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Comparing deliantra/server/common/map.C (file contents):
Revision 1.144 by root, Mon Jul 14 16:42:48 2008 UTC vs.
Revision 1.211 by root, Sat May 7 14:13:48 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 (©) 2005,2006,2007,2008 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 "loader.h"
28#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
29 33
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
33 * 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
68 * by the caller. 72 * by the caller.
69 */ 73 */
70int 74int
71blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 76{
73 object *tmp;
74 int mflags, blocked;
75
76 /* 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
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 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");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89 87
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
91 90
92 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 93 * things we need to do for players.
95 */ 94 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
97 return 0; 96 return 0;
98 97
99 /* 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
100 * 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
101 * 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
102 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
111 /* 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
112 * 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
113 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
115 */ 114 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
117 { 116 {
118 117 if (OB_MOVE_BLOCK (ob, tmp))
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 118 {
122 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
124 * pass through this space. 121 return 1;
125 */ 122 else
126 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
127 { 126 {
128 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))
129 return 1; 131 return 1;
130 else 132 }
131 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;
132 } 142 }
133 else 143 else
134 { 144 return 1; // unconditional block
135 /* In this case, the player must not have the object - 145
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else 146 } else {
145 { 147 // space does not block the ob, directly, but
146 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
147 * this more readable. first check - if the space blocks 149 // blocks anything
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154 150
155 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR 152 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
160 return 1; 154 return 1;
161 } 155 }
162
163 } 156 }
157
164 return 0; 158 return 0;
165} 159}
166 160
167/* 161/*
168 * 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
169 * 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,
170 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
171 * 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
172 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
173 * 167 *
220 } 214 }
221 215
222 return 0; 216 return 0;
223} 217}
224 218
225/* When the map is loaded, load_object does not actually insert objects 219//-GPL
226 * into inventory, but just links them. What this does is go through
227 * and insert them properly.
228 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight.
230 */
231void
232fix_container (object *container)
233{
234 object *tmp = container->inv, *next;
235
236 container->inv = 0;
237 while (tmp)
238 {
239 next = tmp->below;
240 if (tmp->inv)
241 fix_container (tmp);
242
243 insert_ob_in_ob (tmp, container);
244 tmp = next;
245 }
246
247 // go through and calculate what all the containers are carrying.
248 //TODO: remove
249 container->update_weight ();
250}
251 220
252void 221void
253maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
254{ 223{
255 if (!spaces) 224 if (!spaces)
270 239
271 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
274} 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
275 259
276/* 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
277 * 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
278 * 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
279 * they are saved). 263 * they are saved).
307 op = op->above; 291 op = op->above;
308 } 292 }
309 } 293 }
310} 294}
311 295
296//-GPL
297
312/* 298/*
313 * 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
314 * file pointer. 300 * file pointer.
315 */ 301 */
316bool 302bool
325 case KW_arch: 311 case KW_arch:
326 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
327 { 313 {
328 // TODO: why? 314 // TODO: why?
329 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
330 op->update_weight (); 318 op->update_weight ();
319 }
331 320
332 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))
333 { 322 {
334 // we insert manually because 323 // we insert manually because
335 // a) its way faster 324 // a) its way faster
336 // 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
337 // c) its correct 326 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 327 mapspace &ms = at (op->x, op->y);
339 328
340 op->flag [FLAG_REMOVED] = false; 329 op->flag [FLAG_REMOVED] = false;
341 330
342 op->above = 0; 331 op->above = 0;
343 op->below = ms.top; 332 op->below = ms.top;
344 333
345 if (ms.top)
346 ms.top->above = op; 334 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 335
350 ms.top = op; 336 ms.top = op;
351 ms.flags_ = 0; 337 ms.flags_ = 0;
352 } 338 }
353 else 339 else
375} 361}
376 362
377void 363void
378maptile::activate () 364maptile::activate ()
379{ 365{
380 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
381 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
384} 376}
385 377
386void 378void
387maptile::deactivate () 379maptile::deactivate ()
388{ 380{
389 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
390 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
393} 389}
394 390
395bool 391bool
396maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
397{ 393{
438 return false; 434 return false;
439 435
440 return freezer.save (path); 436 return freezer.save (path);
441} 437}
442 438
443maptile::maptile () 439void
440maptile::init ()
444{ 441{
445 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
446 443
447 /* 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
448 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
449 */ 446 */
450 width = 16; 447 width = 16;
451 height = 16; 448 height = 16;
452 timeout = 300; 449 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
455}
456
457maptile::maptile (int w, int h)
458{
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0; 452 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 453 enter_x = 0;
466 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;
467 468
468 alloc (); 469 alloc ();
469} 470}
470 471
471/* 472/*
479 if (spaces) 480 if (spaces)
480 return; 481 return;
481 482
482 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
483} 484}
485
486//+GPL
484 487
485/* 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
486 * 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
487 * at a later date. 490 * at a later date.
488 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
565 return items; 568 return items;
566} 569}
567 570
568/* 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
569 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
570static void 573static const char *
571print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
572{ 575{
573 int i; 576 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF]; 577 bool first = true;
575 578
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
579 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
580 { 587 {
581 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
582 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);
583 else 590 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
585 } 592 }
586 else 593 else
587 { 594 {
588 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
590 else 597 else
591 sprintf (tmp, "*"); 598 buf.printf ("*");
592 } 599 }
593
594 strcat (output_string, tmp);
595 } 600 }
601
602 return buf;
596} 603}
604
605//-GPL
597 606
598/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
600 * 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
601 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
615 { 624 {
616 case KW_msg: 625 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
618 break; 627 break;
619 628
620 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
621 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
622 break; 631 break;
623 632
624 case KW_maplore: 633 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
642 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 656
654 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
658 661
659 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661 664
662 // old names new names 665 // old names new names
663 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;
664 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;
672 675
673 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
677 682
678 case KW_ERROR: 683 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
680 break; 685 break;
681 686
682 case KW_end: 687 case KW_end:
683 thawer.next (); 688 thawer.next ();
684 return true; 689 return true;
685 690
686 default: 691 default:
687 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
688 return false; 693 return false;
689 break; 694 break;
690 } 695 }
691 696
692 thawer.next (); 697 thawer.next ();
693 } 698 }
694 699
695 abort (); 700 abort ();
696} 701}
702
703//+GPL
697 704
698/****************************************************************************** 705/******************************************************************************
699 * This is the start of unique map handling code 706 * This is the start of unique map handling code
700 *****************************************************************************/ 707 *****************************************************************************/
701 708
708 int unique = 0; 715 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
710 { 717 {
711 object *above = op->above; 718 object *above = op->above;
712 719
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 721 unique = 1;
715 722
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy (); 724 op->destroy ();
720 }
721 725
722 op = above; 726 op = above;
723 } 727 }
724 } 728 }
725} 729}
726 730
731//-GPL
732
727bool 733bool
728maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
729{ 735{
730#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
732 738
733 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
734 740
735 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
736 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
737 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
738 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
739 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
741 MAP_OUT (no_drop); 747 MAP_OUT (no_drop);
742 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
743
744 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
745 750
746 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
747 {
748 char shop[MAX_BUF];
749 print_shop_string (this, shop);
750 MAP_OUT2 (shopitems, shop);
751 }
752
753 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
755 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
757 MAP_OUT (darkness); 756
758 MAP_OUT (width); 757 MAP_OUT (width);
759 MAP_OUT (height); 758 MAP_OUT (height);
760 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
761 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
762 761 MAP_OUT (darkness);
763 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
764 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
765
766 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
767 MAP_OUT (temp); 763
768 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
769 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
770 MAP_OUT (windspeed);
771 MAP_OUT (winddir);
772 MAP_OUT (sky);
773 766
774 MAP_OUT (per_player); 767 MAP_OUT (per_player);
775 MAP_OUT (per_party); 768 MAP_OUT (per_party);
776 769
777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
781 776
782 freezer.put (this); 777 freezer.put (this);
783 freezer.put (KW_end); 778 freezer.put (KW(end));
784 779
785 return true; 780 return true;
786} 781}
787 782
788bool 783bool
793 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
794 return false; 789 return false;
795 790
796 return freezer.save (path); 791 return freezer.save (path);
797} 792}
793
794//+GPL
798 795
799/* 796/*
800 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
801 */ 798 */
802void 799void
813 810
814 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
815 812
816 object *head = op->head_ (); 813 object *head = op->head_ ();
817 if (op == head) 814 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy (); 815 op->destroy ();
821 }
822 else if (head->map != op->map) 816 else if (head->map != op->map)
823 { 817 {
824 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 ());
825 head->destroy (); 819 head->destroy ();
826 } 820 }
843 msg = 0; 837 msg = 0;
844 maplore = 0; 838 maplore = 0;
845 shoprace = 0; 839 shoprace = 0;
846 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
847 841
848 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
849 tile_path [i] = 0; 843 tile_path [i] = 0;
850} 844}
851 845
852maptile::~maptile () 846maptile::~maptile ()
853{ 847{
860 /* 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
861 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
862 * 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
863 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
864 */ 858 */
865 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
866 if (tile_map[i] == m) 860 if (tile_map[i] == m)
867 tile_map[i] = 0; 861 tile_map[i] = 0;
868} 862}
869 863
870void 864void
874 868
875 clear (); 869 clear ();
876} 870}
877 871
878/* 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?
879void 874void
880maptile::do_decay_objects () 875maptile::do_decay_objects ()
881{ 876{
882 if (!spaces) 877 if (!spaces)
883 return; 878 return;
885 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
887 { 882 {
888 above = op->above; 883 above = op->above;
889 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
890 bool destroy = 0; 889 bool destroy = 0;
891 890
892 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
894 break; 893 || op->flag [FLAG_UNIQUE]
895 894 || op->flag [FLAG_OVERLAY_FLOOR]
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_UNIQUE)
899 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
900 || QUERY_FLAG (op, FLAG_UNPAID)
901 || op->is_alive ()) 896 || op->is_alive ())
902 ; // do not decay 897 ; // do not decay
903 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
904 { 899 {
905 op->stats.dam--; 900 op->stats.dam--;
930 || mat & M_LIQUID 925 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
936 destroy = 1; 932 destroy = 1;
937 } 933 }
938 934
939 /* adjust overall chance below */ 935 /* adjust overall chance below */
940 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
941 op->destroy (); 937 op->destroy ();
942 }
943}
944
945/*
946 * Updates every button on the map (by calling update_button() for them).
947 */
948void
949maptile::update_buttons ()
950{
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
966 } 938 }
967} 939}
968 940
969/* 941/*
970 * 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.
971 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
972 * 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.
973 * 945 *
974 * 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
975 * 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
976 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
977 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
978 */ 950 */
979int 951int
980maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
981{ 953{
982 long monster_cnt = 0; 954 long monster_cnt = 0;
984 sint64 total_exp = 0; 956 sint64 total_exp = 0;
985 957
986 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
987 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
988 { 960 {
989 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
990 { 962 {
991 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
992 monster_cnt++; 964 monster_cnt++;
993 } 965 }
994 966
995 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
996 { 968 {
997 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
998 970
999 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
1000 { 972 {
1027 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1028 */ 1000 */
1029int 1001int
1030maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1031{ 1003{
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */ 1004 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1036 return 0; 1006 return 0;
1037 1007
1038 /* inform all players on the map */ 1008 /* inform all players on the map */
1039 if (change > 0) 1009 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else 1011 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 1013
1044 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1045 * we need to be extra careful about negative values.
1046 * In general, the checks below are only needed if change
1047 * is not +/-1
1048 */
1049 if (new_level < 0)
1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1054 darkness = new_level;
1055 1015
1056 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this); 1017 update_all_map_los (this);
1058 1018
1059 return 1; 1019 return 1;
1067 */ 1027 */
1068void 1028void
1069mapspace::update_ () 1029mapspace::update_ ()
1070{ 1030{
1071 object *last = 0; 1031 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1073 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;
1074 1039
1075 //object *middle = 0; 1040 //object *middle = 0;
1076 //object *top = 0; 1041 //object *top = 0;
1077 //object *floor = 0; 1042 //object *floor = 0;
1078 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1082 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 { 1051 {
1085 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1086 * one). But if so, it shouldn't be a simple additive - 2
1087 * light bulbs do not illuminate twice as far as once since
1088 * it is a dissapation factor that is cubed.
1089 */
1090 light = max (light, tmp->glow_radius); 1053 light += tmp->glow_radius;
1091 1054
1092 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1096 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1097 * 1060 *
1098 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1099 */ 1062 */
1100 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1101 { 1064 {
1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1103 top = tmp; 1066 top = tmp;
1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1105 { 1068 {
1106 /* 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,
1107 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1108 */ 1071 */
1109 middle = 0; 1072 middle = 0;
1110 top = 0; 1073 top = 0;
1111 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1112 } 1077 }
1113 /* Flag anywhere have high priority */ 1078 else
1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1115 { 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;
1116 middle = tmp; 1097 middle = tmp;
1117 anywhere = 1; 1098 }
1118 } 1099 }
1119
1120 /* Find the highest visible face around. If equal
1121 * visibilities, we still want the one nearer to the
1122 * top
1123 */
1124 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1125 middle = tmp;
1126 }
1127
1128 if (tmp == tmp->above)
1129 {
1130 LOG (llevError, "Error in structure of map\n");
1131 exit (-1);
1132 } 1100 }
1133 1101
1134 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1135 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1136 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1137 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1139 1107
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1142 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1143 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1144 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1145 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1146 } 1112 }
1147 1113
1148 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);
1149 this->flags_ = flags; 1125 this->flags_ = flags;
1150 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1151 this->move_on = move_on; 1127 this->move_on = move_on;
1152 this->move_off = move_off; 1128 this->move_off = move_off;
1153 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
1154 1132
1155 /* 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),
1156 * 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
1157 * this point. 1135 * this point.
1158 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1176 */ 1154 */
1177 1155
1178 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1179 { 1157 {
1180 /* 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 */
1181 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1182 break; 1160 break;
1183 1161
1184 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1185 if (top && middle) 1163 if (top && middle)
1186 break; 1164 break;
1217 middle = 0; 1195 middle = 0;
1218 1196
1219 if (top == middle) 1197 if (top == middle)
1220 middle = 0; 1198 middle = 0;
1221 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 mapspace &ms = m->at (floor->x, floor->y);
1210 ms.update ();
1211
1212 if (object *floor2 = ms.faces_obj [2])
1213 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1214 {
1215 floor->set_anim_frame (1);
1216 middle = floor;
1217 floor = floor2;
1218 }
1219 }
1220 }
1221
1222#if 0 1222#if 0
1223 faces_obj [0] = top; 1223 faces_obj [0] = top;
1224 faces_obj [1] = middle; 1224 faces_obj [1] = middle;
1225 faces_obj [2] = floor; 1225 faces_obj [2] = floor;
1226#endif 1226#endif
1227} 1227}
1228 1228
1229uint64 1229maptile *
1230mapspace::volume () const
1231{
1232 uint64 vol = 0;
1233
1234 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1235 vol += op->volume ();
1236
1237 return vol;
1238}
1239
1240bool
1241maptile::tile_available (int dir, bool load) 1230maptile::tile_available (int dir, bool load)
1242{ 1231{
1243 if (!tile_path[dir]) 1232 if (tile_path[dir])
1244 return 0; 1233 {
1245 1234 // map is there and we don't need to load it OR it's loaded => return what we have
1246 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1235 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1247 return 1; 1236 return tile_map[dir];
1248 1237
1238 // well, try to locate it then, if possible - maybe it's there already
1249 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1239 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1250 return 1; 1240 return tile_map[dir];
1241 }
1251 1242
1252 return 0; 1243 return 0;
1253} 1244}
1254 1245
1255/* this returns TRUE if the coordinates (x,y) are out of 1246/* this returns TRUE if the coordinates (x,y) are out of
1364/** 1355/**
1365 * Return whether map2 is adjacent to map1. If so, store the distance from 1356 * Return whether map2 is adjacent to map1. If so, store the distance from
1366 * map1 to map2 in dx/dy. 1357 * map1 to map2 in dx/dy.
1367 */ 1358 */
1368int 1359int
1369adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1360adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1370{ 1361{
1371 if (!map1 || !map2) 1362 if (!map1 || !map2)
1372 return 0; 1363 return 0;
1373 1364
1374 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1376 if (map1 == map2) 1367 if (map1 == map2)
1377 { 1368 {
1378 *dx = 0; 1369 *dx = 0;
1379 *dy = 0; 1370 *dy = 0;
1380 } 1371 }
1381 else if (map1->tile_map[0] == map2) 1372 else if (map1->tile_available (TILE_NORTH, false) == map2)
1382 { /* up */ 1373 {
1383 *dx = 0; 1374 *dx = 0;
1384 *dy = -map2->height; 1375 *dy = -map2->height;
1385 } 1376 }
1386 else if (map1->tile_map[1] == map2) 1377 else if (map1->tile_available (TILE_EAST , false) == map2)
1387 { /* right */ 1378 {
1388 *dx = map1->width; 1379 *dx = map1->width;
1389 *dy = 0; 1380 *dy = 0;
1390 } 1381 }
1391 else if (map1->tile_map[2] == map2) 1382 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1392 { /* down */ 1383 {
1393 *dx = 0; 1384 *dx = 0;
1394 *dy = map1->height; 1385 *dy = map1->height;
1395 } 1386 }
1396 else if (map1->tile_map[3] == map2) 1387 else if (map1->tile_available (TILE_WEST , false) == map2)
1397 { /* left */ 1388 {
1398 *dx = -map2->width; 1389 *dx = -map2->width;
1399 *dy = 0; 1390 *dy = 0;
1400 } 1391 }
1401 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1392 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1402 { /* up right */ 1393 { /* up right */
1403 *dx = map1->tile_map[0]->width; 1394 *dx = +map1->tile_map[TILE_NORTH]->width;
1404 *dy = -map1->tile_map[0]->height; 1395 *dy = -map1->tile_map[TILE_NORTH]->height;
1405 } 1396 }
1406 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1397 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1407 { /* up left */ 1398 { /* up left */
1408 *dx = -map2->width; 1399 *dx = -map2->width;
1409 *dy = -map1->tile_map[0]->height; 1400 *dy = -map1->tile_map[TILE_NORTH]->height;
1410 } 1401 }
1411 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1402 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1412 { /* right up */ 1403 { /* right up */
1413 *dx = map1->width; 1404 *dx = +map1->width;
1414 *dy = -map2->height; 1405 *dy = -map2->height;
1415 } 1406 }
1416 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1407 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1417 { /* right down */ 1408 { /* right down */
1418 *dx = map1->width; 1409 *dx = +map1->width;
1419 *dy = map1->tile_map[1]->height; 1410 *dy = +map1->tile_map[TILE_EAST]->height;
1420 } 1411 }
1421 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1412 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1422 { /* down right */ 1413 { /* down right */
1423 *dx = map1->tile_map[2]->width; 1414 *dx = +map1->tile_map[TILE_SOUTH]->width;
1424 *dy = map1->height; 1415 *dy = +map1->height;
1425 } 1416 }
1426 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1417 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1427 { /* down left */ 1418 { /* down left */
1428 *dx = -map2->width; 1419 *dx = -map2->width;
1429 *dy = map1->height; 1420 *dy = +map1->height;
1430 } 1421 }
1431 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1422 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1432 { /* left up */ 1423 { /* left up */
1433 *dx = -map1->tile_map[3]->width; 1424 *dx = -map1->tile_map[TILE_WEST]->width;
1434 *dy = -map2->height; 1425 *dy = -map2->height;
1435 } 1426 }
1436 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1427 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1437 { /* left down */ 1428 { /* left down */
1438 *dx = -map1->tile_map[3]->width; 1429 *dx = -map1->tile_map[TILE_WEST]->width;
1439 *dy = map1->tile_map[3]->height; 1430 *dy = +map1->tile_map[TILE_WEST]->height;
1440 } 1431 }
1441 else 1432 else
1442 return 0; 1433 return 0;
1443 1434
1444 return 1; 1435 return 1;
1480 * 1471 *
1481 * currently, the only flag supported (0x1) is don't translate for 1472 * currently, the only flag supported (0x1) is don't translate for
1482 * closest body part of 'op1' 1473 * closest body part of 'op1'
1483 */ 1474 */
1484void 1475void
1485get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1476get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1486{ 1477{
1487 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1488 { 1479 {
1489 /* be conservative and fill in _some_ data */ 1480 /* be conservative and fill in _some_ data */
1490 retval->distance = 10000; 1481 retval->distance = 10000;
1491 retval->distance_x = 10000; 1482 retval->distance_x = 10000;
1492 retval->distance_y = 10000; 1483 retval->distance_y = 10000;
1493 retval->direction = 0; 1484 retval->direction = 0;
1494 retval->part = 0; 1485 retval->part = 0;
1495 } 1486 }
1496 else 1487 else
1497 { 1488 {
1498 object *best;
1499
1500 retval->distance_x += op2->x - op1->x; 1489 retval->distance_x += op2->x - op1->x;
1501 retval->distance_y += op2->y - op1->y; 1490 retval->distance_y += op2->y - op1->y;
1502 1491
1503 best = op1; 1492 object *best = op1;
1493
1504 /* If this is multipart, find the closest part now */ 1494 /* If this is multipart, find the closest part now */
1505 if (!(flags & 0x1) && op1->more) 1495 if (!(flags & 1) && op1->more)
1506 { 1496 {
1507 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1497 int best_distance = idistance (retval->distance_x, retval->distance_y);
1508 1498
1509 /* we just take the offset of the piece to head to figure 1499 /* we just take the offset of the piece to head to figure
1510 * distance instead of doing all that work above again 1500 * distance instead of doing all that work above again
1511 * since the distance fields we set above are positive in the 1501 * since the distance fields we set above are positive in the
1512 * same axis as is used for multipart objects, the simply arithmetic 1502 * same axis as is used for multipart objects, the simply arithmetic
1513 * below works. 1503 * below works.
1514 */ 1504 */
1515 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1505 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1516 { 1506 {
1517 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1507 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1518 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1508
1519 if (tmpi < best_distance) 1509 if (tmpi < best_distance)
1520 { 1510 {
1521 best_distance = tmpi; 1511 best_distance = tmpi;
1522 best = tmp; 1512 best = tmp;
1523 } 1513 }
1524 } 1514 }
1525 1515
1526 if (best != op1) 1516 if (best != op1)
1527 { 1517 {
1528 retval->distance_x += op1->x - best->x; 1518 retval->distance_x += op1->x - best->x;
1529 retval->distance_y += op1->y - best->y; 1519 retval->distance_y += op1->y - best->y;
1530 } 1520 }
1531 } 1521 }
1532 1522
1533 retval->part = best; 1523 retval->part = best;
1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1536 } 1526 }
1537} 1527}
1538 1528
1539/* this is basically the same as get_rangevector above, but instead of 1529/* this is basically the same as get_rangevector above, but instead of
1540 * the first parameter being an object, it instead is the map 1530 * the first parameter being an object, it instead is the map
1545 * be more consistant with the above function and also in case they are needed 1535 * be more consistant with the above function and also in case they are needed
1546 * for something in the future. Also, since no object is pasted, the best 1536 * for something in the future. Also, since no object is pasted, the best
1547 * field of the rv_vector is set to NULL. 1537 * field of the rv_vector is set to NULL.
1548 */ 1538 */
1549void 1539void
1550get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1540get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1551{ 1541{
1552 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1553 { 1543 {
1554 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
1555 retval->distance = 100000; 1545 retval->distance = 100000;
1556 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
1557 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
1558 retval->direction = 0; 1548 retval->direction = 0;
1559 retval->part = 0; 1549 retval->part = 0;
1560 } 1550 }
1561 else 1551 else
1562 { 1552 {
1563 retval->distance_x += op2->x - x; 1553 retval->distance_x += op2->x - x;
1564 retval->distance_y += op2->y - y; 1554 retval->distance_y += op2->y - y;
1565 1555
1566 retval->part = NULL; 1556 retval->part = 0;
1567 retval->distance = idistance (retval->distance_x, retval->distance_y); 1557 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1568 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1558 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1569 } 1559 }
1570} 1560}
1571 1561
1572/* Returns true of op1 and op2 are effectively on the same map 1562/* Returns true of op1 and op2 are effectively on the same map
1573 * (as related to map tiling). Note that this looks for a path from 1563 * (as related to map tiling). Note that this looks for a path from
1583 int dx, dy; 1573 int dx, dy;
1584 1574
1585 return adjacent_map (op1->map, op2->map, &dx, &dy); 1575 return adjacent_map (op1->map, op2->map, &dx, &dy);
1586} 1576}
1587 1577
1578//-GPL
1579
1588object * 1580object *
1589maptile::insert (object *op, int x, int y, object *originator, int flags) 1581maptile::insert (object *op, int x, int y, object *originator, int flags)
1590{ 1582{
1591 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1592} 1584}
1603 if (default_region) 1595 if (default_region)
1604 return default_region; 1596 return default_region;
1605 1597
1606 return ::region::default_region (); 1598 return ::region::default_region ();
1607} 1599}
1600
1601//+GPL
1608 1602
1609/* picks a random object from a style map. 1603/* picks a random object from a style map.
1610 */ 1604 */
1611object * 1605object *
1612maptile::pick_random_object (rand_gen &gen) const 1606maptile::pick_random_object (rand_gen &gen) const
1619 */ 1613 */
1620 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1621 { 1615 {
1622 object *pick = at (gen (width), gen (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1623 1617
1624 // do not prefer big monsters just because they are big. 1618 // must be head: do not prefer big monsters just because they are big.
1625 if (pick && pick->is_head ()) 1619 if (pick && pick->is_head ())
1626 return pick->head_ (); 1620 return pick;
1627 } 1621 }
1628 1622
1629 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1630 return archetype::find ("bug"); 1624 return archetype::find (shstr_bug);
1631} 1625}
1626
1627//-GPL
1632 1628
1633void 1629void
1634maptile::play_sound (faceidx sound, int x, int y) const 1630maptile::play_sound (faceidx sound, int x, int y) const
1635{ 1631{
1636 if (!sound) 1632 if (!sound)
1637 return; 1633 return;
1638 1634
1635 for_all_players_on_map (pl, this)
1636 if (client *ns = pl->ns)
1637 {
1638 int dx = x - pl->ob->x;
1639 int dy = y - pl->ob->y;
1640
1641 int distance = idistance (dx, dy);
1642
1643 if (distance <= MAX_SOUND_DISTANCE)
1644 ns->play_sound (sound, dx, dy);
1645 }
1646}
1647
1648void
1649maptile::say_msg (const char *msg, int x, int y) const
1650{
1639 for_all_players (pl) 1651 for_all_players (pl)
1640 if (pl->ob->map == this)
1641 if (client *ns = pl->ns) 1652 if (client *ns = pl->ns)
1642 { 1653 {
1643 int dx = x - pl->ob->x; 1654 int dx = x - pl->ob->x;
1644 int dy = y - pl->ob->y; 1655 int dy = y - pl->ob->y;
1645 1656
1646 int distance = idistance (dx, dy); 1657 int distance = idistance (dx, dy);
1647 1658
1648 if (distance <= MAX_SOUND_DISTANCE) 1659 if (distance <= MAX_SOUND_DISTANCE)
1649 ns->play_sound (sound, dx, dy); 1660 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1650 } 1661 }
1651} 1662}
1652 1663
1664dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1665
1666static void
1667split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1668{
1669 // clip to map to the left
1670 if (x0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1673 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1674
1675 if (x1 < 0) // entirely to the left
1676 return;
1677
1678 x0 = 0;
1679 }
1680
1681 // clip to map to the right
1682 if (x1 > m->width)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1685 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1686
1687 if (x0 > m->width) // entirely to the right
1688 return;
1689
1690 x1 = m->width;
1691 }
1692
1693 // clip to map above
1694 if (y0 < 0)
1695 {
1696 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1697 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1698
1699 if (y1 < 0) // entirely above
1700 return;
1701
1702 y0 = 0;
1703 }
1704
1705 // clip to map below
1706 if (y1 > m->height)
1707 {
1708 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1709 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1710
1711 if (y0 > m->height) // entirely below
1712 return;
1713
1714 y1 = m->height;
1715 }
1716
1717 // if we get here, the rect is within the current map
1718 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1719
1720 r->m = m;
1721 r->x0 = x0;
1722 r->y0 = y0;
1723 r->x1 = x1;
1724 r->y1 = y1;
1725 r->dx = dx;
1726 r->dy = dy;
1727}
1728
1729maprect *
1730maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1731{
1732 buf.clear ();
1733
1734 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1735
1736 // add end marker
1737 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1738 r->m = 0;
1739
1740 return (maprect *)buf.linearise ();
1741}
1742

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