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Comparing deliantra/server/common/map.C (file contents):
Revision 1.173 by root, Mon Nov 9 18:47:56 2009 UTC vs.
Revision 1.186 by root, Tue Apr 13 02:39:52 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"
30 29
31//+GPL 30//+GPL
32 31
33sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
150 // blocks anything but wizards. 149 // blocks anything but wizards.
151 150
152 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob 152 && tmp->head_ () != ob
154 && tmp != ob 153 && tmp != ob
155 && tmp->type != DOOR 154 && tmp->type != DOOR)
156 && !tmp->flag [FLAG_WIZPASS])
157 return 1; 155 return 1;
158 } 156 }
159 } 157 }
160 158
161 return 0; 159 return 0;
217 } 215 }
218 216
219 return 0; 217 return 0;
220} 218}
221 219
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 */
228static void
229fix_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 220//-GPL
250 221
251void 222void
252maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
253{ 224{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 239 set_object_flag (FLAG_OBJ_ORIGINAL);
269 240
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
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
273} 257}
274 258
275//+GPL 259//+GPL
276 260
277/* 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
644 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655 633
656 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
712 int unique = 0; 690 int unique = 0;
713 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
714 { 692 {
715 object *above = op->above; 693 object *above = op->above;
716 694
717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
718 unique = 1; 696 unique = 1;
719 697
720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
721 op->destroy (); 699 op->destroy ();
722 700
723 op = above; 701 op = above;
724 } 702 }
725 } 703 }
728//-GPL 706//-GPL
729 707
730bool 708bool
731maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
732{ 710{
733#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
735 713
736 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
737 715
738 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
739 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
740 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
749 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
753 731
754 MAP_OUT (darkness);
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
870 841
871 clear (); 842 clear ();
872} 843}
873 844
874/* 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?
875void 847void
876maptile::do_decay_objects () 848maptile::do_decay_objects ()
877{ 849{
878 if (!spaces) 850 if (!spaces)
879 return; 851 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
883 { 855 {
884 above = op->above; 856 above = op->above;
885 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
886 bool destroy = 0; 862 bool destroy = 0;
887 863
888 // do not decay anything above unique floor tiles (yet :) 864 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 865 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 866 || op->flag [FLAG_UNIQUE]
891 867 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 868 || op->flag [FLAG_UNPAID]
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ()) 869 || op->is_alive ())
898 ; // do not decay 870 ; // do not decay
899 else if (op->is_weapon ()) 871 else if (op->is_weapon ())
900 { 872 {
901 op->stats.dam--; 873 op->stats.dam--;
926 || mat & M_LIQUID 898 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
932 destroy = 1; 905 destroy = 1;
933 } 906 }
934 907
935 /* adjust overall chance below */ 908 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
956 sint64 total_exp = 0; 929 sint64 total_exp = 0;
957 930
958 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
960 { 933 {
961 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
962 { 935 {
963 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
964 monster_cnt++; 937 monster_cnt++;
965 } 938 }
966 939
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
968 { 941 {
969 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
970 943
971 if (archetype *at = op->other_arch) 944 if (archetype *at = op->other_arch)
972 { 945 {
1033 sint8 light = 0; 1006 sint8 light = 0;
1034 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;
1035 uint64_t volume = 0; 1008 uint64_t volume = 0;
1036 uint32_t items = 0; 1009 uint32_t items = 0;
1037 object *anywhere = 0; 1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1038 1012
1039 //object *middle = 0; 1013 //object *middle = 0;
1040 //object *top = 0; 1014 //object *top = 0;
1041 //object *floor = 0; 1015 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1059 * 1033 *
1060 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1061 */ 1035 */
1062 if (expect_true (!tmp->invisible)) 1036 if (expect_true (!tmp->invisible))
1063 { 1037 {
1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1065 top = tmp; 1039 top = tmp;
1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 {
1042 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them.
1044 */
1045 middle = 0;
1046 top = 0;
1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1050 }
1066 else 1051 else
1067 { 1052 {
1068 if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1069 { 1054 {
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 */
1073 middle = 0;
1074 top = 0;
1075 floor = tmp;
1076 volume = 0;
1077 items = 0; 1055 ++items;
1056 volume += tmp->volume ();
1078 } 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
1079 else 1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1080 { 1068 {
1081 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1069 middle_visibility = ::faces [tmp->face].visibility;
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1095 middle = tmp; 1070 middle = tmp;
1096 } 1071 }
1097 } 1072 }
1098 } 1073 }
1099 1074
1100 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1152 */ 1127 */
1153 1128
1154 for (object *tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1155 { 1130 {
1156 /* 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 */
1157 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1158 break; 1133 break;
1159 1134
1160 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1161 if (top && middle) 1136 if (top && middle)
1162 break; 1137 break;
1445 * 1420 *
1446 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
1447 * closest body part of 'op1' 1422 * closest body part of 'op1'
1448 */ 1423 */
1449void 1424void
1450get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1451{ 1426{
1452 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))
1453 { 1428 {
1454 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1455 retval->distance = 10000; 1430 retval->distance = 10000;
1458 retval->direction = 0; 1433 retval->direction = 0;
1459 retval->part = 0; 1434 retval->part = 0;
1460 } 1435 }
1461 else 1436 else
1462 { 1437 {
1463 object *best;
1464
1465 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
1466 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
1467 1440
1468 best = op1; 1441 object *best = op1;
1442
1469 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
1470 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
1471 { 1445 {
1472 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;
1473 1447
1474 /* 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
1475 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
1588 */ 1562 */
1589 for (int i = 1000; --i;) 1563 for (int i = 1000; --i;)
1590 { 1564 {
1591 object *pick = at (gen (width), gen (height)).bot; 1565 object *pick = at (gen (width), gen (height)).bot;
1592 1566
1593 // do not prefer big monsters just because they are big. 1567 // must be head: do not prefer big monsters just because they are big.
1594 if (pick && pick->is_head ()) 1568 if (pick && pick->is_head ())
1595 return pick->head_ (); 1569 return pick;
1596 } 1570 }
1597 1571
1598 // instead of crashing in the unlikely(?) case, try to return *something* 1572 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return archetype::find (shstr_bug); 1573 return archetype::find (shstr_bug);
1600} 1574}
1633 1607
1634 if (distance <= MAX_SOUND_DISTANCE) 1608 if (distance <= MAX_SOUND_DISTANCE)
1635 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1636 } 1610 }
1637} 1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1638 1614
1639static void 1615static void
1640split_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)
1641{ 1617{
1642 // clip to map to the left 1618 // clip to map to the left
1698 r->dx = dx; 1674 r->dx = dx;
1699 r->dy = dy; 1675 r->dy = dy;
1700} 1676}
1701 1677
1702maprect * 1678maprect *
1703maptile::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)
1704{ 1680{
1705 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1706 buf.clear (); 1681 buf.clear ();
1707 1682
1708 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1709 1684
1710 // add end marker 1685 // add end marker

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