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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 1.220 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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;
60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
61} 60}
62 61
63/* 62/*
64 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
65 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
66 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
67 * can move 1 space to the left, we don't want its own area 66 * can move 1 space to the left, we don't want its own area
68 * to block it from moving there. 67 * to block it from moving there.
69 * Returns TRUE if the space is blocked by something other than the 68 * Returns TRUE if the space is blocked by something other than the
70 * monster. 69 * monster.
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
454 max_items = MAX_ITEM_PER_ACTION; 450 max_items = MAX_ITEM_PER_ACTION;
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/*
483 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
484} 484}
485 485
486//+GPL 486//+GPL
487 487
488/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
489 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
490 * at a later date. 490 * at a later date.
491 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
492 */ 492 */
493static shopitems * 493static shopitems *
494parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
543 *q = '\0'; 543 *q = '\0';
544 544
545 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
546 if (current_type) 546 if (current_type)
547 { 547 {
548 items[i].name = current_type->name; 548 items[i].name = current_type->name;
549 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
550 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
551 } 551 }
552 else 552 else
553 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
554 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
555 */ 555 */
556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
557 } 557 }
558 } 558 }
559 559
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 {
1018 update_all_map_los (this); 1017 update_all_map_los (this);
1019 1018
1020 return 1; 1019 return 1;
1021} 1020}
1022 1021
1023/* 1022/*
1024 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1025 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1026 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1027 * through, etc) 1026 * through, etc)
1028 */ 1027 */
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 items = 0; 1036 uint32_t items = 0;
1038 object *anywhere = 0; 1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1039 1039
1040 //object *middle = 0; 1040 //object *middle = 0;
1041 //object *top = 0; 1041 //object *top = 0;
1042 //object *floor = 0; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1060 * 1060 *
1061 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1062 */ 1062 */
1063 if (expect_true (!tmp->invisible)) 1063 if (expect_true (!tmp->invisible))
1064 { 1064 {
1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1066 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 }
1067 else 1078 else
1068 { 1079 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1070 { 1081 {
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; 1082 ++items;
1083 volume += tmp->volume ();
1079 } 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
1080 else 1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 { 1095 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1096 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; 1097 middle = tmp;
1097 } 1098 }
1098 } 1099 }
1099 } 1100 }
1100 1101
1101 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1130 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1131 1132
1132 /* 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),
1133 * 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
1134 * this point. 1135 * this point.
1135 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1136 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1137 * 1138 *
1138 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1139 */ 1140 */
1140 1141
1141 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1142 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1143 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1144 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1145 */ 1146 */
1146 if (top == middle) 1147 if (top == middle)
1147 middle = 0; 1148 middle = 0;
1148 1149
1153 */ 1154 */
1154 1155
1155 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1156 { 1157 {
1157 /* 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 */
1158 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1159 break; 1160 break;
1160 1161
1161 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1162 if (top && middle) 1163 if (top && middle)
1163 break; 1164 break;
1177 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1178 * middle is not set 1179 * middle is not set
1179 * 1180 *
1180 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1181 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1182 * 1183 *
1183 */ 1184 */
1184 if (tmp != top) 1185 if (tmp != top)
1185 { 1186 {
1186 middle = tmp; 1187 middle = tmp;
1187 break; 1188 break;
1194 middle = 0; 1195 middle = 0;
1195 1196
1196 if (top == middle) 1197 if (top == middle)
1197 middle = 0; 1198 middle = 0;
1198 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
1199#if 0 1223#if 0
1200 faces_obj [0] = top; 1224 faces_obj [0] = top;
1201 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1202 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1203#endif 1227#endif
1204} 1228}
1205 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
1206maptile * 1244maptile *
1207maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1208{ 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
1209 if (tile_path[dir]) 1251 if (tile_path [dir])
1210 { 1252 {
1211 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 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1212 return tile_map[dir]; 1285 return tile_map [dir] = m;
1213 1286 }
1214 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1215 return tile_map[dir];
1216 } 1287 }
1217 1288
1218 return 0; 1289 return 0;
1219} 1290}
1220 1291
1221/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1222 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1223 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1224 * This is the function should always be used when it 1295 * This is the function should always be used when it
1225 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1226 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1227 * tiled maps. 1298 * tiled maps.
1228 */ 1299 */
1229int 1300int
1230out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1231{ 1302{
1236 if (!m) 1307 if (!m)
1237 return 0; 1308 return 0;
1238 1309
1239 if (x < 0) 1310 if (x < 0)
1240 { 1311 {
1241 if (!m->tile_available (3)) 1312 if (!m->tile_available (TILE_WEST))
1242 return 1; 1313 return 1;
1243 1314
1244 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1245 } 1316 }
1246 1317
1247 if (x >= m->width) 1318 if (x >= m->width)
1248 { 1319 {
1249 if (!m->tile_available (1)) 1320 if (!m->tile_available (TILE_EAST))
1250 return 1; 1321 return 1;
1251 1322
1252 return out_of_map (m->tile_map[1], x - m->width, y); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1253 } 1324 }
1254 1325
1255 if (y < 0) 1326 if (y < 0)
1256 { 1327 {
1257 if (!m->tile_available (0)) 1328 if (!m->tile_available (TILE_NORTH))
1258 return 1; 1329 return 1;
1259 1330
1260 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1261 } 1332 }
1262 1333
1263 if (y >= m->height) 1334 if (y >= m->height)
1264 { 1335 {
1265 if (!m->tile_available (2)) 1336 if (!m->tile_available (TILE_SOUTH))
1266 return 1; 1337 return 1;
1267 1338
1268 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1269 } 1340 }
1270 1341
1271 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1272 * map. 1343 * map.
1273 */ 1344 */
1275} 1346}
1276 1347
1277/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1278 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1279 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1280 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1281 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1282 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1283 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1284 */ 1355 */
1285maptile * 1356maptile *
1286maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1287{ 1358{
1288 if (x < 0) 1359 if (x < 0)
1289 { 1360 {
1290 if (!tile_available (3)) 1361 if (!tile_available (TILE_WEST))
1291 return 0; 1362 return 0;
1292 1363
1293 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1294 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1295 } 1366 }
1296 1367
1297 if (x >= width) 1368 if (x >= width)
1298 { 1369 {
1299 if (!tile_available (1)) 1370 if (!tile_available (TILE_EAST))
1300 return 0; 1371 return 0;
1301 1372
1302 x -= width; 1373 x -= width;
1303 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1304 } 1375 }
1305 1376
1306 if (y < 0) 1377 if (y < 0)
1307 { 1378 {
1308 if (!tile_available (0)) 1379 if (!tile_available (TILE_NORTH))
1309 return 0; 1380 return 0;
1310 1381
1311 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1312 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1313 } 1384 }
1314 1385
1315 if (y >= height) 1386 if (y >= height)
1316 { 1387 {
1317 if (!tile_available (2)) 1388 if (!tile_available (TILE_SOUTH))
1318 return 0; 1389 return 0;
1319 1390
1320 y -= height; 1391 y -= height;
1321 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1322 } 1393 }
1323 1394
1324 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1325 * map. 1396 * map.
1326 */ 1397 */
1330/** 1401/**
1331 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1332 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1333 */ 1404 */
1334int 1405int
1335adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1336{ 1407{
1337 if (!map1 || !map2) 1408 if (!map1 || !map2)
1338 return 0; 1409 return 0;
1339 1410
1340 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 if (map1 == map2) 1413 if (map1 == map2)
1343 { 1414 {
1344 *dx = 0; 1415 *dx = 0;
1345 *dy = 0; 1416 *dy = 0;
1346 } 1417 }
1347 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1348 { /* up */ 1419 {
1349 *dx = 0; 1420 *dx = 0;
1350 *dy = -map2->height; 1421 *dy = -map2->height;
1351 } 1422 }
1352 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1353 { /* right */ 1424 {
1354 *dx = map1->width; 1425 *dx = map1->width;
1355 *dy = 0; 1426 *dy = 0;
1356 } 1427 }
1357 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1358 { /* down */ 1429 {
1359 *dx = 0; 1430 *dx = 0;
1360 *dy = map1->height; 1431 *dy = map1->height;
1361 } 1432 }
1362 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1363 { /* left */ 1434 {
1364 *dx = -map2->width; 1435 *dx = -map2->width;
1365 *dy = 0; 1436 *dy = 0;
1366 } 1437 }
1367 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1368 { /* up right */ 1439 { /* up right */
1369 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1370 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1371 } 1442 }
1372 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1373 { /* up left */ 1444 { /* up left */
1374 *dx = -map2->width; 1445 *dx = -map2->width;
1375 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1376 } 1447 }
1377 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1378 { /* right up */ 1449 { /* right up */
1379 *dx = map1->width; 1450 *dx = +map1->width;
1380 *dy = -map2->height; 1451 *dy = -map2->height;
1381 } 1452 }
1382 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1383 { /* right down */ 1454 { /* right down */
1384 *dx = map1->width; 1455 *dx = +map1->width;
1385 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1386 } 1457 }
1387 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1388 { /* down right */ 1459 { /* down right */
1389 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1390 *dy = map1->height; 1461 *dy = +map1->height;
1391 } 1462 }
1392 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1393 { /* down left */ 1464 { /* down left */
1394 *dx = -map2->width; 1465 *dx = -map2->width;
1395 *dy = map1->height; 1466 *dy = +map1->height;
1396 } 1467 }
1397 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1398 { /* left up */ 1469 { /* left up */
1399 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1400 *dy = -map2->height; 1471 *dy = -map2->height;
1401 } 1472 }
1402 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1403 { /* left down */ 1474 { /* left down */
1404 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1405 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1406 } 1477 }
1407 else 1478 else
1408 return 0; 1479 return 0;
1409 1480
1410 return 1; 1481 return 1;
1433 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1434 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1435 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1436 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1437 * monster that is closest. 1508 * monster that is closest.
1438 * 1509 *
1439 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1440 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1441 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1442 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1443 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1446 * 1517 *
1447 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
1448 * closest body part of 'op1' 1519 * closest body part of 'op1'
1449 */ 1520 */
1450void 1521void
1451get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1452{ 1523{
1453 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1454 { 1525 {
1455 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1456 retval->distance = 10000; 1527 retval->distance = 10000;
1457 retval->distance_x = 10000; 1528 retval->distance_x = 10000;
1458 retval->distance_y = 10000; 1529 retval->distance_y = 10000;
1459 retval->direction = 0; 1530 retval->direction = 0;
1460 retval->part = 0; 1531 retval->part = 0;
1461 } 1532 }
1462 else 1533 else
1463 { 1534 {
1464 object *best;
1465
1466 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
1467 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
1468 1537
1469 best = op1; 1538 object *best = op1;
1539
1470 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
1471 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
1472 { 1542 {
1473 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
1474 1544
1475 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
1476 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
1477 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
1478 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
1479 * below works. 1549 * below works.
1480 */ 1550 */
1481 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1482 { 1552 {
1483 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 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); 1554
1485 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
1486 { 1556 {
1487 best_distance = tmpi; 1557 best_distance = tmpi;
1488 best = tmp; 1558 best = tmp;
1489 } 1559 }
1490 } 1560 }
1491 1561
1492 if (best != op1) 1562 if (best != op1)
1493 { 1563 {
1494 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
1495 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
1496 } 1566 }
1497 } 1567 }
1498 1568
1499 retval->part = best; 1569 retval->part = best;
1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1501 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1502 } 1572 }
1503} 1573}
1504 1574
1505/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
1506 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1507 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1508 * since the object is not infact moving but we are trying to traverse 1578 * since the object is not infact moving but we are trying to traverse
1509 * the path, we need this. 1579 * the path, we need this.
1510 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
1511 * be more consistant with the above function and also in case they are needed 1581 * 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 1582 * for something in the future. Also, since no object is pasted, the best
1513 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1514 */ 1584 */
1515void 1585void
1516get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1517{ 1587{
1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1519 { 1589 {
1520 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1521 retval->distance = 100000; 1591 retval->distance = 100000;
1522 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
1523 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
1524 retval->direction = 0; 1594 retval->direction = 0;
1525 retval->part = 0; 1595 retval->part = 0;
1526 } 1596 }
1527 else 1597 else
1528 { 1598 {
1529 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
1530 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
1531 1601
1532 retval->part = 0; 1602 retval->part = 0;
1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1535 } 1605 }
1536} 1606}
1537 1607
1538/* Returns true of op1 and op2 are effectively on the same map 1608/* 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 1609 * (as related to map tiling). Note that this looks for a path from
1589 */ 1659 */
1590 for (int i = 1000; --i;) 1660 for (int i = 1000; --i;)
1591 { 1661 {
1592 object *pick = at (gen (width), gen (height)).bot; 1662 object *pick = at (gen (width), gen (height)).bot;
1593 1663
1594 // do not prefer big monsters just because they are big. 1664 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ()) 1665 if (pick && pick->is_head ())
1596 return pick->head_ (); 1666 return pick;
1597 } 1667 }
1598 1668
1599 // instead of crashing in the unlikely(?) case, try to return *something* 1669 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug); 1670 return archetype::find (shstr_bug);
1601} 1671}
1635 if (distance <= MAX_SOUND_DISTANCE) 1705 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 } 1707 }
1638} 1708}
1639 1709
1710dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1711
1640static void 1712static void
1641split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642{ 1714{
1643 // clip to map to the left 1715 // clip to map to the left
1644 if (x0 < 0) 1716 if (x0 < 0)
1645 { 1717 {
1646 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1647 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1648 1720
1649 if (x1 < 0) // entirely to the left 1721 if (x1 < 0) // entirely to the left
1650 return; 1722 return;
1651 1723
1653 } 1725 }
1654 1726
1655 // clip to map to the right 1727 // clip to map to the right
1656 if (x1 > m->width) 1728 if (x1 > m->width)
1657 { 1729 {
1658 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1659 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1660 1732
1661 if (x0 > m->width) // entirely to the right 1733 if (x0 >= m->width) // entirely to the right
1662 return; 1734 return;
1663 1735
1664 x1 = m->width; 1736 x1 = m->width;
1665 } 1737 }
1666 1738
1667 // clip to map above 1739 // clip to map to the north
1668 if (y0 < 0) 1740 if (y0 < 0)
1669 { 1741 {
1670 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1671 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1672 1744
1673 if (y1 < 0) // entirely above 1745 if (y1 < 0) // entirely to the north
1674 return; 1746 return;
1675 1747
1676 y0 = 0; 1748 y0 = 0;
1677 } 1749 }
1678 1750
1679 // clip to map below 1751 // clip to map to the south
1680 if (y1 > m->height) 1752 if (y1 > m->height)
1681 { 1753 {
1682 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1683 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1684 1756
1685 if (y0 > m->height) // entirely below 1757 if (y0 >= m->height) // entirely to the south
1686 return; 1758 return;
1687 1759
1688 y1 = m->height; 1760 y1 = m->height;
1689 } 1761 }
1690 1762
1699 r->dx = dx; 1771 r->dx = dx;
1700 r->dy = dy; 1772 r->dy = dy;
1701} 1773}
1702 1774
1703maprect * 1775maprect *
1704maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1776maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1705{ 1777{
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear (); 1778 buf.clear ();
1708 1779
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1780 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710 1781
1711 // add end marker 1782 // add end marker

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