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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.205 by root, Wed May 4 07:41:13 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 96 return 0;
101 97
102 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
132 return 1; 131 return 1;
133 else 132 }
134 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
172 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
175 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
223 } 214 }
224 215
225 return 0; 216 return 0;
226} 217}
227 218
228/* When the map is loaded, load_object does not actually insert objects 219//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253}
254 220
255void 221void
256maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
257{ 223{
258 if (!spaces) 224 if (!spaces)
273 239
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
277} 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
278 259
279/* 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
280 * 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
281 * 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
282 * they are saved). 263 * they are saved).
310 op = op->above; 291 op = op->above;
311 } 292 }
312 } 293 }
313} 294}
314 295
296//-GPL
297
315/* 298/*
316 * 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
317 * file pointer. 300 * file pointer.
318 */ 301 */
319bool 302bool
328 case KW_arch: 311 case KW_arch:
329 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
330 { 313 {
331 // TODO: why? 314 // TODO: why?
332 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
333 op->update_weight (); 318 op->update_weight ();
319 }
334 320
335 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))
336 { 322 {
337 // we insert manually because 323 // we insert manually because
338 // a) its way faster 324 // a) its way faster
375} 361}
376 362
377void 363void
378maptile::activate () 364maptile::activate ()
379{ 365{
380 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
381 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
384} 374}
385 375
386void 376void
387maptile::deactivate () 377maptile::deactivate ()
388{ 378{
389 if (spaces) 379 if (state != MAP_ACTIVE)
380 return;
381
390 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive (); 384 op->deactivate_recursive ();
385
386 state = MAP_INACTIVE;
393} 387}
394 388
395bool 389bool
396maptile::_save_objects (object_freezer &f, int flags) 390maptile::_save_objects (object_freezer &f, int flags)
397{ 391{
438 return false; 432 return false;
439 433
440 return freezer.save (path); 434 return freezer.save (path);
441} 435}
442 436
443maptile::maptile () 437void
438maptile::init ()
444{ 439{
445 in_memory = MAP_SWAPPED; 440 state = MAP_SWAPPED;
446 441
447 /* The maps used to pick up default x and y values from the 442 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
449 */ 444 */
450 width = 16; 445 width = 16;
451 height = 16; 446 height = 16;
452 timeout = 300; 447 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 448 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 449 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; 450 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 451 enter_x = 0;
466 enter_y = 0; 452 enter_y = 0;
453}
454
455maptile::maptile ()
456{
457 init ();
458}
459
460maptile::maptile (int w, int h)
461{
462 init ();
463
464 width = w;
465 height = h;
467 466
468 alloc (); 467 alloc ();
469} 468}
470 469
471/* 470/*
479 if (spaces) 478 if (spaces)
480 return; 479 return;
481 480
482 spaces = salloc0<mapspace> (size ()); 481 spaces = salloc0<mapspace> (size ());
483} 482}
483
484//+GPL
484 485
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 486/* 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 487 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 488 * at a later date.
488 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
565 return items; 566 return items;
566} 567}
567 568
568/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
570static void 571static const char *
571print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
572{ 573{
573 int i; 574 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF]; 575 bool first = true;
575 576
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
579 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
580 { 585 {
581 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 587 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
583 else 588 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
585 } 590 }
586 else 591 else
587 { 592 {
588 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
590 else 595 else
591 sprintf (tmp, "*"); 596 buf.printf ("*");
592 } 597 }
593
594 strcat (output_string, tmp);
595 } 598 }
599
600 return buf;
596} 601}
602
603//-GPL
597 604
598/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 607 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
615 { 622 {
616 case KW_msg: 623 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg); 624 thawer.get_ml (KW_endmsg, msg);
618 break; 625 break;
619 626
620 case KW_lore: // CF+ extension 627 case KW_lore: // deliantra extension
621 thawer.get_ml (KW_endlore, maplore); 628 thawer.get_ml (KW_endlore, maplore);
622 break; 629 break;
623 630
624 case KW_maplore: 631 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore); 632 thawer.get_ml (KW_endmaplore, maplore);
642 case KW_shopgreed: thawer.get (shopgreed); break; 649 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 650 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 651 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 652 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 653 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;
653 654
654 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 657 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 658 case KW_no_drop: thawer.get (no_drop); break;
658 659
659 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: thawer.get (default_region); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661 662
662 // old names new names 663 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 664 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; 665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
672 673
673 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 case KW_tile_path_5: thawer.get (tile_path [4]); break;
679 case KW_tile_path_6: thawer.get (tile_path [5]); break;
677 680
678 case KW_ERROR: 681 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value); 682 set_key_text (thawer.kw_str, thawer.value);
680 break; 683 break;
681 684
682 case KW_end: 685 case KW_end:
683 thawer.next (); 686 thawer.next ();
684 return true; 687 return true;
685 688
686 default: 689 default:
687 if (!thawer.parse_error ("map", 0)) 690 if (!thawer.parse_error ("map"))
688 return false; 691 return false;
689 break; 692 break;
690 } 693 }
691 694
692 thawer.next (); 695 thawer.next ();
693 } 696 }
694 697
695 abort (); 698 abort ();
696} 699}
700
701//+GPL
697 702
698/****************************************************************************** 703/******************************************************************************
699 * This is the start of unique map handling code 704 * This is the start of unique map handling code
700 *****************************************************************************/ 705 *****************************************************************************/
701 706
708 int unique = 0; 713 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 714 for (object *op = spaces [i].bot; op; )
710 { 715 {
711 object *above = op->above; 716 object *above = op->above;
712 717
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 719 unique = 1;
715 720
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 op->destroy (); 722 op->destroy ();
718 723
719 op = above; 724 op = above;
720 } 725 }
721 } 726 }
722} 727}
723 728
729//-GPL
730
724bool 731bool
725maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
726{ 733{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 736
730 MAP_OUT2 (arch, "map"); 737 MAP_OUT2 (arch, CS(map));
731 738
732 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 745 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
742 748
743 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 754
755 MAP_OUT (width); 755 MAP_OUT (width);
756 MAP_OUT (height); 756 MAP_OUT (height);
757 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
759 759 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 760 MAP_OUT (outdoor);
764 MAP_OUT (temp); 761
765 MAP_OUT (pressure); 762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 764
771 MAP_OUT (per_player); 765 MAP_OUT (per_player);
772 MAP_OUT (per_party); 766 MAP_OUT (per_party);
773 767
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 768 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 769 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 770 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 771 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
772 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
773 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
778 774
779 freezer.put (this); 775 freezer.put (this);
780 freezer.put (KW_end); 776 freezer.put (KW(end));
781 777
782 return true; 778 return true;
783} 779}
784 780
785bool 781bool
790 if (!_save_header (freezer)) 786 if (!_save_header (freezer))
791 return false; 787 return false;
792 788
793 return freezer.save (path); 789 return freezer.save (path);
794} 790}
791
792//+GPL
795 793
796/* 794/*
797 * Remove and free all objects in the given map. 795 * Remove and free all objects in the given map.
798 */ 796 */
799void 797void
837 msg = 0; 835 msg = 0;
838 maplore = 0; 836 maplore = 0;
839 shoprace = 0; 837 shoprace = 0;
840 delete [] shopitems, shopitems = 0; 838 delete [] shopitems, shopitems = 0;
841 839
842 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < TILE_NUM; i++)
843 tile_path [i] = 0; 841 tile_path [i] = 0;
844} 842}
845 843
846maptile::~maptile () 844maptile::~maptile ()
847{ 845{
868 866
869 clear (); 867 clear ();
870} 868}
871 869
872/* decay and destroy perishable items in a map */ 870/* decay and destroy perishable items in a map */
871// TODO: should be done regularly, not on map load?
873void 872void
874maptile::do_decay_objects () 873maptile::do_decay_objects ()
875{ 874{
876 if (!spaces) 875 if (!spaces)
877 return; 876 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 879 for (object *above, *op = ms->bot; op; op = above)
881 { 880 {
882 above = op->above; 881 above = op->above;
883 882
883 // do not decay anything above unique floor tiles (yet :)
884 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
885 break;
886
884 bool destroy = 0; 887 bool destroy = 0;
885 888
886 // do not decay anything above unique floor tiles (yet :) 889 if (op->flag [FLAG_IS_FLOOR]
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 890 || op->flag [FLAG_OBJ_ORIGINAL]
888 break; 891 || op->flag [FLAG_UNIQUE]
889 892 || op->flag [FLAG_OVERLAY_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 893 || op->flag [FLAG_UNPAID]
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ()) 894 || op->is_alive ())
896 ; // do not decay 895 ; // do not decay
897 else if (op->is_weapon ()) 896 else if (op->is_weapon ())
898 { 897 {
899 op->stats.dam--; 898 op->stats.dam--;
924 || mat & M_LIQUID 923 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 924 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 925 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 928 //|| (mat & M_ICE && temp > 32)
929 )
930 destroy = 1; 930 destroy = 1;
931 } 931 }
932 932
933 /* adjust overall chance below */ 933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 934 if (destroy && rndm (0, 1))
954 sint64 total_exp = 0; 954 sint64 total_exp = 0;
955 955
956 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above) 957 for (object *op = ms->bot; op; op = op->above)
958 { 958 {
959 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
960 { 960 {
961 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
962 monster_cnt++; 962 monster_cnt++;
963 } 963 }
964 964
965 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
966 { 966 {
967 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
968 968
969 if (archetype *at = op->other_arch) 969 if (archetype *at = op->other_arch)
970 { 970 {
1025 */ 1025 */
1026void 1026void
1027mapspace::update_ () 1027mapspace::update_ ()
1028{ 1028{
1029 object *last = 0; 1029 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1031 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033 uint64_t volume = 0;
1034 uint32_t items = 0;
1035 object *anywhere = 0;
1036 uint8_t middle_visibility = 0;
1033 1037
1034 //object *middle = 0; 1038 //object *middle = 0;
1035 //object *top = 0; 1039 //object *top = 0;
1036 //object *floor = 0; 1040 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1041 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1042 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1043 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0; 1044 object *&floor = faces_obj[2] = 0;
1045
1046 object::flags_t allflags; // all flags of all objects or'ed together
1041 1047
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1049 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1051 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1052 * 1058 *
1053 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1054 */ 1060 */
1055 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1056 { 1062 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1064 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1066 {
1061 /* If we got a floor, that means middle and top were below it, 1067 /* If we got a floor, that means middle and top were below it,
1062 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1063 */ 1069 */
1064 middle = 0; 1070 middle = 0;
1065 top = 0; 1071 top = 0;
1066 floor = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1067 } 1075 }
1068 /* Flag anywhere have high priority */ 1076 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 1077 {
1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1083
1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1086 anywhere = tmp;
1087
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1093 {
1094 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp; 1095 middle = tmp;
1072 anywhere = 1; 1096 }
1073 } 1097 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1098 }
1088 1099
1089 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1094 1105
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1110 }
1111
1112 // FLAG_SEE_ANYWHERE takes precedence
1113 if (anywhere)
1114 middle = anywhere;
1115
1116 // ORing all flags together and checking them here is much faster
1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1102 1121
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1122 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1123 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1125 this->move_on = move_on;
1107 this->move_off = move_off; 1126 this->move_off = move_off;
1108 this->move_slow = move_slow; 1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1130
1110 /* At this point, we have a floor face (if there is a floor), 1131 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1132 * and the floor is set - we are not going to touch it at
1112 * this point. 1133 * this point.
1113 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1131 */ 1152 */
1132 1153
1133 for (object *tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1155 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1156 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1137 break; 1158 break;
1138 1159
1139 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1140 if (top && middle) 1161 if (top && middle)
1141 break; 1162 break;
1179 faces_obj [1] = middle; 1200 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1201 faces_obj [2] = floor;
1181#endif 1202#endif
1182} 1203}
1183 1204
1184uint64
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195maptile * 1205maptile *
1196maptile::tile_available (int dir, bool load) 1206maptile::tile_available (int dir, bool load)
1197{ 1207{
1198 if (tile_path[dir]) 1208 if (tile_path[dir])
1199 { 1209 {
1210 // map is there and we don't need to load it OR it's loaded => return what we have
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1211 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1201 return tile_map[dir]; 1212 return tile_map[dir];
1202 1213
1214 // well, try to locate it then, if possible - maybe it's there already
1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir]; 1216 return tile_map[dir];
1205 } 1217 }
1206 1218
1207 return 0; 1219 return 0;
1319/** 1331/**
1320 * Return whether map2 is adjacent to map1. If so, store the distance from 1332 * Return whether map2 is adjacent to map1. If so, store the distance from
1321 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
1322 */ 1334 */
1323int 1335int
1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1325{ 1337{
1326 if (!map1 || !map2) 1338 if (!map1 || !map2)
1327 return 0; 1339 return 0;
1328 1340
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 if (map1 == map2) 1343 if (map1 == map2)
1332 { 1344 {
1333 *dx = 0; 1345 *dx = 0;
1334 *dy = 0; 1346 *dy = 0;
1335 } 1347 }
1336 else if (map1->tile_map[0] == map2) 1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1337 { /* up */ 1349 {
1338 *dx = 0; 1350 *dx = 0;
1339 *dy = -map2->height; 1351 *dy = -map2->height;
1340 } 1352 }
1341 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1342 { /* right */ 1354 {
1343 *dx = map1->width; 1355 *dx = map1->width;
1344 *dy = 0; 1356 *dy = 0;
1345 } 1357 }
1346 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1347 { /* down */ 1359 {
1348 *dx = 0; 1360 *dx = 0;
1349 *dy = map1->height; 1361 *dy = map1->height;
1350 } 1362 }
1351 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1352 { /* left */ 1364 {
1353 *dx = -map2->width; 1365 *dx = -map2->width;
1354 *dy = 0; 1366 *dy = 0;
1355 } 1367 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1368 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1357 { /* up right */ 1369 { /* up right */
1358 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1359 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1372 }
1361 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1373 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1362 { /* up left */ 1374 { /* up left */
1363 *dx = -map2->width; 1375 *dx = -map2->width;
1364 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1365 } 1377 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1378 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1367 { /* right up */ 1379 { /* right up */
1368 *dx = map1->width; 1380 *dx = +map1->width;
1369 *dy = -map2->height; 1381 *dy = -map2->height;
1370 } 1382 }
1371 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1383 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1372 { /* right down */ 1384 { /* right down */
1373 *dx = map1->width; 1385 *dx = +map1->width;
1374 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
1375 } 1387 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1388 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1377 { /* down right */ 1389 { /* down right */
1378 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1379 *dy = map1->height; 1391 *dy = +map1->height;
1380 } 1392 }
1381 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1393 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1382 { /* down left */ 1394 { /* down left */
1383 *dx = -map2->width; 1395 *dx = -map2->width;
1384 *dy = map1->height; 1396 *dy = +map1->height;
1385 } 1397 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1398 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1387 { /* left up */ 1399 { /* left up */
1388 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = -map2->height; 1401 *dy = -map2->height;
1390 } 1402 }
1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1403 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1392 { /* left down */ 1404 { /* left down */
1393 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
1394 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
1395 } 1407 }
1396 else 1408 else
1397 return 0; 1409 return 0;
1398 1410
1399 return 1; 1411 return 1;
1435 * 1447 *
1436 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1449 * closest body part of 'op1'
1438 */ 1450 */
1439void 1451void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1453{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1454 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1455 {
1444 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1457 retval->distance = 10000;
1446 retval->distance_x = 10000; 1458 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1459 retval->distance_y = 10000;
1448 retval->direction = 0; 1460 retval->direction = 0;
1449 retval->part = 0; 1461 retval->part = 0;
1450 } 1462 }
1451 else 1463 else
1452 { 1464 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
1457 1467
1458 best = op1; 1468 object *best = op1;
1469
1459 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
1461 { 1472 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
1463 1474
1464 /* we just take the offset of the piece to head to figure 1475 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
1466 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
1467 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
1468 * below works. 1479 * below works.
1469 */ 1480 */
1470 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 { 1482 {
1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1483 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
1474 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
1475 { 1486 {
1476 best_distance = tmpi; 1487 best_distance = tmpi;
1477 best = tmp; 1488 best = tmp;
1478 } 1489 }
1479 } 1490 }
1480 1491
1481 if (best != op1) 1492 if (best != op1)
1482 { 1493 {
1483 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
1484 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
1485 } 1496 }
1486 } 1497 }
1487 1498
1488 retval->part = best; 1499 retval->part = best;
1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1491 } 1502 }
1492} 1503}
1493 1504
1494/* this is basically the same as get_rangevector above, but instead of 1505/* this is basically the same as get_rangevector above, but instead of
1495 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
1500 * be more consistant with the above function and also in case they are needed 1511 * be more consistant with the above function and also in case they are needed
1501 * for something in the future. Also, since no object is pasted, the best 1512 * for something in the future. Also, since no object is pasted, the best
1502 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
1503 */ 1514 */
1504void 1515void
1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1516get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506{ 1517{
1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508 { 1519 {
1509 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
1510 retval->distance = 100000; 1521 retval->distance = 100000;
1511 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
1512 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
1513 retval->direction = 0; 1524 retval->direction = 0;
1514 retval->part = 0; 1525 retval->part = 0;
1515 } 1526 }
1516 else 1527 else
1517 { 1528 {
1518 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1520 1531
1521 retval->part = 0; 1532 retval->part = 0;
1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1524 } 1535 }
1525} 1536}
1526 1537
1527/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
1528 * (as related to map tiling). Note that this looks for a path from 1539 * (as related to map tiling). Note that this looks for a path from
1538 int dx, dy; 1549 int dx, dy;
1539 1550
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1552}
1542 1553
1554//-GPL
1555
1543object * 1556object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1558{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1560}
1558 if (default_region) 1571 if (default_region)
1559 return default_region; 1572 return default_region;
1560 1573
1561 return ::region::default_region (); 1574 return ::region::default_region ();
1562} 1575}
1576
1577//+GPL
1563 1578
1564/* picks a random object from a style map. 1579/* picks a random object from a style map.
1565 */ 1580 */
1566object * 1581object *
1567maptile::pick_random_object (rand_gen &gen) const 1582maptile::pick_random_object (rand_gen &gen) const
1574 */ 1589 */
1575 for (int i = 1000; --i;) 1590 for (int i = 1000; --i;)
1576 { 1591 {
1577 object *pick = at (gen (width), gen (height)).bot; 1592 object *pick = at (gen (width), gen (height)).bot;
1578 1593
1579 // do not prefer big monsters just because they are big. 1594 // must be head: do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ()) 1595 if (pick && pick->is_head ())
1581 return pick->head_ (); 1596 return pick;
1582 } 1597 }
1583 1598
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1600 return archetype::find (shstr_bug);
1586} 1601}
1602
1603//-GPL
1587 1604
1588void 1605void
1589maptile::play_sound (faceidx sound, int x, int y) const 1606maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1607{
1591 if (!sound) 1608 if (!sound)
1618 if (distance <= MAX_SOUND_DISTANCE) 1635 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 } 1637 }
1621} 1638}
1622 1639
1640dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1641
1623static void 1642static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1643split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{ 1644{
1626 // clip to map to the left 1645 // clip to map to the left
1627 if (x0 < 0) 1646 if (x0 < 0)
1628 { 1647 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1648 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1649 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631 1650
1632 if (x1 < 0) // entirely to the left 1651 if (x1 < 0) // entirely to the left
1633 return; 1652 return;
1634 1653
1636 } 1655 }
1637 1656
1638 // clip to map to the right 1657 // clip to map to the right
1639 if (x1 > m->width) 1658 if (x1 > m->width)
1640 { 1659 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1660 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1661 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643 1662
1644 if (x0 > m->width) // entirely to the right 1663 if (x0 > m->width) // entirely to the right
1645 return; 1664 return;
1646 1665
1648 } 1667 }
1649 1668
1650 // clip to map above 1669 // clip to map above
1651 if (y0 < 0) 1670 if (y0 < 0)
1652 { 1671 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1672 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1673 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655 1674
1656 if (y1 < 0) // entirely above 1675 if (y1 < 0) // entirely above
1657 return; 1676 return;
1658 1677
1660 } 1679 }
1661 1680
1662 // clip to map below 1681 // clip to map below
1663 if (y1 > m->height) 1682 if (y1 > m->height)
1664 { 1683 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1684 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1685 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667 1686
1668 if (y0 > m->height) // entirely below 1687 if (y0 > m->height) // entirely below
1669 return; 1688 return;
1670 1689
1682 r->dx = dx; 1701 r->dx = dx;
1683 r->dy = dy; 1702 r->dy = dy;
1684} 1703}
1685 1704
1686maprect * 1705maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1706maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1688{ 1707{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear (); 1708 buf.clear ();
1691 1709
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693 1711
1694 // add end marker 1712 // add end marker

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