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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 1.186 by root, Tue Apr 13 02:39:52 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 "path.h" 28#include "path.h"
29
30//+GPL
29 31
30sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
31 33
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
70 * by the caller. 72 * by the caller.
71 */ 73 */
72int 74int
73blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 76{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 78 * have already checked this.
80 */ 79 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 81 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1; 83 return 1;
85 } 84 }
86 85
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 87
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
93 90
94 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 93 * things we need to do for players.
97 */ 94 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 96 return 0;
100 97
101 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* 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 99 * 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 100 * 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 101 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
117 */ 114 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 116 {
120 117 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 { 118 {
124 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
126 * pass through this space. 121 return 1;
127 */ 122 else
128 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
129 { 126 {
130 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1; 131 return 1;
132 else 132 }
133 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
134 } 142 }
135 else 143 else
136 { 144 return 1; // unconditional block
137 /* In this case, the player must not have the object - 145
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 146 } else {
147 { 147 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 149 // 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;
156 150
157 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 152 && tmp->head_ () != ob
159 && tmp != ob 153 && tmp != ob
160 && tmp->type != DOOR 154 && tmp->type != DOOR)
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
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
222 } 215 }
223 216
224 return 0; 217 return 0;
225} 218}
226 219
227/* When the map is loaded, load_object does not actually insert objects 220//-GPL
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233void
234fix_container (object *container)
235{
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252}
253 221
254void 222void
255maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
256{ 224{
257 if (!spaces) 225 if (!spaces)
272 240
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
276} 244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
277 260
278/* link_multipart_objects go through all the objects on the map looking 261/* 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 262 * 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 263 * info we have, they only have the head (as would be expected when
281 * they are saved). 264 * they are saved).
309 op = op->above; 292 op = op->above;
310 } 293 }
311 } 294 }
312} 295}
313 296
297//-GPL
298
314/* 299/*
315 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer. 301 * file pointer.
317 */ 302 */
318bool 303bool
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 { 320 {
336 // we insert manually because 321 // we insert manually because
337 // a) its way faster 322 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that 323 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct 324 // c) it's correct
340 mapspace &ms = at (op->x, op->y); 325 mapspace &ms = at (op->x, op->y);
341 326
342 op->flag [FLAG_REMOVED] = false; 327 op->flag [FLAG_REMOVED] = false;
343 328
344 op->above = 0; 329 op->above = 0;
345 op->below = ms.top; 330 op->below = ms.top;
346 331
347 if (ms.top)
348 ms.top->above = op; 332 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
351 333
352 ms.top = op; 334 ms.top = op;
353 ms.flags_ = 0; 335 ms.flags_ = 0;
354 } 336 }
355 else 337 else
450 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
451 */ 433 */
452 width = 16; 434 width = 16;
453 height = 16; 435 height = 16;
454 timeout = 300; 436 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
456 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
457} 439}
458 440
459maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
460{ 442{
481 if (spaces) 463 if (spaces)
482 return; 464 return;
483 465
484 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
485} 467}
468
469//+GPL
486 470
487/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* 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 472 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date. 473 * at a later date.
490 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
567 return items; 551 return items;
568} 552}
569 553
570/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
572static void 556static const char *
573print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
574{ 558{
575 int i; 559 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 560
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 562 {
581 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
582 { 564 {
583 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 567 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
587 } 569 }
588 else 570 else
589 { 571 {
590 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 574 else
593 sprintf (tmp, "*"); 575 buf.printf ("*");
594 } 576 }
595
596 strcat (output_string, tmp);
597 } 577 }
578
579 return buf;
598} 580}
581
582//-GPL
599 583
600/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
644 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655 633
656 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
695 } 673 }
696 674
697 abort (); 675 abort ();
698} 676}
699 677
678//+GPL
679
700/****************************************************************************** 680/******************************************************************************
701 * This is the start of unique map handling code 681 * This is the start of unique map handling code
702 *****************************************************************************/ 682 *****************************************************************************/
703 683
704/* This goes through the maptile and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
710 int unique = 0; 690 int unique = 0;
711 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
712 { 692 {
713 object *above = op->above; 693 object *above = op->above;
714 694
715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
716 unique = 1; 696 unique = 1;
717 697
718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
719 op->destroy (); 699 op->destroy ();
720 700
721 op = above; 701 op = above;
722 } 702 }
723 } 703 }
724} 704}
725 705
706//-GPL
707
726bool 708bool
727maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
728{ 710{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
731 713
732 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
733 715
734 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
735 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
736 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
737 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset); 721 MAP_OUT (no_reset);
740 MAP_OUT (no_drop); 722 MAP_OUT (no_drop);
741 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
744 725
745 if (shopitems) 726 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); 727 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
754 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
756 MAP_OUT (darkness); 731
757 MAP_OUT (width); 732 MAP_OUT (width);
758 MAP_OUT (height); 733 MAP_OUT (height);
759 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
760 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
761 736 MAP_OUT (darkness);
762 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
763 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
764
765 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
766 MAP_OUT (temp); 738
767 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
768 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
769 MAP_OUT (windspeed);
770 MAP_OUT (winddir);
771 MAP_OUT (sky);
772 741
773 MAP_OUT (per_player); 742 MAP_OUT (per_player);
774 MAP_OUT (per_party); 743 MAP_OUT (per_party);
775 744
776 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
777 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
778 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
780 749
781 freezer.put (this); 750 freezer.put (this);
782 freezer.put (KW_end); 751 freezer.put (KW(end));
783 752
784 return true; 753 return true;
785} 754}
786 755
787bool 756bool
792 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
793 return false; 762 return false;
794 763
795 return freezer.save (path); 764 return freezer.save (path);
796} 765}
766
767//+GPL
797 768
798/* 769/*
799 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
800 */ 771 */
801void 772void
870 841
871 clear (); 842 clear ();
872} 843}
873 844
874/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
875void 847void
876maptile::do_decay_objects () 848maptile::do_decay_objects ()
877{ 849{
878 if (!spaces) 850 if (!spaces)
879 return; 851 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
883 { 855 {
884 above = op->above; 856 above = op->above;
885 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
886 bool destroy = 0; 862 bool destroy = 0;
887 863
888 // do not decay anything above unique floor tiles (yet :) 864 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 865 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 866 || op->flag [FLAG_UNIQUE]
891 867 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 868 || op->flag [FLAG_UNPAID]
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ()) 869 || op->is_alive ())
898 ; // do not decay 870 ; // do not decay
899 else if (op->is_weapon ()) 871 else if (op->is_weapon ())
900 { 872 {
901 op->stats.dam--; 873 op->stats.dam--;
926 || mat & M_LIQUID 898 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
932 destroy = 1; 905 destroy = 1;
933 } 906 }
934 907
935 /* adjust overall chance below */ 908 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
956 sint64 total_exp = 0; 929 sint64 total_exp = 0;
957 930
958 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
960 { 933 {
961 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
962 { 935 {
963 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
964 monster_cnt++; 937 monster_cnt++;
965 } 938 }
966 939
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
968 { 941 {
969 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
970 943
971 if (archetype *at = op->other_arch) 944 if (archetype *at = op->other_arch)
972 { 945 {
1027 */ 1000 */
1028void 1001void
1029mapspace::update_ () 1002mapspace::update_ ()
1030{ 1003{
1031 object *last = 0; 1004 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1006 sint8 light = 0;
1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1035 1012
1036 //object *middle = 0; 1013 //object *middle = 0;
1037 //object *top = 0; 1014 //object *top = 0;
1038 //object *floor = 0; 1015 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1043 1022
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1024 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1052 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1054 * 1033 *
1055 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1056 */ 1035 */
1057 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1058 { 1037 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1039 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1041 {
1063 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1065 */ 1044 */
1066 middle = 0; 1045 middle = 0;
1067 top = 0; 1046 top = 0;
1068 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1069 } 1050 }
1070 /* Flag anywhere have high priority */ 1051 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1070 middle = tmp;
1074 anywhere = 1; 1071 }
1075 } 1072 }
1076
1077 /* Find the highest visible face around. If equal
1078 * visibilities, we still want the one nearer to the
1079 * top
1080 */
1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1082 middle = tmp;
1083 }
1084
1085 if (tmp == tmp->above)
1086 {
1087 LOG (llevError, "Error in structure of map\n");
1088 exit (-1);
1089 } 1073 }
1090 1074
1091 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1096 1080
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1103 } 1085 }
1086
1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1104 1096
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1098 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1100 this->move_on = move_on;
1109 this->move_off = move_off; 1101 this->move_off = move_off;
1110 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1111 1105
1112 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1113 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1114 * this point. 1108 * this point.
1115 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1133 */ 1127 */
1134 1128
1135 for (object *tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1136 { 1130 {
1137 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1139 break; 1133 break;
1140 1134
1141 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1142 if (top && middle) 1136 if (top && middle)
1143 break; 1137 break;
1181 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1183#endif 1177#endif
1184} 1178}
1185 1179
1186uint64
1187mapspace::volume () const
1188{
1189 uint64 vol = 0;
1190
1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1192 vol += op->volume ();
1193
1194 return vol;
1195}
1196
1197maptile * 1180maptile *
1198maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1199{ 1182{
1200 if (tile_path[dir]) 1183 if (tile_path[dir])
1201 { 1184 {
1437 * 1420 *
1438 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
1439 * closest body part of 'op1' 1422 * closest body part of 'op1'
1440 */ 1423 */
1441void 1424void
1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1443{ 1426{
1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1445 { 1428 {
1446 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1447 retval->distance = 10000; 1430 retval->distance = 10000;
1450 retval->direction = 0; 1433 retval->direction = 0;
1451 retval->part = 0; 1434 retval->part = 0;
1452 } 1435 }
1453 else 1436 else
1454 { 1437 {
1455 object *best;
1456
1457 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
1458 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
1459 1440
1460 best = op1; 1441 object *best = op1;
1442
1461 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
1462 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
1463 { 1445 {
1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1465 1447
1466 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
1467 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
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
1540 int dx, dy; 1522 int dx, dy;
1541 1523
1542 return adjacent_map (op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
1543} 1525}
1544 1526
1527//-GPL
1528
1545object * 1529object *
1546maptile::insert (object *op, int x, int y, object *originator, int flags) 1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1547{ 1531{
1548 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1549} 1533}
1560 if (default_region) 1544 if (default_region)
1561 return default_region; 1545 return default_region;
1562 1546
1563 return ::region::default_region (); 1547 return ::region::default_region ();
1564} 1548}
1549
1550//+GPL
1565 1551
1566/* picks a random object from a style map. 1552/* picks a random object from a style map.
1567 */ 1553 */
1568object * 1554object *
1569maptile::pick_random_object (rand_gen &gen) const 1555maptile::pick_random_object (rand_gen &gen) const
1576 */ 1562 */
1577 for (int i = 1000; --i;) 1563 for (int i = 1000; --i;)
1578 { 1564 {
1579 object *pick = at (gen (width), gen (height)).bot; 1565 object *pick = at (gen (width), gen (height)).bot;
1580 1566
1581 // do not prefer big monsters just because they are big. 1567 // must be head: do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ()) 1568 if (pick && pick->is_head ())
1583 return pick->head_ (); 1569 return pick;
1584 } 1570 }
1585 1571
1586 // instead of crashing in the unlikely(?) case, try to return *something* 1572 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find ("bug"); 1573 return archetype::find (shstr_bug);
1588} 1574}
1575
1576//-GPL
1589 1577
1590void 1578void
1591maptile::play_sound (faceidx sound, int x, int y) const 1579maptile::play_sound (faceidx sound, int x, int y) const
1592{ 1580{
1593 if (!sound) 1581 if (!sound)
1619 1607
1620 if (distance <= MAX_SOUND_DISTANCE) 1608 if (distance <= MAX_SOUND_DISTANCE)
1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1622 } 1610 }
1623} 1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624 1614
1625static void 1615static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{ 1617{
1628 // clip to map to the left 1618 // clip to map to the left
1684 r->dx = dx; 1674 r->dx = dx;
1685 r->dy = dy; 1675 r->dy = dy;
1686} 1676}
1687 1677
1688maprect * 1678maprect *
1689maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1679maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690{ 1680{
1691 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1692 buf.clear (); 1681 buf.clear ();
1693 1682
1694 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1695 1684
1696 // add end marker 1685 // add end marker

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