--- deliantra/server/common/map.C 2009/01/08 19:23:44 1.157
+++ deliantra/server/common/map.C 2009/11/08 20:55:39 1.172
@@ -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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001-2003,2007 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.
+ * 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
*/
@@ -27,6 +28,8 @@
#include "loader.h"
#include "path.h"
+//+GPL
+
sint8 maptile::outdoor_darkness;
/* This rolls up wall, blocks_magic, blocks_view, etc, all into
@@ -72,9 +75,6 @@
int
blocked_link (object *ob, maptile *m, int sx, int sy)
{
- object *tmp;
- int mflags, blocked;
-
/* Make sure the coordinates are valid - they should be, as caller should
* have already checked this.
*/
@@ -84,12 +84,10 @@
return 1;
}
- /* Save some cycles - instead of calling get_map_flags(), just get the value
- * directly.
- */
- mflags = m->at (sx, sy).flags ();
+ mapspace &ms = m->at (sx, sy);
- blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
+ int mflags = ms.flags ();
+ int blocked = ms.move_block;
/* If space is currently not blocked by anything, no need to
* go further. Not true for players - all sorts of special
@@ -98,7 +96,7 @@
if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
return 0;
- /* if there isn't anytyhing alive on this space, and this space isn't
+ /* if there isn't anything alive on this space, and this space isn't
* otherwise blocked, we can return now. Only if there is a living
* creature do we need to investigate if it is part of this creature
* or another. Likewise, only if something is blocking us do we
@@ -115,54 +113,51 @@
* true. If we get through the entire stack, that must mean
* ob is blocking it, so return 0.
*/
- for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
{
-
- /* This must be before the checks below. Code for inventory checkers. */
- if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
+ if (OB_MOVE_BLOCK (ob, tmp))
{
- /* If last_sp is set, the player/monster needs an object,
- * so we check for it. If they don't have it, they can't
- * pass through this space.
- */
- if (tmp->last_sp)
+ if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
+ if (RESULT_INT (0))
+ return 1;
+ else
+ continue;
+
+ if (tmp->type == CHECK_INV)
{
- if (check_inv_recursive (ob, tmp) == NULL)
+ bool have = check_inv_recursive (ob, tmp);
+
+ // last_sp set means we block if we don't have.
+ if (logical_xor (have, tmp->last_sp))
return 1;
- else
- continue;
}
- else
+ else if (tmp->type == T_MATCH)
{
- /* In this case, the player must not have the object -
- * if they do, they can't pass through.
- */
- if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
+ // T_MATCH allows "entrance" iff the match is true
+ // == blocks if the match fails
+
+ // we could have used an INVOKE_OBJECT, but decided against it, as we
+ // assume that T_MATCH is relatively common.
+ if (!match (tmp->slaying, ob, tmp, ob))
return 1;
- else
- continue;
}
- } /* if check_inv */
- else
- {
- /* Broke apart a big nasty if into several here to make
- * this more readable. first check - if the space blocks
- * movement, can't move here.
- * second - if a monster, can't move there, unless it is a
- * hidden dm
- */
- if (OB_MOVE_BLOCK (ob, tmp))
- return 1;
+ else
+ return 1; // unconditional block
+
+ } else {
+ // space does not block the ob, directly, but
+ // anything alive that is not a door still
+ // blocks anything but wizards.
if (tmp->flag [FLAG_ALIVE]
&& tmp->head_ () != ob
&& tmp != ob
&& tmp->type != DOOR
- && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
+ && !tmp->flag [FLAG_WIZPASS])
return 1;
}
-
}
+
return 0;
}
@@ -230,7 +225,7 @@
* The object 'container' is the object that contains the inventory.
* This is needed so that we can update the containers weight.
*/
-void
+static void
fix_container (object *container)
{
object *tmp = container->inv, *next;
@@ -251,6 +246,8 @@
container->update_weight ();
}
+//-GPL
+
void
maptile::set_object_flag (int flag, int value)
{
@@ -275,6 +272,8 @@
INVOKE_OBJECT (RESET, tmp);
}
+//+GPL
+
/* link_multipart_objects go through all the objects on the map looking
* for objects whose arch says they are multipart yet according to the
* info we have, they only have the head (as would be expected when
@@ -311,6 +310,8 @@
}
}
+//-GPL
+
/*
* Loads (ands parses) the objects into a given map from the specified
* file pointer.
@@ -336,7 +337,7 @@
// we insert manually because
// a) its way faster
// b) we remove manually, too, and there are good reasons for that
- // c) its correct
+ // c) it's correct
mapspace &ms = at (op->x, op->y);
op->flag [FLAG_REMOVED] = false;
@@ -344,10 +345,7 @@
op->above = 0;
op->below = ms.top;
- if (ms.top)
- ms.top->above = op;
- else
- ms.bot = op;
+ *(ms.top ? &ms.top->above : &ms.bot) = op;
ms.top = op;
ms.flags_ = 0;
@@ -453,6 +451,7 @@
height = 16;
timeout = 300;
max_nrof = 1000; // 1000 items of anything
+ max_items = MAX_ITEM_PER_ACTION;
max_volume = 2000000; // 2m³
}
@@ -484,6 +483,8 @@
spaces = salloc0 (size ());
}
+//+GPL
+
/* Takes a string from a map definition and outputs a pointer to the array of shopitems
* corresponding to that string. Memory is allocated for this, it must be freed
* at a later date.
@@ -569,34 +570,34 @@
/* opposite of parse string, this puts the string that was originally fed in to
* the map (or something equivilent) into output_string. */
-static void
-print_shop_string (maptile *m, char *output_string)
+static const char *
+print_shop_string (maptile *m)
{
- int i;
- char tmp[MAX_BUF];
+ static dynbuf_text buf; buf.clear ();
- strcpy (output_string, "");
- for (i = 0; i < m->shopitems[0].index; i++)
+ for (int i = 0; i < m->shopitems[0].index; i++)
{
if (m->shopitems[i].typenum)
{
if (m->shopitems[i].strength)
- sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
+ buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
else
- sprintf (tmp, "%s;", m->shopitems[i].name);
+ buf.printf ("%s;", m->shopitems[i].name);
}
else
{
if (m->shopitems[i].strength)
- sprintf (tmp, "*:%d;", m->shopitems[i].strength);
+ buf.printf ("*:%d;", m->shopitems[i].strength);
else
- sprintf (tmp, "*");
+ buf.printf ("*");
}
-
- strcat (output_string, tmp);
}
+
+ return buf;
}
+//-GPL
+
/* This loads the header information of the map. The header
* contains things like difficulty, size, timeout, etc.
* this used to be stored in the map object, but with the
@@ -697,6 +698,8 @@
abort ();
}
+//+GPL
+
/******************************************************************************
* This is the start of unique map handling code
*****************************************************************************/
@@ -723,6 +726,8 @@
}
}
+//-GPL
+
bool
maptile::_save_header (object_freezer &freezer)
{
@@ -739,20 +744,14 @@
MAP_OUT (no_reset);
MAP_OUT (no_drop);
MAP_OUT (difficulty);
-
if (default_region) MAP_OUT2 (region, default_region->name);
- if (shopitems)
- {
- char shop[MAX_BUF];
- print_shop_string (this, shop);
- MAP_OUT2 (shopitems, shop);
- }
-
+ if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
MAP_OUT (shopgreed);
MAP_OUT (shopmin);
MAP_OUT (shopmax);
if (shoprace) MAP_OUT (shoprace);
+
MAP_OUT (darkness);
MAP_OUT (width);
MAP_OUT (height);
@@ -795,6 +794,8 @@
return freezer.save (path);
}
+//+GPL
+
/*
* Remove and free all objects in the given map.
*/
@@ -1029,9 +1030,12 @@
mapspace::update_ ()
{
object *last = 0;
- uint8 flags = P_UPTODATE, anywhere = 0;
+ uint8 flags = P_UPTODATE;
sint8 light = 0;
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
+ uint64_t volume = 0;
+ uint32_t items = 0;
+ object *anywhere = 0;
//object *middle = 0;
//object *top = 0;
@@ -1041,6 +1045,8 @@
object *&middle = faces_obj[1] = 0;
object *&floor = faces_obj[2] = 0;
+ object::flags_t allflags; // all flags of all objects or'ed together
+
for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
{
// Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
@@ -1054,38 +1060,42 @@
*
* Always put the player down for drawing.
*/
- if (!tmp->invisible)
+ if (expect_true (!tmp->invisible))
{
- if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
+ if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
top = tmp;
- else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
- {
- /* If we got a floor, that means middle and top were below it,
- * so should not be visible, so we clear them.
- */
- middle = 0;
- top = 0;
- floor = tmp;
- }
- /* Flag anywhere have high priority */
- else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
+ else
{
- middle = tmp;
- anywhere = 1;
+ if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
+ {
+ /* If we got a floor, that means middle and top were below it,
+ * so should not be visible, so we clear them.
+ */
+ middle = 0;
+ top = 0;
+ floor = tmp;
+ volume = 0;
+ items = 0;
+ }
+ else
+ {
+ if (expect_true (!tmp->flag [FLAG_NO_PICK]))
+ {
+ ++items;
+ volume += tmp->volume ();
+ }
+
+ /* Flag anywhere have high priority */
+ if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
+ anywhere = tmp;
+ /* Find the highest visible face around. If equal
+ * visibilities, we still want the one nearer to the
+ * top
+ */
+ else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
+ middle = tmp;
+ }
}
-
- /* Find the highest visible face around. If equal
- * visibilities, we still want the one nearer to the
- * top
- */
- else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
- middle = tmp;
- }
-
- if (tmp == tmp->above)
- {
- LOG (llevError, "Error in structure of map\n");
- exit (-1);
}
move_slow |= tmp->move_slow;
@@ -1094,20 +1104,30 @@
move_off |= tmp->move_off;
move_allow |= tmp->move_allow;
- if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
- if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
- if (tmp->type == PLAYER) flags |= P_PLAYER;
- if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
- if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
- if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
+ allflags |= tmp->flag;
+
+ if (tmp->type == PLAYER) flags |= P_PLAYER;
+ if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
}
+ // FLAG_SEE_ANYWHERE takes precedence
+ if (anywhere)
+ middle = anywhere;
+
+ // ORing all flags together and checking them here is much faster
+ if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
+ if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
+ if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
+ if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
+
this->light = min (light, MAX_LIGHT_RADIUS);
this->flags_ = flags;
this->move_block = move_block & ~move_allow;
this->move_on = move_on;
this->move_off = move_off;
this->move_slow = move_slow;
+ this->volume_ = (volume + 1023) / 1024;
+ this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
/* At this point, we have a floor face (if there is a floor),
* and the floor is set - we are not going to touch it at
@@ -1183,17 +1203,6 @@
#endif
}
-uint64
-mapspace::volume () const
-{
- uint64 vol = 0;
-
- for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
- vol += op->volume ();
-
- return vol;
-}
-
maptile *
maptile::tile_available (int dir, bool load)
{
@@ -1520,8 +1529,8 @@
retval->distance_x += op2->x - x;
retval->distance_y += op2->y - y;
- retval->part = NULL;
- retval->distance = idistance (retval->distance_x, retval->distance_y);
+ retval->part = 0;
+ retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
}
}
@@ -1542,6 +1551,8 @@
return adjacent_map (op1->map, op2->map, &dx, &dy);
}
+//-GPL
+
object *
maptile::insert (object *op, int x, int y, object *originator, int flags)
{
@@ -1563,6 +1574,8 @@
return ::region::default_region ();
}
+//+GPL
+
/* picks a random object from a style map.
*/
object *
@@ -1584,9 +1597,11 @@
}
// instead of crashing in the unlikely(?) case, try to return *something*
- return archetype::find ("bug");
+ return archetype::find (shstr_bug);
}
+//-GPL
+
void
maptile::play_sound (faceidx sound, int x, int y) const
{