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Comparing deliantra/server/common/map.C (file contents):
Revision 1.168 by root, Fri Nov 6 13:03:34 2009 UTC vs.
Revision 1.196 by root, Sun Apr 25 10:45:38 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;
78 /* 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
79 * have already checked this. 78 * have already checked this.
80 */ 79 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 81 {
83 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");
84 return 1; 83 return 1;
85 } 84 }
86 85
87 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
88 87
91 90
92 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 93 * things we need to do for players.
95 */ 94 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
97 return 0; 96 return 0;
98 97
99 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
100 * 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
101 * 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
111 /* 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
112 * 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
113 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
115 */ 114 */
116 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
117 { 116 {
118 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
119 { 118 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0)) 120 if (RESULT_INT (0))
145 return 1; // unconditional block 144 return 1; // unconditional block
146 145
147 } else { 146 } else {
148 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
149 // anything alive that is not a door still 148 // anything alive that is not a door still
150 // blocks anything but wizards. 149 // blocks anything
151 150
152 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob
154 && tmp != ob
155 && tmp->type != DOOR 152 && tmp->type != DOOR
156 && !tmp->flag [FLAG_WIZPASS]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
157 return 1; 154 return 1;
158 } 155 }
159 } 156 }
160 157
161 return 0; 158 return 0;
162} 159}
163 160
164/* 161/*
165 * 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
166 * 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,
167 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
168 * 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
169 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
170 * 167 *
217 } 214 }
218 215
219 return 0; 216 return 0;
220} 217}
221 218
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 219//-GPL
250 220
251void 221void
252maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
253{ 223{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 238 set_object_flag (FLAG_OBJ_ORIGINAL);
269 239
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
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
273} 256}
274 257
275//+GPL 258//+GPL
276 259
277/* 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
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/*
644 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 636 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;
655 637
656 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
660 642
661 case KW_region: default_region = region::find (thawer.get_str ()); break; 643 case KW_region: default_region = region::find (thawer); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663 645
664 // old names new names 646 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 647 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
684 case KW_end: 666 case KW_end:
685 thawer.next (); 667 thawer.next ();
686 return true; 668 return true;
687 669
688 default: 670 default:
689 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
690 return false; 672 return false;
691 break; 673 break;
692 } 674 }
693 675
694 thawer.next (); 676 thawer.next ();
712 int unique = 0; 694 int unique = 0;
713 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
714 { 696 {
715 object *above = op->above; 697 object *above = op->above;
716 698
717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
718 unique = 1; 700 unique = 1;
719 701
720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
721 op->destroy (); 703 op->destroy ();
722 704
723 op = above; 705 op = above;
724 } 706 }
725 } 707 }
728//-GPL 710//-GPL
729 711
730bool 712bool
731maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
732{ 714{
733#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
735 717
736 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
737 719
738 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
739 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
740 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
749 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
753 735
754 MAP_OUT (darkness);
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
870 845
871 clear (); 846 clear ();
872} 847}
873 848
874/* 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?
875void 851void
876maptile::do_decay_objects () 852maptile::do_decay_objects ()
877{ 853{
878 if (!spaces) 854 if (!spaces)
879 return; 855 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
883 { 859 {
884 above = op->above; 860 above = op->above;
885 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
886 bool destroy = 0; 866 bool destroy = 0;
887 867
888 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 870 || op->flag [FLAG_UNIQUE]
891 871 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || 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 ()) 873 || op->is_alive ())
898 ; // do not decay 874 ; // do not decay
899 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
900 { 876 {
901 op->stats.dam--; 877 op->stats.dam--;
926 || mat & M_LIQUID 902 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
932 destroy = 1; 909 destroy = 1;
933 } 910 }
934 911
935 /* adjust overall chance below */ 912 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
956 sint64 total_exp = 0; 933 sint64 total_exp = 0;
957 934
958 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
960 { 937 {
961 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
962 { 939 {
963 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
964 monster_cnt++; 941 monster_cnt++;
965 } 942 }
966 943
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
968 { 945 {
969 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
970 947
971 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
972 { 949 {
1027 */ 1004 */
1028void 1005void
1029mapspace::update_ () 1006mapspace::update_ ()
1030{ 1007{
1031 object *last = 0; 1008 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1010 sint8 light = 0;
1034 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;
1035 1016
1036 //object *middle = 0; 1017 //object *middle = 0;
1037 //object *top = 0; 1018 //object *top = 0;
1038 //object *floor = 0; 1019 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1042 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
1043 1026
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1028 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1052 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1054 * 1037 *
1055 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1056 */ 1039 */
1057 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1058 { 1041 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1043 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1045 {
1063 /* 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,
1064 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1065 */ 1048 */
1066 middle = 0; 1049 middle = 0;
1067 top = 0; 1050 top = 0;
1068 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1069 } 1054 }
1070 /* Flag anywhere have high priority */ 1055 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 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;
1073 middle = tmp; 1074 middle = tmp;
1074 anywhere = 1; 1075 }
1075 } 1076 }
1076
1077 /* Find the highest visible face around. If equal
1078 * visibilities, we still want the one nearer to the
1079 * top
1080 */
1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1082 middle = tmp;
1083 }
1084
1085 if (tmp == tmp->above)
1086 {
1087 LOG (llevError, "Error in structure of map\n");
1088 exit (-1);
1089 } 1077 }
1090 1078
1091 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1096 1084
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1103 } 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;
1104 1100
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1102 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1104 this->move_on = move_on;
1109 this->move_off = move_off; 1105 this->move_off = move_off;
1110 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
1111 1109
1112 /* 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),
1113 * 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
1114 * this point. 1112 * this point.
1115 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1133 */ 1131 */
1134 1132
1135 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1136 { 1134 {
1137 /* 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 */
1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1139 break; 1137 break;
1140 1138
1141 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1142 if (top && middle) 1140 if (top && middle)
1143 break; 1141 break;
1181 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1183#endif 1181#endif
1184} 1182}
1185 1183
1186uint64
1187mapspace::volume () const
1188{
1189 uint64 vol = 0;
1190
1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1192 vol += op->volume ();
1193
1194 return vol;
1195}
1196
1197maptile * 1184maptile *
1198maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1199{ 1186{
1200 if (tile_path[dir]) 1187 if (tile_path[dir])
1201 { 1188 {
1437 * 1424 *
1438 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1439 * closest body part of 'op1' 1426 * closest body part of 'op1'
1440 */ 1427 */
1441void 1428void
1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1443{ 1430{
1444 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))
1445 { 1432 {
1446 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1447 retval->distance = 10000; 1434 retval->distance = 10000;
1448 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1449 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1450 retval->direction = 0; 1437 retval->direction = 0;
1451 retval->part = 0; 1438 retval->part = 0;
1452 } 1439 }
1453 else 1440 else
1454 { 1441 {
1455 object *best;
1456
1457 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1458 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1459 1444
1460 best = op1; 1445 object *best = op1;
1446
1461 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1462 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1463 { 1449 {
1464 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);
1465 1451
1466 /* 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
1467 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1468 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1469 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1470 * below works. 1456 * below works.
1471 */ 1457 */
1472 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1473 { 1459 {
1474 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);
1475 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1476 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1477 { 1463 {
1478 best_distance = tmpi; 1464 best_distance = tmpi;
1479 best = tmp; 1465 best = tmp;
1480 } 1466 }
1481 } 1467 }
1482 1468
1483 if (best != op1) 1469 if (best != op1)
1484 { 1470 {
1485 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1486 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1487 } 1473 }
1488 } 1474 }
1489 1475
1490 retval->part = best; 1476 retval->part = best;
1491 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));
1492 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1493 } 1479 }
1494} 1480}
1495 1481
1496/* 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
1497 * the first parameter being an object, it instead is the map 1483 * the first parameter being an object, it instead is the map
1507get_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)
1508{ 1494{
1509 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))
1510 { 1496 {
1511 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
1512 retval->distance = 100000; 1498 retval->distance = 100000;
1513 retval->distance_x = 32767; 1499 retval->distance_x = 32767;
1514 retval->distance_y = 32767; 1500 retval->distance_y = 32767;
1515 retval->direction = 0; 1501 retval->direction = 0;
1516 retval->part = 0; 1502 retval->part = 0;
1517 } 1503 }
1518 else 1504 else
1519 { 1505 {
1520 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1521 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1522 1508
1523 retval->part = 0; 1509 retval->part = 0;
1524 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));
1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1526 } 1512 }
1527} 1513}
1528 1514
1529/* 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
1530 * (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
1580 */ 1566 */
1581 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1582 { 1568 {
1583 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1584 1570
1585 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1587 return pick->head_ (); 1573 return pick;
1588 } 1574 }
1589 1575
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1592} 1578}
1593 1579
1594//-GPL 1580//-GPL
1595 1581
1596void 1582void
1625 1611
1626 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1628 } 1614 }
1629} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1630 1618
1631static void 1619static void
1632split_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)
1633{ 1621{
1634 // clip to map to the left 1622 // clip to map to the left
1690 r->dx = dx; 1678 r->dx = dx;
1691 r->dy = dy; 1679 r->dy = dy;
1692} 1680}
1693 1681
1694maprect * 1682maprect *
1695maptile::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)
1696{ 1684{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear (); 1685 buf.clear ();
1699 1686
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701 1688
1702 // add end marker 1689 // add end marker

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