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Comparing deliantra/server/common/map.C (file contents):
Revision 1.141 by root, Wed May 7 11:02:50 2008 UTC vs.
Revision 1.203 by root, Sat Apr 23 04:56:46 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
604 { 614 {
605 case KW_msg: 615 case KW_msg:
606 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
607 break; 617 break;
608 618
609 case KW_lore: // CF+ extension 619 case KW_lore: // deliantra extension
610 thawer.get_ml (KW_endlore, maplore); 620 thawer.get_ml (KW_endlore, maplore);
611 break; 621 break;
612 622
613 case KW_maplore: 623 case KW_maplore:
614 thawer.get_ml (KW_endmaplore, maplore); 624 thawer.get_ml (KW_endmaplore, maplore);
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;
661 665
662 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670 case KW_tile_path_5: thawer.get (tile_path [4]); break;
671 case KW_tile_path_6: thawer.get (tile_path [5]); break;
666 672
667 case KW_ERROR: 673 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value); 674 set_key_text (thawer.kw_str, thawer.value);
669 break; 675 break;
670 676
671 case KW_end: 677 case KW_end:
672 thawer.next (); 678 thawer.next ();
673 return true; 679 return true;
674 680
675 default: 681 default:
676 if (!thawer.parse_error ("map", 0)) 682 if (!thawer.parse_error ("map"))
677 return false; 683 return false;
678 break; 684 break;
679 } 685 }
680 686
681 thawer.next (); 687 thawer.next ();
682 } 688 }
683 689
684 abort (); 690 abort ();
685} 691}
692
693//+GPL
686 694
687/****************************************************************************** 695/******************************************************************************
688 * This is the start of unique map handling code 696 * This is the start of unique map handling code
689 *****************************************************************************/ 697 *****************************************************************************/
690 698
697 int unique = 0; 705 int unique = 0;
698 for (object *op = spaces [i].bot; op; ) 706 for (object *op = spaces [i].bot; op; )
699 { 707 {
700 object *above = op->above; 708 object *above = op->above;
701 709
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 710 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
703 unique = 1; 711 unique = 1;
704 712
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 713 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 714 op->destroy ();
709 }
710 715
711 op = above; 716 op = above;
712 } 717 }
713 } 718 }
714} 719}
715 720
721//-GPL
722
716bool 723bool
717maptile::_save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
718{ 725{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 728
722 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, CS(map));
723 730
724 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
730 MAP_OUT (no_drop); 737 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
734 740
735 if (shopitems) 741 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); 742 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746 MAP_OUT (darkness); 746
747 MAP_OUT (width); 747 MAP_OUT (width);
748 MAP_OUT (height); 748 MAP_OUT (height);
749 MAP_OUT (enter_x); 749 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 750 MAP_OUT (enter_y);
751 751 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); 752 MAP_OUT (outdoor);
756 MAP_OUT (temp); 753
757 MAP_OUT (pressure); 754 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
758 MAP_OUT (humid); 755 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
762 756
763 MAP_OUT (per_player); 757 MAP_OUT (per_player);
764 MAP_OUT (per_party); 758 MAP_OUT (per_party);
765 759
766 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 760 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]); 761 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]); 762 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]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
765 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
770 766
771 freezer.put (this); 767 freezer.put (this);
772 freezer.put (KW_end); 768 freezer.put (KW(end));
773 769
774 return true; 770 return true;
775} 771}
776 772
777bool 773bool
782 if (!_save_header (freezer)) 778 if (!_save_header (freezer))
783 return false; 779 return false;
784 780
785 return freezer.save (path); 781 return freezer.save (path);
786} 782}
783
784//+GPL
787 785
788/* 786/*
789 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
790 */ 788 */
791void 789void
802 800
803 op->flag [FLAG_REMOVED] = true; 801 op->flag [FLAG_REMOVED] = true;
804 802
805 object *head = op->head_ (); 803 object *head = op->head_ ();
806 if (op == head) 804 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 805 op->destroy ();
810 }
811 else if (head->map != op->map) 806 else if (head->map != op->map)
812 { 807 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 808 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy (); 809 head->destroy ();
815 } 810 }
832 msg = 0; 827 msg = 0;
833 maplore = 0; 828 maplore = 0;
834 shoprace = 0; 829 shoprace = 0;
835 delete [] shopitems, shopitems = 0; 830 delete [] shopitems, shopitems = 0;
836 831
837 for (int i = 0; i < 4; i++) 832 for (int i = 0; i < TILE_NUM; i++)
838 tile_path [i] = 0; 833 tile_path [i] = 0;
839} 834}
840 835
841maptile::~maptile () 836maptile::~maptile ()
842{ 837{
863 858
864 clear (); 859 clear ();
865} 860}
866 861
867/* decay and destroy perishable items in a map */ 862/* decay and destroy perishable items in a map */
863// TODO: should be done regularly, not on map load?
868void 864void
869maptile::do_decay_objects () 865maptile::do_decay_objects ()
870{ 866{
871 if (!spaces) 867 if (!spaces)
872 return; 868 return;
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above) 871 for (object *above, *op = ms->bot; op; op = above)
876 { 872 {
877 above = op->above; 873 above = op->above;
878 874
875 // do not decay anything above unique floor tiles (yet :)
876 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
877 break;
878
879 bool destroy = 0; 879 bool destroy = 0;
880 880
881 // do not decay anything above unique floor tiles (yet :) 881 if (op->flag [FLAG_IS_FLOOR]
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 882 || op->flag [FLAG_OBJ_ORIGINAL]
883 break; 883 || op->flag [FLAG_UNIQUE]
884 884 || op->flag [FLAG_OVERLAY_FLOOR]
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 885 || 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 ()) 886 || op->is_alive ())
891 ; // do not decay 887 ; // do not decay
892 else if (op->is_weapon ()) 888 else if (op->is_weapon ())
893 { 889 {
894 op->stats.dam--; 890 op->stats.dam--;
919 || mat & M_LIQUID 915 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1) 916 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1) 917 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 918 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 919 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32)) 920 //|| (mat & M_ICE && temp > 32)
921 )
925 destroy = 1; 922 destroy = 1;
926 } 923 }
927 924
928 /* adjust overall chance below */ 925 /* adjust overall chance below */
929 if (destroy && rndm (0, 1)) 926 if (destroy && rndm (0, 1))
930 op->destroy (); 927 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 } 928 }
956} 929}
957 930
958/* 931/*
959 * This routine is supposed to find out the difficulty of the map. 932 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 933 * difficulty does not have a lot to do with character level,
961 * but does have a lot to do with treasure on the map. 934 * but does have a lot to do with treasure on the map.
962 * 935 *
963 * Difficulty can now be set by the map creature. If the value stored 936 * 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 937 * in the map is zero, then use this routine. Maps should really
965 * have a difficulty set than using this function - human calculation 938 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 939 * is much better than this function's guesswork.
967 */ 940 */
968int 941int
969maptile::estimate_difficulty () const 942maptile::estimate_difficulty () const
970{ 943{
971 long monster_cnt = 0; 944 long monster_cnt = 0;
973 sint64 total_exp = 0; 946 sint64 total_exp = 0;
974 947
975 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 948 for (mapspace *ms = spaces + size (); ms-- > spaces; )
976 for (object *op = ms->bot; op; op = op->above) 949 for (object *op = ms->bot; op; op = op->above)
977 { 950 {
978 if (QUERY_FLAG (op, FLAG_MONSTER)) 951 if (op->flag [FLAG_MONSTER])
979 { 952 {
980 total_exp += op->stats.exp; 953 total_exp += op->stats.exp;
981 monster_cnt++; 954 monster_cnt++;
982 } 955 }
983 956
984 if (QUERY_FLAG (op, FLAG_GENERATOR)) 957 if (op->flag [FLAG_GENERATOR])
985 { 958 {
986 total_exp += op->stats.exp; 959 total_exp += op->stats.exp;
987 960
988 if (archetype *at = op->other_arch) 961 if (archetype *at = op->other_arch)
989 { 962 {
1016 * postive values make it darker, negative make it brighter 989 * postive values make it darker, negative make it brighter
1017 */ 990 */
1018int 991int
1019maptile::change_map_light (int change) 992maptile::change_map_light (int change)
1020{ 993{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 994 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 995 if (!change)
1025 return 0; 996 return 0;
1026 997
1027 /* inform all players on the map */ 998 /* inform all players on the map */
1028 if (change > 0) 999 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1000 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1001 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1002 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1003
1033 /* Do extra checking. since darkness is a unsigned value, 1004 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 1005
1045 /* All clients need to get re-updated for the change */ 1006 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1007 update_all_map_los (this);
1008
1047 return 1; 1009 return 1;
1048} 1010}
1049 1011
1050/* 1012/*
1051 * This function updates various attributes about a specific space 1013 * This function updates various attributes about a specific space
1054 * through, etc) 1016 * through, etc)
1055 */ 1017 */
1056void 1018void
1057mapspace::update_ () 1019mapspace::update_ ()
1058{ 1020{
1059 object *tmp, *last = 0; 1021 object *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1022 uint8 flags = P_UPTODATE;
1023 sint8 light = 0;
1061 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1024 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1025 uint64_t volume = 0;
1026 uint32_t items = 0;
1027 object *anywhere = 0;
1028 uint8_t middle_visibility = 0;
1062 1029
1063 //object *middle = 0; 1030 //object *middle = 0;
1064 //object *top = 0; 1031 //object *top = 0;
1065 //object *floor = 0; 1032 //object *floor = 0;
1066 // this seems to generate better code than using locals, above 1033 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0; 1034 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0; 1035 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0; 1036 object *&floor = faces_obj[2] = 0;
1070 1037
1038 object::flags_t allflags; // all flags of all objects or'ed together
1039
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1040 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 { 1041 {
1073 /* This could be made additive I guess (two lights better than 1042 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 light = max (light, tmp->glow_radius); 1043 light += tmp->glow_radius;
1079 1044
1080 /* This call is needed in order to update objects the player 1045 /* This call is needed in order to update objects the player
1081 * is standing in that have animations (ie, grass, fire, etc). 1046 * is standing in that have animations (ie, grass, fire, etc).
1082 * However, it also causes the look window to be re-drawn 1047 * However, it also causes the look window to be re-drawn
1083 * 3 times each time the player moves, because many of the 1048 * 3 times each time the player moves, because many of the
1084 * functions the move_player calls eventualy call this. 1049 * functions the move_player calls eventualy call this.
1085 * 1050 *
1086 * Always put the player down for drawing. 1051 * Always put the player down for drawing.
1087 */ 1052 */
1088 if (!tmp->invisible) 1053 if (expect_true (!tmp->invisible))
1089 { 1054 {
1090 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1055 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1091 top = tmp; 1056 top = tmp;
1092 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1057 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1093 { 1058 {
1094 /* If we got a floor, that means middle and top were below it, 1059 /* If we got a floor, that means middle and top were below it,
1095 * so should not be visible, so we clear them. 1060 * so should not be visible, so we clear them.
1096 */ 1061 */
1097 middle = 0; 1062 middle = 0;
1098 top = 0; 1063 top = 0;
1099 floor = tmp; 1064 floor = tmp;
1065 volume = 0;
1066 items = 0;
1100 } 1067 }
1101 /* Flag anywhere have high priority */ 1068 else
1102 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1103 { 1069 {
1070 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1071 {
1072 ++items;
1073 volume += tmp->volume ();
1074 }
1075
1076 /* Flag anywhere have high priority */
1077 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1078 anywhere = tmp;
1079
1080 /* Find the highest visible face around. If equal
1081 * visibilities, we still want the one nearer to the
1082 * top
1083 */
1084 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1085 {
1086 middle_visibility = ::faces [tmp->face].visibility;
1104 middle = tmp; 1087 middle = tmp;
1105 anywhere = 1; 1088 }
1106 } 1089 }
1107 /* Find the highest visible face around. If equal
1108 * visibilities, we still want the one nearer to the
1109 * top
1110 */
1111 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1112 middle = tmp;
1113 }
1114
1115 if (tmp == tmp->above)
1116 {
1117 LOG (llevError, "Error in structure of map\n");
1118 exit (-1);
1119 } 1090 }
1120 1091
1121 move_slow |= tmp->move_slow; 1092 move_slow |= tmp->move_slow;
1122 move_block |= tmp->move_block; 1093 move_block |= tmp->move_block;
1123 move_on |= tmp->move_on; 1094 move_on |= tmp->move_on;
1124 move_off |= tmp->move_off; 1095 move_off |= tmp->move_off;
1125 move_allow |= tmp->move_allow; 1096 move_allow |= tmp->move_allow;
1126 1097
1127 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1098 allflags |= tmp->flag;
1128 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1099
1129 if (tmp->type == PLAYER) flags |= P_PLAYER; 1100 if (tmp->type == PLAYER) flags |= P_PLAYER;
1130 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1101 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1131 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1132 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1133 } 1102 }
1134 1103
1135 this->light = light; 1104 // FLAG_SEE_ANYWHERE takes precedence
1105 if (anywhere)
1106 middle = anywhere;
1107
1108 // ORing all flags together and checking them here is much faster
1109 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1110 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1111 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1112 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1113
1114 this->light = min (light, MAX_LIGHT_RADIUS);
1136 this->flags_ = flags; 1115 this->flags_ = flags;
1137 this->move_block = move_block & ~move_allow; 1116 this->move_block = move_block & ~move_allow;
1138 this->move_on = move_on; 1117 this->move_on = move_on;
1139 this->move_off = move_off; 1118 this->move_off = move_off;
1140 this->move_slow = move_slow; 1119 this->move_slow = move_slow;
1120 this->volume_ = (volume + 1023) / 1024;
1121 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1141 1122
1142 /* At this point, we have a floor face (if there is a floor), 1123 /* At this point, we have a floor face (if there is a floor),
1143 * and the floor is set - we are not going to touch it at 1124 * and the floor is set - we are not going to touch it at
1144 * this point. 1125 * this point.
1145 * middle contains the highest visibility face. 1126 * middle contains the highest visibility face.
1160 * 1) top face is set, need middle to be set. 1141 * 1) top face is set, need middle to be set.
1161 * 2) middle is set, need to set top. 1142 * 2) middle is set, need to set top.
1162 * 3) neither middle or top is set - need to set both. 1143 * 3) neither middle or top is set - need to set both.
1163 */ 1144 */
1164 1145
1165 for (tmp = last; tmp; tmp = tmp->below) 1146 for (object *tmp = last; tmp; tmp = tmp->below)
1166 { 1147 {
1167 /* Once we get to a floor, stop, since we already have a floor object */ 1148 /* Once we get to a floor, stop, since we already have a floor object */
1168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 if (tmp->flag [FLAG_IS_FLOOR])
1169 break; 1150 break;
1170 1151
1171 /* If two top faces are already set, quit processing */ 1152 /* If two top faces are already set, quit processing */
1172 if (top && middle) 1153 if (top && middle)
1173 break; 1154 break;
1211 faces_obj [1] = middle; 1192 faces_obj [1] = middle;
1212 faces_obj [2] = floor; 1193 faces_obj [2] = floor;
1213#endif 1194#endif
1214} 1195}
1215 1196
1216uint64 1197maptile *
1217mapspace::volume () const
1218{
1219 uint64 vol = 0;
1220
1221 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1222 vol += op->volume ();
1223
1224 return vol;
1225}
1226
1227bool
1228maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1229{ 1199{
1230 if (!tile_path[dir]) 1200 if (tile_path[dir])
1231 return 0; 1201 {
1232 1202 // map is there and we don't need to load it OR it's loaded => return what we have
1233 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1203 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1234 return 1; 1204 return tile_map[dir];
1235 1205
1206 // well, try to locate it then, if possible - maybe it's there already
1236 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1207 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1237 return 1; 1208 return tile_map[dir];
1209 }
1238 1210
1239 return 0; 1211 return 0;
1240} 1212}
1241 1213
1242/* this returns TRUE if the coordinates (x,y) are out of 1214/* this returns TRUE if the coordinates (x,y) are out of
1351/** 1323/**
1352 * Return whether map2 is adjacent to map1. If so, store the distance from 1324 * Return whether map2 is adjacent to map1. If so, store the distance from
1353 * map1 to map2 in dx/dy. 1325 * map1 to map2 in dx/dy.
1354 */ 1326 */
1355int 1327int
1356adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1328adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1357{ 1329{
1358 if (!map1 || !map2) 1330 if (!map1 || !map2)
1359 return 0; 1331 return 0;
1360 1332
1361 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1333 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1363 if (map1 == map2) 1335 if (map1 == map2)
1364 { 1336 {
1365 *dx = 0; 1337 *dx = 0;
1366 *dy = 0; 1338 *dy = 0;
1367 } 1339 }
1368 else if (map1->tile_map[0] == map2) 1340 else if (map1->tile_available (TILE_NORTH, false) == map2)
1369 { /* up */ 1341 {
1370 *dx = 0; 1342 *dx = 0;
1371 *dy = -map2->height; 1343 *dy = -map2->height;
1372 } 1344 }
1373 else if (map1->tile_map[1] == map2) 1345 else if (map1->tile_available (TILE_EAST , false) == map2)
1374 { /* right */ 1346 {
1375 *dx = map1->width; 1347 *dx = map1->width;
1376 *dy = 0; 1348 *dy = 0;
1377 } 1349 }
1378 else if (map1->tile_map[2] == map2) 1350 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1379 { /* down */ 1351 {
1380 *dx = 0; 1352 *dx = 0;
1381 *dy = map1->height; 1353 *dy = map1->height;
1382 } 1354 }
1383 else if (map1->tile_map[3] == map2) 1355 else if (map1->tile_available (TILE_WEST , false) == map2)
1384 { /* left */ 1356 {
1385 *dx = -map2->width; 1357 *dx = -map2->width;
1386 *dy = 0; 1358 *dy = 0;
1387 } 1359 }
1388 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1360 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1389 { /* up right */ 1361 { /* up right */
1390 *dx = map1->tile_map[0]->width; 1362 *dx = +map1->tile_map[TILE_NORTH]->width;
1391 *dy = -map1->tile_map[0]->height; 1363 *dy = -map1->tile_map[TILE_NORTH]->height;
1392 } 1364 }
1393 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1365 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1394 { /* up left */ 1366 { /* up left */
1395 *dx = -map2->width; 1367 *dx = -map2->width;
1396 *dy = -map1->tile_map[0]->height; 1368 *dy = -map1->tile_map[TILE_NORTH]->height;
1397 } 1369 }
1398 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1370 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1399 { /* right up */ 1371 { /* right up */
1400 *dx = map1->width; 1372 *dx = +map1->width;
1401 *dy = -map2->height; 1373 *dy = -map2->height;
1402 } 1374 }
1403 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1375 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1404 { /* right down */ 1376 { /* right down */
1405 *dx = map1->width; 1377 *dx = +map1->width;
1406 *dy = map1->tile_map[1]->height; 1378 *dy = +map1->tile_map[TILE_EAST]->height;
1407 } 1379 }
1408 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1380 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1409 { /* down right */ 1381 { /* down right */
1410 *dx = map1->tile_map[2]->width; 1382 *dx = +map1->tile_map[TILE_SOUTH]->width;
1411 *dy = map1->height; 1383 *dy = +map1->height;
1412 } 1384 }
1413 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1385 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1414 { /* down left */ 1386 { /* down left */
1415 *dx = -map2->width; 1387 *dx = -map2->width;
1416 *dy = map1->height; 1388 *dy = +map1->height;
1417 } 1389 }
1418 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1390 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1419 { /* left up */ 1391 { /* left up */
1420 *dx = -map1->tile_map[3]->width; 1392 *dx = -map1->tile_map[TILE_WEST]->width;
1421 *dy = -map2->height; 1393 *dy = -map2->height;
1422 } 1394 }
1423 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1395 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1424 { /* left down */ 1396 { /* left down */
1425 *dx = -map1->tile_map[3]->width; 1397 *dx = -map1->tile_map[TILE_WEST]->width;
1426 *dy = map1->tile_map[3]->height; 1398 *dy = +map1->tile_map[TILE_WEST]->height;
1427 } 1399 }
1428 else 1400 else
1429 return 0; 1401 return 0;
1430 1402
1431 return 1; 1403 return 1;
1467 * 1439 *
1468 * currently, the only flag supported (0x1) is don't translate for 1440 * currently, the only flag supported (0x1) is don't translate for
1469 * closest body part of 'op1' 1441 * closest body part of 'op1'
1470 */ 1442 */
1471void 1443void
1472get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1444get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1473{ 1445{
1474 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1446 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1475 { 1447 {
1476 /* be conservative and fill in _some_ data */ 1448 /* be conservative and fill in _some_ data */
1477 retval->distance = 10000; 1449 retval->distance = 10000;
1478 retval->distance_x = 10000; 1450 retval->distance_x = 10000;
1479 retval->distance_y = 10000; 1451 retval->distance_y = 10000;
1480 retval->direction = 0; 1452 retval->direction = 0;
1481 retval->part = 0; 1453 retval->part = 0;
1482 } 1454 }
1483 else 1455 else
1484 { 1456 {
1485 object *best;
1486
1487 retval->distance_x += op2->x - op1->x; 1457 retval->distance_x += op2->x - op1->x;
1488 retval->distance_y += op2->y - op1->y; 1458 retval->distance_y += op2->y - op1->y;
1489 1459
1490 best = op1; 1460 object *best = op1;
1461
1491 /* If this is multipart, find the closest part now */ 1462 /* If this is multipart, find the closest part now */
1492 if (!(flags & 0x1) && op1->more) 1463 if (!(flags & 1) && op1->more)
1493 { 1464 {
1494 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1465 int best_distance = idistance (retval->distance_x, retval->distance_y);
1495 1466
1496 /* we just take the offset of the piece to head to figure 1467 /* we just take the offset of the piece to head to figure
1497 * distance instead of doing all that work above again 1468 * distance instead of doing all that work above again
1498 * since the distance fields we set above are positive in the 1469 * since the distance fields we set above are positive in the
1499 * same axis as is used for multipart objects, the simply arithmetic 1470 * same axis as is used for multipart objects, the simply arithmetic
1500 * below works. 1471 * below works.
1501 */ 1472 */
1502 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1473 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1503 { 1474 {
1504 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1475 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1505 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1476
1506 if (tmpi < best_distance) 1477 if (tmpi < best_distance)
1507 { 1478 {
1508 best_distance = tmpi; 1479 best_distance = tmpi;
1509 best = tmp; 1480 best = tmp;
1510 } 1481 }
1511 } 1482 }
1512 1483
1513 if (best != op1) 1484 if (best != op1)
1514 { 1485 {
1515 retval->distance_x += op1->x - best->x; 1486 retval->distance_x += op1->x - best->x;
1516 retval->distance_y += op1->y - best->y; 1487 retval->distance_y += op1->y - best->y;
1517 } 1488 }
1518 } 1489 }
1519 1490
1520 retval->part = best; 1491 retval->part = best;
1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1492 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1493 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1523 } 1494 }
1524} 1495}
1525 1496
1526/* this is basically the same as get_rangevector above, but instead of 1497/* this is basically the same as get_rangevector above, but instead of
1527 * the first parameter being an object, it instead is the map 1498 * the first parameter being an object, it instead is the map
1532 * be more consistant with the above function and also in case they are needed 1503 * be more consistant with the above function and also in case they are needed
1533 * for something in the future. Also, since no object is pasted, the best 1504 * for something in the future. Also, since no object is pasted, the best
1534 * field of the rv_vector is set to NULL. 1505 * field of the rv_vector is set to NULL.
1535 */ 1506 */
1536void 1507void
1537get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1508get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1538{ 1509{
1539 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1510 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1540 { 1511 {
1541 /* be conservative and fill in _some_ data */ 1512 /* be conservative and fill in _some_ data */
1542 retval->distance = 100000; 1513 retval->distance = 100000;
1543 retval->distance_x = 32767; 1514 retval->distance_x = 32767;
1544 retval->distance_y = 32767; 1515 retval->distance_y = 32767;
1545 retval->direction = 0; 1516 retval->direction = 0;
1546 retval->part = 0; 1517 retval->part = 0;
1547 } 1518 }
1548 else 1519 else
1549 { 1520 {
1550 retval->distance_x += op2->x - x; 1521 retval->distance_x += op2->x - x;
1551 retval->distance_y += op2->y - y; 1522 retval->distance_y += op2->y - y;
1552 1523
1553 retval->part = NULL; 1524 retval->part = 0;
1554 retval->distance = idistance (retval->distance_x, retval->distance_y); 1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1555 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1526 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1556 } 1527 }
1557} 1528}
1558 1529
1559/* Returns true of op1 and op2 are effectively on the same map 1530/* Returns true of op1 and op2 are effectively on the same map
1560 * (as related to map tiling). Note that this looks for a path from 1531 * (as related to map tiling). Note that this looks for a path from
1570 int dx, dy; 1541 int dx, dy;
1571 1542
1572 return adjacent_map (op1->map, op2->map, &dx, &dy); 1543 return adjacent_map (op1->map, op2->map, &dx, &dy);
1573} 1544}
1574 1545
1546//-GPL
1547
1575object * 1548object *
1576maptile::insert (object *op, int x, int y, object *originator, int flags) 1549maptile::insert (object *op, int x, int y, object *originator, int flags)
1577{ 1550{
1578 if (!op->flag [FLAG_REMOVED])
1579 op->remove ();
1580
1581 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1551 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1582} 1552}
1583 1553
1584region * 1554region *
1585maptile::region (int x, int y) const 1555maptile::region (int x, int y) const
1593 if (default_region) 1563 if (default_region)
1594 return default_region; 1564 return default_region;
1595 1565
1596 return ::region::default_region (); 1566 return ::region::default_region ();
1597} 1567}
1568
1569//+GPL
1598 1570
1599/* picks a random object from a style map. 1571/* picks a random object from a style map.
1600 */ 1572 */
1601object * 1573object *
1602maptile::pick_random_object (rand_gen &gen) const 1574maptile::pick_random_object (rand_gen &gen) const
1609 */ 1581 */
1610 for (int i = 1000; --i;) 1582 for (int i = 1000; --i;)
1611 { 1583 {
1612 object *pick = at (gen (width), gen (height)).bot; 1584 object *pick = at (gen (width), gen (height)).bot;
1613 1585
1614 // do not prefer big monsters just because they are big. 1586 // must be head: do not prefer big monsters just because they are big.
1615 if (pick && pick->is_head ()) 1587 if (pick && pick->is_head ())
1616 return pick->head_ (); 1588 return pick;
1617 } 1589 }
1618 1590
1619 // instead of crashing in the unlikely(?) case, try to return *something* 1591 // instead of crashing in the unlikely(?) case, try to return *something*
1620 return archetype::find ("bug"); 1592 return archetype::find (shstr_bug);
1621} 1593}
1594
1595//-GPL
1622 1596
1623void 1597void
1624maptile::play_sound (faceidx sound, int x, int y) const 1598maptile::play_sound (faceidx sound, int x, int y) const
1625{ 1599{
1626 if (!sound) 1600 if (!sound)
1627 return; 1601 return;
1628 1602
1603 for_all_players_on_map (pl, this)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->play_sound (sound, dx, dy);
1613 }
1614}
1615
1616void
1617maptile::say_msg (const char *msg, int x, int y) const
1618{
1629 for_all_players (pl) 1619 for_all_players (pl)
1630 if (pl->ob->map == this)
1631 if (client *ns = pl->ns) 1620 if (client *ns = pl->ns)
1632 { 1621 {
1633 int dx = x - pl->ob->x; 1622 int dx = x - pl->ob->x;
1634 int dy = y - pl->ob->y; 1623 int dy = y - pl->ob->y;
1635 1624
1636 int distance = idistance (dx, dy); 1625 int distance = idistance (dx, dy);
1637 1626
1638 if (distance <= MAX_SOUND_DISTANCE) 1627 if (distance <= MAX_SOUND_DISTANCE)
1639 ns->play_sound (sound, dx, dy); 1628 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1640 } 1629 }
1641} 1630}
1642 1631
1632dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1633
1634static void
1635split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1636{
1637 // clip to map to the left
1638 if (x0 < 0)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1641 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1642
1643 if (x1 < 0) // entirely to the left
1644 return;
1645
1646 x0 = 0;
1647 }
1648
1649 // clip to map to the right
1650 if (x1 > m->width)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1653 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1654
1655 if (x0 > m->width) // entirely to the right
1656 return;
1657
1658 x1 = m->width;
1659 }
1660
1661 // clip to map above
1662 if (y0 < 0)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1665 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1666
1667 if (y1 < 0) // entirely above
1668 return;
1669
1670 y0 = 0;
1671 }
1672
1673 // clip to map below
1674 if (y1 > m->height)
1675 {
1676 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1677 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1678
1679 if (y0 > m->height) // entirely below
1680 return;
1681
1682 y1 = m->height;
1683 }
1684
1685 // if we get here, the rect is within the current map
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687
1688 r->m = m;
1689 r->x0 = x0;
1690 r->y0 = y0;
1691 r->x1 = x1;
1692 r->y1 = y1;
1693 r->dx = dx;
1694 r->dy = dy;
1695}
1696
1697maprect *
1698maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1699{
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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