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Revision: 1.113
Committed: Mon Oct 12 04:02:17 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /*
25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map.
27 */
28
29 #ifndef MAP_H
30 #define MAP_H
31
32 #include <tr1/unordered_map>
33
34 #include "region.h"
35 #include "cfperl.h"
36
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
39 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the
41 * center of the map - this makes the most sense when dealing
42 * with tiled maps.
43 * We also figure out the magicmap color to use as we process the
44 * spaces - this is more efficient as we already have up to date
45 * map pointers.
46 */
47 #define MAGIC_MAP_SIZE 50
48 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49
50 #define MAP_LAYERS 3
51
52 // tile map index
53 enum {
54 TILE_UP = 0,
55 TILE_RIGHT = 1,
56 TILE_DOWN = 2,
57 TILE_LEFT = 3,
58 };
59
60 /* Values for in_memory below */
61 enum {
62 MAP_ACTIVE,
63 MAP_INACTIVE, // not used atm.
64 MAP_SWAPPED,
65 MAP_LOADING,
66 MAP_SAVING,
67 };
68
69 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
70 * really be used, as it is multi tile aware. However, there are some cases
71 * where it is known the map is not tiled or the values are known
72 * consistent (eg, op->map, op->x, op->y)
73 */
74 // all those macros are herewith declared legacy
75 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
76 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
77 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
78 #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
80 #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
82 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
83
84 /* 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
86 * map tiling.
87 */
88 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
89
90 /* These are used in the MapLook flags element. They are not used in
91 * in the object flags structure.
92 */
93 #define P_BLOCKSVIEW 0x01
94 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
95 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
96 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
97 * that means, nothing harmful can be done,
98 * such as: bombs, potion usage, alchemy, spells
99 * this was introduced to make shops safer
100 * but is useful in other situations */
101 #define P_IS_ALIVE 0x10 /* something alive is on this space */
102 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
103
104 #define P_UPTODATE 0x80 /* this space is up to date */
105
106 /* The following two values are not stored in the MapLook flags, but instead
107 * used in the get_map_flags value - that function is used to return
108 * the flag value, as well as other conditions - using a more general
109 * function that does more of the work can hopefully be used to replace
110 * lots of duplicate checks currently in the code.
111 */
112 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
113 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
114
115 /* Instead of having numerous arrays that have information on a
116 * particular space (was map, floor, floor2, map_ob),
117 * have this structure take care of that information.
118 * This puts it all in one place, and should also make it easier
119 * to extend information about a space.
120 */
121 INTERFACE_CLASS (mapspace)
122 struct mapspace
123 {
124 object *ACC (RW, bot);
125 object *ACC (RW, top); /* lowest/highest object on this space */
126 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 uint32_t smell; // the last count a player was seen here, or 0
128 static uint32_t smellcount; // global smell counter
129 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType ACC (RW, move_off); /* What movement types are activated */
135
136 void update_ ();
137 MTH void update ()
138 {
139 if (expect_false (!(flags_ & P_UPTODATE)))
140 update_ ();
141 }
142
143 MTH uint8 flags ()
144 {
145 update ();
146 return flags_;
147 }
148
149 MTH void invalidate ()
150 {
151 flags_ = 0;
152 }
153
154 MTH object *player ()
155 {
156 object *op;
157
158 if (flags () & P_PLAYER)
159 for (op = top; op->type != PLAYER; op = op->below)
160 ;
161 else
162 op = 0;
163
164 return op;
165 }
166
167 // return the item volume on this mapspace in cm³
168 MTH uint64 volume () const;
169
170 bool blocks (MoveType mt) const
171 {
172 return move_block && (mt & move_block) == mt;
173 }
174
175 bool blocks (object *op) const
176 {
177 return blocks (op->move_type);
178 }
179 };
180
181 // a rectangular area of a map
182 struct maprect
183 {
184 maptile *m;
185 int x0, y0;
186 int x1, y1;
187 int dx, dy; // offset to go from local coordinates to original tile */
188 };
189
190 struct shopitems : zero_initialised
191 {
192 const char *name; /* name of the item in question, null if it is the default item */
193 const char *name_pl; /* plural name */
194 int typenum; /* itemtype number we need to match 0 if it is the default price */
195 sint8 strength; /* the degree of specialisation the shop has in this item,
196 * as a percentage from -100 to 100 */
197 int index; /* being the size of the shopitems array. */
198 };
199
200 // map I/O, what to load/save
201 enum {
202 IO_HEADER = 0x01, // the "arch map" pseudo object
203 IO_OBJECTS = 0x02, // the non-unique objects
204 IO_UNIQUES = 0x04, // unique objects
205 };
206
207 /* In general, code should always use the macros
208 * above (or functions in map.c) to access many of the
209 * values in the map structure. Failure to do this will
210 * almost certainly break various features. You may think
211 * it is safe to look at width and height values directly
212 * (or even through the macros), but doing so will completely
213 * break map tiling.
214 */
215 INTERFACE_CLASS (maptile)
216 struct maptile : zero_initialised, attachable
217 {
218 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
219 struct mapspace *spaces; /* Array of spaces on this map */
220 uint8 *regions; /* region index per mapspace, if != 0 */
221 region_ptr *regionmap; /* index to region */
222
223 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
224
225 shstr ACC (RW, name); /* Name of map as given by its creator */
226 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
227 * points to the struct containing all the properties of
228 * the region */
229 double ACC (RW, reset_time);
230 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
231 * should be reset
232 */
233 bool ACC (RW, dirty); /* if true, something was inserted or removed */
234 bool ACC (RW, no_reset); // must not reset this map
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map
237 */
238 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 */
240 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
242 * arrays will be allocated when the map is loaded */
243 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 */
245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
249 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
250 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
251 static sint8 outdoor_darkness; /* the global darkness level outside */
252
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255 oblinkpt *buttons; /* Linked list of linked lists of buttons */
256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
257 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
258 sint8 ACC (RW, humid); /* humitidy of this tile */
259 sint8 ACC (RW, windspeed); /* windspeed of this tile */
260 sint8 ACC (RW, winddir); /* direction of wind */
261 sint8 ACC (RW, sky); /* sky conditions */
262 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
263 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
264 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
265 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
266 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
267 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
268 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */
273 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
274 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
275
276 // the maptile:: is neccessary here for the perl interface to work
277 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
278 {
279 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
280 }
281
282 static void adjust_daylight ();
283
284 MTH void activate ();
285 MTH void deactivate ();
286
287 // allocates all (empty) mapspace
288 MTH void alloc ();
289 // deallocates the mapspaces (and destroys all objects)
290 MTH void clear ();
291
292 MTH void fix_auto_apply ();
293 MTH void do_decay_objects ();
294 MTH void update_buttons ();
295 MTH int change_map_light (int change);
296 MTH int estimate_difficulty () const;
297
298 MTH void play_sound (faceidx sound, int x, int y) const;
299 MTH void say_msg (const char *msg, int x, int y) const;
300
301 // connected links
302 oblinkpt *find_link (shstr_tmp id);
303 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
304
305 // set the given flag on all objects in the map
306 MTH void set_object_flag (int flag, int value = 1);
307 MTH void post_load_original ();
308
309 MTH void link_multipart_objects ();
310 MTH void clear_unique_items ();
311
312 MTH void clear_header ();
313 MTH void clear_links_to (maptile *m);
314
315 MTH struct region *region (int x, int y) const;
316
317 // load the header pseudo-object
318 bool _load_header (object_thawer &thawer);
319 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
320
321 // load objects into the map
322 bool _load_objects (object_thawer &thawer);
323 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
324
325 // save objects into the given file (uses IO_ flags)
326 bool _save_objects (object_freezer &freezer, int flags);
327 MTH bool _save_objects (const char *path, int flags);
328
329 // save the header pseudo object _only_
330 bool _save_header (object_freezer &freezer);
331 MTH bool _save_header (const char *path);
332
333 maptile ();
334 maptile (int w, int h);
335 ~maptile ();
336
337 void do_destroy ();
338 void gather_callbacks (AV *&callbacks, event_type event) const;
339
340 MTH int size () const { return width * height; }
341
342 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
343
344 MTH void touch () { last_access = runtime; }
345
346 MTH maptile *tile_available (int dir, bool load = true);
347
348 // find the map that is at coordinate x|y relative to this map
349 // TODO: need a better way than passing by reference
350 // TODO: make perl interface
351 maptile *xy_find (sint16 &x, sint16 &y);
352
353 // like xy_find, but also loads the map
354 maptile *xy_load (sint16 &x, sint16 &y);
355
356 void do_load_sync ();//PERL
357
358 // make sure the map is loaded
359 MTH void load_sync ()
360 {
361 if (!spaces)
362 do_load_sync ();
363 }
364
365 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
366 bool generate_random_map (random_map_params *RP);
367
368 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
369 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
370 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
371 object *pick_random_object (rand_gen &gen = rndm) const;
372
373 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
374
375 // return an array of maprects corresponding
376 // to the given rectangular area. the last rect will have
377 // a 0 map pointer.
378 // the array will be stored in a static memory area,
379 // so recursion is not atm. supported
380 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
381 };
382
383 /* This is used by get_rangevector to determine where the other
384 * creature is. get_rangevector takes into account map tiling,
385 * so you just can not look the the map coordinates and get the
386 * righte value. distance_x/y are distance away, which
387 * can be negative. direction is the crossfire direction scheme
388 * that the creature should head. part is the part of the
389 * monster that is closest.
390 * Note: distance should be always >=0. I changed it to UINT. MT
391 */
392 struct rv_vector
393 {
394 unsigned int distance;
395 int distance_x;
396 int distance_y;
397 int direction;
398 object *part;
399 };
400
401 // comaptibility cruft start
402 //TODO: these should be refactored into things like xy_normalise
403 // and so on.
404 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
405 int out_of_map (maptile *m, int x, int y);
406 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
407 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
408 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
409 int on_same_map (const object *op1, const object *op2);
410 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
411
412 // adjust map, x and y for tiled maps and return true if the position is valid at all
413 static inline bool
414 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
415 {
416 // when in range, do a quick return, otherwise go the slow route
417 return
418 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
419 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
420 }
421 // comaptibility cruft end
422
423 inline mapspace &
424 object::ms () const
425 {
426 return map->at (x, y);
427 }
428
429 struct mapxy {
430 maptile *m;
431 sint16 x, y;
432
433 mapxy (maptile *m, sint16 x, sint16 y)
434 : m(m), x(x), y(y)
435 { }
436
437 mapxy (object *op)
438 : m(op->map), x(op->x), y(op->y)
439 { }
440
441 mapxy &move (int dx, int dy)
442 {
443 x += dx;
444 y += dy;
445
446 return *this;
447 }
448
449 mapxy &move (int dir)
450 {
451 return move (freearr_x [dir], freearr_y [dir]);
452 }
453
454 operator void *() const { return (void *)m; }
455 mapxy &operator =(const object *op)
456 {
457 m = op->map;
458 x = op->x;
459 y = op->y;
460
461 return *this;
462 }
463
464 mapspace *operator ->() const { return &m->at (x, y); }
465 mapspace &operator * () const { return m->at (x, y); }
466
467 bool normalise ()
468 {
469 return xy_normalise (m, x, y);
470 }
471
472 mapspace &ms () const
473 {
474 return m->at (x, y);
475 }
476
477 object *insert (object *op, object *originator = 0, int flags = 0) const
478 {
479 return m->insert (op, x, y, originator, flags);
480 }
481 };
482
483 inline const mapxy &
484 object::operator =(const mapxy &pos)
485 {
486 map = pos.m;
487 x = pos.x;
488 y = pos.y;
489
490 return pos;
491 }
492
493 // iterate over a rectangular area relative to op
494 // can be used as a single statement, but both iterate macros
495 // invocations must not be followed by a ";"
496 // see common/los.C for usage example
497 // the walk will be ordered, outer loop x, inner loop y
498 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
499 // "continue" will skip to the next space
500 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
501 for (int dx = (dx0); dx <= (dx1); ++dx) \
502 { \
503 sint16 nx, ny; \
504 maptile *m = 0; \
505 \
506 for (int dy = (dy0); dy <= (dy1); ++dy) \
507 { \
508 /* check to see if we can simply go one down quickly, */ \
509 /* if not, do it the slow way */ \
510 if (!m || ++ny >= m->height) \
511 { \
512 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
513 \
514 if (!xy_normalise (m, nx, ny)) \
515 m = 0; \
516 }
517
518 #define ordered_mapwalk_end \
519 } \
520 }
521
522 // loop over every space in the given maprect,
523 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
524 // the iterator code must be a single statement following this macro call, similar to "if"
525 // "continue" will skip to the next space
526 #define rect_mapwalk(rect,dx0,dy0) \
527 statementvar (maptile *, m, (rect)->m) \
528 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
529 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
530 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
531 statementvar (int, dy, ny + (rect)->dy - (dy0))
532
533 // same as ordered_mapwalk, but the walk will not follow any particular
534 // order (unorded), but is likely faster.
535 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
536 // "continue" will skip to the next space
537 #define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
538 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
539 (op)->x + (dx0) , (op)->y + (dy0) , \
540 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
541 r_e_c_t->m; \
542 ++r_e_c_t) \
543 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
544
545 #endif
546