--- deliantra/server/include/map.h 2008/05/06 16:55:26 1.93 +++ deliantra/server/include/map.h 2011/05/07 17:12:28 1.144 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * 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 + * 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 GNU General Public License as published by - * the Free Software Foundation, either version 3 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 * 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, see . + * 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 */ @@ -31,6 +32,8 @@ #include +//+GPL + #include "region.h" #include "cfperl.h" @@ -47,15 +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 */ -enum { - MAP_ACTIVE, - MAP_INACTIVE, // not used atm. - 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 @@ -65,7 +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] @@ -80,21 +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 @@ -102,9 +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 */ + +// 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), @@ -112,53 +130,115 @@ * 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 op; + } - return 0; + 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 */ +}; + +// (refcounted) list of objects on this map that need physics processing +struct physics_queue +: unordered_vector +{ + int i; // already processed + physics_queue (); + ~physics_queue (); + object *pop (); }; +#define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks + +//+GPL + struct shopitems : zero_initialised { const char *name; /* name of the item in question, null if it is the default item */ @@ -207,30 +287,24 @@ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ - sint32 ACC (RW, timeout); /* swapout is set to this */ - sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ - uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must + uint8 ACC (RW, state); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ + sint32 ACC (RW, timeout); /* swapout is set to this */ + sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 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, 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 */ @@ -238,13 +312,30 @@ sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ shstr ACC (RW, msg); /* Message map creator may have left */ shstr ACC (RW, maplore); /* Map lore information */ - shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ - maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ + shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */ + maptile *ACC (RW, tile_map[TILE_NUM]); /* 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 + + physics_queue pq[PHYSICS_QUEUES]; + MTH void queue_physics (object *ob, int after = 0); + MTH void queue_physics_at (int x, int y); + MTH void post_load_physics (); + MTH int run_physics (tick_t tick, int max_objects); + + // 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 activate_physics (); MTH void deactivate (); // allocates all (empty) mapspace @@ -252,18 +343,23 @@ // 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 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 (); @@ -283,26 +379,29 @@ // 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); + void init (); ~maptile (); void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; + MTH bool linkable () { return state >= MAP_INACTIVE; } + MTH int size () const { return width * height; } MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); MTH void touch () { last_access = runtime; } - MTH bool tile_available (int dir, bool load = true); + 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 @@ -321,18 +420,33 @@ do_load_sync (); } - void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); + void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP); bool generate_random_map (random_map_params *RP); - 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 + 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 const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } - mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } + 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. + maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1); + + MTH bool is_in_shop (int x, int y) const; }; +inline bool +object::is_in_shop () const +{ + return is_on_map () + && map->is_in_shop (x, y); +} + +//+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 @@ -358,9 +472,9 @@ 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 (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); +int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy); // adjust map, x and y for tiled maps and return true if the position is valid at all static inline bool @@ -373,6 +487,8 @@ } // comaptibility cruft end +//-GPL + inline mapspace & object::ms () const { @@ -422,9 +538,14 @@ 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 { - m->insert (op, x, y, originator, flags); + return m->insert (op, x, y, originator, flags); } }; @@ -438,5 +559,62 @@ 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 \ + } \ + } + +extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations + +// 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(buf,map,ox,oy,dx0,dy0,dx1,dy1) \ + for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \ + (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(buf,op,dx0,dy0,dx1,dy1) \ + unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1) + #endif