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Revision: 1.115
Committed: Wed Nov 4 14:45:30 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.114: +8 -5 lines
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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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /*
26 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map.
28 */
29
30 #ifndef MAP_H
31 #define MAP_H
32
33 #include <tr1/unordered_map>
34
35 #include "region.h"
36 #include "cfperl.h"
37
38 /* We set this size - this is to make magic map work properly on
39 * tiled maps. There is no requirement that this matches the
40 * tiled maps size - it just seemed like a reasonable value.
41 * Magic map code now always starts out putting the player in the
42 * center of the map - this makes the most sense when dealing
43 * with tiled maps.
44 * We also figure out the magicmap color to use as we process the
45 * spaces - this is more efficient as we already have up to date
46 * map pointers.
47 */
48 #define MAGIC_MAP_SIZE 50
49 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
50
51 #define MAP_LAYERS 3
52
53 // tile map index
54 enum {
55 TILE_UP = 0,
56 TILE_RIGHT = 1,
57 TILE_DOWN = 2,
58 TILE_LEFT = 3,
59 };
60
61 /* Values for in_memory below */
62 enum {
63 MAP_ACTIVE,
64 MAP_INACTIVE, // not used atm.
65 MAP_SWAPPED,
66 MAP_LOADING,
67 MAP_SAVING,
68 };
69
70 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
71 * really be used, as it is multi tile aware. However, there are some cases
72 * where it is known the map is not tiled or the values are known
73 * consistent (eg, op->map, op->x, op->y)
74 */
75 // all those macros are herewith declared legacy
76 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
77 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
78 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
79 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
80 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
81 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
82 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
83 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
84
85 /* You should really know what you are doing before using this - you
86 * should almost always be using out_of_map instead, which takes into account
87 * map tiling.
88 */
89 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
90
91 /* These are used in the MapLook flags element. They are not used in
92 * in the object flags structure.
93 */
94 #define P_BLOCKSVIEW 0x01
95 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
96 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
97 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
98 * that means, nothing harmful can be done,
99 * such as: bombs, potion usage, alchemy, spells
100 * this was introduced to make shops safer
101 * but is useful in other situations */
102 #define P_IS_ALIVE 0x10 /* something alive is on this space */
103 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
104
105 #define P_UPTODATE 0x80 /* this space is up to date */
106
107 /* The following two values are not stored in the MapLook flags, but instead
108 * used in the get_map_flags value - that function is used to return
109 * the flag value, as well as other conditions - using a more general
110 * function that does more of the work can hopefully be used to replace
111 * lots of duplicate checks currently in the code.
112 */
113 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
114 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
115
116 /* Instead of having numerous arrays that have information on a
117 * particular space (was map, floor, floor2, map_ob),
118 * have this structure take care of that information.
119 * This puts it all in one place, and should also make it easier
120 * to extend information about a space.
121 */
122 INTERFACE_CLASS (mapspace)
123 struct mapspace
124 {
125 object *ACC (RW, bot);
126 object *ACC (RW, top); /* lowest/highest object on this space */
127 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
128 uint32_t smell; // the last count a player was seen here, or 0
129 static uint32_t smellcount; // global smell counter
130 uint8 flags_; /* flags about this space (see the P_ values above) */
131 sint8 ACC (RW, light); /* How much light this space provides */
132 MoveType ACC (RW, move_block); /* What movement types this space blocks */
133 MoveType ACC (RW, move_slow); /* What movement types this space slows */
134 MoveType ACC (RW, move_on); /* What movement types are activated */
135 MoveType ACC (RW, move_off); /* What movement types are activated */
136
137 void update_ ();
138 MTH void update ()
139 {
140 if (expect_false (!(flags_ & P_UPTODATE)))
141 update_ ();
142 }
143
144 MTH uint8 flags ()
145 {
146 update ();
147 return flags_;
148 }
149
150 MTH void invalidate ()
151 {
152 flags_ = 0;
153 }
154
155 MTH object *player ()
156 {
157 object *op;
158
159 if (flags () & P_PLAYER)
160 for (op = top; op->type != PLAYER; op = op->below)
161 ;
162 else
163 op = 0;
164
165 return op;
166 }
167
168 // return the item volume on this mapspace in cm³
169 MTH uint64 volume () const;
170
171 bool blocks (MoveType mt) const
172 {
173 return move_block && (mt & move_block) == mt;
174 }
175
176 bool blocks (object *op) const
177 {
178 return blocks (op->move_type);
179 }
180 };
181
182 // a rectangular area of a map
183 struct maprect
184 {
185 maptile *m;
186 int x0, y0;
187 int x1, y1;
188 int dx, dy; // offset to go from local coordinates to original tile */
189 };
190
191 struct shopitems : zero_initialised
192 {
193 const char *name; /* name of the item in question, null if it is the default item */
194 const char *name_pl; /* plural name */
195 int typenum; /* itemtype number we need to match 0 if it is the default price */
196 sint8 strength; /* the degree of specialisation the shop has in this item,
197 * as a percentage from -100 to 100 */
198 int index; /* being the size of the shopitems array. */
199 };
200
201 // map I/O, what to load/save
202 enum {
203 IO_HEADER = 0x01, // the "arch map" pseudo object
204 IO_OBJECTS = 0x02, // the non-unique objects
205 IO_UNIQUES = 0x04, // unique objects
206 };
207
208 /* In general, code should always use the macros
209 * above (or functions in map.c) to access many of the
210 * values in the map structure. Failure to do this will
211 * almost certainly break various features. You may think
212 * it is safe to look at width and height values directly
213 * (or even through the macros), but doing so will completely
214 * break map tiling.
215 */
216 INTERFACE_CLASS (maptile)
217 struct maptile : zero_initialised, attachable
218 {
219 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
220 struct mapspace *spaces; /* Array of spaces on this map */
221 uint8 *regions; /* region index per mapspace, if != 0 */
222 region_ptr *regionmap; /* index to region */
223
224 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
225
226 shstr ACC (RW, name); /* Name of map as given by its creator */
227 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
228 * points to the struct containing all the properties of
229 * the region */
230 double ACC (RW, reset_time);
231 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
232 * should be reset
233 */
234 bool ACC (RW, dirty); /* if true, something was inserted or removed */
235 bool ACC (RW, no_reset); // must not reset this map
236 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
237 * players entering/exiting map
238 */
239 sint32 ACC (RW, timeout); /* swapout is set to this */
240 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
241 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
242 * be loaded before used. The map,omap and map_ob
243 * arrays will be allocated when the map is loaded */
244 sint16 players; /* How many players are on this map right now */
245 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
246
247 bool ACC (RW, per_player);
248 bool ACC (RW, per_party);
249 bool ACC (RW, outdoor); /* True if an outdoor map */
250 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
251 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
252 static sint8 outdoor_darkness; /* the global darkness level outside */
253
254 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
255 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
256 oblinkpt *buttons; /* Linked list of linked lists of buttons */
257 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
258 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
259 sint8 ACC (RW, humid); /* humitidy of this tile */
260 sint8 ACC (RW, windspeed); /* windspeed of this tile */
261 sint8 ACC (RW, winddir); /* direction of wind */
262 sint8 ACC (RW, sky); /* sky conditions */
263 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
264 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
265 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
266 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
267 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
268 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
269 shstr ACC (RW, msg); /* Message map creator may have left */
270 shstr ACC (RW, maplore); /* Map lore information */
271 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
272 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
273 shstr ACC (RW, path); /* Filename of the map */
274 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
275 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
276
277 // the maptile:: is neccessary here for the perl interface to work
278 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
279 {
280 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
281 }
282
283 static void adjust_daylight ();
284
285 MTH void activate ();
286 MTH void deactivate ();
287
288 // allocates all (empty) mapspace
289 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear ();
292
293 MTH void fix_auto_apply ();
294 MTH void do_decay_objects ();
295 MTH void update_buttons ();
296 MTH int change_map_light (int change);
297 MTH int estimate_difficulty () const;
298
299 MTH void play_sound (faceidx sound, int x, int y) const;
300 MTH void say_msg (const char *msg, int x, int y) const;
301
302 // connected links
303 oblinkpt *find_link (shstr_tmp id);
304 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
305
306 // set the given flag on all objects in the map
307 MTH void set_object_flag (int flag, int value = 1);
308 MTH void post_load_original ();
309
310 MTH void link_multipart_objects ();
311 MTH void clear_unique_items ();
312
313 MTH void clear_header ();
314 MTH void clear_links_to (maptile *m);
315
316 MTH struct region *region (int x, int y) const;
317
318 // load the header pseudo-object
319 bool _load_header (object_thawer &thawer);
320 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
321
322 // load objects into the map
323 bool _load_objects (object_thawer &thawer);
324 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
325
326 // save objects into the given file (uses IO_ flags)
327 bool _save_objects (object_freezer &freezer, int flags);
328 MTH bool _save_objects (const char *path, int flags);
329
330 // save the header pseudo object _only_
331 bool _save_header (object_freezer &freezer);
332 MTH bool _save_header (const char *path);
333
334 maptile ();
335 maptile (int w, int h);
336 ~maptile ();
337
338 void do_destroy ();
339 void gather_callbacks (AV *&callbacks, event_type event) const;
340
341 MTH int size () const { return width * height; }
342
343 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
344
345 MTH void touch () { last_access = runtime; }
346
347 MTH maptile *tile_available (int dir, bool load = true);
348
349 // find the map that is at coordinate x|y relative to this map
350 // TODO: need a better way than passing by reference
351 // TODO: make perl interface
352 maptile *xy_find (sint16 &x, sint16 &y);
353
354 // like xy_find, but also loads the map
355 maptile *xy_load (sint16 &x, sint16 &y);
356
357 void do_load_sync ();//PERL
358
359 // make sure the map is loaded
360 MTH void load_sync ()
361 {
362 if (!spaces)
363 do_load_sync ();
364 }
365
366 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
367 bool generate_random_map (random_map_params *RP);
368
369 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
370 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
371 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
372 object *pick_random_object (rand_gen &gen = rndm) const;
373
374 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
375
376 // return an array of maprects corresponding
377 // to the given rectangular area. the last rect will have
378 // a 0 map pointer.
379 // the array will be stored in a static memory area,
380 // so recursion is not atm. supported
381 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
382 };
383
384 /* This is used by get_rangevector to determine where the other
385 * creature is. get_rangevector takes into account map tiling,
386 * so you just can not look the the map coordinates and get the
387 * righte value. distance_x/y are distance away, which
388 * can be negative. direction is the crossfire direction scheme
389 * that the creature should head. part is the part of the
390 * monster that is closest.
391 * Note: distance should be always >=0. I changed it to UINT. MT
392 */
393 struct rv_vector
394 {
395 unsigned int distance;
396 int distance_x;
397 int distance_y;
398 int direction;
399 object *part;
400 };
401
402 // comaptibility cruft start
403 //TODO: these should be refactored into things like xy_normalise
404 // and so on.
405 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
406 int out_of_map (maptile *m, int x, int y);
407 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
408 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
409 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
410 int on_same_map (const object *op1, const object *op2);
411 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
412
413 // adjust map, x and y for tiled maps and return true if the position is valid at all
414 static inline bool
415 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
416 {
417 // when in range, do a quick return, otherwise go the slow route
418 return
419 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
420 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
421 }
422 // comaptibility cruft end
423
424 inline mapspace &
425 object::ms () const
426 {
427 return map->at (x, y);
428 }
429
430 struct mapxy {
431 maptile *m;
432 sint16 x, y;
433
434 mapxy (maptile *m, sint16 x, sint16 y)
435 : m(m), x(x), y(y)
436 { }
437
438 mapxy (object *op)
439 : m(op->map), x(op->x), y(op->y)
440 { }
441
442 mapxy &move (int dx, int dy)
443 {
444 x += dx;
445 y += dy;
446
447 return *this;
448 }
449
450 mapxy &move (int dir)
451 {
452 return move (freearr_x [dir], freearr_y [dir]);
453 }
454
455 operator void *() const { return (void *)m; }
456 mapxy &operator =(const object *op)
457 {
458 m = op->map;
459 x = op->x;
460 y = op->y;
461
462 return *this;
463 }
464
465 mapspace *operator ->() const { return &m->at (x, y); }
466 mapspace &operator * () const { return m->at (x, y); }
467
468 bool normalise ()
469 {
470 return xy_normalise (m, x, y);
471 }
472
473 mapspace &ms () const
474 {
475 return m->at (x, y);
476 }
477
478 object *insert (object *op, object *originator = 0, int flags = 0) const
479 {
480 return m->insert (op, x, y, originator, flags);
481 }
482 };
483
484 inline const mapxy &
485 object::operator =(const mapxy &pos)
486 {
487 map = pos.m;
488 x = pos.x;
489 y = pos.y;
490
491 return pos;
492 }
493
494 // iterate over a rectangular area relative to op
495 // can be used as a single statement, but both iterate macros
496 // invocations must not be followed by a ";"
497 // see common/los.C for usage example
498 // the walk will be ordered, outer loop x, inner loop y
499 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
500 // "continue" will skip to the next space
501 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
502 for (int dx = (dx0); dx <= (dx1); ++dx) \
503 { \
504 sint16 nx, ny; \
505 maptile *m = 0; \
506 \
507 for (int dy = (dy0); dy <= (dy1); ++dy) \
508 { \
509 /* check to see if we can simply go one down quickly, */ \
510 /* if not, do it the slow way */ \
511 if (!m || ++ny >= m->height) \
512 { \
513 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
514 \
515 if (!xy_normalise (m, nx, ny)) \
516 m = 0; \
517 }
518
519 #define ordered_mapwalk_end \
520 } \
521 }
522
523 // loop over every space in the given maprect,
524 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
525 // the iterator code must be a single statement following this macro call, similar to "if"
526 // "continue" will skip to the next space
527 #define rect_mapwalk(rect,dx0,dy0) \
528 statementvar (maptile *, m, (rect)->m) \
529 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
530 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
531 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
532 statementvar (int, dy, ny + (rect)->dy - (dy0))
533
534 // same as ordered_mapwalk, but the walk will not follow any particular
535 // order (unorded), but is likely faster.
536 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
537 // "continue" will skip to the next space
538 #define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
539 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
540 (ox) + (dx0) , (oy) + (dy0) , \
541 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
542 r_e_c_t->m; \
543 ++r_e_c_t) \
544 rect_mapwalk (r_e_c_t, (ox), (oy))
545
546 #define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
547 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
548
549 #endif
550