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Comparing deliantra/server/common/map.C (file contents):
Revision 1.142 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.208 by root, Sat May 7 10:50:35 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
364} 361}
365 362
366void 363void
367maptile::activate () 364maptile::activate ()
368{ 365{
369 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
370 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
373} 376}
374 377
375void 378void
376maptile::deactivate () 379maptile::deactivate ()
377{ 380{
378 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
379 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
382} 389}
383 390
384bool 391bool
385maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
386{ 393{
427 return false; 434 return false;
428 435
429 return freezer.save (path); 436 return freezer.save (path);
430} 437}
431 438
432maptile::maptile () 439void
440maptile::init ()
433{ 441{
434 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
435 443
436 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
438 */ 446 */
439 width = 16; 447 width = 16;
440 height = 16; 448 height = 16;
441 timeout = 300; 449 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 451 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; 452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0; 453 enter_x = 0;
455 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
456 468
457 alloc (); 469 alloc ();
458} 470}
459 471
460/* 472/*
468 if (spaces) 480 if (spaces)
469 return; 481 return;
470 482
471 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
472} 484}
485
486//+GPL
473 487
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* 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 489 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 490 * at a later date.
477 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
554 return items; 568 return items;
555} 569}
556 570
557/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
559static void 573static const char *
560print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
561{ 575{
562 int i; 576 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF]; 577 bool first = true;
564 578
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
568 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
569 { 587 {
570 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
572 else 590 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
574 } 592 }
575 else 593 else
576 { 594 {
577 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
579 else 597 else
580 sprintf (tmp, "*"); 598 buf.printf ("*");
581 } 599 }
582
583 strcat (output_string, tmp);
584 } 600 }
601
602 return buf;
585} 603}
604
605//-GPL
586 606
587/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
590 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
604 { 624 {
605 case KW_msg: 625 case KW_msg:
606 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
607 break; 627 break;
608 628
609 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
610 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
611 break; 631 break;
612 632
613 case KW_maplore: 633 case KW_maplore:
614 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
631 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break; 655 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;
642 656
643 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
646 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
647 661
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 664
651 // old names new names 665 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 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; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
661 675
662 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
666 682
667 case KW_ERROR: 683 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
669 break; 685 break;
670 686
671 case KW_end: 687 case KW_end:
672 thawer.next (); 688 thawer.next ();
673 return true; 689 return true;
674 690
675 default: 691 default:
676 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
677 return false; 693 return false;
678 break; 694 break;
679 } 695 }
680 696
681 thawer.next (); 697 thawer.next ();
682 } 698 }
683 699
684 abort (); 700 abort ();
685} 701}
702
703//+GPL
686 704
687/****************************************************************************** 705/******************************************************************************
688 * This is the start of unique map handling code 706 * This is the start of unique map handling code
689 *****************************************************************************/ 707 *****************************************************************************/
690 708
697 int unique = 0; 715 int unique = 0;
698 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
699 { 717 {
700 object *above = op->above; 718 object *above = op->above;
701 719
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
703 unique = 1; 721 unique = 1;
704 722
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 724 op->destroy ();
709 }
710 725
711 op = above; 726 op = above;
712 } 727 }
713 } 728 }
714} 729}
715 730
731//-GPL
732
716bool 733bool
717maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
718{ 735{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 738
722 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
723 740
724 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
730 MAP_OUT (no_drop); 747 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
734 750
735 if (shopitems) 751 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); 752 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
746 MAP_OUT (darkness); 756
747 MAP_OUT (width); 757 MAP_OUT (width);
748 MAP_OUT (height); 758 MAP_OUT (height);
749 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
751 761 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); 762 MAP_OUT (outdoor);
756 MAP_OUT (temp); 763
757 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
758 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
762 766
763 MAP_OUT (per_player); 767 MAP_OUT (per_player);
764 MAP_OUT (per_party); 768 MAP_OUT (per_party);
765 769
766 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 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]); 771 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]); 772 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]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
770 776
771 freezer.put (this); 777 freezer.put (this);
772 freezer.put (KW_end); 778 freezer.put (KW(end));
773 779
774 return true; 780 return true;
775} 781}
776 782
777bool 783bool
782 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
783 return false; 789 return false;
784 790
785 return freezer.save (path); 791 return freezer.save (path);
786} 792}
793
794//+GPL
787 795
788/* 796/*
789 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
790 */ 798 */
791void 799void
802 810
803 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
804 812
805 object *head = op->head_ (); 813 object *head = op->head_ ();
806 if (op == head) 814 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 815 op->destroy ();
810 }
811 else if (head->map != op->map) 816 else if (head->map != op->map)
812 { 817 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy (); 819 head->destroy ();
815 } 820 }
832 msg = 0; 837 msg = 0;
833 maplore = 0; 838 maplore = 0;
834 shoprace = 0; 839 shoprace = 0;
835 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
836 841
837 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
838 tile_path [i] = 0; 843 tile_path [i] = 0;
839} 844}
840 845
841maptile::~maptile () 846maptile::~maptile ()
842{ 847{
849 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
853 */ 858 */
854 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
855 if (tile_map[i] == m) 860 if (tile_map[i] == m)
856 tile_map[i] = 0; 861 tile_map[i] = 0;
857} 862}
858 863
859void 864void
863 868
864 clear (); 869 clear ();
865} 870}
866 871
867/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
868void 874void
869maptile::do_decay_objects () 875maptile::do_decay_objects ()
870{ 876{
871 if (!spaces) 877 if (!spaces)
872 return; 878 return;
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
876 { 882 {
877 above = op->above; 883 above = op->above;
878 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
879 bool destroy = 0; 889 bool destroy = 0;
880 890
881 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
883 break; 893 || op->flag [FLAG_UNIQUE]
884 894 || op->flag [FLAG_OVERLAY_FLOOR]
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || 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 ()) 896 || op->is_alive ())
891 ; // do not decay 897 ; // do not decay
892 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
893 { 899 {
894 op->stats.dam--; 900 op->stats.dam--;
919 || mat & M_LIQUID 925 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
925 destroy = 1; 932 destroy = 1;
926 } 933 }
927 934
928 /* adjust overall chance below */ 935 /* adjust overall chance below */
929 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
930 op->destroy (); 937 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 } 938 }
956} 939}
957 940
958/* 941/*
959 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
961 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
962 * 945 *
963 * Difficulty can now be set by the map creature. If the value stored 946 * 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 947 * in the map is zero, then use this routine. Maps should really
965 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
967 */ 950 */
968int 951int
969maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
970{ 953{
971 long monster_cnt = 0; 954 long monster_cnt = 0;
973 sint64 total_exp = 0; 956 sint64 total_exp = 0;
974 957
975 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
976 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
977 { 960 {
978 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
979 { 962 {
980 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
981 monster_cnt++; 964 monster_cnt++;
982 } 965 }
983 966
984 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
985 { 968 {
986 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
987 970
988 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
989 { 972 {
1016 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1017 */ 1000 */
1018int 1001int
1019maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1020{ 1003{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1004 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1025 return 0; 1006 return 0;
1026 1007
1027 /* inform all players on the map */ 1008 /* inform all players on the map */
1028 if (change > 0) 1009 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1011 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1013
1033 /* Do extra checking. since darkness is a unsigned value, 1014 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 1015
1045 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1017 update_all_map_los (this);
1047 1018
1048 return 1; 1019 return 1;
1056 */ 1027 */
1057void 1028void
1058mapspace::update_ () 1029mapspace::update_ ()
1059{ 1030{
1060 object *last = 0; 1031 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1063 1039
1064 //object *middle = 0; 1040 //object *middle = 0;
1065 //object *top = 0; 1041 //object *top = 0;
1066 //object *floor = 0; 1042 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1071 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1051 {
1074 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 light = max (light, tmp->glow_radius); 1053 light += tmp->glow_radius;
1080 1054
1081 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1085 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1086 * 1060 *
1087 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1088 */ 1062 */
1089 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1090 { 1064 {
1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1092 top = tmp; 1066 top = tmp;
1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1094 { 1068 {
1095 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1096 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1097 */ 1071 */
1098 middle = 0; 1072 middle = 0;
1099 top = 0; 1073 top = 0;
1100 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1101 } 1077 }
1102 /* Flag anywhere have high priority */ 1078 else
1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1105 middle = tmp; 1097 middle = tmp;
1106 anywhere = 1; 1098 }
1107 } 1099 }
1108 /* Find the highest visible face around. If equal
1109 * visibilities, we still want the one nearer to the
1110 * top
1111 */
1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1113 middle = tmp;
1114 }
1115
1116 if (tmp == tmp->above)
1117 {
1118 LOG (llevError, "Error in structure of map\n");
1119 exit (-1);
1120 } 1100 }
1121 1101
1122 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1123 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1124 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1125 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1126 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1127 1107
1128 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1129 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1130 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1131 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1132 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1133 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1134 } 1112 }
1135 1113
1136 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1137 this->flags_ = flags; 1125 this->flags_ = flags;
1138 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1139 this->move_on = move_on; 1127 this->move_on = move_on;
1140 this->move_off = move_off; 1128 this->move_off = move_off;
1141 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1142 1132
1143 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1144 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1145 * this point. 1135 * this point.
1146 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1164 */ 1154 */
1165 1155
1166 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1167 { 1157 {
1168 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1170 break; 1160 break;
1171 1161
1172 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1173 if (top && middle) 1163 if (top && middle)
1174 break; 1164 break;
1212 faces_obj [1] = middle; 1202 faces_obj [1] = middle;
1213 faces_obj [2] = floor; 1203 faces_obj [2] = floor;
1214#endif 1204#endif
1215} 1205}
1216 1206
1217uint64 1207maptile *
1218mapspace::volume () const
1219{
1220 uint64 vol = 0;
1221
1222 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1223 vol += op->volume ();
1224
1225 return vol;
1226}
1227
1228bool
1229maptile::tile_available (int dir, bool load) 1208maptile::tile_available (int dir, bool load)
1230{ 1209{
1231 if (!tile_path[dir]) 1210 if (tile_path[dir])
1232 return 0; 1211 {
1233 1212 // map is there and we don't need to load it OR it's loaded => return what we have
1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1213 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1235 return 1; 1214 return tile_map[dir];
1236 1215
1216 // well, try to locate it then, if possible - maybe it's there already
1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1217 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1238 return 1; 1218 return tile_map[dir];
1219 }
1239 1220
1240 return 0; 1221 return 0;
1241} 1222}
1242 1223
1243/* this returns TRUE if the coordinates (x,y) are out of 1224/* this returns TRUE if the coordinates (x,y) are out of
1352/** 1333/**
1353 * Return whether map2 is adjacent to map1. If so, store the distance from 1334 * Return whether map2 is adjacent to map1. If so, store the distance from
1354 * map1 to map2 in dx/dy. 1335 * map1 to map2 in dx/dy.
1355 */ 1336 */
1356int 1337int
1357adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1338adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1358{ 1339{
1359 if (!map1 || !map2) 1340 if (!map1 || !map2)
1360 return 0; 1341 return 0;
1361 1342
1362 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1343 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1364 if (map1 == map2) 1345 if (map1 == map2)
1365 { 1346 {
1366 *dx = 0; 1347 *dx = 0;
1367 *dy = 0; 1348 *dy = 0;
1368 } 1349 }
1369 else if (map1->tile_map[0] == map2) 1350 else if (map1->tile_available (TILE_NORTH, false) == map2)
1370 { /* up */ 1351 {
1371 *dx = 0; 1352 *dx = 0;
1372 *dy = -map2->height; 1353 *dy = -map2->height;
1373 } 1354 }
1374 else if (map1->tile_map[1] == map2) 1355 else if (map1->tile_available (TILE_EAST , false) == map2)
1375 { /* right */ 1356 {
1376 *dx = map1->width; 1357 *dx = map1->width;
1377 *dy = 0; 1358 *dy = 0;
1378 } 1359 }
1379 else if (map1->tile_map[2] == map2) 1360 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1380 { /* down */ 1361 {
1381 *dx = 0; 1362 *dx = 0;
1382 *dy = map1->height; 1363 *dy = map1->height;
1383 } 1364 }
1384 else if (map1->tile_map[3] == map2) 1365 else if (map1->tile_available (TILE_WEST , false) == map2)
1385 { /* left */ 1366 {
1386 *dx = -map2->width; 1367 *dx = -map2->width;
1387 *dy = 0; 1368 *dy = 0;
1388 } 1369 }
1389 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1370 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1390 { /* up right */ 1371 { /* up right */
1391 *dx = map1->tile_map[0]->width; 1372 *dx = +map1->tile_map[TILE_NORTH]->width;
1392 *dy = -map1->tile_map[0]->height; 1373 *dy = -map1->tile_map[TILE_NORTH]->height;
1393 } 1374 }
1394 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1375 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1395 { /* up left */ 1376 { /* up left */
1396 *dx = -map2->width; 1377 *dx = -map2->width;
1397 *dy = -map1->tile_map[0]->height; 1378 *dy = -map1->tile_map[TILE_NORTH]->height;
1398 } 1379 }
1399 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1380 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1400 { /* right up */ 1381 { /* right up */
1401 *dx = map1->width; 1382 *dx = +map1->width;
1402 *dy = -map2->height; 1383 *dy = -map2->height;
1403 } 1384 }
1404 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1385 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1405 { /* right down */ 1386 { /* right down */
1406 *dx = map1->width; 1387 *dx = +map1->width;
1407 *dy = map1->tile_map[1]->height; 1388 *dy = +map1->tile_map[TILE_EAST]->height;
1408 } 1389 }
1409 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1390 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1410 { /* down right */ 1391 { /* down right */
1411 *dx = map1->tile_map[2]->width; 1392 *dx = +map1->tile_map[TILE_SOUTH]->width;
1412 *dy = map1->height; 1393 *dy = +map1->height;
1413 } 1394 }
1414 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1395 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1415 { /* down left */ 1396 { /* down left */
1416 *dx = -map2->width; 1397 *dx = -map2->width;
1417 *dy = map1->height; 1398 *dy = +map1->height;
1418 } 1399 }
1419 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1400 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1420 { /* left up */ 1401 { /* left up */
1421 *dx = -map1->tile_map[3]->width; 1402 *dx = -map1->tile_map[TILE_WEST]->width;
1422 *dy = -map2->height; 1403 *dy = -map2->height;
1423 } 1404 }
1424 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1405 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1425 { /* left down */ 1406 { /* left down */
1426 *dx = -map1->tile_map[3]->width; 1407 *dx = -map1->tile_map[TILE_WEST]->width;
1427 *dy = map1->tile_map[3]->height; 1408 *dy = +map1->tile_map[TILE_WEST]->height;
1428 } 1409 }
1429 else 1410 else
1430 return 0; 1411 return 0;
1431 1412
1432 return 1; 1413 return 1;
1468 * 1449 *
1469 * currently, the only flag supported (0x1) is don't translate for 1450 * currently, the only flag supported (0x1) is don't translate for
1470 * closest body part of 'op1' 1451 * closest body part of 'op1'
1471 */ 1452 */
1472void 1453void
1473get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1454get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1474{ 1455{
1475 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1456 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1476 { 1457 {
1477 /* be conservative and fill in _some_ data */ 1458 /* be conservative and fill in _some_ data */
1478 retval->distance = 10000; 1459 retval->distance = 10000;
1479 retval->distance_x = 10000; 1460 retval->distance_x = 10000;
1480 retval->distance_y = 10000; 1461 retval->distance_y = 10000;
1481 retval->direction = 0; 1462 retval->direction = 0;
1482 retval->part = 0; 1463 retval->part = 0;
1483 } 1464 }
1484 else 1465 else
1485 { 1466 {
1486 object *best;
1487
1488 retval->distance_x += op2->x - op1->x; 1467 retval->distance_x += op2->x - op1->x;
1489 retval->distance_y += op2->y - op1->y; 1468 retval->distance_y += op2->y - op1->y;
1490 1469
1491 best = op1; 1470 object *best = op1;
1471
1492 /* If this is multipart, find the closest part now */ 1472 /* If this is multipart, find the closest part now */
1493 if (!(flags & 0x1) && op1->more) 1473 if (!(flags & 1) && op1->more)
1494 { 1474 {
1495 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1475 int best_distance = idistance (retval->distance_x, retval->distance_y);
1496 1476
1497 /* we just take the offset of the piece to head to figure 1477 /* we just take the offset of the piece to head to figure
1498 * distance instead of doing all that work above again 1478 * distance instead of doing all that work above again
1499 * since the distance fields we set above are positive in the 1479 * since the distance fields we set above are positive in the
1500 * same axis as is used for multipart objects, the simply arithmetic 1480 * same axis as is used for multipart objects, the simply arithmetic
1501 * below works. 1481 * below works.
1502 */ 1482 */
1503 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1483 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1504 { 1484 {
1505 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1485 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1506 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1486
1507 if (tmpi < best_distance) 1487 if (tmpi < best_distance)
1508 { 1488 {
1509 best_distance = tmpi; 1489 best_distance = tmpi;
1510 best = tmp; 1490 best = tmp;
1511 } 1491 }
1512 } 1492 }
1513 1493
1514 if (best != op1) 1494 if (best != op1)
1515 { 1495 {
1516 retval->distance_x += op1->x - best->x; 1496 retval->distance_x += op1->x - best->x;
1517 retval->distance_y += op1->y - best->y; 1497 retval->distance_y += op1->y - best->y;
1518 } 1498 }
1519 } 1499 }
1520 1500
1521 retval->part = best; 1501 retval->part = best;
1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1502 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1503 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1524 } 1504 }
1525} 1505}
1526 1506
1527/* this is basically the same as get_rangevector above, but instead of 1507/* this is basically the same as get_rangevector above, but instead of
1528 * the first parameter being an object, it instead is the map 1508 * the first parameter being an object, it instead is the map
1533 * be more consistant with the above function and also in case they are needed 1513 * be more consistant with the above function and also in case they are needed
1534 * for something in the future. Also, since no object is pasted, the best 1514 * for something in the future. Also, since no object is pasted, the best
1535 * field of the rv_vector is set to NULL. 1515 * field of the rv_vector is set to NULL.
1536 */ 1516 */
1537void 1517void
1538get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1518get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1539{ 1519{
1540 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1520 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1541 { 1521 {
1542 /* be conservative and fill in _some_ data */ 1522 /* be conservative and fill in _some_ data */
1543 retval->distance = 100000; 1523 retval->distance = 100000;
1544 retval->distance_x = 32767; 1524 retval->distance_x = 32767;
1545 retval->distance_y = 32767; 1525 retval->distance_y = 32767;
1546 retval->direction = 0; 1526 retval->direction = 0;
1547 retval->part = 0; 1527 retval->part = 0;
1548 } 1528 }
1549 else 1529 else
1550 { 1530 {
1551 retval->distance_x += op2->x - x; 1531 retval->distance_x += op2->x - x;
1552 retval->distance_y += op2->y - y; 1532 retval->distance_y += op2->y - y;
1553 1533
1554 retval->part = NULL; 1534 retval->part = 0;
1555 retval->distance = idistance (retval->distance_x, retval->distance_y); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1556 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1557 } 1537 }
1558} 1538}
1559 1539
1560/* Returns true of op1 and op2 are effectively on the same map 1540/* Returns true of op1 and op2 are effectively on the same map
1561 * (as related to map tiling). Note that this looks for a path from 1541 * (as related to map tiling). Note that this looks for a path from
1571 int dx, dy; 1551 int dx, dy;
1572 1552
1573 return adjacent_map (op1->map, op2->map, &dx, &dy); 1553 return adjacent_map (op1->map, op2->map, &dx, &dy);
1574} 1554}
1575 1555
1556//-GPL
1557
1576object * 1558object *
1577maptile::insert (object *op, int x, int y, object *originator, int flags) 1559maptile::insert (object *op, int x, int y, object *originator, int flags)
1578{ 1560{
1579 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1561 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1580} 1562}
1591 if (default_region) 1573 if (default_region)
1592 return default_region; 1574 return default_region;
1593 1575
1594 return ::region::default_region (); 1576 return ::region::default_region ();
1595} 1577}
1578
1579//+GPL
1596 1580
1597/* picks a random object from a style map. 1581/* picks a random object from a style map.
1598 */ 1582 */
1599object * 1583object *
1600maptile::pick_random_object (rand_gen &gen) const 1584maptile::pick_random_object (rand_gen &gen) const
1607 */ 1591 */
1608 for (int i = 1000; --i;) 1592 for (int i = 1000; --i;)
1609 { 1593 {
1610 object *pick = at (gen (width), gen (height)).bot; 1594 object *pick = at (gen (width), gen (height)).bot;
1611 1595
1612 // do not prefer big monsters just because they are big. 1596 // must be head: do not prefer big monsters just because they are big.
1613 if (pick && pick->is_head ()) 1597 if (pick && pick->is_head ())
1614 return pick->head_ (); 1598 return pick;
1615 } 1599 }
1616 1600
1617 // instead of crashing in the unlikely(?) case, try to return *something* 1601 // instead of crashing in the unlikely(?) case, try to return *something*
1618 return archetype::find ("bug"); 1602 return archetype::find (shstr_bug);
1619} 1603}
1604
1605//-GPL
1620 1606
1621void 1607void
1622maptile::play_sound (faceidx sound, int x, int y) const 1608maptile::play_sound (faceidx sound, int x, int y) const
1623{ 1609{
1624 if (!sound) 1610 if (!sound)
1625 return; 1611 return;
1626 1612
1613 for_all_players_on_map (pl, this)
1614 if (client *ns = pl->ns)
1615 {
1616 int dx = x - pl->ob->x;
1617 int dy = y - pl->ob->y;
1618
1619 int distance = idistance (dx, dy);
1620
1621 if (distance <= MAX_SOUND_DISTANCE)
1622 ns->play_sound (sound, dx, dy);
1623 }
1624}
1625
1626void
1627maptile::say_msg (const char *msg, int x, int y) const
1628{
1627 for_all_players (pl) 1629 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns) 1630 if (client *ns = pl->ns)
1630 { 1631 {
1631 int dx = x - pl->ob->x; 1632 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y; 1633 int dy = y - pl->ob->y;
1633 1634
1634 int distance = idistance (dx, dy); 1635 int distance = idistance (dx, dy);
1635 1636
1636 if (distance <= MAX_SOUND_DISTANCE) 1637 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy); 1638 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1638 } 1639 }
1639} 1640}
1640 1641
1642dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1643
1644static void
1645split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1646{
1647 // clip to map to the left
1648 if (x0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1651 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1652
1653 if (x1 < 0) // entirely to the left
1654 return;
1655
1656 x0 = 0;
1657 }
1658
1659 // clip to map to the right
1660 if (x1 > m->width)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1663 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1664
1665 if (x0 > m->width) // entirely to the right
1666 return;
1667
1668 x1 = m->width;
1669 }
1670
1671 // clip to map above
1672 if (y0 < 0)
1673 {
1674 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1675 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1676
1677 if (y1 < 0) // entirely above
1678 return;
1679
1680 y0 = 0;
1681 }
1682
1683 // clip to map below
1684 if (y1 > m->height)
1685 {
1686 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1687 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1688
1689 if (y0 > m->height) // entirely below
1690 return;
1691
1692 y1 = m->height;
1693 }
1694
1695 // if we get here, the rect is within the current map
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697
1698 r->m = m;
1699 r->x0 = x0;
1700 r->y0 = y0;
1701 r->x1 = x1;
1702 r->y1 = y1;
1703 r->dx = dx;
1704 r->dy = dy;
1705}
1706
1707maprect *
1708maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1709{
1710 buf.clear ();
1711
1712 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1713
1714 // add end marker
1715 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1716 r->m = 0;
1717
1718 return (maprect *)buf.linearise ();
1719}
1720

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