ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.158 by root, Tue Feb 17 03:53:31 2009 UTC vs.
Revision 1.203 by root, Sat Apr 23 04:56:46 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
29 31
30sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
31 33
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
70 * by the caller. 72 * by the caller.
71 */ 73 */
72int 74int
73blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 76{
75 object *tmp;
76 int mflags, blocked;
77
78 /* 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
79 * have already checked this. 78 * have already checked this.
80 */ 79 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 81 {
83 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");
84 return 1; 83 return 1;
85 } 84 }
86 85
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 87
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
93 90
94 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 93 * things we need to do for players.
97 */ 94 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
99 return 0; 96 return 0;
100 97
101 /* 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
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
117 */ 114 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
119 { 116 {
120 117 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 118 {
124 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
126 * pass through this space. 121 return 1;
127 */ 122 else
128 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
129 { 126 {
130 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))
131 return 1; 131 return 1;
132 else 132 }
133 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;
134 } 142 }
135 else 143 else
136 { 144 return 1; // unconditional block
137 /* In this case, the player must not have the object - 145
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 146 } else {
147 { 147 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 149 // blocks anything
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 150
157 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR 152 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
162 return 1; 154 return 1;
163 } 155 }
164
165 } 156 }
157
166 return 0; 158 return 0;
167} 159}
168 160
169/* 161/*
170 * 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
171 * 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,
172 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
173 * 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
174 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
175 * 167 *
222 } 214 }
223 215
224 return 0; 216 return 0;
225} 217}
226 218
227/* When the map is loaded, load_object does not actually insert objects 219//-GPL
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233void
234fix_container (object *container)
235{
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252}
253 220
254void 221void
255maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
256{ 223{
257 if (!spaces) 224 if (!spaces)
272 239
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
276} 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
277 259
278/* 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
279 * 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
280 * 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
281 * they are saved). 263 * they are saved).
309 op = op->above; 291 op = op->above;
310 } 292 }
311 } 293 }
312} 294}
313 295
296//-GPL
297
314/* 298/*
315 * 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
316 * file pointer. 300 * file pointer.
317 */ 301 */
318bool 302bool
327 case KW_arch: 311 case KW_arch:
328 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
329 { 313 {
330 // TODO: why? 314 // TODO: why?
331 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
332 op->update_weight (); 318 op->update_weight ();
319 }
333 320
334 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))
335 { 322 {
336 // we insert manually because 323 // we insert manually because
337 // a) its way faster 324 // a) its way faster
437 return false; 424 return false;
438 425
439 return freezer.save (path); 426 return freezer.save (path);
440} 427}
441 428
442maptile::maptile () 429void
430maptile::init ()
443{ 431{
444 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
445 433
446 /* The maps used to pick up default x and y values from the 434 /* The maps used to pick up default x and y values from the
447 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
448 */ 436 */
449 width = 16; 437 width = 16;
450 height = 16; 438 height = 16;
451 timeout = 300; 439 timeout = 300;
452 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
453 max_volume = 2000000; // 2m³ 441 max_volume = 2000000; // 2m³
454}
455
456maptile::maptile (int w, int h)
457{
458 in_memory = MAP_SWAPPED;
459
460 width = w;
461 height = h;
462 reset_timeout = 0; 442 reset_timeout = 0;
463 timeout = 300;
464 enter_x = 0; 443 enter_x = 0;
465 enter_y = 0; 444 enter_y = 0;
445}
446
447maptile::maptile ()
448{
449 init ();
450}
451
452maptile::maptile (int w, int h)
453{
454 init ();
455
456 width = w;
457 height = h;
466 458
467 alloc (); 459 alloc ();
468} 460}
469 461
470/* 462/*
478 if (spaces) 470 if (spaces)
479 return; 471 return;
480 472
481 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
482} 474}
475
476//+GPL
483 477
484/* Takes a string from a map definition and outputs a pointer to the array of shopitems 478/* Takes a string from a map definition and outputs a pointer to the array of shopitems
485 * corresponding to that string. Memory is allocated for this, it must be freed 479 * corresponding to that string. Memory is allocated for this, it must be freed
486 * at a later date. 480 * at a later date.
487 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
564 return items; 558 return items;
565} 559}
566 560
567/* opposite of parse string, this puts the string that was originally fed in to 561/* opposite of parse string, this puts the string that was originally fed in to
568 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
569static void 563static const char *
570print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
571{ 565{
572 int i; 566 static dynbuf_text buf; buf.clear ();
573 char tmp[MAX_BUF]; 567 bool first = true;
574 568
575 strcpy (output_string, "");
576 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
578 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
579 { 577 {
580 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
581 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
582 else 580 else
583 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
584 } 582 }
585 else 583 else
586 { 584 {
587 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
588 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
589 else 587 else
590 sprintf (tmp, "*"); 588 buf.printf ("*");
591 } 589 }
592
593 strcat (output_string, tmp);
594 } 590 }
591
592 return buf;
595} 593}
594
595//-GPL
596 596
597/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
614 { 614 {
615 case KW_msg: 615 case KW_msg:
616 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
617 break; 617 break;
618 618
619 case KW_lore: // CF+ extension 619 case KW_lore: // deliantra extension
620 thawer.get_ml (KW_endlore, maplore); 620 thawer.get_ml (KW_endlore, maplore);
621 break; 621 break;
622 622
623 case KW_maplore: 623 case KW_maplore:
624 thawer.get_ml (KW_endmaplore, maplore); 624 thawer.get_ml (KW_endmaplore, maplore);
641 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 646
653 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 650 case KW_no_drop: thawer.get (no_drop); break;
657 651
658 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660 654
661 // old names new names 655 // old names new names
662 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 656 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
671 665
672 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
673 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
674 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
675 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670 case KW_tile_path_5: thawer.get (tile_path [4]); break;
671 case KW_tile_path_6: thawer.get (tile_path [5]); break;
676 672
677 case KW_ERROR: 673 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value); 674 set_key_text (thawer.kw_str, thawer.value);
679 break; 675 break;
680 676
681 case KW_end: 677 case KW_end:
682 thawer.next (); 678 thawer.next ();
683 return true; 679 return true;
684 680
685 default: 681 default:
686 if (!thawer.parse_error ("map", 0)) 682 if (!thawer.parse_error ("map"))
687 return false; 683 return false;
688 break; 684 break;
689 } 685 }
690 686
691 thawer.next (); 687 thawer.next ();
692 } 688 }
693 689
694 abort (); 690 abort ();
695} 691}
692
693//+GPL
696 694
697/****************************************************************************** 695/******************************************************************************
698 * This is the start of unique map handling code 696 * This is the start of unique map handling code
699 *****************************************************************************/ 697 *****************************************************************************/
700 698
707 int unique = 0; 705 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 706 for (object *op = spaces [i].bot; op; )
709 { 707 {
710 object *above = op->above; 708 object *above = op->above;
711 709
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 710 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 711 unique = 1;
714 712
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 713 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 714 op->destroy ();
717 715
718 op = above; 716 op = above;
719 } 717 }
720 } 718 }
721} 719}
722 720
721//-GPL
722
723bool 723bool
724maptile::_save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
725{ 725{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 728
729 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, CS(map));
730 730
731 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
735 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop); 737 MAP_OUT (no_drop);
738 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
739
740 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
741 740
742 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
743 {
744 char shop[MAX_BUF];
745 print_shop_string (this, shop);
746 MAP_OUT2 (shopitems, shop);
747 }
748
749 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
753 MAP_OUT (darkness); 746
754 MAP_OUT (width); 747 MAP_OUT (width);
755 MAP_OUT (height); 748 MAP_OUT (height);
756 MAP_OUT (enter_x); 749 MAP_OUT (enter_x);
757 MAP_OUT (enter_y); 750 MAP_OUT (enter_y);
758 751 MAP_OUT (darkness);
759 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
760 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
761
762 MAP_OUT (outdoor); 752 MAP_OUT (outdoor);
763 MAP_OUT (temp); 753
764 MAP_OUT (pressure); 754 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 MAP_OUT (humid); 755 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766 MAP_OUT (windspeed);
767 MAP_OUT (winddir);
768 MAP_OUT (sky);
769 756
770 MAP_OUT (per_player); 757 MAP_OUT (per_player);
771 MAP_OUT (per_party); 758 MAP_OUT (per_party);
772 759
773 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
774 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
775 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
776 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
765 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
777 766
778 freezer.put (this); 767 freezer.put (this);
779 freezer.put (KW_end); 768 freezer.put (KW(end));
780 769
781 return true; 770 return true;
782} 771}
783 772
784bool 773bool
789 if (!_save_header (freezer)) 778 if (!_save_header (freezer))
790 return false; 779 return false;
791 780
792 return freezer.save (path); 781 return freezer.save (path);
793} 782}
783
784//+GPL
794 785
795/* 786/*
796 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
797 */ 788 */
798void 789void
836 msg = 0; 827 msg = 0;
837 maplore = 0; 828 maplore = 0;
838 shoprace = 0; 829 shoprace = 0;
839 delete [] shopitems, shopitems = 0; 830 delete [] shopitems, shopitems = 0;
840 831
841 for (int i = 0; i < 4; i++) 832 for (int i = 0; i < TILE_NUM; i++)
842 tile_path [i] = 0; 833 tile_path [i] = 0;
843} 834}
844 835
845maptile::~maptile () 836maptile::~maptile ()
846{ 837{
867 858
868 clear (); 859 clear ();
869} 860}
870 861
871/* decay and destroy perishable items in a map */ 862/* decay and destroy perishable items in a map */
863// TODO: should be done regularly, not on map load?
872void 864void
873maptile::do_decay_objects () 865maptile::do_decay_objects ()
874{ 866{
875 if (!spaces) 867 if (!spaces)
876 return; 868 return;
878 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above) 871 for (object *above, *op = ms->bot; op; op = above)
880 { 872 {
881 above = op->above; 873 above = op->above;
882 874
875 // do not decay anything above unique floor tiles (yet :)
876 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
877 break;
878
883 bool destroy = 0; 879 bool destroy = 0;
884 880
885 // do not decay anything above unique floor tiles (yet :) 881 if (op->flag [FLAG_IS_FLOOR]
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 882 || op->flag [FLAG_OBJ_ORIGINAL]
887 break; 883 || op->flag [FLAG_UNIQUE]
888 884 || op->flag [FLAG_OVERLAY_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 885 || op->flag [FLAG_UNPAID]
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ()) 886 || op->is_alive ())
895 ; // do not decay 887 ; // do not decay
896 else if (op->is_weapon ()) 888 else if (op->is_weapon ())
897 { 889 {
898 op->stats.dam--; 890 op->stats.dam--;
923 || mat & M_LIQUID 915 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1) 916 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1) 917 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 918 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 919 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32)) 920 //|| (mat & M_ICE && temp > 32)
921 )
929 destroy = 1; 922 destroy = 1;
930 } 923 }
931 924
932 /* adjust overall chance below */ 925 /* adjust overall chance below */
933 if (destroy && rndm (0, 1)) 926 if (destroy && rndm (0, 1))
953 sint64 total_exp = 0; 946 sint64 total_exp = 0;
954 947
955 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 948 for (mapspace *ms = spaces + size (); ms-- > spaces; )
956 for (object *op = ms->bot; op; op = op->above) 949 for (object *op = ms->bot; op; op = op->above)
957 { 950 {
958 if (QUERY_FLAG (op, FLAG_MONSTER)) 951 if (op->flag [FLAG_MONSTER])
959 { 952 {
960 total_exp += op->stats.exp; 953 total_exp += op->stats.exp;
961 monster_cnt++; 954 monster_cnt++;
962 } 955 }
963 956
964 if (QUERY_FLAG (op, FLAG_GENERATOR)) 957 if (op->flag [FLAG_GENERATOR])
965 { 958 {
966 total_exp += op->stats.exp; 959 total_exp += op->stats.exp;
967 960
968 if (archetype *at = op->other_arch) 961 if (archetype *at = op->other_arch)
969 { 962 {
1024 */ 1017 */
1025void 1018void
1026mapspace::update_ () 1019mapspace::update_ ()
1027{ 1020{
1028 object *last = 0; 1021 object *last = 0;
1029 uint8 flags = P_UPTODATE, anywhere = 0; 1022 uint8 flags = P_UPTODATE;
1030 sint8 light = 0; 1023 sint8 light = 0;
1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1024 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1025 uint64_t volume = 0;
1026 uint32_t items = 0;
1027 object *anywhere = 0;
1028 uint8_t middle_visibility = 0;
1032 1029
1033 //object *middle = 0; 1030 //object *middle = 0;
1034 //object *top = 0; 1031 //object *top = 0;
1035 //object *floor = 0; 1032 //object *floor = 0;
1036 // this seems to generate better code than using locals, above 1033 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0; 1034 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0; 1035 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0; 1036 object *&floor = faces_obj[2] = 0;
1037
1038 object::flags_t allflags; // all flags of all objects or'ed together
1040 1039
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1040 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 { 1041 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1042 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius; 1043 light += tmp->glow_radius;
1049 * 3 times each time the player moves, because many of the 1048 * 3 times each time the player moves, because many of the
1050 * functions the move_player calls eventualy call this. 1049 * functions the move_player calls eventualy call this.
1051 * 1050 *
1052 * Always put the player down for drawing. 1051 * Always put the player down for drawing.
1053 */ 1052 */
1054 if (!tmp->invisible) 1053 if (expect_true (!tmp->invisible))
1055 { 1054 {
1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1055 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1057 top = tmp; 1056 top = tmp;
1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1057 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1059 { 1058 {
1060 /* If we got a floor, that means middle and top were below it, 1059 /* If we got a floor, that means middle and top were below it,
1061 * so should not be visible, so we clear them. 1060 * so should not be visible, so we clear them.
1062 */ 1061 */
1063 middle = 0; 1062 middle = 0;
1064 top = 0; 1063 top = 0;
1065 floor = tmp; 1064 floor = tmp;
1065 volume = 0;
1066 items = 0;
1066 } 1067 }
1067 /* Flag anywhere have high priority */ 1068 else
1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069 { 1069 {
1070 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1071 {
1072 ++items;
1073 volume += tmp->volume ();
1074 }
1075
1076 /* Flag anywhere have high priority */
1077 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1078 anywhere = tmp;
1079
1080 /* Find the highest visible face around. If equal
1081 * visibilities, we still want the one nearer to the
1082 * top
1083 */
1084 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1085 {
1086 middle_visibility = ::faces [tmp->face].visibility;
1070 middle = tmp; 1087 middle = tmp;
1071 anywhere = 1; 1088 }
1072 } 1089 }
1073
1074 /* Find the highest visible face around. If equal
1075 * visibilities, we still want the one nearer to the
1076 * top
1077 */
1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1079 middle = tmp;
1080 }
1081
1082 if (tmp == tmp->above)
1083 {
1084 LOG (llevError, "Error in structure of map\n");
1085 exit (-1);
1086 } 1090 }
1087 1091
1088 move_slow |= tmp->move_slow; 1092 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block; 1093 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on; 1094 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off; 1095 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow; 1096 move_allow |= tmp->move_allow;
1093 1097
1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1098 allflags |= tmp->flag;
1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1099
1096 if (tmp->type == PLAYER) flags |= P_PLAYER; 1100 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1101 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1100 } 1102 }
1103
1104 // FLAG_SEE_ANYWHERE takes precedence
1105 if (anywhere)
1106 middle = anywhere;
1107
1108 // ORing all flags together and checking them here is much faster
1109 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1110 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1111 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1112 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101 1113
1102 this->light = min (light, MAX_LIGHT_RADIUS); 1114 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags; 1115 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow; 1116 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on; 1117 this->move_on = move_on;
1106 this->move_off = move_off; 1118 this->move_off = move_off;
1107 this->move_slow = move_slow; 1119 this->move_slow = move_slow;
1120 this->volume_ = (volume + 1023) / 1024;
1121 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1108 1122
1109 /* At this point, we have a floor face (if there is a floor), 1123 /* At this point, we have a floor face (if there is a floor),
1110 * and the floor is set - we are not going to touch it at 1124 * and the floor is set - we are not going to touch it at
1111 * this point. 1125 * this point.
1112 * middle contains the highest visibility face. 1126 * middle contains the highest visibility face.
1130 */ 1144 */
1131 1145
1132 for (object *tmp = last; tmp; tmp = tmp->below) 1146 for (object *tmp = last; tmp; tmp = tmp->below)
1133 { 1147 {
1134 /* Once we get to a floor, stop, since we already have a floor object */ 1148 /* Once we get to a floor, stop, since we already have a floor object */
1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 if (tmp->flag [FLAG_IS_FLOOR])
1136 break; 1150 break;
1137 1151
1138 /* If two top faces are already set, quit processing */ 1152 /* If two top faces are already set, quit processing */
1139 if (top && middle) 1153 if (top && middle)
1140 break; 1154 break;
1178 faces_obj [1] = middle; 1192 faces_obj [1] = middle;
1179 faces_obj [2] = floor; 1193 faces_obj [2] = floor;
1180#endif 1194#endif
1181} 1195}
1182 1196
1183uint64
1184mapspace::volume () const
1185{
1186 uint64 vol = 0;
1187
1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1190
1191 return vol;
1192}
1193
1194maptile * 1197maptile *
1195maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1196{ 1199{
1197 if (tile_path[dir]) 1200 if (tile_path[dir])
1198 { 1201 {
1202 // map is there and we don't need to load it OR it's loaded => return what we have
1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1203 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1200 return tile_map[dir]; 1204 return tile_map[dir];
1201 1205
1206 // well, try to locate it then, if possible - maybe it's there already
1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1207 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203 return tile_map[dir]; 1208 return tile_map[dir];
1204 } 1209 }
1205 1210
1206 return 0; 1211 return 0;
1318/** 1323/**
1319 * Return whether map2 is adjacent to map1. If so, store the distance from 1324 * Return whether map2 is adjacent to map1. If so, store the distance from
1320 * map1 to map2 in dx/dy. 1325 * map1 to map2 in dx/dy.
1321 */ 1326 */
1322int 1327int
1323adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1328adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1324{ 1329{
1325 if (!map1 || !map2) 1330 if (!map1 || !map2)
1326 return 0; 1331 return 0;
1327 1332
1328 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1333 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1330 if (map1 == map2) 1335 if (map1 == map2)
1331 { 1336 {
1332 *dx = 0; 1337 *dx = 0;
1333 *dy = 0; 1338 *dy = 0;
1334 } 1339 }
1335 else if (map1->tile_map[0] == map2) 1340 else if (map1->tile_available (TILE_NORTH, false) == map2)
1336 { /* up */ 1341 {
1337 *dx = 0; 1342 *dx = 0;
1338 *dy = -map2->height; 1343 *dy = -map2->height;
1339 } 1344 }
1340 else if (map1->tile_map[1] == map2) 1345 else if (map1->tile_available (TILE_EAST , false) == map2)
1341 { /* right */ 1346 {
1342 *dx = map1->width; 1347 *dx = map1->width;
1343 *dy = 0; 1348 *dy = 0;
1344 } 1349 }
1345 else if (map1->tile_map[2] == map2) 1350 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1346 { /* down */ 1351 {
1347 *dx = 0; 1352 *dx = 0;
1348 *dy = map1->height; 1353 *dy = map1->height;
1349 } 1354 }
1350 else if (map1->tile_map[3] == map2) 1355 else if (map1->tile_available (TILE_WEST , false) == map2)
1351 { /* left */ 1356 {
1352 *dx = -map2->width; 1357 *dx = -map2->width;
1353 *dy = 0; 1358 *dy = 0;
1354 } 1359 }
1355 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1360 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1356 { /* up right */ 1361 { /* up right */
1357 *dx = map1->tile_map[0]->width; 1362 *dx = +map1->tile_map[TILE_NORTH]->width;
1358 *dy = -map1->tile_map[0]->height; 1363 *dy = -map1->tile_map[TILE_NORTH]->height;
1359 } 1364 }
1360 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1365 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1361 { /* up left */ 1366 { /* up left */
1362 *dx = -map2->width; 1367 *dx = -map2->width;
1363 *dy = -map1->tile_map[0]->height; 1368 *dy = -map1->tile_map[TILE_NORTH]->height;
1364 } 1369 }
1365 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1370 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1366 { /* right up */ 1371 { /* right up */
1367 *dx = map1->width; 1372 *dx = +map1->width;
1368 *dy = -map2->height; 1373 *dy = -map2->height;
1369 } 1374 }
1370 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1375 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1371 { /* right down */ 1376 { /* right down */
1372 *dx = map1->width; 1377 *dx = +map1->width;
1373 *dy = map1->tile_map[1]->height; 1378 *dy = +map1->tile_map[TILE_EAST]->height;
1374 } 1379 }
1375 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1380 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1376 { /* down right */ 1381 { /* down right */
1377 *dx = map1->tile_map[2]->width; 1382 *dx = +map1->tile_map[TILE_SOUTH]->width;
1378 *dy = map1->height; 1383 *dy = +map1->height;
1379 } 1384 }
1380 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1385 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1381 { /* down left */ 1386 { /* down left */
1382 *dx = -map2->width; 1387 *dx = -map2->width;
1383 *dy = map1->height; 1388 *dy = +map1->height;
1384 } 1389 }
1385 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1390 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1386 { /* left up */ 1391 { /* left up */
1387 *dx = -map1->tile_map[3]->width; 1392 *dx = -map1->tile_map[TILE_WEST]->width;
1388 *dy = -map2->height; 1393 *dy = -map2->height;
1389 } 1394 }
1390 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1395 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1391 { /* left down */ 1396 { /* left down */
1392 *dx = -map1->tile_map[3]->width; 1397 *dx = -map1->tile_map[TILE_WEST]->width;
1393 *dy = map1->tile_map[3]->height; 1398 *dy = +map1->tile_map[TILE_WEST]->height;
1394 } 1399 }
1395 else 1400 else
1396 return 0; 1401 return 0;
1397 1402
1398 return 1; 1403 return 1;
1434 * 1439 *
1435 * currently, the only flag supported (0x1) is don't translate for 1440 * currently, the only flag supported (0x1) is don't translate for
1436 * closest body part of 'op1' 1441 * closest body part of 'op1'
1437 */ 1442 */
1438void 1443void
1439get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1444get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1440{ 1445{
1441 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1446 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1442 { 1447 {
1443 /* be conservative and fill in _some_ data */ 1448 /* be conservative and fill in _some_ data */
1444 retval->distance = 10000; 1449 retval->distance = 10000;
1445 retval->distance_x = 10000; 1450 retval->distance_x = 10000;
1446 retval->distance_y = 10000; 1451 retval->distance_y = 10000;
1447 retval->direction = 0; 1452 retval->direction = 0;
1448 retval->part = 0; 1453 retval->part = 0;
1449 } 1454 }
1450 else 1455 else
1451 { 1456 {
1452 object *best;
1453
1454 retval->distance_x += op2->x - op1->x; 1457 retval->distance_x += op2->x - op1->x;
1455 retval->distance_y += op2->y - op1->y; 1458 retval->distance_y += op2->y - op1->y;
1456 1459
1457 best = op1; 1460 object *best = op1;
1461
1458 /* If this is multipart, find the closest part now */ 1462 /* If this is multipart, find the closest part now */
1459 if (!(flags & 0x1) && op1->more) 1463 if (!(flags & 1) && op1->more)
1460 { 1464 {
1461 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1465 int best_distance = idistance (retval->distance_x, retval->distance_y);
1462 1466
1463 /* we just take the offset of the piece to head to figure 1467 /* we just take the offset of the piece to head to figure
1464 * distance instead of doing all that work above again 1468 * distance instead of doing all that work above again
1465 * since the distance fields we set above are positive in the 1469 * since the distance fields we set above are positive in the
1466 * same axis as is used for multipart objects, the simply arithmetic 1470 * same axis as is used for multipart objects, the simply arithmetic
1467 * below works. 1471 * below works.
1468 */ 1472 */
1469 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1473 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1470 { 1474 {
1471 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1475 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1472 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1476
1473 if (tmpi < best_distance) 1477 if (tmpi < best_distance)
1474 { 1478 {
1475 best_distance = tmpi; 1479 best_distance = tmpi;
1476 best = tmp; 1480 best = tmp;
1477 } 1481 }
1478 } 1482 }
1479 1483
1480 if (best != op1) 1484 if (best != op1)
1481 { 1485 {
1482 retval->distance_x += op1->x - best->x; 1486 retval->distance_x += op1->x - best->x;
1483 retval->distance_y += op1->y - best->y; 1487 retval->distance_y += op1->y - best->y;
1484 } 1488 }
1485 } 1489 }
1486 1490
1487 retval->part = best; 1491 retval->part = best;
1488 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1492 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1489 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1493 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1490 } 1494 }
1491} 1495}
1492 1496
1493/* this is basically the same as get_rangevector above, but instead of 1497/* this is basically the same as get_rangevector above, but instead of
1494 * the first parameter being an object, it instead is the map 1498 * the first parameter being an object, it instead is the map
1499 * be more consistant with the above function and also in case they are needed 1503 * be more consistant with the above function and also in case they are needed
1500 * for something in the future. Also, since no object is pasted, the best 1504 * for something in the future. Also, since no object is pasted, the best
1501 * field of the rv_vector is set to NULL. 1505 * field of the rv_vector is set to NULL.
1502 */ 1506 */
1503void 1507void
1504get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1508get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1505{ 1509{
1506 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1510 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1507 { 1511 {
1508 /* be conservative and fill in _some_ data */ 1512 /* be conservative and fill in _some_ data */
1509 retval->distance = 100000; 1513 retval->distance = 100000;
1510 retval->distance_x = 32767; 1514 retval->distance_x = 32767;
1511 retval->distance_y = 32767; 1515 retval->distance_y = 32767;
1512 retval->direction = 0; 1516 retval->direction = 0;
1513 retval->part = 0; 1517 retval->part = 0;
1514 } 1518 }
1515 else 1519 else
1516 { 1520 {
1517 retval->distance_x += op2->x - x; 1521 retval->distance_x += op2->x - x;
1518 retval->distance_y += op2->y - y; 1522 retval->distance_y += op2->y - y;
1519 1523
1520 retval->part = NULL; 1524 retval->part = 0;
1521 retval->distance = idistance (retval->distance_x, retval->distance_y); 1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1526 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1523 } 1527 }
1524} 1528}
1525 1529
1526/* Returns true of op1 and op2 are effectively on the same map 1530/* Returns true of op1 and op2 are effectively on the same map
1527 * (as related to map tiling). Note that this looks for a path from 1531 * (as related to map tiling). Note that this looks for a path from
1537 int dx, dy; 1541 int dx, dy;
1538 1542
1539 return adjacent_map (op1->map, op2->map, &dx, &dy); 1543 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540} 1544}
1541 1545
1546//-GPL
1547
1542object * 1548object *
1543maptile::insert (object *op, int x, int y, object *originator, int flags) 1549maptile::insert (object *op, int x, int y, object *originator, int flags)
1544{ 1550{
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1551 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546} 1552}
1557 if (default_region) 1563 if (default_region)
1558 return default_region; 1564 return default_region;
1559 1565
1560 return ::region::default_region (); 1566 return ::region::default_region ();
1561} 1567}
1568
1569//+GPL
1562 1570
1563/* picks a random object from a style map. 1571/* picks a random object from a style map.
1564 */ 1572 */
1565object * 1573object *
1566maptile::pick_random_object (rand_gen &gen) const 1574maptile::pick_random_object (rand_gen &gen) const
1573 */ 1581 */
1574 for (int i = 1000; --i;) 1582 for (int i = 1000; --i;)
1575 { 1583 {
1576 object *pick = at (gen (width), gen (height)).bot; 1584 object *pick = at (gen (width), gen (height)).bot;
1577 1585
1578 // do not prefer big monsters just because they are big. 1586 // must be head: do not prefer big monsters just because they are big.
1579 if (pick && pick->is_head ()) 1587 if (pick && pick->is_head ())
1580 return pick->head_ (); 1588 return pick;
1581 } 1589 }
1582 1590
1583 // instead of crashing in the unlikely(?) case, try to return *something* 1591 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug"); 1592 return archetype::find (shstr_bug);
1585} 1593}
1594
1595//-GPL
1586 1596
1587void 1597void
1588maptile::play_sound (faceidx sound, int x, int y) const 1598maptile::play_sound (faceidx sound, int x, int y) const
1589{ 1599{
1590 if (!sound) 1600 if (!sound)
1617 if (distance <= MAX_SOUND_DISTANCE) 1627 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1628 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 } 1629 }
1620} 1630}
1621 1631
1632dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1633
1622static void 1634static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1635split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{ 1636{
1625 // clip to map to the left 1637 // clip to map to the left
1626 if (x0 < 0) 1638 if (x0 < 0)
1627 { 1639 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1640 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1641 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630 1642
1631 if (x1 < 0) // entirely to the left 1643 if (x1 < 0) // entirely to the left
1632 return; 1644 return;
1633 1645
1635 } 1647 }
1636 1648
1637 // clip to map to the right 1649 // clip to map to the right
1638 if (x1 > m->width) 1650 if (x1 > m->width)
1639 { 1651 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1652 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1653 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642 1654
1643 if (x0 > m->width) // entirely to the right 1655 if (x0 > m->width) // entirely to the right
1644 return; 1656 return;
1645 1657
1647 } 1659 }
1648 1660
1649 // clip to map above 1661 // clip to map above
1650 if (y0 < 0) 1662 if (y0 < 0)
1651 { 1663 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1664 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1665 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654 1666
1655 if (y1 < 0) // entirely above 1667 if (y1 < 0) // entirely above
1656 return; 1668 return;
1657 1669
1659 } 1671 }
1660 1672
1661 // clip to map below 1673 // clip to map below
1662 if (y1 > m->height) 1674 if (y1 > m->height)
1663 { 1675 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1676 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1677 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666 1678
1667 if (y0 > m->height) // entirely below 1679 if (y0 > m->height) // entirely below
1668 return; 1680 return;
1669 1681
1681 r->dx = dx; 1693 r->dx = dx;
1682 r->dy = dy; 1694 r->dy = dy;
1683} 1695}
1684 1696
1685maprect * 1697maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1698maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1687{ 1699{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear (); 1700 buf.clear ();
1690 1701
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692 1703
1693 // add end marker 1704 // add end marker

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines