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Revision: 1.132
Committed: Fri Apr 16 02:32:25 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.131: +1 -0 lines
Log Message:
improved map init and link map

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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_NO_CLERIC 0x04 /* no clerical spells cast here */
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
105 #define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
106 #define P_IS_ALIVE 0x20 /* something alive is on this space */
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 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 uint16_t ACC (RW, items_); // saturates at 64k
137 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
138 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
139 static uint32_t ACC (RW, smellcount); // global smell counter
140
141 uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems
142
143 //-GPL
144
145 void update_ ();
146 MTH void update ()
147 {
148 // we take advantage of the fact that 0x80 is the sign bit
149 // to generate more efficient code on many cpus
150 assert (sint8 (P_UPTODATE) < 0);
151 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
152
153 if (expect_false (sint8 (flags_) >= 0))
154 update_ ();
155
156 // must be true by now (gcc seems content with only the second test)
157 assume (sint8 (flags_) < 0);
158 assume (flags_ & P_UPTODATE);
159 }
160
161 MTH uint8 flags ()
162 {
163 update ();
164 return flags_;
165 }
166
167 MTH void invalidate ()
168 {
169 flags_ = 0;
170 }
171
172 MTH object *player ()
173 {
174 object *op;
175
176 if (flags () & P_PLAYER)
177 for (op = top; op->type != PLAYER; op = op->below)
178 ;
179 else
180 op = 0;
181
182 return op;
183 }
184
185 MTH uint32 items()
186 {
187 update ();
188 return items_;
189 }
190
191 // return the item volume on this mapspace in cm³
192 MTH uint64 volume ()
193 {
194 update ();
195 return volume_ * 1024;
196 }
197
198 bool blocks (MoveType mt) const
199 {
200 return move_block && (mt & move_block) == mt;
201 }
202
203 bool blocks (object *op) const
204 {
205 return blocks (op->move_type);
206 }
207 };
208
209 // a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
210 struct maprect
211 {
212 maptile *m;
213 int x0, y0;
214 int x1, y1;
215 int dx, dy; // offset to go from local coordinates to original tile */
216 };
217
218 //+GPL
219
220 struct shopitems : zero_initialised
221 {
222 const char *name; /* name of the item in question, null if it is the default item */
223 const char *name_pl; /* plural name */
224 int typenum; /* itemtype number we need to match 0 if it is the default price */
225 sint8 strength; /* the degree of specialisation the shop has in this item,
226 * as a percentage from -100 to 100 */
227 int index; /* being the size of the shopitems array. */
228 };
229
230 // map I/O, what to load/save
231 enum {
232 IO_HEADER = 0x01, // the "arch map" pseudo object
233 IO_OBJECTS = 0x02, // the non-unique objects
234 IO_UNIQUES = 0x04, // unique objects
235 };
236
237 /* In general, code should always use the macros
238 * above (or functions in map.c) to access many of the
239 * values in the map structure. Failure to do this will
240 * almost certainly break various features. You may think
241 * it is safe to look at width and height values directly
242 * (or even through the macros), but doing so will completely
243 * break map tiling.
244 */
245 INTERFACE_CLASS (maptile)
246 struct maptile : zero_initialised, attachable
247 {
248 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
249 struct mapspace *spaces; /* Array of spaces on this map */
250 uint8 *regions; /* region index per mapspace, if != 0 */
251 region_ptr *regionmap; /* index to region */
252
253 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
254
255 shstr ACC (RW, name); /* Name of map as given by its creator */
256 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
257 * points to the struct containing all the properties of
258 * the region */
259 double ACC (RW, reset_time);
260 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
261 * should be reset
262 */
263 bool ACC (RW, dirty); /* if true, something was inserted or removed */
264 bool ACC (RW, no_reset); // must not reset this map
265 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
266 * players entering/exiting map
267 */
268 sint32 ACC (RW, timeout); /* swapout is set to this */
269 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
270 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
271 * be loaded before used. The map,omap and map_ob
272 * arrays will be allocated when the map is loaded */
273 sint16 players; /* How many players are on this map right now */
274 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
275
276 bool ACC (RW, per_player);
277 bool ACC (RW, per_party);
278 bool ACC (RW, outdoor); /* True if an outdoor map */
279 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
280 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
281 static sint8 outdoor_darkness; /* the global darkness level outside */
282
283 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
284 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
285 oblinkpt *buttons; /* Linked list of linked lists of buttons */
286 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
287 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
288 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
289 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
290 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
291 shstr ACC (RW, msg); /* Message map creator may have left */
292 shstr ACC (RW, maplore); /* Map lore information */
293 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
294 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
295 shstr ACC (RW, path); /* Filename of the map */
296 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
297 int ACC (RW, max_items); // maximum number of items on a mapspace
298
299 //-GPL
300
301 // the maptile:: is neccessary here for the perl interface to work
302 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
303 {
304 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
305 }
306
307 static void adjust_daylight ();
308
309 MTH void activate ();
310 MTH void deactivate ();
311
312 // allocates all (empty) mapspace
313 MTH void alloc ();
314 // deallocates the mapspaces (and destroys all objects)
315 MTH void clear ();
316
317 MTH void post_load (); // update cached values in mapspaces etc.
318 MTH void fix_auto_apply ();
319 MTH void do_decay_objects ();
320 MTH void update_buttons ();
321 MTH int change_map_light (int change);
322 MTH int estimate_difficulty () const;
323
324 MTH void play_sound (faceidx sound, int x, int y) const;
325 MTH void say_msg (const_utf8_string msg, int x, int y) const;
326
327 // connected links
328 oblinkpt *find_link (shstr_tmp id);
329 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
330
331 // set the given flag on all objects in the map
332 MTH void set_object_flag (int flag, int value = 1);
333 MTH void post_load_original ();
334
335 MTH void link_multipart_objects ();
336 MTH void clear_unique_items ();
337
338 MTH void clear_header ();
339 MTH void clear_links_to (maptile *m);
340
341 MTH struct region *region (int x, int y) const;
342
343 // load the header pseudo-object
344 bool _load_header (object_thawer &thawer);
345 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
346
347 // load objects into the map
348 bool _load_objects (object_thawer &thawer);
349 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
350
351 // save objects into the given file (uses IO_ flags)
352 bool _save_objects (object_freezer &freezer, int flags);
353 MTH bool _save_objects (const_octet_string path, int flags);
354
355 // save the header pseudo object _only_
356 bool _save_header (object_freezer &freezer);
357 MTH bool _save_header (const_octet_string path);
358
359 maptile ();
360 maptile (int w, int h);
361 void init ();
362 ~maptile ();
363
364 void do_destroy ();
365 void gather_callbacks (AV *&callbacks, event_type event) const;
366
367 MTH int size () const { return width * height; }
368
369 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
370
371 MTH void touch () { last_access = runtime; }
372
373 MTH maptile *tile_available (int dir, bool load = true);
374
375 // find the map that is at coordinate x|y relative to this map
376 // TODO: need a better way than passing by reference
377 // TODO: make perl interface
378 maptile *xy_find (sint16 &x, sint16 &y);
379
380 // like xy_find, but also loads the map
381 maptile *xy_load (sint16 &x, sint16 &y);
382
383 void do_load_sync ();//PERL
384
385 // make sure the map is loaded
386 MTH void load_sync ()
387 {
388 if (!spaces)
389 do_load_sync ();
390 }
391
392 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
393 bool generate_random_map (random_map_params *RP);
394
395 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
396 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
397 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
398 object *pick_random_object (rand_gen &gen = rndm) const;
399
400 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
401
402 // return an array of maprects corresponding
403 // to the given rectangular area. the last rect will have
404 // a 0 map pointer.
405 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
406
407 MTH bool is_in_shop (int x, int y) const;
408 };
409
410 inline bool
411 object::is_in_shop () const
412 {
413 return is_on_map ()
414 && map->is_in_shop (x, y);
415 }
416
417 //+GPL
418
419 /* This is used by get_rangevector to determine where the other
420 * creature is. get_rangevector takes into account map tiling,
421 * so you just can not look the the map coordinates and get the
422 * righte value. distance_x/y are distance away, which
423 * can be negative. direction is the crossfire direction scheme
424 * that the creature should head. part is the part of the
425 * monster that is closest.
426 * Note: distance should be always >=0. I changed it to UINT. MT
427 */
428 struct rv_vector
429 {
430 unsigned int distance;
431 int distance_x;
432 int distance_y;
433 int direction;
434 object *part;
435 };
436
437 // comaptibility cruft start
438 //TODO: these should be refactored into things like xy_normalise
439 // and so on.
440 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
441 int out_of_map (maptile *m, int x, int y);
442 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
443 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
444 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
445 int on_same_map (const object *op1, const object *op2);
446 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
447
448 // adjust map, x and y for tiled maps and return true if the position is valid at all
449 static inline bool
450 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
451 {
452 // when in range, do a quick return, otherwise go the slow route
453 return
454 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
455 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
456 }
457 // comaptibility cruft end
458
459 //-GPL
460
461 inline mapspace &
462 object::ms () const
463 {
464 return map->at (x, y);
465 }
466
467 struct mapxy {
468 maptile *m;
469 sint16 x, y;
470
471 mapxy (maptile *m, sint16 x, sint16 y)
472 : m(m), x(x), y(y)
473 { }
474
475 mapxy (object *op)
476 : m(op->map), x(op->x), y(op->y)
477 { }
478
479 mapxy &move (int dx, int dy)
480 {
481 x += dx;
482 y += dy;
483
484 return *this;
485 }
486
487 mapxy &move (int dir)
488 {
489 return move (freearr_x [dir], freearr_y [dir]);
490 }
491
492 operator void *() const { return (void *)m; }
493 mapxy &operator =(const object *op)
494 {
495 m = op->map;
496 x = op->x;
497 y = op->y;
498
499 return *this;
500 }
501
502 mapspace *operator ->() const { return &m->at (x, y); }
503 mapspace &operator * () const { return m->at (x, y); }
504
505 bool normalise ()
506 {
507 return xy_normalise (m, x, y);
508 }
509
510 mapspace &ms () const
511 {
512 return m->at (x, y);
513 }
514
515 object *insert (object *op, object *originator = 0, int flags = 0) const
516 {
517 return m->insert (op, x, y, originator, flags);
518 }
519 };
520
521 inline const mapxy &
522 object::operator =(const mapxy &pos)
523 {
524 map = pos.m;
525 x = pos.x;
526 y = pos.y;
527
528 return pos;
529 }
530
531 // iterate over a rectangular area relative to op
532 // can be used as a single statement, but both iterate macros
533 // invocations must not be followed by a ";"
534 // see common/los.C for usage example
535 // the walk will be ordered, outer loop x, inner loop y
536 // m will be set to the map (or 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 ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
539 for (int dx = (dx0); dx <= (dx1); ++dx) \
540 { \
541 sint16 nx, ny; \
542 maptile *m = 0; \
543 \
544 for (int dy = (dy0); dy <= (dy1); ++dy) \
545 { \
546 /* check to see if we can simply go one down quickly, */ \
547 /* if not, do it the slow way */ \
548 if (!m || ++ny >= m->height) \
549 { \
550 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
551 \
552 if (!xy_normalise (m, nx, ny)) \
553 m = 0; \
554 }
555
556 #define ordered_mapwalk_end \
557 } \
558 }
559
560 extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
561
562 // loop over every space in the given maprect,
563 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
564 // the iterator code must be a single statement following this macro call, similar to "if"
565 // "continue" will skip to the next space
566 #define rect_mapwalk(rect,dx0,dy0) \
567 statementvar (maptile *, m, (rect)->m) \
568 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
569 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
570 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
571 statementvar (int, dy, ny + (rect)->dy - (dy0))
572
573 // same as ordered_mapwalk, but the walk will not follow any particular
574 // order (unorded), but is likely faster.
575 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
576 // "continue" will skip to the next space
577 #define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
578 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
579 (ox) + (dx0) , (oy) + (dy0) , \
580 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
581 r_e_c_t->m; \
582 ++r_e_c_t) \
583 rect_mapwalk (r_e_c_t, (ox), (oy))
584
585 #define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
586 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
587
588 #endif
589