summaryrefslogtreecommitdiffstats
path: root/src/game-server/mapcomposite.h
blob: 49296911c837ab9c694b747aeb8dbf652c06d019 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
/*
 *  The Mana Server
 *  Copyright (C) 2006-2010  The Mana World Development Team
 *  Copyright (C) 2010-2011  The Mana Development Team
 *
 *  This file is part of The Mana Server.
 *
 *  The Mana Server is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  any later version.
 *
 *  The Mana Server is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with The Mana Server.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef SERVER_MAPCOMPOSITE_H
#define SERVER_MAPCOMPOSITE_H

#include <string>
#include <vector>
#include <map>

class Actor;
class Being;
class Character;
class Map;
class MapComposite;
class Point;
class Rectangle;
class Thing;

struct MapContent;
struct MapZone;

enum PvPRules
{
    PVP_NONE,   // no PvP on this map
    PVP_FREE    // unrestricted PvP on this map
    // [space for additional PvP modes]
};

/**
 * Ordered sets of zones of a map.
 */
typedef std::vector< unsigned > MapRegion;

/**
 * Iterates through the zones of a region of the map.
 */
struct ZoneIterator
{
    MapRegion region; /**< Zones to visit. Empty means the entire map. */
    unsigned pos;
    MapZone *current;
    const MapContent *map;

    ZoneIterator(const MapRegion &, const MapContent *);
    void operator++();
    MapZone *operator*() const { return current; }
    operator bool() const { return current; }
};

/**
 * Iterates through the Characters of a region.
 */
struct CharacterIterator
{
    ZoneIterator iterator;
    unsigned short pos;
    Character *current;

    CharacterIterator(const ZoneIterator &);
    void operator++();
    Character *operator*() const { return current; }
    operator bool() const { return iterator; }
};

/**
 * Iterates through the Beings of a region.
 */
struct BeingIterator
{
    ZoneIterator iterator;
    unsigned short pos;
    Being *current;

    BeingIterator(const ZoneIterator &);
    void operator++();
    Being *operator*() const { return current; }
    operator bool() const { return iterator; }
};

/**
 * Iterates through the non-moving Actors of a region.
 */
struct FixedActorIterator
{
    ZoneIterator iterator;
    unsigned short pos;
    Actor *current;

    FixedActorIterator(const ZoneIterator &);
    void operator++();
    Actor *operator*() const { return current; }
    operator bool() const { return iterator; }
};

/**
 * Iterates through the Actors of a region.
 */
struct ActorIterator
{
    ZoneIterator iterator;
    unsigned short pos;
    Actor *current;

    ActorIterator(const ZoneIterator &);
    void operator++();
    Actor *operator*() const { return current; }
    operator bool() const { return iterator; }
};

/**
 * Part of a map.
 */
struct MapZone
{
    unsigned short nbCharacters, nbMovingObjects;
    /**
     * Objects present in this zone.
     * Characters are stored first, then the remaining MovingObjects, then the
     * remaining Objects.
     */
    std::vector< Actor * > objects;

    /**
     * Destinations of the objects that left this zone.
     * This is necessary in order to have an accurate iterator around moving
     * objects.
     */
    MapRegion destinations;

    MapZone(): nbCharacters(0), nbMovingObjects(0) {}
    void insert(Actor *);
    void remove(Actor *);
};

/**
 * Pool of public IDs for MovingObjects on a map. By maintaining public ID
 * availability using bits, it can locate an available public ID fast while
 * using minimal memory access.
 */
struct ObjectBucket
{
    static int const int_bitsize = sizeof(unsigned) * 8;
    unsigned bitmap[256 / int_bitsize]; /**< Bitmap of free locations. */
    short free;                         /**< Number of empty places. */
    short next_object;                  /**< Next object to look at. */
    Actor *objects[256];

    ObjectBucket();
    int allocate();
    void deallocate(int);
};

/**
 * Entities on a map.
 */
struct MapContent
{
    MapContent(Map *);
    ~MapContent();

    /**
     * Allocates a unique ID for an actor on this map.
     */
    bool allocate(Actor *);

    /**
     * Deallocates an ID.
     */
    void deallocate(Actor *);

    /**
     * Fills a region of zones within the range of a point.
     */
    void fillRegion(MapRegion &, const Point &, int) const;

    /**
     * Fills a region of zones inside a rectangle.
     */
    void fillRegion(MapRegion &, const Rectangle &) const;

    /**
     * Gets zone at given position.
     */
    MapZone &getZone(const Point &pos) const;

    /**
     * Things (items, characters, monsters, etc) located on the map.
     */
    std::vector< Thing * > things;

    /**
     * Buckets of MovingObjects located on the map, referenced by ID.
     */
    ObjectBucket *buckets[256];

    int last_bucket; /**< Last bucket acted upon. */

    /**
     * Partition of the Objects, depending on their position on the map.
     */
    MapZone *zones;

    unsigned short mapWidth;  /**< Width with respect to zones. */
    unsigned short mapHeight; /**< Height with respect to zones. */
};

/**
 * Combined map/entity structure.
 */
class MapComposite
{
    public:
        MapComposite(int id, const std::string &name);
        ~MapComposite();

        /**
         * Loads the map and initializes the map content. Should only be called
         * once!
         *
         * @return <code>true</code> when succesful, <code>false</code> when
         *         an error occurred.
         */
        bool activate();

        /**
         * Gets the underlying pathfinding map.
         */
        Map *getMap() const
        { return mMap; }

        /**
         * Returns whether the map is active on this server or not.
         */
        bool isActive() const
        { return mMap; }

        /**
         * Gets the game ID of this map.
         */
        int getID() const
        { return mID; }

        /**
         * Gets the name of this map.
         */
        const std::string &getName() const
        { return mName; }

        /**
         * Inserts a thing on the map. Sets its public ID if relevant.
         */
        bool insert(Thing *);

        /**
         * Removes a thing from the map.
         */
        void remove(Thing *);

        /**
         * Updates zones of every moving beings.
         */
        void update();

        /**
         * Gets the PvP rules on the map.
         */
        PvPRules getPvP() const { return mPvPRules; }

        /**
         * Gets an iterator on the objects of the whole map.
         */
        ZoneIterator getWholeMapIterator() const
        { return ZoneIterator(MapRegion(), mContent); }

        /**
         * Gets an iterator on the objects inside a given rectangle.
         */
        ZoneIterator getInsideRectangleIterator(const Rectangle &) const;

        /**
         * Gets an iterator on the objects around a given point.
         */
        ZoneIterator getAroundPointIterator(const Point &, int radius) const;

        /**
         * Gets an iterator on the objects around a given actor.
         */
        ZoneIterator getAroundActorIterator(Actor *, int radius) const;

        /**
         * Gets an iterator on the objects around the old and new positions of
         * a character (including the ones that were but are now elsewhere).
         */
        ZoneIterator getAroundBeingIterator(Being *, int radius) const;

        /**
         * Gets everything related to the map.
         */
        const std::vector< Thing * > &getEverything() const;

        /**
         * Gets the cached value of a map-bound script variable
         */
        std::string getVariable(const std::string &key) const;

        /**
         * Changes a script variable and notifies the database server
         * about the change
         */
        void setVariable(const std::string &key, const std::string &value);

        /**
         * Changes a script variable without notifying the database server
         * about the change
         */
        void setVariableFromDbserver (const std::string &key,
                                      const std::string &value)
        { mScriptVariables[key] = value; }

    private:
        MapComposite(const MapComposite &);

        void initializeContent();

        Map *mMap;            /**< Actual map. */
        MapContent *mContent; /**< Entities on the map. */
        std::string mName;    /**< Name of the map. */
        unsigned short mID;   /**< ID of the map. */
        /** Cached persistent variables */
        std::map<std::string, std::string> mScriptVariables;
        PvPRules mPvPRules;
};

#endif