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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.178 by root, Sun Nov 29 09:41:27 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
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 qthe blocking object if the given object can't fit in the given 165 * Returns qthe blocking object if the given object can't fit in the given
223 } 217 }
224 218
225 return 0; 219 return 0;
226} 220}
227 221
228/* When the map is loaded, load_object does not actually insert objects 222//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253}
254 223
255void 224void
256maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
257{ 226{
258 if (!spaces) 227 if (!spaces)
273 242
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
277} 246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
278 262
279/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
280 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
281 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
282 * they are saved). 266 * they are saved).
309 else 293 else
310 op = op->above; 294 op = op->above;
311 } 295 }
312 } 296 }
313} 297}
298
299//-GPL
314 300
315/* 301/*
316 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
317 * file pointer. 303 * file pointer.
318 */ 304 */
448 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
449 */ 435 */
450 width = 16; 436 width = 16;
451 height = 16; 437 height = 16;
452 timeout = 300; 438 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
455} 441}
456 442
457maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
458{ 444{
479 if (spaces) 465 if (spaces)
480 return; 466 return;
481 467
482 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
483} 469}
470
471//+GPL
484 472
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 475 * at a later date.
488 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
565 return items; 553 return items;
566} 554}
567 555
568/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
570static void 558static const char *
571print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
572{ 560{
573 int i; 561 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 562
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 564 {
579 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
580 { 566 {
581 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 569 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
585 } 571 }
586 else 572 else
587 { 573 {
588 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 576 else
591 sprintf (tmp, "*"); 577 buf.printf ("*");
592 } 578 }
593
594 strcat (output_string, tmp);
595 } 579 }
580
581 return buf;
596} 582}
583
584//-GPL
597 585
598/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 630 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 631 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 632 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 633 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 634 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 635
654 case KW_per_player: thawer.get (per_player); break; 636 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 637 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 638 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 639 case KW_no_drop: thawer.get (no_drop); break;
693 } 675 }
694 676
695 abort (); 677 abort ();
696} 678}
697 679
680//+GPL
681
698/****************************************************************************** 682/******************************************************************************
699 * This is the start of unique map handling code 683 * This is the start of unique map handling code
700 *****************************************************************************/ 684 *****************************************************************************/
701 685
702/* This goes through the maptile and removed any unique items on the map. */ 686/* This goes through the maptile and removed any unique items on the map. */
719 op = above; 703 op = above;
720 } 704 }
721 } 705 }
722} 706}
723 707
708//-GPL
709
724bool 710bool
725maptile::_save_header (object_freezer &freezer) 711maptile::_save_header (object_freezer &freezer)
726{ 712{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 713#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 714#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 715
730 MAP_OUT2 (arch, "map"); 716 MAP_OUT2 (arch, CS(map));
731 717
732 if (name) MAP_OUT (name); 718 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 719 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 720 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 721 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 722 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 723 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 724 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 725 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 726 if (default_region) MAP_OUT2 (region, default_region->name);
742 727
743 if (shopitems) 728 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 729 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 730 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 731 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 732 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 733
755 MAP_OUT (width); 734 MAP_OUT (width);
756 MAP_OUT (height); 735 MAP_OUT (height);
757 MAP_OUT (enter_x); 736 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 737 MAP_OUT (enter_y);
759 738 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 739 MAP_OUT (outdoor);
764 MAP_OUT (temp); 740
765 MAP_OUT (pressure); 741 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 742 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 743
771 MAP_OUT (per_player); 744 MAP_OUT (per_player);
772 MAP_OUT (per_party); 745 MAP_OUT (per_party);
773 746
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 747 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 748 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 749 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 750 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 751
779 freezer.put (this); 752 freezer.put (this);
780 freezer.put (KW_end); 753 freezer.put (KW(end));
781 754
782 return true; 755 return true;
783} 756}
784 757
785bool 758bool
790 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
791 return false; 764 return false;
792 765
793 return freezer.save (path); 766 return freezer.save (path);
794} 767}
768
769//+GPL
795 770
796/* 771/*
797 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
798 */ 773 */
799void 774void
868 843
869 clear (); 844 clear ();
870} 845}
871 846
872/* decay and destroy perishable items in a map */ 847/* decay and destroy perishable items in a map */
848// TODO: should be done regularly, not on map load?
873void 849void
874maptile::do_decay_objects () 850maptile::do_decay_objects ()
875{ 851{
876 if (!spaces) 852 if (!spaces)
877 return; 853 return;
924 || mat & M_LIQUID 900 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 901 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 902 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 903 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 904 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 905 //|| (mat & M_ICE && temp > 32)
906 )
930 destroy = 1; 907 destroy = 1;
931 } 908 }
932 909
933 /* adjust overall chance below */ 910 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 911 if (destroy && rndm (0, 1))
1025 */ 1002 */
1026void 1003void
1027mapspace::update_ () 1004mapspace::update_ ()
1028{ 1005{
1029 object *last = 0; 1006 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1007 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1008 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1009 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1010 uint64_t volume = 0;
1011 uint32_t items = 0;
1012 object *anywhere = 0;
1013 uint8_t middle_visibility = 0;
1033 1014
1034 //object *middle = 0; 1015 //object *middle = 0;
1035 //object *top = 0; 1016 //object *top = 0;
1036 //object *floor = 0; 1017 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1022
1023 object::flags_t allflags; // all flags of all objects or'ed together
1041 1024
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1025 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1026 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1027 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1028 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1033 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1034 * functions the move_player calls eventualy call this.
1052 * 1035 *
1053 * Always put the player down for drawing. 1036 * Always put the player down for drawing.
1054 */ 1037 */
1055 if (!tmp->invisible) 1038 if (expect_true (!tmp->invisible))
1056 { 1039 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1040 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1041 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1042 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1043 {
1061 /* If we got a floor, that means middle and top were below it, 1044 /* If we got a floor, that means middle and top were below it,
1062 * so should not be visible, so we clear them. 1045 * so should not be visible, so we clear them.
1063 */ 1046 */
1064 middle = 0; 1047 middle = 0;
1065 top = 0; 1048 top = 0;
1066 floor = tmp; 1049 floor = tmp;
1050 volume = 0;
1051 items = 0;
1067 } 1052 }
1068 /* Flag anywhere have high priority */ 1053 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 1054 {
1055 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1056 {
1057 ++items;
1058 volume += tmp->volume ();
1059 }
1060
1061 /* Flag anywhere have high priority */
1062 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1063 anywhere = tmp;
1064
1065 /* Find the highest visible face around. If equal
1066 * visibilities, we still want the one nearer to the
1067 * top
1068 */
1069 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1070 {
1071 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp; 1072 middle = tmp;
1072 anywhere = 1; 1073 }
1073 } 1074 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1075 }
1088 1076
1089 move_slow |= tmp->move_slow; 1077 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1078 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1079 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1080 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1081 move_allow |= tmp->move_allow;
1094 1082
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1083 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1084
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1085 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1086 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1087 }
1088
1089 // FLAG_SEE_ANYWHERE takes precedence
1090 if (anywhere)
1091 middle = anywhere;
1092
1093 // ORing all flags together and checking them here is much faster
1094 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1095 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1096 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1097 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1102 1098
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1099 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1100 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1101 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1102 this->move_on = move_on;
1107 this->move_off = move_off; 1103 this->move_off = move_off;
1108 this->move_slow = move_slow; 1104 this->move_slow = move_slow;
1105 this->volume_ = (volume + 1023) / 1024;
1106 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1107
1110 /* At this point, we have a floor face (if there is a floor), 1108 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1109 * and the floor is set - we are not going to touch it at
1112 * this point. 1110 * this point.
1113 * middle contains the highest visibility face. 1111 * middle contains the highest visibility face.
1179 faces_obj [1] = middle; 1177 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1178 faces_obj [2] = floor;
1181#endif 1179#endif
1182} 1180}
1183 1181
1184uint64
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195maptile * 1182maptile *
1196maptile::tile_available (int dir, bool load) 1183maptile::tile_available (int dir, bool load)
1197{ 1184{
1198 if (tile_path[dir]) 1185 if (tile_path[dir])
1199 { 1186 {
1538 int dx, dy; 1525 int dx, dy;
1539 1526
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1527 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1528}
1542 1529
1530//-GPL
1531
1543object * 1532object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1533maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1534{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1535 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1536}
1558 if (default_region) 1547 if (default_region)
1559 return default_region; 1548 return default_region;
1560 1549
1561 return ::region::default_region (); 1550 return ::region::default_region ();
1562} 1551}
1552
1553//+GPL
1563 1554
1564/* picks a random object from a style map. 1555/* picks a random object from a style map.
1565 */ 1556 */
1566object * 1557object *
1567maptile::pick_random_object (rand_gen &gen) const 1558maptile::pick_random_object (rand_gen &gen) const
1580 if (pick && pick->is_head ()) 1571 if (pick && pick->is_head ())
1581 return pick->head_ (); 1572 return pick->head_ ();
1582 } 1573 }
1583 1574
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1575 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1576 return archetype::find (shstr_bug);
1586} 1577}
1578
1579//-GPL
1587 1580
1588void 1581void
1589maptile::play_sound (faceidx sound, int x, int y) const 1582maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1583{
1591 if (!sound) 1584 if (!sound)

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