/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ /* * The maptile is allocated each time a new map is opened. * It contains pointers (very indirectly) to all objects on the map. */ #ifndef MAP_H #define MAP_H #include //+GPL #include "region.h" #include "cfperl.h" /* We set this size - this is to make magic map work properly on * tiled maps. There is no requirement that this matches the * tiled maps size - it just seemed like a reasonable value. * Magic map code now always starts out putting the player in the * center of the map - this makes the most sense when dealing * with tiled maps. * We also figure out the magicmap color to use as we process the * spaces - this is more efficient as we already have up to date * map pointers. */ #define MAGIC_MAP_SIZE 50 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 #define MAP_LAYERS 3 // tile map index enum { TILE_NORTH, TILE_EAST, TILE_SOUTH, TILE_WEST, TILE_UP, TILE_DOWN, TILE_NUM, }; /* Values for state below */ enum { MAP_SWAPPED, // header loaded, nothing else MAP_INACTIVE, // in memory, linkable, but not active MAP_ACTIVE, // running! }; /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should * really be used, as it is multi tile aware. However, there are some cases * where it is known the map is not tiled or the values are known * consistent (eg, op->map, op->x, op->y) */ // all those macros are herewith declared legacy #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off /* You should really know what you are doing before using this - you * should almost always be using out_of_map instead, which takes into account * map tiling. */ #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) /* These are used in the mapspace flags element. They are not used in * in the object flags structure. */ #define P_BLOCKSVIEW 0x01 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ #define P_NO_CLERIC 0x04 /* no clerical spells cast here */ #define P_SAFE 0x08 /* If this is set the map tile is a safe space, * that means, nothing harmful can be done, * such as: bombs, potion usage, alchemy, spells * this was introduced to make shops safer * but is useful in other situations */ #define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */ #define P_IS_ALIVE 0x20 /* something alive is on this space */ #define P_UPTODATE 0x80 // this space is up to date /* The following two values are not stored in the MapLook flags, but instead * used in the get_map_flags value - that function is used to return * the flag value, as well as other conditions - using a more general * function that does more of the work can hopefully be used to replace * lots of duplicate checks currently in the code. */ #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ // persistent flags (pflags) in mapspace enum { PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace }; /* Instead of having numerous arrays that have information on a * particular space (was map, floor, floor2, map_ob), * have this structure take care of that information. * This puts it all in one place, and should also make it easier * to extend information about a space. */ INTERFACE_CLASS (mapspace) struct mapspace { object *ACC (RW, bot); object *ACC (RW, top); /* lowest/highest object on this space */ object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */ uint8 flags_; /* flags about this space (see the P_ values above) */ sint8 ACC (RW, light); /* How much light this space provides */ MoveType ACC (RW, move_block); /* What movement types this space blocks */ MoveType ACC (RW, move_slow); /* What movement types this space slows */ MoveType ACC (RW, move_on); /* What movement types are activated */ MoveType ACC (RW, move_off); /* What movement types are activated */ uint16_t ACC (RW, items_); // saturates at 64k uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024) uint32_t ACC (RW, smell); // the last count a player was seen here, or 0 static uint32_t ACC (RW, smellcount); // global smell counter uint8_t pflags; // additional, persistent flags uint8_t pad [3]; // pad to 64 bytes on LP64 systems //-GPL void update_ (); MTH void update () { // we take advantage of the fact that 0x80 is the sign bit // to generate more efficient code on many cpus assert (sint8 (P_UPTODATE) < 0); assert (sint8 (-1 & ~P_UPTODATE) >= 0); if (expect_false (sint8 (flags_) >= 0)) update_ (); // must be true by now (gcc seems content with only the second test) assume (sint8 (flags_) < 0); assume (flags_ & P_UPTODATE); } MTH uint8 flags () { update (); return flags_; } MTH void invalidate () { flags_ = 0; } MTH object *player () { object *op; if (flags () & P_PLAYER) for (op = top; op->type != PLAYER; op = op->below) ; else op = 0; return op; } MTH uint32 items() { update (); return items_; } // return the item volume on this mapspace in cm³ MTH uint64 volume () { update (); return volume_ * 1024; } bool blocks (MoveType mt) const { return move_block && (mt & move_block) == mt; } bool blocks (object *op) const { return blocks (op->move_type); } }; // a rectangular area of a map, used my split_to_tiles/unordered_mapwalk struct maprect { maptile *m; int x0, y0; int x1, y1; int dx, dy; // offset to go from local coordinates to original tile */ }; // (refcounted) list of objects on this map that need physics processing struct physics_queue : unordered_vector { int i; // already processed physics_queue (); ~physics_queue (); object *pop (); }; #define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks //+GPL struct shopitems : zero_initialised { const char *name; /* name of the item in question, null if it is the default item */ const char *name_pl; /* plural name */ int typenum; /* itemtype number we need to match 0 if it is the default price */ sint8 strength; /* the degree of specialisation the shop has in this item, * as a percentage from -100 to 100 */ int index; /* being the size of the shopitems array. */ }; // map I/O, what to load/save enum { IO_HEADER = 0x01, // the "arch map" pseudo object IO_OBJECTS = 0x02, // the non-unique objects IO_UNIQUES = 0x04, // unique objects }; /* In general, code should always use the macros * above (or functions in map.c) to access many of the * values in the map structure. Failure to do this will * almost certainly break various features. You may think * it is safe to look at width and height values directly * (or even through the macros), but doing so will completely * break map tiling. */ INTERFACE_CLASS (maptile) struct maptile : zero_initialised, attachable { sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ struct mapspace *spaces; /* Array of spaces on this map */ uint8 *regions; /* region index per mapspace, if != 0 */ region_ptr *regionmap; /* index to region */ tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ shstr ACC (RW, name); /* Name of map as given by its creator */ region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of * the region */ double ACC (RW, reset_time); uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map * should be reset */ bool ACC (RW, dirty); /* if true, something was inserted or removed */ bool ACC (RW, no_reset); // must not reset this map bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ uint8 ACC (RW, state); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ sint32 ACC (RW, timeout); /* swapout is set to this */ sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ sint16 players; /* How many players are on this map right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ bool ACC (RW, per_player); bool ACC (RW, per_party); bool ACC (RW, outdoor); /* True if an outdoor map */ bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */ sint8 ACC (RW, darkness); /* indicates level of darkness of map */ static sint8 outdoor_darkness; /* the global darkness level outside */ uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ shstr ACC (RW, msg); /* Message map creator may have left */ shstr ACC (RW, maplore); /* Map lore information */ shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */ maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */ shstr ACC (RW, path); /* Filename of the map */ uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace int ACC (RW, max_items); // maximum number of items on a mapspace //-GPL physics_queue pq[PHYSICS_QUEUES]; MTH void queue_physics (object *ob, int after = 0); MTH void queue_physics_at (int x, int y); MTH void post_load_physics (); MTH int run_physics (tick_t tick, int max_objects); // the maptile:: is neccessary here for the perl interface to work MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const { return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS); } static void adjust_daylight (); MTH void activate (); MTH void activate_physics (); MTH void deactivate (); // allocates all (empty) mapspace MTH void alloc (); // deallocates the mapspaces (and destroys all objects) MTH void clear (); MTH void post_load (); // update cached values in mapspaces etc. MTH void fix_auto_apply (); MTH void do_decay_objects (); MTH void update_buttons (); MTH int change_map_light (int change); MTH int estimate_difficulty () const; MTH void play_sound (faceidx sound, int x, int y) const; MTH void say_msg (const_utf8_string msg, int x, int y) const; // connected links oblinkpt *find_link (shstr_tmp id); MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0); // set the given flag on all objects in the map MTH void set_object_flag (int flag, int value = 1); MTH void post_load_original (); MTH void link_multipart_objects (); MTH void clear_unique_items (); MTH void clear_header (); MTH void clear_links_to (maptile *m); MTH struct region *region (int x, int y) const; // load the header pseudo-object bool _load_header (object_thawer &thawer); MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); } // load objects into the map bool _load_objects (object_thawer &thawer); MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); } // save objects into the given file (uses IO_ flags) bool _save_objects (object_freezer &freezer, int flags); MTH bool _save_objects (const_octet_string path, int flags); // save the header pseudo object _only_ bool _save_header (object_freezer &freezer); MTH bool _save_header (const_octet_string path); maptile (); maptile (int w, int h); void init (); ~maptile (); void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; MTH bool linkable () { return state >= MAP_INACTIVE; } MTH int size () const { return width * height; } MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); MTH void touch () { last_access = runtime; } MTH maptile *tile_available (int dir, bool load = true); // find the map that is at coordinate x|y relative to this map // TODO: need a better way than passing by reference // TODO: make perl interface maptile *xy_find (sint16 &x, sint16 &y); // like xy_find, but also loads the map maptile *xy_load (sint16 &x, sint16 &y); void do_load_sync ();//PERL // make sure the map is loaded MTH void load_sync () { if (!spaces) do_load_sync (); } void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP); bool generate_random_map (random_map_params *RP); static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL object *pick_random_object (rand_gen &gen = rndm) const; mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } // return an array of maprects corresponding // to the given rectangular area. the last rect will have // a 0 map pointer. maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1); MTH bool is_in_shop (int x, int y) const; }; inline bool object::is_in_shop () const { return is_on_map () && map->is_in_shop (x, y); } //+GPL /* This is used by get_rangevector to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * Note: distance should be always >=0. I changed it to UINT. MT */ struct rv_vector { unsigned int distance; int distance_x; int distance_y; int direction; object *part; }; // comaptibility cruft start //TODO: these should be refactored into things like xy_normalise // and so on. int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); int out_of_map (maptile *m, int x, int y); maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/); int on_same_map (const object *op1, const object *op2); int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy); // adjust map, x and y for tiled maps and return true if the position is valid at all static inline bool xy_normalise (maptile *&map, sint16 &x, sint16 &y) { // when in range, do a quick return, otherwise go the slow route return (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); } // comaptibility cruft end //-GPL inline mapspace & object::ms () const { return map->at (x, y); } struct mapxy { maptile *m; sint16 x, y; mapxy (maptile *m, sint16 x, sint16 y) : m(m), x(x), y(y) { } mapxy (object *op) : m(op->map), x(op->x), y(op->y) { } mapxy &move (int dx, int dy) { x += dx; y += dy; return *this; } mapxy &move (int dir) { return move (freearr_x [dir], freearr_y [dir]); } operator void *() const { return (void *)m; } mapxy &operator =(const object *op) { m = op->map; x = op->x; y = op->y; return *this; } mapspace *operator ->() const { return &m->at (x, y); } mapspace &operator * () const { return m->at (x, y); } bool normalise () { return xy_normalise (m, x, y); } mapspace &ms () const { return m->at (x, y); } object *insert (object *op, object *originator = 0, int flags = 0) const { return m->insert (op, x, y, originator, flags); } }; inline const mapxy & object::operator =(const mapxy &pos) { map = pos.m; x = pos.x; y = pos.y; return pos; } // iterate over a rectangular area relative to op // can be used as a single statement, but both iterate macros // invocations must not be followed by a ";" // see common/los.C for usage example // the walk will be ordered, outer loop x, inner loop y // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op // "continue" will skip to the next space #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \ for (int dx = (dx0); dx <= (dx1); ++dx) \ { \ sint16 nx, ny; \ maptile *m = 0; \ \ for (int dy = (dy0); dy <= (dy1); ++dy) \ { \ /* check to see if we can simply go one down quickly, */ \ /* if not, do it the slow way */ \ if (!m || ++ny >= m->height) \ { \ nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \ \ if (!xy_normalise (m, nx, ny)) \ m = 0; \ } #define ordered_mapwalk_end \ } \ } extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations // loop over every space in the given maprect, // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0 // the iterator code must be a single statement following this macro call, similar to "if" // "continue" will skip to the next space #define rect_mapwalk(rect,dx0,dy0) \ statementvar (maptile *, m, (rect)->m) \ for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \ for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \ statementvar (int, dx, nx + (rect)->dx - (dx0)) \ statementvar (int, dy, ny + (rect)->dy - (dy0)) // same as ordered_mapwalk, but the walk will not follow any particular // order (unorded), but is likely faster. // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op // "continue" will skip to the next space #define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \ for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \ (ox) + (dx0) , (oy) + (dy0) , \ (ox) + (dx1) + 1, (oy) + (dy1) + 1); \ r_e_c_t->m; \ ++r_e_c_t) \ rect_mapwalk (r_e_c_t, (ox), (oy)) #define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \ unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1) #endif