--- deliantra/server/common/map.C 2009/02/17 03:53:31 1.158 +++ deliantra/server/common/map.C 2009/11/08 20:55:39 1.172 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -27,6 +28,8 @@ #include "loader.h" #include "path.h" +//+GPL + sint8 maptile::outdoor_darkness; /* This rolls up wall, blocks_magic, blocks_view, etc, all into @@ -72,9 +75,6 @@ int blocked_link (object *ob, maptile *m, int sx, int sy) { - object *tmp; - int mflags, blocked; - /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ @@ -84,12 +84,10 @@ return 1; } - /* Save some cycles - instead of calling get_map_flags(), just get the value - * directly. - */ - mflags = m->at (sx, sy).flags (); + mapspace &ms = m->at (sx, sy); - blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); + int mflags = ms.flags (); + int blocked = ms.move_block; /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special @@ -98,7 +96,7 @@ if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) return 0; - /* if there isn't anytyhing alive on this space, and this space isn't + /* if there isn't anything alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we @@ -115,54 +113,51 @@ * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ - for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - - /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) + if (OB_MOVE_BLOCK (ob, tmp)) { - /* If last_sp is set, the player/monster needs an object, - * so we check for it. If they don't have it, they can't - * pass through this space. - */ - if (tmp->last_sp) + if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) + if (RESULT_INT (0)) + return 1; + else + continue; + + if (tmp->type == CHECK_INV) { - if (check_inv_recursive (ob, tmp) == NULL) + bool have = check_inv_recursive (ob, tmp); + + // last_sp set means we block if we don't have. + if (logical_xor (have, tmp->last_sp)) return 1; - else - continue; } - else + else if (tmp->type == T_MATCH) { - /* In this case, the player must not have the object - - * if they do, they can't pass through. - */ - if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ + // T_MATCH allows "entrance" iff the match is true + // == blocks if the match fails + + // we could have used an INVOKE_OBJECT, but decided against it, as we + // assume that T_MATCH is relatively common. + if (!match (tmp->slaying, ob, tmp, ob)) return 1; - else - continue; } - } /* if check_inv */ - else - { - /* Broke apart a big nasty if into several here to make - * this more readable. first check - if the space blocks - * movement, can't move here. - * second - if a monster, can't move there, unless it is a - * hidden dm - */ - if (OB_MOVE_BLOCK (ob, tmp)) - return 1; + else + return 1; // unconditional block + + } else { + // space does not block the ob, directly, but + // anything alive that is not a door still + // blocks anything but wizards. if (tmp->flag [FLAG_ALIVE] && tmp->head_ () != ob && tmp != ob && tmp->type != DOOR - && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) + && !tmp->flag [FLAG_WIZPASS]) return 1; } - } + return 0; } @@ -230,7 +225,7 @@ * The object 'container' is the object that contains the inventory. * This is needed so that we can update the containers weight. */ -void +static void fix_container (object *container) { object *tmp = container->inv, *next; @@ -251,6 +246,8 @@ container->update_weight (); } +//-GPL + void maptile::set_object_flag (int flag, int value) { @@ -275,6 +272,8 @@ INVOKE_OBJECT (RESET, tmp); } +//+GPL + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -311,6 +310,8 @@ } } +//-GPL + /* * Loads (ands parses) the objects into a given map from the specified * file pointer. @@ -450,6 +451,7 @@ height = 16; timeout = 300; max_nrof = 1000; // 1000 items of anything + max_items = MAX_ITEM_PER_ACTION; max_volume = 2000000; // 2m³ } @@ -481,6 +483,8 @@ spaces = salloc0 (size ()); } +//+GPL + /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. @@ -566,34 +570,34 @@ /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ -static void -print_shop_string (maptile *m, char *output_string) +static const char * +print_shop_string (maptile *m) { - int i; - char tmp[MAX_BUF]; + static dynbuf_text buf; buf.clear (); - strcpy (output_string, ""); - for (i = 0; i < m->shopitems[0].index; i++) + for (int i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) - sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); + buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); else - sprintf (tmp, "%s;", m->shopitems[i].name); + buf.printf ("%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) - sprintf (tmp, "*:%d;", m->shopitems[i].strength); + buf.printf ("*:%d;", m->shopitems[i].strength); else - sprintf (tmp, "*"); + buf.printf ("*"); } - - strcat (output_string, tmp); } + + return buf; } +//-GPL + /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the @@ -694,6 +698,8 @@ abort (); } +//+GPL + /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ @@ -720,6 +726,8 @@ } } +//-GPL + bool maptile::_save_header (object_freezer &freezer) { @@ -736,20 +744,14 @@ MAP_OUT (no_reset); MAP_OUT (no_drop); MAP_OUT (difficulty); - if (default_region) MAP_OUT2 (region, default_region->name); - if (shopitems) - { - char shop[MAX_BUF]; - print_shop_string (this, shop); - MAP_OUT2 (shopitems, shop); - } - + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); MAP_OUT (shopgreed); MAP_OUT (shopmin); MAP_OUT (shopmax); if (shoprace) MAP_OUT (shoprace); + MAP_OUT (darkness); MAP_OUT (width); MAP_OUT (height); @@ -792,6 +794,8 @@ return freezer.save (path); } +//+GPL + /* * Remove and free all objects in the given map. */ @@ -1026,9 +1030,12 @@ mapspace::update_ () { object *last = 0; - uint8 flags = P_UPTODATE, anywhere = 0; + uint8 flags = P_UPTODATE; sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; + uint64_t volume = 0; + uint32_t items = 0; + object *anywhere = 0; //object *middle = 0; //object *top = 0; @@ -1038,6 +1045,8 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; + object::flags_t allflags; // all flags of all objects or'ed together + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) @@ -1051,38 +1060,42 @@ * * Always put the player down for drawing. */ - if (!tmp->invisible) + if (expect_true (!tmp->invisible)) { - if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) + if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) top = tmp; - else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) - { - /* If we got a floor, that means middle and top were below it, - * so should not be visible, so we clear them. - */ - middle = 0; - top = 0; - floor = tmp; - } - /* Flag anywhere have high priority */ - else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) + else { - middle = tmp; - anywhere = 1; + if (expect_false (tmp->flag [FLAG_IS_FLOOR])) + { + /* If we got a floor, that means middle and top were below it, + * so should not be visible, so we clear them. + */ + middle = 0; + top = 0; + floor = tmp; + volume = 0; + items = 0; + } + else + { + if (expect_true (!tmp->flag [FLAG_NO_PICK])) + { + ++items; + volume += tmp->volume (); + } + + /* Flag anywhere have high priority */ + if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) + anywhere = tmp; + /* Find the highest visible face around. If equal + * visibilities, we still want the one nearer to the + * top + */ + else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility)) + middle = tmp; + } } - - /* Find the highest visible face around. If equal - * visibilities, we still want the one nearer to the - * top - */ - else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) - middle = tmp; - } - - if (tmp == tmp->above) - { - LOG (llevError, "Error in structure of map\n"); - exit (-1); } move_slow |= tmp->move_slow; @@ -1091,20 +1104,30 @@ move_off |= tmp->move_off; move_allow |= tmp->move_allow; - if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; - if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; - if (tmp->type == PLAYER) flags |= P_PLAYER; - if (tmp->type == SAFE_GROUND) flags |= P_SAFE; - if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; - if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; + allflags |= tmp->flag; + + if (tmp->type == PLAYER) flags |= P_PLAYER; + if (tmp->type == SAFE_GROUND) flags |= P_SAFE; } + // FLAG_SEE_ANYWHERE takes precedence + if (anywhere) + middle = anywhere; + + // ORing all flags together and checking them here is much faster + if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; + if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; + if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; + if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; this->move_off = move_off; this->move_slow = move_slow; + this->volume_ = (volume + 1023) / 1024; + this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at @@ -1180,17 +1203,6 @@ #endif } -uint64 -mapspace::volume () const -{ - uint64 vol = 0; - - for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below) - vol += op->volume (); - - return vol; -} - maptile * maptile::tile_available (int dir, bool load) { @@ -1517,8 +1529,8 @@ retval->distance_x += op2->x - x; retval->distance_y += op2->y - y; - retval->part = NULL; - retval->distance = idistance (retval->distance_x, retval->distance_y); + retval->part = 0; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1539,6 +1551,8 @@ return adjacent_map (op1->map, op2->map, &dx, &dy); } +//-GPL + object * maptile::insert (object *op, int x, int y, object *originator, int flags) { @@ -1560,6 +1574,8 @@ return ::region::default_region (); } +//+GPL + /* picks a random object from a style map. */ object * @@ -1581,9 +1597,11 @@ } // instead of crashing in the unlikely(?) case, try to return *something* - return archetype::find ("bug"); + return archetype::find (shstr_bug); } +//-GPL + void maptile::play_sound (faceidx sound, int x, int y) const {