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Comparing deliantra/server/common/map.C (file contents):
Revision 1.146 by root, Sun Aug 17 22:46:26 2008 UTC vs.
Revision 1.180 by root, Thu Jan 14 23:46:14 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 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 "loader.h" 28#include "loader.h"
28#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
29 34
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
33 * 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
68 * by the caller. 73 * by the caller.
69 */ 74 */
70int 75int
71blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 77{
73 object *tmp;
74 int mflags, blocked;
75
76 /* 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
77 * have already checked this. 79 * have already checked this.
78 */ 80 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 82 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 84 return 1;
83 } 85 }
84 86
85 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89 88
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
91 91
92 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 94 * things we need to do for players.
95 */ 95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0; 97 return 0;
98 98
99 /* 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
100 * 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
101 * 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
102 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
111 /* 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
112 * 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
113 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
115 */ 115 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 { 117 {
118 118 if (OB_MOVE_BLOCK (ob, tmp))
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 119 {
122 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
124 * pass through this space. 122 return 1;
125 */ 123 else
126 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
127 { 127 {
128 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))
129 return 1; 132 return 1;
130 else 133 }
131 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;
132 } 143 }
133 else 144 else
134 { 145 return 1; // unconditional block
135 /* In this case, the player must not have the object - 146
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else 147 } else {
145 { 148 // space does not block the ob, directly, but
146 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
147 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154 151
155 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob 153 && tmp->head_ () != ob
157 && tmp != ob 154 && tmp != ob
158 && tmp->type != DOOR 155 && tmp->type != DOOR)
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 return 1; 156 return 1;
161 } 157 }
162
163 } 158 }
159
164 return 0; 160 return 0;
165} 161}
166 162
167/* 163/*
168 * Returns qthe blocking object if the given object can't fit in the given 164 * Returns qthe blocking object if the given object can't fit in the given
220 } 216 }
221 217
222 return 0; 218 return 0;
223} 219}
224 220
225/* When the map is loaded, load_object does not actually insert objects 221//-GPL
226 * into inventory, but just links them. What this does is go through
227 * and insert them properly.
228 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight.
230 */
231void
232fix_container (object *container)
233{
234 object *tmp = container->inv, *next;
235
236 container->inv = 0;
237 while (tmp)
238 {
239 next = tmp->below;
240 if (tmp->inv)
241 fix_container (tmp);
242
243 insert_ob_in_ob (tmp, container);
244 tmp = next;
245 }
246
247 // go through and calculate what all the containers are carrying.
248 //TODO: remove
249 container->update_weight ();
250}
251 222
252void 223void
253maptile::set_object_flag (int flag, int value) 224maptile::set_object_flag (int flag, int value)
254{ 225{
255 if (!spaces) 226 if (!spaces)
270 241
271 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp); 244 INVOKE_OBJECT (RESET, tmp);
274} 245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
258}
259
260//+GPL
275 261
276/* link_multipart_objects go through all the objects on the map looking 262/* link_multipart_objects go through all the objects on the map looking
277 * for objects whose arch says they are multipart yet according to the 263 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when 264 * info we have, they only have the head (as would be expected when
279 * they are saved). 265 * they are saved).
307 op = op->above; 293 op = op->above;
308 } 294 }
309 } 295 }
310} 296}
311 297
298//-GPL
299
312/* 300/*
313 * Loads (ands parses) the objects into a given map from the specified 301 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer. 302 * file pointer.
315 */ 303 */
316bool 304bool
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 320 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 321 {
334 // we insert manually because 322 // we insert manually because
335 // a) its way faster 323 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 324 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 325 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 326 mapspace &ms = at (op->x, op->y);
339 327
340 op->flag [FLAG_REMOVED] = false; 328 op->flag [FLAG_REMOVED] = false;
341 329
342 op->above = 0; 330 op->above = 0;
343 op->below = ms.top; 331 op->below = ms.top;
344 332
345 if (ms.top)
346 ms.top->above = op; 333 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 334
350 ms.top = op; 335 ms.top = op;
351 ms.flags_ = 0; 336 ms.flags_ = 0;
352 } 337 }
353 else 338 else
448 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
449 */ 434 */
450 width = 16; 435 width = 16;
451 height = 16; 436 height = 16;
452 timeout = 300; 437 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
455} 440}
456 441
457maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
458{ 443{
479 if (spaces) 464 if (spaces)
480 return; 465 return;
481 466
482 spaces = salloc0<mapspace> (size ()); 467 spaces = salloc0<mapspace> (size ());
483} 468}
469
470//+GPL
484 471
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 472/* 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 473 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 474 * at a later date.
488 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
565 return items; 552 return items;
566} 553}
567 554
568/* opposite of parse string, this puts the string that was originally fed in to 555/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 556 * the map (or something equivilent) into output_string. */
570static void 557static const char *
571print_shop_string (maptile *m, char *output_string) 558print_shop_string (maptile *m)
572{ 559{
573 int i; 560 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 561
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 562 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 563 {
579 if (m->shopitems[i].typenum) 564 if (m->shopitems[i].typenum)
580 { 565 {
581 if (m->shopitems[i].strength) 566 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 568 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 569 buf.printf ("%s;", m->shopitems[i].name);
585 } 570 }
586 else 571 else
587 { 572 {
588 if (m->shopitems[i].strength) 573 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 574 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 575 else
591 sprintf (tmp, "*"); 576 buf.printf ("*");
592 } 577 }
593
594 strcat (output_string, tmp);
595 } 578 }
579
580 return buf;
596} 581}
582
583//-GPL
597 584
598/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 633 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;
653 634
654 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 637 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 638 case KW_no_drop: thawer.get (no_drop); break;
693 } 674 }
694 675
695 abort (); 676 abort ();
696} 677}
697 678
679//+GPL
680
698/****************************************************************************** 681/******************************************************************************
699 * This is the start of unique map handling code 682 * This is the start of unique map handling code
700 *****************************************************************************/ 683 *****************************************************************************/
701 684
702/* This goes through the maptile and removed any unique items on the map. */ 685/* This goes through the maptile and removed any unique items on the map. */
712 695
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1; 697 unique = 1;
715 698
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy (); 700 op->destroy ();
720 }
721 701
722 op = above; 702 op = above;
723 } 703 }
724 } 704 }
725} 705}
726 706
707//-GPL
708
727bool 709bool
728maptile::_save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
729{ 711{
730#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
732 714
733 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
734 716
735 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
736 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
737 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
738 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
739 MAP_OUT (fixed_resettime); 721 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset); 722 MAP_OUT (no_reset);
741 MAP_OUT (no_drop); 723 MAP_OUT (no_drop);
742 MAP_OUT (difficulty); 724 MAP_OUT (difficulty);
743
744 if (default_region) MAP_OUT2 (region, default_region->name); 725 if (default_region) MAP_OUT2 (region, default_region->name);
745 726
746 if (shopitems) 727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
747 {
748 char shop[MAX_BUF];
749 print_shop_string (this, shop);
750 MAP_OUT2 (shopitems, shop);
751 }
752
753 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
755 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
757 MAP_OUT (darkness); 732
758 MAP_OUT (width); 733 MAP_OUT (width);
759 MAP_OUT (height); 734 MAP_OUT (height);
760 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
761 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
762 737 MAP_OUT (darkness);
763 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
764 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
765
766 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
767 MAP_OUT (temp); 739
768 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
769 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
770 MAP_OUT (windspeed);
771 MAP_OUT (winddir);
772 MAP_OUT (sky);
773 742
774 MAP_OUT (per_player); 743 MAP_OUT (per_player);
775 MAP_OUT (per_party); 744 MAP_OUT (per_party);
776 745
777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
781 750
782 freezer.put (this); 751 freezer.put (this);
783 freezer.put (KW_end); 752 freezer.put (KW(end));
784 753
785 return true; 754 return true;
786} 755}
787 756
788bool 757bool
793 if (!_save_header (freezer)) 762 if (!_save_header (freezer))
794 return false; 763 return false;
795 764
796 return freezer.save (path); 765 return freezer.save (path);
797} 766}
767
768//+GPL
798 769
799/* 770/*
800 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
801 */ 772 */
802void 773void
813 784
814 op->flag [FLAG_REMOVED] = true; 785 op->flag [FLAG_REMOVED] = true;
815 786
816 object *head = op->head_ (); 787 object *head = op->head_ ();
817 if (op == head) 788 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy (); 789 op->destroy ();
821 }
822 else if (head->map != op->map) 790 else if (head->map != op->map)
823 { 791 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 792 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy (); 793 head->destroy ();
826 } 794 }
874 842
875 clear (); 843 clear ();
876} 844}
877 845
878/* decay and destroy perishable items in a map */ 846/* decay and destroy perishable items in a map */
847// TODO: should be done regularly, not on map load?
879void 848void
880maptile::do_decay_objects () 849maptile::do_decay_objects ()
881{ 850{
882 if (!spaces) 851 if (!spaces)
883 return; 852 return;
885 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above) 855 for (object *above, *op = ms->bot; op; op = above)
887 { 856 {
888 above = op->above; 857 above = op->above;
889 858
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :) 859 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break; 861 break;
862
863 bool destroy = 0;
895 864
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE) 867 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
930 || mat & M_LIQUID 899 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1) 900 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1) 901 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32)) 904 //|| (mat & M_ICE && temp > 32)
905 )
936 destroy = 1; 906 destroy = 1;
937 } 907 }
938 908
939 /* adjust overall chance below */ 909 /* adjust overall chance below */
940 if (destroy && rndm (0, 1)) 910 if (destroy && rndm (0, 1))
941 op->destroy (); 911 op->destroy ();
942 }
943}
944
945/*
946 * Updates every button on the map (by calling update_button() for them).
947 */
948void
949maptile::update_buttons ()
950{
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
966 } 912 }
967} 913}
968 914
969/* 915/*
970 * This routine is supposed to find out the difficulty of the map. 916 * This routine is supposed to find out the difficulty of the map.
971 * difficulty does not have a lot to do with character level, 917 * difficulty does not have a lot to do with character level,
972 * but does have a lot to do with treasure on the map. 918 * but does have a lot to do with treasure on the map.
973 * 919 *
974 * Difficulty can now be set by the map creature. If the value stored 920 * Difficulty can now be set by the map creator. If the value stored
975 * in the map is zero, then use this routine. Maps should really 921 * in the map is zero, then use this routine. Maps should really
976 * have a difficulty set than using this function - human calculation 922 * have a difficulty set rather than using this function - human calculation
977 * is much better than this functions guesswork. 923 * is much better than this function's guesswork.
978 */ 924 */
979int 925int
980maptile::estimate_difficulty () const 926maptile::estimate_difficulty () const
981{ 927{
982 long monster_cnt = 0; 928 long monster_cnt = 0;
1027 * postive values make it darker, negative make it brighter 973 * postive values make it darker, negative make it brighter
1028 */ 974 */
1029int 975int
1030maptile::change_map_light (int change) 976maptile::change_map_light (int change)
1031{ 977{
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */ 978 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 979 if (!change)
1036 return 0; 980 return 0;
1037 981
1038 /* inform all players on the map */ 982 /* inform all players on the map */
1039 if (change > 0) 983 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 984 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else 985 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 986 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 987
1044 /* Do extra checking. since darkness is a unsigned value, 988 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1045 * we need to be extra careful about negative values.
1046 * In general, the checks below are only needed if change
1047 * is not +/-1
1048 */
1049 if (new_level < 0)
1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1054 darkness = new_level;
1055 989
1056 /* All clients need to get re-updated for the change */ 990 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this); 991 update_all_map_los (this);
1058 992
1059 return 1; 993 return 1;
1067 */ 1001 */
1068void 1002void
1069mapspace::update_ () 1003mapspace::update_ ()
1070{ 1004{
1071 object *last = 0; 1005 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1007 sint8 light = 0;
1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1074 1013
1075 //object *middle = 0; 1014 //object *middle = 0;
1076 //object *top = 0; 1015 //object *top = 0;
1077 //object *floor = 0; 1016 //object *floor = 0;
1078 // this seems to generate better code than using locals, above 1017 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0; 1018 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0; 1019 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0; 1020 object *&floor = faces_obj[2] = 0;
1082 1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1023
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 { 1025 {
1085 /* This could be made additive I guess (two lights better than 1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1086 * one). But if so, it shouldn't be a simple additive - 2
1087 * light bulbs do not illuminate twice as far as once since
1088 * it is a dissapation factor that is cubed.
1089 */
1090 light = max (light, tmp->glow_radius); 1027 light += tmp->glow_radius;
1091 1028
1092 /* This call is needed in order to update objects the player 1029 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc). 1030 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn 1031 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1096 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1097 * 1034 *
1098 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1099 */ 1036 */
1100 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1101 { 1038 {
1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1103 top = tmp; 1040 top = tmp;
1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1105 { 1042 {
1106 /* If we got a floor, that means middle and top were below it, 1043 /* If we got a floor, that means middle and top were below it,
1107 * so should not be visible, so we clear them. 1044 * so should not be visible, so we clear them.
1108 */ 1045 */
1109 middle = 0; 1046 middle = 0;
1110 top = 0; 1047 top = 0;
1111 floor = tmp; 1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1112 } 1051 }
1113 /* Flag anywhere have high priority */ 1052 else
1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1115 { 1053 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1059
1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1116 middle = tmp; 1071 middle = tmp;
1117 anywhere = 1; 1072 }
1118 } 1073 }
1119
1120 /* Find the highest visible face around. If equal
1121 * visibilities, we still want the one nearer to the
1122 * top
1123 */
1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1125 middle = tmp;
1126 }
1127
1128 if (tmp == tmp->above)
1129 {
1130 LOG (llevError, "Error in structure of map\n");
1131 exit (-1);
1132 } 1074 }
1133 1075
1134 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1135 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1136 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1137 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1139 1081
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1142 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1143 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1144 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1145 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1146 } 1086 }
1147 1087
1148 this->light = light; 1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1149 this->flags_ = flags; 1099 this->flags_ = flags;
1150 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1151 this->move_on = move_on; 1101 this->move_on = move_on;
1152 this->move_off = move_off; 1102 this->move_off = move_off;
1153 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1154 1106
1155 /* At this point, we have a floor face (if there is a floor), 1107 /* At this point, we have a floor face (if there is a floor),
1156 * and the floor is set - we are not going to touch it at 1108 * and the floor is set - we are not going to touch it at
1157 * this point. 1109 * this point.
1158 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.
1224 faces_obj [1] = middle; 1176 faces_obj [1] = middle;
1225 faces_obj [2] = floor; 1177 faces_obj [2] = floor;
1226#endif 1178#endif
1227} 1179}
1228 1180
1229uint64 1181maptile *
1230mapspace::volume () const
1231{
1232 uint64 vol = 0;
1233
1234 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1235 vol += op->volume ();
1236
1237 return vol;
1238}
1239
1240bool
1241maptile::tile_available (int dir, bool load) 1182maptile::tile_available (int dir, bool load)
1242{ 1183{
1243 if (!tile_path[dir]) 1184 if (tile_path[dir])
1244 return 0; 1185 {
1245
1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1247 return 1; 1187 return tile_map[dir];
1248 1188
1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1250 return 1; 1190 return tile_map[dir];
1191 }
1251 1192
1252 return 0; 1193 return 0;
1253} 1194}
1254 1195
1255/* this returns TRUE if the coordinates (x,y) are out of 1196/* this returns TRUE if the coordinates (x,y) are out of
1561 else 1502 else
1562 { 1503 {
1563 retval->distance_x += op2->x - x; 1504 retval->distance_x += op2->x - x;
1564 retval->distance_y += op2->y - y; 1505 retval->distance_y += op2->y - y;
1565 1506
1566 retval->part = NULL; 1507 retval->part = 0;
1567 retval->distance = idistance (retval->distance_x, retval->distance_y); 1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1568 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1569 } 1510 }
1570} 1511}
1571 1512
1572/* Returns true of op1 and op2 are effectively on the same map 1513/* Returns true of op1 and op2 are effectively on the same map
1583 int dx, dy; 1524 int dx, dy;
1584 1525
1585 return adjacent_map (op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1586} 1527}
1587 1528
1529//-GPL
1530
1588object * 1531object *
1589maptile::insert (object *op, int x, int y, object *originator, int flags) 1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1590{ 1533{
1591 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1592} 1535}
1603 if (default_region) 1546 if (default_region)
1604 return default_region; 1547 return default_region;
1605 1548
1606 return ::region::default_region (); 1549 return ::region::default_region ();
1607} 1550}
1551
1552//+GPL
1608 1553
1609/* picks a random object from a style map. 1554/* picks a random object from a style map.
1610 */ 1555 */
1611object * 1556object *
1612maptile::pick_random_object (rand_gen &gen) const 1557maptile::pick_random_object (rand_gen &gen) const
1625 if (pick && pick->is_head ()) 1570 if (pick && pick->is_head ())
1626 return pick->head_ (); 1571 return pick->head_ ();
1627 } 1572 }
1628 1573
1629 // instead of crashing in the unlikely(?) case, try to return *something* 1574 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug"); 1575 return archetype::find (shstr_bug);
1631} 1576}
1577
1578//-GPL
1632 1579
1633void 1580void
1634maptile::play_sound (faceidx sound, int x, int y) const 1581maptile::play_sound (faceidx sound, int x, int y) const
1635{ 1582{
1636 if (!sound) 1583 if (!sound)
1637 return; 1584 return;
1638 1585
1586 for_all_players_on_map (pl, this)
1587 if (client *ns = pl->ns)
1588 {
1589 int dx = x - pl->ob->x;
1590 int dy = y - pl->ob->y;
1591
1592 int distance = idistance (dx, dy);
1593
1594 if (distance <= MAX_SOUND_DISTANCE)
1595 ns->play_sound (sound, dx, dy);
1596 }
1597}
1598
1599void
1600maptile::say_msg (const char *msg, int x, int y) const
1601{
1639 for_all_players (pl) 1602 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns) 1603 if (client *ns = pl->ns)
1642 { 1604 {
1643 int dx = x - pl->ob->x; 1605 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y; 1606 int dy = y - pl->ob->y;
1645 1607
1646 int distance = idistance (dx, dy); 1608 int distance = idistance (dx, dy);
1647 1609
1648 if (distance <= MAX_SOUND_DISTANCE) 1610 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy); 1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1650 } 1612 }
1651} 1613}
1652 1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680{
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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