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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.213 by root, Sat May 7 20:03:27 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 96 return 0;
101 97
102 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
132 return 1; 131 return 1;
133 else 132 }
134 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
172 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
175 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
223 } 214 }
224 215
225 return 0; 216 return 0;
226} 217}
227 218
228/* When the map is loaded, load_object does not actually insert objects 219//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253}
254 220
255void 221void
256maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
257{ 223{
258 if (!spaces) 224 if (!spaces)
273 239
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
277} 243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
278 259
279/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
280 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
281 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
282 * they are saved). 263 * they are saved).
310 op = op->above; 291 op = op->above;
311 } 292 }
312 } 293 }
313} 294}
314 295
296//-GPL
297
315/* 298/*
316 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
317 * file pointer. 300 * file pointer.
318 */ 301 */
319bool 302bool
328 case KW_arch: 311 case KW_arch:
329 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
330 { 313 {
331 // TODO: why? 314 // TODO: why?
332 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
333 op->update_weight (); 318 op->update_weight ();
319 }
334 320
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 { 322 {
337 // we insert manually because 323 // we insert manually because
338 // a) its way faster 324 // a) its way faster
375} 361}
376 362
377void 363void
378maptile::activate () 364maptile::activate ()
379{ 365{
380 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
381 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
384} 376}
385 377
386void 378void
387maptile::deactivate () 379maptile::deactivate ()
388{ 380{
389 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
390 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
393} 389}
394 390
395bool 391bool
396maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
397{ 393{
438 return false; 434 return false;
439 435
440 return freezer.save (path); 436 return freezer.save (path);
441} 437}
442 438
443maptile::maptile () 439void
440maptile::init ()
444{ 441{
445 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
446 443
447 /* 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
448 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
449 */ 446 */
450 width = 16; 447 width = 16;
451 height = 16; 448 height = 16;
452 timeout = 300; 449 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
455}
456
457maptile::maptile (int w, int h)
458{
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0; 452 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 453 enter_x = 0;
466 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;
467 468
468 alloc (); 469 alloc ();
469} 470}
470 471
471/* 472/*
479 if (spaces) 480 if (spaces)
480 return; 481 return;
481 482
482 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
483} 484}
485
486//+GPL
484 487
485/* 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
486 * 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
487 * at a later date. 490 * at a later date.
488 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
565 return items; 568 return items;
566} 569}
567 570
568/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
570static void 573static const char *
571print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
572{ 575{
573 int i; 576 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF]; 577 bool first = true;
575 578
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
579 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
580 { 587 {
581 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
583 else 590 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
585 } 592 }
586 else 593 else
587 { 594 {
588 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
590 else 597 else
591 sprintf (tmp, "*"); 598 buf.printf ("*");
592 } 599 }
593
594 strcat (output_string, tmp);
595 } 600 }
601
602 return buf;
596} 603}
604
605//-GPL
597 606
598/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
600 * 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
601 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
615 { 624 {
616 case KW_msg: 625 case KW_msg:
617 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
618 break; 627 break;
619 628
620 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
621 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
622 break; 631 break;
623 632
624 case KW_maplore: 633 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
642 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 656
654 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
658 661
659 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661 664
662 // old names new names 665 // old names new names
663 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;
664 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;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672 675
673 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
677 682
678 case KW_ERROR: 683 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
680 break; 685 break;
681 686
682 case KW_end: 687 case KW_end:
683 thawer.next (); 688 thawer.next ();
684 return true; 689 return true;
685 690
686 default: 691 default:
687 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
688 return false; 693 return false;
689 break; 694 break;
690 } 695 }
691 696
692 thawer.next (); 697 thawer.next ();
693 } 698 }
694 699
695 abort (); 700 abort ();
696} 701}
702
703//+GPL
697 704
698/****************************************************************************** 705/******************************************************************************
699 * This is the start of unique map handling code 706 * This is the start of unique map handling code
700 *****************************************************************************/ 707 *****************************************************************************/
701 708
708 int unique = 0; 715 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
710 { 717 {
711 object *above = op->above; 718 object *above = op->above;
712 719
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 721 unique = 1;
715 722
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 op->destroy (); 724 op->destroy ();
718 725
719 op = above; 726 op = above;
720 } 727 }
721 } 728 }
722} 729}
723 730
731//-GPL
732
724bool 733bool
725maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
726{ 735{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 738
730 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
731 740
732 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 747 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
742 750
743 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 756
755 MAP_OUT (width); 757 MAP_OUT (width);
756 MAP_OUT (height); 758 MAP_OUT (height);
757 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
759 761 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
764 MAP_OUT (temp); 763
765 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 766
771 MAP_OUT (per_player); 767 MAP_OUT (per_player);
772 MAP_OUT (per_party); 768 MAP_OUT (per_party);
773 769
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
778 776
779 freezer.put (this); 777 freezer.put (this);
780 freezer.put (KW_end); 778 freezer.put (KW(end));
781 779
782 return true; 780 return true;
783} 781}
784 782
785bool 783bool
790 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
791 return false; 789 return false;
792 790
793 return freezer.save (path); 791 return freezer.save (path);
794} 792}
793
794//+GPL
795 795
796/* 796/*
797 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
798 */ 798 */
799void 799void
837 msg = 0; 837 msg = 0;
838 maplore = 0; 838 maplore = 0;
839 shoprace = 0; 839 shoprace = 0;
840 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
841 841
842 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
843 tile_path [i] = 0; 843 tile_path [i] = 0;
844} 844}
845 845
846maptile::~maptile () 846maptile::~maptile ()
847{ 847{
854 /* 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
855 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
856 * 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
857 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
858 */ 858 */
859 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
860 if (tile_map[i] == m) 860 if (tile_map[i] == m)
861 tile_map[i] = 0; 861 tile_map[i] = 0;
862} 862}
863 863
864void 864void
868 868
869 clear (); 869 clear ();
870} 870}
871 871
872/* 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?
873void 874void
874maptile::do_decay_objects () 875maptile::do_decay_objects ()
875{ 876{
876 if (!spaces) 877 if (!spaces)
877 return; 878 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
881 { 882 {
882 above = op->above; 883 above = op->above;
883 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
884 bool destroy = 0; 889 bool destroy = 0;
885 890
886 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
888 break; 893 || op->flag [FLAG_UNIQUE]
889 894 || op->flag [FLAG_OVERLAY_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ()) 896 || op->is_alive ())
896 ; // do not decay 897 ; // do not decay
897 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
898 { 899 {
899 op->stats.dam--; 900 op->stats.dam--;
924 || mat & M_LIQUID 925 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
930 destroy = 1; 932 destroy = 1;
931 } 933 }
932 934
933 /* adjust overall chance below */ 935 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
954 sint64 total_exp = 0; 956 sint64 total_exp = 0;
955 957
956 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
957 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
958 { 960 {
959 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
960 { 962 {
961 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
962 monster_cnt++; 964 monster_cnt++;
963 } 965 }
964 966
965 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
966 { 968 {
967 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
968 970
969 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
970 { 972 {
1025 */ 1027 */
1026void 1028void
1027mapspace::update_ () 1029mapspace::update_ ()
1028{ 1030{
1029 object *last = 0; 1031 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1033 sint8 light = 0;
1032 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;
1033 1039
1034 //object *middle = 0; 1040 //object *middle = 0;
1035 //object *top = 0; 1041 //object *top = 0;
1036 //object *floor = 0; 1042 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1040 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
1041 1049
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1051 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1052 * 1060 *
1053 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1054 */ 1062 */
1055 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1056 { 1064 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1066 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1068 {
1061 /* 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,
1062 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1063 */ 1071 */
1064 middle = 0; 1072 middle = 0;
1065 top = 0; 1073 top = 0;
1066 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1067 } 1077 }
1068 /* Flag anywhere have high priority */ 1078 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 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;
1071 middle = tmp; 1097 middle = tmp;
1072 anywhere = 1; 1098 }
1073 } 1099 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1100 }
1088 1101
1089 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1094 1107
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 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;
1102 1123
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1125 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1127 this->move_on = move_on;
1107 this->move_off = move_off; 1128 this->move_off = move_off;
1108 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
1109 1132
1110 /* 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),
1111 * 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
1112 * this point. 1135 * this point.
1113 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1131 */ 1154 */
1132 1155
1133 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1157 {
1135 /* 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 */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1137 break; 1160 break;
1138 1161
1139 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1140 if (top && middle) 1163 if (top && middle)
1141 break; 1164 break;
1172 middle = 0; 1195 middle = 0;
1173 1196
1174 if (top == middle) 1197 if (top == middle)
1175 middle = 0; 1198 middle = 0;
1176 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 mapspace &ms = m->at (floor->x, floor->y);
1208 ms.update ();
1209
1210 if (object *floor2 = ms.faces_obj [2])
1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1220 }
1221 }
1222
1177#if 0 1223#if 0
1178 faces_obj [0] = top; 1224 faces_obj [0] = top;
1179 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1181#endif 1227#endif
1182} 1228}
1183 1229
1184uint64 1230void
1185mapspace::volume () const 1231mapspace::update_up ()
1186{ 1232{
1187 uint64 vol = 0; 1233 // invalidate up
1188 1234 if (!(pflags & PF_VIS_UP))
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol; 1235 return;
1236
1237 pflags &= ~PF_VIS_UP;
1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1193} 1242}
1194 1243
1195maptile * 1244maptile *
1196maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1197{ 1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1198 if (tile_path[dir]) 1251 if (tile_path [dir])
1199 { 1252 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1253 // well, try to locate it then, if possible - maybe it's there already
1254 if (maptile *m = find_async (tile_path [dir], this, load))
1255 {
1256 bool match = true;
1257
1258 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1259 if (width != m->width)
1260 match = false;
1261
1262 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1263 if (height != m->height)
1264 match = false;
1265
1266 if (!match)
1267 {
1268 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1269 dir, &path, &m->path);
1270 m = 0;
1271 }
1272
1273 // this could be optimised endlessly
1274 //m->activate_physics ();
1275
1201 return tile_map[dir]; 1276 return tile_map [dir] = m;
1202 1277 }
1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 } 1278 }
1206 1279
1207 return 0; 1280 return 0;
1208} 1281}
1209 1282
1225 if (!m) 1298 if (!m)
1226 return 0; 1299 return 0;
1227 1300
1228 if (x < 0) 1301 if (x < 0)
1229 { 1302 {
1230 if (!m->tile_available (3)) 1303 if (!m->tile_available (TILE_WEST))
1231 return 1; 1304 return 1;
1232 1305
1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1306 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1234 } 1307 }
1235 1308
1236 if (x >= m->width) 1309 if (x >= m->width)
1237 { 1310 {
1238 if (!m->tile_available (1)) 1311 if (!m->tile_available (TILE_EAST))
1239 return 1; 1312 return 1;
1240 1313
1241 return out_of_map (m->tile_map[1], x - m->width, y); 1314 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1242 } 1315 }
1243 1316
1244 if (y < 0) 1317 if (y < 0)
1245 { 1318 {
1246 if (!m->tile_available (0)) 1319 if (!m->tile_available (TILE_NORTH))
1247 return 1; 1320 return 1;
1248 1321
1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1322 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1250 } 1323 }
1251 1324
1252 if (y >= m->height) 1325 if (y >= m->height)
1253 { 1326 {
1254 if (!m->tile_available (2)) 1327 if (!m->tile_available (TILE_SOUTH))
1255 return 1; 1328 return 1;
1256 1329
1257 return out_of_map (m->tile_map[2], x, y - m->height); 1330 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1258 } 1331 }
1259 1332
1260 /* Simple case - coordinates are within this local 1333 /* Simple case - coordinates are within this local
1261 * map. 1334 * map.
1262 */ 1335 */
1274maptile * 1347maptile *
1275maptile::xy_find (sint16 &x, sint16 &y) 1348maptile::xy_find (sint16 &x, sint16 &y)
1276{ 1349{
1277 if (x < 0) 1350 if (x < 0)
1278 { 1351 {
1279 if (!tile_available (3)) 1352 if (!tile_available (TILE_WEST))
1280 return 0; 1353 return 0;
1281 1354
1282 x += tile_map[3]->width; 1355 x += tile_map [TILE_WEST]->width;
1283 return tile_map[3]->xy_find (x, y); 1356 return tile_map [TILE_WEST]->xy_find (x, y);
1284 } 1357 }
1285 1358
1286 if (x >= width) 1359 if (x >= width)
1287 { 1360 {
1288 if (!tile_available (1)) 1361 if (!tile_available (TILE_EAST))
1289 return 0; 1362 return 0;
1290 1363
1291 x -= width; 1364 x -= width;
1292 return tile_map[1]->xy_find (x, y); 1365 return tile_map [TILE_EAST]->xy_find (x, y);
1293 } 1366 }
1294 1367
1295 if (y < 0) 1368 if (y < 0)
1296 { 1369 {
1297 if (!tile_available (0)) 1370 if (!tile_available (TILE_NORTH))
1298 return 0; 1371 return 0;
1299 1372
1300 y += tile_map[0]->height; 1373 y += tile_map [TILE_NORTH]->height;
1301 return tile_map[0]->xy_find (x, y); 1374 return tile_map [TILE_NORTH]->xy_find (x, y);
1302 } 1375 }
1303 1376
1304 if (y >= height) 1377 if (y >= height)
1305 { 1378 {
1306 if (!tile_available (2)) 1379 if (!tile_available (TILE_SOUTH))
1307 return 0; 1380 return 0;
1308 1381
1309 y -= height; 1382 y -= height;
1310 return tile_map[2]->xy_find (x, y); 1383 return tile_map [TILE_SOUTH]->xy_find (x, y);
1311 } 1384 }
1312 1385
1313 /* Simple case - coordinates are within this local 1386 /* Simple case - coordinates are within this local
1314 * map. 1387 * map.
1315 */ 1388 */
1319/** 1392/**
1320 * Return whether map2 is adjacent to map1. If so, store the distance from 1393 * Return whether map2 is adjacent to map1. If so, store the distance from
1321 * map1 to map2 in dx/dy. 1394 * map1 to map2 in dx/dy.
1322 */ 1395 */
1323int 1396int
1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1397adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1325{ 1398{
1326 if (!map1 || !map2) 1399 if (!map1 || !map2)
1327 return 0; 1400 return 0;
1328 1401
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1402 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 if (map1 == map2) 1404 if (map1 == map2)
1332 { 1405 {
1333 *dx = 0; 1406 *dx = 0;
1334 *dy = 0; 1407 *dy = 0;
1335 } 1408 }
1336 else if (map1->tile_map[0] == map2) 1409 else if (map1->tile_available (TILE_NORTH, false) == map2)
1337 { /* up */ 1410 {
1338 *dx = 0; 1411 *dx = 0;
1339 *dy = -map2->height; 1412 *dy = -map2->height;
1340 } 1413 }
1341 else if (map1->tile_map[1] == map2) 1414 else if (map1->tile_available (TILE_EAST , false) == map2)
1342 { /* right */ 1415 {
1343 *dx = map1->width; 1416 *dx = map1->width;
1344 *dy = 0; 1417 *dy = 0;
1345 } 1418 }
1346 else if (map1->tile_map[2] == map2) 1419 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1347 { /* down */ 1420 {
1348 *dx = 0; 1421 *dx = 0;
1349 *dy = map1->height; 1422 *dy = map1->height;
1350 } 1423 }
1351 else if (map1->tile_map[3] == map2) 1424 else if (map1->tile_available (TILE_WEST , false) == map2)
1352 { /* left */ 1425 {
1353 *dx = -map2->width; 1426 *dx = -map2->width;
1354 *dy = 0; 1427 *dy = 0;
1355 } 1428 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1429 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1357 { /* up right */ 1430 { /* up right */
1358 *dx = map1->tile_map[0]->width; 1431 *dx = +map1->tile_map[TILE_NORTH]->width;
1359 *dy = -map1->tile_map[0]->height; 1432 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1433 }
1361 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1434 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1362 { /* up left */ 1435 { /* up left */
1363 *dx = -map2->width; 1436 *dx = -map2->width;
1364 *dy = -map1->tile_map[0]->height; 1437 *dy = -map1->tile_map[TILE_NORTH]->height;
1365 } 1438 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1439 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1367 { /* right up */ 1440 { /* right up */
1368 *dx = map1->width; 1441 *dx = +map1->width;
1369 *dy = -map2->height; 1442 *dy = -map2->height;
1370 } 1443 }
1371 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1444 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1372 { /* right down */ 1445 { /* right down */
1373 *dx = map1->width; 1446 *dx = +map1->width;
1374 *dy = map1->tile_map[1]->height; 1447 *dy = +map1->tile_map[TILE_EAST]->height;
1375 } 1448 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1449 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1377 { /* down right */ 1450 { /* down right */
1378 *dx = map1->tile_map[2]->width; 1451 *dx = +map1->tile_map[TILE_SOUTH]->width;
1379 *dy = map1->height; 1452 *dy = +map1->height;
1380 } 1453 }
1381 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1454 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1382 { /* down left */ 1455 { /* down left */
1383 *dx = -map2->width; 1456 *dx = -map2->width;
1384 *dy = map1->height; 1457 *dy = +map1->height;
1385 } 1458 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1459 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1387 { /* left up */ 1460 { /* left up */
1388 *dx = -map1->tile_map[3]->width; 1461 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = -map2->height; 1462 *dy = -map2->height;
1390 } 1463 }
1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1464 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1392 { /* left down */ 1465 { /* left down */
1393 *dx = -map1->tile_map[3]->width; 1466 *dx = -map1->tile_map[TILE_WEST]->width;
1394 *dy = map1->tile_map[3]->height; 1467 *dy = +map1->tile_map[TILE_WEST]->height;
1395 } 1468 }
1396 else 1469 else
1397 return 0; 1470 return 0;
1398 1471
1399 return 1; 1472 return 1;
1435 * 1508 *
1436 * currently, the only flag supported (0x1) is don't translate for 1509 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1510 * closest body part of 'op1'
1438 */ 1511 */
1439void 1512void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1513get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1514{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1515 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1516 {
1444 /* be conservative and fill in _some_ data */ 1517 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1518 retval->distance = 10000;
1446 retval->distance_x = 10000; 1519 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1520 retval->distance_y = 10000;
1448 retval->direction = 0; 1521 retval->direction = 0;
1449 retval->part = 0; 1522 retval->part = 0;
1450 } 1523 }
1451 else 1524 else
1452 { 1525 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1526 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1527 retval->distance_y += op2->y - op1->y;
1457 1528
1458 best = op1; 1529 object *best = op1;
1530
1459 /* If this is multipart, find the closest part now */ 1531 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1532 if (!(flags & 1) && op1->more)
1461 { 1533 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1534 int best_distance = idistance (retval->distance_x, retval->distance_y);
1463 1535
1464 /* we just take the offset of the piece to head to figure 1536 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1537 * distance instead of doing all that work above again
1466 * since the distance fields we set above are positive in the 1538 * since the distance fields we set above are positive in the
1467 * same axis as is used for multipart objects, the simply arithmetic 1539 * same axis as is used for multipart objects, the simply arithmetic
1468 * below works. 1540 * below works.
1469 */ 1541 */
1470 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1542 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 { 1543 {
1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1544 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1545
1474 if (tmpi < best_distance) 1546 if (tmpi < best_distance)
1475 { 1547 {
1476 best_distance = tmpi; 1548 best_distance = tmpi;
1477 best = tmp; 1549 best = tmp;
1478 } 1550 }
1479 } 1551 }
1480 1552
1481 if (best != op1) 1553 if (best != op1)
1482 { 1554 {
1483 retval->distance_x += op1->x - best->x; 1555 retval->distance_x += op1->x - best->x;
1484 retval->distance_y += op1->y - best->y; 1556 retval->distance_y += op1->y - best->y;
1485 } 1557 }
1486 } 1558 }
1487 1559
1488 retval->part = best; 1560 retval->part = best;
1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1561 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1562 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1491 } 1563 }
1492} 1564}
1493 1565
1494/* this is basically the same as get_rangevector above, but instead of 1566/* this is basically the same as get_rangevector above, but instead of
1495 * the first parameter being an object, it instead is the map 1567 * the first parameter being an object, it instead is the map
1500 * be more consistant with the above function and also in case they are needed 1572 * be more consistant with the above function and also in case they are needed
1501 * for something in the future. Also, since no object is pasted, the best 1573 * for something in the future. Also, since no object is pasted, the best
1502 * field of the rv_vector is set to NULL. 1574 * field of the rv_vector is set to NULL.
1503 */ 1575 */
1504void 1576void
1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1577get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506{ 1578{
1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1579 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508 { 1580 {
1509 /* be conservative and fill in _some_ data */ 1581 /* be conservative and fill in _some_ data */
1510 retval->distance = 100000; 1582 retval->distance = 100000;
1511 retval->distance_x = 32767; 1583 retval->distance_x = 32767;
1512 retval->distance_y = 32767; 1584 retval->distance_y = 32767;
1513 retval->direction = 0; 1585 retval->direction = 0;
1514 retval->part = 0; 1586 retval->part = 0;
1515 } 1587 }
1516 else 1588 else
1517 { 1589 {
1518 retval->distance_x += op2->x - x; 1590 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1591 retval->distance_y += op2->y - y;
1520 1592
1521 retval->part = 0; 1593 retval->part = 0;
1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1594 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1595 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1524 } 1596 }
1525} 1597}
1526 1598
1527/* Returns true of op1 and op2 are effectively on the same map 1599/* Returns true of op1 and op2 are effectively on the same map
1528 * (as related to map tiling). Note that this looks for a path from 1600 * (as related to map tiling). Note that this looks for a path from
1538 int dx, dy; 1610 int dx, dy;
1539 1611
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1612 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1613}
1542 1614
1615//-GPL
1616
1543object * 1617object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1618maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1619{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1620 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1621}
1558 if (default_region) 1632 if (default_region)
1559 return default_region; 1633 return default_region;
1560 1634
1561 return ::region::default_region (); 1635 return ::region::default_region ();
1562} 1636}
1637
1638//+GPL
1563 1639
1564/* picks a random object from a style map. 1640/* picks a random object from a style map.
1565 */ 1641 */
1566object * 1642object *
1567maptile::pick_random_object (rand_gen &gen) const 1643maptile::pick_random_object (rand_gen &gen) const
1574 */ 1650 */
1575 for (int i = 1000; --i;) 1651 for (int i = 1000; --i;)
1576 { 1652 {
1577 object *pick = at (gen (width), gen (height)).bot; 1653 object *pick = at (gen (width), gen (height)).bot;
1578 1654
1579 // do not prefer big monsters just because they are big. 1655 // must be head: do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ()) 1656 if (pick && pick->is_head ())
1581 return pick->head_ (); 1657 return pick;
1582 } 1658 }
1583 1659
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1660 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1661 return archetype::find (shstr_bug);
1586} 1662}
1663
1664//-GPL
1587 1665
1588void 1666void
1589maptile::play_sound (faceidx sound, int x, int y) const 1667maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1668{
1591 if (!sound) 1669 if (!sound)
1618 if (distance <= MAX_SOUND_DISTANCE) 1696 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1697 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 } 1698 }
1621} 1699}
1622 1700
1701dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1702
1623static void 1703static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1704split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{ 1705{
1626 // clip to map to the left 1706 // clip to map to the left
1627 if (x0 < 0) 1707 if (x0 < 0)
1628 { 1708 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1709 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1710 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631 1711
1632 if (x1 < 0) // entirely to the left 1712 if (x1 < 0) // entirely to the left
1633 return; 1713 return;
1634 1714
1636 } 1716 }
1637 1717
1638 // clip to map to the right 1718 // clip to map to the right
1639 if (x1 > m->width) 1719 if (x1 > m->width)
1640 { 1720 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1721 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1722 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643 1723
1644 if (x0 > m->width) // entirely to the right 1724 if (x0 > m->width) // entirely to the right
1645 return; 1725 return;
1646 1726
1648 } 1728 }
1649 1729
1650 // clip to map above 1730 // clip to map above
1651 if (y0 < 0) 1731 if (y0 < 0)
1652 { 1732 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1733 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1734 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655 1735
1656 if (y1 < 0) // entirely above 1736 if (y1 < 0) // entirely above
1657 return; 1737 return;
1658 1738
1660 } 1740 }
1661 1741
1662 // clip to map below 1742 // clip to map below
1663 if (y1 > m->height) 1743 if (y1 > m->height)
1664 { 1744 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1745 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1746 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667 1747
1668 if (y0 > m->height) // entirely below 1748 if (y0 > m->height) // entirely below
1669 return; 1749 return;
1670 1750
1682 r->dx = dx; 1762 r->dx = dx;
1683 r->dy = dy; 1763 r->dy = dy;
1684} 1764}
1685 1765
1686maprect * 1766maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1767maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1688{ 1768{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear (); 1769 buf.clear ();
1691 1770
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1771 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693 1772
1694 // add end marker 1773 // add end marker

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