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Comparing deliantra/server/common/map.C (file contents):
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC vs.
Revision 1.192 by root, Sun Apr 18 05:57:58 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 (©) 2005,2006,2007,2008,2009 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 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
80 { 81 {
81 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");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
89 87
90 int mflags = ms.flags (); 88 int mflags = ms.flags ();
91 int blocked = ms.move_block; 89 int blocked = ms.move_block;
92 90
112 /* 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
113 * 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
114 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
118 { 116 {
119 bool block = OB_MOVE_BLOCK (ob, tmp); 117 if (OB_MOVE_BLOCK (ob, tmp))
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 { 118 {
124 bool have = check_inv_recursive (ob, tmp); 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 120 if (RESULT_INT (0))
126 /* If last_sp is set, the player/monster needs an object, 121 return 1;
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */ 122 else
130 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
131 { 126 {
132 if (!have) 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;
132 }
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))
133 return 1; 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 (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else 146 } else {
149 { 147 // space does not block the ob, directly, but
150 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
151 * this more readable. first check - if the space blocks 149 // blocks anything
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158 150
159 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR 152 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
164 return 1; 154 return 1;
165 } 155 }
166 } 156 }
167 157
168 return 0; 158 return 0;
169} 159}
170 160
171/* 161/*
172 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
173 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
174 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
175 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
176 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
177 * 167 *
224 } 214 }
225 215
226 return 0; 216 return 0;
227} 217}
228 218
229/* When the map is loaded, load_object does not actually insert objects 219//-GPL
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235void
236fix_container (object *container)
237{
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254}
255 220
256void 221void
257maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
258{ 223{
259 if (!spaces) 224 if (!spaces)
274 239
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
278} 243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
279 259
280/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
281 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
282 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
283 * they are saved). 263 * they are saved).
310 else 290 else
311 op = op->above; 291 op = op->above;
312 } 292 }
313 } 293 }
314} 294}
295
296//-GPL
315 297
316/* 298/*
317 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
318 * file pointer. 300 * file pointer.
319 */ 301 */
439 return false; 421 return false;
440 422
441 return freezer.save (path); 423 return freezer.save (path);
442} 424}
443 425
444maptile::maptile () 426void
427maptile::init ()
445{ 428{
446 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
447 430
448 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
449 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
450 */ 433 */
451 width = 16; 434 width = 16;
452 height = 16; 435 height = 16;
453 timeout = 300; 436 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
456}
457
458maptile::maptile (int w, int h)
459{
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0; 439 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 440 enter_x = 0;
467 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
468 455
469 alloc (); 456 alloc ();
470} 457}
471 458
472/* 459/*
480 if (spaces) 467 if (spaces)
481 return; 468 return;
482 469
483 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
484} 471}
472
473//+GPL
485 474
486/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date. 477 * at a later date.
489 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
592 } 581 }
593 582
594 return buf; 583 return buf;
595} 584}
596 585
586//-GPL
587
597/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
599 * 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
600 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
601 * object structure were needed, so it just made sense to 592 * object structure were needed, so it just made sense to
641 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 636 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;
652 637
653 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
681 case KW_end: 666 case KW_end:
682 thawer.next (); 667 thawer.next ();
683 return true; 668 return true;
684 669
685 default: 670 default:
686 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
687 return false; 672 return false;
688 break; 673 break;
689 } 674 }
690 675
691 thawer.next (); 676 thawer.next ();
692 } 677 }
693 678
694 abort (); 679 abort ();
695} 680}
681
682//+GPL
696 683
697/****************************************************************************** 684/******************************************************************************
698 * This is the start of unique map handling code 685 * This is the start of unique map handling code
699 *****************************************************************************/ 686 *****************************************************************************/
700 687
707 int unique = 0; 694 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
709 { 696 {
710 object *above = op->above; 697 object *above = op->above;
711 698
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 700 unique = 1;
714 701
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 703 op->destroy ();
717 704
718 op = above; 705 op = above;
719 } 706 }
720 } 707 }
721} 708}
722 709
710//-GPL
711
723bool 712bool
724maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
725{ 714{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 717
729 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
730 719
731 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
742 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
746 735
747 MAP_OUT (darkness);
748 MAP_OUT (width); 736 MAP_OUT (width);
749 MAP_OUT (height); 737 MAP_OUT (height);
750 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
751 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
752 740 MAP_OUT (darkness);
753 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
754 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
755
756 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
757 MAP_OUT (temp); 742
758 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
759 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
760 MAP_OUT (windspeed);
761 MAP_OUT (winddir);
762 MAP_OUT (sky);
763 745
764 MAP_OUT (per_player); 746 MAP_OUT (per_player);
765 MAP_OUT (per_party); 747 MAP_OUT (per_party);
766 748
767 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
768 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
769 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
770 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
771 753
772 freezer.put (this); 754 freezer.put (this);
773 freezer.put (KW_end); 755 freezer.put (KW(end));
774 756
775 return true; 757 return true;
776} 758}
777 759
778bool 760bool
783 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
784 return false; 766 return false;
785 767
786 return freezer.save (path); 768 return freezer.save (path);
787} 769}
770
771//+GPL
788 772
789/* 773/*
790 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
791 */ 775 */
792void 776void
861 845
862 clear (); 846 clear ();
863} 847}
864 848
865/* decay and destroy perishable items in a map */ 849/* decay and destroy perishable items in a map */
850// TODO: should be done regularly, not on map load?
866void 851void
867maptile::do_decay_objects () 852maptile::do_decay_objects ()
868{ 853{
869 if (!spaces) 854 if (!spaces)
870 return; 855 return;
872 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
874 { 859 {
875 above = op->above; 860 above = op->above;
876 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
877 bool destroy = 0; 866 bool destroy = 0;
878 867
879 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
881 break; 870 || op->flag [FLAG_UNIQUE]
882 871 || op->flag [FLAG_OVERLAY_FLOOR]
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || op->flag [FLAG_UNPAID]
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ()) 873 || op->is_alive ())
889 ; // do not decay 874 ; // do not decay
890 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
891 { 876 {
892 op->stats.dam--; 877 op->stats.dam--;
917 || mat & M_LIQUID 902 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
923 destroy = 1; 909 destroy = 1;
924 } 910 }
925 911
926 /* adjust overall chance below */ 912 /* adjust overall chance below */
927 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
947 sint64 total_exp = 0; 933 sint64 total_exp = 0;
948 934
949 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
951 { 937 {
952 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
953 { 939 {
954 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
955 monster_cnt++; 941 monster_cnt++;
956 } 942 }
957 943
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
959 { 945 {
960 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
961 947
962 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
963 { 949 {
1018 */ 1004 */
1019void 1005void
1020mapspace::update_ () 1006mapspace::update_ ()
1021{ 1007{
1022 object *last = 0; 1008 object *last = 0;
1023 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1024 sint8 light = 0; 1010 sint8 light = 0;
1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1026 1016
1027 //object *middle = 0; 1017 //object *middle = 0;
1028 //object *top = 0; 1018 //object *top = 0;
1029 //object *floor = 0; 1019 //object *floor = 0;
1030 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1034 1026
1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1036 { 1028 {
1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1038 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1043 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1044 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1045 * 1037 *
1046 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1047 */ 1039 */
1048 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1049 { 1041 {
1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1051 top = tmp; 1043 top = tmp;
1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1053 { 1045 {
1054 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1055 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1056 */ 1048 */
1057 middle = 0; 1049 middle = 0;
1058 top = 0; 1050 top = 0;
1059 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1060 } 1054 }
1061 /* Flag anywhere have high priority */ 1055 else
1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1063 { 1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1064 middle = tmp; 1074 middle = tmp;
1065 anywhere = 1; 1075 }
1066 } 1076 }
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1073 middle = tmp;
1074 }
1075
1076 if (tmp == tmp->above)
1077 {
1078 LOG (llevError, "Error in structure of map\n");
1079 exit (-1);
1080 } 1077 }
1081 1078
1082 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1083 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1084 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1085 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1086 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1087 1084
1088 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1089 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1090 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1094 } 1089 }
1090
1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1095 1100
1096 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1097 this->flags_ = flags; 1102 this->flags_ = flags;
1098 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1099 this->move_on = move_on; 1104 this->move_on = move_on;
1100 this->move_off = move_off; 1105 this->move_off = move_off;
1101 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1102 1109
1103 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1104 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1105 * this point. 1112 * this point.
1106 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1124 */ 1131 */
1125 1132
1126 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1127 { 1134 {
1128 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1130 break; 1137 break;
1131 1138
1132 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1133 if (top && middle) 1140 if (top && middle)
1134 break; 1141 break;
1172 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1173 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1174#endif 1181#endif
1175} 1182}
1176 1183
1177uint64
1178mapspace::volume () const
1179{
1180 uint64 vol = 0;
1181
1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1183 vol += op->volume ();
1184
1185 return vol;
1186}
1187
1188maptile * 1184maptile *
1189maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1190{ 1186{
1191 if (tile_path[dir]) 1187 if (tile_path[dir])
1192 { 1188 {
1428 * 1424 *
1429 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1430 * closest body part of 'op1' 1426 * closest body part of 'op1'
1431 */ 1427 */
1432void 1428void
1433get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1434{ 1430{
1435 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1436 { 1432 {
1437 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1438 retval->distance = 10000; 1434 retval->distance = 10000;
1439 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1440 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1441 retval->direction = 0; 1437 retval->direction = 0;
1442 retval->part = 0; 1438 retval->part = 0;
1443 } 1439 }
1444 else 1440 else
1445 { 1441 {
1446 object *best;
1447
1448 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1449 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1450 1444
1451 best = op1; 1445 object *best = op1;
1446
1452 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1453 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1454 { 1449 {
1455 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1456 1451
1457 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1458 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1459 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1460 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1461 * below works. 1456 * below works.
1462 */ 1457 */
1463 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1464 { 1459 {
1465 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1466 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1467 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1468 { 1463 {
1469 best_distance = tmpi; 1464 best_distance = tmpi;
1470 best = tmp; 1465 best = tmp;
1471 } 1466 }
1472 } 1467 }
1473 1468
1474 if (best != op1) 1469 if (best != op1)
1475 { 1470 {
1476 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1477 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1478 } 1473 }
1479 } 1474 }
1480 1475
1481 retval->part = best; 1476 retval->part = best;
1482 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1483 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1484 } 1479 }
1485} 1480}
1486 1481
1487/* this is basically the same as get_rangevector above, but instead of 1482/* this is basically the same as get_rangevector above, but instead of
1531 int dx, dy; 1526 int dx, dy;
1532 1527
1533 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1534} 1529}
1535 1530
1531//-GPL
1532
1536object * 1533object *
1537maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1538{ 1535{
1539 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1540} 1537}
1551 if (default_region) 1548 if (default_region)
1552 return default_region; 1549 return default_region;
1553 1550
1554 return ::region::default_region (); 1551 return ::region::default_region ();
1555} 1552}
1553
1554//+GPL
1556 1555
1557/* picks a random object from a style map. 1556/* picks a random object from a style map.
1558 */ 1557 */
1559object * 1558object *
1560maptile::pick_random_object (rand_gen &gen) const 1559maptile::pick_random_object (rand_gen &gen) const
1567 */ 1566 */
1568 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1569 { 1568 {
1570 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1571 1570
1572 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1574 return pick->head_ (); 1573 return pick;
1575 } 1574 }
1576 1575
1577 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1579} 1578}
1579
1580//-GPL
1580 1581
1581void 1582void
1582maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1583{ 1584{
1584 if (!sound) 1585 if (!sound)
1610 1611
1611 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 } 1614 }
1614} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615 1618
1616static void 1619static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{ 1621{
1619 // clip to map to the left 1622 // clip to map to the left
1675 r->dx = dx; 1678 r->dx = dx;
1676 r->dy = dy; 1679 r->dy = dy;
1677} 1680}
1678 1681
1679maprect * 1682maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{ 1684{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear (); 1685 buf.clear ();
1684 1686
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686 1688
1687 // add end marker 1689 // add end marker

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