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Revision: 1.136
Committed: Sat Apr 23 04:56:49 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.135: +1 -1 lines
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update copyright to 2011

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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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_NORTH,
58 TILE_EAST,
59 TILE_SOUTH,
60 TILE_WEST,
61 TILE_UP,
62 TILE_DOWN,
63 TILE_NUM,
64 };
65
66 /* Values for in_memory below */
67 enum {
68 MAP_ACTIVE,
69 MAP_INACTIVE, // not used atm.
70 MAP_SWAPPED,
71 MAP_LOADING,
72 MAP_SAVING,
73 };
74
75 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
76 * really be used, as it is multi tile aware. However, there are some cases
77 * where it is known the map is not tiled or the values are known
78 * consistent (eg, op->map, op->x, op->y)
79 */
80 // all those macros are herewith declared legacy
81 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
82 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
83 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
84 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
85 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
86 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
87 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
88 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
89
90 /* You should really know what you are doing before using this - you
91 * should almost always be using out_of_map instead, which takes into account
92 * map tiling.
93 */
94 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
95
96 /* These are used in the MapLook flags element. They are not used in
97 * in the object flags structure.
98 */
99 #define P_BLOCKSVIEW 0x01
100 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
101 #define P_NO_CLERIC 0x04 /* no clerical spells cast here */
102 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
103 * that means, nothing harmful can be done,
104 * such as: bombs, potion usage, alchemy, spells
105 * this was introduced to make shops safer
106 * but is useful in other situations */
107
108 #define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
109 #define P_IS_ALIVE 0x20 /* something alive is on this space */
110 #define P_UPTODATE 0x80 // this space is up to date
111
112 /* The following two values are not stored in the MapLook flags, but instead
113 * used in the get_map_flags value - that function is used to return
114 * the flag value, as well as other conditions - using a more general
115 * function that does more of the work can hopefully be used to replace
116 * lots of duplicate checks currently in the code.
117 */
118 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
119 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
120
121 /* Instead of having numerous arrays that have information on a
122 * particular space (was map, floor, floor2, map_ob),
123 * have this structure take care of that information.
124 * This puts it all in one place, and should also make it easier
125 * to extend information about a space.
126 */
127 INTERFACE_CLASS (mapspace)
128 struct mapspace
129 {
130 object *ACC (RW, bot);
131 object *ACC (RW, top); /* lowest/highest object on this space */
132 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
133 uint8 flags_; /* flags about this space (see the P_ values above) */
134 sint8 ACC (RW, light); /* How much light this space provides */
135 MoveType ACC (RW, move_block); /* What movement types this space blocks */
136 MoveType ACC (RW, move_slow); /* What movement types this space slows */
137 MoveType ACC (RW, move_on); /* What movement types are activated */
138 MoveType ACC (RW, move_off); /* What movement types are activated */
139 uint16_t ACC (RW, items_); // saturates at 64k
140 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
141 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
142 static uint32_t ACC (RW, smellcount); // global smell counter
143
144 uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems
145
146 //-GPL
147
148 void update_ ();
149 MTH void update ()
150 {
151 // we take advantage of the fact that 0x80 is the sign bit
152 // to generate more efficient code on many cpus
153 assert (sint8 (P_UPTODATE) < 0);
154 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
155
156 if (expect_false (sint8 (flags_) >= 0))
157 update_ ();
158
159 // must be true by now (gcc seems content with only the second test)
160 assume (sint8 (flags_) < 0);
161 assume (flags_ & P_UPTODATE);
162 }
163
164 MTH uint8 flags ()
165 {
166 update ();
167 return flags_;
168 }
169
170 MTH void invalidate ()
171 {
172 flags_ = 0;
173 }
174
175 MTH object *player ()
176 {
177 object *op;
178
179 if (flags () & P_PLAYER)
180 for (op = top; op->type != PLAYER; op = op->below)
181 ;
182 else
183 op = 0;
184
185 return op;
186 }
187
188 MTH uint32 items()
189 {
190 update ();
191 return items_;
192 }
193
194 // return the item volume on this mapspace in cm³
195 MTH uint64 volume ()
196 {
197 update ();
198 return volume_ * 1024;
199 }
200
201 bool blocks (MoveType mt) const
202 {
203 return move_block && (mt & move_block) == mt;
204 }
205
206 bool blocks (object *op) const
207 {
208 return blocks (op->move_type);
209 }
210 };
211
212 // a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
213 struct maprect
214 {
215 maptile *m;
216 int x0, y0;
217 int x1, y1;
218 int dx, dy; // offset to go from local coordinates to original tile */
219 };
220
221 //+GPL
222
223 struct shopitems : zero_initialised
224 {
225 const char *name; /* name of the item in question, null if it is the default item */
226 const char *name_pl; /* plural name */
227 int typenum; /* itemtype number we need to match 0 if it is the default price */
228 sint8 strength; /* the degree of specialisation the shop has in this item,
229 * as a percentage from -100 to 100 */
230 int index; /* being the size of the shopitems array. */
231 };
232
233 // map I/O, what to load/save
234 enum {
235 IO_HEADER = 0x01, // the "arch map" pseudo object
236 IO_OBJECTS = 0x02, // the non-unique objects
237 IO_UNIQUES = 0x04, // unique objects
238 };
239
240 /* In general, code should always use the macros
241 * above (or functions in map.c) to access many of the
242 * values in the map structure. Failure to do this will
243 * almost certainly break various features. You may think
244 * it is safe to look at width and height values directly
245 * (or even through the macros), but doing so will completely
246 * break map tiling.
247 */
248 INTERFACE_CLASS (maptile)
249 struct maptile : zero_initialised, attachable
250 {
251 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
252 struct mapspace *spaces; /* Array of spaces on this map */
253 uint8 *regions; /* region index per mapspace, if != 0 */
254 region_ptr *regionmap; /* index to region */
255
256 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
257
258 shstr ACC (RW, name); /* Name of map as given by its creator */
259 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
260 * points to the struct containing all the properties of
261 * the region */
262 double ACC (RW, reset_time);
263 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
264 * should be reset
265 */
266 bool ACC (RW, dirty); /* if true, something was inserted or removed */
267 bool ACC (RW, no_reset); // must not reset this map
268 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
269 * players entering/exiting map
270 */
271 sint32 ACC (RW, timeout); /* swapout is set to this */
272 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
273 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
274 * be loaded before used. The map,omap and map_ob
275 * arrays will be allocated when the map is loaded */
276 sint16 players; /* How many players are on this map right now */
277 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
278
279 bool ACC (RW, per_player);
280 bool ACC (RW, per_party);
281 bool ACC (RW, outdoor); /* True if an outdoor map */
282 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
283 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
284 static sint8 outdoor_darkness; /* the global darkness level outside */
285
286 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
287 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
288 oblinkpt *buttons; /* Linked list of linked lists of buttons */
289 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
290 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
291 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
292 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
293 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
294 shstr ACC (RW, msg); /* Message map creator may have left */
295 shstr ACC (RW, maplore); /* Map lore information */
296 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
297 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
298 shstr ACC (RW, path); /* Filename of the map */
299 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
300 int ACC (RW, max_items); // maximum number of items on a mapspace
301
302 //-GPL
303
304 // the maptile:: is neccessary here for the perl interface to work
305 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
306 {
307 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
308 }
309
310 static void adjust_daylight ();
311
312 MTH void activate ();
313 MTH void deactivate ();
314
315 // allocates all (empty) mapspace
316 MTH void alloc ();
317 // deallocates the mapspaces (and destroys all objects)
318 MTH void clear ();
319
320 MTH void post_load (); // update cached values in mapspaces etc.
321 MTH void fix_auto_apply ();
322 MTH void do_decay_objects ();
323 MTH void update_buttons ();
324 MTH int change_map_light (int change);
325 MTH int estimate_difficulty () const;
326
327 MTH void play_sound (faceidx sound, int x, int y) const;
328 MTH void say_msg (const_utf8_string msg, int x, int y) const;
329
330 // connected links
331 oblinkpt *find_link (shstr_tmp id);
332 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
333
334 // set the given flag on all objects in the map
335 MTH void set_object_flag (int flag, int value = 1);
336 MTH void post_load_original ();
337
338 MTH void link_multipart_objects ();
339 MTH void clear_unique_items ();
340
341 MTH void clear_header ();
342 MTH void clear_links_to (maptile *m);
343
344 MTH struct region *region (int x, int y) const;
345
346 // load the header pseudo-object
347 bool _load_header (object_thawer &thawer);
348 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
349
350 // load objects into the map
351 bool _load_objects (object_thawer &thawer);
352 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
353
354 // save objects into the given file (uses IO_ flags)
355 bool _save_objects (object_freezer &freezer, int flags);
356 MTH bool _save_objects (const_octet_string path, int flags);
357
358 // save the header pseudo object _only_
359 bool _save_header (object_freezer &freezer);
360 MTH bool _save_header (const_octet_string path);
361
362 maptile ();
363 maptile (int w, int h);
364 void init ();
365 ~maptile ();
366
367 void do_destroy ();
368 void gather_callbacks (AV *&callbacks, event_type event) const;
369
370 MTH int size () const { return width * height; }
371
372 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
373
374 MTH void touch () { last_access = runtime; }
375
376 MTH maptile *tile_available (int dir, bool load = true);
377
378 // find the map that is at coordinate x|y relative to this map
379 // TODO: need a better way than passing by reference
380 // TODO: make perl interface
381 maptile *xy_find (sint16 &x, sint16 &y);
382
383 // like xy_find, but also loads the map
384 maptile *xy_load (sint16 &x, sint16 &y);
385
386 void do_load_sync ();//PERL
387
388 // make sure the map is loaded
389 MTH void load_sync ()
390 {
391 if (!spaces)
392 do_load_sync ();
393 }
394
395 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
396 bool generate_random_map (random_map_params *RP);
397
398 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
399 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
400 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
401 object *pick_random_object (rand_gen &gen = rndm) const;
402
403 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
404
405 // return an array of maprects corresponding
406 // to the given rectangular area. the last rect will have
407 // a 0 map pointer.
408 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
409
410 MTH bool is_in_shop (int x, int y) const;
411 };
412
413 inline bool
414 object::is_in_shop () const
415 {
416 return is_on_map ()
417 && map->is_in_shop (x, y);
418 }
419
420 //+GPL
421
422 /* This is used by get_rangevector to determine where the other
423 * creature is. get_rangevector takes into account map tiling,
424 * so you just can not look the the map coordinates and get the
425 * righte value. distance_x/y are distance away, which
426 * can be negative. direction is the crossfire direction scheme
427 * that the creature should head. part is the part of the
428 * monster that is closest.
429 * Note: distance should be always >=0. I changed it to UINT. MT
430 */
431 struct rv_vector
432 {
433 unsigned int distance;
434 int distance_x;
435 int distance_y;
436 int direction;
437 object *part;
438 };
439
440 // comaptibility cruft start
441 //TODO: these should be refactored into things like xy_normalise
442 // and so on.
443 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
444 int out_of_map (maptile *m, int x, int y);
445 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
446 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
447 void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
448 int on_same_map (const object *op1, const object *op2);
449 int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
450
451 // adjust map, x and y for tiled maps and return true if the position is valid at all
452 static inline bool
453 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
454 {
455 // when in range, do a quick return, otherwise go the slow route
456 return
457 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
458 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
459 }
460 // comaptibility cruft end
461
462 //-GPL
463
464 inline mapspace &
465 object::ms () const
466 {
467 return map->at (x, y);
468 }
469
470 struct mapxy {
471 maptile *m;
472 sint16 x, y;
473
474 mapxy (maptile *m, sint16 x, sint16 y)
475 : m(m), x(x), y(y)
476 { }
477
478 mapxy (object *op)
479 : m(op->map), x(op->x), y(op->y)
480 { }
481
482 mapxy &move (int dx, int dy)
483 {
484 x += dx;
485 y += dy;
486
487 return *this;
488 }
489
490 mapxy &move (int dir)
491 {
492 return move (freearr_x [dir], freearr_y [dir]);
493 }
494
495 operator void *() const { return (void *)m; }
496 mapxy &operator =(const object *op)
497 {
498 m = op->map;
499 x = op->x;
500 y = op->y;
501
502 return *this;
503 }
504
505 mapspace *operator ->() const { return &m->at (x, y); }
506 mapspace &operator * () const { return m->at (x, y); }
507
508 bool normalise ()
509 {
510 return xy_normalise (m, x, y);
511 }
512
513 mapspace &ms () const
514 {
515 return m->at (x, y);
516 }
517
518 object *insert (object *op, object *originator = 0, int flags = 0) const
519 {
520 return m->insert (op, x, y, originator, flags);
521 }
522 };
523
524 inline const mapxy &
525 object::operator =(const mapxy &pos)
526 {
527 map = pos.m;
528 x = pos.x;
529 y = pos.y;
530
531 return pos;
532 }
533
534 // iterate over a rectangular area relative to op
535 // can be used as a single statement, but both iterate macros
536 // invocations must not be followed by a ";"
537 // see common/los.C for usage example
538 // the walk will be ordered, outer loop x, inner loop y
539 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
540 // "continue" will skip to the next space
541 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
542 for (int dx = (dx0); dx <= (dx1); ++dx) \
543 { \
544 sint16 nx, ny; \
545 maptile *m = 0; \
546 \
547 for (int dy = (dy0); dy <= (dy1); ++dy) \
548 { \
549 /* check to see if we can simply go one down quickly, */ \
550 /* if not, do it the slow way */ \
551 if (!m || ++ny >= m->height) \
552 { \
553 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
554 \
555 if (!xy_normalise (m, nx, ny)) \
556 m = 0; \
557 }
558
559 #define ordered_mapwalk_end \
560 } \
561 }
562
563 extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
564
565 // loop over every space in the given maprect,
566 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
567 // the iterator code must be a single statement following this macro call, similar to "if"
568 // "continue" will skip to the next space
569 #define rect_mapwalk(rect,dx0,dy0) \
570 statementvar (maptile *, m, (rect)->m) \
571 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
572 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
573 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
574 statementvar (int, dy, ny + (rect)->dy - (dy0))
575
576 // same as ordered_mapwalk, but the walk will not follow any particular
577 // order (unorded), but is likely faster.
578 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
579 // "continue" will skip to the next space
580 #define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
581 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
582 (ox) + (dx0) , (oy) + (dy0) , \
583 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
584 r_e_c_t->m; \
585 ++r_e_c_t) \
586 rect_mapwalk (r_e_c_t, (ox), (oy))
587
588 #define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
589 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
590
591 #endif
592