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Comparing deliantra/server/common/map.C (file contents):
Revision 1.133 by root, Wed Apr 2 11:13:52 2008 UTC vs.
Revision 1.177 by root, Wed Nov 11 23:27:56 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 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31//+GPL
32
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
36 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
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 /* sum_weight will go through and calculate what all the containers are
251 * carrying.
252 */
253 sum_weight (container);
254}
255 223
256void 224void
257maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
258{ 226{
259 if (!spaces) 227 if (!spaces)
261 229
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
265} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
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
266 262
267/* 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
268 * 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
269 * 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
270 * they are saved). 266 * they are saved).
298 op = op->above; 294 op = op->above;
299 } 295 }
300 } 296 }
301} 297}
302 298
299//-GPL
300
303/* 301/*
304 * 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
305 * file pointer. 303 * file pointer.
306 */ 304 */
307bool 305bool
314 switch (f.kw) 312 switch (f.kw)
315 { 313 {
316 case KW_arch: 314 case KW_arch:
317 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
318 { 316 {
317 // TODO: why?
319 if (op->inv) 318 if (op->inv)
320 sum_weight (op); 319 op->update_weight ();
321 320
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 322 {
324 // we insert manually because 323 // we insert manually because
325 // a) its way faster 324 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 325 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 326 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 327 mapspace &ms = at (op->x, op->y);
329 328
330 op->flag [FLAG_REMOVED] = false; 329 op->flag [FLAG_REMOVED] = false;
331 330
332 op->above = 0; 331 op->above = 0;
333 op->below = ms.top; 332 op->below = ms.top;
334 333
335 if (ms.top)
336 ms.top->above = op; 334 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 335
340 ms.top = op; 336 ms.top = op;
341 ms.flags_ = 0; 337 ms.flags_ = 0;
342 } 338 }
343 else 339 else
438 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
439 */ 435 */
440 width = 16; 436 width = 16;
441 height = 16; 437 height = 16;
442 timeout = 300; 438 timeout = 300;
443 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
444 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
445} 441}
446 442
447maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
448{ 444{
469 if (spaces) 465 if (spaces)
470 return; 466 return;
471 467
472 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
473} 469}
470
471//+GPL
474 472
475/* 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
476 * 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
477 * at a later date. 475 * at a later date.
478 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
555 return items; 553 return items;
556} 554}
557 555
558/* 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
559 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
560static void 558static const char *
561print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
562{ 560{
563 int i; 561 static dynbuf_text buf; buf.clear ();
564 char tmp[MAX_BUF];
565 562
566 strcpy (output_string, "");
567 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
568 { 564 {
569 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
570 { 566 {
571 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
572 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);
573 else 569 else
574 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
575 } 571 }
576 else 572 else
577 { 573 {
578 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
579 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
580 else 576 else
581 sprintf (tmp, "*"); 577 buf.printf ("*");
582 } 578 }
583
584 strcat (output_string, tmp);
585 } 579 }
580
581 return buf;
586} 582}
583
584//-GPL
587 585
588/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
590 * 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
591 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
642 case KW_sky: thawer.get (sky); break; 640 case KW_sky: thawer.get (sky); break;
643 641
644 case KW_per_player: thawer.get (per_player); break; 642 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 643 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
647 646
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 649
651 // old names new names 650 // old names new names
682 } 681 }
683 682
684 abort (); 683 abort ();
685} 684}
686 685
686//+GPL
687
687/****************************************************************************** 688/******************************************************************************
688 * This is the start of unique map handling code 689 * This is the start of unique map handling code
689 *****************************************************************************/ 690 *****************************************************************************/
690 691
691/* This goes through the maptile and removed any unique items on the map. */ 692/* This goes through the maptile and removed any unique items on the map. */
701 702
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 704 unique = 1;
704 705
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 707 op->destroy ();
709 }
710 708
711 op = above; 709 op = above;
712 } 710 }
713 } 711 }
714} 712}
715 713
714//-GPL
715
716bool 716bool
717maptile::_save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
718{ 718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 720#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 721
722 MAP_OUT2 (arch, "map"); 722 MAP_OUT2 (arch, CS(map));
723 723
724 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
733 733
734 if (shopitems) 734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 {
736 char shop[MAX_BUF];
737 print_shop_string (this, shop);
738 MAP_OUT2 (shopitems, shop);
739 }
740
741 MAP_OUT (shopgreed); 735 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin); 736 MAP_OUT (shopmin);
743 MAP_OUT (shopmax); 737 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace); 738 if (shoprace) MAP_OUT (shoprace);
739
745 MAP_OUT (darkness); 740 MAP_OUT (darkness);
746 MAP_OUT (width); 741 MAP_OUT (width);
747 MAP_OUT (height); 742 MAP_OUT (height);
748 MAP_OUT (enter_x); 743 MAP_OUT (enter_x);
749 MAP_OUT (enter_y); 744 MAP_OUT (enter_y);
750 745
751 if (msg) freezer.put (KW_msg , KW_endmsg , msg); 746 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
752 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); 747 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
753 748
754 MAP_OUT (outdoor); 749 MAP_OUT (outdoor);
755 MAP_OUT (temp); 750 MAP_OUT (temp);
756 MAP_OUT (pressure); 751 MAP_OUT (pressure);
757 MAP_OUT (humid); 752 MAP_OUT (humid);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769 764
770 freezer.put (this); 765 freezer.put (this);
771 freezer.put (KW_end); 766 freezer.put (KW(end));
772 767
773 return true; 768 return true;
774} 769}
775 770
776bool 771bool
781 if (!_save_header (freezer)) 776 if (!_save_header (freezer))
782 return false; 777 return false;
783 778
784 return freezer.save (path); 779 return freezer.save (path);
785} 780}
781
782//+GPL
786 783
787/* 784/*
788 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
789 */ 786 */
790void 787void
801 798
802 op->flag [FLAG_REMOVED] = true; 799 op->flag [FLAG_REMOVED] = true;
803 800
804 object *head = op->head_ (); 801 object *head = op->head_ ();
805 if (op == head) 802 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 803 op->destroy ();
809 }
810 else if (head->map != op->map) 804 else if (head->map != op->map)
811 { 805 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 807 head->destroy ();
814 } 808 }
815 } 809 }
816 810
817 sfree (spaces, size ()), spaces = 0; 811 sfree0 (spaces, size ());
818 } 812 }
819 813
820 if (buttons) 814 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 815 free_objectlinkpt (buttons), buttons = 0;
822 816
823 sfree (regions, size ()); regions = 0; 817 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 818 delete [] regionmap; regionmap = 0;
825} 819}
826 820
827void 821void
828maptile::clear_header () 822maptile::clear_header ()
929 op->destroy (); 923 op->destroy ();
930 } 924 }
931} 925}
932 926
933/* 927/*
934 * Updates every button on the map (by calling update_button() for them).
935 */
936void
937maptile::update_buttons ()
938{
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
954 }
955}
956
957/*
958 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
961 * 931 *
962 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
963 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
966 */ 936 */
967int 937int
968maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
969{ 939{
970 long monster_cnt = 0; 940 long monster_cnt = 0;
982 952
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 954 {
985 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
986 956
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
988 total_exp += at->stats.exp * 8; 959 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 960 monster_cnt++;
961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
991 } 968 }
992 } 969 }
993 970
994 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
995 972
1008 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1009 */ 986 */
1010int 987int
1011maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1012{ 989{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 990 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1017 return 0; 992 return 0;
1018 993
1019 /* inform all players on the map */ 994 /* inform all players on the map */
1020 if (change > 0) 995 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 997 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 999
1025 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1026 * we need to be extra careful about negative values.
1027 * In general, the checks below are only needed if change
1028 * is not +/-1
1029 */
1030 if (new_level < 0)
1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1035 darkness = new_level;
1036 1001
1037 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1039 return 1; 1005 return 1;
1040} 1006}
1041 1007
1042/* 1008/*
1043 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1046 * through, etc) 1012 * through, etc)
1047 */ 1013 */
1048void 1014void
1049mapspace::update_ () 1015mapspace::update_ ()
1050{ 1016{
1051 object *tmp, *last = 0; 1017 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1054 1025
1055 //object *middle = 0; 1026 //object *middle = 0;
1056 //object *top = 0; 1027 //object *top = 0;
1057 //object *floor = 0; 1028 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1062 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1037 {
1065 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1066 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed.
1069 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1072 1040
1073 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1077 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1078 * 1046 *
1079 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1080 */ 1048 */
1081 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1082 { 1050 {
1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1084 top = tmp; 1052 top = tmp;
1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1086 { 1054 {
1087 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1088 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1089 */ 1057 */
1090 middle = 0; 1058 middle = 0;
1091 top = 0; 1059 top = 0;
1092 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1093 } 1063 }
1094 /* Flag anywhere have high priority */ 1064 else
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp; 1083 middle = tmp;
1098 anywhere = 1; 1084 }
1099 } 1085 }
1100 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the
1102 * top
1103 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1105 middle = tmp;
1106 }
1107
1108 if (tmp == tmp->above)
1109 {
1110 LOG (llevError, "Error in structure of map\n");
1111 exit (-1);
1112 } 1086 }
1113 1087
1114 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1115 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1116 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1117 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1118 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1119 1093
1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1122 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1098 }
1127 1099
1128 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1111 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1113 this->move_on = move_on;
1132 this->move_off = move_off; 1114 this->move_off = move_off;
1133 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1134 1118
1135 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1136 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1137 * this point. 1121 * this point.
1138 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1153 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1156 */ 1140 */
1157 1141
1158 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1143 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1146 break;
1163 1147
1204 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1205 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1206#endif 1190#endif
1207} 1191}
1208 1192
1209uint64 1193maptile *
1210mapspace::volume () const
1211{
1212 uint64 vol = 0;
1213
1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
1216
1217 return vol;
1218}
1219
1220bool
1221maptile::tile_available (int dir, bool load) 1194maptile::tile_available (int dir, bool load)
1222{ 1195{
1223 if (!tile_path[dir]) 1196 if (tile_path[dir])
1224 return 0; 1197 {
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1199 return tile_map[dir];
1228 1200
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1202 return tile_map[dir];
1203 }
1231 1204
1232 return 0; 1205 return 0;
1233} 1206}
1234 1207
1235/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1541 else 1514 else
1542 { 1515 {
1543 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
1545 1518
1546 retval->part = NULL; 1519 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 } 1522 }
1550} 1523}
1551 1524
1552/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
1563 int dx, dy; 1536 int dx, dy;
1564 1537
1565 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
1566} 1539}
1567 1540
1541//-GPL
1542
1568object * 1543object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1545{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1547}
1576 1548
1577region * 1549region *
1578maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1587 return default_region; 1559 return default_region;
1588 1560
1589 return ::region::default_region (); 1561 return ::region::default_region ();
1590} 1562}
1591 1563
1564//+GPL
1565
1592/* picks a random object from a style map. 1566/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1567 */
1596object * 1568object *
1597maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1598{ 1570{
1599 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1604 */ 1576 */
1605 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1606 { 1578 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1608 1580
1609 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1611 return pick->head_ (); 1583 return pick->head_ ();
1612 } 1584 }
1613 1585
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1587 return archetype::find (shstr_bug);
1616} 1588}
1589
1590//-GPL
1617 1591
1618void 1592void
1619maptile::play_sound (faceidx sound, int x, int y) const 1593maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1594{
1621 if (!sound) 1595 if (!sound)
1622 return; 1596 return;
1623 1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1624 for_all_players (pl) 1614 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1615 if (client *ns = pl->ns)
1627 { 1616 {
1628 int dx = x - pl->ob->x; 1617 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1618 int dy = y - pl->ob->y;
1630 1619
1631 int distance = idistance (dx, dy); 1620 int distance = idistance (dx, dy);
1632 1621
1633 if (distance <= MAX_SOUND_DISTANCE) 1622 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1624 }
1636} 1625}
1637 1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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