--- deliantra/server/include/map.h 2007/07/13 15:54:40 1.79 +++ deliantra/server/include/map.h 2008/12/27 08:41:44 1.107 @@ -1,11 +1,11 @@ /* - * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software: you can redistribute it and/or modify + * Deliantra 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 3 of the License, or * (at your option) any later version. @@ -18,7 +18,7 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . * - * The authors can be reached via e-mail to + * The authors can be reached via e-mail to */ /* @@ -49,9 +49,18 @@ #define MAP_LAYERS 3 -/* Values for in_memory below. Should probably be an enumerations */ +// tile map index enum { - MAP_IN_MEMORY, + TILE_UP = 0, + TILE_RIGHT = 1, + TILE_DOWN = 2, + TILE_LEFT = 3, +}; + +/* Values for in_memory below */ +enum { + MAP_ACTIVE, + MAP_INACTIVE, // not used atm. MAP_SWAPPED, MAP_LOADING, MAP_SAVING, @@ -64,7 +73,6 @@ */ // 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] @@ -101,14 +109,8 @@ * 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), @@ -116,46 +118,73 @@ * 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 */ + 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 */ + uint32_t smell; // the last count a player was seen here, or 0 + static uint32_t smellcount; // global smell counter 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 */ + 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 */ void update_ (); - void update () + MTH void update () { if (!(flags_ & P_UPTODATE)) update_ (); } - 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; } // return the item volume on this mapspace in cm³ - uint64 volume () const; + MTH uint64 volume () const; + + 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 +struct maprect +{ + maptile *m; + int x0, y0; + int x1, y1; + int dx, dy; // offset to go from local coordinates to original tile */ }; struct shopitems : zero_initialised @@ -214,12 +243,12 @@ sint16 players; /* How many players are on this map right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ - bool ACC (RW, active); // wether this map is active or not 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 */ @@ -244,6 +273,14 @@ 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 + // 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 (); @@ -256,12 +293,13 @@ 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; + // 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 (); @@ -271,13 +309,13 @@ 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); @@ -300,6 +338,8 @@ 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 @@ -320,13 +360,19 @@ 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_async (const char *path, maptile *original = 0, bool load = true);//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; + object *pick_random_object (rand_gen &gen = rndm) const; + + mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } - mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } - mapspace &at (uint32 x, uint32 y) { 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); }; /* This is used by get_rangevector to determine where the other @@ -347,10 +393,10 @@ 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); @@ -359,7 +405,7 @@ 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 @@ -367,6 +413,7 @@ (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 inline mapspace & object::ms () const @@ -374,5 +421,118 @@ 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 +#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 offste relative to dx0,dy0 +// the iterator code must be a single statement following this macro call, similar to "if" +#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 above, 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 +#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \ + for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \ + (op)->x + (dx0) , (op)->y + (dy0) , \ + (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \ + r_e_c_t->m; \ + ++r_e_c_t) \ + rect_mapwalk (r_e_c_t, (op)->x, (op)->y) + #endif