--- deliantra/server/include/map.h 2007/04/19 16:23:47 1.74
+++ deliantra/server/include/map.h 2010/01/16 17:57:32 1.127
@@ -1,25 +1,25 @@
/*
- * CrossFire, A Multiplayer game for X-windows
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
*
- * This program 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
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program 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
+ * 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 this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * The authors can be reached via e-mail at crossfire@schmorp.de
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
+ *
+ * The authors can be reached via e-mail to
*/
/*
@@ -32,6 +32,9 @@
#include
+//+GPL
+
+#include "region.h"
#include "cfperl.h"
/* We set this size - this is to make magic map work properly on
@@ -49,9 +52,18 @@
#define MAP_LAYERS 3
-/* Values for in_memory below. Should probably be an enumerations */
+// tile map index
+enum {
+ TILE_UP = 0,
+ TILE_RIGHT = 1,
+ TILE_DOWN = 2,
+ TILE_LEFT = 3,
+};
+
+/* Values for in_memory below */
enum {
- MAP_IN_MEMORY,
+ MAP_ACTIVE,
+ MAP_INACTIVE, // not used atm.
MAP_SWAPPED,
MAP_LOADING,
MAP_SAVING,
@@ -64,7 +76,6 @@
*/
// all those macros are herewith declared legacy
#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
-#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
@@ -84,16 +95,16 @@
*/
#define P_BLOCKSVIEW 0x01
#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
-#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */
+#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
* that means, nothing harmful can be done,
* such as: bombs, potion usage, alchemy, spells
* this was introduced to make shops safer
* but is useful in other situations */
-#define P_IS_ALIVE 0x10 /* something alive is on this space */
-#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
-#define P_UPTODATE 0x80 /* this space is up to date */
+#define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
+#define P_IS_ALIVE 0x20 /* something alive is on this space */
+#define P_UPTODATE 0x80 // this space is up to date
/* The following two values are not stored in the MapLook flags, but instead
* used in the get_map_flags value - that function is used to return
@@ -101,14 +112,8 @@
* function that does more of the work can hopefully be used to replace
* lots of duplicate checks currently in the code.
*/
-#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 */
-
-/* P_NO_PASS is used for ob_blocked() return value. It needs
- * to be here to make sure the bits don't match with anything.
- */
-#define P_NO_PASS 0x80000
+#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 */
/* Instead of having numerous arrays that have information on a
* particular space (was map, floor, floor2, map_ob),
@@ -116,48 +121,102 @@
* This puts it all in one place, and should also make it easier
* to extend information about a space.
*/
+INTERFACE_CLASS (mapspace)
struct mapspace
{
- object *bot, *top; /* lowest/highest object on this space */
- object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
- uint8 flags_; /* flags about this space (see the P_ values above) */
- sint8 light; /* How much light this space provides */
- MoveType move_block; /* What movement types this space blocks */
- MoveType move_slow; /* What movement types this space slows */
- MoveType move_on; /* What movement types are activated */
- MoveType move_off; /* What movement types are activated */
+ object *ACC (RW, bot);
+ object *ACC (RW, top); /* lowest/highest object on this space */
+ object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
+ uint8 flags_; /* flags about this space (see the P_ values above) */
+ sint8 ACC (RW, light); /* How much light this space provides */
+ MoveType ACC (RW, move_block); /* What movement types this space blocks */
+ MoveType ACC (RW, move_slow); /* What movement types this space slows */
+ MoveType ACC (RW, move_on); /* What movement types are activated */
+ MoveType ACC (RW, move_off); /* What movement types are activated */
+ uint16_t ACC (RW, items_); // saturates at 64k
+ uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
+ 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_, pad2_; // pad to 64 bytes on 64 bit systems
+
+//-GPL
void update_ ();
- void update ()
+ MTH void update ()
{
- if (!(flags_ & P_UPTODATE))
+ // we take advantage of the fact that 0x80 is the sign bit
+ // to generate more efficient code on many cpus
+ assert (sint8 (P_UPTODATE) < 0);
+ assert (sint8 (-1 & ~P_UPTODATE) >= 0);
+
+ if (expect_false (sint8 (flags_) >= 0))
update_ ();
+
+ // must be true by now (gcc seems content with only the second test)
+ assume (sint8 (flags_) < 0);
+ assume (flags_ & P_UPTODATE);
}
- uint8 flags ()
+ MTH uint8 flags ()
{
update ();
return flags_;
}
+
+ MTH void invalidate ()
+ {
+ flags_ = 0;
+ }
- // maybe only inline quick flags_ checking?
- object *player ()
+ MTH object *player ()
{
- // search from the top, because players are usually on top
- // make usually == always and this non-amortized O(1)
- // could gte rid of P_PLAYER, too, then
+ object *op;
+
if (flags () & P_PLAYER)
- for (object *op = top; op; op = op->below)
- if (op->type == PLAYER)
- return op;
+ for (op = top; op->type != PLAYER; op = op->below)
+ ;
+ else
+ op = 0;
- return 0;
+ return op;
+ }
+
+ MTH uint32 items()
+ {
+ update ();
+ return items_;
}
// return the item volume on this mapspace in cm³
- uint64 volume () const;
+ MTH uint64 volume ()
+ {
+ update ();
+ return volume_ * 1024;
+ }
+
+ bool blocks (MoveType mt) const
+ {
+ return move_block && (mt & move_block) == mt;
+ }
+
+ bool blocks (object *op) const
+ {
+ return blocks (op->move_type);
+ }
};
+// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
+struct maprect
+{
+ maptile *m;
+ int x0, y0;
+ int x1, y1;
+ int dx, dy; // offset to go from local coordinates to original tile */
+};
+
+//+GPL
+
struct shopitems : zero_initialised
{
const char *name; /* name of the item in question, null if it is the default item */
@@ -189,12 +248,12 @@
sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
struct mapspace *spaces; /* Array of spaces on this map */
uint8 *regions; /* region index per mapspace, if != 0 */
- struct region **regionmap; /* index to region */
+ region_ptr *regionmap; /* index to region */
tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
shstr ACC (RW, name); /* Name of map as given by its creator */
- struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
+ region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
* points to the struct containing all the properties of
* the region */
double ACC (RW, reset_time);
@@ -202,6 +261,7 @@
* should be reset
*/
bool ACC (RW, dirty); /* if true, something was inserted or removed */
+ bool ACC (RW, no_reset); // must not reset this map
bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
* players entering/exiting map
*/
@@ -216,19 +276,13 @@
bool ACC (RW, per_player);
bool ACC (RW, per_party);
bool ACC (RW, outdoor); /* True if an outdoor map */
- bool ACC (RW, nodrop); /* avoid dropping anything on this map */
- uint8 ACC (RW, darkness); /* indicates level of darkness of map */
+ bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
+ sint8 ACC (RW, darkness); /* indicates level of darkness of map */
+ static sint8 outdoor_darkness; /* the global darkness level outside */
uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
oblinkpt *buttons; /* Linked list of linked lists of buttons */
- sint16 ACC (RW, temp); /* base temperature of this tile (F) */
- sint16 ACC (RW, pressure); /* barometric pressure (mb) */
- sint8 ACC (RW, humid); /* humitidy of this tile */
- sint8 ACC (RW, windspeed); /* windspeed of this tile */
- sint8 ACC (RW, winddir); /* direction of wind */
- sint8 ACC (RW, sky); /* sky conditions */
- int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
@@ -239,8 +293,18 @@
shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
shstr ACC (RW, path); /* Filename of the map */
- int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
+ int ACC (RW, max_items); // maximum number of items on a mapspace
+
+//-GPL
+
+ // the maptile:: is neccessary here for the perl interface to work
+ MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
+ {
+ return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
+ }
+
+ static void adjust_daylight ();
MTH void activate ();
MTH void deactivate ();
@@ -250,16 +314,23 @@
// deallocates the mapspaces (and destroys all objects)
MTH void clear ();
+ MTH void post_load (); // update cached values in mapspaces etc.
MTH void fix_auto_apply ();
- MTH void decay_objects ();
+ MTH void do_decay_objects ();
MTH void update_buttons ();
MTH int change_map_light (int change);
- static void change_all_map_light (int change); //PERL
- MTH void set_darkness_map ();
MTH int estimate_difficulty () const;
+ MTH void play_sound (faceidx sound, int x, int y) const;
+ MTH void say_msg (const_utf8_string msg, int x, int y) const;
+
+ // connected links
+ oblinkpt *find_link (shstr_tmp id);
+ MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
+
// set the given flag on all objects in the map
MTH void set_object_flag (int flag, int value = 1);
+ MTH void post_load_original ();
MTH void link_multipart_objects ();
MTH void clear_unique_items ();
@@ -269,21 +340,21 @@
MTH struct region *region (int x, int y) const;
- // loas the header pseudo-object
+ // load the header pseudo-object
bool _load_header (object_thawer &thawer);
- MTH bool _load_header (const char *path);
+ MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
// load objects into the map
bool _load_objects (object_thawer &thawer);
- MTH bool _load_objects (const char *path, bool skip_header = true);
+ MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
// save objects into the given file (uses IO_ flags)
bool _save_objects (object_freezer &freezer, int flags);
- MTH bool _save_objects (const char *path, int flags);
+ MTH bool _save_objects (const_octet_string path, int flags);
// save the header pseudo object _only_
bool _save_header (object_freezer &freezer);
- MTH bool _save_header (const char *path);
+ MTH bool _save_header (const_octet_string path);
maptile ();
maptile (int w, int h);
@@ -298,6 +369,8 @@
MTH void touch () { last_access = runtime; }
+ MTH maptile *tile_available (int dir, bool load = true);
+
// find the map that is at coordinate x|y relative to this map
// TODO: need a better way than passing by reference
// TODO: make perl interface
@@ -318,15 +391,23 @@
void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
bool generate_random_map (random_map_params *RP);
- static maptile *find_async (const char *path, maptile *original = 0);//PERL
- static maptile *find_sync (const char *path, maptile *original = 0);//PERL
- static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
- MTH object *pick_random_object () const;
-
- mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
- mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
+ static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
+ static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
+ static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
+ object *pick_random_object (rand_gen &gen = rndm) const;
+
+ mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
+
+ // return an array of maprects corresponding
+ // to the given rectangular area. the last rect will have
+ // a 0 map pointer.
+ // the array will be stored in a static memory area,
+ // so recursion is not atm. supported
+ maprect *split_to_tiles (int x0, int y0, int x1, int y1);
};
+//+GPL
+
/* This is used by get_rangevector to determine where the other
* creature is. get_rangevector takes into account map tiling,
* so you just can not look the the map coordinates and get the
@@ -345,19 +426,19 @@
object *part;
};
+// comaptibility cruft start
//TODO: these should be refactored into things like xy_normalise
// and so on.
int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
-int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
int out_of_map (maptile *m, int x, int y);
maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
-void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
+void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
int on_same_map (const object *op1, const object *op2);
int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
// adjust map, x and y for tiled maps and return true if the position is valid at all
-inline bool
+static inline bool
xy_normalise (maptile *&map, sint16 &x, sint16 &y)
{
// when in range, do a quick return, otherwise go the slow route
@@ -365,6 +446,9 @@
(IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
|| !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
}
+// comaptibility cruft end
+
+//-GPL
inline mapspace &
object::ms () const
@@ -372,5 +456,124 @@
return map->at (x, y);
}
+struct mapxy {
+ maptile *m;
+ sint16 x, y;
+
+ mapxy (maptile *m, sint16 x, sint16 y)
+ : m(m), x(x), y(y)
+ { }
+
+ mapxy (object *op)
+ : m(op->map), x(op->x), y(op->y)
+ { }
+
+ mapxy &move (int dx, int dy)
+ {
+ x += dx;
+ y += dy;
+
+ return *this;
+ }
+
+ mapxy &move (int dir)
+ {
+ return move (freearr_x [dir], freearr_y [dir]);
+ }
+
+ operator void *() const { return (void *)m; }
+ mapxy &operator =(const object *op)
+ {
+ m = op->map;
+ x = op->x;
+ y = op->y;
+
+ return *this;
+ }
+
+ mapspace *operator ->() const { return &m->at (x, y); }
+ mapspace &operator * () const { return m->at (x, y); }
+
+ bool normalise ()
+ {
+ return xy_normalise (m, x, y);
+ }
+
+ mapspace &ms () const
+ {
+ return m->at (x, y);
+ }
+
+ object *insert (object *op, object *originator = 0, int flags = 0) const
+ {
+ return m->insert (op, x, y, originator, flags);
+ }
+};
+
+inline const mapxy &
+object::operator =(const mapxy &pos)
+{
+ map = pos.m;
+ x = pos.x;
+ y = pos.y;
+
+ return pos;
+}
+
+// iterate over a rectangular area relative to op
+// can be used as a single statement, but both iterate macros
+// invocations must not be followed by a ";"
+// see common/los.C for usage example
+// the walk will be ordered, outer loop x, inner loop y
+// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
+// "continue" will skip to the next space
+#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
+ for (int dx = (dx0); dx <= (dx1); ++dx) \
+ { \
+ sint16 nx, ny; \
+ maptile *m = 0; \
+ \
+ for (int dy = (dy0); dy <= (dy1); ++dy) \
+ { \
+ /* check to see if we can simply go one down quickly, */ \
+ /* if not, do it the slow way */ \
+ if (!m || ++ny >= m->height) \
+ { \
+ nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
+ \
+ if (!xy_normalise (m, nx, ny)) \
+ m = 0; \
+ }
+
+#define ordered_mapwalk_end \
+ } \
+ }
+
+// loop over every space in the given maprect,
+// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
+// the iterator code must be a single statement following this macro call, similar to "if"
+// "continue" will skip to the next space
+#define rect_mapwalk(rect,dx0,dy0) \
+ statementvar (maptile *, m, (rect)->m) \
+ for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
+ for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
+ statementvar (int, dx, nx + (rect)->dx - (dx0)) \
+ statementvar (int, dy, ny + (rect)->dy - (dy0))
+
+// same as ordered_mapwalk, but the walk will not follow any particular
+// order (unorded), but is likely faster.
+// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
+// "continue" will skip to the next space
+#define unordered_mapwalk_at(map,ox,oy,dx0,dy0,dx1,dy1) \
+ for (maprect *r_e_c_t = (map)->split_to_tiles ( \
+ (ox) + (dx0) , (oy) + (dy0) , \
+ (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
+ r_e_c_t->m; \
+ ++r_e_c_t) \
+ rect_mapwalk (r_e_c_t, (ox), (oy))
+
+#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
+ unordered_mapwalk_at (op->map, op->x, op->y, dx0, dy0, dx1, dy1)
+
#endif