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Revision: 1.145
Committed: Sat May 7 20:03:28 2011 UTC (13 years ago) by root
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Branch: MAIN
Changes since 1.144: +11 -4 lines
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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 - toggling the lowest bit reverses direction
56 enum
57 {
58 TILE_NORTH,
59 TILE_SOUTH,
60 TILE_EAST ,
61 TILE_WEST,
62 TILE_UP,
63 TILE_DOWN,
64 TILE_NUM
65 };
66
67 #define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
68
69 /* Values for state below */
70 enum
71 {
72 MAP_SWAPPED, // header loaded, nothing else
73 MAP_INACTIVE, // in memory, linkable, but not active
74 MAP_ACTIVE, // running!
75 };
76
77 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
78 * really be used, as it is multi tile aware. However, there are some cases
79 * where it is known the map is not tiled or the values are known
80 * consistent (eg, op->map, op->x, op->y)
81 */
82 // all those macros are herewith declared legacy
83 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
84 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
85 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
86 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
87 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
88 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
89 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
90 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
91
92 /* You should really know what you are doing before using this - you
93 * should almost always be using out_of_map instead, which takes into account
94 * map tiling.
95 */
96 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
97
98 /* These are used in the mapspace flags element. They are not used in
99 * in the object flags structure.
100 */
101 #define P_BLOCKSVIEW 0x01
102 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
103 #define P_NO_CLERIC 0x04 /* no clerical spells cast here */
104 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
105 * that means, nothing harmful can be done,
106 * such as: bombs, potion usage, alchemy, spells
107 * this was introduced to make shops safer
108 * but is useful in other situations */
109
110 #define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
111 #define P_IS_ALIVE 0x20 /* something alive is on this space */
112 #define P_UPTODATE 0x80 // this space is up to date
113
114 /* The following two values are not stored in the MapLook flags, but instead
115 * used in the get_map_flags value - that function is used to return
116 * the flag value, as well as other conditions - using a more general
117 * function that does more of the work can hopefully be used to replace
118 * lots of duplicate checks currently in the code.
119 */
120 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
121 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
122
123 // persistent flags (pflags) in mapspace
124 enum
125 {
126 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
127 };
128
129 /* Instead of having numerous arrays that have information on a
130 * particular space (was map, floor, floor2, map_ob),
131 * have this structure take care of that information.
132 * This puts it all in one place, and should also make it easier
133 * to extend information about a space.
134 */
135 INTERFACE_CLASS (mapspace)
136 struct mapspace
137 {
138 object *ACC (RW, bot);
139 object *ACC (RW, top); /* lowest/highest object on this space */
140 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
141 uint8 flags_; /* flags about this space (see the P_ values above) */
142 sint8 ACC (RW, light); /* How much light this space provides */
143 MoveType ACC (RW, move_block); /* What movement types this space blocks */
144 MoveType ACC (RW, move_slow); /* What movement types this space slows */
145 MoveType ACC (RW, move_on); /* What movement types are activated */
146 MoveType ACC (RW, move_off); /* What movement types are activated */
147 uint16_t ACC (RW, items_); // saturates at 64k
148 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
149 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
150 static uint32_t ACC (RW, smellcount); // global smell counter
151
152 uint8_t pflags; // additional, persistent flags
153 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
154
155 //-GPL
156
157 void update_ ();
158 MTH void update ()
159 {
160 // we take advantage of the fact that 0x80 is the sign bit
161 // to generate more efficient code on many cpus
162 assert (sint8 (P_UPTODATE) < 0);
163 assert (sint8 (-1 & ~P_UPTODATE) >= 0);
164
165 if (expect_false (sint8 (flags_) >= 0))
166 update_ ();
167
168 // must be true by now (gcc seems content with only the second test)
169 assume (sint8 (flags_) < 0);
170 assume (flags_ & P_UPTODATE);
171 }
172
173 MTH uint8 flags ()
174 {
175 update ();
176 return flags_;
177 }
178
179 MTH void update_up ();
180
181 MTH void invalidate ()
182 {
183 flags_ = 0;
184
185 if (pflags)
186 update_up ();
187 }
188
189 MTH object *player ()
190 {
191 object *op;
192
193 if (flags () & P_PLAYER)
194 for (op = top; op->type != PLAYER; op = op->below)
195 ;
196 else
197 op = 0;
198
199 return op;
200 }
201
202 MTH uint32 items()
203 {
204 update ();
205 return items_;
206 }
207
208 // return the item volume on this mapspace in cm³
209 MTH uint64 volume ()
210 {
211 update ();
212 return volume_ * 1024;
213 }
214
215 bool blocks (MoveType mt) const
216 {
217 return move_block && (mt & move_block) == mt;
218 }
219
220 bool blocks (object *op) const
221 {
222 return blocks (op->move_type);
223 }
224 };
225
226 // a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
227 struct maprect
228 {
229 maptile *m;
230 int x0, y0;
231 int x1, y1;
232 int dx, dy; // offset to go from local coordinates to original tile */
233 };
234
235 // (refcounted) list of objects on this map that need physics processing
236 struct physics_queue
237 : unordered_vector<object *>
238 {
239 int i; // already processed
240 physics_queue ();
241 ~physics_queue ();
242 object *pop ();
243 };
244
245 #define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
246
247 //+GPL
248
249 struct shopitems : zero_initialised
250 {
251 const char *name; /* name of the item in question, null if it is the default item */
252 const char *name_pl; /* plural name */
253 int typenum; /* itemtype number we need to match 0 if it is the default price */
254 sint8 strength; /* the degree of specialisation the shop has in this item,
255 * as a percentage from -100 to 100 */
256 int index; /* being the size of the shopitems array. */
257 };
258
259 // map I/O, what to load/save
260 enum {
261 IO_HEADER = 0x01, // the "arch map" pseudo object
262 IO_OBJECTS = 0x02, // the non-unique objects
263 IO_UNIQUES = 0x04, // unique objects
264 };
265
266 /* In general, code should always use the macros
267 * above (or functions in map.c) to access many of the
268 * values in the map structure. Failure to do this will
269 * almost certainly break various features. You may think
270 * it is safe to look at width and height values directly
271 * (or even through the macros), but doing so will completely
272 * break map tiling.
273 */
274 INTERFACE_CLASS (maptile)
275 struct maptile : zero_initialised, attachable
276 {
277 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
278 struct mapspace *spaces; /* Array of spaces on this map */
279 uint8 *regions; /* region index per mapspace, if != 0 */
280 region_ptr *regionmap; /* index to region */
281
282 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
283
284 shstr ACC (RW, name); /* Name of map as given by its creator */
285 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
286 * points to the struct containing all the properties of
287 * the region */
288 double ACC (RW, reset_time);
289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
290 * should be reset
291 */
292 bool ACC (RW, dirty); /* if true, something was inserted or removed */
293 bool ACC (RW, no_reset); // must not reset this map
294 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
295 * players entering/exiting map
296 */
297 uint8 ACC (RW, state); /* If not true, the map has been freed and must
298 * be loaded before used. The map,omap and map_ob
299 * arrays will be allocated when the map is loaded */
300 sint32 ACC (RW, timeout); /* swapout is set to this */
301 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
302 sint16 players; /* How many players are on this map right now */
303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
304
305 bool ACC (RW, per_player);
306 bool ACC (RW, per_party);
307 bool ACC (RW, outdoor); /* True if an outdoor map */
308 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
309 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
310 static sint8 outdoor_darkness; /* the global darkness level outside */
311
312 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
313 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
314 oblinkpt *buttons; /* Linked list of linked lists of buttons */
315 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
316 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
317 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
318 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
319 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
320 shstr ACC (RW, msg); /* Message map creator may have left */
321 shstr ACC (RW, maplore); /* Map lore information */
322 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
323 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
324 shstr ACC (RW, path); /* Filename of the map */
325 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
326 int ACC (RW, max_items); // maximum number of items on a mapspace
327
328 //-GPL
329
330 physics_queue pq[PHYSICS_QUEUES];
331 MTH void queue_physics (object *ob, int after = 0);
332 MTH void queue_physics_at (int x, int y);
333 MTH void post_load_physics ();
334 MTH int run_physics (tick_t tick, int max_objects);
335
336 // the maptile:: is neccessary here for the perl interface to work
337 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
338 {
339 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
340 }
341
342 static void adjust_daylight ();
343
344 MTH void activate ();
345 MTH void activate_physics ();
346 MTH void deactivate ();
347
348 // allocates all (empty) mapspace
349 MTH void alloc ();
350 // deallocates the mapspaces (and destroys all objects)
351 MTH void clear ();
352
353 MTH void post_load (); // update cached values in mapspaces etc.
354 MTH void fix_auto_apply ();
355 MTH void do_decay_objects ();
356 MTH void update_buttons ();
357 MTH int change_map_light (int change);
358 MTH int estimate_difficulty () const;
359
360 MTH void play_sound (faceidx sound, int x, int y) const;
361 MTH void say_msg (const_utf8_string msg, int x, int y) const;
362
363 // connected links
364 oblinkpt *find_link (shstr_tmp id);
365 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
366
367 // set the given flag on all objects in the map
368 MTH void set_object_flag (int flag, int value = 1);
369 MTH void post_load_original ();
370
371 MTH void link_multipart_objects ();
372 MTH void clear_unique_items ();
373
374 MTH void clear_header ();
375 MTH void clear_links_to (maptile *m);
376
377 MTH struct region *region (int x, int y) const;
378
379 // load the header pseudo-object
380 bool _load_header (object_thawer &thawer);
381 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
382
383 // load objects into the map
384 bool _load_objects (object_thawer &thawer);
385 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
386
387 // save objects into the given file (uses IO_ flags)
388 bool _save_objects (object_freezer &freezer, int flags);
389 MTH bool _save_objects (const_octet_string path, int flags);
390
391 // save the header pseudo object _only_
392 bool _save_header (object_freezer &freezer);
393 MTH bool _save_header (const_octet_string path);
394
395 maptile ();
396 maptile (int w, int h);
397 void init ();
398 ~maptile ();
399
400 void do_destroy ();
401 void gather_callbacks (AV *&callbacks, event_type event) const;
402
403 MTH bool linkable () { return state >= MAP_INACTIVE; }
404
405 MTH int size () const { return width * height; }
406
407 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
408
409 MTH void touch () { last_access = runtime; }
410
411 MTH maptile *tile_available (int dir, bool load = true);
412
413 // find the map that is at coordinate x|y relative to this map
414 // TODO: need a better way than passing by reference
415 // TODO: make perl interface
416 maptile *xy_find (sint16 &x, sint16 &y);
417
418 // like xy_find, but also loads the map
419 maptile *xy_load (sint16 &x, sint16 &y);
420
421 void do_load_sync ();//PERL
422
423 // make sure the map is loaded
424 MTH void load_sync ()
425 {
426 if (!spaces)
427 do_load_sync ();
428 }
429
430 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
431 bool generate_random_map (random_map_params *RP);
432
433 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
434 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
435 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
436 object *pick_random_object (rand_gen &gen = rndm) const;
437
438 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
439
440 // return an array of maprects corresponding
441 // to the given rectangular area. the last rect will have
442 // a 0 map pointer.
443 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
444
445 MTH bool is_in_shop (int x, int y) const;
446 };
447
448 inline bool
449 object::is_in_shop () const
450 {
451 return is_on_map ()
452 && map->is_in_shop (x, y);
453 }
454
455 //+GPL
456
457 /* This is used by get_rangevector to determine where the other
458 * creature is. get_rangevector takes into account map tiling,
459 * so you just can not look the the map coordinates and get the
460 * righte value. distance_x/y are distance away, which
461 * can be negative. direction is the crossfire direction scheme
462 * that the creature should head. part is the part of the
463 * monster that is closest.
464 * Note: distance should be always >=0. I changed it to UINT. MT
465 */
466 struct rv_vector
467 {
468 unsigned int distance;
469 int distance_x;
470 int distance_y;
471 int direction;
472 object *part;
473 };
474
475 // comaptibility cruft start
476 //TODO: these should be refactored into things like xy_normalise
477 // and so on.
478 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
479 int out_of_map (maptile *m, int x, int y);
480 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
481 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
482 void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
483 int on_same_map (const object *op1, const object *op2);
484 int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
485
486 // adjust map, x and y for tiled maps and return true if the position is valid at all
487 static inline bool
488 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
489 {
490 // when in range, do a quick return, otherwise go the slow route
491 return
492 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
493 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
494 }
495 // comaptibility cruft end
496
497 //-GPL
498
499 inline mapspace &
500 object::ms () const
501 {
502 return map->at (x, y);
503 }
504
505 struct mapxy {
506 maptile *m;
507 sint16 x, y;
508
509 mapxy (maptile *m, sint16 x, sint16 y)
510 : m(m), x(x), y(y)
511 { }
512
513 mapxy (object *op)
514 : m(op->map), x(op->x), y(op->y)
515 { }
516
517 mapxy &move (int dx, int dy)
518 {
519 x += dx;
520 y += dy;
521
522 return *this;
523 }
524
525 mapxy &move (int dir)
526 {
527 return move (freearr_x [dir], freearr_y [dir]);
528 }
529
530 operator void *() const { return (void *)m; }
531 mapxy &operator =(const object *op)
532 {
533 m = op->map;
534 x = op->x;
535 y = op->y;
536
537 return *this;
538 }
539
540 mapspace *operator ->() const { return &m->at (x, y); }
541 mapspace &operator * () const { return m->at (x, y); }
542
543 bool normalise ()
544 {
545 return xy_normalise (m, x, y);
546 }
547
548 mapspace &ms () const
549 {
550 return m->at (x, y);
551 }
552
553 object *insert (object *op, object *originator = 0, int flags = 0) const
554 {
555 return m->insert (op, x, y, originator, flags);
556 }
557 };
558
559 inline const mapxy &
560 object::operator =(const mapxy &pos)
561 {
562 map = pos.m;
563 x = pos.x;
564 y = pos.y;
565
566 return pos;
567 }
568
569 // iterate over a rectangular area relative to op
570 // can be used as a single statement, but both iterate macros
571 // invocations must not be followed by a ";"
572 // see common/los.C for usage example
573 // the walk will be ordered, outer loop x, inner loop y
574 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
575 // "continue" will skip to the next space
576 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
577 for (int dx = (dx0); dx <= (dx1); ++dx) \
578 { \
579 sint16 nx, ny; \
580 maptile *m = 0; \
581 \
582 for (int dy = (dy0); dy <= (dy1); ++dy) \
583 { \
584 /* check to see if we can simply go one down quickly, */ \
585 /* if not, do it the slow way */ \
586 if (!m || ++ny >= m->height) \
587 { \
588 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
589 \
590 if (!xy_normalise (m, nx, ny)) \
591 m = 0; \
592 }
593
594 #define ordered_mapwalk_end \
595 } \
596 }
597
598 extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
599
600 // loop over every space in the given maprect,
601 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
602 // the iterator code must be a single statement following this macro call, similar to "if"
603 // "continue" will skip to the next space
604 #define rect_mapwalk(rect,dx0,dy0) \
605 statementvar (maptile *, m, (rect)->m) \
606 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
607 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
608 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
609 statementvar (int, dy, ny + (rect)->dy - (dy0))
610
611 // same as ordered_mapwalk, but the walk will not follow any particular
612 // order (unorded), but is likely faster.
613 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
614 // "continue" will skip to the next space
615 #define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
616 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
617 (ox) + (dx0) , (oy) + (dy0) , \
618 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
619 r_e_c_t->m; \
620 ++r_e_c_t) \
621 rect_mapwalk (r_e_c_t, (ox), (oy))
622
623 #define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
624 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
625
626 #endif
627