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/cvs/deliantra/server/include/map.h
Revision: 1.98
Committed: Sun Aug 17 22:46:26 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7, rel-2_71
Changes since 1.97: +10 -3 lines
Log Message:
fix flags updating, make ->player rely on P_PLAYER

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 INTERFACE_CLASS (mapspace)
116 struct mapspace
117 {
118 object *ACC (RW, bot);
119 object *ACC (RW, top); /* lowest/highest object on this space */
120 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
121 uint8 flags_; /* flags about this space (see the P_ values above) */
122 sint8 ACC (RW, light); /* How much light this space provides */
123 MoveType ACC (RW, move_block); /* What movement types this space blocks */
124 MoveType ACC (RW, move_slow); /* What movement types this space slows */
125 MoveType ACC (RW, move_on); /* What movement types are activated */
126 MoveType ACC (RW, move_off); /* What movement types are activated */
127
128 void update_ ();
129 MTH void update ()
130 {
131 if (!(flags_ & P_UPTODATE))
132 update_ ();
133 }
134
135 MTH uint8 flags ()
136 {
137 update ();
138 return flags_;
139 }
140
141 MTH object *player ()
142 {
143 object *op;
144
145 if (flags () & P_PLAYER)
146 for (op = top; op->type != PLAYER; op = op->below)
147 ;
148 else
149 op = 0;
150
151 return op;
152 }
153
154 // return the item volume on this mapspace in cm³
155 MTH uint64 volume () const;
156
157 bool blocks (MoveType mt) const
158 {
159 return move_block && (mt & move_block) == mt;
160 }
161
162 bool blocks (object *op) const
163 {
164 return blocks (op->move_type);
165 }
166 };
167
168 struct shopitems : zero_initialised
169 {
170 const char *name; /* name of the item in question, null if it is the default item */
171 const char *name_pl; /* plural name */
172 int typenum; /* itemtype number we need to match 0 if it is the default price */
173 sint8 strength; /* the degree of specialisation the shop has in this item,
174 * as a percentage from -100 to 100 */
175 int index; /* being the size of the shopitems array. */
176 };
177
178 // map I/O, what to load/save
179 enum {
180 IO_HEADER = 0x01, // the "arch map" pseudo object
181 IO_OBJECTS = 0x02, // the non-unique objects
182 IO_UNIQUES = 0x04, // unique objects
183 };
184
185 /* In general, code should always use the macros
186 * above (or functions in map.c) to access many of the
187 * values in the map structure. Failure to do this will
188 * almost certainly break various features. You may think
189 * it is safe to look at width and height values directly
190 * (or even through the macros), but doing so will completely
191 * break map tiling.
192 */
193 INTERFACE_CLASS (maptile)
194 struct maptile : zero_initialised, attachable
195 {
196 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
197 struct mapspace *spaces; /* Array of spaces on this map */
198 uint8 *regions; /* region index per mapspace, if != 0 */
199 region_ptr *regionmap; /* index to region */
200
201 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
202
203 shstr ACC (RW, name); /* Name of map as given by its creator */
204 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
205 * points to the struct containing all the properties of
206 * the region */
207 double ACC (RW, reset_time);
208 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
209 * should be reset
210 */
211 bool ACC (RW, dirty); /* if true, something was inserted or removed */
212 bool ACC (RW, no_reset); // must not reset this map
213 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
214 * players entering/exiting map
215 */
216 sint32 ACC (RW, timeout); /* swapout is set to this */
217 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
218 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
219 * be loaded before used. The map,omap and map_ob
220 * arrays will be allocated when the map is loaded */
221 sint16 players; /* How many players are on this map right now */
222 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
223
224 bool ACC (RW, per_player);
225 bool ACC (RW, per_party);
226 bool ACC (RW, outdoor); /* True if an outdoor map */
227 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
228 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
229
230 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
231 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
232 oblinkpt *buttons; /* Linked list of linked lists of buttons */
233 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
234 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
235 sint8 ACC (RW, humid); /* humitidy of this tile */
236 sint8 ACC (RW, windspeed); /* windspeed of this tile */
237 sint8 ACC (RW, winddir); /* direction of wind */
238 sint8 ACC (RW, sky); /* sky conditions */
239 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
240 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
241 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
242 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
243 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
244 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
245 shstr ACC (RW, msg); /* Message map creator may have left */
246 shstr ACC (RW, maplore); /* Map lore information */
247 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
248 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
249 shstr ACC (RW, path); /* Filename of the map */
250 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
251 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
252
253 MTH void activate ();
254 MTH void deactivate ();
255
256 // allocates all (empty) mapspace
257 MTH void alloc ();
258 // deallocates the mapspaces (and destroys all objects)
259 MTH void clear ();
260
261 MTH void fix_auto_apply ();
262 MTH void do_decay_objects ();
263 MTH void update_buttons ();
264 MTH int change_map_light (int change);
265 static void change_all_map_light (int change); //PERL
266 MTH void set_darkness_map ();
267 MTH int estimate_difficulty () const;
268
269 MTH void play_sound (faceidx sound, int x, int y) const;
270
271 // set the given flag on all objects in the map
272 MTH void set_object_flag (int flag, int value = 1);
273 MTH void post_load_original ();
274
275 MTH void link_multipart_objects ();
276 MTH void clear_unique_items ();
277
278 MTH void clear_header ();
279 MTH void clear_links_to (maptile *m);
280
281 MTH struct region *region (int x, int y) const;
282
283 // load the header pseudo-object
284 bool _load_header (object_thawer &thawer);
285 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
286
287 // load objects into the map
288 bool _load_objects (object_thawer &thawer);
289 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
290
291 // save objects into the given file (uses IO_ flags)
292 bool _save_objects (object_freezer &freezer, int flags);
293 MTH bool _save_objects (const char *path, int flags);
294
295 // save the header pseudo object _only_
296 bool _save_header (object_freezer &freezer);
297 MTH bool _save_header (const char *path);
298
299 maptile ();
300 maptile (int w, int h);
301 ~maptile ();
302
303 void do_destroy ();
304 void gather_callbacks (AV *&callbacks, event_type event) const;
305
306 MTH int size () const { return width * height; }
307
308 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
309
310 MTH void touch () { last_access = runtime; }
311
312 MTH bool tile_available (int dir, bool load = true);
313
314 // find the map that is at coordinate x|y relative to this map
315 // TODO: need a better way than passing by reference
316 // TODO: make perl interface
317 maptile *xy_find (sint16 &x, sint16 &y);
318
319 // like xy_find, but also loads the map
320 maptile *xy_load (sint16 &x, sint16 &y);
321
322 void do_load_sync ();//PERL
323
324 // make sure the map is loaded
325 MTH void load_sync ()
326 {
327 if (!spaces)
328 do_load_sync ();
329 }
330
331 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
332 bool generate_random_map (random_map_params *RP);
333
334 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
335 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
336 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
337 object *pick_random_object (rand_gen &gen = rndm) const;
338
339 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
340 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
341 };
342
343 /* This is used by get_rangevector to determine where the other
344 * creature is. get_rangevector takes into account map tiling,
345 * so you just can not look the the map coordinates and get the
346 * righte value. distance_x/y are distance away, which
347 * can be negative. direction is the crossfire direction scheme
348 * that the creature should head. part is the part of the
349 * monster that is closest.
350 * Note: distance should be always >=0. I changed it to UINT. MT
351 */
352 struct rv_vector
353 {
354 unsigned int distance;
355 int distance_x;
356 int distance_y;
357 int direction;
358 object *part;
359 };
360
361 // comaptibility cruft start
362 //TODO: these should be refactored into things like xy_normalise
363 // and so on.
364 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
365 int out_of_map (maptile *m, int x, int y);
366 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
367 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
368 void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
369 int on_same_map (const object *op1, const object *op2);
370 int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
371
372 // adjust map, x and y for tiled maps and return true if the position is valid at all
373 static inline bool
374 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
375 {
376 // when in range, do a quick return, otherwise go the slow route
377 return
378 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
379 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
380 }
381 // comaptibility cruft end
382
383 inline mapspace &
384 object::ms () const
385 {
386 return map->at (x, y);
387 }
388
389 struct mapxy {
390 maptile *m;
391 sint16 x, y;
392
393 mapxy (maptile *m, sint16 x, sint16 y)
394 : m(m), x(x), y(y)
395 { }
396
397 mapxy (object *op)
398 : m(op->map), x(op->x), y(op->y)
399 { }
400
401 mapxy &move (int dx, int dy)
402 {
403 x += dx;
404 y += dy;
405
406 return *this;
407 }
408
409 mapxy &move (int dir)
410 {
411 return move (freearr_x [dir], freearr_y [dir]);
412 }
413
414 operator void *() const { return (void *)m; }
415 mapxy &operator =(const object *op)
416 {
417 m = op->map;
418 x = op->x;
419 y = op->y;
420
421 return *this;
422 }
423
424 mapspace *operator ->() const { return &m->at (x, y); }
425 mapspace &operator * () const { return m->at (x, y); }
426
427 bool normalise ()
428 {
429 return xy_normalise (m, x, y);
430 }
431
432 mapspace &ms () const
433 {
434 return m->at (x, y);
435 }
436
437 object *insert (object *op, object *originator = 0, int flags = 0) const
438 {
439 return m->insert (op, x, y, originator, flags);
440 }
441 };
442
443 inline const mapxy &
444 object::operator =(const mapxy &pos)
445 {
446 map = pos.m;
447 x = pos.x;
448 y = pos.y;
449
450 return pos;
451 }
452
453 #endif
454