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Comparing deliantra/server/common/map.C (file contents):
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
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
93 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 94 * things we need to do for players.
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 /* This must be before the checks below. Code for inventory checkers. */ 118 if (OB_MOVE_BLOCK (ob, tmp))
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 119 {
122 bool have = check_inv_recursive (ob, tmp); 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 121 if (RESULT_INT (0))
124 /* If last_sp is set, the player/monster needs an object, 122 return 1;
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 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))
131 return 1; 142 return 1;
132 } 143 }
133 else 144 else
134 { 145 return 1; // unconditional block
135 /* In this case, the player must not have the object - 146
136 * if they do, they can't pass through.
137 */
138 if (have)
139 return 1;
140 }
141 }
142 else 147 } else {
143 { 148 // space does not block the ob, directly, but
144 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
145 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
146 * movement, can't move here.
147 * second - if a monster, can't move there, unless it is a
148 * dm.
149 */
150 if (OB_MOVE_BLOCK (ob, tmp))
151 return 1;
152 151
153 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob 153 && tmp->head_ () != ob
155 && tmp != ob 154 && tmp != ob
156 && tmp->type != DOOR 155 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ]) 156 && !tmp->flag [FLAG_WIZPASS])
158 return 1; 157 return 1;
159 } 158 }
160 } 159 }
161 160
162 return 0; 161 return 0;
218 } 217 }
219 218
220 return 0; 219 return 0;
221} 220}
222 221
223/* When the map is loaded, load_object does not actually insert objects 222//-GPL
224 * into inventory, but just links them. What this does is go through
225 * and insert them properly.
226 * The object 'container' is the object that contains the inventory.
227 * This is needed so that we can update the containers weight.
228 */
229void
230fix_container (object *container)
231{
232 object *tmp = container->inv, *next;
233
234 container->inv = 0;
235 while (tmp)
236 {
237 next = tmp->below;
238 if (tmp->inv)
239 fix_container (tmp);
240
241 insert_ob_in_ob (tmp, container);
242 tmp = next;
243 }
244
245 // go through and calculate what all the containers are carrying.
246 //TODO: remove
247 container->update_weight ();
248}
249 223
250void 224void
251maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
252{ 226{
253 if (!spaces) 227 if (!spaces)
268 242
269 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
272} 246}
247
248//+GPL
273 249
274/* 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
275 * 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
276 * 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
277 * they are saved). 253 * they are saved).
304 else 280 else
305 op = op->above; 281 op = op->above;
306 } 282 }
307 } 283 }
308} 284}
285
286//-GPL
309 287
310/* 288/*
311 * 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
312 * file pointer. 290 * file pointer.
313 */ 291 */
443 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
444 */ 422 */
445 width = 16; 423 width = 16;
446 height = 16; 424 height = 16;
447 timeout = 300; 425 timeout = 300;
448 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
450} 428}
451 429
452maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
453{ 431{
474 if (spaces) 452 if (spaces)
475 return; 453 return;
476 454
477 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
478} 456}
457
458//+GPL
479 459
480/* 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
481 * 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
482 * at a later date. 462 * at a later date.
483 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
560 return items; 540 return items;
561} 541}
562 542
563/* 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
564 * the map (or something equivilent) into output_string. */ 544 * the map (or something equivilent) into output_string. */
565static void 545static const char *
566print_shop_string (maptile *m, char *output_string) 546print_shop_string (maptile *m)
567{ 547{
568 int i; 548 static dynbuf_text buf; buf.clear ();
569 char tmp[MAX_BUF];
570 549
571 strcpy (output_string, "");
572 for (i = 0; i < m->shopitems[0].index; i++) 550 for (int i = 0; i < m->shopitems[0].index; i++)
573 { 551 {
574 if (m->shopitems[i].typenum) 552 if (m->shopitems[i].typenum)
575 { 553 {
576 if (m->shopitems[i].strength) 554 if (m->shopitems[i].strength)
577 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);
578 else 556 else
579 sprintf (tmp, "%s;", m->shopitems[i].name); 557 buf.printf ("%s;", m->shopitems[i].name);
580 } 558 }
581 else 559 else
582 { 560 {
583 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
584 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 562 buf.printf ("*:%d;", m->shopitems[i].strength);
585 else 563 else
586 sprintf (tmp, "*"); 564 buf.printf ("*");
587 } 565 }
588
589 strcat (output_string, tmp);
590 } 566 }
567
568 return buf;
591} 569}
570
571//-GPL
592 572
593/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
594 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
595 * 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
596 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
688 } 668 }
689 669
690 abort (); 670 abort ();
691} 671}
692 672
673//+GPL
674
693/****************************************************************************** 675/******************************************************************************
694 * This is the start of unique map handling code 676 * This is the start of unique map handling code
695 *****************************************************************************/ 677 *****************************************************************************/
696 678
697/* 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. */
713 695
714 op = above; 696 op = above;
715 } 697 }
716 } 698 }
717} 699}
700
701//-GPL
718 702
719bool 703bool
720maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
721{ 705{
722#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
730 MAP_OUT (reset_timeout); 714 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime); 715 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset); 716 MAP_OUT (no_reset);
733 MAP_OUT (no_drop); 717 MAP_OUT (no_drop);
734 MAP_OUT (difficulty); 718 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name); 719 if (default_region) MAP_OUT2 (region, default_region->name);
737 720
738 if (shopitems) 721 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
739 {
740 char shop[MAX_BUF];
741 print_shop_string (this, shop);
742 MAP_OUT2 (shopitems, shop);
743 }
744
745 MAP_OUT (shopgreed); 722 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin); 723 MAP_OUT (shopmin);
747 MAP_OUT (shopmax); 724 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace); 725 if (shoprace) MAP_OUT (shoprace);
726
749 MAP_OUT (darkness); 727 MAP_OUT (darkness);
750 MAP_OUT (width); 728 MAP_OUT (width);
751 MAP_OUT (height); 729 MAP_OUT (height);
752 MAP_OUT (enter_x); 730 MAP_OUT (enter_x);
753 MAP_OUT (enter_y); 731 MAP_OUT (enter_y);
785 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
786 return false; 764 return false;
787 765
788 return freezer.save (path); 766 return freezer.save (path);
789} 767}
768
769//+GPL
790 770
791/* 771/*
792 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
793 */ 773 */
794void 774void
1020 */ 1000 */
1021void 1001void
1022mapspace::update_ () 1002mapspace::update_ ()
1023{ 1003{
1024 object *last = 0; 1004 object *last = 0;
1025 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1026 sint8 light = 0; 1006 sint8 light = 0;
1027 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;
1028 1012
1029 //object *middle = 0; 1013 //object *middle = 0;
1030 //object *top = 0; 1014 //object *top = 0;
1031 //object *floor = 0; 1015 //object *floor = 0;
1032 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1035 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
1036 1022
1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1038 { 1024 {
1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1045 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1046 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1047 * 1033 *
1048 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1049 */ 1035 */
1050 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1051 { 1037 {
1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1053 top = tmp; 1039 top = tmp;
1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1055 { 1041 {
1056 /* 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,
1057 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1058 */ 1044 */
1059 middle = 0; 1045 middle = 0;
1060 top = 0; 1046 top = 0;
1061 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1062 } 1050 }
1063 /* Flag anywhere have high priority */ 1051 else
1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1065 { 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;
1066 middle = tmp; 1070 middle = tmp;
1067 anywhere = 1; 1071 }
1068 } 1072 }
1069
1070 /* Find the highest visible face around. If equal
1071 * visibilities, we still want the one nearer to the
1072 * top
1073 */
1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1075 middle = tmp;
1076 }
1077
1078 if (tmp == tmp->above)
1079 {
1080 LOG (llevError, "Error in structure of map\n");
1081 exit (-1);
1082 } 1073 }
1083 1074
1084 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1085 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1086 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1087 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1088 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1089 1080
1090 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1091 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1092 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1096 } 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;
1097 1096
1098 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags; 1098 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on; 1100 this->move_on = move_on;
1102 this->move_off = move_off; 1101 this->move_off = move_off;
1103 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
1104 1105
1105 /* 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),
1106 * 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
1107 * this point. 1108 * this point.
1108 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1174 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1175 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1176#endif 1177#endif
1177} 1178}
1178 1179
1179uint64
1180mapspace::volume () const
1181{
1182 uint64 vol = 0;
1183
1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185 vol += op->volume ();
1186
1187 return vol;
1188}
1189
1190maptile * 1180maptile *
1191maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1192{ 1182{
1193 if (tile_path[dir]) 1183 if (tile_path[dir])
1194 { 1184 {
1533 int dx, dy; 1523 int dx, dy;
1534 1524
1535 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1536} 1526}
1537 1527
1528//-GPL
1529
1538object * 1530object *
1539maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1540{ 1532{
1541 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);
1542} 1534}
1553 if (default_region) 1545 if (default_region)
1554 return default_region; 1546 return default_region;
1555 1547
1556 return ::region::default_region (); 1548 return ::region::default_region ();
1557} 1549}
1550
1551//+GPL
1558 1552
1559/* picks a random object from a style map. 1553/* picks a random object from a style map.
1560 */ 1554 */
1561object * 1555object *
1562maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1575 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1576 return pick->head_ (); 1570 return pick->head_ ();
1577 } 1571 }
1578 1572
1579 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1581} 1575}
1576
1577//-GPL
1582 1578
1583void 1579void
1584maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1585{ 1581{
1586 if (!sound) 1582 if (!sound)

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