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Comparing deliantra/server/common/map.C (file contents):
Revision 1.142 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.176 by root, Tue Nov 10 05:11:05 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
28#include "loader.h" 28#include "loader.h"
29
30#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
31 34
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
35 * 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
70 * by the caller. 73 * by the caller.
71 */ 74 */
72int 75int
73blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 77{
75 object *tmp;
76 int mflags, blocked;
77
78 /* 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
79 * have already checked this. 79 * have already checked this.
80 */ 80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 82 {
83 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");
84 return 1; 84 return 1;
85 } 85 }
86 86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 88
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
93 91
94 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 94 * things we need to do for players.
97 */ 95 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 97 return 0;
100 98
101 /* 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
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
117 */ 115 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 117 {
120 118 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 119 {
124 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
126 * pass through this space. 122 return 1;
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 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))
131 return 1; 132 return 1;
132 else 133 }
133 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;
134 } 143 }
135 else 144 else
136 { 145 return 1; // unconditional block
137 /* In this case, the player must not have the object - 146
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 147 } else {
147 { 148 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 151
157 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 153 && tmp->head_ () != ob
159 && tmp != ob 154 && tmp != ob
160 && tmp->type != DOOR 155 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 157 return 1;
163 } 158 }
164
165 } 159 }
160
166 return 0; 161 return 0;
167} 162}
168 163
169/* 164/*
170 * 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
222 } 217 }
223 218
224 return 0; 219 return 0;
225} 220}
226 221
227/* When the map is loaded, load_object does not actually insert objects 222//-GPL
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233void
234fix_container (object *container)
235{
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252}
253 223
254void 224void
255maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
256{ 226{
257 if (!spaces) 227 if (!spaces)
259 229
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
263} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
264 262
265/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
268 * they are saved). 266 * they are saved).
296 op = op->above; 294 op = op->above;
297 } 295 }
298 } 296 }
299} 297}
300 298
299//-GPL
300
301/* 301/*
302 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
303 * file pointer. 303 * file pointer.
304 */ 304 */
305bool 305bool
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 { 322 {
323 // we insert manually because 323 // we insert manually because
324 // a) its way faster 324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that 325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct 326 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 327 mapspace &ms = at (op->x, op->y);
328 328
329 op->flag [FLAG_REMOVED] = false; 329 op->flag [FLAG_REMOVED] = false;
330 330
331 op->above = 0; 331 op->above = 0;
332 op->below = ms.top; 332 op->below = ms.top;
333 333
334 if (ms.top)
335 ms.top->above = op; 334 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 335
339 ms.top = op; 336 ms.top = op;
340 ms.flags_ = 0; 337 ms.flags_ = 0;
341 } 338 }
342 else 339 else
437 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
438 */ 435 */
439 width = 16; 436 width = 16;
440 height = 16; 437 height = 16;
441 timeout = 300; 438 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
444} 441}
445 442
446maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
447{ 444{
468 if (spaces) 465 if (spaces)
469 return; 466 return;
470 467
471 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
472} 469}
470
471//+GPL
473 472
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* 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 474 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 475 * at a later date.
477 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
554 return items; 553 return items;
555} 554}
556 555
557/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
559static void 558static const char *
560print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
561{ 560{
562 int i; 561 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF];
564 562
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 564 {
568 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
569 { 566 {
570 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 else 569 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
574 } 571 }
575 else 572 else
576 { 573 {
577 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
579 else 576 else
580 sprintf (tmp, "*"); 577 buf.printf ("*");
581 } 578 }
582
583 strcat (output_string, tmp);
584 } 579 }
580
581 return buf;
585} 582}
583
584//-GPL
586 585
587/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
590 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
682 } 681 }
683 682
684 abort (); 683 abort ();
685} 684}
686 685
686//+GPL
687
687/****************************************************************************** 688/******************************************************************************
688 * This is the start of unique map handling code 689 * This is the start of unique map handling code
689 *****************************************************************************/ 690 *****************************************************************************/
690 691
691/* This goes through the maptile and removed any unique items on the map. */ 692/* This goes through the maptile and removed any unique items on the map. */
701 702
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 704 unique = 1;
704 705
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 707 op->destroy ();
709 }
710 708
711 op = above; 709 op = above;
712 } 710 }
713 } 711 }
714} 712}
713
714//-GPL
715 715
716bool 716bool
717maptile::_save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
718{ 718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
727 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop); 730 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
734 733
735 if (shopitems) 734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed); 735 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 736 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 737 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 738 if (shoprace) MAP_OUT (shoprace);
739
746 MAP_OUT (darkness); 740 MAP_OUT (darkness);
747 MAP_OUT (width); 741 MAP_OUT (width);
748 MAP_OUT (height); 742 MAP_OUT (height);
749 MAP_OUT (enter_x); 743 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 744 MAP_OUT (enter_y);
783 return false; 777 return false;
784 778
785 return freezer.save (path); 779 return freezer.save (path);
786} 780}
787 781
782//+GPL
783
788/* 784/*
789 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
790 */ 786 */
791void 787void
792maptile::clear () 788maptile::clear ()
802 798
803 op->flag [FLAG_REMOVED] = true; 799 op->flag [FLAG_REMOVED] = true;
804 800
805 object *head = op->head_ (); 801 object *head = op->head_ ();
806 if (op == head) 802 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 803 op->destroy ();
810 }
811 else if (head->map != op->map) 804 else if (head->map != op->map)
812 { 805 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy (); 807 head->destroy ();
815 } 808 }
930 op->destroy (); 923 op->destroy ();
931 } 924 }
932} 925}
933 926
934/* 927/*
935 * Updates every button on the map (by calling update_button() for them).
936 */
937void
938maptile::update_buttons ()
939{
940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941 for (objectlink *ol = obp->link; ol; ol = ol->next)
942 {
943 if (!ol->ob)
944 {
945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
948 }
949
950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951 {
952 update_button (ol->ob);
953 break;
954 }
955 }
956}
957
958/*
959 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
961 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
962 * 931 *
963 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
964 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
965 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
967 */ 936 */
968int 937int
969maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
970{ 939{
971 long monster_cnt = 0; 940 long monster_cnt = 0;
1016 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1017 */ 986 */
1018int 987int
1019maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1020{ 989{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 990 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1025 return 0; 992 return 0;
1026 993
1027 /* inform all players on the map */ 994 /* inform all players on the map */
1028 if (change > 0) 995 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 997 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 999
1033 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 1001
1045 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1003 update_all_map_los (this);
1047 1004
1048 return 1; 1005 return 1;
1056 */ 1013 */
1057void 1014void
1058mapspace::update_ () 1015mapspace::update_ ()
1059{ 1016{
1060 object *last = 0; 1017 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1063 1025
1064 //object *middle = 0; 1026 //object *middle = 0;
1065 //object *top = 0; 1027 //object *top = 0;
1066 //object *floor = 0; 1028 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1071 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1037 {
1074 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 light = max (light, tmp->glow_radius); 1039 light += tmp->glow_radius;
1080 1040
1081 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1085 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1086 * 1046 *
1087 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1088 */ 1048 */
1089 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1090 { 1050 {
1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1092 top = tmp; 1052 top = tmp;
1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1094 { 1054 {
1095 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1096 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1097 */ 1057 */
1098 middle = 0; 1058 middle = 0;
1099 top = 0; 1059 top = 0;
1100 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1101 } 1063 }
1102 /* Flag anywhere have high priority */ 1064 else
1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104 { 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1105 middle = tmp; 1083 middle = tmp;
1106 anywhere = 1; 1084 }
1107 } 1085 }
1108 /* Find the highest visible face around. If equal
1109 * visibilities, we still want the one nearer to the
1110 * top
1111 */
1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1113 middle = tmp;
1114 }
1115
1116 if (tmp == tmp->above)
1117 {
1118 LOG (llevError, "Error in structure of map\n");
1119 exit (-1);
1120 } 1086 }
1121 1087
1122 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1123 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1124 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1125 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1126 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1127 1093
1128 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1129 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1130 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1131 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1132 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1133 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1134 } 1098 }
1135 1099
1136 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1137 this->flags_ = flags; 1111 this->flags_ = flags;
1138 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1139 this->move_on = move_on; 1113 this->move_on = move_on;
1140 this->move_off = move_off; 1114 this->move_off = move_off;
1141 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1142 1118
1143 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1144 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1145 * this point. 1121 * this point.
1146 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1212 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1213 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1214#endif 1190#endif
1215} 1191}
1216 1192
1217uint64 1193maptile *
1218mapspace::volume () const
1219{
1220 uint64 vol = 0;
1221
1222 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1223 vol += op->volume ();
1224
1225 return vol;
1226}
1227
1228bool
1229maptile::tile_available (int dir, bool load) 1194maptile::tile_available (int dir, bool load)
1230{ 1195{
1231 if (!tile_path[dir]) 1196 if (tile_path[dir])
1232 return 0; 1197 {
1233
1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1235 return 1; 1199 return tile_map[dir];
1236 1200
1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1238 return 1; 1202 return tile_map[dir];
1203 }
1239 1204
1240 return 0; 1205 return 0;
1241} 1206}
1242 1207
1243/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1549 else 1514 else
1550 { 1515 {
1551 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
1552 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
1553 1518
1554 retval->part = NULL; 1519 retval->part = 0;
1555 retval->distance = idistance (retval->distance_x, retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1556 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1557 } 1522 }
1558} 1523}
1559 1524
1560/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
1571 int dx, dy; 1536 int dx, dy;
1572 1537
1573 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
1574} 1539}
1575 1540
1541//-GPL
1542
1576object * 1543object *
1577maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1578{ 1545{
1579 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1580} 1547}
1591 if (default_region) 1558 if (default_region)
1592 return default_region; 1559 return default_region;
1593 1560
1594 return ::region::default_region (); 1561 return ::region::default_region ();
1595} 1562}
1563
1564//+GPL
1596 1565
1597/* picks a random object from a style map. 1566/* picks a random object from a style map.
1598 */ 1567 */
1599object * 1568object *
1600maptile::pick_random_object (rand_gen &gen) const 1569maptile::pick_random_object (rand_gen &gen) const
1613 if (pick && pick->is_head ()) 1582 if (pick && pick->is_head ())
1614 return pick->head_ (); 1583 return pick->head_ ();
1615 } 1584 }
1616 1585
1617 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1618 return archetype::find ("bug"); 1587 return archetype::find (shstr_bug);
1619} 1588}
1589
1590//-GPL
1620 1591
1621void 1592void
1622maptile::play_sound (faceidx sound, int x, int y) const 1593maptile::play_sound (faceidx sound, int x, int y) const
1623{ 1594{
1624 if (!sound) 1595 if (!sound)
1625 return; 1596 return;
1626 1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1627 for_all_players (pl) 1614 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns) 1615 if (client *ns = pl->ns)
1630 { 1616 {
1631 int dx = x - pl->ob->x; 1617 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y; 1618 int dy = y - pl->ob->y;
1633 1619
1634 int distance = idistance (dx, dy); 1620 int distance = idistance (dx, dy);
1635 1621
1636 if (distance <= MAX_SOUND_DISTANCE) 1622 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy); 1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1638 } 1624 }
1639} 1625}
1640 1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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