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Comparing deliantra/server/common/map.C (file contents):
Revision 1.140 by root, Sun May 4 20:40:52 2008 UTC vs.
Revision 1.178 by root, Sun Nov 29 09:41:27 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
631 case KW_shopgreed: thawer.get (shopgreed); break; 630 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break; 631 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break; 632 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break; 633 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break; 634 case KW_outdoor: thawer.get (outdoor); break;
636 case KW_temp: thawer.get (temp); break;
637 case KW_pressure: thawer.get (pressure); break;
638 case KW_humid: thawer.get (humid); break;
639 case KW_windspeed: thawer.get (windspeed); break;
640 case KW_winddir: thawer.get (winddir); break;
641 case KW_sky: thawer.get (sky); break;
642 635
643 case KW_per_player: thawer.get (per_player); break; 636 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 637 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 638 case KW_no_reset: thawer.get (no_reset); break;
639 case KW_no_drop: thawer.get (no_drop); break;
646 640
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 641 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 642 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 643
650 // old names new names 644 // old names new names
681 } 675 }
682 676
683 abort (); 677 abort ();
684} 678}
685 679
680//+GPL
681
686/****************************************************************************** 682/******************************************************************************
687 * This is the start of unique map handling code 683 * This is the start of unique map handling code
688 *****************************************************************************/ 684 *****************************************************************************/
689 685
690/* This goes through the maptile and removed any unique items on the map. */ 686/* This goes through the maptile and removed any unique items on the map. */
700 696
701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 697 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702 unique = 1; 698 unique = 1;
703 699
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 700 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 701 op->destroy ();
708 }
709 702
710 op = above; 703 op = above;
711 } 704 }
712 } 705 }
713} 706}
714 707
708//-GPL
709
715bool 710bool
716maptile::_save_header (object_freezer &freezer) 711maptile::_save_header (object_freezer &freezer)
717{ 712{
718#define MAP_OUT(k) freezer.put (KW_ ## k, k) 713#define MAP_OUT(k) freezer.put (KW(k), k)
719#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 714#define MAP_OUT2(k,v) freezer.put (KW(k), v)
720 715
721 MAP_OUT2 (arch, "map"); 716 MAP_OUT2 (arch, CS(map));
722 717
723 if (name) MAP_OUT (name); 718 if (name) MAP_OUT (name);
724 MAP_OUT (swap_time); 719 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 720 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 721 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 722 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 723 MAP_OUT (no_reset);
724 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 725 MAP_OUT (difficulty);
730
731 if (default_region) MAP_OUT2 (region, default_region->name); 726 if (default_region) MAP_OUT2 (region, default_region->name);
732 727
733 if (shopitems) 728 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
734 {
735 char shop[MAX_BUF];
736 print_shop_string (this, shop);
737 MAP_OUT2 (shopitems, shop);
738 }
739
740 MAP_OUT (shopgreed); 729 MAP_OUT (shopgreed);
741 MAP_OUT (shopmin); 730 MAP_OUT (shopmin);
742 MAP_OUT (shopmax); 731 MAP_OUT (shopmax);
743 if (shoprace) MAP_OUT (shoprace); 732 if (shoprace) MAP_OUT (shoprace);
744 MAP_OUT (darkness); 733
745 MAP_OUT (width); 734 MAP_OUT (width);
746 MAP_OUT (height); 735 MAP_OUT (height);
747 MAP_OUT (enter_x); 736 MAP_OUT (enter_x);
748 MAP_OUT (enter_y); 737 MAP_OUT (enter_y);
749 738 MAP_OUT (darkness);
750 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
751 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
752
753 MAP_OUT (outdoor); 739 MAP_OUT (outdoor);
754 MAP_OUT (temp); 740
755 MAP_OUT (pressure); 741 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
756 MAP_OUT (humid); 742 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
757 MAP_OUT (windspeed);
758 MAP_OUT (winddir);
759 MAP_OUT (sky);
760 743
761 MAP_OUT (per_player); 744 MAP_OUT (per_player);
762 MAP_OUT (per_party); 745 MAP_OUT (per_party);
763 746
764 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 747 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
765 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 748 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
766 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 749 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
767 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 750 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
768 751
769 freezer.put (this); 752 freezer.put (this);
770 freezer.put (KW_end); 753 freezer.put (KW(end));
771 754
772 return true; 755 return true;
773} 756}
774 757
775bool 758bool
780 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
781 return false; 764 return false;
782 765
783 return freezer.save (path); 766 return freezer.save (path);
784} 767}
768
769//+GPL
785 770
786/* 771/*
787 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
788 */ 773 */
789void 774void
800 785
801 op->flag [FLAG_REMOVED] = true; 786 op->flag [FLAG_REMOVED] = true;
802 787
803 object *head = op->head_ (); 788 object *head = op->head_ ();
804 if (op == head) 789 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 790 op->destroy ();
808 }
809 else if (head->map != op->map) 791 else if (head->map != op->map)
810 { 792 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 794 head->destroy ();
813 } 795 }
861 843
862 clear (); 844 clear ();
863} 845}
864 846
865/* decay and destroy perishable items in a map */ 847/* decay and destroy perishable items in a map */
848// TODO: should be done regularly, not on map load?
866void 849void
867maptile::do_decay_objects () 850maptile::do_decay_objects ()
868{ 851{
869 if (!spaces) 852 if (!spaces)
870 return; 853 return;
917 || mat & M_LIQUID 900 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1) 901 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1) 902 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 903 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 904 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32)) 905 //|| (mat & M_ICE && temp > 32)
906 )
923 destroy = 1; 907 destroy = 1;
924 } 908 }
925 909
926 /* adjust overall chance below */ 910 /* adjust overall chance below */
927 if (destroy && rndm (0, 1)) 911 if (destroy && rndm (0, 1))
928 op->destroy (); 912 op->destroy ();
929 }
930}
931
932/*
933 * Updates every button on the map (by calling update_button() for them).
934 */
935void
936maptile::update_buttons ()
937{
938 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939 for (objectlink *ol = obp->link; ol; ol = ol->next)
940 {
941 if (!ol->ob)
942 {
943 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945 continue;
946 }
947
948 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949 {
950 update_button (ol->ob);
951 break;
952 }
953 } 913 }
954} 914}
955 915
956/* 916/*
957 * This routine is supposed to find out the difficulty of the map. 917 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 918 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 919 * but does have a lot to do with treasure on the map.
960 * 920 *
961 * Difficulty can now be set by the map creature. If the value stored 921 * Difficulty can now be set by the map creator. If the value stored
962 * in the map is zero, then use this routine. Maps should really 922 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 923 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 924 * is much better than this function's guesswork.
965 */ 925 */
966int 926int
967maptile::estimate_difficulty () const 927maptile::estimate_difficulty () const
968{ 928{
969 long monster_cnt = 0; 929 long monster_cnt = 0;
1014 * postive values make it darker, negative make it brighter 974 * postive values make it darker, negative make it brighter
1015 */ 975 */
1016int 976int
1017maptile::change_map_light (int change) 977maptile::change_map_light (int change)
1018{ 978{
1019 int new_level = darkness + change;
1020
1021 /* Nothing to do */ 979 /* Nothing to do */
1022 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 980 if (!change)
1023 return 0; 981 return 0;
1024 982
1025 /* inform all players on the map */ 983 /* inform all players on the map */
1026 if (change > 0) 984 if (change > 0)
1027 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1028 else 986 else
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1030 988
1031 /* Do extra checking. since darkness is a unsigned value, 989 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1032 * we need to be extra careful about negative values.
1033 * In general, the checks below are only needed if change
1034 * is not +/-1
1035 */
1036 if (new_level < 0)
1037 darkness = 0;
1038 else if (new_level >= MAX_DARKNESS)
1039 darkness = MAX_DARKNESS;
1040 else
1041 darkness = new_level;
1042 990
1043 /* All clients need to get re-updated for the change */ 991 /* All clients need to get re-updated for the change */
1044 update_all_map_los (this); 992 update_all_map_los (this);
993
1045 return 1; 994 return 1;
1046} 995}
1047 996
1048/* 997/*
1049 * This function updates various attributes about a specific space 998 * This function updates various attributes about a specific space
1052 * through, etc) 1001 * through, etc)
1053 */ 1002 */
1054void 1003void
1055mapspace::update_ () 1004mapspace::update_ ()
1056{ 1005{
1057 object *tmp, *last = 0; 1006 object *last = 0;
1058 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1007 uint8 flags = P_UPTODATE;
1008 sint8 light = 0;
1059 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1009 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1010 uint64_t volume = 0;
1011 uint32_t items = 0;
1012 object *anywhere = 0;
1013 uint8_t middle_visibility = 0;
1060 1014
1061 //object *middle = 0; 1015 //object *middle = 0;
1062 //object *top = 0; 1016 //object *top = 0;
1063 //object *floor = 0; 1017 //object *floor = 0;
1064 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1065 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1066 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1067 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1068 1022
1023 object::flags_t allflags; // all flags of all objects or'ed together
1024
1069 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1025 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1070 { 1026 {
1071 /* This could be made additive I guess (two lights better than 1027 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1072 * one). But if so, it shouldn't be a simple additive - 2
1073 * light bulbs do not illuminate twice as far as once since
1074 * it is a dissapation factor that is cubed.
1075 */
1076 light = max (light, tmp->glow_radius); 1028 light += tmp->glow_radius;
1077 1029
1078 /* This call is needed in order to update objects the player 1030 /* This call is needed in order to update objects the player
1079 * is standing in that have animations (ie, grass, fire, etc). 1031 * is standing in that have animations (ie, grass, fire, etc).
1080 * However, it also causes the look window to be re-drawn 1032 * However, it also causes the look window to be re-drawn
1081 * 3 times each time the player moves, because many of the 1033 * 3 times each time the player moves, because many of the
1082 * functions the move_player calls eventualy call this. 1034 * functions the move_player calls eventualy call this.
1083 * 1035 *
1084 * Always put the player down for drawing. 1036 * Always put the player down for drawing.
1085 */ 1037 */
1086 if (!tmp->invisible) 1038 if (expect_true (!tmp->invisible))
1087 { 1039 {
1088 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1040 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1089 top = tmp; 1041 top = tmp;
1090 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1042 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1091 { 1043 {
1092 /* If we got a floor, that means middle and top were below it, 1044 /* If we got a floor, that means middle and top were below it,
1093 * so should not be visible, so we clear them. 1045 * so should not be visible, so we clear them.
1094 */ 1046 */
1095 middle = 0; 1047 middle = 0;
1096 top = 0; 1048 top = 0;
1097 floor = tmp; 1049 floor = tmp;
1050 volume = 0;
1051 items = 0;
1098 } 1052 }
1099 /* Flag anywhere have high priority */ 1053 else
1100 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1101 { 1054 {
1055 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1056 {
1057 ++items;
1058 volume += tmp->volume ();
1059 }
1060
1061 /* Flag anywhere have high priority */
1062 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1063 anywhere = tmp;
1064
1065 /* Find the highest visible face around. If equal
1066 * visibilities, we still want the one nearer to the
1067 * top
1068 */
1069 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1070 {
1071 middle_visibility = ::faces [tmp->face].visibility;
1102 middle = tmp; 1072 middle = tmp;
1103 anywhere = 1; 1073 }
1104 } 1074 }
1105 /* Find the highest visible face around. If equal
1106 * visibilities, we still want the one nearer to the
1107 * top
1108 */
1109 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1110 middle = tmp;
1111 }
1112
1113 if (tmp == tmp->above)
1114 {
1115 LOG (llevError, "Error in structure of map\n");
1116 exit (-1);
1117 } 1075 }
1118 1076
1119 move_slow |= tmp->move_slow; 1077 move_slow |= tmp->move_slow;
1120 move_block |= tmp->move_block; 1078 move_block |= tmp->move_block;
1121 move_on |= tmp->move_on; 1079 move_on |= tmp->move_on;
1122 move_off |= tmp->move_off; 1080 move_off |= tmp->move_off;
1123 move_allow |= tmp->move_allow; 1081 move_allow |= tmp->move_allow;
1124 1082
1125 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1083 allflags |= tmp->flag;
1126 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1084
1127 if (tmp->type == PLAYER) flags |= P_PLAYER; 1085 if (tmp->type == PLAYER) flags |= P_PLAYER;
1128 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1086 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1129 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1130 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1131 } 1087 }
1132 1088
1133 this->light = light; 1089 // FLAG_SEE_ANYWHERE takes precedence
1090 if (anywhere)
1091 middle = anywhere;
1092
1093 // ORing all flags together and checking them here is much faster
1094 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1095 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1096 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1097 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1098
1099 this->light = min (light, MAX_LIGHT_RADIUS);
1134 this->flags_ = flags; 1100 this->flags_ = flags;
1135 this->move_block = move_block & ~move_allow; 1101 this->move_block = move_block & ~move_allow;
1136 this->move_on = move_on; 1102 this->move_on = move_on;
1137 this->move_off = move_off; 1103 this->move_off = move_off;
1138 this->move_slow = move_slow; 1104 this->move_slow = move_slow;
1105 this->volume_ = (volume + 1023) / 1024;
1106 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1139 1107
1140 /* At this point, we have a floor face (if there is a floor), 1108 /* At this point, we have a floor face (if there is a floor),
1141 * and the floor is set - we are not going to touch it at 1109 * and the floor is set - we are not going to touch it at
1142 * this point. 1110 * this point.
1143 * middle contains the highest visibility face. 1111 * middle contains the highest visibility face.
1158 * 1) top face is set, need middle to be set. 1126 * 1) top face is set, need middle to be set.
1159 * 2) middle is set, need to set top. 1127 * 2) middle is set, need to set top.
1160 * 3) neither middle or top is set - need to set both. 1128 * 3) neither middle or top is set - need to set both.
1161 */ 1129 */
1162 1130
1163 for (tmp = last; tmp; tmp = tmp->below) 1131 for (object *tmp = last; tmp; tmp = tmp->below)
1164 { 1132 {
1165 /* Once we get to a floor, stop, since we already have a floor object */ 1133 /* Once we get to a floor, stop, since we already have a floor object */
1166 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1134 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1167 break; 1135 break;
1168 1136
1209 faces_obj [1] = middle; 1177 faces_obj [1] = middle;
1210 faces_obj [2] = floor; 1178 faces_obj [2] = floor;
1211#endif 1179#endif
1212} 1180}
1213 1181
1214uint64 1182maptile *
1215mapspace::volume () const
1216{
1217 uint64 vol = 0;
1218
1219 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1220 vol += op->volume ();
1221
1222 return vol;
1223}
1224
1225bool
1226maptile::tile_available (int dir, bool load) 1183maptile::tile_available (int dir, bool load)
1227{ 1184{
1228 if (!tile_path[dir]) 1185 if (tile_path[dir])
1229 return 0; 1186 {
1230
1231 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1187 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1232 return 1; 1188 return tile_map[dir];
1233 1189
1234 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1190 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1235 return 1; 1191 return tile_map[dir];
1192 }
1236 1193
1237 return 0; 1194 return 0;
1238} 1195}
1239 1196
1240/* this returns TRUE if the coordinates (x,y) are out of 1197/* this returns TRUE if the coordinates (x,y) are out of
1546 else 1503 else
1547 { 1504 {
1548 retval->distance_x += op2->x - x; 1505 retval->distance_x += op2->x - x;
1549 retval->distance_y += op2->y - y; 1506 retval->distance_y += op2->y - y;
1550 1507
1551 retval->part = NULL; 1508 retval->part = 0;
1552 retval->distance = idistance (retval->distance_x, retval->distance_y); 1509 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1510 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1554 } 1511 }
1555} 1512}
1556 1513
1557/* Returns true of op1 and op2 are effectively on the same map 1514/* Returns true of op1 and op2 are effectively on the same map
1568 int dx, dy; 1525 int dx, dy;
1569 1526
1570 return adjacent_map (op1->map, op2->map, &dx, &dy); 1527 return adjacent_map (op1->map, op2->map, &dx, &dy);
1571} 1528}
1572 1529
1530//-GPL
1531
1573object * 1532object *
1574maptile::insert (object *op, int x, int y, object *originator, int flags) 1533maptile::insert (object *op, int x, int y, object *originator, int flags)
1575{ 1534{
1576 if (!op->flag [FLAG_REMOVED])
1577 op->remove ();
1578
1579 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1535 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1580} 1536}
1581 1537
1582region * 1538region *
1583maptile::region (int x, int y) const 1539maptile::region (int x, int y) const
1591 if (default_region) 1547 if (default_region)
1592 return default_region; 1548 return default_region;
1593 1549
1594 return ::region::default_region (); 1550 return ::region::default_region ();
1595} 1551}
1552
1553//+GPL
1596 1554
1597/* picks a random object from a style map. 1555/* picks a random object from a style map.
1598 */ 1556 */
1599object * 1557object *
1600maptile::pick_random_object (rand_gen &gen) const 1558maptile::pick_random_object (rand_gen &gen) const
1613 if (pick && pick->is_head ()) 1571 if (pick && pick->is_head ())
1614 return pick->head_ (); 1572 return pick->head_ ();
1615 } 1573 }
1616 1574
1617 // instead of crashing in the unlikely(?) case, try to return *something* 1575 // instead of crashing in the unlikely(?) case, try to return *something*
1618 return archetype::find ("bug"); 1576 return archetype::find (shstr_bug);
1619} 1577}
1578
1579//-GPL
1620 1580
1621void 1581void
1622maptile::play_sound (faceidx sound, int x, int y) const 1582maptile::play_sound (faceidx sound, int x, int y) const
1623{ 1583{
1624 if (!sound) 1584 if (!sound)
1625 return; 1585 return;
1626 1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1627 for_all_players (pl) 1603 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns) 1604 if (client *ns = pl->ns)
1630 { 1605 {
1631 int dx = x - pl->ob->x; 1606 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y; 1607 int dy = y - pl->ob->y;
1633 1608
1634 int distance = idistance (dx, dy); 1609 int distance = idistance (dx, dy);
1635 1610
1636 if (distance <= MAX_SOUND_DISTANCE) 1611 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy); 1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1638 } 1613 }
1639} 1614}
1640 1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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