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Comparing deliantra/server/common/map.C (file contents):
Revision 1.167 by root, Thu Nov 5 15:43:21 2009 UTC vs.
Revision 1.199 by root, Tue May 4 22:26:49 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 */
228void
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/*
571 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
572static const char * 560static const char *
573print_shop_string (maptile *m) 561print_shop_string (maptile *m)
574{ 562{
575 static dynbuf_text buf; buf.clear (); 563 static dynbuf_text buf; buf.clear ();
564 bool first = true;
576 565
577 for (int i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
579 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
580 { 574 {
581 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
583 else 577 else
584 buf.printf ("%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
585 } 579 }
586 else 580 else
587 { 581 {
588 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
589 buf.printf ("*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
590 else 584 else
591 buf.printf ("*"); 585 buf.printf ("*");
592 } 586 }
593 } 587 }
594 588
644 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 642 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;
655 643
656 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 647 case KW_no_drop: thawer.get (no_drop); break;
660 648
661 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: thawer.get (default_region); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663 651
664 // old names new names 652 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 653 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; 654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
684 case KW_end: 672 case KW_end:
685 thawer.next (); 673 thawer.next ();
686 return true; 674 return true;
687 675
688 default: 676 default:
689 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map"))
690 return false; 678 return false;
691 break; 679 break;
692 } 680 }
693 681
694 thawer.next (); 682 thawer.next ();
712 int unique = 0; 700 int unique = 0;
713 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
714 { 702 {
715 object *above = op->above; 703 object *above = op->above;
716 704
717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
718 unique = 1; 706 unique = 1;
719 707
720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
721 op->destroy (); 709 op->destroy ();
722 710
723 op = above; 711 op = above;
724 } 712 }
725 } 713 }
728//-GPL 716//-GPL
729 717
730bool 718bool
731maptile::_save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
732{ 720{
733#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
735 723
736 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
737 725
738 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
739 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
740 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
749 MAP_OUT (shopgreed); 737 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
753 741
754 MAP_OUT (darkness);
755 MAP_OUT (width); 742 MAP_OUT (width);
756 MAP_OUT (height); 743 MAP_OUT (height);
757 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
759 746 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); 747 MAP_OUT (outdoor);
764 MAP_OUT (temp); 748
765 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 751
771 MAP_OUT (per_player); 752 MAP_OUT (per_player);
772 MAP_OUT (per_party); 753 MAP_OUT (per_party);
773 754
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 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]); 756 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]); 757 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]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 759
779 freezer.put (this); 760 freezer.put (this);
780 freezer.put (KW_end); 761 freezer.put (KW(end));
781 762
782 return true; 763 return true;
783} 764}
784 765
785bool 766bool
870 851
871 clear (); 852 clear ();
872} 853}
873 854
874/* decay and destroy perishable items in a map */ 855/* decay and destroy perishable items in a map */
856// TODO: should be done regularly, not on map load?
875void 857void
876maptile::do_decay_objects () 858maptile::do_decay_objects ()
877{ 859{
878 if (!spaces) 860 if (!spaces)
879 return; 861 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 864 for (object *above, *op = ms->bot; op; op = above)
883 { 865 {
884 above = op->above; 866 above = op->above;
885 867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
886 bool destroy = 0; 872 bool destroy = 0;
887 873
888 // do not decay anything above unique floor tiles (yet :) 874 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 875 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 876 || op->flag [FLAG_UNIQUE]
891 877 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 878 || 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 ()) 879 || op->is_alive ())
898 ; // do not decay 880 ; // do not decay
899 else if (op->is_weapon ()) 881 else if (op->is_weapon ())
900 { 882 {
901 op->stats.dam--; 883 op->stats.dam--;
926 || mat & M_LIQUID 908 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 909 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 910 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 913 //|| (mat & M_ICE && temp > 32)
914 )
932 destroy = 1; 915 destroy = 1;
933 } 916 }
934 917
935 /* adjust overall chance below */ 918 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 919 if (destroy && rndm (0, 1))
956 sint64 total_exp = 0; 939 sint64 total_exp = 0;
957 940
958 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
960 { 943 {
961 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
962 { 945 {
963 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
964 monster_cnt++; 947 monster_cnt++;
965 } 948 }
966 949
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
968 { 951 {
969 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
970 953
971 if (archetype *at = op->other_arch) 954 if (archetype *at = op->other_arch)
972 { 955 {
1027 */ 1010 */
1028void 1011void
1029mapspace::update_ () 1012mapspace::update_ ()
1030{ 1013{
1031 object *last = 0; 1014 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1016 sint8 light = 0;
1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1035 1022
1036 //object *middle = 0; 1023 //object *middle = 0;
1037 //object *top = 0; 1024 //object *top = 0;
1038 //object *floor = 0; 1025 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1026 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1027 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1028 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0; 1029 object *&floor = faces_obj[2] = 0;
1030
1031 object::flags_t allflags; // all flags of all objects or'ed together
1043 1032
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1034 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1036 light += tmp->glow_radius;
1052 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1054 * 1043 *
1055 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1056 */ 1045 */
1057 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1058 { 1047 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1049 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1051 {
1063 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1065 */ 1054 */
1066 middle = 0; 1055 middle = 0;
1067 top = 0; 1056 top = 0;
1068 floor = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1069 } 1060 }
1070 /* Flag anywhere have high priority */ 1061 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1062 {
1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1068
1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1080 middle = tmp;
1074 anywhere = 1; 1081 }
1075 } 1082 }
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 } 1083 }
1090 1084
1091 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1096 1090
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 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 } 1095 }
1096
1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1104 1106
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1107 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1108 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1110 this->move_on = move_on;
1109 this->move_off = move_off; 1111 this->move_off = move_off;
1110 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1111 1115
1112 /* At this point, we have a floor face (if there is a floor), 1116 /* 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 1117 * and the floor is set - we are not going to touch it at
1114 * this point. 1118 * this point.
1115 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1133 */ 1137 */
1134 1138
1135 for (object *tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1136 { 1140 {
1137 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1139 break; 1143 break;
1140 1144
1141 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1142 if (top && middle) 1146 if (top && middle)
1143 break; 1147 break;
1181 faces_obj [1] = middle; 1185 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1186 faces_obj [2] = floor;
1183#endif 1187#endif
1184} 1188}
1185 1189
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 * 1190maptile *
1198maptile::tile_available (int dir, bool load) 1191maptile::tile_available (int dir, bool load)
1199{ 1192{
1200 if (tile_path[dir]) 1193 if (tile_path[dir])
1201 { 1194 {
1321/** 1314/**
1322 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1323 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1324 */ 1317 */
1325int 1318int
1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1327{ 1320{
1328 if (!map1 || !map2) 1321 if (!map1 || !map2)
1329 return 0; 1322 return 0;
1330 1323
1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1333 if (map1 == map2) 1326 if (map1 == map2)
1334 { 1327 {
1335 *dx = 0; 1328 *dx = 0;
1336 *dy = 0; 1329 *dy = 0;
1337 } 1330 }
1338 else if (map1->tile_map[0] == map2) 1331 else if (map1->tile_available (0, false) == map2)
1339 { /* up */ 1332 { /* up */
1340 *dx = 0; 1333 *dx = 0;
1341 *dy = -map2->height; 1334 *dy = -map2->height;
1342 } 1335 }
1343 else if (map1->tile_map[1] == map2) 1336 else if (map1->tile_available (1, false) == map2)
1344 { /* right */ 1337 { /* right */
1345 *dx = map1->width; 1338 *dx = map1->width;
1346 *dy = 0; 1339 *dy = 0;
1347 } 1340 }
1348 else if (map1->tile_map[2] == map2) 1341 else if (map1->tile_available (2, false) == map2)
1349 { /* down */ 1342 { /* down */
1350 *dx = 0; 1343 *dx = 0;
1351 *dy = map1->height; 1344 *dy = map1->height;
1352 } 1345 }
1353 else if (map1->tile_map[3] == map2) 1346 else if (map1->tile_available (3, false) == map2)
1354 { /* left */ 1347 { /* left */
1355 *dx = -map2->width; 1348 *dx = -map2->width;
1356 *dy = 0; 1349 *dy = 0;
1357 } 1350 }
1358 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1359 { /* up right */ 1352 { /* up right */
1360 *dx = map1->tile_map[0]->width; 1353 *dx = map1->tile_map[0]->width;
1361 *dy = -map1->tile_map[0]->height; 1354 *dy = -map1->tile_map[0]->height;
1362 } 1355 }
1363 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1364 { /* up left */ 1357 { /* up left */
1365 *dx = -map2->width; 1358 *dx = -map2->width;
1366 *dy = -map1->tile_map[0]->height; 1359 *dy = -map1->tile_map[0]->height;
1367 } 1360 }
1368 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1369 { /* right up */ 1362 { /* right up */
1370 *dx = map1->width; 1363 *dx = map1->width;
1371 *dy = -map2->height; 1364 *dy = -map2->height;
1372 } 1365 }
1373 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1374 { /* right down */ 1367 { /* right down */
1375 *dx = map1->width; 1368 *dx = map1->width;
1376 *dy = map1->tile_map[1]->height; 1369 *dy = map1->tile_map[1]->height;
1377 } 1370 }
1378 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1379 { /* down right */ 1372 { /* down right */
1380 *dx = map1->tile_map[2]->width; 1373 *dx = map1->tile_map[2]->width;
1381 *dy = map1->height; 1374 *dy = map1->height;
1382 } 1375 }
1383 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1384 { /* down left */ 1377 { /* down left */
1385 *dx = -map2->width; 1378 *dx = -map2->width;
1386 *dy = map1->height; 1379 *dy = map1->height;
1387 } 1380 }
1388 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1389 { /* left up */ 1382 { /* left up */
1390 *dx = -map1->tile_map[3]->width; 1383 *dx = -map1->tile_map[3]->width;
1391 *dy = -map2->height; 1384 *dy = -map2->height;
1392 } 1385 }
1393 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1394 { /* left down */ 1387 { /* left down */
1395 *dx = -map1->tile_map[3]->width; 1388 *dx = -map1->tile_map[3]->width;
1396 *dy = map1->tile_map[3]->height; 1389 *dy = map1->tile_map[3]->height;
1397 } 1390 }
1398 else 1391 else
1437 * 1430 *
1438 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1439 * closest body part of 'op1' 1432 * closest body part of 'op1'
1440 */ 1433 */
1441void 1434void
1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1443{ 1436{
1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1445 { 1438 {
1446 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1447 retval->distance = 10000; 1440 retval->distance = 10000;
1448 retval->distance_x = 10000; 1441 retval->distance_x = 10000;
1449 retval->distance_y = 10000; 1442 retval->distance_y = 10000;
1450 retval->direction = 0; 1443 retval->direction = 0;
1451 retval->part = 0; 1444 retval->part = 0;
1452 } 1445 }
1453 else 1446 else
1454 { 1447 {
1455 object *best;
1456
1457 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1458 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1459 1450
1460 best = op1; 1451 object *best = op1;
1452
1461 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1462 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1463 { 1455 {
1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1465 1457
1466 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
1467 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1468 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1469 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1470 * below works. 1462 * below works.
1471 */ 1463 */
1472 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1473 { 1465 {
1474 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 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); 1467
1476 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1477 { 1469 {
1478 best_distance = tmpi; 1470 best_distance = tmpi;
1479 best = tmp; 1471 best = tmp;
1480 } 1472 }
1481 } 1473 }
1482 1474
1483 if (best != op1) 1475 if (best != op1)
1484 { 1476 {
1485 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1486 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1487 } 1479 }
1488 } 1480 }
1489 1481
1490 retval->part = best; 1482 retval->part = best;
1491 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1492 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1493 } 1485 }
1494} 1486}
1495 1487
1496/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
1497 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1502 * be more consistant with the above function and also in case they are needed 1494 * be more consistant with the above function and also in case they are needed
1503 * for something in the future. Also, since no object is pasted, the best 1495 * for something in the future. Also, since no object is pasted, the best
1504 * field of the rv_vector is set to NULL. 1496 * field of the rv_vector is set to NULL.
1505 */ 1497 */
1506void 1498void
1507get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1499get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1508{ 1500{
1509 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1510 { 1502 {
1511 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1512 retval->distance = 100000; 1504 retval->distance = 100000;
1513 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1514 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1515 retval->direction = 0; 1507 retval->direction = 0;
1516 retval->part = 0; 1508 retval->part = 0;
1517 } 1509 }
1518 else 1510 else
1519 { 1511 {
1520 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1521 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1522 1514
1523 retval->part = 0; 1515 retval->part = 0;
1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1526 } 1518 }
1527} 1519}
1528 1520
1529/* Returns true of op1 and op2 are effectively on the same map 1521/* 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 1522 * (as related to map tiling). Note that this looks for a path from
1580 */ 1572 */
1581 for (int i = 1000; --i;) 1573 for (int i = 1000; --i;)
1582 { 1574 {
1583 object *pick = at (gen (width), gen (height)).bot; 1575 object *pick = at (gen (width), gen (height)).bot;
1584 1576
1585 // do not prefer big monsters just because they are big. 1577 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->is_head ()) 1578 if (pick && pick->is_head ())
1587 return pick->head_ (); 1579 return pick;
1588 } 1580 }
1589 1581
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1582 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find ("bug"); 1583 return archetype::find (shstr_bug);
1592} 1584}
1593 1585
1594//-GPL 1586//-GPL
1595 1587
1596void 1588void
1625 1617
1626 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1628 } 1620 }
1629} 1621}
1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1630 1624
1631static void 1625static void
1632split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1633{ 1627{
1634 // clip to map to the left 1628 // clip to map to the left
1690 r->dx = dx; 1684 r->dx = dx;
1691 r->dy = dy; 1685 r->dy = dy;
1692} 1686}
1693 1687
1694maprect * 1688maprect *
1695maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1696{ 1690{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear (); 1691 buf.clear ();
1699 1692
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701 1694
1702 // add end marker 1695 // add end marker

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