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Comparing deliantra/server/common/map.C (file contents):
Revision 1.170 by root, Sun Nov 8 15:11:22 2009 UTC vs.
Revision 1.180 by root, Thu Jan 14 23:46:14 2010 UTC

150 // blocks anything but wizards. 150 // blocks anything but wizards.
151 151
152 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob 153 && tmp->head_ () != ob
154 && tmp != ob 154 && tmp != ob
155 && tmp->type != DOOR 155 && tmp->type != DOOR)
156 && !tmp->flag [FLAG_WIZPASS])
157 return 1; 156 return 1;
158 } 157 }
159 } 158 }
160 159
161 return 0; 160 return 0;
217 } 216 }
218 217
219 return 0; 218 return 0;
220} 219}
221 220
222/* When the map is loaded, load_object does not actually insert objects
223 * into inventory, but just links them. What this does is go through
224 * and insert them properly.
225 * The object 'container' is the object that contains the inventory.
226 * This is needed so that we can update the containers weight.
227 */
228static void
229fix_container (object *container)
230{
231 object *tmp = container->inv, *next;
232
233 container->inv = 0;
234 while (tmp)
235 {
236 next = tmp->below;
237 if (tmp->inv)
238 fix_container (tmp);
239
240 insert_ob_in_ob (tmp, container);
241 tmp = next;
242 }
243
244 // go through and calculate what all the containers are carrying.
245 //TODO: remove
246 container->update_weight ();
247}
248
249//-GPL 221//-GPL
250 222
251void 223void
252maptile::set_object_flag (int flag, int value) 224maptile::set_object_flag (int flag, int value)
253{ 225{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 240 set_object_flag (FLAG_OBJ_ORIGINAL);
269 241
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 244 INVOKE_OBJECT (RESET, tmp);
245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
273} 258}
274 259
275//+GPL 260//+GPL
276 261
277/* link_multipart_objects go through all the objects on the map looking 262/* link_multipart_objects go through all the objects on the map looking
448 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
449 */ 434 */
450 width = 16; 435 width = 16;
451 height = 16; 436 height = 16;
452 timeout = 300; 437 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
454 max_items = 25;
455 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
456} 440}
457 441
458maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
459{ 443{
645 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break; 633 case KW_outdoor: thawer.get (outdoor); break;
650 case KW_temp: thawer.get (temp); break;
651 case KW_pressure: thawer.get (pressure); break;
652 case KW_humid: thawer.get (humid); break;
653 case KW_windspeed: thawer.get (windspeed); break;
654 case KW_winddir: thawer.get (winddir); break;
655 case KW_sky: thawer.get (sky); break;
656 634
657 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break; 637 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break; 638 case KW_no_drop: thawer.get (no_drop); break;
729//-GPL 707//-GPL
730 708
731bool 709bool
732maptile::_save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
733{ 711{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 714
737 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
738 716
739 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
741 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
750 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
754 732
755 MAP_OUT (darkness);
756 MAP_OUT (width); 733 MAP_OUT (width);
757 MAP_OUT (height); 734 MAP_OUT (height);
758 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
760 737 MAP_OUT (darkness);
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
765 MAP_OUT (temp); 739
766 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 742
772 MAP_OUT (per_player); 743 MAP_OUT (per_player);
773 MAP_OUT (per_party); 744 MAP_OUT (per_party);
774 745
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779 750
780 freezer.put (this); 751 freezer.put (this);
781 freezer.put (KW_end); 752 freezer.put (KW(end));
782 753
783 return true; 754 return true;
784} 755}
785 756
786bool 757bool
871 842
872 clear (); 843 clear ();
873} 844}
874 845
875/* decay and destroy perishable items in a map */ 846/* decay and destroy perishable items in a map */
847// TODO: should be done regularly, not on map load?
876void 848void
877maptile::do_decay_objects () 849maptile::do_decay_objects ()
878{ 850{
879 if (!spaces) 851 if (!spaces)
880 return; 852 return;
882 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above) 855 for (object *above, *op = ms->bot; op; op = above)
884 { 856 {
885 above = op->above; 857 above = op->above;
886 858
887 bool destroy = 0;
888
889 // do not decay anything above unique floor tiles (yet :) 859 // do not decay anything above unique floor tiles (yet :)
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
891 break; 861 break;
862
863 bool destroy = 0;
892 864
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE) 867 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
927 || mat & M_LIQUID 899 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 900 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 901 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 904 //|| (mat & M_ICE && temp > 32)
905 )
933 destroy = 1; 906 destroy = 1;
934 } 907 }
935 908
936 /* adjust overall chance below */ 909 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 910 if (destroy && rndm (0, 1))
1028 */ 1001 */
1029void 1002void
1030mapspace::update_ () 1003mapspace::update_ ()
1031{ 1004{
1032 object *last = 0; 1005 object *last = 0;
1033 uint8 flags = P_UPTODATE, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1034 sint8 light = 0; 1007 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0; 1009 uint64_t volume = 0;
1037 uint32_t nrof = 0; 1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1038 1013
1039 //object *middle = 0; 1014 //object *middle = 0;
1040 //object *top = 0; 1015 //object *top = 0;
1041 //object *floor = 0; 1016 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1017 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1018 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1019 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1020 object *&floor = faces_obj[2] = 0;
1046 1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1023
1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1025 {
1049 ++nrof;
1050
1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1052 light += tmp->glow_radius; 1027 light += tmp->glow_radius;
1053 1028
1054 /* This call is needed in order to update objects the player 1029 /* This call is needed in order to update objects the player
1055 * is standing in that have animations (ie, grass, fire, etc). 1030 * is standing in that have animations (ie, grass, fire, etc).
1057 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1058 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1059 * 1034 *
1060 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1061 */ 1036 */
1062 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1063 { 1038 {
1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1065 top = tmp; 1040 top = tmp;
1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1042 {
1043 /* If we got a floor, that means middle and top were below it,
1044 * so should not be visible, so we clear them.
1045 */
1046 middle = 0;
1047 top = 0;
1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1051 }
1066 else 1052 else
1067 { 1053 {
1068 if (tmp->flag [FLAG_IS_FLOOR]) 1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1069 { 1055 {
1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them.
1072 */ 1056 ++items;
1073 middle = 0; 1057 volume += tmp->volume ();
1074 top = 0;
1075 floor = tmp;
1076 } 1058 }
1059
1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1077 else 1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 { 1069 {
1079 if (!tmp->flag [FLAG_NO_PICK]) 1070 middle_visibility = ::faces [tmp->face].visibility;
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; 1071 middle = tmp;
1094 } 1072 }
1095 } 1073 }
1096 } 1074 }
1097 1075
1098 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1099 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1100 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1101 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1102 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1103 1081
1104 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1105 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1106 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 } 1086 }
1087
1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1111 1097
1112 this->light = min (light, MAX_LIGHT_RADIUS); 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1099 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1101 this->move_on = move_on;
1116 this->move_off = move_off; 1102 this->move_off = move_off;
1117 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024; 1104 this->volume_ = (volume + 1023) / 1024;
1119 this->nrof_ = min (65535, nrof); 1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1120 1106
1121 /* At this point, we have a floor face (if there is a floor), 1107 /* At this point, we have a floor face (if there is a floor),
1122 * and the floor is set - we are not going to touch it at 1108 * and the floor is set - we are not going to touch it at
1123 * this point. 1109 * this point.
1124 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.

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