--- deliantra/server/common/map.C 2009/10/13 18:22:44 1.162 +++ deliantra/server/common/map.C 2010/04/15 21:49:15 1.187 @@ -1,9 +1,9 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the @@ -25,9 +25,10 @@ #include #include "global.h" -#include "loader.h" #include "path.h" +//+GPL + sint8 maptile::outdoor_darkness; /* This rolls up wall, blocks_magic, blocks_view, etc, all into @@ -82,9 +83,6 @@ return 1; } - /* Save some cycles - instead of calling get_map_flags(), just get the value - * directly. - */ mapspace &ms = m->at (sx, sy); int mflags = ms.flags (); @@ -116,51 +114,44 @@ */ for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - bool block = OB_MOVE_BLOCK (ob, tmp); - - /* This must be before the checks below. Code for inventory checkers. */ - if (block && tmp->type == CHECK_INV) + if (OB_MOVE_BLOCK (ob, tmp)) { - bool have = check_inv_recursive (ob, tmp); + if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) + if (RESULT_INT (0)) + return 1; + else + continue; - /* If last_sp is set, the player/monster needs an object, - * so we check for it. If they don't have it, they can't - * pass through this space. - */ - if (tmp->last_sp) + if (tmp->type == CHECK_INV) { - if (!have) + bool have = check_inv_recursive (ob, tmp); + + // last_sp set means we block if we don't have. + if (logical_xor (have, tmp->last_sp)) return 1; } - else + else if (tmp->type == T_MATCH) { - /* In this case, the player must not have the object - - * if they do, they can't pass through. - */ - if (have) + // T_MATCH allows "entrance" iff the match is true + // == blocks if the match fails + + // we could have used an INVOKE_OBJECT, but decided against it, as we + // assume that T_MATCH is relatively common. + if (!match (tmp->slaying, ob, tmp, ob)) return 1; } - } - else if (block && tmp->type == T_MATCH) - { - //TODO - } - else - { - /* Broke apart a big nasty if into several here to make - * this more readable. first check - if the space blocks - * movement, can't move here. - * second - if a monster, can't move there, unless it is a - * dm. - */ - if (block) - return 1; + else + return 1; // unconditional block + + } else { + // space does not block the ob, directly, but + // anything alive that is not a door still + // blocks anything but wizards. if (tmp->flag [FLAG_ALIVE] && tmp->head_ () != ob && tmp != ob - && tmp->type != DOOR - && !tmp->flag [FLAG_WIZ]) + && tmp->type != DOOR) return 1; } } @@ -226,32 +217,7 @@ return 0; } -/* When the map is loaded, load_object does not actually insert objects - * into inventory, but just links them. What this does is go through - * and insert them properly. - * The object 'container' is the object that contains the inventory. - * This is needed so that we can update the containers weight. - */ -void -fix_container (object *container) -{ - object *tmp = container->inv, *next; - - container->inv = 0; - while (tmp) - { - next = tmp->below; - if (tmp->inv) - fix_container (tmp); - - insert_ob_in_ob (tmp, container); - tmp = next; - } - - // go through and calculate what all the containers are carrying. - //TODO: remove - container->update_weight (); -} +//-GPL void maptile::set_object_flag (int flag, int value) @@ -277,6 +243,21 @@ INVOKE_OBJECT (RESET, tmp); } +void +maptile::post_load () +{ +#if 0 + if (!spaces) + return; + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + ; // nop +#endif +} + +//+GPL + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -313,6 +294,8 @@ } } +//-GPL + /* * Loads (ands parses) the objects into a given map from the specified * file pointer. @@ -451,7 +434,7 @@ width = 16; height = 16; timeout = 300; - max_nrof = 1000; // 1000 items of anything + max_items = MAX_ITEM_PER_ACTION; max_volume = 2000000; // 2m³ } @@ -483,6 +466,8 @@ spaces = salloc0 (size ()); } +//+GPL + /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. @@ -568,34 +553,34 @@ /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ -static void -print_shop_string (maptile *m, char *output_string) +static const char * +print_shop_string (maptile *m) { - int i; - char tmp[MAX_BUF]; + static dynbuf_text buf; buf.clear (); - strcpy (output_string, ""); - for (i = 0; i < m->shopitems[0].index; i++) + for (int i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) - sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); + buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); else - sprintf (tmp, "%s;", m->shopitems[i].name); + buf.printf ("%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) - sprintf (tmp, "*:%d;", m->shopitems[i].strength); + buf.printf ("*:%d;", m->shopitems[i].strength); else - sprintf (tmp, "*"); + buf.printf ("*"); } - - strcat (output_string, tmp); } + + return buf; } +//-GPL + /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the @@ -645,12 +630,6 @@ case KW_shopmax: thawer.get (shopmax); break; case KW_shoprace: thawer.get (shoprace); break; case KW_outdoor: thawer.get (outdoor); break; - case KW_temp: thawer.get (temp); break; - case KW_pressure: thawer.get (pressure); break; - case KW_humid: thawer.get (humid); break; - case KW_windspeed: thawer.get (windspeed); break; - case KW_winddir: thawer.get (winddir); break; - case KW_sky: thawer.get (sky); break; case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; @@ -685,7 +664,7 @@ return true; default: - if (!thawer.parse_error ("map", 0)) + if (!thawer.parse_error ("map")) return false; break; } @@ -696,6 +675,8 @@ abort (); } +//+GPL + /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ @@ -711,10 +692,10 @@ { object *above = op->above; - if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) unique = 1; - if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) + if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique)) op->destroy (); op = above; @@ -722,13 +703,15 @@ } } +//-GPL + bool maptile::_save_header (object_freezer &freezer) { -#define MAP_OUT(k) freezer.put (KW_ ## k, k) -#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) +#define MAP_OUT(k) freezer.put (KW(k), k) +#define MAP_OUT2(k,v) freezer.put (KW(k), v) - MAP_OUT2 (arch, "map"); + MAP_OUT2 (arch, CS(map)); if (name) MAP_OUT (name); MAP_OUT (swap_time); @@ -738,36 +721,23 @@ MAP_OUT (no_reset); MAP_OUT (no_drop); MAP_OUT (difficulty); - if (default_region) MAP_OUT2 (region, default_region->name); - if (shopitems) - { - char shop[MAX_BUF]; - print_shop_string (this, shop); - MAP_OUT2 (shopitems, shop); - } - + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); MAP_OUT (shopgreed); MAP_OUT (shopmin); MAP_OUT (shopmax); if (shoprace) MAP_OUT (shoprace); - MAP_OUT (darkness); + MAP_OUT (width); MAP_OUT (height); MAP_OUT (enter_x); MAP_OUT (enter_y); - - if (msg) freezer.put (KW_msg , KW_endmsg , msg); - if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); - + MAP_OUT (darkness); MAP_OUT (outdoor); - MAP_OUT (temp); - MAP_OUT (pressure); - MAP_OUT (humid); - MAP_OUT (windspeed); - MAP_OUT (winddir); - MAP_OUT (sky); + + if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); + if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); MAP_OUT (per_player); MAP_OUT (per_party); @@ -778,7 +748,7 @@ if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); freezer.put (this); - freezer.put (KW_end); + freezer.put (KW(end)); return true; } @@ -794,6 +764,8 @@ return freezer.save (path); } +//+GPL + /* * Remove and free all objects in the given map. */ @@ -871,6 +843,7 @@ } /* decay and destroy perishable items in a map */ +// TODO: should be done regularly, not on map load? void maptile::do_decay_objects () { @@ -882,17 +855,17 @@ { above = op->above; - bool destroy = 0; - // do not decay anything above unique floor tiles (yet :) - if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) + if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) break; - if (QUERY_FLAG (op, FLAG_IS_FLOOR) - || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) - || QUERY_FLAG (op, FLAG_UNIQUE) - || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) - || QUERY_FLAG (op, FLAG_UNPAID) + bool destroy = 0; + + if (op->flag [FLAG_IS_FLOOR] + || op->flag [FLAG_OBJ_ORIGINAL] + || op->flag [FLAG_UNIQUE] + || op->flag [FLAG_OVERLAY_FLOOR] + || op->flag [FLAG_UNPAID] || op->is_alive ()) ; // do not decay else if (op->is_weapon ()) @@ -927,7 +900,8 @@ || (mat & M_GLASS && rndm (1, 2) == 1) || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) - || (mat & M_ICE && temp > 32)) + //|| (mat & M_ICE && temp > 32) + ) destroy = 1; } @@ -957,13 +931,13 @@ for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *op = ms->bot; op; op = op->above) { - if (QUERY_FLAG (op, FLAG_MONSTER)) + if (op->flag [FLAG_MONSTER]) { total_exp += op->stats.exp; monster_cnt++; } - if (QUERY_FLAG (op, FLAG_GENERATOR)) + if (op->flag [FLAG_GENERATOR]) { total_exp += op->stats.exp; @@ -1028,9 +1002,13 @@ mapspace::update_ () { object *last = 0; - uint8 flags = P_UPTODATE, anywhere = 0; + uint8 flags = P_UPTODATE; sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; + uint64_t volume = 0; + uint32_t items = 0; + object *anywhere = 0; + uint8_t middle_visibility = 0; //object *middle = 0; //object *top = 0; @@ -1040,6 +1018,8 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; + object::flags_t allflags; // all flags of all objects or'ed together + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) @@ -1053,11 +1033,11 @@ * * Always put the player down for drawing. */ - if (!tmp->invisible) + if (expect_true (!tmp->invisible)) { - if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) + if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) top = tmp; - else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. @@ -1065,26 +1045,31 @@ middle = 0; top = 0; floor = tmp; + volume = 0; + items = 0; } - /* Flag anywhere have high priority */ - else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) + else { - middle = tmp; - anywhere = 1; - } - - /* Find the highest visible face around. If equal - * visibilities, we still want the one nearer to the - * top - */ - else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) - middle = tmp; - } + if (expect_true (!tmp->flag [FLAG_NO_PICK])) + { + ++items; + volume += tmp->volume (); + } - if (tmp == tmp->above) - { - LOG (llevError, "Error in structure of map\n"); - exit (-1); + /* Flag anywhere have high priority */ + if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) + anywhere = tmp; + + /* Find the highest visible face around. If equal + * visibilities, we still want the one nearer to the + * top + */ + if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) + { + middle_visibility = ::faces [tmp->face].visibility; + middle = tmp; + } + } } move_slow |= tmp->move_slow; @@ -1093,20 +1078,30 @@ move_off |= tmp->move_off; move_allow |= tmp->move_allow; - if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; - if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; - if (tmp->type == PLAYER) flags |= P_PLAYER; - if (tmp->type == SAFE_GROUND) flags |= P_SAFE; - if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; - if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; + allflags |= tmp->flag; + + if (tmp->type == PLAYER) flags |= P_PLAYER; + if (tmp->type == SAFE_GROUND) flags |= P_SAFE; } + // FLAG_SEE_ANYWHERE takes precedence + if (anywhere) + middle = anywhere; + + // ORing all flags together and checking them here is much faster + if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; + if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; + if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; + if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; this->move_off = move_off; this->move_slow = move_slow; + this->volume_ = (volume + 1023) / 1024; + this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at @@ -1134,7 +1129,7 @@ for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ - if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + if (tmp->flag [FLAG_IS_FLOOR]) break; /* If two top faces are already set, quit processing */ @@ -1182,17 +1177,6 @@ #endif } -uint64 -mapspace::volume () const -{ - uint64 vol = 0; - - for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below) - vol += op->volume (); - - return vol; -} - maptile * maptile::tile_available (int dir, bool load) { @@ -1438,7 +1422,7 @@ * closest body part of 'op1' */ void -get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) +get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) { if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { @@ -1451,14 +1435,13 @@ } else { - object *best; - retval->distance_x += op2->x - op1->x; retval->distance_y += op2->y - op1->y; - best = op1; + object *best = op1; + /* If this is multipart, find the closest part now */ - if (!(flags & 0x1) && op1->more) + if (!(flags & 1) && op1->more) { int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; @@ -1541,6 +1524,8 @@ return adjacent_map (op1->map, op2->map, &dx, &dy); } +//-GPL + object * maptile::insert (object *op, int x, int y, object *originator, int flags) { @@ -1562,6 +1547,8 @@ return ::region::default_region (); } +//+GPL + /* picks a random object from a style map. */ object * @@ -1577,15 +1564,17 @@ { object *pick = at (gen (width), gen (height)).bot; - // do not prefer big monsters just because they are big. + // must be head: do not prefer big monsters just because they are big. if (pick && pick->is_head ()) - return pick->head_ (); + return pick; } // instead of crashing in the unlikely(?) case, try to return *something* - return archetype::find ("bug"); + return archetype::find (shstr_bug); } +//-GPL + void maptile::play_sound (faceidx sound, int x, int y) const { @@ -1621,6 +1610,8 @@ } } +dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25); + static void split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) { @@ -1685,9 +1676,8 @@ } maprect * -maptile::split_to_tiles (int x0, int y0, int x1, int y1) +maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1) { - static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8); buf.clear (); ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);