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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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|
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#include "noise.h" |
26 |
|
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///////////////////////////////////////////////////////////////////////////// |
28 |
|
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static bool |
30 |
has_floor (maptile *m, sint16 x, sint16 y) |
31 |
{ |
32 |
mapxy pos (m, x, y); |
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|
34 |
if (!pos.normalise ()) |
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return true; |
36 |
|
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mapspace &ms = pos.ms (); |
38 |
|
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for (object *ob = ms.bot; ob; ob = ob->above) |
40 |
if (ob->arch->archname == shstr_quad_open_space) |
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return false; |
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else if (ob->flag [FLAG_IS_FLOOR]) |
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return true; |
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|
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return false; |
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} |
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|
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void |
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move_into_wall (object *ob, object *wall) |
50 |
{ |
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bool visible = !wall->invisible && !ob->flag [FLAG_BLIND]; |
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|
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if (wall->flag [FLAG_IS_QUAD] && visible) |
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{ |
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maptile *m = wall->map; |
56 |
|
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if (ob->map->tile_path [TILE_UP] && wall->map->tile_path [TILE_UP]) |
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{ |
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maptile *wall_up = wall->map->tile_available (TILE_UP); |
60 |
maptile *ob_up = ob ->map->tile_available (TILE_UP); |
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|
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if (wall_up && ob_up) |
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{ |
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if (ob->blocked (ob_up, ob->x, ob->y) || has_floor (ob_up, ob->x, ob->y)) |
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ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall))); |
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//TODO: reduce health |
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else if (ob->blocked (wall_up, wall->x, wall->y)) |
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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))); |
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//TODO: reduce health |
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else |
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{ |
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ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); |
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// here we assume that ob is a player... |
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ob->enter_map (wall_up, wall->x, wall->y); |
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} |
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} |
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else |
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ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); |
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} |
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else |
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ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); |
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|
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|
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return; |
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} |
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|
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if (ob->contr->ns->bumpmsg) |
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{ |
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ob->play_sound (sound_find ("bump_wall")); |
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|
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ob->statusmsg (visible |
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? format ("You bump into the %s.", query_name (wall)) |
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: "You bump into something." |
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); |
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} |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
99 |
|
100 |
physics_queue::physics_queue () |
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{ |
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i = 0; |
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} |
104 |
|
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physics_queue::~physics_queue () |
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{ |
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while (object *ob = pop ()) |
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ob->refcnt_dec (); |
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} |
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|
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object * |
112 |
physics_queue::pop () |
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{ |
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if (expect_true (i < size ())) |
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return (*this)[i++]; |
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|
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i = 0; |
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clear (); //TODO: this frees, but we do not want to free, unless really a lot of objects were queued |
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return 0; |
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} |
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|
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inline unsigned int |
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queue_of (tick_t tick) |
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{ |
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return tick & (PHYSICS_QUEUES - 1); |
126 |
} |
127 |
|
128 |
void update_physics (maptile *m, int x, int y) |
129 |
{ |
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} |
131 |
|
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// handle physics updates |
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void move_physics (object *ob) |
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{ |
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} |
136 |
|
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// preliminary slots docs |
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// level - water level 1..7 |
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// value - pressure |
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// |
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|
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static object * |
143 |
flow_to (maptile *m, sint16 x, sint16 y) |
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{ |
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if (!xy_normalise (m, x, y)) |
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return 0; |
147 |
|
148 |
mapspace &ms = m->at (x, y); |
149 |
|
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ms.update (); |
151 |
if (ms.move_block & MOVE_WALK) |
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return 0; |
153 |
|
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for (object *w = ms.top; w; w = w->below) |
155 |
if (w->type == PHYSICS) |
156 |
if (w->subtype == ST_WATER_SOURCE) |
157 |
return 0; |
158 |
else if (w->subtype == ST_WATER_FLOW) |
159 |
return w; |
160 |
|
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printf ("creating flow at %d,%d\n", x, y);//D |
162 |
object *w = archetype::get (shstr_quad_water_flow); |
163 |
w->level = 0; |
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w->value = 0; |
165 |
|
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m->insert (w, x, y); |
167 |
m->queue_physics (w, 1); |
168 |
|
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return w; |
170 |
} |
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|
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static int |
173 |
find_ortho_flow (object *src, object **result) |
174 |
{ |
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object **res = result; |
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|
177 |
for (int dir = 1; dir < 8; dir += 2) |
178 |
{ |
179 |
mapxy pos (src->map, src->x, src->y); |
180 |
pos.move (dir); |
181 |
if (pos.normalise ()) |
182 |
if (object *w = flow_to (pos.m, pos.x, pos.y)) |
183 |
*res++ = w; |
184 |
} |
185 |
|
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return res - result; |
187 |
} |
188 |
|
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static bool |
190 |
water_set (object *w, int level, int pressure = -1) |
191 |
{ |
192 |
if (!level) |
193 |
{ |
194 |
w->destroy (); |
195 |
return true; |
196 |
} |
197 |
|
198 |
bool activity = false; |
199 |
|
200 |
min_it (level, 7); |
201 |
|
202 |
if (level != w->level) |
203 |
{ |
204 |
w->level = level; |
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// update face |
206 |
activity = true; |
207 |
} |
208 |
|
209 |
if (pressure != w->value && pressure >= 0) |
210 |
{ |
211 |
w->value = pressure; |
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activity = true; |
213 |
} |
214 |
|
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if (activity) // this is overkill, but... |
216 |
w->map->queue_physics_at (w->x, w->y); |
217 |
|
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return activity; |
219 |
} |
220 |
|
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static void |
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run_physics (object *ob) |
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{ |
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//TODO: behaviour objects with virtual methods? |
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switch (ob->subtype) |
226 |
{ |
227 |
case ST_WATER_SOURCE: |
228 |
{ |
229 |
bool activity = false; |
230 |
|
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// water sources generate flowing water "everywhere", but are currently |
232 |
// very simple otherwise. |
233 |
if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN]) |
234 |
if (maptile *m = ob->map->tile_available (TILE_DOWN)) |
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{ |
236 |
if (object *w = flow_to (m, ob->x, ob->y)) |
237 |
activity = activity || water_set (w, 7); |
238 |
} |
239 |
else |
240 |
activity = true; |
241 |
|
242 |
#if 0 |
243 |
object *w [4]; |
244 |
int w_cnt = find_ortho_flow (ob, w); |
245 |
|
246 |
while (w_cnt--) |
247 |
activity = activity || water_set (w [w_cnt], 7); |
248 |
|
249 |
if (activity) |
250 |
ob->map->queue_physics (ob, 1); |
251 |
#endif |
252 |
} |
253 |
break; |
254 |
|
255 |
case ST_WATER_FLOW: |
256 |
#if 0 |
257 |
// flow down as much as possible |
258 |
if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN]) |
259 |
if (maptile *m = ob->map->tile_available (TILE_DOWN)) |
260 |
{ |
261 |
if (object *w = flow_to (m, ob->x, ob->y)) |
262 |
{ |
263 |
if (int flow = min (ob->level, 7 - w->level)) |
264 |
{ |
265 |
water_set (w, w->level + flow); |
266 |
water_set (ob, w->level - flow); |
267 |
if (!ob->level) |
268 |
return; // we escaped downwards |
269 |
} |
270 |
else if (ob->level >= 5) // exert pressure -> does not count as activity |
271 |
water_set (w, w->level, ob->value - 1); |
272 |
} |
273 |
} |
274 |
|
275 |
if (ob->level >= 2) |
276 |
{ |
277 |
object *ws [4]; |
278 |
int w_cnt = find_ortho_flow (ob, ws); |
279 |
|
280 |
bool activity = false; |
281 |
|
282 |
// distribute 1 to every neighbour that has less - should use some random ordering of course |
283 |
|
284 |
while (w_cnt--) |
285 |
{ |
286 |
object *w = ws [w_cnt]; |
287 |
|
288 |
if (w->level < ob->level - 1) |
289 |
{ |
290 |
water_set (w, w->level + 1); |
291 |
--ob->level; |
292 |
activity = true; |
293 |
} |
294 |
} |
295 |
|
296 |
if (activity) |
297 |
ob->map->queue_physics (ob, 1); |
298 |
} |
299 |
else if (ob->level) |
300 |
; |
301 |
else |
302 |
ob->destroy (); |
303 |
#endif |
304 |
|
305 |
// TODO: flow up with pressure |
306 |
break; |
307 |
|
308 |
default: |
309 |
LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ()); |
310 |
break; |
311 |
} |
312 |
} |
313 |
|
314 |
int |
315 |
maptile::run_physics (tick_t tick, int max_objects) |
316 |
{ |
317 |
if (state != MAP_ACTIVE) |
318 |
return 0; |
319 |
|
320 |
int orig_max_object = max_objects; |
321 |
physics_queue &q = pq [queue_of (server_tick)]; |
322 |
|
323 |
//if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D |
324 |
|
325 |
while (object *ob = q.pop ()) |
326 |
{ |
327 |
ob->flag [FLAG_PHYSICS_QUEUE] = false; |
328 |
ob->refcnt_dec (); |
329 |
|
330 |
if (ob->map != this) |
331 |
{ |
332 |
if (!ob->flag [FLAG_FREED]) |
333 |
{ |
334 |
LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ()); |
335 |
//ob->map->queue_physics (ob); |
336 |
} |
337 |
} |
338 |
else |
339 |
{ |
340 |
//printf ("handling ob %s\n", ob->debug_desc());//D |
341 |
::run_physics (ob); |
342 |
} |
343 |
|
344 |
if (--max_objects <= 0) |
345 |
break; |
346 |
} |
347 |
|
348 |
return orig_max_object - max_objects; |
349 |
} |
350 |
|
351 |
void |
352 |
maptile::queue_physics (object *ob, int after) |
353 |
{ |
354 |
if (!after) after = 14; //D |
355 |
if (!ob->flag [FLAG_PHYSICS_QUEUE]) |
356 |
{ |
357 |
ob->flag [FLAG_PHYSICS_QUEUE] = true; |
358 |
ob->refcnt_inc (); |
359 |
|
360 |
pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob); |
361 |
} |
362 |
} |
363 |
|
364 |
static void |
365 |
queue_physics_at (maptile *m, int x, int y) |
366 |
{ |
367 |
mapspace &ms = m->at (x, y); |
368 |
|
369 |
for (object *ob = ms.bot; ob; ob = ob->above) |
370 |
if (ob->type == PHYSICS) |
371 |
m->queue_physics (ob, 1); |
372 |
} |
373 |
|
374 |
// this mapspace has changed - potentially activate dormant physics objects |
375 |
// in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below. |
376 |
// TODO: maybe include diagonals in the same z-layer? |
377 |
// TODO: do not go through floors? |
378 |
void |
379 |
maptile::queue_physics_at (int x, int y) |
380 |
{ |
381 |
if (maptile *m = tile_available (TILE_DOWN)) |
382 |
::queue_physics_at (m, x, y); |
383 |
|
384 |
if (maptile *m = tile_available (TILE_UP)) |
385 |
::queue_physics_at (m, x, y); |
386 |
|
387 |
::queue_physics_at (this, x, y); |
388 |
|
389 |
for (int dir = 1; dir < 8; dir += 2) |
390 |
{ |
391 |
mapxy pos (this, x, y); |
392 |
pos.move (dir); |
393 |
if (pos.normalise ()) |
394 |
::queue_physics_at (pos.m, pos.x, pos.y); |
395 |
} |
396 |
} |
397 |
|
398 |
void |
399 |
maptile::activate_physics () |
400 |
{ |
401 |
// most of this is total overkill, but better be safe than sorry, eh? |
402 |
|
403 |
coroapi::cede_to_tick (); |
404 |
|
405 |
if (maptile *m = tile_map [TILE_UP]) |
406 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
407 |
ms->invalidate (); // invalidate faces, in case... |
408 |
|
409 |
coroapi::cede_to_tick (); |
410 |
|
411 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
412 |
for (object *op = ms->bot; op; op = op->above) |
413 |
if (op->type == PHYSICS) |
414 |
queue_physics (op, 0); |
415 |
} |
416 |
|
417 |
///////////////////////////////////////////////////////////////////////////// |
418 |
|
419 |
#define FANCY_GRAPHICS 0 |
420 |
|
421 |
static void |
422 |
gen_quadspace (maptile *m, int mx, int my, int x, int y, int z) |
423 |
{ |
424 |
vec2d P = vec2d (x, y); |
425 |
|
426 |
const int deep_sea_z = -200; |
427 |
|
428 |
static frac2d gen(13); |
429 |
|
430 |
static frac2d vec_gen1 (6, 2, 0.5, 1); |
431 |
static frac2d vec_gen2 (6, 2, 0.5, 2); |
432 |
|
433 |
const float continent_scale = 0.00008; |
434 |
|
435 |
vec2d perturb_pos = pow (P, 1.4) * 1e-5; |
436 |
|
437 |
vec2d perturb ( |
438 |
vec_gen1.fBm (perturb_pos), |
439 |
vec_gen2.fBm (perturb_pos) |
440 |
); |
441 |
|
442 |
float perturb_perturb = 1 - (P[1] - P[0]) * (1. / 25000 / 2); |
443 |
perturb_perturb = perturb_perturb * perturb_perturb * 0.4; |
444 |
perturb *= perturb_perturb; |
445 |
|
446 |
vec2d P_continent = P * continent_scale + perturb; |
447 |
|
448 |
static frac2d continent_gen (13, 2.13, 0.5); |
449 |
float continent = continent_gen.fBm (P_continent) + 0.05f; |
450 |
|
451 |
float x_gradient = P[0] * (1. / 25000); |
452 |
float y_gradient = P[1] * (1. / 25000); |
453 |
float xy_gradient = (P[0] + P[1]) * (0.5 / 25000); |
454 |
|
455 |
const float N = (25000 - 1) * continent_scale; |
456 |
|
457 |
// we clip a large border on the perturbed shape, to get irregular coastline |
458 |
// and then clip a smaller border around the real shape |
459 |
//continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
460 |
continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
461 |
|
462 |
enum { |
463 |
T_NONE, |
464 |
T_OCEAN, |
465 |
T_RIVER, |
466 |
T_VALLEY, |
467 |
T_MOUNTAIN, |
468 |
T_UNDERGROUND, |
469 |
T_AIR, // unused |
470 |
T_ACQUIFER, |
471 |
} t = T_NONE; |
472 |
|
473 |
vec3d c; |
474 |
int h0 = 0; // "water level" |
475 |
int h = 1000000; // height form heightmap |
476 |
|
477 |
// the continent increases in height from 0 to ~700 levels in the absence of anything else |
478 |
// thats about one step every 7 maps. |
479 |
int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
480 |
int river_height = base_height; // * 9 / 10; |
481 |
|
482 |
// add this to rivers to "dry them out" |
483 |
float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
484 |
|
485 |
static frac2d river_gen (2); |
486 |
float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
487 |
float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
488 |
|
489 |
float valley = river1 - 0.2f; |
490 |
|
491 |
static frac2d mountain_gen (6, 2.14, 0.5); |
492 |
float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
493 |
|
494 |
//TODO: mountains should not lower the height, should they? |
495 |
t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
496 |
c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
497 |
h = blend0 (base_height + continent * 0, base_height + mountain * xy_gradient * 100, valley, 0.1f); |
498 |
|
499 |
if (river1 < 0.01f) |
500 |
{ |
501 |
// main rivers - they cut deeply into the mountains (base_height * 0.9f) |
502 |
// well, silly, they don't |
503 |
t = T_RIVER; |
504 |
c = vec3d (0.2, 0.2, 1); |
505 |
h0 = river_height; |
506 |
min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1)); |
507 |
} |
508 |
|
509 |
if (river2 > 0) |
510 |
{ |
511 |
t = T_RIVER; |
512 |
c = vec3d (0.2, 0.2, 1); |
513 |
h0 = river_height; |
514 |
min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1))); |
515 |
} |
516 |
|
517 |
if (continent < 0) |
518 |
{ |
519 |
t = T_OCEAN; |
520 |
h0 = 0; |
521 |
min_it (h, min (continent * 200, -1)); |
522 |
c = vec3d (0, 0, 1); |
523 |
} |
524 |
|
525 |
// now we have the base height, and base terrain |
526 |
|
527 |
#if FANCY_GRAPHICS |
528 |
z = h; // show the surface, not the given z layer |
529 |
#endif |
530 |
|
531 |
max_it (h0, h); |
532 |
|
533 |
// everything below the surface is underground, or a variant |
534 |
if (z < h) |
535 |
t = T_UNDERGROUND; |
536 |
|
537 |
// put acquifers a bit below the surface, to reduce them leaking out (will still happen) |
538 |
if (z < h - 3) |
539 |
{ |
540 |
static frac3d acquifer_gen (4); |
541 |
float acquifer = acquifer_gen.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.01), 1.003, 2); |
542 |
|
543 |
if (acquifer > 0.48) |
544 |
{ |
545 |
t = T_ACQUIFER; |
546 |
c = vec3d (1,1,1); |
547 |
} |
548 |
} |
549 |
|
550 |
//printf ("+%d+%d %d z %d h %d,%d P%g,%g\n", mx, my, t, z, h,h0, P[0],P[1]);//D |
551 |
|
552 |
// TODO: caves |
553 |
// TODO: chees areas |
554 |
// TODO: minerals |
555 |
// TODO: monsters |
556 |
|
557 |
#if FANCY_GRAPHICS |
558 |
float v = clamp (lerp<float> (h, deep_sea_z, 800, 0.f, 1.f), 0.f, 1.f); |
559 |
c *= v; |
560 |
|
561 |
putc (clamp<int> (255 * c[0], 0, 255), stdout); |
562 |
putc (clamp<int> (255 * c[1], 0, 255), stdout); |
563 |
putc (clamp<int> (255 * c[2], 0, 255), stdout); |
564 |
#else |
565 |
shstr arch_floor = shstr ("quad_open_space"); |
566 |
shstr arch_wall; |
567 |
|
568 |
// TODO: this is shit - we should never generatea water surface, but only |
569 |
// water above the surface |
570 |
switch (t) |
571 |
{ |
572 |
case T_OCEAN: |
573 |
if (z < h0) |
574 |
arch_wall = shstr_quad_water_source; |
575 |
else if (z == h0) |
576 |
arch_floor = shstr ("quad_ocean_floor"); |
577 |
break; |
578 |
|
579 |
case T_RIVER: |
580 |
if (z < h0) |
581 |
arch_wall = shstr_quad_water_source; |
582 |
else if (z == h0) |
583 |
arch_floor = shstr ("quad_water_floor"); |
584 |
break; |
585 |
|
586 |
case T_VALLEY: |
587 |
if (z == h) |
588 |
arch_floor = shstr ("quad_dirt_floor"); |
589 |
break; |
590 |
|
591 |
case T_MOUNTAIN: |
592 |
if (z == h) |
593 |
arch_floor = shstr ("quad_stone_floor"); |
594 |
break; |
595 |
|
596 |
case T_UNDERGROUND: |
597 |
// todo, use a fractal |
598 |
if (z < h - 10) |
599 |
{ |
600 |
arch_floor = shstr ("quad_stone_floor"); |
601 |
arch_wall = shstr ("quad_stone_wall"); |
602 |
} |
603 |
else |
604 |
{ |
605 |
arch_floor = shstr ("quad_dirt_floor"); |
606 |
arch_wall = shstr ("quad_dirt_wall"); |
607 |
} |
608 |
break; |
609 |
|
610 |
case T_ACQUIFER: |
611 |
arch_wall = shstr_quad_water_source; |
612 |
break; |
613 |
|
614 |
default: |
615 |
abort (); |
616 |
} |
617 |
|
618 |
if (arch_floor) |
619 |
m->insert (archetype::get (arch_floor), mx, my); |
620 |
|
621 |
if (arch_wall) |
622 |
m->insert (archetype::get (arch_wall ), mx, my); |
623 |
#endif |
624 |
} |
625 |
|
626 |
void |
627 |
gen_quadmap (maptile *m, int x, int y, int z) |
628 |
{ |
629 |
assert (m->width == 50); |
630 |
assert (m->height == 50); |
631 |
|
632 |
for (int mx = 0; mx < 50; ++mx) |
633 |
for (int my = 0; my < 50; ++my) |
634 |
gen_quadspace (m, mx, my, x + mx, y + my, z); |
635 |
} |
636 |
|
637 |
///////////////////////////////////////////////////////////////////////////// |
638 |
|
639 |
void noise_test (); |
640 |
void noise_test () |
641 |
{ |
642 |
#if 1 |
643 |
int Nw = 700; |
644 |
|
645 |
printf ("P6 %d %d 255\n", Nw * 3, Nw * 2); |
646 |
// pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm |
647 |
for (int y = 0; y < Nw; ++y) |
648 |
{ |
649 |
if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
650 |
|
651 |
for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x * 25000 / Nw, y * 25000 / Nw, 0); |
652 |
|
653 |
for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 400, y, 0); |
654 |
for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 2000, 0); |
655 |
} |
656 |
for (int y = 0; y < Nw; ++y) |
657 |
{ |
658 |
if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
659 |
|
660 |
for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0); |
661 |
for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0); |
662 |
for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22000, 0); |
663 |
} |
664 |
|
665 |
//putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
666 |
//putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |
667 |
//putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); |
668 |
//putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout); |
669 |
//putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout); |
670 |
//putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout); |
671 |
//putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout); |
672 |
//putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout); |
673 |
#elif 1 |
674 |
int N = 25000; |
675 |
|
676 |
printf ("P6 %d %d 255\n", N, N); |
677 |
for (int y = 0; y < N; ++y) |
678 |
{ |
679 |
if (!(y&63))fprintf (stderr, "y %d\n", y);//D |
680 |
|
681 |
for (int x = 0; x < N; ++x) gen_quadspace (0, 0, 0, x, y, 0); |
682 |
} |
683 |
#else |
684 |
int N = 200; |
685 |
|
686 |
//printf ("P6 %d %d 255\n", N, N); |
687 |
// pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm |
688 |
for (int z = 0; z < N; ++z) |
689 |
{ |
690 |
if (!(z&7))fprintf (stderr, "z %d\n", z);//D |
691 |
for (int y = 0; y < N; ++y) |
692 |
for (int x = 0; x < N; ++x) |
693 |
{ |
694 |
#if 0 |
695 |
float v = gen3.ridgedmultifractal (vec3d (x * 0.001 + 0.2, y * 0.001 + 0.2, z * 0.01 + 0.2), 1.03, 2) * 2; |
696 |
|
697 |
if (z < 64) |
698 |
v = v * (z * z) / (64 * 64); |
699 |
|
700 |
if (v <= 0.9) |
701 |
continue; |
702 |
#endif |
703 |
static frac3d gen3 (10); |
704 |
//float v = gen3.turbulence (vec3d (x * 0.01, y * 0.01, z * 0.01)); |
705 |
float v = gen3.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.001), 1.003, 2); |
706 |
|
707 |
if (v <= 0.48) continue; |
708 |
|
709 |
float r[4]; |
710 |
int i[4]; |
711 |
|
712 |
r[0] = x; |
713 |
r[1] = y; |
714 |
r[2] = z; |
715 |
r[3] = v; |
716 |
|
717 |
memcpy (i, r, 16); |
718 |
|
719 |
i[0] = htonl (i[0]); |
720 |
i[1] = htonl (i[1]); |
721 |
i[2] = htonl (i[2]); |
722 |
i[3] = htonl (i[3]); |
723 |
|
724 |
fwrite (i, 4*4, 1, stdout); |
725 |
} |
726 |
} |
727 |
#endif |
728 |
|
729 |
exit (0); |
730 |
} |
731 |
|