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/cvs/deliantra/server/include/map.h
Revision: 1.50
Committed: Wed Jan 10 01:16:54 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +2 -0 lines
Log Message:
aggressively prefetch tiled maps around the player
- prefetch maps on every tick
- prefetch maps and block the player when entering maps

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at crossfire@schmorp.de
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 #include "cfperl.h"
36
37 /* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the
41 * center of the map - this makes the most sense when dealing
42 * with tiled maps.
43 * We also figure out the magicmap color to use as we process the
44 * spaces - this is more efficient as we already have up to date
45 * map pointers.
46 */
47 #define MAGIC_MAP_SIZE 50
48 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49
50 #define MAP_LAYERS 3
51
52 /* options passed to ready_map_name and load_original_map */
53 #define MAP_FLUSH 0x01
54 #define MAP_PLAYER_UNIQUE 0x02
55 #define MAP_BLOCK 0x04
56 #define MAP_STYLE 0x08
57 #define MAP_OVERLAY 0x10
58
59 /* Values for in_memory below. Should probably be an enumerations */
60 enum {
61 MAP_IN_MEMORY,
62 MAP_SWAPPED,
63 MAP_LOADING,
64 MAP_SAVING,
65 };
66
67 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
68 * really be used, as it is multi tile aware. However, there are some cases
69 * where it is known the map is not tiled or the values are known
70 * consistent (eg, op->map, op->x, op->y)
71 */
72 // all those macros are herewith declared legacy
73 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
74 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
75 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
76 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
77 #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
78 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
79 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
80 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
81 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
82 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
83
84 /* You should really know what you are doing before using this - you
85 * should almost always be using out_of_map instead, which takes into account
86 * map tiling.
87 */
88 #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
89
90 /* These are used in the MapLook flags element. They are not used in
91 * in the object flags structure.
92 */
93 #define P_BLOCKSVIEW 0x01
94 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
95 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
96 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
97 * that means, nothing harmful can be done,
98 * such as: bombs, potion usage, alchemy, spells
99 * this was introduced to make shops safer
100 * but is useful in other situations */
101 #define P_IS_ALIVE 0x10 /* something alive is on this space */
102 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
103
104 #define P_UPTODATE 0x80 /* this space is up to date */
105
106 /* The following two values are not stored in the MapLook flags, but instead
107 * used in the get_map_flags value - that function is used to return
108 * the flag value, as well as other conditions - using a more general
109 * function that does more of the work can hopefully be used to replace
110 * lots of duplicate checks currently in the code.
111 */
112 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
113 #define P_NEW_MAP 0x20000
114 /* Coordinates passed result in a new tiled map */
115
116 /* P_NO_PASS is used for ob_blocked() return value. It needs
117 * to be here to make sure the bits don't match with anything.
118 */
119 #define P_NO_PASS 0x80000
120
121 /* Instead of having numerous arrays that have information on a
122 * particular space (was map, floor, floor2, map_ob),
123 * have this structure take care of that information.
124 * This puts it all in one place, and should also make it easier
125 * to extend information about a space.
126 */
127 struct mapspace
128 {
129 object *bot, *top; /* lowest/highest object on this space */
130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
132 uint8 flags_; /* flags about this space (see the P_ values above) */
133 sint8 light; /* How much light this space provides */
134 MoveType move_block; /* What movement types this space blocks */
135 MoveType move_slow; /* What movement types this space slows */
136 MoveType move_on; /* What movement types are activated */
137 MoveType move_off; /* What movement types are activated */
138
139 void update_ ();
140 void update ()
141 {
142 if (!(flags_ & P_UPTODATE))
143 update_ ();
144 }
145
146 uint8 flags ()
147 {
148 update ();
149 return flags_;
150 }
151
152 // maybe only inline quick flags_ checking?
153 object *player ()
154 {
155 // search from the top, because players are usually on top
156 // make usually == always and this non-amortized O(1)
157 // could gte rid of P_PLAYER, too, then
158 if (flags () & P_PLAYER)
159 for (object *op = top; op; op = op->below)
160 if (op->type == PLAYER)
161 return op;
162
163 return 0;
164 }
165 };
166
167 /*
168 * Each map is in a given region of the game world and links to a region definiton, so
169 * they have to appear here in the headers, before the mapdef
170 */
171 INTERFACE_CLASS (region)
172 struct region : zero_initialised
173 {
174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
176 char *ACC (RW, parent_name); /*
177 * So that parent and child regions can be defined in
178 * any order, we keep hold of the parent_name during
179 * initialisation, and the children get assigned to their
180 * parents later. (before runtime on the server though)
181 * nothing outside the init code should ever use this value.
182 */
183 struct region *ACC (RW, parent); /*
184 * Pointer to the region that is a parent of the current
185 * region, if a value isn't defined in the current region
186 * we traverse this series of pointers until it is.
187 */
188 char *ACC (RW, longname); /* Official title of the region, this might be defined
189 * to be the same as name*/
190 char *ACC (RW, msg); /* the description of the region */
191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
193 * this should be the one we fall back on as the default */
194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
196 };
197
198 struct shopitems : zero_initialised
199 {
200 const char *name; /* name of the item in question, null if it is the default item */
201 const char *name_pl; /* plural name */
202 int typenum; /* itemtype number we need to match 0 if it is the default price */
203 sint8 strength; /* the degree of specialisation the shop has in this item,
204 * as a percentage from -100 to 100 */
205 int index; /* being the size of the shopitems array. */
206 };
207
208 // map I/O, what to load/save
209 enum {
210 IO_HEADER = 0x01, // the "arch map" pseudo object
211 IO_OBJECTS = 0x02, // the non-unique objects
212 IO_UNIQUES = 0x04, // unique objects
213 };
214
215 /* In general, code should always use the macros
216 * above (or functions in map.c) to access many of the
217 * values in the map structure. Failure to do this will
218 * almost certainly break various features. You may think
219 * it is safe to look at width and height values directly
220 * (or even through the macros), but doing so will completely
221 * break map tiling.
222 */
223 INTERFACE_CLASS (maptile)
224 struct maptile : zero_initialised, attachable
225 {
226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
227 struct mapspace *spaces; /* Array of spaces on this map */
228
229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
230
231 shstr ACC (RW, name); /* Name of map as given by its creator */
232 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
233 * points to the struct containing all the properties of
234 * the region */
235 double ACC (RW, reset_time);
236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
237 * should be reset
238 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */
240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
241 * players entering/exiting map
242 */
243 sint32 ACC (RW, timeout); /* swapout is set to this */
244 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
245 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
246 * be loaded before used. The map,omap and map_ob
247 * arrays will be allocated when the map is loaded */
248 sint16 players; /* How many players are on this map right now */
249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
250
251 bool ACC (RW, per_player);
252 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */
254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
255
256 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
257 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
258 oblinkpt *buttons; /* Linked list of linked lists of buttons */
259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
260 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
261 sint8 ACC (RW, humid); /* humitidy of this tile */
262 sint8 ACC (RW, windspeed); /* windspeed of this tile */
263 sint8 ACC (RW, winddir); /* direction of wind */
264 sint8 ACC (RW, sky); /* sky conditions */
265 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
266 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
267 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
268 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
269 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
270 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
271 shstr ACC (RW, msg); /* Message map creator may have left */
272 shstr ACC (RW, maplore); /* Map lore information */
273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
275 shstr ACC (RW, path); /* Filename of the map */
276
277 MTH void activate ();
278 MTH void deactivate ();
279
280 // allocates all (empty) mapspace
281 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear ();
284
285 MTH void fix_auto_apply ();
286 MTH void decay_objects ();
287 MTH void update_buttons ();
288 MTH int change_map_light (int change);
289 static void change_all_map_light (int change); //PERL
290 MTH void set_darkness_map ();
291 MTH int estimate_difficulty () const;
292
293 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1);
295
296 MTH void link_multipart_objects ();
297 MTH void clear_unique_items ();
298
299 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m);
301
302 // loas the header pseudo-object
303 bool load_header (object_thawer &thawer);
304 MTH bool load_header (const char *path);
305
306 // load objects into the map
307 bool load_objects (object_thawer &thawer);
308 MTH bool load_objects (const char *path, bool skip_header = true);
309
310 // save objects into the given file (uses IO_ flags)
311 bool save_objects (object_freezer &freezer, int flags);
312 MTH bool save_objects (const char *path, int flags);
313
314 // save the header pseudo object _only_
315 bool save_header (object_freezer &freezer);
316 MTH bool save_header (const char *path);
317
318 maptile ();
319 maptile (int w, int h);
320 ~maptile ();
321
322 void do_destroy ();
323 void gather_callbacks (AV *&callbacks, event_type event) const;
324
325 MTH int size () const { return width * height; }
326
327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328
329 MTH void touch () { last_access = runtime; }
330
331 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference
333 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y);
335
336 // like xy_find, but also loads the map
337 maptile *xy_load (sint16 &x, sint16 &y);
338
339 void do_load_sync ();//PERL
340
341 // make sure the map is loaded
342 MTH void load_sync ()
343 {
344 if (!spaces)
345 do_load_sync ();
346 }
347
348 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
349 // async prefetch
350 static maptile *find_async (const char *path, maptile *original = 0);//PERL
351
352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
354 };
355
356 /* This is used by get_rangevector to determine where the other
357 * creature is. get_rangevector takes into account map tiling,
358 * so you just can not look the the map coordinates and get the
359 * righte value. distance_x/y are distance away, which
360 * can be negative. direction is the crossfire direction scheme
361 * that the creature should head. part is the part of the
362 * monster that is closest.
363 * Note: distance should be always >=0. I changed it to UINT. MT
364 */
365 struct rv_vector
366 {
367 unsigned int distance;
368 int distance_x;
369 int distance_y;
370 int direction;
371 object *part;
372 };
373
374 inline mapspace &
375 object::ms () const
376 {
377 return map->at (x, y);
378 }
379
380 #endif
381