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Comparing deliantra/server/include/map.h (file contents):
Revision 1.136 by root, Sat Apr 23 04:56:49 2011 UTC vs.
Revision 1.155 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 25/*
26 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
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{
57 TILE_NORTH, 58 TILE_NORTH,
58 TILE_EAST,
59 TILE_SOUTH, 59 TILE_SOUTH,
60 TILE_WEST, 60 TILE_WEST,
61 TILE_EAST,
61 TILE_UP, 62 TILE_UP,
62 TILE_DOWN, 63 TILE_DOWN,
63 TILE_NUM, 64 TILE_NUM
64}; 65};
65 66
67#define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
68
66/* Values for in_memory below */ 69/* Values for state below */
67enum { 70enum
68 MAP_ACTIVE, 71{
69 MAP_INACTIVE, // not used atm. 72 MAP_SWAPPED, // header loaded, nothing else
70 MAP_SWAPPED, 73 MAP_INACTIVE, // in memory, linkable, but not active
71 MAP_LOADING, 74 MAP_ACTIVE, // running!
72 MAP_SAVING,
73}; 75};
74 76
75/* 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
76 * 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
77 * 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
91 * 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
92 * map tiling. 94 * map tiling.
93 */ 95 */
94#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)))
95 97
96/* 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
97 * in the object flags structure. 99 * in the object flags structure.
98 */ 100 */
99#define P_BLOCKSVIEW 0x01 101#define P_BLOCKSVIEW 0x01
100#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 */
101#define P_NO_CLERIC 0x04 /* no clerical spells cast here */ 103#define P_NO_CLERIC 0x04 /* no clerical spells cast here */
115 * 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
116 * lots of duplicate checks currently in the code. 118 * lots of duplicate checks currently in the code.
117 */ 119 */
118#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 */
119#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};
120 128
121/* Instead of having numerous arrays that have information on a 129/* Instead of having numerous arrays that have information on a
122 * particular space (was map, floor, floor2, map_ob), 130 * particular space (was map, floor, floor2, map_ob),
123 * have this structure take care of that information. 131 * have this structure take care of that information.
124 * 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
139 uint16_t ACC (RW, items_); // saturates at 64k 147 uint16_t ACC (RW, items_); // saturates at 64k
140 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)
141 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
142 static uint32_t ACC (RW, smellcount); // global smell counter 150 static uint32_t ACC (RW, smellcount); // global smell counter
143 151
144 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
145 154
146//-GPL 155//-GPL
147 156
148 void update_ (); 157 void update_ ();
149 MTH void update () 158 MTH void update ()
165 { 174 {
166 update (); 175 update ();
167 return flags_; 176 return flags_;
168 } 177 }
169 178
179 MTH void update_up ();
180
170 MTH void invalidate () 181 MTH void invalidate ()
171 { 182 {
172 flags_ = 0; 183 flags_ = 0;
173 } 184
185 if (pflags)
186 update_up ();
174 187 }
188
175 MTH object *player () 189 MTH object *player ()
176 { 190 {
177 object *op; 191 object *op;
178 192
179 if (flags () & P_PLAYER) 193 if (flags () & P_PLAYER)
190 update (); 204 update ();
191 return items_; 205 return items_;
192 } 206 }
193 207
194 // return the item volume on this mapspace in cm³ 208 // return the item volume on this mapspace in cm³
195 MTH uint64 volume () 209 MTH volume_t volume ()
196 { 210 {
197 update (); 211 update ();
198 return volume_ * 1024; 212 return volume_ * 1024;
199 } 213 }
200 214
216 int x0, y0; 230 int x0, y0;
217 int x1, y1; 231 int x1, y1;
218 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 */
219}; 233};
220 234
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
246
221//+GPL 247//+GPL
222 248
223struct shopitems : zero_initialised 249struct shopitems : zero_initialised
224{ 250{
225 const char *name; /* name of the item in question, null if it is the default item */ 251 const char *name; /* name of the item in question, null if it is the default item */
226 const char *name_pl; /* plural name */ 252 const char *name_pl; /* plural name */
227 int typenum; /* itemtype number we need to match 0 if it is the default price */ 253 int typenum; /* itemtype number we need to match 0 if it is the default price */
228 sint8 strength; /* the degree of specialisation the shop has in this item, 254 sint8 strength; /* the degree of specialisation the shop has in this item,
229 * as a percentage from -100 to 100 */ 255 * as a percentage from -100 to 100 */
230 int index; /* being the size of the shopitems array. */ 256 int index; /* being the size of the shopitems array. */
231}; 257};
232 258
233// map I/O, what to load/save 259// map I/O, what to load/save
235 IO_HEADER = 0x01, // the "arch map" pseudo object 261 IO_HEADER = 0x01, // the "arch map" pseudo object
236 IO_OBJECTS = 0x02, // the non-unique objects 262 IO_OBJECTS = 0x02, // the non-unique objects
237 IO_UNIQUES = 0x04, // unique objects 263 IO_UNIQUES = 0x04, // unique objects
238}; 264};
239 265
240/* In general, code should always use the macros 266/* In general, code should always use the macros
241 * above (or functions in map.c) to access many of the 267 * above (or functions in map.c) to access many of the
242 * values in the map structure. Failure to do this will 268 * values in the map structure. Failure to do this will
243 * almost certainly break various features. You may think 269 * almost certainly break various features. You may think
244 * it is safe to look at width and height values directly 270 * it is safe to look at width and height values directly
245 * (or even through the macros), but doing so will completely 271 * (or even through the macros), but doing so will completely
246 * break map tiling. 272 * break map tiling.
254 region_ptr *regionmap; /* index to region */ 280 region_ptr *regionmap; /* index to region */
255 281
256 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 282 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
257 283
258 shstr ACC (RW, name); /* Name of map as given by its creator */ 284 shstr ACC (RW, name); /* Name of map as given by its creator */
259 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by 285 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
260 * points to the struct containing all the properties of 286 * points to the struct containing all the properties of
261 * the region */ 287 * the region */
262 double ACC (RW, reset_time); 288 double ACC (RW, reset_time);
263 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 289 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
264 * should be reset 290 * should be reset
265 */ 291 */
266 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 292 bool ACC (RW, dirty); /* if true, something was inserted or removed */
267 bool ACC (RW, no_reset); // must not reset this map 293 bool ACC (RW, no_reset); // must not reset this map
268 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
269 * players entering/exiting map 295 * players entering/exiting map
270 */ 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 */
271 sint32 ACC (RW, timeout); /* swapout is set to this */ 300 sint32 ACC (RW, timeout); /* swapout is set to this */
272 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 */
273 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
274 * be loaded before used. The map,omap and map_ob
275 * arrays will be allocated when the map is loaded */
276 sint16 players; /* How many players are on this map right now */ 302 sint16 players; /* How many players are on this map right now */
277 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 */
278 304
279 bool ACC (RW, per_player); 305 bool ACC (RW, per_player);
280 bool ACC (RW, per_party); 306 bool ACC (RW, per_party);
294 shstr ACC (RW, msg); /* Message map creator may have left */ 320 shstr ACC (RW, msg); /* Message map creator may have left */
295 shstr ACC (RW, maplore); /* Map lore information */ 321 shstr ACC (RW, maplore); /* Map lore information */
296 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */ 322 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
297 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */ 323 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
298 shstr ACC (RW, path); /* Filename of the map */ 324 shstr ACC (RW, path); /* Filename of the map */
299 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 325 volume_t ACC (RW, max_volume); // maximum volume for all items on a mapspace
300 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
301 327
302//-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 ();
303 335
304 // the maptile:: is neccessary here for the perl interface to work 336 // the maptile:: is neccessary here for the perl interface to work
305 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const 337 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
306 { 338 {
307 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS); 339 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
365 ~maptile (); 397 ~maptile ();
366 398
367 void do_destroy (); 399 void do_destroy ();
368 void gather_callbacks (AV *&callbacks, event_type event) const; 400 void gather_callbacks (AV *&callbacks, event_type event) const;
369 401
402 MTH bool linkable () { return state >= MAP_INACTIVE; }
403
370 MTH int size () const { return width * height; } 404 MTH int size () const { return width * height; }
371 405
372 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);
373 407
374 MTH void touch () { last_access = runtime; } 408 MTH void touch () { last_access = runtime; }
375 409
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.
376 MTH maptile *tile_available (int dir, bool load = true); 416 MTH maptile *tile_available (int dir, bool load = true);
377 417
378 // 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
379 // TODO: need a better way than passing by reference 419 // TODO: need a better way than passing by reference
380 // TODO: make perl interface 420 // TODO: make perl interface
487 return *this; 527 return *this;
488 } 528 }
489 529
490 mapxy &move (int dir) 530 mapxy &move (int dir)
491 { 531 {
492 return move (freearr_x [dir], freearr_y [dir]); 532 return move (DIRX (dir), DIRY (dir));
493 } 533 }
494 534
495 operator void *() const { return (void *)m; } 535 operator void *() const { return (void *)m; }
496 mapxy &operator =(const object *op) 536 mapxy &operator =(const object *op)
497 { 537 {
560 } \ 600 } \
561 } 601 }
562 602
563extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations 603extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
564 604
605// special "grave" map used to store all removed objects
606// till they can be destroyed - saves a lot of checks in the rest
607// of the code
608struct freed_map
609: maptile
610{
611 freed_map ()
612 : maptile (3, 3)
613 {
614 path = "<freed objects map>";
615 name = "/internal/freed_objects_map";
616 no_drop = 1;
617 no_reset = 1;
618
619 state = MAP_ACTIVE;
620 }
621
622 ~freed_map ()
623 {
624 destroy ();
625 }
626};
627
628// initialised in common/shstr.C, due to shstr usage we need defined
629// initialisation order!
630extern struct freed_map freed_map; // freed objects are moved here to avoid crashes
631
565// loop over every space in the given maprect, 632// loop over every space in the given maprect,
566// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0 633// setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
567// the iterator code must be a single statement following this macro call, similar to "if" 634// the iterator code must be a single statement following this macro call, similar to "if"
568// "continue" will skip to the next space 635// "continue" will skip to the next space
569#define rect_mapwalk(rect,dx0,dy0) \ 636#define rect_mapwalk(rect,dx0,dy0) \

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