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Comparing deliantra/server/common/map.C (file contents):
Revision 1.125 by root, Thu Sep 6 06:53:05 2007 UTC vs.
Revision 1.188 by root, Fri Apr 16 02:32:25 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 96 return 0;
101 97
102 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
132 return 1; 131 return 1;
133 else 132 }
134 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 152 && tmp->head_ () != ob
160 && tmp != ob 153 && tmp != ob
161 && tmp->type != DOOR 154 && tmp->type != DOOR)
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * Returns true if the given object can't fit in the given spot. 163 * 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, 164 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
176 * 168 *
177 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
178 * 170 *
179 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
191 * 183 *
192 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
194 * against the move_block values. 186 * against the move_block values.
195 */ 187 */
196int 188bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
198{ 190{
199 archetype *tmp; 191 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 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
213 194
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 195 if (!pos.normalise ())
215 { 196 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 197
218 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 199
220 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 201 return 1;
222 202
223 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
224 204 * (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. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 206 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 208 continue;
232 209
233 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
235 */ 212 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
237 return P_NO_PASS; 214 return 1;
238 } 215 }
239 216
240 return 0; 217 return 0;
241} 218}
242 219
243/* When the map is loaded, load_object does not actually insert objects 220//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 221
271void 222void
272maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
273{ 224{
274 if (!spaces) 225 if (!spaces)
276 227
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
280} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
281 260
282/* link_multipart_objects go through all the objects on the map looking 261/* 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 262 * 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 263 * info we have, they only have the head (as would be expected when
285 * they are saved). 264 * they are saved).
313 op = op->above; 292 op = op->above;
314 } 293 }
315 } 294 }
316} 295}
317 296
297//-GPL
298
318/* 299/*
319 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer. 301 * file pointer.
321 */ 302 */
322bool 303bool
323maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
324{ 305{
325 for (;;) 306 for (;;)
326 { 307 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
328 309
329 switch (f.kw) 310 switch (f.kw)
330 { 311 {
331 case KW_arch: 312 case KW_arch:
332 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
333 { 314 {
315 // TODO: why?
334 if (op->inv) 316 if (op->inv)
335 sum_weight (op); 317 op->update_weight ();
336 318
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
338 } 342 }
339 343
340 continue; 344 continue;
341 345
342 case KW_EOF: 346 case KW_EOF:
418 return false; 422 return false;
419 423
420 return freezer.save (path); 424 return freezer.save (path);
421} 425}
422 426
423maptile::maptile () 427void
428maptile::init ()
424{ 429{
425 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
426 431
427 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
428 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
429 */ 434 */
430 width = 16; 435 width = 16;
431 height = 16; 436 height = 16;
432 timeout = 300; 437 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
434 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
435}
436
437maptile::maptile (int w, int h)
438{
439 in_memory = MAP_SWAPPED;
440
441 width = w;
442 height = h;
443 reset_timeout = 0; 440 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0; 441 enter_x = 0;
446 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
447 456
448 alloc (); 457 alloc ();
449} 458}
450 459
451/* 460/*
459 if (spaces) 468 if (spaces)
460 return; 469 return;
461 470
462 spaces = salloc0<mapspace> (size ()); 471 spaces = salloc0<mapspace> (size ());
463} 472}
473
474//+GPL
464 475
465/* Takes a string from a map definition and outputs a pointer to the array of shopitems 476/* Takes a string from a map definition and outputs a pointer to the array of shopitems
466 * corresponding to that string. Memory is allocated for this, it must be freed 477 * corresponding to that string. Memory is allocated for this, it must be freed
467 * at a later date. 478 * at a later date.
468 * Called by parse_map_headers below. 479 * Called by parse_map_headers below.
545 return items; 556 return items;
546} 557}
547 558
548/* opposite of parse string, this puts the string that was originally fed in to 559/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 560 * the map (or something equivilent) into output_string. */
550static void 561static const char *
551print_shop_string (maptile *m, char *output_string) 562print_shop_string (maptile *m)
552{ 563{
553 int i; 564 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF];
555 565
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 567 {
559 if (m->shopitems[i].typenum) 568 if (m->shopitems[i].typenum)
560 { 569 {
561 if (m->shopitems[i].strength) 570 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
563 else 572 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 573 buf.printf ("%s;", m->shopitems[i].name);
565 } 574 }
566 else 575 else
567 { 576 {
568 if (m->shopitems[i].strength) 577 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 578 buf.printf ("*:%d;", m->shopitems[i].strength);
570 else 579 else
571 sprintf (tmp, "*"); 580 buf.printf ("*");
572 } 581 }
573
574 strcat (output_string, tmp);
575 } 582 }
583
584 return buf;
576} 585}
586
587//-GPL
577 588
578/* This loads the header information of the map. The header 589/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 590 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 591 * this used to be stored in the map object, but with the
581 * addition of tiling, fields beyond that easily named in an 592 * addition of tiling, fields beyond that easily named in an
622 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633 638
634 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 641 case KW_no_reset: thawer.get (no_reset); break;
642 case KW_no_drop: thawer.get (no_drop); break;
637 643
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 644 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 645 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 646
641 // old names new names 647 // old names new names
661 case KW_end: 667 case KW_end:
662 thawer.next (); 668 thawer.next ();
663 return true; 669 return true;
664 670
665 default: 671 default:
666 if (!thawer.parse_error ("map", 0)) 672 if (!thawer.parse_error ("map"))
667 return false; 673 return false;
668 break; 674 break;
669 } 675 }
670 676
671 thawer.next (); 677 thawer.next ();
672 } 678 }
673 679
674 abort (); 680 abort ();
675} 681}
682
683//+GPL
676 684
677/****************************************************************************** 685/******************************************************************************
678 * This is the start of unique map handling code 686 * This is the start of unique map handling code
679 *****************************************************************************/ 687 *****************************************************************************/
680 688
687 int unique = 0; 695 int unique = 0;
688 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
689 { 697 {
690 object *above = op->above; 698 object *above = op->above;
691 699
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
693 unique = 1; 701 unique = 1;
694 702
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 704 op->destroy ();
699 }
700 705
701 op = above; 706 op = above;
702 } 707 }
703 } 708 }
704} 709}
705 710
711//-GPL
712
706bool 713bool
707maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
708{ 715{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
711 718
712 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
713 720
714 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 725 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 726 MAP_OUT (no_reset);
727 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 728 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 729 if (default_region) MAP_OUT2 (region, default_region->name);
723 730
724 if (shopitems) 731 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed); 732 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness); 736
736 MAP_OUT (width); 737 MAP_OUT (width);
737 MAP_OUT (height); 738 MAP_OUT (height);
738 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
740 741 MAP_OUT (darkness);
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor); 742 MAP_OUT (outdoor);
745 MAP_OUT (temp); 743
746 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 746
752 MAP_OUT (per_player); 747 MAP_OUT (per_player);
753 MAP_OUT (per_party); 748 MAP_OUT (per_party);
754 749
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759 754
760 freezer.put (this); 755 freezer.put (this);
761 freezer.put (KW_end); 756 freezer.put (KW(end));
762 757
763 return true; 758 return true;
764} 759}
765 760
766bool 761bool
772 return false; 767 return false;
773 768
774 return freezer.save (path); 769 return freezer.save (path);
775} 770}
776 771
772//+GPL
773
777/* 774/*
778 * Remove and free all objects in the given map. 775 * Remove and free all objects in the given map.
779 */ 776 */
780void 777void
781maptile::clear () 778maptile::clear ()
782{ 779{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 780 if (spaces)
787 { 781 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 782 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 783 while (object *op = ms->bot)
790 { 784 {
785 // manually remove, as to not trigger anything
786 if (ms->bot = op->above)
787 ms->bot->below = 0;
788
789 op->flag [FLAG_REMOVED] = true;
790
791 op = op->head_ (); 791 object *head = op->head_ ();
792 op->destroy_inv (false); 792 if (op == head)
793 op->destroy (); 793 op->destroy ();
794 else if (head->map != op->map)
795 {
796 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 head->destroy ();
798 }
794 } 799 }
795 800
796 sfree (spaces, size ()), spaces = 0; 801 sfree0 (spaces, size ());
797 } 802 }
798 803
799 if (buttons) 804 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0;
801} 809}
802 810
803void 811void
804maptile::clear_header () 812maptile::clear_header ()
805{ 813{
838 846
839 clear (); 847 clear ();
840} 848}
841 849
842/* decay and destroy perishable items in a map */ 850/* decay and destroy perishable items in a map */
851// TODO: should be done regularly, not on map load?
843void 852void
844maptile::do_decay_objects () 853maptile::do_decay_objects ()
845{ 854{
846 if (!spaces) 855 if (!spaces)
847 return; 856 return;
849 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above) 859 for (object *above, *op = ms->bot; op; op = above)
851 { 860 {
852 above = op->above; 861 above = op->above;
853 862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
854 bool destroy = 0; 867 bool destroy = 0;
855 868
856 // do not decay anything above unique floor tiles (yet :) 869 if (op->flag [FLAG_IS_FLOOR]
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 870 || op->flag [FLAG_OBJ_ORIGINAL]
858 break; 871 || op->flag [FLAG_UNIQUE]
859 872 || op->flag [FLAG_OVERLAY_FLOOR]
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 873 || op->flag [FLAG_UNPAID]
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ()) 874 || op->is_alive ())
866 ; // do not decay 875 ; // do not decay
867 else if (op->is_weapon ()) 876 else if (op->is_weapon ())
868 { 877 {
869 op->stats.dam--; 878 op->stats.dam--;
894 || mat & M_LIQUID 903 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1) 904 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1) 905 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32)) 908 //|| (mat & M_ICE && temp > 32)
909 )
900 destroy = 1; 910 destroy = 1;
901 } 911 }
902 912
903 /* adjust overall chance below */ 913 /* adjust overall chance below */
904 if (destroy && rndm (0, 1)) 914 if (destroy && rndm (0, 1))
905 op->destroy (); 915 op->destroy ();
906 }
907}
908
909/*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912void
913maptile::update_buttons ()
914{
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
929 }
930 } 916 }
931} 917}
932 918
933/* 919/*
934 * This routine is supposed to find out the difficulty of the map. 920 * This routine is supposed to find out the difficulty of the map.
935 * difficulty does not have a lot to do with character level, 921 * difficulty does not have a lot to do with character level,
936 * but does have a lot to do with treasure on the map. 922 * but does have a lot to do with treasure on the map.
937 * 923 *
938 * Difficulty can now be set by the map creature. If the value stored 924 * Difficulty can now be set by the map creator. If the value stored
939 * in the map is zero, then use this routine. Maps should really 925 * in the map is zero, then use this routine. Maps should really
940 * have a difficulty set than using this function - human calculation 926 * have a difficulty set rather than using this function - human calculation
941 * is much better than this functions guesswork. 927 * is much better than this function's guesswork.
942 */ 928 */
943int 929int
944maptile::estimate_difficulty () const 930maptile::estimate_difficulty () const
945{ 931{
946 long monster_cnt = 0; 932 long monster_cnt = 0;
948 sint64 total_exp = 0; 934 sint64 total_exp = 0;
949 935
950 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
951 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
952 { 938 {
953 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
954 { 940 {
955 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
956 monster_cnt++; 942 monster_cnt++;
957 } 943 }
958 944
959 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
960 { 946 {
961 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
962 948
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 949 if (archetype *at = op->other_arch)
950 {
964 total_exp += at->stats.exp * 8; 951 total_exp += at->stats.exp * 8;
965
966 monster_cnt++; 952 monster_cnt++;
953 }
954
955 for (object *inv = op->inv; inv; inv = inv->below)
956 {
957 total_exp += op->stats.exp * 8;
958 monster_cnt++;
959 }
967 } 960 }
968 } 961 }
969 962
970 avgexp = (double) total_exp / monster_cnt; 963 avgexp = (double) total_exp / monster_cnt;
971 964
984 * postive values make it darker, negative make it brighter 977 * postive values make it darker, negative make it brighter
985 */ 978 */
986int 979int
987maptile::change_map_light (int change) 980maptile::change_map_light (int change)
988{ 981{
989 int new_level = darkness + change;
990
991 /* Nothing to do */ 982 /* Nothing to do */
992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 983 if (!change)
993 return 0; 984 return 0;
994 985
995 /* inform all players on the map */ 986 /* inform all players on the map */
996 if (change > 0) 987 if (change > 0)
997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 988 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 else 989 else
999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 990 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000 991
1001 /* Do extra checking. since darkness is a unsigned value, 992 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1002 * we need to be extra careful about negative values.
1003 * In general, the checks below are only needed if change
1004 * is not +/-1
1005 */
1006 if (new_level < 0)
1007 darkness = 0;
1008 else if (new_level >= MAX_DARKNESS)
1009 darkness = MAX_DARKNESS;
1010 else
1011 darkness = new_level;
1012 993
1013 /* All clients need to get re-updated for the change */ 994 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this); 995 update_all_map_los (this);
996
1015 return 1; 997 return 1;
1016} 998}
1017 999
1018/* 1000/*
1019 * This function updates various attributes about a specific space 1001 * This function updates various attributes about a specific space
1022 * through, etc) 1004 * through, etc)
1023 */ 1005 */
1024void 1006void
1025mapspace::update_ () 1007mapspace::update_ ()
1026{ 1008{
1027 object *tmp, *last = 0; 1009 object *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1010 uint8 flags = P_UPTODATE;
1011 sint8 light = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1030 1017
1031 //object *middle = 0; 1018 //object *middle = 0;
1032 //object *top = 0; 1019 //object *top = 0;
1033 //object *floor = 0; 1020 //object *floor = 0;
1034 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1038 1025
1026 object::flags_t allflags; // all flags of all objects or'ed together
1027
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 { 1029 {
1041 /* This could be made additive I guess (two lights better than 1030 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1042 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed.
1045 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius; 1031 light += tmp->glow_radius;
1048 1032
1049 /* This call is needed in order to update objects the player 1033 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc). 1034 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn 1035 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the 1036 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1037 * functions the move_player calls eventualy call this.
1054 * 1038 *
1055 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1056 */ 1040 */
1057 if (!tmp->invisible) 1041 if (expect_true (!tmp->invisible))
1058 { 1042 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1044 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1046 {
1063 /* If we got a floor, that means middle and top were below it, 1047 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1048 * so should not be visible, so we clear them.
1065 */ 1049 */
1066 middle = 0; 1050 middle = 0;
1067 top = 0; 1051 top = 0;
1068 floor = tmp; 1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1069 } 1055 }
1070 /* Flag anywhere have high priority */ 1056 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1057 {
1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1075 middle = tmp;
1074 anywhere = 1; 1076 }
1075 } 1077 }
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 } 1078 }
1089 1079
1090 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block; 1081 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on; 1082 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off; 1083 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow; 1084 move_allow |= tmp->move_allow;
1095 1085
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1086 allflags |= tmp->flag;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1087
1098 if (tmp->type == PLAYER) flags |= P_PLAYER; 1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1089 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 1090 }
1103 1091
1104 this->light = light; 1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1103 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1105 this->move_on = move_on;
1108 this->move_off = move_off; 1106 this->move_off = move_off;
1109 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1110 1110
1111 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1112 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1113 * this point. 1113 * this point.
1114 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1129 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1132 */ 1132 */
1133 1133
1134 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1135 {
1136 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1138 break; 1138 break;
1139 1139
1140 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1141 if (top && middle) 1141 if (top && middle)
1142 break; 1142 break;
1180 faces_obj [1] = middle; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor; 1181 faces_obj [2] = floor;
1182#endif 1182#endif
1183} 1183}
1184 1184
1185uint64 1185maptile *
1186mapspace::volume () const
1187{
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194}
1195
1196bool
1197maptile::tile_available (int dir, bool load) 1186maptile::tile_available (int dir, bool load)
1198{ 1187{
1199 if (!tile_path[dir]) 1188 if (tile_path[dir])
1200 return 0; 1189 {
1201
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return 1; 1191 return tile_map[dir];
1204 1192
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1; 1194 return tile_map[dir];
1195 }
1207 1196
1208 return 0; 1197 return 0;
1209} 1198}
1210 1199
1211/* this returns TRUE if the coordinates (x,y) are out of 1200/* this returns TRUE if the coordinates (x,y) are out of
1436 * 1425 *
1437 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1' 1427 * closest body part of 'op1'
1439 */ 1428 */
1440void 1429void
1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1442{ 1431{
1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444 { 1433 {
1445 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000; 1435 retval->distance = 10000;
1449 retval->direction = 0; 1438 retval->direction = 0;
1450 retval->part = 0; 1439 retval->part = 0;
1451 } 1440 }
1452 else 1441 else
1453 { 1442 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1458 1445
1459 best = op1; 1446 object *best = op1;
1447
1460 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1462 { 1450 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1464 1452
1465 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1466 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1517 else 1505 else
1518 { 1506 {
1519 retval->distance_x += op2->x - x; 1507 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y; 1508 retval->distance_y += op2->y - y;
1521 1509
1522 retval->part = NULL; 1510 retval->part = 0;
1523 retval->distance = idistance (retval->distance_x, retval->distance_y); 1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 } 1513 }
1526} 1514}
1527 1515
1528/* Returns true of op1 and op2 are effectively on the same map 1516/* Returns true of op1 and op2 are effectively on the same map
1539 int dx, dy; 1527 int dx, dy;
1540 1528
1541 return adjacent_map (op1->map, op2->map, &dx, &dy); 1529 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542} 1530}
1543 1531
1532//-GPL
1533
1544object * 1534object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1535maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1536{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1537 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551} 1538}
1552 1539
1553region * 1540region *
1554maptile::region (int x, int y) const 1541maptile::region (int x, int y) const
1563 return default_region; 1550 return default_region;
1564 1551
1565 return ::region::default_region (); 1552 return ::region::default_region ();
1566} 1553}
1567 1554
1555//+GPL
1556
1568/* picks a random object from a style map. 1557/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */ 1558 */
1572object * 1559object *
1573maptile::pick_random_object () const 1560maptile::pick_random_object (rand_gen &gen) const
1574{ 1561{
1575 /* while returning a null object will result in a crash, that 1562 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1563 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1564 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1565 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1566 * any difference, but this seems clearer to me.
1580 */ 1567 */
1581 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1582 { 1569 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1584 1571
1585 // do not prefer big monsters just because they are big. 1572 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1573 if (pick && pick->is_head ())
1587 return pick->head_ (); 1574 return pick;
1588 } 1575 }
1589 1576
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1578 return archetype::find (shstr_bug);
1592} 1579}
1580
1581//-GPL
1593 1582
1594void 1583void
1595maptile::play_sound (faceidx sound, int x, int y) const 1584maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1585{
1597 if (!sound) 1586 if (!sound)
1598 return; 1587 return;
1599 1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1600 for_all_players (pl) 1605 for_all_players (pl)
1601 if (pl->observe->map == this)
1602 if (client *ns = pl->ns) 1606 if (client *ns = pl->ns)
1603 { 1607 {
1604 int dx = x - pl->ob->x; 1608 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y; 1609 int dy = y - pl->ob->y;
1606 1610
1607 int distance = idistance (dx, dy); 1611 int distance = idistance (dx, dy);
1608 1612
1609 if (distance <= MAX_SOUND_DISTANCE) 1613 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy); 1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 } 1615 }
1612} 1616}
1613 1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619
1620static void
1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622{
1623 // clip to map to the left
1624 if (x0 < 0)
1625 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628
1629 if (x1 < 0) // entirely to the left
1630 return;
1631
1632 x0 = 0;
1633 }
1634
1635 // clip to map to the right
1636 if (x1 > m->width)
1637 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640
1641 if (x0 > m->width) // entirely to the right
1642 return;
1643
1644 x1 = m->width;
1645 }
1646
1647 // clip to map above
1648 if (y0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652
1653 if (y1 < 0) // entirely above
1654 return;
1655
1656 y0 = 0;
1657 }
1658
1659 // clip to map below
1660 if (y1 > m->height)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664
1665 if (y0 > m->height) // entirely below
1666 return;
1667
1668 y1 = m->height;
1669 }
1670
1671 // if we get here, the rect is within the current map
1672 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673
1674 r->m = m;
1675 r->x0 = x0;
1676 r->y0 = y0;
1677 r->x1 = x1;
1678 r->y1 = y1;
1679 r->dx = dx;
1680 r->dy = dy;
1681}
1682
1683maprect *
1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685{
1686 buf.clear ();
1687
1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689
1690 // add end marker
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692 r->m = 0;
1693
1694 return (maprect *)buf.linearise ();
1695}
1696

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