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Comparing deliantra/server/common/map.C (file contents):
Revision 1.123 by root, Thu Aug 30 07:28:24 2007 UTC vs.
Revision 1.155 by root, Fri Dec 26 10:36:42 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
166 } 165 }
167 return 0; 166 return 0;
168} 167}
169 168
170/* 169/*
171 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
176 * 175 *
177 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
178 * 177 *
179 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
191 * 190 *
192 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
194 * against the move_block values. 193 * against the move_block values.
195 */ 194 */
196int 195bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
198{ 197{
199 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
213 201
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 202 if (!pos.normalise ())
215 { 203 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 204
218 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 206
220 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 208 return 1;
222 209
223 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
224 211 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 213 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 215 continue;
232 216
233 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
235 */ 219 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
237 return P_NO_PASS; 221 return 1;
238 } 222 }
239 223
240 return 0; 224 return 0;
241} 225}
242 226
260 244
261 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
262 tmp = next; 246 tmp = next;
263 } 247 }
264 248
265 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
266 * carrying. 250 //TODO: remove
267 */ 251 container->update_weight ();
268 sum_weight (container);
269} 252}
270 253
271void 254void
272maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
273{ 256{
275 return; 258 return;
276 259
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
280} 276}
281 277
282/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
322bool 318bool
323maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
324{ 320{
325 for (;;) 321 for (;;)
326 { 322 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
328 324
329 switch (f.kw) 325 switch (f.kw)
330 { 326 {
331 case KW_arch: 327 case KW_arch:
332 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
333 { 329 {
330 // TODO: why?
334 if (op->inv) 331 if (op->inv)
335 sum_weight (op); 332 op->update_weight ();
336 333
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
338 } 360 }
339 361
340 continue; 362 continue;
341 363
342 case KW_EOF: 364 case KW_EOF:
405 } 427 }
406 428
407 coroapi::cede_to_tick (); 429 coroapi::cede_to_tick ();
408 430
409 return true; 431 return true;
410}
411
412bool
413maptile::_load_objects (const char *path, bool skip_header)
414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432} 432}
433 433
434bool 434bool
435maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
436{ 436{
611bool 611bool
612maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
613{ 613{
614 for (;;) 614 for (;;)
615 { 615 {
616 thawer.next ();
617
618 switch (thawer.kw) 616 switch (thawer.kw)
619 { 617 {
620 case KW_msg: 618 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
622 break; 620 break;
656 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
657 655
658 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
661 660
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 663
665 // old names new names 664 // old names new names
681 case KW_ERROR: 680 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value); 681 set_key_text (thawer.kw_str, thawer.value);
683 break; 682 break;
684 683
685 case KW_end: 684 case KW_end:
685 thawer.next ();
686 return true; 686 return true;
687 687
688 default: 688 default:
689 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
690 return false; 690 return false;
691 break; 691 break;
692 } 692 }
693
694 thawer.next ();
693 } 695 }
694 696
695 abort (); 697 abort ();
696}
697
698bool
699maptile::_load_header (const char *path)
700{
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707} 698}
708 699
709/****************************************************************************** 700/******************************************************************************
710 * This is the start of unique map handling code 701 * This is the start of unique map handling code
711 *****************************************************************************/ 702 *****************************************************************************/
723 714
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725 unique = 1; 716 unique = 1;
726 717
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy (); 719 op->destroy ();
731 }
732 720
733 op = above; 721 op = above;
734 } 722 }
735 } 723 }
736} 724}
747 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
753 742
754 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
755 744
756 if (shopitems) 745 if (shopitems)
810 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
811 */ 800 */
812void 801void
813maptile::clear () 802maptile::clear ()
814{ 803{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 804 if (spaces)
819 { 805 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 807 while (object *op = ms->bot)
822 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
823 op = op->head_ (); 815 object *head = op->head_ ();
824 op->destroy_inv (false); 816 if (op == head)
825 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
826 } 823 }
827 824
828 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
829 } 826 }
830 827
831 if (buttons) 828 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
833} 833}
834 834
835void 835void
836maptile::clear_header () 836maptile::clear_header ()
837{ 837{
965/* 965/*
966 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
967 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
968 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
969 * 969 *
970 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
971 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
972 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
973 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
974 */ 974 */
975int 975int
976maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
977{ 977{
978 long monster_cnt = 0; 978 long monster_cnt = 0;
990 990
991 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
992 { 992 {
993 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
994 994
995 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
996 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
997
998 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
999 } 1006 }
1000 } 1007 }
1001 1008
1002 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1003 1010
1016 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1017 */ 1024 */
1018int 1025int
1019maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1020{ 1027{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1028 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1025 return 0; 1030 return 0;
1026 1031
1027 /* inform all players on the map */ 1032 /* inform all players on the map */
1028 if (change > 0) 1033 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1035 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1037
1033 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 1039
1045 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1041 update_all_map_los (this);
1042
1047 return 1; 1043 return 1;
1048} 1044}
1049 1045
1050/* 1046/*
1051 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1054 * through, etc) 1050 * through, etc)
1055 */ 1051 */
1056void 1052void
1057mapspace::update_ () 1053mapspace::update_ ()
1058{ 1054{
1059 object *tmp, *last = 0; 1055 object *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1061 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1062 1059
1063 //object *middle = 0; 1060 //object *middle = 0;
1064 //object *top = 0; 1061 //object *top = 0;
1065 //object *floor = 0; 1062 //object *floor = 0;
1066 // this seems to generate better code than using locals, above 1063 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0; 1064 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0; 1065 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0; 1066 object *&floor = faces_obj[2] = 0;
1070 1067
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 { 1069 {
1073 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 if (tmp->glow_radius > light)
1079 light = tmp->glow_radius; 1071 light += tmp->glow_radius;
1080 1072
1081 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104 { 1096 {
1105 middle = tmp; 1097 middle = tmp;
1106 anywhere = 1; 1098 anywhere = 1;
1107 } 1099 }
1100
1108 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1109 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1110 * top 1103 * top
1111 */ 1104 */
1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1131 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1132 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1133 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1134 } 1127 }
1135 1128
1136 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1137 this->flags_ = flags; 1130 this->flags_ = flags;
1138 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1139 this->move_on = move_on; 1132 this->move_on = move_on;
1140 this->move_off = move_off; 1133 this->move_off = move_off;
1141 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1161 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1162 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1163 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1164 */ 1157 */
1165 1158
1166 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1167 { 1160 {
1168 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
1169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1170 break; 1163 break;
1171 1164
1223 vol += op->volume (); 1216 vol += op->volume ();
1224 1217
1225 return vol; 1218 return vol;
1226} 1219}
1227 1220
1228bool 1221maptile *
1229maptile::tile_available (int dir, bool load) 1222maptile::tile_available (int dir, bool load)
1230{ 1223{
1231 if (!tile_path[dir]) 1224 if (tile_path[dir])
1232 return 0; 1225 {
1233
1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1235 return 1; 1227 return tile_map[dir];
1236 1228
1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1238 return 1; 1230 return tile_map[dir];
1231 }
1239 1232
1240 return 0; 1233 return 0;
1241} 1234}
1242 1235
1243/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1574} 1567}
1575 1568
1576object * 1569object *
1577maptile::insert (object *op, int x, int y, object *originator, int flags) 1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1578{ 1571{
1579 if (!op->flag [FLAG_REMOVED])
1580 op->remove ();
1581
1582 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1583} 1573}
1584 1574
1585region * 1575region *
1586maptile::region (int x, int y) const 1576maptile::region (int x, int y) const
1596 1586
1597 return ::region::default_region (); 1587 return ::region::default_region ();
1598} 1588}
1599 1589
1600/* picks a random object from a style map. 1590/* picks a random object from a style map.
1601 * Redone by MSW so it should be faster and not use static
1602 * variables to generate tables.
1603 */ 1591 */
1604object * 1592object *
1605maptile::pick_random_object () const 1593maptile::pick_random_object (rand_gen &gen) const
1606{ 1594{
1607 /* while returning a null object will result in a crash, that 1595 /* while returning a null object will result in a crash, that
1608 * is actually preferable to an infinite loop. That is because 1596 * is actually preferable to an infinite loop. That is because
1609 * most servers will automatically restart in case of crash. 1597 * most servers will automatically restart in case of crash.
1610 * Change the logic on getting the random space - shouldn't make 1598 * Change the logic on getting the random space - shouldn't make
1611 * any difference, but this seems clearer to me. 1599 * any difference, but this seems clearer to me.
1612 */ 1600 */
1613 for (int i = 1000; --i;) 1601 for (int i = 1000; --i;)
1614 { 1602 {
1615 object *pick = at (rndm (width), rndm (height)).bot; 1603 object *pick = at (gen (width), gen (height)).bot;
1616 1604
1617 // do not prefer big monsters just because they are big. 1605 // do not prefer big monsters just because they are big.
1618 if (pick && pick->head_ () == pick) 1606 if (pick && pick->is_head ())
1619 return pick->head_ (); 1607 return pick->head_ ();
1620 } 1608 }
1621 1609
1622 // instead of crashing in the unlikely(?) case, try to return *something* 1610 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return get_archetype ("blocked"); 1611 return archetype::find ("bug");
1624} 1612}
1625 1613
1626void 1614void
1627maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1628{ 1616{
1629 if (!sound) 1617 if (!sound)
1630 return; 1618 return;
1631 1619
1632 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1633 if (pl->ob->map == this)
1634 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1635 { 1622 {
1636 int dx = x - pl->ob->x; 1623 int dx = x - pl->ob->x;
1637 int dy = y - pl->ob->y; 1624 int dy = y - pl->ob->y;
1638 1625
1639 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1640 1627
1641 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1642 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1643 } 1630 }
1644} 1631}
1645 1632
1633static void
1634split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1635{
1636 // clip to map to the left
1637 if (x0 < 0)
1638 {
1639 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1640 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1641
1642 if (x1 < 0) // entirely to the left
1643 return;
1644
1645 x0 = 0;
1646 }
1647
1648 // clip to map to the right
1649 if (x1 > m->width)
1650 {
1651 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1652 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1653
1654 if (x0 > m->width) // entirely to the right
1655 return;
1656
1657 x1 = m->width;
1658 }
1659
1660 // clip to map above
1661 if (y0 < 0)
1662 {
1663 if (maptile *tile = m->tile_available (TILE_UP, 1))
1664 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1665
1666 if (y1 < 0) // entirely above
1667 return;
1668
1669 y0 = 0;
1670 }
1671
1672 // clip to map below
1673 if (y1 > m->height)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1676 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1677
1678 if (y0 > m->height) // entirely below
1679 return;
1680
1681 y1 = m->height;
1682 }
1683
1684 // if we get here, the rect is within the current map
1685 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1686
1687 r->m = m;
1688 r->x0 = x0;
1689 r->y0 = y0;
1690 r->x1 = x1;
1691 r->y1 = y1;
1692 r->dx = dx;
1693 r->dy = dy;
1694}
1695
1696maprect *
1697maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1698{
1699 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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