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Comparing deliantra/server/common/map.C (file contents):
Revision 1.158 by root, Tue Feb 17 03:53:31 2009 UTC vs.
Revision 1.184 by root, Sun Apr 11 00:34:05 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).
308 else 291 else
309 op = op->above; 292 op = op->above;
310 } 293 }
311 } 294 }
312} 295}
296
297//-GPL
313 298
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 */
447 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
448 */ 433 */
449 width = 16; 434 width = 16;
450 height = 16; 435 height = 16;
451 timeout = 300; 436 timeout = 300;
452 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
453 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
454} 439}
455 440
456maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
457{ 442{
478 if (spaces) 463 if (spaces)
479 return; 464 return;
480 465
481 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
482} 467}
468
469//+GPL
483 470
484/* 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
485 * 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
486 * at a later date. 473 * at a later date.
487 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
564 return items; 551 return items;
565} 552}
566 553
567/* 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
568 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
569static void 556static const char *
570print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
571{ 558{
572 int i; 559 static dynbuf_text buf; buf.clear ();
573 char tmp[MAX_BUF];
574 560
575 strcpy (output_string, "");
576 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 562 {
578 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
579 { 564 {
580 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
581 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);
582 else 567 else
583 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
584 } 569 }
585 else 570 else
586 { 571 {
587 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
588 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
589 else 574 else
590 sprintf (tmp, "*"); 575 buf.printf ("*");
591 } 576 }
592
593 strcat (output_string, tmp);
594 } 577 }
578
579 return buf;
595} 580}
581
582//-GPL
596 583
597/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
599 * 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
600 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
641 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 633
653 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
692 } 673 }
693 674
694 abort (); 675 abort ();
695} 676}
696 677
678//+GPL
679
697/****************************************************************************** 680/******************************************************************************
698 * This is the start of unique map handling code 681 * This is the start of unique map handling code
699 *****************************************************************************/ 682 *****************************************************************************/
700 683
701/* 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. */
707 int unique = 0; 690 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
709 { 692 {
710 object *above = op->above; 693 object *above = op->above;
711 694
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 696 unique = 1;
714 697
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 699 op->destroy ();
717 700
718 op = above; 701 op = above;
719 } 702 }
720 } 703 }
721} 704}
722 705
706//-GPL
707
723bool 708bool
724maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
725{ 710{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 713
729 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
730 715
731 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
735 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset); 721 MAP_OUT (no_reset);
737 MAP_OUT (no_drop); 722 MAP_OUT (no_drop);
738 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
739
740 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
741 725
742 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
743 {
744 char shop[MAX_BUF];
745 print_shop_string (this, shop);
746 MAP_OUT2 (shopitems, shop);
747 }
748
749 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
753 MAP_OUT (darkness); 731
754 MAP_OUT (width); 732 MAP_OUT (width);
755 MAP_OUT (height); 733 MAP_OUT (height);
756 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
757 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
758 736 MAP_OUT (darkness);
759 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
760 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
761
762 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
763 MAP_OUT (temp); 738
764 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766 MAP_OUT (windspeed);
767 MAP_OUT (winddir);
768 MAP_OUT (sky);
769 741
770 MAP_OUT (per_player); 742 MAP_OUT (per_player);
771 MAP_OUT (per_party); 743 MAP_OUT (per_party);
772 744
773 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]);
774 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]);
775 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]);
776 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]);
777 749
778 freezer.put (this); 750 freezer.put (this);
779 freezer.put (KW_end); 751 freezer.put (KW(end));
780 752
781 return true; 753 return true;
782} 754}
783 755
784bool 756bool
789 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
790 return false; 762 return false;
791 763
792 return freezer.save (path); 764 return freezer.save (path);
793} 765}
766
767//+GPL
794 768
795/* 769/*
796 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
797 */ 771 */
798void 772void
867 841
868 clear (); 842 clear ();
869} 843}
870 844
871/* 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?
872void 847void
873maptile::do_decay_objects () 848maptile::do_decay_objects ()
874{ 849{
875 if (!spaces) 850 if (!spaces)
876 return; 851 return;
878 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
880 { 855 {
881 above = op->above; 856 above = op->above;
882 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
883 bool destroy = 0; 862 bool destroy = 0;
884 863
885 // do not decay anything above unique floor tiles (yet :) 864 if (op->flag [FLAG_IS_FLOOR]
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 865 || op->flag [FLAG_OBJ_ORIGINAL]
887 break; 866 || op->flag [FLAG_UNIQUE]
888 867 || op->flag [FLAG_OVERLAY_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 868 || op->flag [FLAG_UNPAID]
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ()) 869 || op->is_alive ())
895 ; // do not decay 870 ; // do not decay
896 else if (op->is_weapon ()) 871 else if (op->is_weapon ())
897 { 872 {
898 op->stats.dam--; 873 op->stats.dam--;
923 || mat & M_LIQUID 898 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
929 destroy = 1; 905 destroy = 1;
930 } 906 }
931 907
932 /* adjust overall chance below */ 908 /* adjust overall chance below */
933 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
953 sint64 total_exp = 0; 929 sint64 total_exp = 0;
954 930
955 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
956 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
957 { 933 {
958 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
959 { 935 {
960 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
961 monster_cnt++; 937 monster_cnt++;
962 } 938 }
963 939
964 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
965 { 941 {
966 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
967 943
968 if (archetype *at = op->other_arch) 944 if (archetype *at = op->other_arch)
969 { 945 {
1024 */ 1000 */
1025void 1001void
1026mapspace::update_ () 1002mapspace::update_ ()
1027{ 1003{
1028 object *last = 0; 1004 object *last = 0;
1029 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1030 sint8 light = 0; 1006 sint8 light = 0;
1031 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;
1032 1012
1033 //object *middle = 0; 1013 //object *middle = 0;
1034 //object *top = 0; 1014 //object *top = 0;
1035 //object *floor = 0; 1015 //object *floor = 0;
1036 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1039 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
1040 1022
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 { 1024 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1049 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1050 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1051 * 1033 *
1052 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1053 */ 1035 */
1054 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1055 { 1037 {
1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1057 top = tmp; 1039 top = tmp;
1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1059 { 1041 {
1060 /* 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,
1061 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1062 */ 1044 */
1063 middle = 0; 1045 middle = 0;
1064 top = 0; 1046 top = 0;
1065 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1066 } 1050 }
1067 /* Flag anywhere have high priority */ 1051 else
1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069 { 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;
1070 middle = tmp; 1070 middle = tmp;
1071 anywhere = 1; 1071 }
1072 } 1072 }
1073
1074 /* Find the highest visible face around. If equal
1075 * visibilities, we still want the one nearer to the
1076 * top
1077 */
1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1079 middle = tmp;
1080 }
1081
1082 if (tmp == tmp->above)
1083 {
1084 LOG (llevError, "Error in structure of map\n");
1085 exit (-1);
1086 } 1073 }
1087 1074
1088 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1093 1080
1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1096 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1100 } 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;
1101 1096
1102 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags; 1098 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on; 1100 this->move_on = move_on;
1106 this->move_off = move_off; 1101 this->move_off = move_off;
1107 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
1108 1105
1109 /* 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),
1110 * 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
1111 * this point. 1108 * this point.
1112 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1130 */ 1127 */
1131 1128
1132 for (object *tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1133 { 1130 {
1134 /* 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 */
1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1136 break; 1133 break;
1137 1134
1138 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1139 if (top && middle) 1136 if (top && middle)
1140 break; 1137 break;
1178 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1179 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1180#endif 1177#endif
1181} 1178}
1182 1179
1183uint64
1184mapspace::volume () const
1185{
1186 uint64 vol = 0;
1187
1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1190
1191 return vol;
1192}
1193
1194maptile * 1180maptile *
1195maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1196{ 1182{
1197 if (tile_path[dir]) 1183 if (tile_path[dir])
1198 { 1184 {
1515 else 1501 else
1516 { 1502 {
1517 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1518 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1519 1505
1520 retval->part = NULL; 1506 retval->part = 0;
1521 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1523 } 1509 }
1524} 1510}
1525 1511
1526/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1537 int dx, dy; 1523 int dx, dy;
1538 1524
1539 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540} 1526}
1541 1527
1528//-GPL
1529
1542object * 1530object *
1543maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1544{ 1532{
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546} 1534}
1557 if (default_region) 1545 if (default_region)
1558 return default_region; 1546 return default_region;
1559 1547
1560 return ::region::default_region (); 1548 return ::region::default_region ();
1561} 1549}
1550
1551//+GPL
1562 1552
1563/* picks a random object from a style map. 1553/* picks a random object from a style map.
1564 */ 1554 */
1565object * 1555object *
1566maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1579 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1580 return pick->head_ (); 1570 return pick->head_ ();
1581 } 1571 }
1582 1572
1583 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1585} 1575}
1576
1577//-GPL
1586 1578
1587void 1579void
1588maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1589{ 1581{
1590 if (!sound) 1582 if (!sound)
1616 1608
1617 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 } 1611 }
1620} 1612}
1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1621 1615
1622static void 1616static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{ 1618{
1625 // clip to map to the left 1619 // clip to map to the left
1681 r->dx = dx; 1675 r->dx = dx;
1682 r->dy = dy; 1676 r->dy = dy;
1683} 1677}
1684 1678
1685maprect * 1679maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1687{ 1681{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear (); 1682 buf.clear ();
1690 1683
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692 1685
1693 // add end marker 1686 // add end marker

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