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Comparing deliantra/server/common/map.C (file contents):
Revision 1.168 by root, Fri Nov 6 13:03:34 2009 UTC vs.
Revision 1.208 by root, Sat May 7 10:50:35 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"
30 29
31//+GPL 30//+GPL
32 31
33sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
78 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 78 * have already checked this.
80 */ 79 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 81 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1; 83 return 1;
85 } 84 }
86 85
87 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
88 87
91 90
92 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 93 * things we need to do for players.
95 */ 94 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
97 return 0; 96 return 0;
98 97
99 /* 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
100 * 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
101 * 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
111 /* 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
112 * 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
113 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
115 */ 114 */
116 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
117 { 116 {
118 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
119 { 118 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0)) 120 if (RESULT_INT (0))
145 return 1; // unconditional block 144 return 1; // unconditional block
146 145
147 } else { 146 } else {
148 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
149 // anything alive that is not a door still 148 // anything alive that is not a door still
150 // blocks anything but wizards. 149 // blocks anything
151 150
152 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob
154 && tmp != ob
155 && tmp->type != DOOR 152 && tmp->type != DOOR
156 && !tmp->flag [FLAG_WIZPASS]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
157 return 1; 154 return 1;
158 } 155 }
159 } 156 }
160 157
161 return 0; 158 return 0;
162} 159}
163 160
164/* 161/*
165 * 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
166 * 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,
167 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
168 * 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
169 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
170 * 167 *
217 } 214 }
218 215
219 return 0; 216 return 0;
220} 217}
221 218
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 219//-GPL
250 220
251void 221void
252maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
253{ 223{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 238 set_object_flag (FLAG_OBJ_ORIGINAL);
269 239
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
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
273} 256}
274 257
275//+GPL 258//+GPL
276 259
277/* 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
328 case KW_arch: 311 case KW_arch:
329 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
330 { 313 {
331 // TODO: why? 314 // TODO: why?
332 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
333 op->update_weight (); 318 op->update_weight ();
319 }
334 320
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 { 322 {
337 // we insert manually because 323 // we insert manually because
338 // a) its way faster 324 // a) its way faster
375} 361}
376 362
377void 363void
378maptile::activate () 364maptile::activate ()
379{ 365{
380 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
381 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
384} 376}
385 377
386void 378void
387maptile::deactivate () 379maptile::deactivate ()
388{ 380{
389 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
390 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
393} 389}
394 390
395bool 391bool
396maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
397{ 393{
438 return false; 434 return false;
439 435
440 return freezer.save (path); 436 return freezer.save (path);
441} 437}
442 438
443maptile::maptile () 439void
440maptile::init ()
444{ 441{
445 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
446 443
447 /* 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
448 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
449 */ 446 */
450 width = 16; 447 width = 16;
451 height = 16; 448 height = 16;
452 timeout = 300; 449 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 451 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; 452 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 453 enter_x = 0;
466 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;
467 468
468 alloc (); 469 alloc ();
469} 470}
470 471
471/* 472/*
571 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
572static const char * 573static const char *
573print_shop_string (maptile *m) 574print_shop_string (maptile *m)
574{ 575{
575 static dynbuf_text buf; buf.clear (); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
576 578
577 for (int i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
579 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
580 { 587 {
581 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
582 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);
583 else 590 else
584 buf.printf ("%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
585 } 592 }
586 else 593 else
587 { 594 {
588 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
589 buf.printf ("*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
590 else 597 else
591 buf.printf ("*"); 598 buf.printf ("*");
592 } 599 }
593 } 600 }
594 601
617 { 624 {
618 case KW_msg: 625 case KW_msg:
619 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
620 break; 627 break;
621 628
622 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
623 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
624 break; 631 break;
625 632
626 case KW_maplore: 633 case KW_maplore:
627 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
644 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 655 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;
655 656
656 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
660 661
661 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663 664
664 // old names new names 665 // old names new names
665 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;
666 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;
674 675
675 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
678 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;
679 682
680 case KW_ERROR: 683 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
682 break; 685 break;
683 686
684 case KW_end: 687 case KW_end:
685 thawer.next (); 688 thawer.next ();
686 return true; 689 return true;
687 690
688 default: 691 default:
689 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
690 return false; 693 return false;
691 break; 694 break;
692 } 695 }
693 696
694 thawer.next (); 697 thawer.next ();
712 int unique = 0; 715 int unique = 0;
713 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
714 { 717 {
715 object *above = op->above; 718 object *above = op->above;
716 719
717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
718 unique = 1; 721 unique = 1;
719 722
720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
721 op->destroy (); 724 op->destroy ();
722 725
723 op = above; 726 op = above;
724 } 727 }
725 } 728 }
728//-GPL 731//-GPL
729 732
730bool 733bool
731maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
732{ 735{
733#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
735 738
736 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
737 740
738 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
739 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
740 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
741 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
749 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
753 756
754 MAP_OUT (darkness);
755 MAP_OUT (width); 757 MAP_OUT (width);
756 MAP_OUT (height); 758 MAP_OUT (height);
757 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
759 761 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); 762 MAP_OUT (outdoor);
764 MAP_OUT (temp); 763
765 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 766
771 MAP_OUT (per_player); 767 MAP_OUT (per_player);
772 MAP_OUT (per_party); 768 MAP_OUT (per_party);
773 769
774 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]);
775 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]);
776 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]);
777 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]);
778 776
779 freezer.put (this); 777 freezer.put (this);
780 freezer.put (KW_end); 778 freezer.put (KW(end));
781 779
782 return true; 780 return true;
783} 781}
784 782
785bool 783bool
839 msg = 0; 837 msg = 0;
840 maplore = 0; 838 maplore = 0;
841 shoprace = 0; 839 shoprace = 0;
842 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
843 841
844 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
845 tile_path [i] = 0; 843 tile_path [i] = 0;
846} 844}
847 845
848maptile::~maptile () 846maptile::~maptile ()
849{ 847{
856 /* 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
857 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
858 * 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
859 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
860 */ 858 */
861 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
862 if (tile_map[i] == m) 860 if (tile_map[i] == m)
863 tile_map[i] = 0; 861 tile_map[i] = 0;
864} 862}
865 863
866void 864void
870 868
871 clear (); 869 clear ();
872} 870}
873 871
874/* 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?
875void 874void
876maptile::do_decay_objects () 875maptile::do_decay_objects ()
877{ 876{
878 if (!spaces) 877 if (!spaces)
879 return; 878 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
883 { 882 {
884 above = op->above; 883 above = op->above;
885 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
886 bool destroy = 0; 889 bool destroy = 0;
887 890
888 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 893 || op->flag [FLAG_UNIQUE]
891 894 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || 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 ()) 896 || op->is_alive ())
898 ; // do not decay 897 ; // do not decay
899 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
900 { 899 {
901 op->stats.dam--; 900 op->stats.dam--;
926 || mat & M_LIQUID 925 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1; 932 destroy = 1;
933 } 933 }
934 934
935 /* adjust overall chance below */ 935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
956 sint64 total_exp = 0; 956 sint64 total_exp = 0;
957 957
958 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
959 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
960 { 960 {
961 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
962 { 962 {
963 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
964 monster_cnt++; 964 monster_cnt++;
965 } 965 }
966 966
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
968 { 968 {
969 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
970 970
971 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
972 { 972 {
1027 */ 1027 */
1028void 1028void
1029mapspace::update_ () 1029mapspace::update_ ()
1030{ 1030{
1031 object *last = 0; 1031 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1033 sint8 light = 0;
1034 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;
1035 1039
1036 //object *middle = 0; 1040 //object *middle = 0;
1037 //object *top = 0; 1041 //object *top = 0;
1038 //object *floor = 0; 1042 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1042 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
1043 1049
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1051 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1052 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1054 * 1060 *
1055 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1056 */ 1062 */
1057 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1058 { 1064 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1066 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1068 {
1063 /* 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,
1064 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1065 */ 1071 */
1066 middle = 0; 1072 middle = 0;
1067 top = 0; 1073 top = 0;
1068 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1069 } 1077 }
1070 /* Flag anywhere have high priority */ 1078 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 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;
1073 middle = tmp; 1097 middle = tmp;
1074 anywhere = 1; 1098 }
1075 } 1099 }
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 } 1100 }
1090 1101
1091 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1096 1107
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 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 } 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;
1104 1123
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1125 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1127 this->move_on = move_on;
1109 this->move_off = move_off; 1128 this->move_off = move_off;
1110 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
1111 1132
1112 /* 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),
1113 * 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
1114 * this point. 1135 * this point.
1115 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1133 */ 1154 */
1134 1155
1135 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1136 { 1157 {
1137 /* 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 */
1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1139 break; 1160 break;
1140 1161
1141 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1142 if (top && middle) 1163 if (top && middle)
1143 break; 1164 break;
1181 faces_obj [1] = middle; 1202 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1203 faces_obj [2] = floor;
1183#endif 1204#endif
1184} 1205}
1185 1206
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 * 1207maptile *
1198maptile::tile_available (int dir, bool load) 1208maptile::tile_available (int dir, bool load)
1199{ 1209{
1200 if (tile_path[dir]) 1210 if (tile_path[dir])
1201 { 1211 {
1212 // map is there and we don't need to load it OR it's loaded => return what we have
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1213 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1203 return tile_map[dir]; 1214 return tile_map[dir];
1204 1215
1216 // well, try to locate it then, if possible - maybe it's there already
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1217 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir]; 1218 return tile_map[dir];
1207 } 1219 }
1208 1220
1209 return 0; 1221 return 0;
1321/** 1333/**
1322 * Return whether map2 is adjacent to map1. If so, store the distance from 1334 * Return whether map2 is adjacent to map1. If so, store the distance from
1323 * map1 to map2 in dx/dy. 1335 * map1 to map2 in dx/dy.
1324 */ 1336 */
1325int 1337int
1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1338adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1327{ 1339{
1328 if (!map1 || !map2) 1340 if (!map1 || !map2)
1329 return 0; 1341 return 0;
1330 1342
1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1343 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1333 if (map1 == map2) 1345 if (map1 == map2)
1334 { 1346 {
1335 *dx = 0; 1347 *dx = 0;
1336 *dy = 0; 1348 *dy = 0;
1337 } 1349 }
1338 else if (map1->tile_map[0] == map2) 1350 else if (map1->tile_available (TILE_NORTH, false) == map2)
1339 { /* up */ 1351 {
1340 *dx = 0; 1352 *dx = 0;
1341 *dy = -map2->height; 1353 *dy = -map2->height;
1342 } 1354 }
1343 else if (map1->tile_map[1] == map2) 1355 else if (map1->tile_available (TILE_EAST , false) == map2)
1344 { /* right */ 1356 {
1345 *dx = map1->width; 1357 *dx = map1->width;
1346 *dy = 0; 1358 *dy = 0;
1347 } 1359 }
1348 else if (map1->tile_map[2] == map2) 1360 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1349 { /* down */ 1361 {
1350 *dx = 0; 1362 *dx = 0;
1351 *dy = map1->height; 1363 *dy = map1->height;
1352 } 1364 }
1353 else if (map1->tile_map[3] == map2) 1365 else if (map1->tile_available (TILE_WEST , false) == map2)
1354 { /* left */ 1366 {
1355 *dx = -map2->width; 1367 *dx = -map2->width;
1356 *dy = 0; 1368 *dy = 0;
1357 } 1369 }
1358 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1370 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1359 { /* up right */ 1371 { /* up right */
1360 *dx = map1->tile_map[0]->width; 1372 *dx = +map1->tile_map[TILE_NORTH]->width;
1361 *dy = -map1->tile_map[0]->height; 1373 *dy = -map1->tile_map[TILE_NORTH]->height;
1362 } 1374 }
1363 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1375 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1364 { /* up left */ 1376 { /* up left */
1365 *dx = -map2->width; 1377 *dx = -map2->width;
1366 *dy = -map1->tile_map[0]->height; 1378 *dy = -map1->tile_map[TILE_NORTH]->height;
1367 } 1379 }
1368 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1380 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1369 { /* right up */ 1381 { /* right up */
1370 *dx = map1->width; 1382 *dx = +map1->width;
1371 *dy = -map2->height; 1383 *dy = -map2->height;
1372 } 1384 }
1373 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1385 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1374 { /* right down */ 1386 { /* right down */
1375 *dx = map1->width; 1387 *dx = +map1->width;
1376 *dy = map1->tile_map[1]->height; 1388 *dy = +map1->tile_map[TILE_EAST]->height;
1377 } 1389 }
1378 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1390 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1379 { /* down right */ 1391 { /* down right */
1380 *dx = map1->tile_map[2]->width; 1392 *dx = +map1->tile_map[TILE_SOUTH]->width;
1381 *dy = map1->height; 1393 *dy = +map1->height;
1382 } 1394 }
1383 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1395 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1384 { /* down left */ 1396 { /* down left */
1385 *dx = -map2->width; 1397 *dx = -map2->width;
1386 *dy = map1->height; 1398 *dy = +map1->height;
1387 } 1399 }
1388 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1400 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1389 { /* left up */ 1401 { /* left up */
1390 *dx = -map1->tile_map[3]->width; 1402 *dx = -map1->tile_map[TILE_WEST]->width;
1391 *dy = -map2->height; 1403 *dy = -map2->height;
1392 } 1404 }
1393 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1405 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1394 { /* left down */ 1406 { /* left down */
1395 *dx = -map1->tile_map[3]->width; 1407 *dx = -map1->tile_map[TILE_WEST]->width;
1396 *dy = map1->tile_map[3]->height; 1408 *dy = +map1->tile_map[TILE_WEST]->height;
1397 } 1409 }
1398 else 1410 else
1399 return 0; 1411 return 0;
1400 1412
1401 return 1; 1413 return 1;
1437 * 1449 *
1438 * currently, the only flag supported (0x1) is don't translate for 1450 * currently, the only flag supported (0x1) is don't translate for
1439 * closest body part of 'op1' 1451 * closest body part of 'op1'
1440 */ 1452 */
1441void 1453void
1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1454get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1443{ 1455{
1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1456 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1445 { 1457 {
1446 /* be conservative and fill in _some_ data */ 1458 /* be conservative and fill in _some_ data */
1447 retval->distance = 10000; 1459 retval->distance = 10000;
1448 retval->distance_x = 10000; 1460 retval->distance_x = 10000;
1449 retval->distance_y = 10000; 1461 retval->distance_y = 10000;
1450 retval->direction = 0; 1462 retval->direction = 0;
1451 retval->part = 0; 1463 retval->part = 0;
1452 } 1464 }
1453 else 1465 else
1454 { 1466 {
1455 object *best;
1456
1457 retval->distance_x += op2->x - op1->x; 1467 retval->distance_x += op2->x - op1->x;
1458 retval->distance_y += op2->y - op1->y; 1468 retval->distance_y += op2->y - op1->y;
1459 1469
1460 best = op1; 1470 object *best = op1;
1471
1461 /* If this is multipart, find the closest part now */ 1472 /* If this is multipart, find the closest part now */
1462 if (!(flags & 0x1) && op1->more) 1473 if (!(flags & 1) && op1->more)
1463 { 1474 {
1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1475 int best_distance = idistance (retval->distance_x, retval->distance_y);
1465 1476
1466 /* we just take the offset of the piece to head to figure 1477 /* we just take the offset of the piece to head to figure
1467 * distance instead of doing all that work above again 1478 * distance instead of doing all that work above again
1468 * since the distance fields we set above are positive in the 1479 * since the distance fields we set above are positive in the
1469 * same axis as is used for multipart objects, the simply arithmetic 1480 * same axis as is used for multipart objects, the simply arithmetic
1470 * below works. 1481 * below works.
1471 */ 1482 */
1472 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1483 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1473 { 1484 {
1474 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1485 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1475 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1486
1476 if (tmpi < best_distance) 1487 if (tmpi < best_distance)
1477 { 1488 {
1478 best_distance = tmpi; 1489 best_distance = tmpi;
1479 best = tmp; 1490 best = tmp;
1480 } 1491 }
1481 } 1492 }
1482 1493
1483 if (best != op1) 1494 if (best != op1)
1484 { 1495 {
1485 retval->distance_x += op1->x - best->x; 1496 retval->distance_x += op1->x - best->x;
1486 retval->distance_y += op1->y - best->y; 1497 retval->distance_y += op1->y - best->y;
1487 } 1498 }
1488 } 1499 }
1489 1500
1490 retval->part = best; 1501 retval->part = best;
1491 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1502 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1492 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1503 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1493 } 1504 }
1494} 1505}
1495 1506
1496/* this is basically the same as get_rangevector above, but instead of 1507/* this is basically the same as get_rangevector above, but instead of
1497 * the first parameter being an object, it instead is the map 1508 * the first parameter being an object, it instead is the map
1502 * be more consistant with the above function and also in case they are needed 1513 * be more consistant with the above function and also in case they are needed
1503 * for something in the future. Also, since no object is pasted, the best 1514 * for something in the future. Also, since no object is pasted, the best
1504 * field of the rv_vector is set to NULL. 1515 * field of the rv_vector is set to NULL.
1505 */ 1516 */
1506void 1517void
1507get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1518get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1508{ 1519{
1509 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1520 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1510 { 1521 {
1511 /* be conservative and fill in _some_ data */ 1522 /* be conservative and fill in _some_ data */
1512 retval->distance = 100000; 1523 retval->distance = 100000;
1513 retval->distance_x = 32767; 1524 retval->distance_x = 32767;
1514 retval->distance_y = 32767; 1525 retval->distance_y = 32767;
1515 retval->direction = 0; 1526 retval->direction = 0;
1516 retval->part = 0; 1527 retval->part = 0;
1517 } 1528 }
1518 else 1529 else
1519 { 1530 {
1520 retval->distance_x += op2->x - x; 1531 retval->distance_x += op2->x - x;
1521 retval->distance_y += op2->y - y; 1532 retval->distance_y += op2->y - y;
1522 1533
1523 retval->part = 0; 1534 retval->part = 0;
1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1526 } 1537 }
1527} 1538}
1528 1539
1529/* Returns true of op1 and op2 are effectively on the same map 1540/* Returns true of op1 and op2 are effectively on the same map
1530 * (as related to map tiling). Note that this looks for a path from 1541 * (as related to map tiling). Note that this looks for a path from
1580 */ 1591 */
1581 for (int i = 1000; --i;) 1592 for (int i = 1000; --i;)
1582 { 1593 {
1583 object *pick = at (gen (width), gen (height)).bot; 1594 object *pick = at (gen (width), gen (height)).bot;
1584 1595
1585 // do not prefer big monsters just because they are big. 1596 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->is_head ()) 1597 if (pick && pick->is_head ())
1587 return pick->head_ (); 1598 return pick;
1588 } 1599 }
1589 1600
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1601 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find ("bug"); 1602 return archetype::find (shstr_bug);
1592} 1603}
1593 1604
1594//-GPL 1605//-GPL
1595 1606
1596void 1607void
1626 if (distance <= MAX_SOUND_DISTANCE) 1637 if (distance <= MAX_SOUND_DISTANCE)
1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1638 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1628 } 1639 }
1629} 1640}
1630 1641
1642dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1643
1631static void 1644static void
1632split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1645split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1633{ 1646{
1634 // clip to map to the left 1647 // clip to map to the left
1635 if (x0 < 0) 1648 if (x0 < 0)
1636 { 1649 {
1637 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1650 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1638 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1651 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1639 1652
1640 if (x1 < 0) // entirely to the left 1653 if (x1 < 0) // entirely to the left
1641 return; 1654 return;
1642 1655
1644 } 1657 }
1645 1658
1646 // clip to map to the right 1659 // clip to map to the right
1647 if (x1 > m->width) 1660 if (x1 > m->width)
1648 { 1661 {
1649 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1662 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1650 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1663 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1651 1664
1652 if (x0 > m->width) // entirely to the right 1665 if (x0 > m->width) // entirely to the right
1653 return; 1666 return;
1654 1667
1656 } 1669 }
1657 1670
1658 // clip to map above 1671 // clip to map above
1659 if (y0 < 0) 1672 if (y0 < 0)
1660 { 1673 {
1661 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1674 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1662 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1675 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1663 1676
1664 if (y1 < 0) // entirely above 1677 if (y1 < 0) // entirely above
1665 return; 1678 return;
1666 1679
1668 } 1681 }
1669 1682
1670 // clip to map below 1683 // clip to map below
1671 if (y1 > m->height) 1684 if (y1 > m->height)
1672 { 1685 {
1673 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1686 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1674 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1687 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1675 1688
1676 if (y0 > m->height) // entirely below 1689 if (y0 > m->height) // entirely below
1677 return; 1690 return;
1678 1691
1690 r->dx = dx; 1703 r->dx = dx;
1691 r->dy = dy; 1704 r->dy = dy;
1692} 1705}
1693 1706
1694maprect * 1707maprect *
1695maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1708maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1696{ 1709{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear (); 1710 buf.clear ();
1699 1711
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1712 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701 1713
1702 // add end marker 1714 // add end marker

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