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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.185 by root, Sun Apr 11 04:09:56 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 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)
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 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");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 96 return 0;
101 97
102 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 if (check_inv_recursive (ob, tmp) == NULL) 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))
132 return 1; 131 return 1;
133 else 132 }
134 continue; 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))
141 return 1;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 152 && tmp->head_ () != ob
160 && tmp != ob 153 && tmp != ob
161 && tmp->type != DOOR 154 && tmp->type != DOOR)
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns qthe blocking object if the given object can't fit in the given
223 } 215 }
224 216
225 return 0; 217 return 0;
226} 218}
227 219
228/* When the map is loaded, load_object does not actually insert objects 220//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253}
254 221
255void 222void
256maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
257{ 224{
258 if (!spaces) 225 if (!spaces)
273 240
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
277} 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
278 260
279/* 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
280 * 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
281 * 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
282 * they are saved). 264 * they are saved).
309 else 291 else
310 op = op->above; 292 op = op->above;
311 } 293 }
312 } 294 }
313} 295}
296
297//-GPL
314 298
315/* 299/*
316 * 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
317 * file pointer. 301 * file pointer.
318 */ 302 */
448 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
449 */ 433 */
450 width = 16; 434 width = 16;
451 height = 16; 435 height = 16;
452 timeout = 300; 436 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
455} 439}
456 440
457maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
458{ 442{
479 if (spaces) 463 if (spaces)
480 return; 464 return;
481 465
482 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
483} 467}
468
469//+GPL
484 470
485/* 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
486 * 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
487 * at a later date. 473 * at a later date.
488 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
565 return items; 551 return items;
566} 552}
567 553
568/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
570static void 556static const char *
571print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
572{ 558{
573 int i; 559 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 560
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 562 {
579 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
580 { 564 {
581 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 567 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
585 } 569 }
586 else 570 else
587 { 571 {
588 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 574 else
591 sprintf (tmp, "*"); 575 buf.printf ("*");
592 } 576 }
593
594 strcat (output_string, tmp);
595 } 577 }
578
579 return buf;
596} 580}
581
582//-GPL
597 583
598/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
600 * 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
601 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 633
654 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
693 } 673 }
694 674
695 abort (); 675 abort ();
696} 676}
697 677
678//+GPL
679
698/****************************************************************************** 680/******************************************************************************
699 * This is the start of unique map handling code 681 * This is the start of unique map handling code
700 *****************************************************************************/ 682 *****************************************************************************/
701 683
702/* 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. */
708 int unique = 0; 690 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
710 { 692 {
711 object *above = op->above; 693 object *above = op->above;
712 694
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 696 unique = 1;
715 697
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 op->destroy (); 699 op->destroy ();
718 700
719 op = above; 701 op = above;
720 } 702 }
721 } 703 }
722} 704}
723 705
706//-GPL
707
724bool 708bool
725maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
726{ 710{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 713
730 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
731 715
732 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 721 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 722 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
742 725
743 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 731
755 MAP_OUT (width); 732 MAP_OUT (width);
756 MAP_OUT (height); 733 MAP_OUT (height);
757 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
759 736 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
764 MAP_OUT (temp); 738
765 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 741
771 MAP_OUT (per_player); 742 MAP_OUT (per_player);
772 MAP_OUT (per_party); 743 MAP_OUT (per_party);
773 744
774 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]);
775 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]);
776 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]);
777 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]);
778 749
779 freezer.put (this); 750 freezer.put (this);
780 freezer.put (KW_end); 751 freezer.put (KW(end));
781 752
782 return true; 753 return true;
783} 754}
784 755
785bool 756bool
790 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
791 return false; 762 return false;
792 763
793 return freezer.save (path); 764 return freezer.save (path);
794} 765}
766
767//+GPL
795 768
796/* 769/*
797 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
798 */ 771 */
799void 772void
868 841
869 clear (); 842 clear ();
870} 843}
871 844
872/* 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?
873void 847void
874maptile::do_decay_objects () 848maptile::do_decay_objects ()
875{ 849{
876 if (!spaces) 850 if (!spaces)
877 return; 851 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
881 { 855 {
882 above = op->above; 856 above = op->above;
883 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
884 bool destroy = 0; 862 bool destroy = 0;
885 863
886 // do not decay anything above unique floor tiles (yet :) 864 if (op->flag [FLAG_IS_FLOOR]
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 865 || op->flag [FLAG_OBJ_ORIGINAL]
888 break; 866 || op->flag [FLAG_UNIQUE]
889 867 || op->flag [FLAG_OVERLAY_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 868 || op->flag [FLAG_UNPAID]
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ()) 869 || op->is_alive ())
896 ; // do not decay 870 ; // do not decay
897 else if (op->is_weapon ()) 871 else if (op->is_weapon ())
898 { 872 {
899 op->stats.dam--; 873 op->stats.dam--;
924 || mat & M_LIQUID 898 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
930 destroy = 1; 905 destroy = 1;
931 } 906 }
932 907
933 /* adjust overall chance below */ 908 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
954 sint64 total_exp = 0; 929 sint64 total_exp = 0;
955 930
956 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
958 { 933 {
959 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
960 { 935 {
961 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
962 monster_cnt++; 937 monster_cnt++;
963 } 938 }
964 939
965 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
966 { 941 {
967 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
968 943
969 if (archetype *at = op->other_arch) 944 if (archetype *at = op->other_arch)
970 { 945 {
1025 */ 1000 */
1026void 1001void
1027mapspace::update_ () 1002mapspace::update_ ()
1028{ 1003{
1029 object *last = 0; 1004 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1006 sint8 light = 0;
1032 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;
1033 1012
1034 //object *middle = 0; 1013 //object *middle = 0;
1035 //object *top = 0; 1014 //object *top = 0;
1036 //object *floor = 0; 1015 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1040 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
1041 1022
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1024 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1052 * 1033 *
1053 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1054 */ 1035 */
1055 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1056 { 1037 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1039 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1041 {
1061 /* 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,
1062 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1063 */ 1044 */
1064 middle = 0; 1045 middle = 0;
1065 top = 0; 1046 top = 0;
1066 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1067 } 1050 }
1068 /* Flag anywhere have high priority */ 1051 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 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;
1071 middle = tmp; 1070 middle = tmp;
1072 anywhere = 1; 1071 }
1073 } 1072 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1073 }
1088 1074
1089 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1094 1080
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 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;
1102 1096
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1098 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1100 this->move_on = move_on;
1107 this->move_off = move_off; 1101 this->move_off = move_off;
1108 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
1109 1105
1110 /* 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),
1111 * 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
1112 * this point. 1108 * this point.
1113 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1131 */ 1127 */
1132 1128
1133 for (object *tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1130 {
1135 /* 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 */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1137 break; 1133 break;
1138 1134
1139 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1140 if (top && middle) 1136 if (top && middle)
1141 break; 1137 break;
1179 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1181#endif 1177#endif
1182} 1178}
1183 1179
1184uint64
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195maptile * 1180maptile *
1196maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1197{ 1182{
1198 if (tile_path[dir]) 1183 if (tile_path[dir])
1199 { 1184 {
1435 * 1420 *
1436 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1422 * closest body part of 'op1'
1438 */ 1423 */
1439void 1424void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1426{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1428 {
1444 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1430 retval->distance = 10000;
1448 retval->direction = 0; 1433 retval->direction = 0;
1449 retval->part = 0; 1434 retval->part = 0;
1450 } 1435 }
1451 else 1436 else
1452 { 1437 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
1457 1440
1458 best = op1; 1441 object *best = op1;
1442
1459 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
1461 { 1445 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1463 1447
1464 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
1538 int dx, dy; 1522 int dx, dy;
1539 1523
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1525}
1542 1526
1527//-GPL
1528
1543object * 1529object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1531{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1533}
1558 if (default_region) 1544 if (default_region)
1559 return default_region; 1545 return default_region;
1560 1546
1561 return ::region::default_region (); 1547 return ::region::default_region ();
1562} 1548}
1549
1550//+GPL
1563 1551
1564/* picks a random object from a style map. 1552/* picks a random object from a style map.
1565 */ 1553 */
1566object * 1554object *
1567maptile::pick_random_object (rand_gen &gen) const 1555maptile::pick_random_object (rand_gen &gen) const
1580 if (pick && pick->is_head ()) 1568 if (pick && pick->is_head ())
1581 return pick->head_ (); 1569 return pick->head_ ();
1582 } 1570 }
1583 1571
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1572 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1573 return archetype::find (shstr_bug);
1586} 1574}
1575
1576//-GPL
1587 1577
1588void 1578void
1589maptile::play_sound (faceidx sound, int x, int y) const 1579maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1580{
1591 if (!sound) 1581 if (!sound)
1617 1607
1618 if (distance <= MAX_SOUND_DISTANCE) 1608 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 } 1610 }
1621} 1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1622 1614
1623static void 1615static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{ 1617{
1626 // clip to map to the left 1618 // clip to map to the left
1682 r->dx = dx; 1674 r->dx = dx;
1683 r->dy = dy; 1675 r->dy = dy;
1684} 1676}
1685 1677
1686maprect * 1678maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1679maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1688{ 1680{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear (); 1681 buf.clear ();
1691 1682
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693 1684
1694 // add end marker 1685 // add end marker

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