--- deliantra/server/include/map.h 2006/12/25 14:43:23 1.33
+++ deliantra/server/include/map.h 2011/05/07 20:03:28 1.145
@@ -1,25 +1,26 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 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.
-
- 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
- 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
-*/
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * 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
+ * GNU General Public License for more details.
+ *
+ * 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
+ */
/*
* The maptile is allocated each time a new map is opened.
@@ -29,10 +30,15 @@
#ifndef MAP_H
#define MAP_H
+#include
+
+//+GPL
+
+#include "region.h"
#include "cfperl.h"
/* We set this size - this is to make magic map work properly on
- * tiled maps. There is no requirement that this matches the
+ * tiled maps. There is no requirement that this matches the
* tiled maps size - it just seemed like a reasonable value.
* Magic map code now always starts out putting the player in the
* center of the map - this makes the most sense when dealing
@@ -44,53 +50,29 @@
#define MAGIC_MAP_SIZE 50
#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
-#define MAP_LAYERS 3
+#define MAP_LAYERS 3
-/* This is when the map will reset */
-#define MAP_WHEN_RESET(m) ((m)->reset_time)
-
-#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
-#define MAP_DIFFICULTY(m) ((m)->difficulty)
-#define MAP_TIMEOUT(m) ((m)->timeout)
-#define MAP_SWAP_TIME(m) ((m)->swap_time)
-#define MAP_OUTDOORS(m) ((m)->outdoor)
-
-/* mape darkness used to enforce the MAX_DARKNESS value.
- * but IMO, if it is beyond max value, that should be fixed
- * on the map or in the code.
- */
-#define MAP_DARKNESS(m) (m)->darkness
-
-/* Convenient function - total number of spaces is used
- * in many places.
- */
-#define MAP_SIZE(m) ((m)->width * (m)->height)
+// tile map index - toggling the lowest bit reverses direction
+enum
+{
+ TILE_NORTH,
+ TILE_SOUTH,
+ TILE_EAST ,
+ TILE_WEST,
+ TILE_UP,
+ TILE_DOWN,
+ TILE_NUM
+};
-#define MAP_ENTER_X(m) (m)->enter_x
-#define MAP_ENTER_Y(m) (m)->enter_y
+#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
-#define MAP_TEMP(m) (m)->temp
-#define MAP_PRESSURE(m) (m)->pressure
-#define MAP_HUMID(m) (m)->humid
-#define MAP_WINDSPEED(m) (m)->windspeed
-#define MAP_WINDDIRECTION(m) (m)->winddir
-#define MAP_SKYCOND(m) (m)->sky
-#define MAP_WORLDPARTX(m) (m)->wpartx
-#define MAP_WORLDPARTY(m) (m)->wparty
-#define MAP_NOSMOOTH(m) (m)->nosmooth
-
-/* options passed to ready_map_name and load_original_map */
-#define MAP_FLUSH 0x1
-#define MAP_PLAYER_UNIQUE 0x2
-#define MAP_BLOCK 0x4
-#define MAP_STYLE 0x8
-#define MAP_OVERLAY 0x10
-
-/* Values for in_memory below. Should probably be an enumerations */
-#define MAP_IN_MEMORY 1
-#define MAP_SWAPPED 2
-#define MAP_LOADING 3
-#define MAP_SAVING 4
+/* Values for state below */
+enum
+{
+ MAP_SWAPPED, // header loaded, nothing else
+ MAP_INACTIVE, // in memory, linkable, but not active
+ MAP_ACTIVE, // running!
+};
/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
* really be used, as it is multi tile aware. However, there are some cases
@@ -99,10 +81,8 @@
*/
// 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)).bottom
+#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(M,X,Y,L) (M)->at((X),(Y)).faces[L]
#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
@@ -113,23 +93,23 @@
* should almost always be using out_of_map instead, which takes into account
* map tiling.
*/
-#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height)
+#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
#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_NEED_UPDATE 0x80 /* this space is out of 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
@@ -137,14 +117,14 @@
* 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 */
+#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
+// 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),
@@ -152,102 +132,120 @@
* 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 *bottom; /* lowest object on this space */
- object *top; /* Highest object on this space */
- New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
- 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
+
+ uint8_t pflags; // additional, persistent flags
+ uint8_t pad [3]; // pad to 64 bytes on LP64 systems
+
+//-GPL
void update_ ();
- void update ()
+ MTH void update ()
{
- if (flags_ & P_NEED_UPDATE)
+ // 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 update_up ();
- // maybe only inline quick flags_ checking?
- object *player ()
+ MTH void invalidate ()
{
- // 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
+ flags_ = 0;
+
+ if (pflags)
+ update_up ();
+ }
+
+ MTH object *player ()
+ {
+ 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;
}
-};
-/*
- * this is an overlay structure of the whole world. It exists as a simple
- * high level map, which doesn't contain the full data of the underlying map.
- * in this map, only things such as weather are recorded. By doing so, we
- * can keep the entire world parameters in memory, and act as a whole on
- * them at once. We can then, in a separate loop, update the actual world
- * with the new values we have assigned.
- */
+ MTH uint32 items()
+ {
+ update ();
+ return items_;
+ }
+
+ // return the item volume on this mapspace in cm³
+ 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);
+ }
+};
-struct weathermap_t
+// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
+struct maprect
{
- sint16 temp; /* base temperature of this tile (F) */
- sint16 pressure; /* barometric pressure (mb) */
- sint8 humid; /* humitidy of this tile */
- sint8 windspeed; /* windspeed of this tile */
- sint8 winddir; /* direction of wind */
- sint8 sky; /* sky conditions */
- sint32 avgelev; /* average elevation */
- uint32 rainfall; /* cumulative rainfall */
- uint8 darkness; /* indicates level of darkness of map */
- uint8 water; /* 0-100 percentage of water tiles */
- /*Dynamic parts */
- sint16 realtemp; /* temperature at a given calculation step for this tile */
+ maptile *m;
+ int x0, y0;
+ int x1, y1;
+ int dx, dy; // offset to go from local coordinates to original tile */
};
-/*
- * Each map is in a given region of the game world and links to a region definiton, so
- * they have to appear here in the headers, before the mapdef
- */
-struct region : zero_initialised
+// (refcounted) list of objects on this map that need physics processing
+struct physics_queue
+: unordered_vector