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Comparing deliantra/server/common/map.C (file contents):
Revision 1.128 by root, Sun Sep 9 06:25:45 2007 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 97 return 0;
101 98
102 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 117 {
121 118 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
132 return 1; 132 return 1;
133 else 133 }
134 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 153 && tmp->head_ () != ob
160 && tmp != ob 154 && tmp != ob
161 && tmp->type != DOOR 155 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 157 return 1;
164 } 158 }
165
166 } 159 }
160
167 return 0; 161 return 0;
168} 162}
169 163
170/* 164/*
171 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
176 * 170 *
177 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
178 * 172 *
179 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
191 * 185 *
192 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
194 * against the move_block values. 188 * against the move_block values.
195 */ 189 */
196int 190bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
198{ 192{
199 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
213 196
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 197 if (!pos.normalise ())
215 { 198 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 199
218 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 201
220 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 203 return 1;
222 204
223 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
224 206 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 208 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 210 continue;
232 211
233 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
235 */ 214 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
237 return P_NO_PASS; 216 return 1;
238 } 217 }
239 218
240 return 0; 219 return 0;
241} 220}
242 221
243/* When the map is loaded, load_object does not actually insert objects 222//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 223
271void 224void
272maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
273{ 226{
274 if (!spaces) 227 if (!spaces)
276 229
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
280} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248//+GPL
281 249
282/* link_multipart_objects go through all the objects on the map looking 250/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 251 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 252 * info we have, they only have the head (as would be expected when
285 * they are saved). 253 * they are saved).
313 op = op->above; 281 op = op->above;
314 } 282 }
315 } 283 }
316} 284}
317 285
286//-GPL
287
318/* 288/*
319 * Loads (ands parses) the objects into a given map from the specified 289 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer. 290 * file pointer.
321 */ 291 */
322bool 292bool
323maptile::_load_objects (object_thawer &f) 293maptile::_load_objects (object_thawer &f)
324{ 294{
325 for (;;) 295 for (;;)
326 { 296 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 297 coroapi::cede_to_tick (); // cede once in a while
328 298
329 switch (f.kw) 299 switch (f.kw)
330 { 300 {
331 case KW_arch: 301 case KW_arch:
332 if (object *op = object::read (f, this)) 302 if (object *op = object::read (f, this))
333 { 303 {
304 // TODO: why?
334 if (op->inv) 305 if (op->inv)
335 sum_weight (op); 306 op->update_weight ();
336 307
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 308 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
309 {
310 // we insert manually because
311 // a) its way faster
312 // b) we remove manually, too, and there are good reasons for that
313 // c) it's correct
314 mapspace &ms = at (op->x, op->y);
315
316 op->flag [FLAG_REMOVED] = false;
317
318 op->above = 0;
319 op->below = ms.top;
320
321 *(ms.top ? &ms.top->above : &ms.bot) = op;
322
323 ms.top = op;
324 ms.flags_ = 0;
325 }
326 else
327 {
328 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
329 op->destroy ();
330 }
338 } 331 }
339 332
340 continue; 333 continue;
341 334
342 case KW_EOF: 335 case KW_EOF:
428 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
429 */ 422 */
430 width = 16; 423 width = 16;
431 height = 16; 424 height = 16;
432 timeout = 300; 425 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
434 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
435} 428}
436 429
437maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
438{ 431{
459 if (spaces) 452 if (spaces)
460 return; 453 return;
461 454
462 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
463} 456}
457
458//+GPL
464 459
465/* Takes a string from a map definition and outputs a pointer to the array of shopitems 460/* Takes a string from a map definition and outputs a pointer to the array of shopitems
466 * corresponding to that string. Memory is allocated for this, it must be freed 461 * corresponding to that string. Memory is allocated for this, it must be freed
467 * at a later date. 462 * at a later date.
468 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
545 return items; 540 return items;
546} 541}
547 542
548/* opposite of parse string, this puts the string that was originally fed in to 543/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 544 * the map (or something equivilent) into output_string. */
550static void 545static const char *
551print_shop_string (maptile *m, char *output_string) 546print_shop_string (maptile *m)
552{ 547{
553 int i; 548 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF];
555 549
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 550 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 551 {
559 if (m->shopitems[i].typenum) 552 if (m->shopitems[i].typenum)
560 { 553 {
561 if (m->shopitems[i].strength) 554 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 555 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
563 else 556 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 557 buf.printf ("%s;", m->shopitems[i].name);
565 } 558 }
566 else 559 else
567 { 560 {
568 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 562 buf.printf ("*:%d;", m->shopitems[i].strength);
570 else 563 else
571 sprintf (tmp, "*"); 564 buf.printf ("*");
572 } 565 }
573
574 strcat (output_string, tmp);
575 } 566 }
567
568 return buf;
576} 569}
570
571//-GPL
577 572
578/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 575 * this used to be stored in the map object, but with the
581 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
632 case KW_sky: thawer.get (sky); break; 627 case KW_sky: thawer.get (sky); break;
633 628
634 case KW_per_player: thawer.get (per_player); break; 629 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 630 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 631 case KW_no_reset: thawer.get (no_reset); break;
632 case KW_no_drop: thawer.get (no_drop); break;
637 633
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 634 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 635 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 636
641 // old names new names 637 // old names new names
672 } 668 }
673 669
674 abort (); 670 abort ();
675} 671}
676 672
673//+GPL
674
677/****************************************************************************** 675/******************************************************************************
678 * This is the start of unique map handling code 676 * This is the start of unique map handling code
679 *****************************************************************************/ 677 *****************************************************************************/
680 678
681/* This goes through the maptile and removed any unique items on the map. */ 679/* This goes through the maptile and removed any unique items on the map. */
691 689
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 690 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1; 691 unique = 1;
694 692
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 693 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 694 op->destroy ();
699 }
700 695
701 op = above; 696 op = above;
702 } 697 }
703 } 698 }
704} 699}
700
701//-GPL
705 702
706bool 703bool
707maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
708{ 705{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
715 MAP_OUT (swap_time); 712 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 713 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 714 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 715 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 716 MAP_OUT (no_reset);
717 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 718 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 719 if (default_region) MAP_OUT2 (region, default_region->name);
723 720
724 if (shopitems) 721 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed); 722 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 723 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 724 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 725 if (shoprace) MAP_OUT (shoprace);
726
735 MAP_OUT (darkness); 727 MAP_OUT (darkness);
736 MAP_OUT (width); 728 MAP_OUT (width);
737 MAP_OUT (height); 729 MAP_OUT (height);
738 MAP_OUT (enter_x); 730 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 731 MAP_OUT (enter_y);
772 return false; 764 return false;
773 765
774 return freezer.save (path); 766 return freezer.save (path);
775} 767}
776 768
769//+GPL
770
777/* 771/*
778 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
779 */ 773 */
780void 774void
781maptile::clear () 775maptile::clear ()
791 785
792 op->flag [FLAG_REMOVED] = true; 786 op->flag [FLAG_REMOVED] = true;
793 787
794 object *head = op->head_ (); 788 object *head = op->head_ ();
795 if (op == head) 789 if (op == head)
796 {
797 op->destroy_inv (false);
798 op->destroy (); 790 op->destroy ();
799 }
800 else if (head->map != op->map) 791 else if (head->map != op->map)
801 { 792 {
802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
803 head->destroy (); 794 head->destroy ();
804 } 795 }
805 } 796 }
806 797
807 sfree (spaces, size ()), spaces = 0; 798 sfree0 (spaces, size ());
808 } 799 }
809 800
810 if (buttons) 801 if (buttons)
811 free_objectlinkpt (buttons), buttons = 0; 802 free_objectlinkpt (buttons), buttons = 0;
812 803
813 sfree (regions, size ()); regions = 0; 804 sfree0 (regions, size ());
814 delete [] regionmap; regionmap = 0; 805 delete [] regionmap; regionmap = 0;
815} 806}
816 807
817void 808void
818maptile::clear_header () 809maptile::clear_header ()
919 op->destroy (); 910 op->destroy ();
920 } 911 }
921} 912}
922 913
923/* 914/*
924 * Updates every button on the map (by calling update_button() for them).
925 */
926void
927maptile::update_buttons ()
928{
929 for (oblinkpt *obp = buttons; obp; obp = obp->next)
930 for (objectlink *ol = obp->link; ol; ol = ol->next)
931 {
932 if (!ol->ob)
933 {
934 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
935 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
936 continue;
937 }
938
939 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
940 {
941 update_button (ol->ob);
942 break;
943 }
944 }
945}
946
947/*
948 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
949 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
950 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
951 * 918 *
952 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
953 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
954 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
955 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
956 */ 923 */
957int 924int
958maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
959{ 926{
960 long monster_cnt = 0; 927 long monster_cnt = 0;
972 939
973 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (QUERY_FLAG (op, FLAG_GENERATOR))
974 { 941 {
975 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
976 943
977 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
978 total_exp += at->stats.exp * 8; 946 total_exp += at->stats.exp * 8;
979
980 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
981 } 955 }
982 } 956 }
983 957
984 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
985 959
998 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
999 */ 973 */
1000int 974int
1001maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1002{ 976{
1003 int new_level = darkness + change;
1004
1005 /* Nothing to do */ 977 /* Nothing to do */
1006 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1007 return 0; 979 return 0;
1008 980
1009 /* inform all players on the map */ 981 /* inform all players on the map */
1010 if (change > 0) 982 if (change > 0)
1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1012 else 984 else
1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1014 986
1015 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1016 * we need to be extra careful about negative values.
1017 * In general, the checks below are only needed if change
1018 * is not +/-1
1019 */
1020 if (new_level < 0)
1021 darkness = 0;
1022 else if (new_level >= MAX_DARKNESS)
1023 darkness = MAX_DARKNESS;
1024 else
1025 darkness = new_level;
1026 988
1027 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1028 update_all_map_los (this); 990 update_all_map_los (this);
991
1029 return 1; 992 return 1;
1030} 993}
1031 994
1032/* 995/*
1033 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1036 * through, etc) 999 * through, etc)
1037 */ 1000 */
1038void 1001void
1039mapspace::update_ () 1002mapspace::update_ ()
1040{ 1003{
1041 object *tmp, *last = 0; 1004 object *last = 0;
1042 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1043 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1044 1012
1045 //object *middle = 0; 1013 //object *middle = 0;
1046 //object *top = 0; 1014 //object *top = 0;
1047 //object *floor = 0; 1015 //object *floor = 0;
1048 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1049 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1050 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1051 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1052 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1053 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1054 { 1024 {
1055 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1056 * one). But if so, it shouldn't be a simple additive - 2
1057 * light bulbs do not illuminate twice as far as once since
1058 * it is a dissapation factor that is cubed.
1059 */
1060 if (tmp->glow_radius > light)
1061 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1062 1027
1063 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1064 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1065 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1066 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1067 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1068 * 1033 *
1069 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1070 */ 1035 */
1071 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1072 { 1037 {
1073 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1074 top = tmp; 1039 top = tmp;
1075 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1076 { 1041 {
1077 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1078 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1079 */ 1044 */
1080 middle = 0; 1045 middle = 0;
1081 top = 0; 1046 top = 0;
1082 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1083 } 1050 }
1084 /* Flag anywhere have high priority */ 1051 else
1085 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1086 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1087 middle = tmp; 1070 middle = tmp;
1088 anywhere = 1; 1071 }
1089 } 1072 }
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1095 middle = tmp;
1096 }
1097
1098 if (tmp == tmp->above)
1099 {
1100 LOG (llevError, "Error in structure of map\n");
1101 exit (-1);
1102 } 1073 }
1103 1074
1104 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1105 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1106 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1107 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1108 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1109 1080
1110 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1111 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1112 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1113 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1114 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1115 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1116 } 1085 }
1117 1086
1118 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1119 this->flags_ = flags; 1098 this->flags_ = flags;
1120 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1121 this->move_on = move_on; 1100 this->move_on = move_on;
1122 this->move_off = move_off; 1101 this->move_off = move_off;
1123 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1124 1105
1125 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1126 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1127 * this point. 1108 * this point.
1128 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1143 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1144 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1145 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1146 */ 1127 */
1147 1128
1148 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1149 { 1130 {
1150 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1151 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 break; 1133 break;
1153 1134
1194 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1195 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1196#endif 1177#endif
1197} 1178}
1198 1179
1199uint64 1180maptile *
1200mapspace::volume () const
1201{
1202 uint64 vol = 0;
1203
1204 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1205 vol += op->volume ();
1206
1207 return vol;
1208}
1209
1210bool
1211maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1212{ 1182{
1213 if (!tile_path[dir]) 1183 if (tile_path[dir])
1214 return 0; 1184 {
1215
1216 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1217 return 1; 1186 return tile_map[dir];
1218 1187
1219 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1220 return 1; 1189 return tile_map[dir];
1190 }
1221 1191
1222 return 0; 1192 return 0;
1223} 1193}
1224 1194
1225/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1531 else 1501 else
1532 { 1502 {
1533 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1534 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1535 1505
1536 retval->part = NULL; 1506 retval->part = 0;
1537 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1538 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1539 } 1509 }
1540} 1510}
1541 1511
1542/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1553 int dx, dy; 1523 int dx, dy;
1554 1524
1555 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1556} 1526}
1557 1527
1528//-GPL
1529
1558object * 1530object *
1559maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1560{ 1532{
1561 if (!op->flag [FLAG_REMOVED])
1562 op->remove ();
1563
1564 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1565} 1534}
1566 1535
1567region * 1536region *
1568maptile::region (int x, int y) const 1537maptile::region (int x, int y) const
1577 return default_region; 1546 return default_region;
1578 1547
1579 return ::region::default_region (); 1548 return ::region::default_region ();
1580} 1549}
1581 1550
1551//+GPL
1552
1582/* picks a random object from a style map. 1553/* picks a random object from a style map.
1583 * Redone by MSW so it should be faster and not use static
1584 * variables to generate tables.
1585 */ 1554 */
1586object * 1555object *
1587maptile::pick_random_object () const 1556maptile::pick_random_object (rand_gen &gen) const
1588{ 1557{
1589 /* while returning a null object will result in a crash, that 1558 /* while returning a null object will result in a crash, that
1590 * is actually preferable to an infinite loop. That is because 1559 * is actually preferable to an infinite loop. That is because
1591 * most servers will automatically restart in case of crash. 1560 * most servers will automatically restart in case of crash.
1592 * Change the logic on getting the random space - shouldn't make 1561 * Change the logic on getting the random space - shouldn't make
1593 * any difference, but this seems clearer to me. 1562 * any difference, but this seems clearer to me.
1594 */ 1563 */
1595 for (int i = 1000; --i;) 1564 for (int i = 1000; --i;)
1596 { 1565 {
1597 object *pick = at (rndm (width), rndm (height)).bot; 1566 object *pick = at (gen (width), gen (height)).bot;
1598 1567
1599 // do not prefer big monsters just because they are big. 1568 // do not prefer big monsters just because they are big.
1600 if (pick && pick->head_ () == pick) 1569 if (pick && pick->is_head ())
1601 return pick->head_ (); 1570 return pick->head_ ();
1602 } 1571 }
1603 1572
1604 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1605 return get_archetype ("blocked"); 1574 return archetype::find (shstr_bug);
1606} 1575}
1576
1577//-GPL
1607 1578
1608void 1579void
1609maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1610{ 1581{
1611 if (!sound) 1582 if (!sound)
1612 return; 1583 return;
1613 1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1614 for_all_players (pl) 1601 for_all_players (pl)
1615 if (pl->observe->map == this)
1616 if (client *ns = pl->ns) 1602 if (client *ns = pl->ns)
1617 { 1603 {
1618 int dx = x - pl->observe->x; 1604 int dx = x - pl->ob->x;
1619 int dy = y - pl->observe->y; 1605 int dy = y - pl->ob->y;
1620 1606
1621 int distance = idistance (dx, dy); 1607 int distance = idistance (dx, dy);
1622 1608
1623 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1624 ns->play_sound (sound, dx, dy); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1625 } 1611 }
1626} 1612}
1627 1613
1614static void
1615split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1616{
1617 // clip to map to the left
1618 if (x0 < 0)
1619 {
1620 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1621 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1622
1623 if (x1 < 0) // entirely to the left
1624 return;
1625
1626 x0 = 0;
1627 }
1628
1629 // clip to map to the right
1630 if (x1 > m->width)
1631 {
1632 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1633 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1634
1635 if (x0 > m->width) // entirely to the right
1636 return;
1637
1638 x1 = m->width;
1639 }
1640
1641 // clip to map above
1642 if (y0 < 0)
1643 {
1644 if (maptile *tile = m->tile_available (TILE_UP, 1))
1645 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1646
1647 if (y1 < 0) // entirely above
1648 return;
1649
1650 y0 = 0;
1651 }
1652
1653 // clip to map below
1654 if (y1 > m->height)
1655 {
1656 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1657 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1658
1659 if (y0 > m->height) // entirely below
1660 return;
1661
1662 y1 = m->height;
1663 }
1664
1665 // if we get here, the rect is within the current map
1666 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1667
1668 r->m = m;
1669 r->x0 = x0;
1670 r->y0 = y0;
1671 r->x1 = x1;
1672 r->y1 = y1;
1673 r->dx = dx;
1674 r->dy = dy;
1675}
1676
1677maprect *
1678maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1679{
1680 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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