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Revision: 1.143
Committed: Sat May 7 10:50:35 2011 UTC (13 years 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 state below */
67 enum {
68 MAP_SWAPPED, // header loaded, nothing else
69 MAP_INACTIVE, // in memory, linkable, but not active
70 MAP_ACTIVE, // running!
71 };
72
73 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
74 * really be used, as it is multi tile aware. However, there are some cases
75 * where it is known the map is not tiled or the values are known
76 * consistent (eg, op->map, op->x, op->y)
77 */
78 // all those macros are herewith declared legacy
79 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
80 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
81 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
82 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
83 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
84 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
85 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
86 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
87
88 /* You should really know what you are doing before using this - you
89 * should almost always be using out_of_map instead, which takes into account
90 * map tiling.
91 */
92 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
93
94 /* These are used in the MapLook flags element. They are not used in
95 * in the object flags structure.
96 */
97 #define P_BLOCKSVIEW 0x01
98 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
99 #define P_NO_CLERIC 0x04 /* no clerical spells cast here */
100 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
101 * that means, nothing harmful can be done,
102 * such as: bombs, potion usage, alchemy, spells
103 * this was introduced to make shops safer
104 * but is useful in other situations */
105
106 #define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
107 #define P_IS_ALIVE 0x20 /* something alive is on this space */
108 #define P_UPTODATE 0x80 // this space is up to date
109
110 /* The following two values are not stored in the MapLook flags, but instead
111 * used in the get_map_flags value - that function is used to return
112 * the flag value, as well as other conditions - using a more general
113 * function that does more of the work can hopefully be used to replace
114 * lots of duplicate checks currently in the code.
115 */
116 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
117 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
118
119 /* Instead of having numerous arrays that have information on a
120 * particular space (was map, floor, floor2, map_ob),
121 * have this structure take care of that information.
122 * This puts it all in one place, and should also make it easier
123 * to extend information about a space.
124 */
125 INTERFACE_CLASS (mapspace)
126 struct mapspace
127 {
128 object *ACC (RW, bot);
129 object *ACC (RW, top); /* lowest/highest object on this space */
130 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
131 uint8 flags_; /* flags about this space (see the P_ values above) */
132 sint8 ACC (RW, light); /* How much light this space provides */
133 MoveType ACC (RW, move_block); /* What movement types this space blocks */
134 MoveType ACC (RW, move_slow); /* What movement types this space slows */
135 MoveType ACC (RW, move_on); /* What movement types are activated */
136 MoveType ACC (RW, move_off); /* What movement types are activated */
137 uint16_t ACC (RW, items_); // saturates at 64k
138 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
139 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
140 static uint32_t ACC (RW, smellcount); // global smell counter
141
142 uint32_t pad1_; // pad to 64 bytes on 64 bit systems
143
144 //-GPL
145
146 void update_ ();
147 MTH void update ()
148 {
149 // we take advantage of the fact that 0x80 is the sign bit
150 // to generate more efficient code on many cpus
151 assert (sint8 (P_UPTODATE) < 0);
152 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
153
154 if (expect_false (sint8 (flags_) >= 0))
155 update_ ();
156
157 // must be true by now (gcc seems content with only the second test)
158 assume (sint8 (flags_) < 0);
159 assume (flags_ & P_UPTODATE);
160 }
161
162 MTH uint8 flags ()
163 {
164 update ();
165 return flags_;
166 }
167
168 MTH void invalidate ()
169 {
170 flags_ = 0;
171 }
172
173 MTH object *player ()
174 {
175 object *op;
176
177 if (flags () & P_PLAYER)
178 for (op = top; op->type != PLAYER; op = op->below)
179 ;
180 else
181 op = 0;
182
183 return op;
184 }
185
186 MTH uint32 items()
187 {
188 update ();
189 return items_;
190 }
191
192 // return the item volume on this mapspace in cm³
193 MTH uint64 volume ()
194 {
195 update ();
196 return volume_ * 1024;
197 }
198
199 bool blocks (MoveType mt) const
200 {
201 return move_block && (mt & move_block) == mt;
202 }
203
204 bool blocks (object *op) const
205 {
206 return blocks (op->move_type);
207 }
208 };
209
210 // a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
211 struct maprect
212 {
213 maptile *m;
214 int x0, y0;
215 int x1, y1;
216 int dx, dy; // offset to go from local coordinates to original tile */
217 };
218
219 // (refcounted) list of objects on this map that need physics processing
220 struct physics_queue
221 : unordered_vector<object *>
222 {
223 int i; // already processed
224 physics_queue ();
225 ~physics_queue ();
226 object *pop ();
227 };
228
229 #define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
230
231 //+GPL
232
233 struct shopitems : zero_initialised
234 {
235 const char *name; /* name of the item in question, null if it is the default item */
236 const char *name_pl; /* plural name */
237 int typenum; /* itemtype number we need to match 0 if it is the default price */
238 sint8 strength; /* the degree of specialisation the shop has in this item,
239 * as a percentage from -100 to 100 */
240 int index; /* being the size of the shopitems array. */
241 };
242
243 // map I/O, what to load/save
244 enum {
245 IO_HEADER = 0x01, // the "arch map" pseudo object
246 IO_OBJECTS = 0x02, // the non-unique objects
247 IO_UNIQUES = 0x04, // unique objects
248 };
249
250 /* In general, code should always use the macros
251 * above (or functions in map.c) to access many of the
252 * values in the map structure. Failure to do this will
253 * almost certainly break various features. You may think
254 * it is safe to look at width and height values directly
255 * (or even through the macros), but doing so will completely
256 * break map tiling.
257 */
258 INTERFACE_CLASS (maptile)
259 struct maptile : zero_initialised, attachable
260 {
261 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
262 struct mapspace *spaces; /* Array of spaces on this map */
263 uint8 *regions; /* region index per mapspace, if != 0 */
264 region_ptr *regionmap; /* index to region */
265
266 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
267
268 shstr ACC (RW, name); /* Name of map as given by its creator */
269 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
270 * points to the struct containing all the properties of
271 * the region */
272 double ACC (RW, reset_time);
273 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
274 * should be reset
275 */
276 bool ACC (RW, dirty); /* if true, something was inserted or removed */
277 bool ACC (RW, no_reset); // must not reset this map
278 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
279 * players entering/exiting map
280 */
281 uint8 ACC (RW, state); /* If not true, the map has been freed and must
282 * be loaded before used. The map,omap and map_ob
283 * arrays will be allocated when the map is loaded */
284 sint32 ACC (RW, timeout); /* swapout is set to this */
285 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
286 sint16 players; /* How many players are on this map right now */
287 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
288
289 bool ACC (RW, per_player);
290 bool ACC (RW, per_party);
291 bool ACC (RW, outdoor); /* True if an outdoor map */
292 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
293 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
294 static sint8 outdoor_darkness; /* the global darkness level outside */
295
296 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
297 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
298 oblinkpt *buttons; /* Linked list of linked lists of buttons */
299 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
300 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
301 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
302 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
303 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
304 shstr ACC (RW, msg); /* Message map creator may have left */
305 shstr ACC (RW, maplore); /* Map lore information */
306 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
307 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
308 shstr ACC (RW, path); /* Filename of the map */
309 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
310 int ACC (RW, max_items); // maximum number of items on a mapspace
311
312 //-GPL
313
314 physics_queue pq[PHYSICS_QUEUES];
315 MTH void queue_physics (object *ob, int after = 0);
316 MTH void queue_physics_at (int x, int y);
317 MTH void post_load_physics ();
318 MTH int run_physics (tick_t tick, int max_objects);
319
320 // the maptile:: is neccessary here for the perl interface to work
321 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
322 {
323 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
324 }
325
326 static void adjust_daylight ();
327
328 MTH void activate ();
329 MTH void activate_physics ();
330 MTH void deactivate ();
331
332 // allocates all (empty) mapspace
333 MTH void alloc ();
334 // deallocates the mapspaces (and destroys all objects)
335 MTH void clear ();
336
337 MTH void post_load (); // update cached values in mapspaces etc.
338 MTH void fix_auto_apply ();
339 MTH void do_decay_objects ();
340 MTH void update_buttons ();
341 MTH int change_map_light (int change);
342 MTH int estimate_difficulty () const;
343
344 MTH void play_sound (faceidx sound, int x, int y) const;
345 MTH void say_msg (const_utf8_string msg, int x, int y) const;
346
347 // connected links
348 oblinkpt *find_link (shstr_tmp id);
349 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
350
351 // set the given flag on all objects in the map
352 MTH void set_object_flag (int flag, int value = 1);
353 MTH void post_load_original ();
354
355 MTH void link_multipart_objects ();
356 MTH void clear_unique_items ();
357
358 MTH void clear_header ();
359 MTH void clear_links_to (maptile *m);
360
361 MTH struct region *region (int x, int y) const;
362
363 // load the header pseudo-object
364 bool _load_header (object_thawer &thawer);
365 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
366
367 // load objects into the map
368 bool _load_objects (object_thawer &thawer);
369 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
370
371 // save objects into the given file (uses IO_ flags)
372 bool _save_objects (object_freezer &freezer, int flags);
373 MTH bool _save_objects (const_octet_string path, int flags);
374
375 // save the header pseudo object _only_
376 bool _save_header (object_freezer &freezer);
377 MTH bool _save_header (const_octet_string path);
378
379 maptile ();
380 maptile (int w, int h);
381 void init ();
382 ~maptile ();
383
384 void do_destroy ();
385 void gather_callbacks (AV *&callbacks, event_type event) const;
386
387 MTH bool linkable () { return state >= MAP_INACTIVE; }
388
389 MTH int size () const { return width * height; }
390
391 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
392
393 MTH void touch () { last_access = runtime; }
394
395 MTH maptile *tile_available (int dir, bool load = true);
396
397 // find the map that is at coordinate x|y relative to this map
398 // TODO: need a better way than passing by reference
399 // TODO: make perl interface
400 maptile *xy_find (sint16 &x, sint16 &y);
401
402 // like xy_find, but also loads the map
403 maptile *xy_load (sint16 &x, sint16 &y);
404
405 void do_load_sync ();//PERL
406
407 // make sure the map is loaded
408 MTH void load_sync ()
409 {
410 if (!spaces)
411 do_load_sync ();
412 }
413
414 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
415 bool generate_random_map (random_map_params *RP);
416
417 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
418 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
419 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
420 object *pick_random_object (rand_gen &gen = rndm) const;
421
422 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
423
424 // return an array of maprects corresponding
425 // to the given rectangular area. the last rect will have
426 // a 0 map pointer.
427 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
428
429 MTH bool is_in_shop (int x, int y) const;
430 };
431
432 inline bool
433 object::is_in_shop () const
434 {
435 return is_on_map ()
436 && map->is_in_shop (x, y);
437 }
438
439 //+GPL
440
441 /* This is used by get_rangevector to determine where the other
442 * creature is. get_rangevector takes into account map tiling,
443 * so you just can not look the the map coordinates and get the
444 * righte value. distance_x/y are distance away, which
445 * can be negative. direction is the crossfire direction scheme
446 * that the creature should head. part is the part of the
447 * monster that is closest.
448 * Note: distance should be always >=0. I changed it to UINT. MT
449 */
450 struct rv_vector
451 {
452 unsigned int distance;
453 int distance_x;
454 int distance_y;
455 int direction;
456 object *part;
457 };
458
459 // comaptibility cruft start
460 //TODO: these should be refactored into things like xy_normalise
461 // and so on.
462 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
463 int out_of_map (maptile *m, int x, int y);
464 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
465 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
466 void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
467 int on_same_map (const object *op1, const object *op2);
468 int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
469
470 // adjust map, x and y for tiled maps and return true if the position is valid at all
471 static inline bool
472 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
473 {
474 // when in range, do a quick return, otherwise go the slow route
475 return
476 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
477 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
478 }
479 // comaptibility cruft end
480
481 //-GPL
482
483 inline mapspace &
484 object::ms () const
485 {
486 return map->at (x, y);
487 }
488
489 struct mapxy {
490 maptile *m;
491 sint16 x, y;
492
493 mapxy (maptile *m, sint16 x, sint16 y)
494 : m(m), x(x), y(y)
495 { }
496
497 mapxy (object *op)
498 : m(op->map), x(op->x), y(op->y)
499 { }
500
501 mapxy &move (int dx, int dy)
502 {
503 x += dx;
504 y += dy;
505
506 return *this;
507 }
508
509 mapxy &move (int dir)
510 {
511 return move (freearr_x [dir], freearr_y [dir]);
512 }
513
514 operator void *() const { return (void *)m; }
515 mapxy &operator =(const object *op)
516 {
517 m = op->map;
518 x = op->x;
519 y = op->y;
520
521 return *this;
522 }
523
524 mapspace *operator ->() const { return &m->at (x, y); }
525 mapspace &operator * () const { return m->at (x, y); }
526
527 bool normalise ()
528 {
529 return xy_normalise (m, x, y);
530 }
531
532 mapspace &ms () const
533 {
534 return m->at (x, y);
535 }
536
537 object *insert (object *op, object *originator = 0, int flags = 0) const
538 {
539 return m->insert (op, x, y, originator, flags);
540 }
541 };
542
543 inline const mapxy &
544 object::operator =(const mapxy &pos)
545 {
546 map = pos.m;
547 x = pos.x;
548 y = pos.y;
549
550 return pos;
551 }
552
553 // iterate over a rectangular area relative to op
554 // can be used as a single statement, but both iterate macros
555 // invocations must not be followed by a ";"
556 // see common/los.C for usage example
557 // the walk will be ordered, outer loop x, inner loop y
558 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
559 // "continue" will skip to the next space
560 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
561 for (int dx = (dx0); dx <= (dx1); ++dx) \
562 { \
563 sint16 nx, ny; \
564 maptile *m = 0; \
565 \
566 for (int dy = (dy0); dy <= (dy1); ++dy) \
567 { \
568 /* check to see if we can simply go one down quickly, */ \
569 /* if not, do it the slow way */ \
570 if (!m || ++ny >= m->height) \
571 { \
572 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
573 \
574 if (!xy_normalise (m, nx, ny)) \
575 m = 0; \
576 }
577
578 #define ordered_mapwalk_end \
579 } \
580 }
581
582 extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
583
584 // loop over every space in the given maprect,
585 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
586 // the iterator code must be a single statement following this macro call, similar to "if"
587 // "continue" will skip to the next space
588 #define rect_mapwalk(rect,dx0,dy0) \
589 statementvar (maptile *, m, (rect)->m) \
590 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
591 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
592 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
593 statementvar (int, dy, ny + (rect)->dy - (dy0))
594
595 // same as ordered_mapwalk, but the walk will not follow any particular
596 // order (unorded), but is likely faster.
597 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
598 // "continue" will skip to the next space
599 #define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
600 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
601 (ox) + (dx0) , (oy) + (dy0) , \
602 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
603 r_e_c_t->m; \
604 ++r_e_c_t) \
605 rect_mapwalk (r_e_c_t, (ox), (oy))
606
607 #define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
608 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
609
610 #endif
611