… | |
… | |
217 | } |
217 | } |
218 | |
218 | |
219 | return 0; |
219 | return 0; |
220 | } |
220 | } |
221 | |
221 | |
222 | /* When the map is loaded, load_object does not actually insert objects |
|
|
223 | * into inventory, but just links them. What this does is go through |
|
|
224 | * and insert them properly. |
|
|
225 | * The object 'container' is the object that contains the inventory. |
|
|
226 | * This is needed so that we can update the containers weight. |
|
|
227 | */ |
|
|
228 | static void |
|
|
229 | fix_container (object *container) |
|
|
230 | { |
|
|
231 | object *tmp = container->inv, *next; |
|
|
232 | |
|
|
233 | container->inv = 0; |
|
|
234 | while (tmp) |
|
|
235 | { |
|
|
236 | next = tmp->below; |
|
|
237 | if (tmp->inv) |
|
|
238 | fix_container (tmp); |
|
|
239 | |
|
|
240 | insert_ob_in_ob (tmp, container); |
|
|
241 | tmp = next; |
|
|
242 | } |
|
|
243 | |
|
|
244 | // go through and calculate what all the containers are carrying. |
|
|
245 | //TODO: remove |
|
|
246 | container->update_weight (); |
|
|
247 | } |
|
|
248 | |
|
|
249 | //-GPL |
222 | //-GPL |
250 | |
223 | |
251 | void |
224 | void |
252 | maptile::set_object_flag (int flag, int value) |
225 | maptile::set_object_flag (int flag, int value) |
253 | { |
226 | { |
… | |
… | |
268 | set_object_flag (FLAG_OBJ_ORIGINAL); |
241 | set_object_flag (FLAG_OBJ_ORIGINAL); |
269 | |
242 | |
270 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
243 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
271 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
244 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
272 | INVOKE_OBJECT (RESET, tmp); |
245 | INVOKE_OBJECT (RESET, tmp); |
|
|
246 | } |
|
|
247 | |
|
|
248 | void |
|
|
249 | maptile::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 |
273 | } |
259 | } |
274 | |
260 | |
275 | //+GPL |
261 | //+GPL |
276 | |
262 | |
277 | /* 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 |
… | |
… | |
448 | * map archetype. Mimic that behaviour. |
434 | * map archetype. Mimic that behaviour. |
449 | */ |
435 | */ |
450 | width = 16; |
436 | width = 16; |
451 | height = 16; |
437 | height = 16; |
452 | timeout = 300; |
438 | timeout = 300; |
453 | max_nrof = 1000; // 1000 items of anything |
439 | max_items = MAX_ITEM_PER_ACTION; |
454 | max_items = 25; |
|
|
455 | max_volume = 2000000; // 2m³ |
440 | max_volume = 2000000; // 2m³ |
456 | } |
441 | } |
457 | |
442 | |
458 | maptile::maptile (int w, int h) |
443 | maptile::maptile (int w, int h) |
459 | { |
444 | { |
… | |
… | |
645 | case KW_shopgreed: thawer.get (shopgreed); break; |
630 | case KW_shopgreed: thawer.get (shopgreed); break; |
646 | case KW_shopmin: thawer.get (shopmin); break; |
631 | case KW_shopmin: thawer.get (shopmin); break; |
647 | case KW_shopmax: thawer.get (shopmax); break; |
632 | case KW_shopmax: thawer.get (shopmax); break; |
648 | case KW_shoprace: thawer.get (shoprace); break; |
633 | case KW_shoprace: thawer.get (shoprace); break; |
649 | case KW_outdoor: thawer.get (outdoor); break; |
634 | case KW_outdoor: thawer.get (outdoor); break; |
650 | case KW_temp: thawer.get (temp); break; |
|
|
651 | case KW_pressure: thawer.get (pressure); break; |
|
|
652 | case KW_humid: thawer.get (humid); break; |
|
|
653 | case KW_windspeed: thawer.get (windspeed); break; |
|
|
654 | case KW_winddir: thawer.get (winddir); break; |
|
|
655 | case KW_sky: thawer.get (sky); break; |
|
|
656 | |
635 | |
657 | case KW_per_player: thawer.get (per_player); break; |
636 | case KW_per_player: thawer.get (per_player); break; |
658 | case KW_per_party: thawer.get (per_party); break; |
637 | case KW_per_party: thawer.get (per_party); break; |
659 | case KW_no_reset: thawer.get (no_reset); break; |
638 | case KW_no_reset: thawer.get (no_reset); break; |
660 | case KW_no_drop: thawer.get (no_drop); break; |
639 | case KW_no_drop: thawer.get (no_drop); break; |
… | |
… | |
729 | //-GPL |
708 | //-GPL |
730 | |
709 | |
731 | bool |
710 | bool |
732 | maptile::_save_header (object_freezer &freezer) |
711 | maptile::_save_header (object_freezer &freezer) |
733 | { |
712 | { |
734 | #define MAP_OUT(k) freezer.put (KW_ ## k, k) |
713 | #define MAP_OUT(k) freezer.put (KW(k), k) |
735 | #define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) |
714 | #define MAP_OUT2(k,v) freezer.put (KW(k), v) |
736 | |
715 | |
737 | MAP_OUT2 (arch, "map"); |
716 | MAP_OUT2 (arch, CS(map)); |
738 | |
717 | |
739 | if (name) MAP_OUT (name); |
718 | if (name) MAP_OUT (name); |
740 | MAP_OUT (swap_time); |
719 | MAP_OUT (swap_time); |
741 | MAP_OUT (reset_time); |
720 | MAP_OUT (reset_time); |
742 | MAP_OUT (reset_timeout); |
721 | MAP_OUT (reset_timeout); |
… | |
… | |
750 | MAP_OUT (shopgreed); |
729 | MAP_OUT (shopgreed); |
751 | MAP_OUT (shopmin); |
730 | MAP_OUT (shopmin); |
752 | MAP_OUT (shopmax); |
731 | MAP_OUT (shopmax); |
753 | if (shoprace) MAP_OUT (shoprace); |
732 | if (shoprace) MAP_OUT (shoprace); |
754 | |
733 | |
755 | MAP_OUT (darkness); |
|
|
756 | MAP_OUT (width); |
734 | MAP_OUT (width); |
757 | MAP_OUT (height); |
735 | MAP_OUT (height); |
758 | MAP_OUT (enter_x); |
736 | MAP_OUT (enter_x); |
759 | MAP_OUT (enter_y); |
737 | MAP_OUT (enter_y); |
760 | |
738 | MAP_OUT (darkness); |
761 | if (msg) freezer.put (KW_msg , KW_endmsg , msg); |
|
|
762 | if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); |
|
|
763 | |
|
|
764 | MAP_OUT (outdoor); |
739 | MAP_OUT (outdoor); |
765 | MAP_OUT (temp); |
740 | |
766 | MAP_OUT (pressure); |
741 | if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); |
767 | MAP_OUT (humid); |
742 | if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); |
768 | MAP_OUT (windspeed); |
|
|
769 | MAP_OUT (winddir); |
|
|
770 | MAP_OUT (sky); |
|
|
771 | |
743 | |
772 | MAP_OUT (per_player); |
744 | MAP_OUT (per_player); |
773 | MAP_OUT (per_party); |
745 | MAP_OUT (per_party); |
774 | |
746 | |
775 | 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]); |
776 | 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]); |
777 | 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]); |
778 | 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]); |
779 | |
751 | |
780 | freezer.put (this); |
752 | freezer.put (this); |
781 | freezer.put (KW_end); |
753 | freezer.put (KW(end)); |
782 | |
754 | |
783 | return true; |
755 | return true; |
784 | } |
756 | } |
785 | |
757 | |
786 | bool |
758 | bool |
… | |
… | |
871 | |
843 | |
872 | clear (); |
844 | clear (); |
873 | } |
845 | } |
874 | |
846 | |
875 | /* 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? |
876 | void |
849 | void |
877 | maptile::do_decay_objects () |
850 | maptile::do_decay_objects () |
878 | { |
851 | { |
879 | if (!spaces) |
852 | if (!spaces) |
880 | return; |
853 | return; |
… | |
… | |
927 | || mat & M_LIQUID |
900 | || mat & M_LIQUID |
928 | || (mat & M_IRON && rndm (1, 5) == 1) |
901 | || (mat & M_IRON && rndm (1, 5) == 1) |
929 | || (mat & M_GLASS && rndm (1, 2) == 1) |
902 | || (mat & M_GLASS && rndm (1, 2) == 1) |
930 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
903 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
931 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
904 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
932 | || (mat & M_ICE && temp > 32)) |
905 | //|| (mat & M_ICE && temp > 32) |
|
|
906 | ) |
933 | destroy = 1; |
907 | destroy = 1; |
934 | } |
908 | } |
935 | |
909 | |
936 | /* adjust overall chance below */ |
910 | /* adjust overall chance below */ |
937 | if (destroy && rndm (0, 1)) |
911 | if (destroy && rndm (0, 1)) |
… | |
… | |
1028 | */ |
1002 | */ |
1029 | void |
1003 | void |
1030 | mapspace::update_ () |
1004 | mapspace::update_ () |
1031 | { |
1005 | { |
1032 | object *last = 0; |
1006 | object *last = 0; |
1033 | uint8 flags = P_UPTODATE, anywhere = 0; |
1007 | uint8 flags = P_UPTODATE; |
1034 | sint8 light = 0; |
1008 | sint8 light = 0; |
1035 | 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; |
1036 | uint64_t volume = 0; |
1010 | uint64_t volume = 0; |
1037 | uint32_t nrof = 0; |
1011 | uint32_t items = 0; |
|
|
1012 | object *anywhere = 0; |
|
|
1013 | uint8_t middle_visibility = 0; |
1038 | |
1014 | |
1039 | //object *middle = 0; |
1015 | //object *middle = 0; |
1040 | //object *top = 0; |
1016 | //object *top = 0; |
1041 | //object *floor = 0; |
1017 | //object *floor = 0; |
1042 | // this seems to generate better code than using locals, above |
1018 | // this seems to generate better code than using locals, above |
1043 | object *&top = faces_obj[0] = 0; |
1019 | object *&top = faces_obj[0] = 0; |
1044 | object *&middle = faces_obj[1] = 0; |
1020 | object *&middle = faces_obj[1] = 0; |
1045 | object *&floor = faces_obj[2] = 0; |
1021 | object *&floor = faces_obj[2] = 0; |
1046 | |
1022 | |
|
|
1023 | object::flags_t allflags; // all flags of all objects or'ed together |
|
|
1024 | |
1047 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1025 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1048 | { |
1026 | { |
1049 | ++nrof; |
|
|
1050 | |
|
|
1051 | // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1027 | // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1052 | light += tmp->glow_radius; |
1028 | light += tmp->glow_radius; |
1053 | |
1029 | |
1054 | /* This call is needed in order to update objects the player |
1030 | /* This call is needed in order to update objects the player |
1055 | * is standing in that have animations (ie, grass, fire, etc). |
1031 | * is standing in that have animations (ie, grass, fire, etc). |
… | |
… | |
1057 | * 3 times each time the player moves, because many of the |
1033 | * 3 times each time the player moves, because many of the |
1058 | * functions the move_player calls eventualy call this. |
1034 | * functions the move_player calls eventualy call this. |
1059 | * |
1035 | * |
1060 | * Always put the player down for drawing. |
1036 | * Always put the player down for drawing. |
1061 | */ |
1037 | */ |
1062 | if (!tmp->invisible) |
1038 | if (expect_true (!tmp->invisible)) |
1063 | { |
1039 | { |
1064 | if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) |
1040 | if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) |
1065 | top = tmp; |
1041 | top = tmp; |
|
|
1042 | else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) |
|
|
1043 | { |
|
|
1044 | /* If we got a floor, that means middle and top were below it, |
|
|
1045 | * so should not be visible, so we clear them. |
|
|
1046 | */ |
|
|
1047 | middle = 0; |
|
|
1048 | top = 0; |
|
|
1049 | floor = tmp; |
|
|
1050 | volume = 0; |
|
|
1051 | items = 0; |
|
|
1052 | } |
1066 | else |
1053 | else |
1067 | { |
1054 | { |
1068 | if (tmp->flag [FLAG_IS_FLOOR]) |
1055 | if (expect_true (!tmp->flag [FLAG_NO_PICK])) |
1069 | { |
1056 | { |
1070 | /* If we got a floor, that means middle and top were below it, |
|
|
1071 | * so should not be visible, so we clear them. |
|
|
1072 | */ |
1057 | ++items; |
1073 | middle = 0; |
1058 | volume += tmp->volume (); |
1074 | top = 0; |
|
|
1075 | floor = tmp; |
|
|
1076 | } |
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 |
1077 | else |
1068 | */ |
|
|
1069 | if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) |
1078 | { |
1070 | { |
1079 | if (!tmp->flag [FLAG_NO_PICK]) |
1071 | middle_visibility = ::faces [tmp->face].visibility; |
1080 | volume += tmp->volume (); |
|
|
1081 | |
|
|
1082 | /* Flag anywhere have high priority */ |
|
|
1083 | if (tmp->flag [FLAG_SEE_ANYWHERE]) |
|
|
1084 | { |
|
|
1085 | middle = tmp; |
|
|
1086 | anywhere = 1; |
|
|
1087 | } |
|
|
1088 | /* Find the highest visible face around. If equal |
|
|
1089 | * visibilities, we still want the one nearer to the |
|
|
1090 | * top |
|
|
1091 | */ |
|
|
1092 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
|
|
1093 | middle = tmp; |
1072 | middle = tmp; |
1094 | } |
1073 | } |
1095 | } |
1074 | } |
1096 | } |
1075 | } |
1097 | |
1076 | |
1098 | move_slow |= tmp->move_slow; |
1077 | move_slow |= tmp->move_slow; |
1099 | move_block |= tmp->move_block; |
1078 | move_block |= tmp->move_block; |
1100 | move_on |= tmp->move_on; |
1079 | move_on |= tmp->move_on; |
1101 | move_off |= tmp->move_off; |
1080 | move_off |= tmp->move_off; |
1102 | move_allow |= tmp->move_allow; |
1081 | move_allow |= tmp->move_allow; |
1103 | |
1082 | |
1104 | if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; |
1083 | allflags |= tmp->flag; |
1105 | if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; |
1084 | |
1106 | if (tmp->type == PLAYER) flags |= P_PLAYER; |
1085 | if (tmp->type == PLAYER) flags |= P_PLAYER; |
1107 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1086 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1108 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
|
|
1109 | if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
|
|
1110 | } |
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; |
1111 | |
1098 | |
1112 | this->light = min (light, MAX_LIGHT_RADIUS); |
1099 | this->light = min (light, MAX_LIGHT_RADIUS); |
1113 | this->flags_ = flags; |
1100 | this->flags_ = flags; |
1114 | this->move_block = move_block & ~move_allow; |
1101 | this->move_block = move_block & ~move_allow; |
1115 | this->move_on = move_on; |
1102 | this->move_on = move_on; |
1116 | this->move_off = move_off; |
1103 | this->move_off = move_off; |
1117 | this->move_slow = move_slow; |
1104 | this->move_slow = move_slow; |
1118 | this->volume_ = volume / 1024; |
1105 | this->volume_ = (volume + 1023) / 1024; |
1119 | this->nrof_ = min (65535, nrof); |
1106 | this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 |
1120 | |
1107 | |
1121 | /* 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), |
1122 | * 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 |
1123 | * this point. |
1110 | * this point. |
1124 | * middle contains the highest visibility face. |
1111 | * middle contains the highest visibility face. |