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Comparing deliantra/server/common/map.C (file contents):
Revision 1.163 by root, Thu Oct 15 21:40:42 2009 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 UTC

26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h" 28#include "loader.h"
29#include "path.h" 29#include "path.h"
30 30
31//+GPL
32
31sint8 maptile::outdoor_darkness; 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
80 { 82 {
81 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");
82 return 1; 84 return 1;
83 } 85 }
84 86
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 87 mapspace &ms = m->at (sx, sy);
89 88
90 int mflags = ms.flags (); 89 int mflags = ms.flags ();
91 int blocked = ms.move_block; 90 int blocked = ms.move_block;
92 91
114 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
116 */ 115 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 { 117 {
119 bool block = OB_MOVE_BLOCK (ob, tmp); 118 if (OB_MOVE_BLOCK (ob, tmp))
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 { 119 {
124 bool have = check_inv_recursive (ob, tmp); 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 121 if (RESULT_INT (0))
126 /* If last_sp is set, the player/monster needs an object, 122 return 1;
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */ 123 else
130 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
131 { 127 {
132 if (!have) 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;
133 }
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))
133 return 1; 142 return 1;
134 } 143 }
135 else 144 else
136 { 145 return 1; // unconditional block
137 /* In this case, the player must not have the object - 146
138 * if they do, they can't pass through.
139 */
140 if (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else 147 } else {
149 { 148 // space does not block the ob, directly, but
150 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
151 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158 151
159 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob 153 && tmp->head_ () != ob
161 && tmp != ob 154 && tmp != ob
162 && tmp->type != DOOR 155 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ]) 156 && !tmp->flag [FLAG_WIZPASS])
164 return 1; 157 return 1;
165 } 158 }
166 } 159 }
167 160
168 return 0; 161 return 0;
224 } 217 }
225 218
226 return 0; 219 return 0;
227} 220}
228 221
229/* When the map is loaded, load_object does not actually insert objects 222//-GPL
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235void
236fix_container (object *container)
237{
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254}
255 223
256void 224void
257maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
258{ 226{
259 if (!spaces) 227 if (!spaces)
274 242
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
278} 246}
247
248//+GPL
279 249
280/* 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
281 * 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
282 * 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
283 * they are saved). 253 * they are saved).
310 else 280 else
311 op = op->above; 281 op = op->above;
312 } 282 }
313 } 283 }
314} 284}
285
286//-GPL
315 287
316/* 288/*
317 * 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
318 * file pointer. 290 * file pointer.
319 */ 291 */
449 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
450 */ 422 */
451 width = 16; 423 width = 16;
452 height = 16; 424 height = 16;
453 timeout = 300; 425 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
456} 428}
457 429
458maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
459{ 431{
480 if (spaces) 452 if (spaces)
481 return; 453 return;
482 454
483 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
484} 456}
457
458//+GPL
485 459
486/* 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
487 * 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
488 * at a later date. 462 * at a later date.
489 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
566 return items; 540 return items;
567} 541}
568 542
569/* 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
570 * the map (or something equivilent) into output_string. */ 544 * the map (or something equivilent) into output_string. */
571static void 545static const char *
572print_shop_string (maptile *m, char *output_string) 546print_shop_string (maptile *m)
573{ 547{
574 int i; 548 static dynbuf_text buf; buf.clear ();
575 char tmp[MAX_BUF];
576 549
577 strcpy (output_string, "");
578 for (i = 0; i < m->shopitems[0].index; i++) 550 for (int i = 0; i < m->shopitems[0].index; i++)
579 { 551 {
580 if (m->shopitems[i].typenum) 552 if (m->shopitems[i].typenum)
581 { 553 {
582 if (m->shopitems[i].strength) 554 if (m->shopitems[i].strength)
583 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);
584 else 556 else
585 sprintf (tmp, "%s;", m->shopitems[i].name); 557 buf.printf ("%s;", m->shopitems[i].name);
586 } 558 }
587 else 559 else
588 { 560 {
589 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
590 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 562 buf.printf ("*:%d;", m->shopitems[i].strength);
591 else 563 else
592 sprintf (tmp, "*"); 564 buf.printf ("*");
593 } 565 }
594
595 strcat (output_string, tmp);
596 } 566 }
567
568 return buf;
597} 569}
570
571//-GPL
598 572
599/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
600 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
601 * 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
602 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
694 } 668 }
695 669
696 abort (); 670 abort ();
697} 671}
698 672
673//+GPL
674
699/****************************************************************************** 675/******************************************************************************
700 * This is the start of unique map handling code 676 * This is the start of unique map handling code
701 *****************************************************************************/ 677 *****************************************************************************/
702 678
703/* 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. */
719 695
720 op = above; 696 op = above;
721 } 697 }
722 } 698 }
723} 699}
700
701//-GPL
724 702
725bool 703bool
726maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
727{ 705{
728#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
736 MAP_OUT (reset_timeout); 714 MAP_OUT (reset_timeout);
737 MAP_OUT (fixed_resettime); 715 MAP_OUT (fixed_resettime);
738 MAP_OUT (no_reset); 716 MAP_OUT (no_reset);
739 MAP_OUT (no_drop); 717 MAP_OUT (no_drop);
740 MAP_OUT (difficulty); 718 MAP_OUT (difficulty);
741
742 if (default_region) MAP_OUT2 (region, default_region->name); 719 if (default_region) MAP_OUT2 (region, default_region->name);
743 720
744 if (shopitems) 721 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
745 {
746 char shop[MAX_BUF];
747 print_shop_string (this, shop);
748 MAP_OUT2 (shopitems, shop);
749 }
750
751 MAP_OUT (shopgreed); 722 MAP_OUT (shopgreed);
752 MAP_OUT (shopmin); 723 MAP_OUT (shopmin);
753 MAP_OUT (shopmax); 724 MAP_OUT (shopmax);
754 if (shoprace) MAP_OUT (shoprace); 725 if (shoprace) MAP_OUT (shoprace);
726
755 MAP_OUT (darkness); 727 MAP_OUT (darkness);
756 MAP_OUT (width); 728 MAP_OUT (width);
757 MAP_OUT (height); 729 MAP_OUT (height);
758 MAP_OUT (enter_x); 730 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 731 MAP_OUT (enter_y);
791 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
792 return false; 764 return false;
793 765
794 return freezer.save (path); 766 return freezer.save (path);
795} 767}
768
769//+GPL
796 770
797/* 771/*
798 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
799 */ 773 */
800void 774void
1026 */ 1000 */
1027void 1001void
1028mapspace::update_ () 1002mapspace::update_ ()
1029{ 1003{
1030 object *last = 0; 1004 object *last = 0;
1031 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1032 sint8 light = 0; 1006 sint8 light = 0;
1033 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;
1034 1012
1035 //object *middle = 0; 1013 //object *middle = 0;
1036 //object *top = 0; 1014 //object *top = 0;
1037 //object *floor = 0; 1015 //object *floor = 0;
1038 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1039 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1040 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1041 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1042 1022
1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1044 { 1024 {
1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1046 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1051 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1052 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1053 * 1033 *
1054 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1055 */ 1035 */
1056 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1057 { 1037 {
1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1059 top = tmp; 1039 top = tmp;
1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1061 { 1041 {
1062 /* 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,
1063 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1064 */ 1044 */
1065 middle = 0; 1045 middle = 0;
1066 top = 0; 1046 top = 0;
1067 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1068 } 1050 }
1069 /* Flag anywhere have high priority */ 1051 else
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 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;
1072 middle = tmp; 1070 middle = tmp;
1073 anywhere = 1; 1071 }
1074 } 1072 }
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 } 1073 }
1089 1074
1090 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1095 1080
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1098 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 1085 }
1086
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;
1103 1096
1104 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1098 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1100 this->move_on = move_on;
1108 this->move_off = move_off; 1101 this->move_off = move_off;
1109 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
1110 1105
1111 /* 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),
1112 * 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
1113 * this point. 1108 * this point.
1114 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1180 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1181 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1182#endif 1177#endif
1183} 1178}
1184 1179
1185uint64
1186mapspace::volume () const
1187{
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194}
1195
1196maptile * 1180maptile *
1197maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1198{ 1182{
1199 if (tile_path[dir]) 1183 if (tile_path[dir])
1200 { 1184 {
1539 int dx, dy; 1523 int dx, dy;
1540 1524
1541 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542} 1526}
1543 1527
1528//-GPL
1529
1544object * 1530object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1532{
1547 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);
1548} 1534}
1559 if (default_region) 1545 if (default_region)
1560 return default_region; 1546 return default_region;
1561 1547
1562 return ::region::default_region (); 1548 return ::region::default_region ();
1563} 1549}
1550
1551//+GPL
1564 1552
1565/* picks a random object from a style map. 1553/* picks a random object from a style map.
1566 */ 1554 */
1567object * 1555object *
1568maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1581 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1582 return pick->head_ (); 1570 return pick->head_ ();
1583 } 1571 }
1584 1572
1585 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1587} 1575}
1576
1577//-GPL
1588 1578
1589void 1579void
1590maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1591{ 1581{
1592 if (!sound) 1582 if (!sound)

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