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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * |
6 | * |
6 | * Deliantra is free software: you can redistribute it and/or modify it under |
7 | * Deliantra is free software: you can redistribute it and/or modify it under |
7 | * the terms of the Affero GNU General Public License as published by the |
8 | * the terms of the Affero GNU General Public License as published by the |
8 | * Free Software Foundation, either version 3 of the License, or (at your |
9 | * Free Software Foundation, either version 3 of the License, or (at your |
9 | * option) any later version. |
10 | * option) any later version. |
10 | * |
11 | * |
11 | * This program is distributed in the hope that it will be useful, |
12 | * This program is distributed in the hope that it will be useful, |
12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
14 | * GNU General Public License for more details. |
15 | * GNU General Public License for more details. |
15 | * |
16 | * |
16 | * You should have received a copy of the Affero GNU General Public License |
17 | * You should have received a copy of the Affero GNU General Public License |
17 | * and the GNU General Public License along with this program. If not, see |
18 | * and the GNU General Public License along with this program. If not, see |
18 | * <http://www.gnu.org/licenses/>. |
19 | * <http://www.gnu.org/licenses/>. |
19 | * |
20 | * |
20 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | */ |
22 | */ |
22 | |
23 | |
23 | #include <global.h> |
24 | #include <global.h> |
24 | |
25 | |
… | |
… | |
52 | |
53 | |
53 | if (wall->flag [FLAG_IS_QUAD] && visible) |
54 | if (wall->flag [FLAG_IS_QUAD] && visible) |
54 | { |
55 | { |
55 | maptile *m = wall->map; |
56 | maptile *m = wall->map; |
56 | |
57 | |
57 | if (m->tile_path [TILE_UP]) |
58 | if (ob->map->tile_path [TILE_UP] && wall->map->tile_path [TILE_UP]) |
|
|
59 | { |
58 | if (maptile *up = m->tile_available (TILE_UP)) |
60 | maptile *wall_up = wall->map->tile_available (TILE_UP); |
|
|
61 | maptile *ob_up = ob ->map->tile_available (TILE_UP); |
|
|
62 | |
|
|
63 | if (wall_up && ob_up) |
59 | { |
64 | { |
60 | if (ob->blocked (up, ob->x, ob->y) || has_floor (up, ob->x, ob->y)) |
65 | if (ob->blocked (ob_up, ob->x, ob->y) || has_floor (ob_up, ob->x, ob->y)) |
61 | ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling?>", query_name (wall))); |
66 | ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall))); |
62 | //TODO: reduce health |
67 | //TODO: reduce health |
63 | else if (ob->blocked (up, wall->x, wall->y)) |
68 | else if (ob->blocked (wall_up, wall->x, wall->y)) |
64 | ob->failmsg (format ("You try to climb up, but the %s is too high for you!", query_name (wall))); |
69 | ob->failmsg (format ("You try to climb up, but the %s is too high for you! H<No free space on top of this block.>", query_name (wall))); |
65 | //TODO: reduce health |
70 | //TODO: reduce health |
66 | else |
71 | else |
67 | { |
72 | { |
68 | ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); |
73 | ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); |
69 | // here we assume that ob is a player... |
74 | // here we assume that ob is a player... |
70 | ob->enter_map (up, wall->x, wall->y); |
75 | ob->enter_map (wall_up, wall->x, wall->y); |
71 | } |
76 | } |
72 | } |
77 | } |
73 | else |
78 | else |
74 | ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); |
79 | ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); |
|
|
80 | } |
75 | else |
81 | else |
76 | ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); |
82 | ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); |
77 | |
83 | |
78 | |
84 | |
79 | return; |
85 | return; |
… | |
… | |
90 | } |
96 | } |
91 | } |
97 | } |
92 | |
98 | |
93 | ///////////////////////////////////////////////////////////////////////////// |
99 | ///////////////////////////////////////////////////////////////////////////// |
94 | |
100 | |
95 | // this mapspace has changed - potentialyl activate dormant physics objects |
101 | physics_queue::physics_queue () |
96 | // in the vicinity |
102 | { |
|
|
103 | i = 0; |
|
|
104 | } |
|
|
105 | |
|
|
106 | physics_queue::~physics_queue () |
|
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107 | { |
|
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108 | while (object *ob = pop ()) |
|
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109 | ob->refcnt_dec (); |
|
|
110 | } |
|
|
111 | |
|
|
112 | object * |
|
|
113 | physics_queue::pop () |
|
|
114 | { |
|
|
115 | if (ecb_expect_true (i < size ())) |
|
|
116 | return (*this)[i++]; |
|
|
117 | |
|
|
118 | i = 0; |
|
|
119 | clear (); //TODO: this frees, but we do not want to free, unless really a lot of objects were queued |
|
|
120 | return 0; |
|
|
121 | } |
|
|
122 | |
|
|
123 | inline unsigned int |
|
|
124 | queue_of (tick_t tick) |
|
|
125 | { |
|
|
126 | return tick & (PHYSICS_QUEUES - 1); |
|
|
127 | } |
97 | |
128 | |
98 | void update_physics (maptile *m, int x, int y) |
129 | void update_physics (maptile *m, int x, int y) |
99 | { |
130 | { |
100 | } |
131 | } |
101 | |
132 | |
102 | // handle physics updates |
133 | // handle physics updates |
103 | void move_physics (object *ob) |
134 | void move_physics (object *ob) |
104 | { |
135 | { |
105 | } |
136 | } |
106 | |
137 | |
|
|
138 | // preliminary slots docs |
|
|
139 | // level - water level 1..7 |
|
|
140 | // value - pressure |
|
|
141 | // |
|
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142 | |
|
|
143 | static object * |
|
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144 | flow_to (maptile *m, sint16 x, sint16 y) |
|
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145 | { |
|
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146 | if (!xy_normalise (m, x, y)) |
|
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147 | return 0; |
|
|
148 | |
|
|
149 | mapspace &ms = m->at (x, y); |
|
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150 | |
|
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151 | ms.update (); |
|
|
152 | if (ms.move_block & MOVE_WALK) |
|
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153 | return 0; |
|
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154 | |
|
|
155 | for (object *w = ms.top; w; w = w->below) |
|
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156 | if (w->type == PHYSICS) |
|
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157 | if (w->subtype == ST_WATER_SOURCE) |
|
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158 | return 0; |
|
|
159 | else if (w->subtype == ST_WATER_FLOW) |
|
|
160 | return w; |
|
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161 | |
|
|
162 | printf ("creating flow at %d,%d\n", x, y);//D |
|
|
163 | object *w = archetype::get (shstr_quad_water_flow); |
|
|
164 | w->level = 0; |
|
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165 | w->value = 0; |
|
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166 | |
|
|
167 | m->insert (w, x, y); |
|
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168 | m->queue_physics (w, 1); |
|
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169 | |
|
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170 | return w; |
|
|
171 | } |
|
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172 | |
|
|
173 | #if 0 |
|
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174 | static int |
|
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175 | find_ortho_flow (object *src, object **result) |
|
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176 | { |
|
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177 | object **res = result; |
|
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178 | |
|
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179 | for (int dir = 1; dir < 8; dir += 2) |
|
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180 | { |
|
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181 | mapxy pos (src->map, src->x, src->y); |
|
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182 | pos.move (dir); |
|
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183 | if (pos.normalise ()) |
|
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184 | if (object *w = flow_to (pos.m, pos.x, pos.y)) |
|
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185 | *res++ = w; |
|
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186 | } |
|
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187 | |
|
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188 | return res - result; |
|
|
189 | } |
|
|
190 | #endif |
|
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191 | |
|
|
192 | static bool |
|
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193 | water_set (object *w, int level, int pressure = -1) |
|
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194 | { |
|
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195 | if (!level) |
|
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196 | { |
|
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197 | w->destroy (); |
|
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198 | return true; |
|
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199 | } |
|
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200 | |
|
|
201 | bool activity = false; |
|
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202 | |
|
|
203 | min_it (level, 7); |
|
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204 | |
|
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205 | if (level != w->level) |
|
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206 | { |
|
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207 | w->level = level; |
|
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208 | // update face |
|
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209 | activity = true; |
|
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210 | } |
|
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211 | |
|
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212 | if (pressure != w->value && pressure >= 0) |
|
|
213 | { |
|
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214 | w->value = pressure; |
|
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215 | activity = true; |
|
|
216 | } |
|
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217 | |
|
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218 | if (activity) // this is overkill, but... |
|
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219 | w->map->queue_physics_at (w->x, w->y); |
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220 | |
|
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221 | return activity; |
|
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222 | } |
|
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223 | |
|
|
224 | static void |
|
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225 | run_physics (object *ob) |
|
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226 | { |
|
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227 | //TODO: behaviour objects with virtual methods? |
|
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228 | switch (ob->subtype) |
|
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229 | { |
|
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230 | case ST_WATER_SOURCE: |
|
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231 | { |
|
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232 | bool activity = false; |
|
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233 | |
|
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234 | // water sources generate flowing water "everywhere", but are currently |
|
|
235 | // very simple otherwise. |
|
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236 | if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN]) |
|
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237 | if (maptile *m = ob->map->tile_available (TILE_DOWN)) |
|
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238 | { |
|
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239 | if (object *w = flow_to (m, ob->x, ob->y)) |
|
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240 | activity = activity || water_set (w, 7); |
|
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241 | } |
|
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242 | else |
|
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243 | activity = true; |
|
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244 | |
|
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245 | #if 0 |
|
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246 | object *w [4]; |
|
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247 | int w_cnt = find_ortho_flow (ob, w); |
|
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248 | |
|
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249 | while (w_cnt--) |
|
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250 | activity = activity || water_set (w [w_cnt], 7); |
|
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251 | |
|
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252 | if (activity) |
|
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253 | ob->map->queue_physics (ob, 1); |
|
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254 | #endif |
|
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255 | } |
|
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256 | break; |
|
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257 | |
|
|
258 | case ST_WATER_FLOW: |
|
|
259 | #if 0 |
|
|
260 | // flow down as much as possible |
|
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261 | if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN]) |
|
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262 | if (maptile *m = ob->map->tile_available (TILE_DOWN)) |
|
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263 | { |
|
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264 | if (object *w = flow_to (m, ob->x, ob->y)) |
|
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265 | { |
|
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266 | if (int flow = min (ob->level, 7 - w->level)) |
|
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267 | { |
|
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268 | water_set (w, w->level + flow); |
|
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269 | water_set (ob, w->level - flow); |
|
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270 | if (!ob->level) |
|
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271 | return; // we escaped downwards |
|
|
272 | } |
|
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273 | else if (ob->level >= 5) // exert pressure -> does not count as activity |
|
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274 | water_set (w, w->level, ob->value - 1); |
|
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275 | } |
|
|
276 | } |
|
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277 | |
|
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278 | if (ob->level >= 2) |
|
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279 | { |
|
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280 | object *ws [4]; |
|
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281 | int w_cnt = find_ortho_flow (ob, ws); |
|
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282 | |
|
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283 | bool activity = false; |
|
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284 | |
|
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285 | // distribute 1 to every neighbour that has less - should use some random ordering of course |
|
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286 | |
|
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287 | while (w_cnt--) |
|
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288 | { |
|
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289 | object *w = ws [w_cnt]; |
|
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290 | |
|
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291 | if (w->level < ob->level - 1) |
|
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292 | { |
|
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293 | water_set (w, w->level + 1); |
|
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294 | --ob->level; |
|
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295 | activity = true; |
|
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296 | } |
|
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297 | } |
|
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298 | |
|
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299 | if (activity) |
|
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300 | ob->map->queue_physics (ob, 1); |
|
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301 | } |
|
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302 | else if (ob->level) |
|
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303 | ; |
|
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304 | else |
|
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305 | ob->destroy (); |
|
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306 | #endif |
|
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307 | |
|
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308 | // TODO: flow up with pressure |
|
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309 | break; |
|
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310 | |
|
|
311 | default: |
|
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312 | LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ()); |
|
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313 | break; |
|
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314 | } |
|
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315 | } |
|
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316 | |
|
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317 | int |
|
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318 | maptile::run_physics (tick_t tick, int max_objects) |
|
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319 | { |
|
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320 | if (state != MAP_ACTIVE) |
|
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321 | return 0; |
|
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322 | |
|
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323 | int orig_max_object = max_objects; |
|
|
324 | physics_queue &q = pq [queue_of (server_tick)]; |
|
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325 | |
|
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326 | //if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D |
|
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327 | |
|
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328 | while (object *ob = q.pop ()) |
|
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329 | { |
|
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330 | ob->flag [FLAG_PHYSICS_QUEUE] = false; |
|
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331 | ob->refcnt_dec (); |
|
|
332 | |
|
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333 | if (ob->map != this) |
|
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334 | { |
|
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335 | if (!ob->flag [FLAG_FREED]) |
|
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336 | { |
|
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337 | LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ()); |
|
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338 | //ob->map->queue_physics (ob); |
|
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339 | } |
|
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340 | } |
|
|
341 | else |
|
|
342 | { |
|
|
343 | //printf ("handling ob %s\n", ob->debug_desc());//D |
|
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344 | ::run_physics (ob); |
|
|
345 | } |
|
|
346 | |
|
|
347 | if (--max_objects <= 0) |
|
|
348 | break; |
|
|
349 | } |
|
|
350 | |
|
|
351 | return orig_max_object - max_objects; |
|
|
352 | } |
|
|
353 | |
|
|
354 | void |
|
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355 | maptile::queue_physics (object *ob, int after) |
|
|
356 | { |
|
|
357 | if (!after) after = 14; //D |
|
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358 | if (!ob->flag [FLAG_PHYSICS_QUEUE]) |
|
|
359 | { |
|
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360 | ob->flag [FLAG_PHYSICS_QUEUE] = true; |
|
|
361 | ob->refcnt_inc (); |
|
|
362 | |
|
|
363 | pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob); |
|
|
364 | } |
|
|
365 | } |
|
|
366 | |
|
|
367 | static void |
|
|
368 | queue_physics_at (maptile *m, int x, int y) |
|
|
369 | { |
|
|
370 | mapspace &ms = m->at (x, y); |
|
|
371 | |
|
|
372 | for (object *ob = ms.bot; ob; ob = ob->above) |
|
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373 | if (ob->type == PHYSICS) |
|
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374 | m->queue_physics (ob, 1); |
|
|
375 | } |
|
|
376 | |
|
|
377 | // this mapspace has changed - potentially activate dormant physics objects |
|
|
378 | // in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below. |
|
|
379 | // TODO: maybe include diagonals in the same z-layer? |
|
|
380 | // TODO: do not go through floors? |
|
|
381 | void |
|
|
382 | maptile::queue_physics_at (int x, int y) |
|
|
383 | { |
|
|
384 | if (maptile *m = tile_available (TILE_DOWN)) |
|
|
385 | ::queue_physics_at (m, x, y); |
|
|
386 | |
|
|
387 | if (maptile *m = tile_available (TILE_UP)) |
|
|
388 | ::queue_physics_at (m, x, y); |
|
|
389 | |
|
|
390 | ::queue_physics_at (this, x, y); |
|
|
391 | |
|
|
392 | for (int dir = 1; dir < 8; dir += 2) |
|
|
393 | { |
|
|
394 | mapxy pos (this, x, y); |
|
|
395 | pos.move (dir); |
|
|
396 | if (pos.normalise ()) |
|
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397 | ::queue_physics_at (pos.m, pos.x, pos.y); |
|
|
398 | } |
|
|
399 | } |
|
|
400 | |
|
|
401 | void |
|
|
402 | maptile::activate_physics () |
|
|
403 | { |
|
|
404 | // most of this is total overkill, but better be safe than sorry, eh? |
|
|
405 | |
|
|
406 | coroapi::cede_to_tick (); |
|
|
407 | |
|
|
408 | if (maptile *m = tile_map [TILE_UP]) |
|
|
409 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
410 | ms->invalidate (); // invalidate faces, in case... |
|
|
411 | |
|
|
412 | coroapi::cede_to_tick (); |
|
|
413 | |
|
|
414 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
415 | for (object *op = ms->bot; op; op = op->above) |
|
|
416 | if (op->type == PHYSICS) |
|
|
417 | queue_physics (op, 0); |
|
|
418 | } |
|
|
419 | |
107 | ///////////////////////////////////////////////////////////////////////////// |
420 | ///////////////////////////////////////////////////////////////////////////// |
108 | |
421 | |
109 | #define FANCY_GRAPHICS 0 |
422 | #define FANCY_GRAPHICS 0 |
110 | |
423 | |
111 | static void |
424 | static void |
… | |
… | |
120 | static frac2d vec_gen1 (6, 2, 0.5, 1); |
433 | static frac2d vec_gen1 (6, 2, 0.5, 1); |
121 | static frac2d vec_gen2 (6, 2, 0.5, 2); |
434 | static frac2d vec_gen2 (6, 2, 0.5, 2); |
122 | |
435 | |
123 | const float continent_scale = 0.00008; |
436 | const float continent_scale = 0.00008; |
124 | |
437 | |
125 | vec2d perturb_pos = pow (P, 1.4) * 1e-5; |
438 | vec2d perturb_pos = pow (P, vec2d (1.4)) * 1e-5; |
126 | |
439 | |
127 | vec2d perturb ( |
440 | vec2d perturb ( |
128 | vec_gen1.fBm (perturb_pos), |
441 | vec_gen1.fBm (perturb_pos), |
129 | vec_gen2.fBm (perturb_pos) |
442 | vec_gen2.fBm (perturb_pos) |
130 | ); |
443 | ); |
… | |
… | |
144 | |
457 | |
145 | const float N = (25000 - 1) * continent_scale; |
458 | const float N = (25000 - 1) * continent_scale; |
146 | |
459 | |
147 | // we clip a large border on the perturbed shape, to get irregular coastline |
460 | // we clip a large border on the perturbed shape, to get irregular coastline |
148 | // and then clip a smaller border around the real shape |
461 | // and then clip a smaller border around the real shape |
149 | continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
462 | //continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
150 | continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
463 | continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
151 | |
464 | |
152 | enum { |
465 | enum { |
153 | T_NONE, |
466 | T_NONE, |
154 | T_OCEAN, |
467 | T_OCEAN, |
… | |
… | |
165 | int h = 1000000; // height form heightmap |
478 | int h = 1000000; // height form heightmap |
166 | |
479 | |
167 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
480 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
168 | // thats about one step every 7 maps. |
481 | // thats about one step every 7 maps. |
169 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
482 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
170 | int river_height = base_height * 9 / 10; |
483 | int river_height = base_height; // * 9 / 10; |
171 | |
484 | |
172 | // add this to rivers to "dry them out" |
485 | // add this to rivers to "dry them out" |
173 | float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
486 | float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
174 | |
487 | |
175 | static frac2d river_gen (2); |
488 | static frac2d river_gen (2); |
176 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
489 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
177 | float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
490 | float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
178 | |
491 | |
179 | float valley = river1 - 0.2f; |
492 | float valley = river1 - 0.2f; |
180 | |
493 | |
181 | static frac2d mountain_gen (8, 2.14, 0.5); |
494 | static frac2d mountain_gen (6, 2.14, 0.5); |
182 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
495 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
183 | |
496 | |
184 | //TODO: mountains should not lower the height, should they? |
497 | //TODO: mountains should not lower the height, should they? |
185 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
498 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
186 | c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
499 | c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
187 | h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
500 | h = blend0 (base_height + continent * 0, base_height + mountain * xy_gradient * 100, valley, 0.1f); |
188 | |
501 | |
189 | if (river1 < 0.01f) |
502 | if (river1 < 0.01f) |
190 | { |
503 | { |
191 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
504 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
|
|
505 | // well, silly, they don't |
192 | t = T_RIVER; |
506 | t = T_RIVER; |
193 | c = vec3d (0.2, 0.2, 1); |
507 | c = vec3d (0.2, 0.2, 1); |
194 | h0 = river_height; |
508 | h0 = river_height; |
195 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
509 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1)); |
196 | } |
510 | } |
197 | |
511 | |
198 | if (river2 > 0) |
512 | if (river2 > 0) |
199 | { |
513 | { |
200 | t = T_RIVER; |
514 | t = T_RIVER; |
201 | c = vec3d (0.2, 0.2, 1); |
515 | c = vec3d (0.2, 0.2, 1); |
202 | h0 = river_height; |
516 | h0 = river_height; |
203 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
517 | min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1))); |
204 | } |
518 | } |
205 | |
519 | |
206 | if (continent < 0) |
520 | if (continent < 0) |
207 | { |
521 | { |
208 | t = T_OCEAN; |
522 | t = T_OCEAN; |
|
|
523 | h0 = 0; |
209 | min_it (h, min (continent * 200, -1)); |
524 | min_it (h, min (continent * 200, -1)); |
210 | c = vec3d (0, 0, 1); |
525 | c = vec3d (0, 0, 1); |
211 | } |
526 | } |
212 | |
527 | |
213 | // now we have the base height, and base terrain |
528 | // now we have the base height, and base terrain |
… | |
… | |
232 | { |
547 | { |
233 | t = T_ACQUIFER; |
548 | t = T_ACQUIFER; |
234 | c = vec3d (1,1,1); |
549 | c = vec3d (1,1,1); |
235 | } |
550 | } |
236 | } |
551 | } |
|
|
552 | |
|
|
553 | //printf ("+%d+%d %d z %d h %d,%d P%g,%g\n", mx, my, t, z, h,h0, P[0],P[1]);//D |
237 | |
554 | |
238 | // TODO: caves |
555 | // TODO: caves |
239 | // TODO: chees areas |
556 | // TODO: chees areas |
240 | // TODO: minerals |
557 | // TODO: minerals |
241 | // TODO: monsters |
558 | // TODO: monsters |
… | |
… | |
255 | // water above the surface |
572 | // water above the surface |
256 | switch (t) |
573 | switch (t) |
257 | { |
574 | { |
258 | case T_OCEAN: |
575 | case T_OCEAN: |
259 | if (z < h0) |
576 | if (z < h0) |
260 | arch_wall = shstr ("quad_water_wall"); |
577 | arch_wall = shstr_quad_water_source; |
261 | else if (z == h0) |
578 | else if (z == h0) |
262 | arch_floor = shstr ("quad_ocean_floor"); |
579 | arch_floor = shstr ("quad_ocean_floor"); |
263 | break; |
580 | break; |
264 | |
581 | |
265 | case T_RIVER: |
582 | case T_RIVER: |
266 | if (z < h0) |
583 | if (z < h0) |
267 | arch_wall = shstr ("quad_water_wall"); |
584 | arch_wall = shstr_quad_water_source; |
268 | else if (z == h0) |
585 | else if (z == h0) |
269 | arch_floor = shstr ("quad_water_floor"); |
586 | arch_floor = shstr ("quad_water_floor"); |
270 | break; |
587 | break; |
271 | |
588 | |
272 | case T_VALLEY: |
589 | case T_VALLEY: |
… | |
… | |
281 | |
598 | |
282 | case T_UNDERGROUND: |
599 | case T_UNDERGROUND: |
283 | // todo, use a fractal |
600 | // todo, use a fractal |
284 | if (z < h - 10) |
601 | if (z < h - 10) |
285 | { |
602 | { |
|
|
603 | arch_floor = shstr ("quad_stone_floor"); |
|
|
604 | arch_wall = shstr ("quad_stone_wall"); |
|
|
605 | } |
|
|
606 | else |
|
|
607 | { |
286 | arch_floor = shstr ("quad_dirt_floor"); |
608 | arch_floor = shstr ("quad_dirt_floor"); |
287 | arch_wall = shstr ("quad_dirt_wall"); |
609 | arch_wall = shstr ("quad_dirt_wall"); |
288 | } |
610 | } |
289 | else |
|
|
290 | { |
|
|
291 | arch_floor = shstr ("quad_stone_floor"); |
|
|
292 | arch_wall = shstr ("quad_stone_wall"); |
|
|
293 | } |
|
|
294 | break; |
611 | break; |
295 | |
612 | |
296 | case T_ACQUIFER: |
613 | case T_ACQUIFER: |
297 | arch_wall = shstr ("quad_water_wall"); |
614 | arch_wall = shstr_quad_water_source; |
298 | break; |
615 | break; |
299 | |
616 | |
300 | default: |
617 | default: |
301 | abort (); |
618 | abort (); |
302 | } |
619 | } |
… | |
… | |
343 | { |
660 | { |
344 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
661 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
345 | |
662 | |
346 | for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0); |
663 | for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0); |
347 | for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0); |
664 | for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0); |
348 | for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22500, 0); |
665 | for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22000, 0); |
349 | } |
666 | } |
350 | |
667 | |
351 | //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
668 | //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
352 | //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |
669 | //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |
353 | //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); |
670 | //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); |
… | |
… | |
412 | } |
729 | } |
413 | #endif |
730 | #endif |
414 | |
731 | |
415 | exit (0); |
732 | exit (0); |
416 | } |
733 | } |
|
|
734 | |