ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
Revision: 1.72
Committed: Mon Mar 12 01:13:10 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +0 -2 lines
Log Message:
- remove faces form each mapspace, as they were stored and calculated
  *solely* for magicmap. sic.
- as update_ is a major bottleneck, this will certainly help load, too.
- semantics have changed: objects with blank faces are now transfered,
  but i assume this is rare (and might give a nice hint about invisible stuff :)

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_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
71 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
72 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
73 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
74 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
75
76 /* You should really know what you are doing before using this - you
77 * should almost always be using out_of_map instead, which takes into account
78 * map tiling.
79 */
80 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
81
82 /* These are used in the MapLook flags element. They are not used in
83 * in the object flags structure.
84 */
85 #define P_BLOCKSVIEW 0x01
86 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
87 #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
88 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
89 * that means, nothing harmful can be done,
90 * such as: bombs, potion usage, alchemy, spells
91 * this was introduced to make shops safer
92 * but is useful in other situations */
93 #define P_IS_ALIVE 0x10 /* something alive is on this space */
94 #define P_NO_CLERIC 0x20 /* no clerical spells cast here */
95
96 #define P_UPTODATE 0x80 /* this space is up to date */
97
98 /* The following two values are not stored in the MapLook flags, but instead
99 * used in the get_map_flags value - that function is used to return
100 * the flag value, as well as other conditions - using a more general
101 * function that does more of the work can hopefully be used to replace
102 * lots of duplicate checks currently in the code.
103 */
104 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
105 #define P_NEW_MAP 0x20000
106 /* Coordinates passed result in a new tiled map */
107
108 /* P_NO_PASS is used for ob_blocked() return value. It needs
109 * to be here to make sure the bits don't match with anything.
110 */
111 #define P_NO_PASS 0x80000
112
113 /* Instead of having numerous arrays that have information on a
114 * particular space (was map, floor, floor2, map_ob),
115 * have this structure take care of that information.
116 * This puts it all in one place, and should also make it easier
117 * to extend information about a space.
118 */
119 struct mapspace
120 {
121 object *bot, *top; /* lowest/highest object on this space */
122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
123 uint8 flags_; /* flags about this space (see the P_ values above) */
124 sint8 light; /* How much light this space provides */
125 MoveType move_block; /* What movement types this space blocks */
126 MoveType move_slow; /* What movement types this space slows */
127 MoveType move_on; /* What movement types are activated */
128 MoveType move_off; /* What movement types are activated */
129
130 void update_ ();
131 void update ()
132 {
133 if (!(flags_ & P_UPTODATE))
134 update_ ();
135 }
136
137 uint8 flags ()
138 {
139 update ();
140 return flags_;
141 }
142
143 // maybe only inline quick flags_ checking?
144 object *player ()
145 {
146 // search from the top, because players are usually on top
147 // make usually == always and this non-amortized O(1)
148 // could gte rid of P_PLAYER, too, then
149 if (flags () & P_PLAYER)
150 for (object *op = top; op; op = op->below)
151 if (op->type == PLAYER)
152 return op;
153
154 return 0;
155 }
156
157 // return the item volume on this mapspace in cm³
158 uint64 volume () const;
159 };
160
161 /*
162 * Each map is in a given region of the game world and links to a region definiton, so
163 * they have to appear here in the headers, before the mapdef
164 */
165 INTERFACE_CLASS (region)
166 struct region : zero_initialised
167 {
168 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
169 region *ACC (RW, parent); /*
170 * Pointer to the region that is a parent of the current
171 * region, if a value isn't defined in the current region
172 * we traverse this series of pointers until it is.
173 */
174 shstr ACC (RW, longname); /* Official title of the region, this might be defined
175 * to be the same as name*/
176 shstr ACC (RW, msg); /* the description of the region */
177 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
178 int ACC (RW, index);
179 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
180 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
181 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
182 * this should be the one we fall back on as the default */
183
184 static region *default_region ();
185 static region *find (const char *name);
186 static region *find_fuzzy (const char *name);
187 static region *read (object_thawer &f);
188 };
189
190 typedef object_vector<region, &region::index> regionvec;
191
192 extern regionvec regions;
193
194 #define for_all_regions(var) \
195 for (unsigned _i = 0; _i < regions.size (); ++_i) \
196 declvar (region *, var, regions [_i])
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 uint8 *regions; /* region index per mapspace, if != 0 */
229 struct region **regionmap; /* index to region */
230
231 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
232
233 shstr ACC (RW, name); /* Name of map as given by its creator */
234 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
235 * points to the struct containing all the properties of
236 * the region */
237 double ACC (RW, reset_time);
238 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
239 * should be reset
240 */
241 bool ACC (RW, dirty); /* if true, something was inserted or removed */
242 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
243 * players entering/exiting map
244 */
245 sint32 ACC (RW, timeout); /* swapout is set to this */
246 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
247 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
248 * be loaded before used. The map,omap and map_ob
249 * arrays will be allocated when the map is loaded */
250 sint16 players; /* How many players are on this map right now */
251 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
252
253 bool ACC (RW, per_player);
254 bool ACC (RW, per_party);
255 bool ACC (RW, outdoor); /* True if an outdoor map */
256 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
257 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
258
259 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
260 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
261 oblinkpt *buttons; /* Linked list of linked lists of buttons */
262 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
263 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
264 sint8 ACC (RW, humid); /* humitidy of this tile */
265 sint8 ACC (RW, windspeed); /* windspeed of this tile */
266 sint8 ACC (RW, winddir); /* direction of wind */
267 sint8 ACC (RW, sky); /* sky conditions */
268 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
269 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
270 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
271 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
272 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
273 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
274 shstr ACC (RW, msg); /* Message map creator may have left */
275 shstr ACC (RW, maplore); /* Map lore information */
276 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
277 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
278 shstr ACC (RW, path); /* Filename of the map */
279 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
280 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
281
282 MTH void activate ();
283 MTH void deactivate ();
284
285 // allocates all (empty) mapspace
286 MTH void alloc ();
287 // deallocates the mapspaces (and destroys all objects)
288 MTH void clear ();
289
290 MTH void fix_auto_apply ();
291 MTH void decay_objects ();
292 MTH void update_buttons ();
293 MTH int change_map_light (int change);
294 static void change_all_map_light (int change); //PERL
295 MTH void set_darkness_map ();
296 MTH int estimate_difficulty () const;
297
298 // set the given flag on all objects in the map
299 MTH void set_object_flag (int flag, int value = 1);
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 MTH struct region *region (int x, int y) const;
308
309 // loas the header pseudo-object
310 bool _load_header (object_thawer &thawer);
311 MTH bool _load_header (const char *path);
312
313 // load objects into the map
314 bool _load_objects (object_thawer &thawer);
315 MTH bool _load_objects (const char *path, bool skip_header = true);
316
317 // save objects into the given file (uses IO_ flags)
318 bool _save_objects (object_freezer &freezer, int flags);
319 MTH bool _save_objects (const char *path, int flags);
320
321 // save the header pseudo object _only_
322 bool _save_header (object_freezer &freezer);
323 MTH bool _save_header (const char *path);
324
325 maptile ();
326 maptile (int w, int h);
327 ~maptile ();
328
329 void do_destroy ();
330 void gather_callbacks (AV *&callbacks, event_type event) const;
331
332 MTH int size () const { return width * height; }
333
334 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
335
336 MTH void touch () { last_access = runtime; }
337
338 // find the map that is at coordinate x|y relative to this map
339 // TODO: need a better way than passing by reference
340 // TODO: make perl interface
341 maptile *xy_find (sint16 &x, sint16 &y);
342
343 // like xy_find, but also loads the map
344 maptile *xy_load (sint16 &x, sint16 &y);
345
346 void do_load_sync ();//PERL
347
348 // make sure the map is loaded
349 MTH void load_sync ()
350 {
351 if (!spaces)
352 do_load_sync ();
353 }
354
355 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
356 bool generate_random_map (random_map_params *RP);
357
358 static maptile *find_async (const char *path, maptile *original = 0);//PERL
359 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
360 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
361 MTH object *pick_random_object () const;
362
363 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
364 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
365 };
366
367 /* This is used by get_rangevector to determine where the other
368 * creature is. get_rangevector takes into account map tiling,
369 * so you just can not look the the map coordinates and get the
370 * righte value. distance_x/y are distance away, which
371 * can be negative. direction is the crossfire direction scheme
372 * that the creature should head. part is the part of the
373 * monster that is closest.
374 * Note: distance should be always >=0. I changed it to UINT. MT
375 */
376 struct rv_vector
377 {
378 unsigned int distance;
379 int distance_x;
380 int distance_y;
381 int direction;
382 object *part;
383 };
384
385 //TODO: these should be refactored into things like xy_normalise
386 // and so on.
387 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
388 int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
389 int out_of_map (maptile *m, int x, int y);
390 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
391 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
392 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
393 int on_same_map (const object *op1, const object *op2);
394 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
395
396 // adjust map, x and y for tiled maps and return true if the position is valid at all
397 inline bool
398 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
399 {
400 // when in range, do a quick return, otherwise go the slow route
401 return
402 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
403 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
404 }
405
406 inline mapspace &
407 object::ms () const
408 {
409 return map->at (x, y);
410 }
411
412 #endif
413