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Comparing deliantra/server/common/map.C (file contents):
Revision 1.166 by root, Wed Oct 21 00:44:39 2009 UTC vs.
Revision 1.191 by root, Sun Apr 18 05:57:03 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
109 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
110 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
111 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
112 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
113 */ 114 */
114 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
115 { 116 {
116 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
117 { 118 {
118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
119 if (RESULT_INT (0)) 120 if (RESULT_INT (0))
143 return 1; // unconditional block 144 return 1; // unconditional block
144 145
145 } else { 146 } else {
146 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
147 // anything alive that is not a door still 148 // anything alive that is not a door still
148 // blocks anything but wizards. 149 // blocks anything
149 150
150 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
151 && tmp->head_ () != ob
152 && tmp != ob
153 && tmp->type != DOOR 152 && tmp->type != DOOR
154 && !tmp->flag [FLAG_WIZPASS]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
155 return 1; 154 return 1;
156 } 155 }
157 } 156 }
158 157
159 return 0; 158 return 0;
160} 159}
161 160
162/* 161/*
163 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
164 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
165 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
166 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
167 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
168 * 167 *
215 } 214 }
216 215
217 return 0; 216 return 0;
218} 217}
219 218
220/* When the map is loaded, load_object does not actually insert objects 219//-GPL
221 * into inventory, but just links them. What this does is go through
222 * and insert them properly.
223 * The object 'container' is the object that contains the inventory.
224 * This is needed so that we can update the containers weight.
225 */
226void
227fix_container (object *container)
228{
229 object *tmp = container->inv, *next;
230
231 container->inv = 0;
232 while (tmp)
233 {
234 next = tmp->below;
235 if (tmp->inv)
236 fix_container (tmp);
237
238 insert_ob_in_ob (tmp, container);
239 tmp = next;
240 }
241
242 // go through and calculate what all the containers are carrying.
243 //TODO: remove
244 container->update_weight ();
245}
246 220
247void 221void
248maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
249{ 223{
250 if (!spaces) 224 if (!spaces)
265 239
266 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
267 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
269} 243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
270 259
271/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
272 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
273 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
274 * they are saved). 263 * they are saved).
301 else 290 else
302 op = op->above; 291 op = op->above;
303 } 292 }
304 } 293 }
305} 294}
295
296//-GPL
306 297
307/* 298/*
308 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
309 * file pointer. 300 * file pointer.
310 */ 301 */
430 return false; 421 return false;
431 422
432 return freezer.save (path); 423 return freezer.save (path);
433} 424}
434 425
435maptile::maptile () 426void
427maptile::init ()
436{ 428{
437 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
438 430
439 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
440 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
441 */ 433 */
442 width = 16; 434 width = 16;
443 height = 16; 435 height = 16;
444 timeout = 300; 436 timeout = 300;
445 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
446 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
447}
448
449maptile::maptile (int w, int h)
450{
451 in_memory = MAP_SWAPPED;
452
453 width = w;
454 height = h;
455 reset_timeout = 0; 439 reset_timeout = 0;
456 timeout = 300;
457 enter_x = 0; 440 enter_x = 0;
458 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
459 455
460 alloc (); 456 alloc ();
461} 457}
462 458
463/* 459/*
471 if (spaces) 467 if (spaces)
472 return; 468 return;
473 469
474 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
475} 471}
472
473//+GPL
476 474
477/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
478 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
479 * at a later date. 477 * at a later date.
480 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
583 } 581 }
584 582
585 return buf; 583 return buf;
586} 584}
587 585
586//-GPL
587
588/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
590 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
591 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
592 * object structure were needed, so it just made sense to 592 * object structure were needed, so it just made sense to
632 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break; 636 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643 637
644 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
672 case KW_end: 666 case KW_end:
673 thawer.next (); 667 thawer.next ();
674 return true; 668 return true;
675 669
676 default: 670 default:
677 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
678 return false; 672 return false;
679 break; 673 break;
680 } 674 }
681 675
682 thawer.next (); 676 thawer.next ();
683 } 677 }
684 678
685 abort (); 679 abort ();
686} 680}
681
682//+GPL
687 683
688/****************************************************************************** 684/******************************************************************************
689 * This is the start of unique map handling code 685 * This is the start of unique map handling code
690 *****************************************************************************/ 686 *****************************************************************************/
691 687
698 int unique = 0; 694 int unique = 0;
699 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
700 { 696 {
701 object *above = op->above; 697 object *above = op->above;
702 698
703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
704 unique = 1; 700 unique = 1;
705 701
706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
707 op->destroy (); 703 op->destroy ();
708 704
709 op = above; 705 op = above;
710 } 706 }
711 } 707 }
712} 708}
713 709
710//-GPL
711
714bool 712bool
715maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
716{ 714{
717#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
718#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
719 717
720 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
721 719
722 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
723 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
724 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
725 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
733 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
734 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
735 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
736 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
737 735
738 MAP_OUT (darkness);
739 MAP_OUT (width); 736 MAP_OUT (width);
740 MAP_OUT (height); 737 MAP_OUT (height);
741 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
742 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
743 740 MAP_OUT (darkness);
744 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
745 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
746
747 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
748 MAP_OUT (temp); 742
749 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
750 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751 MAP_OUT (windspeed);
752 MAP_OUT (winddir);
753 MAP_OUT (sky);
754 745
755 MAP_OUT (per_player); 746 MAP_OUT (per_player);
756 MAP_OUT (per_party); 747 MAP_OUT (per_party);
757 748
758 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
759 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
760 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
761 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
762 753
763 freezer.put (this); 754 freezer.put (this);
764 freezer.put (KW_end); 755 freezer.put (KW(end));
765 756
766 return true; 757 return true;
767} 758}
768 759
769bool 760bool
774 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
775 return false; 766 return false;
776 767
777 return freezer.save (path); 768 return freezer.save (path);
778} 769}
770
771//+GPL
779 772
780/* 773/*
781 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
782 */ 775 */
783void 776void
852 845
853 clear (); 846 clear ();
854} 847}
855 848
856/* decay and destroy perishable items in a map */ 849/* decay and destroy perishable items in a map */
850// TODO: should be done regularly, not on map load?
857void 851void
858maptile::do_decay_objects () 852maptile::do_decay_objects ()
859{ 853{
860 if (!spaces) 854 if (!spaces)
861 return; 855 return;
863 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
865 { 859 {
866 above = op->above; 860 above = op->above;
867 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
868 bool destroy = 0; 866 bool destroy = 0;
869 867
870 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
872 break; 870 || op->flag [FLAG_UNIQUE]
873 871 || op->flag [FLAG_OVERLAY_FLOOR]
874 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || op->flag [FLAG_UNPAID]
875 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
876 || QUERY_FLAG (op, FLAG_UNIQUE)
877 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
878 || QUERY_FLAG (op, FLAG_UNPAID)
879 || op->is_alive ()) 873 || op->is_alive ())
880 ; // do not decay 874 ; // do not decay
881 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
882 { 876 {
883 op->stats.dam--; 877 op->stats.dam--;
908 || mat & M_LIQUID 902 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
914 destroy = 1; 909 destroy = 1;
915 } 910 }
916 911
917 /* adjust overall chance below */ 912 /* adjust overall chance below */
918 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
938 sint64 total_exp = 0; 933 sint64 total_exp = 0;
939 934
940 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
941 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
942 { 937 {
943 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
944 { 939 {
945 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
946 monster_cnt++; 941 monster_cnt++;
947 } 942 }
948 943
949 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
950 { 945 {
951 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
952 947
953 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
954 { 949 {
1009 */ 1004 */
1010void 1005void
1011mapspace::update_ () 1006mapspace::update_ ()
1012{ 1007{
1013 object *last = 0; 1008 object *last = 0;
1014 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1015 sint8 light = 0; 1010 sint8 light = 0;
1016 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1017 1016
1018 //object *middle = 0; 1017 //object *middle = 0;
1019 //object *top = 0; 1018 //object *top = 0;
1020 //object *floor = 0; 1019 //object *floor = 0;
1021 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1022 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1023 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1024 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1025 1026
1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1027 { 1028 {
1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1029 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1034 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1035 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1036 * 1037 *
1037 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1038 */ 1039 */
1039 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1040 { 1041 {
1041 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1042 top = tmp; 1043 top = tmp;
1043 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1044 { 1045 {
1045 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1046 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1047 */ 1048 */
1048 middle = 0; 1049 middle = 0;
1049 top = 0; 1050 top = 0;
1050 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1051 } 1054 }
1052 /* Flag anywhere have high priority */ 1055 else
1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1054 { 1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1055 middle = tmp; 1074 middle = tmp;
1056 anywhere = 1; 1075 }
1057 } 1076 }
1058
1059 /* Find the highest visible face around. If equal
1060 * visibilities, we still want the one nearer to the
1061 * top
1062 */
1063 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1064 middle = tmp;
1065 }
1066
1067 if (tmp == tmp->above)
1068 {
1069 LOG (llevError, "Error in structure of map\n");
1070 exit (-1);
1071 } 1077 }
1072 1078
1073 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1074 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1075 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1076 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1077 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1078 1084
1079 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1080 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1081 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1085 } 1089 }
1090
1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1086 1100
1087 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1088 this->flags_ = flags; 1102 this->flags_ = flags;
1089 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1090 this->move_on = move_on; 1104 this->move_on = move_on;
1091 this->move_off = move_off; 1105 this->move_off = move_off;
1092 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1093 1109
1094 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1095 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1096 * this point. 1112 * this point.
1097 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1115 */ 1131 */
1116 1132
1117 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1118 { 1134 {
1119 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1121 break; 1137 break;
1122 1138
1123 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1124 if (top && middle) 1140 if (top && middle)
1125 break; 1141 break;
1163 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1164 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1165#endif 1181#endif
1166} 1182}
1167 1183
1168uint64
1169mapspace::volume () const
1170{
1171 uint64 vol = 0;
1172
1173 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1174 vol += op->volume ();
1175
1176 return vol;
1177}
1178
1179maptile * 1184maptile *
1180maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1181{ 1186{
1182 if (tile_path[dir]) 1187 if (tile_path[dir])
1183 { 1188 {
1419 * 1424 *
1420 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1421 * closest body part of 'op1' 1426 * closest body part of 'op1'
1422 */ 1427 */
1423void 1428void
1424get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1425{ 1430{
1426 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1427 { 1432 {
1428 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1429 retval->distance = 10000; 1434 retval->distance = 10000;
1430 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1431 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1432 retval->direction = 0; 1437 retval->direction = 0;
1433 retval->part = 0; 1438 retval->part = 0;
1434 } 1439 }
1435 else 1440 else
1436 { 1441 {
1437 object *best;
1438
1439 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1440 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1441 1444
1442 best = op1; 1445 object *best = op1;
1446
1443 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1444 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1445 { 1449 {
1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1447 1451
1448 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1449 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1450 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1451 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1452 * below works. 1456 * below works.
1453 */ 1457 */
1454 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 { 1459 {
1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1458 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1459 { 1463 {
1460 best_distance = tmpi; 1464 best_distance = tmpi;
1461 best = tmp; 1465 best = tmp;
1462 } 1466 }
1463 } 1467 }
1464 1468
1465 if (best != op1) 1469 if (best != op1)
1466 { 1470 {
1522 int dx, dy; 1526 int dx, dy;
1523 1527
1524 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1525} 1529}
1526 1530
1531//-GPL
1532
1527object * 1533object *
1528maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1529{ 1535{
1530 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1531} 1537}
1542 if (default_region) 1548 if (default_region)
1543 return default_region; 1549 return default_region;
1544 1550
1545 return ::region::default_region (); 1551 return ::region::default_region ();
1546} 1552}
1553
1554//+GPL
1547 1555
1548/* picks a random object from a style map. 1556/* picks a random object from a style map.
1549 */ 1557 */
1550object * 1558object *
1551maptile::pick_random_object (rand_gen &gen) const 1559maptile::pick_random_object (rand_gen &gen) const
1558 */ 1566 */
1559 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1560 { 1568 {
1561 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1562 1570
1563 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1564 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1565 return pick->head_ (); 1573 return pick;
1566 } 1574 }
1567 1575
1568 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1569 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1570} 1578}
1579
1580//-GPL
1571 1581
1572void 1582void
1573maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1574{ 1584{
1575 if (!sound) 1585 if (!sound)
1601 1611
1602 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1604 } 1614 }
1605} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1606 1618
1607static void 1619static void
1608split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1609{ 1621{
1610 // clip to map to the left 1622 // clip to map to the left
1666 r->dx = dx; 1678 r->dx = dx;
1667 r->dy = dy; 1679 r->dy = dy;
1668} 1680}
1669 1681
1670maprect * 1682maprect *
1671maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1672{ 1684{
1673 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1674 buf.clear (); 1685 buf.clear ();
1675 1686
1676 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1677 1688
1678 // add end marker 1689 // add end marker

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