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Comparing deliantra/server/common/map.C (file contents):
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 UTC vs.
Revision 1.191 by root, Sun Apr 18 05:57:03 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 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
120 { 118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0))
121 return 1;
122 else
123 continue;
124
121 if (tmp->type == CHECK_INV) 125 if (tmp->type == CHECK_INV)
122 { 126 {
123 bool have = check_inv_recursive (ob, tmp); 127 bool have = check_inv_recursive (ob, tmp);
124 128
125 // last_sp set means we block if we don't have. 129 // last_sp set means we block if we don't have.
130 { 134 {
131 // T_MATCH allows "entrance" iff the match is true 135 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails 136 // == blocks if the match fails
133 137
134 // we could have used an INVOKE_OBJECT, but decided against it, as we 138 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common. 139 // assume that T_MATCH is relatively common.
136 if (!match (tmp->slaying, ob, tmp, ob)) 140 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1; 141 return 1;
138 } 142 }
139 else 143 else
140 return 1; // unconditional block 144 return 1; // unconditional block
141 145
142 } else { 146 } else {
143 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
144 // anything alive that is not a door still 148 // anything alive that is not a door still
145 // blocks anything but wizards. 149 // blocks anything
146 150
147 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
148 && tmp->head_ () != ob
149 && tmp != ob
150 && tmp->type != DOOR 152 && tmp->type != DOOR
151 && !tmp->flag [FLAG_WIZPASS]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
152 return 1; 154 return 1;
153 } 155 }
154 } 156 }
155 157
156 return 0; 158 return 0;
157} 159}
158 160
159/* 161/*
160 * 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
161 * 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,
162 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
163 * 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
164 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
165 * 167 *
212 } 214 }
213 215
214 return 0; 216 return 0;
215} 217}
216 218
217/* When the map is loaded, load_object does not actually insert objects 219//-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}
243 220
244void 221void
245maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
246{ 223{
247 if (!spaces) 224 if (!spaces)
262 239
263 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
266} 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
267 259
268/* 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
269 * 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
270 * 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
271 * they are saved). 263 * they are saved).
298 else 290 else
299 op = op->above; 291 op = op->above;
300 } 292 }
301 } 293 }
302} 294}
295
296//-GPL
303 297
304/* 298/*
305 * 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
306 * file pointer. 300 * file pointer.
307 */ 301 */
427 return false; 421 return false;
428 422
429 return freezer.save (path); 423 return freezer.save (path);
430} 424}
431 425
432maptile::maptile () 426void
427maptile::init ()
433{ 428{
434 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
435 430
436 /* 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
437 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
438 */ 433 */
439 width = 16; 434 width = 16;
440 height = 16; 435 height = 16;
441 timeout = 300; 436 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
444}
445
446maptile::maptile (int w, int h)
447{
448 in_memory = MAP_SWAPPED;
449
450 width = w;
451 height = h;
452 reset_timeout = 0; 439 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0; 440 enter_x = 0;
455 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;
456 455
457 alloc (); 456 alloc ();
458} 457}
459 458
460/* 459/*
468 if (spaces) 467 if (spaces)
469 return; 468 return;
470 469
471 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
472} 471}
472
473//+GPL
473 474
474/* 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
475 * 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
476 * at a later date. 477 * at a later date.
477 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
580 } 581 }
581 582
582 return buf; 583 return buf;
583} 584}
584 585
586//-GPL
587
585/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
586 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
587 * 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
588 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
589 * object structure were needed, so it just made sense to 592 * object structure were needed, so it just made sense to
629 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break; 636 case KW_outdoor: thawer.get (outdoor); break;
634 case KW_temp: thawer.get (temp); break;
635 case KW_pressure: thawer.get (pressure); break;
636 case KW_humid: thawer.get (humid); break;
637 case KW_windspeed: thawer.get (windspeed); break;
638 case KW_winddir: thawer.get (winddir); break;
639 case KW_sky: thawer.get (sky); break;
640 637
641 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
642 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
669 case KW_end: 666 case KW_end:
670 thawer.next (); 667 thawer.next ();
671 return true; 668 return true;
672 669
673 default: 670 default:
674 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
675 return false; 672 return false;
676 break; 673 break;
677 } 674 }
678 675
679 thawer.next (); 676 thawer.next ();
680 } 677 }
681 678
682 abort (); 679 abort ();
683} 680}
681
682//+GPL
684 683
685/****************************************************************************** 684/******************************************************************************
686 * This is the start of unique map handling code 685 * This is the start of unique map handling code
687 *****************************************************************************/ 686 *****************************************************************************/
688 687
695 int unique = 0; 694 int unique = 0;
696 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
697 { 696 {
698 object *above = op->above; 697 object *above = op->above;
699 698
700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
701 unique = 1; 700 unique = 1;
702 701
703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
704 op->destroy (); 703 op->destroy ();
705 704
706 op = above; 705 op = above;
707 } 706 }
708 } 707 }
709} 708}
710 709
710//-GPL
711
711bool 712bool
712maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
713{ 714{
714#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
715#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
716 717
717 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
718 719
719 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
720 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
721 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
722 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
730 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
731 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
732 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
733 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
734 735
735 MAP_OUT (darkness);
736 MAP_OUT (width); 736 MAP_OUT (width);
737 MAP_OUT (height); 737 MAP_OUT (height);
738 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
740 740 MAP_OUT (darkness);
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
745 MAP_OUT (temp); 742
746 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 745
752 MAP_OUT (per_player); 746 MAP_OUT (per_player);
753 MAP_OUT (per_party); 747 MAP_OUT (per_party);
754 748
755 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]);
756 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]);
757 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]);
758 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]);
759 753
760 freezer.put (this); 754 freezer.put (this);
761 freezer.put (KW_end); 755 freezer.put (KW(end));
762 756
763 return true; 757 return true;
764} 758}
765 759
766bool 760bool
771 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
772 return false; 766 return false;
773 767
774 return freezer.save (path); 768 return freezer.save (path);
775} 769}
770
771//+GPL
776 772
777/* 773/*
778 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
779 */ 775 */
780void 776void
849 845
850 clear (); 846 clear ();
851} 847}
852 848
853/* 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?
854void 851void
855maptile::do_decay_objects () 852maptile::do_decay_objects ()
856{ 853{
857 if (!spaces) 854 if (!spaces)
858 return; 855 return;
860 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
862 { 859 {
863 above = op->above; 860 above = op->above;
864 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
865 bool destroy = 0; 866 bool destroy = 0;
866 867
867 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
869 break; 870 || op->flag [FLAG_UNIQUE]
870 871 || op->flag [FLAG_OVERLAY_FLOOR]
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || op->flag [FLAG_UNPAID]
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ()) 873 || op->is_alive ())
877 ; // do not decay 874 ; // do not decay
878 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
879 { 876 {
880 op->stats.dam--; 877 op->stats.dam--;
905 || mat & M_LIQUID 902 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
911 destroy = 1; 909 destroy = 1;
912 } 910 }
913 911
914 /* adjust overall chance below */ 912 /* adjust overall chance below */
915 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
935 sint64 total_exp = 0; 933 sint64 total_exp = 0;
936 934
937 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
938 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
939 { 937 {
940 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
941 { 939 {
942 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
943 monster_cnt++; 941 monster_cnt++;
944 } 942 }
945 943
946 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
947 { 945 {
948 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
949 947
950 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
951 { 949 {
1006 */ 1004 */
1007void 1005void
1008mapspace::update_ () 1006mapspace::update_ ()
1009{ 1007{
1010 object *last = 0; 1008 object *last = 0;
1011 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1012 sint8 light = 0; 1010 sint8 light = 0;
1013 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;
1014 1016
1015 //object *middle = 0; 1017 //object *middle = 0;
1016 //object *top = 0; 1018 //object *top = 0;
1017 //object *floor = 0; 1019 //object *floor = 0;
1018 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1021 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
1022 1026
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 { 1028 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1031 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1032 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1033 * 1037 *
1034 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1035 */ 1039 */
1036 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1037 { 1041 {
1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1039 top = tmp; 1043 top = tmp;
1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 { 1045 {
1042 /* 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,
1043 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1044 */ 1048 */
1045 middle = 0; 1049 middle = 0;
1046 top = 0; 1050 top = 0;
1047 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1048 } 1054 }
1049 /* Flag anywhere have high priority */ 1055 else
1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1051 { 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;
1052 middle = tmp; 1074 middle = tmp;
1053 anywhere = 1; 1075 }
1054 } 1076 }
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 } 1077 }
1069 1078
1070 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1071 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1072 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1073 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1074 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1075 1084
1076 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1077 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1078 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 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 } 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;
1083 1100
1084 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1085 this->flags_ = flags; 1102 this->flags_ = flags;
1086 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1087 this->move_on = move_on; 1104 this->move_on = move_on;
1088 this->move_off = move_off; 1105 this->move_off = move_off;
1089 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
1090 1109
1091 /* 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),
1092 * 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
1093 * this point. 1112 * this point.
1094 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1112 */ 1131 */
1113 1132
1114 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1115 { 1134 {
1116 /* 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 */
1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1118 break; 1137 break;
1119 1138
1120 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1121 if (top && middle) 1140 if (top && middle)
1122 break; 1141 break;
1160 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1161 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1162#endif 1181#endif
1163} 1182}
1164 1183
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 * 1184maptile *
1177maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1178{ 1186{
1179 if (tile_path[dir]) 1187 if (tile_path[dir])
1180 { 1188 {
1416 * 1424 *
1417 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1418 * closest body part of 'op1' 1426 * closest body part of 'op1'
1419 */ 1427 */
1420void 1428void
1421get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1422{ 1430{
1423 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))
1424 { 1432 {
1425 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1426 retval->distance = 10000; 1434 retval->distance = 10000;
1427 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1428 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1429 retval->direction = 0; 1437 retval->direction = 0;
1430 retval->part = 0; 1438 retval->part = 0;
1431 } 1439 }
1432 else 1440 else
1433 { 1441 {
1434 object *best;
1435
1436 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1437 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1438 1444
1439 best = op1; 1445 object *best = op1;
1446
1440 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1441 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1442 { 1449 {
1443 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);
1444 1451
1445 /* 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
1446 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1447 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1448 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1449 * below works. 1456 * below works.
1450 */ 1457 */
1451 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1452 { 1459 {
1453 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);
1454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1455 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1456 { 1463 {
1457 best_distance = tmpi; 1464 best_distance = tmpi;
1458 best = tmp; 1465 best = tmp;
1459 } 1466 }
1460 } 1467 }
1461 1468
1462 if (best != op1) 1469 if (best != op1)
1463 { 1470 {
1519 int dx, dy; 1526 int dx, dy;
1520 1527
1521 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1522} 1529}
1523 1530
1531//-GPL
1532
1524object * 1533object *
1525maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1526{ 1535{
1527 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);
1528} 1537}
1539 if (default_region) 1548 if (default_region)
1540 return default_region; 1549 return default_region;
1541 1550
1542 return ::region::default_region (); 1551 return ::region::default_region ();
1543} 1552}
1553
1554//+GPL
1544 1555
1545/* picks a random object from a style map. 1556/* picks a random object from a style map.
1546 */ 1557 */
1547object * 1558object *
1548maptile::pick_random_object (rand_gen &gen) const 1559maptile::pick_random_object (rand_gen &gen) const
1555 */ 1566 */
1556 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1557 { 1568 {
1558 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1559 1570
1560 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1561 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1562 return pick->head_ (); 1573 return pick;
1563 } 1574 }
1564 1575
1565 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1567} 1578}
1579
1580//-GPL
1568 1581
1569void 1582void
1570maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1571{ 1584{
1572 if (!sound) 1585 if (!sound)
1598 1611
1599 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 } 1614 }
1602} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1603 1618
1604static void 1619static void
1605split_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)
1606{ 1621{
1607 // clip to map to the left 1622 // clip to map to the left
1663 r->dx = dx; 1678 r->dx = dx;
1664 r->dy = dy; 1679 r->dy = dy;
1665} 1680}
1666 1681
1667maprect * 1682maprect *
1668maptile::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)
1669{ 1684{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear (); 1685 buf.clear ();
1672 1686
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674 1688
1675 // add end marker 1689 // add end marker

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