ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.162 by root, Tue Oct 13 18:22:44 2009 UTC vs.
Revision 1.194 by root, Wed Apr 21 06:29:42 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)
76 /* 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
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "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
112 /* 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
113 * 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
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.top; tmp; tmp = tmp->below)
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
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
161 && tmp != ob
162 && tmp->type != DOOR 152 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
164 return 1; 154 return 1;
165 } 155 }
166 } 156 }
167 157
168 return 0; 158 return 0;
169} 159}
170 160
171/* 161/*
172 * 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
173 * 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,
174 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
175 * 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
176 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
177 * 167 *
224 } 214 }
225 215
226 return 0; 216 return 0;
227} 217}
228 218
229/* When the map is loaded, load_object does not actually insert objects 219//-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}
255 220
256void 221void
257maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
258{ 223{
259 if (!spaces) 224 if (!spaces)
274 239
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
278} 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
279 259
280/* 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
281 * 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
282 * 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
283 * they are saved). 263 * they are saved).
310 else 290 else
311 op = op->above; 291 op = op->above;
312 } 292 }
313 } 293 }
314} 294}
295
296//-GPL
315 297
316/* 298/*
317 * 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
318 * file pointer. 300 * file pointer.
319 */ 301 */
439 return false; 421 return false;
440 422
441 return freezer.save (path); 423 return freezer.save (path);
442} 424}
443 425
444maptile::maptile () 426void
427maptile::init ()
445{ 428{
446 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
447 430
448 /* 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
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}
457
458maptile::maptile (int w, int h)
459{
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0; 439 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 440 enter_x = 0;
467 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;
468 455
469 alloc (); 456 alloc ();
470} 457}
471 458
472/* 459/*
480 if (spaces) 467 if (spaces)
481 return; 468 return;
482 469
483 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
484} 471}
472
473//+GPL
485 474
486/* 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
487 * 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
488 * at a later date. 477 * at a later date.
489 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
566 return items; 555 return items;
567} 556}
568 557
569/* 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
570 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
571static void 560static const char *
572print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
573{ 562{
574 int i; 563 static dynbuf_text buf; buf.clear ();
575 char tmp[MAX_BUF];
576 564
577 strcpy (output_string, "");
578 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
579 { 566 {
580 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
581 { 568 {
582 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
583 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);
584 else 571 else
585 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
586 } 573 }
587 else 574 else
588 { 575 {
589 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
590 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
591 else 578 else
592 sprintf (tmp, "*"); 579 buf.printf ("*");
593 } 580 }
594
595 strcat (output_string, tmp);
596 } 581 }
582
583 return buf;
597} 584}
585
586//-GPL
598 587
599/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
600 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
601 * 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
602 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
643 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
644 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
645 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
646 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
647 case KW_outdoor: thawer.get (outdoor); break; 636 case KW_outdoor: thawer.get (outdoor); break;
648 case KW_temp: thawer.get (temp); break;
649 case KW_pressure: thawer.get (pressure); break;
650 case KW_humid: thawer.get (humid); break;
651 case KW_windspeed: thawer.get (windspeed); break;
652 case KW_winddir: thawer.get (winddir); break;
653 case KW_sky: thawer.get (sky); break;
654 637
655 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
683 case KW_end: 666 case KW_end:
684 thawer.next (); 667 thawer.next ();
685 return true; 668 return true;
686 669
687 default: 670 default:
688 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
689 return false; 672 return false;
690 break; 673 break;
691 } 674 }
692 675
693 thawer.next (); 676 thawer.next ();
694 } 677 }
695 678
696 abort (); 679 abort ();
697} 680}
681
682//+GPL
698 683
699/****************************************************************************** 684/******************************************************************************
700 * This is the start of unique map handling code 685 * This is the start of unique map handling code
701 *****************************************************************************/ 686 *****************************************************************************/
702 687
709 int unique = 0; 694 int unique = 0;
710 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
711 { 696 {
712 object *above = op->above; 697 object *above = op->above;
713 698
714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
715 unique = 1; 700 unique = 1;
716 701
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
718 op->destroy (); 703 op->destroy ();
719 704
720 op = above; 705 op = above;
721 } 706 }
722 } 707 }
723} 708}
724 709
710//-GPL
711
725bool 712bool
726maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
727{ 714{
728#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
729#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
730 717
731 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
732 719
733 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
734 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
735 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
736 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
737 MAP_OUT (fixed_resettime); 724 MAP_OUT (fixed_resettime);
738 MAP_OUT (no_reset); 725 MAP_OUT (no_reset);
739 MAP_OUT (no_drop); 726 MAP_OUT (no_drop);
740 MAP_OUT (difficulty); 727 MAP_OUT (difficulty);
741
742 if (default_region) MAP_OUT2 (region, default_region->name); 728 if (default_region) MAP_OUT2 (region, default_region->name);
743 729
744 if (shopitems) 730 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
745 {
746 char shop[MAX_BUF];
747 print_shop_string (this, shop);
748 MAP_OUT2 (shopitems, shop);
749 }
750
751 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
752 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
753 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
754 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
755 MAP_OUT (darkness); 735
756 MAP_OUT (width); 736 MAP_OUT (width);
757 MAP_OUT (height); 737 MAP_OUT (height);
758 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
760 740 MAP_OUT (darkness);
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
765 MAP_OUT (temp); 742
766 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 745
772 MAP_OUT (per_player); 746 MAP_OUT (per_player);
773 MAP_OUT (per_party); 747 MAP_OUT (per_party);
774 748
775 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]);
776 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]);
777 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]);
778 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]);
779 753
780 freezer.put (this); 754 freezer.put (this);
781 freezer.put (KW_end); 755 freezer.put (KW(end));
782 756
783 return true; 757 return true;
784} 758}
785 759
786bool 760bool
791 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
792 return false; 766 return false;
793 767
794 return freezer.save (path); 768 return freezer.save (path);
795} 769}
770
771//+GPL
796 772
797/* 773/*
798 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
799 */ 775 */
800void 776void
869 845
870 clear (); 846 clear ();
871} 847}
872 848
873/* 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?
874void 851void
875maptile::do_decay_objects () 852maptile::do_decay_objects ()
876{ 853{
877 if (!spaces) 854 if (!spaces)
878 return; 855 return;
880 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
882 { 859 {
883 above = op->above; 860 above = op->above;
884 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
885 bool destroy = 0; 866 bool destroy = 0;
886 867
887 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
889 break; 870 || op->flag [FLAG_UNIQUE]
890 871 || op->flag [FLAG_OVERLAY_FLOOR]
891 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || op->flag [FLAG_UNPAID]
892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
893 || QUERY_FLAG (op, FLAG_UNIQUE)
894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
895 || QUERY_FLAG (op, FLAG_UNPAID)
896 || op->is_alive ()) 873 || op->is_alive ())
897 ; // do not decay 874 ; // do not decay
898 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
899 { 876 {
900 op->stats.dam--; 877 op->stats.dam--;
925 || mat & M_LIQUID 902 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
931 destroy = 1; 909 destroy = 1;
932 } 910 }
933 911
934 /* adjust overall chance below */ 912 /* adjust overall chance below */
935 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
955 sint64 total_exp = 0; 933 sint64 total_exp = 0;
956 934
957 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
958 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
959 { 937 {
960 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
961 { 939 {
962 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
963 monster_cnt++; 941 monster_cnt++;
964 } 942 }
965 943
966 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
967 { 945 {
968 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
969 947
970 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
971 { 949 {
1026 */ 1004 */
1027void 1005void
1028mapspace::update_ () 1006mapspace::update_ ()
1029{ 1007{
1030 object *last = 0; 1008 object *last = 0;
1031 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1032 sint8 light = 0; 1010 sint8 light = 0;
1033 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;
1034 1016
1035 //object *middle = 0; 1017 //object *middle = 0;
1036 //object *top = 0; 1018 //object *top = 0;
1037 //object *floor = 0; 1019 //object *floor = 0;
1038 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1039 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1040 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1041 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
1042 1026
1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1044 { 1028 {
1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1046 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1051 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1052 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1053 * 1037 *
1054 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1055 */ 1039 */
1056 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1057 { 1041 {
1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1059 top = tmp; 1043 top = tmp;
1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1061 { 1045 {
1062 /* 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,
1063 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1064 */ 1048 */
1065 middle = 0; 1049 middle = 0;
1066 top = 0; 1050 top = 0;
1067 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1068 } 1054 }
1069 /* Flag anywhere have high priority */ 1055 else
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 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;
1072 middle = tmp; 1074 middle = tmp;
1073 anywhere = 1; 1075 }
1074 } 1076 }
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 } 1077 }
1089 1078
1090 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1095 1084
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1098 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 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;
1103 1100
1104 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1102 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1104 this->move_on = move_on;
1108 this->move_off = move_off; 1105 this->move_off = move_off;
1109 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
1110 1109
1111 /* 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),
1112 * 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
1113 * this point. 1112 * this point.
1114 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1132 */ 1131 */
1133 1132
1134 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1134 {
1136 /* 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 */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1138 break; 1137 break;
1139 1138
1140 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1141 if (top && middle) 1140 if (top && middle)
1142 break; 1141 break;
1180 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1181 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1182#endif 1181#endif
1183} 1182}
1184 1183
1185uint64
1186mapspace::volume () const
1187{
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194}
1195
1196maptile * 1184maptile *
1197maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1198{ 1186{
1199 if (tile_path[dir]) 1187 if (tile_path[dir])
1200 { 1188 {
1436 * 1424 *
1437 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1' 1426 * closest body part of 'op1'
1439 */ 1427 */
1440void 1428void
1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1442{ 1430{
1443 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))
1444 { 1432 {
1445 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000; 1434 retval->distance = 10000;
1447 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1448 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1449 retval->direction = 0; 1437 retval->direction = 0;
1450 retval->part = 0; 1438 retval->part = 0;
1451 } 1439 }
1452 else 1440 else
1453 { 1441 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1458 1444
1459 best = op1; 1445 object *best = op1;
1446
1460 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1462 { 1449 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1464 1451
1465 /* 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
1466 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1467 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1468 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1469 * below works. 1456 * below works.
1470 */ 1457 */
1471 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 { 1459 {
1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1475 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1476 { 1463 {
1477 best_distance = tmpi; 1464 best_distance = tmpi;
1478 best = tmp; 1465 best = tmp;
1479 } 1466 }
1480 } 1467 }
1481 1468
1482 if (best != op1) 1469 if (best != op1)
1483 { 1470 {
1484 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1485 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1486 } 1473 }
1487 } 1474 }
1488 1475
1489 retval->part = best; 1476 retval->part = best;
1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1492 } 1479 }
1493} 1480}
1494 1481
1495/* this is basically the same as get_rangevector above, but instead of 1482/* this is basically the same as get_rangevector above, but instead of
1496 * the first parameter being an object, it instead is the map 1483 * the first parameter being an object, it instead is the map
1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1493get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507{ 1494{
1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509 { 1496 {
1510 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
1511 retval->distance = 100000; 1498 retval->distance = 100000;
1512 retval->distance_x = 32767; 1499 retval->distance_x = 32767;
1513 retval->distance_y = 32767; 1500 retval->distance_y = 32767;
1514 retval->direction = 0; 1501 retval->direction = 0;
1515 retval->part = 0; 1502 retval->part = 0;
1516 } 1503 }
1517 else 1504 else
1518 { 1505 {
1519 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1521 1508
1522 retval->part = 0; 1509 retval->part = 0;
1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1525 } 1512 }
1526} 1513}
1527 1514
1528/* Returns true of op1 and op2 are effectively on the same map 1515/* Returns true of op1 and op2 are effectively on the same map
1529 * (as related to map tiling). Note that this looks for a path from 1516 * (as related to map tiling). Note that this looks for a path from
1539 int dx, dy; 1526 int dx, dy;
1540 1527
1541 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542} 1529}
1543 1530
1531//-GPL
1532
1544object * 1533object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1535{
1547 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);
1548} 1537}
1559 if (default_region) 1548 if (default_region)
1560 return default_region; 1549 return default_region;
1561 1550
1562 return ::region::default_region (); 1551 return ::region::default_region ();
1563} 1552}
1553
1554//+GPL
1564 1555
1565/* picks a random object from a style map. 1556/* picks a random object from a style map.
1566 */ 1557 */
1567object * 1558object *
1568maptile::pick_random_object (rand_gen &gen) const 1559maptile::pick_random_object (rand_gen &gen) const
1575 */ 1566 */
1576 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1577 { 1568 {
1578 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1579 1570
1580 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1582 return pick->head_ (); 1573 return pick;
1583 } 1574 }
1584 1575
1585 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1587} 1578}
1579
1580//-GPL
1588 1581
1589void 1582void
1590maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1591{ 1584{
1592 if (!sound) 1585 if (!sound)
1618 1611
1619 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1621 } 1614 }
1622} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1623 1618
1624static void 1619static void
1625split_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)
1626{ 1621{
1627 // clip to map to the left 1622 // clip to map to the left
1683 r->dx = dx; 1678 r->dx = dx;
1684 r->dy = dy; 1679 r->dy = dy;
1685} 1680}
1686 1681
1687maprect * 1682maprect *
1688maptile::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)
1689{ 1684{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear (); 1685 buf.clear ();
1692 1686
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694 1688
1695 // add end marker 1689 // add end marker

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines