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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 1.211 by root, Sat May 7 14:13:48 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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)
76 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * 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
93 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 93 * things we need to do for players.
96 */ 94 */
97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
98 return 0; 96 return 0;
99 97
100 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
101 * 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
102 * 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
112 /* 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
113 * 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
114 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
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
141 145
142 } else { 146 } else {
143 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
144 // anything alive that is not a door still 148 // anything alive that is not a door still
145 // blocks anything but wizards. 149 // blocks anything
146 150
147 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
148 && tmp->head_ () != ob
149 && tmp != ob
150 && tmp->type != DOOR 152 && tmp->type != DOOR
151 && !tmp->flag [FLAG_WIZPASS]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
152 return 1; 154 return 1;
153 } 155 }
154 } 156 }
155 157
156 return 0; 158 return 0;
157} 159}
158 160
159/* 161/*
160 * 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
161 * 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,
162 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
163 * 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
164 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
165 * 167 *
212 } 214 }
213 215
214 return 0; 216 return 0;
215} 217}
216 218
217/* When the map is loaded, load_object does not actually insert objects 219//-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}
243 220
244void 221void
245maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
246{ 223{
247 if (!spaces) 224 if (!spaces)
262 239
263 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
266} 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
267 259
268/* 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
269 * 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
270 * 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
271 * they are saved). 263 * they are saved).
299 op = op->above; 291 op = op->above;
300 } 292 }
301 } 293 }
302} 294}
303 295
296//-GPL
297
304/* 298/*
305 * 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
306 * file pointer. 300 * file pointer.
307 */ 301 */
308bool 302bool
317 case KW_arch: 311 case KW_arch:
318 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
319 { 313 {
320 // TODO: why? 314 // TODO: why?
321 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
322 op->update_weight (); 318 op->update_weight ();
319 }
323 320
324 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))
325 { 322 {
326 // we insert manually because 323 // we insert manually because
327 // a) its way faster 324 // a) its way faster
364} 361}
365 362
366void 363void
367maptile::activate () 364maptile::activate ()
368{ 365{
369 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
370 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
373} 376}
374 377
375void 378void
376maptile::deactivate () 379maptile::deactivate ()
377{ 380{
378 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
379 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
382} 389}
383 390
384bool 391bool
385maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
386{ 393{
427 return false; 434 return false;
428 435
429 return freezer.save (path); 436 return freezer.save (path);
430} 437}
431 438
432maptile::maptile () 439void
440maptile::init ()
433{ 441{
434 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
435 443
436 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
438 */ 446 */
439 width = 16; 447 width = 16;
440 height = 16; 448 height = 16;
441 timeout = 300; 449 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
444}
445
446maptile::maptile (int w, int h)
447{
448 in_memory = MAP_SWAPPED;
449
450 width = w;
451 height = h;
452 reset_timeout = 0; 452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0; 453 enter_x = 0;
455 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
456 468
457 alloc (); 469 alloc ();
458} 470}
459 471
460/* 472/*
468 if (spaces) 480 if (spaces)
469 return; 481 return;
470 482
471 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
472} 484}
485
486//+GPL
473 487
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 490 * at a later date.
477 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
558 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
559static const char * 573static const char *
560print_shop_string (maptile *m) 574print_shop_string (maptile *m)
561{ 575{
562 static dynbuf_text buf; buf.clear (); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
563 578
564 for (int i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
565 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
566 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
567 { 587 {
568 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
570 else 590 else
571 buf.printf ("%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
572 } 592 }
573 else 593 else
574 { 594 {
575 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
576 buf.printf ("*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
577 else 597 else
578 buf.printf ("*"); 598 buf.printf ("*");
579 } 599 }
580 } 600 }
581 601
582 return buf; 602 return buf;
583} 603}
604
605//-GPL
584 606
585/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
586 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
587 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
588 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
602 { 624 {
603 case KW_msg: 625 case KW_msg:
604 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
605 break; 627 break;
606 628
607 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
608 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
609 break; 631 break;
610 632
611 case KW_maplore: 633 case KW_maplore:
612 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
629 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
630 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
631 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
632 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
633 case KW_outdoor: thawer.get (outdoor); break; 655 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;
640 656
641 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
642 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
645 661
646 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
648 664
649 // old names new names 665 // old names new names
650 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
651 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
659 675
660 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
661 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
662 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
663 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
664 682
665 case KW_ERROR: 683 case KW_ERROR:
666 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
667 break; 685 break;
668 686
669 case KW_end: 687 case KW_end:
670 thawer.next (); 688 thawer.next ();
671 return true; 689 return true;
672 690
673 default: 691 default:
674 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
675 return false; 693 return false;
676 break; 694 break;
677 } 695 }
678 696
679 thawer.next (); 697 thawer.next ();
680 } 698 }
681 699
682 abort (); 700 abort ();
683} 701}
702
703//+GPL
684 704
685/****************************************************************************** 705/******************************************************************************
686 * This is the start of unique map handling code 706 * This is the start of unique map handling code
687 *****************************************************************************/ 707 *****************************************************************************/
688 708
695 int unique = 0; 715 int unique = 0;
696 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
697 { 717 {
698 object *above = op->above; 718 object *above = op->above;
699 719
700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
701 unique = 1; 721 unique = 1;
702 722
703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
704 op->destroy (); 724 op->destroy ();
705 725
706 op = above; 726 op = above;
707 } 727 }
708 } 728 }
709} 729}
710 730
731//-GPL
732
711bool 733bool
712maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
713{ 735{
714#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
715#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
716 738
717 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
718 740
719 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
720 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
721 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
722 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
730 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
731 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
732 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
733 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
734 756
735 MAP_OUT (darkness);
736 MAP_OUT (width); 757 MAP_OUT (width);
737 MAP_OUT (height); 758 MAP_OUT (height);
738 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
740 761 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); 762 MAP_OUT (outdoor);
745 MAP_OUT (temp); 763
746 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 766
752 MAP_OUT (per_player); 767 MAP_OUT (per_player);
753 MAP_OUT (per_party); 768 MAP_OUT (per_party);
754 769
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
759 776
760 freezer.put (this); 777 freezer.put (this);
761 freezer.put (KW_end); 778 freezer.put (KW(end));
762 779
763 return true; 780 return true;
764} 781}
765 782
766bool 783bool
771 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
772 return false; 789 return false;
773 790
774 return freezer.save (path); 791 return freezer.save (path);
775} 792}
793
794//+GPL
776 795
777/* 796/*
778 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
779 */ 798 */
780void 799void
818 msg = 0; 837 msg = 0;
819 maplore = 0; 838 maplore = 0;
820 shoprace = 0; 839 shoprace = 0;
821 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
822 841
823 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
824 tile_path [i] = 0; 843 tile_path [i] = 0;
825} 844}
826 845
827maptile::~maptile () 846maptile::~maptile ()
828{ 847{
835 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
836 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
837 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
838 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
839 */ 858 */
840 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
841 if (tile_map[i] == m) 860 if (tile_map[i] == m)
842 tile_map[i] = 0; 861 tile_map[i] = 0;
843} 862}
844 863
845void 864void
849 868
850 clear (); 869 clear ();
851} 870}
852 871
853/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
854void 874void
855maptile::do_decay_objects () 875maptile::do_decay_objects ()
856{ 876{
857 if (!spaces) 877 if (!spaces)
858 return; 878 return;
860 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
862 { 882 {
863 above = op->above; 883 above = op->above;
864 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
865 bool destroy = 0; 889 bool destroy = 0;
866 890
867 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
869 break; 893 || op->flag [FLAG_UNIQUE]
870 894 || op->flag [FLAG_OVERLAY_FLOOR]
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ()) 896 || op->is_alive ())
877 ; // do not decay 897 ; // do not decay
878 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
879 { 899 {
880 op->stats.dam--; 900 op->stats.dam--;
905 || mat & M_LIQUID 925 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
911 destroy = 1; 932 destroy = 1;
912 } 933 }
913 934
914 /* adjust overall chance below */ 935 /* adjust overall chance below */
915 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
935 sint64 total_exp = 0; 956 sint64 total_exp = 0;
936 957
937 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
938 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
939 { 960 {
940 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
941 { 962 {
942 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
943 monster_cnt++; 964 monster_cnt++;
944 } 965 }
945 966
946 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
947 { 968 {
948 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
949 970
950 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
951 { 972 {
1006 */ 1027 */
1007void 1028void
1008mapspace::update_ () 1029mapspace::update_ ()
1009{ 1030{
1010 object *last = 0; 1031 object *last = 0;
1011 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1012 sint8 light = 0; 1033 sint8 light = 0;
1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1014 1039
1015 //object *middle = 0; 1040 //object *middle = 0;
1016 //object *top = 0; 1041 //object *top = 0;
1017 //object *floor = 0; 1042 //object *floor = 0;
1018 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1022 1049
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1024 { 1051 {
1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1026 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1031 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1032 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1033 * 1060 *
1034 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1035 */ 1062 */
1036 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1037 { 1064 {
1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1039 top = tmp; 1066 top = tmp;
1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1041 { 1068 {
1042 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1043 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1044 */ 1071 */
1045 middle = 0; 1072 middle = 0;
1046 top = 0; 1073 top = 0;
1047 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1048 } 1077 }
1049 /* Flag anywhere have high priority */ 1078 else
1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1051 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1052 middle = tmp; 1097 middle = tmp;
1053 anywhere = 1; 1098 }
1054 } 1099 }
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 } 1100 }
1069 1101
1070 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1071 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1072 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1073 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1074 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1075 1107
1076 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1077 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1078 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 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 } 1112 }
1113
1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1083 1123
1084 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1085 this->flags_ = flags; 1125 this->flags_ = flags;
1086 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1087 this->move_on = move_on; 1127 this->move_on = move_on;
1088 this->move_off = move_off; 1128 this->move_off = move_off;
1089 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1090 1132
1091 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1092 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1093 * this point. 1135 * this point.
1094 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1112 */ 1154 */
1113 1155
1114 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1115 { 1157 {
1116 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1118 break; 1160 break;
1119 1161
1120 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1121 if (top && middle) 1163 if (top && middle)
1122 break; 1164 break;
1153 middle = 0; 1195 middle = 0;
1154 1196
1155 if (top == middle) 1197 if (top == middle)
1156 middle = 0; 1198 middle = 0;
1157 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 mapspace &ms = m->at (floor->x, floor->y);
1210 ms.update ();
1211
1212 if (object *floor2 = ms.faces_obj [2])
1213 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1214 {
1215 floor->set_anim_frame (1);
1216 middle = floor;
1217 floor = floor2;
1218 }
1219 }
1220 }
1221
1158#if 0 1222#if 0
1159 faces_obj [0] = top; 1223 faces_obj [0] = top;
1160 faces_obj [1] = middle; 1224 faces_obj [1] = middle;
1161 faces_obj [2] = floor; 1225 faces_obj [2] = floor;
1162#endif 1226#endif
1163} 1227}
1164 1228
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 * 1229maptile *
1177maptile::tile_available (int dir, bool load) 1230maptile::tile_available (int dir, bool load)
1178{ 1231{
1179 if (tile_path[dir]) 1232 if (tile_path[dir])
1180 { 1233 {
1234 // map is there and we don't need to load it OR it's loaded => return what we have
1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1235 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1182 return tile_map[dir]; 1236 return tile_map[dir];
1183 1237
1238 // well, try to locate it then, if possible - maybe it's there already
1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1239 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185 return tile_map[dir]; 1240 return tile_map[dir];
1186 } 1241 }
1187 1242
1188 return 0; 1243 return 0;
1300/** 1355/**
1301 * Return whether map2 is adjacent to map1. If so, store the distance from 1356 * Return whether map2 is adjacent to map1. If so, store the distance from
1302 * map1 to map2 in dx/dy. 1357 * map1 to map2 in dx/dy.
1303 */ 1358 */
1304int 1359int
1305adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1360adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1306{ 1361{
1307 if (!map1 || !map2) 1362 if (!map1 || !map2)
1308 return 0; 1363 return 0;
1309 1364
1310 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1312 if (map1 == map2) 1367 if (map1 == map2)
1313 { 1368 {
1314 *dx = 0; 1369 *dx = 0;
1315 *dy = 0; 1370 *dy = 0;
1316 } 1371 }
1317 else if (map1->tile_map[0] == map2) 1372 else if (map1->tile_available (TILE_NORTH, false) == map2)
1318 { /* up */ 1373 {
1319 *dx = 0; 1374 *dx = 0;
1320 *dy = -map2->height; 1375 *dy = -map2->height;
1321 } 1376 }
1322 else if (map1->tile_map[1] == map2) 1377 else if (map1->tile_available (TILE_EAST , false) == map2)
1323 { /* right */ 1378 {
1324 *dx = map1->width; 1379 *dx = map1->width;
1325 *dy = 0; 1380 *dy = 0;
1326 } 1381 }
1327 else if (map1->tile_map[2] == map2) 1382 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1328 { /* down */ 1383 {
1329 *dx = 0; 1384 *dx = 0;
1330 *dy = map1->height; 1385 *dy = map1->height;
1331 } 1386 }
1332 else if (map1->tile_map[3] == map2) 1387 else if (map1->tile_available (TILE_WEST , false) == map2)
1333 { /* left */ 1388 {
1334 *dx = -map2->width; 1389 *dx = -map2->width;
1335 *dy = 0; 1390 *dy = 0;
1336 } 1391 }
1337 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1392 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1338 { /* up right */ 1393 { /* up right */
1339 *dx = map1->tile_map[0]->width; 1394 *dx = +map1->tile_map[TILE_NORTH]->width;
1340 *dy = -map1->tile_map[0]->height; 1395 *dy = -map1->tile_map[TILE_NORTH]->height;
1341 } 1396 }
1342 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1397 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1343 { /* up left */ 1398 { /* up left */
1344 *dx = -map2->width; 1399 *dx = -map2->width;
1345 *dy = -map1->tile_map[0]->height; 1400 *dy = -map1->tile_map[TILE_NORTH]->height;
1346 } 1401 }
1347 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1402 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1348 { /* right up */ 1403 { /* right up */
1349 *dx = map1->width; 1404 *dx = +map1->width;
1350 *dy = -map2->height; 1405 *dy = -map2->height;
1351 } 1406 }
1352 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1407 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1353 { /* right down */ 1408 { /* right down */
1354 *dx = map1->width; 1409 *dx = +map1->width;
1355 *dy = map1->tile_map[1]->height; 1410 *dy = +map1->tile_map[TILE_EAST]->height;
1356 } 1411 }
1357 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1412 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1358 { /* down right */ 1413 { /* down right */
1359 *dx = map1->tile_map[2]->width; 1414 *dx = +map1->tile_map[TILE_SOUTH]->width;
1360 *dy = map1->height; 1415 *dy = +map1->height;
1361 } 1416 }
1362 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1417 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1363 { /* down left */ 1418 { /* down left */
1364 *dx = -map2->width; 1419 *dx = -map2->width;
1365 *dy = map1->height; 1420 *dy = +map1->height;
1366 } 1421 }
1367 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1422 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1368 { /* left up */ 1423 { /* left up */
1369 *dx = -map1->tile_map[3]->width; 1424 *dx = -map1->tile_map[TILE_WEST]->width;
1370 *dy = -map2->height; 1425 *dy = -map2->height;
1371 } 1426 }
1372 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1427 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1373 { /* left down */ 1428 { /* left down */
1374 *dx = -map1->tile_map[3]->width; 1429 *dx = -map1->tile_map[TILE_WEST]->width;
1375 *dy = map1->tile_map[3]->height; 1430 *dy = +map1->tile_map[TILE_WEST]->height;
1376 } 1431 }
1377 else 1432 else
1378 return 0; 1433 return 0;
1379 1434
1380 return 1; 1435 return 1;
1416 * 1471 *
1417 * currently, the only flag supported (0x1) is don't translate for 1472 * currently, the only flag supported (0x1) is don't translate for
1418 * closest body part of 'op1' 1473 * closest body part of 'op1'
1419 */ 1474 */
1420void 1475void
1421get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1476get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1422{ 1477{
1423 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1424 { 1479 {
1425 /* be conservative and fill in _some_ data */ 1480 /* be conservative and fill in _some_ data */
1426 retval->distance = 10000; 1481 retval->distance = 10000;
1427 retval->distance_x = 10000; 1482 retval->distance_x = 10000;
1428 retval->distance_y = 10000; 1483 retval->distance_y = 10000;
1429 retval->direction = 0; 1484 retval->direction = 0;
1430 retval->part = 0; 1485 retval->part = 0;
1431 } 1486 }
1432 else 1487 else
1433 { 1488 {
1434 object *best;
1435
1436 retval->distance_x += op2->x - op1->x; 1489 retval->distance_x += op2->x - op1->x;
1437 retval->distance_y += op2->y - op1->y; 1490 retval->distance_y += op2->y - op1->y;
1438 1491
1439 best = op1; 1492 object *best = op1;
1493
1440 /* If this is multipart, find the closest part now */ 1494 /* If this is multipart, find the closest part now */
1441 if (!(flags & 0x1) && op1->more) 1495 if (!(flags & 1) && op1->more)
1442 { 1496 {
1443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1497 int best_distance = idistance (retval->distance_x, retval->distance_y);
1444 1498
1445 /* we just take the offset of the piece to head to figure 1499 /* we just take the offset of the piece to head to figure
1446 * distance instead of doing all that work above again 1500 * distance instead of doing all that work above again
1447 * since the distance fields we set above are positive in the 1501 * since the distance fields we set above are positive in the
1448 * same axis as is used for multipart objects, the simply arithmetic 1502 * same axis as is used for multipart objects, the simply arithmetic
1449 * below works. 1503 * below works.
1450 */ 1504 */
1451 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1505 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1452 { 1506 {
1453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1507 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1508
1455 if (tmpi < best_distance) 1509 if (tmpi < best_distance)
1456 { 1510 {
1457 best_distance = tmpi; 1511 best_distance = tmpi;
1458 best = tmp; 1512 best = tmp;
1459 } 1513 }
1460 } 1514 }
1461 1515
1462 if (best != op1) 1516 if (best != op1)
1463 { 1517 {
1464 retval->distance_x += op1->x - best->x; 1518 retval->distance_x += op1->x - best->x;
1465 retval->distance_y += op1->y - best->y; 1519 retval->distance_y += op1->y - best->y;
1466 } 1520 }
1467 } 1521 }
1468 1522
1469 retval->part = best; 1523 retval->part = best;
1470 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1471 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1472 } 1526 }
1473} 1527}
1474 1528
1475/* this is basically the same as get_rangevector above, but instead of 1529/* this is basically the same as get_rangevector above, but instead of
1476 * the first parameter being an object, it instead is the map 1530 * the first parameter being an object, it instead is the map
1481 * be more consistant with the above function and also in case they are needed 1535 * be more consistant with the above function and also in case they are needed
1482 * for something in the future. Also, since no object is pasted, the best 1536 * for something in the future. Also, since no object is pasted, the best
1483 * field of the rv_vector is set to NULL. 1537 * field of the rv_vector is set to NULL.
1484 */ 1538 */
1485void 1539void
1486get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1540get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1487{ 1541{
1488 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1489 { 1543 {
1490 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
1491 retval->distance = 100000; 1545 retval->distance = 100000;
1492 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
1493 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
1494 retval->direction = 0; 1548 retval->direction = 0;
1495 retval->part = 0; 1549 retval->part = 0;
1496 } 1550 }
1497 else 1551 else
1498 { 1552 {
1499 retval->distance_x += op2->x - x; 1553 retval->distance_x += op2->x - x;
1500 retval->distance_y += op2->y - y; 1554 retval->distance_y += op2->y - y;
1501 1555
1502 retval->part = 0; 1556 retval->part = 0;
1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1557 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1558 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1505 } 1559 }
1506} 1560}
1507 1561
1508/* Returns true of op1 and op2 are effectively on the same map 1562/* Returns true of op1 and op2 are effectively on the same map
1509 * (as related to map tiling). Note that this looks for a path from 1563 * (as related to map tiling). Note that this looks for a path from
1519 int dx, dy; 1573 int dx, dy;
1520 1574
1521 return adjacent_map (op1->map, op2->map, &dx, &dy); 1575 return adjacent_map (op1->map, op2->map, &dx, &dy);
1522} 1576}
1523 1577
1578//-GPL
1579
1524object * 1580object *
1525maptile::insert (object *op, int x, int y, object *originator, int flags) 1581maptile::insert (object *op, int x, int y, object *originator, int flags)
1526{ 1582{
1527 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1528} 1584}
1539 if (default_region) 1595 if (default_region)
1540 return default_region; 1596 return default_region;
1541 1597
1542 return ::region::default_region (); 1598 return ::region::default_region ();
1543} 1599}
1600
1601//+GPL
1544 1602
1545/* picks a random object from a style map. 1603/* picks a random object from a style map.
1546 */ 1604 */
1547object * 1605object *
1548maptile::pick_random_object (rand_gen &gen) const 1606maptile::pick_random_object (rand_gen &gen) const
1555 */ 1613 */
1556 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1557 { 1615 {
1558 object *pick = at (gen (width), gen (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1559 1617
1560 // do not prefer big monsters just because they are big. 1618 // must be head: do not prefer big monsters just because they are big.
1561 if (pick && pick->is_head ()) 1619 if (pick && pick->is_head ())
1562 return pick->head_ (); 1620 return pick;
1563 } 1621 }
1564 1622
1565 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug"); 1624 return archetype::find (shstr_bug);
1567} 1625}
1626
1627//-GPL
1568 1628
1569void 1629void
1570maptile::play_sound (faceidx sound, int x, int y) const 1630maptile::play_sound (faceidx sound, int x, int y) const
1571{ 1631{
1572 if (!sound) 1632 if (!sound)
1599 if (distance <= MAX_SOUND_DISTANCE) 1659 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1660 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 } 1661 }
1602} 1662}
1603 1663
1664dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1665
1604static void 1666static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1667split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{ 1668{
1607 // clip to map to the left 1669 // clip to map to the left
1608 if (x0 < 0) 1670 if (x0 < 0)
1609 { 1671 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1672 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1673 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612 1674
1613 if (x1 < 0) // entirely to the left 1675 if (x1 < 0) // entirely to the left
1614 return; 1676 return;
1615 1677
1617 } 1679 }
1618 1680
1619 // clip to map to the right 1681 // clip to map to the right
1620 if (x1 > m->width) 1682 if (x1 > m->width)
1621 { 1683 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1684 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1685 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624 1686
1625 if (x0 > m->width) // entirely to the right 1687 if (x0 > m->width) // entirely to the right
1626 return; 1688 return;
1627 1689
1629 } 1691 }
1630 1692
1631 // clip to map above 1693 // clip to map above
1632 if (y0 < 0) 1694 if (y0 < 0)
1633 { 1695 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1696 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1697 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636 1698
1637 if (y1 < 0) // entirely above 1699 if (y1 < 0) // entirely above
1638 return; 1700 return;
1639 1701
1641 } 1703 }
1642 1704
1643 // clip to map below 1705 // clip to map below
1644 if (y1 > m->height) 1706 if (y1 > m->height)
1645 { 1707 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1708 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1709 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648 1710
1649 if (y0 > m->height) // entirely below 1711 if (y0 > m->height) // entirely below
1650 return; 1712 return;
1651 1713
1663 r->dx = dx; 1725 r->dx = dx;
1664 r->dy = dy; 1726 r->dy = dy;
1665} 1727}
1666 1728
1667maprect * 1729maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1730maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1669{ 1731{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear (); 1732 buf.clear ();
1672 1733
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1734 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674 1735
1675 // add end marker 1736 // add end marker

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