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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.170 by root, Sun Nov 8 15:11:22 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h" 28#include "loader.h"
29#include "path.h" 29#include "path.h"
30 30
31//+GPL
32
31sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 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");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 97 return 0;
101 98
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 117 {
121 118 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 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))
132 return 1; 132 return 1;
133 else 133 }
134 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;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 153 && tmp->head_ () != ob
160 && tmp != ob 154 && tmp != ob
161 && tmp->type != DOOR 155 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 157 return 1;
164 } 158 }
165
166 } 159 }
160
167 return 0; 161 return 0;
168} 162}
169 163
170/* 164/*
171 * 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
229 * 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
230 * and insert them properly. 224 * and insert them properly.
231 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
233 */ 227 */
234void 228static void
235fix_container (object *container) 229fix_container (object *container)
236{ 230{
237 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
238 232
239 container->inv = 0; 233 container->inv = 0;
250 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
251 //TODO: remove 245 //TODO: remove
252 container->update_weight (); 246 container->update_weight ();
253} 247}
254 248
249//-GPL
250
255void 251void
256maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
257{ 253{
258 if (!spaces) 254 if (!spaces)
259 return; 255 return;
273 269
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
277} 273}
274
275//+GPL
278 276
279/* 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
280 * 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
281 * 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
282 * they are saved). 280 * they are saved).
309 else 307 else
310 op = op->above; 308 op = op->above;
311 } 309 }
312 } 310 }
313} 311}
312
313//-GPL
314 314
315/* 315/*
316 * 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
317 * file pointer. 317 * file pointer.
318 */ 318 */
449 */ 449 */
450 width = 16; 450 width = 16;
451 height = 16; 451 height = 16;
452 timeout = 300; 452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = 25;
454 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
455} 456}
456 457
457maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
458{ 459{
479 if (spaces) 480 if (spaces)
480 return; 481 return;
481 482
482 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
483} 484}
485
486//+GPL
484 487
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 490 * at a later date.
488 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
565 return items; 568 return items;
566} 569}
567 570
568/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
570static void 573static const char *
571print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
572{ 575{
573 int i; 576 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 577
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 579 {
579 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
580 { 581 {
581 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 584 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
585 } 586 }
586 else 587 else
587 { 588 {
588 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 591 else
591 sprintf (tmp, "*"); 592 buf.printf ("*");
592 } 593 }
593
594 strcat (output_string, tmp);
595 } 594 }
595
596 return buf;
596} 597}
598
599//-GPL
597 600
598/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
693 } 696 }
694 697
695 abort (); 698 abort ();
696} 699}
697 700
701//+GPL
702
698/****************************************************************************** 703/******************************************************************************
699 * This is the start of unique map handling code 704 * This is the start of unique map handling code
700 *****************************************************************************/ 705 *****************************************************************************/
701 706
702/* This goes through the maptile and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
718 723
719 op = above; 724 op = above;
720 } 725 }
721 } 726 }
722} 727}
728
729//-GPL
723 730
724bool 731bool
725maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
726{ 733{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
735 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 745 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
742 748
743 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
754 MAP_OUT (darkness); 755 MAP_OUT (darkness);
755 MAP_OUT (width); 756 MAP_OUT (width);
756 MAP_OUT (height); 757 MAP_OUT (height);
757 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
790 if (!_save_header (freezer)) 791 if (!_save_header (freezer))
791 return false; 792 return false;
792 793
793 return freezer.save (path); 794 return freezer.save (path);
794} 795}
796
797//+GPL
795 798
796/* 799/*
797 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
798 */ 801 */
799void 802void
1028{ 1031{
1029 object *last = 0; 1032 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1033 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0; 1034 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t nrof = 0;
1033 1038
1034 //object *middle = 0; 1039 //object *middle = 0;
1035 //object *top = 0; 1040 //object *top = 0;
1036 //object *floor = 0; 1041 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1042 // this seems to generate better code than using locals, above
1039 object *&middle = faces_obj[1] = 0; 1044 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0; 1045 object *&floor = faces_obj[2] = 0;
1041 1046
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1048 {
1049 ++nrof;
1050
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1052 light += tmp->glow_radius;
1046 1053
1047 /* This call is needed in order to update objects the player 1054 /* This call is needed in order to update objects the player
1048 * is standing in that have animations (ie, grass, fire, etc). 1055 * is standing in that have animations (ie, grass, fire, etc).
1052 * 1059 *
1053 * Always put the player down for drawing. 1060 * Always put the player down for drawing.
1054 */ 1061 */
1055 if (!tmp->invisible) 1062 if (!tmp->invisible)
1056 { 1063 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1058 top = tmp; 1065 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1066 else
1060 { 1067 {
1068 if (tmp->flag [FLAG_IS_FLOOR])
1069 {
1061 /* 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,
1062 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1063 */ 1072 */
1064 middle = 0; 1073 middle = 0;
1065 top = 0; 1074 top = 0;
1066 floor = tmp; 1075 floor = tmp;
1076 }
1077 else
1078 {
1079 if (!tmp->flag [FLAG_NO_PICK])
1080 volume += tmp->volume ();
1081
1082 /* Flag anywhere have high priority */
1083 if (tmp->flag [FLAG_SEE_ANYWHERE])
1084 {
1085 middle = tmp;
1086 anywhere = 1;
1087 }
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1093 middle = tmp;
1094 }
1067 } 1095 }
1068 /* Flag anywhere have high priority */
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 {
1071 middle = tmp;
1072 anywhere = 1;
1073 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1096 }
1088 1097
1089 move_slow |= tmp->move_slow; 1098 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1099 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1100 move_on |= tmp->move_on;
1104 this->flags_ = flags; 1113 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1114 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1115 this->move_on = move_on;
1107 this->move_off = move_off; 1116 this->move_off = move_off;
1108 this->move_slow = move_slow; 1117 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024;
1119 this->nrof_ = min (65535, nrof);
1109 1120
1110 /* At this point, we have a floor face (if there is a floor), 1121 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1122 * and the floor is set - we are not going to touch it at
1112 * this point. 1123 * this point.
1113 * middle contains the highest visibility face. 1124 * middle contains the highest visibility face.
1179 faces_obj [1] = middle; 1190 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1191 faces_obj [2] = floor;
1181#endif 1192#endif
1182} 1193}
1183 1194
1184uint64
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195maptile * 1195maptile *
1196maptile::tile_available (int dir, bool load) 1196maptile::tile_available (int dir, bool load)
1197{ 1197{
1198 if (tile_path[dir]) 1198 if (tile_path[dir])
1199 { 1199 {
1538 int dx, dy; 1538 int dx, dy;
1539 1539
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1540 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1541}
1542 1542
1543//-GPL
1544
1543object * 1545object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1547{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1549}
1558 if (default_region) 1560 if (default_region)
1559 return default_region; 1561 return default_region;
1560 1562
1561 return ::region::default_region (); 1563 return ::region::default_region ();
1562} 1564}
1565
1566//+GPL
1563 1567
1564/* picks a random object from a style map. 1568/* picks a random object from a style map.
1565 */ 1569 */
1566object * 1570object *
1567maptile::pick_random_object (rand_gen &gen) const 1571maptile::pick_random_object (rand_gen &gen) const
1580 if (pick && pick->is_head ()) 1584 if (pick && pick->is_head ())
1581 return pick->head_ (); 1585 return pick->head_ ();
1582 } 1586 }
1583 1587
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1588 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1589 return archetype::find (shstr_bug);
1586} 1590}
1591
1592//-GPL
1587 1593
1588void 1594void
1589maptile::play_sound (faceidx sound, int x, int y) const 1595maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1596{
1591 if (!sound) 1597 if (!sound)

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