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/cvs/deliantra/server/include/map.h
Revision: 1.87
Committed: Tue Sep 4 05:43:21 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.86: +3 -3 lines
Log Message:
- implemented ref/deref "framework" that allows one to create
  semipersistent references and dereference them later
  (works only for players right now).
- (partially) expose freezer and thawer to perl.
- thawers now do next() automatically after instantiating.
- allow the thawer to record delayed dereference requests to be
  resolved, well, later (should be a different class actually
  but lets stay realistic).
- use thawers when loading maps and players and resolve delayed
  derefs after loading them before activating them.
- serialise io for no good reason.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <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 "region.h"
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 struct shopitems : zero_initialised
162 {
163 const char *name; /* name of the item in question, null if it is the default item */
164 const char *name_pl; /* plural name */
165 int typenum; /* itemtype number we need to match 0 if it is the default price */
166 sint8 strength; /* the degree of specialisation the shop has in this item,
167 * as a percentage from -100 to 100 */
168 int index; /* being the size of the shopitems array. */
169 };
170
171 // map I/O, what to load/save
172 enum {
173 IO_HEADER = 0x01, // the "arch map" pseudo object
174 IO_OBJECTS = 0x02, // the non-unique objects
175 IO_UNIQUES = 0x04, // unique objects
176 };
177
178 /* In general, code should always use the macros
179 * above (or functions in map.c) to access many of the
180 * values in the map structure. Failure to do this will
181 * almost certainly break various features. You may think
182 * it is safe to look at width and height values directly
183 * (or even through the macros), but doing so will completely
184 * break map tiling.
185 */
186 INTERFACE_CLASS (maptile)
187 struct maptile : zero_initialised, attachable
188 {
189 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
190 struct mapspace *spaces; /* Array of spaces on this map */
191 uint8 *regions; /* region index per mapspace, if != 0 */
192 region_ptr *regionmap; /* index to region */
193
194 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
195
196 shstr ACC (RW, name); /* Name of map as given by its creator */
197 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
198 * points to the struct containing all the properties of
199 * the region */
200 double ACC (RW, reset_time);
201 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
202 * should be reset
203 */
204 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 bool ACC (RW, no_reset); // must not reset this map
206 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
207 * players entering/exiting map
208 */
209 sint32 ACC (RW, timeout); /* swapout is set to this */
210 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
211 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
212 * be loaded before used. The map,omap and map_ob
213 * arrays will be allocated when the map is loaded */
214 sint16 players; /* How many players are on this map right now */
215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
216
217 bool ACC (RW, per_player);
218 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
222
223 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
224 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
225 oblinkpt *buttons; /* Linked list of linked lists of buttons */
226 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
227 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
228 sint8 ACC (RW, humid); /* humitidy of this tile */
229 sint8 ACC (RW, windspeed); /* windspeed of this tile */
230 sint8 ACC (RW, winddir); /* direction of wind */
231 sint8 ACC (RW, sky); /* sky conditions */
232 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
233 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
234 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
235 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
236 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
237 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
238 shstr ACC (RW, msg); /* Message map creator may have left */
239 shstr ACC (RW, maplore); /* Map lore information */
240 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
241 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
242 shstr ACC (RW, path); /* Filename of the map */
243 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
244 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
245
246 MTH void activate ();
247 MTH void deactivate ();
248
249 // allocates all (empty) mapspace
250 MTH void alloc ();
251 // deallocates the mapspaces (and destroys all objects)
252 MTH void clear ();
253
254 MTH void fix_auto_apply ();
255 MTH void do_decay_objects ();
256 MTH void update_buttons ();
257 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const;
261
262 MTH void play_sound (faceidx sound, int x, int y) const;
263
264 // set the given flag on all objects in the map
265 MTH void set_object_flag (int flag, int value = 1);
266
267 MTH void link_multipart_objects ();
268 MTH void clear_unique_items ();
269
270 MTH void clear_header ();
271 MTH void clear_links_to (maptile *m);
272
273 MTH struct region *region (int x, int y) const;
274
275 // load the header pseudo-object
276 bool _load_header (object_thawer &thawer);
277 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
278
279 // load objects into the map
280 bool _load_objects (object_thawer &thawer);
281 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
282
283 // save objects into the given file (uses IO_ flags)
284 bool _save_objects (object_freezer &freezer, int flags);
285 MTH bool _save_objects (const char *path, int flags);
286
287 // save the header pseudo object _only_
288 bool _save_header (object_freezer &freezer);
289 MTH bool _save_header (const char *path);
290
291 maptile ();
292 maptile (int w, int h);
293 ~maptile ();
294
295 void do_destroy ();
296 void gather_callbacks (AV *&callbacks, event_type event) const;
297
298 MTH int size () const { return width * height; }
299
300 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
301
302 MTH void touch () { last_access = runtime; }
303
304 MTH bool tile_available (int dir, bool load = true);
305
306 // find the map that is at coordinate x|y relative to this map
307 // TODO: need a better way than passing by reference
308 // TODO: make perl interface
309 maptile *xy_find (sint16 &x, sint16 &y);
310
311 // like xy_find, but also loads the map
312 maptile *xy_load (sint16 &x, sint16 &y);
313
314 void do_load_sync ();//PERL
315
316 // make sure the map is loaded
317 MTH void load_sync ()
318 {
319 if (!spaces)
320 do_load_sync ();
321 }
322
323 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
324 bool generate_random_map (random_map_params *RP);
325
326 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
327 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
328 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
329 MTH object *pick_random_object () const;
330
331 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
332 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
333 };
334
335 /* This is used by get_rangevector to determine where the other
336 * creature is. get_rangevector takes into account map tiling,
337 * so you just can not look the the map coordinates and get the
338 * righte value. distance_x/y are distance away, which
339 * can be negative. direction is the crossfire direction scheme
340 * that the creature should head. part is the part of the
341 * monster that is closest.
342 * Note: distance should be always >=0. I changed it to UINT. MT
343 */
344 struct rv_vector
345 {
346 unsigned int distance;
347 int distance_x;
348 int distance_y;
349 int direction;
350 object *part;
351 };
352
353 //TODO: these should be refactored into things like xy_normalise
354 // and so on.
355 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
356 int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
357 int out_of_map (maptile *m, int x, int y);
358 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
359 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
360 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
361 int on_same_map (const object *op1, const object *op2);
362 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
363
364 // adjust map, x and y for tiled maps and return true if the position is valid at all
365 inline bool
366 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
367 {
368 // when in range, do a quick return, otherwise go the slow route
369 return
370 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
371 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
372 }
373
374 inline mapspace &
375 object::ms () const
376 {
377 return map->at (x, y);
378 }
379
380 // not used anywhere *yet*
381 struct mapxy {
382 maptile *m;
383 sint16 x, y;
384
385 mapxy (maptile *m, sint16 x, sint16 y)
386 : m(m), x(x), y(y)
387 { }
388
389 mapxy (object *op)
390 : m(op->map), x(op->x), y(op->y)
391 { }
392
393 mapxy &move (int dir)
394 {
395 x += freearr_x [dir];
396 y += freearr_y [dir];
397
398 return *this;
399 }
400
401 operator void *() const { return (void *)m; }
402 mapxy &operator =(const object *op)
403 {
404 m = op->map;
405 x = op->x;
406 y = op->y;
407
408 return *this;
409 }
410
411 mapspace *operator ->() const { return &m->at (x, y); }
412 mapspace *operator * () const { return &m->at (x, y); }
413
414 bool normalise ()
415 {
416 return xy_normalise (m, x, y);
417 }
418
419 object *insert (object *op, object *originator = 0, int flags = 0) const
420 {
421 m->insert (op, x, y, originator, flags);
422 }
423 };
424
425 inline const mapxy &
426 object::operator =(const mapxy &pos)
427 {
428 map = pos.m;
429 x = pos.x;
430 y = pos.y;
431
432 return pos;
433 }
434
435 #endif
436