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/cvs/deliantra/server/include/map.h
Revision: 1.59
Committed: Thu Jan 25 03:54:45 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +6 -1 lines
Log Message:
added checkrusage extension

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 /* Values for in_memory below. Should probably be an enumerations */
53 enum {
54 MAP_IN_MEMORY,
55 MAP_SWAPPED,
56 MAP_LOADING,
57 MAP_SAVING,
58 };
59
60 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
61 * really be used, as it is multi tile aware. However, there are some cases
62 * where it is known the map is not tiled or the values are known
63 * consistent (eg, op->map, op->x, op->y)
64 */
65 // all those macros are herewith declared legacy
66 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70 #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
74 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
76
77 /* You should really know what you are doing before using this - you
78 * should almost always be using out_of_map instead, which takes into account
79 * map tiling.
80 */
81 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
82
83 /* These are used in the MapLook flags element. They are not used in
84 * in the object flags structure.
85 */
86 #define P_BLOCKSVIEW 0x01
87 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
88 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
89 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
90 * that means, nothing harmful can be done,
91 * such as: bombs, potion usage, alchemy, spells
92 * this was introduced to make shops safer
93 * but is useful in other situations */
94 #define P_IS_ALIVE 0x10 /* something alive is on this space */
95 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
96
97 #define P_UPTODATE 0x80 /* this space is up to date */
98
99 /* The following two values are not stored in the MapLook flags, but instead
100 * used in the get_map_flags value - that function is used to return
101 * the flag value, as well as other conditions - using a more general
102 * function that does more of the work can hopefully be used to replace
103 * lots of duplicate checks currently in the code.
104 */
105 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
106 #define P_NEW_MAP 0x20000
107 /* Coordinates passed result in a new tiled map */
108
109 /* P_NO_PASS is used for ob_blocked() return value. It needs
110 * to be here to make sure the bits don't match with anything.
111 */
112 #define P_NO_PASS 0x80000
113
114 /* Instead of having numerous arrays that have information on a
115 * particular space (was map, floor, floor2, map_ob),
116 * have this structure take care of that information.
117 * This puts it all in one place, and should also make it easier
118 * to extend information about a space.
119 */
120 struct mapspace
121 {
122 object *bot, *top; /* lowest/highest object on this space */
123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
125 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */
129 MoveType move_on; /* What movement types are activated */
130 MoveType move_off; /* What movement types are activated */
131
132 void update_ ();
133 void update ()
134 {
135 if (!(flags_ & P_UPTODATE))
136 update_ ();
137 }
138
139 uint8 flags ()
140 {
141 update ();
142 return flags_;
143 }
144
145 // maybe only inline quick flags_ checking?
146 object *player ()
147 {
148 // search from the top, because players are usually on top
149 // make usually == always and this non-amortized O(1)
150 // could gte rid of P_PLAYER, too, then
151 if (flags () & P_PLAYER)
152 for (object *op = top; op; op = op->below)
153 if (op->type == PLAYER)
154 return op;
155
156 return 0;
157 }
158 };
159
160 /*
161 * Each map is in a given region of the game world and links to a region definiton, so
162 * they have to appear here in the headers, before the mapdef
163 */
164 INTERFACE_CLASS (region)
165 struct region : zero_initialised
166 {
167 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
168 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
169 char *ACC (RW, parent_name); /*
170 * So that parent and child regions can be defined in
171 * any order, we keep hold of the parent_name during
172 * initialisation, and the children get assigned to their
173 * parents later. (before runtime on the server though)
174 * nothing outside the init code should ever use this value.
175 */
176 struct region *ACC (RW, parent); /*
177 * Pointer to the region that is a parent of the current
178 * region, if a value isn't defined in the current region
179 * we traverse this series of pointers until it is.
180 */
181 char *ACC (RW, longname); /* Official title of the region, this might be defined
182 * to be the same as name*/
183 char *ACC (RW, msg); /* the description of the region */
184 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
185 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
186 * this should be the one we fall back on as the default */
187 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
188 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
189 };
190
191 struct shopitems : zero_initialised
192 {
193 const char *name; /* name of the item in question, null if it is the default item */
194 const char *name_pl; /* plural name */
195 int typenum; /* itemtype number we need to match 0 if it is the default price */
196 sint8 strength; /* the degree of specialisation the shop has in this item,
197 * as a percentage from -100 to 100 */
198 int index; /* being the size of the shopitems array. */
199 };
200
201 // map I/O, what to load/save
202 enum {
203 IO_HEADER = 0x01, // the "arch map" pseudo object
204 IO_OBJECTS = 0x02, // the non-unique objects
205 IO_UNIQUES = 0x04, // unique objects
206 };
207
208 /* In general, code should always use the macros
209 * above (or functions in map.c) to access many of the
210 * values in the map structure. Failure to do this will
211 * almost certainly break various features. You may think
212 * it is safe to look at width and height values directly
213 * (or even through the macros), but doing so will completely
214 * break map tiling.
215 */
216 INTERFACE_CLASS (maptile)
217 struct maptile : zero_initialised, attachable
218 {
219 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
220 struct mapspace *spaces; /* Array of spaces on this map */
221
222 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
223
224 shstr ACC (RW, name); /* Name of map as given by its creator */
225 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
226 * points to the struct containing all the properties of
227 * the region */
228 double ACC (RW, reset_time);
229 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
230 * should be reset
231 */
232 bool ACC (RW, dirty); /* if true, something was inserted or removed */
233 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
234 * players entering/exiting map
235 */
236 sint32 ACC (RW, timeout); /* swapout is set to this */
237 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
238 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
239 * be loaded before used. The map,omap and map_ob
240 * arrays will be allocated when the map is loaded */
241 sint16 players; /* How many players are on this map right now */
242 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
243
244 bool ACC (RW, per_player);
245 bool ACC (RW, per_party);
246 bool ACC (RW, outdoor); /* True if an outdoor map */
247 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
248 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
249
250 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
251 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
252 oblinkpt *buttons; /* Linked list of linked lists of buttons */
253 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
254 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
255 sint8 ACC (RW, humid); /* humitidy of this tile */
256 sint8 ACC (RW, windspeed); /* windspeed of this tile */
257 sint8 ACC (RW, winddir); /* direction of wind */
258 sint8 ACC (RW, sky); /* sky conditions */
259 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
260 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
261 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
262 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
263 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
264 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
265 shstr ACC (RW, msg); /* Message map creator may have left */
266 shstr ACC (RW, maplore); /* Map lore information */
267 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
268 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
269 shstr ACC (RW, path); /* Filename of the map */
270
271 MTH void activate ();
272 MTH void deactivate ();
273
274 // allocates all (empty) mapspace
275 MTH void alloc ();
276 // deallocates the mapspaces (and destroys all objects)
277 MTH void clear ();
278
279 MTH void fix_auto_apply ();
280 MTH void decay_objects ();
281 MTH void update_buttons ();
282 MTH int change_map_light (int change);
283 static void change_all_map_light (int change); //PERL
284 MTH void set_darkness_map ();
285 MTH int estimate_difficulty () const;
286
287 // set the given flag on all objects in the map
288 MTH void set_object_flag (int flag, int value = 1);
289
290 MTH void link_multipart_objects ();
291 MTH void clear_unique_items ();
292
293 MTH void clear_header ();
294 MTH void clear_links_to (maptile *m);
295
296 struct region *region (int x, int y) const
297 {
298 return default_region;
299 }
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 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
348 bool generate_random_map (random_map_params *RP);
349
350 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
351 // async prefetch
352 static maptile *find_async (const char *path, maptile *original = 0);//PERL
353
354 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
355 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
356 };
357
358 /* This is used by get_rangevector to determine where the other
359 * creature is. get_rangevector takes into account map tiling,
360 * so you just can not look the the map coordinates and get the
361 * righte value. distance_x/y are distance away, which
362 * can be negative. direction is the crossfire direction scheme
363 * that the creature should head. part is the part of the
364 * monster that is closest.
365 * Note: distance should be always >=0. I changed it to UINT. MT
366 */
367 struct rv_vector
368 {
369 unsigned int distance;
370 int distance_x;
371 int distance_y;
372 int direction;
373 object *part;
374 };
375
376 //TODO: these should be refactored into things like xy_normalise
377 // and so on.
378 int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
379 int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
380 int out_of_map(maptile *m, int x, int y);
381 maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
382 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags);
383 void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
384 int on_same_map(const object *op1, const object *op2);
385
386 // adjust map, x and y for tiled maps and return true if the position is valid at all
387 inline bool
388 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
389 {
390 // when in range, do a quick return, otherwise go the slow route
391 return
392 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
393 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
394 }
395
396 inline mapspace &
397 object::ms () const
398 {
399 return map->at (x, y);
400 }
401
402 #endif
403