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Comparing deliantra/server/common/map.C (file contents):
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.166 by root, Wed Oct 21 00:44:39 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>
70 * by the caller. 71 * by the caller.
71 */ 72 */
72int 73int
73blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 75{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 77 * have already checked this.
80 */ 78 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 80 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1; 82 return 1;
85 } 83 }
86 84
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 86
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 87 int mflags = ms.flags ();
88 int blocked = ms.move_block;
93 89
94 /* If space is currently not blocked by anything, no need to 90 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 91 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 92 * things we need to do for players.
97 */ 93 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 94 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 95 return 0;
100 96
101 /* if there isn't anytyhing alive on this space, and this space isn't 97 /* 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 98 * 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 99 * 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 100 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 101 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 102 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 109 /* 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 110 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 111 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 112 * ob is blocking it, so return 0.
117 */ 113 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 114 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 115 {
120 116 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 { 117 {
124 /* If last_sp is set, the player/monster needs an object, 118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 119 if (RESULT_INT (0))
126 * pass through this space. 120 return 1;
127 */ 121 else
128 if (tmp->last_sp) 122 continue;
123
124 if (tmp->type == CHECK_INV)
129 { 125 {
130 if (check_inv_recursive (ob, tmp) == NULL) 126 bool have = check_inv_recursive (ob, tmp);
127
128 // last_sp set means we block if we don't have.
129 if (logical_xor (have, tmp->last_sp))
131 return 1; 130 return 1;
132 else 131 }
133 continue; 132 else if (tmp->type == T_MATCH)
133 {
134 // T_MATCH allows "entrance" iff the match is true
135 // == blocks if the match fails
136
137 // we could have used an INVOKE_OBJECT, but decided against it, as we
138 // assume that T_MATCH is relatively common.
139 if (!match (tmp->slaying, ob, tmp, ob))
140 return 1;
134 } 141 }
135 else 142 else
136 { 143 return 1; // unconditional block
137 /* In this case, the player must not have the object - 144
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 145 } else {
147 { 146 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 147 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 148 // 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;
156 149
157 if (tmp->flag [FLAG_ALIVE] 150 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 151 && tmp->head_ () != ob
159 && tmp != ob 152 && tmp != ob
160 && tmp->type != DOOR 153 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 154 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 155 return 1;
163 } 156 }
164
165 } 157 }
158
166 return 0; 159 return 0;
167} 160}
168 161
169/* 162/*
170 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns qthe blocking object if the given object can't fit in the given
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 327 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 { 328 {
336 // we insert manually because 329 // we insert manually because
337 // a) its way faster 330 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that 331 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct 332 // c) it's correct
340 mapspace &ms = at (op->x, op->y); 333 mapspace &ms = at (op->x, op->y);
341 334
342 op->flag [FLAG_REMOVED] = false; 335 op->flag [FLAG_REMOVED] = false;
343 336
344 op->above = 0; 337 op->above = 0;
345 op->below = ms.top; 338 op->below = ms.top;
346 339
347 if (ms.top)
348 ms.top->above = op; 340 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
351 341
352 ms.top = op; 342 ms.top = op;
353 ms.flags_ = 0; 343 ms.flags_ = 0;
354 } 344 }
355 else 345 else
567 return items; 557 return items;
568} 558}
569 559
570/* opposite of parse string, this puts the string that was originally fed in to 560/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
572static void 562static const char *
573print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
574{ 564{
575 int i; 565 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 566
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 568 {
581 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
582 { 570 {
583 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 573 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
587 } 575 }
588 else 576 else
589 { 577 {
590 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 580 else
593 sprintf (tmp, "*"); 581 buf.printf ("*");
594 } 582 }
595
596 strcat (output_string, tmp);
597 } 583 }
584
585 return buf;
598} 586}
599 587
600/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
737 MAP_OUT (reset_timeout); 725 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime); 726 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset); 727 MAP_OUT (no_reset);
740 MAP_OUT (no_drop); 728 MAP_OUT (no_drop);
741 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
744 731
745 if (shopitems) 732 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); 733 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
754 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
756 MAP_OUT (darkness); 738 MAP_OUT (darkness);
757 MAP_OUT (width); 739 MAP_OUT (width);
758 MAP_OUT (height); 740 MAP_OUT (height);
759 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
760 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);
1518 else 1500 else
1519 { 1501 {
1520 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1521 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1522 1504
1523 retval->part = NULL; 1505 retval->part = 0;
1524 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1526 } 1508 }
1527} 1509}
1528 1510
1529/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map

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