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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 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");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 96 return 0;
101 97
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 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))
132 return 1; 131 return 1;
133 else 132 }
134 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;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * 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
172 * 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,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * 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
175 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
223 } 214 }
224 215
225 return 0; 216 return 0;
226} 217}
227 218
228/* When the map is loaded, load_object does not actually insert objects 219//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253}
254 220
255void 221void
256maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
257{ 223{
258 if (!spaces) 224 if (!spaces)
273 239
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
277} 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
278 259
279/* 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
280 * 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
281 * 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
282 * they are saved). 263 * they are saved).
310 op = op->above; 291 op = op->above;
311 } 292 }
312 } 293 }
313} 294}
314 295
296//-GPL
297
315/* 298/*
316 * 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
317 * file pointer. 300 * file pointer.
318 */ 301 */
319bool 302bool
328 case KW_arch: 311 case KW_arch:
329 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
330 { 313 {
331 // TODO: why? 314 // TODO: why?
332 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
333 op->update_weight (); 318 op->update_weight ();
319 }
334 320
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 { 322 {
337 // we insert manually because 323 // we insert manually because
338 // a) its way faster 324 // a) its way faster
438 return false; 424 return false;
439 425
440 return freezer.save (path); 426 return freezer.save (path);
441} 427}
442 428
443maptile::maptile () 429void
430maptile::init ()
444{ 431{
445 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
446 433
447 /* The maps used to pick up default x and y values from the 434 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
449 */ 436 */
450 width = 16; 437 width = 16;
451 height = 16; 438 height = 16;
452 timeout = 300; 439 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 441 max_volume = 2000000; // 2m³
455}
456
457maptile::maptile (int w, int h)
458{
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0; 442 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 443 enter_x = 0;
466 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;
467 458
468 alloc (); 459 alloc ();
469} 460}
470 461
471/* 462/*
479 if (spaces) 470 if (spaces)
480 return; 471 return;
481 472
482 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
483} 474}
475
476//+GPL
484 477
485/* 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
486 * 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
487 * at a later date. 480 * at a later date.
488 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
565 return items; 558 return items;
566} 559}
567 560
568/* 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
569 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
570static void 563static const char *
571print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
572{ 565{
573 int i; 566 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF]; 567 bool first = true;
575 568
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
579 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
580 { 577 {
581 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
582 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);
583 else 580 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
585 } 582 }
586 else 583 else
587 { 584 {
588 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
590 else 587 else
591 sprintf (tmp, "*"); 588 buf.printf ("*");
592 } 589 }
593
594 strcat (output_string, tmp);
595 } 590 }
591
592 return buf;
596} 593}
594
595//-GPL
597 596
598/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
600 * 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
601 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 646
654 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 650 case KW_no_drop: thawer.get (no_drop); break;
658 651
659 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661 654
662 // old names new names 655 // old names new names
663 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;
664 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;
682 case KW_end: 675 case KW_end:
683 thawer.next (); 676 thawer.next ();
684 return true; 677 return true;
685 678
686 default: 679 default:
687 if (!thawer.parse_error ("map", 0)) 680 if (!thawer.parse_error ("map"))
688 return false; 681 return false;
689 break; 682 break;
690 } 683 }
691 684
692 thawer.next (); 685 thawer.next ();
693 } 686 }
694 687
695 abort (); 688 abort ();
696} 689}
690
691//+GPL
697 692
698/****************************************************************************** 693/******************************************************************************
699 * This is the start of unique map handling code 694 * This is the start of unique map handling code
700 *****************************************************************************/ 695 *****************************************************************************/
701 696
708 int unique = 0; 703 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 704 for (object *op = spaces [i].bot; op; )
710 { 705 {
711 object *above = op->above; 706 object *above = op->above;
712 707
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 709 unique = 1;
715 710
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 op->destroy (); 712 op->destroy ();
718 713
719 op = above; 714 op = above;
720 } 715 }
721 } 716 }
722} 717}
723 718
719//-GPL
720
724bool 721bool
725maptile::_save_header (object_freezer &freezer) 722maptile::_save_header (object_freezer &freezer)
726{ 723{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 724#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 726
730 MAP_OUT2 (arch, "map"); 727 MAP_OUT2 (arch, CS(map));
731 728
732 if (name) MAP_OUT (name); 729 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 730 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 731 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 732 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 733 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 734 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 735 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 736 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 737 if (default_region) MAP_OUT2 (region, default_region->name);
742 738
743 if (shopitems) 739 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 740 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 741 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 742 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 743 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 744
755 MAP_OUT (width); 745 MAP_OUT (width);
756 MAP_OUT (height); 746 MAP_OUT (height);
757 MAP_OUT (enter_x); 747 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 748 MAP_OUT (enter_y);
759 749 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 750 MAP_OUT (outdoor);
764 MAP_OUT (temp); 751
765 MAP_OUT (pressure); 752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 754
771 MAP_OUT (per_player); 755 MAP_OUT (per_player);
772 MAP_OUT (per_party); 756 MAP_OUT (per_party);
773 757
774 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]);
775 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]);
776 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]);
777 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]);
778 762
779 freezer.put (this); 763 freezer.put (this);
780 freezer.put (KW_end); 764 freezer.put (KW(end));
781 765
782 return true; 766 return true;
783} 767}
784 768
785bool 769bool
790 if (!_save_header (freezer)) 774 if (!_save_header (freezer))
791 return false; 775 return false;
792 776
793 return freezer.save (path); 777 return freezer.save (path);
794} 778}
779
780//+GPL
795 781
796/* 782/*
797 * Remove and free all objects in the given map. 783 * Remove and free all objects in the given map.
798 */ 784 */
799void 785void
868 854
869 clear (); 855 clear ();
870} 856}
871 857
872/* 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?
873void 860void
874maptile::do_decay_objects () 861maptile::do_decay_objects ()
875{ 862{
876 if (!spaces) 863 if (!spaces)
877 return; 864 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 867 for (object *above, *op = ms->bot; op; op = above)
881 { 868 {
882 above = op->above; 869 above = op->above;
883 870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
884 bool destroy = 0; 875 bool destroy = 0;
885 876
886 // do not decay anything above unique floor tiles (yet :) 877 if (op->flag [FLAG_IS_FLOOR]
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 878 || op->flag [FLAG_OBJ_ORIGINAL]
888 break; 879 || op->flag [FLAG_UNIQUE]
889 880 || op->flag [FLAG_OVERLAY_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 881 || op->flag [FLAG_UNPAID]
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ()) 882 || op->is_alive ())
896 ; // do not decay 883 ; // do not decay
897 else if (op->is_weapon ()) 884 else if (op->is_weapon ())
898 { 885 {
899 op->stats.dam--; 886 op->stats.dam--;
924 || mat & M_LIQUID 911 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 912 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 913 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 916 //|| (mat & M_ICE && temp > 32)
917 )
930 destroy = 1; 918 destroy = 1;
931 } 919 }
932 920
933 /* adjust overall chance below */ 921 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 922 if (destroy && rndm (0, 1))
954 sint64 total_exp = 0; 942 sint64 total_exp = 0;
955 943
956 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above) 945 for (object *op = ms->bot; op; op = op->above)
958 { 946 {
959 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
960 { 948 {
961 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
962 monster_cnt++; 950 monster_cnt++;
963 } 951 }
964 952
965 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
966 { 954 {
967 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
968 956
969 if (archetype *at = op->other_arch) 957 if (archetype *at = op->other_arch)
970 { 958 {
1025 */ 1013 */
1026void 1014void
1027mapspace::update_ () 1015mapspace::update_ ()
1028{ 1016{
1029 object *last = 0; 1017 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1019 sint8 light = 0;
1032 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;
1033 1025
1034 //object *middle = 0; 1026 //object *middle = 0;
1035 //object *top = 0; 1027 //object *top = 0;
1036 //object *floor = 0; 1028 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1040 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
1041 1035
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1037 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1039 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1052 * 1046 *
1053 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1054 */ 1048 */
1055 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1056 { 1050 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1052 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1054 {
1061 /* 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,
1062 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1063 */ 1057 */
1064 middle = 0; 1058 middle = 0;
1065 top = 0; 1059 top = 0;
1066 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1067 } 1063 }
1068 /* Flag anywhere have high priority */ 1064 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 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;
1071 middle = tmp; 1083 middle = tmp;
1072 anywhere = 1; 1084 }
1073 } 1085 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1086 }
1088 1087
1089 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1094 1093
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 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;
1102 1109
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1110 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1111 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1113 this->move_on = move_on;
1107 this->move_off = move_off; 1114 this->move_off = move_off;
1108 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
1109 1118
1110 /* 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),
1111 * 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
1112 * this point. 1121 * this point.
1113 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1131 */ 1140 */
1132 1141
1133 for (object *tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1143 {
1135 /* 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 */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (tmp->flag [FLAG_IS_FLOOR])
1137 break; 1146 break;
1138 1147
1139 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1140 if (top && middle) 1149 if (top && middle)
1141 break; 1150 break;
1179 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1181#endif 1190#endif
1182} 1191}
1183 1192
1184uint64
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195maptile * 1193maptile *
1196maptile::tile_available (int dir, bool load) 1194maptile::tile_available (int dir, bool load)
1197{ 1195{
1198 if (tile_path[dir]) 1196 if (tile_path[dir])
1199 { 1197 {
1319/** 1317/**
1320 * 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
1321 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1322 */ 1320 */
1323int 1321int
1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1325{ 1323{
1326 if (!map1 || !map2) 1324 if (!map1 || !map2)
1327 return 0; 1325 return 0;
1328 1326
1329 //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
1331 if (map1 == map2) 1329 if (map1 == map2)
1332 { 1330 {
1333 *dx = 0; 1331 *dx = 0;
1334 *dy = 0; 1332 *dy = 0;
1335 } 1333 }
1336 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1337 { /* up */ 1335 { /* up */
1338 *dx = 0; 1336 *dx = 0;
1339 *dy = -map2->height; 1337 *dy = -map2->height;
1340 } 1338 }
1341 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1342 { /* right */ 1340 { /* right */
1343 *dx = map1->width; 1341 *dx = map1->width;
1344 *dy = 0; 1342 *dy = 0;
1345 } 1343 }
1346 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1347 { /* down */ 1345 { /* down */
1348 *dx = 0; 1346 *dx = 0;
1349 *dy = map1->height; 1347 *dy = map1->height;
1350 } 1348 }
1351 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1352 { /* left */ 1350 { /* left */
1353 *dx = -map2->width; 1351 *dx = -map2->width;
1354 *dy = 0; 1352 *dy = 0;
1355 } 1353 }
1356 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)
1357 { /* up right */ 1355 { /* up right */
1358 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1359 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1360 } 1358 }
1361 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)
1362 { /* up left */ 1360 { /* up left */
1363 *dx = -map2->width; 1361 *dx = -map2->width;
1364 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1365 } 1363 }
1366 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)
1367 { /* right up */ 1365 { /* right up */
1368 *dx = map1->width; 1366 *dx = map1->width;
1369 *dy = -map2->height; 1367 *dy = -map2->height;
1370 } 1368 }
1371 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)
1372 { /* right down */ 1370 { /* right down */
1373 *dx = map1->width; 1371 *dx = map1->width;
1374 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1375 } 1373 }
1376 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)
1377 { /* down right */ 1375 { /* down right */
1378 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1379 *dy = map1->height; 1377 *dy = map1->height;
1380 } 1378 }
1381 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)
1382 { /* down left */ 1380 { /* down left */
1383 *dx = -map2->width; 1381 *dx = -map2->width;
1384 *dy = map1->height; 1382 *dy = map1->height;
1385 } 1383 }
1386 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)
1387 { /* left up */ 1385 { /* left up */
1388 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1389 *dy = -map2->height; 1387 *dy = -map2->height;
1390 } 1388 }
1391 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)
1392 { /* left down */ 1390 { /* left down */
1393 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1394 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1395 } 1393 }
1396 else 1394 else
1435 * 1433 *
1436 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1435 * closest body part of 'op1'
1438 */ 1436 */
1439void 1437void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1439{
1442 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))
1443 { 1441 {
1444 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1443 retval->distance = 10000;
1446 retval->distance_x = 10000; 1444 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1445 retval->distance_y = 10000;
1448 retval->direction = 0; 1446 retval->direction = 0;
1449 retval->part = 0; 1447 retval->part = 0;
1450 } 1448 }
1451 else 1449 else
1452 { 1450 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1451 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1452 retval->distance_y += op2->y - op1->y;
1457 1453
1458 best = op1; 1454 object *best = op1;
1455
1459 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1457 if (!(flags & 1) && op1->more)
1461 { 1458 {
1462 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);
1463 1460
1464 /* 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
1465 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1466 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1467 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1468 * below works. 1465 * below works.
1469 */ 1466 */
1470 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 { 1468 {
1472 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);
1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1474 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1475 { 1472 {
1476 best_distance = tmpi; 1473 best_distance = tmpi;
1477 best = tmp; 1474 best = tmp;
1478 } 1475 }
1479 } 1476 }
1480 1477
1481 if (best != op1) 1478 if (best != op1)
1482 { 1479 {
1483 retval->distance_x += op1->x - best->x; 1480 retval->distance_x += op1->x - best->x;
1484 retval->distance_y += op1->y - best->y; 1481 retval->distance_y += op1->y - best->y;
1485 } 1482 }
1486 } 1483 }
1487 1484
1488 retval->part = best; 1485 retval->part = best;
1489 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));
1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1491 } 1488 }
1492} 1489}
1493 1490
1494/* 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
1495 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1500 * 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
1501 * 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
1502 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1503 */ 1500 */
1504void 1501void
1505get_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)
1506{ 1503{
1507 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))
1508 { 1505 {
1509 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1510 retval->distance = 100000; 1507 retval->distance = 100000;
1511 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
1512 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
1513 retval->direction = 0; 1510 retval->direction = 0;
1514 retval->part = 0; 1511 retval->part = 0;
1515 } 1512 }
1516 else 1513 else
1517 { 1514 {
1518 retval->distance_x += op2->x - x; 1515 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1516 retval->distance_y += op2->y - y;
1520 1517
1521 retval->part = 0; 1518 retval->part = 0;
1522 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));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1524 } 1521 }
1525} 1522}
1526 1523
1527/* 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
1528 * (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
1538 int dx, dy; 1535 int dx, dy;
1539 1536
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1537 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1538}
1542 1539
1540//-GPL
1541
1543object * 1542object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1544{
1546 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);
1547} 1546}
1558 if (default_region) 1557 if (default_region)
1559 return default_region; 1558 return default_region;
1560 1559
1561 return ::region::default_region (); 1560 return ::region::default_region ();
1562} 1561}
1562
1563//+GPL
1563 1564
1564/* picks a random object from a style map. 1565/* picks a random object from a style map.
1565 */ 1566 */
1566object * 1567object *
1567maptile::pick_random_object (rand_gen &gen) const 1568maptile::pick_random_object (rand_gen &gen) const
1574 */ 1575 */
1575 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1576 { 1577 {
1577 object *pick = at (gen (width), gen (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1578 1579
1579 // do not prefer big monsters just because they are big. 1580 // must be head: do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ()) 1581 if (pick && pick->is_head ())
1581 return pick->head_ (); 1582 return pick;
1582 } 1583 }
1583 1584
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1586 return archetype::find (shstr_bug);
1586} 1587}
1588
1589//-GPL
1587 1590
1588void 1591void
1589maptile::play_sound (faceidx sound, int x, int y) const 1592maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1593{
1591 if (!sound) 1594 if (!sound)
1617 1620
1618 if (distance <= MAX_SOUND_DISTANCE) 1621 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 } 1623 }
1621} 1624}
1625
1626dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1622 1627
1623static void 1628static void
1624split_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)
1625{ 1630{
1626 // clip to map to the left 1631 // clip to map to the left
1682 r->dx = dx; 1687 r->dx = dx;
1683 r->dy = dy; 1688 r->dy = dy;
1684} 1689}
1685 1690
1686maprect * 1691maprect *
1687maptile::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)
1688{ 1693{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear (); 1694 buf.clear ();
1691 1695
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693 1697
1694 // add end marker 1698 // add end marker

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