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/cvs/deliantra/server/include/map.h
Revision: 1.40
Committed: Sat Dec 30 10:16:10 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +104 -47 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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 <tr1/unordered_map>
33
34 #include "cfperl.h"
35
36 /* We set this size - this is to make magic map work properly on
37 * tiled maps. There is no requirement that this matches the
38 * tiled maps size - it just seemed like a reasonable value.
39 * Magic map code now always starts out putting the player in the
40 * center of the map - this makes the most sense when dealing
41 * with tiled maps.
42 * We also figure out the magicmap color to use as we process the
43 * spaces - this is more efficient as we already have up to date
44 * map pointers.
45 */
46 #define MAGIC_MAP_SIZE 50
47 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48
49 #define MAP_LAYERS 3
50
51 /* options passed to ready_map_name and load_original_map */
52 #define MAP_FLUSH 0x01
53 #define MAP_PLAYER_UNIQUE 0x02
54 #define MAP_BLOCK 0x04
55 #define MAP_STYLE 0x08
56 #define MAP_OVERLAY 0x10
57
58 /* Values for in_memory below. Should probably be an enumerations */
59 #define MAP_IN_MEMORY 1
60 #define MAP_SWAPPED 2
61 #define MAP_LOADING 3
62 #define MAP_SAVING 4
63
64 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
65 * really be used, as it is multi tile aware. However, there are some cases
66 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y)
68 */
69 // all those macros are herewith declared legacy
70 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
71 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
72 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
73 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
74 #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
75 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
76 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
77 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
78 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
79 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80
81 /* You should really know what you are doing before using this - you
82 * should almost always be using out_of_map instead, which takes into account
83 * map tiling.
84 */
85 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
86
87 /* These are used in the MapLook flags element. They are not used in
88 * in the object flags structure.
89 */
90 #define P_BLOCKSVIEW 0x01
91 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
92 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
93 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
94 * that means, nothing harmful can be done,
95 * such as: bombs, potion usage, alchemy, spells
96 * this was introduced to make shops safer
97 * but is useful in other situations */
98 #define P_IS_ALIVE 0x10 /* something alive is on this space */
99 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100
101 #define P_NEED_UPDATE 0x80 /* this space is out of date */
102
103 /* The following two values are not stored in the MapLook flags, but instead
104 * used in the get_map_flags value - that function is used to return
105 * the flag value, as well as other conditions - using a more general
106 * function that does more of the work can hopefully be used to replace
107 * lots of duplicate checks currently in the code.
108 */
109 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110 #define P_NEW_MAP 0x20000
111 /* Coordinates passed result in a new tiled map */
112
113 /* P_NO_PASS is used for ob_blocked() return value. It needs
114 * to be here to make sure the bits don't match with anything.
115 */
116 #define P_NO_PASS 0x80000
117
118 /* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier
122 * to extend information about a space.
123 */
124 struct mapspace
125 {
126 object *bot, *top; /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */
135
136 void update_ ();
137 void update ()
138 {
139 if (flags_ & P_NEED_UPDATE)
140 update_ ();
141 }
142
143 uint8 flags ()
144 {
145 update ();
146 return flags_;
147 }
148
149 // maybe only inline quick flags_ checking?
150 object *player ()
151 {
152 // search from the top, because players are usually on top
153 // make usually == always and this non-amortized O(1)
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below)
157 if (op->type == PLAYER)
158 return op;
159
160 return 0;
161 }
162 };
163
164 /*
165 * Each map is in a given region of the game world and links to a region definiton, so
166 * they have to appear here in the headers, before the mapdef
167 */
168 struct region : zero_initialised
169 {
170 struct region *next; /* pointer to next region, NULL for the last one */
171 const char *name; /* Shortend name of the region as maps refer to it */
172 const char *parent_name; /*
173 * So that parent and child regions can be defined in
174 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value.
178 */
179 struct region *parent; /*
180 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is.
183 */
184 const char *longname; /* Official title of the region, this might be defined
185 * to be the same as name*/
186 const char *msg; /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
192 };
193
194 struct shopitems : zero_initialised
195 {
196 const char *name; /* name of the item in question, null if it is the default item */
197 const char *name_pl; /* plural name */
198 int typenum; /* itemtype number we need to match 0 if it is the default price */
199 sint8 strength; /* the degree of specialisation the shop has in this item,
200 * as a percentage from -100 to 100 */
201 int index; /* being the size of the shopitems array. */
202 };
203
204 // map I/O, what to load/save
205 enum {
206 IO_HEADER = 0x01, // the "arch map" pseudo object
207 IO_OBJECTS = 0x02, // the non-unique objects
208 IO_UNIQUES = 0x04, // unique objects
209 };
210
211 /* In general, code should always use the macros
212 * above (or functions in map.c) to access many of the
213 * values in the map structure. Failure to do this will
214 * almost certainly break various features. You may think
215 * it is safe to look at width and height values directly
216 * (or even through the macros), but doing so will completely
217 * break map tiling.
218 */
219 INTERFACE_CLASS (maptile)
220 struct maptile : zero_initialised, attachable
221 {
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */
224
225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
226
227 shstr ACC (RW, name); /* Name of map as given by its creator */
228 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
229 * points to the struct containing all the properties of
230 * the region */
231 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset
234 */
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map
237 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */
239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
241 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */
244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245
246 bool ACC (RW, per_player);
247 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */
249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
250
251 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
252 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
253 oblinkpt *buttons; /* Linked list of linked lists of buttons */
254 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
255 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
256 sint8 ACC (RW, humid); /* humitidy of this tile */
257 sint8 ACC (RW, windspeed); /* windspeed of this tile */
258 sint8 ACC (RW, winddir); /* direction of wind */
259 sint8 ACC (RW, sky); /* sky conditions */
260 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
261 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
262 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
263 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
264 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
265 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
266 shstr ACC (RW, msg); /* Message map creator may have left */
267 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */
271
272 // /*
273 // * Makes sure the given map is loaded and swapped in.
274 // * name is path name of the map.
275 // * flags meaning:
276 // * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
277 // * and don't do unique items or the like.
278 // * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
279 // * dont do any more name translation on it.
280 // *
281 // * Returns a pointer to the given map.
282 // */
283 // static maptile *ready (const char *name, int flags);
284
285 MTH void activate ();
286 MTH void deactivate ();
287
288 // allocates all (empty) mapspace
289 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear ();
292
293 MTH void fix_auto_apply ();
294 MTH void decay_objects ();
295 MTH void update_buttons ();
296 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const;
300
301 MTH void link_multipart_objects ();
302 MTH void clear_unique_items ();
303
304 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m);
306
307 // loas the header pseudo-object
308 bool load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path);
310
311 // load objects into the map
312 bool load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true);
314
315 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags);
318
319 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path);
322
323 maptile ();
324 maptile (int w, int h);
325 ~maptile ();
326
327 void do_destroy ();
328 void gather_callbacks (AV *&callbacks, event_type event) const;
329
330 MTH int size () const { return width * height; }
331
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333
334 static maptile *find_map (const char *path, maptile *origin);//PERL
335
336 // load a map relative to this one
337 maptile *find_map (const char *path)
338 {
339 return find_map (path, this);
340 }
341
342 // customise this map for the given player
343 // might return this or a completely new map
344 maptile *customise_for (object *op);
345
346 // make sure the map is loaded
347 MTH bool load ()
348 {
349 if (in_memory != MAP_IN_MEMORY)
350 do_load ();
351
352 return spaces;
353 }
354
355 static void emergency_save ();
356
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360 private:
361 void do_load ();//PERL
362 };
363
364 /* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the
367 * righte value. distance_x/y are distance away, which
368 * can be negative. direction is the crossfire direction scheme
369 * that the creature should head. part is the part of the
370 * monster that is closest.
371 * Note: distance should be always >=0. I changed it to UINT. MT
372 */
373 struct rv_vector
374 {
375 unsigned int distance;
376 int distance_x;
377 int distance_y;
378 int direction;
379 object *part;
380 };
381
382 inline mapspace &
383 object::ms () const
384 {
385 return map->at (x, y);
386 }
387
388 #endif
389