--- deliantra/server/include/map.h 2007/01/15 00:40:49 1.52 +++ deliantra/server/include/map.h 2008/12/27 02:31:19 1.105 @@ -1,26 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 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, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * 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 + * + * 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. + * + * 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 . + * + * The authors can be reached via e-mail to + */ /* * The maptile is allocated each time a new map is opened. @@ -32,6 +31,7 @@ #include +#include "region.h" #include "cfperl.h" /* We set this size - this is to make magic map work properly on @@ -49,16 +49,18 @@ #define MAP_LAYERS 3 -/* options passed to ready_map_name and load_original_map */ -#define MAP_FLUSH 0x01 -#define MAP_PLAYER_UNIQUE 0x02 -#define MAP_BLOCK 0x04 -#define MAP_STYLE 0x08 -#define MAP_OVERLAY 0x10 +// tile map index +enum { + TILE_UP = 0, + TILE_RIGHT = 1, + TILE_DOWN = 2, + TILE_LEFT = 3, +}; -/* Values for in_memory below. Should probably be an enumerations */ +/* Values for in_memory below */ enum { - MAP_IN_MEMORY, + MAP_ACTIVE, + MAP_INACTIVE, // not used atm. MAP_SWAPPED, MAP_LOADING, MAP_SAVING, @@ -71,10 +73,8 @@ */ // 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(M,X,Y,L) (M)->at((X),(Y)).faces[L] #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow @@ -85,7 +85,7 @@ * should almost always be using out_of_map instead, which takes into account * map tiling. */ -#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) +#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 * in the object flags structure. @@ -109,14 +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), @@ -124,75 +118,72 @@ * 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 */ - New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ - 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 */ + tick_t smell; // the last ptick a player was seen here, or 0 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 op; + } + + // return the item volume on this mapspace in cm³ + MTH uint64 volume () const; + + bool blocks (MoveType mt) const + { + return move_block && (mt & move_block) == mt; + } - return 0; + bool blocks (object *op) const + { + return blocks (op->move_type); } }; -/* - * Each map is in a given region of the game world and links to a region definiton, so - * they have to appear here in the headers, before the mapdef - */ -INTERFACE_CLASS (region) -struct region : zero_initialised +// a rectangular area of a map +struct maprect { - struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ - char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ - char *ACC (RW, parent_name); /* - * So that parent and child regions can be defined in - * any order, we keep hold of the parent_name during - * initialisation, and the children get assigned to their - * parents later. (before runtime on the server though) - * nothing outside the init code should ever use this value. - */ - struct region *ACC (RW, parent); /* - * Pointer to the region that is a parent of the current - * region, if a value isn't defined in the current region - * we traverse this series of pointers until it is. - */ - char *ACC (RW, longname); /* Official title of the region, this might be defined - * to be the same as name*/ - char *ACC (RW, msg); /* the description of the region */ - uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ - sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, - * this should be the one we fall back on as the default */ - char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ - sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ + maptile *m; + int x0, y0; + int x1, y1; + int dx, dy; // offset to go from local coordinates to original tile */ }; struct shopitems : zero_initialised @@ -225,11 +216,13 @@ { sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ struct mapspace *spaces; /* Array of spaces on this map */ + uint8 *regions; /* region index per mapspace, if != 0 */ + region_ptr *regionmap; /* index to region */ tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ shstr ACC (RW, name); /* Name of map as given by its creator */ - struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by + 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); @@ -237,6 +230,7 @@ * should be reset */ bool ACC (RW, dirty); /* if true, something was inserted or removed */ + bool ACC (RW, no_reset); // must not reset this map bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ @@ -251,7 +245,9 @@ bool ACC (RW, per_player); bool ACC (RW, per_party); bool ACC (RW, outdoor); /* True if an outdoor 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 */ @@ -273,6 +269,16 @@ shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ maptile *ACC (RW, tile_map[4]); /* 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 + + // 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 (); @@ -283,15 +289,16 @@ MTH void clear (); MTH void fix_auto_apply (); - MTH void decay_objects (); + 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 (); @@ -299,13 +306,15 @@ MTH void clear_header (); MTH void clear_links_to (maptile *m); - // loas the header pseudo-object + MTH struct region *region (int x, int y) const; + + // 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); @@ -328,6 +337,8 @@ 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 @@ -348,12 +359,19 @@ 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, bool load = true);//PERL static maptile *find_sync (const char *path, maptile *original = 0);//PERL - // async prefetch - static maptile *find_async (const char *path, maptile *original = 0);//PERL + static maptile *find_style_sync (const char *dir, const char *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. + // 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 @@ -374,18 +392,19 @@ 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); -void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); -int on_same_map(const object *op1, const object *op2); +int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); +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); +int on_same_map (const object *op1, const object *op2); +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 @@ -393,6 +412,7 @@ (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 @@ -400,5 +420,120 @@ 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->touch (); \ + else \ + 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