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Comparing deliantra/server/common/map.C (file contents):
Revision 1.141 by root, Wed May 7 11:02:50 2008 UTC vs.
Revision 1.220 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27
28#include "loader.h"
29
30#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
31 33
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58} 60}
59 61
60/* 62/*
61 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
62 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
63 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
64 * can move 1 space to the left, we don't want its own area 66 * can move 1 space to the left, we don't want its own area
65 * to block it from moving there. 67 * to block it from moving there.
66 * Returns TRUE if the space is blocked by something other than the 68 * Returns TRUE if the space is blocked by something other than the
67 * monster. 69 * monster.
70 * by the caller. 72 * by the caller.
71 */ 73 */
72int 74int
73blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 76{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 78 * have already checked this.
80 */ 79 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 81 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1; 83 return 1;
85 } 84 }
86 85
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 87
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
93 90
94 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 93 * things we need to do for players.
97 */ 94 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
99 return 0; 96 return 0;
100 97
101 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
117 */ 114 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
119 { 116 {
120 117 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 118 {
124 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
126 * pass through this space. 121 return 1;
127 */ 122 else
128 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
129 { 126 {
130 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1; 131 return 1;
132 else 132 }
133 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
134 } 142 }
135 else 143 else
136 { 144 return 1; // unconditional block
137 /* In this case, the player must not have the object - 145
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 146 } else {
147 { 147 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 149 // blocks anything
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 150
157 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR 152 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
162 return 1; 154 return 1;
163 } 155 }
164
165 } 156 }
157
166 return 0; 158 return 0;
167} 159}
168 160
169/* 161/*
170 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
171 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
172 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
173 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
174 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
175 * 167 *
222 } 214 }
223 215
224 return 0; 216 return 0;
225} 217}
226 218
227/* When the map is loaded, load_object does not actually insert objects 219//-GPL
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233void
234fix_container (object *container)
235{
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252}
253 220
254void 221void
255maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
256{ 223{
257 if (!spaces) 224 if (!spaces)
259 226
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
263} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
264 259
265/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
268 * they are saved). 263 * they are saved).
296 op = op->above; 291 op = op->above;
297 } 292 }
298 } 293 }
299} 294}
300 295
296//-GPL
297
301/* 298/*
302 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
303 * file pointer. 300 * file pointer.
304 */ 301 */
305bool 302bool
314 case KW_arch: 311 case KW_arch:
315 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
316 { 313 {
317 // TODO: why? 314 // TODO: why?
318 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
319 op->update_weight (); 318 op->update_weight ();
319 }
320 320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 { 322 {
323 // we insert manually because 323 // we insert manually because
324 // a) its way faster 324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that 325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct 326 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 327 mapspace &ms = at (op->x, op->y);
328 328
329 op->flag [FLAG_REMOVED] = false; 329 op->flag [FLAG_REMOVED] = false;
330 330
331 op->above = 0; 331 op->above = 0;
332 op->below = ms.top; 332 op->below = ms.top;
333 333
334 if (ms.top)
335 ms.top->above = op; 334 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 335
339 ms.top = op; 336 ms.top = op;
340 ms.flags_ = 0; 337 ms.flags_ = 0;
341 } 338 }
342 else 339 else
364} 361}
365 362
366void 363void
367maptile::activate () 364maptile::activate ()
368{ 365{
369 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
370 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
373} 376}
374 377
375void 378void
376maptile::deactivate () 379maptile::deactivate ()
377{ 380{
378 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
379 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
382} 389}
383 390
384bool 391bool
385maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
386{ 393{
427 return false; 434 return false;
428 435
429 return freezer.save (path); 436 return freezer.save (path);
430} 437}
431 438
432maptile::maptile () 439void
440maptile::init ()
433{ 441{
434 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
435 443
436 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
437 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
438 */ 446 */
439 width = 16; 447 width = 16;
440 height = 16; 448 height = 16;
441 timeout = 300; 449 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
443 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
444}
445
446maptile::maptile (int w, int h)
447{
448 in_memory = MAP_SWAPPED;
449
450 width = w;
451 height = h;
452 reset_timeout = 0; 452 reset_timeout = 0;
453 timeout = 300;
454 enter_x = 0; 453 enter_x = 0;
455 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
456 468
457 alloc (); 469 alloc ();
458} 470}
459 471
460/* 472/*
469 return; 481 return;
470 482
471 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
472} 484}
473 485
486//+GPL
487
474/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
475 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
476 * at a later date. 490 * at a later date.
477 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
478 */ 492 */
479static shopitems * 493static shopitems *
480parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
529 *q = '\0'; 543 *q = '\0';
530 544
531 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
532 if (current_type) 546 if (current_type)
533 { 547 {
534 items[i].name = current_type->name; 548 items[i].name = current_type->name;
535 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
536 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
537 } 551 }
538 else 552 else
539 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
540 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
541 */ 555 */
542 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
543 } 557 }
544 } 558 }
545 559
554 return items; 568 return items;
555} 569}
556 570
557/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
559static void 573static const char *
560print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
561{ 575{
562 int i; 576 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF]; 577 bool first = true;
564 578
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
568 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
569 { 587 {
570 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
572 else 590 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
574 } 592 }
575 else 593 else
576 { 594 {
577 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
579 else 597 else
580 sprintf (tmp, "*"); 598 buf.printf ("*");
581 } 599 }
582
583 strcat (output_string, tmp);
584 } 600 }
601
602 return buf;
585} 603}
604
605//-GPL
586 606
587/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
590 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
604 { 624 {
605 case KW_msg: 625 case KW_msg:
606 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
607 break; 627 break;
608 628
609 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
610 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
611 break; 631 break;
612 632
613 case KW_maplore: 633 case KW_maplore:
614 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
631 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
636 case KW_temp: thawer.get (temp); break;
637 case KW_pressure: thawer.get (pressure); break;
638 case KW_humid: thawer.get (humid); break;
639 case KW_windspeed: thawer.get (windspeed); break;
640 case KW_winddir: thawer.get (winddir); break;
641 case KW_sky: thawer.get (sky); break;
642 656
643 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
646 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
647 661
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 664
651 // old names new names 665 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 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;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 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;
661 675
662 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
665 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;
666 682
667 case KW_ERROR: 683 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
669 break; 685 break;
670 686
671 case KW_end: 687 case KW_end:
672 thawer.next (); 688 thawer.next ();
673 return true; 689 return true;
674 690
675 default: 691 default:
676 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
677 return false; 693 return false;
678 break; 694 break;
679 } 695 }
680 696
681 thawer.next (); 697 thawer.next ();
682 } 698 }
683 699
684 abort (); 700 abort ();
685} 701}
702
703//+GPL
686 704
687/****************************************************************************** 705/******************************************************************************
688 * This is the start of unique map handling code 706 * This is the start of unique map handling code
689 *****************************************************************************/ 707 *****************************************************************************/
690 708
697 int unique = 0; 715 int unique = 0;
698 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
699 { 717 {
700 object *above = op->above; 718 object *above = op->above;
701 719
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
703 unique = 1; 721 unique = 1;
704 722
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 724 op->destroy ();
709 }
710 725
711 op = above; 726 op = above;
712 } 727 }
713 } 728 }
714} 729}
715 730
731//-GPL
732
716bool 733bool
717maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
718{ 735{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 738
722 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
723 740
724 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
730 MAP_OUT (no_drop); 747 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
734 750
735 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
746 MAP_OUT (darkness); 756
747 MAP_OUT (width); 757 MAP_OUT (width);
748 MAP_OUT (height); 758 MAP_OUT (height);
749 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
751 761 MAP_OUT (darkness);
752 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
753 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
754
755 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
756 MAP_OUT (temp); 763
757 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
758 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
762 766
763 MAP_OUT (per_player); 767 MAP_OUT (per_player);
764 MAP_OUT (per_party); 768 MAP_OUT (per_party);
765 769
766 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
767 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 ]);
768 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]);
769 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 ]);
770 776
771 freezer.put (this); 777 freezer.put (this);
772 freezer.put (KW_end); 778 freezer.put (KW(end));
773 779
774 return true; 780 return true;
775} 781}
776 782
777bool 783bool
782 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
783 return false; 789 return false;
784 790
785 return freezer.save (path); 791 return freezer.save (path);
786} 792}
793
794//+GPL
787 795
788/* 796/*
789 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
790 */ 798 */
791void 799void
802 810
803 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
804 812
805 object *head = op->head_ (); 813 object *head = op->head_ ();
806 if (op == head) 814 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 815 op->destroy ();
810 }
811 else if (head->map != op->map) 816 else if (head->map != op->map)
812 { 817 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy (); 819 head->destroy ();
815 } 820 }
832 msg = 0; 837 msg = 0;
833 maplore = 0; 838 maplore = 0;
834 shoprace = 0; 839 shoprace = 0;
835 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
836 841
837 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
838 tile_path [i] = 0; 843 tile_path [i] = 0;
839} 844}
840 845
841maptile::~maptile () 846maptile::~maptile ()
842{ 847{
849 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
853 */ 858 */
854 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
855 if (tile_map[i] == m) 860 if (tile_map[i] == m)
856 tile_map[i] = 0; 861 tile_map[i] = 0;
857} 862}
858 863
859void 864void
863 868
864 clear (); 869 clear ();
865} 870}
866 871
867/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
868void 874void
869maptile::do_decay_objects () 875maptile::do_decay_objects ()
870{ 876{
871 if (!spaces) 877 if (!spaces)
872 return; 878 return;
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
876 { 882 {
877 above = op->above; 883 above = op->above;
878 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
879 bool destroy = 0; 889 bool destroy = 0;
880 890
881 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
883 break; 893 || op->flag [FLAG_UNIQUE]
884 894 || op->flag [FLAG_OVERLAY_FLOOR]
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ()) 896 || op->is_alive ())
891 ; // do not decay 897 ; // do not decay
892 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
893 { 899 {
894 op->stats.dam--; 900 op->stats.dam--;
919 || mat & M_LIQUID 925 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
925 destroy = 1; 932 destroy = 1;
926 } 933 }
927 934
928 /* adjust overall chance below */ 935 /* adjust overall chance below */
929 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
930 op->destroy (); 937 op->destroy ();
931 }
932}
933
934/*
935 * Updates every button on the map (by calling update_button() for them).
936 */
937void
938maptile::update_buttons ()
939{
940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941 for (objectlink *ol = obp->link; ol; ol = ol->next)
942 {
943 if (!ol->ob)
944 {
945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
948 }
949
950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951 {
952 update_button (ol->ob);
953 break;
954 }
955 } 938 }
956} 939}
957 940
958/* 941/*
959 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
961 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
962 * 945 *
963 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
964 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
965 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
967 */ 950 */
968int 951int
969maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
970{ 953{
971 long monster_cnt = 0; 954 long monster_cnt = 0;
973 sint64 total_exp = 0; 956 sint64 total_exp = 0;
974 957
975 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
976 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
977 { 960 {
978 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
979 { 962 {
980 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
981 monster_cnt++; 964 monster_cnt++;
982 } 965 }
983 966
984 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
985 { 968 {
986 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
987 970
988 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
989 { 972 {
1016 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1017 */ 1000 */
1018int 1001int
1019maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1020{ 1003{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1004 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1025 return 0; 1006 return 0;
1026 1007
1027 /* inform all players on the map */ 1008 /* inform all players on the map */
1028 if (change > 0) 1009 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1011 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1013
1033 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 1015
1045 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1047 return 1; 1019 return 1;
1048} 1020}
1049 1021
1050/* 1022/*
1051 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1052 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1053 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1054 * through, etc) 1026 * through, etc)
1055 */ 1027 */
1056void 1028void
1057mapspace::update_ () 1029mapspace::update_ ()
1058{ 1030{
1059 object *tmp, *last = 0; 1031 object *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1061 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;
1062 1039
1063 //object *middle = 0; 1040 //object *middle = 0;
1064 //object *top = 0; 1041 //object *top = 0;
1065 //object *floor = 0; 1042 //object *floor = 0;
1066 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1070 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 { 1051 {
1073 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 light = max (light, tmp->glow_radius); 1053 light += tmp->glow_radius;
1079 1054
1080 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1081 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1082 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1083 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1084 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1085 * 1060 *
1086 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1087 */ 1062 */
1088 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1089 { 1064 {
1090 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1091 top = tmp; 1066 top = tmp;
1092 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1093 { 1068 {
1094 /* 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,
1095 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1096 */ 1071 */
1097 middle = 0; 1072 middle = 0;
1098 top = 0; 1073 top = 0;
1099 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1100 } 1077 }
1101 /* Flag anywhere have high priority */ 1078 else
1102 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1103 { 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;
1104 middle = tmp; 1097 middle = tmp;
1105 anywhere = 1; 1098 }
1106 } 1099 }
1107 /* Find the highest visible face around. If equal
1108 * visibilities, we still want the one nearer to the
1109 * top
1110 */
1111 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1112 middle = tmp;
1113 }
1114
1115 if (tmp == tmp->above)
1116 {
1117 LOG (llevError, "Error in structure of map\n");
1118 exit (-1);
1119 } 1100 }
1120 1101
1121 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1122 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1123 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1124 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1125 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1126 1107
1127 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1128 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1129 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1130 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1131 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1132 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1133 } 1112 }
1134 1113
1135 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1136 this->flags_ = flags; 1125 this->flags_ = flags;
1137 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1138 this->move_on = move_on; 1127 this->move_on = move_on;
1139 this->move_off = move_off; 1128 this->move_off = move_off;
1140 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
1141 1132
1142 /* 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),
1143 * 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
1144 * this point. 1135 * this point.
1145 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1146 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1147 * 1138 *
1148 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1149 */ 1140 */
1150 1141
1151 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1152 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1153 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1154 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1155 */ 1146 */
1156 if (top == middle) 1147 if (top == middle)
1157 middle = 0; 1148 middle = 0;
1158 1149
1160 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1161 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1162 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1163 */ 1154 */
1164 1155
1165 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1166 { 1157 {
1167 /* 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 */
1168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1169 break; 1160 break;
1170 1161
1171 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1172 if (top && middle) 1163 if (top && middle)
1173 break; 1164 break;
1187 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1188 * middle is not set 1179 * middle is not set
1189 * 1180 *
1190 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1191 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1192 * 1183 *
1193 */ 1184 */
1194 if (tmp != top) 1185 if (tmp != top)
1195 { 1186 {
1196 middle = tmp; 1187 middle = tmp;
1197 break; 1188 break;
1204 middle = 0; 1195 middle = 0;
1205 1196
1206 if (top == middle) 1197 if (top == middle)
1207 middle = 0; 1198 middle = 0;
1208 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
1209#if 0 1223#if 0
1210 faces_obj [0] = top; 1224 faces_obj [0] = top;
1211 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1212 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1213#endif 1227#endif
1214} 1228}
1215 1229
1216uint64 1230void
1217mapspace::volume () const 1231mapspace::update_up ()
1218{ 1232{
1219 uint64 vol = 0; 1233 // invalidate up
1220 1234 if (!(pflags & PF_VIS_UP))
1221 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1222 vol += op->volume ();
1223
1224 return vol; 1235 return;
1225}
1226 1236
1227bool 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 ();
1242}
1243
1244maptile *
1228maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1229{ 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
1230 if (!tile_path[dir]) 1251 if (tile_path [dir])
1231 return 0; 1252 {
1232 1253 // well, try to locate it then, if possible - maybe it's there already
1233 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1254 // this is the ONLY place in the server that links maps with each other,
1234 return 1; 1255 // so any kind of inter-map stuff has to be initiated here.
1235
1236 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1256 if (maptile *m = find_async (tile_path [dir], this, load))
1237 return 1; 1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1285 return tile_map [dir] = m;
1286 }
1287 }
1238 1288
1239 return 0; 1289 return 0;
1240} 1290}
1241 1291
1242/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1243 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1244 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1245 * This is the function should always be used when it 1295 * This is the function should always be used when it
1246 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1247 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1248 * tiled maps. 1298 * tiled maps.
1249 */ 1299 */
1250int 1300int
1251out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1252{ 1302{
1257 if (!m) 1307 if (!m)
1258 return 0; 1308 return 0;
1259 1309
1260 if (x < 0) 1310 if (x < 0)
1261 { 1311 {
1262 if (!m->tile_available (3)) 1312 if (!m->tile_available (TILE_WEST))
1263 return 1; 1313 return 1;
1264 1314
1265 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1266 } 1316 }
1267 1317
1268 if (x >= m->width) 1318 if (x >= m->width)
1269 { 1319 {
1270 if (!m->tile_available (1)) 1320 if (!m->tile_available (TILE_EAST))
1271 return 1; 1321 return 1;
1272 1322
1273 return out_of_map (m->tile_map[1], x - m->width, y); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1274 } 1324 }
1275 1325
1276 if (y < 0) 1326 if (y < 0)
1277 { 1327 {
1278 if (!m->tile_available (0)) 1328 if (!m->tile_available (TILE_NORTH))
1279 return 1; 1329 return 1;
1280 1330
1281 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1282 } 1332 }
1283 1333
1284 if (y >= m->height) 1334 if (y >= m->height)
1285 { 1335 {
1286 if (!m->tile_available (2)) 1336 if (!m->tile_available (TILE_SOUTH))
1287 return 1; 1337 return 1;
1288 1338
1289 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1290 } 1340 }
1291 1341
1292 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1293 * map. 1343 * map.
1294 */ 1344 */
1296} 1346}
1297 1347
1298/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1299 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1300 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1301 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1302 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1303 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1304 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1305 */ 1355 */
1306maptile * 1356maptile *
1307maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1308{ 1358{
1309 if (x < 0) 1359 if (x < 0)
1310 { 1360 {
1311 if (!tile_available (3)) 1361 if (!tile_available (TILE_WEST))
1312 return 0; 1362 return 0;
1313 1363
1314 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1315 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1316 } 1366 }
1317 1367
1318 if (x >= width) 1368 if (x >= width)
1319 { 1369 {
1320 if (!tile_available (1)) 1370 if (!tile_available (TILE_EAST))
1321 return 0; 1371 return 0;
1322 1372
1323 x -= width; 1373 x -= width;
1324 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1325 } 1375 }
1326 1376
1327 if (y < 0) 1377 if (y < 0)
1328 { 1378 {
1329 if (!tile_available (0)) 1379 if (!tile_available (TILE_NORTH))
1330 return 0; 1380 return 0;
1331 1381
1332 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1333 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1334 } 1384 }
1335 1385
1336 if (y >= height) 1386 if (y >= height)
1337 { 1387 {
1338 if (!tile_available (2)) 1388 if (!tile_available (TILE_SOUTH))
1339 return 0; 1389 return 0;
1340 1390
1341 y -= height; 1391 y -= height;
1342 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1343 } 1393 }
1344 1394
1345 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1346 * map. 1396 * map.
1347 */ 1397 */
1351/** 1401/**
1352 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1353 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1354 */ 1404 */
1355int 1405int
1356adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1357{ 1407{
1358 if (!map1 || !map2) 1408 if (!map1 || !map2)
1359 return 0; 1409 return 0;
1360 1410
1361 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1363 if (map1 == map2) 1413 if (map1 == map2)
1364 { 1414 {
1365 *dx = 0; 1415 *dx = 0;
1366 *dy = 0; 1416 *dy = 0;
1367 } 1417 }
1368 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1369 { /* up */ 1419 {
1370 *dx = 0; 1420 *dx = 0;
1371 *dy = -map2->height; 1421 *dy = -map2->height;
1372 } 1422 }
1373 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1374 { /* right */ 1424 {
1375 *dx = map1->width; 1425 *dx = map1->width;
1376 *dy = 0; 1426 *dy = 0;
1377 } 1427 }
1378 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1379 { /* down */ 1429 {
1380 *dx = 0; 1430 *dx = 0;
1381 *dy = map1->height; 1431 *dy = map1->height;
1382 } 1432 }
1383 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1384 { /* left */ 1434 {
1385 *dx = -map2->width; 1435 *dx = -map2->width;
1386 *dy = 0; 1436 *dy = 0;
1387 } 1437 }
1388 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1389 { /* up right */ 1439 { /* up right */
1390 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1391 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1392 } 1442 }
1393 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1394 { /* up left */ 1444 { /* up left */
1395 *dx = -map2->width; 1445 *dx = -map2->width;
1396 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1397 } 1447 }
1398 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1399 { /* right up */ 1449 { /* right up */
1400 *dx = map1->width; 1450 *dx = +map1->width;
1401 *dy = -map2->height; 1451 *dy = -map2->height;
1402 } 1452 }
1403 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1404 { /* right down */ 1454 { /* right down */
1405 *dx = map1->width; 1455 *dx = +map1->width;
1406 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1407 } 1457 }
1408 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1409 { /* down right */ 1459 { /* down right */
1410 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1411 *dy = map1->height; 1461 *dy = +map1->height;
1412 } 1462 }
1413 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1414 { /* down left */ 1464 { /* down left */
1415 *dx = -map2->width; 1465 *dx = -map2->width;
1416 *dy = map1->height; 1466 *dy = +map1->height;
1417 } 1467 }
1418 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1419 { /* left up */ 1469 { /* left up */
1420 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1421 *dy = -map2->height; 1471 *dy = -map2->height;
1422 } 1472 }
1423 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1424 { /* left down */ 1474 { /* left down */
1425 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1426 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1427 } 1477 }
1428 else 1478 else
1429 return 0; 1479 return 0;
1430 1480
1431 return 1; 1481 return 1;
1454 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1455 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1456 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1457 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1458 * monster that is closest. 1508 * monster that is closest.
1459 * 1509 *
1460 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1461 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1462 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1463 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1464 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1467 * 1517 *
1468 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
1469 * closest body part of 'op1' 1519 * closest body part of 'op1'
1470 */ 1520 */
1471void 1521void
1472get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1473{ 1523{
1474 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1475 { 1525 {
1476 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1477 retval->distance = 10000; 1527 retval->distance = 10000;
1478 retval->distance_x = 10000; 1528 retval->distance_x = 10000;
1479 retval->distance_y = 10000; 1529 retval->distance_y = 10000;
1480 retval->direction = 0; 1530 retval->direction = 0;
1481 retval->part = 0; 1531 retval->part = 0;
1482 } 1532 }
1483 else 1533 else
1484 { 1534 {
1485 object *best;
1486
1487 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
1488 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
1489 1537
1490 best = op1; 1538 object *best = op1;
1539
1491 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
1492 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
1493 { 1542 {
1494 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
1495 1544
1496 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
1497 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
1498 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
1499 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
1500 * below works. 1549 * below works.
1501 */ 1550 */
1502 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1503 { 1552 {
1504 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1505 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
1506 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
1507 { 1556 {
1508 best_distance = tmpi; 1557 best_distance = tmpi;
1509 best = tmp; 1558 best = tmp;
1510 } 1559 }
1511 } 1560 }
1512 1561
1513 if (best != op1) 1562 if (best != op1)
1514 { 1563 {
1515 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
1516 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
1517 } 1566 }
1518 } 1567 }
1519 1568
1520 retval->part = best; 1569 retval->part = best;
1521 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1523 } 1572 }
1524} 1573}
1525 1574
1526/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
1527 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1528 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1529 * since the object is not infact moving but we are trying to traverse 1578 * since the object is not infact moving but we are trying to traverse
1530 * the path, we need this. 1579 * the path, we need this.
1531 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
1532 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
1533 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
1534 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1535 */ 1584 */
1536void 1585void
1537get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1538{ 1587{
1539 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1540 { 1589 {
1541 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1542 retval->distance = 100000; 1591 retval->distance = 100000;
1543 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
1544 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
1545 retval->direction = 0; 1594 retval->direction = 0;
1546 retval->part = 0; 1595 retval->part = 0;
1547 } 1596 }
1548 else 1597 else
1549 { 1598 {
1550 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
1551 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
1552 1601
1553 retval->part = NULL; 1602 retval->part = 0;
1554 retval->distance = idistance (retval->distance_x, retval->distance_y); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1555 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1556 } 1605 }
1557} 1606}
1558 1607
1559/* Returns true of op1 and op2 are effectively on the same map 1608/* Returns true of op1 and op2 are effectively on the same map
1560 * (as related to map tiling). Note that this looks for a path from 1609 * (as related to map tiling). Note that this looks for a path from
1570 int dx, dy; 1619 int dx, dy;
1571 1620
1572 return adjacent_map (op1->map, op2->map, &dx, &dy); 1621 return adjacent_map (op1->map, op2->map, &dx, &dy);
1573} 1622}
1574 1623
1624//-GPL
1625
1575object * 1626object *
1576maptile::insert (object *op, int x, int y, object *originator, int flags) 1627maptile::insert (object *op, int x, int y, object *originator, int flags)
1577{ 1628{
1578 if (!op->flag [FLAG_REMOVED])
1579 op->remove ();
1580
1581 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1629 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1582} 1630}
1583 1631
1584region * 1632region *
1585maptile::region (int x, int y) const 1633maptile::region (int x, int y) const
1593 if (default_region) 1641 if (default_region)
1594 return default_region; 1642 return default_region;
1595 1643
1596 return ::region::default_region (); 1644 return ::region::default_region ();
1597} 1645}
1646
1647//+GPL
1598 1648
1599/* picks a random object from a style map. 1649/* picks a random object from a style map.
1600 */ 1650 */
1601object * 1651object *
1602maptile::pick_random_object (rand_gen &gen) const 1652maptile::pick_random_object (rand_gen &gen) const
1609 */ 1659 */
1610 for (int i = 1000; --i;) 1660 for (int i = 1000; --i;)
1611 { 1661 {
1612 object *pick = at (gen (width), gen (height)).bot; 1662 object *pick = at (gen (width), gen (height)).bot;
1613 1663
1614 // do not prefer big monsters just because they are big. 1664 // must be head: do not prefer big monsters just because they are big.
1615 if (pick && pick->is_head ()) 1665 if (pick && pick->is_head ())
1616 return pick->head_ (); 1666 return pick;
1617 } 1667 }
1618 1668
1619 // instead of crashing in the unlikely(?) case, try to return *something* 1669 // instead of crashing in the unlikely(?) case, try to return *something*
1620 return archetype::find ("bug"); 1670 return archetype::find (shstr_bug);
1621} 1671}
1672
1673//-GPL
1622 1674
1623void 1675void
1624maptile::play_sound (faceidx sound, int x, int y) const 1676maptile::play_sound (faceidx sound, int x, int y) const
1625{ 1677{
1626 if (!sound) 1678 if (!sound)
1627 return; 1679 return;
1628 1680
1681 for_all_players_on_map (pl, this)
1682 if (client *ns = pl->ns)
1683 {
1684 int dx = x - pl->ob->x;
1685 int dy = y - pl->ob->y;
1686
1687 int distance = idistance (dx, dy);
1688
1689 if (distance <= MAX_SOUND_DISTANCE)
1690 ns->play_sound (sound, dx, dy);
1691 }
1692}
1693
1694void
1695maptile::say_msg (const char *msg, int x, int y) const
1696{
1629 for_all_players (pl) 1697 for_all_players (pl)
1630 if (pl->ob->map == this)
1631 if (client *ns = pl->ns) 1698 if (client *ns = pl->ns)
1632 { 1699 {
1633 int dx = x - pl->ob->x; 1700 int dx = x - pl->ob->x;
1634 int dy = y - pl->ob->y; 1701 int dy = y - pl->ob->y;
1635 1702
1636 int distance = idistance (dx, dy); 1703 int distance = idistance (dx, dy);
1637 1704
1638 if (distance <= MAX_SOUND_DISTANCE) 1705 if (distance <= MAX_SOUND_DISTANCE)
1639 ns->play_sound (sound, dx, dy); 1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1640 } 1707 }
1641} 1708}
1642 1709
1710dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1711
1712static void
1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1714{
1715 // clip to map to the left
1716 if (x0 < 0)
1717 {
1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1720
1721 if (x1 < 0) // entirely to the left
1722 return;
1723
1724 x0 = 0;
1725 }
1726
1727 // clip to map to the right
1728 if (x1 > m->width)
1729 {
1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1732
1733 if (x0 >= m->width) // entirely to the right
1734 return;
1735
1736 x1 = m->width;
1737 }
1738
1739 // clip to map to the north
1740 if (y0 < 0)
1741 {
1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1744
1745 if (y1 < 0) // entirely to the north
1746 return;
1747
1748 y0 = 0;
1749 }
1750
1751 // clip to map to the south
1752 if (y1 > m->height)
1753 {
1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1756
1757 if (y0 >= m->height) // entirely to the south
1758 return;
1759
1760 y1 = m->height;
1761 }
1762
1763 // if we get here, the rect is within the current map
1764 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1765
1766 r->m = m;
1767 r->x0 = x0;
1768 r->y0 = y0;
1769 r->x1 = x1;
1770 r->y1 = y1;
1771 r->dx = dx;
1772 r->dy = dy;
1773}
1774
1775maprect *
1776maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1777{
1778 buf.clear ();
1779
1780 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1781
1782 // add end marker
1783 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1784 r->m = 0;
1785
1786 return (maprect *)buf.linearise ();
1787}
1788

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