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Comparing deliantra/server/common/map.C (file contents):
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 UTC vs.
Revision 1.183 by root, Fri Mar 26 00:59:20 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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)
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
89 87
90 int mflags = ms.flags (); 88 int mflags = ms.flags ();
91 int blocked = ms.move_block; 89 int blocked = ms.move_block;
92 90
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 { 116 {
119 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
120 { 118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0))
121 return 1;
122 else
123 continue;
124
121 if (tmp->type == CHECK_INV) 125 if (tmp->type == CHECK_INV)
122 { 126 {
123 bool have = check_inv_recursive (ob, tmp); 127 bool have = check_inv_recursive (ob, tmp);
124 128
125 // last_sp set means we block if we don't have. 129 // last_sp set means we block if we don't have.
130 { 134 {
131 // T_MATCH allows "entrance" iff the match is true 135 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails 136 // == blocks if the match fails
133 137
134 // we could have used an INVOKE_OBJECT, but decided against it, as we 138 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common. 139 // assume that T_MATCH is relatively common.
136 if (!match (tmp->slaying, ob, tmp, ob)) 140 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1; 141 return 1;
138 } 142 }
139 else 143 else
140 return 1; // unconditional block 144 return 1; // unconditional block
145 // blocks anything but wizards. 149 // blocks anything but wizards.
146 150
147 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
148 && tmp->head_ () != ob 152 && tmp->head_ () != ob
149 && tmp != ob 153 && tmp != ob
150 && tmp->type != DOOR 154 && tmp->type != DOOR)
151 && !tmp->flag [FLAG_WIZPASS])
152 return 1; 155 return 1;
153 } 156 }
154 } 157 }
155 158
156 return 0; 159 return 0;
212 } 215 }
213 216
214 return 0; 217 return 0;
215} 218}
216 219
217/* When the map is loaded, load_object does not actually insert objects 220//-GPL
218 * into inventory, but just links them. What this does is go through
219 * and insert them properly.
220 * The object 'container' is the object that contains the inventory.
221 * This is needed so that we can update the containers weight.
222 */
223void
224fix_container (object *container)
225{
226 object *tmp = container->inv, *next;
227
228 container->inv = 0;
229 while (tmp)
230 {
231 next = tmp->below;
232 if (tmp->inv)
233 fix_container (tmp);
234
235 insert_ob_in_ob (tmp, container);
236 tmp = next;
237 }
238
239 // go through and calculate what all the containers are carrying.
240 //TODO: remove
241 container->update_weight ();
242}
243 221
244void 222void
245maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
246{ 224{
247 if (!spaces) 225 if (!spaces)
262 240
263 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
266} 244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
267 260
268/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
269 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
270 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
271 * they are saved). 264 * they are saved).
298 else 291 else
299 op = op->above; 292 op = op->above;
300 } 293 }
301 } 294 }
302} 295}
296
297//-GPL
303 298
304/* 299/*
305 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
306 * file pointer. 301 * file pointer.
307 */ 302 */
437 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
438 */ 433 */
439 width = 16; 434 width = 16;
440 height = 16; 435 height = 16;
441 timeout = 300; 436 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
444} 439}
445 440
446maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
447{ 442{
468 if (spaces) 463 if (spaces)
469 return; 464 return;
470 465
471 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
472} 467}
468
469//+GPL
473 470
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 473 * at a later date.
477 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
580 } 577 }
581 578
582 return buf; 579 return buf;
583} 580}
584 581
582//-GPL
583
585/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
586 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
587 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
588 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
589 * object structure were needed, so it just made sense to 588 * object structure were needed, so it just made sense to
629 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
634 case KW_temp: thawer.get (temp); break;
635 case KW_pressure: thawer.get (pressure); break;
636 case KW_humid: thawer.get (humid); break;
637 case KW_windspeed: thawer.get (windspeed); break;
638 case KW_winddir: thawer.get (winddir); break;
639 case KW_sky: thawer.get (sky); break;
640 633
641 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
642 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
680 } 673 }
681 674
682 abort (); 675 abort ();
683} 676}
684 677
678//+GPL
679
685/****************************************************************************** 680/******************************************************************************
686 * This is the start of unique map handling code 681 * This is the start of unique map handling code
687 *****************************************************************************/ 682 *****************************************************************************/
688 683
689/* This goes through the maptile and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
706 op = above; 701 op = above;
707 } 702 }
708 } 703 }
709} 704}
710 705
706//-GPL
707
711bool 708bool
712maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
713{ 710{
714#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
715#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
716 713
717 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
718 715
719 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
720 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
721 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
722 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
730 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
731 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
732 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
733 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
734 731
735 MAP_OUT (darkness);
736 MAP_OUT (width); 732 MAP_OUT (width);
737 MAP_OUT (height); 733 MAP_OUT (height);
738 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
740 736 MAP_OUT (darkness);
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
745 MAP_OUT (temp); 738
746 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 741
752 MAP_OUT (per_player); 742 MAP_OUT (per_player);
753 MAP_OUT (per_party); 743 MAP_OUT (per_party);
754 744
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759 749
760 freezer.put (this); 750 freezer.put (this);
761 freezer.put (KW_end); 751 freezer.put (KW(end));
762 752
763 return true; 753 return true;
764} 754}
765 755
766bool 756bool
771 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
772 return false; 762 return false;
773 763
774 return freezer.save (path); 764 return freezer.save (path);
775} 765}
766
767//+GPL
776 768
777/* 769/*
778 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
779 */ 771 */
780void 772void
849 841
850 clear (); 842 clear ();
851} 843}
852 844
853/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
854void 847void
855maptile::do_decay_objects () 848maptile::do_decay_objects ()
856{ 849{
857 if (!spaces) 850 if (!spaces)
858 return; 851 return;
860 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
862 { 855 {
863 above = op->above; 856 above = op->above;
864 857
865 bool destroy = 0;
866
867 // do not decay anything above unique floor tiles (yet :) 858 // do not decay anything above unique floor tiles (yet :)
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 859 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869 break; 860 break;
861
862 bool destroy = 0;
870 863
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 864 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 865 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE) 866 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 867 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
905 || mat & M_LIQUID 898 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
911 destroy = 1; 905 destroy = 1;
912 } 906 }
913 907
914 /* adjust overall chance below */ 908 /* adjust overall chance below */
915 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
1006 */ 1000 */
1007void 1001void
1008mapspace::update_ () 1002mapspace::update_ ()
1009{ 1003{
1010 object *last = 0; 1004 object *last = 0;
1011 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1012 sint8 light = 0; 1006 sint8 light = 0;
1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1014 1012
1015 //object *middle = 0; 1013 //object *middle = 0;
1016 //object *top = 0; 1014 //object *top = 0;
1017 //object *floor = 0; 1015 //object *floor = 0;
1018 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022 1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 { 1024 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1031 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1032 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1033 * 1033 *
1034 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1035 */ 1035 */
1036 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1037 { 1037 {
1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1039 top = tmp; 1039 top = tmp;
1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 { 1041 {
1042 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1044 */ 1044 */
1045 middle = 0; 1045 middle = 0;
1046 top = 0; 1046 top = 0;
1047 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1048 } 1050 }
1049 /* Flag anywhere have high priority */ 1051 else
1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1051 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1052 middle = tmp; 1070 middle = tmp;
1053 anywhere = 1; 1071 }
1054 } 1072 }
1055
1056 /* Find the highest visible face around. If equal
1057 * visibilities, we still want the one nearer to the
1058 * top
1059 */
1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1061 middle = tmp;
1062 }
1063
1064 if (tmp == tmp->above)
1065 {
1066 LOG (llevError, "Error in structure of map\n");
1067 exit (-1);
1068 } 1073 }
1069 1074
1070 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1071 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1072 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1073 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1074 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1075 1080
1076 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1077 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1078 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1082 } 1085 }
1086
1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1083 1096
1084 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1085 this->flags_ = flags; 1098 this->flags_ = flags;
1086 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1087 this->move_on = move_on; 1100 this->move_on = move_on;
1088 this->move_off = move_off; 1101 this->move_off = move_off;
1089 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1090 1105
1091 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1092 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1093 * this point. 1108 * this point.
1094 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1160 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1161 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1162#endif 1177#endif
1163} 1178}
1164 1179
1165uint64
1166mapspace::volume () const
1167{
1168 uint64 vol = 0;
1169
1170 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1171 vol += op->volume ();
1172
1173 return vol;
1174}
1175
1176maptile * 1180maptile *
1177maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1178{ 1182{
1179 if (tile_path[dir]) 1183 if (tile_path[dir])
1180 { 1184 {
1519 int dx, dy; 1523 int dx, dy;
1520 1524
1521 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1522} 1526}
1523 1527
1528//-GPL
1529
1524object * 1530object *
1525maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1526{ 1532{
1527 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1528} 1534}
1539 if (default_region) 1545 if (default_region)
1540 return default_region; 1546 return default_region;
1541 1547
1542 return ::region::default_region (); 1548 return ::region::default_region ();
1543} 1549}
1550
1551//+GPL
1544 1552
1545/* picks a random object from a style map. 1553/* picks a random object from a style map.
1546 */ 1554 */
1547object * 1555object *
1548maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1561 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1562 return pick->head_ (); 1570 return pick->head_ ();
1563 } 1571 }
1564 1572
1565 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1567} 1575}
1576
1577//-GPL
1568 1578
1569void 1579void
1570maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1571{ 1581{
1572 if (!sound) 1582 if (!sound)
1598 1608
1599 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 } 1611 }
1602} 1612}
1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1603 1615
1604static void 1616static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{ 1618{
1607 // clip to map to the left 1619 // clip to map to the left
1663 r->dx = dx; 1675 r->dx = dx;
1664 r->dy = dy; 1676 r->dy = dy;
1665} 1677}
1666 1678
1667maprect * 1679maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1669{ 1681{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear (); 1682 buf.clear ();
1672 1683
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674 1685
1675 // add end marker 1686 // add end marker

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