ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 UTC

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
80 { 82 {
81 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");
82 return 1; 84 return 1;
83 } 85 }
84 86
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 87 mapspace &ms = m->at (sx, sy);
89 88
90 int mflags = ms.flags (); 89 int mflags = ms.flags ();
91 int blocked = ms.move_block; 90 int blocked = ms.move_block;
92 91
116 */ 115 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 { 117 {
119 if (OB_MOVE_BLOCK (ob, tmp)) 118 if (OB_MOVE_BLOCK (ob, tmp))
120 { 119 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0))
122 return 1;
123 else
124 continue;
125
121 if (tmp->type == CHECK_INV) 126 if (tmp->type == CHECK_INV)
122 { 127 {
123 bool have = check_inv_recursive (ob, tmp); 128 bool have = check_inv_recursive (ob, tmp);
124 129
125 // last_sp set means we block if we don't have. 130 // last_sp set means we block if we don't have.
130 { 135 {
131 // T_MATCH allows "entrance" iff the match is true 136 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails 137 // == blocks if the match fails
133 138
134 // we could have used an INVOKE_OBJECT, but decided against it, as we 139 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common. 140 // assume that T_MATCH is relatively common.
136 if (!match (tmp->slaying, ob, tmp, ob)) 141 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1; 142 return 1;
138 } 143 }
139 else 144 else
140 return 1; // unconditional block 145 return 1; // unconditional block
212 } 217 }
213 218
214 return 0; 219 return 0;
215} 220}
216 221
217/* When the map is loaded, load_object does not actually insert objects 222//-GPL
218 * into inventory, but just links them. What this does is go through
219 * and insert them properly.
220 * The object 'container' is the object that contains the inventory.
221 * This is needed so that we can update the containers weight.
222 */
223void
224fix_container (object *container)
225{
226 object *tmp = container->inv, *next;
227
228 container->inv = 0;
229 while (tmp)
230 {
231 next = tmp->below;
232 if (tmp->inv)
233 fix_container (tmp);
234
235 insert_ob_in_ob (tmp, container);
236 tmp = next;
237 }
238
239 // go through and calculate what all the containers are carrying.
240 //TODO: remove
241 container->update_weight ();
242}
243 223
244void 224void
245maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
246{ 226{
247 if (!spaces) 227 if (!spaces)
262 242
263 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
266} 246}
247
248//+GPL
267 249
268/* link_multipart_objects go through all the objects on the map looking 250/* link_multipart_objects go through all the objects on the map looking
269 * for objects whose arch says they are multipart yet according to the 251 * for objects whose arch says they are multipart yet according to the
270 * info we have, they only have the head (as would be expected when 252 * info we have, they only have the head (as would be expected when
271 * they are saved). 253 * they are saved).
298 else 280 else
299 op = op->above; 281 op = op->above;
300 } 282 }
301 } 283 }
302} 284}
285
286//-GPL
303 287
304/* 288/*
305 * Loads (ands parses) the objects into a given map from the specified 289 * Loads (ands parses) the objects into a given map from the specified
306 * file pointer. 290 * file pointer.
307 */ 291 */
437 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
438 */ 422 */
439 width = 16; 423 width = 16;
440 height = 16; 424 height = 16;
441 timeout = 300; 425 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
444} 428}
445 429
446maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
447{ 431{
468 if (spaces) 452 if (spaces)
469 return; 453 return;
470 454
471 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
472} 456}
457
458//+GPL
473 459
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 460/* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed 461 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 462 * at a later date.
477 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
580 } 566 }
581 567
582 return buf; 568 return buf;
583} 569}
584 570
571//-GPL
572
585/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
586 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
587 * this used to be stored in the map object, but with the 575 * this used to be stored in the map object, but with the
588 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
589 * object structure were needed, so it just made sense to 577 * object structure were needed, so it just made sense to
680 } 668 }
681 669
682 abort (); 670 abort ();
683} 671}
684 672
673//+GPL
674
685/****************************************************************************** 675/******************************************************************************
686 * This is the start of unique map handling code 676 * This is the start of unique map handling code
687 *****************************************************************************/ 677 *****************************************************************************/
688 678
689/* This goes through the maptile and removed any unique items on the map. */ 679/* This goes through the maptile and removed any unique items on the map. */
705 695
706 op = above; 696 op = above;
707 } 697 }
708 } 698 }
709} 699}
700
701//-GPL
710 702
711bool 703bool
712maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
713{ 705{
714#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
771 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
772 return false; 764 return false;
773 765
774 return freezer.save (path); 766 return freezer.save (path);
775} 767}
768
769//+GPL
776 770
777/* 771/*
778 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
779 */ 773 */
780void 774void
1006 */ 1000 */
1007void 1001void
1008mapspace::update_ () 1002mapspace::update_ ()
1009{ 1003{
1010 object *last = 0; 1004 object *last = 0;
1011 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1012 sint8 light = 0; 1006 sint8 light = 0;
1013 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;
1014 1012
1015 //object *middle = 0; 1013 //object *middle = 0;
1016 //object *top = 0; 1014 //object *top = 0;
1017 //object *floor = 0; 1015 //object *floor = 0;
1018 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1021 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
1022 1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 { 1024 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1031 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1032 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1033 * 1033 *
1034 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1035 */ 1035 */
1036 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1037 { 1037 {
1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1039 top = tmp; 1039 top = tmp;
1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 { 1041 {
1042 /* 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,
1043 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1044 */ 1044 */
1045 middle = 0; 1045 middle = 0;
1046 top = 0; 1046 top = 0;
1047 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1048 } 1050 }
1049 /* Flag anywhere have high priority */ 1051 else
1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1051 { 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;
1052 middle = tmp; 1070 middle = tmp;
1053 anywhere = 1; 1071 }
1054 } 1072 }
1055
1056 /* Find the highest visible face around. If equal
1057 * visibilities, we still want the one nearer to the
1058 * top
1059 */
1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1061 middle = tmp;
1062 }
1063
1064 if (tmp == tmp->above)
1065 {
1066 LOG (llevError, "Error in structure of map\n");
1067 exit (-1);
1068 } 1073 }
1069 1074
1070 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1071 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1072 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1073 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1074 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1075 1080
1076 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1077 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1078 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1082 } 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;
1083 1096
1084 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1085 this->flags_ = flags; 1098 this->flags_ = flags;
1086 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1087 this->move_on = move_on; 1100 this->move_on = move_on;
1088 this->move_off = move_off; 1101 this->move_off = move_off;
1089 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
1090 1105
1091 /* 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),
1092 * 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
1093 * this point. 1108 * this point.
1094 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1160 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1161 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1162#endif 1177#endif
1163} 1178}
1164 1179
1165uint64
1166mapspace::volume () const
1167{
1168 uint64 vol = 0;
1169
1170 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1171 vol += op->volume ();
1172
1173 return vol;
1174}
1175
1176maptile * 1180maptile *
1177maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1178{ 1182{
1179 if (tile_path[dir]) 1183 if (tile_path[dir])
1180 { 1184 {
1519 int dx, dy; 1523 int dx, dy;
1520 1524
1521 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1522} 1526}
1523 1527
1528//-GPL
1529
1524object * 1530object *
1525maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1526{ 1532{
1527 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);
1528} 1534}
1539 if (default_region) 1545 if (default_region)
1540 return default_region; 1546 return default_region;
1541 1547
1542 return ::region::default_region (); 1548 return ::region::default_region ();
1543} 1549}
1550
1551//+GPL
1544 1552
1545/* picks a random object from a style map. 1553/* picks a random object from a style map.
1546 */ 1554 */
1547object * 1555object *
1548maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1561 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1562 return pick->head_ (); 1570 return pick->head_ ();
1563 } 1571 }
1564 1572
1565 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1567} 1575}
1576
1577//-GPL
1568 1578
1569void 1579void
1570maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1571{ 1581{
1572 if (!sound) 1582 if (!sound)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines