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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 1.190 by root, Sun Apr 18 05:55:04 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.top; tmp; tmp = tmp->below)
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
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
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
172 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
175 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
223 } 214 }
224 215
225 return 0; 216 return 0;
226} 217}
227 218
228/* When the map is loaded, load_object does not actually insert objects 219//-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}
254 220
255void 221void
256maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
257{ 223{
258 if (!spaces) 224 if (!spaces)
273 239
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
277} 243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
278 259
279/* link_multipart_objects go through all the objects on the map looking 260/* 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 261 * 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 262 * info we have, they only have the head (as would be expected when
282 * they are saved). 263 * they are saved).
309 else 290 else
310 op = op->above; 291 op = op->above;
311 } 292 }
312 } 293 }
313} 294}
295
296//-GPL
314 297
315/* 298/*
316 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
317 * file pointer. 300 * file pointer.
318 */ 301 */
438 return false; 421 return false;
439 422
440 return freezer.save (path); 423 return freezer.save (path);
441} 424}
442 425
443maptile::maptile () 426void
427maptile::init ()
444{ 428{
445 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
446 430
447 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
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}
456
457maptile::maptile (int w, int h)
458{
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0; 439 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 440 enter_x = 0;
466 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
467 455
468 alloc (); 456 alloc ();
469} 457}
470 458
471/* 459/*
479 if (spaces) 467 if (spaces)
480 return; 468 return;
481 469
482 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
483} 471}
472
473//+GPL
484 474
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* 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 476 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 477 * at a later date.
488 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
565 return items; 555 return items;
566} 556}
567 557
568/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
570static void 560static const char *
571print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
572{ 562{
573 int i; 563 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 564
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 566 {
579 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
580 { 568 {
581 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 571 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
585 } 573 }
586 else 574 else
587 { 575 {
588 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 578 else
591 sprintf (tmp, "*"); 579 buf.printf ("*");
592 } 580 }
593
594 strcat (output_string, tmp);
595 } 581 }
582
583 return buf;
596} 584}
585
586//-GPL
597 587
598/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 636 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;
653 637
654 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
682 case KW_end: 666 case KW_end:
683 thawer.next (); 667 thawer.next ();
684 return true; 668 return true;
685 669
686 default: 670 default:
687 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
688 return false; 672 return false;
689 break; 673 break;
690 } 674 }
691 675
692 thawer.next (); 676 thawer.next ();
693 } 677 }
694 678
695 abort (); 679 abort ();
696} 680}
681
682//+GPL
697 683
698/****************************************************************************** 684/******************************************************************************
699 * This is the start of unique map handling code 685 * This is the start of unique map handling code
700 *****************************************************************************/ 686 *****************************************************************************/
701 687
708 int unique = 0; 694 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
710 { 696 {
711 object *above = op->above; 697 object *above = op->above;
712 698
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 700 unique = 1;
715 701
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 op->destroy (); 703 op->destroy ();
718 704
719 op = above; 705 op = above;
720 } 706 }
721 } 707 }
722} 708}
723 709
710//-GPL
711
724bool 712bool
725maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
726{ 714{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 717
730 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
731 719
732 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 724 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 725 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 726 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 727 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 728 if (default_region) MAP_OUT2 (region, default_region->name);
742 729
743 if (shopitems) 730 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); 731 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 735
755 MAP_OUT (width); 736 MAP_OUT (width);
756 MAP_OUT (height); 737 MAP_OUT (height);
757 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
759 740 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); 741 MAP_OUT (outdoor);
764 MAP_OUT (temp); 742
765 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 745
771 MAP_OUT (per_player); 746 MAP_OUT (per_player);
772 MAP_OUT (per_party); 747 MAP_OUT (per_party);
773 748
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 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]); 750 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]); 751 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]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 753
779 freezer.put (this); 754 freezer.put (this);
780 freezer.put (KW_end); 755 freezer.put (KW(end));
781 756
782 return true; 757 return true;
783} 758}
784 759
785bool 760bool
790 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
791 return false; 766 return false;
792 767
793 return freezer.save (path); 768 return freezer.save (path);
794} 769}
770
771//+GPL
795 772
796/* 773/*
797 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
798 */ 775 */
799void 776void
868 845
869 clear (); 846 clear ();
870} 847}
871 848
872/* decay and destroy perishable items in a map */ 849/* decay and destroy perishable items in a map */
850// TODO: should be done regularly, not on map load?
873void 851void
874maptile::do_decay_objects () 852maptile::do_decay_objects ()
875{ 853{
876 if (!spaces) 854 if (!spaces)
877 return; 855 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
881 { 859 {
882 above = op->above; 860 above = op->above;
883 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
884 bool destroy = 0; 866 bool destroy = 0;
885 867
886 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
888 break; 870 || op->flag [FLAG_UNIQUE]
889 871 || op->flag [FLAG_OVERLAY_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || 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 ()) 873 || op->is_alive ())
896 ; // do not decay 874 ; // do not decay
897 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
898 { 876 {
899 op->stats.dam--; 877 op->stats.dam--;
924 || mat & M_LIQUID 902 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
930 destroy = 1; 909 destroy = 1;
931 } 910 }
932 911
933 /* adjust overall chance below */ 912 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
954 sint64 total_exp = 0; 933 sint64 total_exp = 0;
955 934
956 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
958 { 937 {
959 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
960 { 939 {
961 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
962 monster_cnt++; 941 monster_cnt++;
963 } 942 }
964 943
965 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
966 { 945 {
967 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
968 947
969 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
970 { 949 {
1025 */ 1004 */
1026void 1005void
1027mapspace::update_ () 1006mapspace::update_ ()
1028{ 1007{
1029 object *last = 0; 1008 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1010 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1033 1016
1034 //object *middle = 0; 1017 //object *middle = 0;
1035 //object *top = 0; 1018 //object *top = 0;
1036 //object *floor = 0; 1019 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1041 1026
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1028 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1052 * 1037 *
1053 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1054 */ 1039 */
1055 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1056 { 1041 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1043 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1045 {
1061 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1062 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1063 */ 1048 */
1064 middle = 0; 1049 middle = 0;
1065 top = 0; 1050 top = 0;
1066 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1067 } 1054 }
1068 /* Flag anywhere have high priority */ 1055 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp; 1074 middle = tmp;
1072 anywhere = 1; 1075 }
1073 } 1076 }
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 } 1077 }
1088 1078
1089 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1094 1084
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 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 } 1089 }
1090
1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1102 1100
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1102 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1104 this->move_on = move_on;
1107 this->move_off = move_off; 1105 this->move_off = move_off;
1108 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1109
1110 /* At this point, we have a floor face (if there is a floor), 1110 /* 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 1111 * and the floor is set - we are not going to touch it at
1112 * this point. 1112 * this point.
1113 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1131 */ 1131 */
1132 1132
1133 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1134 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1137 break; 1137 break;
1138 1138
1139 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1140 if (top && middle) 1140 if (top && middle)
1141 break; 1141 break;
1179 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1181#endif 1181#endif
1182} 1182}
1183 1183
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 * 1184maptile *
1196maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1197{ 1186{
1198 if (tile_path[dir]) 1187 if (tile_path[dir])
1199 { 1188 {
1435 * 1424 *
1436 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1426 * closest body part of 'op1'
1438 */ 1427 */
1439void 1428void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1430{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1432 {
1444 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1434 retval->distance = 10000;
1446 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1448 retval->direction = 0; 1437 retval->direction = 0;
1449 retval->part = 0; 1438 retval->part = 0;
1450 } 1439 }
1451 else 1440 else
1452 { 1441 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1457 1444
1458 best = op1; 1445 object *best = op1;
1446
1459 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1461 { 1449 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1463 1451
1464 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1538 int dx, dy; 1526 int dx, dy;
1539 1527
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1529}
1542 1530
1531//-GPL
1532
1543object * 1533object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1535{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1537}
1558 if (default_region) 1548 if (default_region)
1559 return default_region; 1549 return default_region;
1560 1550
1561 return ::region::default_region (); 1551 return ::region::default_region ();
1562} 1552}
1553
1554//+GPL
1563 1555
1564/* picks a random object from a style map. 1556/* picks a random object from a style map.
1565 */ 1557 */
1566object * 1558object *
1567maptile::pick_random_object (rand_gen &gen) const 1559maptile::pick_random_object (rand_gen &gen) const
1574 */ 1566 */
1575 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1576 { 1568 {
1577 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1578 1570
1579 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1581 return pick->head_ (); 1573 return pick;
1582 } 1574 }
1583 1575
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1586} 1578}
1579
1580//-GPL
1587 1581
1588void 1582void
1589maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1584{
1591 if (!sound) 1585 if (!sound)
1617 1611
1618 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 } 1614 }
1621} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1622 1618
1623static void 1619static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{ 1621{
1626 // clip to map to the left 1622 // clip to map to the left
1682 r->dx = dx; 1678 r->dx = dx;
1683 r->dy = dy; 1679 r->dy = dy;
1684} 1680}
1685 1681
1686maprect * 1682maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1688{ 1684{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear (); 1685 buf.clear ();
1691 1686
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693 1688
1694 // add end marker 1689 // add end marker

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