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Comparing deliantra/server/include/map.h (file contents):
Revision 1.131 by root, Sun Apr 4 02:51:56 2010 UTC vs.
Revision 1.148 by root, Sun May 8 21:51:26 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
48 * map pointers. 48 * map pointers.
49 */ 49 */
50#define MAGIC_MAP_SIZE 50 50#define MAGIC_MAP_SIZE 50
51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 51#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
52 52
53#define MAP_LAYERS 3 53#define MAP_LAYERS 3
54 54
55// tile map index 55// tile map index - toggling the lowest bit reverses direction
56enum { 56enum
57 TILE_UP = 0, 57{
58 TILE_RIGHT = 1, 58 TILE_NORTH,
59 TILE_SOUTH,
60 TILE_WEST,
61 TILE_EAST,
62 TILE_UP,
59 TILE_DOWN = 2, 63 TILE_DOWN,
60 TILE_LEFT = 3, 64 TILE_NUM
61}; 65};
62 66
67#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
68
63/* Values for in_memory below */ 69/* Values for state below */
64enum { 70enum
65 MAP_ACTIVE, 71{
66 MAP_INACTIVE, // not used atm. 72 MAP_SWAPPED, // header loaded, nothing else
67 MAP_SWAPPED, 73 MAP_INACTIVE, // in memory, linkable, but not active
68 MAP_LOADING, 74 MAP_ACTIVE, // running!
69 MAP_SAVING,
70}; 75};
71 76
72/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 77/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
73 * really be used, as it is multi tile aware. However, there are some cases 78 * really be used, as it is multi tile aware. However, there are some cases
74 * where it is known the map is not tiled or the values are known 79 * where it is known the map is not tiled or the values are known
88 * should almost always be using out_of_map instead, which takes into account 93 * should almost always be using out_of_map instead, which takes into account
89 * map tiling. 94 * map tiling.
90 */ 95 */
91#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) 96#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
92 97
93/* These are used in the MapLook flags element. They are not used in 98/* These are used in the mapspace flags element. They are not used in
94 * in the object flags structure. 99 * in the object flags structure.
95 */ 100 */
96#define P_BLOCKSVIEW 0x01 101#define P_BLOCKSVIEW 0x01
97#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ 102#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
98#define P_NO_CLERIC 0x04 /* no clerical spells cast here */ 103#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
112 * function that does more of the work can hopefully be used to replace 117 * function that does more of the work can hopefully be used to replace
113 * lots of duplicate checks currently in the code. 118 * lots of duplicate checks currently in the code.
114 */ 119 */
115#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 120#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
116#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ 121#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
122
123// persistent flags (pflags) in mapspace
124enum
125{
126 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
127};
117 128
118/* Instead of having numerous arrays that have information on a 129/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 130 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 131 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier 132 * This puts it all in one place, and should also make it easier
136 uint16_t ACC (RW, items_); // saturates at 64k 147 uint16_t ACC (RW, items_); // saturates at 64k
137 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024) 148 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
138 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0 149 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
139 static uint32_t ACC (RW, smellcount); // global smell counter 150 static uint32_t ACC (RW, smellcount); // global smell counter
140 151
141 uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems 152 uint8_t pflags; // additional, persistent flags
153 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
142 154
143//-GPL 155//-GPL
144 156
145 void update_ (); 157 void update_ ();
146 MTH void update () 158 MTH void update ()
162 { 174 {
163 update (); 175 update ();
164 return flags_; 176 return flags_;
165 } 177 }
166 178
179 MTH void update_up ();
180
167 MTH void invalidate () 181 MTH void invalidate ()
168 { 182 {
169 flags_ = 0; 183 flags_ = 0;
170 } 184
185 if (pflags)
186 update_up ();
171 187 }
188
172 MTH object *player () 189 MTH object *player ()
173 { 190 {
174 object *op; 191 object *op;
175 192
176 if (flags () & P_PLAYER) 193 if (flags () & P_PLAYER)
212 maptile *m; 229 maptile *m;
213 int x0, y0; 230 int x0, y0;
214 int x1, y1; 231 int x1, y1;
215 int dx, dy; // offset to go from local coordinates to original tile */ 232 int dx, dy; // offset to go from local coordinates to original tile */
216}; 233};
234
235// (refcounted) list of objects on this map that need physics processing
236struct physics_queue
237: unordered_vector<object *>
238{
239 int i; // already processed
240 physics_queue ();
241 ~physics_queue ();
242 object *pop ();
243};
244
245#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
217 246
218//+GPL 247//+GPL
219 248
220struct shopitems : zero_initialised 249struct shopitems : zero_initialised
221{ 250{
263 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 292 bool ACC (RW, dirty); /* if true, something was inserted or removed */
264 bool ACC (RW, no_reset); // must not reset this map 293 bool ACC (RW, no_reset); // must not reset this map
265 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 294 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
266 * players entering/exiting map 295 * players entering/exiting map
267 */ 296 */
297 uint8 ACC (RW, state); /* If not true, the map has been freed and must
298 * be loaded before used. The map,omap and map_ob
299 * arrays will be allocated when the map is loaded */
268 sint32 ACC (RW, timeout); /* swapout is set to this */ 300 sint32 ACC (RW, timeout); /* swapout is set to this */
269 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 301 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
270 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
271 * be loaded before used. The map,omap and map_ob
272 * arrays will be allocated when the map is loaded */
273 sint16 players; /* How many players are on this map right now */ 302 sint16 players; /* How many players are on this map right now */
274 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
275 304
276 bool ACC (RW, per_player); 305 bool ACC (RW, per_player);
277 bool ACC (RW, per_party); 306 bool ACC (RW, per_party);
288 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 317 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
289 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 318 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
290 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 319 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
291 shstr ACC (RW, msg); /* Message map creator may have left */ 320 shstr ACC (RW, msg); /* Message map creator may have left */
292 shstr ACC (RW, maplore); /* Map lore information */ 321 shstr ACC (RW, maplore); /* Map lore information */
293 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 322 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
294 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 323 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
295 shstr ACC (RW, path); /* Filename of the map */ 324 shstr ACC (RW, path); /* Filename of the map */
296 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 325 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
297 int ACC (RW, max_items); // maximum number of items on a mapspace 326 int ACC (RW, max_items); // maximum number of items on a mapspace
298 327
299//-GPL 328//-GPL
329
330 physics_queue pq[PHYSICS_QUEUES];
331 MTH void queue_physics (object *ob, int after = 0);
332 MTH void queue_physics_at (int x, int y);
333 MTH int run_physics (tick_t tick, int max_objects);
334 MTH void activate_physics ();
300 335
301 // the maptile:: is neccessary here for the perl interface to work 336 // the maptile:: is neccessary here for the perl interface to work
302 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const 337 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
303 { 338 {
304 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS); 339 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
356 bool _save_header (object_freezer &freezer); 391 bool _save_header (object_freezer &freezer);
357 MTH bool _save_header (const_octet_string path); 392 MTH bool _save_header (const_octet_string path);
358 393
359 maptile (); 394 maptile ();
360 maptile (int w, int h); 395 maptile (int w, int h);
396 void init ();
361 ~maptile (); 397 ~maptile ();
362 398
363 void do_destroy (); 399 void do_destroy ();
364 void gather_callbacks (AV *&callbacks, event_type event) const; 400 void gather_callbacks (AV *&callbacks, event_type event) const;
365 401
402 MTH bool linkable () { return state >= MAP_INACTIVE; }
403
366 MTH int size () const { return width * height; } 404 MTH int size () const { return width * height; }
367 405
368 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 406 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
369 407
370 MTH void touch () { last_access = runtime; } 408 MTH void touch () { last_access = runtime; }
371 409
410 // returns the map at given direction. if the map isn't linked yet,
411 // it will either return false (if load is false), or otherwise try to link
412 // it - if linking fails because the map is not loaded yet, it will
413 // start loading the map and return 0.
414 // thus, if you get 0, the map exists and load is true, then some later
415 // call (some tick or so later...) will eventually succeed.
372 MTH maptile *tile_available (int dir, bool load = true); 416 MTH maptile *tile_available (int dir, bool load = true);
373 417
374 // find the map that is at coordinate x|y relative to this map 418 // find the map that is at coordinate x|y relative to this map
375 // TODO: need a better way than passing by reference 419 // TODO: need a better way than passing by reference
376 // TODO: make perl interface 420 // TODO: make perl interface
386 { 430 {
387 if (!spaces) 431 if (!spaces)
388 do_load_sync (); 432 do_load_sync ();
389 } 433 }
390 434
391 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 435 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
392 bool generate_random_map (random_map_params *RP); 436 bool generate_random_map (random_map_params *RP);
393 437
394 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL 438 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
395 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL 439 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
396 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL 440 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
438// and so on. 482// and so on.
439int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 483int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
440int out_of_map (maptile *m, int x, int y); 484int out_of_map (maptile *m, int x, int y);
441maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); 485maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
442void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); 486void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
443void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/); 487void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
444int on_same_map (const object *op1, const object *op2); 488int on_same_map (const object *op1, const object *op2);
445int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); 489int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
446 490
447// adjust map, x and y for tiled maps and return true if the position is valid at all 491// adjust map, x and y for tiled maps and return true if the position is valid at all
448static inline bool 492static inline bool
449xy_normalise (maptile *&map, sint16 &x, sint16 &y) 493xy_normalise (maptile *&map, sint16 &x, sint16 &y)
450{ 494{

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