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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 1.182 by root, Sun Feb 7 04:22:33 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 (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
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"
30 29
31//+GPL 30//+GPL
32 31
33sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
150 // blocks anything but wizards. 149 // blocks anything but wizards.
151 150
152 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob 152 && tmp->head_ () != ob
154 && tmp != ob 153 && tmp != ob
155 && tmp->type != DOOR 154 && tmp->type != DOOR)
156 && !tmp->flag [FLAG_WIZPASS])
157 return 1; 155 return 1;
158 } 156 }
159 } 157 }
160 158
161 return 0; 159 return 0;
217 } 215 }
218 216
219 return 0; 217 return 0;
220} 218}
221 219
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 220//-GPL
250 221
251void 222void
252maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
253{ 224{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 239 set_object_flag (FLAG_OBJ_ORIGINAL);
269 240
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
273} 257}
274 258
275//+GPL 259//+GPL
276 260
277/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
448 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
449 */ 433 */
450 width = 16; 434 width = 16;
451 height = 16; 435 height = 16;
452 timeout = 300; 436 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
454 max_items = 25;
455 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
456} 439}
457 440
458maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
459{ 442{
645 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break; 632 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;
656 633
657 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
729//-GPL 706//-GPL
730 707
731bool 708bool
732maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
733{ 710{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 713
737 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
738 715
739 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
741 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
750 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
754 731
755 MAP_OUT (darkness);
756 MAP_OUT (width); 732 MAP_OUT (width);
757 MAP_OUT (height); 733 MAP_OUT (height);
758 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
760 736 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); 737 MAP_OUT (outdoor);
765 MAP_OUT (temp); 738
766 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 741
772 MAP_OUT (per_player); 742 MAP_OUT (per_player);
773 MAP_OUT (per_party); 743 MAP_OUT (per_party);
774 744
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 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]); 746 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]); 747 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]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779 749
780 freezer.put (this); 750 freezer.put (this);
781 freezer.put (KW_end); 751 freezer.put (KW(end));
782 752
783 return true; 753 return true;
784} 754}
785 755
786bool 756bool
871 841
872 clear (); 842 clear ();
873} 843}
874 844
875/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
876void 847void
877maptile::do_decay_objects () 848maptile::do_decay_objects ()
878{ 849{
879 if (!spaces) 850 if (!spaces)
880 return; 851 return;
882 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
884 { 855 {
885 above = op->above; 856 above = op->above;
886 857
887 bool destroy = 0;
888
889 // do not decay anything above unique floor tiles (yet :) 858 // do not decay anything above unique floor tiles (yet :)
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 859 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
891 break; 860 break;
861
862 bool destroy = 0;
892 863
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 864 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 865 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE) 866 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 867 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
927 || mat & M_LIQUID 898 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
933 destroy = 1; 905 destroy = 1;
934 } 906 }
935 907
936 /* adjust overall chance below */ 908 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
1028 */ 1000 */
1029void 1001void
1030mapspace::update_ () 1002mapspace::update_ ()
1031{ 1003{
1032 object *last = 0; 1004 object *last = 0;
1033 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1034 sint8 light = 0; 1006 sint8 light = 0;
1035 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;
1036 uint64_t volume = 0; 1008 uint64_t volume = 0;
1037 uint32_t nrof = 0; 1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1038 1012
1039 //object *middle = 0; 1013 //object *middle = 0;
1040 //object *top = 0; 1014 //object *top = 0;
1041 //object *floor = 0; 1015 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1046 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1024 {
1049 ++nrof;
1050
1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1052 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1053 1027
1054 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1055 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1057 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1058 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1059 * 1033 *
1060 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1061 */ 1035 */
1062 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1063 { 1037 {
1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1065 top = tmp; 1039 top = tmp;
1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 {
1042 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them.
1044 */
1045 middle = 0;
1046 top = 0;
1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1050 }
1066 else 1051 else
1067 { 1052 {
1068 if (tmp->flag [FLAG_IS_FLOOR]) 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1069 { 1054 {
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 */ 1055 ++items;
1073 middle = 0; 1056 volume += tmp->volume ();
1074 top = 0;
1075 floor = tmp;
1076 } 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
1077 else 1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 { 1068 {
1079 if (!tmp->flag [FLAG_NO_PICK]) 1069 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; 1070 middle = tmp;
1094 } 1071 }
1095 } 1072 }
1096 } 1073 }
1097 1074
1098 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1099 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1100 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1101 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1102 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1103 1080
1104 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1105 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1106 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 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 } 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;
1111 1096
1112 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1098 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1100 this->move_on = move_on;
1116 this->move_off = move_off; 1101 this->move_off = move_off;
1117 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024; 1103 this->volume_ = (volume + 1023) / 1024;
1119 this->nrof_ = min (65535, nrof); 1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1120 1105
1121 /* 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),
1122 * 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
1123 * this point. 1108 * this point.
1124 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1624 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1625 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1626 } 1611 }
1627} 1612}
1628 1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615
1629static void 1616static void
1630split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1631{ 1618{
1632 // clip to map to the left 1619 // clip to map to the left
1633 if (x0 < 0) 1620 if (x0 < 0)
1688 r->dx = dx; 1675 r->dx = dx;
1689 r->dy = dy; 1676 r->dy = dy;
1690} 1677}
1691 1678
1692maprect * 1679maprect *
1693maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1694{ 1681{
1695 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1696 buf.clear (); 1682 buf.clear ();
1697 1683
1698 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1699 1685
1700 // add end marker 1686 // add end marker

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