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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 1.190 by root, Sun Apr 18 05:55:04 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;
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
438 return false; 421 return false;
439 422
440 return freezer.save (path); 423 return freezer.save (path);
441} 424}
442 425
443maptile::maptile () 426void
427maptile::init ()
444{ 428{
445 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
446 430
447 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
449 */ 433 */
450 width = 16; 434 width = 16;
451 height = 16; 435 height = 16;
452 timeout = 300; 436 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
454 max_items = 25;
455 max_volume = 2000000; // 2m³ 438 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; 439 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 440 enter_x = 0;
467 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
468 455
469 alloc (); 456 alloc ();
470} 457}
471 458
472/* 459/*
645 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break; 636 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;
656 637
657 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
685 case KW_end: 666 case KW_end:
686 thawer.next (); 667 thawer.next ();
687 return true; 668 return true;
688 669
689 default: 670 default:
690 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
691 return false; 672 return false;
692 break; 673 break;
693 } 674 }
694 675
695 thawer.next (); 676 thawer.next ();
713 int unique = 0; 694 int unique = 0;
714 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
715 { 696 {
716 object *above = op->above; 697 object *above = op->above;
717 698
718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1; 700 unique = 1;
720 701
721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy (); 703 op->destroy ();
723 704
724 op = above; 705 op = above;
725 } 706 }
726 } 707 }
729//-GPL 710//-GPL
730 711
731bool 712bool
732maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
733{ 714{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 717
737 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
738 719
739 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
741 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
750 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
754 735
755 MAP_OUT (darkness);
756 MAP_OUT (width); 736 MAP_OUT (width);
757 MAP_OUT (height); 737 MAP_OUT (height);
758 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
760 740 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); 741 MAP_OUT (outdoor);
765 MAP_OUT (temp); 742
766 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 745
772 MAP_OUT (per_player); 746 MAP_OUT (per_player);
773 MAP_OUT (per_party); 747 MAP_OUT (per_party);
774 748
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 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]); 750 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]); 751 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]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779 753
780 freezer.put (this); 754 freezer.put (this);
781 freezer.put (KW_end); 755 freezer.put (KW(end));
782 756
783 return true; 757 return true;
784} 758}
785 759
786bool 760bool
871 845
872 clear (); 846 clear ();
873} 847}
874 848
875/* decay and destroy perishable items in a map */ 849/* decay and destroy perishable items in a map */
850// TODO: should be done regularly, not on map load?
876void 851void
877maptile::do_decay_objects () 852maptile::do_decay_objects ()
878{ 853{
879 if (!spaces) 854 if (!spaces)
880 return; 855 return;
882 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above) 858 for (object *above, *op = ms->bot; op; op = above)
884 { 859 {
885 above = op->above; 860 above = op->above;
886 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
887 bool destroy = 0; 866 bool destroy = 0;
888 867
889 // do not decay anything above unique floor tiles (yet :) 868 if (op->flag [FLAG_IS_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 869 || op->flag [FLAG_OBJ_ORIGINAL]
891 break; 870 || op->flag [FLAG_UNIQUE]
892 871 || op->flag [FLAG_OVERLAY_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 872 || 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 ()) 873 || op->is_alive ())
899 ; // do not decay 874 ; // do not decay
900 else if (op->is_weapon ()) 875 else if (op->is_weapon ())
901 { 876 {
902 op->stats.dam--; 877 op->stats.dam--;
927 || mat & M_LIQUID 902 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 903 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 904 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 907 //|| (mat & M_ICE && temp > 32)
908 )
933 destroy = 1; 909 destroy = 1;
934 } 910 }
935 911
936 /* adjust overall chance below */ 912 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 913 if (destroy && rndm (0, 1))
957 sint64 total_exp = 0; 933 sint64 total_exp = 0;
958 934
959 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
961 { 937 {
962 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
963 { 939 {
964 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
965 monster_cnt++; 941 monster_cnt++;
966 } 942 }
967 943
968 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
969 { 945 {
970 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
971 947
972 if (archetype *at = op->other_arch) 948 if (archetype *at = op->other_arch)
973 { 949 {
1028 */ 1004 */
1029void 1005void
1030mapspace::update_ () 1006mapspace::update_ ()
1031{ 1007{
1032 object *last = 0; 1008 object *last = 0;
1033 uint8 flags = P_UPTODATE, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1034 sint8 light = 0; 1010 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0; 1012 uint64_t volume = 0;
1037 uint32_t nrof = 0; 1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1038 1016
1039 //object *middle = 0; 1017 //object *middle = 0;
1040 //object *top = 0; 1018 //object *top = 0;
1041 //object *floor = 0; 1019 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1046 1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1026
1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1028 {
1049 ++nrof;
1050
1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1052 light += tmp->glow_radius; 1030 light += tmp->glow_radius;
1053 1031
1054 /* This call is needed in order to update objects the player 1032 /* This call is needed in order to update objects the player
1055 * is standing in that have animations (ie, grass, fire, etc). 1033 * is standing in that have animations (ie, grass, fire, etc).
1057 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1058 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1059 * 1037 *
1060 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1061 */ 1039 */
1062 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1063 { 1041 {
1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1065 top = tmp; 1043 top = tmp;
1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1045 {
1046 /* If we got a floor, that means middle and top were below it,
1047 * so should not be visible, so we clear them.
1048 */
1049 middle = 0;
1050 top = 0;
1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1054 }
1066 else 1055 else
1067 { 1056 {
1068 if (tmp->flag [FLAG_IS_FLOOR]) 1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1069 { 1058 {
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 */ 1059 ++items;
1073 middle = 0; 1060 volume += tmp->volume ();
1074 top = 0;
1075 floor = tmp;
1076 } 1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1077 else 1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 { 1072 {
1079 if (!tmp->flag [FLAG_NO_PICK]) 1073 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; 1074 middle = tmp;
1094 } 1075 }
1095 } 1076 }
1096 } 1077 }
1097 1078
1098 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1099 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1100 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1101 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1102 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1103 1084
1104 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1105 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1106 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 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 } 1089 }
1090
1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1111 1100
1112 this->light = min (light, MAX_LIGHT_RADIUS); 1101 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1102 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1104 this->move_on = move_on;
1116 this->move_off = move_off; 1105 this->move_off = move_off;
1117 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024; 1107 this->volume_ = (volume + 1023) / 1024;
1119 this->nrof_ = min (65535, nrof); 1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1120 1109
1121 /* At this point, we have a floor face (if there is a floor), 1110 /* 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 1111 * and the floor is set - we are not going to touch it at
1123 * this point. 1112 * this point.
1124 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1142 */ 1131 */
1143 1132
1144 for (object *tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1145 { 1134 {
1146 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1147 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1148 break; 1137 break;
1149 1138
1150 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1151 if (top && middle) 1140 if (top && middle)
1152 break; 1141 break;
1435 * 1424 *
1436 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1426 * closest body part of 'op1'
1438 */ 1427 */
1439void 1428void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1430{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1432 {
1444 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1434 retval->distance = 10000;
1446 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1448 retval->direction = 0; 1437 retval->direction = 0;
1449 retval->part = 0; 1438 retval->part = 0;
1450 } 1439 }
1451 else 1440 else
1452 { 1441 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1457 1444
1458 best = op1; 1445 object *best = op1;
1446
1459 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1461 { 1449 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1463 1451
1464 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1578 */ 1566 */
1579 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1580 { 1568 {
1581 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1582 1570
1583 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1584 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1585 return pick->head_ (); 1573 return pick;
1586 } 1574 }
1587 1575
1588 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1589 return archetype::find (shstr_bug); 1577 return archetype::find (shstr_bug);
1590} 1578}
1623 1611
1624 if (distance <= MAX_SOUND_DISTANCE) 1612 if (distance <= MAX_SOUND_DISTANCE)
1625 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1626 } 1614 }
1627} 1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1628 1618
1629static void 1619static void
1630split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1631{ 1621{
1632 // clip to map to the left 1622 // clip to map to the left
1688 r->dx = dx; 1678 r->dx = dx;
1689 r->dy = dy; 1679 r->dy = dy;
1690} 1680}
1691 1681
1692maprect * 1682maprect *
1693maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1694{ 1684{
1695 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1696 buf.clear (); 1685 buf.clear ();
1697 1686
1698 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1699 1688
1700 // add end marker 1689 // add end marker

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