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Comparing deliantra/server/common/map.C (file contents):
Revision 1.172 by root, Sun Nov 8 20:55:39 2009 UTC vs.
Revision 1.200 by root, Fri May 7 19:46:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
30 29
31//+GPL 30//+GPL
32 31
33sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
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
438 return false; 424 return false;
439 425
440 return freezer.save (path); 426 return freezer.save (path);
441} 427}
442 428
443maptile::maptile () 429void
430maptile::init ()
444{ 431{
445 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
446 433
447 /* The maps used to pick up default x and y values from the 434 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
449 */ 436 */
450 width = 16; 437 width = 16;
451 height = 16; 438 height = 16;
452 timeout = 300; 439 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_items = MAX_ITEM_PER_ACTION; 440 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 441 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; 442 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 443 enter_x = 0;
467 enter_y = 0; 444 enter_y = 0;
445}
446
447maptile::maptile ()
448{
449 init ();
450}
451
452maptile::maptile (int w, int h)
453{
454 init ();
455
456 width = w;
457 height = h;
468 458
469 alloc (); 459 alloc ();
470} 460}
471 461
472/* 462/*
572 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
573static const char * 563static const char *
574print_shop_string (maptile *m) 564print_shop_string (maptile *m)
575{ 565{
576 static dynbuf_text buf; buf.clear (); 566 static dynbuf_text buf; buf.clear ();
567 bool first = true;
577 568
578 for (int i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
579 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
580 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
581 { 577 {
582 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
584 else 580 else
585 buf.printf ("%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
586 } 582 }
587 else 583 else
588 { 584 {
589 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
590 buf.printf ("*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
591 else 587 else
592 buf.printf ("*"); 588 buf.printf ("*");
593 } 589 }
594 } 590 }
595 591
645 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break; 645 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;
656 646
657 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break; 650 case KW_no_drop: thawer.get (no_drop); break;
661 651
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 654
665 // old names new names 655 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 656 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; 657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
685 case KW_end: 675 case KW_end:
686 thawer.next (); 676 thawer.next ();
687 return true; 677 return true;
688 678
689 default: 679 default:
690 if (!thawer.parse_error ("map", 0)) 680 if (!thawer.parse_error ("map"))
691 return false; 681 return false;
692 break; 682 break;
693 } 683 }
694 684
695 thawer.next (); 685 thawer.next ();
713 int unique = 0; 703 int unique = 0;
714 for (object *op = spaces [i].bot; op; ) 704 for (object *op = spaces [i].bot; op; )
715 { 705 {
716 object *above = op->above; 706 object *above = op->above;
717 707
718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1; 709 unique = 1;
720 710
721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy (); 712 op->destroy ();
723 713
724 op = above; 714 op = above;
725 } 715 }
726 } 716 }
729//-GPL 719//-GPL
730 720
731bool 721bool
732maptile::_save_header (object_freezer &freezer) 722maptile::_save_header (object_freezer &freezer)
733{ 723{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k) 724#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 726
737 MAP_OUT2 (arch, "map"); 727 MAP_OUT2 (arch, CS(map));
738 728
739 if (name) MAP_OUT (name); 729 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time); 730 MAP_OUT (swap_time);
741 MAP_OUT (reset_time); 731 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout); 732 MAP_OUT (reset_timeout);
750 MAP_OUT (shopgreed); 740 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 741 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 742 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 743 if (shoprace) MAP_OUT (shoprace);
754 744
755 MAP_OUT (darkness);
756 MAP_OUT (width); 745 MAP_OUT (width);
757 MAP_OUT (height); 746 MAP_OUT (height);
758 MAP_OUT (enter_x); 747 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 748 MAP_OUT (enter_y);
760 749 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); 750 MAP_OUT (outdoor);
765 MAP_OUT (temp); 751
766 MAP_OUT (pressure); 752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 754
772 MAP_OUT (per_player); 755 MAP_OUT (per_player);
773 MAP_OUT (per_party); 756 MAP_OUT (per_party);
774 757
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 758 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 759 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 760 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 761 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779 762
780 freezer.put (this); 763 freezer.put (this);
781 freezer.put (KW_end); 764 freezer.put (KW(end));
782 765
783 return true; 766 return true;
784} 767}
785 768
786bool 769bool
871 854
872 clear (); 855 clear ();
873} 856}
874 857
875/* decay and destroy perishable items in a map */ 858/* decay and destroy perishable items in a map */
859// TODO: should be done regularly, not on map load?
876void 860void
877maptile::do_decay_objects () 861maptile::do_decay_objects ()
878{ 862{
879 if (!spaces) 863 if (!spaces)
880 return; 864 return;
882 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above) 867 for (object *above, *op = ms->bot; op; op = above)
884 { 868 {
885 above = op->above; 869 above = op->above;
886 870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
887 bool destroy = 0; 875 bool destroy = 0;
888 876
889 // do not decay anything above unique floor tiles (yet :) 877 if (op->flag [FLAG_IS_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 878 || op->flag [FLAG_OBJ_ORIGINAL]
891 break; 879 || op->flag [FLAG_UNIQUE]
892 880 || op->flag [FLAG_OVERLAY_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 881 || 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 ()) 882 || op->is_alive ())
899 ; // do not decay 883 ; // do not decay
900 else if (op->is_weapon ()) 884 else if (op->is_weapon ())
901 { 885 {
902 op->stats.dam--; 886 op->stats.dam--;
927 || mat & M_LIQUID 911 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 912 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 913 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 916 //|| (mat & M_ICE && temp > 32)
917 )
933 destroy = 1; 918 destroy = 1;
934 } 919 }
935 920
936 /* adjust overall chance below */ 921 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 922 if (destroy && rndm (0, 1))
957 sint64 total_exp = 0; 942 sint64 total_exp = 0;
958 943
959 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960 for (object *op = ms->bot; op; op = op->above) 945 for (object *op = ms->bot; op; op = op->above)
961 { 946 {
962 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
963 { 948 {
964 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
965 monster_cnt++; 950 monster_cnt++;
966 } 951 }
967 952
968 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
969 { 954 {
970 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
971 956
972 if (archetype *at = op->other_arch) 957 if (archetype *at = op->other_arch)
973 { 958 {
1034 sint8 light = 0; 1019 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0; 1021 uint64_t volume = 0;
1037 uint32_t items = 0; 1022 uint32_t items = 0;
1038 object *anywhere = 0; 1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1039 1025
1040 //object *middle = 0; 1026 //object *middle = 0;
1041 //object *top = 0; 1027 //object *top = 0;
1042 //object *floor = 0; 1028 //object *floor = 0;
1043 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1060 * 1046 *
1061 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1062 */ 1048 */
1063 if (expect_true (!tmp->invisible)) 1049 if (expect_true (!tmp->invisible))
1064 { 1050 {
1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1066 top = tmp; 1052 top = tmp;
1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054 {
1055 /* If we got a floor, that means middle and top were below it,
1056 * so should not be visible, so we clear them.
1057 */
1058 middle = 0;
1059 top = 0;
1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1063 }
1067 else 1064 else
1068 { 1065 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1070 { 1067 {
1071 /* If we got a floor, that means middle and top were below it,
1072 * so should not be visible, so we clear them.
1073 */
1074 middle = 0;
1075 top = 0;
1076 floor = tmp;
1077 volume = 0;
1078 items = 0; 1068 ++items;
1069 volume += tmp->volume ();
1079 } 1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1080 else 1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 { 1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1082 middle_visibility = ::faces [tmp->face].visibility;
1083 {
1084 ++items;
1085 volume += tmp->volume ();
1086 }
1087
1088 /* Flag anywhere have high priority */
1089 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1090 anywhere = tmp;
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1096 middle = tmp; 1083 middle = tmp;
1097 } 1084 }
1098 } 1085 }
1099 } 1086 }
1100 1087
1101 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1153 */ 1140 */
1154 1141
1155 for (object *tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1156 { 1143 {
1157 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1158 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (tmp->flag [FLAG_IS_FLOOR])
1159 break; 1146 break;
1160 1147
1161 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1162 if (top && middle) 1149 if (top && middle)
1163 break; 1150 break;
1330/** 1317/**
1331 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
1332 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1333 */ 1320 */
1334int 1321int
1335adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1336{ 1323{
1337 if (!map1 || !map2) 1324 if (!map1 || !map2)
1338 return 0; 1325 return 0;
1339 1326
1340 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 if (map1 == map2) 1329 if (map1 == map2)
1343 { 1330 {
1344 *dx = 0; 1331 *dx = 0;
1345 *dy = 0; 1332 *dy = 0;
1346 } 1333 }
1347 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1348 { /* up */ 1335 { /* up */
1349 *dx = 0; 1336 *dx = 0;
1350 *dy = -map2->height; 1337 *dy = -map2->height;
1351 } 1338 }
1352 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1353 { /* right */ 1340 { /* right */
1354 *dx = map1->width; 1341 *dx = map1->width;
1355 *dy = 0; 1342 *dy = 0;
1356 } 1343 }
1357 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1358 { /* down */ 1345 { /* down */
1359 *dx = 0; 1346 *dx = 0;
1360 *dy = map1->height; 1347 *dy = map1->height;
1361 } 1348 }
1362 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1363 { /* left */ 1350 { /* left */
1364 *dx = -map2->width; 1351 *dx = -map2->width;
1365 *dy = 0; 1352 *dy = 0;
1366 } 1353 }
1367 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1368 { /* up right */ 1355 { /* up right */
1369 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1370 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1371 } 1358 }
1372 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1373 { /* up left */ 1360 { /* up left */
1374 *dx = -map2->width; 1361 *dx = -map2->width;
1375 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1376 } 1363 }
1377 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1378 { /* right up */ 1365 { /* right up */
1379 *dx = map1->width; 1366 *dx = map1->width;
1380 *dy = -map2->height; 1367 *dy = -map2->height;
1381 } 1368 }
1382 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1383 { /* right down */ 1370 { /* right down */
1384 *dx = map1->width; 1371 *dx = map1->width;
1385 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1386 } 1373 }
1387 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1388 { /* down right */ 1375 { /* down right */
1389 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1390 *dy = map1->height; 1377 *dy = map1->height;
1391 } 1378 }
1392 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1393 { /* down left */ 1380 { /* down left */
1394 *dx = -map2->width; 1381 *dx = -map2->width;
1395 *dy = map1->height; 1382 *dy = map1->height;
1396 } 1383 }
1397 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1398 { /* left up */ 1385 { /* left up */
1399 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1400 *dy = -map2->height; 1387 *dy = -map2->height;
1401 } 1388 }
1402 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1403 { /* left down */ 1390 { /* left down */
1404 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1405 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1406 } 1393 }
1407 else 1394 else
1446 * 1433 *
1447 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
1448 * closest body part of 'op1' 1435 * closest body part of 'op1'
1449 */ 1436 */
1450void 1437void
1451get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1452{ 1439{
1453 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1454 { 1441 {
1455 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1456 retval->distance = 10000; 1443 retval->distance = 10000;
1457 retval->distance_x = 10000; 1444 retval->distance_x = 10000;
1458 retval->distance_y = 10000; 1445 retval->distance_y = 10000;
1459 retval->direction = 0; 1446 retval->direction = 0;
1460 retval->part = 0; 1447 retval->part = 0;
1461 } 1448 }
1462 else 1449 else
1463 { 1450 {
1464 object *best;
1465
1466 retval->distance_x += op2->x - op1->x; 1451 retval->distance_x += op2->x - op1->x;
1467 retval->distance_y += op2->y - op1->y; 1452 retval->distance_y += op2->y - op1->y;
1468 1453
1469 best = op1; 1454 object *best = op1;
1455
1470 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
1471 if (!(flags & 0x1) && op1->more) 1457 if (!(flags & 1) && op1->more)
1472 { 1458 {
1473 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1459 int best_distance = idistance (retval->distance_x, retval->distance_y);
1474 1460
1475 /* we just take the offset of the piece to head to figure 1461 /* we just take the offset of the piece to head to figure
1476 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1477 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1478 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1479 * below works. 1465 * below works.
1480 */ 1466 */
1481 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1482 { 1468 {
1483 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1469 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1484 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1485 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1486 { 1472 {
1487 best_distance = tmpi; 1473 best_distance = tmpi;
1488 best = tmp; 1474 best = tmp;
1489 } 1475 }
1490 } 1476 }
1491 1477
1492 if (best != op1) 1478 if (best != op1)
1493 { 1479 {
1494 retval->distance_x += op1->x - best->x; 1480 retval->distance_x += op1->x - best->x;
1495 retval->distance_y += op1->y - best->y; 1481 retval->distance_y += op1->y - best->y;
1496 } 1482 }
1497 } 1483 }
1498 1484
1499 retval->part = best; 1485 retval->part = best;
1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1486 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1501 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1502 } 1488 }
1503} 1489}
1504 1490
1505/* this is basically the same as get_rangevector above, but instead of 1491/* this is basically the same as get_rangevector above, but instead of
1506 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1511 * be more consistant with the above function and also in case they are needed 1497 * be more consistant with the above function and also in case they are needed
1512 * for something in the future. Also, since no object is pasted, the best 1498 * for something in the future. Also, since no object is pasted, the best
1513 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1514 */ 1500 */
1515void 1501void
1516get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1502get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1517{ 1503{
1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1519 { 1505 {
1520 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1521 retval->distance = 100000; 1507 retval->distance = 100000;
1522 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
1523 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
1524 retval->direction = 0; 1510 retval->direction = 0;
1525 retval->part = 0; 1511 retval->part = 0;
1526 } 1512 }
1527 else 1513 else
1528 { 1514 {
1529 retval->distance_x += op2->x - x; 1515 retval->distance_x += op2->x - x;
1530 retval->distance_y += op2->y - y; 1516 retval->distance_y += op2->y - y;
1531 1517
1532 retval->part = 0; 1518 retval->part = 0;
1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1535 } 1521 }
1536} 1522}
1537 1523
1538/* Returns true of op1 and op2 are effectively on the same map 1524/* Returns true of op1 and op2 are effectively on the same map
1539 * (as related to map tiling). Note that this looks for a path from 1525 * (as related to map tiling). Note that this looks for a path from
1589 */ 1575 */
1590 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1591 { 1577 {
1592 object *pick = at (gen (width), gen (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1593 1579
1594 // do not prefer big monsters just because they are big. 1580 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ()) 1581 if (pick && pick->is_head ())
1596 return pick->head_ (); 1582 return pick;
1597 } 1583 }
1598 1584
1599 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug); 1586 return archetype::find (shstr_bug);
1601} 1587}
1634 1620
1635 if (distance <= MAX_SOUND_DISTANCE) 1621 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 } 1623 }
1638} 1624}
1625
1626dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1639 1627
1640static void 1628static void
1641split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1629split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642{ 1630{
1643 // clip to map to the left 1631 // clip to map to the left
1699 r->dx = dx; 1687 r->dx = dx;
1700 r->dy = dy; 1688 r->dy = dy;
1701} 1689}
1702 1690
1703maprect * 1691maprect *
1704maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1692maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1705{ 1693{
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear (); 1694 buf.clear ();
1708 1695
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710 1697
1711 // add end marker 1698 // add end marker

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