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Comparing deliantra/server/common/map.C (file contents):
Revision 1.159 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.200 by root, Fri May 7 19:46:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 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#include "loader.h"
28#include "path.h" 28#include "path.h"
29
30//+GPL
29 31
30sint8 maptile::outdoor_darkness; 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)
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)
272 239
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
276} 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
277 259
278/* 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
279 * 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
280 * 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
281 * they are saved). 263 * they are saved).
309 op = op->above; 291 op = op->above;
310 } 292 }
311 } 293 }
312} 294}
313 295
296//-GPL
297
314/* 298/*
315 * 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
316 * file pointer. 300 * file pointer.
317 */ 301 */
318bool 302bool
327 case KW_arch: 311 case KW_arch:
328 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
329 { 313 {
330 // TODO: why? 314 // TODO: why?
331 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
332 op->update_weight (); 318 op->update_weight ();
319 }
333 320
334 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))
335 { 322 {
336 // we insert manually because 323 // we insert manually because
337 // a) its way faster 324 // a) its way faster
437 return false; 424 return false;
438 425
439 return freezer.save (path); 426 return freezer.save (path);
440} 427}
441 428
442maptile::maptile () 429void
430maptile::init ()
443{ 431{
444 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
445 433
446 /* 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
447 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
448 */ 436 */
449 width = 16; 437 width = 16;
450 height = 16; 438 height = 16;
451 timeout = 300; 439 timeout = 300;
452 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
453 max_volume = 2000000; // 2m³ 441 max_volume = 2000000; // 2m³
454}
455
456maptile::maptile (int w, int h)
457{
458 in_memory = MAP_SWAPPED;
459
460 width = w;
461 height = h;
462 reset_timeout = 0; 442 reset_timeout = 0;
463 timeout = 300;
464 enter_x = 0; 443 enter_x = 0;
465 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;
466 458
467 alloc (); 459 alloc ();
468} 460}
469 461
470/* 462/*
478 if (spaces) 470 if (spaces)
479 return; 471 return;
480 472
481 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
482} 474}
475
476//+GPL
483 477
484/* 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
485 * 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
486 * at a later date. 480 * at a later date.
487 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
564 return items; 558 return items;
565} 559}
566 560
567/* 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
568 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
569static void 563static const char *
570print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
571{ 565{
572 int i; 566 static dynbuf_text buf; buf.clear ();
573 char tmp[MAX_BUF]; 567 bool first = true;
574 568
575 strcpy (output_string, "");
576 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
578 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
579 { 577 {
580 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
581 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);
582 else 580 else
583 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
584 } 582 }
585 else 583 else
586 { 584 {
587 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
588 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
589 else 587 else
590 sprintf (tmp, "*"); 588 buf.printf ("*");
591 } 589 }
592
593 strcat (output_string, tmp);
594 } 590 }
591
592 return buf;
595} 593}
594
595//-GPL
596 596
597/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
599 * 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
600 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
641 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 646
653 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 650 case KW_no_drop: thawer.get (no_drop); break;
657 651
658 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660 654
661 // old names new names 655 // old names new names
662 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;
663 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;
681 case KW_end: 675 case KW_end:
682 thawer.next (); 676 thawer.next ();
683 return true; 677 return true;
684 678
685 default: 679 default:
686 if (!thawer.parse_error ("map", 0)) 680 if (!thawer.parse_error ("map"))
687 return false; 681 return false;
688 break; 682 break;
689 } 683 }
690 684
691 thawer.next (); 685 thawer.next ();
692 } 686 }
693 687
694 abort (); 688 abort ();
695} 689}
690
691//+GPL
696 692
697/****************************************************************************** 693/******************************************************************************
698 * This is the start of unique map handling code 694 * This is the start of unique map handling code
699 *****************************************************************************/ 695 *****************************************************************************/
700 696
707 int unique = 0; 703 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 704 for (object *op = spaces [i].bot; op; )
709 { 705 {
710 object *above = op->above; 706 object *above = op->above;
711 707
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 709 unique = 1;
714 710
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 712 op->destroy ();
717 713
718 op = above; 714 op = above;
719 } 715 }
720 } 716 }
721} 717}
722 718
719//-GPL
720
723bool 721bool
724maptile::_save_header (object_freezer &freezer) 722maptile::_save_header (object_freezer &freezer)
725{ 723{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 724#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 726
729 MAP_OUT2 (arch, "map"); 727 MAP_OUT2 (arch, CS(map));
730 728
731 if (name) MAP_OUT (name); 729 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 730 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 731 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 732 MAP_OUT (reset_timeout);
735 MAP_OUT (fixed_resettime); 733 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset); 734 MAP_OUT (no_reset);
737 MAP_OUT (no_drop); 735 MAP_OUT (no_drop);
738 MAP_OUT (difficulty); 736 MAP_OUT (difficulty);
739
740 if (default_region) MAP_OUT2 (region, default_region->name); 737 if (default_region) MAP_OUT2 (region, default_region->name);
741 738
742 if (shopitems) 739 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
743 {
744 char shop[MAX_BUF];
745 print_shop_string (this, shop);
746 MAP_OUT2 (shopitems, shop);
747 }
748
749 MAP_OUT (shopgreed); 740 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 741 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 742 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 743 if (shoprace) MAP_OUT (shoprace);
753 MAP_OUT (darkness); 744
754 MAP_OUT (width); 745 MAP_OUT (width);
755 MAP_OUT (height); 746 MAP_OUT (height);
756 MAP_OUT (enter_x); 747 MAP_OUT (enter_x);
757 MAP_OUT (enter_y); 748 MAP_OUT (enter_y);
758 749 MAP_OUT (darkness);
759 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
760 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
761
762 MAP_OUT (outdoor); 750 MAP_OUT (outdoor);
763 MAP_OUT (temp); 751
764 MAP_OUT (pressure); 752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 MAP_OUT (humid); 753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766 MAP_OUT (windspeed);
767 MAP_OUT (winddir);
768 MAP_OUT (sky);
769 754
770 MAP_OUT (per_player); 755 MAP_OUT (per_player);
771 MAP_OUT (per_party); 756 MAP_OUT (per_party);
772 757
773 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]);
774 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]);
775 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]);
776 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]);
777 762
778 freezer.put (this); 763 freezer.put (this);
779 freezer.put (KW_end); 764 freezer.put (KW(end));
780 765
781 return true; 766 return true;
782} 767}
783 768
784bool 769bool
789 if (!_save_header (freezer)) 774 if (!_save_header (freezer))
790 return false; 775 return false;
791 776
792 return freezer.save (path); 777 return freezer.save (path);
793} 778}
779
780//+GPL
794 781
795/* 782/*
796 * Remove and free all objects in the given map. 783 * Remove and free all objects in the given map.
797 */ 784 */
798void 785void
867 854
868 clear (); 855 clear ();
869} 856}
870 857
871/* 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?
872void 860void
873maptile::do_decay_objects () 861maptile::do_decay_objects ()
874{ 862{
875 if (!spaces) 863 if (!spaces)
876 return; 864 return;
878 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above) 867 for (object *above, *op = ms->bot; op; op = above)
880 { 868 {
881 above = op->above; 869 above = op->above;
882 870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
883 bool destroy = 0; 875 bool destroy = 0;
884 876
885 // do not decay anything above unique floor tiles (yet :) 877 if (op->flag [FLAG_IS_FLOOR]
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 878 || op->flag [FLAG_OBJ_ORIGINAL]
887 break; 879 || op->flag [FLAG_UNIQUE]
888 880 || op->flag [FLAG_OVERLAY_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 881 || op->flag [FLAG_UNPAID]
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ()) 882 || op->is_alive ())
895 ; // do not decay 883 ; // do not decay
896 else if (op->is_weapon ()) 884 else if (op->is_weapon ())
897 { 885 {
898 op->stats.dam--; 886 op->stats.dam--;
923 || mat & M_LIQUID 911 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1) 912 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1) 913 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32)) 916 //|| (mat & M_ICE && temp > 32)
917 )
929 destroy = 1; 918 destroy = 1;
930 } 919 }
931 920
932 /* adjust overall chance below */ 921 /* adjust overall chance below */
933 if (destroy && rndm (0, 1)) 922 if (destroy && rndm (0, 1))
953 sint64 total_exp = 0; 942 sint64 total_exp = 0;
954 943
955 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
956 for (object *op = ms->bot; op; op = op->above) 945 for (object *op = ms->bot; op; op = op->above)
957 { 946 {
958 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
959 { 948 {
960 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
961 monster_cnt++; 950 monster_cnt++;
962 } 951 }
963 952
964 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
965 { 954 {
966 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
967 956
968 if (archetype *at = op->other_arch) 957 if (archetype *at = op->other_arch)
969 { 958 {
1024 */ 1013 */
1025void 1014void
1026mapspace::update_ () 1015mapspace::update_ ()
1027{ 1016{
1028 object *last = 0; 1017 object *last = 0;
1029 uint8 flags = P_UPTODATE, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1030 sint8 light = 0; 1019 sint8 light = 0;
1031 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;
1032 1025
1033 //object *middle = 0; 1026 //object *middle = 0;
1034 //object *top = 0; 1027 //object *top = 0;
1035 //object *floor = 0; 1028 //object *floor = 0;
1036 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1040 1035
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 { 1037 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius; 1039 light += tmp->glow_radius;
1049 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1050 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1051 * 1046 *
1052 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1053 */ 1048 */
1054 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1055 { 1050 {
1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1057 top = tmp; 1052 top = tmp;
1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1059 { 1054 {
1060 /* 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,
1061 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1062 */ 1057 */
1063 middle = 0; 1058 middle = 0;
1064 top = 0; 1059 top = 0;
1065 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1066 } 1063 }
1067 /* Flag anywhere have high priority */ 1064 else
1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069 { 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;
1070 middle = tmp; 1083 middle = tmp;
1071 anywhere = 1; 1084 }
1072 } 1085 }
1073
1074 /* Find the highest visible face around. If equal
1075 * visibilities, we still want the one nearer to the
1076 * top
1077 */
1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1079 middle = tmp;
1080 }
1081
1082 if (tmp == tmp->above)
1083 {
1084 LOG (llevError, "Error in structure of map\n");
1085 exit (-1);
1086 } 1086 }
1087 1087
1088 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1093 1093
1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1096 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1100 } 1098 }
1099
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;
1101 1109
1102 this->light = min (light, MAX_LIGHT_RADIUS); 1110 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags; 1111 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on; 1113 this->move_on = move_on;
1106 this->move_off = move_off; 1114 this->move_off = move_off;
1107 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
1108 1118
1109 /* 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),
1110 * 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
1111 * this point. 1121 * this point.
1112 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1130 */ 1140 */
1131 1141
1132 for (object *tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1133 { 1143 {
1134 /* 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 */
1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (tmp->flag [FLAG_IS_FLOOR])
1136 break; 1146 break;
1137 1147
1138 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1139 if (top && middle) 1149 if (top && middle)
1140 break; 1150 break;
1178 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1179 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1180#endif 1190#endif
1181} 1191}
1182 1192
1183uint64
1184mapspace::volume () const
1185{
1186 uint64 vol = 0;
1187
1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1190
1191 return vol;
1192}
1193
1194maptile * 1193maptile *
1195maptile::tile_available (int dir, bool load) 1194maptile::tile_available (int dir, bool load)
1196{ 1195{
1197 if (tile_path[dir]) 1196 if (tile_path[dir])
1198 { 1197 {
1318/** 1317/**
1319 * 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
1320 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1321 */ 1320 */
1322int 1321int
1323adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1324{ 1323{
1325 if (!map1 || !map2) 1324 if (!map1 || !map2)
1326 return 0; 1325 return 0;
1327 1326
1328 //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
1330 if (map1 == map2) 1329 if (map1 == map2)
1331 { 1330 {
1332 *dx = 0; 1331 *dx = 0;
1333 *dy = 0; 1332 *dy = 0;
1334 } 1333 }
1335 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1336 { /* up */ 1335 { /* up */
1337 *dx = 0; 1336 *dx = 0;
1338 *dy = -map2->height; 1337 *dy = -map2->height;
1339 } 1338 }
1340 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1341 { /* right */ 1340 { /* right */
1342 *dx = map1->width; 1341 *dx = map1->width;
1343 *dy = 0; 1342 *dy = 0;
1344 } 1343 }
1345 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1346 { /* down */ 1345 { /* down */
1347 *dx = 0; 1346 *dx = 0;
1348 *dy = map1->height; 1347 *dy = map1->height;
1349 } 1348 }
1350 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1351 { /* left */ 1350 { /* left */
1352 *dx = -map2->width; 1351 *dx = -map2->width;
1353 *dy = 0; 1352 *dy = 0;
1354 } 1353 }
1355 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)
1356 { /* up right */ 1355 { /* up right */
1357 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1358 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1359 } 1358 }
1360 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)
1361 { /* up left */ 1360 { /* up left */
1362 *dx = -map2->width; 1361 *dx = -map2->width;
1363 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1364 } 1363 }
1365 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)
1366 { /* right up */ 1365 { /* right up */
1367 *dx = map1->width; 1366 *dx = map1->width;
1368 *dy = -map2->height; 1367 *dy = -map2->height;
1369 } 1368 }
1370 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)
1371 { /* right down */ 1370 { /* right down */
1372 *dx = map1->width; 1371 *dx = map1->width;
1373 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1374 } 1373 }
1375 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)
1376 { /* down right */ 1375 { /* down right */
1377 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1378 *dy = map1->height; 1377 *dy = map1->height;
1379 } 1378 }
1380 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)
1381 { /* down left */ 1380 { /* down left */
1382 *dx = -map2->width; 1381 *dx = -map2->width;
1383 *dy = map1->height; 1382 *dy = map1->height;
1384 } 1383 }
1385 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)
1386 { /* left up */ 1385 { /* left up */
1387 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1388 *dy = -map2->height; 1387 *dy = -map2->height;
1389 } 1388 }
1390 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)
1391 { /* left down */ 1390 { /* left down */
1392 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1393 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1394 } 1393 }
1395 else 1394 else
1434 * 1433 *
1435 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
1436 * closest body part of 'op1' 1435 * closest body part of 'op1'
1437 */ 1436 */
1438void 1437void
1439get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1440{ 1439{
1441 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))
1442 { 1441 {
1443 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1444 retval->distance = 10000; 1443 retval->distance = 10000;
1445 retval->distance_x = 10000; 1444 retval->distance_x = 10000;
1446 retval->distance_y = 10000; 1445 retval->distance_y = 10000;
1447 retval->direction = 0; 1446 retval->direction = 0;
1448 retval->part = 0; 1447 retval->part = 0;
1449 } 1448 }
1450 else 1449 else
1451 { 1450 {
1452 object *best;
1453
1454 retval->distance_x += op2->x - op1->x; 1451 retval->distance_x += op2->x - op1->x;
1455 retval->distance_y += op2->y - op1->y; 1452 retval->distance_y += op2->y - op1->y;
1456 1453
1457 best = op1; 1454 object *best = op1;
1455
1458 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
1459 if (!(flags & 0x1) && op1->more) 1457 if (!(flags & 1) && op1->more)
1460 { 1458 {
1461 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);
1462 1460
1463 /* 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
1464 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1465 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1466 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1467 * below works. 1465 * below works.
1468 */ 1466 */
1469 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1470 { 1468 {
1471 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);
1472 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1473 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1474 { 1472 {
1475 best_distance = tmpi; 1473 best_distance = tmpi;
1476 best = tmp; 1474 best = tmp;
1477 } 1475 }
1478 } 1476 }
1479 1477
1480 if (best != op1) 1478 if (best != op1)
1481 { 1479 {
1482 retval->distance_x += op1->x - best->x; 1480 retval->distance_x += op1->x - best->x;
1483 retval->distance_y += op1->y - best->y; 1481 retval->distance_y += op1->y - best->y;
1484 } 1482 }
1485 } 1483 }
1486 1484
1487 retval->part = best; 1485 retval->part = best;
1488 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));
1489 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1490 } 1488 }
1491} 1489}
1492 1490
1493/* 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
1494 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1499 * 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
1500 * 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
1501 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1502 */ 1500 */
1503void 1501void
1504get_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)
1505{ 1503{
1506 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))
1507 { 1505 {
1508 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1509 retval->distance = 100000; 1507 retval->distance = 100000;
1510 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
1511 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
1512 retval->direction = 0; 1510 retval->direction = 0;
1513 retval->part = 0; 1511 retval->part = 0;
1514 } 1512 }
1515 else 1513 else
1516 { 1514 {
1517 retval->distance_x += op2->x - x; 1515 retval->distance_x += op2->x - x;
1518 retval->distance_y += op2->y - y; 1516 retval->distance_y += op2->y - y;
1519 1517
1520 retval->part = 0; 1518 retval->part = 0;
1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1523 } 1521 }
1524} 1522}
1525 1523
1526/* 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
1527 * (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
1537 int dx, dy; 1535 int dx, dy;
1538 1536
1539 return adjacent_map (op1->map, op2->map, &dx, &dy); 1537 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540} 1538}
1541 1539
1540//-GPL
1541
1542object * 1542object *
1543maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1544{ 1544{
1545 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);
1546} 1546}
1557 if (default_region) 1557 if (default_region)
1558 return default_region; 1558 return default_region;
1559 1559
1560 return ::region::default_region (); 1560 return ::region::default_region ();
1561} 1561}
1562
1563//+GPL
1562 1564
1563/* picks a random object from a style map. 1565/* picks a random object from a style map.
1564 */ 1566 */
1565object * 1567object *
1566maptile::pick_random_object (rand_gen &gen) const 1568maptile::pick_random_object (rand_gen &gen) const
1573 */ 1575 */
1574 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1575 { 1577 {
1576 object *pick = at (gen (width), gen (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1577 1579
1578 // do not prefer big monsters just because they are big. 1580 // must be head: do not prefer big monsters just because they are big.
1579 if (pick && pick->is_head ()) 1581 if (pick && pick->is_head ())
1580 return pick->head_ (); 1582 return pick;
1581 } 1583 }
1582 1584
1583 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug"); 1586 return archetype::find (shstr_bug);
1585} 1587}
1588
1589//-GPL
1586 1590
1587void 1591void
1588maptile::play_sound (faceidx sound, int x, int y) const 1592maptile::play_sound (faceidx sound, int x, int y) const
1589{ 1593{
1590 if (!sound) 1594 if (!sound)
1616 1620
1617 if (distance <= MAX_SOUND_DISTANCE) 1621 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 } 1623 }
1620} 1624}
1625
1626dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1621 1627
1622static void 1628static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1629split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{ 1630{
1625 // clip to map to the left 1631 // clip to map to the left
1681 r->dx = dx; 1687 r->dx = dx;
1682 r->dy = dy; 1688 r->dy = dy;
1683} 1689}
1684 1690
1685maprect * 1691maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1692maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1687{ 1693{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear (); 1694 buf.clear ();
1690 1695
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692 1697
1693 // add end marker 1698 // add end marker

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