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

Comparing deliantra/server/common/map.C (file contents):
Revision 1.168 by root, Fri Nov 6 13:03:34 2009 UTC vs.
Revision 1.188 by root, Fri Apr 16 02:32:25 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"
30 29
31//+GPL 30//+GPL
32 31
33sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
150 // blocks anything but wizards. 149 // blocks anything but wizards.
151 150
152 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob 152 && tmp->head_ () != ob
154 && tmp != ob 153 && tmp != ob
155 && tmp->type != DOOR 154 && tmp->type != DOOR)
156 && !tmp->flag [FLAG_WIZPASS])
157 return 1; 155 return 1;
158 } 156 }
159 } 157 }
160 158
161 return 0; 159 return 0;
217 } 215 }
218 216
219 return 0; 217 return 0;
220} 218}
221 219
222/* When the map is loaded, load_object does not actually insert objects
223 * into inventory, but just links them. What this does is go through
224 * and insert them properly.
225 * The object 'container' is the object that contains the inventory.
226 * This is needed so that we can update the containers weight.
227 */
228static void
229fix_container (object *container)
230{
231 object *tmp = container->inv, *next;
232
233 container->inv = 0;
234 while (tmp)
235 {
236 next = tmp->below;
237 if (tmp->inv)
238 fix_container (tmp);
239
240 insert_ob_in_ob (tmp, container);
241 tmp = next;
242 }
243
244 // go through and calculate what all the containers are carrying.
245 //TODO: remove
246 container->update_weight ();
247}
248
249//-GPL 220//-GPL
250 221
251void 222void
252maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
253{ 224{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 239 set_object_flag (FLAG_OBJ_ORIGINAL);
269 240
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
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
273} 257}
274 258
275//+GPL 259//+GPL
276 260
277/* 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
438 return false; 422 return false;
439 423
440 return freezer.save (path); 424 return freezer.save (path);
441} 425}
442 426
443maptile::maptile () 427void
428maptile::init ()
444{ 429{
445 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
446 431
447 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
449 */ 434 */
450 width = 16; 435 width = 16;
451 height = 16; 436 height = 16;
452 timeout = 300; 437 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 439 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; 440 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 441 enter_x = 0;
466 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
467 456
468 alloc (); 457 alloc ();
469} 458}
470 459
471/* 460/*
644 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655 638
656 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 641 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 642 case KW_no_drop: thawer.get (no_drop); break;
684 case KW_end: 667 case KW_end:
685 thawer.next (); 668 thawer.next ();
686 return true; 669 return true;
687 670
688 default: 671 default:
689 if (!thawer.parse_error ("map", 0)) 672 if (!thawer.parse_error ("map"))
690 return false; 673 return false;
691 break; 674 break;
692 } 675 }
693 676
694 thawer.next (); 677 thawer.next ();
712 int unique = 0; 695 int unique = 0;
713 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
714 { 697 {
715 object *above = op->above; 698 object *above = op->above;
716 699
717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
718 unique = 1; 701 unique = 1;
719 702
720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
721 op->destroy (); 704 op->destroy ();
722 705
723 op = above; 706 op = above;
724 } 707 }
725 } 708 }
728//-GPL 711//-GPL
729 712
730bool 713bool
731maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
732{ 715{
733#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
735 718
736 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
737 720
738 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
739 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
740 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
749 MAP_OUT (shopgreed); 732 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
753 736
754 MAP_OUT (darkness);
755 MAP_OUT (width); 737 MAP_OUT (width);
756 MAP_OUT (height); 738 MAP_OUT (height);
757 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
759 741 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); 742 MAP_OUT (outdoor);
764 MAP_OUT (temp); 743
765 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 746
771 MAP_OUT (per_player); 747 MAP_OUT (per_player);
772 MAP_OUT (per_party); 748 MAP_OUT (per_party);
773 749
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 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]); 751 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]); 752 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]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 754
779 freezer.put (this); 755 freezer.put (this);
780 freezer.put (KW_end); 756 freezer.put (KW(end));
781 757
782 return true; 758 return true;
783} 759}
784 760
785bool 761bool
870 846
871 clear (); 847 clear ();
872} 848}
873 849
874/* decay and destroy perishable items in a map */ 850/* decay and destroy perishable items in a map */
851// TODO: should be done regularly, not on map load?
875void 852void
876maptile::do_decay_objects () 853maptile::do_decay_objects ()
877{ 854{
878 if (!spaces) 855 if (!spaces)
879 return; 856 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 859 for (object *above, *op = ms->bot; op; op = above)
883 { 860 {
884 above = op->above; 861 above = op->above;
885 862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
886 bool destroy = 0; 867 bool destroy = 0;
887 868
888 // do not decay anything above unique floor tiles (yet :) 869 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 870 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 871 || op->flag [FLAG_UNIQUE]
891 872 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 873 || op->flag [FLAG_UNPAID]
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ()) 874 || op->is_alive ())
898 ; // do not decay 875 ; // do not decay
899 else if (op->is_weapon ()) 876 else if (op->is_weapon ())
900 { 877 {
901 op->stats.dam--; 878 op->stats.dam--;
926 || mat & M_LIQUID 903 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 904 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 905 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 908 //|| (mat & M_ICE && temp > 32)
909 )
932 destroy = 1; 910 destroy = 1;
933 } 911 }
934 912
935 /* adjust overall chance below */ 913 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 914 if (destroy && rndm (0, 1))
956 sint64 total_exp = 0; 934 sint64 total_exp = 0;
957 935
958 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
960 { 938 {
961 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
962 { 940 {
963 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
964 monster_cnt++; 942 monster_cnt++;
965 } 943 }
966 944
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
968 { 946 {
969 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
970 948
971 if (archetype *at = op->other_arch) 949 if (archetype *at = op->other_arch)
972 { 950 {
1027 */ 1005 */
1028void 1006void
1029mapspace::update_ () 1007mapspace::update_ ()
1030{ 1008{
1031 object *last = 0; 1009 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1010 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1011 sint8 light = 0;
1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1035 1017
1036 //object *middle = 0; 1018 //object *middle = 0;
1037 //object *top = 0; 1019 //object *top = 0;
1038 //object *floor = 0; 1020 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1025
1026 object::flags_t allflags; // all flags of all objects or'ed together
1043 1027
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1029 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1030 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1031 light += tmp->glow_radius;
1052 * 3 times each time the player moves, because many of the 1036 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1037 * functions the move_player calls eventualy call this.
1054 * 1038 *
1055 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1056 */ 1040 */
1057 if (!tmp->invisible) 1041 if (expect_true (!tmp->invisible))
1058 { 1042 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1044 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1046 {
1063 /* If we got a floor, that means middle and top were below it, 1047 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1048 * so should not be visible, so we clear them.
1065 */ 1049 */
1066 middle = 0; 1050 middle = 0;
1067 top = 0; 1051 top = 0;
1068 floor = tmp; 1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1069 } 1055 }
1070 /* Flag anywhere have high priority */ 1056 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1057 {
1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1075 middle = tmp;
1074 anywhere = 1; 1076 }
1075 } 1077 }
1076
1077 /* Find the highest visible face around. If equal
1078 * visibilities, we still want the one nearer to the
1079 * top
1080 */
1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1082 middle = tmp;
1083 }
1084
1085 if (tmp == tmp->above)
1086 {
1087 LOG (llevError, "Error in structure of map\n");
1088 exit (-1);
1089 } 1078 }
1090 1079
1091 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1081 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1082 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1083 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1084 move_allow |= tmp->move_allow;
1096 1085
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1086 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1087
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1089 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1103 } 1090 }
1091
1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1104 1101
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1103 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1105 this->move_on = move_on;
1109 this->move_off = move_off; 1106 this->move_off = move_off;
1110 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1111 1110
1112 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1113 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1114 * this point. 1113 * this point.
1115 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1133 */ 1132 */
1134 1133
1135 for (object *tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1136 { 1135 {
1137 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1139 break; 1138 break;
1140 1139
1141 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1142 if (top && middle) 1141 if (top && middle)
1143 break; 1142 break;
1181 faces_obj [1] = middle; 1180 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1181 faces_obj [2] = floor;
1183#endif 1182#endif
1184} 1183}
1185 1184
1186uint64
1187mapspace::volume () const
1188{
1189 uint64 vol = 0;
1190
1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1192 vol += op->volume ();
1193
1194 return vol;
1195}
1196
1197maptile * 1185maptile *
1198maptile::tile_available (int dir, bool load) 1186maptile::tile_available (int dir, bool load)
1199{ 1187{
1200 if (tile_path[dir]) 1188 if (tile_path[dir])
1201 { 1189 {
1437 * 1425 *
1438 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1439 * closest body part of 'op1' 1427 * closest body part of 'op1'
1440 */ 1428 */
1441void 1429void
1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1443{ 1431{
1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1445 { 1433 {
1446 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1447 retval->distance = 10000; 1435 retval->distance = 10000;
1450 retval->direction = 0; 1438 retval->direction = 0;
1451 retval->part = 0; 1439 retval->part = 0;
1452 } 1440 }
1453 else 1441 else
1454 { 1442 {
1455 object *best;
1456
1457 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1458 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1459 1445
1460 best = op1; 1446 object *best = op1;
1447
1461 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1462 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1463 { 1450 {
1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1465 1452
1466 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1467 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1580 */ 1567 */
1581 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1582 { 1569 {
1583 object *pick = at (gen (width), gen (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1584 1571
1585 // do not prefer big monsters just because they are big. 1572 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->is_head ()) 1573 if (pick && pick->is_head ())
1587 return pick->head_ (); 1574 return pick;
1588 } 1575 }
1589 1576
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find ("bug"); 1578 return archetype::find (shstr_bug);
1592} 1579}
1593 1580
1594//-GPL 1581//-GPL
1595 1582
1596void 1583void
1625 1612
1626 if (distance <= MAX_SOUND_DISTANCE) 1613 if (distance <= MAX_SOUND_DISTANCE)
1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1628 } 1615 }
1629} 1616}
1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1630 1619
1631static void 1620static void
1632split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1633{ 1622{
1634 // clip to map to the left 1623 // clip to map to the left
1690 r->dx = dx; 1679 r->dx = dx;
1691 r->dy = dy; 1680 r->dy = dy;
1692} 1681}
1693 1682
1694maprect * 1683maprect *
1695maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1696{ 1685{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear (); 1686 buf.clear ();
1699 1687
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701 1689
1702 // add end marker 1690 // add end marker

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines