--- deliantra/server/include/map.h 2007/03/12 01:13:10 1.72
+++ deliantra/server/include/map.h 2011/05/07 17:12:28 1.144
@@ -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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 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.
+ * 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
@@ -47,14 +50,26 @@
#define MAGIC_MAP_SIZE 50
#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
-#define MAP_LAYERS 3
+#define MAP_LAYERS 3
-/* Values for in_memory below. Should probably be an enumerations */
-enum {
- MAP_IN_MEMORY,
- MAP_SWAPPED,
- MAP_LOADING,
- MAP_SAVING,
+// tile map index
+enum
+{
+ TILE_NORTH,
+ TILE_EAST,
+ TILE_SOUTH,
+ TILE_WEST,
+ TILE_UP,
+ TILE_DOWN,
+ TILE_NUM,
+};
+
+/* 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
@@ -64,7 +79,6 @@
*/
// 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]
@@ -79,21 +93,21 @@
*/
#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_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 +115,14 @@
* 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),
@@ -116,84 +130,114 @@
* 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
+
+ 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_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);
+ }
};
-/*
- * 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
- */
-INTERFACE_CLASS (region)
-struct region : zero_initialised
+// a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
+struct maprect
{
- shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
- region *ACC (RW, parent); /*
- * Pointer to the region that is a parent of the current
- * region, if a value isn't defined in the current region
- * we traverse this series of pointers until it is.
- */
- shstr ACC (RW, longname); /* Official title of the region, this might be defined
- * to be the same as name*/
- shstr ACC (RW, msg); /* the description of the region */
- shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
- int ACC (RW, index);
- uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
- sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
- bool ACC (RW, fallback); /* whether, in the event of a region not existing,
- * this should be the one we fall back on as the default */
-
- static region *default_region ();
- static region *find (const char *name);
- static region *find_fuzzy (const char *name);
- static region *read (object_thawer &f);
-};
-
-typedef object_vector regionvec;
-
-extern regionvec regions;
-
-#define for_all_regions(var) \
- for (unsigned _i = 0; _i < regions.size (); ++_i) \
- declvar (region *, var, regions [_i])
+ maptile *m;
+ int x0, y0;
+ int x1, y1;
+ 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