--- deliantra/server/include/map.h 2011/04/23 04:56:49 1.136 +++ deliantra/server/include/map.h 2017/09/16 22:17:42 1.155 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 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 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 */ @@ -52,24 +52,26 @@ #define MAP_LAYERS 3 -// tile map index -enum { +// tile map index - toggling the lowest bit reverses direction +enum +{ TILE_NORTH, - TILE_EAST, TILE_SOUTH, TILE_WEST, + TILE_EAST, TILE_UP, TILE_DOWN, - TILE_NUM, + TILE_NUM }; -/* Values for in_memory below */ -enum { - MAP_ACTIVE, - MAP_INACTIVE, // not used atm. - MAP_SWAPPED, - MAP_LOADING, - MAP_SAVING, +#define REVERSE_TILE_DIR(dir) ((dir) ^ 1) + +/* 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 @@ -93,7 +95,7 @@ */ #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 @@ -118,6 +120,12 @@ #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), * have this structure take care of that information. @@ -141,7 +149,8 @@ uint32_t ACC (RW, smell); // the last count a player was seen here, or 0 static uint32_t ACC (RW, smellcount); // global smell counter - uint32_t pad1_, pad2_; // pad to 64 bytes on 64 bit systems + uint8_t pflags; // additional, persistent flags + uint8_t pad [3]; // pad to 64 bytes on LP64 systems //-GPL @@ -167,11 +176,16 @@ return flags_; } + MTH void update_up (); + MTH void invalidate () { flags_ = 0; + + if (pflags) + update_up (); } - + MTH object *player () { object *op; @@ -192,7 +206,7 @@ } // return the item volume on this mapspace in cm³ - MTH uint64 volume () + MTH volume_t volume () { update (); return volume_ * 1024; @@ -218,6 +232,18 @@ 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 @@ -225,7 +251,7 @@ const char *name; /* name of the item in question, null if it is the default item */ const char *name_pl; /* plural name */ int typenum; /* itemtype number we need to match 0 if it is the default price */ - sint8 strength; /* the degree of specialisation the shop has in this item, + sint8 strength; /* the degree of specialisation the shop has in this item, * as a percentage from -100 to 100 */ int index; /* being the size of the shopitems array. */ }; @@ -237,8 +263,8 @@ IO_UNIQUES = 0x04, // unique objects }; -/* In general, code should always use the macros - * above (or functions in map.c) to access many of the +/* In general, code should always use the macros + * above (or functions in map.c) to access many of the * values in the map structure. Failure to do this will * almost certainly break various features. You may think * it is safe to look at width and height values directly @@ -256,8 +282,8 @@ tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ shstr ACC (RW, name); /* Name of map as given by its creator */ - region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by - * points to the struct containing all the properties of + region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by + * points to the struct containing all the properties of * the region */ double ACC (RW, reset_time); uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map @@ -268,11 +294,11 @@ 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 */ @@ -296,11 +322,17 @@ 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 */ - uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace + volume_t 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 int run_physics (tick_t tick, int max_objects); + MTH void activate_physics (); + // the maptile:: is neccessary here for the perl interface to work MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const { @@ -367,12 +399,20 @@ 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; } + // returns the map at given direction. if the map isn't linked yet, + // it will either return false (if load is false), or otherwise try to link + // it - if linking fails because the map is not loaded yet, it will + // start loading the map and return 0. + // thus, if you get 0, the map exists and load is true, then some later + // call (some tick or so later...) will eventually succeed. MTH maptile *tile_available (int dir, bool load = true); // find the map that is at coordinate x|y relative to this map @@ -489,7 +529,7 @@ mapxy &move (int dir) { - return move (freearr_x [dir], freearr_y [dir]); + return move (DIRX (dir), DIRY (dir)); } operator void *() const { return (void *)m; } @@ -562,6 +602,33 @@ extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations +// special "grave" map used to store all removed objects +// till they can be destroyed - saves a lot of checks in the rest +// of the code +struct freed_map +: maptile +{ + freed_map () + : maptile (3, 3) + { + path = ""; + name = "/internal/freed_objects_map"; + no_drop = 1; + no_reset = 1; + + state = MAP_ACTIVE; + } + + ~freed_map () + { + destroy (); + } +}; + +// initialised in common/shstr.C, due to shstr usage we need defined +// initialisation order! +extern struct freed_map freed_map; // freed objects are moved here to avoid crashes + // 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"