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/cvs/deliantra/server/include/map.h
Revision: 1.30
Committed: Wed Dec 20 11:36:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +33 -21 lines
Log Message:
- mapspace caches are now reevaluated only on-demand only
- "heavily" optimised get_map_flags - it might be MUCH faster now
- some cleanups
- some deoptimisaton in update_object - enabling it makes some
  bigfaces disappear when they are not fully visible. why?

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire@schmorp.de
22 */
23
24 /*
25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map.
27 */
28
29 #ifndef MAP_H
30 #define MAP_H
31
32 #include "cfperl.h"
33
34 /* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing
39 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the
41 * spaces - this is more efficient as we already have up to date
42 * map pointers.
43 */
44 #define MAGIC_MAP_SIZE 50
45 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46
47 #define MAP_LAYERS 4
48
49 /* This is when the map will reset */
50 #define MAP_WHEN_RESET(m) ((m)->reset_time)
51
52 #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53 #define MAP_DIFFICULTY(m) ((m)->difficulty)
54 #define MAP_TIMEOUT(m) ((m)->timeout)
55 #define MAP_SWAP_TIME(m) ((m)->swap_time)
56 #define MAP_OUTDOORS(m) ((m)->outdoor)
57
58 /* mape darkness used to enforce the MAX_DARKNESS value.
59 * but IMO, if it is beyond max value, that should be fixed
60 * on the map or in the code.
61 */
62 #define MAP_DARKNESS(m) (m)->darkness
63
64 #define MAP_WIDTH(m) (m)->width
65 #define MAP_HEIGHT(m) (m)->height
66
67 /* Convenient function - total number of spaces is used
68 * in many places.
69 */
70 #define MAP_SIZE(m) ((m)->width * (m)->height)
71
72 #define MAP_ENTER_X(m) (m)->enter_x
73 #define MAP_ENTER_Y(m) (m)->enter_y
74
75 #define MAP_TEMP(m) (m)->temp
76 #define MAP_PRESSURE(m) (m)->pressure
77 #define MAP_HUMID(m) (m)->humid
78 #define MAP_WINDSPEED(m) (m)->windspeed
79 #define MAP_WINDDIRECTION(m) (m)->winddir
80 #define MAP_SKYCOND(m) (m)->sky
81 #define MAP_WORLDPARTX(m) (m)->wpartx
82 #define MAP_WORLDPARTY(m) (m)->wparty
83 #define MAP_NOSMOOTH(m) (m)->nosmooth
84
85 /* options passed to ready_map_name and load_original_map */
86 #define MAP_FLUSH 0x1
87 #define MAP_PLAYER_UNIQUE 0x2
88 #define MAP_BLOCK 0x4
89 #define MAP_STYLE 0x8
90 #define MAP_OVERLAY 0x10
91
92 /* Values for in_memory below. Should probably be an enumerations */
93 #define MAP_IN_MEMORY 1
94 #define MAP_SWAPPED 2
95 #define MAP_LOADING 3
96 #define MAP_SAVING 4
97
98 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
99 * really be used, as it is multi tile aware. However, there are some cases
100 * where it is known the map is not tiled or the values are known
101 * consistent (eg, op->map, op->x, op->y)
102 */
103 // all those macros are herewith declared legacy
104 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
106 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom
107 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
108 #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
109 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
110 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
111 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
112 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
113 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
114
115 /* You should really know what you are doing before using this - you
116 * should almost always be using out_of_map instead, which takes into account
117 * map tiling.
118 */
119 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
120
121 /* These are used in the MapLook flags element. They are not used in
122 * in the object flags structure.
123 */
124 #define P_BLOCKSVIEW 0x01
125 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
126 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
127 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
128 * that means, nothing harmful can be done,
129 * such as: bombs, potion usage, alchemy, spells
130 * this was introduced to make shops safer
131 * but is useful in other situations */
132 #define P_IS_ALIVE 0x10 /* something alive is on this space */
133 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
134
135 #define P_NEED_UPDATE 0x80 /* this space is out of date */
136
137 /* The following two values are not stored in the MapLook flags, but instead
138 * used in the get_map_flags value - that function is used to return
139 * the flag value, as well as other conditions - using a more general
140 * function that does more of the work can hopefully be used to replace
141 * lots of duplicate checks currently in the code.
142 */
143 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
144 #define P_NEW_MAP 0x20000
145 /* Coordinates passed result in a new tiled map */
146
147 /* P_NO_PASS is used for ob_blocked() return value. It needs
148 * to be here to make sure the bits don't match with anything.
149 */
150 #define P_NO_PASS 0x80000
151
152 /* Instead of having numerous arrays that have information on a
153 * particular space (was map, floor, floor2, map_ob),
154 * have this structure take care of that information.
155 * This puts it all in one place, and should also make it easier
156 * to extend information about a space.
157 */
158 struct mapspace
159 {
160 object *bottom; /* lowest object on this space */
161 object *top; /* Highest object on this space */
162 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
163 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
164 uint8 flags_; /* flags about this space (see the P_ values above) */
165 sint8 light; /* How much light this space provides */
166 MoveType move_block; /* What movement types this space blocks */
167 MoveType move_slow; /* What movement types this space slows */
168 MoveType move_on; /* What movement types are activated */
169 MoveType move_off; /* What movement types are activated */
170
171 void update_ ();
172 void update ()
173 {
174 if (flags_ & P_NEED_UPDATE)
175 update_ ();
176 }
177
178 uint8 flags ()
179 {
180 update ();
181 return flags_;
182 }
183
184 // maybe only inline quick flags_ checking?
185 object *player ()
186 {
187 if (flags () & P_PLAYER)
188 for (object *op = bottom; op; op = op->above)
189 if (op->type == PLAYER)
190 return op;
191
192 return 0;
193 }
194 };
195
196 /*
197 * this is an overlay structure of the whole world. It exists as a simple
198 * high level map, which doesn't contain the full data of the underlying map.
199 * in this map, only things such as weather are recorded. By doing so, we
200 * can keep the entire world parameters in memory, and act as a whole on
201 * them at once. We can then, in a separate loop, update the actual world
202 * with the new values we have assigned.
203 */
204
205 struct weathermap_t
206 {
207 sint16 temp; /* base temperature of this tile (F) */
208 sint16 pressure; /* barometric pressure (mb) */
209 sint8 humid; /* humitidy of this tile */
210 sint8 windspeed; /* windspeed of this tile */
211 sint8 winddir; /* direction of wind */
212 sint8 sky; /* sky conditions */
213 sint32 avgelev; /* average elevation */
214 uint32 rainfall; /* cumulative rainfall */
215 uint8 darkness; /* indicates level of darkness of map */
216 uint8 water; /* 0-100 percentage of water tiles */
217 /*Dynamic parts */
218 sint16 realtemp; /* temperature at a given calculation step for this tile */
219 };
220
221 /*
222 * Each map is in a given region of the game world and links to a region definiton, so
223 * they have to appear here in the headers, before the mapdef
224 */
225 struct region : zero_initialised
226 {
227 struct region *next; /* pointer to next region, NULL for the last one */
228 const char *name; /* Shortend name of the region as maps refer to it */
229 const char *parent_name; /*
230 * So that parent and child regions can be defined in
231 * any order, we keep hold of the parent_name during
232 * initialisation, and the children get assigned to their
233 * parents later. (before runtime on the server though)
234 * nothing outside the init code should ever use this value.
235 */
236 struct region *parent; /*
237 * Pointer to the region that is a parent of the current
238 * region, if a value isn't defined in the current region
239 * we traverse this series of pointers until it is.
240 */
241 const char *longname; /* Official title of the region, this might be defined
242 * to be the same as name*/
243 const char *msg; /* the description of the region */
244 uint32 counter; /* A generic counter for holding temporary data. */
245 sint8 fallback; /* whether, in the event of a region not existing,
246 * this should be the one we fall back on as the default */
247 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
248 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
249 };
250
251 struct shopitems : zero_initialised
252 {
253 const char *name; /* name of the item in question, null if it is the default item */
254 const char *name_pl; /* plural name */
255 int typenum; /* itemtype number we need to match 0 if it is the default price */
256 sint8 strength; /* the degree of specialisation the shop has in this item,
257 * as a percentage from -100 to 100 */
258 int index; /* being the size of the shopitems array. */
259 };
260
261 /* In general, code should always use the macros
262 * above (or functions in map.c) to access many of the
263 * values in the map structure. Failure to do this will
264 * almost certainly break various features. You may think
265 * it is safe to look at width and height values directly
266 * (or even through the macros), but doing so will completely
267 * break map tiling.
268 */
269 ACC_CLASS (maptile)
270 struct maptile : zero_initialised, attachable<maptile>
271 {
272 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
273 struct mapspace *spaces; /* Array of spaces on this map */
274
275 maptile *ACC (RW, next); /* Next map, linked list */
276 char *ACC (RO, tmpname); /* Name of temporary file */
277 char *ACC (RO, name); /* Name of map as given by its creator */
278 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
279 * points to the struct containing all the properties of
280 * the region */
281 uint32 ACC (RW, reset_time); /* when this map should reset */
282 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
283 * should be reset
284 */
285 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
286 * players entering/exiting map
287 */
288 bool ACC (RW, unique); /* if set, this is a per player unique map */
289 bool ACC (RW, templatemap); /* if set, this is a template map */
290 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
291 sint32 ACC (RW, timeout); /* swapout is set to this */
292 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
293 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
294 * be loaded before used. The map,omap and map_ob
295 * arrays will be allocated when the map is loaded */
296 sint16 ACC (RW, players); /* How many players are on this level right now */
297 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
298
299 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
300 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
301 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
302 bool ACC (RW, outdoor); /* True if an outdoor map */
303 oblinkpt *buttons; /* Linked list of linked lists of buttons */
304 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
305 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
306 sint8 ACC (RW, humid); /* humitidy of this tile */
307 sint8 ACC (RW, windspeed); /* windspeed of this tile */
308 sint8 ACC (RW, winddir); /* direction of wind */
309 sint8 ACC (RW, sky); /* sky conditions */
310 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
311 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
312 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
313 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
314 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
315 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
316 char *ACC (RO, msg); /* Message map creator may have left */
317 char *ACC (RO, maplore); /* Map lore information */
318 char *tile_path[4]; /* path to adjoining maps */
319 maptile *tile_map[4]; /* Next map, linked list */
320 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
321
322 maptile ();
323 void allocate ();
324
325 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
326 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
327 };
328
329 /* This is used by get_rangevector to determine where the other
330 * creature is. get_rangevector takes into account map tiling,
331 * so you just can not look the the map coordinates and get the
332 * righte value. distance_x/y are distance away, which
333 * can be negative. direction is the crossfire direction scheme
334 * that the creature should head. part is the part of the
335 * monster that is closest.
336 * Note: distance should be always >=0. I changed it to UINT. MT
337 */
338 struct rv_vector
339 {
340 unsigned int distance;
341 int distance_x;
342 int distance_y;
343 int direction;
344 object *part;
345 };
346
347 #endif
348