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Comparing deliantra/server/common/map.C (file contents):
Revision 1.152 by root, Tue Dec 23 01:51:27 2008 UTC vs.
Revision 1.173 by root, Mon Nov 9 18:47:56 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 (©) 2005,2006,2007,2008 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
29 32
30sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
31 34
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
70 * by the caller. 73 * by the caller.
71 */ 74 */
72int 75int
73blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 77{
75 object *tmp;
76 int mflags, blocked;
77
78 /* 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
79 * have already checked this. 79 * have already checked this.
80 */ 80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 82 {
83 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");
84 return 1; 84 return 1;
85 } 85 }
86 86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 88
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
93 91
94 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 94 * things we need to do for players.
97 */ 95 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 97 return 0;
100 98
101 /* 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
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
117 */ 115 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 117 {
120 118 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 119 {
124 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
126 * pass through this space. 122 return 1;
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 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))
131 return 1; 132 return 1;
132 else 133 }
133 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;
134 } 143 }
135 else 144 else
136 { 145 return 1; // unconditional block
137 /* In this case, the player must not have the object - 146
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 147 } else {
147 { 148 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 151
157 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 153 && tmp->head_ () != ob
159 && tmp != ob 154 && tmp != ob
160 && tmp->type != DOOR 155 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 157 return 1;
163 } 158 }
164
165 } 159 }
160
166 return 0; 161 return 0;
167} 162}
168 163
169/* 164/*
170 * 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
228 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
229 * and insert them properly. 224 * and insert them properly.
230 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
232 */ 227 */
233void 228static void
234fix_container (object *container) 229fix_container (object *container)
235{ 230{
236 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
237 232
238 container->inv = 0; 233 container->inv = 0;
249 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
250 //TODO: remove 245 //TODO: remove
251 container->update_weight (); 246 container->update_weight ();
252} 247}
253 248
249//-GPL
250
254void 251void
255maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
256{ 253{
257 if (!spaces) 254 if (!spaces)
258 return; 255 return;
272 269
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
276} 273}
274
275//+GPL
277 276
278/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
279 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
280 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
281 * they are saved). 280 * they are saved).
309 op = op->above; 308 op = op->above;
310 } 309 }
311 } 310 }
312} 311}
313 312
313//-GPL
314
314/* 315/*
315 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer. 317 * file pointer.
317 */ 318 */
318bool 319bool
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 { 336 {
336 // we insert manually because 337 // we insert manually because
337 // a) its way faster 338 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that 339 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct 340 // c) it's correct
340 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
341 342
342 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
343 344
344 op->above = 0; 345 op->above = 0;
345 op->below = ms.top; 346 op->below = ms.top;
346 347
347 if (ms.top)
348 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
351 349
352 ms.top = op; 350 ms.top = op;
353 ms.flags_ = 0; 351 ms.flags_ = 0;
354 } 352 }
355 else 353 else
450 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
451 */ 449 */
452 width = 16; 450 width = 16;
453 height = 16; 451 height = 16;
454 timeout = 300; 452 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 453 max_items = MAX_ITEM_PER_ACTION;
456 max_volume = 2000000; // 2m³ 454 max_volume = 2000000; // 2m³
457} 455}
458 456
459maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
460{ 458{
481 if (spaces) 479 if (spaces)
482 return; 480 return;
483 481
484 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
485} 483}
484
485//+GPL
486 486
487/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date. 489 * at a later date.
490 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
567 return items; 567 return items;
568} 568}
569 569
570/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
572static void 572static const char *
573print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
574{ 574{
575 int i; 575 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 576
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 578 {
581 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
582 { 580 {
583 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 583 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
587 } 585 }
588 else 586 else
589 { 587 {
590 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 590 else
593 sprintf (tmp, "*"); 591 buf.printf ("*");
594 } 592 }
595
596 strcat (output_string, tmp);
597 } 593 }
594
595 return buf;
598} 596}
597
598//-GPL
599 599
600/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
695 } 695 }
696 696
697 abort (); 697 abort ();
698} 698}
699 699
700//+GPL
701
700/****************************************************************************** 702/******************************************************************************
701 * This is the start of unique map handling code 703 * This is the start of unique map handling code
702 *****************************************************************************/ 704 *****************************************************************************/
703 705
704/* This goes through the maptile and removed any unique items on the map. */ 706/* This goes through the maptile and removed any unique items on the map. */
720 722
721 op = above; 723 op = above;
722 } 724 }
723 } 725 }
724} 726}
727
728//-GPL
725 729
726bool 730bool
727maptile::_save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
728{ 732{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
737 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset); 743 MAP_OUT (no_reset);
740 MAP_OUT (no_drop); 744 MAP_OUT (no_drop);
741 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
744 747
745 if (shopitems) 748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
746 {
747 char shop[MAX_BUF];
748 print_shop_string (this, shop);
749 MAP_OUT2 (shopitems, shop);
750 }
751
752 MAP_OUT (shopgreed); 749 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
754 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
756 MAP_OUT (darkness); 754 MAP_OUT (darkness);
757 MAP_OUT (width); 755 MAP_OUT (width);
758 MAP_OUT (height); 756 MAP_OUT (height);
759 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
760 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
792 if (!_save_header (freezer)) 790 if (!_save_header (freezer))
793 return false; 791 return false;
794 792
795 return freezer.save (path); 793 return freezer.save (path);
796} 794}
795
796//+GPL
797 797
798/* 798/*
799 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
800 */ 800 */
801void 801void
937 op->destroy (); 937 op->destroy ();
938 } 938 }
939} 939}
940 940
941/* 941/*
942 * Updates every button on the map (by calling update_button() for them).
943 */
944void
945maptile::update_buttons ()
946{
947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
948 for (objectlink *ol = obp->link; ol; ol = ol->next)
949 {
950 if (!ol->ob)
951 {
952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
958 {
959 update_button (ol->ob);
960 break;
961 }
962 }
963}
964
965/*
966 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
967 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
968 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
969 * 945 *
970 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
971 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
972 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
973 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
974 */ 950 */
975int 951int
976maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
977{ 953{
978 long monster_cnt = 0; 954 long monster_cnt = 0;
1023 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1024 */ 1000 */
1025int 1001int
1026maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1027{ 1003{
1028 int new_level = darkness + change;
1029
1030 /* Nothing to do */ 1004 /* Nothing to do */
1031 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1032 return 0; 1006 return 0;
1033 1007
1034 /* inform all players on the map */ 1008 /* inform all players on the map */
1035 if (change > 0) 1009 if (change > 0)
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1037 else 1011 else
1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1039 1013
1040 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1041 * we need to be extra careful about negative values.
1042 * In general, the checks below are only needed if change
1043 * is not +/-1
1044 */
1045 if (new_level < 0)
1046 darkness = 0;
1047 else if (new_level >= MAX_DARKNESS)
1048 darkness = MAX_DARKNESS;
1049 else
1050 darkness = new_level;
1051 1015
1052 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1053 update_all_map_los (this); 1017 update_all_map_los (this);
1054 1018
1055 return 1; 1019 return 1;
1063 */ 1027 */
1064void 1028void
1065mapspace::update_ () 1029mapspace::update_ ()
1066{ 1030{
1067 object *last = 0; 1031 object *last = 0;
1068 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1069 sint8 light = 0; 1033 sint8 light = 0;
1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1071 1038
1072 //object *middle = 0; 1039 //object *middle = 0;
1073 //object *top = 0; 1040 //object *top = 0;
1074 //object *floor = 0; 1041 //object *floor = 0;
1075 // this seems to generate better code than using locals, above 1042 // this seems to generate better code than using locals, above
1076 object *&top = faces_obj[0] = 0; 1043 object *&top = faces_obj[0] = 0;
1077 object *&middle = faces_obj[1] = 0; 1044 object *&middle = faces_obj[1] = 0;
1078 object *&floor = faces_obj[2] = 0; 1045 object *&floor = faces_obj[2] = 0;
1046
1047 object::flags_t allflags; // all flags of all objects or'ed together
1079 1048
1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1049 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1081 { 1050 {
1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1083 light += tmp->glow_radius; 1052 light += tmp->glow_radius;
1088 * 3 times each time the player moves, because many of the 1057 * 3 times each time the player moves, because many of the
1089 * functions the move_player calls eventualy call this. 1058 * functions the move_player calls eventualy call this.
1090 * 1059 *
1091 * Always put the player down for drawing. 1060 * Always put the player down for drawing.
1092 */ 1061 */
1093 if (!tmp->invisible) 1062 if (expect_true (!tmp->invisible))
1094 { 1063 {
1095 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1096 top = tmp; 1065 top = tmp;
1097 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1066 else
1098 { 1067 {
1068 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 {
1099 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1100 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1101 */ 1072 */
1102 middle = 0; 1073 middle = 0;
1103 top = 0; 1074 top = 0;
1104 floor = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1078 }
1079 else
1080 {
1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1095 middle = tmp;
1096 }
1105 } 1097 }
1106 /* Flag anywhere have high priority */
1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1108 {
1109 middle = tmp;
1110 anywhere = 1;
1111 }
1112
1113 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the
1115 * top
1116 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1118 middle = tmp;
1119 }
1120
1121 if (tmp == tmp->above)
1122 {
1123 LOG (llevError, "Error in structure of map\n");
1124 exit (-1);
1125 } 1098 }
1126 1099
1127 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1128 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1129 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1130 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1131 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1132 1105
1133 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1134 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1135 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139 } 1110 }
1111
1112 // FLAG_SEE_ANYWHERE takes precedence
1113 if (anywhere)
1114 middle = anywhere;
1115
1116 // ORing all flags together and checking them here is much faster
1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1140 1121
1141 this->light = min (light, MAX_LIGHT_RADIUS); 1122 this->light = min (light, MAX_LIGHT_RADIUS);
1142 this->flags_ = flags; 1123 this->flags_ = flags;
1143 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1144 this->move_on = move_on; 1125 this->move_on = move_on;
1145 this->move_off = move_off; 1126 this->move_off = move_off;
1146 this->move_slow = move_slow; 1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1147 1130
1148 /* At this point, we have a floor face (if there is a floor), 1131 /* At this point, we have a floor face (if there is a floor),
1149 * and the floor is set - we are not going to touch it at 1132 * and the floor is set - we are not going to touch it at
1150 * this point. 1133 * this point.
1151 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1217 faces_obj [1] = middle; 1200 faces_obj [1] = middle;
1218 faces_obj [2] = floor; 1201 faces_obj [2] = floor;
1219#endif 1202#endif
1220} 1203}
1221 1204
1222uint64 1205maptile *
1223mapspace::volume () const
1224{
1225 uint64 vol = 0;
1226
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol;
1231}
1232
1233bool
1234maptile::tile_available (int dir, bool load) 1206maptile::tile_available (int dir, bool load)
1235{ 1207{
1236 if (!tile_path[dir]) 1208 if (tile_path[dir])
1237 return 0; 1209 {
1238
1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1240 return 1; 1211 return tile_map[dir];
1241 1212
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243 return 1; 1214 return tile_map[dir];
1215 }
1244 1216
1245 return 0; 1217 return 0;
1246} 1218}
1247 1219
1248/* this returns TRUE if the coordinates (x,y) are out of 1220/* this returns TRUE if the coordinates (x,y) are out of
1554 else 1526 else
1555 { 1527 {
1556 retval->distance_x += op2->x - x; 1528 retval->distance_x += op2->x - x;
1557 retval->distance_y += op2->y - y; 1529 retval->distance_y += op2->y - y;
1558 1530
1559 retval->part = NULL; 1531 retval->part = 0;
1560 retval->distance = idistance (retval->distance_x, retval->distance_y); 1532 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1561 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1533 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1562 } 1534 }
1563} 1535}
1564 1536
1565/* Returns true of op1 and op2 are effectively on the same map 1537/* Returns true of op1 and op2 are effectively on the same map
1576 int dx, dy; 1548 int dx, dy;
1577 1549
1578 return adjacent_map (op1->map, op2->map, &dx, &dy); 1550 return adjacent_map (op1->map, op2->map, &dx, &dy);
1579} 1551}
1580 1552
1553//-GPL
1554
1581object * 1555object *
1582maptile::insert (object *op, int x, int y, object *originator, int flags) 1556maptile::insert (object *op, int x, int y, object *originator, int flags)
1583{ 1557{
1584 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1558 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1585} 1559}
1596 if (default_region) 1570 if (default_region)
1597 return default_region; 1571 return default_region;
1598 1572
1599 return ::region::default_region (); 1573 return ::region::default_region ();
1600} 1574}
1575
1576//+GPL
1601 1577
1602/* picks a random object from a style map. 1578/* picks a random object from a style map.
1603 */ 1579 */
1604object * 1580object *
1605maptile::pick_random_object (rand_gen &gen) const 1581maptile::pick_random_object (rand_gen &gen) const
1618 if (pick && pick->is_head ()) 1594 if (pick && pick->is_head ())
1619 return pick->head_ (); 1595 return pick->head_ ();
1620 } 1596 }
1621 1597
1622 // instead of crashing in the unlikely(?) case, try to return *something* 1598 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return archetype::find ("bug"); 1599 return archetype::find (shstr_bug);
1624} 1600}
1601
1602//-GPL
1625 1603
1626void 1604void
1627maptile::play_sound (faceidx sound, int x, int y) const 1605maptile::play_sound (faceidx sound, int x, int y) const
1628{ 1606{
1629 if (!sound) 1607 if (!sound)
1640 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1641 ns->play_sound (sound, dx, dy); 1619 ns->play_sound (sound, dx, dy);
1642 } 1620 }
1643} 1621}
1644 1622
1623void
1624maptile::say_msg (const char *msg, int x, int y) const
1625{
1626 for_all_players (pl)
1627 if (client *ns = pl->ns)
1628 {
1629 int dx = x - pl->ob->x;
1630 int dy = y - pl->ob->y;
1631
1632 int distance = idistance (dx, dy);
1633
1634 if (distance <= MAX_SOUND_DISTANCE)
1635 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1636 }
1637}
1638
1639static void
1640split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1641{
1642 // clip to map to the left
1643 if (x0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1646 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1647
1648 if (x1 < 0) // entirely to the left
1649 return;
1650
1651 x0 = 0;
1652 }
1653
1654 // clip to map to the right
1655 if (x1 > m->width)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1658 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1659
1660 if (x0 > m->width) // entirely to the right
1661 return;
1662
1663 x1 = m->width;
1664 }
1665
1666 // clip to map above
1667 if (y0 < 0)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_UP, 1))
1670 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1671
1672 if (y1 < 0) // entirely above
1673 return;
1674
1675 y0 = 0;
1676 }
1677
1678 // clip to map below
1679 if (y1 > m->height)
1680 {
1681 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1682 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1683
1684 if (y0 > m->height) // entirely below
1685 return;
1686
1687 y1 = m->height;
1688 }
1689
1690 // if we get here, the rect is within the current map
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692
1693 r->m = m;
1694 r->x0 = x0;
1695 r->y0 = y0;
1696 r->x1 = x1;
1697 r->y1 = y1;
1698 r->dx = dx;
1699 r->dy = dy;
1700}
1701
1702maprect *
1703maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1704{
1705 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1706 buf.clear ();
1707
1708 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1709
1710 // add end marker
1711 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1712 r->m = 0;
1713
1714 return (maprect *)buf.linearise ();
1715}
1716

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