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Revision: 1.116
Committed: Thu Nov 5 15:57:15 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.115: +12 -0 lines
Log Message:
mark gpl sections, include/

File Contents

# 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 //+GPL
36
37 #include "region.h"
38 #include "cfperl.h"
39
40 /* We set this size - this is to make magic map work properly on
41 * tiled maps. There is no requirement that this matches the
42 * tiled maps size - it just seemed like a reasonable value.
43 * Magic map code now always starts out putting the player in the
44 * center of the map - this makes the most sense when dealing
45 * with tiled maps.
46 * We also figure out the magicmap color to use as we process the
47 * spaces - this is more efficient as we already have up to date
48 * map pointers.
49 */
50 #define MAGIC_MAP_SIZE 50
51 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
52
53 #define MAP_LAYERS 3
54
55 // tile map index
56 enum {
57 TILE_UP = 0,
58 TILE_RIGHT = 1,
59 TILE_DOWN = 2,
60 TILE_LEFT = 3,
61 };
62
63 /* Values for in_memory below */
64 enum {
65 MAP_ACTIVE,
66 MAP_INACTIVE, // not used atm.
67 MAP_SWAPPED,
68 MAP_LOADING,
69 MAP_SAVING,
70 };
71
72 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
73 * really be used, as it is multi tile aware. However, there are some cases
74 * where it is known the map is not tiled or the values are known
75 * consistent (eg, op->map, op->x, op->y)
76 */
77 // all those macros are herewith declared legacy
78 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
79 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
80 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
81 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
82 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
83 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
84 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
85 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
86
87 /* You should really know what you are doing before using this - you
88 * should almost always be using out_of_map instead, which takes into account
89 * map tiling.
90 */
91 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
92
93 /* These are used in the MapLook flags element. They are not used in
94 * in the object flags structure.
95 */
96 #define P_BLOCKSVIEW 0x01
97 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
98 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
99 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
100 * that means, nothing harmful can be done,
101 * such as: bombs, potion usage, alchemy, spells
102 * this was introduced to make shops safer
103 * but is useful in other situations */
104 #define P_IS_ALIVE 0x10 /* something alive is on this space */
105 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
106
107 #define P_UPTODATE 0x80 /* this space is up to date */
108
109 /* The following two values are not stored in the MapLook flags, but instead
110 * used in the get_map_flags value - that function is used to return
111 * the flag value, as well as other conditions - using a more general
112 * function that does more of the work can hopefully be used to replace
113 * lots of duplicate checks currently in the code.
114 */
115 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
116 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
117
118 /* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier
122 * to extend information about a space.
123 */
124 INTERFACE_CLASS (mapspace)
125 struct mapspace
126 {
127 object *ACC (RW, bot);
128 object *ACC (RW, top); /* lowest/highest object on this space */
129 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
130 uint32_t smell; // the last count a player was seen here, or 0
131 static uint32_t smellcount; // global smell counter
132 uint8 flags_; /* flags about this space (see the P_ values above) */
133 sint8 ACC (RW, light); /* How much light this space provides */
134 MoveType ACC (RW, move_block); /* What movement types this space blocks */
135 MoveType ACC (RW, move_slow); /* What movement types this space slows */
136 MoveType ACC (RW, move_on); /* What movement types are activated */
137 MoveType ACC (RW, move_off); /* What movement types are activated */
138
139 //-GPL
140
141 void update_ ();
142 MTH void update ()
143 {
144 if (expect_false (!(flags_ & P_UPTODATE)))
145 update_ ();
146 }
147
148 MTH uint8 flags ()
149 {
150 update ();
151 return flags_;
152 }
153
154 MTH void invalidate ()
155 {
156 flags_ = 0;
157 }
158
159 MTH object *player ()
160 {
161 object *op;
162
163 if (flags () & P_PLAYER)
164 for (op = top; op->type != PLAYER; op = op->below)
165 ;
166 else
167 op = 0;
168
169 return op;
170 }
171
172 // return the item volume on this mapspace in cm³
173 MTH uint64 volume () const;
174
175 bool blocks (MoveType mt) const
176 {
177 return move_block && (mt & move_block) == mt;
178 }
179
180 bool blocks (object *op) const
181 {
182 return blocks (op->move_type);
183 }
184 };
185
186 // a rectangular area of a map
187 struct maprect
188 {
189 maptile *m;
190 int x0, y0;
191 int x1, y1;
192 int dx, dy; // offset to go from local coordinates to original tile */
193 };
194
195 //+GPL
196
197 struct shopitems : zero_initialised
198 {
199 const char *name; /* name of the item in question, null if it is the default item */
200 const char *name_pl; /* plural name */
201 int typenum; /* itemtype number we need to match 0 if it is the default price */
202 sint8 strength; /* the degree of specialisation the shop has in this item,
203 * as a percentage from -100 to 100 */
204 int index; /* being the size of the shopitems array. */
205 };
206
207 // map I/O, what to load/save
208 enum {
209 IO_HEADER = 0x01, // the "arch map" pseudo object
210 IO_OBJECTS = 0x02, // the non-unique objects
211 IO_UNIQUES = 0x04, // unique objects
212 };
213
214 /* In general, code should always use the macros
215 * above (or functions in map.c) to access many of the
216 * values in the map structure. Failure to do this will
217 * almost certainly break various features. You may think
218 * it is safe to look at width and height values directly
219 * (or even through the macros), but doing so will completely
220 * break map tiling.
221 */
222 INTERFACE_CLASS (maptile)
223 struct maptile : zero_initialised, attachable
224 {
225 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
226 struct mapspace *spaces; /* Array of spaces on this map */
227 uint8 *regions; /* region index per mapspace, if != 0 */
228 region_ptr *regionmap; /* index to region */
229
230 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
231
232 shstr ACC (RW, name); /* Name of map as given by its creator */
233 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
234 * points to the struct containing all the properties of
235 * the region */
236 double ACC (RW, reset_time);
237 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
238 * should be reset
239 */
240 bool ACC (RW, dirty); /* if true, something was inserted or removed */
241 bool ACC (RW, no_reset); // must not reset this map
242 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
243 * players entering/exiting map
244 */
245 sint32 ACC (RW, timeout); /* swapout is set to this */
246 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
247 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
248 * be loaded before used. The map,omap and map_ob
249 * arrays will be allocated when the map is loaded */
250 sint16 players; /* How many players are on this map right now */
251 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
252
253 bool ACC (RW, per_player);
254 bool ACC (RW, per_party);
255 bool ACC (RW, outdoor); /* True if an outdoor map */
256 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
257 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
258 static sint8 outdoor_darkness; /* the global darkness level outside */
259
260 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
261 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
262 oblinkpt *buttons; /* Linked list of linked lists of buttons */
263 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
264 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
265 sint8 ACC (RW, humid); /* humitidy of this tile */
266 sint8 ACC (RW, windspeed); /* windspeed of this tile */
267 sint8 ACC (RW, winddir); /* direction of wind */
268 sint8 ACC (RW, sky); /* sky conditions */
269 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
270 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
271 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
272 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
273 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
274 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
275 shstr ACC (RW, msg); /* Message map creator may have left */
276 shstr ACC (RW, maplore); /* Map lore information */
277 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
278 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
279 shstr ACC (RW, path); /* Filename of the map */
280 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
281 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
282
283 //-GPL
284
285 // the maptile:: is neccessary here for the perl interface to work
286 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
287 {
288 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
289 }
290
291 static void adjust_daylight ();
292
293 MTH void activate ();
294 MTH void deactivate ();
295
296 // allocates all (empty) mapspace
297 MTH void alloc ();
298 // deallocates the mapspaces (and destroys all objects)
299 MTH void clear ();
300
301 MTH void fix_auto_apply ();
302 MTH void do_decay_objects ();
303 MTH void update_buttons ();
304 MTH int change_map_light (int change);
305 MTH int estimate_difficulty () const;
306
307 MTH void play_sound (faceidx sound, int x, int y) const;
308 MTH void say_msg (const char *msg, int x, int y) const;
309
310 // connected links
311 oblinkpt *find_link (shstr_tmp id);
312 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
313
314 // set the given flag on all objects in the map
315 MTH void set_object_flag (int flag, int value = 1);
316 MTH void post_load_original ();
317
318 MTH void link_multipart_objects ();
319 MTH void clear_unique_items ();
320
321 MTH void clear_header ();
322 MTH void clear_links_to (maptile *m);
323
324 MTH struct region *region (int x, int y) const;
325
326 // load the header pseudo-object
327 bool _load_header (object_thawer &thawer);
328 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
329
330 // load objects into the map
331 bool _load_objects (object_thawer &thawer);
332 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
333
334 // save objects into the given file (uses IO_ flags)
335 bool _save_objects (object_freezer &freezer, int flags);
336 MTH bool _save_objects (const char *path, int flags);
337
338 // save the header pseudo object _only_
339 bool _save_header (object_freezer &freezer);
340 MTH bool _save_header (const char *path);
341
342 maptile ();
343 maptile (int w, int h);
344 ~maptile ();
345
346 void do_destroy ();
347 void gather_callbacks (AV *&callbacks, event_type event) const;
348
349 MTH int size () const { return width * height; }
350
351 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
352
353 MTH void touch () { last_access = runtime; }
354
355 MTH maptile *tile_available (int dir, bool load = true);
356
357 // find the map that is at coordinate x|y relative to this map
358 // TODO: need a better way than passing by reference
359 // TODO: make perl interface
360 maptile *xy_find (sint16 &x, sint16 &y);
361
362 // like xy_find, but also loads the map
363 maptile *xy_load (sint16 &x, sint16 &y);
364
365 void do_load_sync ();//PERL
366
367 // make sure the map is loaded
368 MTH void load_sync ()
369 {
370 if (!spaces)
371 do_load_sync ();
372 }
373
374 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
375 bool generate_random_map (random_map_params *RP);
376
377 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
378 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
379 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
380 object *pick_random_object (rand_gen &gen = rndm) const;
381
382 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
383
384 // return an array of maprects corresponding
385 // to the given rectangular area. the last rect will have
386 // a 0 map pointer.
387 // the array will be stored in a static memory area,
388 // so recursion is not atm. supported
389 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
390 };
391
392 //+GPL
393
394 /* This is used by get_rangevector to determine where the other
395 * creature is. get_rangevector takes into account map tiling,
396 * so you just can not look the the map coordinates and get the
397 * righte value. distance_x/y are distance away, which
398 * can be negative. direction is the crossfire direction scheme
399 * that the creature should head. part is the part of the
400 * monster that is closest.
401 * Note: distance should be always >=0. I changed it to UINT. MT
402 */
403 struct rv_vector
404 {
405 unsigned int distance;
406 int distance_x;
407 int distance_y;
408 int direction;
409 object *part;
410 };
411
412 // comaptibility cruft start
413 //TODO: these should be refactored into things like xy_normalise
414 // and so on.
415 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
416 int out_of_map (maptile *m, int x, int y);
417 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
418 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
419 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
420 int on_same_map (const object *op1, const object *op2);
421 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
422
423 // adjust map, x and y for tiled maps and return true if the position is valid at all
424 static inline bool
425 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
426 {
427 // when in range, do a quick return, otherwise go the slow route
428 return
429 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
430 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
431 }
432 // comaptibility cruft end
433
434 //-GPL
435
436 inline mapspace &
437 object::ms () const
438 {
439 return map->at (x, y);
440 }
441
442 struct mapxy {
443 maptile *m;
444 sint16 x, y;
445
446 mapxy (maptile *m, sint16 x, sint16 y)
447 : m(m), x(x), y(y)
448 { }
449
450 mapxy (object *op)
451 : m(op->map), x(op->x), y(op->y)
452 { }
453
454 mapxy &move (int dx, int dy)
455 {
456 x += dx;
457 y += dy;
458
459 return *this;
460 }
461
462 mapxy &move (int dir)
463 {
464 return move (freearr_x [dir], freearr_y [dir]);
465 }
466
467 operator void *() const { return (void *)m; }
468 mapxy &operator =(const object *op)
469 {
470 m = op->map;
471 x = op->x;
472 y = op->y;
473
474 return *this;
475 }
476
477 mapspace *operator ->() const { return &m->at (x, y); }
478 mapspace &operator * () const { return m->at (x, y); }
479
480 bool normalise ()
481 {
482 return xy_normalise (m, x, y);
483 }
484
485 mapspace &ms () const
486 {
487 return m->at (x, y);
488 }
489
490 object *insert (object *op, object *originator = 0, int flags = 0) const
491 {
492 return m->insert (op, x, y, originator, flags);
493 }
494 };
495
496 inline const mapxy &
497 object::operator =(const mapxy &pos)
498 {
499 map = pos.m;
500 x = pos.x;
501 y = pos.y;
502
503 return pos;
504 }
505
506 // iterate over a rectangular area relative to op
507 // can be used as a single statement, but both iterate macros
508 // invocations must not be followed by a ";"
509 // see common/los.C for usage example
510 // the walk will be ordered, outer loop x, inner loop y
511 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
512 // "continue" will skip to the next space
513 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
514 for (int dx = (dx0); dx <= (dx1); ++dx) \
515 { \
516 sint16 nx, ny; \
517 maptile *m = 0; \
518 \
519 for (int dy = (dy0); dy <= (dy1); ++dy) \
520 { \
521 /* check to see if we can simply go one down quickly, */ \
522 /* if not, do it the slow way */ \
523 if (!m || ++ny >= m->height) \
524 { \
525 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
526 \
527 if (!xy_normalise (m, nx, ny)) \
528 m = 0; \
529 }
530
531 #define ordered_mapwalk_end \
532 } \
533 }
534
535 // loop over every space in the given maprect,
536 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
537 // the iterator code must be a single statement following this macro call, similar to "if"
538 // "continue" will skip to the next space
539 #define rect_mapwalk(rect,dx0,dy0) \
540 statementvar (maptile *, m, (rect)->m) \
541 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
542 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
543 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
544 statementvar (int, dy, ny + (rect)->dy - (dy0))
545
546 // same as ordered_mapwalk, but the walk will not follow any particular
547 // order (unorded), but is likely faster.
548 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
549 // "continue" will skip to the next space
550 #define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
551 for (maprect *r_e_c_t = (map)->split_to_tiles ( \
552 (ox) + (dx0) , (oy) + (dy0) , \
553 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
554 r_e_c_t->m; \
555 ++r_e_c_t) \
556 rect_mapwalk (r_e_c_t, (ox), (oy))
557
558 #define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
559 unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
560
561 #endif
562