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Comparing deliantra/server/common/map.C (file contents):
Revision 1.145 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.196 by root, Sun Apr 25 10:45:38 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "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
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 319 {
334 // we insert manually because 320 // we insert manually because
335 // a) its way faster 321 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 322 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 323 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 324 mapspace &ms = at (op->x, op->y);
339 325
340 op->flag [FLAG_REMOVED] = false; 326 op->flag [FLAG_REMOVED] = false;
341 327
342 op->above = 0; 328 op->above = 0;
343 op->below = ms.top; 329 op->below = ms.top;
344 330
345 if (ms.top)
346 ms.top->above = op; 331 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 332
350 ms.top = op; 333 ms.top = op;
351 ms.flags_ = 0; 334 ms.flags_ = 0;
352 } 335 }
353 else 336 else
438 return false; 421 return false;
439 422
440 return freezer.save (path); 423 return freezer.save (path);
441} 424}
442 425
443maptile::maptile () 426void
427maptile::init ()
444{ 428{
445 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
446 430
447 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
449 */ 433 */
450 width = 16; 434 width = 16;
451 height = 16; 435 height = 16;
452 timeout = 300; 436 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 438 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; 439 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 440 enter_x = 0;
466 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
467 455
468 alloc (); 456 alloc ();
469} 457}
470 458
471/* 459/*
479 if (spaces) 467 if (spaces)
480 return; 468 return;
481 469
482 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
483} 471}
472
473//+GPL
484 474
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 477 * at a later date.
488 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
565 return items; 555 return items;
566} 556}
567 557
568/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
570static void 560static const char *
571print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
572{ 562{
573 int i; 563 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 564
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 566 {
579 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
580 { 568 {
581 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 571 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
585 } 573 }
586 else 574 else
587 { 575 {
588 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 578 else
591 sprintf (tmp, "*"); 579 buf.printf ("*");
592 } 580 }
593
594 strcat (output_string, tmp);
595 } 581 }
582
583 return buf;
596} 584}
585
586//-GPL
597 587
598/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 636 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;
653 637
654 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
658 642
659 case KW_region: default_region = region::find (thawer.get_str ()); break; 643 case KW_region: default_region = region::find (thawer); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661 645
662 // old names new names 646 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 647 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; 648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
682 case KW_end: 666 case KW_end:
683 thawer.next (); 667 thawer.next ();
684 return true; 668 return true;
685 669
686 default: 670 default:
687 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
688 return false; 672 return false;
689 break; 673 break;
690 } 674 }
691 675
692 thawer.next (); 676 thawer.next ();
693 } 677 }
694 678
695 abort (); 679 abort ();
696} 680}
681
682//+GPL
697 683
698/****************************************************************************** 684/******************************************************************************
699 * This is the start of unique map handling code 685 * This is the start of unique map handling code
700 *****************************************************************************/ 686 *****************************************************************************/
701 687
708 int unique = 0; 694 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
710 { 696 {
711 object *above = op->above; 697 object *above = op->above;
712 698
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 700 unique = 1;
715 701
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy (); 703 op->destroy ();
720 }
721 704
722 op = above; 705 op = above;
723 } 706 }
724 } 707 }
725} 708}
726 709
710//-GPL
711
727bool 712bool
728maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
729{ 714{
730#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
731#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
732 717
733 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
734 719
735 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
736 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
737 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
738 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
739 MAP_OUT (fixed_resettime); 724 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset); 725 MAP_OUT (no_reset);
741 MAP_OUT (no_drop); 726 MAP_OUT (no_drop);
742 MAP_OUT (difficulty); 727 MAP_OUT (difficulty);
743
744 if (default_region) MAP_OUT2 (region, default_region->name); 728 if (default_region) MAP_OUT2 (region, default_region->name);
745 729
746 if (shopitems) 730 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); 731 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
755 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
757 MAP_OUT (darkness); 735
758 MAP_OUT (width); 736 MAP_OUT (width);
759 MAP_OUT (height); 737 MAP_OUT (height);
760 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
761 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
762 740 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); 741 MAP_OUT (outdoor);
767 MAP_OUT (temp); 742
768 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
769 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
770 MAP_OUT (windspeed);
771 MAP_OUT (winddir);
772 MAP_OUT (sky);
773 745
774 MAP_OUT (per_player); 746 MAP_OUT (per_player);
775 MAP_OUT (per_party); 747 MAP_OUT (per_party);
776 748
777 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
778 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
779 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
780 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
781 753
782 freezer.put (this); 754 freezer.put (this);
783 freezer.put (KW_end); 755 freezer.put (KW(end));
784 756
785 return true; 757 return true;
786} 758}
787 759
788bool 760bool
793 if (!_save_header (freezer)) 765 if (!_save_header (freezer))
794 return false; 766 return false;
795 767
796 return freezer.save (path); 768 return freezer.save (path);
797} 769}
770
771//+GPL
798 772
799/* 773/*
800 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
801 */ 775 */
802void 776void
813 787
814 op->flag [FLAG_REMOVED] = true; 788 op->flag [FLAG_REMOVED] = true;
815 789
816 object *head = op->head_ (); 790 object *head = op->head_ ();
817 if (op == head) 791 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy (); 792 op->destroy ();
821 }
822 else if (head->map != op->map) 793 else if (head->map != op->map)
823 { 794 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 795 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy (); 796 head->destroy ();
826 } 797 }
874 845
875 clear (); 846 clear ();
876} 847}
877 848
878/* decay and destroy perishable items in a map */ 849/* decay and destroy perishable items in a map */
850// TODO: should be done regularly, not on map load?
879void 851void
880maptile::do_decay_objects () 852maptile::do_decay_objects ()
881{ 853{
882 if (!spaces) 854 if (!spaces)
883 return; 855 return;
885 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
887 { 859 {
888 above = op->above; 860 above = op->above;
889 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
890 bool destroy = 0; 866 bool destroy = 0;
891 867
892 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
894 break; 870 || op->flag [FLAG_UNIQUE]
895 871 || op->flag [FLAG_OVERLAY_FLOOR]
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || 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 ()) 873 || op->is_alive ())
902 ; // do not decay 874 ; // do not decay
903 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
904 { 876 {
905 op->stats.dam--; 877 op->stats.dam--;
930 || mat & M_LIQUID 902 || mat & M_LIQUID
931 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
932 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
933 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
934 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
935 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
936 destroy = 1; 909 destroy = 1;
937 } 910 }
938 911
939 /* adjust overall chance below */ 912 /* adjust overall chance below */
940 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
941 op->destroy (); 914 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 } 915 }
967} 916}
968 917
969/* 918/*
970 * This routine is supposed to find out the difficulty of the map. 919 * This routine is supposed to find out the difficulty of the map.
971 * difficulty does not have a lot to do with character level, 920 * difficulty does not have a lot to do with character level,
972 * but does have a lot to do with treasure on the map. 921 * but does have a lot to do with treasure on the map.
973 * 922 *
974 * Difficulty can now be set by the map creature. If the value stored 923 * Difficulty can now be set by the map creator. If the value stored
975 * in the map is zero, then use this routine. Maps should really 924 * in the map is zero, then use this routine. Maps should really
976 * have a difficulty set than using this function - human calculation 925 * have a difficulty set rather than using this function - human calculation
977 * is much better than this functions guesswork. 926 * is much better than this function's guesswork.
978 */ 927 */
979int 928int
980maptile::estimate_difficulty () const 929maptile::estimate_difficulty () const
981{ 930{
982 long monster_cnt = 0; 931 long monster_cnt = 0;
984 sint64 total_exp = 0; 933 sint64 total_exp = 0;
985 934
986 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
987 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
988 { 937 {
989 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
990 { 939 {
991 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
992 monster_cnt++; 941 monster_cnt++;
993 } 942 }
994 943
995 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
996 { 945 {
997 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
998 947
999 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
1000 { 949 {
1027 * postive values make it darker, negative make it brighter 976 * postive values make it darker, negative make it brighter
1028 */ 977 */
1029int 978int
1030maptile::change_map_light (int change) 979maptile::change_map_light (int change)
1031{ 980{
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */ 981 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 982 if (!change)
1036 return 0; 983 return 0;
1037 984
1038 /* inform all players on the map */ 985 /* inform all players on the map */
1039 if (change > 0) 986 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else 988 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 990
1044 /* Do extra checking. since darkness is a unsigned value, 991 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 992
1056 /* All clients need to get re-updated for the change */ 993 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this); 994 update_all_map_los (this);
1058 995
1059 return 1; 996 return 1;
1067 */ 1004 */
1068void 1005void
1069mapspace::update_ () 1006mapspace::update_ ()
1070{ 1007{
1071 object *last = 0; 1008 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1010 sint8 light = 0;
1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1074 1016
1075 //object *middle = 0; 1017 //object *middle = 0;
1076 //object *top = 0; 1018 //object *top = 0;
1077 //object *floor = 0; 1019 //object *floor = 0;
1078 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1079 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1080 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1082 1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1026
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 { 1028 {
1085 /* This could be made additive I guess (two lights better than 1029 // 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); 1030 light += tmp->glow_radius;
1091 1031
1092 /* This call is needed in order to update objects the player 1032 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc). 1033 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn 1034 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1096 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1097 * 1037 *
1098 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1099 */ 1039 */
1100 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1101 { 1041 {
1102 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1103 top = tmp; 1043 top = tmp;
1104 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1105 { 1045 {
1106 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1107 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1108 */ 1048 */
1109 middle = 0; 1049 middle = 0;
1110 top = 0; 1050 top = 0;
1111 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1112 } 1054 }
1113 /* Flag anywhere have high priority */ 1055 else
1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1115 { 1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1116 middle = tmp; 1074 middle = tmp;
1117 anywhere = 1; 1075 }
1118 } 1076 }
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 } 1077 }
1133 1078
1134 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1135 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1136 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1137 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1139 1084
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1145 } 1089 }
1146 1090
1147 this->light = light; 1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100
1101 this->light = min (light, MAX_LIGHT_RADIUS);
1148 this->flags_ = flags; 1102 this->flags_ = flags;
1149 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1150 this->move_on = move_on; 1104 this->move_on = move_on;
1151 this->move_off = move_off; 1105 this->move_off = move_off;
1152 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1153 1109
1154 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1155 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1156 * this point. 1112 * this point.
1157 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1175 */ 1131 */
1176 1132
1177 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1178 { 1134 {
1179 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1181 break; 1137 break;
1182 1138
1183 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1184 if (top && middle) 1140 if (top && middle)
1185 break; 1141 break;
1223 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1224 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1225#endif 1181#endif
1226} 1182}
1227 1183
1228uint64 1184maptile *
1229mapspace::volume () const
1230{
1231 uint64 vol = 0;
1232
1233 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1234 vol += op->volume ();
1235
1236 return vol;
1237}
1238
1239bool
1240maptile::tile_available (int dir, bool load) 1185maptile::tile_available (int dir, bool load)
1241{ 1186{
1242 if (!tile_path[dir]) 1187 if (tile_path[dir])
1243 return 0; 1188 {
1244
1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1246 return 1; 1190 return tile_map[dir];
1247 1191
1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1249 return 1; 1193 return tile_map[dir];
1194 }
1250 1195
1251 return 0; 1196 return 0;
1252} 1197}
1253 1198
1254/* this returns TRUE if the coordinates (x,y) are out of 1199/* this returns TRUE if the coordinates (x,y) are out of
1479 * 1424 *
1480 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1481 * closest body part of 'op1' 1426 * closest body part of 'op1'
1482 */ 1427 */
1483void 1428void
1484get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1485{ 1430{
1486 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1487 { 1432 {
1488 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1489 retval->distance = 10000; 1434 retval->distance = 10000;
1490 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1491 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1492 retval->direction = 0; 1437 retval->direction = 0;
1493 retval->part = 0; 1438 retval->part = 0;
1494 } 1439 }
1495 else 1440 else
1496 { 1441 {
1497 object *best;
1498
1499 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1500 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1501 1444
1502 best = op1; 1445 object *best = op1;
1446
1503 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1504 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1505 { 1449 {
1506 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1507 1451
1508 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1509 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1510 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1511 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1512 * below works. 1456 * below works.
1513 */ 1457 */
1514 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1515 { 1459 {
1516 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1517 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1518 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1519 { 1463 {
1520 best_distance = tmpi; 1464 best_distance = tmpi;
1521 best = tmp; 1465 best = tmp;
1522 } 1466 }
1523 } 1467 }
1524 1468
1525 if (best != op1) 1469 if (best != op1)
1526 { 1470 {
1527 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1528 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1529 } 1473 }
1530 } 1474 }
1531 1475
1532 retval->part = best; 1476 retval->part = best;
1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1535 } 1479 }
1536} 1480}
1537 1481
1538/* this is basically the same as get_rangevector above, but instead of 1482/* this is basically the same as get_rangevector above, but instead of
1539 * the first parameter being an object, it instead is the map 1483 * the first parameter being an object, it instead is the map
1549get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1493get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1550{ 1494{
1551 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1552 { 1496 {
1553 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
1554 retval->distance = 100000; 1498 retval->distance = 100000;
1555 retval->distance_x = 32767; 1499 retval->distance_x = 32767;
1556 retval->distance_y = 32767; 1500 retval->distance_y = 32767;
1557 retval->direction = 0; 1501 retval->direction = 0;
1558 retval->part = 0; 1502 retval->part = 0;
1559 } 1503 }
1560 else 1504 else
1561 { 1505 {
1562 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1563 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1564 1508
1565 retval->part = NULL; 1509 retval->part = 0;
1566 retval->distance = idistance (retval->distance_x, retval->distance_y); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1567 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1568 } 1512 }
1569} 1513}
1570 1514
1571/* Returns true of op1 and op2 are effectively on the same map 1515/* Returns true of op1 and op2 are effectively on the same map
1572 * (as related to map tiling). Note that this looks for a path from 1516 * (as related to map tiling). Note that this looks for a path from
1582 int dx, dy; 1526 int dx, dy;
1583 1527
1584 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1585} 1529}
1586 1530
1531//-GPL
1532
1587object * 1533object *
1588maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1589{ 1535{
1590 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1591} 1537}
1602 if (default_region) 1548 if (default_region)
1603 return default_region; 1549 return default_region;
1604 1550
1605 return ::region::default_region (); 1551 return ::region::default_region ();
1606} 1552}
1553
1554//+GPL
1607 1555
1608/* picks a random object from a style map. 1556/* picks a random object from a style map.
1609 */ 1557 */
1610object * 1558object *
1611maptile::pick_random_object (rand_gen &gen) const 1559maptile::pick_random_object (rand_gen &gen) const
1618 */ 1566 */
1619 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1620 { 1568 {
1621 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1622 1570
1623 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1624 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1625 return pick->head_ (); 1573 return pick;
1626 } 1574 }
1627 1575
1628 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1629 return archetype::find ("bug"); 1577 return archetype::find (shstr_bug);
1630} 1578}
1579
1580//-GPL
1631 1581
1632void 1582void
1633maptile::play_sound (faceidx sound, int x, int y) const 1583maptile::play_sound (faceidx sound, int x, int y) const
1634{ 1584{
1635 if (!sound) 1585 if (!sound)
1636 return; 1586 return;
1637 1587
1588 for_all_players_on_map (pl, this)
1589 if (client *ns = pl->ns)
1590 {
1591 int dx = x - pl->ob->x;
1592 int dy = y - pl->ob->y;
1593
1594 int distance = idistance (dx, dy);
1595
1596 if (distance <= MAX_SOUND_DISTANCE)
1597 ns->play_sound (sound, dx, dy);
1598 }
1599}
1600
1601void
1602maptile::say_msg (const char *msg, int x, int y) const
1603{
1638 for_all_players (pl) 1604 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns) 1605 if (client *ns = pl->ns)
1641 { 1606 {
1642 int dx = x - pl->ob->x; 1607 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y; 1608 int dy = y - pl->ob->y;
1644 1609
1645 int distance = idistance (dx, dy); 1610 int distance = idistance (dx, dy);
1646 1611
1647 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1649 } 1614 }
1650} 1615}
1651 1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618
1619static void
1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621{
1622 // clip to map to the left
1623 if (x0 < 0)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627
1628 if (x1 < 0) // entirely to the left
1629 return;
1630
1631 x0 = 0;
1632 }
1633
1634 // clip to map to the right
1635 if (x1 > m->width)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639
1640 if (x0 > m->width) // entirely to the right
1641 return;
1642
1643 x1 = m->width;
1644 }
1645
1646 // clip to map above
1647 if (y0 < 0)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651
1652 if (y1 < 0) // entirely above
1653 return;
1654
1655 y0 = 0;
1656 }
1657
1658 // clip to map below
1659 if (y1 > m->height)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663
1664 if (y0 > m->height) // entirely below
1665 return;
1666
1667 y1 = m->height;
1668 }
1669
1670 // if we get here, the rect is within the current map
1671 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672
1673 r->m = m;
1674 r->x0 = x0;
1675 r->y0 = y0;
1676 r->x1 = x1;
1677 r->y1 = y1;
1678 r->dx = dx;
1679 r->dy = dy;
1680}
1681
1682maprect *
1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684{
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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