search from the top, because players are usually on top 143 // this assumes that players are always on top
147 // make usually == always and this non-amortized O(1) 144 return top && top->type == PLAYER ? top : 0;
148 // could gte rid of P_PLAYER, too, then
149 if (flags () & P_PLAYER)
150 for (object *op = top; op; op = op->below)
151 if (op->type == PLAYER)
152 return op;
153
154 return 0;
155 } 145 }
156 146
157 // return the item volume on this mapspace in cm³ 147 // return the item volume on this mapspace in cm³
158 uint64 volume () const; 148 MTH uint64 volume () const;
149
150 bool blocks (MoveType mt) const
151 {
152 return move_block && (mt & move_block) == mt;
153 }
154
155 bool blocks (object *op) const
156 {
157 return blocks (op->move_type);
158 }
159}; 159};
160 160
161struct shopitems : zero_initialised 161struct shopitems : zero_initialised
162{ 162{
163 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 */
187struct maptile : zero_initialised, attachable 187struct maptile : zero_initialised, attachable
188{ 188{
189 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. */
190 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 */ 191 uint8 *regions; /* region index per mapspace, if != 0 */
192 struct region **regionmap; /* index to region */ 192 region_ptr *regionmap; /* index to region */
193 193
194 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 */
195 195
196 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 */
197 struct region *ACC (RW, default_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
198 * points to the struct containing all the properties of 198 * points to the struct containing all the properties of
199 * the region */ 199 * the region */
200 double ACC (RW, reset_time); 200 double ACC (RW, reset_time);
201 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
202 * should be reset 202 * should be reset
203 */ 203 */
204 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
205 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
206 * players entering/exiting map 207 * players entering/exiting map
207 */ 208 */
208 sint32 ACC (RW, timeout); /* swapout is set to this */ 209 sint32 ACC (RW, timeout); /* swapout is set to this */
209 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 */
211 * be loaded before used. The map,omap and map_ob 212 * be loaded before used. The map,omap and map_ob
212 * arrays will be allocated when the map is loaded */ 213 * arrays will be allocated when the map is loaded */
213 sint16 players; /* How many players are on this map right now */ 214 sint16 players; /* How many players are on this map right now */
214 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 */
215 216
216 bool ACC (RW, active); // wether this map is active or not
217 bool ACC (RW, per_player); 217 bool ACC (RW, per_player);
218 bool ACC (RW, per_party); 218 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */ 219 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 220 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 */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
222 222
223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 223 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 */ 224 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 */ 225 oblinkpt *buttons; /* Linked list of linked lists of buttons */
250 MTH void alloc (); 250 MTH void alloc ();
251 // deallocates the mapspaces (and destroys all objects) 251 // deallocates the mapspaces (and destroys all objects)
252 MTH void clear (); 252 MTH void clear ();
253 253
254 MTH void fix_auto_apply (); 254 MTH void fix_auto_apply ();
255 MTH void decay_objects (); 255 MTH void do_decay_objects ();
256 MTH void update_buttons (); 256 MTH void update_buttons ();
257 MTH int change_map_light (int change); 257 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL 258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map (); 259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const; 260 MTH int estimate_difficulty () const;
261 261
262 MTH void play_sound (faceidx sound, int x, int y) const;
263
262 // set the given flag on all objects in the map 264 // set the given flag on all objects in the map
263 MTH void set_object_flag (int flag, int value = 1); 265 MTH void set_object_flag (int flag, int value = 1);
266 MTH void post_load_original ();
264 267
265 MTH void link_multipart_objects (); 268 MTH void link_multipart_objects ();
266 MTH void clear_unique_items (); 269 MTH void clear_unique_items ();
267 270
268 MTH void clear_header (); 271 MTH void clear_header ();
269 MTH void clear_links_to (maptile *m); 272 MTH void clear_links_to (maptile *m);
270 273
271 MTH struct region *region (int x, int y) const; 274 MTH struct region *region (int x, int y) const;
272 275
273 // loas the header pseudo-object 276 // load the header pseudo-object
274 bool _load_header (object_thawer &thawer); 277 bool _load_header (object_thawer &thawer);
275 MTH bool _load_header (const char *path); 278 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
276 279
277 // load objects into the map 280 // load objects into the map
278 bool _load_objects (object_thawer &thawer); 281 bool _load_objects (object_thawer &thawer);
279 MTH bool _load_objects (const char *path, bool skip_header = true); 282 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
280 283
281 // save objects into the given file (uses IO_ flags) 284 // save objects into the given file (uses IO_ flags)
282 bool _save_objects (object_freezer &freezer, int flags); 285 bool _save_objects (object_freezer &freezer, int flags);
283 MTH bool _save_objects (const char *path, int flags); 286 MTH bool _save_objects (const char *path, int flags);
284 287
296 MTH int size () const { return width * height; } 299 MTH int size () const { return width * height; }
297 300
298 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);
299 302
300 MTH void touch () { last_access = runtime; } 303 MTH void touch () { last_access = runtime; }
304
305 MTH bool tile_available (int dir, bool load = true);
301 306
302 // find the map that is at coordinate x|y relative to this map 307 // find the map that is at coordinate x|y relative to this map
303 // TODO: need a better way than passing by reference 308 // TODO: need a better way than passing by reference
304 // TODO: make perl interface 309 // TODO: make perl interface
305 maptile *xy_find (sint16 &x, sint16 &y); 310 maptile *xy_find (sint16 &x, sint16 &y);
317 } 322 }
318 323
319 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 324 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
320 bool generate_random_map (random_map_params *RP); 325 bool generate_random_map (random_map_params *RP);
321 326
322 static maptile *find_async (const char *path, maptile *original = 0);//PERL 327 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
323 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 328 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
324 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 329 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
325 MTH object *pick_random_object () const; 330 object *pick_random_object (rand_gen &gen = rndm) const;
326 331
327 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
328 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 333 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
329}; 334};
330 335
344 int distance_y; 349 int distance_y;
345 int direction; 350 int direction;
346 object *part; 351 object *part;
347}; 352};
348 353
354// comaptibility cruft start
349//TODO: these should be refactored into things like xy_normalise 355//TODO: these should be refactored into things like xy_normalise
350// and so on. 356// and so on.
351int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 357int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
352int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
353int out_of_map (maptile *m, int x, int y); 358int out_of_map (maptile *m, int x, int y);
354maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); 359maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
355void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); 360void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
356void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); 361void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
357int on_same_map (const object *op1, const object *op2); 362int on_same_map (const object *op1, const object *op2);
358int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); 363int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
359 364
360// adjust map, x and y for tiled maps and return true if the position is valid at all 365// adjust map, x and y for tiled maps and return true if the position is valid at all
361inline bool 366static inline bool
362xy_normalise (maptile *&map, sint16 &x, sint16 &y) 367xy_normalise (maptile *&map, sint16 &x, sint16 &y)
363{ 368{
364 // when in range, do a quick return, otherwise go the slow route 369 // when in range, do a quick return, otherwise go the slow route
365 return 370 return
366 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 371 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
367 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 372 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
368} 373}
374// comaptibility cruft end
369 375
370inline mapspace & 376inline mapspace &
371object::ms () const 377object::ms () const
372{ 378{
373 return map->at (x, y); 379 return map->at (x, y);
374} 380}
375 381
382struct mapxy {
383 maptile *m;
384 sint16 x, y;
385
386 mapxy (maptile *m, sint16 x, sint16 y)
387 : m(m), x(x), y(y)
388 { }
389
390 mapxy (object *op)
391 : m(op->map), x(op->x), y(op->y)
392 { }
393
394 mapxy &move (int dx, int dy)
395 {
396 x += dx;
397 y += dy;
398
399 return *this;
400 }
401
402 mapxy &move (int dir)
403 {
404 return move (freearr_x [dir], freearr_y [dir]);
405 }
406
407 operator void *() const { return (void *)m; }
408 mapxy &operator =(const object *op)
409 {
410 m = op->map;
411 x = op->x;
412 y = op->y;
413
414 return *this;
415 }
416
417 mapspace *operator ->() const { return &m->at (x, y); }
418 mapspace &operator * () const { return m->at (x, y); }
419
420 bool normalise ()
421 {
422 return xy_normalise (m, x, y);
423 }
424
425 mapspace &ms () const
426 {
427 return m->at (x, y);
428 }
429
430 object *insert (object *op, object *originator = 0, int flags = 0) const
431 {
432 return m->insert (op, x, y, originator, flags);
433 }
434};
435
436inline const mapxy &
437object::operator =(const mapxy &pos)
438{
439 map = pos.m;
440 x = pos.x;
441 y = pos.y;
442
443 return pos;
444}
445
376#endif 446#endif
377 447

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