--- deliantra/server/include/map.h 2011/05/04 07:36:40 1.138 +++ deliantra/server/include/map.h 2011/05/08 21:51:26 1.148 @@ -52,19 +52,23 @@ #define MAP_LAYERS 3 -// tile map index -enum { +// tile map index - toggling the lowest bit reverses direction +enum +{ TILE_NORTH, - TILE_EAST, TILE_SOUTH, TILE_WEST, + TILE_EAST, TILE_UP, TILE_DOWN, - TILE_NUM, + TILE_NUM }; -/* Values for in_memory below */ -enum { +#define REVERSE_TILE_DIR(dir) ((dir) ^ 1) + +/* Values for state below */ +enum +{ MAP_SWAPPED, // header loaded, nothing else MAP_INACTIVE, // in memory, linkable, but not active MAP_ACTIVE, // running! @@ -91,7 +95,7 @@ */ #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) -/* These are used in the MapLook flags element. They are not used in +/* These are used in the mapspace flags element. They are not used in * in the object flags structure. */ #define P_BLOCKSVIEW 0x01 @@ -116,6 +120,12 @@ #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ +// persistent flags (pflags) in mapspace +enum +{ + PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace +}; + /* Instead of having numerous arrays that have information on a * particular space (was map, floor, floor2, map_ob), * have this structure take care of that information. @@ -139,7 +149,8 @@ uint32_t ACC (RW, smell); // the last count a player was seen here, or 0 static uint32_t ACC (RW, smellcount); // global smell counter - uint32_t pad1_; // pad to 64 bytes on 64 bit systems + uint8_t pflags; // additional, persistent flags + uint8_t pad [3]; // pad to 64 bytes on LP64 systems //-GPL @@ -165,11 +176,16 @@ return flags_; } + MTH void update_up (); + MTH void invalidate () { flags_ = 0; + + if (pflags) + update_up (); } - + MTH object *player () { object *op; @@ -216,6 +232,18 @@ int dx, dy; // offset to go from local coordinates to original tile */ }; +// (refcounted) list of objects on this map that need physics processing +struct physics_queue +: unordered_vector +{ + int i; // already processed + physics_queue (); + ~physics_queue (); + object *pop (); +}; + +#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks + //+GPL struct shopitems : zero_initialised @@ -266,11 +294,11 @@ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ - sint32 ACC (RW, timeout); /* swapout is set to this */ - sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ - uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must + uint8 ACC (RW, state); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ + sint32 ACC (RW, timeout); /* swapout is set to this */ + sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ sint16 players; /* How many players are on this map right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ @@ -299,6 +327,12 @@ //-GPL + physics_queue pq[PHYSICS_QUEUES]; + MTH void queue_physics (object *ob, int after = 0); + MTH void queue_physics_at (int x, int y); + MTH int run_physics (tick_t tick, int max_objects); + MTH void activate_physics (); + // the maptile:: is neccessary here for the perl interface to work MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const { @@ -365,7 +399,7 @@ void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; - MTH bool linkable () { return in_memory >= MAP_INACTIVE; } + MTH bool linkable () { return state >= MAP_INACTIVE; } MTH int size () const { return width * height; } @@ -373,6 +407,12 @@ MTH void touch () { last_access = runtime; } + // returns the map at given direction. if the map isn't linked yet, + // it will either return false (if load is false), or otherwise try to link + // it - if linking fails because the map is not loaded yet, it will + // start loading the map and return 0. + // thus, if you get 0, the map exists and load is true, then some later + // call (some tick or so later...) will eventually succeed. MTH maptile *tile_available (int dir, bool load = true); // find the map that is at coordinate x|y relative to this map