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Comparing deliantra/server/common/map.C (file contents):
Revision 1.166 by root, Wed Oct 21 00:44:39 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 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
86 87
89 90
90 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
91 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
92 * things we need to do for players. 93 * things we need to do for players.
93 */ 94 */
94 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
95 return 0; 96 return 0;
96 97
97 /* 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
98 * 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
99 * 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
109 /* 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
110 * 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
111 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
112 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
113 */ 114 */
114 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
115 { 116 {
116 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
117 { 118 {
118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
119 if (RESULT_INT (0)) 120 if (RESULT_INT (0))
143 return 1; // unconditional block 144 return 1; // unconditional block
144 145
145 } else { 146 } else {
146 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
147 // anything alive that is not a door still 148 // anything alive that is not a door still
148 // blocks anything but wizards. 149 // blocks anything
149 150
150 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
151 && tmp->head_ () != ob
152 && tmp != ob
153 && tmp->type != DOOR 152 && tmp->type != DOOR
154 && !tmp->flag [FLAG_WIZPASS]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
155 return 1; 154 return 1;
156 } 155 }
157 } 156 }
158 157
159 return 0; 158 return 0;
160} 159}
161 160
162/* 161/*
163 * 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
164 * 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,
165 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
166 * 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
167 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
168 * 167 *
215 } 214 }
216 215
217 return 0; 216 return 0;
218} 217}
219 218
220/* When the map is loaded, load_object does not actually insert objects 219//-GPL
221 * into inventory, but just links them. What this does is go through
222 * and insert them properly.
223 * The object 'container' is the object that contains the inventory.
224 * This is needed so that we can update the containers weight.
225 */
226void
227fix_container (object *container)
228{
229 object *tmp = container->inv, *next;
230
231 container->inv = 0;
232 while (tmp)
233 {
234 next = tmp->below;
235 if (tmp->inv)
236 fix_container (tmp);
237
238 insert_ob_in_ob (tmp, container);
239 tmp = next;
240 }
241
242 // go through and calculate what all the containers are carrying.
243 //TODO: remove
244 container->update_weight ();
245}
246 220
247void 221void
248maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
249{ 223{
250 if (!spaces) 224 if (!spaces)
265 239
266 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
267 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
269} 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
270 259
271/* 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
272 * 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
273 * 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
274 * they are saved). 263 * they are saved).
302 op = op->above; 291 op = op->above;
303 } 292 }
304 } 293 }
305} 294}
306 295
296//-GPL
297
307/* 298/*
308 * 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
309 * file pointer. 300 * file pointer.
310 */ 301 */
311bool 302bool
320 case KW_arch: 311 case KW_arch:
321 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
322 { 313 {
323 // TODO: why? 314 // TODO: why?
324 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
325 op->update_weight (); 318 op->update_weight ();
319 }
326 320
327 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))
328 { 322 {
329 // we insert manually because 323 // we insert manually because
330 // a) its way faster 324 // a) its way faster
367} 361}
368 362
369void 363void
370maptile::activate () 364maptile::activate ()
371{ 365{
372 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
373 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
374 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
375 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
376} 376}
377 377
378void 378void
379maptile::deactivate () 379maptile::deactivate ()
380{ 380{
381 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
382 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
384 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
385} 389}
386 390
387bool 391bool
388maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
389{ 393{
430 return false; 434 return false;
431 435
432 return freezer.save (path); 436 return freezer.save (path);
433} 437}
434 438
435maptile::maptile () 439void
440maptile::init ()
436{ 441{
437 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
438 443
439 /* 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
440 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
441 */ 446 */
442 width = 16; 447 width = 16;
443 height = 16; 448 height = 16;
444 timeout = 300; 449 timeout = 300;
445 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
446 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
447}
448
449maptile::maptile (int w, int h)
450{
451 in_memory = MAP_SWAPPED;
452
453 width = w;
454 height = h;
455 reset_timeout = 0; 452 reset_timeout = 0;
456 timeout = 300;
457 enter_x = 0; 453 enter_x = 0;
458 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;
459 468
460 alloc (); 469 alloc ();
461} 470}
462 471
463/* 472/*
471 if (spaces) 480 if (spaces)
472 return; 481 return;
473 482
474 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
475} 484}
485
486//+GPL
476 487
477/* 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
478 * 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
479 * at a later date. 490 * at a later date.
480 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
561 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
562static const char * 573static const char *
563print_shop_string (maptile *m) 574print_shop_string (maptile *m)
564{ 575{
565 static dynbuf_text buf; buf.clear (); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
566 578
567 for (int i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
568 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
569 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
570 { 587 {
571 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
572 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);
573 else 590 else
574 buf.printf ("%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
575 } 592 }
576 else 593 else
577 { 594 {
578 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
579 buf.printf ("*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
580 else 597 else
581 buf.printf ("*"); 598 buf.printf ("*");
582 } 599 }
583 } 600 }
584 601
585 return buf; 602 return buf;
586} 603}
604
605//-GPL
587 606
588/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
590 * 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
591 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
605 { 624 {
606 case KW_msg: 625 case KW_msg:
607 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
608 break; 627 break;
609 628
610 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
611 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
612 break; 631 break;
613 632
614 case KW_maplore: 633 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
632 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643 656
644 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
648 661
649 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
651 664
652 // old names new names 665 // old names new names
653 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;
654 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;
662 675
663 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
664 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
665 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
666 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;
667 682
668 case KW_ERROR: 683 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
670 break; 685 break;
671 686
672 case KW_end: 687 case KW_end:
673 thawer.next (); 688 thawer.next ();
674 return true; 689 return true;
675 690
676 default: 691 default:
677 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
678 return false; 693 return false;
679 break; 694 break;
680 } 695 }
681 696
682 thawer.next (); 697 thawer.next ();
683 } 698 }
684 699
685 abort (); 700 abort ();
686} 701}
702
703//+GPL
687 704
688/****************************************************************************** 705/******************************************************************************
689 * This is the start of unique map handling code 706 * This is the start of unique map handling code
690 *****************************************************************************/ 707 *****************************************************************************/
691 708
698 int unique = 0; 715 int unique = 0;
699 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
700 { 717 {
701 object *above = op->above; 718 object *above = op->above;
702 719
703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
704 unique = 1; 721 unique = 1;
705 722
706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
707 op->destroy (); 724 op->destroy ();
708 725
709 op = above; 726 op = above;
710 } 727 }
711 } 728 }
712} 729}
713 730
731//-GPL
732
714bool 733bool
715maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
716{ 735{
717#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
718#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
719 738
720 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
721 740
722 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
723 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
724 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
725 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
733 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
734 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
735 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
736 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
737 756
738 MAP_OUT (darkness);
739 MAP_OUT (width); 757 MAP_OUT (width);
740 MAP_OUT (height); 758 MAP_OUT (height);
741 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
742 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
743 761 MAP_OUT (darkness);
744 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
745 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
746
747 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
748 MAP_OUT (temp); 763
749 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
750 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751 MAP_OUT (windspeed);
752 MAP_OUT (winddir);
753 MAP_OUT (sky);
754 766
755 MAP_OUT (per_player); 767 MAP_OUT (per_player);
756 MAP_OUT (per_party); 768 MAP_OUT (per_party);
757 769
758 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]);
759 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]);
760 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]);
761 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]);
762 776
763 freezer.put (this); 777 freezer.put (this);
764 freezer.put (KW_end); 778 freezer.put (KW(end));
765 779
766 return true; 780 return true;
767} 781}
768 782
769bool 783bool
774 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
775 return false; 789 return false;
776 790
777 return freezer.save (path); 791 return freezer.save (path);
778} 792}
793
794//+GPL
779 795
780/* 796/*
781 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
782 */ 798 */
783void 799void
821 msg = 0; 837 msg = 0;
822 maplore = 0; 838 maplore = 0;
823 shoprace = 0; 839 shoprace = 0;
824 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
825 841
826 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
827 tile_path [i] = 0; 843 tile_path [i] = 0;
828} 844}
829 845
830maptile::~maptile () 846maptile::~maptile ()
831{ 847{
838 /* 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
839 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
840 * 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
841 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
842 */ 858 */
843 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
844 if (tile_map[i] == m) 860 if (tile_map[i] == m)
845 tile_map[i] = 0; 861 tile_map[i] = 0;
846} 862}
847 863
848void 864void
852 868
853 clear (); 869 clear ();
854} 870}
855 871
856/* 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?
857void 874void
858maptile::do_decay_objects () 875maptile::do_decay_objects ()
859{ 876{
860 if (!spaces) 877 if (!spaces)
861 return; 878 return;
863 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
865 { 882 {
866 above = op->above; 883 above = op->above;
867 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
868 bool destroy = 0; 889 bool destroy = 0;
869 890
870 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
872 break; 893 || op->flag [FLAG_UNIQUE]
873 894 || op->flag [FLAG_OVERLAY_FLOOR]
874 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
875 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
876 || QUERY_FLAG (op, FLAG_UNIQUE)
877 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
878 || QUERY_FLAG (op, FLAG_UNPAID)
879 || op->is_alive ()) 896 || op->is_alive ())
880 ; // do not decay 897 ; // do not decay
881 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
882 { 899 {
883 op->stats.dam--; 900 op->stats.dam--;
908 || mat & M_LIQUID 925 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
914 destroy = 1; 932 destroy = 1;
915 } 933 }
916 934
917 /* adjust overall chance below */ 935 /* adjust overall chance below */
918 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
938 sint64 total_exp = 0; 956 sint64 total_exp = 0;
939 957
940 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
941 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
942 { 960 {
943 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
944 { 962 {
945 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
946 monster_cnt++; 964 monster_cnt++;
947 } 965 }
948 966
949 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
950 { 968 {
951 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
952 970
953 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
954 { 972 {
1009 */ 1027 */
1010void 1028void
1011mapspace::update_ () 1029mapspace::update_ ()
1012{ 1030{
1013 object *last = 0; 1031 object *last = 0;
1014 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1015 sint8 light = 0; 1033 sint8 light = 0;
1016 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;
1017 1039
1018 //object *middle = 0; 1040 //object *middle = 0;
1019 //object *top = 0; 1041 //object *top = 0;
1020 //object *floor = 0; 1042 //object *floor = 0;
1021 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1022 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1023 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1024 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
1025 1049
1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1027 { 1051 {
1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1029 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1034 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1035 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1036 * 1060 *
1037 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1038 */ 1062 */
1039 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1040 { 1064 {
1041 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1042 top = tmp; 1066 top = tmp;
1043 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1044 { 1068 {
1045 /* 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,
1046 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1047 */ 1071 */
1048 middle = 0; 1072 middle = 0;
1049 top = 0; 1073 top = 0;
1050 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1051 } 1077 }
1052 /* Flag anywhere have high priority */ 1078 else
1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1054 { 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;
1055 middle = tmp; 1097 middle = tmp;
1056 anywhere = 1; 1098 }
1057 } 1099 }
1058
1059 /* Find the highest visible face around. If equal
1060 * visibilities, we still want the one nearer to the
1061 * top
1062 */
1063 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1064 middle = tmp;
1065 }
1066
1067 if (tmp == tmp->above)
1068 {
1069 LOG (llevError, "Error in structure of map\n");
1070 exit (-1);
1071 } 1100 }
1072 1101
1073 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1074 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1075 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1076 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1077 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1078 1107
1079 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1080 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1081 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1085 } 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;
1086 1123
1087 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1088 this->flags_ = flags; 1125 this->flags_ = flags;
1089 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1090 this->move_on = move_on; 1127 this->move_on = move_on;
1091 this->move_off = move_off; 1128 this->move_off = move_off;
1092 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
1093 1132
1094 /* 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),
1095 * 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
1096 * this point. 1135 * this point.
1097 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1115 */ 1154 */
1116 1155
1117 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1118 { 1157 {
1119 /* 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 */
1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1121 break; 1160 break;
1122 1161
1123 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1124 if (top && middle) 1163 if (top && middle)
1125 break; 1164 break;
1156 middle = 0; 1195 middle = 0;
1157 1196
1158 if (top == middle) 1197 if (top == middle)
1159 middle = 0; 1198 middle = 0;
1160 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
1161#if 0 1225#if 0
1162 faces_obj [0] = top; 1226 faces_obj [0] = top;
1163 faces_obj [1] = middle; 1227 faces_obj [1] = middle;
1164 faces_obj [2] = floor; 1228 faces_obj [2] = floor;
1165#endif 1229#endif
1166} 1230}
1167 1231
1168uint64
1169mapspace::volume () const
1170{
1171 uint64 vol = 0;
1172
1173 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1174 vol += op->volume ();
1175
1176 return vol;
1177}
1178
1179maptile * 1232maptile *
1180maptile::tile_available (int dir, bool load) 1233maptile::tile_available (int dir, bool load)
1181{ 1234{
1182 if (tile_path[dir]) 1235 if (tile_path[dir])
1183 { 1236 {
1237 // map is there and we don't need to load it OR it's loaded => return what we have
1184 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1238 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1185 return tile_map[dir]; 1239 return tile_map[dir];
1186 1240
1241 // well, try to locate it then, if possible - maybe it's there already
1187 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1188 return tile_map[dir]; 1243 return tile_map[dir];
1189 } 1244 }
1190 1245
1191 return 0; 1246 return 0;
1303/** 1358/**
1304 * 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
1305 * map1 to map2 in dx/dy. 1360 * map1 to map2 in dx/dy.
1306 */ 1361 */
1307int 1362int
1308adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1309{ 1364{
1310 if (!map1 || !map2) 1365 if (!map1 || !map2)
1311 return 0; 1366 return 0;
1312 1367
1313 //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
1315 if (map1 == map2) 1370 if (map1 == map2)
1316 { 1371 {
1317 *dx = 0; 1372 *dx = 0;
1318 *dy = 0; 1373 *dy = 0;
1319 } 1374 }
1320 else if (map1->tile_map[0] == map2) 1375 else if (map1->tile_available (TILE_NORTH, false) == map2)
1321 { /* up */ 1376 {
1322 *dx = 0; 1377 *dx = 0;
1323 *dy = -map2->height; 1378 *dy = -map2->height;
1324 } 1379 }
1325 else if (map1->tile_map[1] == map2) 1380 else if (map1->tile_available (TILE_EAST , false) == map2)
1326 { /* right */ 1381 {
1327 *dx = map1->width; 1382 *dx = map1->width;
1328 *dy = 0; 1383 *dy = 0;
1329 } 1384 }
1330 else if (map1->tile_map[2] == map2) 1385 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1331 { /* down */ 1386 {
1332 *dx = 0; 1387 *dx = 0;
1333 *dy = map1->height; 1388 *dy = map1->height;
1334 } 1389 }
1335 else if (map1->tile_map[3] == map2) 1390 else if (map1->tile_available (TILE_WEST , false) == map2)
1336 { /* left */ 1391 {
1337 *dx = -map2->width; 1392 *dx = -map2->width;
1338 *dy = 0; 1393 *dy = 0;
1339 } 1394 }
1340 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)
1341 { /* up right */ 1396 { /* up right */
1342 *dx = map1->tile_map[0]->width; 1397 *dx = +map1->tile_map[TILE_NORTH]->width;
1343 *dy = -map1->tile_map[0]->height; 1398 *dy = -map1->tile_map[TILE_NORTH]->height;
1344 } 1399 }
1345 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)
1346 { /* up left */ 1401 { /* up left */
1347 *dx = -map2->width; 1402 *dx = -map2->width;
1348 *dy = -map1->tile_map[0]->height; 1403 *dy = -map1->tile_map[TILE_NORTH]->height;
1349 } 1404 }
1350 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)
1351 { /* right up */ 1406 { /* right up */
1352 *dx = map1->width; 1407 *dx = +map1->width;
1353 *dy = -map2->height; 1408 *dy = -map2->height;
1354 } 1409 }
1355 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)
1356 { /* right down */ 1411 { /* right down */
1357 *dx = map1->width; 1412 *dx = +map1->width;
1358 *dy = map1->tile_map[1]->height; 1413 *dy = +map1->tile_map[TILE_EAST]->height;
1359 } 1414 }
1360 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)
1361 { /* down right */ 1416 { /* down right */
1362 *dx = map1->tile_map[2]->width; 1417 *dx = +map1->tile_map[TILE_SOUTH]->width;
1363 *dy = map1->height; 1418 *dy = +map1->height;
1364 } 1419 }
1365 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)
1366 { /* down left */ 1421 { /* down left */
1367 *dx = -map2->width; 1422 *dx = -map2->width;
1368 *dy = map1->height; 1423 *dy = +map1->height;
1369 } 1424 }
1370 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)
1371 { /* left up */ 1426 { /* left up */
1372 *dx = -map1->tile_map[3]->width; 1427 *dx = -map1->tile_map[TILE_WEST]->width;
1373 *dy = -map2->height; 1428 *dy = -map2->height;
1374 } 1429 }
1375 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)
1376 { /* left down */ 1431 { /* left down */
1377 *dx = -map1->tile_map[3]->width; 1432 *dx = -map1->tile_map[TILE_WEST]->width;
1378 *dy = map1->tile_map[3]->height; 1433 *dy = +map1->tile_map[TILE_WEST]->height;
1379 } 1434 }
1380 else 1435 else
1381 return 0; 1436 return 0;
1382 1437
1383 return 1; 1438 return 1;
1419 * 1474 *
1420 * currently, the only flag supported (0x1) is don't translate for 1475 * currently, the only flag supported (0x1) is don't translate for
1421 * closest body part of 'op1' 1476 * closest body part of 'op1'
1422 */ 1477 */
1423void 1478void
1424get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1479get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1425{ 1480{
1426 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))
1427 { 1482 {
1428 /* be conservative and fill in _some_ data */ 1483 /* be conservative and fill in _some_ data */
1429 retval->distance = 10000; 1484 retval->distance = 10000;
1430 retval->distance_x = 10000; 1485 retval->distance_x = 10000;
1431 retval->distance_y = 10000; 1486 retval->distance_y = 10000;
1432 retval->direction = 0; 1487 retval->direction = 0;
1433 retval->part = 0; 1488 retval->part = 0;
1434 } 1489 }
1435 else 1490 else
1436 { 1491 {
1437 object *best;
1438
1439 retval->distance_x += op2->x - op1->x; 1492 retval->distance_x += op2->x - op1->x;
1440 retval->distance_y += op2->y - op1->y; 1493 retval->distance_y += op2->y - op1->y;
1441 1494
1442 best = op1; 1495 object *best = op1;
1496
1443 /* If this is multipart, find the closest part now */ 1497 /* If this is multipart, find the closest part now */
1444 if (!(flags & 0x1) && op1->more) 1498 if (!(flags & 1) && op1->more)
1445 { 1499 {
1446 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);
1447 1501
1448 /* 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
1449 * distance instead of doing all that work above again 1503 * distance instead of doing all that work above again
1450 * since the distance fields we set above are positive in the 1504 * since the distance fields we set above are positive in the
1451 * same axis as is used for multipart objects, the simply arithmetic 1505 * same axis as is used for multipart objects, the simply arithmetic
1452 * below works. 1506 * below works.
1453 */ 1507 */
1454 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1508 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 { 1509 {
1456 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);
1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1511
1458 if (tmpi < best_distance) 1512 if (tmpi < best_distance)
1459 { 1513 {
1460 best_distance = tmpi; 1514 best_distance = tmpi;
1461 best = tmp; 1515 best = tmp;
1462 } 1516 }
1463 } 1517 }
1464 1518
1465 if (best != op1) 1519 if (best != op1)
1466 { 1520 {
1467 retval->distance_x += op1->x - best->x; 1521 retval->distance_x += op1->x - best->x;
1468 retval->distance_y += op1->y - best->y; 1522 retval->distance_y += op1->y - best->y;
1469 } 1523 }
1470 } 1524 }
1471 1525
1472 retval->part = best; 1526 retval->part = best;
1473 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));
1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1528 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1475 } 1529 }
1476} 1530}
1477 1531
1478/* 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
1479 * the first parameter being an object, it instead is the map 1533 * the first parameter being an object, it instead is the map
1484 * 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
1485 * 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
1486 * field of the rv_vector is set to NULL. 1540 * field of the rv_vector is set to NULL.
1487 */ 1541 */
1488void 1542void
1489get_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)
1490{ 1544{
1491 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))
1492 { 1546 {
1493 /* be conservative and fill in _some_ data */ 1547 /* be conservative and fill in _some_ data */
1494 retval->distance = 100000; 1548 retval->distance = 100000;
1495 retval->distance_x = 32767; 1549 retval->distance_x = 32767;
1496 retval->distance_y = 32767; 1550 retval->distance_y = 32767;
1497 retval->direction = 0; 1551 retval->direction = 0;
1498 retval->part = 0; 1552 retval->part = 0;
1499 } 1553 }
1500 else 1554 else
1501 { 1555 {
1502 retval->distance_x += op2->x - x; 1556 retval->distance_x += op2->x - x;
1503 retval->distance_y += op2->y - y; 1557 retval->distance_y += op2->y - y;
1504 1558
1505 retval->part = 0; 1559 retval->part = 0;
1506 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));
1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1561 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1508 } 1562 }
1509} 1563}
1510 1564
1511/* 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
1512 * (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
1522 int dx, dy; 1576 int dx, dy;
1523 1577
1524 return adjacent_map (op1->map, op2->map, &dx, &dy); 1578 return adjacent_map (op1->map, op2->map, &dx, &dy);
1525} 1579}
1526 1580
1581//-GPL
1582
1527object * 1583object *
1528maptile::insert (object *op, int x, int y, object *originator, int flags) 1584maptile::insert (object *op, int x, int y, object *originator, int flags)
1529{ 1585{
1530 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);
1531} 1587}
1542 if (default_region) 1598 if (default_region)
1543 return default_region; 1599 return default_region;
1544 1600
1545 return ::region::default_region (); 1601 return ::region::default_region ();
1546} 1602}
1603
1604//+GPL
1547 1605
1548/* picks a random object from a style map. 1606/* picks a random object from a style map.
1549 */ 1607 */
1550object * 1608object *
1551maptile::pick_random_object (rand_gen &gen) const 1609maptile::pick_random_object (rand_gen &gen) const
1558 */ 1616 */
1559 for (int i = 1000; --i;) 1617 for (int i = 1000; --i;)
1560 { 1618 {
1561 object *pick = at (gen (width), gen (height)).bot; 1619 object *pick = at (gen (width), gen (height)).bot;
1562 1620
1563 // do not prefer big monsters just because they are big. 1621 // must be head: do not prefer big monsters just because they are big.
1564 if (pick && pick->is_head ()) 1622 if (pick && pick->is_head ())
1565 return pick->head_ (); 1623 return pick;
1566 } 1624 }
1567 1625
1568 // instead of crashing in the unlikely(?) case, try to return *something* 1626 // instead of crashing in the unlikely(?) case, try to return *something*
1569 return archetype::find ("bug"); 1627 return archetype::find (shstr_bug);
1570} 1628}
1629
1630//-GPL
1571 1631
1572void 1632void
1573maptile::play_sound (faceidx sound, int x, int y) const 1633maptile::play_sound (faceidx sound, int x, int y) const
1574{ 1634{
1575 if (!sound) 1635 if (!sound)
1602 if (distance <= MAX_SOUND_DISTANCE) 1662 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1663 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1604 } 1664 }
1605} 1665}
1606 1666
1667dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1668
1607static void 1669static void
1608split_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)
1609{ 1671{
1610 // clip to map to the left 1672 // clip to map to the left
1611 if (x0 < 0) 1673 if (x0 < 0)
1612 { 1674 {
1613 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1675 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1614 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);
1615 1677
1616 if (x1 < 0) // entirely to the left 1678 if (x1 < 0) // entirely to the left
1617 return; 1679 return;
1618 1680
1620 } 1682 }
1621 1683
1622 // clip to map to the right 1684 // clip to map to the right
1623 if (x1 > m->width) 1685 if (x1 > m->width)
1624 { 1686 {
1625 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1687 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1626 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);
1627 1689
1628 if (x0 > m->width) // entirely to the right 1690 if (x0 > m->width) // entirely to the right
1629 return; 1691 return;
1630 1692
1632 } 1694 }
1633 1695
1634 // clip to map above 1696 // clip to map above
1635 if (y0 < 0) 1697 if (y0 < 0)
1636 { 1698 {
1637 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1699 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1638 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);
1639 1701
1640 if (y1 < 0) // entirely above 1702 if (y1 < 0) // entirely above
1641 return; 1703 return;
1642 1704
1644 } 1706 }
1645 1707
1646 // clip to map below 1708 // clip to map below
1647 if (y1 > m->height) 1709 if (y1 > m->height)
1648 { 1710 {
1649 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1711 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1650 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);
1651 1713
1652 if (y0 > m->height) // entirely below 1714 if (y0 > m->height) // entirely below
1653 return; 1715 return;
1654 1716
1666 r->dx = dx; 1728 r->dx = dx;
1667 r->dy = dy; 1729 r->dy = dy;
1668} 1730}
1669 1731
1670maprect * 1732maprect *
1671maptile::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)
1672{ 1734{
1673 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1674 buf.clear (); 1735 buf.clear ();
1675 1736
1676 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1737 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1677 1738
1678 // add end marker 1739 // add end marker

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