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Comparing deliantra/server/common/map.C (file contents):
Revision 1.133 by root, Wed Apr 2 11:13:52 2008 UTC vs.
Revision 1.191 by root, Sun Apr 18 05:57:03 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 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.top; tmp; tmp = tmp->below)
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
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
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
172 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
175 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
223 } 214 }
224 215
225 return 0; 216 return 0;
226} 217}
227 218
228/* When the map is loaded, load_object does not actually insert objects 219//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 /* sum_weight will go through and calculate what all the containers are
251 * carrying.
252 */
253 sum_weight (container);
254}
255 220
256void 221void
257maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
258{ 223{
259 if (!spaces) 224 if (!spaces)
261 226
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
265} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
266 259
267/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
268 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
269 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
270 * they are saved). 263 * they are saved).
298 op = op->above; 291 op = op->above;
299 } 292 }
300 } 293 }
301} 294}
302 295
296//-GPL
297
303/* 298/*
304 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
305 * file pointer. 300 * file pointer.
306 */ 301 */
307bool 302bool
314 switch (f.kw) 309 switch (f.kw)
315 { 310 {
316 case KW_arch: 311 case KW_arch:
317 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
318 { 313 {
314 // TODO: why?
319 if (op->inv) 315 if (op->inv)
320 sum_weight (op); 316 op->update_weight ();
321 317
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 319 {
324 // we insert manually because 320 // we insert manually because
325 // a) its way faster 321 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 322 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 323 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 324 mapspace &ms = at (op->x, op->y);
329 325
330 op->flag [FLAG_REMOVED] = false; 326 op->flag [FLAG_REMOVED] = false;
331 327
332 op->above = 0; 328 op->above = 0;
333 op->below = ms.top; 329 op->below = ms.top;
334 330
335 if (ms.top)
336 ms.top->above = op; 331 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 332
340 ms.top = op; 333 ms.top = op;
341 ms.flags_ = 0; 334 ms.flags_ = 0;
342 } 335 }
343 else 336 else
428 return false; 421 return false;
429 422
430 return freezer.save (path); 423 return freezer.save (path);
431} 424}
432 425
433maptile::maptile () 426void
427maptile::init ()
434{ 428{
435 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
436 430
437 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
438 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
439 */ 433 */
440 width = 16; 434 width = 16;
441 height = 16; 435 height = 16;
442 timeout = 300; 436 timeout = 300;
443 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
444 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
445}
446
447maptile::maptile (int w, int h)
448{
449 in_memory = MAP_SWAPPED;
450
451 width = w;
452 height = h;
453 reset_timeout = 0; 439 reset_timeout = 0;
454 timeout = 300;
455 enter_x = 0; 440 enter_x = 0;
456 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
457 455
458 alloc (); 456 alloc ();
459} 457}
460 458
461/* 459/*
469 if (spaces) 467 if (spaces)
470 return; 468 return;
471 469
472 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
473} 471}
472
473//+GPL
474 474
475/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
476 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
477 * at a later date. 477 * at a later date.
478 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
555 return items; 555 return items;
556} 556}
557 557
558/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
559 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
560static void 560static const char *
561print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
562{ 562{
563 int i; 563 static dynbuf_text buf; buf.clear ();
564 char tmp[MAX_BUF];
565 564
566 strcpy (output_string, "");
567 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
568 { 566 {
569 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
570 { 568 {
571 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
572 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
573 else 571 else
574 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
575 } 573 }
576 else 574 else
577 { 575 {
578 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
579 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
580 else 578 else
581 sprintf (tmp, "*"); 579 buf.printf ("*");
582 } 580 }
583
584 strcat (output_string, tmp);
585 } 581 }
582
583 return buf;
586} 584}
585
586//-GPL
587 587
588/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
590 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
591 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
632 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break; 636 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643 637
644 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
641 case KW_no_drop: thawer.get (no_drop); break;
647 642
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 643 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 645
651 // old names new names 646 // old names new names
671 case KW_end: 666 case KW_end:
672 thawer.next (); 667 thawer.next ();
673 return true; 668 return true;
674 669
675 default: 670 default:
676 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
677 return false; 672 return false;
678 break; 673 break;
679 } 674 }
680 675
681 thawer.next (); 676 thawer.next ();
682 } 677 }
683 678
684 abort (); 679 abort ();
685} 680}
681
682//+GPL
686 683
687/****************************************************************************** 684/******************************************************************************
688 * This is the start of unique map handling code 685 * This is the start of unique map handling code
689 *****************************************************************************/ 686 *****************************************************************************/
690 687
697 int unique = 0; 694 int unique = 0;
698 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
699 { 696 {
700 object *above = op->above; 697 object *above = op->above;
701 698
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
703 unique = 1; 700 unique = 1;
704 701
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 703 op->destroy ();
709 }
710 704
711 op = above; 705 op = above;
712 } 706 }
713 } 707 }
714} 708}
715 709
710//-GPL
711
716bool 712bool
717maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
718{ 714{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 717
722 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
723 719
724 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 724 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 725 MAP_OUT (no_reset);
726 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 727 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name); 728 if (default_region) MAP_OUT2 (region, default_region->name);
733 729
734 if (shopitems) 730 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 {
736 char shop[MAX_BUF];
737 print_shop_string (this, shop);
738 MAP_OUT2 (shopitems, shop);
739 }
740
741 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
743 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
745 MAP_OUT (darkness); 735
746 MAP_OUT (width); 736 MAP_OUT (width);
747 MAP_OUT (height); 737 MAP_OUT (height);
748 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
749 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
750 740 MAP_OUT (darkness);
751 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
752 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
753
754 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
755 MAP_OUT (temp); 742
756 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
757 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
758 MAP_OUT (windspeed);
759 MAP_OUT (winddir);
760 MAP_OUT (sky);
761 745
762 MAP_OUT (per_player); 746 MAP_OUT (per_player);
763 MAP_OUT (per_party); 747 MAP_OUT (per_party);
764 748
765 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769 753
770 freezer.put (this); 754 freezer.put (this);
771 freezer.put (KW_end); 755 freezer.put (KW(end));
772 756
773 return true; 757 return true;
774} 758}
775 759
776bool 760bool
781 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
782 return false; 766 return false;
783 767
784 return freezer.save (path); 768 return freezer.save (path);
785} 769}
770
771//+GPL
786 772
787/* 773/*
788 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
789 */ 775 */
790void 776void
801 787
802 op->flag [FLAG_REMOVED] = true; 788 op->flag [FLAG_REMOVED] = true;
803 789
804 object *head = op->head_ (); 790 object *head = op->head_ ();
805 if (op == head) 791 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 792 op->destroy ();
809 }
810 else if (head->map != op->map) 793 else if (head->map != op->map)
811 { 794 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 795 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 796 head->destroy ();
814 } 797 }
815 } 798 }
816 799
817 sfree (spaces, size ()), spaces = 0; 800 sfree0 (spaces, size ());
818 } 801 }
819 802
820 if (buttons) 803 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 804 free_objectlinkpt (buttons), buttons = 0;
822 805
823 sfree (regions, size ()); regions = 0; 806 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 807 delete [] regionmap; regionmap = 0;
825} 808}
826 809
827void 810void
828maptile::clear_header () 811maptile::clear_header ()
862 845
863 clear (); 846 clear ();
864} 847}
865 848
866/* decay and destroy perishable items in a map */ 849/* decay and destroy perishable items in a map */
850// TODO: should be done regularly, not on map load?
867void 851void
868maptile::do_decay_objects () 852maptile::do_decay_objects ()
869{ 853{
870 if (!spaces) 854 if (!spaces)
871 return; 855 return;
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
875 { 859 {
876 above = op->above; 860 above = op->above;
877 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
878 bool destroy = 0; 866 bool destroy = 0;
879 867
880 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
882 break; 870 || op->flag [FLAG_UNIQUE]
883 871 || op->flag [FLAG_OVERLAY_FLOOR]
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || op->flag [FLAG_UNPAID]
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ()) 873 || op->is_alive ())
890 ; // do not decay 874 ; // do not decay
891 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
892 { 876 {
893 op->stats.dam--; 877 op->stats.dam--;
918 || mat & M_LIQUID 902 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
924 destroy = 1; 909 destroy = 1;
925 } 910 }
926 911
927 /* adjust overall chance below */ 912 /* adjust overall chance below */
928 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
929 op->destroy (); 914 op->destroy ();
930 }
931}
932
933/*
934 * Updates every button on the map (by calling update_button() for them).
935 */
936void
937maptile::update_buttons ()
938{
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
954 } 915 }
955} 916}
956 917
957/* 918/*
958 * This routine is supposed to find out the difficulty of the map. 919 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level, 920 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map. 921 * but does have a lot to do with treasure on the map.
961 * 922 *
962 * Difficulty can now be set by the map creature. If the value stored 923 * Difficulty can now be set by the map creator. If the value stored
963 * in the map is zero, then use this routine. Maps should really 924 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation 925 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 926 * is much better than this function's guesswork.
966 */ 927 */
967int 928int
968maptile::estimate_difficulty () const 929maptile::estimate_difficulty () const
969{ 930{
970 long monster_cnt = 0; 931 long monster_cnt = 0;
972 sint64 total_exp = 0; 933 sint64 total_exp = 0;
973 934
974 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
975 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
976 { 937 {
977 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
978 { 939 {
979 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
980 monster_cnt++; 941 monster_cnt++;
981 } 942 }
982 943
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
984 { 945 {
985 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
986 947
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 948 if (archetype *at = op->other_arch)
949 {
988 total_exp += at->stats.exp * 8; 950 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 951 monster_cnt++;
952 }
953
954 for (object *inv = op->inv; inv; inv = inv->below)
955 {
956 total_exp += op->stats.exp * 8;
957 monster_cnt++;
958 }
991 } 959 }
992 } 960 }
993 961
994 avgexp = (double) total_exp / monster_cnt; 962 avgexp = (double) total_exp / monster_cnt;
995 963
1008 * postive values make it darker, negative make it brighter 976 * postive values make it darker, negative make it brighter
1009 */ 977 */
1010int 978int
1011maptile::change_map_light (int change) 979maptile::change_map_light (int change)
1012{ 980{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 981 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 982 if (!change)
1017 return 0; 983 return 0;
1018 984
1019 /* inform all players on the map */ 985 /* inform all players on the map */
1020 if (change > 0) 986 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 988 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 990
1025 /* Do extra checking. since darkness is a unsigned value, 991 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1026 * we need to be extra careful about negative values.
1027 * In general, the checks below are only needed if change
1028 * is not +/-1
1029 */
1030 if (new_level < 0)
1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1035 darkness = new_level;
1036 992
1037 /* All clients need to get re-updated for the change */ 993 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 994 update_all_map_los (this);
995
1039 return 1; 996 return 1;
1040} 997}
1041 998
1042/* 999/*
1043 * This function updates various attributes about a specific space 1000 * This function updates various attributes about a specific space
1046 * through, etc) 1003 * through, etc)
1047 */ 1004 */
1048void 1005void
1049mapspace::update_ () 1006mapspace::update_ ()
1050{ 1007{
1051 object *tmp, *last = 0; 1008 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1010 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1054 1016
1055 //object *middle = 0; 1017 //object *middle = 0;
1056 //object *top = 0; 1018 //object *top = 0;
1057 //object *floor = 0; 1019 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1062 1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1026
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1028 {
1065 /* This could be made additive I guess (two lights better than 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1066 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed.
1069 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1030 light += tmp->glow_radius;
1072 1031
1073 /* This call is needed in order to update objects the player 1032 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1033 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1034 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1077 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1078 * 1037 *
1079 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1080 */ 1039 */
1081 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1082 { 1041 {
1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1084 top = tmp; 1043 top = tmp;
1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1086 { 1045 {
1087 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1088 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1089 */ 1048 */
1090 middle = 0; 1049 middle = 0;
1091 top = 0; 1050 top = 0;
1092 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1093 } 1054 }
1094 /* Flag anywhere have high priority */ 1055 else
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp; 1074 middle = tmp;
1098 anywhere = 1; 1075 }
1099 } 1076 }
1100 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the
1102 * top
1103 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1105 middle = tmp;
1106 }
1107
1108 if (tmp == tmp->above)
1109 {
1110 LOG (llevError, "Error in structure of map\n");
1111 exit (-1);
1112 } 1077 }
1113 1078
1114 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1115 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1116 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1117 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1118 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1119 1084
1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1122 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1089 }
1127 1090
1128 this->light = light; 1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100
1101 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1102 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1104 this->move_on = move_on;
1132 this->move_off = move_off; 1105 this->move_off = move_off;
1133 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1134 1109
1135 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1136 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1137 * this point. 1112 * this point.
1138 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1153 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1156 */ 1131 */
1157 1132
1158 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1134 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1162 break; 1137 break;
1163 1138
1164 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1165 if (top && middle) 1140 if (top && middle)
1166 break; 1141 break;
1204 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1205 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1206#endif 1181#endif
1207} 1182}
1208 1183
1209uint64 1184maptile *
1210mapspace::volume () const
1211{
1212 uint64 vol = 0;
1213
1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
1216
1217 return vol;
1218}
1219
1220bool
1221maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1222{ 1186{
1223 if (!tile_path[dir]) 1187 if (tile_path[dir])
1224 return 0; 1188 {
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1190 return tile_map[dir];
1228 1191
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1193 return tile_map[dir];
1194 }
1231 1195
1232 return 0; 1196 return 0;
1233} 1197}
1234 1198
1235/* this returns TRUE if the coordinates (x,y) are out of 1199/* this returns TRUE if the coordinates (x,y) are out of
1460 * 1424 *
1461 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1462 * closest body part of 'op1' 1426 * closest body part of 'op1'
1463 */ 1427 */
1464void 1428void
1465get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1466{ 1430{
1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1468 { 1432 {
1469 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1470 retval->distance = 10000; 1434 retval->distance = 10000;
1471 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1472 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1473 retval->direction = 0; 1437 retval->direction = 0;
1474 retval->part = 0; 1438 retval->part = 0;
1475 } 1439 }
1476 else 1440 else
1477 { 1441 {
1478 object *best;
1479
1480 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1481 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1482 1444
1483 best = op1; 1445 object *best = op1;
1446
1484 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1485 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1486 { 1449 {
1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1488 1451
1489 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1490 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1491 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1492 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1493 * below works. 1456 * below works.
1494 */ 1457 */
1495 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1496 { 1459 {
1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1498 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1499 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1500 { 1463 {
1501 best_distance = tmpi; 1464 best_distance = tmpi;
1502 best = tmp; 1465 best = tmp;
1503 } 1466 }
1504 } 1467 }
1505 1468
1506 if (best != op1) 1469 if (best != op1)
1507 { 1470 {
1541 else 1504 else
1542 { 1505 {
1543 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1545 1508
1546 retval->part = NULL; 1509 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 } 1512 }
1550} 1513}
1551 1514
1552/* Returns true of op1 and op2 are effectively on the same map 1515/* Returns true of op1 and op2 are effectively on the same map
1563 int dx, dy; 1526 int dx, dy;
1564 1527
1565 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1566} 1529}
1567 1530
1531//-GPL
1532
1568object * 1533object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1535{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1537}
1576 1538
1577region * 1539region *
1578maptile::region (int x, int y) const 1540maptile::region (int x, int y) const
1587 return default_region; 1549 return default_region;
1588 1550
1589 return ::region::default_region (); 1551 return ::region::default_region ();
1590} 1552}
1591 1553
1554//+GPL
1555
1592/* picks a random object from a style map. 1556/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1557 */
1596object * 1558object *
1597maptile::pick_random_object () const 1559maptile::pick_random_object (rand_gen &gen) const
1598{ 1560{
1599 /* while returning a null object will result in a crash, that 1561 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1562 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1563 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1564 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1565 * any difference, but this seems clearer to me.
1604 */ 1566 */
1605 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1606 { 1568 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1608 1570
1609 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1572 if (pick && pick->is_head ())
1611 return pick->head_ (); 1573 return pick;
1612 } 1574 }
1613 1575
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1577 return archetype::find (shstr_bug);
1616} 1578}
1579
1580//-GPL
1617 1581
1618void 1582void
1619maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1584{
1621 if (!sound) 1585 if (!sound)
1622 return; 1586 return;
1623 1587
1588 for_all_players_on_map (pl, this)
1589 if (client *ns = pl->ns)
1590 {
1591 int dx = x - pl->ob->x;
1592 int dy = y - pl->ob->y;
1593
1594 int distance = idistance (dx, dy);
1595
1596 if (distance <= MAX_SOUND_DISTANCE)
1597 ns->play_sound (sound, dx, dy);
1598 }
1599}
1600
1601void
1602maptile::say_msg (const char *msg, int x, int y) const
1603{
1624 for_all_players (pl) 1604 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1605 if (client *ns = pl->ns)
1627 { 1606 {
1628 int dx = x - pl->ob->x; 1607 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1608 int dy = y - pl->ob->y;
1630 1609
1631 int distance = idistance (dx, dy); 1610 int distance = idistance (dx, dy);
1632 1611
1633 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1614 }
1636} 1615}
1637 1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618
1619static void
1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621{
1622 // clip to map to the left
1623 if (x0 < 0)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627
1628 if (x1 < 0) // entirely to the left
1629 return;
1630
1631 x0 = 0;
1632 }
1633
1634 // clip to map to the right
1635 if (x1 > m->width)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639
1640 if (x0 > m->width) // entirely to the right
1641 return;
1642
1643 x1 = m->width;
1644 }
1645
1646 // clip to map above
1647 if (y0 < 0)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651
1652 if (y1 < 0) // entirely above
1653 return;
1654
1655 y0 = 0;
1656 }
1657
1658 // clip to map below
1659 if (y1 > m->height)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663
1664 if (y0 > m->height) // entirely below
1665 return;
1666
1667 y1 = m->height;
1668 }
1669
1670 // if we get here, the rect is within the current map
1671 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672
1673 r->m = m;
1674 r->x0 = x0;
1675 r->y0 = y0;
1676 r->x1 = x1;
1677 r->y1 = y1;
1678 r->dx = dx;
1679 r->dy = dy;
1680}
1681
1682maprect *
1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684{
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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