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Comparing deliantra/server/common/map.C (file contents):
Revision 1.170 by root, Sun Nov 8 15:11:22 2009 UTC vs.
Revision 1.214 by root, Sun May 8 11:32:12 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_items = 25;
455 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
456}
457
458maptile::maptile (int w, int h)
459{
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0; 452 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 453 enter_x = 0;
467 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;
468 468
469 alloc (); 469 alloc ();
470} 470}
471 471
472/* 472/*
572 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
573static const char * 573static const char *
574print_shop_string (maptile *m) 574print_shop_string (maptile *m)
575{ 575{
576 static dynbuf_text buf; buf.clear (); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
577 578
578 for (int i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
579 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
580 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
581 { 587 {
582 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
583 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);
584 else 590 else
585 buf.printf ("%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
586 } 592 }
587 else 593 else
588 { 594 {
589 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
590 buf.printf ("*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
591 else 597 else
592 buf.printf ("*"); 598 buf.printf ("*");
593 } 599 }
594 } 600 }
595 601
618 { 624 {
619 case KW_msg: 625 case KW_msg:
620 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
621 break; 627 break;
622 628
623 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
624 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
625 break; 631 break;
626 632
627 case KW_maplore: 633 case KW_maplore:
628 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
645 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
650 case KW_temp: thawer.get (temp); break;
651 case KW_pressure: thawer.get (pressure); break;
652 case KW_humid: thawer.get (humid); break;
653 case KW_windspeed: thawer.get (windspeed); break;
654 case KW_winddir: thawer.get (winddir); break;
655 case KW_sky: thawer.get (sky); break;
656 656
657 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
661 661
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 664
665 // old names new names 665 // old names new names
666 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;
667 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;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675 675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
680 682
681 case KW_ERROR: 683 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
683 break; 685 break;
684 686
685 case KW_end: 687 case KW_end:
686 thawer.next (); 688 thawer.next ();
687 return true; 689 return true;
688 690
689 default: 691 default:
690 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
691 return false; 693 return false;
692 break; 694 break;
693 } 695 }
694 696
695 thawer.next (); 697 thawer.next ();
713 int unique = 0; 715 int unique = 0;
714 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
715 { 717 {
716 object *above = op->above; 718 object *above = op->above;
717 719
718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1; 721 unique = 1;
720 722
721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy (); 724 op->destroy ();
723 725
724 op = above; 726 op = above;
725 } 727 }
726 } 728 }
729//-GPL 731//-GPL
730 732
731bool 733bool
732maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
733{ 735{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 738
737 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
738 740
739 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
741 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
750 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
754 756
755 MAP_OUT (darkness);
756 MAP_OUT (width); 757 MAP_OUT (width);
757 MAP_OUT (height); 758 MAP_OUT (height);
758 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
760 761 MAP_OUT (darkness);
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
765 MAP_OUT (temp); 763
766 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 766
772 MAP_OUT (per_player); 767 MAP_OUT (per_player);
773 MAP_OUT (per_party); 768 MAP_OUT (per_party);
774 769
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
779 776
780 freezer.put (this); 777 freezer.put (this);
781 freezer.put (KW_end); 778 freezer.put (KW(end));
782 779
783 return true; 780 return true;
784} 781}
785 782
786bool 783bool
840 msg = 0; 837 msg = 0;
841 maplore = 0; 838 maplore = 0;
842 shoprace = 0; 839 shoprace = 0;
843 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
844 841
845 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
846 tile_path [i] = 0; 843 tile_path [i] = 0;
847} 844}
848 845
849maptile::~maptile () 846maptile::~maptile ()
850{ 847{
857 /* 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
858 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
859 * 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
860 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
861 */ 858 */
862 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
863 if (tile_map[i] == m) 860 if (tile_map[i] == m)
864 tile_map[i] = 0; 861 tile_map[i] = 0;
865} 862}
866 863
867void 864void
871 868
872 clear (); 869 clear ();
873} 870}
874 871
875/* 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?
876void 874void
877maptile::do_decay_objects () 875maptile::do_decay_objects ()
878{ 876{
879 if (!spaces) 877 if (!spaces)
880 return; 878 return;
882 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
884 { 882 {
885 above = op->above; 883 above = op->above;
886 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
887 bool destroy = 0; 889 bool destroy = 0;
888 890
889 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
891 break; 893 || op->flag [FLAG_UNIQUE]
892 894 || op->flag [FLAG_OVERLAY_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 896 || op->is_alive ())
899 ; // do not decay 897 ; // do not decay
900 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
901 { 899 {
902 op->stats.dam--; 900 op->stats.dam--;
927 || mat & M_LIQUID 925 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
933 destroy = 1; 932 destroy = 1;
934 } 933 }
935 934
936 /* adjust overall chance below */ 935 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
957 sint64 total_exp = 0; 956 sint64 total_exp = 0;
958 957
959 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
961 { 960 {
962 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
963 { 962 {
964 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
965 monster_cnt++; 964 monster_cnt++;
966 } 965 }
967 966
968 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
969 { 968 {
970 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
971 970
972 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
973 { 972 {
1028 */ 1027 */
1029void 1028void
1030mapspace::update_ () 1029mapspace::update_ ()
1031{ 1030{
1032 object *last = 0; 1031 object *last = 0;
1033 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1034 sint8 light = 0; 1033 sint8 light = 0;
1035 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;
1036 uint64_t volume = 0; 1035 uint64_t volume = 0;
1037 uint32_t nrof = 0; 1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1038 1039
1039 //object *middle = 0; 1040 //object *middle = 0;
1040 //object *top = 0; 1041 //object *top = 0;
1041 //object *floor = 0; 1042 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1046 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1051 {
1049 ++nrof;
1050
1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1052 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1053 1054
1054 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1055 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1057 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1058 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1059 * 1060 *
1060 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1061 */ 1062 */
1062 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1063 { 1064 {
1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1065 top = tmp; 1066 top = tmp;
1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1068 {
1069 /* If we got a floor, that means middle and top were below it,
1070 * so should not be visible, so we clear them.
1071 */
1072 middle = 0;
1073 top = 0;
1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1077 }
1066 else 1078 else
1067 { 1079 {
1068 if (tmp->flag [FLAG_IS_FLOOR]) 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1069 { 1081 {
1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them.
1072 */ 1082 ++items;
1073 middle = 0; 1083 volume += tmp->volume ();
1074 top = 0;
1075 floor = tmp;
1076 } 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
1077 else 1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 { 1095 {
1079 if (!tmp->flag [FLAG_NO_PICK]) 1096 middle_visibility = ::faces [tmp->face].visibility;
1080 volume += tmp->volume ();
1081
1082 /* Flag anywhere have high priority */
1083 if (tmp->flag [FLAG_SEE_ANYWHERE])
1084 {
1085 middle = tmp;
1086 anywhere = 1;
1087 }
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1093 middle = tmp; 1097 middle = tmp;
1094 } 1098 }
1095 } 1099 }
1096 } 1100 }
1097 1101
1098 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1099 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1100 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1101 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1102 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1103 1107
1104 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1105 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1106 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 } 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;
1111 1123
1112 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1125 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1127 this->move_on = move_on;
1116 this->move_off = move_off; 1128 this->move_off = move_off;
1117 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024; 1130 this->volume_ = (volume + 1023) / 1024;
1119 this->nrof_ = min (65535, nrof); 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1120 1132
1121 /* 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),
1122 * 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
1123 * this point. 1135 * this point.
1124 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1142 */ 1154 */
1143 1155
1144 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1145 { 1157 {
1146 /* 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 */
1147 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1148 break; 1160 break;
1149 1161
1150 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1151 if (top && middle) 1163 if (top && middle)
1152 break; 1164 break;
1183 middle = 0; 1195 middle = 0;
1184 1196
1185 if (top == middle) 1197 if (top == middle)
1186 middle = 0; 1198 middle = 0;
1187 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 mapspace &ms = m->at (floor->x, floor->y);
1208 ms.update ();
1209
1210 if (object *floor2 = ms.faces_obj [2])
1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1220 }
1221 }
1222
1188#if 0 1223#if 0
1189 faces_obj [0] = top; 1224 faces_obj [0] = top;
1190 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1191 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1192#endif 1227#endif
1193} 1228}
1194 1229
1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
1236
1237 pflags &= ~PF_VIS_UP;
1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1195maptile * 1244maptile *
1196maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1197{ 1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1198 if (tile_path[dir]) 1251 if (tile_path [dir])
1199 { 1252 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1253 // well, try to locate it then, if possible - maybe it's there already
1254 if (maptile *m = find_async (tile_path [dir], this, load))
1255 {
1256 bool mismatch = false;
1257
1258 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1259 if (width != m->width)
1260 mismatch = true;
1261
1262 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1263 if (height != m->height)
1264 mismatch = true;
1265
1266 if (mismatch)
1267 {
1268 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1269 dir, &path, &m->path);
1270 m = 0;
1271 }
1272
1273 // as an optimisation, link us against the other map if the other map
1274 // has us as neighbour, which is very common, but not guaranteed.
1275 int dir2 = REVERSE_TILE_DIR (dir);
1276
1277 if (m->tile_path [dir2] == path)
1278 m->tile_map [dir2] = this;
1279
1280 // this could be optimised endlessly
1281 //m->activate_physics ();
1282
1201 return tile_map[dir]; 1283 return tile_map [dir] = m;
1202 1284 }
1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 } 1285 }
1206 1286
1207 return 0; 1287 return 0;
1208} 1288}
1209 1289
1225 if (!m) 1305 if (!m)
1226 return 0; 1306 return 0;
1227 1307
1228 if (x < 0) 1308 if (x < 0)
1229 { 1309 {
1230 if (!m->tile_available (3)) 1310 if (!m->tile_available (TILE_WEST))
1231 return 1; 1311 return 1;
1232 1312
1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1313 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1234 } 1314 }
1235 1315
1236 if (x >= m->width) 1316 if (x >= m->width)
1237 { 1317 {
1238 if (!m->tile_available (1)) 1318 if (!m->tile_available (TILE_EAST))
1239 return 1; 1319 return 1;
1240 1320
1241 return out_of_map (m->tile_map[1], x - m->width, y); 1321 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1242 } 1322 }
1243 1323
1244 if (y < 0) 1324 if (y < 0)
1245 { 1325 {
1246 if (!m->tile_available (0)) 1326 if (!m->tile_available (TILE_NORTH))
1247 return 1; 1327 return 1;
1248 1328
1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1329 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1250 } 1330 }
1251 1331
1252 if (y >= m->height) 1332 if (y >= m->height)
1253 { 1333 {
1254 if (!m->tile_available (2)) 1334 if (!m->tile_available (TILE_SOUTH))
1255 return 1; 1335 return 1;
1256 1336
1257 return out_of_map (m->tile_map[2], x, y - m->height); 1337 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1258 } 1338 }
1259 1339
1260 /* Simple case - coordinates are within this local 1340 /* Simple case - coordinates are within this local
1261 * map. 1341 * map.
1262 */ 1342 */
1274maptile * 1354maptile *
1275maptile::xy_find (sint16 &x, sint16 &y) 1355maptile::xy_find (sint16 &x, sint16 &y)
1276{ 1356{
1277 if (x < 0) 1357 if (x < 0)
1278 { 1358 {
1279 if (!tile_available (3)) 1359 if (!tile_available (TILE_WEST))
1280 return 0; 1360 return 0;
1281 1361
1282 x += tile_map[3]->width; 1362 x += tile_map [TILE_WEST]->width;
1283 return tile_map[3]->xy_find (x, y); 1363 return tile_map [TILE_WEST]->xy_find (x, y);
1284 } 1364 }
1285 1365
1286 if (x >= width) 1366 if (x >= width)
1287 { 1367 {
1288 if (!tile_available (1)) 1368 if (!tile_available (TILE_EAST))
1289 return 0; 1369 return 0;
1290 1370
1291 x -= width; 1371 x -= width;
1292 return tile_map[1]->xy_find (x, y); 1372 return tile_map [TILE_EAST]->xy_find (x, y);
1293 } 1373 }
1294 1374
1295 if (y < 0) 1375 if (y < 0)
1296 { 1376 {
1297 if (!tile_available (0)) 1377 if (!tile_available (TILE_NORTH))
1298 return 0; 1378 return 0;
1299 1379
1300 y += tile_map[0]->height; 1380 y += tile_map [TILE_NORTH]->height;
1301 return tile_map[0]->xy_find (x, y); 1381 return tile_map [TILE_NORTH]->xy_find (x, y);
1302 } 1382 }
1303 1383
1304 if (y >= height) 1384 if (y >= height)
1305 { 1385 {
1306 if (!tile_available (2)) 1386 if (!tile_available (TILE_SOUTH))
1307 return 0; 1387 return 0;
1308 1388
1309 y -= height; 1389 y -= height;
1310 return tile_map[2]->xy_find (x, y); 1390 return tile_map [TILE_SOUTH]->xy_find (x, y);
1311 } 1391 }
1312 1392
1313 /* Simple case - coordinates are within this local 1393 /* Simple case - coordinates are within this local
1314 * map. 1394 * map.
1315 */ 1395 */
1319/** 1399/**
1320 * Return whether map2 is adjacent to map1. If so, store the distance from 1400 * Return whether map2 is adjacent to map1. If so, store the distance from
1321 * map1 to map2 in dx/dy. 1401 * map1 to map2 in dx/dy.
1322 */ 1402 */
1323int 1403int
1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1404adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1325{ 1405{
1326 if (!map1 || !map2) 1406 if (!map1 || !map2)
1327 return 0; 1407 return 0;
1328 1408
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1409 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 if (map1 == map2) 1411 if (map1 == map2)
1332 { 1412 {
1333 *dx = 0; 1413 *dx = 0;
1334 *dy = 0; 1414 *dy = 0;
1335 } 1415 }
1336 else if (map1->tile_map[0] == map2) 1416 else if (map1->tile_available (TILE_NORTH, false) == map2)
1337 { /* up */ 1417 {
1338 *dx = 0; 1418 *dx = 0;
1339 *dy = -map2->height; 1419 *dy = -map2->height;
1340 } 1420 }
1341 else if (map1->tile_map[1] == map2) 1421 else if (map1->tile_available (TILE_EAST , false) == map2)
1342 { /* right */ 1422 {
1343 *dx = map1->width; 1423 *dx = map1->width;
1344 *dy = 0; 1424 *dy = 0;
1345 } 1425 }
1346 else if (map1->tile_map[2] == map2) 1426 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1347 { /* down */ 1427 {
1348 *dx = 0; 1428 *dx = 0;
1349 *dy = map1->height; 1429 *dy = map1->height;
1350 } 1430 }
1351 else if (map1->tile_map[3] == map2) 1431 else if (map1->tile_available (TILE_WEST , false) == map2)
1352 { /* left */ 1432 {
1353 *dx = -map2->width; 1433 *dx = -map2->width;
1354 *dy = 0; 1434 *dy = 0;
1355 } 1435 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1436 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1357 { /* up right */ 1437 { /* up right */
1358 *dx = map1->tile_map[0]->width; 1438 *dx = +map1->tile_map[TILE_NORTH]->width;
1359 *dy = -map1->tile_map[0]->height; 1439 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1440 }
1361 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1441 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1362 { /* up left */ 1442 { /* up left */
1363 *dx = -map2->width; 1443 *dx = -map2->width;
1364 *dy = -map1->tile_map[0]->height; 1444 *dy = -map1->tile_map[TILE_NORTH]->height;
1365 } 1445 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1446 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1367 { /* right up */ 1447 { /* right up */
1368 *dx = map1->width; 1448 *dx = +map1->width;
1369 *dy = -map2->height; 1449 *dy = -map2->height;
1370 } 1450 }
1371 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1451 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1372 { /* right down */ 1452 { /* right down */
1373 *dx = map1->width; 1453 *dx = +map1->width;
1374 *dy = map1->tile_map[1]->height; 1454 *dy = +map1->tile_map[TILE_EAST]->height;
1375 } 1455 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1456 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1377 { /* down right */ 1457 { /* down right */
1378 *dx = map1->tile_map[2]->width; 1458 *dx = +map1->tile_map[TILE_SOUTH]->width;
1379 *dy = map1->height; 1459 *dy = +map1->height;
1380 } 1460 }
1381 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1461 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1382 { /* down left */ 1462 { /* down left */
1383 *dx = -map2->width; 1463 *dx = -map2->width;
1384 *dy = map1->height; 1464 *dy = +map1->height;
1385 } 1465 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1466 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1387 { /* left up */ 1467 { /* left up */
1388 *dx = -map1->tile_map[3]->width; 1468 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = -map2->height; 1469 *dy = -map2->height;
1390 } 1470 }
1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1471 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1392 { /* left down */ 1472 { /* left down */
1393 *dx = -map1->tile_map[3]->width; 1473 *dx = -map1->tile_map[TILE_WEST]->width;
1394 *dy = map1->tile_map[3]->height; 1474 *dy = +map1->tile_map[TILE_WEST]->height;
1395 } 1475 }
1396 else 1476 else
1397 return 0; 1477 return 0;
1398 1478
1399 return 1; 1479 return 1;
1435 * 1515 *
1436 * currently, the only flag supported (0x1) is don't translate for 1516 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1517 * closest body part of 'op1'
1438 */ 1518 */
1439void 1519void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1520get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1521{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1522 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1523 {
1444 /* be conservative and fill in _some_ data */ 1524 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1525 retval->distance = 10000;
1446 retval->distance_x = 10000; 1526 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1527 retval->distance_y = 10000;
1448 retval->direction = 0; 1528 retval->direction = 0;
1449 retval->part = 0; 1529 retval->part = 0;
1450 } 1530 }
1451 else 1531 else
1452 { 1532 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1533 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1534 retval->distance_y += op2->y - op1->y;
1457 1535
1458 best = op1; 1536 object *best = op1;
1537
1459 /* If this is multipart, find the closest part now */ 1538 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1539 if (!(flags & 1) && op1->more)
1461 { 1540 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1541 int best_distance = idistance (retval->distance_x, retval->distance_y);
1463 1542
1464 /* we just take the offset of the piece to head to figure 1543 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1544 * distance instead of doing all that work above again
1466 * since the distance fields we set above are positive in the 1545 * since the distance fields we set above are positive in the
1467 * same axis as is used for multipart objects, the simply arithmetic 1546 * same axis as is used for multipart objects, the simply arithmetic
1468 * below works. 1547 * below works.
1469 */ 1548 */
1470 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1549 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 { 1550 {
1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1551 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1552
1474 if (tmpi < best_distance) 1553 if (tmpi < best_distance)
1475 { 1554 {
1476 best_distance = tmpi; 1555 best_distance = tmpi;
1477 best = tmp; 1556 best = tmp;
1478 } 1557 }
1479 } 1558 }
1480 1559
1481 if (best != op1) 1560 if (best != op1)
1482 { 1561 {
1483 retval->distance_x += op1->x - best->x; 1562 retval->distance_x += op1->x - best->x;
1484 retval->distance_y += op1->y - best->y; 1563 retval->distance_y += op1->y - best->y;
1485 } 1564 }
1486 } 1565 }
1487 1566
1488 retval->part = best; 1567 retval->part = best;
1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1568 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1569 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1491 } 1570 }
1492} 1571}
1493 1572
1494/* this is basically the same as get_rangevector above, but instead of 1573/* this is basically the same as get_rangevector above, but instead of
1495 * the first parameter being an object, it instead is the map 1574 * the first parameter being an object, it instead is the map
1500 * be more consistant with the above function and also in case they are needed 1579 * be more consistant with the above function and also in case they are needed
1501 * for something in the future. Also, since no object is pasted, the best 1580 * for something in the future. Also, since no object is pasted, the best
1502 * field of the rv_vector is set to NULL. 1581 * field of the rv_vector is set to NULL.
1503 */ 1582 */
1504void 1583void
1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1584get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506{ 1585{
1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1586 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508 { 1587 {
1509 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
1510 retval->distance = 100000; 1589 retval->distance = 100000;
1511 retval->distance_x = 32767; 1590 retval->distance_x = 32767;
1512 retval->distance_y = 32767; 1591 retval->distance_y = 32767;
1513 retval->direction = 0; 1592 retval->direction = 0;
1514 retval->part = 0; 1593 retval->part = 0;
1515 } 1594 }
1516 else 1595 else
1517 { 1596 {
1518 retval->distance_x += op2->x - x; 1597 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1598 retval->distance_y += op2->y - y;
1520 1599
1521 retval->part = 0; 1600 retval->part = 0;
1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1601 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1602 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1524 } 1603 }
1525} 1604}
1526 1605
1527/* Returns true of op1 and op2 are effectively on the same map 1606/* Returns true of op1 and op2 are effectively on the same map
1528 * (as related to map tiling). Note that this looks for a path from 1607 * (as related to map tiling). Note that this looks for a path from
1578 */ 1657 */
1579 for (int i = 1000; --i;) 1658 for (int i = 1000; --i;)
1580 { 1659 {
1581 object *pick = at (gen (width), gen (height)).bot; 1660 object *pick = at (gen (width), gen (height)).bot;
1582 1661
1583 // do not prefer big monsters just because they are big. 1662 // must be head: do not prefer big monsters just because they are big.
1584 if (pick && pick->is_head ()) 1663 if (pick && pick->is_head ())
1585 return pick->head_ (); 1664 return pick;
1586 } 1665 }
1587 1666
1588 // instead of crashing in the unlikely(?) case, try to return *something* 1667 // instead of crashing in the unlikely(?) case, try to return *something*
1589 return archetype::find (shstr_bug); 1668 return archetype::find (shstr_bug);
1590} 1669}
1624 if (distance <= MAX_SOUND_DISTANCE) 1703 if (distance <= MAX_SOUND_DISTANCE)
1625 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1704 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1626 } 1705 }
1627} 1706}
1628 1707
1708dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1709
1629static void 1710static void
1630split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1711split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1631{ 1712{
1632 // clip to map to the left 1713 // clip to map to the left
1633 if (x0 < 0) 1714 if (x0 < 0)
1634 { 1715 {
1635 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1716 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1636 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1717 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1637 1718
1638 if (x1 < 0) // entirely to the left 1719 if (x1 < 0) // entirely to the left
1639 return; 1720 return;
1640 1721
1642 } 1723 }
1643 1724
1644 // clip to map to the right 1725 // clip to map to the right
1645 if (x1 > m->width) 1726 if (x1 > m->width)
1646 { 1727 {
1647 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1728 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1648 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1729 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1649 1730
1650 if (x0 > m->width) // entirely to the right 1731 if (x0 > m->width) // entirely to the right
1651 return; 1732 return;
1652 1733
1654 } 1735 }
1655 1736
1656 // clip to map above 1737 // clip to map above
1657 if (y0 < 0) 1738 if (y0 < 0)
1658 { 1739 {
1659 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1740 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1660 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1741 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1661 1742
1662 if (y1 < 0) // entirely above 1743 if (y1 < 0) // entirely above
1663 return; 1744 return;
1664 1745
1666 } 1747 }
1667 1748
1668 // clip to map below 1749 // clip to map below
1669 if (y1 > m->height) 1750 if (y1 > m->height)
1670 { 1751 {
1671 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1752 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1672 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1753 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1673 1754
1674 if (y0 > m->height) // entirely below 1755 if (y0 > m->height) // entirely below
1675 return; 1756 return;
1676 1757
1688 r->dx = dx; 1769 r->dx = dx;
1689 r->dy = dy; 1770 r->dy = dy;
1690} 1771}
1691 1772
1692maprect * 1773maprect *
1693maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1774maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1694{ 1775{
1695 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1696 buf.clear (); 1776 buf.clear ();
1697 1777
1698 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1778 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1699 1779
1700 // add end marker 1780 // add end marker

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