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Comparing deliantra/server/common/map.C (file contents):
Revision 1.152 by root, Tue Dec 23 01:51:27 2008 UTC vs.
Revision 1.223 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <unistd.h> 26#include <unistd.h>
25 27
26#include "global.h" 28#include "global.h"
27#include "loader.h"
28#include "path.h" 29#include "path.h"
30
31//+GPL
29 32
30sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
31 34
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
58} 61}
59 62
60/* 63/*
61 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
62 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
63 * multipart monsters - if we want to see if a 2x2 monster 66 * 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 67 * can move 1 space to the left, we don't want its own area
65 * to block it from moving there. 68 * to block it from moving there.
66 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
67 * monster. 70 * monster.
70 * by the caller. 73 * by the caller.
71 */ 74 */
72int 75int
73blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 77{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 79 * have already checked this.
80 */ 80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 82 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1; 84 return 1;
85 } 85 }
86 86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 88
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
93 91
94 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 94 * things we need to do for players.
97 */ 95 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
99 return 0; 97 return 0;
100 98
101 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* 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 100 * 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 101 * 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 102 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 111 /* 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 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
117 */ 115 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
119 { 117 {
120 118 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 { 119 {
124 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
126 * pass through this space. 122 return 1;
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
131 return 1; 132 return 1;
132 else 133 }
133 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
134 } 143 }
135 else 144 else
136 { 145 return 1; // unconditional block
137 /* In this case, the player must not have the object - 146
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 147 } else {
147 { 148 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 150 // 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;
156 151
157 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR 153 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
162 return 1; 155 return 1;
163 } 156 }
164
165 } 157 }
158
166 return 0; 159 return 0;
167} 160}
168 161
169/* 162/*
170 * Returns qthe blocking object if the given object can't fit in the given 163 * 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, 164 * spot. This is meant for multi space objects - for single space objecs,
172 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
173 * of object. This function goes through all the parts of the multipart 166 * of object. This function goes through all the parts of the multipart
174 * object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
175 * 168 *
222 } 215 }
223 216
224 return 0; 217 return 0;
225} 218}
226 219
227/* When the map is loaded, load_object does not actually insert objects 220//-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}
253 221
254void 222void
255maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
256{ 224{
257 if (!spaces) 225 if (!spaces)
272 240
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
276} 244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
277 260
278/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
279 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
280 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
281 * they are saved). 264 * they are saved).
309 op = op->above; 292 op = op->above;
310 } 293 }
311 } 294 }
312} 295}
313 296
297//-GPL
298
314/* 299/*
315 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer. 301 * file pointer.
317 */ 302 */
318bool 303bool
327 case KW_arch: 312 case KW_arch:
328 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
329 { 314 {
330 // TODO: why? 315 // TODO: why?
331 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
332 op->update_weight (); 319 op->update_weight ();
320 }
333 321
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 { 323 {
336 // we insert manually because 324 // we insert manually because
337 // a) its way faster 325 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that 326 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct 327 // c) it's correct
340 mapspace &ms = at (op->x, op->y); 328 mapspace &ms = at (op->x, op->y);
341 329
342 op->flag [FLAG_REMOVED] = false; 330 op->flag [FLAG_REMOVED] = false;
343 331
344 op->above = 0; 332 op->above = 0;
345 op->below = ms.top; 333 op->below = ms.top;
346 334
347 if (ms.top)
348 ms.top->above = op; 335 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
351 336
352 ms.top = op; 337 ms.top = op;
353 ms.flags_ = 0; 338 ms.flags_ = 0;
354 } 339 }
355 else 340 else
377} 362}
378 363
379void 364void
380maptile::activate () 365maptile::activate ()
381{ 366{
382 if (spaces) 367 if (state != MAP_INACTIVE)
368 return;
369
383 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
384 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
385 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
386} 377}
387 378
388void 379void
389maptile::deactivate () 380maptile::deactivate ()
390{ 381{
391 if (spaces) 382 if (state != MAP_ACTIVE)
383 return;
384
392 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
393 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
394 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
395} 390}
396 391
397bool 392bool
398maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
399{ 394{
411 406
412 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
413 { 408 {
414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
415 410
416 if (expect_false (!op->can_map_save ())) 411 if (ecb_expect_false (!op->can_map_save ()))
417 continue; 412 continue;
418 413
419 if (expect_false (unique || op->flag [FLAG_UNIQUE])) 414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
420 { 415 {
421 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
422 op->write (f); 417 op->write (f);
423 } 418 }
424 else if (expect_true (flags & IO_OBJECTS)) 419 else if (ecb_expect_true (flags & IO_OBJECTS))
425 op->write (f); 420 op->write (f);
426 } 421 }
427 } 422 }
428 423
429 coroapi::cede_to_tick (); 424 coroapi::cede_to_tick ();
440 return false; 435 return false;
441 436
442 return freezer.save (path); 437 return freezer.save (path);
443} 438}
444 439
445maptile::maptile () 440void
441maptile::init ()
446{ 442{
447 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
448 444
449 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
450 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
451 */ 447 */
452 width = 16; 448 width = 16;
453 height = 16; 449 height = 16;
454 timeout = 300; 450 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 451 max_items = MAX_ITEM_PER_ACTION;
456 max_volume = 2000000; // 2m³ 452 max_volume = 2000000; // 2m³
457}
458
459maptile::maptile (int w, int h)
460{
461 in_memory = MAP_SWAPPED;
462
463 width = w;
464 height = h;
465 reset_timeout = 0; 453 reset_timeout = 0;
466 timeout = 300;
467 enter_x = 0; 454 enter_x = 0;
468 enter_y = 0; 455 enter_y = 0;
456}
457
458maptile::maptile ()
459{
460 init ();
461}
462
463maptile::maptile (int w, int h)
464{
465 init ();
466
467 width = w;
468 height = h;
469 469
470 alloc (); 470 alloc ();
471} 471}
472 472
473/* 473/*
482 return; 482 return;
483 483
484 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
485} 485}
486 486
487//+GPL
488
487/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date. 491 * at a later date.
490 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
491 */ 493 */
492static shopitems * 494static shopitems *
493parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
542 *q = '\0'; 544 *q = '\0';
543 545
544 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
545 if (current_type) 547 if (current_type)
546 { 548 {
547 items[i].name = current_type->name; 549 items[i].name = current_type->name;
548 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
549 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
550 } 552 }
551 else 553 else
552 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
553 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
554 */ 556 */
555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556 } 558 }
557 } 559 }
558 560
567 return items; 569 return items;
568} 570}
569 571
570/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
572static void 574static const char *
573print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
574{ 576{
575 int i; 577 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF]; 578 bool first = true;
577 579
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
581 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
582 { 588 {
583 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
585 else 591 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
587 } 593 }
588 else 594 else
589 { 595 {
590 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
592 else 598 else
593 sprintf (tmp, "*"); 599 buf.printf ("*");
594 } 600 }
595
596 strcat (output_string, tmp);
597 } 601 }
602
603 return buf;
598} 604}
605
606//-GPL
599 607
600/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
617 { 625 {
618 case KW_msg: 626 case KW_msg:
619 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
620 break; 628 break;
621 629
622 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
623 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
624 break; 632 break;
625 633
626 case KW_maplore: 634 case KW_maplore:
627 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
644 case KW_shopgreed: thawer.get (shopgreed); break; 652 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break; 653 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break; 654 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break; 655 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break; 656 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655 657
656 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break; 660 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break; 661 case KW_no_drop: thawer.get (no_drop); break;
660 662
661 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663 665
664 // old names new names 666 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
670 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
671 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674 676
675 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
678 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
679 683
680 case KW_ERROR: 684 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
682 break; 686 break;
683 687
684 case KW_end: 688 case KW_end:
685 thawer.next (); 689 thawer.next ();
686 return true; 690 return true;
687 691
688 default: 692 default:
689 if (!thawer.parse_error ("map", 0)) 693 if (!thawer.parse_error ("map"))
690 return false; 694 return false;
691 break; 695 break;
692 } 696 }
693 697
694 thawer.next (); 698 thawer.next ();
695 } 699 }
696 700
697 abort (); 701 abort ();
698} 702}
703
704//+GPL
699 705
700/****************************************************************************** 706/******************************************************************************
701 * This is the start of unique map handling code 707 * This is the start of unique map handling code
702 *****************************************************************************/ 708 *****************************************************************************/
703 709
710 int unique = 0; 716 int unique = 0;
711 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
712 { 718 {
713 object *above = op->above; 719 object *above = op->above;
714 720
715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
716 unique = 1; 722 unique = 1;
717 723
718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
719 op->destroy (); 725 op->destroy ();
720 726
721 op = above; 727 op = above;
722 } 728 }
723 } 729 }
724} 730}
725 731
732//-GPL
733
726bool 734bool
727maptile::_save_header (object_freezer &freezer) 735maptile::_save_header (object_freezer &freezer)
728{ 736{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k) 737#define MAP_OUT(k) freezer.put (KW(k), k)
730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
731 739
732 MAP_OUT2 (arch, "map"); 740 MAP_OUT2 (arch, CS(map));
733 741
734 if (name) MAP_OUT (name); 742 if (name) MAP_OUT (name);
735 MAP_OUT (swap_time); 743 MAP_OUT (swap_time);
736 MAP_OUT (reset_time); 744 MAP_OUT (reset_time);
737 MAP_OUT (reset_timeout); 745 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime); 746 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset); 747 MAP_OUT (no_reset);
740 MAP_OUT (no_drop); 748 MAP_OUT (no_drop);
741 MAP_OUT (difficulty); 749 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name); 750 if (default_region) MAP_OUT2 (region, default_region->name);
744 751
745 if (shopitems) 752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
746 {
747 char shop[MAX_BUF];
748 print_shop_string (this, shop);
749 MAP_OUT2 (shopitems, shop);
750 }
751
752 MAP_OUT (shopgreed); 753 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin); 754 MAP_OUT (shopmin);
754 MAP_OUT (shopmax); 755 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace); 756 if (shoprace) MAP_OUT (shoprace);
756 MAP_OUT (darkness); 757
757 MAP_OUT (width); 758 MAP_OUT (width);
758 MAP_OUT (height); 759 MAP_OUT (height);
759 MAP_OUT (enter_x); 760 MAP_OUT (enter_x);
760 MAP_OUT (enter_y); 761 MAP_OUT (enter_y);
761 762 MAP_OUT (darkness);
762 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
763 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
764
765 MAP_OUT (outdoor); 763 MAP_OUT (outdoor);
766 MAP_OUT (temp); 764
767 MAP_OUT (pressure); 765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
768 MAP_OUT (humid); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
769 MAP_OUT (windspeed);
770 MAP_OUT (winddir);
771 MAP_OUT (sky);
772 767
773 MAP_OUT (per_player); 768 MAP_OUT (per_player);
774 MAP_OUT (per_party); 769 MAP_OUT (per_party);
775 770
776 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
777 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
778 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
780 777
781 freezer.put (this); 778 freezer.put (this);
782 freezer.put (KW_end); 779 freezer.put (KW(end));
783 780
784 return true; 781 return true;
785} 782}
786 783
787bool 784bool
792 if (!_save_header (freezer)) 789 if (!_save_header (freezer))
793 return false; 790 return false;
794 791
795 return freezer.save (path); 792 return freezer.save (path);
796} 793}
794
795//+GPL
797 796
798/* 797/*
799 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
800 */ 799 */
801void 800void
839 msg = 0; 838 msg = 0;
840 maplore = 0; 839 maplore = 0;
841 shoprace = 0; 840 shoprace = 0;
842 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
843 842
844 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
845 tile_path [i] = 0; 844 tile_path [i] = 0;
846} 845}
847 846
848maptile::~maptile () 847maptile::~maptile ()
849{ 848{
856 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
860 */ 859 */
861 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
862 if (tile_map[i] == m) 861 if (tile_map[i] == m)
863 tile_map[i] = 0; 862 tile_map[i] = 0;
864} 863}
865 864
866void 865void
870 869
871 clear (); 870 clear ();
872} 871}
873 872
874/* decay and destroy perishable items in a map */ 873/* decay and destroy perishable items in a map */
874// TODO: should be done regularly, not on map load?
875void 875void
876maptile::do_decay_objects () 876maptile::do_decay_objects ()
877{ 877{
878 if (!spaces) 878 if (!spaces)
879 return; 879 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 882 for (object *above, *op = ms->bot; op; op = above)
883 { 883 {
884 above = op->above; 884 above = op->above;
885 885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
886 bool destroy = 0; 890 bool destroy = 0;
887 891
888 // do not decay anything above unique floor tiles (yet :) 892 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 893 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 894 || op->flag [FLAG_UNIQUE]
891 895 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 896 || op->flag [FLAG_UNPAID]
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ()) 897 || op->is_alive ())
898 ; // do not decay 898 ; // do not decay
899 else if (op->is_weapon ()) 899 else if (op->is_weapon ())
900 { 900 {
901 op->stats.dam--; 901 op->stats.dam--;
926 || mat & M_LIQUID 926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1) 927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1) 928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32)) 931 //|| (mat & M_ICE && temp > 32)
932 )
932 destroy = 1; 933 destroy = 1;
933 } 934 }
934 935
935 /* adjust overall chance below */ 936 /* adjust overall chance below */
936 if (destroy && rndm (0, 1)) 937 if (destroy && rndm (0, 1))
937 op->destroy (); 938 op->destroy ();
938 }
939}
940
941/*
942 * Updates every button on the map (by calling update_button() for them).
943 */
944void
945maptile::update_buttons ()
946{
947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
948 for (objectlink *ol = obp->link; ol; ol = ol->next)
949 {
950 if (!ol->ob)
951 {
952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
958 {
959 update_button (ol->ob);
960 break;
961 }
962 } 939 }
963} 940}
964 941
965/* 942/*
966 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
967 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
968 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
969 * 946 *
970 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
971 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
972 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
973 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
974 */ 951 */
975int 952int
976maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
977{ 954{
978 long monster_cnt = 0; 955 long monster_cnt = 0;
980 sint64 total_exp = 0; 957 sint64 total_exp = 0;
981 958
982 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
983 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
984 { 961 {
985 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
986 { 963 {
987 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
988 monster_cnt++; 965 monster_cnt++;
989 } 966 }
990 967
991 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
992 { 969 {
993 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
994 971
995 if (archetype *at = op->other_arch) 972 if (archetype *at = op->other_arch)
996 { 973 {
1023 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1024 */ 1001 */
1025int 1002int
1026maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1027{ 1004{
1028 int new_level = darkness + change;
1029
1030 /* Nothing to do */ 1005 /* Nothing to do */
1031 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1032 return 0; 1007 return 0;
1033 1008
1034 /* inform all players on the map */ 1009 /* inform all players on the map */
1035 if (change > 0) 1010 if (change > 0)
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1037 else 1012 else
1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1039 1014
1040 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1041 * we need to be extra careful about negative values.
1042 * In general, the checks below are only needed if change
1043 * is not +/-1
1044 */
1045 if (new_level < 0)
1046 darkness = 0;
1047 else if (new_level >= MAX_DARKNESS)
1048 darkness = MAX_DARKNESS;
1049 else
1050 darkness = new_level;
1051 1016
1052 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1053 update_all_map_los (this); 1018 update_all_map_los (this);
1054 1019
1055 return 1; 1020 return 1;
1056} 1021}
1057 1022
1058/* 1023/*
1059 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1060 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1061 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1062 * through, etc) 1027 * through, etc)
1063 */ 1028 */
1064void 1029void
1065mapspace::update_ () 1030mapspace::update_ ()
1066{ 1031{
1067 object *last = 0; 1032 object *last = 0;
1068 uint8 flags = P_UPTODATE, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1069 sint8 light = 0; 1034 sint8 light = 0;
1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1071 1040
1072 //object *middle = 0; 1041 //object *middle = 0;
1073 //object *top = 0; 1042 //object *top = 0;
1074 //object *floor = 0; 1043 //object *floor = 0;
1075 // this seems to generate better code than using locals, above 1044 // this seems to generate better code than using locals, above
1076 object *&top = faces_obj[0] = 0; 1045 object *&top = faces_obj[0] = 0;
1077 object *&middle = faces_obj[1] = 0; 1046 object *&middle = faces_obj[1] = 0;
1078 object *&floor = faces_obj[2] = 0; 1047 object *&floor = faces_obj[2] = 0;
1048
1049 object::flags_t allflags; // all flags of all objects or'ed together
1079 1050
1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1081 { 1052 {
1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1083 light += tmp->glow_radius; 1054 light += tmp->glow_radius;
1088 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1089 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1090 * 1061 *
1091 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1092 */ 1063 */
1093 if (!tmp->invisible) 1064 if (ecb_expect_true (!tmp->invisible))
1094 { 1065 {
1095 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1096 top = tmp; 1067 top = tmp;
1097 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1098 { 1069 {
1099 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1100 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1101 */ 1072 */
1102 middle = 0; 1073 middle = 0;
1103 top = 0; 1074 top = 0;
1104 floor = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1105 } 1078 }
1106 /* Flag anywhere have high priority */ 1079 else
1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1108 { 1080 {
1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1109 middle = tmp; 1098 middle = tmp;
1110 anywhere = 1; 1099 }
1111 } 1100 }
1112
1113 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the
1115 * top
1116 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1118 middle = tmp;
1119 }
1120
1121 if (tmp == tmp->above)
1122 {
1123 LOG (llevError, "Error in structure of map\n");
1124 exit (-1);
1125 } 1101 }
1126 1102
1127 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
1128 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
1129 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
1130 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
1131 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
1132 1108
1133 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1109 allflags |= tmp->flag;
1134 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1110
1135 if (tmp->type == PLAYER) flags |= P_PLAYER; 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139 } 1113 }
1114
1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1140 1124
1141 this->light = min (light, MAX_LIGHT_RADIUS); 1125 this->light = min (light, MAX_LIGHT_RADIUS);
1142 this->flags_ = flags; 1126 this->flags_ = flags;
1143 this->move_block = move_block & ~move_allow; 1127 this->move_block = move_block & ~move_allow;
1144 this->move_on = move_on; 1128 this->move_on = move_on;
1145 this->move_off = move_off; 1129 this->move_off = move_off;
1146 this->move_slow = move_slow; 1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1147 1133
1148 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1149 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1150 * this point. 1136 * this point.
1151 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1152 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1153 * 1139 *
1154 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1155 */ 1141 */
1156 1142
1157 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1158 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1159 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1160 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1161 */ 1147 */
1162 if (top == middle) 1148 if (top == middle)
1163 middle = 0; 1149 middle = 0;
1164 1150
1169 */ 1155 */
1170 1156
1171 for (object *tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1172 { 1158 {
1173 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1175 break; 1161 break;
1176 1162
1177 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1178 if (top && middle) 1164 if (top && middle)
1179 break; 1165 break;
1193 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1194 * middle is not set 1180 * middle is not set
1195 * 1181 *
1196 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1197 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1198 * 1184 *
1199 */ 1185 */
1200 if (tmp != top) 1186 if (tmp != top)
1201 { 1187 {
1202 middle = tmp; 1188 middle = tmp;
1203 break; 1189 break;
1210 middle = 0; 1196 middle = 0;
1211 1197
1212 if (top == middle) 1198 if (top == middle)
1213 middle = 0; 1199 middle = 0;
1214 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1210
1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1215#if 0 1224#if 0
1216 faces_obj [0] = top; 1225 faces_obj [0] = top;
1217 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1218 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1219#endif 1228#endif
1220} 1229}
1221 1230
1222uint64 1231void
1223mapspace::volume () const 1232mapspace::update_up ()
1224{ 1233{
1225 uint64 vol = 0; 1234 // invalidate up
1226 1235 if (!(pflags & PF_VIS_UP))
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol; 1236 return;
1231}
1232 1237
1233bool 1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1234maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1235{ 1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1236 if (!tile_path[dir]) 1252 if (tile_path [dir])
1237 return 0; 1253 {
1238 1254 // well, try to locate it then, if possible - maybe it's there already
1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1255 // this is the ONLY place in the server that links maps with each other,
1240 return 1; 1256 // so any kind of inter-map stuff has to be initiated here.
1241
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1257 if (maptile *m = find_async (tile_path [dir], this, load))
1243 return 1; 1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1244 1289
1245 return 0; 1290 return 0;
1246} 1291}
1247 1292
1248/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1249 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1250 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1251 * This is the function should always be used when it 1296 * This is the function should always be used when it
1252 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1253 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1254 * tiled maps. 1299 * tiled maps.
1255 */ 1300 */
1256int 1301int
1257out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1258{ 1303{
1263 if (!m) 1308 if (!m)
1264 return 0; 1309 return 0;
1265 1310
1266 if (x < 0) 1311 if (x < 0)
1267 { 1312 {
1268 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1269 return 1; 1314 return 1;
1270 1315
1271 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1272 } 1317 }
1273 1318
1274 if (x >= m->width) 1319 if (x >= m->width)
1275 { 1320 {
1276 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1277 return 1; 1322 return 1;
1278 1323
1279 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1280 } 1325 }
1281 1326
1282 if (y < 0) 1327 if (y < 0)
1283 { 1328 {
1284 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1285 return 1; 1330 return 1;
1286 1331
1287 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1288 } 1333 }
1289 1334
1290 if (y >= m->height) 1335 if (y >= m->height)
1291 { 1336 {
1292 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1293 return 1; 1338 return 1;
1294 1339
1295 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1296 } 1341 }
1297 1342
1298 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1299 * map. 1344 * map.
1300 */ 1345 */
1302} 1347}
1303 1348
1304/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1305 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1306 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1307 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1308 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1309 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1310 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1311 */ 1356 */
1312maptile * 1357maptile *
1313maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1314{ 1359{
1315 if (x < 0) 1360 if (x < 0)
1316 { 1361 {
1317 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1318 return 0; 1363 return 0;
1319 1364
1320 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1321 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1322 } 1367 }
1323 1368
1324 if (x >= width) 1369 if (x >= width)
1325 { 1370 {
1326 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1327 return 0; 1372 return 0;
1328 1373
1329 x -= width; 1374 x -= width;
1330 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1331 } 1376 }
1332 1377
1333 if (y < 0) 1378 if (y < 0)
1334 { 1379 {
1335 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1336 return 0; 1381 return 0;
1337 1382
1338 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1339 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1340 } 1385 }
1341 1386
1342 if (y >= height) 1387 if (y >= height)
1343 { 1388 {
1344 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1345 return 0; 1390 return 0;
1346 1391
1347 y -= height; 1392 y -= height;
1348 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1349 } 1394 }
1350 1395
1351 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1352 * map. 1397 * map.
1353 */ 1398 */
1357/** 1402/**
1358 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1359 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1360 */ 1405 */
1361int 1406int
1362adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1363{ 1408{
1364 if (!map1 || !map2) 1409 if (!map1 || !map2)
1365 return 0; 1410 return 0;
1366 1411
1367 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1369 if (map1 == map2) 1414 if (map1 == map2)
1370 { 1415 {
1371 *dx = 0; 1416 *dx = 0;
1372 *dy = 0; 1417 *dy = 0;
1373 } 1418 }
1374 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1375 { /* up */ 1420 {
1376 *dx = 0; 1421 *dx = 0;
1377 *dy = -map2->height; 1422 *dy = -map2->height;
1378 } 1423 }
1379 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1380 { /* right */ 1425 {
1381 *dx = map1->width; 1426 *dx = map1->width;
1382 *dy = 0; 1427 *dy = 0;
1383 } 1428 }
1384 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1385 { /* down */ 1430 {
1386 *dx = 0; 1431 *dx = 0;
1387 *dy = map1->height; 1432 *dy = map1->height;
1388 } 1433 }
1389 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1390 { /* left */ 1435 {
1391 *dx = -map2->width; 1436 *dx = -map2->width;
1392 *dy = 0; 1437 *dy = 0;
1393 } 1438 }
1394 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1395 { /* up right */ 1440 { /* up right */
1396 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1397 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1398 } 1443 }
1399 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1400 { /* up left */ 1445 { /* up left */
1401 *dx = -map2->width; 1446 *dx = -map2->width;
1402 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1403 } 1448 }
1404 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1405 { /* right up */ 1450 { /* right up */
1406 *dx = map1->width; 1451 *dx = +map1->width;
1407 *dy = -map2->height; 1452 *dy = -map2->height;
1408 } 1453 }
1409 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1410 { /* right down */ 1455 { /* right down */
1411 *dx = map1->width; 1456 *dx = +map1->width;
1412 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1413 } 1458 }
1414 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1415 { /* down right */ 1460 { /* down right */
1416 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1417 *dy = map1->height; 1462 *dy = +map1->height;
1418 } 1463 }
1419 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1420 { /* down left */ 1465 { /* down left */
1421 *dx = -map2->width; 1466 *dx = -map2->width;
1422 *dy = map1->height; 1467 *dy = +map1->height;
1423 } 1468 }
1424 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1425 { /* left up */ 1470 { /* left up */
1426 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1427 *dy = -map2->height; 1472 *dy = -map2->height;
1428 } 1473 }
1429 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1430 { /* left down */ 1475 { /* left down */
1431 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1432 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1433 } 1478 }
1434 else 1479 else
1435 return 0; 1480 return 0;
1436 1481
1437 return 1; 1482 return 1;
1460 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1461 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1462 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1463 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1464 * monster that is closest. 1509 * monster that is closest.
1465 * 1510 *
1466 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1467 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1468 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1469 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1470 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1473 * 1518 *
1474 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1475 * closest body part of 'op1' 1520 * closest body part of 'op1'
1476 */ 1521 */
1477void 1522void
1478get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1479{ 1524{
1480 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1481 { 1526 {
1482 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1483 retval->distance = 10000; 1528 retval->distance = 10000;
1484 retval->distance_x = 10000; 1529 retval->distance_x = 10000;
1485 retval->distance_y = 10000; 1530 retval->distance_y = 10000;
1486 retval->direction = 0; 1531 retval->direction = 0;
1487 retval->part = 0; 1532 retval->part = 0;
1488 } 1533 }
1489 else 1534 else
1490 { 1535 {
1491 object *best;
1492
1493 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1494 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1495 1538
1496 best = op1; 1539 object *best = op1;
1540
1497 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1498 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1499 { 1543 {
1500 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1501 1545
1502 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1503 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1504 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1505 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1506 * below works. 1550 * below works.
1507 */ 1551 */
1508 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1509 { 1553 {
1510 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1511 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1512 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1513 { 1557 {
1514 best_distance = tmpi; 1558 best_distance = tmpi;
1515 best = tmp; 1559 best = tmp;
1516 } 1560 }
1517 } 1561 }
1518 1562
1519 if (best != op1) 1563 if (best != op1)
1520 { 1564 {
1521 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1522 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1523 } 1567 }
1524 } 1568 }
1525 1569
1526 retval->part = best; 1570 retval->part = best;
1527 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1528 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1529 } 1573 }
1530} 1574}
1531 1575
1532/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1533 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1534 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1535 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1536 * the path, we need this. 1580 * the path, we need this.
1537 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1538 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1539 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1540 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1541 */ 1585 */
1542void 1586void
1543get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1544{ 1588{
1545 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1546 { 1590 {
1547 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1548 retval->distance = 100000; 1592 retval->distance = 100000;
1549 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1550 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1551 retval->direction = 0; 1595 retval->direction = 0;
1552 retval->part = 0; 1596 retval->part = 0;
1553 } 1597 }
1554 else 1598 else
1555 { 1599 {
1556 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1557 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1558 1602
1559 retval->part = NULL; 1603 retval->part = 0;
1560 retval->distance = idistance (retval->distance_x, retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1561 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1562 } 1606 }
1563} 1607}
1564 1608
1565/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1566 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1576 int dx, dy; 1620 int dx, dy;
1577 1621
1578 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1579} 1623}
1580 1624
1625//-GPL
1626
1581object * 1627object *
1582maptile::insert (object *op, int x, int y, object *originator, int flags) 1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1583{ 1629{
1584 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1585} 1631}
1596 if (default_region) 1642 if (default_region)
1597 return default_region; 1643 return default_region;
1598 1644
1599 return ::region::default_region (); 1645 return ::region::default_region ();
1600} 1646}
1647
1648//+GPL
1601 1649
1602/* picks a random object from a style map. 1650/* picks a random object from a style map.
1603 */ 1651 */
1604object * 1652object *
1605maptile::pick_random_object (rand_gen &gen) const 1653maptile::pick_random_object (rand_gen &gen) const
1612 */ 1660 */
1613 for (int i = 1000; --i;) 1661 for (int i = 1000; --i;)
1614 { 1662 {
1615 object *pick = at (gen (width), gen (height)).bot; 1663 object *pick = at (gen (width), gen (height)).bot;
1616 1664
1617 // do not prefer big monsters just because they are big. 1665 // must be head: do not prefer big monsters just because they are big.
1618 if (pick && pick->is_head ()) 1666 if (pick && pick->is_head ())
1619 return pick->head_ (); 1667 return pick;
1620 } 1668 }
1621 1669
1622 // instead of crashing in the unlikely(?) case, try to return *something* 1670 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return archetype::find ("bug"); 1671 return archetype::find (shstr_bug);
1624} 1672}
1673
1674//-GPL
1625 1675
1626void 1676void
1627maptile::play_sound (faceidx sound, int x, int y) const 1677maptile::play_sound (faceidx sound, int x, int y) const
1628{ 1678{
1629 if (!sound) 1679 if (!sound)
1640 if (distance <= MAX_SOUND_DISTANCE) 1690 if (distance <= MAX_SOUND_DISTANCE)
1641 ns->play_sound (sound, dx, dy); 1691 ns->play_sound (sound, dx, dy);
1642 } 1692 }
1643} 1693}
1644 1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709}
1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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