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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 1.213 by root, Sat May 7 20:03:27 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 | logBacktrace, "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)
316 {
317 op->carrying = 0;
320 sum_weight (op); 318 op->update_weight ();
319 }
321 320
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 322 {
324 // we insert manually because 323 // we insert manually because
325 // a) its way faster 324 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 325 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 326 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 327 mapspace &ms = at (op->x, op->y);
329 328
330 op->flag [FLAG_REMOVED] = false; 329 op->flag [FLAG_REMOVED] = false;
331 330
332 op->above = 0; 331 op->above = 0;
333 op->below = ms.top; 332 op->below = ms.top;
334 333
335 if (ms.top)
336 ms.top->above = op; 334 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 335
340 ms.top = op; 336 ms.top = op;
341 ms.flags_ = 0; 337 ms.flags_ = 0;
342 } 338 }
343 else 339 else
365} 361}
366 362
367void 363void
368maptile::activate () 364maptile::activate ()
369{ 365{
370 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
371 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
372 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
373 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
374} 376}
375 377
376void 378void
377maptile::deactivate () 379maptile::deactivate ()
378{ 380{
379 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
380 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
381 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
382 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
383} 389}
384 390
385bool 391bool
386maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
387{ 393{
428 return false; 434 return false;
429 435
430 return freezer.save (path); 436 return freezer.save (path);
431} 437}
432 438
433maptile::maptile () 439void
440maptile::init ()
434{ 441{
435 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
436 443
437 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
438 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
439 */ 446 */
440 width = 16; 447 width = 16;
441 height = 16; 448 height = 16;
442 timeout = 300; 449 timeout = 300;
443 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
444 max_volume = 2000000; // 2m³ 451 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; 452 reset_timeout = 0;
454 timeout = 300;
455 enter_x = 0; 453 enter_x = 0;
456 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
457 468
458 alloc (); 469 alloc ();
459} 470}
460 471
461/* 472/*
469 if (spaces) 480 if (spaces)
470 return; 481 return;
471 482
472 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
473} 484}
485
486//+GPL
474 487
475/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* 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 489 * corresponding to that string. Memory is allocated for this, it must be freed
477 * at a later date. 490 * at a later date.
478 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
555 return items; 568 return items;
556} 569}
557 570
558/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
559 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
560static void 573static const char *
561print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
562{ 575{
563 int i; 576 static dynbuf_text buf; buf.clear ();
564 char tmp[MAX_BUF]; 577 bool first = true;
565 578
566 strcpy (output_string, "");
567 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
568 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
569 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
570 { 587 {
571 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
572 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
573 else 590 else
574 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
575 } 592 }
576 else 593 else
577 { 594 {
578 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
579 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
580 else 597 else
581 sprintf (tmp, "*"); 598 buf.printf ("*");
582 } 599 }
583
584 strcat (output_string, tmp);
585 } 600 }
601
602 return buf;
586} 603}
604
605//-GPL
587 606
588/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
590 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
591 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
605 { 624 {
606 case KW_msg: 625 case KW_msg:
607 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
608 break; 627 break;
609 628
610 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
611 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
612 break; 631 break;
613 632
614 case KW_maplore: 633 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
632 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break; 655 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;
643 656
644 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
647 661
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 664
651 // old names new names 665 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661 675
662 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
666 682
667 case KW_ERROR: 683 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
669 break; 685 break;
670 686
671 case KW_end: 687 case KW_end:
672 thawer.next (); 688 thawer.next ();
673 return true; 689 return true;
674 690
675 default: 691 default:
676 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
677 return false; 693 return false;
678 break; 694 break;
679 } 695 }
680 696
681 thawer.next (); 697 thawer.next ();
682 } 698 }
683 699
684 abort (); 700 abort ();
685} 701}
702
703//+GPL
686 704
687/****************************************************************************** 705/******************************************************************************
688 * This is the start of unique map handling code 706 * This is the start of unique map handling code
689 *****************************************************************************/ 707 *****************************************************************************/
690 708
697 int unique = 0; 715 int unique = 0;
698 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
699 { 717 {
700 object *above = op->above; 718 object *above = op->above;
701 719
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
703 unique = 1; 721 unique = 1;
704 722
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 724 op->destroy ();
709 }
710 725
711 op = above; 726 op = above;
712 } 727 }
713 } 728 }
714} 729}
715 730
731//-GPL
732
716bool 733bool
717maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
718{ 735{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 738
722 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
723 740
724 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
733 750
734 if (shopitems) 751 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); 752 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
743 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
745 MAP_OUT (darkness); 756
746 MAP_OUT (width); 757 MAP_OUT (width);
747 MAP_OUT (height); 758 MAP_OUT (height);
748 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
749 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
750 761 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); 762 MAP_OUT (outdoor);
755 MAP_OUT (temp); 763
756 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
757 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
758 MAP_OUT (windspeed);
759 MAP_OUT (winddir);
760 MAP_OUT (sky);
761 766
762 MAP_OUT (per_player); 767 MAP_OUT (per_player);
763 MAP_OUT (per_party); 768 MAP_OUT (per_party);
764 769
765 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
769 776
770 freezer.put (this); 777 freezer.put (this);
771 freezer.put (KW_end); 778 freezer.put (KW(end));
772 779
773 return true; 780 return true;
774} 781}
775 782
776bool 783bool
781 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
782 return false; 789 return false;
783 790
784 return freezer.save (path); 791 return freezer.save (path);
785} 792}
793
794//+GPL
786 795
787/* 796/*
788 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
789 */ 798 */
790void 799void
801 810
802 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
803 812
804 object *head = op->head_ (); 813 object *head = op->head_ ();
805 if (op == head) 814 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 815 op->destroy ();
809 }
810 else if (head->map != op->map) 816 else if (head->map != op->map)
811 { 817 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 819 head->destroy ();
814 } 820 }
815 } 821 }
816 822
817 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
818 } 824 }
819 825
820 if (buttons) 826 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
822 828
823 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
825} 831}
826 832
827void 833void
828maptile::clear_header () 834maptile::clear_header ()
831 msg = 0; 837 msg = 0;
832 maplore = 0; 838 maplore = 0;
833 shoprace = 0; 839 shoprace = 0;
834 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
835 841
836 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
837 tile_path [i] = 0; 843 tile_path [i] = 0;
838} 844}
839 845
840maptile::~maptile () 846maptile::~maptile ()
841{ 847{
848 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
849 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
850 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
851 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
852 */ 858 */
853 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
854 if (tile_map[i] == m) 860 if (tile_map[i] == m)
855 tile_map[i] = 0; 861 tile_map[i] = 0;
856} 862}
857 863
858void 864void
862 868
863 clear (); 869 clear ();
864} 870}
865 871
866/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
867void 874void
868maptile::do_decay_objects () 875maptile::do_decay_objects ()
869{ 876{
870 if (!spaces) 877 if (!spaces)
871 return; 878 return;
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
875 { 882 {
876 above = op->above; 883 above = op->above;
877 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
878 bool destroy = 0; 889 bool destroy = 0;
879 890
880 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
882 break; 893 || op->flag [FLAG_UNIQUE]
883 894 || op->flag [FLAG_OVERLAY_FLOOR]
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || 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 ()) 896 || op->is_alive ())
890 ; // do not decay 897 ; // do not decay
891 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
892 { 899 {
893 op->stats.dam--; 900 op->stats.dam--;
918 || mat & M_LIQUID 925 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
924 destroy = 1; 932 destroy = 1;
925 } 933 }
926 934
927 /* adjust overall chance below */ 935 /* adjust overall chance below */
928 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
929 op->destroy (); 937 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 } 938 }
955} 939}
956 940
957/* 941/*
958 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
961 * 945 *
962 * Difficulty can now be set by the map creature. If the value stored 946 * 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 947 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
966 */ 950 */
967int 951int
968maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
969{ 953{
970 long monster_cnt = 0; 954 long monster_cnt = 0;
972 sint64 total_exp = 0; 956 sint64 total_exp = 0;
973 957
974 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
975 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
976 { 960 {
977 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
978 { 962 {
979 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
980 monster_cnt++; 964 monster_cnt++;
981 } 965 }
982 966
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
984 { 968 {
985 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
986 970
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
988 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
991 } 982 }
992 } 983 }
993 984
994 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
995 986
1008 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1009 */ 1000 */
1010int 1001int
1011maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1012{ 1003{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 1004 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1017 return 0; 1006 return 0;
1018 1007
1019 /* inform all players on the map */ 1008 /* inform all players on the map */
1020 if (change > 0) 1009 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 1011 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 1013
1025 /* Do extra checking. since darkness is a unsigned value, 1014 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 1015
1037 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1039 return 1; 1019 return 1;
1040} 1020}
1041 1021
1042/* 1022/*
1043 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1046 * through, etc) 1026 * through, etc)
1047 */ 1027 */
1048void 1028void
1049mapspace::update_ () 1029mapspace::update_ ()
1050{ 1030{
1051 object *tmp, *last = 0; 1031 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1054 1039
1055 //object *middle = 0; 1040 //object *middle = 0;
1056 //object *top = 0; 1041 //object *top = 0;
1057 //object *floor = 0; 1042 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1062 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1051 {
1065 /* This could be made additive I guess (two lights better than 1052 // 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; 1053 light += tmp->glow_radius;
1072 1054
1073 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1077 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1078 * 1060 *
1079 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1080 */ 1062 */
1081 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1082 { 1064 {
1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1084 top = tmp; 1066 top = tmp;
1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1086 { 1068 {
1087 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1088 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1089 */ 1071 */
1090 middle = 0; 1072 middle = 0;
1091 top = 0; 1073 top = 0;
1092 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1093 } 1077 }
1094 /* Flag anywhere have high priority */ 1078 else
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp; 1097 middle = tmp;
1098 anywhere = 1; 1098 }
1099 } 1099 }
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 } 1100 }
1113 1101
1114 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1115 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1116 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1117 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1118 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1119 1107
1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1122 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 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 } 1112 }
1127 1113
1128 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1125 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1127 this->move_on = move_on;
1132 this->move_off = move_off; 1128 this->move_off = move_off;
1133 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1134 1132
1135 /* At this point, we have a floor face (if there is a floor), 1133 /* 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 1134 * and the floor is set - we are not going to touch it at
1137 * this point. 1135 * this point.
1138 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1153 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1156 */ 1154 */
1157 1155
1158 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1157 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1162 break; 1160 break;
1163 1161
1164 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1165 if (top && middle) 1163 if (top && middle)
1166 break; 1164 break;
1197 middle = 0; 1195 middle = 0;
1198 1196
1199 if (top == middle) 1197 if (top == middle)
1200 middle = 0; 1198 middle = 0;
1201 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 mapspace &ms = m->at (floor->x, floor->y);
1208 ms.update ();
1209
1210 if (object *floor2 = ms.faces_obj [2])
1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1220 }
1221 }
1222
1202#if 0 1223#if 0
1203 faces_obj [0] = top; 1224 faces_obj [0] = top;
1204 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1205 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1206#endif 1227#endif
1207} 1228}
1208 1229
1209uint64 1230void
1210mapspace::volume () const 1231mapspace::update_up ()
1211{ 1232{
1212 uint64 vol = 0; 1233 // invalidate up
1213 1234 if (!(pflags & PF_VIS_UP))
1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
1216
1217 return vol; 1235 return;
1218}
1219 1236
1220bool 1237 pflags &= ~PF_VIS_UP;
1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1244maptile *
1221maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1222{ 1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1223 if (!tile_path[dir]) 1251 if (tile_path [dir])
1224 return 0; 1252 {
1225 1253 // well, try to locate it then, if possible - maybe it's there already
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1227 return 1;
1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1254 if (maptile *m = find_async (tile_path [dir], this, load))
1230 return 1; 1255 {
1256 bool match = true;
1257
1258 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1259 if (width != m->width)
1260 match = false;
1261
1262 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1263 if (height != m->height)
1264 match = false;
1265
1266 if (!match)
1267 {
1268 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1269 dir, &path, &m->path);
1270 m = 0;
1271 }
1272
1273 // this could be optimised endlessly
1274 //m->activate_physics ();
1275
1276 return tile_map [dir] = m;
1277 }
1278 }
1231 1279
1232 return 0; 1280 return 0;
1233} 1281}
1234 1282
1235/* this returns TRUE if the coordinates (x,y) are out of 1283/* this returns TRUE if the coordinates (x,y) are out of
1250 if (!m) 1298 if (!m)
1251 return 0; 1299 return 0;
1252 1300
1253 if (x < 0) 1301 if (x < 0)
1254 { 1302 {
1255 if (!m->tile_available (3)) 1303 if (!m->tile_available (TILE_WEST))
1256 return 1; 1304 return 1;
1257 1305
1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1306 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1259 } 1307 }
1260 1308
1261 if (x >= m->width) 1309 if (x >= m->width)
1262 { 1310 {
1263 if (!m->tile_available (1)) 1311 if (!m->tile_available (TILE_EAST))
1264 return 1; 1312 return 1;
1265 1313
1266 return out_of_map (m->tile_map[1], x - m->width, y); 1314 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1267 } 1315 }
1268 1316
1269 if (y < 0) 1317 if (y < 0)
1270 { 1318 {
1271 if (!m->tile_available (0)) 1319 if (!m->tile_available (TILE_NORTH))
1272 return 1; 1320 return 1;
1273 1321
1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1322 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1275 } 1323 }
1276 1324
1277 if (y >= m->height) 1325 if (y >= m->height)
1278 { 1326 {
1279 if (!m->tile_available (2)) 1327 if (!m->tile_available (TILE_SOUTH))
1280 return 1; 1328 return 1;
1281 1329
1282 return out_of_map (m->tile_map[2], x, y - m->height); 1330 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1283 } 1331 }
1284 1332
1285 /* Simple case - coordinates are within this local 1333 /* Simple case - coordinates are within this local
1286 * map. 1334 * map.
1287 */ 1335 */
1299maptile * 1347maptile *
1300maptile::xy_find (sint16 &x, sint16 &y) 1348maptile::xy_find (sint16 &x, sint16 &y)
1301{ 1349{
1302 if (x < 0) 1350 if (x < 0)
1303 { 1351 {
1304 if (!tile_available (3)) 1352 if (!tile_available (TILE_WEST))
1305 return 0; 1353 return 0;
1306 1354
1307 x += tile_map[3]->width; 1355 x += tile_map [TILE_WEST]->width;
1308 return tile_map[3]->xy_find (x, y); 1356 return tile_map [TILE_WEST]->xy_find (x, y);
1309 } 1357 }
1310 1358
1311 if (x >= width) 1359 if (x >= width)
1312 { 1360 {
1313 if (!tile_available (1)) 1361 if (!tile_available (TILE_EAST))
1314 return 0; 1362 return 0;
1315 1363
1316 x -= width; 1364 x -= width;
1317 return tile_map[1]->xy_find (x, y); 1365 return tile_map [TILE_EAST]->xy_find (x, y);
1318 } 1366 }
1319 1367
1320 if (y < 0) 1368 if (y < 0)
1321 { 1369 {
1322 if (!tile_available (0)) 1370 if (!tile_available (TILE_NORTH))
1323 return 0; 1371 return 0;
1324 1372
1325 y += tile_map[0]->height; 1373 y += tile_map [TILE_NORTH]->height;
1326 return tile_map[0]->xy_find (x, y); 1374 return tile_map [TILE_NORTH]->xy_find (x, y);
1327 } 1375 }
1328 1376
1329 if (y >= height) 1377 if (y >= height)
1330 { 1378 {
1331 if (!tile_available (2)) 1379 if (!tile_available (TILE_SOUTH))
1332 return 0; 1380 return 0;
1333 1381
1334 y -= height; 1382 y -= height;
1335 return tile_map[2]->xy_find (x, y); 1383 return tile_map [TILE_SOUTH]->xy_find (x, y);
1336 } 1384 }
1337 1385
1338 /* Simple case - coordinates are within this local 1386 /* Simple case - coordinates are within this local
1339 * map. 1387 * map.
1340 */ 1388 */
1344/** 1392/**
1345 * Return whether map2 is adjacent to map1. If so, store the distance from 1393 * Return whether map2 is adjacent to map1. If so, store the distance from
1346 * map1 to map2 in dx/dy. 1394 * map1 to map2 in dx/dy.
1347 */ 1395 */
1348int 1396int
1349adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1397adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1350{ 1398{
1351 if (!map1 || !map2) 1399 if (!map1 || !map2)
1352 return 0; 1400 return 0;
1353 1401
1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1402 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1356 if (map1 == map2) 1404 if (map1 == map2)
1357 { 1405 {
1358 *dx = 0; 1406 *dx = 0;
1359 *dy = 0; 1407 *dy = 0;
1360 } 1408 }
1361 else if (map1->tile_map[0] == map2) 1409 else if (map1->tile_available (TILE_NORTH, false) == map2)
1362 { /* up */ 1410 {
1363 *dx = 0; 1411 *dx = 0;
1364 *dy = -map2->height; 1412 *dy = -map2->height;
1365 } 1413 }
1366 else if (map1->tile_map[1] == map2) 1414 else if (map1->tile_available (TILE_EAST , false) == map2)
1367 { /* right */ 1415 {
1368 *dx = map1->width; 1416 *dx = map1->width;
1369 *dy = 0; 1417 *dy = 0;
1370 } 1418 }
1371 else if (map1->tile_map[2] == map2) 1419 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1372 { /* down */ 1420 {
1373 *dx = 0; 1421 *dx = 0;
1374 *dy = map1->height; 1422 *dy = map1->height;
1375 } 1423 }
1376 else if (map1->tile_map[3] == map2) 1424 else if (map1->tile_available (TILE_WEST , false) == map2)
1377 { /* left */ 1425 {
1378 *dx = -map2->width; 1426 *dx = -map2->width;
1379 *dy = 0; 1427 *dy = 0;
1380 } 1428 }
1381 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1429 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1382 { /* up right */ 1430 { /* up right */
1383 *dx = map1->tile_map[0]->width; 1431 *dx = +map1->tile_map[TILE_NORTH]->width;
1384 *dy = -map1->tile_map[0]->height; 1432 *dy = -map1->tile_map[TILE_NORTH]->height;
1385 } 1433 }
1386 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1434 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1387 { /* up left */ 1435 { /* up left */
1388 *dx = -map2->width; 1436 *dx = -map2->width;
1389 *dy = -map1->tile_map[0]->height; 1437 *dy = -map1->tile_map[TILE_NORTH]->height;
1390 } 1438 }
1391 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1439 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1392 { /* right up */ 1440 { /* right up */
1393 *dx = map1->width; 1441 *dx = +map1->width;
1394 *dy = -map2->height; 1442 *dy = -map2->height;
1395 } 1443 }
1396 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1444 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1397 { /* right down */ 1445 { /* right down */
1398 *dx = map1->width; 1446 *dx = +map1->width;
1399 *dy = map1->tile_map[1]->height; 1447 *dy = +map1->tile_map[TILE_EAST]->height;
1400 } 1448 }
1401 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1449 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1402 { /* down right */ 1450 { /* down right */
1403 *dx = map1->tile_map[2]->width; 1451 *dx = +map1->tile_map[TILE_SOUTH]->width;
1404 *dy = map1->height; 1452 *dy = +map1->height;
1405 } 1453 }
1406 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1454 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1407 { /* down left */ 1455 { /* down left */
1408 *dx = -map2->width; 1456 *dx = -map2->width;
1409 *dy = map1->height; 1457 *dy = +map1->height;
1410 } 1458 }
1411 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1459 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1412 { /* left up */ 1460 { /* left up */
1413 *dx = -map1->tile_map[3]->width; 1461 *dx = -map1->tile_map[TILE_WEST]->width;
1414 *dy = -map2->height; 1462 *dy = -map2->height;
1415 } 1463 }
1416 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1464 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1417 { /* left down */ 1465 { /* left down */
1418 *dx = -map1->tile_map[3]->width; 1466 *dx = -map1->tile_map[TILE_WEST]->width;
1419 *dy = map1->tile_map[3]->height; 1467 *dy = +map1->tile_map[TILE_WEST]->height;
1420 } 1468 }
1421 else 1469 else
1422 return 0; 1470 return 0;
1423 1471
1424 return 1; 1472 return 1;
1460 * 1508 *
1461 * currently, the only flag supported (0x1) is don't translate for 1509 * currently, the only flag supported (0x1) is don't translate for
1462 * closest body part of 'op1' 1510 * closest body part of 'op1'
1463 */ 1511 */
1464void 1512void
1465get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1513get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1466{ 1514{
1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1515 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1468 { 1516 {
1469 /* be conservative and fill in _some_ data */ 1517 /* be conservative and fill in _some_ data */
1470 retval->distance = 10000; 1518 retval->distance = 10000;
1471 retval->distance_x = 10000; 1519 retval->distance_x = 10000;
1472 retval->distance_y = 10000; 1520 retval->distance_y = 10000;
1473 retval->direction = 0; 1521 retval->direction = 0;
1474 retval->part = 0; 1522 retval->part = 0;
1475 } 1523 }
1476 else 1524 else
1477 { 1525 {
1478 object *best;
1479
1480 retval->distance_x += op2->x - op1->x; 1526 retval->distance_x += op2->x - op1->x;
1481 retval->distance_y += op2->y - op1->y; 1527 retval->distance_y += op2->y - op1->y;
1482 1528
1483 best = op1; 1529 object *best = op1;
1530
1484 /* If this is multipart, find the closest part now */ 1531 /* If this is multipart, find the closest part now */
1485 if (!(flags & 0x1) && op1->more) 1532 if (!(flags & 1) && op1->more)
1486 { 1533 {
1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1534 int best_distance = idistance (retval->distance_x, retval->distance_y);
1488 1535
1489 /* we just take the offset of the piece to head to figure 1536 /* we just take the offset of the piece to head to figure
1490 * distance instead of doing all that work above again 1537 * distance instead of doing all that work above again
1491 * since the distance fields we set above are positive in the 1538 * since the distance fields we set above are positive in the
1492 * same axis as is used for multipart objects, the simply arithmetic 1539 * same axis as is used for multipart objects, the simply arithmetic
1493 * below works. 1540 * below works.
1494 */ 1541 */
1495 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1542 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1496 { 1543 {
1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1544 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); 1545
1499 if (tmpi < best_distance) 1546 if (tmpi < best_distance)
1500 { 1547 {
1501 best_distance = tmpi; 1548 best_distance = tmpi;
1502 best = tmp; 1549 best = tmp;
1503 } 1550 }
1504 } 1551 }
1505 1552
1506 if (best != op1) 1553 if (best != op1)
1507 { 1554 {
1508 retval->distance_x += op1->x - best->x; 1555 retval->distance_x += op1->x - best->x;
1509 retval->distance_y += op1->y - best->y; 1556 retval->distance_y += op1->y - best->y;
1510 } 1557 }
1511 } 1558 }
1512 1559
1513 retval->part = best; 1560 retval->part = best;
1514 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1561 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1515 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1562 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1516 } 1563 }
1517} 1564}
1518 1565
1519/* this is basically the same as get_rangevector above, but instead of 1566/* this is basically the same as get_rangevector above, but instead of
1520 * the first parameter being an object, it instead is the map 1567 * the first parameter being an object, it instead is the map
1525 * be more consistant with the above function and also in case they are needed 1572 * be more consistant with the above function and also in case they are needed
1526 * for something in the future. Also, since no object is pasted, the best 1573 * for something in the future. Also, since no object is pasted, the best
1527 * field of the rv_vector is set to NULL. 1574 * field of the rv_vector is set to NULL.
1528 */ 1575 */
1529void 1576void
1530get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1577get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1531{ 1578{
1532 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1579 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1533 { 1580 {
1534 /* be conservative and fill in _some_ data */ 1581 /* be conservative and fill in _some_ data */
1535 retval->distance = 100000; 1582 retval->distance = 100000;
1536 retval->distance_x = 32767; 1583 retval->distance_x = 32767;
1537 retval->distance_y = 32767; 1584 retval->distance_y = 32767;
1538 retval->direction = 0; 1585 retval->direction = 0;
1539 retval->part = 0; 1586 retval->part = 0;
1540 } 1587 }
1541 else 1588 else
1542 { 1589 {
1543 retval->distance_x += op2->x - x; 1590 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1591 retval->distance_y += op2->y - y;
1545 1592
1546 retval->part = NULL; 1593 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1594 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1595 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1549 } 1596 }
1550} 1597}
1551 1598
1552/* Returns true of op1 and op2 are effectively on the same map 1599/* Returns true of op1 and op2 are effectively on the same map
1553 * (as related to map tiling). Note that this looks for a path from 1600 * (as related to map tiling). Note that this looks for a path from
1563 int dx, dy; 1610 int dx, dy;
1564 1611
1565 return adjacent_map (op1->map, op2->map, &dx, &dy); 1612 return adjacent_map (op1->map, op2->map, &dx, &dy);
1566} 1613}
1567 1614
1615//-GPL
1616
1568object * 1617object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1618maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1619{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1620 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1621}
1576 1622
1577region * 1623region *
1578maptile::region (int x, int y) const 1624maptile::region (int x, int y) const
1587 return default_region; 1633 return default_region;
1588 1634
1589 return ::region::default_region (); 1635 return ::region::default_region ();
1590} 1636}
1591 1637
1638//+GPL
1639
1592/* picks a random object from a style map. 1640/* 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 */ 1641 */
1596object * 1642object *
1597maptile::pick_random_object () const 1643maptile::pick_random_object (rand_gen &gen) const
1598{ 1644{
1599 /* while returning a null object will result in a crash, that 1645 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1646 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1647 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1648 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1649 * any difference, but this seems clearer to me.
1604 */ 1650 */
1605 for (int i = 1000; --i;) 1651 for (int i = 1000; --i;)
1606 { 1652 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1653 object *pick = at (gen (width), gen (height)).bot;
1608 1654
1609 // do not prefer big monsters just because they are big. 1655 // must be head: do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1656 if (pick && pick->is_head ())
1611 return pick->head_ (); 1657 return pick;
1612 } 1658 }
1613 1659
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1660 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1661 return archetype::find (shstr_bug);
1616} 1662}
1663
1664//-GPL
1617 1665
1618void 1666void
1619maptile::play_sound (faceidx sound, int x, int y) const 1667maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1668{
1621 if (!sound) 1669 if (!sound)
1622 return; 1670 return;
1623 1671
1672 for_all_players_on_map (pl, this)
1673 if (client *ns = pl->ns)
1674 {
1675 int dx = x - pl->ob->x;
1676 int dy = y - pl->ob->y;
1677
1678 int distance = idistance (dx, dy);
1679
1680 if (distance <= MAX_SOUND_DISTANCE)
1681 ns->play_sound (sound, dx, dy);
1682 }
1683}
1684
1685void
1686maptile::say_msg (const char *msg, int x, int y) const
1687{
1624 for_all_players (pl) 1688 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1689 if (client *ns = pl->ns)
1627 { 1690 {
1628 int dx = x - pl->ob->x; 1691 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1692 int dy = y - pl->ob->y;
1630 1693
1631 int distance = idistance (dx, dy); 1694 int distance = idistance (dx, dy);
1632 1695
1633 if (distance <= MAX_SOUND_DISTANCE) 1696 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1697 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1698 }
1636} 1699}
1637 1700
1701dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1702
1703static void
1704split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1705{
1706 // clip to map to the left
1707 if (x0 < 0)
1708 {
1709 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1710 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1711
1712 if (x1 < 0) // entirely to the left
1713 return;
1714
1715 x0 = 0;
1716 }
1717
1718 // clip to map to the right
1719 if (x1 > m->width)
1720 {
1721 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1722 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1723
1724 if (x0 > m->width) // entirely to the right
1725 return;
1726
1727 x1 = m->width;
1728 }
1729
1730 // clip to map above
1731 if (y0 < 0)
1732 {
1733 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1734 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1735
1736 if (y1 < 0) // entirely above
1737 return;
1738
1739 y0 = 0;
1740 }
1741
1742 // clip to map below
1743 if (y1 > m->height)
1744 {
1745 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1746 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1747
1748 if (y0 > m->height) // entirely below
1749 return;
1750
1751 y1 = m->height;
1752 }
1753
1754 // if we get here, the rect is within the current map
1755 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1756
1757 r->m = m;
1758 r->x0 = x0;
1759 r->y0 = y0;
1760 r->x1 = x1;
1761 r->y1 = y1;
1762 r->dx = dx;
1763 r->dy = dy;
1764}
1765
1766maprect *
1767maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1768{
1769 buf.clear ();
1770
1771 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1772
1773 // add end marker
1774 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1775 r->m = 0;
1776
1777 return (maprect *)buf.linearise ();
1778}
1779

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