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Comparing deliantra/server/common/map.C (file contents):
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC vs.
Revision 1.210 by root, Sat May 7 13:25:02 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
76 /* 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
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 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");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
89 87
90 int mflags = ms.flags (); 88 int mflags = ms.flags ();
91 int blocked = ms.move_block; 89 int blocked = ms.move_block;
92 90
93 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 93 * things we need to do for players.
96 */ 94 */
97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
98 return 0; 96 return 0;
99 97
100 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
101 * 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
102 * 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
112 /* 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
113 * 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
114 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
118 { 116 {
119 bool block = OB_MOVE_BLOCK (ob, tmp); 117 if (OB_MOVE_BLOCK (ob, tmp))
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 { 118 {
124 bool have = check_inv_recursive (ob, tmp); 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 120 if (RESULT_INT (0))
126 /* If last_sp is set, the player/monster needs an object, 121 return 1;
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */ 122 else
130 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
131 { 126 {
132 if (!have) 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;
132 }
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))
133 return 1; 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 (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else 146 } else {
149 { 147 // space does not block the ob, directly, but
150 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
151 * this more readable. first check - if the space blocks 149 // blocks anything
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158 150
159 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR 152 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
164 return 1; 154 return 1;
165 } 155 }
166 } 156 }
167 157
168 return 0; 158 return 0;
169} 159}
170 160
171/* 161/*
172 * 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
173 * 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,
174 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
175 * 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
176 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
177 * 167 *
224 } 214 }
225 215
226 return 0; 216 return 0;
227} 217}
228 218
229/* When the map is loaded, load_object does not actually insert objects 219//-GPL
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235void
236fix_container (object *container)
237{
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254}
255 220
256void 221void
257maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
258{ 223{
259 if (!spaces) 224 if (!spaces)
274 239
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
278} 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
279 259
280/* 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
281 * 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
282 * 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
283 * they are saved). 263 * they are saved).
311 op = op->above; 291 op = op->above;
312 } 292 }
313 } 293 }
314} 294}
315 295
296//-GPL
297
316/* 298/*
317 * 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
318 * file pointer. 300 * file pointer.
319 */ 301 */
320bool 302bool
329 case KW_arch: 311 case KW_arch:
330 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
331 { 313 {
332 // TODO: why? 314 // TODO: why?
333 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
334 op->update_weight (); 318 op->update_weight ();
319 }
335 320
336 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))
337 { 322 {
338 // we insert manually because 323 // we insert manually because
339 // a) its way faster 324 // a) its way faster
376} 361}
377 362
378void 363void
379maptile::activate () 364maptile::activate ()
380{ 365{
381 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
382 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
384 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
385} 376}
386 377
387void 378void
388maptile::deactivate () 379maptile::deactivate ()
389{ 380{
390 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
391 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
392 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
393 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
394} 389}
395 390
396bool 391bool
397maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
398{ 393{
439 return false; 434 return false;
440 435
441 return freezer.save (path); 436 return freezer.save (path);
442} 437}
443 438
444maptile::maptile () 439void
440maptile::init ()
445{ 441{
446 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
447 443
448 /* 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
449 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
450 */ 446 */
451 width = 16; 447 width = 16;
452 height = 16; 448 height = 16;
453 timeout = 300; 449 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
456}
457
458maptile::maptile (int w, int h)
459{
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0; 452 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 453 enter_x = 0;
467 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;
468 468
469 alloc (); 469 alloc ();
470} 470}
471 471
472/* 472/*
480 if (spaces) 480 if (spaces)
481 return; 481 return;
482 482
483 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
484} 484}
485
486//+GPL
485 487
486/* 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
487 * 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
488 * at a later date. 490 * at a later date.
489 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
570 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
571static const char * 573static const char *
572print_shop_string (maptile *m) 574print_shop_string (maptile *m)
573{ 575{
574 static dynbuf_text buf; buf.clear (); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
575 578
576 for (int i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
578 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
579 { 587 {
580 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
582 else 590 else
583 buf.printf ("%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
584 } 592 }
585 else 593 else
586 { 594 {
587 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
588 buf.printf ("*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
589 else 597 else
590 buf.printf ("*"); 598 buf.printf ("*");
591 } 599 }
592 } 600 }
593 601
594 return buf; 602 return buf;
595} 603}
604
605//-GPL
596 606
597/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
599 * 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
600 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
614 { 624 {
615 case KW_msg: 625 case KW_msg:
616 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
617 break; 627 break;
618 628
619 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
620 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
621 break; 631 break;
622 632
623 case KW_maplore: 633 case KW_maplore:
624 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
641 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 656
653 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
657 661
658 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660 664
661 // old names new names 665 // old names new names
662 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;
663 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;
671 675
672 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
673 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
674 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
675 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;
676 682
677 case KW_ERROR: 683 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
679 break; 685 break;
680 686
681 case KW_end: 687 case KW_end:
682 thawer.next (); 688 thawer.next ();
683 return true; 689 return true;
684 690
685 default: 691 default:
686 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
687 return false; 693 return false;
688 break; 694 break;
689 } 695 }
690 696
691 thawer.next (); 697 thawer.next ();
692 } 698 }
693 699
694 abort (); 700 abort ();
695} 701}
702
703//+GPL
696 704
697/****************************************************************************** 705/******************************************************************************
698 * This is the start of unique map handling code 706 * This is the start of unique map handling code
699 *****************************************************************************/ 707 *****************************************************************************/
700 708
707 int unique = 0; 715 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
709 { 717 {
710 object *above = op->above; 718 object *above = op->above;
711 719
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 721 unique = 1;
714 722
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 724 op->destroy ();
717 725
718 op = above; 726 op = above;
719 } 727 }
720 } 728 }
721} 729}
722 730
731//-GPL
732
723bool 733bool
724maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
725{ 735{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 738
729 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
730 740
731 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
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);
746 756
747 MAP_OUT (darkness);
748 MAP_OUT (width); 757 MAP_OUT (width);
749 MAP_OUT (height); 758 MAP_OUT (height);
750 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
751 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
752 761 MAP_OUT (darkness);
753 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
754 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
755
756 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
757 MAP_OUT (temp); 763
758 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
759 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
760 MAP_OUT (windspeed);
761 MAP_OUT (winddir);
762 MAP_OUT (sky);
763 766
764 MAP_OUT (per_player); 767 MAP_OUT (per_player);
765 MAP_OUT (per_party); 768 MAP_OUT (per_party);
766 769
767 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]);
768 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]);
769 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]);
770 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]);
771 776
772 freezer.put (this); 777 freezer.put (this);
773 freezer.put (KW_end); 778 freezer.put (KW(end));
774 779
775 return true; 780 return true;
776} 781}
777 782
778bool 783bool
783 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
784 return false; 789 return false;
785 790
786 return freezer.save (path); 791 return freezer.save (path);
787} 792}
793
794//+GPL
788 795
789/* 796/*
790 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
791 */ 798 */
792void 799void
830 msg = 0; 837 msg = 0;
831 maplore = 0; 838 maplore = 0;
832 shoprace = 0; 839 shoprace = 0;
833 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
834 841
835 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
836 tile_path [i] = 0; 843 tile_path [i] = 0;
837} 844}
838 845
839maptile::~maptile () 846maptile::~maptile ()
840{ 847{
847 /* 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
848 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
849 * 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
850 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
851 */ 858 */
852 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
853 if (tile_map[i] == m) 860 if (tile_map[i] == m)
854 tile_map[i] = 0; 861 tile_map[i] = 0;
855} 862}
856 863
857void 864void
861 868
862 clear (); 869 clear ();
863} 870}
864 871
865/* 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?
866void 874void
867maptile::do_decay_objects () 875maptile::do_decay_objects ()
868{ 876{
869 if (!spaces) 877 if (!spaces)
870 return; 878 return;
872 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
874 { 882 {
875 above = op->above; 883 above = op->above;
876 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
877 bool destroy = 0; 889 bool destroy = 0;
878 890
879 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
881 break; 893 || op->flag [FLAG_UNIQUE]
882 894 || op->flag [FLAG_OVERLAY_FLOOR]
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ()) 896 || op->is_alive ())
889 ; // do not decay 897 ; // do not decay
890 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
891 { 899 {
892 op->stats.dam--; 900 op->stats.dam--;
917 || mat & M_LIQUID 925 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
923 destroy = 1; 932 destroy = 1;
924 } 933 }
925 934
926 /* adjust overall chance below */ 935 /* adjust overall chance below */
927 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
947 sint64 total_exp = 0; 956 sint64 total_exp = 0;
948 957
949 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
951 { 960 {
952 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
953 { 962 {
954 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
955 monster_cnt++; 964 monster_cnt++;
956 } 965 }
957 966
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
959 { 968 {
960 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
961 970
962 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
963 { 972 {
1018 */ 1027 */
1019void 1028void
1020mapspace::update_ () 1029mapspace::update_ ()
1021{ 1030{
1022 object *last = 0; 1031 object *last = 0;
1023 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1024 sint8 light = 0; 1033 sint8 light = 0;
1025 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;
1026 1039
1027 //object *middle = 0; 1040 //object *middle = 0;
1028 //object *top = 0; 1041 //object *top = 0;
1029 //object *floor = 0; 1042 //object *floor = 0;
1030 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1034 1049
1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1036 { 1051 {
1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1038 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1043 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1044 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1045 * 1060 *
1046 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1047 */ 1062 */
1048 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1049 { 1064 {
1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1051 top = tmp; 1066 top = tmp;
1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1053 { 1068 {
1054 /* 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,
1055 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1056 */ 1071 */
1057 middle = 0; 1072 middle = 0;
1058 top = 0; 1073 top = 0;
1059 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1060 } 1077 }
1061 /* Flag anywhere have high priority */ 1078 else
1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1063 { 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;
1064 middle = tmp; 1097 middle = tmp;
1065 anywhere = 1; 1098 }
1066 } 1099 }
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1073 middle = tmp;
1074 }
1075
1076 if (tmp == tmp->above)
1077 {
1078 LOG (llevError, "Error in structure of map\n");
1079 exit (-1);
1080 } 1100 }
1081 1101
1082 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1083 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1084 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1085 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1086 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1087 1107
1088 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1089 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1090 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1094 } 1112 }
1113
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;
1095 1123
1096 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1097 this->flags_ = flags; 1125 this->flags_ = flags;
1098 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1099 this->move_on = move_on; 1127 this->move_on = move_on;
1100 this->move_off = move_off; 1128 this->move_off = move_off;
1101 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
1102 1132
1103 /* 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),
1104 * 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
1105 * this point. 1135 * this point.
1106 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1124 */ 1154 */
1125 1155
1126 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1127 { 1157 {
1128 /* 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 */
1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1130 break; 1160 break;
1131 1161
1132 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1133 if (top && middle) 1163 if (top && middle)
1134 break; 1164 break;
1165 middle = 0; 1195 middle = 0;
1166 1196
1167 if (top == middle) 1197 if (top == middle)
1168 middle = 0; 1198 middle = 0;
1169 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 middle = floor;
1210
1211 mapspace &ms = m->at (floor->x, floor->y);
1212
1213 ms.update ();
1214
1215 if (object *floor2 = ms.faces_obj [2])
1216 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1217 {
1218 floor->set_anim_frame (1);
1219 middle = floor;
1220 floor = floor2;
1221 }
1222 }
1223 }
1224
1170#if 0 1225#if 0
1171 faces_obj [0] = top; 1226 faces_obj [0] = top;
1172 faces_obj [1] = middle; 1227 faces_obj [1] = middle;
1173 faces_obj [2] = floor; 1228 faces_obj [2] = floor;
1174#endif 1229#endif
1175} 1230}
1176 1231
1177uint64
1178mapspace::volume () const
1179{
1180 uint64 vol = 0;
1181
1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1183 vol += op->volume ();
1184
1185 return vol;
1186}
1187
1188maptile * 1232maptile *
1189maptile::tile_available (int dir, bool load) 1233maptile::tile_available (int dir, bool load)
1190{ 1234{
1191 if (tile_path[dir]) 1235 if (tile_path[dir])
1192 { 1236 {
1237 // map is there and we don't need to load it OR it's loaded => return what we have
1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1238 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1194 return tile_map[dir]; 1239 return tile_map[dir];
1195 1240
1241 // well, try to locate it then, if possible - maybe it's there already
1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1197 return tile_map[dir]; 1243 return tile_map[dir];
1198 } 1244 }
1199 1245
1200 return 0; 1246 return 0;
1312/** 1358/**
1313 * Return whether map2 is adjacent to map1. If so, store the distance from 1359 * Return whether map2 is adjacent to map1. If so, store the distance from
1314 * map1 to map2 in dx/dy. 1360 * map1 to map2 in dx/dy.
1315 */ 1361 */
1316int 1362int
1317adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1318{ 1364{
1319 if (!map1 || !map2) 1365 if (!map1 || !map2)
1320 return 0; 1366 return 0;
1321 1367
1322 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1368 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1324 if (map1 == map2) 1370 if (map1 == map2)
1325 { 1371 {
1326 *dx = 0; 1372 *dx = 0;
1327 *dy = 0; 1373 *dy = 0;
1328 } 1374 }
1329 else if (map1->tile_map[0] == map2) 1375 else if (map1->tile_available (TILE_NORTH, false) == map2)
1330 { /* up */ 1376 {
1331 *dx = 0; 1377 *dx = 0;
1332 *dy = -map2->height; 1378 *dy = -map2->height;
1333 } 1379 }
1334 else if (map1->tile_map[1] == map2) 1380 else if (map1->tile_available (TILE_EAST , false) == map2)
1335 { /* right */ 1381 {
1336 *dx = map1->width; 1382 *dx = map1->width;
1337 *dy = 0; 1383 *dy = 0;
1338 } 1384 }
1339 else if (map1->tile_map[2] == map2) 1385 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1340 { /* down */ 1386 {
1341 *dx = 0; 1387 *dx = 0;
1342 *dy = map1->height; 1388 *dy = map1->height;
1343 } 1389 }
1344 else if (map1->tile_map[3] == map2) 1390 else if (map1->tile_available (TILE_WEST , false) == map2)
1345 { /* left */ 1391 {
1346 *dx = -map2->width; 1392 *dx = -map2->width;
1347 *dy = 0; 1393 *dy = 0;
1348 } 1394 }
1349 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1395 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1350 { /* up right */ 1396 { /* up right */
1351 *dx = map1->tile_map[0]->width; 1397 *dx = +map1->tile_map[TILE_NORTH]->width;
1352 *dy = -map1->tile_map[0]->height; 1398 *dy = -map1->tile_map[TILE_NORTH]->height;
1353 } 1399 }
1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1400 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1355 { /* up left */ 1401 { /* up left */
1356 *dx = -map2->width; 1402 *dx = -map2->width;
1357 *dy = -map1->tile_map[0]->height; 1403 *dy = -map1->tile_map[TILE_NORTH]->height;
1358 } 1404 }
1359 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1405 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1360 { /* right up */ 1406 { /* right up */
1361 *dx = map1->width; 1407 *dx = +map1->width;
1362 *dy = -map2->height; 1408 *dy = -map2->height;
1363 } 1409 }
1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1410 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1365 { /* right down */ 1411 { /* right down */
1366 *dx = map1->width; 1412 *dx = +map1->width;
1367 *dy = map1->tile_map[1]->height; 1413 *dy = +map1->tile_map[TILE_EAST]->height;
1368 } 1414 }
1369 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1415 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1370 { /* down right */ 1416 { /* down right */
1371 *dx = map1->tile_map[2]->width; 1417 *dx = +map1->tile_map[TILE_SOUTH]->width;
1372 *dy = map1->height; 1418 *dy = +map1->height;
1373 } 1419 }
1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1420 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1375 { /* down left */ 1421 { /* down left */
1376 *dx = -map2->width; 1422 *dx = -map2->width;
1377 *dy = map1->height; 1423 *dy = +map1->height;
1378 } 1424 }
1379 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1425 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1380 { /* left up */ 1426 { /* left up */
1381 *dx = -map1->tile_map[3]->width; 1427 *dx = -map1->tile_map[TILE_WEST]->width;
1382 *dy = -map2->height; 1428 *dy = -map2->height;
1383 } 1429 }
1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1430 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1385 { /* left down */ 1431 { /* left down */
1386 *dx = -map1->tile_map[3]->width; 1432 *dx = -map1->tile_map[TILE_WEST]->width;
1387 *dy = map1->tile_map[3]->height; 1433 *dy = +map1->tile_map[TILE_WEST]->height;
1388 } 1434 }
1389 else 1435 else
1390 return 0; 1436 return 0;
1391 1437
1392 return 1; 1438 return 1;
1428 * 1474 *
1429 * currently, the only flag supported (0x1) is don't translate for 1475 * currently, the only flag supported (0x1) is don't translate for
1430 * closest body part of 'op1' 1476 * closest body part of 'op1'
1431 */ 1477 */
1432void 1478void
1433get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1479get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1434{ 1480{
1435 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1481 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1436 { 1482 {
1437 /* be conservative and fill in _some_ data */ 1483 /* be conservative and fill in _some_ data */
1438 retval->distance = 10000; 1484 retval->distance = 10000;
1439 retval->distance_x = 10000; 1485 retval->distance_x = 10000;
1440 retval->distance_y = 10000; 1486 retval->distance_y = 10000;
1441 retval->direction = 0; 1487 retval->direction = 0;
1442 retval->part = 0; 1488 retval->part = 0;
1443 } 1489 }
1444 else 1490 else
1445 { 1491 {
1446 object *best;
1447
1448 retval->distance_x += op2->x - op1->x; 1492 retval->distance_x += op2->x - op1->x;
1449 retval->distance_y += op2->y - op1->y; 1493 retval->distance_y += op2->y - op1->y;
1450 1494
1451 best = op1; 1495 object *best = op1;
1496
1452 /* If this is multipart, find the closest part now */ 1497 /* If this is multipart, find the closest part now */
1453 if (!(flags & 0x1) && op1->more) 1498 if (!(flags & 1) && op1->more)
1454 { 1499 {
1455 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1500 int best_distance = idistance (retval->distance_x, retval->distance_y);
1456 1501
1457 /* we just take the offset of the piece to head to figure 1502 /* we just take the offset of the piece to head to figure
1458 * distance instead of doing all that work above again 1503 * distance instead of doing all that work above again
1459 * since the distance fields we set above are positive in the 1504 * since the distance fields we set above are positive in the
1460 * same axis as is used for multipart objects, the simply arithmetic 1505 * same axis as is used for multipart objects, the simply arithmetic
1461 * below works. 1506 * below works.
1462 */ 1507 */
1463 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1508 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1464 { 1509 {
1465 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1510 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1466 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1511
1467 if (tmpi < best_distance) 1512 if (tmpi < best_distance)
1468 { 1513 {
1469 best_distance = tmpi; 1514 best_distance = tmpi;
1470 best = tmp; 1515 best = tmp;
1471 } 1516 }
1472 } 1517 }
1473 1518
1474 if (best != op1) 1519 if (best != op1)
1475 { 1520 {
1476 retval->distance_x += op1->x - best->x; 1521 retval->distance_x += op1->x - best->x;
1477 retval->distance_y += op1->y - best->y; 1522 retval->distance_y += op1->y - best->y;
1478 } 1523 }
1479 } 1524 }
1480 1525
1481 retval->part = best; 1526 retval->part = best;
1482 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1527 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1483 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1528 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1484 } 1529 }
1485} 1530}
1486 1531
1487/* this is basically the same as get_rangevector above, but instead of 1532/* this is basically the same as get_rangevector above, but instead of
1488 * the first parameter being an object, it instead is the map 1533 * the first parameter being an object, it instead is the map
1493 * be more consistant with the above function and also in case they are needed 1538 * be more consistant with the above function and also in case they are needed
1494 * for something in the future. Also, since no object is pasted, the best 1539 * for something in the future. Also, since no object is pasted, the best
1495 * field of the rv_vector is set to NULL. 1540 * field of the rv_vector is set to NULL.
1496 */ 1541 */
1497void 1542void
1498get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1543get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1499{ 1544{
1500 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1545 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1501 { 1546 {
1502 /* be conservative and fill in _some_ data */ 1547 /* be conservative and fill in _some_ data */
1503 retval->distance = 100000; 1548 retval->distance = 100000;
1504 retval->distance_x = 32767; 1549 retval->distance_x = 32767;
1505 retval->distance_y = 32767; 1550 retval->distance_y = 32767;
1506 retval->direction = 0; 1551 retval->direction = 0;
1507 retval->part = 0; 1552 retval->part = 0;
1508 } 1553 }
1509 else 1554 else
1510 { 1555 {
1511 retval->distance_x += op2->x - x; 1556 retval->distance_x += op2->x - x;
1512 retval->distance_y += op2->y - y; 1557 retval->distance_y += op2->y - y;
1513 1558
1514 retval->part = 0; 1559 retval->part = 0;
1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1560 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1561 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1517 } 1562 }
1518} 1563}
1519 1564
1520/* Returns true of op1 and op2 are effectively on the same map 1565/* Returns true of op1 and op2 are effectively on the same map
1521 * (as related to map tiling). Note that this looks for a path from 1566 * (as related to map tiling). Note that this looks for a path from
1531 int dx, dy; 1576 int dx, dy;
1532 1577
1533 return adjacent_map (op1->map, op2->map, &dx, &dy); 1578 return adjacent_map (op1->map, op2->map, &dx, &dy);
1534} 1579}
1535 1580
1581//-GPL
1582
1536object * 1583object *
1537maptile::insert (object *op, int x, int y, object *originator, int flags) 1584maptile::insert (object *op, int x, int y, object *originator, int flags)
1538{ 1585{
1539 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1586 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1540} 1587}
1551 if (default_region) 1598 if (default_region)
1552 return default_region; 1599 return default_region;
1553 1600
1554 return ::region::default_region (); 1601 return ::region::default_region ();
1555} 1602}
1603
1604//+GPL
1556 1605
1557/* picks a random object from a style map. 1606/* picks a random object from a style map.
1558 */ 1607 */
1559object * 1608object *
1560maptile::pick_random_object (rand_gen &gen) const 1609maptile::pick_random_object (rand_gen &gen) const
1567 */ 1616 */
1568 for (int i = 1000; --i;) 1617 for (int i = 1000; --i;)
1569 { 1618 {
1570 object *pick = at (gen (width), gen (height)).bot; 1619 object *pick = at (gen (width), gen (height)).bot;
1571 1620
1572 // do not prefer big monsters just because they are big. 1621 // must be head: do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ()) 1622 if (pick && pick->is_head ())
1574 return pick->head_ (); 1623 return pick;
1575 } 1624 }
1576 1625
1577 // instead of crashing in the unlikely(?) case, try to return *something* 1626 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug"); 1627 return archetype::find (shstr_bug);
1579} 1628}
1629
1630//-GPL
1580 1631
1581void 1632void
1582maptile::play_sound (faceidx sound, int x, int y) const 1633maptile::play_sound (faceidx sound, int x, int y) const
1583{ 1634{
1584 if (!sound) 1635 if (!sound)
1611 if (distance <= MAX_SOUND_DISTANCE) 1662 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1663 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 } 1664 }
1614} 1665}
1615 1666
1667dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1668
1616static void 1669static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1670split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{ 1671{
1619 // clip to map to the left 1672 // clip to map to the left
1620 if (x0 < 0) 1673 if (x0 < 0)
1621 { 1674 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1675 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1676 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624 1677
1625 if (x1 < 0) // entirely to the left 1678 if (x1 < 0) // entirely to the left
1626 return; 1679 return;
1627 1680
1629 } 1682 }
1630 1683
1631 // clip to map to the right 1684 // clip to map to the right
1632 if (x1 > m->width) 1685 if (x1 > m->width)
1633 { 1686 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1687 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1688 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636 1689
1637 if (x0 > m->width) // entirely to the right 1690 if (x0 > m->width) // entirely to the right
1638 return; 1691 return;
1639 1692
1641 } 1694 }
1642 1695
1643 // clip to map above 1696 // clip to map above
1644 if (y0 < 0) 1697 if (y0 < 0)
1645 { 1698 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1699 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1700 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648 1701
1649 if (y1 < 0) // entirely above 1702 if (y1 < 0) // entirely above
1650 return; 1703 return;
1651 1704
1653 } 1706 }
1654 1707
1655 // clip to map below 1708 // clip to map below
1656 if (y1 > m->height) 1709 if (y1 > m->height)
1657 { 1710 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1711 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1712 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660 1713
1661 if (y0 > m->height) // entirely below 1714 if (y0 > m->height) // entirely below
1662 return; 1715 return;
1663 1716
1675 r->dx = dx; 1728 r->dx = dx;
1676 r->dy = dy; 1729 r->dy = dy;
1677} 1730}
1678 1731
1679maprect * 1732maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1733maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{ 1734{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear (); 1735 buf.clear ();
1684 1736
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1737 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686 1738
1687 // add end marker 1739 // add end marker

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