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/cvs/deliantra/server/include/map.h
Revision: 1.47
Committed: Thu Jan 4 16:19:32 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +23 -25 lines
Log Message:
- word of recall activated the player indirectly
- implement maptile->xy_find and xy_load
- separate find and load, even on C level
- generate map_leave/enter and map_change events even for tiled map changes
  (experimental)
- implement mainloop freezeing by start/stop, not skipping ticks
- no map updates when player !active

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