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Revision 1.150 by root, Thu Dec 4 03:48:19 2008 UTC vs.
Revision 1.172 by root, Sun Nov 8 20:55:39 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "loader.h" 28#include "loader.h"
28#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
29 34
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
68 * by the caller. 73 * by the caller.
69 */ 74 */
70int 75int
71blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 77{
73 object *tmp;
74 int mflags, blocked;
75
76 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this. 79 * have already checked this.
78 */ 80 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
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 87 mapspace &ms = m->at (sx, sy);
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89 88
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
91 91
92 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 94 * things we need to do for players.
95 */ 95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0; 97 return 0;
98 98
99 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
111 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
115 */ 115 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 { 117 {
118 118 if (OB_MOVE_BLOCK (ob, tmp))
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 119 {
122 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
124 * pass through this space. 122 return 1;
125 */ 123 else
126 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
127 { 127 {
128 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
129 return 1; 132 return 1;
130 else 133 }
131 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
132 } 143 }
133 else 144 else
134 { 145 return 1; // unconditional block
135 /* In this case, the player must not have the object - 146
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else 147 } else {
145 { 148 // space does not block the ob, directly, but
146 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
147 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154 151
155 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob 153 && tmp->head_ () != ob
157 && tmp != ob 154 && tmp != ob
158 && tmp->type != DOOR 155 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
160 return 1; 157 return 1;
161 } 158 }
162
163 } 159 }
160
164 return 0; 161 return 0;
165} 162}
166 163
167/* 164/*
168 * Returns qthe blocking object if the given object can't fit in the given 165 * Returns qthe blocking object if the given object can't fit in the given
226 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
227 * and insert them properly. 224 * and insert them properly.
228 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
230 */ 227 */
231void 228static void
232fix_container (object *container) 229fix_container (object *container)
233{ 230{
234 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
235 232
236 container->inv = 0; 233 container->inv = 0;
247 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
248 //TODO: remove 245 //TODO: remove
249 container->update_weight (); 246 container->update_weight ();
250} 247}
251 248
249//-GPL
250
252void 251void
253maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
254{ 253{
255 if (!spaces) 254 if (!spaces)
256 return; 255 return;
270 269
271 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
274} 273}
274
275//+GPL
275 276
276/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
277 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
279 * they are saved). 280 * they are saved).
307 op = op->above; 308 op = op->above;
308 } 309 }
309 } 310 }
310} 311}
311 312
313//-GPL
314
312/* 315/*
313 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer. 317 * file pointer.
315 */ 318 */
316bool 319bool
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 336 {
334 // we insert manually because 337 // we insert manually because
335 // a) its way faster 338 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 339 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 340 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
339 342
340 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
341 344
342 op->above = 0; 345 op->above = 0;
343 op->below = ms.top; 346 op->below = ms.top;
344 347
345 if (ms.top)
346 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 349
350 ms.top = op; 350 ms.top = op;
351 ms.flags_ = 0; 351 ms.flags_ = 0;
352 } 352 }
353 else 353 else
449 */ 449 */
450 width = 16; 450 width = 16;
451 height = 16; 451 height = 16;
452 timeout = 300; 452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
455} 456}
456 457
457maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
458{ 459{
479 if (spaces) 480 if (spaces)
480 return; 481 return;
481 482
482 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
483} 484}
485
486//+GPL
484 487
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 490 * at a later date.
488 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
565 return items; 568 return items;
566} 569}
567 570
568/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
570static void 573static const char *
571print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
572{ 575{
573 int i; 576 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 577
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 579 {
579 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
580 { 581 {
581 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 584 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
585 } 586 }
586 else 587 else
587 { 588 {
588 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 591 else
591 sprintf (tmp, "*"); 592 buf.printf ("*");
592 } 593 }
593
594 strcat (output_string, tmp);
595 } 594 }
595
596 return buf;
596} 597}
598
599//-GPL
597 600
598/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
693 } 696 }
694 697
695 abort (); 698 abort ();
696} 699}
697 700
701//+GPL
702
698/****************************************************************************** 703/******************************************************************************
699 * This is the start of unique map handling code 704 * This is the start of unique map handling code
700 *****************************************************************************/ 705 *****************************************************************************/
701 706
702/* This goes through the maptile and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
718 723
719 op = above; 724 op = above;
720 } 725 }
721 } 726 }
722} 727}
728
729//-GPL
723 730
724bool 731bool
725maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
726{ 733{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
735 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 745 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
742 748
743 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
754 MAP_OUT (darkness); 755 MAP_OUT (darkness);
755 MAP_OUT (width); 756 MAP_OUT (width);
756 MAP_OUT (height); 757 MAP_OUT (height);
757 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
790 if (!_save_header (freezer)) 791 if (!_save_header (freezer))
791 return false; 792 return false;
792 793
793 return freezer.save (path); 794 return freezer.save (path);
794} 795}
796
797//+GPL
795 798
796/* 799/*
797 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
798 */ 801 */
799void 802void
935 op->destroy (); 938 op->destroy ();
936 } 939 }
937} 940}
938 941
939/* 942/*
940 * Updates every button on the map (by calling update_button() for them).
941 */
942void
943maptile::update_buttons ()
944{
945 for (oblinkpt *obp = buttons; obp; obp = obp->next)
946 for (objectlink *ol = obp->link; ol; ol = ol->next)
947 {
948 if (!ol->ob)
949 {
950 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
951 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
952 continue;
953 }
954
955 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
956 {
957 update_button (ol->ob);
958 break;
959 }
960 }
961}
962
963/*
964 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
965 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
966 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
967 * 946 *
968 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
969 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
970 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
972 */ 951 */
973int 952int
974maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
975{ 954{
976 long monster_cnt = 0; 955 long monster_cnt = 0;
1021 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1022 */ 1001 */
1023int 1002int
1024maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1025{ 1004{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1005 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1030 return 0; 1007 return 0;
1031 1008
1032 /* inform all players on the map */ 1009 /* inform all players on the map */
1033 if (change > 0) 1010 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1012 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1014
1038 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1016
1050 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1018 update_all_map_los (this);
1052 1019
1053 return 1; 1020 return 1;
1061 */ 1028 */
1062void 1029void
1063mapspace::update_ () 1030mapspace::update_ ()
1064{ 1031{
1065 object *last = 0; 1032 object *last = 0;
1066 uint8 flags = P_UPTODATE, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1067 sint8 light = 0; 1034 sint8 light = 0;
1068 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1069 1039
1070 //object *middle = 0; 1040 //object *middle = 0;
1071 //object *top = 0; 1041 //object *top = 0;
1072 //object *floor = 0; 1042 //object *floor = 0;
1073 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1074 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1075 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1076 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1077 1049
1078 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1079 { 1051 {
1080 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1081 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1086 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1087 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1088 * 1060 *
1089 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1090 */ 1062 */
1091 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1092 { 1064 {
1093 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1094 top = tmp; 1066 top = tmp;
1095 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else
1096 { 1068 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1070 {
1097 /* If we got a floor, that means middle and top were below it, 1071 /* If we got a floor, that means middle and top were below it,
1098 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1099 */ 1073 */
1100 middle = 0; 1074 middle = 0;
1101 top = 0; 1075 top = 0;
1102 floor = tmp; 1076 floor = tmp;
1077 volume = 0;
1078 items = 0;
1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++items;
1085 volume += tmp->volume ();
1086 }
1087
1088 /* Flag anywhere have high priority */
1089 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1090 anywhere = tmp;
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1096 middle = tmp;
1097 }
1103 } 1098 }
1104 /* Flag anywhere have high priority */
1105 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1106 {
1107 middle = tmp;
1108 anywhere = 1;
1109 }
1110
1111 /* Find the highest visible face around. If equal
1112 * visibilities, we still want the one nearer to the
1113 * top
1114 */
1115 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1116 middle = tmp;
1117 }
1118
1119 if (tmp == tmp->above)
1120 {
1121 LOG (llevError, "Error in structure of map\n");
1122 exit (-1);
1123 } 1099 }
1124 1100
1125 move_slow |= tmp->move_slow; 1101 move_slow |= tmp->move_slow;
1126 move_block |= tmp->move_block; 1102 move_block |= tmp->move_block;
1127 move_on |= tmp->move_on; 1103 move_on |= tmp->move_on;
1128 move_off |= tmp->move_off; 1104 move_off |= tmp->move_off;
1129 move_allow |= tmp->move_allow; 1105 move_allow |= tmp->move_allow;
1130 1106
1131 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1107 allflags |= tmp->flag;
1132 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1108
1133 if (tmp->type == PLAYER) flags |= P_PLAYER; 1109 if (tmp->type == PLAYER) flags |= P_PLAYER;
1134 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1110 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1135 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1136 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1137 } 1111 }
1112
1113 // FLAG_SEE_ANYWHERE takes precedence
1114 if (anywhere)
1115 middle = anywhere;
1116
1117 // ORing all flags together and checking them here is much faster
1118 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1119 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1120 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1121 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1138 1122
1139 this->light = min (light, MAX_LIGHT_RADIUS); 1123 this->light = min (light, MAX_LIGHT_RADIUS);
1140 this->flags_ = flags; 1124 this->flags_ = flags;
1141 this->move_block = move_block & ~move_allow; 1125 this->move_block = move_block & ~move_allow;
1142 this->move_on = move_on; 1126 this->move_on = move_on;
1143 this->move_off = move_off; 1127 this->move_off = move_off;
1144 this->move_slow = move_slow; 1128 this->move_slow = move_slow;
1129 this->volume_ = (volume + 1023) / 1024;
1130 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1145 1131
1146 /* At this point, we have a floor face (if there is a floor), 1132 /* At this point, we have a floor face (if there is a floor),
1147 * and the floor is set - we are not going to touch it at 1133 * and the floor is set - we are not going to touch it at
1148 * this point. 1134 * this point.
1149 * middle contains the highest visibility face. 1135 * middle contains the highest visibility face.
1215 faces_obj [1] = middle; 1201 faces_obj [1] = middle;
1216 faces_obj [2] = floor; 1202 faces_obj [2] = floor;
1217#endif 1203#endif
1218} 1204}
1219 1205
1220uint64 1206maptile *
1221mapspace::volume () const
1222{
1223 uint64 vol = 0;
1224
1225 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1226 vol += op->volume ();
1227
1228 return vol;
1229}
1230
1231bool
1232maptile::tile_available (int dir, bool load) 1207maptile::tile_available (int dir, bool load)
1233{ 1208{
1234 if (!tile_path[dir]) 1209 if (tile_path[dir])
1235 return 0; 1210 {
1236
1237 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1211 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1238 return 1; 1212 return tile_map[dir];
1239 1213
1240 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1214 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1241 return 1; 1215 return tile_map[dir];
1216 }
1242 1217
1243 return 0; 1218 return 0;
1244} 1219}
1245 1220
1246/* this returns TRUE if the coordinates (x,y) are out of 1221/* this returns TRUE if the coordinates (x,y) are out of
1552 else 1527 else
1553 { 1528 {
1554 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1555 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1556 1531
1557 retval->part = NULL; 1532 retval->part = 0;
1558 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1559 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1560 } 1535 }
1561} 1536}
1562 1537
1563/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
1574 int dx, dy; 1549 int dx, dy;
1575 1550
1576 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1577} 1552}
1578 1553
1554//-GPL
1555
1579object * 1556object *
1580maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1581{ 1558{
1582 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1583} 1560}
1594 if (default_region) 1571 if (default_region)
1595 return default_region; 1572 return default_region;
1596 1573
1597 return ::region::default_region (); 1574 return ::region::default_region ();
1598} 1575}
1576
1577//+GPL
1599 1578
1600/* picks a random object from a style map. 1579/* picks a random object from a style map.
1601 */ 1580 */
1602object * 1581object *
1603maptile::pick_random_object (rand_gen &gen) const 1582maptile::pick_random_object (rand_gen &gen) const
1616 if (pick && pick->is_head ()) 1595 if (pick && pick->is_head ())
1617 return pick->head_ (); 1596 return pick->head_ ();
1618 } 1597 }
1619 1598
1620 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1621 return archetype::find ("bug"); 1600 return archetype::find (shstr_bug);
1622} 1601}
1602
1603//-GPL
1623 1604
1624void 1605void
1625maptile::play_sound (faceidx sound, int x, int y) const 1606maptile::play_sound (faceidx sound, int x, int y) const
1626{ 1607{
1627 if (!sound) 1608 if (!sound)
1628 return; 1609 return;
1629 1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622}
1623
1624void
1625maptile::say_msg (const char *msg, int x, int y) const
1626{
1630 for_all_players (pl) 1627 for_all_players (pl)
1631 if (pl->ob->map == this)
1632 if (client *ns = pl->ns) 1628 if (client *ns = pl->ns)
1633 { 1629 {
1634 int dx = x - pl->ob->x; 1630 int dx = x - pl->ob->x;
1635 int dy = y - pl->ob->y; 1631 int dy = y - pl->ob->y;
1636 1632
1637 int distance = idistance (dx, dy); 1633 int distance = idistance (dx, dy);
1638 1634
1639 if (distance <= MAX_SOUND_DISTANCE) 1635 if (distance <= MAX_SOUND_DISTANCE)
1640 ns->play_sound (sound, dx, dy); 1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1641 } 1637 }
1642} 1638}
1643 1639
1640static void
1641split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642{
1643 // clip to map to the left
1644 if (x0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1647 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1648
1649 if (x1 < 0) // entirely to the left
1650 return;
1651
1652 x0 = 0;
1653 }
1654
1655 // clip to map to the right
1656 if (x1 > m->width)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1659 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1660
1661 if (x0 > m->width) // entirely to the right
1662 return;
1663
1664 x1 = m->width;
1665 }
1666
1667 // clip to map above
1668 if (y0 < 0)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_UP, 1))
1671 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1672
1673 if (y1 < 0) // entirely above
1674 return;
1675
1676 y0 = 0;
1677 }
1678
1679 // clip to map below
1680 if (y1 > m->height)
1681 {
1682 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1683 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1684
1685 if (y0 > m->height) // entirely below
1686 return;
1687
1688 y1 = m->height;
1689 }
1690
1691 // if we get here, the rect is within the current map
1692 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1693
1694 r->m = m;
1695 r->x0 = x0;
1696 r->y0 = y0;
1697 r->x1 = x1;
1698 r->y1 = y1;
1699 r->dx = dx;
1700 r->dy = dy;
1701}
1702
1703maprect *
1704maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1705{
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear ();
1708
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710
1711 // add end marker
1712 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1713 r->m = 0;
1714
1715 return (maprect *)buf.linearise ();
1716}
1717

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