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Comparing deliantra/server/common/map.C (file contents):
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC vs.
Revision 1.184 by root, Sun Apr 11 00:34:05 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
89 87
90 int mflags = ms.flags (); 88 int mflags = ms.flags ();
91 int blocked = ms.move_block; 89 int blocked = ms.move_block;
92 90
114 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 { 116 {
119 bool block = OB_MOVE_BLOCK (ob, tmp); 117 if (OB_MOVE_BLOCK (ob, tmp))
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 { 118 {
124 bool have = check_inv_recursive (ob, tmp); 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 120 if (RESULT_INT (0))
126 /* If last_sp is set, the player/monster needs an object, 121 return 1;
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */ 122 else
130 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
131 { 126 {
132 if (!have) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1;
132 }
133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
133 return 1; 141 return 1;
134 } 142 }
135 else 143 else
136 { 144 return 1; // unconditional block
137 /* In this case, the player must not have the object - 145
138 * if they do, they can't pass through.
139 */
140 if (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else 146 } else {
149 { 147 // space does not block the ob, directly, but
150 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
151 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158 150
159 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob 152 && tmp->head_ () != ob
161 && tmp != ob 153 && tmp != ob
162 && tmp->type != DOOR 154 && tmp->type != DOOR)
163 && !tmp->flag [FLAG_WIZ])
164 return 1; 155 return 1;
165 } 156 }
166 } 157 }
167 158
168 return 0; 159 return 0;
224 } 215 }
225 216
226 return 0; 217 return 0;
227} 218}
228 219
229/* When the map is loaded, load_object does not actually insert objects 220//-GPL
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235void
236fix_container (object *container)
237{
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254}
255 221
256void 222void
257maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
258{ 224{
259 if (!spaces) 225 if (!spaces)
274 240
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
278} 244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
279 260
280/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
281 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
282 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
283 * they are saved). 264 * they are saved).
310 else 291 else
311 op = op->above; 292 op = op->above;
312 } 293 }
313 } 294 }
314} 295}
296
297//-GPL
315 298
316/* 299/*
317 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
318 * file pointer. 301 * file pointer.
319 */ 302 */
449 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
450 */ 433 */
451 width = 16; 434 width = 16;
452 height = 16; 435 height = 16;
453 timeout = 300; 436 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
456} 439}
457 440
458maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
459{ 442{
480 if (spaces) 463 if (spaces)
481 return; 464 return;
482 465
483 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
484} 467}
468
469//+GPL
485 470
486/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date. 473 * at a later date.
489 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
592 } 577 }
593 578
594 return buf; 579 return buf;
595} 580}
596 581
582//-GPL
583
597/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
601 * object structure were needed, so it just made sense to 588 * object structure were needed, so it just made sense to
641 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 633
653 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
692 } 673 }
693 674
694 abort (); 675 abort ();
695} 676}
696 677
678//+GPL
679
697/****************************************************************************** 680/******************************************************************************
698 * This is the start of unique map handling code 681 * This is the start of unique map handling code
699 *****************************************************************************/ 682 *****************************************************************************/
700 683
701/* This goes through the maptile and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
707 int unique = 0; 690 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
709 { 692 {
710 object *above = op->above; 693 object *above = op->above;
711 694
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 696 unique = 1;
714 697
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 699 op->destroy ();
717 700
718 op = above; 701 op = above;
719 } 702 }
720 } 703 }
721} 704}
722 705
706//-GPL
707
723bool 708bool
724maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
725{ 710{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 713
729 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
730 715
731 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
742 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
746 731
747 MAP_OUT (darkness);
748 MAP_OUT (width); 732 MAP_OUT (width);
749 MAP_OUT (height); 733 MAP_OUT (height);
750 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
751 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
752 736 MAP_OUT (darkness);
753 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
754 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
755
756 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
757 MAP_OUT (temp); 738
758 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
759 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
760 MAP_OUT (windspeed);
761 MAP_OUT (winddir);
762 MAP_OUT (sky);
763 741
764 MAP_OUT (per_player); 742 MAP_OUT (per_player);
765 MAP_OUT (per_party); 743 MAP_OUT (per_party);
766 744
767 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
768 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
769 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
770 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
771 749
772 freezer.put (this); 750 freezer.put (this);
773 freezer.put (KW_end); 751 freezer.put (KW(end));
774 752
775 return true; 753 return true;
776} 754}
777 755
778bool 756bool
783 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
784 return false; 762 return false;
785 763
786 return freezer.save (path); 764 return freezer.save (path);
787} 765}
766
767//+GPL
788 768
789/* 769/*
790 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
791 */ 771 */
792void 772void
861 841
862 clear (); 842 clear ();
863} 843}
864 844
865/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
866void 847void
867maptile::do_decay_objects () 848maptile::do_decay_objects ()
868{ 849{
869 if (!spaces) 850 if (!spaces)
870 return; 851 return;
872 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
874 { 855 {
875 above = op->above; 856 above = op->above;
876 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
877 bool destroy = 0; 862 bool destroy = 0;
878 863
879 // do not decay anything above unique floor tiles (yet :) 864 if (op->flag [FLAG_IS_FLOOR]
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 865 || op->flag [FLAG_OBJ_ORIGINAL]
881 break; 866 || op->flag [FLAG_UNIQUE]
882 867 || op->flag [FLAG_OVERLAY_FLOOR]
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 868 || op->flag [FLAG_UNPAID]
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ()) 869 || op->is_alive ())
889 ; // do not decay 870 ; // do not decay
890 else if (op->is_weapon ()) 871 else if (op->is_weapon ())
891 { 872 {
892 op->stats.dam--; 873 op->stats.dam--;
917 || mat & M_LIQUID 898 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
923 destroy = 1; 905 destroy = 1;
924 } 906 }
925 907
926 /* adjust overall chance below */ 908 /* adjust overall chance below */
927 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
947 sint64 total_exp = 0; 929 sint64 total_exp = 0;
948 930
949 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
951 { 933 {
952 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
953 { 935 {
954 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
955 monster_cnt++; 937 monster_cnt++;
956 } 938 }
957 939
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
959 { 941 {
960 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
961 943
962 if (archetype *at = op->other_arch) 944 if (archetype *at = op->other_arch)
963 { 945 {
1018 */ 1000 */
1019void 1001void
1020mapspace::update_ () 1002mapspace::update_ ()
1021{ 1003{
1022 object *last = 0; 1004 object *last = 0;
1023 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1024 sint8 light = 0; 1006 sint8 light = 0;
1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1026 1012
1027 //object *middle = 0; 1013 //object *middle = 0;
1028 //object *top = 0; 1014 //object *top = 0;
1029 //object *floor = 0; 1015 //object *floor = 0;
1030 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1034 1022
1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1036 { 1024 {
1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1038 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1043 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1044 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1045 * 1033 *
1046 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1047 */ 1035 */
1048 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1049 { 1037 {
1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1051 top = tmp; 1039 top = tmp;
1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1053 { 1041 {
1054 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1055 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1056 */ 1044 */
1057 middle = 0; 1045 middle = 0;
1058 top = 0; 1046 top = 0;
1059 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1060 } 1050 }
1061 /* Flag anywhere have high priority */ 1051 else
1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1063 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1064 middle = tmp; 1070 middle = tmp;
1065 anywhere = 1; 1071 }
1066 } 1072 }
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1073 middle = tmp;
1074 }
1075
1076 if (tmp == tmp->above)
1077 {
1078 LOG (llevError, "Error in structure of map\n");
1079 exit (-1);
1080 } 1073 }
1081 1074
1082 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1083 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1084 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1085 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1086 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1087 1080
1088 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1089 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1090 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1094 } 1085 }
1086
1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1095 1096
1096 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1097 this->flags_ = flags; 1098 this->flags_ = flags;
1098 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1099 this->move_on = move_on; 1100 this->move_on = move_on;
1100 this->move_off = move_off; 1101 this->move_off = move_off;
1101 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1102 1105
1103 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1104 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1105 * this point. 1108 * this point.
1106 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1124 */ 1127 */
1125 1128
1126 for (object *tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1127 { 1130 {
1128 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1130 break; 1133 break;
1131 1134
1132 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1133 if (top && middle) 1136 if (top && middle)
1134 break; 1137 break;
1172 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1173 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1174#endif 1177#endif
1175} 1178}
1176 1179
1177uint64
1178mapspace::volume () const
1179{
1180 uint64 vol = 0;
1181
1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1183 vol += op->volume ();
1184
1185 return vol;
1186}
1187
1188maptile * 1180maptile *
1189maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1190{ 1182{
1191 if (tile_path[dir]) 1183 if (tile_path[dir])
1192 { 1184 {
1531 int dx, dy; 1523 int dx, dy;
1532 1524
1533 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1534} 1526}
1535 1527
1528//-GPL
1529
1536object * 1530object *
1537maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1538{ 1532{
1539 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1540} 1534}
1551 if (default_region) 1545 if (default_region)
1552 return default_region; 1546 return default_region;
1553 1547
1554 return ::region::default_region (); 1548 return ::region::default_region ();
1555} 1549}
1550
1551//+GPL
1556 1552
1557/* picks a random object from a style map. 1553/* picks a random object from a style map.
1558 */ 1554 */
1559object * 1555object *
1560maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1573 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1574 return pick->head_ (); 1570 return pick->head_ ();
1575 } 1571 }
1576 1572
1577 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1579} 1575}
1576
1577//-GPL
1580 1578
1581void 1579void
1582maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1583{ 1581{
1584 if (!sound) 1582 if (!sound)
1610 1608
1611 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 } 1611 }
1614} 1612}
1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615 1615
1616static void 1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{ 1618{
1619 // clip to map to the left 1619 // clip to map to the left
1675 r->dx = dx; 1675 r->dx = dx;
1676 r->dy = dy; 1676 r->dy = dy;
1677} 1677}
1678 1678
1679maprect * 1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{ 1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear (); 1682 buf.clear ();
1684 1683
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686 1685
1687 // add end marker 1686 // add end marker

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