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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 1.174 by root, Tue Nov 10 05:05:22 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;
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/* When the map is loaded, load_object does not actually insert objects
224 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
225 * and insert them properly. 224 * and insert them properly.
226 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
227 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
228 */ 227 */
229void 228static void
230fix_container (object *container) 229fix_container (object *container)
231{ 230{
232 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
233 232
234 container->inv = 0; 233 container->inv = 0;
245 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
246 //TODO: remove 245 //TODO: remove
247 container->update_weight (); 246 container->update_weight ();
248} 247}
249 248
249//-GPL
250
250void 251void
251maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
252{ 253{
253 if (!spaces) 254 if (!spaces)
254 return; 255 return;
268 269
269 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
272} 273}
274
275//+GPL
273 276
274/* link_multipart_objects go through all the objects on the map looking 277/* 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 278 * 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 279 * info we have, they only have the head (as would be expected when
277 * they are saved). 280 * they are saved).
304 else 307 else
305 op = op->above; 308 op = op->above;
306 } 309 }
307 } 310 }
308} 311}
312
313//-GPL
309 314
310/* 315/*
311 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
312 * file pointer. 317 * file pointer.
313 */ 318 */
443 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
444 */ 449 */
445 width = 16; 450 width = 16;
446 height = 16; 451 height = 16;
447 timeout = 300; 452 timeout = 300;
448 max_nrof = 1000; // 1000 items of anything 453 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³ 454 max_volume = 2000000; // 2m³
450} 455}
451 456
452maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
453{ 458{
474 if (spaces) 479 if (spaces)
475 return; 480 return;
476 481
477 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
478} 483}
484
485//+GPL
479 486
480/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* 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 488 * corresponding to that string. Memory is allocated for this, it must be freed
482 * at a later date. 489 * at a later date.
483 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
560 return items; 567 return items;
561} 568}
562 569
563/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
564 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
565static void 572static const char *
566print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
567{ 574{
568 int i; 575 static dynbuf_text buf; buf.clear ();
569 char tmp[MAX_BUF];
570 576
571 strcpy (output_string, "");
572 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
573 { 578 {
574 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
575 { 580 {
576 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
578 else 583 else
579 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
580 } 585 }
581 else 586 else
582 { 587 {
583 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
584 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
585 else 590 else
586 sprintf (tmp, "*"); 591 buf.printf ("*");
587 } 592 }
588
589 strcat (output_string, tmp);
590 } 593 }
594
595 return buf;
591} 596}
597
598//-GPL
592 599
593/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
594 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
595 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
596 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
688 } 695 }
689 696
690 abort (); 697 abort ();
691} 698}
692 699
700//+GPL
701
693/****************************************************************************** 702/******************************************************************************
694 * This is the start of unique map handling code 703 * This is the start of unique map handling code
695 *****************************************************************************/ 704 *****************************************************************************/
696 705
697/* This goes through the maptile and removed any unique items on the map. */ 706/* This goes through the maptile and removed any unique items on the map. */
713 722
714 op = above; 723 op = above;
715 } 724 }
716 } 725 }
717} 726}
727
728//-GPL
718 729
719bool 730bool
720maptile::_save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
721{ 732{
722#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
730 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset); 743 MAP_OUT (no_reset);
733 MAP_OUT (no_drop); 744 MAP_OUT (no_drop);
734 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
737 747
738 if (shopitems) 748 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); 749 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
747 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
749 MAP_OUT (darkness); 754 MAP_OUT (darkness);
750 MAP_OUT (width); 755 MAP_OUT (width);
751 MAP_OUT (height); 756 MAP_OUT (height);
752 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
753 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
785 if (!_save_header (freezer)) 790 if (!_save_header (freezer))
786 return false; 791 return false;
787 792
788 return freezer.save (path); 793 return freezer.save (path);
789} 794}
795
796//+GPL
790 797
791/* 798/*
792 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
793 */ 800 */
794void 801void
1020 */ 1027 */
1021void 1028void
1022mapspace::update_ () 1029mapspace::update_ ()
1023{ 1030{
1024 object *last = 0; 1031 object *last = 0;
1025 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1026 sint8 light = 0; 1033 sint8 light = 0;
1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1028 1039
1029 //object *middle = 0; 1040 //object *middle = 0;
1030 //object *top = 0; 1041 //object *top = 0;
1031 //object *floor = 0; 1042 //object *floor = 0;
1032 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1036 1049
1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1038 { 1051 {
1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1045 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1046 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1047 * 1060 *
1048 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1049 */ 1062 */
1050 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1051 { 1064 {
1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1053 top = tmp; 1066 top = tmp;
1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1055 { 1068 {
1056 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1057 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1058 */ 1071 */
1059 middle = 0; 1072 middle = 0;
1060 top = 0; 1073 top = 0;
1061 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1062 } 1077 }
1063 /* Flag anywhere have high priority */ 1078 else
1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1065 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1066 middle = tmp; 1097 middle = tmp;
1067 anywhere = 1; 1098 }
1068 } 1099 }
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 } 1100 }
1083 1101
1084 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1085 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1086 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1087 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1088 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1089 1107
1090 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1091 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1092 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 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 } 1112 }
1113
1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097 1123
1098 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags; 1125 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on; 1127 this->move_on = move_on;
1102 this->move_off = move_off; 1128 this->move_off = move_off;
1103 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1104 1132
1105 /* At this point, we have a floor face (if there is a floor), 1133 /* 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 1134 * and the floor is set - we are not going to touch it at
1107 * this point. 1135 * this point.
1108 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1174 faces_obj [1] = middle; 1202 faces_obj [1] = middle;
1175 faces_obj [2] = floor; 1203 faces_obj [2] = floor;
1176#endif 1204#endif
1177} 1205}
1178 1206
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 * 1207maptile *
1191maptile::tile_available (int dir, bool load) 1208maptile::tile_available (int dir, bool load)
1192{ 1209{
1193 if (tile_path[dir]) 1210 if (tile_path[dir])
1194 { 1211 {
1533 int dx, dy; 1550 int dx, dy;
1534 1551
1535 return adjacent_map (op1->map, op2->map, &dx, &dy); 1552 return adjacent_map (op1->map, op2->map, &dx, &dy);
1536} 1553}
1537 1554
1555//-GPL
1556
1538object * 1557object *
1539maptile::insert (object *op, int x, int y, object *originator, int flags) 1558maptile::insert (object *op, int x, int y, object *originator, int flags)
1540{ 1559{
1541 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1560 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542} 1561}
1553 if (default_region) 1572 if (default_region)
1554 return default_region; 1573 return default_region;
1555 1574
1556 return ::region::default_region (); 1575 return ::region::default_region ();
1557} 1576}
1577
1578//+GPL
1558 1579
1559/* picks a random object from a style map. 1580/* picks a random object from a style map.
1560 */ 1581 */
1561object * 1582object *
1562maptile::pick_random_object (rand_gen &gen) const 1583maptile::pick_random_object (rand_gen &gen) const
1575 if (pick && pick->is_head ()) 1596 if (pick && pick->is_head ())
1576 return pick->head_ (); 1597 return pick->head_ ();
1577 } 1598 }
1578 1599
1579 // instead of crashing in the unlikely(?) case, try to return *something* 1600 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug"); 1601 return archetype::find (shstr_bug);
1581} 1602}
1603
1604//-GPL
1582 1605
1583void 1606void
1584maptile::play_sound (faceidx sound, int x, int y) const 1607maptile::play_sound (faceidx sound, int x, int y) const
1585{ 1608{
1586 if (!sound) 1609 if (!sound)

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