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/cvs/deliantra/server/include/map.h
Revision: 1.96
Committed: Mon Jul 14 16:42:49 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_61
Changes since 1.95: +1 -0 lines
Log Message:
new objetc event: reset

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 */
53 enum {
54 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm.
56 MAP_SWAPPED,
57 MAP_LOADING,
58 MAP_SAVING,
59 };
60
61 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
62 * really be used, as it is multi tile aware. However, there are some cases
63 * where it is known the map is not tiled or the values are known
64 * consistent (eg, op->map, op->x, op->y)
65 */
66 // all those macros are herewith declared legacy
67 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
68 #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
69 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
70 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
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 /* Instead of having numerous arrays that have information on a
110 * particular space (was map, floor, floor2, map_ob),
111 * have this structure take care of that information.
112 * This puts it all in one place, and should also make it easier
113 * to extend information about a space.
114 */
115 struct mapspace
116 {
117 object *bot, *top; /* lowest/highest object on this space */
118 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
119 uint8 flags_; /* flags about this space (see the P_ values above) */
120 sint8 light; /* How much light this space provides */
121 MoveType move_block; /* What movement types this space blocks */
122 MoveType move_slow; /* What movement types this space slows */
123 MoveType move_on; /* What movement types are activated */
124 MoveType move_off; /* What movement types are activated */
125
126 void update_ ();
127 void update ()
128 {
129 if (!(flags_ & P_UPTODATE))
130 update_ ();
131 }
132
133 uint8 flags ()
134 {
135 update ();
136 return flags_;
137 }
138
139 // maybe only inline quick flags_ checking?
140 object *player ()
141 {
142 // search from the top, because players are usually on top
143 // make usually == always and this non-amortized O(1)
144 // could gte rid of P_PLAYER, too, then
145 if (flags () & P_PLAYER)
146 for (object *op = top; op; op = op->below)
147 if (op->type == PLAYER)
148 return op;
149
150 return 0;
151 }
152
153 // return the item volume on this mapspace in cm³
154 uint64 volume () const;
155
156 bool blocks (MoveType mt) const
157 {
158 return move_block && (mt & move_block) == mt;
159 }
160
161 bool blocks (object *op) const
162 {
163 return blocks (op->move_type);
164 }
165 };
166
167 struct shopitems : zero_initialised
168 {
169 const char *name; /* name of the item in question, null if it is the default item */
170 const char *name_pl; /* plural name */
171 int typenum; /* itemtype number we need to match 0 if it is the default price */
172 sint8 strength; /* the degree of specialisation the shop has in this item,
173 * as a percentage from -100 to 100 */
174 int index; /* being the size of the shopitems array. */
175 };
176
177 // map I/O, what to load/save
178 enum {
179 IO_HEADER = 0x01, // the "arch map" pseudo object
180 IO_OBJECTS = 0x02, // the non-unique objects
181 IO_UNIQUES = 0x04, // unique objects
182 };
183
184 /* In general, code should always use the macros
185 * above (or functions in map.c) to access many of the
186 * values in the map structure. Failure to do this will
187 * almost certainly break various features. You may think
188 * it is safe to look at width and height values directly
189 * (or even through the macros), but doing so will completely
190 * break map tiling.
191 */
192 INTERFACE_CLASS (maptile)
193 struct maptile : zero_initialised, attachable
194 {
195 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
196 struct mapspace *spaces; /* Array of spaces on this map */
197 uint8 *regions; /* region index per mapspace, if != 0 */
198 region_ptr *regionmap; /* index to region */
199
200 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
201
202 shstr ACC (RW, name); /* Name of map as given by its creator */
203 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
204 * points to the struct containing all the properties of
205 * the region */
206 double ACC (RW, reset_time);
207 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
208 * should be reset
209 */
210 bool ACC (RW, dirty); /* if true, something was inserted or removed */
211 bool ACC (RW, no_reset); // must not reset this map
212 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
213 * players entering/exiting map
214 */
215 sint32 ACC (RW, timeout); /* swapout is set to this */
216 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
217 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
218 * be loaded before used. The map,omap and map_ob
219 * arrays will be allocated when the map is loaded */
220 sint16 players; /* How many players are on this map right now */
221 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
222
223 bool ACC (RW, per_player);
224 bool ACC (RW, per_party);
225 bool ACC (RW, outdoor); /* True if an outdoor map */
226 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
227 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
228
229 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
230 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
231 oblinkpt *buttons; /* Linked list of linked lists of buttons */
232 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
233 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
234 sint8 ACC (RW, humid); /* humitidy of this tile */
235 sint8 ACC (RW, windspeed); /* windspeed of this tile */
236 sint8 ACC (RW, winddir); /* direction of wind */
237 sint8 ACC (RW, sky); /* sky conditions */
238 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
239 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
240 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
241 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
242 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
243 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
244 shstr ACC (RW, msg); /* Message map creator may have left */
245 shstr ACC (RW, maplore); /* Map lore information */
246 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
247 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
248 shstr ACC (RW, path); /* Filename of the map */
249 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
250 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
251
252 MTH void activate ();
253 MTH void deactivate ();
254
255 // allocates all (empty) mapspace
256 MTH void alloc ();
257 // deallocates the mapspaces (and destroys all objects)
258 MTH void clear ();
259
260 MTH void fix_auto_apply ();
261 MTH void do_decay_objects ();
262 MTH void update_buttons ();
263 MTH int change_map_light (int change);
264 static void change_all_map_light (int change); //PERL
265 MTH void set_darkness_map ();
266 MTH int estimate_difficulty () const;
267
268 MTH void play_sound (faceidx sound, int x, int y) const;
269
270 // set the given flag on all objects in the map
271 MTH void set_object_flag (int flag, int value = 1);
272 MTH void post_load_original ();
273
274 MTH void link_multipart_objects ();
275 MTH void clear_unique_items ();
276
277 MTH void clear_header ();
278 MTH void clear_links_to (maptile *m);
279
280 MTH struct region *region (int x, int y) const;
281
282 // load the header pseudo-object
283 bool _load_header (object_thawer &thawer);
284 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
285
286 // load objects into the map
287 bool _load_objects (object_thawer &thawer);
288 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
289
290 // save objects into the given file (uses IO_ flags)
291 bool _save_objects (object_freezer &freezer, int flags);
292 MTH bool _save_objects (const char *path, int flags);
293
294 // save the header pseudo object _only_
295 bool _save_header (object_freezer &freezer);
296 MTH bool _save_header (const char *path);
297
298 maptile ();
299 maptile (int w, int h);
300 ~maptile ();
301
302 void do_destroy ();
303 void gather_callbacks (AV *&callbacks, event_type event) const;
304
305 MTH int size () const { return width * height; }
306
307 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
308
309 MTH void touch () { last_access = runtime; }
310
311 MTH bool tile_available (int dir, bool load = true);
312
313 // find the map that is at coordinate x|y relative to this map
314 // TODO: need a better way than passing by reference
315 // TODO: make perl interface
316 maptile *xy_find (sint16 &x, sint16 &y);
317
318 // like xy_find, but also loads the map
319 maptile *xy_load (sint16 &x, sint16 &y);
320
321 void do_load_sync ();//PERL
322
323 // make sure the map is loaded
324 MTH void load_sync ()
325 {
326 if (!spaces)
327 do_load_sync ();
328 }
329
330 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
331 bool generate_random_map (random_map_params *RP);
332
333 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
334 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
335 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
336 object *pick_random_object (rand_gen &gen = rndm) const;
337
338 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
339 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
340 };
341
342 /* This is used by get_rangevector to determine where the other
343 * creature is. get_rangevector takes into account map tiling,
344 * so you just can not look the the map coordinates and get the
345 * righte value. distance_x/y are distance away, which
346 * can be negative. direction is the crossfire direction scheme
347 * that the creature should head. part is the part of the
348 * monster that is closest.
349 * Note: distance should be always >=0. I changed it to UINT. MT
350 */
351 struct rv_vector
352 {
353 unsigned int distance;
354 int distance_x;
355 int distance_y;
356 int direction;
357 object *part;
358 };
359
360 // comaptibility cruft start
361 //TODO: these should be refactored into things like xy_normalise
362 // and so on.
363 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
364 int out_of_map (maptile *m, int x, int y);
365 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
366 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
367 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
368 int on_same_map (const object *op1, const object *op2);
369 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
370
371 // adjust map, x and y for tiled maps and return true if the position is valid at all
372 static inline bool
373 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
374 {
375 // when in range, do a quick return, otherwise go the slow route
376 return
377 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
378 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
379 }
380 // comaptibility cruft end
381
382 inline mapspace &
383 object::ms () const
384 {
385 return map->at (x, y);
386 }
387
388 struct mapxy {
389 maptile *m;
390 sint16 x, y;
391
392 mapxy (maptile *m, sint16 x, sint16 y)
393 : m(m), x(x), y(y)
394 { }
395
396 mapxy (object *op)
397 : m(op->map), x(op->x), y(op->y)
398 { }
399
400 mapxy &move (int dx, int dy)
401 {
402 x += dx;
403 y += dy;
404
405 return *this;
406 }
407
408 mapxy &move (int dir)
409 {
410 return move (freearr_x [dir], freearr_y [dir]);
411 }
412
413 operator void *() const { return (void *)m; }
414 mapxy &operator =(const object *op)
415 {
416 m = op->map;
417 x = op->x;
418 y = op->y;
419
420 return *this;
421 }
422
423 mapspace *operator ->() const { return &m->at (x, y); }
424 mapspace &operator * () const { return m->at (x, y); }
425
426 bool normalise ()
427 {
428 return xy_normalise (m, x, y);
429 }
430
431 mapspace &ms () const
432 {
433 return m->at (x, y);
434 }
435
436 object *insert (object *op, object *originator = 0, int flags = 0) const
437 {
438 return m->insert (op, x, y, originator, flags);
439 }
440 };
441
442 inline const mapxy &
443 object::operator =(const mapxy &pos)
444 {
445 map = pos.m;
446 x = pos.x;
447 y = pos.y;
448
449 return pos;
450 }
451
452 #endif
453