ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.166 by root, Wed Oct 21 00:44:39 2009 UTC vs.
Revision 1.178 by root, Sun Nov 29 09:41:27 2009 UTC

25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h" 28#include "loader.h"
29#include "path.h" 29#include "path.h"
30
31//+GPL
30 32
31sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
215 } 217 }
216 218
217 return 0; 219 return 0;
218} 220}
219 221
220/* When the map is loaded, load_object does not actually insert objects 222//-GPL
221 * into inventory, but just links them. What this does is go through
222 * and insert them properly.
223 * The object 'container' is the object that contains the inventory.
224 * This is needed so that we can update the containers weight.
225 */
226void
227fix_container (object *container)
228{
229 object *tmp = container->inv, *next;
230
231 container->inv = 0;
232 while (tmp)
233 {
234 next = tmp->below;
235 if (tmp->inv)
236 fix_container (tmp);
237
238 insert_ob_in_ob (tmp, container);
239 tmp = next;
240 }
241
242 // go through and calculate what all the containers are carrying.
243 //TODO: remove
244 container->update_weight ();
245}
246 223
247void 224void
248maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
249{ 226{
250 if (!spaces) 227 if (!spaces)
265 242
266 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
267 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
269} 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
270 262
271/* 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
272 * 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
273 * 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
274 * they are saved). 266 * they are saved).
301 else 293 else
302 op = op->above; 294 op = op->above;
303 } 295 }
304 } 296 }
305} 297}
298
299//-GPL
306 300
307/* 301/*
308 * 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
309 * file pointer. 303 * file pointer.
310 */ 304 */
440 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
441 */ 435 */
442 width = 16; 436 width = 16;
443 height = 16; 437 height = 16;
444 timeout = 300; 438 timeout = 300;
445 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
446 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
447} 441}
448 442
449maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
450{ 444{
471 if (spaces) 465 if (spaces)
472 return; 466 return;
473 467
474 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
475} 469}
470
471//+GPL
476 472
477/* 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
478 * 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
479 * at a later date. 475 * at a later date.
480 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
583 } 579 }
584 580
585 return buf; 581 return buf;
586} 582}
587 583
584//-GPL
585
588/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
590 * 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
591 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
592 * object structure were needed, so it just made sense to 590 * object structure were needed, so it just made sense to
632 case KW_shopgreed: thawer.get (shopgreed); break; 630 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break; 631 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break; 632 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break; 633 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break; 634 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643 635
644 case KW_per_player: thawer.get (per_player); break; 636 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 637 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 638 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break; 639 case KW_no_drop: thawer.get (no_drop); break;
683 } 675 }
684 676
685 abort (); 677 abort ();
686} 678}
687 679
680//+GPL
681
688/****************************************************************************** 682/******************************************************************************
689 * This is the start of unique map handling code 683 * This is the start of unique map handling code
690 *****************************************************************************/ 684 *****************************************************************************/
691 685
692/* 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. */
709 op = above; 703 op = above;
710 } 704 }
711 } 705 }
712} 706}
713 707
708//-GPL
709
714bool 710bool
715maptile::_save_header (object_freezer &freezer) 711maptile::_save_header (object_freezer &freezer)
716{ 712{
717#define MAP_OUT(k) freezer.put (KW_ ## k, k) 713#define MAP_OUT(k) freezer.put (KW(k), k)
718#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 714#define MAP_OUT2(k,v) freezer.put (KW(k), v)
719 715
720 MAP_OUT2 (arch, "map"); 716 MAP_OUT2 (arch, CS(map));
721 717
722 if (name) MAP_OUT (name); 718 if (name) MAP_OUT (name);
723 MAP_OUT (swap_time); 719 MAP_OUT (swap_time);
724 MAP_OUT (reset_time); 720 MAP_OUT (reset_time);
725 MAP_OUT (reset_timeout); 721 MAP_OUT (reset_timeout);
733 MAP_OUT (shopgreed); 729 MAP_OUT (shopgreed);
734 MAP_OUT (shopmin); 730 MAP_OUT (shopmin);
735 MAP_OUT (shopmax); 731 MAP_OUT (shopmax);
736 if (shoprace) MAP_OUT (shoprace); 732 if (shoprace) MAP_OUT (shoprace);
737 733
738 MAP_OUT (darkness);
739 MAP_OUT (width); 734 MAP_OUT (width);
740 MAP_OUT (height); 735 MAP_OUT (height);
741 MAP_OUT (enter_x); 736 MAP_OUT (enter_x);
742 MAP_OUT (enter_y); 737 MAP_OUT (enter_y);
743 738 MAP_OUT (darkness);
744 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
745 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
746
747 MAP_OUT (outdoor); 739 MAP_OUT (outdoor);
748 MAP_OUT (temp); 740
749 MAP_OUT (pressure); 741 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
750 MAP_OUT (humid); 742 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751 MAP_OUT (windspeed);
752 MAP_OUT (winddir);
753 MAP_OUT (sky);
754 743
755 MAP_OUT (per_player); 744 MAP_OUT (per_player);
756 MAP_OUT (per_party); 745 MAP_OUT (per_party);
757 746
758 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]);
759 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]);
760 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]);
761 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]);
762 751
763 freezer.put (this); 752 freezer.put (this);
764 freezer.put (KW_end); 753 freezer.put (KW(end));
765 754
766 return true; 755 return true;
767} 756}
768 757
769bool 758bool
774 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
775 return false; 764 return false;
776 765
777 return freezer.save (path); 766 return freezer.save (path);
778} 767}
768
769//+GPL
779 770
780/* 771/*
781 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
782 */ 773 */
783void 774void
852 843
853 clear (); 844 clear ();
854} 845}
855 846
856/* 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?
857void 849void
858maptile::do_decay_objects () 850maptile::do_decay_objects ()
859{ 851{
860 if (!spaces) 852 if (!spaces)
861 return; 853 return;
908 || mat & M_LIQUID 900 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1) 901 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1) 902 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 903 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 904 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 || (mat & M_ICE && temp > 32)) 905 //|| (mat & M_ICE && temp > 32)
906 )
914 destroy = 1; 907 destroy = 1;
915 } 908 }
916 909
917 /* adjust overall chance below */ 910 /* adjust overall chance below */
918 if (destroy && rndm (0, 1)) 911 if (destroy && rndm (0, 1))
1009 */ 1002 */
1010void 1003void
1011mapspace::update_ () 1004mapspace::update_ ()
1012{ 1005{
1013 object *last = 0; 1006 object *last = 0;
1014 uint8 flags = P_UPTODATE, anywhere = 0; 1007 uint8 flags = P_UPTODATE;
1015 sint8 light = 0; 1008 sint8 light = 0;
1016 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;
1017 1014
1018 //object *middle = 0; 1015 //object *middle = 0;
1019 //object *top = 0; 1016 //object *top = 0;
1020 //object *floor = 0; 1017 //object *floor = 0;
1021 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1022 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1023 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1024 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1022
1023 object::flags_t allflags; // all flags of all objects or'ed together
1025 1024
1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1025 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1027 { 1026 {
1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1027 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1029 light += tmp->glow_radius; 1028 light += tmp->glow_radius;
1034 * 3 times each time the player moves, because many of the 1033 * 3 times each time the player moves, because many of the
1035 * functions the move_player calls eventualy call this. 1034 * functions the move_player calls eventualy call this.
1036 * 1035 *
1037 * Always put the player down for drawing. 1036 * Always put the player down for drawing.
1038 */ 1037 */
1039 if (!tmp->invisible) 1038 if (expect_true (!tmp->invisible))
1040 { 1039 {
1041 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1040 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1042 top = tmp; 1041 top = tmp;
1043 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1042 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1044 { 1043 {
1045 /* 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,
1046 * so should not be visible, so we clear them. 1045 * so should not be visible, so we clear them.
1047 */ 1046 */
1048 middle = 0; 1047 middle = 0;
1049 top = 0; 1048 top = 0;
1050 floor = tmp; 1049 floor = tmp;
1050 volume = 0;
1051 items = 0;
1051 } 1052 }
1052 /* Flag anywhere have high priority */ 1053 else
1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1054 { 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;
1055 middle = tmp; 1072 middle = tmp;
1056 anywhere = 1; 1073 }
1057 } 1074 }
1058
1059 /* Find the highest visible face around. If equal
1060 * visibilities, we still want the one nearer to the
1061 * top
1062 */
1063 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1064 middle = tmp;
1065 }
1066
1067 if (tmp == tmp->above)
1068 {
1069 LOG (llevError, "Error in structure of map\n");
1070 exit (-1);
1071 } 1075 }
1072 1076
1073 move_slow |= tmp->move_slow; 1077 move_slow |= tmp->move_slow;
1074 move_block |= tmp->move_block; 1078 move_block |= tmp->move_block;
1075 move_on |= tmp->move_on; 1079 move_on |= tmp->move_on;
1076 move_off |= tmp->move_off; 1080 move_off |= tmp->move_off;
1077 move_allow |= tmp->move_allow; 1081 move_allow |= tmp->move_allow;
1078 1082
1079 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1083 allflags |= tmp->flag;
1080 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1084
1081 if (tmp->type == PLAYER) flags |= P_PLAYER; 1085 if (tmp->type == PLAYER) flags |= P_PLAYER;
1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1086 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1085 } 1087 }
1088
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;
1086 1098
1087 this->light = min (light, MAX_LIGHT_RADIUS); 1099 this->light = min (light, MAX_LIGHT_RADIUS);
1088 this->flags_ = flags; 1100 this->flags_ = flags;
1089 this->move_block = move_block & ~move_allow; 1101 this->move_block = move_block & ~move_allow;
1090 this->move_on = move_on; 1102 this->move_on = move_on;
1091 this->move_off = move_off; 1103 this->move_off = move_off;
1092 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
1093 1107
1094 /* 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),
1095 * 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
1096 * this point. 1110 * this point.
1097 * middle contains the highest visibility face. 1111 * middle contains the highest visibility face.
1163 faces_obj [1] = middle; 1177 faces_obj [1] = middle;
1164 faces_obj [2] = floor; 1178 faces_obj [2] = floor;
1165#endif 1179#endif
1166} 1180}
1167 1181
1168uint64
1169mapspace::volume () const
1170{
1171 uint64 vol = 0;
1172
1173 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1174 vol += op->volume ();
1175
1176 return vol;
1177}
1178
1179maptile * 1182maptile *
1180maptile::tile_available (int dir, bool load) 1183maptile::tile_available (int dir, bool load)
1181{ 1184{
1182 if (tile_path[dir]) 1185 if (tile_path[dir])
1183 { 1186 {
1522 int dx, dy; 1525 int dx, dy;
1523 1526
1524 return adjacent_map (op1->map, op2->map, &dx, &dy); 1527 return adjacent_map (op1->map, op2->map, &dx, &dy);
1525} 1528}
1526 1529
1530//-GPL
1531
1527object * 1532object *
1528maptile::insert (object *op, int x, int y, object *originator, int flags) 1533maptile::insert (object *op, int x, int y, object *originator, int flags)
1529{ 1534{
1530 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);
1531} 1536}
1542 if (default_region) 1547 if (default_region)
1543 return default_region; 1548 return default_region;
1544 1549
1545 return ::region::default_region (); 1550 return ::region::default_region ();
1546} 1551}
1552
1553//+GPL
1547 1554
1548/* picks a random object from a style map. 1555/* picks a random object from a style map.
1549 */ 1556 */
1550object * 1557object *
1551maptile::pick_random_object (rand_gen &gen) const 1558maptile::pick_random_object (rand_gen &gen) const
1564 if (pick && pick->is_head ()) 1571 if (pick && pick->is_head ())
1565 return pick->head_ (); 1572 return pick->head_ ();
1566 } 1573 }
1567 1574
1568 // instead of crashing in the unlikely(?) case, try to return *something* 1575 // instead of crashing in the unlikely(?) case, try to return *something*
1569 return archetype::find ("bug"); 1576 return archetype::find (shstr_bug);
1570} 1577}
1578
1579//-GPL
1571 1580
1572void 1581void
1573maptile::play_sound (faceidx sound, int x, int y) const 1582maptile::play_sound (faceidx sound, int x, int y) const
1574{ 1583{
1575 if (!sound) 1584 if (!sound)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines