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Comparing deliantra/server/common/map.C (file contents):
Revision 1.143 by root, Sun May 18 19:53:07 2008 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 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27
28#include "loader.h"
29
30#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
31 33
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
70 * by the caller. 72 * by the caller.
71 */ 73 */
72int 74int
73blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 76{
75 object *tmp;
76 int mflags, blocked;
77
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 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 87
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
93 90
94 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 93 * things we need to do for players.
97 */ 94 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
99 return 0; 96 return 0;
100 97
101 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
117 */ 114 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
119 { 116 {
120 117 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 118 {
124 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
126 * pass through this space. 121 return 1;
127 */ 122 else
128 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
129 { 126 {
130 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1; 131 return 1;
132 else 132 }
133 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
134 } 142 }
135 else 143 else
136 { 144 return 1; // unconditional block
137 /* In this case, the player must not have the object - 145
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 146 } else {
147 { 147 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 149 // blocks anything
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 150
157 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR 152 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
162 return 1; 154 return 1;
163 } 155 }
164
165 } 156 }
157
166 return 0; 158 return 0;
167} 159}
168 160
169/* 161/*
170 * 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
171 * 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,
172 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
173 * 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
174 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
175 * 167 *
222 } 214 }
223 215
224 return 0; 216 return 0;
225} 217}
226 218
227/* When the map is loaded, load_object does not actually insert objects 219//-GPL
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233void
234fix_container (object *container)
235{
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252}
253 220
254void 221void
255maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
256{ 223{
257 if (!spaces) 224 if (!spaces)
259 226
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
263} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
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
256}
257
258//+GPL
264 259
265/* 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
266 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
268 * they are saved). 263 * they are saved).
296 op = op->above; 291 op = op->above;
297 } 292 }
298 } 293 }
299} 294}
300 295
296//-GPL
297
301/* 298/*
302 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
303 * file pointer. 300 * file pointer.
304 */ 301 */
305bool 302bool
314 case KW_arch: 311 case KW_arch:
315 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
316 { 313 {
317 // TODO: why? 314 // TODO: why?
318 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
319 op->update_weight (); 318 op->update_weight ();
319 }
320 320
321 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))
322 { 322 {
323 // we insert manually because 323 // we insert manually because
324 // a) its way faster 324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that 325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct 326 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 327 mapspace &ms = at (op->x, op->y);
328 328
329 op->flag [FLAG_REMOVED] = false; 329 op->flag [FLAG_REMOVED] = false;
330 330
331 op->above = 0; 331 op->above = 0;
332 op->below = ms.top; 332 op->below = ms.top;
333 333
334 if (ms.top)
335 ms.top->above = op; 334 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 335
339 ms.top = op; 336 ms.top = op;
340 ms.flags_ = 0; 337 ms.flags_ = 0;
341 } 338 }
342 else 339 else
427 return false; 424 return false;
428 425
429 return freezer.save (path); 426 return freezer.save (path);
430} 427}
431 428
432maptile::maptile () 429void
430maptile::init ()
433{ 431{
434 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
435 433
436 /* 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
437 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
438 */ 436 */
439 width = 16; 437 width = 16;
440 height = 16; 438 height = 16;
441 timeout = 300; 439 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 441 max_volume = 2000000; // 2m³
444}
445
446maptile::maptile (int w, int h)
447{
448 in_memory = MAP_SWAPPED;
449
450 width = w;
451 height = h;
452 reset_timeout = 0; 442 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0; 443 enter_x = 0;
455 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;
456 458
457 alloc (); 459 alloc ();
458} 460}
459 461
460/* 462/*
468 if (spaces) 470 if (spaces)
469 return; 471 return;
470 472
471 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
472} 474}
475
476//+GPL
473 477
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 478/* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed 479 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 480 * at a later date.
477 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
554 return items; 558 return items;
555} 559}
556 560
557/* opposite of parse string, this puts the string that was originally fed in to 561/* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
559static void 563static const char *
560print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
561{ 565{
562 int i; 566 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF]; 567 bool first = true;
564 568
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
568 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
569 { 577 {
570 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
572 else 580 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
574 } 582 }
575 else 583 else
576 { 584 {
577 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
579 else 587 else
580 sprintf (tmp, "*"); 588 buf.printf ("*");
581 } 589 }
582
583 strcat (output_string, tmp);
584 } 590 }
591
592 return buf;
585} 593}
594
595//-GPL
586 596
587/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
590 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
631 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
636 case KW_temp: thawer.get (temp); break;
637 case KW_pressure: thawer.get (pressure); break;
638 case KW_humid: thawer.get (humid); break;
639 case KW_windspeed: thawer.get (windspeed); break;
640 case KW_winddir: thawer.get (winddir); break;
641 case KW_sky: thawer.get (sky); break;
642 646
643 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
646 case KW_no_drop: thawer.get (no_drop); break; 650 case KW_no_drop: thawer.get (no_drop); break;
647 651
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 654
651 // old names new names 655 // old names new names
652 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;
653 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;
671 case KW_end: 675 case KW_end:
672 thawer.next (); 676 thawer.next ();
673 return true; 677 return true;
674 678
675 default: 679 default:
676 if (!thawer.parse_error ("map", 0)) 680 if (!thawer.parse_error ("map"))
677 return false; 681 return false;
678 break; 682 break;
679 } 683 }
680 684
681 thawer.next (); 685 thawer.next ();
682 } 686 }
683 687
684 abort (); 688 abort ();
685} 689}
690
691//+GPL
686 692
687/****************************************************************************** 693/******************************************************************************
688 * This is the start of unique map handling code 694 * This is the start of unique map handling code
689 *****************************************************************************/ 695 *****************************************************************************/
690 696
697 int unique = 0; 703 int unique = 0;
698 for (object *op = spaces [i].bot; op; ) 704 for (object *op = spaces [i].bot; op; )
699 { 705 {
700 object *above = op->above; 706 object *above = op->above;
701 707
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
703 unique = 1; 709 unique = 1;
704 710
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 712 op->destroy ();
709 }
710 713
711 op = above; 714 op = above;
712 } 715 }
713 } 716 }
714} 717}
715 718
719//-GPL
720
716bool 721bool
717maptile::_save_header (object_freezer &freezer) 722maptile::_save_header (object_freezer &freezer)
718{ 723{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 724#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 726
722 MAP_OUT2 (arch, "map"); 727 MAP_OUT2 (arch, CS(map));
723 728
724 if (name) MAP_OUT (name); 729 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 730 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 731 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 732 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 733 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 734 MAP_OUT (no_reset);
730 MAP_OUT (no_drop); 735 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 736 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 737 if (default_region) MAP_OUT2 (region, default_region->name);
734 738
735 if (shopitems) 739 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed); 740 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 741 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 742 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 743 if (shoprace) MAP_OUT (shoprace);
746 MAP_OUT (darkness); 744
747 MAP_OUT (width); 745 MAP_OUT (width);
748 MAP_OUT (height); 746 MAP_OUT (height);
749 MAP_OUT (enter_x); 747 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 748 MAP_OUT (enter_y);
751 749 MAP_OUT (darkness);
752 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
753 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
754
755 MAP_OUT (outdoor); 750 MAP_OUT (outdoor);
756 MAP_OUT (temp); 751
757 MAP_OUT (pressure); 752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
758 MAP_OUT (humid); 753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
762 754
763 MAP_OUT (per_player); 755 MAP_OUT (per_player);
764 MAP_OUT (per_party); 756 MAP_OUT (per_party);
765 757
766 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]);
767 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]);
768 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]);
769 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]);
770 762
771 freezer.put (this); 763 freezer.put (this);
772 freezer.put (KW_end); 764 freezer.put (KW(end));
773 765
774 return true; 766 return true;
775} 767}
776 768
777bool 769bool
782 if (!_save_header (freezer)) 774 if (!_save_header (freezer))
783 return false; 775 return false;
784 776
785 return freezer.save (path); 777 return freezer.save (path);
786} 778}
779
780//+GPL
787 781
788/* 782/*
789 * Remove and free all objects in the given map. 783 * Remove and free all objects in the given map.
790 */ 784 */
791void 785void
802 796
803 op->flag [FLAG_REMOVED] = true; 797 op->flag [FLAG_REMOVED] = true;
804 798
805 object *head = op->head_ (); 799 object *head = op->head_ ();
806 if (op == head) 800 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 801 op->destroy ();
810 }
811 else if (head->map != op->map) 802 else if (head->map != op->map)
812 { 803 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 804 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy (); 805 head->destroy ();
815 } 806 }
863 854
864 clear (); 855 clear ();
865} 856}
866 857
867/* 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?
868void 860void
869maptile::do_decay_objects () 861maptile::do_decay_objects ()
870{ 862{
871 if (!spaces) 863 if (!spaces)
872 return; 864 return;
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above) 867 for (object *above, *op = ms->bot; op; op = above)
876 { 868 {
877 above = op->above; 869 above = op->above;
878 870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
879 bool destroy = 0; 875 bool destroy = 0;
880 876
881 // do not decay anything above unique floor tiles (yet :) 877 if (op->flag [FLAG_IS_FLOOR]
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 878 || op->flag [FLAG_OBJ_ORIGINAL]
883 break; 879 || op->flag [FLAG_UNIQUE]
884 880 || op->flag [FLAG_OVERLAY_FLOOR]
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 881 || op->flag [FLAG_UNPAID]
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ()) 882 || op->is_alive ())
891 ; // do not decay 883 ; // do not decay
892 else if (op->is_weapon ()) 884 else if (op->is_weapon ())
893 { 885 {
894 op->stats.dam--; 886 op->stats.dam--;
919 || mat & M_LIQUID 911 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1) 912 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1) 913 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32)) 916 //|| (mat & M_ICE && temp > 32)
917 )
925 destroy = 1; 918 destroy = 1;
926 } 919 }
927 920
928 /* adjust overall chance below */ 921 /* adjust overall chance below */
929 if (destroy && rndm (0, 1)) 922 if (destroy && rndm (0, 1))
930 op->destroy (); 923 op->destroy ();
931 }
932}
933
934/*
935 * Updates every button on the map (by calling update_button() for them).
936 */
937void
938maptile::update_buttons ()
939{
940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941 for (objectlink *ol = obp->link; ol; ol = ol->next)
942 {
943 if (!ol->ob)
944 {
945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
948 }
949
950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951 {
952 update_button (ol->ob);
953 break;
954 }
955 } 924 }
956} 925}
957 926
958/* 927/*
959 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
961 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
962 * 931 *
963 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
964 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
965 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
967 */ 936 */
968int 937int
969maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
970{ 939{
971 long monster_cnt = 0; 940 long monster_cnt = 0;
973 sint64 total_exp = 0; 942 sint64 total_exp = 0;
974 943
975 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
976 for (object *op = ms->bot; op; op = op->above) 945 for (object *op = ms->bot; op; op = op->above)
977 { 946 {
978 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
979 { 948 {
980 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
981 monster_cnt++; 950 monster_cnt++;
982 } 951 }
983 952
984 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
985 { 954 {
986 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
987 956
988 if (archetype *at = op->other_arch) 957 if (archetype *at = op->other_arch)
989 { 958 {
1016 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1017 */ 986 */
1018int 987int
1019maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1020{ 989{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 990 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1025 return 0; 992 return 0;
1026 993
1027 /* inform all players on the map */ 994 /* inform all players on the map */
1028 if (change > 0) 995 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 997 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 999
1033 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 1001
1045 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1003 update_all_map_los (this);
1047 1004
1048 return 1; 1005 return 1;
1056 */ 1013 */
1057void 1014void
1058mapspace::update_ () 1015mapspace::update_ ()
1059{ 1016{
1060 object *last = 0; 1017 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1062 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;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1063 1025
1064 //object *middle = 0; 1026 //object *middle = 0;
1065 //object *top = 0; 1027 //object *top = 0;
1066 //object *floor = 0; 1028 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1071 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1037 {
1074 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 light = max (light, tmp->glow_radius); 1039 light += tmp->glow_radius;
1080 1040
1081 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1085 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1086 * 1046 *
1087 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1088 */ 1048 */
1089 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1090 { 1050 {
1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1092 top = tmp; 1052 top = tmp;
1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1094 { 1054 {
1095 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1096 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1097 */ 1057 */
1098 middle = 0; 1058 middle = 0;
1099 top = 0; 1059 top = 0;
1100 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1101 } 1063 }
1102 /* Flag anywhere have high priority */ 1064 else
1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104 { 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
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
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1105 middle = tmp; 1083 middle = tmp;
1106 anywhere = 1; 1084 }
1107 } 1085 }
1108
1109 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the
1111 * top
1112 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1114 middle = tmp;
1115 }
1116
1117 if (tmp == tmp->above)
1118 {
1119 LOG (llevError, "Error in structure of map\n");
1120 exit (-1);
1121 } 1086 }
1122 1087
1123 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1124 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1125 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1126 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1127 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1128 1093
1129 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1130 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1131 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1098 }
1136 1099
1137 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1111 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1113 this->move_on = move_on;
1141 this->move_off = move_off; 1114 this->move_off = move_off;
1142 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1143 1118
1144 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1145 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1146 * this point. 1121 * this point.
1147 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1165 */ 1140 */
1166 1141
1167 for (object *tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1168 { 1143 {
1169 /* 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 */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (tmp->flag [FLAG_IS_FLOOR])
1171 break; 1146 break;
1172 1147
1173 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1174 if (top && middle) 1149 if (top && middle)
1175 break; 1150 break;
1213 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1214 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1215#endif 1190#endif
1216} 1191}
1217 1192
1218uint64 1193maptile *
1219mapspace::volume () const
1220{
1221 uint64 vol = 0;
1222
1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224 vol += op->volume ();
1225
1226 return vol;
1227}
1228
1229bool
1230maptile::tile_available (int dir, bool load) 1194maptile::tile_available (int dir, bool load)
1231{ 1195{
1232 if (!tile_path[dir]) 1196 if (tile_path[dir])
1233 return 0; 1197 {
1234
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1236 return 1; 1199 return tile_map[dir];
1237 1200
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1; 1202 return tile_map[dir];
1203 }
1240 1204
1241 return 0; 1205 return 0;
1242} 1206}
1243 1207
1244/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1353/** 1317/**
1354 * 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
1355 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1356 */ 1320 */
1357int 1321int
1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1359{ 1323{
1360 if (!map1 || !map2) 1324 if (!map1 || !map2)
1361 return 0; 1325 return 0;
1362 1326
1363 //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
1365 if (map1 == map2) 1329 if (map1 == map2)
1366 { 1330 {
1367 *dx = 0; 1331 *dx = 0;
1368 *dy = 0; 1332 *dy = 0;
1369 } 1333 }
1370 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1371 { /* up */ 1335 { /* up */
1372 *dx = 0; 1336 *dx = 0;
1373 *dy = -map2->height; 1337 *dy = -map2->height;
1374 } 1338 }
1375 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1376 { /* right */ 1340 { /* right */
1377 *dx = map1->width; 1341 *dx = map1->width;
1378 *dy = 0; 1342 *dy = 0;
1379 } 1343 }
1380 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1381 { /* down */ 1345 { /* down */
1382 *dx = 0; 1346 *dx = 0;
1383 *dy = map1->height; 1347 *dy = map1->height;
1384 } 1348 }
1385 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1386 { /* left */ 1350 { /* left */
1387 *dx = -map2->width; 1351 *dx = -map2->width;
1388 *dy = 0; 1352 *dy = 0;
1389 } 1353 }
1390 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)
1391 { /* up right */ 1355 { /* up right */
1392 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1393 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1394 } 1358 }
1395 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)
1396 { /* up left */ 1360 { /* up left */
1397 *dx = -map2->width; 1361 *dx = -map2->width;
1398 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1399 } 1363 }
1400 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)
1401 { /* right up */ 1365 { /* right up */
1402 *dx = map1->width; 1366 *dx = map1->width;
1403 *dy = -map2->height; 1367 *dy = -map2->height;
1404 } 1368 }
1405 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)
1406 { /* right down */ 1370 { /* right down */
1407 *dx = map1->width; 1371 *dx = map1->width;
1408 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1409 } 1373 }
1410 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)
1411 { /* down right */ 1375 { /* down right */
1412 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1413 *dy = map1->height; 1377 *dy = map1->height;
1414 } 1378 }
1415 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)
1416 { /* down left */ 1380 { /* down left */
1417 *dx = -map2->width; 1381 *dx = -map2->width;
1418 *dy = map1->height; 1382 *dy = map1->height;
1419 } 1383 }
1420 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)
1421 { /* left up */ 1385 { /* left up */
1422 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1423 *dy = -map2->height; 1387 *dy = -map2->height;
1424 } 1388 }
1425 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)
1426 { /* left down */ 1390 { /* left down */
1427 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1428 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1429 } 1393 }
1430 else 1394 else
1469 * 1433 *
1470 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
1471 * closest body part of 'op1' 1435 * closest body part of 'op1'
1472 */ 1436 */
1473void 1437void
1474get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1475{ 1439{
1476 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))
1477 { 1441 {
1478 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1479 retval->distance = 10000; 1443 retval->distance = 10000;
1480 retval->distance_x = 10000; 1444 retval->distance_x = 10000;
1481 retval->distance_y = 10000; 1445 retval->distance_y = 10000;
1482 retval->direction = 0; 1446 retval->direction = 0;
1483 retval->part = 0; 1447 retval->part = 0;
1484 } 1448 }
1485 else 1449 else
1486 { 1450 {
1487 object *best;
1488
1489 retval->distance_x += op2->x - op1->x; 1451 retval->distance_x += op2->x - op1->x;
1490 retval->distance_y += op2->y - op1->y; 1452 retval->distance_y += op2->y - op1->y;
1491 1453
1492 best = op1; 1454 object *best = op1;
1455
1493 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
1494 if (!(flags & 0x1) && op1->more) 1457 if (!(flags & 1) && op1->more)
1495 { 1458 {
1496 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);
1497 1460
1498 /* 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
1499 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1500 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1501 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1502 * below works. 1465 * below works.
1503 */ 1466 */
1504 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1505 { 1468 {
1506 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);
1507 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1508 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1509 { 1472 {
1510 best_distance = tmpi; 1473 best_distance = tmpi;
1511 best = tmp; 1474 best = tmp;
1512 } 1475 }
1513 } 1476 }
1514 1477
1515 if (best != op1) 1478 if (best != op1)
1516 { 1479 {
1517 retval->distance_x += op1->x - best->x; 1480 retval->distance_x += op1->x - best->x;
1518 retval->distance_y += op1->y - best->y; 1481 retval->distance_y += op1->y - best->y;
1519 } 1482 }
1520 } 1483 }
1521 1484
1522 retval->part = best; 1485 retval->part = best;
1523 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));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1525 } 1488 }
1526} 1489}
1527 1490
1528/* 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
1529 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1534 * 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
1535 * 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
1536 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1537 */ 1500 */
1538void 1501void
1539get_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)
1540{ 1503{
1541 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))
1542 { 1505 {
1543 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1544 retval->distance = 100000; 1507 retval->distance = 100000;
1545 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
1546 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
1547 retval->direction = 0; 1510 retval->direction = 0;
1548 retval->part = 0; 1511 retval->part = 0;
1549 } 1512 }
1550 else 1513 else
1551 { 1514 {
1552 retval->distance_x += op2->x - x; 1515 retval->distance_x += op2->x - x;
1553 retval->distance_y += op2->y - y; 1516 retval->distance_y += op2->y - y;
1554 1517
1555 retval->part = NULL; 1518 retval->part = 0;
1556 retval->distance = idistance (retval->distance_x, retval->distance_y); 1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1557 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1558 } 1521 }
1559} 1522}
1560 1523
1561/* 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
1562 * (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
1572 int dx, dy; 1535 int dx, dy;
1573 1536
1574 return adjacent_map (op1->map, op2->map, &dx, &dy); 1537 return adjacent_map (op1->map, op2->map, &dx, &dy);
1575} 1538}
1576 1539
1540//-GPL
1541
1577object * 1542object *
1578maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1579{ 1544{
1580 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1581} 1546}
1592 if (default_region) 1557 if (default_region)
1593 return default_region; 1558 return default_region;
1594 1559
1595 return ::region::default_region (); 1560 return ::region::default_region ();
1596} 1561}
1562
1563//+GPL
1597 1564
1598/* picks a random object from a style map. 1565/* picks a random object from a style map.
1599 */ 1566 */
1600object * 1567object *
1601maptile::pick_random_object (rand_gen &gen) const 1568maptile::pick_random_object (rand_gen &gen) const
1608 */ 1575 */
1609 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1610 { 1577 {
1611 object *pick = at (gen (width), gen (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1612 1579
1613 // do not prefer big monsters just because they are big. 1580 // must be head: do not prefer big monsters just because they are big.
1614 if (pick && pick->is_head ()) 1581 if (pick && pick->is_head ())
1615 return pick->head_ (); 1582 return pick;
1616 } 1583 }
1617 1584
1618 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1619 return archetype::find ("bug"); 1586 return archetype::find (shstr_bug);
1620} 1587}
1588
1589//-GPL
1621 1590
1622void 1591void
1623maptile::play_sound (faceidx sound, int x, int y) const 1592maptile::play_sound (faceidx sound, int x, int y) const
1624{ 1593{
1625 if (!sound) 1594 if (!sound)
1626 return; 1595 return;
1627 1596
1597 for_all_players_on_map (pl, this)
1598 if (client *ns = pl->ns)
1599 {
1600 int dx = x - pl->ob->x;
1601 int dy = y - pl->ob->y;
1602
1603 int distance = idistance (dx, dy);
1604
1605 if (distance <= MAX_SOUND_DISTANCE)
1606 ns->play_sound (sound, dx, dy);
1607 }
1608}
1609
1610void
1611maptile::say_msg (const char *msg, int x, int y) const
1612{
1628 for_all_players (pl) 1613 for_all_players (pl)
1629 if (pl->ob->map == this)
1630 if (client *ns = pl->ns) 1614 if (client *ns = pl->ns)
1631 { 1615 {
1632 int dx = x - pl->ob->x; 1616 int dx = x - pl->ob->x;
1633 int dy = y - pl->ob->y; 1617 int dy = y - pl->ob->y;
1634 1618
1635 int distance = idistance (dx, dy); 1619 int distance = idistance (dx, dy);
1636 1620
1637 if (distance <= MAX_SOUND_DISTANCE) 1621 if (distance <= MAX_SOUND_DISTANCE)
1638 ns->play_sound (sound, dx, dy); 1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1639 } 1623 }
1640} 1624}
1641 1625
1626dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1627
1628static void
1629split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1630{
1631 // clip to map to the left
1632 if (x0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1635 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1636
1637 if (x1 < 0) // entirely to the left
1638 return;
1639
1640 x0 = 0;
1641 }
1642
1643 // clip to map to the right
1644 if (x1 > m->width)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1647 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1648
1649 if (x0 > m->width) // entirely to the right
1650 return;
1651
1652 x1 = m->width;
1653 }
1654
1655 // clip to map above
1656 if (y0 < 0)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_UP, 1))
1659 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1660
1661 if (y1 < 0) // entirely above
1662 return;
1663
1664 y0 = 0;
1665 }
1666
1667 // clip to map below
1668 if (y1 > m->height)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1671 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1672
1673 if (y0 > m->height) // entirely below
1674 return;
1675
1676 y1 = m->height;
1677 }
1678
1679 // if we get here, the rect is within the current map
1680 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1681
1682 r->m = m;
1683 r->x0 = x0;
1684 r->y0 = y0;
1685 r->x1 = x1;
1686 r->y1 = y1;
1687 r->dx = dx;
1688 r->dy = dy;
1689}
1690
1691maprect *
1692maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1693{
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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